#archived-game-design
1 messages · Page 39 of 1
If you two want to argue it out in DMs, go ahead.
Next one to continue this conversation is getting muted.
!mute 770459125892775937 3d This long.
AOT#0001 was muted
As some of you may know, I'm working on a game called Aphelion, which is a Roguelite Adventure RPG inspired by Legend of Zelda : Breath of the Wild and Risk of Rain 2. This is currently for a school project so I'm making a smaller version of the game for now, but I intend to continue working on it and publishing it after the project deadline.
How many people would be interested in a game like this?
Anyone got some good game ideas im thinkin something with like slow motion or weird gravity any ideas?
could do a flappy bird type thing but up instead of side to side and power ups to go slow motion and stuff
and enemies of some sort
hey, thats even better :D.
I just built on the idea thanks for helping me out :)
de nada bro, im spanish btw, i dont speak english a lot
Ok cool I can let you know when i get sprites and stuff set up
I thought I was the only pweakn who still played
I need a little help if anyone would be gracious enough to give me some advice.
For context before I pose the question: I started learning C# recently and am taking courses on the subject of programming in general. I have a background in the gaming industry and have been working as a 2D generalist at two different studios over the last two years, and am on the weaker side with 3D.
There's a game I really want to make for my friends and I as an experiment, but I'm not sure if it's doable. The premise is a low-poly 3D co-op game where one player, a dungeonmaster, controls the entire scene, able to spawn in exteriors/interiors, items, and entities as they please from a vast inventory onto a grid, and being able to control movement of those entities under certain conditions. Players set their own health points at the outset and can adjust accordingly. They can also interact with items in simple ways, like picking up things and dropping them. The game is meant to accompany TTRPG fantasy settings and sessions, and is supposed to be played with mics, where the dungeonmaster can play as the characters they're temporarily controlling. I have access to over a thousand low poly models and assets over my time at the studio, so the visual components aren't an issue, it's the implementation that I think I'm going to struggle with.
So my question essentially is leading up to one idea: is this possible with the current skillset I have within a 6-month timeframe? The design is just a giant playground for the dungeonmaster to create, but is this a particularly challenging design for the time frame and skills mentioned?
Sorry for the long question. Any advice would be very greatly appreciated! :)
If you're new to development, then no, making a functional multiplayer experience is not feasible within 6 months of learning.
Check out existing DND tools such as Talespire, which sounds similar to what you want to do. That's an experienced team developing that, and it's taken them years (and it's still in EA).
Thanks! I appreciate it, sounds good. I was worried about that— best to check before I pour too much time in.
You could always make a local, non-multiplayer prototype anyway. If you find you've gotten to the point where you have a working system, you could then consider reimplementing it in multiplayer.
I would say this is one of those cases where you could sort of "do multiplayer" down the road (as opposed to, say, an FPS game).
That makes a lot of sense, yeah. Thank you for the tips!
Any sort of professional experience is immediately more advanced than me. But rapid prototyping, risk analysis, and planning should make up a vast majority of development time
sounds likt the multiplayer aspect would be the biggest hurdle by far for most people
Unless the two players shouldn't know what the other is doing, it would be very simple to do local coop
I actually love the idea
maybe one player gets the keyboard (wasd, space), while the other gets mouse only
anyway
you would need to see what you can do with a short deadline, then see if you got stuck or managed to make progress, but still need more time
Maybe, it sounds like other games have already filled the need I was looking for though.
how would you make a 3d item system?
how 2 make game fun
Hey guys I got a question. So in my game, your daughter dies while you're away on business, and so your wife's business, which is a chemical lab, starts doing experiments with dead bodies and chemicals in hops to find a way to bring a soul back to life in a chemical body that resembles the look of a human. Is there a way I can have chemicals dropping from the ceiling? I'm asking because there's another game that does the same thing with ink but their story has a "ink machine" but my game doesn't have a machine so I'm just wondering
anyone has ideas for a name for a donut clicker?
why do u think ur gme is similar to bendy
go for it
I wasn't asking if I should go for it
you should
I was asking if it would make sense for the chemicals to drip from the ceiling
So I could have like a chemical flood too and not copy Bendy?
I wouldnt compare it to bendy
Yeah I just thought that if I had a flood and drips and stuff, it would be copying
Bit I guess not
How did you like my name for your donut clicker? XD
is this ok?
Hey anyone have an idea for a monster collector game like pokemon??
yo how can i make the field of view / shadow thing from this game in unity? https://www.youtube.com/watch?v=Z35Exu4TP28
John Wick Hex, the official John Wick strategy action game from Bithell Games will be released on PC and Mac through the Epic Games Store on October 8.
Subscribe to IGN for more!
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Watch more on IGN here!
DAILY FIX...
hello?
that's fine i'll wait
this isnt a active channel game development takes years to compleate
o
alr
I don’t wanna spend years
yes wait 43843837 years
I’ve already waited 7 months tho
we have spent 73 years when we dont want to
do u know anything about that shadow and field of view design in the vid i showed
?
nvm i gtg
Try With Shaders
Why do game devs make melees fire a raycast instead of a hitbox that sweeps like how a melee should?
Will it change much or make the game unbalanced?
Both are used. It depends on how "realistic" you want your hit detection to be.
A game like chilvary obvious needs accurate detection. But something like a beat em up just needs the animation to support the hit which is done when the player presses the attack button.
Oh thanks a lot
But will using hitboxes in a 3d shooter game destroy or ruin the experience much?
If the game is fun, it doesn't matter what you used.
Got it
Look at what other games do, take notes about what you like and try it.
Hi why does my shaders do that
I worked a Deadliest Warrior Battlegrounds (aka Chivalry).
And that First-Person shooter game with a strong emphasis on melee is a bit different from all other games
To begin with, what you see in First-Person is essentially also what people see in 3rd person.
Most FPS games fake this, add First Person arms and there is a disconnection between what you see in First Person and what happens in 3rd person
It's almost as if in First Person you see the 3rd person model directly in Chivarly
That's why the melee combat is so accurate
What you see is precisely what you get
And this is very important for landing strikes and blocking
This is your ''typical'' First-Person Shooter setup.
Here is a video that shows how Chivarly differs
From PAX East 2012: Chivalry: Medieval Warfare is a first-person multiplayer action PC game being developed by Torn Banner Studios. No release date has been set - yet.
Is it bad my game's art style is similar to a popular game? Bendy and the Ink Machine has a yellowish art style (to represent 1920s/a drawn environment). Mine is black and white to reflect a old timey movie, but the yellowish light that I have coming through the building makes everything look yellowish
OR should I just change the yellow light to white to represent black and white?
As long as your art appeals and sells.
Would it be a problem if a game has similar look to Overwatch or Fortnite and does just as good in terms of sales?
I suppose not?
yo how can i make the field of view / shadow thing from this game in unity? https://www.youtube.com/watch?v=Z35Exu4TP28
John Wick Hex, the official John Wick strategy action game from Bithell Games will be released on PC and Mac through the Epic Games Store on October 8.
Subscribe to IGN for more!
http://www.youtube.com/user/IGNentertainment?sub_confirmation=1
Watch more on IGN here!
DAILY FIX...
very interesting
hey
hey
How exactly do large space games handle transitions from space to ground (games like Star Citizen and Elite Dangerous seem to have a seamless transition). As I understand it, level streaming is used to handle these transitions, but exactly how this is done, is what I don't understand.
It depends on the scale and other things. Usually it's a well covered loading screen creating seamless transition.
Yeah, it seems like this is the best way to handle it, without building a custom solution. Just found an interview by digital foundry, which explains that star citizen uses some custom solutions with object containers, so I was wrong about them using a traditional level-streaming approach.
Hey, does anyone know where I might be able to look to hire Unity game developers?
#854851968446365696 Has links to job forum posts threads.
Thank you
The security cameras are wayyy to buggy to keep, so how am I going to make the game fun? So far the only “difficulty” is the decibel sensor, and that isn’t tht challenging, you just gotta not run too much and space out your item grabs
right now you just walk around, grab stuff, and try not to set off the decibel alarm
What is a mesh?
when u are making a 2d tilemap, and it will have destructible object, should these object be part of the tilemap too?
Can anyone help me with making a conveyor belt system?
Should also be more explicit what you are stumbling on and what you are looking to resolve.
guys why do most FPS starts with the player acquiring a pistol, and not something else like a machine gun or a shotgun?
Look, I made my first self drawn game character
looks cute! reminds me of blackthornprods' style
Tanks
most likely because it has purposely low dps. Because of that, I suppose the game tries to teach the player to track targets
also, the fact that wolf3d and doom, the two most important games in the genre, did it basically meant that the copycats that flooded the market afterwards would mimic the design
I have never questioned why we do that
I think every shooter that I've made (except one) starts you out with a pistol
-In real life, handguns are probably the most effective means of ranged self defense. Art imitates life.
-starting a player out with a weak weapon, only to give them a good upgrade later, is a nice surprise. In addition, that is a good cue for the difficulty to start rising.
So
Tomorrow I have to
make a game mode called TourneyMode
This mode will have 24 planets total
Both players start with 1 planet that produces 102 ships per minute
The map should be perfectly symmetrical as where both players will have = spawns mirroring eachother
Every other planet ( neutrals ) will cost between 0-40 ships at random
The bigger the planet the more it makes per minute
Every planet at random should produce between 30 and 100 ships per minute ( 1 at a time )
For the player to take a planet he has to drag and drop from his planet to a neutral to capture it ( he will lose how ever many that planet costs ) but he will gain that planets production
The player should also be able to attack the enemy with drag and drop
The player can controll the % of ships he sends from a planet or multiple planets with the number keys on the keyboard ( 1= 10% , 9=90%, 0=100%)
I also need to implement a way where if the player clicks on empty space where no planets can be selected it will select planets within the square space selected , if no planets are selected but there are ships in the air , the player should be able to select multiple groups of those and redirect them to another area.
Wish me luck !
this sounds REALLY fun
message me the game link when you make this masterpiece ;)
phage war live moment
@pulsar cape https://youtu.be/tg_rjbXSJfs
Phage Wars (PC)
SO/OS: Windows 7 (64-Bit)
Desarrollador/Developer: joeybetz
Distribuidor/Publisher: Amor Games
Lanzamiento/Launch: 2008
Homepage: http://armorgames.com/play/2675/
─────
Divertido juego de estrategia que consiste en infectar células rivales con nuestros ¿parásitos? Cuenta con una segunda parte y una versión multi-jugador.
have you played this before?
sounds similar to what you've described
this game had a competetive multiplayer version called phage wars live
Galcon is awesome
but spaceships instead
hm
Some players like me have been around for 16 years
First Galcon was 1998
Web based
I wonder if there is a twist you can add to your game
phage war might have been a clone
Phage war difference was moving planets
When u attack it
From what I saw
I wonder who made it
I prob know them
Yeah I rlly wanna revive it
We have so many skilled players
And it’s getting boring because the competition is so low
Playing the same people every day gets old
Idk if you did play Galcon but my maybe the name Yusuke would ring a bell to you
Best player of all time
unfortunately no
but I play dance dance revolution and killing floor 1
I'm no stranger to dead games with a small yet devoted community
^
We have about 100 players left
About 10 players on at a time sometimes 30 , sometimes 4
I believe once I finish basic dev elopement I should be able to establish multiplayer and then promote the game creating a somewhat large community
Aslong as there is competitive players in the world
Should be a suscess
I've had similar ambitions
but I've had many bad experiences in game development
because of my own shortcomings
What sucks is I would have to create some sort of in game currency to fund the game
Likely ships
Ship skins
And planet skins
either that, or be satisfied with a prototype
I’m rather new I would say to game development but I’m getting along nicely so far
I to this day haven't touched multiplayer networking
Yeah I’m gonna have to pay someone to help me with that
But it’s gonna be a later stage anyway
I got time
Actually
I have a friend that could help me
But would be very slow
So i've been struggling with this trivial question..
What's another word for "Primary stat" and "Secondary stat" that's not 2 words long?
I'm now using "Attributes"(str, agi, int) and "Stats" (damage, movespeed), but they get switched around too often and everyone (including me) really prefers to call my str/agi as "Stats"...
But then i can't have items that "gives 3 to all details"..
Ah well if details is the secondary stats, i guess there wouldn't be such item
"Secondary stats" as a word is never used on its own anyways right
People always straight up say "my damage, your movespeed"
i need help, im trying to make my player but for some reason when i added the capsule the player just flies into the air. it has a rigidbody and a capsule collider. Before the rigidbody there was no issue. However the problem is gone when i remove the collider. Unfortunately i need to collider to not just fall through the ground. Anybody know how i can fix this?
Maybe it bounced the floor so hard bcoz it starts off interesecting with the ground
And this is not the place to ask that. Maybe #⚛️┃physics
Hey i wanna make a cool like background or border for my game but idk how to set it to the right resolution with the pixels still being like 64x64 size all in all how do i make a pixel art background
I don't know where to ask this so I'll just drop it in here if that's ok. I am going to make a game like Minecraft just for learning purposes and fun. I've done this before, but it is pretty challenging, so this time around I wanna do some pre-research. I know rendering large amount of voxels is a challenging task, therefore I am wondering how to approach this. I know chunks are going to be mandatory, but how should I load in the voxels. Would it be better to completely code this with vertices and rendering it that way so I can make sure the inside isn't being rendered? Or would unity provide an easier solution? Any advice would be greatly appreciated if anyone got some helpful articles please link me.
that reminds me that I have no damn clue how minecraft works
the terrain mesh specifically
there are some tutorials about it but i never followed one so idk how it does it
I have a bunch of actions, starting from a single one and all roughly connected, that users can perform. However.. I'm not 100% sure how to best map this all out. Partly, the problem is that some actions can be skipped - and then the system should automatically move to the next viable action. What would be the best structure to represent this with in code?
Originally I was just doing Step and Step++ or Step +2, but that got pretty messy quickly.
I thought about a tree, but the problem is nodes need to be connected in case something is skipped.
Simple question, but important one for my game. I'm making a puzzle game that has a story: You're an astronaut who has to retrieve parts for his spaceship, and you have to solve puzzles to do that.
There are three options:
- You could be the astronaut and directly interact with the objects. I like this, but I feel like it would make the puzzles mildly annoying.
- You could have control of the astronaut, but you would use the mouse to control things instead of the astronaut.
- You have no control over the astronaut, and he automatically moves. You still can solve the puzzles of course.
Ultimately, the puzzles will still function the same. It's just a question of immersion vs being player friendly
Hi all, I'm looking for some good toturials and stuff.
Anyone know some for how to build a destructable world like in the games below,
Astronear
No Man's Sky
Ping me plzz if u have some info, thanks!
to be honest i just want someone to chill with and make our games and give eachother tips so hmu if u wanna vc and talk as we build
if i actually wanted to build a game would i make a microgame tyoe thing or would i use 3d and make it there?
what's a microgame?
🤔 hmm ok
then... maybe you can make microgames for each type of mechanic you want in your game?
Sure, if you want to do it that way - some games do.
Just make sure it makes sense to do things that way. 🙂
its a game that is simple to build
look
thats my first build
im working on my second but u cant get realistict weapons for micro games
@dire osprey
@stray sluice
@eternal hemlock Why not? Just limit the weapons.
like when i download the assest pack it wont let me put it in player hand
cuz its for 3d games
but i dont know how to make one of those i only have experince in microgames
so i think ima take the course in 3d so that i can get realistic guns
@dire osprey
Ah. I just tend to make my own.
are courses worth it? There's quite a few toturials online right
I try to use as very few outside assets as possible.
... unless they're trees. I hate trees.
they teach u the basics
i took the fps courrse
@stray sluice
dev do u maybe wanna hop in a vc and teach me a few things on 3d and send me some of ur gun work if u have any? @dire osprey
😔 I would but i got peeps around me
@eternal hemlock Sorry, Cloutz. I don't really do voicechat - and teaching 3D would take awhile. 🙂
No worries lol
@eternal hemlock I recommend Youtube Blender tutorials, or searching online.
i can make my own guns in blender?
.fbx import. Drag out as models.
okay
Then just add your scripts to the assets.
Not really unfortunately, I tend to go all over the net. I take and piece together various elements of tutorials to accomplish what I want.
oh ok
i like blender more for modeling
Blender 100%. It's a dedicated modeling tool.
@eternal hemlock Sorry, man, I don't really add strangers either 🙂
Lol its alright
someone in this channel should be able to help if i get caught up lol
Yeah, that's what the server is here for.
ok well off to 3d i go wish me luck LOL
do i have to code in 3d?
Plus I'm a bit busy right now anyway, I'm writing a binary tree for action chains, lol.
or do i jus build
2D games
do u get to play as the charchters first person?
ok so if i wanted to make a first person charchter do i have to code?
so like the anime>
?
gettin inspiration from that, yesh
lol nice
.
Guys can we export animations from blender to unity?
do you have to code? yesh, or soon
im pretty sure u can
i think u jus save file then export it
I see, thanks
I wonder how to animate the camera without overriding the default animations.
I think there's two way u could go about this,
first, you can try using assets (already built designs and codes). This is a good way i guess, if you want to avoid coding. There's plenty of assets anyways in unity, that includes free ones
second, code boiii!
if u dont mind me asking how old are u?
20, and to learn code. Its mostly asking google-sensei
@stray sluice has a good point, but there's also a high chance of creating asset-flipping games if you use nothing but Unity store assets.
People tend to notice and avoid those. Most of the time.
The key, if you do so, is to make sure all your assets "fit" together - have close to the same feel.
Don't just spontaneously download or purchase random assets.
Go watch Youtube for a bit. There are plenty of videos of reviewers finding games on Steam, for example, that have been created out of nothing but Unity (Or even Unreal) assets alone just all thrown together haphazardly. They usually either get a laugh or shred them fairly mercilessly.
If you have to do things that way... try to do better then them. 🙂
What's maximum steep surface that human is able to walk on without falling? 45 degrees? 30? I know that it depends on the sharpness. Let's assume its concrete
xotonic: According to Quora, about 45 degrees without rope, but anything above 50 is difficult even for an able-bodied person.
MAYBE 70, depending on the material.
Also, technique, shoes, etc, all matter too... depending on how realistic you want to go.
Definitely somewhere around 45-50 degrees without gear and regular ground material
I wanna make a voxel world but, idunno what template/renderer i should use in unity
3d or pipeline?
make grass less redundant
If you have 7 different pieces and randomize them, it's a decent number.
and how can I randomize the land in sprite shape?
Create more grass sprites
So it doesnt look too repetitive
I am using sprite shape is there any way to make that randomize the sprites every time?
because it's relatively simple to make
What stores will I be able to distribute to?
Any store, really.
walmart only
Don't crosspost. Also nothing to do with game design.
Do I need to include EVERYTHING in my game that is in a trailer? For example, dialogue? I see this team get negative feedback on their chapter 4 trailer just because it has some pieces of dialogue that is not in chapter 4 of their game
You do whatever you want.
Accept the backlash for bad marketing strategies.
Just dont put another game in your trailer 🤣
Copyright issues...
I wouldn't go out of my way to make content that I don't expect to be in the game.
The content in the trailer should be a good faith effort to represent the kind of content your players can expect
https://www.youtube.com/watch?v=2TE7sCTG6FU This is what I'm talking about btw, this is a good game but jesus the team did some shady stuff
Can you explain what you think is shady? I'm not familiar with the game's content
Well its not whats in the game thats shady
but the company, they layed off some people, 50+ and now they're working on a VERY BIG sequel. Bigger then a team under 10 can handle imo
Its been in development for about 3 years, they promised THREE TIMES that it would release in their respective years, and nothing, and now they're radio silent because they want their game to be a good game and to do that, flip everyone that wants content
Because everyone is expected to wait patiently without teasers or anything
I'm confused, is this game not released?
Did this trailer misrepresent the game somehow? It seems pretty straight forward to me.
Well they should've been more clear. In the trailer, the "Did you lose something?" Didn't make it into the game, but it was interpenetrated as Alice (the angel) basically stealing Goofy, and at the end, this is my pet peeve, the "End the angel" makes me think WE would be able to end her, but no, we defeated her Goofy monstrosity, and she was killed by a perfect version of Alice
I think they should of clarified that in the trailer
Can anyone help me with a code
This a scene that I made unity hprp
HDRP*
@everyone
Don't be obnoxious, obviously you're not going to ping everyone in this Discord. Use the proper channels to share your work in the future ( #archived-works-in-progress ).
And if you have coding questions, ask them in #💻┃code-beginner.
Hey there. There is a green dot in my particles and I want to get rid of it. The last times I used Unitys particle system, I didn’t see these dots
looks like this
Not sure if this is the right Channel to ask, but what is the best way for 2 Programmers to work on 1 unity project with visual studio, so they can merge code and commit changes to the code? the only thing I heard about is github atm
Yea Git and some git hosting provider (like Github) is generally the default. General questions are a better fit for #💻┃unity-talk
Hey! I need some help with designing a proper, modular spell system in Unity, for something like an RPG or a MOBA (lots of different spells), does anyone have actual professional experience with this?
I have basically crawled the web for this, searched for answers, and have come to the conclusion due to the peculiarities of Unity there probably isn't a straightforward way to accomplish this
Im considering having an AbilityManager : MonoBehaviour, which has a list of classes (regular C# classes) which subscribe to Events and execute skill/spell logic
im trying to create a horror looking scene and im having trouble, everything looks very... toy-ish, everything has a sheen to it and light is seemingly coming from no where (i have 2 lights on the veiling in the hallway outside this room but if you look at the floor, its like its coming from the outside)
I consider ability system design to be quite similar to item system design, so character equips an item(ability) GO that has the functionality of it.
why can't i load fonts into unity?
I think it’s ambient light. Turn it off.
@unborn ore are you thinking about something like path of exile's support gems? e.g. skillshot + multiple projectiles?
@magic junco idk where ambient light is but i turned off the skybox and that helped
Yeap, I figured this one out as well, except for practical reasons they won't be GO (I want to reuse the functionality on many NPCs, that's thousands of potential GO, a no-go for unity). But abilities and items wont be that conceptually distinct, that's the correct answer.
Its just for a dumb MOBA MVP I wanted to make, maybe it works, maybe it doesnt. But MOBA skills can get pretty complicated and all need to be unique; what if I need a skill that temporarily steals skills from another hero? And that temporarily adds a skill on a slot to an enemy hero?
Or how about a projectile that gets vector targeted but onhit spawns projectiles that hit all closest heroes that are enemies and werent yet hit by this iteration of the skill? Now you need recursiveness at least conceptually; behaviors should be able to spawn behaviors that do whatever you want basically
@unborn ore they can get pretty complicated but they don't have to be. look at what LoL started with. that's basically your mvp
Yeah, there's no way Im reproducing the crazier LoL or DoTA skills in my MVP. However, I do want to get the architecture right, so from the start, Im able to do that if I want to. The modularity like PoE needs to be there from the start, even though Im not making PoE. Also I kinda wanted to learn new design things
@unborn ore start backwards rather than thinking ahead of time. start with a few working characters, making systems that replace them as you go.
If we're talking time invested that's true, if we're talking architecture I respectfully disagree; you have a vision for what your game should be, so try to have an architecture that's closest to what you want it to be, building only the systems as they are required.
So I’ve got a question that anyone can answer. So what kind of game would you suggest to a solo dev that is fresh out of freeCodeCamp and a uDemy course on C#?
pong/snake/breakout/pacman
Ok
Rofl...
Singleplayer game.
And no.... you dont have to limit yourself to retro games
But it wouldnt be wise eother to try to first make a MMO
That’s what I’m learning
what about a tower defense game
I could do that too
I thought about making a Baldurs Gate: Dark Alliance clone as well
That's a lot of mechanics for a new developer and content creation hasn't gotten that much easier as time has gone, but I imagine you were thinking some sort of cut down version without all the dialogue, assets and VA?
Yup
Who interest abou Mystery stories in games , bcs I have some thoughts and ideas
just open blender for the first time im trying to make an axe but i have no idea what i am doing can i get help please lol
nvm
The problem with trying to come up with the perfect architecture right away is that you probably won't nail it. You just won't be right about the ways you need flexibility, won't need some of what you thought and will still need changes to support new things you didn't think of. The way to make flexible software is to make it easy to change, and the best way to make easy to change software is to make it simple. So I'd definitely recommend for an ability system to start out with a small, defined set of abilities you want to support and design the simplest system that implements them. From there, iterate and refactor as you need to add new functionality
hi guys, who should the targeted user in our game the genre is a survival.its all about disasters
SHould i start modeling my game or setting up my levels first?
It's a 3d speed-run-sim kinda game, so how many levels and what duration of each level should there be?
How many levels is probably best up to you. But the duration of the levels should start small-ish, and work their way up to being longer. Creates a nice difficulty through the game
Hi guys
☺️
I would like to see your opinion on this idea of a God simulator
So......?
@cold onyx Ideas are cheap. If you want to build something like this, you should start with learning what it takes to make separate elements. Meanwhile making very small scale projects to understand the process how to make games in their entirety. Then assembling the idea together.
Do you really think this ideas are cheap😔
There's nothing here but a few sketches. You need to actually design something tangible.
i have a endless stream of ideas on more crazy then the other and all are out of scope 
But how I actually designed some of it like how the elements will look like in the game but I don't know how imported from blender into Unity
What do you thinking about for adding on this game
i mean ideas in general but i cant even see what ur trying to do 🙂
انظر إلى صورة GIF هذه...👀https://pin.it/JwnRKcW
Feb 10, 2021 - A series of Fire FX animations and concepts I did on my live streams. Follow me on Youtube - youtube.com/c/AlexRedfish
I want it to be like it but in 3D
even in 3d people tend to use Sprite sheets for fire tho 🤔
It is the same art style but 3d element
I did some trees 3d design but it look like frome anime art style
It's by blender
ghibli style kinda saw something like that on youtube
so you want to make a game where ur god and u watch on earth and then?
Yeah
But the earth will be full scale but it will be customizable
Like how your big is your earth and you can draw the land and the water in your world
in a 1:1 ratio to real earth?
Not exactly but in some sense
It is customizable
So size isn't a concern
and whats the goal ?
There will be to ideas like there will be a storyline and a sandbox options
So the story line will make you unlock new elements for creation and increase your options in the sandbox game
So is it a good idea
Or do you think I should rework the idea again and do some changes and additions
I cant see your vision right now and it might not me my kind of game but maybe countless others will like it so i cant judge on that but i dont see where u want to go
if i would want to please my god complex i would become admin on a roleplay server for gta v 
other god simulator game communities?
but like fogsight said, ideas are cheap. even if you go around pitching your idea to people who like it, its not going to mean anything until you actually start building it
I know
And I got you
@frigid portal I would recommend designing an idea that you can actually pull off with the resources and skill you have available.
nothing wrong with extending your knowledge and learning with your project tho
Yea that is fair. Meant more that you have the means to do it without involving a lot of people.
I feel this is hypothetical
if i would start and make anything the most important thing for me would be that im passionate about it, it gives you the motivation to push further. i did 12x12km Terrainns its a nightmare to fill and make it look good at the same time even 8x8km terrains can be alot but when u realy like what u do its half the work 🙂
Are you thinking of something similar to the games below?
Solar Smash
Universe Sandbox
For multiplayer--people having their own planets--maybe you can add a civilization thing. Maybe you can even choose what race you want too. Then, people can have galactic wars or something.
You can then add some sort of resource management with the elements you mentioned.
So im currently developing a store page for a multiplayer game im working on and i cant really think of an ideas that are not just cosmetics.
Can someone help me? I got a clicker game but I don’t want it to be exponentially easy, because after I have so many thing it gets so easy! Please @ me with ideas for a generic clicker to be not so easy
I think he means like cookie clicker
do you click to make cookies?
Thats how cookie clicker works
Clicker games are a bit statistic heavy 😛
https://blog.kongregate.com/the-math-of-idle-games-part-i/
could've helped with an idea if i knew what clicker game is xD
Hello everyone I'm new on this server, I have question, for turn based combat system, is it better to use rigidbody or character controller?
it all depends, you can even use navmesh agents to move
okayy
@heavy osprey navmesh looks good for enemy to just walk and wander, but I mean main character control
nvm I've found a solution and anserw for all my questions, have great day/night
Hey, what are some methods to discourage players from KOS in a pvp/pve game? For example in Rust, where it´s mostly KOS, what could you change/implement as a gamedev to decrease the KOS chance?
I'd try to add gameplay which'd encourage collaboration or to alter existing gameplay to better reward collaboration!
I doesn't have to be specifically about debuffs but you could make it so that it takes several players to perform certain actions?
Here's a few examples:
-(un)flipping a vehicle
-accessing some kind of area or data (might need two people to operate a computer?)
-threat which players need to team up together to defeat (monsters? weather effects?)
Of course de-buffs can be a good idea too, as long as it's not frustrating:
-bounty on a player's head if said player murders someone
-decrease in charisma when speaking to NPCs ("You no buy here! You bad man!")
-killing is loud and can attract other players (only firearms?)
-deadman switches (activates something when the handler dies, like explosives)
-each kill matters (having sparse ammo)
Study your game, study your players:
-are players more prone to KOS in open environments or in closed environments?
-does the available gear seem to have any impact on it?
-do players prioritise PVE or PVP? How many non-player entities are there in your world (if any)?
You can reward players who take their time before ending a life:
-players can get more and more pieces of information on their targets as time goes by
-players get more loot if they wait before killing their pray (or more XP/score?)
Last but not least:
-Study other similar PvP games (do players usually KOS in EVE Online? If so, when?)
-Study PvE games (I am Alive, Metal Gear, Hitman)
Thanks for the detailed response
Yea comparing to Rust is probably not ideal, since there aren't any real threats outside of other players. Decent chunk of players don't necessarily KOS when there are other threats in the area. Designing around the expectation that you will have other people to help you and marking players that don't appear cooperative should help a lot too.
High TTK could help to avoid the need to decide quickly whether you want to land the first attack.
hello I have question, in what program I should create a UI? is blender fine by exporting file as .svg?
Blender doesn't really have the 2D tools that something like Illustrator does (as a dedicated 2D design program).
yup I see
I use Inkscape for vector graphics and PaintDotNet/ClipStudio for rasterized stuff
As for the actual layout, I think that the default Unity tools can do just fine (don't forget to enable the sprite package as it'll allow you to better tweak your ui elements)
thank you for the answer, have great weekend 🙂
Hello I'm beginning development on a Steampunk, First Person, factory building game and have a question about animations. Is it possible to have many complex animations i.e.(gears rotating, pistons firing, robot arms moving around) happening within objects that players can place down? I'm not finding much on the internet when it comes to animation on non-character objects. Thanks for any help!
I'm new too, but I've created already a few animations, you can create animations in unity, but for me it's looking a bit weird or hard to understand, and I recommend using blender for animations and creating object, textures and there's more tutorials on yt/internet @strange gulch
Thanks @minor pond ! I'm definitely going to make animations within Blender. I guess a better question would be, if the player will be placing down many factory objects each with complex animations will that be too RAM intensive?
I have a model but the materials wont go over
how do i get 3dsmax to unity?
i have tried a couple materials
@strange gulch It won't, it all depends on how many details you will put in blender, be careful while setting huge numbers for example, for number of angles on the object etc. :) I've got a few computer freezes in the past haha
Thanks @minor pond
whats the best way to promote my game
probably good idea to look into marketers , promoters, making the required press kit material
ok
so i have an alien game and you play as an alien but theres no way to kill enemies yet and i want it to be like you're abducting them but i was originally thinking about just animating the sprite and making it so if the enemy touches the player they die but i started thinking about the beam that kills the enemy is like a projectile that has constraints that it cant rotate or move and only collides with the floor but i still dont really know if it would work so does anyone else have any ideas? note that i have yet to make a health or damage system in case the beam changes something
Hey so im in a ice cream jam that starts in a few hours and i need some sort of idea and i want it to be a top down game where you collect something
Urgh. I'm working on this game for a school assignment that focuses more on gamefeel and an engaging player experience, and so far
I can't even work on that because the main mechanic of the game doesn't work in a way I feel is satisfying. And any attempts to overhaul or rework the system have been sluggish and tedious at best, and I doubt I have the actual technical skill to complete it.
So my question is, what should I do? My game as a whole is built around this mechanic and its concept, and so far I haven't been able to implement it in the slightest.
I've kind of put way too much sunk cost into this, and now i'm unsure of what to do
I'd say it depends on few things:
- how much time you still have left
- did you actually made any assets for the game you are trying to work on, or are you stuck on the prototype with this single mechanic?
Well, I have a partner who's making my assets, uh
Art and model wise.
And I have about a good... 7 weeks remaining out of 10
can these assets be re-used or are they way too specific for that?
Yes? Kind of? But it's just the one map mockup
and one more thing
if I understood correctly, there isn't something playable as of yet, so no way to play-test it and gather feedback?
Uh, no, not really
So far the only 'testing' has just been trying to get the mechanic to work. I've been trying to make this main mechanic where you can freely swap between two different versions, or 'worlds', of the same map to solve puzzles, right?
My first attempt at this was just, y'know, looping through everything in the inactive/active world and enabling/disabling mesh renderers, while swapping collision layers, right? It works, but it's clunky, sloppily coded, and because of the way arrays work I wouldn't be able to say, take an object from one version of the map and plop it into the other, for puzzle solving stuff.
My current attempt has been much more convoluted, as I now load each version of the map in its own additive scene, with its own local physics
This has been extremely problematic as for some reason, my sphere/raycasts don't detect layers anymore, so the player can't jump or pick objects up, and I've been having the worst trouble with trying to get culling masks to work so that the camera can only render one version of the map at a time.
that sounds like a nice concept, let me say
Thanks, I've been told that too, and that's why I'm so insistent on trying to make it work.
so the way I see it (in no way am I an authority on this, just feel like I can sort of help you assess your situation and options), you haven't really reached a point of no return AND you have plenty of time left to finish your assignment, which means you can drop it and start working on something completely different.
However, that doesn't mean you have to go this route, since (I believe) you also have time to figure out how to implement this concept in a way that works.
This is a double-edged sword though
In gamedev especially you need to know when to drop something that for some reason doesn't work, and it's in no way easy to know lol
btw for me it sounds like you overcomplicate your implementation
Yeah, go figure honestly. The hardest part of coding for me is the how of it all, so naturally I kind of make things far too complicated.
But how else am I supposed to make this mechanic work in the way I want it to?
why can't I post in programming section ?
you're probably trying to post code incorrectly. Check out #854851968446365696 for how to post code
wanna hear a bad idea
have both maps in 1 scene
and all you do is change the player/camera position upon world switching
Hey guys idk if this belongs here or not, if not, please redirect me, but there's this dying game franchise, the creators are making a sequel, but they are being radio silent and so the community is dying. Would it be worth it to make my own GOOD fan game on it, or would it just be better to work on my own game?
Your own game.
Why spend your time and hard earned skill making something that was someone else's? You could never earn anything from it without legal risk, not to mention if it did somehow become popular, you'd still run that risk anyway regardless if you made direct money from it.
Put your effort in making something that you own, even if it's in the same genre and mechanics.
Hey guys, I wanted advice on how to create a "how to play" menu/screen
like when you click a button it brings you to a screen?
Idk what to do, the idea i came up with is having cards, much like tinder swiping, where the player reads instructions by swiping
The whole thing looks a bit bad, I took screenshots of the game with a snipping tool, put those in krita, and wrote some text under.
what do you have so far?
Nothing. Jusy a few screen shots b4 I went to have dinner
How do you do it 🤔 ❓
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Yo guys, Ian here, and welcome to Clipper Game Dev!
In this video I will show you how to create and implement Tinde...
that seems almost exactly what your talking about
unless you dont want to follow one
Not swiping, I already have my pseudo code in mind. Im wondering what a how to play screen should look like. This will be my first how to play screen
like the ui or background?
im a Beginner like im working on my first game so sorry
Just wanted to get a general sense on what a how to play screen should prefer to be like. I googled it, but the result were scarce or I didnf type in the right keywords. So this is why im asking here from someone who know how to play game design.. I could take a look at some games and see how they made their how to plays. To be consise I want something thats basic, simple, and common for how to play screens. Some thing that's good nice enough. The tinder swiping cards for instructions is something g I can do, the only issue is that the screenshots with butting having arrows pointed to them, and some text written on the bottom, doesn seem appealing g to me.
hire the rock to promote it
i have stupid question. Why make separated prices for sold/buy in game about trading? With one mult: If one trade post produces x-material, it will have 0.5 mult for price, other trade post buys x-material with 1.5 mult. If player buys and sells on same station, he will not get any benefit from that, but can sell x-mats back at same price if he bought too much by mistake. What is the point of having two mults per trade post instead of one? When we buy goods we only interact with one of two mults. And when we sell our goods we also interact only with one of two mults.
Let's say there are 5 trading posts and one of them buys Doodads with a 1.5 multiplier and all others sell and buy them with 0.5 multiplier. The player could just go to through all other 4 trading posts, buy every Doodad they have, and then sell to the fifth trading post making a huge profit.
but if everyone sells with the 1.5 multiplier then you need to be more strategic to make a profit
i don't get what you mean
Doodads are getting expensive
yeah cuz the pure panic when you run out of amm0
yeah i've never really enjoyed survival games where i cannot fight back
No memes, reaction gifs here please.
i hope Kirby is safe
alright
????
Don't bother people with shitpost and memes.
i dont know how this place works :)
#📖┃code-of-conduct if you need to know how it works.
I have a question guys.
When talking about Input System
It's a set of input devices that help player perform actions in the game such as walking, jumping and climbing
Right?
Which means that, actions like = fighting, interacting with gameobjects such as chests, talking to NPC
Also include in the input system
Am I right?
It's anything that has to do with taking in input and acting on it. Pretty self defined, really.
what part of mmorpg production is the most time and resource consuming?
The "massively multiplayer online" part.
Also the RPG. If you remove the MMO part, it's most likely still by far your biggest part with the RPG features alone.
How hard is it to make a rts?
yes
The scale you need to deal with gets out of hand pretty quick, in which case you need to know a bit what you are doing regards to that. Also can't really use classic pathfinding methods with that many units around.
If the RTS game involves controlling around a handful of independent entities, then you don't really get into the harder side of RTS domain specific problems, but still get to experience in command patterns and general structure of RTS games.
Multiplayer RTS is very rough
Youtube some Code Monkey or Jason Weimann they go in some interesting detail about those specifically on unity
Hey, just wondering about how to approach this properly. Im interested in creating a game where players can freely swap out clothing and accessories. Any ideas which direction i should look into?
Ive done some research on it, and some say to use the unity skinned mesh properties and work with that, others say to just spawn it ontop of the clothes and have the clothing follow the respective bones of the model. EX; shirt following the chest bone
and just work in blender to reduce the amount of clipping
Multiplayer games are hard to test
I recommend starting with a singleplayer game
unless you have a team in place to test a multiplayer game
Is there a difference between using the Unity texture packer to create an atlas, and creating one yourself using the Multiple sprite-mode?
its crazy how textures can make a 60 tris scene look good
yeah
colors huh
?
this one
it is fine
see I am a 13 year old game developer so dont take my opinion
seriously
but it is fine
Don't worry
🙂
Let it be first too
bottom one
Should I add or remove some yellow?
More or less blue?
i didn't notice it was blue lol
It is
more i guess
More?
more
I think it's OK already. I imagine the player to be in some pyramid
Bottom. I think it more comfortable for eyes because it cold colour.
Voxel art or Low Poly
What will be more performant in a 3D game?
as well as eye catching?
Many games have used both art styles, and whether it's "eye-catching" is up to the player. You can't measure whether one is better looking than the other. It also depends on how well you use the style too. Too many factors.
Just pick a style you like.
Ok thanks!
thanks
personally I like Low-Poly
i love low polygon models with pixel textures
those are cool
How would I visually tell a player in a 2d game that the room he is in has very low oxygen? I thought about adding some kind of fog but normally you cant really see irl if a room has low oxygen
darken the edges of his vision periodically to create a flash effect?
Anyone have done public play test of their games? Like having 2 laptops out and have people play against each other or against u?
never try to playtest a competitive game that you've made with someone who has never seen it
Why not? Just put a beer as prize
I'm having this in a garden event, everyone are friends
Why does my game look differently on other pc screens?
The colors seem much lighter
Monitors display colors differently depending on their settings and method of producing images
What do ya'll think would be a good name for a pirate game set in the 1720s?
You can be a redcoat hunting pirates, or a pirate pillaging other ships
I know that you should mould a name around a game, not vise versa, but still
Pirate game
Do ya'll think "Pirate's Life for Me" would suffice?
Sure
Im not sure if I should post this here currently can´t decide if I should keep the progressbar on growing plants or If I should remove/change them?
Well as a compromise maybe it could be slightly smaller?
Btw, OBS for proper recording and ShareX for quick recordings 😛
Another compromise idea, maybe have it appear when hovering over or near the plant?
And then hidden otherwise
Or maybe have it be a countdown rather than progress?
so that it becomes smaller over time?
Is color space gamma or linear better
I'm trying to get a good mix between Realistic and Stylized
Looks good to me
Also, what are some good post processing effects? (sorry for the bombardment, I'm rather new to game dev... and software in general)
Idk where to ask, but in my game, you won't be able to fight or take damage until a specific level (between 5 and 10), so should i hide the health bar until then? Or show it from the beginning? i'm just concerned it would confuse players seeing a health bar while it wasn't covered in the tutorial.
I think you should show it but keep a mini message saying u can't take damage tell level etc and stop at etc etc
And it depends if there online or not
Orrrrr you could make it regenerate tell level etc then say health won't generate again or something
it's single player only
Are you sure this isn’t your monitor it doesn’t look blue to me
I think you should hide it
Also in my game the player can crawl and crouch, should i add a priority to one of these, whatever the last button i pressed is the one being executed or even just need to stand before performing another one?
personally i would have "crouching" as one button, and "crawling" is done via moving-UI while "crouching" is pressed
I wanna make a Top-down 2D horde WW1 shooter
You think its a good idea?
I mean there are people who would play that
The weapon will be a rifle and a bat
idk if its good or not tho
Well im a decent pixel artist, shouldnt have a problem
a good mobile-game idea maybe
Yea
But it seems so hard
Not that much
The programming will be a pain in the ass
thats why im here
:)
I know to draw so thats easy
comparing using Unity C#-Framework to blank C++ and OpenGL, unity is very easy
it mostly just using API, and much less math
But damn making the enemies and the guns and buildable blocks n stuff that seems hard
since you already have a physics engine
Have you any C/++/# experiance (or at least know how to code in them?)
Well i used Python
But like
8th grade python
im 14 ._.
All python is 8th grade python
It's very basic compared to the C family
Lol
Im screwed then
Ill try tho
naw
Look up some unity tutorials
python is a bad lang to begin with
i recommend learning basic C++ or java
java is a kind of bad language, but its usually good to learn the concepts
+java and C# are similar
Brackeys (YT) has some very good ones
Is it bad to "steal" other people's scripts?
yes
copy & paste is not learning
If it is in the public domain it's legal, but not good for learning
Try a tutorial and learn to type it yourself,
Just typing exactly what a YTber says is better than CTRL+C CTRL+V
thats what i do
Cuz many Ytubers dont post script
It's what I do sometimes
I watch it and follow it
especially with game-deving, its important what your code does, so its easier to find bugs, and use the code/technique in the future
Yea
Try to modify the scripts
I cant rlly relly on others to find bugs for me
you shouldnt tbh
at least not if you havent anything commented
||Unless you work for a company (if that company's not Ubisoft that is)||
Alr first i have to do is
Been playing AC4, and I find myself haing ubisoft's bug testing team frequently
Install Unity again and draw the stuff
Then i make background and player
Then gun and enemies
then it will be done for the time being
later i will add some progress and stuff
sounds like a good plan
What would be a good Idea for enemies?
My game will be set in medival times and you are trying to defeat them
what happened to the pirate game
dang
My idea now is:
3RD person RPG where you are a knight fighting off... and thats where I'm stuck
skeletons? trolls? witches? diffrent enemies per level?
looking for game designers that might be interested in joining huge crypto game made with unity. Looking to build a huge team and create a gaming studio. A global crypto gaming platform
what? crypto game?
Jobs and collaborations go on the forums. #854851968446365696 for links.
i just want to say that I HATE PAY TO WIN GAMES.
jesus its ok that we as game developers have to make money, but PAY TO WIN games are a total... you know haha jezzz
a knight fighting off a terrible laudanum addiction?
a what addiction?
help what do i name this thing
Would it be better to use "pseudo 2d" (3d designed to look like 2d) or real 2d for a top down game like hotline miami?
"The Unicycler 2.0" ?
laudanum
anyone got any game ideas
i was thinking first person shooter kinda thing with parkour elements
What skills do people look for when hiring fresh designers with no prior employment in the field?
Do you have any background? Schooling?
kinda annoying how in video games during a cutscene does the start button a) do nothing b) pause the cutscene or c) skip the cutscene
also some cutscenes the start button will do nothing but on others it'll skip them
how do i make my game smoother?
wdym smoother? more fps?
I want to get into 2D pixel stuff, you guys got some proper resources and tutorials and whatnot for me to get started with?
i would suggest buying Aseprite or you could use MS Paint
can anyone send a car driving Script ?
what does that mean?
nobody is going to just hand you code here mate, that's not what this discord server is for. We're here to help you if you need help, but not to just give you code
paint net is nice for pixel art
and tutorials, just find some on yt
Id send one but im on mobile rn
MS paint doesnt have transparency so you probably wont go far
Aseprite is nice from what I heard
yes
You should at least try to understand them, but tbh a big part of game development I just copying 🙂
is”
Usually what's the reason for having splash screens / title screens in a game before getting to the main menu?
so graphic designers can flex
There are many ways
Backface Culling (on by def), Render Pipeline adjustments, script optomization, GPU Rendering for particles/vfx graph, etc.
hi i have a question.... i want to create a terrain for a survival game. but the terrain tool doesnt work (idk how to enable it in the newest version of unity). Can i create this terrain with a other software like blender and import it to unity and edit it maybe later (if i need to)?
wouldn't it be easier to ask how to enable the terrain tool
i think it would be better to model some stuff and the import it to unity. and if i need to change something i can easily do it in unity... (if it works=
)
isn't this channel about video game design?
it wasn't discussing terrain layouts it was asking for technical support
i'd be happy discussing terrain
oh ok i understand... sorry
I'm working on optimizing my 3d open world game. I'm using realtime lighting for day/night cycles. The game has been played by 20+ players and I haven't had a complaint about lag but I wanted to optimize the game further. I'm used 2 light sources, sun and moon and I notice when I disable the moon for static batching, I save 1.5k batches. Can someone explain why static batching is effected by multiple light sources?
I made a new game to test this out too and sure enough, multiple light sources changed its batches as well. I had 4k batches without static batching, with it dropped to 38 batches only. Then I added a 2nd light source and the batches went up to 1.5k.... Why is multiple light sources effecting static batching?
wrong channel
shadows maby?
Not the shadows, tried disabling them. Apparently having more than 1 light source will cause static batching not to work properly. Is this in the online manual? I don't recall this.
does anyone here discuss game design?
when i think of game design im thinking anything related to game and designing the game, so i was thinking this is a good spot to post how i designed my world and why static batching wasnt working with my designed world. i guess i can post in another spot but thought this was good.
do you think a game designer its has to be level designer?
i mean if a game designer wanna do the game designer role, he have to design a level "LIKE A LEVEL DESIGNER" or just conceptually more like prototype then like the idea of
or has to be a expert Level Designer technical talking its included that ? i just have the doubt now if its like this or not lol
well, maybe they can rename to level design, thats a bit more specific
game design btw
thx
How do I set an object's velocity to zero?
I've been looking for answers but they all just tell me to use an obsolete method of calling the object's rigidbody.
Not exactly a design question, but you can do rigidbody.velocity = Vector3.zero;
Alright.
where do you guys import your characters from(if using any)
?
if it's a 3d model, I export the character as an fbx and drag the file into unity.
If you are making a 2d sprite sheet, I think you can drag it into unity and define different frames from slices of the sprite sheet
I don't know what the question is, so that probably didn't help @ionic vault
where do you export the characters as fbx from? where do you make your characters? making 3d models in blender takes a lifetime
@late vapor
yes, I use blender
to export a model
export -> fbx
it will open a window with a bunch of features that you probably don't need to worry about for now
i've been trying to use export my 3d model as fbx from vrm to blender and export the vrm as fbx to unity, but the materials get whited
not really if you know what to do
then prolly that has to do with UV mapping and texturing ?
and unity material , try to add a unity new standard material and set the texture on it then set the material to the mesh then if its keep wrongs its coz its not well uv mapped
Idk maybe increase the resolution in the camera, idk
Does temple run and subway surfer use physic in there game?
No, likely not.
Is there a place I can find game design problems, kind of like 'classroom examples' that you would get during a game design interview?
i didn't know game design interviewers existed
i'd love to see an example
i only know about programming tests
What are some good, comprehensive resources to learn about game design like Extra Credits videos or GDC talks?
Question.. and pardon my ignorance on GPU/CPU/Memory interactions between machines.
What should I consider when a standalone client memory usage (Windows) is 2x to 3x higher on one machine versus another?
- Same build configuration / quality settings.
- One machine is a gaming desktop and one is a laptop -- so the desktop of course has a more powerful GPU and CPU.
- GPU gets maxed out on the laptop, but only 20% used on the desktop.
I'm not understanding how that'd impact memory usage though.
The sources you said are good examples, though I also recommend reading books they can really help you out. Though game design can be learned everywhere in gaming, you can make your own games, let others plat them and then interview those players. Or if you are more into playing games, go ahead and play a game, write down how things work, try to figure out why some decisions are made.
Well of course almost all jobs have an interview before you land the job. For game design it can vary though, sometimes you might get asked a couple of design related questions such as: "Explain how removing paper from 'rock, paper, scissor' will effect the game?" (this is a very basic question, expect harder questions if you actually apply) though there are also companies who ask you to make a whole mechanic within x amount of time.
i'm pleased i'm doing this as a hobbyist then
would be interesting following along with a game design course instead of game development to see the difference
i always thought game design was just something you figure out yourself
Game design is a whole discipline, though a lot of people misunderstand game design at first.
they do people in here ask the most random questions
The interviews I've done all had take home tests, which involved designing features for an existing game (usually one of their own).
I should've been more specific.
I have played games critically for a decade now, tried my hand on a few personal games. I'm mainly looking to expand my knowledge and find as much useful information on specific topics as I can
Well if you want to know more about a specific thing you research it, like I can't think of much besides playing games with your genre/system/mechanic, making prototypes and discussing it with others.
Tell me what topic you are interested in.
Currently it's boss phases. Looking at a lot of games with big bosses (RPGs like Dragon Quest and Dark Souls, Action/Rogue-like games like Hades and Binding of Isaac, etc), I want to find a deeper understanding of why bosses even have phases and why, sometimes, phases are clear cut, sometimes with very visible changes and why some bosses have different sub-phases depending on their HP%. I have my theories on this, like clear cut phase changes being both a breather for players and a way to clearly mark milestones. Sub-phases giving variety and testing the players adaptability.
But it would be most helpful if I get as much information from accomplished game designers/developers to go into the specifics of particular games' design for those questions
I believe it is mainly tension, as tension often keep on rising till you are at the peak (the boss kill) ending in a satisfying win. To be fair I don't think it is a lot more complicated than that, though feel free to comment on it.
Most games have clear cases to be direct to the player and communicate it, often games with younger audiences have more information in cutscenes and animations from my experience. While 'harder' games often lack this as the player is expected to know what is coming.
... that is exactly why I want primary sources discussing things like this from actual game designers.
It is way too easy to just say "it is this simple reason", when good game design is most often so much deeper. Just look at early WoW fetch Quests (which became a joke and liability) and stuff like Secret World's or FFXIV's quests, that have more of a narrative hook. Even Genshin has more involved, more flavourful quests. There is specific design behind every one of those cases, specific decisions that shaped the experience for the player.
But one could just say "quests are there to give the player something to achieve", which completely undermines the work behind it
Well sure you can try contacting a designer if you wish, but keep in mind that boss phases have been a thing very early within gaming meaning often the reasoning is simpler. That doesn't mean the reasoning is bad. Like one of the first ways of difficulty increasing overtime was hardware lagging due to the amount of enemies which lead to: kill enemies = faster enemies.
There is a difference between "we've done it this way because it's the only real technology we have" (like the hardware lagging from Space Invaders you mentioned) and "now, with decades of games and millions of possible options to do this, we still use frameworks that have been around for decades"
And it is that thought process that I want to know more of
@mild nimbus I found the article I based my reasoning on: https://www.gamedeveloper.com/design/boss-battle-design-and-structure
It talks a lot about the building up and the breaking down of tension within the glados boss battle and Phantom Ganon boss battle. On closer inspection it will look a lot like how they build up pacing in games or tension within movies (I suspect it once originated from movies). Though of course this article goes into more detail and is very specific as it completely doesn't talk about sub-phases or some of the more modern boss battles.
In his latest design feature, Activision designer Mike Stout breaks down the boss battle into eight different beats, and runs two notable ones -- The Legend
hi guys, we are developing a topdown adventure game with melee attacks, but it's a bit boring, i added some explosive walls and firearms but i don't know if it's fun, in your opinion what makes games like zelda botw funw?
I have a level design question (3d assets, but I assumed I should ask it here instead of #🔀┃art-asset-workflow) How does a rookie level designer scale everything in a 3d world properly--visually? I know this can vary because game design isn't an exact science always, but is there a trick to be able make mental notes of how large objects like players to buildings to mountains should be for example?
I assume I would have to start on the smallest scale possible and work my way up (or maybe the player, and scale up and down from that starting point?)
use unity's real world scale. doesnt have to be exact but i believe the defautl cube is 1x1x1 m
hey everyone, i'm working on a 2D isometric game, and I'm trying to find a convenient way to handle different rotations when moving, i really want to avoid making 8 different animations based on the direction the player is moving, what do you think would be a good way to handle something like this?
@oblique holly I'm guessing using 3d models and animations isn't a good option for you
the "best" way is to just make your main character a faceless geometric shape
that doesnt even rotate
yeah i suppose you're right
and yeah i was hoping to go for a 2D artstyle
i will try experimenting with some character designs and see what works best
by best I mean lazy and detrimental to your character's identity
I'm assuming you are looking for 2d art
in that case, I don't think you can escape having to make multiple frames of animation per rotation
UNLESS
@oblique holly make the sprite rotate in 3d if that makes sense
make 2 sprites, character front, and character back
and treat it like a 3d character
kind of like parappa
this is an awful example of what I mean
oooh i think i know what you mean
but hopefully it helps
Im no authority on making unique games
@late vapor No memes.
but maybe this is a slightly interesting option
the visual accurately describes what I was trying to say
but the content was a little.... off
thank you 😎
I didn't read the surrounding content. A good example of that would be Paper Mario as well.
shit
if I spent more than 2 seconds thinking
that would have been a way better example
are we allowed to post game design memes in here?
aww
what are your thoughts on a dynamic difficulty whereby you start the game on the hardest difficulty but by upgrading your equipment and doing side quests you can reduce the difficulty of the game?
Does anyone wanna make a game with me I would need some artists
#854851968446365696 for where jobs/collab posts belong.
I would appriecate it if you filled out this survey for my A level computing project so I can get a good overview of what people want in a 2d top down game
https://docs.google.com/forms/d/e/1FAIpQLScYtSxc8YxD3T2hyifLEN3qPJngq9tvC9LKt6J_FwMpFXvnQA/viewform?usp=sf_link
How does RPG armor get calculated?
I have a raw armor (-1% damage per point)
And also another stat called armorMultiplier. Some debuff can reduce the raw armor, some reduces the armorMultiplier %
What if the raw armor can get reduced to negative? Sure this means the unit takes bonus damage
But how bout raw armor negative, and armorMultiplier also negative?
What's the math to make this scaling work?
I'm writing a book called How To Make an RPG. I wrote this article while mulling over the combat section; it discusses stats in JRPG games. I suggest a basic architecture to track stats as the starting point to launch into a fully fleshed out combat system. Please give ...
might help :)
That one's a different implementation
It assumes that there's a base stat value which the %modifiers act upon
Which is how dota does it. This is how they can have negative armor
Also it doesn't have a %modifier for armo
I'm wondering if there's a way to combine both. Allow raw -armor debuff and %modifier debuff to the extreme of both going negative
I guess in the case of having both type of stat, 1 of them has to be clamped
Dota doesn't have a %modifier for armor's number (i'm not talking about how much damage reduction % each armor point gives, but the armor point itself)
Ragnarok on the other hand only deals with %modifier armor like provoke, berserk. The base armor from equipment can never be negative
no what i meant to point out is that they have different types of e.g armor
additive and multiplicative
the whole thing is a little complex though, especially if you want negative armor
i suggest you take a graphing calculator and toy around with a few functions
I been hesating to learn game desgin caus of the whole activion blizzard thing
Why does that impact your willingness to learn game design?
that's like saying that you are afraid of learning to cook because some restaurant somewhere had a horse meat scandal or something
unless your plan from the get-go is to get a job in a big studio
Don't be hesitant , game design is a lot of fun completely the learning process is amazing in my eyes, so try it.
I mean its more like i don't want learn so i can avoid the abuse
Why are you expecting to be abused?
Maybe things will improve because of the whole activion/blizzard lawsuit. But i mean do u blame me for being hestated because i rather not deal with this stuff
stay indie and the only one you have to worry about abuse from is yourself
The people who got called out in the industry did so for being bad people. Are you a bad person?
I try not to be... but that level of bad no never but i could be the inconnent person
there's also bad bosses/workplaces in every industry, not wanting to get into a specific industry because of the actions of one company is kind of silly
That is fair point its not just one company its insurtry wide issue activion/blizzard is the worst one but ubisoft and etc i could go on but maybe i'll just go indie so i don't have to worry
But thanks u what i just go indie so i can be in contol
HI all, serious thought question about game design. In a first person shooter style game, should the game force player to melee if their weapon depleted of ammo? E.g. if you try to shoot, instead of hearing "Clicking" sound, you'd just melee instead as a last line of defense.
Here's what I got in my code lol
public void Shoot()
{
// should we allow player to melee if the weapon is depleted?
// or at least I think we should let the user know?
if( currentWeapon.weaponType == WeaponType.Melee || currentWeapon.ammo == 0 )
Melee();
else
ShootServerRpc();
}
I honestly believe I should allow the player to opt in for that feature.
i definitely feel like an opt-in/opt-out would be good for that since not everyone would like the feature. I personally think it is a good idea
But you need to calculate the distance of the enemy too. A player that was shooting someone from a long distance is not gonna like to see their weapon swinging at the empty air once their ammo is depleted.
That's true, I could add that in as a way to "Auto" melee an enemy when close enough..
I found myself struggling not using melee function as much as I should in first person shooter game, namely because they were either uncommon to use or difficult to press (Who even thought of Joystick analog as a button?)
Honestly, if you are set that weapons should have a melee attack and you are unsure if they should be automatic or have their own button then you can just let players test it
Since it's something easy to adjust later down the road
Now if weapons should have a melee attack at all is another ball game and it's the type of design choice that should be planned from the start.
I think you are safe to just implement however you like it to build your game and then you can later ask for playtesters' feedback.
Hello everyone. I am experimenting with some PPE in my game that is reacting to the loudness of the music. Do you guys think it works or is it too distracting? I'm currently animating the Chromatic Aberration, and the song is high tempo. Curious what you guys think!
PPE?
It's hard to tell without the music 😄
I would send it, but I don't own any rights to it soo...:)
hey everyone, im working on an isometric 2D game and i want to have different items you can equip like armor and weapons, i was wondering do i have to make sprite animations for every single item?
the character will have around 10 animations, and moves in 8 directions
i just feel like its really inefficient to make 80 animations for each single item
surely i'm missing something and there has to be a better way right?
then... how would you use it in da game?
I found this about the Pokémon black style of game.
From it I understand they used a 3d map with 2d sprites for the player as the camera is locked in one position
As a result should I use a 3D project template?
It doesn't matter which template you use. They're all the same in the end.
They just come with some small stuff setup.
There's no difference between 2D and 3D in Unity in terms of the game engine. It's all 3D.
Oh okay, do you think it would be easier for me to do starting from the 2d or 3d template then?
I would imagine 3d?
Yeah, maybe. Because you are making a 3D world
Thank you both 👍🏻
ok
can some one help me with something
i need help making a character controller for a 3d game that uses a 2d sprite
Some select "Petscop" recordings.
In a way, recordings have the power to raise the dead. They're kind of scary.
We finished our long Easter egg hunt.
ok so im workin on a sidescroller titled Alone. its an apocalypse game in a style similar to that of dere.exe or nameless cat. i dont have a player model yet so im asking for some reccomendations of apps on mobile for pixel art
Well I recommend going to another channel next time since this isn't very related to game design. Though you can just use a 2D controller, here is a good tutorial for animation and movement (Part 2 and 3)
https://www.youtube.com/watch?v=--N5IgSUQWI&list=PL4vbr3u7UKWp0iM1WIfRjCDTI03u43Zfu&index=3
Just remember that in 3D space you will most likely use X and Z axis instead of X and Y.
Welcome! Today we're going to set up a 4 way movement system, similar to the movement found in traditional JRPGs, and top down action RPGs. Enjoy!
Tiled: https://thorbjorn.itch.io/tiled
Tiled2Unity: http://www.seanba.com/tiled2unity
Art Assets: https://opengameart.org/content/zelda-like-tilesets-and-sprites
Unity: http://unity3d.com
About...
Though there are many ways you can make character controllers. 3D even has a character controller in it, so just google around a bit.
@cold onyx Collab posts location is in #📖┃code-of-conduct
Hi ! can somebody give me a tutorial on how to use unity???? i really need to make a simple shooting game for my ojt project. please help
Tutorials are pinned in #💻┃unity-talk. There's also plenty of tutorials on Youtube for shooters.
Btw is this the right sub channel to ask stuff like this ?
Game Design is a subset of Game Development that concerns itself with WHY games are made the way they are. It's about the theory and crafting of mechanics and rulesets. From what I understand you are looking for something programming related.
I'm making a puzzle game and I feel it needs a hint system, that way players don't get super frustrated if they can't beat a level. But, I don't know how much I should give away. I'm thinking there are as many hints as there are moves, and you can choose the first hint which will tell you the first move, the second hint which will tell you the second move, etc. Does this sound too easy? Or is it more of a "player's choice" kinda thing. Like, if you want to make the game less rewarding for yourself then go ahead and do that
thats an ok idea, but just some food for thought:
one thing that is a cool concept in games is giving the player clues that the player doesnt realise are clues.
for example - making him want to follow a general direction by making the scene darker and a specific spot have more light. or in a path finding game, in a place where you think might be hard to find, put a light footmark or some other eye candy that will make the player subconsiously look and go to that direction. this will give the player better chance to solve the puzzle "on his own" - without realising he was being guided.
Yeah, for sure. And I do that on the first few levels, teaching the basic mechanics without a tutorial or anything. However, seeing as it is a level based puzzle game (with tile based puzzles that only have one solution) there's only so much I can do in terms of helping the player. Think of a game from coolmathgames or something
I don't necessarily "like" it, but I do think it is necessary in order to ensure my players don't get frustrated and quit.
A necessary evil I suppose, unless there's a genius way that I've never heard of before
Also, if I port it to mobile I can lock the hints behind ads >:D
Hello everyone! I’m currently working with unity c# . I recently started using Firebase for my DB. I already did the account system and i know how to save&load data but i cant scheme the character creation part yet (nickname race class etc)
Should i give the userid a character that contains all the info chosen once he presses create character?
guys,how do i make the turrets in my tower defence game look more lively like the game plants vs zombies
well how does yours look
it just looks and shoots
i was wondering how to make it look like something like this
like "this"
i am making 3d
well make/get a 3d model like that
and make several animations
Spawn, Idle, Shoot, Take Damage and whatever else comes to your mind
likt this
the animation
yea you have to animate it
either in animator in unity or in your 3d program (blender,3ds,cinema)
Well make it look like they are real, if the player expects a turret to have recoil it should have a little bit of recoil in the animation. If the player expects a turret to smoke when it is done firing a lot of bullets in a row, it should be in the game.
Simple. Animations
This is a decent example for when it’s shooting
I've been seeing more people mainly in youtube comments and reddit posts talking about the distaste of quests with simple goals like "Chop down 10 trees and bring back 4 pine cones". I find that majority of games have quests that work this way so what could possibly be an improvement over that?
People want quests that move a plotline forward, they want to interact with people, fight monsters that are more than just random skeleton bandits that attack out of nowhere.
Why is your player randomly being offered the chance to go collect pine cones? When you walk into a town do people think "ah thats the pinecone guy" or "Ill ask a random stranger to pick up pine cones and pay him 10 gold to do it". No, your players want to build up their rapor as an adventurer and be given a meaningful place to go to, with a meaningful purpose, to help or aid a meaningful character
I see, it's not necessarily the objective itself but how it's presented. If the purpose of chopping down 10 trees was to help build a camp in order to scout out enemy locations for a war then it wouldn't be perceived as negatively. But if the random senseless gather quest has no plot involvement then it develops distaste among players.
well the mechanics of the quest matter too
is your game advertised as an acorn gathering game?
if not then your players likely dont want to be doing that
just because most rpg's do something doesn't mean yours has to as well
people hate these pointless go to X gather Y quests because its not what they signed up for, and they put up with it to get to the good gameplay
I mean if the point of that questline is to aid in building a warcamp, why do they need random players to chop down trees
do they not have workers for that?
Wouldnt an adventurers time be better spent slaying nearby threats to keep the workers safe?
Guarding the workers against wolf attacks maybe?
now that's true too, I guess it would depend on the plot and context surrounding the quest
I mean if it were my game
I would find a reason to never make the player do tedious filler content
right, that's how my games main questline is, roughly 16 quests with no filler, after the main questline is done there are a handful of other quests you can do to help people in specific towns that are mainly filler type quests but some have quirks to them that make it a bit more interesting like having to exorcise a haunted house and kill the ghosts the pop up during the exorcism ritual