#archived-game-design
1 messages · Page 38 of 1
this accursed thing
yeah well as a coder, its infuriating to work with
everything ive seen uses strings; which seems highly inefficient
I have yet to babble on complex control development unfortunately
mmh
well lets say its much harder to get into this one than the old one xD
The old one you can even make your own system, just need to use the key assignment and detection
This one will prove much more difficult to manage with
one bright side on this one is that you can disable whole action maps, so you dont need to have if checks and such in scripts to see if a menu is opened or not in order to lock controls
Ahh
That bright side is literally one of the reasons for using this system, it doesn't force you to have insane amounts of code checking states.
oh, also u can assign events for keys that just need to detect presses or holding; no need for update methods
Yeah; but have you gotten to the part where you need to edit keys at runtime? 😄
That, and the ability to add multiple input support without any code changes. Gamepads, etc.
Oh hey! Question, what's the line limit of messages on this channel?
I said line limit, not character limit
Anyone have any good resources on mobile game monetary systems?
What money equivalent (or time equivalent) value of rewards should a player get playing say 1 hour of the game?
What money equivalent (or time equivalent) value of rewards should they get for watching an ad video?
I understand each game might do it different, but I am sure there would be some general consensus among the popular games.
Instead of thinking about it like that, try thinking this. If you are a player and you spent an hour playing your game, what kind of reward should you expect?
As for the ad watching, you’ll want some amount of money that makes it worth the watch, but not too much that all of a sudden it’s becomes a player’s main source of income. Watching ads isn’t really intuitive and the more players get from ads the less they’ll care about gameplay
At least, that’s my theory
Correct, but I may not be the average player. I was looking for some actual data on what players feel.
Yup, absolutely correct. I have seen games that just bombard you with ads knowing you aren't going to spend a dime
The reason why I said the first bit is because what your asking for is very specific. Something like that would take research and gathering data from random people of some place that usually doesn't represent the general public.
I have no idea what you can do with money in your mobile game nor do I know your dollar's worth, and I doubt there's any form of data online about your game of which I assume doesn't exist yet.
Putting yourself in a player's shoes is a good place to start. However, you are correct that you may not be the average player, so here's the deal.
Usually players want money to progress in a game, so the more money they get the more they'll progress. If you can find a group of people to help, you can make a poll for different levels of progression per hour and see what they think.
im trying to control this thing my friend made in blender for my game, except the camera wont work
ill get a video
is there a script to fix this
Based on your video, camera does work. If you want to see your player in camera, put camera behind your player. If you want to more freedom with camera, take a look "standard assets" packet by Unity, there are camera control scripts.
it was already fixed
Hey, I am planing to start development on a Gundam vr game and was wondering If anyone had any tips?
i recently started my first unity project, and i'm already sort of stuck. i want my sky to look a specific way, but when i try learning about how to do it, i keep running into dead ends
it just seems like information overload, but none of the information appears to be useful
for example... how do i make a starry sky, without just using a still image?
Question: Underwater movement scheme that makes sense?
I guess the standard is making the jump key add to +Y move
WASD, forward/back is towards the direction of the camera facing
I dont have a sit function yet, or if/when i do have sitting, the sit key will probly default to somewhere far from around WASD
What's my option for "diving deeper" key?
Shift?
Is it acceptable to have W forward as towards the camera direction, and Space to swim upwards
So if u face down, press W and Space at the same time, the Y direction will be summed, i guess
I dont play much underwater games tbh..
Not all games have a “swim” button. They rely on direction controls. But some games may use space to go forward when swimming in spurts.
anyone know how to get my game noticed?
Pay for marketing, ads.
It unfortunately costs money to make money.
Otherwise, start sharing your game wherever you can and hope word of mouth will be enough.
can someone help me get quick suggestions 😢 its not working
I am making a game that I want to be somewhat competitive (possibly add matchmaking in the future + leaderboards of some kind) but I don't really want to pay for hosting. I realize that making my game player-hosted ("peer to peer") could/would allow cheaters to easily alter the results of games to improve their ranking. Is it better to pay for hosting so that this isn't possible?
I give my vote on this
Or something to create a buzz
And this too... twice
Looking good? Im not entirely sure what else to add in the sound section; im also not sure if its good to have that extra separation between the master volume and the rest
Maybe remove the "Volume" part of the texts?
is it like a fully fledged out game that you would pay for on steam? if so, probably pay for hosted.
If you want a multiplayer game then you'll have to pay. Although some games have a system where servers are funded and owned by community, these aren't suitable for normal matchmaking
Good afternoon.
The company that i work for has tasked me to build a poker game over multiplayer and I need some guidance on the best solution for building such a system. The number one concern in this project is determining the legal winner of the match, because money is involved the system should be anti-cheat proof as much as possible.
Do I build a node.js server (I dont have c# server experience. Most of our team are javascript developers) that acts like the "dealer"?
Client access server.
Cards are sent to the client.
Player input is sent to the server.
Server calculates result.
player client is updated.
or do I use something like "Photon" turned based example?
You need the server as the master for all move, but how good is your team with security in general? Thats the real question you should cover first. If real money is involve it mean that just hacking a player account is enough, how will you protect it? How will you protect your network packet? Your database? Your network?
Which cheat detection measure will be in place, how will you monitor the server and infrastructure against attack?
my other option would have been to have the players host themselves, like just let them create rooms where they can invite their friends
So basically hosting a server on player's device?
Well, I heard that an average device wouldnt be able to handle that but idk
still, the host would be able to cheat as much as they want
and making any sort of permanent progression in game would be impossible without using a normal server
that also means no monetization
i made a 2d char in illustrator but now i want to animate which software shold i use it
to animate
@hoary sorrel you could have people host their own server, but then you totally lost control about everything, how would you play to manage money, winner/loser, fee, game?
Yeah thats what I was thinking
i cant get anything to glow im on unity 2020 URP any tips
@stoic bridge thanks for getting back to me. So your saying i im on the right track about have the server be the "dealer". i thought that if the dealer was the server then i would have to worry about protecting the network packet, becasue data is not calculated on users device 🤔
Hackers... i dont think my team has security experience. Where would I be able to learn security stuff that would protect against hackers trying to change account info? wouldnt one maybe use a database like what firebase offers? dont they make sure that accounts/db are protected?
Securing a game against hackers is a never ending task
My recommendation would be spending your time making a game that is bug free and fun instead of investing in security issues that may never arise
Oh I just looked up in the conversation and noticed that you're dealing with real money
I would really recommend hiring someone who knows what their doing for your server side interactions, doing matches with real money on the line is a big deal
At the very least, you'll want to simulate the match server-side, by having a version of your game logic outside of Unity Engine that can be verified to ensure no weirdness happening on the clients
On the client-side use IL2CPP compilation instead of mono and get an obfuscation asset from the asset store, to ensure you have some basic protection against reverse engineering
You also don't want the clients talking to Firebase directly, have the client send specific requests to a server, which verifies the request is legit and a valid option, and then modify the Firebase data from your server
There's a lot of things that could go wrong just in doing what I've described, make sure to be vigilant and always think about how a hacker could misuse a certain bit of code or a packet to their advantage
Also I would recommend building your gameplay verification server in c# so you can run the same game logic on the client and on the server
@autumn rampart yes, you need a server, that will record everything in a database... as me an hcorion said, the issue is the "real money", that may attract people just because of that reason.
About security, honestly if you want to do it right, find someone with experience on it both on development side, and network infrastructure side, is too complex of a subject to learn overnight. Security and hacking is a never ending fight, it's not something you can put in place and say we are done, let never think about it again. It's a constant job, and require good experience. No idea what is the size of your project, and the real goal of that project, if it's to build a table for a couple of friend, or distribute at large. The bigger distribution you have, the more the risk ob being a target of interest will raise.
Quick question, what is the best way to stop my player character from driving off the screen in a 2d environment? Should I place a whole bunch of colliders around the edge? Or is there a better way?
Good products market themselves
my product isnt good
Tesla never spent a single cent on ads, yet it's the biggest car company. The thing is that good products make people look good, so they feel the need to share it. Word of mouth is the most powerful form of marketing
Make something that people want to be seen playing
fundamentally, this means new mechanics + attractive visuals
Hi, so ive been wanting to access the .assets files for a game to change the textures and I have stumbled upon something called UABE (unity assets bundle extractor) and I tried researching if its not malicious, it seems fine for the most part but i just waned more conformation from real people.
Not malicious at all, but it only works for up to Unity version 2019.2 . If you want it for newer versions, download the UABEA fork (Unity Asset Bundle Extractor Avalonia)
I think this issue is self explanitory
Can someone help me fix this please?
Also, in case you cant watch the video:
When playing, trying to rotate the head will rotate the entire body, but selecting the head (which is a parent of the camera) lets me rotate the head and camera individually from the body
After 3 years I finished making my game. Where do I post in this discord though? (which channel)
:0 that sounds cool!
ok
hey, in this channel we can talk about level design in general or?
Maybe my question doesn't really belong here. But I would like to port my RPG to multiplayer.
I want to make it with a completely authoritative server. However, my questions are about what the server should handle.
I have already thought about the movement system, with players just sending their action (not their states) to the server, then the server checks if the player's new position is legal, if it is not, then the server will correct the position by sending the player's new corrected position.
Players will also be able to encounter wild creatures with stats (a bit like pokemon), for this aspect, will all encounters have to be caused by the server or the client?
I'm having a little trouble seeing how to separate what is client driven and server corrected or what is server driven only?
I always try to put myself in the position of a player trying to cheat.
Do you have any advice or excellent references to recommend?
im trying to make pixel animations in my game, anyone know any programs that can export animations as picures and have a overlay of the last image i was editing?
Piskel is a free one that's pretty decent for pixel animations. There's a web version and a desktop version
hey so sorry if I pinged you but I want to know if this is where I should be downloading UABEA from: https://github.com/nesrak1/UABEA
Yup, that is correct
okay
Hey guys, for an RTS game in 2d (isometric style) would you use a cinemachine or a normal camera?
You get transitions and shakes out of the box with CM
Would it make sense to add undo and redo functionality in a puzzle image game?
I'm having a really hard time trying to come up with ideas for games, any tips?
Hi - Id suggest brainstorming - make a list of game mechanics, how bad or good doesnt matter just whatever you can think of, then a list of possible objective etc. Then afterwards try to connect two you like/that you can see working together. Genre would be a good one to add in too.
Dont forget the things you add to that list can be as crazy as you want. If you think the player is a frog and uses hops and his tongue to solve puzzles then write that down. If you think something w exploding pineapples then write that down. The idea is to stimulate the brain into doing creative thinking. Good luck!
Ps you could also look at existing games for inspiration but i think brainstorming will be more rewarding. Hope this helps a lil :)
#854851968446365696 for where to post for jobs and collaborations
@hoary sorrel
Just look at your game library, what did you like to play most
For making games, it's best to either make something that you are really passionate about...
or something that you need to do to grow
Too many people waste their time sitting still, thinking about what they want to make
It's best to build a First Playable Prototype and once you have everything you need...
Character, gameplay, items, weapons, enemies...
Start to think about where you want to go with all this
But at the very least, you are well started to finish a game
Yikes, right now when I have all the time I need, my creativity has gone asleep and Im still stuck without an interesting project idea to work on. Should I keep thinking until I get an idea that I feel motivated for or should I try to force myself to work on something instead?
I've been there, when that happens I challenge myself to design a game of a genre I haven't tackled before. Maybe you can try that?
@cinder hamlet Try looking at a game experience that you could maybe adapt to bring to a different market. If you are new to game development, death of Flash brings a lot of opportunities to bring back relatively simple game experiences that were lost.
Hey all. I've been making a 2d side scroller with a jetpack (hover specifically) mechanic. Was wondering if people could let me know popular games that also have this mechanic (for platformers specifically, preferably 2D). Some examples are Diddy Kong games, Super Mario sunshine, jetpack joyride. Other suggestions welcome. Would like to look at these games for compare/contrast/inspiration/novelty sake.
Pharoah in Overwatch?
I think that's flying right? I'm looking more for hovering
Well, she can't quite remain airborne indefinitely but it's close I suppose
https://upload.wikimedia.org/wikipedia/en/9/9f/Lunar_Lander.png showing my age perhaps :p
That's not a bad example. I had that one in my list :p
Anything like that is welcome.
Tho preference to platformers
you've asked for a list of hovering games and it's going to be a billion miles long
I used to like thrust, where you had to snag a weight with a tractor beam and then deal with it swinging and drag you out of position
and then you had to do it with gravity reversed :)
Ah interesting
I actually can't find too many games that I'm looking for. So far the closest examples in the category of 2D platformer with hover mechanic:
- Diddy Kong games
- Peach (Mario games)
- Squirrel suit Mario
And it's really only Diddy Kong where the game can be designed around that character specifically throughout.
Actually I'm misremembering. That wasn't introduced til much later. I don't think Diddy actually has a game where it's just him and a jetpack.
Nitro from metal warriors on SNES maybe?
That's flying too. I guess instead of jetpack, I'm thinking more hover/glider.
On a separate note, relating to actual game design, I'm finding it interesting in my experiments choosing between hover vs glide as a mechanic, as well as having it either timer/fuel based vs infinite (with gravity pulling you down to defining your limit).
The hover+fuel feels more maneuver based and higher difficulty, whereas I can think of more puzzles based on the glide.
Makes me wonder if its a good idea to combine the two, where the player has to find when to use each ability to get across. Where hovering takes fuel and gliding doesnt. I think it could be cool.
As a platformer, giving the player less fuel which refills when the player is standing still on the ground makes the game more interesting for speedruns. you could make alternate routes and optimising the routes/strats when to use which ability. (I assume hover would be constant thrust and glide would increase its speed over time. So it would outrun the hover over longer sections)
Hope some of this gave you some ideas
Good luck :D
What’s the best way to approach game ideas, especially when lacking money, skills and a team? I personally only know how to code and I have no team to help bring game ideas to life so the best I can do is leave them to the side until I purchase assets.
Solo projects are a thing, just make sure you know your capabilities and limitations
What improvements to do on the naming and ordering of the graphics menu?
im not sure about vsync and render scale position,
and if i should remove the Shadow part in the shadow distance and shadow cascades , since its inlined with the Shadows
I think you can make the section with "General, Graphics, Sounds and Controls" higher, just below the "Back" option
Would leave empty space on the bottom though
so its basically the same, no?
@rose grotto eh?
this looks clean
Yeah but how about the ordering of the settings? and their names
id say always have the general tab first
then maybe alphabetically
up to you
just handing out some suggestions
personally i like the way they are ordered rn
id put controls above sound tho
alphabetically is meh; im going by 'most importance' to least
yea
good idea
maybe put vsync on top; thats the only difference i can think of
@sweet lotus looks good? i got a bunch of other toggle settings i need to add like post-processing ones that ill just separate with a title
i think that looks fine
Like the top would be "Rendering"
and i have no idea what names to put on the rest 😄
the whole thing is preferences xD
ill just add a "Rendering" title for the whole thing i have right now, and "Post-processing" or "Effects" in the ones i have left to add
looks better
i agree
alright xD
MSAA and FX/SMAA is post-processing, right? I should move it to Effects
Thanks, I'm aware they exist but it seems as if every corner I turn on YouTube, everyone knows how to code and do art, I suppose I'd need to get myself on that same track to make things a bit easier for myself 😅
knowing design definitely helps; im managing to slowly swap copyrighted or default unity stuff to my own
Yep, I hope I get myself to that point also. Hope that's going well for you too
Yeah, programming, game design and art (either 3d or 2d, your choice) are the key skill for solo projects
for 3d art I recommend Blender, for 2d there's a wide choice of programs, I personally use paint net since I'm not too advanced yet
I've been on the same page, my only issue is knowing where to start in that regard, if you know any guides/tutorials that might be helpful, I'd appreciate if you could direct me towards them
guides for which one
Then download Blender and find a tutorial that you like
I havent done much Blender but I learned from the hammer tutorial, let me find it
This beginner Blender video demonstrates how to make a 3D model of a hammer. Blender version 2.8 beta was used for this video.
Blender website
http://www.blender.org
this one
other than that, I mostly just experimented
Oh I've had Blender, I've just never been able to get my hands on to designing something, I'll definitely take a look into this tutorial and try to get myself into this. Other than that, I appreciate the help!
meh, cant model and make textures for shit, but im managing well with editing and simplistic/minimalist designs
I understand that, I usually feel burnt out even trying, not even 2D art is something I can easily get my hands on but the pay-off would surely be worth it
The most i had to do was an RPG project UI; had to go full custom; and this is how it generally looks
alas i kind of abandoned it
it had some nice "scroll" animation when switching/toggling menus
like how an actual scroll opens 📜
Oh wow, that's actually pretty cool
The animation was also yours?
yeah..
yup
it wasnt a hard animation
but it was definitely not an optimized UI xD
i was going for looks and feel than performance then; it didnt matter that much anyway
Either way, that's still a pretty cool feat., nice work!
i wished i had more experience and such for making RPG elements
the database i made was relatively nice to edit; but it was definitely probably not a good way of doing it
Well what do you mean by this?
How to make efficient systems that are interchangeable
instead of hardcoding stuff; like monster hostility towards other monsters
being able to hotswap "race" features
basically mainstreaming stuff for easier quantity creation
it was probably a mistake looking up to warcraft; since that game has literal tenths of thousands of items and thousands of different monsters
Ohh, I get what you mean. That's just a matter of creating modular systems with an understanding of what you want your final goal to be with that system
Looking up to other games is something I do often, it usually ends up in me overwhelming and disappointing myself 😅
yeah its very easier when not hardcoded it can save you making a new script just for another type of something
ScriptableObjects are very helpful in that regard
Maybe not with UI, I dont know how that'd work
is ScriptableObjects for like storing other values from other scripts?
im new to unity didn't write that one yet
SO and interfaces are a godsend
^^
but also requires a lot of planning 
a simple IDamageable for health system mainstreaming on an FPS project took 5 iterations before i figured out what it needed
float Health { get; set; }
void Damage(int damage, DamageType damageType = DamageType.Neutral);```
ScriptableObjects usually contain shareable attributes. Let's say you're making characters, they'd all presumably have health, mana, and a movespeed. With an SO you can create one script and create multiple characters with said script and they'd all inherit those traits
I'm not the best at explaining but I hope that makes sense
Personally, I've never used interfaces but from what I've seen, they're really useful and I should really give a go at using them
SO is mainly used as a reference "single" data - so you save both effort and game memory if you use the object with said SO data a lot
i wish i knew that earlier could have made it easier for some scripts
oh yeaah; it saves a lot of effort
you can literally have a single line of code for 1000 different reactions
both my player and a destructible box use IDamageable, which makes it easy to actually damage both with the same code ; no need to copy paste with a slight difference
Learning is part of the process, it's a nice feeling learning that there are easier approaches to developing certain aspects of your games, I'd recommend you'd take a look into ScriptableObjects
kind of wished i learned this earlier, not 8 years into developing 😄
but i never did any projects larger than "small"
so never needed them
Yep, same here, but using them in those small projects could help you approach larger ones with that in the back of your head
I'll try and see a use for them in the future
yeah like when i started unity i didn't know how to Debug.Log stuff and now im able to make enemies and player script
i would like to have some kind of Debug.Log that doesnt get compiled with release games though....
having to add #if UNITY_EDITOR every time i want a debug to be there is annoying
I'm not sure on that one, might have to dig for a solution on that one lol
You're getting somewhere, it'll take time but who knows when you'll be able to focus on a full-sized project
meh too lazy xD
Lmaoo I don't blame you
i just found there is something like Debug.logger.logEnabled maybe you could make it to true if its a editor build? i hope it works though as all i did was just google it lol
i still need my logger 
i have a console in my release builds that igve out info
just want certain debugs to not be in there
actually i got an idea
What i can do is have a method that just calls Debug.Log and is surrounded once with #if , and call that everywhere i want to have it debug only in the editor
if its in builds, it will just call an empty method
I was actually thinking something along those lines too, I think it should work
it will definitely work
thats just wasted performance though 
ah ill just make do with less debugs
I'm sure if the project is small it wouldn't be too much of a decrease in performance
Oh, I got it
So, not really set in stone or anything, but if you guys have any games/projects that I can make for a portfolio, please do let me know
That was pretty vague so let me just clear it up a little.
The set in stone part refers to the fact that I'm not entirely sure if I'm going to do another project or just try to get a job with 1 (the one I'm currently working on) - obviously it would be better with more.
And as for the projects, yes I can do anything as a project, but I'd be leaning toward quicker clean projects that take mostly coding. So if the project is going to take months, that's too long.
also I'm being a bit of a whore for peoples advice rn and have sent this to another server, so please @ me, thanks
That contrast hurts my eyes
maybe use grey instead of white
Hmm why grey?
Black and white contrast a lot and its unpleasant for the eyes
Also consider changing background from black to grey as well
its not completely black
well, looks black though
212021
Try grey
Ok yeah looks better
im not sure why its getting so dark
but I'd still make it a little brighter
the background?
yes
ive got no clue why its being darker though
never mind i just disable this to remove the image 
@cinder hamlet better?
my background is an image; so its a bit difficult to change
how about i just change the color of the buttons
no need I think
and darkening the dropdown menus on the options
now try making other white things 210 too
ok
it looks disabled 
@cinder hamlet it doesnt really fit; its hard to spot checkmarks now
I'd also consider changing checkmark color so it matches the overall color palette
like, orange
wdym
like its not default color, but its not selected
like highlighted/hovered over for example
or in terms of the sliders: the handle which splits the "disabled" with the "enabled" part, if u know what i mean
yeah I get it
though I feel like a good idea would be sticking to a more consistent color palette; it will look a lot more clean and professional
it is consistent
- ensure that the numbers near sliders have same font size
for numbers, you may want to use a monospaced font
what does that mean
a font where all characters have same width
I guess you can leave it for now then
didnt really needed to
- these sliders seem to have created an optical illusion
because slider handles look like they're different size
I've seen some games/apps make a handle-less slider and it looks pretty cool
or an invisible handle
yeah i know
consider making that, it might look good
eeeh not sure about that one
though it does get rid of the annoying size issue of the handles
@cinder hamlet should i be using expand or shrink?
uhhh idk what this does
i know for a fact that expand makes it way better if the resolution goes smaller; but has issues with the sizing being inconsistent
oh well it resizes the UI to be proportional
expand, at least
im not so sure about shrink
but by the looks of it if u choose shrink, u need to work with the smallest possible resolution ur gonna have
because it wont go smaller than the chosen by the looks of it
which is weird, considering it says "shrink" 
I know this has been discussed countless times, but how do you come up with a core gameplay loop? I never start a project because that's what's missing, I get ideas like "Oh yeah I'm gonna make an RTS roguelike" and have lots of games to take inspiration from, but I fail to think of a core gameplay loop, making me think it's not worth it to start a project if I don't even know what the goal of the game will be
Whenever I concept a game, the core game loop generally gets created after I've got the game figured out
For me, it's a good way to step back and break the game down into it's simplest form to see if it still makes sense
It's also useful when pitching your design, or showing a new designer to your team how your game works
Other than that, I don't find the core game loop all that useful during day to day development
@spiral birch How's your process of "figuring out the game"? Do you just start prototyping without having the player's goal in the game in mind and figure it out later? Like in my example, a Roguelike strategy game, start with some mechanics that are needed either way? Finding that "simplest form that still makes sense" is where I struggle already, because I find it hard to get ideas which are more fleshed out than just the general genre that the game should play in
So, an RTS Roguelike is an interesting example, because you can really go deep with prototyping, since RTS has a lot of potential design complexities
Generally I start by figuring out what's unique and prototype that first
So in this case, what immediately comes to mind is the procedural generation of interesting RTS maps
So instead of focusing on base RTS gameplay, throw together some really simple RTS movement and attacking and figure out the RTS map gen
but maybe what's interesting to you is instead the procedural generation of units/abilities, and instead figuring out how to generate those and make fun and interesting combos is what drives you, and you can stick with some basic maps while prototyping
RTS is also a really wide genre, you could define an RTS core loop as
Resource collection->Production->Execution
and there's so many interesting ways you could go about designing systems within that loop
I think what might be interesting in this example is what the secondary loop of gameplay is, ie the hour-to-hour loop
since that's where the rougelike mechanics come into play
Or maybe not 🤔
You could totally design roguelike mechanics within the minute-to-minute loop as well
You've got my brain buzzing with lots of interesting RTS roguelike ideas now 😂
Of course, all that being said, an RTS is usually an extremely complex game concept, not sure if I would recommend it as a genre for solo dev
Thanks that kind of brain buzzing was exactly what I was looking for! 😄
Yeah that's true, I though about only implementing parts of it like the base building, I also don't want to make it too complicated because I'm afraid of making an appealing AI to play against, so the mechanics should be simple enough, probably even turn based
Thanks a ton for your feedback, appreciate it a lot ❤️
Hi all i have the oauth key part turned off in my twitch chat game is this safe or unsafe if other streamers have my game. as i want the bot for the game to post in my name in there channel. ********Sorry if i posted in wrong part
i have no idea what ur doing, but i think that part of code will always run..
where does the level design who make s the level with 3D assets fall under?
@kind folio
You can find more detailed information on this subject right here.
https://skilljutsu.com/gamedev-careers.html
There is too much to cover on discord.
But basically, the level designer designs a rough version of the 3d map layout and makes the game level fun to play. They add enemies, script AI patrols and enemy waves, add items to pickup, script missions, puzzles, etc.
3D artists and environment artists create 3d assets and decorate the game levels. Add lighting, etc.
The nuance is a 3D artists create 3D assets. Environment artist may create 3D assets too, but they also use assets to decorate game levels.
This job could also be called ''Level artist''.
It's often different, a bit, from one studio to another
Hello! Im currently working on a puzzle game where you play as a slime and can stick to other slimes! But im having some trouble naming the game. The current name (Sticky Slimes) might be fine, but I just can’t decide. Let me know if you have any thoughts! (Also here’s a link to the jam version of the game: https://sominstudios.itch.io/sticky-slimes)
Sticky Slimes sounds good to me, I can't really think of anything better
okay, thanks for the help! :)
you're welcome
what tools paid or free is good for making game levels?
what do you mean "they stick to other slimes" maybe elaborating on that could help us
Like this:
the gray slimes become part of the player once you touch them
oh that's kinda sick actually
let'see... "We Are Slime" came to mind, spitballing.... there are some play on phrases like "divide and conquer" you could play with like "Combine And Conquer" but that might be too far gone.... maybe if you can find a word with a similar letter structure as "Divide" it would work. also, this kind of reminds me of like slime colonies used in science, maybe something with the word "colony" could work?
Great ideas! Thanks!
hi quick question, i know you can always allow players to change keybinds, but is it easy for a right-handed person to press the F key when using WASD for movement?
and space to jump
like is it uncomfortable to press f in that case
Would anyone like to create a open world single player survival game with me?
//maxx = Physics.Raycast(transform.position, -Vector3.up, out hit, 100.0f)
would this get raycast distance?
im trying to get raycast distance between the player and the raycast hit
it's pretty easy for left-hand index finger to move from D to F. Many games have keybinds/actions positioned around the WASD movement and are accessed quickly
It's not like you are asking for it to go from D to L without significantly repositioning your hand 😛
I hit a creative brick wall
I'm doing a game jam where you make a game based on a randomly generated title
but even if there was no rules, I still would have no clue what to make
what title did you get?
alright, thanks!
was the title generated?
@cold onyx @covert fulcrum creepy beach
but like I said, I have no ideas regardless of the title
All I made was a island, water, and a character that uses the navmesh agent to go to where you click your mouse
there's a beach
but no creep
I'm busy working on my own game over the summer and fall but I would love if you had me as an option
like as a backup
keep me on your tabs
Ok
help before i start my game, all of the objects are shown fine
but when i start it
they all disappear
I can still see it in the scen view but not game view
check your camera position
make sure the camera is actually looking at the objects
Sounds dumb and condescending, but this has happened to me many times
Just throwing some ideas that might inspire you:
- defending the beach from an increasing amount of undead arriving (on boats/out of the ground), or more and more area being unlocked so it slowly goes out of hand
- having to manage the few resources on the island to build defences/shelter
- making the water blood instead for the creepy part
- pirates
- having to manage your one lightsource/generator on a resort that becomes haunted at night
- moving becoming increasingly harder as the beach secretly is quicksand
- the water slowly becoming higher and higher and having to manage a barricade/getting up high while getting resources down low - add a bloodmoon n red atmospheric lighting for the creepy part
I don't know if this is the right channel for this, but I'm looking for a workflow to address this issue I'm having.
I'm current making a Danmaku, and I want this cinematic background visual like how touhou does it. The core design of the concept I understand, but as for the direction (as to what tools to use, or how I should approach the task), it's completely unknown.
The gif provided is just a sample of what I'm achieving.
@mint current thx
no clue what a danmaku is
is that a word for rhythm game?
BGAs?
Oh. I'm sorry.
A shoot'em up!
Yeah. "Danmaku" is just a way to say "Bullet Hell" or "Curtain Shooter"
But overall, it's a top-down/left-right shoot'em up.
I apologize for the confusion.
haha yeah i figured that out lol
thanks anyway
was about to rage quit
you want to make a shmup?
I've played maybe 1 bullet hell before
and the backgrounds are pretty interesting
maybe they are rendered videos
I am not sure though
You what? I came to the same conclusion as well! Because I was thinking "Unity has a video component"
So I was like, "Why not do my background stuff as a video, and import it that way?"
It'd definitely be more lightweight than working with the animator. As oppose to having a lot of objects being controlled, you have 1 object active.
And with bullet hells, frame rate matters.
I really appreciate the feedback! Thank you @late vapor
the problem is compression
videos are huge wastes of space
that's the case for animators/meshes
I'm making this open world survival game but i cant think of a name. Any suggestions?
The Grinding Lumberjack Architect in the Zombie-Forest
the search for (thing)
Hey guys, been toying around in unity and started making myself a custom character controller (not literally a character controller as will become obvious).
I have myself a rigidbody character running around the scene using cinemachine for third person view and with root motion for all the movement including the jumping which im quite happy with and using the new input system and animation blends.
All is good so far, even got it going up curbs fairly nicely!
Problem is im now moving onto slightly more complicated movements like climbing and im at a loss of where to go. I have seen a few old tutorials on the subject but they dont exactly fit either so im hesitant to waste time adapting them to find out they dont work like i hoped. I have also seen a very new tech demo of the most amazing climbing system id love to use however, the explanation is beyond me.
I was hoping i could find someone here to help me getting a nice system implemented in my controller?
Cheers guys! Im UK btw if thats of any relevance
@obtuse copper Never implemented it myself, but I suppose you can tag all of the climbable surfaces so that the player can detect it, then move up it slowly or whatever
So Im making a 3D game and Im making it low poly style. The problem is that I added one simple color (green) to my terrain and its too blended in the camera
I mean, you cant tell how far the terrain in in front cause you see the same color
Any fix for this?
Add textures
That's the whole point
Just because it's low poly doesn't mean it shouldn't have textures
I've never built a game past prototype before, so I need to ask: are story based / single player games and scripted events in those games just a collection of UnityEvents that trigger when conditions are met?
Are there more elegant / better / different ways to drive?
Like... You start the level, spawn the first few enemies, and then either put a trigger on the last enemy's death to spawn something else, or let it be a floor trigger for progression down a level? Is that itm
yes , you can do anything you come into mind.
C# made it possible. well most of all ideas
talking about design well C# would not help much really , but well games are created from different areas and big studios have alot of people working on multiple sides of the game multiple aspects all co-working for the final result.
so things are hard if you are thinking to go alone as one person
Hello my game design broskis
I am participating in a jam where you must use geometric shapes as a large part of the jam
squares etc
should i have text for the tutorial etc or leave it mysterious ?
the upside of not having text would be it wouldn't be handholding and not having text would improve the no non squares aspect
@late vapor yeah i thought of that but i feel it should be far more dynamic, the game im making climbing walls freestyle would likely end badly but i want to allow it anyway.
Bit of insight the idea is to make a semi-real time trpg so in essence anything would be attemptable, but if you dont have sufficient skill, or oodles of luck, it wont end well.
But the choice should be available lol
I'm not sure where to post this: My game (the racing game, Reckless Driver, that I've been showing off in #archived-works-in-progress ) needs optimization help. I've been using unity for a long time and have done a lot of things for it (rendering distance for different layers, using mobile-optimized post processing, dynamic occlusion culling, etc). What else can I do here?
Ofc I'll add LODs soon enough but MOST objects are actually extremely low polygon already; enough to be a VL lod in modern games. So that won't do much.
Im making a game based on food (hotdogs, donuts, pizza, etc) and idk what gameplay to add. I want to make a small game but fun, I dont want to make a cooking game or something related to that. Any ideas?
Are you looking to have the tile map represent a single unit of movement in a turn based game? Or are you simply using that as a floor?
Would make sense personally to make the character one square wide/tall
whenever i export my model to unity, unity just says:
A polygon of Mesh 'Cube_cell' in Assets/Models/Enemy.blend is self-intersecting and has been discarded.
and i dont know how to get rid of these verticies since whenever i try and merge them, non of em merge
I'm making my game's settings menu where i have a mute music toggle and i don't know if makes the toggle to set the music volume to 0 (and the track is still playing without volume), stop the music (and when unmute begin at start) or pause the music (and when unmute stays where you muted the music).
how about you test to find out
I know (and i'm doing it) but i would like to know what other people did.
I mean, it's always up to you
But it takes minimal work to get something that looks good in Low Poly that is more than just flat colors
And that's coming from someone who doesn't mind making low poly games
I started my new project with low poly and flat colors...
And it's so easy to just do a bit more than that.
To get got bake, normal map and some textures...
Even all older games had textures
Even on N64 or Playstation
Def Jam Fight for New York - Xbox and PS2
TENCHU 2
Even Mario N64 had some
To add to this, if you do want to stick with entirely single-color texturing for your low-poly landscape, I saw this asset https://assetstore.unity.com/packages/tools/terrain/microsplat-low-poly-look-146119
It has a really cool aesthetic, and while it's definitely not the same as a completely texture-less map, I think it does a good job of conveying the low-poly flat color texturing without sacrificing detail & depth in your landscape.
I'm working on a mod editor for my game so I want to ask - is there any library that automatically generates UI for users to edit provided custom data structures?
something like this but for unity and based on c# classes instead of json schemas https://github.com/json-editor/json-editor
@sour tapir This channel is for game design discussion. You already have your question posted elsewhere.
I know but I am searching over 1 week
I am desperate
As are 99% of the people asking questions in this Discord. Use the right channel and don't crosspost.
i like triangle look here
@kind folio
Was just an example, not my work 😛
putting together a little prototype of something new, what do we think?
Run, jump and dash to the beat in a fast-paced rhythm platformer that won’t let you catch your breath.
essentially it's a rhythm based speedrunning platformer. Jumping and dashing on beat will give you a speed boost! The game will be split into levels - each level will be a song, levels will be grouped into "albums" that are different places in the world. The first place will be a forest, I'm thinking desert, ice, and space levels with new environment bits for each - quicksand, ice, and antigrav zones probably
I dont know if this would solve your issue, but there are a couple of assets in the store that help with that. Databox is probably the most advanced (https://assetstore.unity.com/packages/tools/utilities/databox-data-editor-save-solution-155189), but it is paid. Free solutions are charon (https://assetstore.unity.com/packages/tools/visual-scripting/game-data-editor-charon-95117) or BonaDataEditor (https://github.com/bonahona/BonaDataEditor), but I dont know if the last one has UI support. Hope that helped
I wanna ask about dotas turn rate and casting
So...i have a knockback homing projectile, and it pushes enemies outwards from the projectiles impact. It works properly, but i got an issue when the cast time of the bow is slow, the enemy moved away from the players forward direction.
The homing still works, but in some cases itll home inwards (towards the player) and that causes the enemy to be pushed into the player instead
Now.. dota does the turnrate towards enemy before starting casting, but does it also turns during cast, so that by the time the projectile is released, the look direction is somewhat maintained?
Whats an example of a slow cast unit target (projectile) skill? Earthshaker fissure maybe?
And so my question is, if it doesnt, should it?
I dont fully understand the problem nor have I played dota yet, but from what I understand this sounds like a design issue that only you can decide about. From what I understand (slow projectile, homing enemy, enemy moves such that the projectile homes towards the player and not away from them, pushing the enemy to the player) this seems to be intentional since the projectile is slow. If it isnt intentional, you could just increase the projectile speed and this issue should just disappear. Otherwise I would need some clarification on what the actual issue is
@deft patio
As far as i know, in dota, when u already start casting then u dont turn anymore. Actually im not sure, so i guess someone who knows can probably confirm
And "turning while cast is animating".. i just added it and i guess it helped a bit. But wondering if this is good or bad (balance wise). Bcoz, imagine a slow boss, doing a swing towards u, and u'd expect to be able to guess where it'll land based on the angle when he started the swing
But with this change, i guess u wouldnt be able to dodge that (unless going out of range)
An unrelated question about unit selection
In a 3rd person, far away units will be harder to select by clicks. Cant only rely on the unit's collider
So i'm thinking of making a separate child object with a UnitSelection.cs and its own (bigger) collider to ease the selection of far away units
These colliders will also adjust its size based on the distance to the camera. I think this'll work, but.. how bout if there's enemy A and B. They're both kinda far but B is further (just behind A)
A's enlarged collider would be blocking B, even if my cursor is pixel perfect on B's actual unit collider. How do i solve that?
I could mimic Unity editor's way of selection. I'm guessing, it uses Sphere/RayCastAll, and clicking on the same pixel would cycle through the next further objects in line
But.. for some technical reason i can't use CastAll. Or maybe i can but it'll involve some rework
Maybe... still use raycastall and the enlarged collider, and upon sorting the list of units in the cast, check again which one of them is the "closest" to the cursor in terms of screen, via WorldToViewportPoint?
Thanks you! Will check these out
@cold onyx Don't crosspost and try to keep programming questions in the programming section.
I want to make a battleships type game wher you can build the navy of a nation that you choose. Any cool ideas?
Make it to where you can stand on deck when the ships are firing
What kind of gameplay would you implement in an open world game where you play as a bird?
Some things that come to mind include bird races, fetch quests, exploration puzzles, dodging predators, etc
Nice ideas, could a story fit?
Why not?
The bad thing is that I dont know how to write a good story
My favorite game where you play as a bird was called ‘crow’ it was an iPhone game
I never realised how much I suck at level design until I partook in a recent jam
Check out Eagle Flight @modern condor it's a VR Ubisoft game
a platformer where you are extremely easy to die, basically you fall 1 feet and you die or something
idk
something like crowd city
Thanks
That's going to be tricky for you then. My tip to you is try working on making a story in general first without worrying if it's good or bad, then afterwards keep what you like and fix what you don't like. Any questions that get more in depth with story elements will come along for you in due time.
And of course, you can always get story feedback from other people
A harder part is to implement the story in the game
I want to make something like "the first tree"
The main story theme of my game is fake friends
Unfortunately I haven't played that one
At last, we got a meaty new trailer for Stray, the upcoming PlayStation and PC game about a lost cat wandering a city of strange, human-like machines, including some very cute cat interactions, but the most important bit is that Stray finally has a release window of early 2022.
#IGN #Stray
Not unity, UE4, but looks like a masterclass on atmosphere and world building
how important is it to have movement speed increasing spells in an ORPG?
since every orpg seems to have it but it's very complex to implement into my game's server architecture
Space Escape Obstacles
hi
How can we help you
is there any form to find all game objects with the name oil(including oil(clone) oil(clone) (clone) etc)
From a performance standpoint, what would be faster?
-Models with no texture data, but instead 3-4 flat coloured simple materials.
-Models with one textured material at 2k resolution.
how about test it
I personally have no clue, but I would suggest making a project that will instantiate a whole bunch of one or the other
then just look at the stats/framerate
unity standard assets has a fps counter script in it that isn't too hard to plug into a tmPro, but the best way would be to use:
https://docs.unity3d.com/Manual/ProfilerGPU.html
generally id say the simpler model would be faster though - seems reasonable to think so anyways 😛
If anyone Knows ANYTHING about making vfx in unity PLEASE dm me I really need some help with as I don't completely understand youtube tutorials that way so I would like to ask someone question in my own words.
So ask them in #✨┃vfx-and-particles, this isn't a discord to get personal 1:1 consultation.
hello I just wanted to ask if someone can point me in the right direction to some guide on how to do timed attacks in an rph, like in games like paper mario where when you do an attack you have to time it right to do the most damage please?
You could always add two events to the attack animation. One to set a boolean that flags it as 'start bonus attack' & another that flags as 'stop bonus attack' . At the start of the attack you could reset a boolean for 'apply bonus damage' & at the conclusion you could read the 'apply bonus damage' before applying the damage. & if you get the proper button click while 'bonus attack' is on, you set the 'apply bonus damage' flag.
so I have an idea. I just want to know if it's feasible for me to do it by myself
some sort of metroidvania or platformer, whichever is easier, where the player is surrounded in complete darkness, only whatever the player steps on has a highlight to it. Damaging enemies also highlights them. Dying leaves a permanent glowing blood splatter
does anyone now how to get a pre made grass plane
like to i can put houses and mountains on it etc
sry im really new
Hey guys, I'm making a game where Chickens are taking over the world, they have various weapons to kill you such as a machine gun on their back / spit fire/ laser eyes. I have modeled the chickens and put in their attributes/ coded them. But I don't know what gameplay to make with them.
What kind of game should it be?
Any ideas? 🙂
https://fxtwitter.com/Vitjarron/status/1413153425043247110 I tried animate a little gameplay idea in blender so far because I am more of a character 3D designer. but my team and I would like to turn this into a ream game inside unity.
I am just not sure how and if it would technically work out.
It looks like a turn based game
yes, it is.
@fresh flume If you edit link "fxtwitter" instead of "twitter", it will embed the video.
thank you sooooo much X3
for me it doesn't look doable since I am only an 3D character artist in the team and since it is hard to find coders and such I wonder if it is really do able to create something like that.
like a grid that is used for the characters to walk on during the battle while outside of the battle it switched to a gameplay style like zelda and such and the grid is at best used when pillar get pushed around to solve riddles and such.
Fight fire with fire, shoot the chickens back
So you're looking for people to help you build this? Because iirc that makes some of the mods here angry
@fresh flume #💻┃unity-talk message there's a link to a forum for collab requests at the bottom
so far I wonder more about the technical point if this could be made and if, how could it be made.
It doesn't look that complex to me
I am pretty sure it can be made 😄 The "how" depends on who you ask. Also depends a lot on the final game
yes. cause the holes and traps should be avoided by the AI, but characters can be pushed into them. also flying creatures can ignore pits.
the holes and traps should be avoided by the AI
NavMesh
but characters can be pushed into them
OffMeshLink with despawn trigger at the end and animations while traversing. Edit: Oh, and disabled while navigating normally
I wonder if it makes sense if the dungeons are build rather normal and logical, but the player can either guide the enemies without triggering the fight into a trap filled area or away from it to get an advancement during the fight.
moving traps could get their own timebar during the battle, so they only move when their turn comes and not constantly like outside of the battle.
sounds good. the mode change is something tricky. like in one moment the game controls with wasd and in real time and in the next second it is turn based and an AI takes over any movement.
So you use the input system and disable regular controls in favour of battle controls
yeah. so it is kinda like the mode change would switch from regular controls to a menu control while still displaying the characters? and in that time the nev mesh is used so characters and the cursor find their targets or the center of a tile? cause the cursor during the target selection can be moved smoothly, but will snap to the closest tile when the input stops.
in the video it snaps from one to another, but I thought a more smooth approach would be nicer.
at least during the new position selection rather than the target selection.
That's also already in, but I'm not sure what kind of game it should be. and what the gameplay should be like
@fresh flume btw, you can always post your pitch on Unity Forums collab pages, to find people to work with you. But I would advise looking for people through participation in game jams. There are always a lot of them going on, you can find listings pinned in #🕹️┃game-jams . More reliable way of finding partners.
I might try when I am not too afraid to do so. :D
Well most jams are very short. And you are not risking anything.
Most usually have communities as well attached where you can get to know people and join a team.
sounds good. but my project just seems to big for a game jam and also I am unsure if people would join it.
GDN is running one right now btw, still plenty of time left. You can find it in Public servers list.
Yea, not talking about this project. You could go for something small that has elements of it.
GDN?
@fresh flume Type GDN in public servers search
<<
found: Game dev network.
Anybody have any idea?
is this where i can ask for help with something?
probably #💻┃unity-talk
If it’s game design related
second one is decent
yea maybe something to imply that sponge like does this all the time
kinda like a hitman for crab man
you gave me the idea for the greatest name of all time @onyx moat
"Spongebobs Overtime"
yoooooo
:O
should I tell you when the game's out?
sure man lol
alright let me add you
sick
epic
lol "spongebobs ground meat" thought of this aswell like a min ago
could be a name for one of the levels?
ill play it
k look in #763506960779051058
what for?
oops
just dm it to me :>
okay
been juggling an idea in my head for a while
In an effort to prevent my fps from being completely generic, I think that having an interesting death mechanic would help
at the start of each level, your character functions as normal, but on death, you have a very limited time when you're in a sort of "spirit" mode
you have maybe 5-10 seconds where you can move fast, fly, and in that time, you have to possess an enemy or else it's game over
Anyone know some good channels that document their entire game dev process? I'm stuck on my laptop while my main rig is being worked on and would like some stuff to watch in the meantime.
I could stream me working on stuff and narrating with a mic from 2006 :troll:
Hello guys, I am implementing an online multiplayer Board game with Unity and Photon. I am still hesitating about using either the MVC architecture or the EC architecture. What do you think is the best architecture pattern for these types of games in Unity and Photon ? Should I separate the Visual from the logic ?
I think #archived-networking would be more suitable for your question
this game design is more for narrative and.. design, not code architecture
ok thank you. Sorry about that
anyone know any good unity tutorials???
Tutorials are pinned in #💻┃unity-talk.
anyone came across a horror version of spongebob squarepants theme?
need it for the main menu of my horror game
Hi I have a question: If I'm trying to make a 2D game similar to diner dash (mouse exclusive, clicks, drags, etc), would I use the canvas for the intractable objects (because of the convenient event handler) or would it be better to just have them as sprite renderers and figure it out from there? (Please @ me for responses)
R3 Music Box is arranging a song to the music box version.
Enjoy the healing music box sound.
I will upload new song every day at 9:00PM(japan time), so please subscribe to R3 Music Box channel.
▼Click here to subscribe
https://www.youtube.com/c/r3musicboxenglish?sub_confirmation=1
▼Search for videos in R3 Music Box
https://www.youtube.com/res...
Anything music box is creepy
I mean... that specific music box track does feel a little upbeat. Maybe it would be more creepy if the notes came at a slower rate
anyone knows why when i build a proyect it change some things, my game object is moving differently
what is the code to pick up guns in fps game ??
any adobe illustrator user
hello?
hello
Yup
hey all I'm wondering if you could tell me some tool(s) you are needing in your game development process? For example, something that makes textures tileable, or a generative pixel art tool, or something like that.
hopefully something I could distribute on itch.io, but I could make it a unity package if need be 🙂
i hate this stage of development
should I locate my sci-fi fps on a spaceship or on earth?
I think, If it's round-based you should locate it on earth, because there is a lot of places where you can locate your future maps. Of course you can make somethink like spaceship from System shock, but this type of places usually represent by narrow corridors and one-style interiors.
oo thanks for the hint. I will start thinking about this. Any specific features you want? (feel free to dm)
ah you know what, i wasnt responding to you but if you can make a tool that could help with map design and polish that would be great!
maybe some sort of tool that can give you reference images for something youre trying to make
like, the interior of a house so you dont leave out little details like electrical sockets by accident
i know you could just google these images but a lot of stock photo houses arent exactly super accurate
i found myself using a google maps screenshot as a reference image to make roads in blender last night too, so a tool that can make roads from google maps would be pretty sick
@tepid pivot This isn't the place to ask for free work. Use #854851968446365696 for where you can post for jobs and collaborations.
unity 2019.4.28f1 hdrp keeps crashing when starting, due to occulsion tab being open. anyone have any idea of what to do?
maybe I could just do some facility (like black mesa from hl1) then
so I need a system for melee combat, what's the best way to do it? right now i'm just spawning a hitbox in front of the player to check for enemies but I realized that method is dumb as hell probably
i have the arms under the map being rendered to a canvas but i'm probably just gonna attach them to the player
I was gonna ask if anyone had a video or link for a guide on how to make a visual novel? Im trying to make my first game and im trying to get a clearer video than the first few videos that pop up Youtube, I dont know if im supposed to ask here but if anyone can help that would be great
Oh for reference im using C#
have you gone through any basic Unity tutorials?
any C# tutorials, Unity Learn's basic scripting tutorial?
I have, though i get a bit confused on how to add things, maybe i should go back and look at the tutorials again
Im completely new to coding as well
I suggest you learn the basics and try to create on your own, instead of looking for a "perfect" tutorial that will let you copy from 0 to 100% just to make what you want
Okay, thank you! Do you have any channels specifically that do good basic tutorials?
well, I usually suggest people start here
https://docs.microsoft.com/en-us/dotnet/csharp/tour-of-csharp/tutorials/
Go through Hello World until List collection.
Then go through this series
https://learn.unity.com/project/beginner-gameplay-scripting
these are both pinned in #💻┃code-beginner by the way
I will not suggest any youtube channels because they usually just encourage people to copy blindly and not learn. and the ones that do teach programming concepts are usually a bit too advanced for beginners ( take this with a pinch of salt because my background is learning to program and use Unity in college, so I may be biased. Also tired of people blindly copying Brackeys and asking people to fix the problem)
Be patient. Start small. You will come out the other end much better. #💻┃code-beginner is here to help if you don't understand the things in the links I've sent
Okay thank you, if im still confused on some things ill come back and ask again! Have a good day
the first
So after some thought I came up with an idea for lore for my game:
You wake up in a poorly cared for space station run by robots, the robots are dangerous and try to kill you a lot, you have to solve puzzles in order to get to the escape pods
any critique on it?
Why are you in a space station where robots attack you in the first place? Why did you go there/how did you get there? Theres some oppertunities to be explored here
This could also add another objective in the game :)
can you elaborate?
i kinda wanted some dystopian theme tbh
but i might keep that idea in mind
This
Guys, I'm really unsure.
I have a 3D Platformer with climbing mechanics. Think Assassin's Creed, but with a static cam.
Currently, when the player walks into a wall, he climbs it. That feels nice for the moment you just climb up.
As soon as you climb around an edge, climbing Y changes to climbing X or the other way around. And that feels strange.
Do you have an idea to improve the concept?
In my example the player pushes the left stick to the right.
If the player is right next to the wall, the player walks up.
If the player is in front of the wall, the player walks right.
Totally fine for the moment, but the switch when going from right wall to front wall feels awkward because you have to push the stick from right to top in that exact time to stay on line.
Unity has C# tutorials?
https://www.youtube.com/watch?v=Z0Z7xc18CcA&list=PLX2vGYjWbI0S9-X2Q021GUtolTqbUBB9B&ab_channel=Unity
Watch this video in context on Unity Learn:
https://learn.unity.com/tutorial/scripts-as-behaviour-components
What are Scripts in Unity? Learn about the behaviour component that is a Unity script, and how to Create and Attach them to objects.
If you scrolled further down, you’d see i shared some links
If i want to collect data, I know I should have a privacy policy in place, but I don't know if there should be any other legal requirement such as registration or other things. So my qeustion is if I want to collect data, should i only write a clear privacy policy and that's it?
Btw I also don't have an LLC or a registered sole proprietor
guys is there any good tutorial or document about Making a game step by step i'm having some trouble about it i need help about it
This would be a top down thing you could do in 2D for sure. I'm working on a top down and im using the More Mountains Top Down Engine asset. Really helpful for me since I don't have a background in coding or game design, but you can do stuff like jump over things. Just think in your mind that the places they are jumping are invisible barriers/colliders that you can pass through or not.
What type of game are you making? I suggest looking up tutorials for things like player movement, setting up a camera, building a level. Then start worrying about other things.
But there are tons of tutorials and guides out there for things like isometric 2D or isometric 3D, how to make a pokemon battle system, etc. You just have to dig a little bit for things that are specific.
I'm creating a notification to pop up when I save a game and I have it set up so when you click Save, it fires the sprite animation (1 frame showing the sprite then 1 that disables it). The issue is that when it fires, it doesn't play the animation all the way through and stops almost immediately, freezing on the menu screen and I can't click anything around it. Any possible ideas to what's happening?
the animation timeline (works when I preview it but not in game)
this is in-game. the Animator fires, then hangs there and doesn't progress. Causing the GAME SAVED to just sit there.
Here is my Save button object with a Save System Events attached to it. I have 2 items on the Save Start() event. One makes the GAME SAVED icon turn active so you see it when you click it, then the other one have the Animator.Play the GAME SAVED animation. So there must be something I'm doing wrong here maybe on the Save System Events?
Here are details on my Icon saving animation. Loop time is turned off btw
could you point me toward something that can put me on the right track?
especially for jumping ive looked around i havent found a guide or anything yet
actually im not that much new im gonna make a multiplayer horror game, i got scenario everything else what im gonna do but idk where to start
i wanna make an asset for the asset store to get together just a little bit of money to put into my project, what is an asset you guys would like to see to help with your games that you cant find?
bro i suggest u to make cheap assets of paid ones -> i mean if u see a paid asset for 40$ make almost the same thing or better for 10$ or cheaper
i dont wanna screw someone else out of money though
its not screwing its fair, cause i found some simple assets too expensive and some really compicated and good ones are cheap
could you give some examples of the simple yet expensive ones?
i agree, devs should support other devs
no price gauging or anything
i dont wanna sell assets for expensive prices
https://assetstore.unity.com/packages/tools/game-toolkits/first-person-controller-92082 look at this
its just first person controlelr with some examples and for me its too expensive i just create my own first person controller today and it just take 4 hours from strach
i read some articles about making animations controlled by scripts, and some of making body transparent for player but need full shadow cause player can look down he need to see legs and the all body shadow
adding some custom input manager and done
and one example about good devs
this guy made all of horor fps systems u cna made a game from single asset like this and its 45$ really cheap
there is no more example like him and if u check the futures of this package and try to buy all of them one buy one its cost like 500$ i guess or maybe u cant find any free or paid asset
at the and some devs deserves theirs money some of them not, u try to be deserving ones 🙂 my own opinion
for loading optimization... lots of small textures or a few large. I have some atlases at about 10/11 mb each, about uh, 6. 4096 size. Better to split into 12 2048 ones?
@shrewd estuary i would imagine you could load in parallel like that so yeah
but i dont know much
So I actually have had a very positive experience with Opsive. The character controller regularly goes on sale at 50% off. It does a ton of things beyond other character controllers. The support is very good, far better than any other asset Ive bought. Btw, unless you must have both first person and third person, you don't need "ultimate."
yeah its more than a fps controller but still i think he can seperate the package, it would be increase sales cause forexample i only need a controller, dont need player hold a gun or steering u know i may buy only a controller for 10 dollar and i guess there is more guys thinking like me i dont need anymore and Opsive can take my 10$ but 🙂 u know too late
im not judging btw just telling my opininon
That's fine. There's other packages that already do what you say. You can use the new free Controllers unity released. Or if you truly want nothing but a very good character controller, Kinematic Character Controller is the standard. But it does absolutely nothing else. No crouch, not even simple animations included.
actually i made one works really well, player can lean right or left, can crouch, hold object like guns etc., can see legs and foots with full body shadow
basicly everthing i need and more
Hey all, I’m looking for some loose ideas for a small hobby game. It’s essentially a strict top down 2d game where you have a robot made up of physical ‘parts’ and logic ‘gears’ that are essentially the bot ai
I have a fundamental prototype with some generic parts and gears but I’m trying to figure out how to stratify the parts and gears in such a way that it’s both interchangeable and fun. I’d like to have gears with many use cases for different parts
I can give more info if anyone is keen to chat
I have a good sense of game design and art/composition, if anyone would like some feedback on their games dm me. (prefferably VR games)
I plan on making a video reviewing discord's VR games, so if you have any link to where people can find you I can link please send me them
I have idea for a driving game if anyone wants to crack it. Don't think there's any others in this style, but out of everyone I've sampled on the idea, it seems popular.
So a driving game much like Eurotruck.. But suburban focused with cars and vans where you deliver parcels / food / etc
So what if I wanted to make a game like Simulacra or "found phone style game"?
I'm making a game, and the terrain has grass all over. I edited some of the terrain and It will not load the grass in the area that i recently raised and edited and when I step on that part, I fall through the ground. How do I fix this?
#💻┃unity-talk try asking here
Hey, I was wondering whether I should learn Unity or game maker for 2d games
How do I achieve silent hills P.T effects? like FOV, headbob, which render pipeline should I use?
Either, FOV and headbobbing aren't rendering specific.
is there any other game design channels\ or just this one
#🔎┃find-a-channel to see them all. But there's only one channel per topic.
You could check out Kenny Fonts:
https://www.kenney.nl/assets/kenney-fonts
Thank you, I found some fonts
unity
Hey guys! Had a quick game design question for everyone in regards to leaderboards.
I've been pondering when to show a little indicator that shows the player they have moved up in a leaderboard.
And was wondering the following
Given you complete a timed level successfully in a game (lower time is better) when would you expect to see an indicator to "check the leaderboards now"
My initial thought was whenever you move up in the leaderboard you should be shown a little up arrow next to the "open leaderboard" button
however i'm not sure if this makes sense. Reason being, if you moved up in the leaderboard you could still be at a lower point then your last placement. This is due to someone else beating your position in the interim.
You should add a set of like risers on the back with some spectators
good idea 😄
i will add some spectators
or i can add some flags
Hmm you might have this planned already, but might I suggest goalposts
you cant see it on the picture
No?
i will send a picture
Alright
This is a bit of a wierd thing but, id suggest toning down the grass to be a bit less vibrant. It kinda washes the characters out.
Can the camera background have a color-gradient?
and thanks for the tip 😄
I dont know if the just bacmground setting can be set to a gradient, but worst case scenario you could always use set an image as the background and put the gradient there
If you do add a gradient to the ground though, make sure you apply it to the white lines as well, otherwise they will look photoshopped on
you mean like a color gradient?
yes
i believe the shader graph is available for 2d games
Is it best if i cache the userdata? or just fetch the server for the userdata everytime he opens the app.
if you cache it, there is a possibility that the player could edit that data.
ok so its not best practice then
I recognize this
did you make that for the itch.io minijam?
can someone help me i cant figure out why unity cant slice a sprite sheet i have automatically I just dont want to do it one by one it seems like it can do it since the colors for cells are different
nope
in which GameJam did you see it?
help me i am noob how do i add post processing to my 2d game
@main needle Resources and guides are pinned in #💥┃post-processing
thanks
What are your favorite game mechanics?
I am making a game (2d platformer), how do I know what the proper resolution and pixels per inch for my assets would be?
Is there a decent solution for Decals in URP?
o.o
Do you have a MainMenu script attached to the object you dragged into the slot?
yes
Do you currently have any errors in your console?
Make sure the name of the script file matches the name of the class contained within the file
it is case sensitive
@snow nacelle look
how do i change the name of my project in visual studio
Don't cross-post and please use the correct channel for code questions. #💻┃code-beginner
im looking to redevelop my main menu, and im looking for feedback on this rough sketch i've drawn up
i'm planning on the moving Buildscape to the top mid
Ok, so I don't know if this is the right place to ask, but I really need help with the design for my game, i've spent about 8 hours now trying to come up with a unique and interesting idea to add to my rhythm based RPG game and i'm stumped for the rhythm element, I have this, but it feels too generic and simple to me and I would rather something that evolves as you go through the game. Any suggestions at all would help.
I've taken some inspiration from the game Everhood, where you instead dodge projectiles coming down lane, but have decided not to use this in my game as it would be too close, though I do enjoy the idea of dodging notes, so if possible that would be an idea
does anybody know how to make a moving rigidbody not go through colliders? the rigidbody has collision detection on continueos
Should I work on my mechanics first (AI, Input, player mechanics, etc) or just make my game and work on it as I need it?
i have been using unity for 2 month and i started by ceating my own game now its 80 % finished and working at the same time on another game so i think u should create ur game and learn from creating it
I mean yeah
But i mean
creating ai and stuff first
before you make the actual game
well this is the actual game
ok yes let me rephrase
should I work on the mechanics so later on I know they will work
yes
🙂
I tend to create a minimum viable product and see if the concept itself can work. Make it look pretty and have polish later
Ok so basically what you're saying is don't bother making my full demo right now
just make sure the mechanics work
Yeah
That's what game design means..
Oh I thought it was just making a game in general
I didn't know it was just restricted to just making sure mechanics work
No.
If you want help on the different departments in game development just watch riot games youtube channel.
If anyone needs any guns for their games please dm me with a concept (in 3d)
I am running out of ideas for art and I will do the guns for free
do NOT ask me to make a double barrel shotgun
ever.
only guns?
i cannot make any realistic humans
i can't really make trees
i can make you a cute little log cabin
I was going to ask you to draw me some 8x8 skeletons, then i realised its an 8x8 skeleton so i should be okay
i meant 3d
i forgot to add that
anything in 2d is impossible
for me
really o.o 3d is so much harder imo
yo guys i need some help i was trying to add a scroll feature in my inv and i am using mask and scrollrect but when i put both of them and select like clamped for exmaple the inv doesnt move at all and when i use unrestricted its goes into out of the screen and when i use elastic it just makes it move a little i dont want it to go out of the screen how do i do this and pls help i am kinda new to game dev
it gets really easy once you get the hang of it
Idk ive always found it super awkward
I could extrude a cube
thatw as abotu it
What's a good way to differentiate different camera types to the player? I have an object the camera follows, and when the camera is following the player can interact with this object. I let the player switch to a free-look camera to move around the map, but I don't want the player to interact with the object because it might not be on-screen.
So I have an icon in the hud that shows different images for the follow or free-look camera, but I'm not sure if that is going to be obvious enough if a player get the camera close to the follow position and tries to interact. I don't want to make too much friction there.
What can I do to make these two camera modes more obvious?
guys, picture yourself holding a bow in a game, how long is too long for it too charge to the max, and what's your preferred charging time. Say, this game is doom-like
depends on your characters physical ability
meaning like
you take a scrawny skinny weak guy and tell him to break this hammer and you do the same to a bodybuilder
one of them is gonna do it way faster
so u could say "my guy is really strong" make it take 2 seconds or "my guy is the definition of scrawny" make it take 5 seconds
got it, thanks a bunch
Depends on the person. Some say that 2D is harder then 3D
I guess you have to focus on lighting and stuff a lot more
3d is just making shapes
It’s much more then that
I’m a modeler and I can tell you it’s much more then that
You use tools to do it
epic fail
make a belt fed triple barrel shotgun
What about a quad barrel shotgun
no
belt fed? more like felt bed because im going to fucking sleep stop asking me to make shotguns
yeah, 2d for me is almost impossible because i cannot for the life of me figure out how brushes work
but for blender its tge same fore other people
Hey do you thing pixel voxel games like minecraft, terraria or VintageStory are still fun and popular?
if you find an idea that hasnt been done
that style has been popular for 15 years
if you make something fun i doubt anyone cares
Buff notes, debuff notes, sneaky notes, speed changing, death notes and etc
Is that linux, or custom theme?
art style is not the biggest reason one keeps playing a game
It is a major contributing factor
its so hard to develop game by myself :/
im doing everything like drawing, sounds etc.
Well, at the very least, you can appreciate why large professional games take hundreds of people, multiple years, to create.
thats mac but i already fixed it
Got a question for you guys. How much should this light flicker to get it noticeable?
I kinda want a eerie setting since this is a horror game
Damn wish unity had redesign
You need get player attention to that light, try add glass breaking sound to it (like light explodes but still works), and then random flicker with sounds ofc
Visuals and sound are most important things for horror games
Basically good horror game its game that plays with players attention.
Playing with pathology
One man army
does anyone know why i cant jump in my game
This isn't a game design question. Go to #💻┃code-beginner and share your implementation as well.
Can somebody tell me if my game ideas are good
Theft game where there is a sound tracker, if your too loud you lose, if you get caught by a camera you lose, if you open an alarmed door without disabling it you lose, you can buy upgrades that allow you to interact with things faster, run faster, be quieter, or be able to hack things (which will be needed in harder levels) there are 4 level ideas so far,
1: Bank
2: Office
3: Mall
4: Cruise Ship
And you have to buy the upgrades using the money you earned from robberies, that’s all the ideas there are so far
My idea is make minecraft 2d
Inspirado en Stardew Valley
But minecraft
But
No se programar aun
I dont speak english xd
What a wildly incorrect claim.
Im making a donut clicker game and I dont have ideas for upgrades
lol, it’s more of a test of my abilities than a game that’s going to make money
hard disagree
I think I recall some youtuber playing a game that fits your description like 90%; the concept works
I'm trying to use the Unity Starter assets and its telling me one of the scripts is missing. Can you tell me which it is?
🤡
find a grappling gun game in #archived-works-in-progress speedrun any%
new wr 0.12 seconds
now
Pure art and music don't make a game
and calling me biased and then asserting that music/visuals are most important is peak irony
bro
????????
so people that play fortnite only play for the taunts and nasty cartoon style rather than a multiplayer battle royale?
people play postal 2 because they want the generic 2000s audio library sfx and poorly executed poto textures and not a sprawling open world and unparalleled freedom?
people play tetris because they like the beeps and boops and 4 solid colors of the blocks?
apparently I am
If I think music isnt the most important part of a video game
GAMEPLAY
MECHANICS
ok smartass
tell me
Let's all agree that different aspects make a game enjoyable. There's obviously not one thing.