#archived-game-design
1 messages · Page 40 of 1
like pissing off a giant squirrel boss or something
like, it has an absurd reward tied to it and thus attracts the player, but then its an asassins luring tool or something
or yeah you anger the local squirrels
Definitely appreciate the insight, thanks a bunch 😄
Hey could anybody help me out? I just started using unity and I bought a render script that I have no idea how to use or apply to my game lol
guys how can i bring emotion into my game about shooting robots
have you seen I, Robot?
you could bring the emotion out by connecting with the person doing the shooting
why are you shooting robots?
whats the threat?
hm
The War for Albor
In 2030 AD, we, the world, humanity, sent the first robots to planets outside of our solar system. Through years of searching and exploring aided by advanced technology, a new element was discovered, titled Albor, which was discovered as being the main source of energy that allows planets to bring forth life. Knowing our planet Earth would soon cease to be habitable by our growning species, we began to extract this element from those planets which contain life, so that we ourselves could expand our own race. We started out with planets with more simple, useless life forms, but became thirsty for more and started to take Albor from planets we should not have taken from. Angered by our stealing, and in need of expanding their own race, a race of alien, almost human, beings we call Kronon fought back as we continued our search for Albor. They built machines designed to take down our drones, eliminating our opportunity to scout out the planets and extract the Albor. Nonetheless, we fought back. We modified our drones and added weapons, more sensors, and better maneuverability to combat these Kronon robots. And that's when the war began. The War for Albor.
this is the story btw of the game
Well I mainly see 3 types of quests: reward quests, challenge quests and tutorial quests.
Reward quests would be focused on story progression and or a basic reward like a new weapon, these quests are often perceived as boring as they aren't about the quest itself but rather what you get out of it.
Challenge quests focus on challenging the player, even cutting down a tree can be made hard if you add enough monsters and fire 😉.
Lastly you got tutorials build in as quests, so if you require wood to craft things a player should learn how to get wood. Though there are a lot of design decisions to make with these quests. If a player already did get wood in the past should they still get this quest? If a player doesn't like or isn't interested in the crafting system should he get the ability to deny the quest?
So if you want to improve this type of quest you must look back at your goal, what do you want the player to get out of this quest?
Though someone could write a book about quests if they wanted, there are so many options and things you can tweak.
So who all here likes tactic strategy games? (Like XCOM and FF tactics)
And if you like them, what's atleast one thing that always bugged you about how they worked?
Hi,
im new to unity and i need to create a 3d game for a school project, can someone help me make first person and the ability to move a character
Research some tutorials. There's countless for a topic as common as that.
thx
Actually you can just use the premade controller from unity.
unity starter asset is also cool in the fast way
Well I like games such as into the breach not sure if that is what you are looking for. The only problem I have is tactic games with situations you can't win or do perfect, like random chances you can't respond to properly even if you make the best possible move.
RNG would be the most annoying of them. Mainly in XCOM where you miss a 99% for some reason. Another thing that bugs me is the action system, taking it’s pretty inefficient for crawling through huge maps, and the inability to do turns, but that’s more once you get rid of RNG in general, or if you delegate them to the beginning and end of turns.
Also, for my SRPG, I’m starting to eyes on 0DMG meaning they couldn’t interact, like attacking, or using items, with the tradeoffs being the fact they can move past people and obbies at 0 cost. I personally wonder if I should give them at least something to work with, taking 0MOV would mean the character couldn’t move, unlike 100 where they can move across the map in a turn… if they’re not turning, that is.
Brakeys on YouTube is the best in my opinion.
Guys, i need ideas for a new mechanic about fast paced 3d fish game, anybody has idea ?
You mean a fishing game or a game playing as a fish or an underwater game with fishes? I might have ideas in every direction and would be glad to share.
Isn't that the whole point of Nier Automata ? Also, never forget that there are many more emotions that just 'sad'.
Just try to find how others did it, and learn lessons from it.
(Also, my emotions for Synthetik are 'fxck yeah')
whats neir automata
i need idea for a name for my game
its an endless runner and u play as a helicopter
and u dodge missiles
We're a fish, going so fast like sonic game, but a fish
We are working on a game where you kill enemies with death traps.
Encounters are basically puzzles.
But story wise the first enemy we can present the player, is after the 30min mark.
How can we solve this?
Change the story so enemies are encountered sooner..
Well try to catch your player in the introduction, I have no idea of how complex your game is, what setup is required or if the first 30 minutes are actually engaging. So it is hard to give your precise advice, however I can give you a good example.
If you look at Halcyon 6's introduction you can learn how to catch your player. It starts out with an elite squad being thrown at a much stronger mysterious enemy, during this encounter the player learns about the combat system, the fight shows how much depth it has and how interesting it can be. Though the game also shows the player what they can get as all the ships are high tiers and last but not least the player is given a mystery to solve, a story to chase. Almost any kind of player that would play Halcyon 6 would be interested in this game after the opening whether they are there for the deep combat system or the story.
After this the game slows down and gives you a 5~15 minute tutorial, but at that point players don't mind it since the game already caught their attention in the first couple of minutes of the game.
Can anyone good with balancing RPGs or games in general help me out? I'm struggling to get the progression correctly for my game and I feel like I could use some pointers.
Interesting, I will have a look at it.
The scenario reminds me of Star Wars The force unleashed (2?) where you start the game as darth vader, slaying everyone with ease, then changing character to the actual protagonist.
Two problems with this attempt:
Just smashing buttons does nothing in our game, you kill enemies with physics, there is no direct combat at all. So in later levels, it's just more complicated with much more environmental objects at your disposal but you won't have a lot more tools.
Think of portal with human enemies.
I can't just throw the player in a room with cubes, buttons, elevators, energy balls and lasers. It's not possible in a puzzle game.
.. and nope, I can't change the story, but maybe I could add a dream sequence or something...
can someone explain why unity is giving me errors all of a sudden for lines of code i havent touched? was working fine then suddenly im getting "namespace aleady contains definition for:" all over the damn place, please help me
didnt change anything in code, i added an empty object and suddenly im getting all these errors
simple lil game going off a tutorial, working fine til i added empty object
i really dont get why im getting errors
you probably have two scripts called PLAYERmovement. But also go set up your IDE using the steps linked in the Configure IDE section of #854851968446365696
will do ty ill check for that
andddd you were right that instantly fixed every single error, thank u kind sir
anyone have an ideas for competitive magic wand combat gameplay. ive got some solid wand mechanics, just trying to think of how to set up gameplay
If I were to make a multiplayer game(fps) what is the best way to implement a multiplayer system?
Hi so i got an online RPG, wanna make some kind of a "field element" which could amplify units' elemental damage/resistance
Anyone know of some games with clever use of these stuff? Like, where does the stats get stored, how does unit's action affect the total field element and vice versa, etc
Should probably clarify by what you mean "field element". Area of effect artifact or totem?
Hmm it's different in every game
Not AoE like unit casting Blizzard. That's just there giving damage, optionally the AoE object can be hitted and destroyed
Field element is maybe like the elemental effect in Legend of Mana, or Geo tiles in Disgaea
Yeah i just need some suggestion on implementation
Field effects "applies to all" regardless of faction/team/affiliation, provided by the game itself
That page linked is pretty good but only summarize briefly how it appears in those
I'm mostly concerned about, among others, how to indicate these "field stats", potentially without cluttering the UI even more
There was an old browsergame I used to play while in school. (can'T find it anymore). You were a dolphin gaining speed underwater and trying to jump out of the water doing tricks mid-air. You could go ridicously fast, because when u dived into the water again you gained speed based on the angle you hit the water. After a few jumps you could go high as the moon. Maybe this idea combined with something like bouncing off of whales or getting eaten by sharks might be something? This is however strongly based on 2D..... is this kind of helpful? or wrong direction?
Do you have status effects already? If so you could just add it there.
Yeah got it. And true, the Geo effects can affect units in terms of stats
But i want Geo effects that's separate from units. It's like a scene side "container" that holds some values (elemental and whatnot)
Basically the 2 roles it has:
- +1 fire when a unit casts fire spells. Value goes down over time (or by some other ways)
- Units that casts fire spells gets +1 dmg for each fire stored in the field stats
if easy, medium and hard were colours what would they be? green for easy, orange for medium and red for hard?
difficulties
Yeah thats what i use
Also got yellow between green and orange, and cyan for before green
why use colors?
Hey all, I just did a short writeup in a post on reddit about my experience developing a game over the course of 3 years. I wanted to say something about my experience as the sole programmer and some of the things which are on the top of my mind just recently. I was hoping to also hear from others about their experience working on long haul projects, especially ones which are/were getting more toward the finish line.
Would love it if anyone felt like giving any feedback or thoughts there.
This is at least tangential to game design and there is a bit of info there about design/development aspects of the process we've gone through. Somewhat more oriented around team stuff.
If this is inappropriate for this channel, I apologize.
can someone help me find my error? im getting missing errors for this; 8,39 Syntax error ',' expected
@woven token you should probably ask programmers this question, also code blocks may make it easier to read.
Currently making a metroidvania, any good resources for the design besides just playing hollow knight and metroid for "inspiration"(and not just an excuse to play them again)?
Looks really great
I wonder if i should reply here or there, dont have a reddit..
I started my own game around 8 years ago, from the very first time i learned gamedev i just wanna make this one
Now im almost at the point where a prototype is almost ready and fun and balanced n all that to show others, in order to find a team. Do u pay ur team or theyre gonna be rev based? How do u convince them and i wonder what was the pic/vid/build/writing that u use to find ur team?
@deft patio Hey, thanks!
I've been in both types of team. In this case I was lucky enough that a good friend of mine had an art outsourcing studio he operates and he had enough extra cash to support me a lot of the time. Over the course of the three years about a year to maybe a year and a half I've done other contract work while working on it.
We've found that as we've begun doing outreach that we're now getting somewhat regular offers for help, including some talent which had worked on Diablo 3 :). It's wild.
I'd say the biggest thing though was A: Actually putting ourselves out there and B: consistently working for a long time where the project got to the point of looking interesting enough that people said to themselves "wow, this is neat, I'd love to be involved with something like that."
The latest offers and joiners on the team who have been accepted haven't been doing it for money and just have time available and skills they want to offer.
We will of course in the end make that right for them.
We love working on the game and we really appreciate and respect everyone who's there, so long term we absolutely want the thing to become not only fulfilling for them but also lucrative if possible!
But I think people are attracted to something that looks like it's well thought out, has some structure, isn't going to crumble at a moments notice, and those who run it are good at team work and communication.
We're figuring it out as we go, of course. There's no rulebook... unfortunately XD.
what are peoples thoughts on game experience and game feel?
I see some people say its the same, some is different. I kinda need clarification cause I believe that a feel and experience encompasses the same thing or similar
Well I don't see why the definition would matter, they are the same in most cases.
Like tell me why you want to know the difference if there is any to begin with?
cause some people i discuss it with say that there is a difference, like game feel is for tone, interaction and such while game experience is more mechanical
Well everyone has their own definitions, like I'm pretty sure there is no standard for these things. Though if you look at the literal words experience would be more objective and feel more subjective and emotion related.
I am making a social deduction game. I was wondering if its a good idea to make the evil players choose an extra ability?
Probably a good idea since it will make gameplay more interesting, just keep in mind that its extra work. Consider making game without it and adding that later
alright
I'm making a game where the player grows in size as he makes progress through each level, but I'm doing it in pixel art (only thing i kinda know how to do graphics-wise). And just now realized, how would that even look when the player is 10x/20x their original size and I push the camera so far back that everything else looks like crap? will I have to do tilesets for each level for each player form size?
imo it should be fine if you push the camera back by powers of 2 (2,4,8,16,32,etc)
and use pixel perfect camera
it should keep the pixels well scaled
thanks!
ayoo
Idk if this is the right channel to ask, But what is an alternative for Unity's ProBuilder? cause i'm currently using a free version and idk how to create "optimized" maps and how to invert faces for maps ' ._.
is it possible to make crossplay multiplayer games?
No this isn't the right channel I believe, game design is mainly about the why games are made the way they are. Game design focuses on the theory behind games.
Well yes of course, there are already crossplay multiplayer games on Steam for quite a while now.
Where should i ask my question, then?
i was talking about making them in unity
Well probably #💻┃unity-talk since it talks about unity probuilder, though I might have misunderstood your question.
If you got the servers and programming skills for it I don't see why you wouldn't be able to make it.
ok
I'm going to refactor my "disgusting" project... It needs opties (optimizations). And an actuall storyline...
😦
How do you guys feel about swimming in video games? Is it more annoying than anything or is it fun in the right context?
Usually swimming is slower, risk of drowning, etc
it depends on what you do with it, but it's tricky to do well because you have to deal with:
- the player moving in 3 dimensions at all times, including threats coming from every angle
- movement is expected to be slow without a lot of precise control, which can be frustrating, especially given #1
guys, guys, guys
I posted a little "rticle" about my experience so far with Unity its like 1 min read. https://caraveo.gitbook.io/exo/the-story-of-exo/exo/the-type
Please can i get some feedback? 😄
🥲
bit of a question about a space based project - I have a first person view and you can fly around and move along each axis, 6dof and all that. thing is when I shoot and am moving e.g fast to the ships left the shots lag behind quite a bit. Now I know that is technically correct but it looks bad so I tried adding the ships velocity to the shots - this looks better but now of course the end result is wrong in that it wont hit the very target I shot at. Bit stuck on the best method to be honest.
One solution i've seen is to add a 'lead target' in front of the ship for the player to aim at so that it's clear you need to take that into account.
I expect you'll just want to tune it a lot though...I'd try making the ship's actual speed slower and the projectiles faster so that it's harder to notice the offset, and then make the ship feel faster through VFX and stuff if that slows things down too much.
How did you hit them in the first place? And why aren't you hitting them when you add the ship velocity?
@cold onyx fam hitme up i cant get at you cause ur settings
Hello friends, I need some help with a simple target shooter game for my assignment. i have to have the game manager call on prefabs randomly, Ive loaded the prefabs into unity and have dont as much as i canto my scripts but im on sure on what language to use and where to list the prefabs
A tool for sharing your source code with the world!
hey people i struggle with goals any advice on this?
How do you manage UI? Is it a UIManager that handles all the UI on all the scenes or just have UIManager for each scene?
probably depends on your needs
like how complex your ui is
Can you be more specific
Life goals, programming a goal in a football game, player goals, your own goal, what is it you need help with?
Hm a life goal i wanna improve my coding skill but i have hard time mantaining a goal to do coding regurally
whats that?
@wheat glade events where game devs make a game over a set period of time
yah
Sounds fun but i wouldn't be ready
@wheat gladedo it anyway
Unn for real my skill level is i know how to copy code
bro
I hate reading I have always hated reading, though inorder to improve my game design skills I wanted to read some books. So every day I now read from 21:00 till 22:00, just one hour. You could do the same just program every day for just an hour, never skip a day and be dedicated.
Also I no longer hate reading and I read more than just the one hour a day since I have joy in it now.
Funny seeing you outside of my own server. There's a huge amount of resources but these have helped me the most:
https://www.khanacademy.org/computing/computer-programming - This one is free and I highly recommend taking the courses here. They are for absolute beginners and will get you primed for code logic thinking.
https://www.codecademy.com is paid but really good and is basically a step up.
We're using Unity for PJSF so if you'd like to do something similar in unity then take a c# course, it's fun.
SF2049LE is a lot of Assembly converted to Gecko codes. Assembly is a low level language which I do not recommend learning if you're starting.
That's basically it though. Use khan academy to get you started. You won't learn by thinking you're not ready though. Just jump in a see what you can do with it.
Learn how to program drawings, animations, and games using JavaScript & ProcessingJS, or learn how to create webpages with HTML & CSS. You can share whatever you create, explore what others have created and learn from each other!
I could ask this in #archived-code-general , but it's just StatType, which RPGs and Dnd n whatever deals with as well
Just about ordering this tho, so it is kinda code related
Are these good orderings? Haven't put the int values to all yet, but basically it was a hassle when i was adding so gotta give this kinda numberings that u can put new stat type if u need in the future, without losing data
Pastebin.com is the number one paste tool since 2002. Pastebin is a website where you can store text online for a set period of time.
Didn't expect u from the rush 2049 discord lol but ty
im thinking about bizarre gameplay ideas for my 2d point and click puzzle game
i even had the idea to put a skill tree as a comedic and also general gameplay hook
collecting really rare objects in the point and click game = 1 skill tree allocation
but then idk what the rewards would even be because i dont have damage, health, accuracy etc anything thats really gameplay oriented to improve
i could make it resemble a skill tree system but it actually rewards you with more areas to explore perhaps
from 4 choices and then it branches out to unlock more
but still i think that would be pretty boring
im planning to have an idle clicker concept to generate $$$ to spend on items in the game
i could reward the player with making you generate more $$$
I personally hate idle clickers, but it sounds like you just need passive in-game income
you can do that with joke stocks
or buying property
commodities
a job
bitcoin miners
there are plenty of ways you can sneak jokes in and enhance the world building or whatever
well basically the idea for making $$$ only appears once you unlock the City area of the game, where you can find a guy who will hire you to be a button tester
gives you one $ per button click lol
then u can spend it on things that further your progress in the city area
the objective of my entire game is just to click and explore and keep clicking random shit to see what happens etc its entirely exploration and theres no incentive other than just click and find secrets
along with surreal humour
huge incentive to collect items on pages though, which is the main focus im just trying to brainstorm any other possible incentives for such a bizarre kind of game
hey guys how do I unlock the material component in the inspector? I want to change the color of my sphere
get a reference to the Renderer and do .material
but pro tip if you want to avoid a memory leak
cache the .material
and then in OnDestroy do Destroy(nameofthevariable);
Oh I got it already. but thank you @blazing tundra 🙂
np
whats a good free app to make pixel art that can be imported to un ity
Hello
I think I got myself a solution to my little… ‘armless problem…
Instead of kicking people, what would you say to running over them, pinning them down?
sounds kinda ||kinky||
I can see why, and I think I hadn’t add any context behind it, hadn’t I?
But I SWEAR! It’s not like what you think!
lol
The reason why I asked is to find a way to make people high movement or low damage still be useful besides hitting people.
With low DMG, MOST INTERACTIONS would be ineffectual or costly to do. Especially for hitting people. The main problem being 0 damage would mean they couldn’t damage anyone at all.
I’m trying to make it not interaction-based, but more movement based. Pinning them to the ground could be a solution to that.
https://cdn.discordapp.com/attachments/372543604842823680/888539012111958066/unknown.png
Though, it could, could it, @blazing tundra?🤔
lmao
Might or might not need someone to equip her.
But what you say? Kicking or pinning?
Same here. What I had in mind for kicking would be complicated and confusable for drag-and-drop controls.
whats a good free app to make pixel art that can be imported to un ity
For mobile? Pixel Studio.
Do wonder if DMG should or should not bar them from operating vehicles?🤔
what about for pc?
Oh fucking Gimp. Just make everything hard edge.
Cool, thanks
¡De nada!
And I might just do so for my armless survival horror title, as well.
They can’t kick, or at least not without knocking themselves down on the floor, but they CAN pin enemies down while they’re on the floor.
And there’s always ramming into them.
Hi, I need a 3d battle royale circle for my top down battle royale game. But I can't seem to find how to make it. Would someone love to help me make it?
no Although I've never done it, I would think that you could make a shrinking circle mesh, and just check if your characters are within the radius
That would just be a sphere collider.
If anyone leaves the collider, they flat out die.
yeah
how big should a sword(broadsword) be in comparison to the player?
i would say about length of an arm
that's more short swordy
Like most things in design, it depends. In pixelart the sword is often extremely large inorder to make it visible (since a 3 pixel sword doesn't look impressive). Some swords are made massive to show they are slow but deal massive damage, just look at dark souls. So my advice:
1, make your sword clear, if someone thinks it is something else you should remake it.
2, make your sword a size that fits the gameplay, so since you want a broadsword go for leg length unless that breaks rule 1.
Engaging player is very hard i admit it
but with the perfect set of non predictable enemies
they can easily grip the player
ayo?? is this a sex game?
looks like it
especially from the background
dope
How much should the length of enemies be
if i want to intimidate the player
(the game is set in medieval era)
For enemy sizes you should really look at the distance the camera is going to be from the enemy and the room around it. An enemy can feel very big if the camera is always close to it so 1.5-2.5x the playersize is gonna be enough. If a player can distance the camera from the enemy the enemy should be 2-4x the playersize, a good example would be the mario galaxy (2) boss battles where bosses are a lot bigger than the player. However inorder for this to work you need proper scale throughout your game, normal enemies should not be massive as it will just get boring after a while.
thanks for the advice plus i will try to add different variatons of enemies
To keep the player engaged
and do you think that long sword designs are overpowered if added?
should i add them then
it kind of gives the tip of using the sword from long distance
How should my team and I organize our concepts? Trello? Google sheets? Google Docs? Discord?
Right now we're using a Discord with a seperate channel for each category of stuff, but it's not great for organization.
I tried making a Trello board with seperate lists for each category, but that idea feels very limited. Any ideas?
Googe Docs + Meeting + Talking
We meet regularly, but we aren't sure where to keep our notes organized. Say we pitch a new character. Where is that supposed to go?
Google Docs seems great but I'm not sure how we'd organize that. Just one super long page?
Depends like a character for that you need to do a page new like
CharatcerNote.docx
etc
@feral jolt try ms onenote maybe
Our team uses google docs for laying out the general plan / concept art / lore, and discord to discuss all of these things in greater detail, works for us
Hey I want to make an alternative for killing evil players in my social deduction game to replace voting. Any ideas for an alternative to voting?
You could have a role that makes the decisions, like a judge I guess, so people have to make arguments and the judge decides. But voting is often at the core of these games so be careful with your choices.
what if the judge is the imposter
oh never mind
you mean a dedicated role like the ttt detective
Basically I have a really vast open world game in my mind that reasonably if I developed it myself it would take years not to mention I don’t even know c# (but have prior coding knowledge) is it reasonable for me to undertake? Should I resort to crowdfunding and hiring a team with a manager so that I can have some1 to tend to my team while I study? Or should I wait until I’m a very experienced dev? Any tips?
Or even should I hire a studio or something if I get crowdfunded
open world games are one of those genres of videogames that will require a huge team
of very experienced developers
if you want it to be actually high quality
i'd say wait until you're experienced yourself and then get a team
but again, even with a small team an open world game will take a really long time to make and lots of effort to even be close to the quality of other standard open world games
Hiring a studio or a team for a big project means six-figure sums or more. You're not going to get crowdfunding for that based on just a good idea.
open world games are a big project that you can aim for once you're already a millionaire with several top selling game titles lol
The other project is a board game by a company that has 20 years of experience
The other is a custom deck of cards by a Youtuber who has half a million subscribers
neither is really comparable to what you're doing
try to find a project where the premise is "I have a good idea, need money for someone else to make it" by someone who has no experience or social media presence and see how much they've raised
ofc dont let this crush your hopes and dreams
you can get this done if you work towards it as a primary goal
u just need the foundation layed out first
No, you could try but it will probably crush all the hope you have, meh experience means very little you just need to win a lottery, no tips here, same answer as last time.
Answers to all your questions.
i wanted to make a shooter game but the only ideas in my mind is gun go pew pew enemy is down.
That's generally what the genre is about.
Umm I don't think that is game design related, wouldn't know what category you need to ask the question since I'm no expert on this field.
aiight
I need opinions on this. In my game, the first player is a square. it will support a maximum of 4 players, should other players be a cube with a different color? or a different shape? I can't seem to choose since i plan on letting level creators change the player color, so if i choose option one, they would need to choose 4 different colors but i feel like having 4 players using the same shape is kind of boring
now thinking to make procedural generation game
like a life simulator
idk but i reallyyyyy want to do it
i want to make a car phyics simulation where i can implement drifting tire wear and other stuff what shall i use raycasts or unity wheel colliders and can u link a vid showing how to set it up and if possible i dont want to import anything form the asset store as this is for a college project
this is a pretty complicated project, and you're not likely to find a specific video for your specific case. You need to break it down into smaller features and build a small prototype using multiple tutorials and resources
I want to make tiles in my game that are like the tile unity uses for shaders, how would I go about this? code or design and code?
your question is very vague. you're going to need code regardless
okay, let me specify, how would I want to go about making these tiles?
you need to describe the tiles in more detail, tiles could mean many things
the ones unity uses for programming shaders
you mean shadergraph? those are nodes, not tiles
Yeah, that's what I am currently doing. I made a canvas inside a canvas but I don't know.
maybe
there are many different ways to implement it, you need to figure out which is best for you
sometimes you won't be able to find tutorials for the exact thing you want. Break your problem down into smaller problems like "how to create a node" and "how to drag nodes", then think about how to implement those within the context of unity
🤔
I'm supposed to be good at programming and for some reason, that same approach I use in writing code didn't seem to apply to my current issue. Thank you
I'm thinking of making a game where you break balls coming at you to the beat of the music. Some balls give you a disadvantage and some give you an advantage. Any opinions on this?
unbeatable has a similar concept https://youtu.be/p67Lh63hrnA?t=21
Take a look at this rhythm adventure game, Unbeatable, where music is illegal and you do crimes. Showcased during Day of the Devs 2021, in Unbeatable, talk your way through trouble and fight your way through arcade rhythm set pieces when the game arrives on PC.
#SummerGameFest #SummerofGaming
Oh cool
i was first thinking of drawing a manga off of it but i feel like ill do better in this field, im planning to make a 3d game in which there are "exo" powers, designed like curse marks from boruto and have 100% unique powers like stands from jojos bizarre adventure, the exos have 3 stages each taking up more of the body and/or slightly different design. there will be pvp, storylines, bosses etc.
the first pic is a "curse mark" from boruto
2nd pic is a stand from jojo's
im a COMPLETE beginner btw, thinking of taking perhaps classes
thats mostly what im confused on, the idea is pretty much fully set but idk where to start, online courses, classes, tutorial, videos? all i have is some experience in roblox studio but i really dont want to make my game there as well.. you know its roblox and it wont have much reach
thats why i went for unity
thoughts?
Don't start by making your dream game if you actually want to learn how to make games
There are tutorials in #💻┃code-beginner pins you can get started with
you don't sugarcoat your design advice
It took me a long time to realize that unrealistic expectations for your games can kill your motivation
so i need help i made an active ragdoll with configurable joints and i made it multiplayer with photon, i synced up the rotation, but its not rotating across the server for some reason, but i know that it is trying to share it across the server cuz when i turn around in game it gliches out the character
Hey guys, there's any difference between doing all assets in blender to import them into unity and doing the whole scene in blender
Naruto/Boruto is cringy, you'll outgrow it quickly and when you do you'll probably not want to continue working on a game inspired by that
i know lol i just like the design of the curse mark, ive already outgrown that stuff
I Don't know mate but i guess there shouldnt be any problem as long you divide everything as gameobjects
Guys, where do you get your assets? i wanna do a simple racing game with low polygon cars, i kinda broke right now, i cant afford a designer (for now eheh) what websites beside unity asset store do you recommend me?
OK so I'm thinking of making an open world type game where you can get into fights with different characters and im thinking of adding a sort of rhythm mini game aspect to it and a character selector where you can create your own character and stuff
Thoughts?
And I'm a complete beginner
First make just the rhythm mini game
Then you can start to think about expanding to open world and other stuff, otherwise it's way too much for a beginner
Oh ok
The mini game sounds like a suitable first project, and if it turns out well you can use it in the bigger game
Also I just started learning c#
Any tips?
check out the #💻┃code-beginner pins, i would suggest the create with code tutorial
i would say a rhythm game for the first project might fuck you up a bit, but you can try it out if you want
does anyone know any good resources on making simple gameplay loops?
How do i make my ui have a input to change the parametes
You can get your answer quicker if you ask people who know about UI #📲┃ui-ux
You could analyse other game's their loops, like casual games and minigames often have short gameplay loops (and sometimes longer ones like progressing in skill or unlocking new skins).
@broken echo thx
im lost. i am very skilled in unity and c# and want to make a dungeon crawler rpg but dont know where to start
Break your project down into smaller bits, like movement, combat, and enemies
yeah
at the very least, you need to start with what's mentioned above
I am a huge advocate for proof-of-concept prototypes
if your prototype is fun, that's a good indicator that your idea is good
Hey. Can u guys give hints on an addictive game structure? Thanks. Would be awesome really. Others could use it as well
Addictive game structure is all about nailing your core loop (and feedback loops that contribute to the core loop), it's not just about raw game design either, good art, vfx, sound and feedback contribute to how addictive a game is
Former EA and THQ design director Lopez looks at pacing in games versus films and TV for Gamasutra, explaining how careful planning can produce a perfect intens
Pacing and Intensity is also key to creating and addictive game, you can have a great and addictive first 20 minutes, but if the 90 minutes after that is not well paced, you game will fall apart
There's also the Candy Crush-style psychological gambling-type addiction that some developers aim towards, which is arguably anti-consumer and generally considered bad business practice, but it's another area of addiction you can look into that dives far more into human psychology. I personally don't have any experience designing these types of experiences, but that's another aspect of game addiction
Asking how to design an addictive game is like asking how to design a perfect game, it's not something you can just do by following a number of steps, it takes a lot of experimentation and iteration
I know of several techniques that the bad addicting games do
achievements, daily bonuses, "contracts"
contracts being limited-time quests that cost in-game resources, and failure to do so results in a loss
that is something that I don't think I ever want to put in a game
arbitrary collection systems
such as rewarding a player for acquiring certain items
items won through lootcrates
If anyone is reading this, please identify these types of psychological tricks in games you play and make sure they don't control you
I would argue that achievements are not a mechanic that directly contribute to bad addiction, they provide great end game goals for the players that want more excuses to spend more time in your game world, and are a great incentive for players of the Achiever archetype
I would generally agree with the rest though
Hi all, I have been making good progress with my Unity delving & learning, and now I am coming across State Machines. I am already an experienced programmer who has implemented state-machines for non-game solutions prior - but not on Unity; at the moment I am trying to gather a list of resources to go through and here is what I have - if there is something highly recommended that should be on my list, please let me know and I will definitely go through it - thank you!
@jovial blaze There's no job postings here, you can use the forums. Links are in #📖┃code-of-conduct.
This isn't a game design question. #archived-art-asset-showcase
You need to remove it in Photoshop so that the background is transparent.
It's very common for projects to fall apart if there isn't a producer keeping people in check. Maybe you can set up weekly/monthly update meetings to make sure everyone is on the same page on the project. From the sounds of things you are already bearing the brunt of the work with all your tasks, so you'll have to discuss the workload with them if you're bothered by that. There's a reason why they say you don't work with your friends, unfortunately
Is cursing fine here? I sure hope so
Our game is literally just fucking Ultrakill. Like, to a Tee. Only difference is artstyle
Like, the exact same game. We've been pitching this to ourselves for 6 months, and then that exact game comes out right as we start development. What the hell do we do?
This is literally being spammed in our Discord. That's our mood right now https://cdn.discordapp.com/attachments/706715446291988480/894719404703625296/kiryu-desk-slam-kiryu.gif
How far are you into the project? also Ultrakill has been out for a year
You're right, I misread the release year
Not very far development-wise, we're just getting movement and shooting to feel fun and I'm actually working on the first "real feature" now
But this has been something we've been imagining and fantasizing about since May, so it's not really a kicker in the sense of development-time but more just brain-thought since all our ideas are down the drain
tbf 99%+ of all games are copies of other games except with a different art style. Often not even that.
I managed to get one of the other two to join a call to discuss and we're thinking of either A) Scrapping the projects or B) Reworking everything. B is looking like our best bet, but it's not our baby anymore
its hard to kill your baby, but sometimes you have to
Ok, but like. This is our game: #archived-works-in-progress message
And this is Ultrakill: https://www.youtube.com/watch?v=o64_vHE0yKU
Imagine Ultrakill in an environment with nothing in it, and that's our game right now. Imagine Ultrakill with modern and more cartoony graphics and that's our game when it's finished
ULTRAKILL Gameplay (PC HD) [1080p60FPS]
Steam - https://store.steampowered.com/app/1229490/ULTRAKILL/
PC Specs:
CPU: Intel Kaby Lake, Core i7 7700K 4.20GHz
Motherboard: MSI Z270 GAMING PRO
Memory: Corsair Vengeance LPX Black 32GB DDR4
HDD: WD Black 4TB SATA-III 7200RPM 128MB
Graphics card: MSI GeForce...
you could probably get away with just changing the setting and artstyle tbh
Any ideas what software is best for making a little open world with a monster fight unity or unreal
If I've never used game making software
not game design. also don't crosspost
Sorry didnt know which chat was appropriate
The other person's convinced we should make it more like Ultrakill just with our unique gun system so we can appeal to the audience better since it did well
if you think you can pull it off, sure
Well, I don't
thats between you and the team then 😅
I didn't make it clear that achievements => daily bonuses => contracts was sort of a gradient
with achievements being benign at the worst
I can't think of anything worse than finding out that your concept has been recently used
especially if far into development
imo, I would suggest brainstorming and rapidly prototyping different mechanics
ones that you haven't already planned on implementing
We've thought of a few changes, with all of us loving one and being neutral on all the others:
- Roguelite
- Third Person
- Four-person multiplayer
Something like Risk of Rain + Ultrakill
So we took our baby and made a homunculus from it that we all love as much as the original
glad it worked out
do you guys think this asset is good for horror game https://assetstore.unity.com/packages/3d/environments/hq-modular-re-mansion-149386
it look like resident evil 7 house
The RE in the name is clearly short for 'Resident Evil'
If you like it, and it gives you ideas for what to do with your game.. go for it
Looks good for 3D Horror Game
from a designers point of view, my recomendation is throw something unique in like randomized map that grows as you kill things, giving you new advantage points and possibly new toys, also dont be afraid of adding rediculous double edgecd buffs like, insane speed that makes you hurt things by running into them but you can also hurt yourself by running into walls.
a lot of times, you don't have to scrap a game necessarily but could just add features that alter the game entirely.
throw the idea up in your discord and see what the others think, maybe they can come up with something fun too.
at this point id say just start adding nonsenical things to it for the fun of it and im sure youll get back in the mood, just throw some darts 😁
@full needle We actually made the following changes to our game:
- Roguelite
- Third Person
- Four-person multiplayer
It's gonna make development a pain, but we all like the ideas
Do you guys ever feel like you don't know if your game is fun to play because you have tested it so much
Yeah, that's game development
this is also why feedback from others is important
🩸
🎮
Hey. So for my social deduction game I have a role which makes the decisions on who gets voted out. What would be the most efficient and easy way to inplement this?
I am not asking for code rn but the way I can approach this
some idea? (i know its bad rn but im trying to think what i do)
id still play it
i want so bad to make a proceduraly generated terrain and stuff
Oh I love social deduction games! What you are describing is a bit vague(like a king type role or a prosecutor type role?), but depending on how you set it up I guess you could just make their vote count as 100 or something
i was thinking about adding a hostile creature
in a certain area
a safe and a dangerous one
should be automatic, no? unless you've changed some of the default settings. Be sure to check:
- The light. In the inspector, make sure all values are set up to cast shadows, and the type of shadows you want to cast. Make sure the light is within range to even be creating a shadow.
- The object casting the shadow. Again check the inspector for any values regarding shadows.
- The object receiving shadows. Again, check the inspector for shadow stuff.
- Lighting settings (Window > Rendering > Lighting) . Here you can check your shadow color, intensity multiplier, and maybe even the lighting type.
Default lighting settings are labeled very clearly and should be a pretty straightforward setup, you may have just accidentally changed a thing or two.
I'm in the middle of designing my environments in Blender, which I then bring over to Unity as .fbxs. These models mostly use a uniform image texture size of 1000x1000, and I try to make little atlases to squeeze into one texture. In trying to be conservative and organized I've run into a problem I'm not sure how to best solve... what would be the best way to have a tiling texture like asphalt on the street, but then also have very specifically placed parts of the texture like white road lines and traffic symbols painted on the road? I definitely don't want to do some massive texture for the entire street surface... was also considering decals, but that feels a little sloppy if I had to design some of the environment in Blender, and then some of it I have to design in Unity? How is this commonly handled? Learning resources / links greatly appreciated!
Atlases does that. Have a square for the tiling asphalt, some squares for the variant of the white lines
Then its all about placing ur UV
U can check unity's sprite tile mode(?) that kinda does this with their center/edge/corner parts. Altho not exactly atlas but a more sophisticated edge/sprite detection
For all my environmental needs I use ProBuilder only wish unity had it to I was in University its a designers wet dream
When I was*
you can edit msgs
Thank you very much. And also @late vapor . Thank you both. I replied late so sorry for that.
And @hcorion#6658 , you mentioned asking how to make an addictive game is like asking how to make a perfect game. Well, I think addictive is not necessarily comparable with a "perfect". Because perfect means good in any ways. But addictive is just one piece of a game design. A game could be addictive, freeing and other sorts of emotional responses that I can't list them all.
I was also curious if there's a scripture, you know, some magic trick or some proven ways that a human can be addicted to something.
I'm almost 100% sure there exist some magic tricks that you can just do and suddenly you've maden an addictive game. Because seeing the human as in psychological terms , he or she has some specific triggers that will make him or her to return to game for more of that experience. Some trigger or whatever they call it ... What I'm trying (very hard, but not very good) to say is that I'm sure it is possible to ask for a way to design an addictive game and actually get the trick out of the result.
yea, I've always used atlases but I'm barely starting to understand this whole UV0 and UV1 stuff, I never realized there were separate UVs. Also, it looks like sprite tile stuff is only for 2D, and I need a 3D solution. Thanks for the lead, btw!
yea probuilder seems pretty robust. I just need something with more utility outside of Unity, not really a fan of in-engine modeling.
Guys i need help
I am making a clicker game but i need a theme for it
Any suggestions?
The chosen one will be mentioned in the credits
Dm me the suggestions
Maybe like ghosts or souls since it’s close to Halloween
maybe there is an app or something to draw a sketch of the levels
Yes, a piece of paper. Grid paper is useful.
Or you can use any drawing program, really.
Anyone got some ideas I can use for my clicker game? It's for mobile and I got the basic clicker part done.
Can I get opinions on the design of this title screen? It's an extremely early work in progress.
The camera flies around the car at different angles when different menus are active, kind of like some retro games.
I think it looks pretty good for an early work
What would you change, if anything?
Also does anyone have any opinions on the logo or the title itself? (Battlecars is a vehicular combat arena game inspired by games like Twisted Metal and Extreme-G)
font
The logo looks great! The font could change but it works for the theme
i have a great idea for a game that i would like to share with you guys
it will be a team-based multiplayer game where you play as a ball and the objective is to kick rocket-powered cars into a goal
what do you think?
I swear I have seen something like that on roblox
Don't shitpost, if you're not going to be productive here, don't post.
come on, this is not shitposting, why are you so full of hatred?
Again, if you're going to goof around, don't bother posting. Or I'll do it for you. You've been muted once before for this sort of thing.
Im deeply saddened not everyone can appreciate it, but alright I wont bother anymore
Which pixel ratio should I be using for Stardew Valley and Pokemon Ruby/sapphire game?
Hey guys a question, i have a menu for singleplayer that they select the house they want to go (3D), like horror game investigation, what is the best way handling all those houses? Should they be in the same Map or separate?
I dont know if that makes sense.
hello, ive written this little game in python using pygame that's basically like cookie clicker, but with pencils. (yes, pencils lmao) anyways id like to move it to unity and try to write it in c# to sharpen my skills haha get it anyways yeah if i were to develop it to iOS, anyone have any tutorials or anything i should watch to get started?
why do it delete my message
Pixel ratio, as in the ratio between physical pixels and logical pixels, 1:1
#854851968446365696 for guidelines to post code, bot will auto delete otherwise
Copy-pasted from #💻┃code-beginner:
Hey, I'm looking to try to program a game mechanic that consists of an npc becoming an enemy once the player performs an action, like hitting them (or clicking a certain choice in a dialogue tree). Where would I go about learning about this? I've been looking everywhere but it hasn't been very fruitful. Any help would be fabulous!
There's not much tutorials on that because it's very specific to your game. If we abstract from specifics, there are numerous ai solutions. There are state machines, behaviour trees, planers. But if we abstract a little more, in an essence, you want your ai to take some inputs and change it's behavior based on it. In your example, an NPC would have 2 states: idle and combat/aggressive. When the play hits the npc or selects the right dialogue, the NPC transitions into the combat state and starts fighting.
Here's a guide on simple but elegant implementation of finite state machine system for ai. Might give you some clues on what to do in your game:
https://youtu.be/V75hgcsCGOM
Ah, thank you so much! I'll look into the video you sent and behaviour trees now, you're a legend 😄
Question: For a social deduction game how would you make an investigator role without making them check clues of other players' roles.?
Well there’s foot prints, tracing back the killer from a dead body, process of elimination, being able to see if a role used their ability recently, being able to gather information from traps, or being able to see who was in a room recently.
wdym process of elimination?
I guess a role that can narrow down who the killer can’t be
ah ok
Instead of figuring out who they are like most of the other ones I listed
ok
Hey guys! I want to try to program a "neutral mob" that calls the "enemy controller" script only when it takes damage. I got the idea to change the "neutral mob controller" from a monobehaviour to a class that derives from the "enemy controller" and a bool that checks whether or not it has taken damage, but I'm not really sure where to go from there. Any ideas?
@wary juniper This is game design, not the right channel. Also there are a lot of answers, state machines since you could just work with a state right here. Or thing about swapping script. Though really the best advice I can give is to try stuff yourself, you learn way more that way.
How do I set grid size to 16x16 ?? Can't find much help on google :&
So i wanted to make a game like Broforce (while you can aim with your mouse) but with the ability to reverse gravity, i don't know if i should rotate the camera with the player or not. If i don't, the player will be able to aim during the transition but if i do, the player will waste ammo or have wait for the transition to end before shooting. What option should i take?
Does anyone have any articles/papers/documents about how to design good games? I really am an awful game designer, and I'm not saying I wanna make the next Undertale I wanna make a game that's worth playing.
!warn 848736814377598996 Not a place for ads.
alacoque#8712 has been warned.
Sorry, mate. Is there a specific channel for hiring?
No
Hi all
My game collaborates with local artists and so i put their work/painting etc in the game depending on the event
Lets just say a "painting frame" object with their work in it. What kinda functionality do u expect it gives?
A book called 'the Art of game design' it is a good way to start thinking about design. But game design is something you will have learn over time, or at least that is how I see it. By doing design you will become better at design.
Though there are a lot of sources, I recommend you checkout the r/gamedesign introduction article.
I'm looking for a long one-way circuit for my racing game, does anyone know where to get one?
I mean, this depends on the game really. A painting frame in real life would just be something I take, watch, punch or look behind.
But depending on the game you might edit, teleport in to it or something completely different, not sure if I understand your question.
There is a lot of things one could do with a painting frame, but what I expect from first glance is just what I can do in real life.
@slow berry @broken echo Thank you both for the detailed responses! :)
I have that book literally right next to me
it is absolutely essential
it covers nearly everything you need to consider
Yup pretty much tells you everything you need to start thinking like a designer and gives you a huge amount of tips.
Hello, I wanna try to do some demo where you can create platformer levels like Mario Maker. I've thought about creating prefabs and creating a menu where the player choses every block and each block is basically a prefab with its script, colliders, etc. Do you have a better idea for designing a game like that? 🤔
I’m making a 3D puzzle game, any ideas for rooms or a storyline of rooms
can i have an opinion on something
Would putting less checkpoints in a level make it harder or annoying?
and is being annoyed part of the difficulty
It's both harder and annoying (only if the checkpoint is badly placed).
There's no answer, you need to place your check points and playtest it with people.
i know but before i do that i'd like to know what people think
Place them at the end of logical challenges, before the next one.
about it
Does it really matter though? Place some, play test, and add/remove based on feedback.
If you make checkpoints in a way that are easy to add to a level, then it's easily tweaked.
It does i think because i can think about how to do it or do it better
I just thought it would be good to get other peoples thoughts on the subject so i can think about how they see it
What are the advantages of Factorio´s Sprite System when making a 2D (2.5D?) game? I am not sure whether if I should use the traditional approach of 3D Models or try using Factorios System
How to make a floating text over an object that always faces the player?
anyone
have you tried googling it
yes i got it but the range is too high , like even very far it faces player and at a odd angle too
did you copy it from google without adjusting anything?
@fierce mesa should I give the player a few levels to master them?
yes
Like what’s the sugggested amount?
I made a thread, you two can jump into that.
I’m in school btw
or you could try it and then do it better based on playtester feedback
- Child a canvas into your object.
- Make the canvas a world space canvas.
- Stick the text into that new canvas.
- make a new script and stick:
transform.LookAt(Camera.main.transform);into the void update. - attach it onto the canvas
Steps 1, 2, and 3 make the text hover above an object, and steps 4 and 5 make the text always face towards the camera.
hey this is probably already a game idea but a puzzle where you recorder yourself in the past and then use recording 1,2,3,4,5 to sovel it and it needs to be timed
Hello
there is a game design / game planning service
it has a little odd name
i can't seem to find it
its not free
but it helps with game planning
can anyone help me find it ? or know about it, or use it?
😵💫
Is it specific to gamedesign or is it just a planning service like trello?
it has grid layouts and stuff
mostly for writing but you can add screenshots
kinda similar to gitbook.io but its made specifically for game planning and design
still sounds like a project management service like trello
like mind nodes
maybe hacknplan?
node based
like one of the visualizations is node based
i started using it a while ago but forgot to bookmark it and now i can't seem to find it (sigh) lol
Maybe look into your browser history(ctrl H)
nuclino!
Ok thank you
What are the advantages of Factorio´s Sprite System when making a 2D (2.5D?) game? I am not sure whether if I should use the traditional approach of 3D Models or try using Factorios System, since the only disadvantage (that I can find) is high vram usage
Didn't you already ask this question?
Haven´t gotten an answer afaik
Also pretty sure you are in the wrong channel, people who know about art or the technical side should answer this.
I guess, Idk what Factorio's sprite system is so hard to judge, but it looks 2D to me.
They create their sprites using 3D Objects and just make sheets with 64 possible directions (for vehicles/players) the sprite can be facing
Then #archived-art-asset-showcase should be fine I guess.
Im looking for a name for a skill
If anyone know dota tidehunter's ravage. Basically another name for Ravage, but this is earth element spikes rather than tentacles
Does damage, stun, and knock up
The target acquire goes outwards, not very instantly
Only grounded units qualify as targets
Some words i thought would work but idk.. maybe needs another word with it
Stalagmite, impale, shatter
Terraform, punish, seismic, spike wave, rumble, quake, mini mountains (lol), something teeth?
Punish sounds the best so maybe something close to that idk
Like something punishment
Spike wave might also work
I got ImpaleWave now
But yeah Wave/Ripple seems fitting for this outward thing
I have this skill system to make complex skills, but when it comes to actually making skills, i just dont have the motivation unless there's a good concept to base from. I've only been recreating skills from dota/ragnarok n other games, but as soon as i make something original without a good name "ProjectileHomingAreaAll" or "BounceKnockback", it just ends up in the bin...
Any level planning tips
awwww come one
There's no memes/reactions gifs on this discord.
okie
"Scale it" 😛
Hey guys, not sure if this is the right channel, but what do you guys think I need to change here to make the menu better?
May I ask what the games about it’s interesting me
It's a simple platformer survival game where you have to collect as many squares as you can while avoiding triangles cause they're "toxic"
It's my first game, so I decided to make it simple to get a feel with the engine :]
yeh thats fair im new to the engine aswell
Hey guys, does anyone know any tutorial on how to place objects in the scene in game play?
Like have a menu from where we can select the object we want to put in the scene and place it in the scene.
you mean a placement system?
like a level editor or something like that?
So like have a window or menu on the side of the screen and from there select the object the player wants to put in the scene and place it in the scene
2d or 3d
2d
so basically a level editor or something like minecraft?
Like a game basically
well, takes like 15 seconds to search
https://www.youtube.com/results?search_query=unity+2d+placement+system
Yeah I’m aware😅 that’s why I came here looking for help, maybe if anyone knows a tutorial of that sort
remember, always search before asking
@fossil viper I would recommend giving the platforms the same neon color+bloom as the player
but different colors obviously
Thankyou! I actually didn’t know what it’s called I’m new to unity
Good idea. The platforms don't seem to fit the theme. How about I change it to neon purple + glow platforms?
Also, I'm going to let the user have the ability to just jump on the menu. I think it'll be a nice touch
I've always meant to do that for my games but I never got around to it
I think it's a great idea
I have an idea for an immersive sim game but it requires a team of a few people and nobody will join, nobody will even talk to me.
there's usually a few reasons
if you are making a game that's going to take longer/require more work than a game jam game, people aren't going to be too interested
and if you're like me and can't afford to pay anyone
if you're pitching an idea without any concept work/prototypes to back it up, that's a huge turnoff
I've had to come to terms with scrapping game ideas that are simply too large to pull off
I have a prototype
It's a shit prototype
and I have something that I'm basing the game off of.
I've scrapped so many games, but this one is special to me...
Write down what it is and why it is special…. show why it works… have some concept art…. then you have a chance of finding money/people. if you have money already, you can do the process in reverse.
That is often what prototypes are for.
Just put out job postings, a lot of junior devs will probably be interested if you pay well, but their experience will of course be low.
Do not start large projects without a good amount of experience
Make sure it's fairly simple
Can you do well with smaller projects tho?
It's better to start small
if you start big, you'll get overwhelmed by amount of work to do, no matter how confident you feel at first
guys what do you think of a game thats mostly 2d platform using magic and the final boss casts a spell that turn the game into 3d ?
Trust me, I have a good amount of experience.
ok good
As long as mechanics stay the same, fine
but its annoying when your entire experience and muscle memory gets nullified by sudden mechanic change
Hi guys, I'm planning a semester project for my school and as I don't have much experience in AR I can't assess whether I can finish what I have on my mind in 3 months or not. Can I ask about my design and timing questions here or can you direct me to the correct server/channel please?
I think you can ask here or in #🤯┃augmented-reality
If here is okay I do prefer it over a specific channel. Because my question includes design and networking questions as well
So what I have on my mind is actually basic, I guess. I want to create a multiplayer AR game. I want to create a track by placing objects (obstacles, road signs, even road itself) and allow 2 players race on that track. I tried the common basic AR tutorial of placing objects on the world. I get the general sense is that AR foundation gives me planes by scanning my phone camera and I can just build my world around those planes. My first question is Can I improve plane detection somehow?. Because I feel like I don't have any control over it and I would like the real objects in the world to be obstacles as well. If a player drives their car into the wall I want to stop it so I need to detect that wall maybe a bit more accurately. My second question is about synchronization. I believe I have some understanding of multiplayer and networking from Unreal Engine replication system and socket programming that I have been doing some time. But I don't know how does networking works in Unity and how to combine it with AR. So the second question is How does synchronization between two devices for AR world is made?. Is it considered as an easy or hard thing to do? And lastly since I need to finish this at the end of the semester, Do you think learning AR and networking in Unity as well as the implementation of the gameplay can fit into 3 months? If it feels like a complex design (it doesn't to me but maybe it's because I don't have the knowledge of obstacles I need to tackle yet), what can you recommend to make it simpler and fit into the semester?
turn it from idea into actual game and people might join in as you progress, once they see you have proof of commitment
Do you know what I miss? A key that drops the selected object onto the surface below! 🙄
Align stuff an object on surface sometime is a real pain
Ctrl+Shift and drag the object from the transform gizmo center will snap it to the surface of anything you mouse over.
I tried making it into a game, everything was broken though because it was too big, and I don't have the motivation to fix it.
You gotta start small anyway
But it's important that you show motivation and show progress as the leader of the project
Leader bails out, project dies, simple as that
@soft stirrup
Any recommend app or tool to learn game design fast?
@dim nimbus Youtube 🙂
Nice, thank you
Hey guys, I'm trying to make a simple cover system for a third person stealth game using a sphere collider attached to the player's waist as a trigger to detect when it is close to a surface.
I am deliberately avoiding using a raycast method. I have made the player orient itself relative to the surface it is colliding with on a space bar press, however, it orients in the same direction regardless of the orientation of the cover surface; e.g on the North face of a corridor the player will place its back to the wall, but on the South face it will face the wall. Is there a way to retrieve the data from the sphere collider to calculate the relative angle and location of the surface it is making contact with, in this case walls, to allow the player's x axis to align itself perfectly to the surface it is attaching itself to, whilst maintaining its z axis at 90 degrees to that surface?
Am I overcomplicating things?
Idk if this would help since I don’t understand the code but it might? https://answers.unity.com/questions/48597/getting-rotation-on-collision.html
Unity is the ultimate game development platform. Use Unity to build high-quality 3D and 2D games, deploy them across mobile, desktop, VR/AR, consoles or the Web, and connect with loyal and enthusiastic players and customers.
is there anyone I can ask here to animate a hand model for my racing game? I have both the vehicles and the hand model just need someone to animate them, I'm not very good at animating. Thanks
How to do effective continuous testing when as a game designer, you may not have enough technical know-how to direct the programmer?
I feel I could have done better during my last game jam since we had a C/I running, and handled the bugginess differently.
hello, I'm just wondering, does anyone have any good game ideas?
yes
provide
ok i lied
wow
A game where you make a maze with traps
A designer probably has thousands of ideas that sound good, however you don't know if your idea is actually good till you make it.
Hi there
how would you guys manage config dependant scenes?
Like, if you had a base game and levels 1-5 were tutorials and 6+ was the actual game
The only scene where it’s order matters is the first one where you want the player to see first (like the title screen), every other scene can be navigated with scripts but it’s best to put similar scenes together (like tutorial levels, so you can just put +1)
currently at our first game, how should you size the character, camera etc. to look good
Really depends, I think you should make the character smaller, the camera inward to make it looks better
But reduce the size of the player by a lot
im having some ideas for a game and want to prototype it to iterate on the concept, ive never done this before though, and this may seem stupid but i dont really know where to start without making a full game basically... its like a factory-builder so its not even just a guy with a movement script and a gun... any tips?
zoom the camera in
by like 100%
I have basically no experience with this, but I feel like tiles should either be either the same or 1/2 the height of the player
What is your game about?
Factory-builder with a twist, ive got a few concepts for twists but want to work them out and chpose the best by prototyping
Im looking for some resources on how to make a idle type game with the type of multiplayer coin masters have. Where u for example can attack another player. But there is no matchmaking involved and the the other player dont even have to be online. If that makes sense? Been googling a lot but cant find anything. Not sure what that kind of multiplayer is called either, lol
Can this be done with playfab?
Asynchronous multiplayer 👍
Thank you!
#🔎┃find-a-channel for channel topics. Pick one that relates to your question.
What makes for a good enemy AI in an fps?
So I'm making an fps game set in Ukraine/USSR in the 1980s, can anyone help with what weapons i should have in the game?
nagant 1895 pistols, TT, PM, stechkin automatic pistol. PPsH, pps-43, aks74u. svt40, sks, akm, ak74. mosin-nagant, svd. rpd, rkp.
I didn't know where exactly I should post this, so I'm going to preemptively ask here
Sorry if this is not the right section
I would like to prototype my game idea, but for that I need a spherical world/planet generation system, be it a voxel-esque or smooth terrain. Is there an asset out there that could potentially help with that?
thx for the ideas, i notice you didnt add the ak-47?
Hey. I am designing a mashup of a classic Metroidvania with a looter-shooter-esque/Diablo-esque game and I would like some input.
Basically, the player will unlock abilities (dash, doublejump) and different damage and defense types (Fire, Ice) using what we can call Blueprints.
The most basic Blueprints are colletibles just like any Metroidvania out there. Some of them might even be split into several Sub-blueprints that the player needs to collect before gaining access to the ability.
Certain high-level Blueprints (or Sub-blueprints) is extremely well hidden within the game world and some might even be guarded by ancient evils...
Unlocking the Blueprint itself won't be enough: Each Blueprint requires juice to activate, let's call that Power.
No Blueprints are the same: Some may require 1000 Power (Abilities like doublejump or dash) to enable while some scales with the amount of Power assigned. Defensive and offensive abilities are good examples of abilities that scales with assigned Power.
This Power is limited and you will need to explore every nook and cranny of the gameworld to collect enough Power to be able to utilize the abilities you want to (or even require) to complete the game.
What makes this interesting - atleast to me - is that you will never have enough Power to be extremely overpowered and you will need to prioritize Ice Defence over Fire Damage in certain cases and be extremely vulnerable while you DoubleJump and Dash through certain passages.
However, if really need to, there is a small probability that common enemies will drop a small amount of Power that will increase your available Power and by slaughtering (I don't want to use the word Grind) enough enemies you can have the exact build you want.
Some challenges and optional bosses (like the ones who drop rare Blueprint) will probably require a good amount of slaughtering.
I just want to point out that slaughtering (grinding) isn't required to complete the game - if you have the skills that is 😉
As in most games, damages and defences comes in different flavours... or types: Ice, Fire, Acid etc
My concern is if I should design around a common Power that can be used of all types of abilities or that each ability requires a certain type of power
Like an Ability-Power to power ability blueprints and Fire-Power to power fire-based (defence, damage) blueprints
So, about those procedural generation assets...
well im no expert on voxel terrrain, im just learning the marching cubes Javier-Garzo version from github to make my own world, if you dont have that i would suggest it, I also plan on sharing my code for it soon but its pretty unreadbale right now. making a sphere is just checking a distance from ceneter point and setting those voxels to 1, as for mapping a world over that a heightmap seeing as a sphere is triangles should be feasible. As for accounting for pole warp and the likes, am I allowed to post links here?
if you want the game to be about calculated thinking, making each peice seperate would take more control from the player, makeing harder strategies, since you have no way to balance yet I would just program your mana as a list, use position 0 as a anything mana system that is pulled from if the proper mana position is empty, blueprints can do the same with a variable 0 fills 0 1, fills 1 etc, then after your game levels are made it will be as simple as choosing to either only spawn 0 numbered bluprints and only show mana pool 0 or every but 0
Someone help me to pickup weapons and hold that in a socket on back of character ?
not a game design question
This is vr but maybe it’s still relevant, anyone have an idea about the wiggling? Ive spent hours trying to figure this out
Maybe someone here will be interested in this:
https://store.steampowered.com/news/app/1435790/view/3047241030485493857
Alright me and the bois are making roles for our social deduction game. We are struggling to come up with an unique investigator role since the seer can already check people's roles. We need ideas for how the investigator could work (the game we are making is a mafia online party game lol)
@solemn kraken can i dm u a question about ur game?
what's the question? 👀
actually ig i can ask it here
what is ur game about
a little simple fps test
cool what are the main mechanics
well right now none
i'm just making the movement
but it's gonna be based on momentum
r u using cc or rigidbody
good good
I always liked fast FPS games
same
i wanna make a fps game
but i dont have a single idea
i love making gun mechanics
they are the most fun mechanics
I always got stuck on the gun shooting part
oh that ngl is prolly the easiest part. just bc the fact of all the other physics stuff is a ton harder
do u have a gun model?
some pretty low poly ones, yes
do u know how to 3d modeL?
barely, that's why it's low poly
there are very nice guns here
idk, I don't really like getting any gun from the asset store
thats fair
because guns from there aren't all the same
ye
they differ from low poly to high poly
and different styles
then it just looks weird having a 4K resolution gun vs a low poly one
¯_(ツ)_/¯
fax
where if u ever need it there is a gun pack of multiple guns on the asset store
this pack has tons and their are medium quality
mech
I'm not sure if this is the right channel to ask this but my game has a lot of really fast moving objects and some of them are bright, so i want to include a photosensitive epilepsy warning but i'm not sure if i should add more to this :
PHOTOSENSITIVITY WARNING: This game contains fast paced motion and bright objects
Do you think is good or should I word it differently?
sounds good enough
Maybe they can tell who’s been in a room recently
Actually maybe a better idea, they can set down a sensor or snare which tells them when someone walks over them, (say you put it on a vent if you have them and it would tell you if someone was on them)
Or perhaps they can tag players to track them and will know where they are on the map
@tribal halo wait I’m confused now, are you making an online mafia game or an among us-like social deduction game
mafia game and among us-like social deduction games are the same thing
There’s several key differences. Among us like is 3D and has movement. Mafia online party game is typically text based
Yeah ok
but the map has no rooms tho since ur in a forest
its not that big of a map
Is there anything that sets it apart from among us (gameplay wise) besides the extra roles
a lot
Im making a thread
k
random game feature, go!
a parkour/race where you're infinitely going faster in the direction you're looking, but looking in a different direction slows you down/stops you, making it so you have to build up speed again. This will make the smoothest movement the fastest and make skill a huge part of your game :)
a shooter but you're the enemy getting shot
nightclub lighting with intensity tied to the music
a game within a game within a game within a game within a game within a game within a game
So im trying to thing of a good UI design for a vr game its a turn based combay ( think pokemon the four different bunntons ) do people think floating around the hand would be nice?
Rhythm game without the rhythm
Thanks!
lmao
Excuse me if this is the wrong channel. I wanted to ask if anyone here who underwent learning art for their project, specifically 2d, whether they chose vector art versus drawn sprites, and where that decision came from. I know art isn't too relevant to Unity but this community is pretty large so.
fnf
I would say this is as much an aesthetic decision as it is a technical one. Generally, I'd say rastor graphics are more widely adopted and easier to work with. You can do any style, whether pixel art, a painterly style, or a clean vector style. With vectors you are somewhat limited to a clean looking style with a lot of lines or cel shading (generally). Vectors have the advantage of being infinity scalable and compress well, so you can have a light, fast loading game that looks good at 4k. However, vectors have less support in unity. Generally I'd just recommend rastor graphics most of the time
And by Rastor Graphics you essentially mean using something like photoshops brushes and paint tools to draw an image. I'm not familiar with the definition of rastor graphics which is why I'm asking. Thank you for that information though. That's exactly why I asked. I would prefer to go toward (what I believe to be) rastor graphics for the aesthetic but I wasn't sure what sort of pros were involved with vectors. Knowing vectors have less support in Unity Is also extremely useful. Thank you!!!
Yeah raster graphics are bitmaps, images made out pixels. Yeah Photoshop outputs raster graphics
In your guys' opinion, can a derivative game still be good, or is uniqueness the basis for quality?
can somebody suggest me some yt videos tutorial
about merging two blueprints ..
I have visual novel blueprints and typing game blueprints..
and I need to merge it into one game
I'm a beginner user, if somebody have a certain phrase
for yt keyword tutorial, it would be really helpful
I believe so.
there is no perfect game, there's always some mechanic or some change in atmosphere/feeling that someone would prefer
there's always the chance that a clone of some game can outshine the original
like uhhh
ironsight?
in the groove?
I can't think of good examples to back myself up
ooo, I played a game on wildtangent (remember that?) that was basically just lightweight diablo 2
"fate" I think
although watered down compared to diablo 2, it had the advantage of being more accessible for 13 year old me. It wasn't as violent, so my parents let me play.
I don't mean like a clone of a game, I more mean if a game is just a run of the mill genre game, can it still be good.
I'm thinking ahead for when I decide I'm ready to make a game, if I should try to make something unique or if it would be okay to be derivative.
And I don't mean concept wise I mean gameplay wise.
Obviously I want to have a unique idea but I want to know if I should attempt to have a unique gameplay feature.
Again, thinking ahead big time here.
anyone wanna work on a game together
There's no job/collaboration posts here. Use the forums, #854851968446365696.
Apparently, people still play platformers
despite there being maybe one thousand instances of them
same thing with shooters
if you make something generic, your game will just add to the ocean
For an armless character, I would want them to not attack, but what would you say, should they pin or kick?
if my game uses admob do i need to add a privacy policy on my google store page?
Not a game design question, but yes
okay thank you
so, imagine a kick-backflip evey time he attacks
Im just thinking of a tekken game with Law just constantly doing backflips 🤣🤣 yes thats how my dad played so i couldnt get near him....can confirm it works well
That’s one!
I asked because this for an SRPG. No arms would mean they deal little to no damage conventionally(punching)(arms representing the DMG stat), so I was thinking pinning to at least give them an option other than attack.
I'm testing basic visual clues like color and small objects to see if I can communicate to the player well, of course animation would play a large role but on a very basic level what do you understand from this picture?
Hoping someone can help me.
I am working on a Co-op puzzle game. I have taken much inspiration from the "We were here" series, since i love those games a bunch! but obviously i do not wish to copy their puzzles.
I cant seem to come up with many good puzzles of all skill levels. Hoping someone would want to throw some ideas at me! :)
Also feel free to DM me if puzzles are something that interests you. Always up for a good brainstorming session or to meet some nice people!
(I'll gladly showcase something, if you need to get a feel for the game. The multiplayer is setup, and fully functioning with a first puzzle in place. Design/Graphics is/are only roughly in place.)
Image one, I see two factions, or one faction and two objects, the pink guys are facing towards the reds, and there are two different types, could potentially be people holding shields backed by people holding weapons
Image two is less descriptive, the middle objects could be crates or a barrier, the white and blue are a similar type of object, but red blue and pink look like they would be moving entities of some kind
ps, I like that you're attempting to reduce things to their most basic and abstract forms, it will give a strong foundation to anything you build upon thereafter
https://cdn.discordapp.com/attachments/845335795924860968/861735699837485056/unknown.png
And, well, more a they.
wow that concept is amazing
https://cdn.discordapp.com/attachments/783700899003498518/829858001145692180/unknown.png
Gracias! They can’t attack nor use tools or make items… maybe, but if someone fits them with prosthetics…😏
The upside to not having arms is not just that, but also to move past enemies for free.
Next will be the two options, kicking or pinning.
https://cdn.discordapp.com/attachments/438388342976151570/801259351539974194/unknown.png
CDPR could learn a lot from this one image
Heh… I know.😏
https://cdn.discordapp.com/attachments/403647211587502080/844577224715141180/unknown.png
BUT, kicking would be based off distance moved, longer meaning more damage, while pinning would be simply moving over someone, making them unable to do anything.
With team pinning. It’s more utilitarian.
hey ummm I need help on designing roles for my social deception game to be both balanced and fun to play.
WHats a good way to design a game
🤷♂️just spill it out and balance along the way. Add more if you think it would work.
what do you mean?
For example, they would be screwed in most fights. Their role in combat would be anti-ranged(kicking) or control(pinning).
that's looking like a needed and versatile role he's doing
Wait, the guy on the left or the right?
Or pinning?
I'm looking for a good writed tutorial for level design with tilemap, Someone know good blog or free resource about this?
the pinning, a guy without arms is more versatile then it looks
guys, i'm making a procedurally generated survival island, but i don't know how the best way to spawn the player there.
Just spawning him at the beach would be so predictable, i'm thinking about the player getting there by boat or something like this
Is anyone using Airtable to plan out their projects? Designs, assets, schedule or anything else really
Unless there’s a special reason for doing something unpredictable, sticking with something that makes sense to the player reduces friction
Yep! Ramming into them and stomping on them. They couldn’t easily attack, but killing isn’t the point.
https://cdn.discordapp.com/attachments/217639319177789441/888470684530008114/unknown.png
I would say that because there are a whole lot of other characters
https://cdn.discordapp.com/attachments/893941884865622046/894200731983294464/unknown.png
Who don’t have arms, but with different lengths of legs.
https://cdn.discordapp.com/attachments/670625361263853568/888852518086529084/image0.jpg
And they’re still useful.
https://cdn.discordapp.com/attachments/670625361263853568/890562235825524776/image0.jpg
Without killing.
Thoughts about it, @ancient token?
I think that's truly amazing, there's so much variety and possibilities, all coexisting very well
Ah! Gracias! 😄 There’ll be more them and their circumstances soon enough!
Also fits with the idea of the MC being… bizarrely tanky, full frontal, and up close and personal.
Though, I do wonder if they should be able to manipulate objects, drive vehicles, and equip themselves or not.🤔
So far for kicking. Based on MOV and it deals damage based on how far the character moved towards the target.
Pinning/stomping is next.
i usually start my ideas with what i would like to play
Hi, I created this just for fun, but I really like how it looks like and I think that I could do something nice with this little cube... I'd like to create a mobile game, but I'd also like to hear some advices if you have one! ^^
Typically.
Like a gridless SRPG with shit loads of characters, character types and customization
🤩 🤩 🤩
Our MC, by the way. You can say they’re partly customizable with prosthetic arms.😏
prosthetic arms being a great part of customization is so unique
https://cdn.discordapp.com/attachments/217639319177789441/829750873742639135/unknown.png
Yep! Default’s a scout as they move past people quickly. This being a slayer type.
Could also be stellar scenario design if tools like their prosthetics are stolen from them, restricting them from doing certain things.
The arms would slow them, as well, though.
And frankly, on Paene’s point, I would really like to play as such a character.
Kicking or attacking on the left and stomping or pinning on the right.
If you wanted to know, @ancient token .
Well what is the player's goal? Do they need to get somewhere, do they need to collect something, do they need to keep a streak of some sort?
Also just swinging around looks fun, if you could just test it on mobile than you could know for sure. Having a fun basis you build on is always good.
damn that's some real action, cooler than the expected default fighting with arms
Yep! I would go with stomping. A lot more universal, utilitarian, and, frankly, realistic. Gracias!
i dont know how to come up with a game idea
Same here to be honest, but as advice, ideas always come from something already existing just combined. So try taking 2 games and put them together for a fun game idea. Take for example valorant being csgo and overwatch, take apex being pubg and Titanfall, basically any game already derives from something existing. Like satisfactory is just factorio 3D
just go for something that your interested in! like a genre or idea. then build upon it from that starting point with the intent of doing something which interests you
Put game genres in front of you, and choose 3 of them
Or search for a game idea generator online. Or a video about how to get a game idea
Or participate in a game jam
I'll explain to you what a game jam is if you don't know what it is
that is a pretty terrible idea
"combining" two games can really only be executed by actual studios that have the budget
Game design trends like roguelites, battle royales, and now social deduction games, are brought about by people trying to get a piece of the publicity
To be fair anything works, game design is so stupidly strong that if done well you could make anything into a game. But I get that isn't an answer you are looking for.
So just take examples of things you like to do, even if they are small and short lived. For example running, I like running for a short while it gives me a good feeling when I'm active. So then you just have to think how you could make that into a game. What do I like about running? How can I make those feelings into actual mechanics? Running isn't something I can do forever, it is challenging and draining to run, so how could I add the struggle to my game?
You can take anything you enjoy doing and make it into a game except things limited to the real world such as enjoying food, you can't make someone taste something through a game, it is in a part of the brain that you can't reach through video games.
^ This is creating an experience based on an experience.
There are loads of ways to build a game, if you want to tell a story you would probably take a different approach. The same goes when you already have a mechanic in mind.
Going off what you said about not being able to give players the sensation of taste
That in no way means that food/restaurant based games are inherently bad
diner dash, for example, is a game inspired by a real occupation
You could try taking inspiration from something you enjoy, or even something you don't enjoy, and create a game based on it
It looks very slow paced for me, I'd recommend increasing the gravity of the red object or something
Hey for my social deduction game, what game settings i need to make?
that's exactly what @worthy lotus was saying, I have to agree too
are parkour runner games like subway surfers still popular on mobile?
Could look at the top games on the stores to see what's popular.
But the genre is saturated. Don't make one with the goal to make a lot of money.
why not?
You're competing with companies like Voodoo and Ketchapp who can churn the same game out in a week, and own the top spots on the stores.
what if I come up with a unique twist on the genre?
And unless you plan on a large marketing budget, you'll be buried.
Then even if it's successful enough to be noticed for being unique, then the above two companies are going to steal it anyway.
hopefully it wouldve generated some money until that point, its a sad world..
Hyper casual games make money in bulk. Its not really a thing solo and hobbyists have the resources to keep up with.
what if it's not a hyper casual game, but still has the same gameplay mechanics as subway surfers? Do I still have a chance on the app store?
Nobody knows in the end. Its as much luck of the draw as it is expensive marketing.
Any tips on comming up with good game ideas? im kinda stuck on that :/
Why are you making games? @buoyant turret
Then my best advice is to make something you yourself think is fun.
Improve on a game you love or start making a game and see where it takes you.
yeah but my problem is how do i come up with something original cuz i don t want to copy other games....
That's the thing, you don't need to be original to succeed.
What you need is to become the most popular.
Do you think the Fifa/NHL games are original?
All the dungeon crawler/hack and slash games?
They still sell like butter.
Just do something you find fun and if you are passionate about and make something that plays well, people will enjoy it.
Also, marketing, you can make the best game ever, but if you got shit marketing, nobody is going to see it anyways.
So it's better to do something you enjoy instead of trying to figure out the market.
I would not make a game if I was not passionate about making games and just fiddling around with game mechanics.
Most successful games are usually played with and changed over the course of years.
Start making something, write things down, change it, just brain storm ideas, it's the best way to succeed IMO.
Some companies I know literally have the same mobile game and they rebrand it several times over the year until it becomes a hit. 😅
well ok gonna just do it then :) thanks
There are no real good advice you can give someone without ideas with the exception of maybe "go experience new things".
Since inspiration has to come from you, I can not force you to think up a new idea that has never been made before, they are basically the diamonds of the game development world, so it's only natural that they are rare.
hello, might I ask some modeling questions? is this the right channel?
But also, there are dedicated Discords for modeling, like Blender. Unity isn't a modeling software.
alright
If you were making a fighting game, and you specifically need things to be tied to frames, and you needed to be able to change those frames on the fly for balance, like giving a move more startup or end lag, how would you go about defining this? Would you put the frame data in the code and try to adjust the animation to fit that, knowing your functionality might not always line up with your animation? Would you use AnimationEvents to get the timing perfect, but knowing that if you have to change it later you'd need to drag around a lot of keyframes? If you got a job working on a fighting game, what sort of system would you hope they use?
3rd option: automatically adjust keyframe position based on input parameters (such as the start/end lag)
(I guess)
Then you'd need some way of marking those key frames, right? How would you generalize this system to say "This specific keyframe is when I want the hitbox to activate, and if I change that time, adjust this keyframe and scale everything before it proprotionately"
The only way I can currently think of is to specify the target keyframe index or something. I agree this is not completely error-proof. But the manual labor involved in digging up the correct curves and identifying what keyframes to move around sounds like that might end up producing scalability problems (in terms of large, complex projects).
Your first option is the most flexible, but some very large discrepancies between animation and actual hitbox state might slip through unnoticed
Another massive monkey wrench:
I'd need this to be user defined for arbitrary animations not included in the build, but loaded from asset bundles at runtime
Given the circumstances, I'd say: go for your first option (adjust both manually) since its the most flexible and requires no additional systems. From there, continuously evaluate whether indeed you need to upgrade to something that involves automatically tweaking one thing or the other.
I can assume they'll have the Unity editor for marking events and whatnot, but any content would need to have these keyframes marked in some sort of transmissable way
Seems fair. It also does fit into the philosophy of "everything visible is just for show" and keeps the functionality 100% divorced from the animation
Yeah exactly. You never know if that might end up extremely useful for an actual balancing problem you might run into in the future.
I suppose if Melee players have dealt with Marth's janky as hell grab animation for twenty years I can live with a punch coming out a frame or two before it looks like it should
Just make sure you have a way of visualizing these hitboxes at runtime for debugging purposes.
If something is off it'll probably catch your eye that way
Already got that one in place. One of the first systems put in place for my own sanity
Haha yea exactly. good
You're making a fighting game with mod support?
Yes, characters would be defined by a set of pre-existing scripts on an AssetBundle that can be loaded from disk
I see
can someone help me?
No I can't help you since I don't know what you need help with, just ask your question...
I am trying to make a 3d game and right now I'm trying to get the camera to work and it keeps saying fix errors and i dont know what the errors are
First off this is probably not the right channel, secondly what is the error it displays in the console? (I'm assuming you are talking about compiling errors)
Yea it's compiling errors
Then go fix em
The errors tell you what the problem is
Any hypercasual phone game ideas?
uhh tetris? idk
How would I go about making an electronic breadboard-like application? (sorry if this is the wrong channel I have no idea where I should ask this)
Hello guys
I wanted to ask you if some of you knows any good online game design courses where you can learn game design or follow a route since I want to go deep in this world and start a career
I couldn't find anything unfortunately T.T, so if any of you have any ideas
I need some advices, I wanna make a little nft game with 3 friends, one has the idea and no dev skills. He has this vague idea about the game and all he thinks about is how the coin/nft will work rather then the game itself. Is it a good approach to gamemaking for nft/crypto games or no?
well, on the other hand it's a terrible approach to making games, but on the other that's probably how all crypto games are made
Yeah but what confuses me is thinking about monetization without almost not knowing what genere the game is (knowing only the general theme)
Are there any color standards for low poly?
how to make vr game?
- Get a VR set
- Use Unity
what is vr set?
Well if you want to get started with design read the book "The art of game design" it isn't an online course but it does teach you about designing and how to structure your design.
Also if you want a career in game design, design a lot of games, document your design at any points so you can show people that you actually do design instead of just guessing what works well.
Well the question is how does nft improve your game? What is your goal with using nft in a game? If you got a solid idea of how to use it and what you want to do with it you could start designing. Though note that so far most nft games (or games where you can earn it) suffer more from it than benefit.
that sounds terrifying - I think your friend is just seeing dollar signs - if the game is successful financially it wont be because of nft's imo
Thank you so much, I will make sure to read this book. What about game programming and some courses? Since I want to join one for sure.
i dont think there are, but setting a color palette to work with definitely improves the look by a lot
Hey, so i am thinking of making multiple level's, but the thing is i want to somehow make the player feel scared, make it feel that something can be near or like make him confused when doing certain objectives. Any advice for doing that? ( Also yes there is a enemy/enemie's that can get you, they are monsters and you are more likely in a powerplant environment. Which outside you start by tresspasing the entrance and then going in, then uhm fun begins i guess.
in my opinion, game jams are the best game design classes
Are there any standards for isometric rooms in Blender for unity?
ok, so ive got the basics down for the character movement, lets say i want it like csgo's movement, smooth, bhop, strafing. ive got the strafing and bhopping but there seems to be a delay when i let go of the button like im on ice?
Any idea how i can make a character stop at a door and then a microphone begins to talk, after the microphone is done talking, you can go through the door?
hi
can someone help me a bit with making a pixel art background transparent? :/ never made pixel art before....
In unity?
or some website as pixel art
well i m using krita for pixel art rn, is it good or?
I do not know
seems to work fine for me....
But I suggest you use pixel art
It is a page quite good for me and everyone I guess
this one ? https://www.pixilart.com/draw
yes
nice
something as that
ok thx
btw how is this as just the first version of something
im not quite good at making art in general but i made this :)
Anyone here played with mounts in Guild Wars 2 or ARK? Or otherwise played a game where mounts/creature characters have vehicle-ish turning circles?
I've been trying to recreate that with very little success and it partly feels like it's down to not knowing what terms to search for and implement. So far my efforts have been limited to Unreal Engine 4's Blueprint scripting, I'm wanting to give Unity a go and see how it compares
wouldn't you just limit the turning rate
and/or only turn while also walking forward
What I tried to do in Unreal is set the character to accelerate the same direction it faces and it got fucked 6 ways from Sunday real quick lol
Sounds like the way you'd do it though
Ya, that's why I'm looking at making something in Unity. UE4's Blueprint system wasn't meant to do anything math heavy, which movement requires a lot of, and wasn't meant to alter C++ class behavior like I tried to ask of it.
I successfully made and debugged Roll A Ball way back in 2014 (made a point to hand write it all instead of copy/paste so I had a field day with "catch the typo") but Ue4++ makes me want to die everytime I look at a .cpp file lmao
I'm admittedly being salty though.
What you first said is pretty much how it's intended to work
yo , need some help for ideas , im craeting a game where the monster is invisible and the only way to track it , is using apps on your phone.
so far I have 3 ways , a radar that pings, a heartbeat counter and a laser distance reader.
just need one more , any ideas?
Without knowing more about the design it's hard to say, but it feels like all your current tools are mostly usable at short ranges, so you might want a tool for finding your way to the enemy when it's not nearby. How about a remote microphone/bug that lets your hear the audio around where the monster is?
sounds like an idea
probably a long distance mircophone which pin points dangerous areas?
I was thinking more along the lines of "I can hear heavy machinery around the monster, it's probably in the engine room".