#archived-game-design

1 messages · Page 40 of 1

burnt solstice
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it should kickoff something interesting

willow oasis
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like pissing off a giant squirrel boss or something

burnt solstice
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like, it has an absurd reward tied to it and thus attracts the player, but then its an asassins luring tool or something

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or yeah you anger the local squirrels

willow oasis
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Definitely appreciate the insight, thanks a bunch 😄

inner fractal
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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

fringe dragon
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guys how can i bring emotion into my game about shooting robots

manic wind
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you could bring the emotion out by connecting with the person doing the shooting

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why are you shooting robots?

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whats the threat?

fringe dragon
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hm

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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.

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this is the story btw of the game

broken echo
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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?

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Though someone could write a book about quests if they wanted, there are so many options and things you can tweak.

full needle
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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?

cold onyx
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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

sudden pendant
cold onyx
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thx

cold onyx
unborn lava
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unity starter asset is also cool in the fast way

broken echo
near ridge
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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.

near ridge
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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.

full needle
boreal gust
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Guys, i need ideas for a new mechanic about fast paced 3d fish game, anybody has idea ?

sinful minnow
hybrid saddle
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Just try to find how others did it, and learn lessons from it.

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(Also, my emotions for Synthetik are 'fxck yeah')

fringe dragon
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whats neir automata

silver gazelle
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i need idea for a name for my game
its an endless runner and u play as a helicopter
and u dodge missiles

boreal gust
cursive bison
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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?

ruby current
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Change the story so enemies are encountered sooner..

broken echo
# cursive bison We are working on a game where you kill enemies with death traps. Encounters are...

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.

dense garnet
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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.

cursive bison
# broken echo Well try to catch your player in the introduction, I have no idea of how complex...

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...

woven token
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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

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didnt change anything in code, i added an empty object and suddenly im getting all these errors

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simple lil game going off a tutorial, working fine til i added empty object

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i really dont get why im getting errors

snow nacelle
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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

woven token
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will do ty ill check for that

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andddd you were right that instantly fixed every single error, thank u kind sir

quaint fjord
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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

frosty tide
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If I were to make a multiplayer game(fps) what is the best way to implement a multiplayer system?

deft patio
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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

hard fog
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Should probably clarify by what you mean "field element". Area of effect artifact or totem?

deft patio
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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

deft patio
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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

sinful minnow
# boreal gust We're a fish, going so fast like sonic game, but a fish

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?

broken echo
deft patio
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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. +1 fire when a unit casts fire spells. Value goes down over time (or by some other ways)
  2. Units that casts fire spells gets +1 dmg for each fire stored in the field stats
manic wind
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if easy, medium and hard were colours what would they be? green for easy, orange for medium and red for hard?

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difficulties

deft patio
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Yeah thats what i use
Also got yellow between green and orange, and cyan for before green

cold onyx
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why use colors?

manic wind
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i think three is enough

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but thanks 😄

plain trail
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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.

https://www.reddit.com/r/GameDevelopment/comments/pvd9f0/long_duration_projects_a_bit_about_mine_3_years/

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Would love it if anyone felt like giving any feedback or thoughts there.

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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.

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If this is inappropriate for this channel, I apologize.

woven token
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can someone help me find my error? im getting missing errors for this; 8,39 Syntax error ',' expected

broken echo
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@woven token you should probably ask programmers this question, also code blocks may make it easier to read.

celest helm
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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)?

deft patio
# plain trail Would love it if anyone felt like giving any feedback or thoughts there.

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?

plain trail
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@deft patio Hey, thanks!

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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.

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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.

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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."

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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.

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We will of course in the end make that right for them.

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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!

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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.

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We're figuring it out as we go, of course. There's no rulebook... unfortunately XD.

covert socket
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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

broken echo
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Like tell me why you want to know the difference if there is any to begin with?

covert socket
broken echo
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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.

tribal halo
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I am making a social deduction game. I was wondering if its a good idea to make the evil players choose an extra ability?

cinder hamlet
tribal halo
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alright

echo path
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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?

cinder hamlet
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and use pixel perfect camera

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it should keep the pixels well scaled

echo path
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thanks!

fluid geode
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ayoo

hollow kiln
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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 ' ._.

cold onyx
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is it possible to make crossplay multiplayer games?

broken echo
broken echo
hollow kiln
cold onyx
broken echo
broken echo
cold onyx
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ok

cold onyx
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I'm going to refactor my "disgusting" project... It needs opties (optimizations). And an actuall storyline...

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😦

manic vapor
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How do you guys feel about swimming in video games? Is it more annoying than anything or is it fun in the right context?

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Usually swimming is slower, risk of drowning, etc

vague wren
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it depends on what you do with it, but it's tricky to do well because you have to deal with:

  1. the player moving in 3 dimensions at all times, including threats coming from every angle
  2. movement is expected to be slow without a lot of precise control, which can be frustrating, especially given #1
cold onyx
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guys, guys, guys

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🥲

glacial zinc
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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.

vague wren
# glacial zinc bit of a question about a space based project - I have a first person view and y...

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.

cursive bison
hallow saddle
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@cold onyx fam hitme up i cant get at you cause ur settings

whole ridge
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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

wheat glade
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hey people i struggle with goals any advice on this?

burnt vortex
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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?

cinder hamlet
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like how complex your ui is

broken echo
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Life goals, programming a goal in a football game, player goals, your own goal, what is it you need help with?

wheat glade
late vapor
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you could always try game jams

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1-3 days

wheat glade
late vapor
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@wheat glade events where game devs make a game over a set period of time

cold onyx
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yah

quaint fjord
wheat glade
late vapor
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@wheat gladedo it anyway

wheat glade
late vapor
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bro

broken echo
fallow wagon
# wheat glade Unn for real my skill level is i know how to copy code

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.

Khan Academy

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!

deft patio
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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

https://pastebin.com/sJPxRXw3

wheat glade
azure zealot
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im thinking about bizarre gameplay ideas for my 2d point and click puzzle game

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i even had the idea to put a skill tree as a comedic and also general gameplay hook

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collecting really rare objects in the point and click game = 1 skill tree allocation

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but then idk what the rewards would even be because i dont have damage, health, accuracy etc anything thats really gameplay oriented to improve

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i could make it resemble a skill tree system but it actually rewards you with more areas to explore perhaps

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from 4 choices and then it branches out to unlock more

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but still i think that would be pretty boring

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im planning to have an idle clicker concept to generate $$$ to spend on items in the game

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i could reward the player with making you generate more $$$

late vapor
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I personally hate idle clickers, but it sounds like you just need passive in-game income

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you can do that with joke stocks

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or buying property

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commodities

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a job

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bitcoin miners

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there are plenty of ways you can sneak jokes in and enhance the world building or whatever

azure zealot
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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

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gives you one $ per button click lol

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then u can spend it on things that further your progress in the city area

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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

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along with surreal humour

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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

lament thunder
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hey guys how do I unlock the material component in the inspector? I want to change the color of my sphere

blazing tundra
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but pro tip if you want to avoid a memory leak

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cache the .material

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and then in OnDestroy do Destroy(nameofthevariable);

lament thunder
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Oh I got it already. but thank you @blazing tundra 🙂

blazing tundra
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np

tame bear
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whats a good free app to make pixel art that can be imported to un ity

gleaming creek
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Hello

near ridge
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I think I got myself a solution to my little… ‘armless problem…

gleaming creek
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why is my mesh collider so big?

near ridge
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Instead of kicking people, what would you say to running over them, pinning them down?

blazing tundra
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sounds kinda ||kinky||

near ridge
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I can see why, and I think I hadn’t add any context behind it, hadn’t I?

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But I SWEAR! It’s not like what you think!

blazing tundra
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lol

near ridge
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The reason why I asked is to find a way to make people high movement or low damage still be useful besides hitting people.

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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.

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I’m trying to make it not interaction-based, but more movement based. Pinning them to the ground could be a solution to that.

near ridge
blazing tundra
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lmao

near ridge
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Might or might not need someone to equip her.

near ridge
blazing tundra
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hmm

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pinning

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ain't nobody able to kick hard enough to move her an inch

near ridge
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Same here. What I had in mind for kicking would be complicated and confusable for drag-and-drop controls.

tame bear
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whats a good free app to make pixel art that can be imported to un ity

near ridge
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Do wonder if DMG should or should not bar them from operating vehicles?🤔

tame bear
near ridge
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Oh fucking Gimp. Just make everything hard edge.

tame bear
near ridge
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¡De nada!

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And I might just do so for my armless survival horror title, as well.

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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.

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And there’s always ramming into them.

tender flax
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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?

late vapor
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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

near ridge
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That would just be a sphere collider.

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If anyone leaves the collider, they flat out die.

late vapor
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yeah

tame bear
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how big should a sword(broadsword) be in comparison to the player?

hasty badge
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i would say about length of an arm

late vapor
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that's more short swordy

broken echo
# tame bear how big should a sword(broadsword) be in comparison to the player?

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.

broken needle
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Engaging player is very hard i admit it

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but with the perfect set of non predictable enemies

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they can easily grip the player

gleaming plank
broken needle
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looks like it

gleaming creek
broken needle
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especially from the background

gleaming plank
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dope

broken needle
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How much should the length of enemies be

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if i want to intimidate the player

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(the game is set in medieval era)

broken echo
# broken needle How much should the length of enemies be

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.

broken needle
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thanks for the advice plus i will try to add different variatons of enemies

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To keep the player engaged

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and do you think that long sword designs are overpowered if added?

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should i add them then

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it kind of gives the tip of using the sword from long distance

feral jolt
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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?

crystal zealot
feral jolt
# crystal zealot 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?

crystal zealot
vale quest
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@feral jolt try ms onenote maybe

sharp raptor
tribal halo
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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?

broken echo
tribal halo
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OOO

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sounds rlly good

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it should making the voting a lot easier

late vapor
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what if the judge is the imposter

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oh never mind

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you mean a dedicated role like the ttt detective

cobalt tide
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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?

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Or even should I hire a studio or something if I get crowdfunded

azure zealot
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open world games are one of those genres of videogames that will require a huge team

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of very experienced developers

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if you want it to be actually high quality

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i'd say wait until you're experienced yourself and then get a team

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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

night shoal
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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.

azure zealot
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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

cobalt tide
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@night shoal @azure zealot rare but possible?

night shoal
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The other project is a board game by a company that has 20 years of experience

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The other is a custom deck of cards by a Youtuber who has half a million subscribers

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neither is really comparable to what you're doing

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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

azure zealot
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ofc dont let this crush your hopes and dreams

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you can get this done if you work towards it as a primary goal

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u just need the foundation layed out first

broken echo
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Answers to all your questions.

river onyx
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i wanted to make a shooter game but the only ideas in my mind is gun go pew pew enemy is down.

sudden pendant
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That's generally what the genre is about.

broken echo
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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.

novel vapor
#

aiight

undone anchor
#

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

river onyx
#

now thinking to make procedural generation game

#

like a life simulator

#

idk but i reallyyyyy want to do it

barren pawn
#

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

sleek phoenix
magic gorge
#

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?

sleek phoenix
magic gorge
sleek phoenix
#

you need to describe the tiles in more detail, tiles could mean many things

magic gorge
#

the ones unity uses for programming shaders

sleek phoenix
#

you mean shadergraph? those are nodes, not tiles

magic gorge
#

yes

#

I'll just say nodes then

sleek phoenix
#

you could use the UI system

#

or just regular sprites

magic gorge
#

Yeah, that's what I am currently doing. I made a canvas inside a canvas but I don't know.

magic gorge
sleek phoenix
#

there are many different ways to implement it, you need to figure out which is best for you

magic gorge
#

okay thank you

#

I came here to ask because I used google and couldn't find anything

sleek phoenix
#

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

magic gorge
#

🤔

#

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

cunning kernel
#

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?

sleek phoenix
# cunning kernel I'm thinking of making a game where you break balls coming at you to the beat of...

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

▶ Play video
cunning kernel
#

Oh cool

cold onyx
#

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

sleek phoenix
late vapor
#

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

grand lily
#

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

grand lily
lyric pendant
#

Hey guys, there's any difference between doing all assets in blender to import them into unity and doing the whole scene in blender

sharp raptor
# cold onyx thoughts?

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

cold onyx
umbral hollow
#

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?

distant quartz
#

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

night shoal
#

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

distant quartz
#

Oh ok

night shoal
#

The mini game sounds like a suitable first project, and if it turns out well you can use it in the bigger game

distant quartz
#

Also I just started learning c#
Any tips?

sleek phoenix
ancient portal
#

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

manic wind
#

does anyone know any good resources on making simple gameplay loops?

barren pawn
#

How do i make my ui have a input to change the parametes

broken echo
broken echo
barren pawn
#

@broken echo thx

chrome barn
#

im lost. i am very skilled in unity and c# and want to make a dungeon crawler rpg but dont know where to start

sleek phoenix
late vapor
#

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

mental minnow
#

Hey. Can u guys give hints on an addictive game structure? Thanks. Would be awesome really. Others could use it as well

spiral birch
#

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

#

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

late vapor
#

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

spiral birch
#

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

hearty relic
#

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!

sudden pendant
sleek phoenix
#

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

feral jolt
#

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?

sleek phoenix
feral jolt
#

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

night shoal
#

tbf 99%+ of all games are copies of other games except with a different art style. Often not even that.

feral jolt
#

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

sleek phoenix
#

its hard to kill your baby, but sometimes you have to

feral jolt
# night shoal tbf 99%+ of all games are copies of other games except with a different art styl...

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...

▶ Play video
sleek phoenix
#

you could probably get away with just changing the setting and artstyle tbh

light locust
#

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

sleek phoenix
#

not game design. also don't crosspost

light locust
#

Sorry didnt know which chat was appropriate

feral jolt
sleek phoenix
#

if you think you can pull it off, sure

feral jolt
#

Well, I don't

sleek phoenix
#

thats between you and the team then 😅

late vapor
#

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

feral jolt
#

So we took our baby and made a homunculus from it that we all love as much as the original

sleek phoenix
#

glad it worked out

cold beacon
#

it look like resident evil 7 house

ruby current
#

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

pastel niche
#

Looks good for 3D Horror Game

full needle
full needle
feral jolt
#

@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
midnight oxide
#

Do you guys ever feel like you don't know if your game is fun to play because you have tested it so much

cinder hamlet
#

this is also why feedback from others is important

fringe dragon
#

🩸 rubberducky🎮

tribal halo
#

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

river onyx
#

some idea? (i know its bad rn but im trying to think what i do)

river onyx
#

i want so bad to make a proceduraly generated terrain and stuff

rare gorge
river onyx
#

i was thinking about adding a hostile creature

#

in a certain area

#

a safe and a dangerous one

swift ridge
#

Can someone help me to receive shadows in unity?

#

Receive shadows on floor?

unreal quest
# swift ridge Receive shadows on floor?

should be automatic, no? unless you've changed some of the default settings. Be sure to check:

  1. 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.
  2. The object casting the shadow. Again check the inspector for any values regarding shadows.
  3. The object receiving shadows. Again, check the inspector for shadow stuff.
  4. 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!

deft patio
#

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

unique ocean
#

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*

ruby current
#

you can edit msgs

mental minnow
# spiral birch Pacing and Intensity is also key to creating and addictive game, you can have a ...

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.

unreal quest
unreal quest
uncut fern
#

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

small urchin
#

yo

#

anybody has any suggestions on level designing?

silver wadi
small urchin
sudden pendant
#

Yes, a piece of paper. Grid paper is useful.

#

Or you can use any drawing program, really.

small urchin
#

k

#

thanks

undone bridge
#

Anyone got some ideas I can use for my clicker game? It's for mobile and I got the basic clicker part done.

mystic shale
#

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.

cold onyx
#

I think it looks pretty good for an early work

mystic shale
#

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)

late vapor
#

font

rare gorge
short fulcrum
#

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?

broken echo
#

I swear I have seen something like that on roblox

sudden pendant
short fulcrum
sudden pendant
#

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.

short fulcrum
fluid hedge
#

Which pixel ratio should I be using for Stardew Valley and Pokemon Ruby/sapphire game?

versed garnet
#

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.

twilit cape
#

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?

runic zenith
#

why do it delete my message

eternal wolf
sleek phoenix
wary juniper
#

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!

atomic anvil
# wary juniper Copy-pasted from <#497874004401586176>: Hey, I'm looking to try to program a gam...

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.

atomic anvil
wary juniper
#

Ah, thank you so much! I'll look into the video you sent and behaviour trees now, you're a legend 😄

tribal halo
#

Question: For a social deduction game how would you make an investigator role without making them check clues of other players' roles.?

rare gorge
tribal halo
#

wdym process of elimination?

rare gorge
#

I guess a role that can narrow down who the killer can’t be

tribal halo
#

ah ok

rare gorge
#

Instead of figuring out who they are like most of the other ones I listed

tribal halo
#

ok

empty gate
#

what size should i use for sprites?

#

100x100

#

1000x1000

#

or what

near ridge
#

Always multiples of 2. 32 x 32 or 64 x 64 are classics.

#

Also 16 x 16.

empty gate
#

oh nice

#

64x64 might be too small though

#

thanks though

wary juniper
#

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?

broken echo
#

@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.

fluid hedge
#

How do I set grid size to 16x16 ?? Can't find much help on google :&

undone anchor
#

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?

waxen glade
#

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.

hard fog
#

!warn 848736814377598996 Not a place for ads.

desert martenBOT
#

dynoSuccess alacoque#8712 has been warned.

hidden bobcat
hard fog
#

No

deft patio
#

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?

broken echo
#

Though there are a lot of sources, I recommend you checkout the r/gamedesign introduction article.

tepid pivot
#

I'm looking for a long one-way circuit for my racing game, does anyone know where to get one?

dense talon
# deft patio Hi all My game collaborates with local artists and so i put their work/painting ...

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.

waxen glade
#

@slow berry @broken echo Thank you both for the detailed responses! :)

late vapor
#

it is absolutely essential

#

it covers nearly everything you need to consider

broken echo
#

Yup pretty much tells you everything you need to start thinking like a designer and gives you a huge amount of tips.

left kiln
#

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? 🤔

cold onyx
#

I’m making a 3D puzzle game, any ideas for rooms or a storyline of rooms

quiet fox
#

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

sudden pendant
#

It's both harder and annoying (only if the checkpoint is badly placed).

quiet fox
#

is that good or bad?

#

do you think?

sudden pendant
#

There's no answer, you need to place your check points and playtest it with people.

quiet fox
#

i know but before i do that i'd like to know what people think

sudden pendant
#

Place them at the end of logical challenges, before the next one.

quiet fox
#

about it

sudden pendant
#

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.

quiet fox
#

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

astral prism
#

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

open coral
#

How to make a floating text over an object that always faces the player?

anyone

cinder hamlet
open coral
cinder hamlet
#

did you copy it from google without adjusting anything?

unreal eagle
#

@fierce mesa should I give the player a few levels to master them?

unreal eagle
#

Like what’s the sugggested amount?

fierce mesa
#

lets take doom eternal as an example

#

have you played it?

sudden pendant
#

I made a thread, you two can jump into that.

unreal eagle
#

I’m in school btw

late vapor
rare gorge
#

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.

cold onyx
#

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

cold onyx
#

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?

#

😵‍💫

rare gorge
cold onyx
#

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

snow nacelle
#

still sounds like a project management service like trello

cold onyx
#

like mind nodes

rare gorge
#

maybe hacknplan?

cold onyx
#

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

rare gorge
cold onyx
#

nuclino!

rare gorge
#

Yeah that one isnt specific to game design lol

#

glad i could help :)

cold onyx
#

haha

#

maybe i should use something else...

#

:

#

any recommendations?

#

hmmm

astral prism
#

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

broken echo
astral prism
#

Haven´t gotten an answer afaik

broken echo
#

Also pretty sure you are in the wrong channel, people who know about art or the technical side should answer this.

broken echo
#

I guess, Idk what Factorio's sprite system is so hard to judge, but it looks 2D to me.

astral prism
#

They create their sprites using 3D Objects and just make sheets with 64 possible directions (for vehicles/players) the sprite can be facing

broken echo
deft patio
#

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

rare gorge
#

Punish sounds the best so maybe something close to that idk

#

Like something punishment

#

Spike wave might also work

deft patio
#

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...

unreal eagle
#

Any level planning tips

cold onyx
#

awwww come one

sudden pendant
cold onyx
#

okie

cold onyx
#

"Scale it" 😛

fossil viper
#

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?

fossil viper
cinder hamlet
#

I think

small badge
fossil viper
#

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 :]

small badge
#

yeh thats fair im new to the engine aswell

lyric karma
#

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.

cinder hamlet
#

like a level editor or something like that?

lyric karma
cinder hamlet
#

2d or 3d

lyric karma
#

2d

cinder hamlet
#

so basically a level editor or something like minecraft?

lyric karma
#

Yes!

#

Like sims

cinder hamlet
#

this isn't a yes/no question

#

alright

#

well, that's a complex problem

lyric karma
#

Like a game basically

cinder hamlet
lyric karma
cinder hamlet
#

remember, always search before asking

late vapor
#

@fossil viper I would recommend giving the platforms the same neon color+bloom as the player

#

but different colors obviously

lyric karma
fossil viper
#

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

late vapor
#

I think it's a great idea

unique apex
#

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.

late vapor
#

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

unique apex
#

I have a prototype

#

It's a shit prototype

#

and I have something that I'm basing the game off of.

unique apex
late vapor
#

trust me

#

I've been there

buoyant sapphire
broken echo
broken echo
cinder hamlet
#

Make sure it's fairly simple

small badge
#

Can you do well with smaller projects tho?

cinder hamlet
#

if you start big, you'll get overwhelmed by amount of work to do, no matter how confident you feel at first

tropic bronze
#

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 ?

paper mural
#

Interesting

#

That's a super paper mario moment there

unique apex
cinder hamlet
#

ok good

cinder hamlet
#

but its annoying when your entire experience and muscle memory gets nullified by sudden mechanic change

lone idol
#

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?

lone idol
#

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?

sharp raptor
oak sonnet
#

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

sudden pendant
#

Ctrl+Shift and drag the object from the transform gizmo center will snap it to the surface of anything you mouse over.

unique apex
sharp raptor
#

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

hazy carbon
#

@soft stirrup

dim nimbus
#

Any recommend app or tool to learn game design fast?

cold onyx
#

@dim nimbus Youtube 🙂

dim nimbus
#

Nice, thank you

clever tapir
#

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?

rare gorge
# clever tapir Hey guys, I'm trying to make a simple cover system for a third person stealth ga...

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

tepid pivot
#

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

azure belfry
#

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.

sturdy light
#

hello, I'm just wondering, does anyone have any good game ideas?

sturdy light
ancient portal
#

ok i lied

sturdy light
#

wow

rare gorge
broken echo
haughty edge
#

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

rare gorge
bold rock
#

currently at our first game, how should you size the character, camera etc. to look good

bronze ivy
#

But reduce the size of the player by a lot

bold rock
#

so only half that big?

#

I guess that looks better, tho the blocks are soooo big now

willow locust
#

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?

late vapor
#

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

teal dagger
#

good?

#

wrong channel DDD

willow locust
#

Factory-builder with a twist, ive got a few concepts for twists but want to work them out and chpose the best by prototyping

unique walrus
#

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?

unique walrus
haughty marsh
#

can sombody help me with unity?

#

or is this the wrong chanle

sudden pendant
full tangle
#

What makes for a good enemy AI in an fps?

narrow dock
#

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?

late vapor
#

nagant 1895 pistols, TT, PM, stechkin automatic pistol. PPsH, pps-43, aks74u. svt40, sks, akm, ak74. mosin-nagant, svd. rpd, rkp.

thick saddle
#

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?

narrow dock
hazy scarab
#

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 😉

hazy scarab
#

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

thick saddle
#

So, about those procedural generation assets...

fair sun
# thick saddle 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?

fair sun
# hazy scarab As in most games, damages and defences comes in different flavours... or types: ...

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

cold onyx
#

Someone help me to pickup weapons and hold that in a socket on back of character ?

late vapor
#

not a game design question

half pier
#

This is vr but maybe it’s still relevant, anyone have an idea about the wiggling? Ive spent hours trying to figure this out

wise oak
tribal halo
#

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)

snow totem
#

@solemn kraken can i dm u a question about ur game?

solemn kraken
#

what's the question? 👀

snow totem
#

what is ur game about

solemn kraken
#

a little simple fps test

snow totem
#

cool what are the main mechanics

solemn kraken
#

well right now none

#

i'm just making the movement

#

but it's gonna be based on momentum

snow totem
solemn kraken
#

and speed

#

cc

snow totem
#

good good

solemn kraken
#

I always liked fast FPS games

snow totem
#

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

solemn kraken
#

I always got stuck on the gun shooting part

snow totem
#

do u have a gun model?

solemn kraken
#

some pretty low poly ones, yes

snow totem
solemn kraken
#

barely, that's why it's low poly

snow totem
#

there are very nice guns here

solemn kraken
#

idk, I don't really like getting any gun from the asset store

snow totem
#

thats fair

solemn kraken
#

because guns from there aren't all the same

snow totem
#

ye

solemn kraken
#

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)_/¯

snow totem
#

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

molten citrus
#

Aliens or mechs?

#

asking for a friend

snow totem
elder hollow
#

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?

rare gorge
#

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

tribal halo
#

mafia game and among us-like social deduction games are the same thing

rare gorge
tribal halo
#

ah

#

among us

rare gorge
#

Yeah ok

tribal halo
#

but the map has no rooms tho since ur in a forest

rare gorge
#

Maybe my tag idea

#

Depending on the map size

tribal halo
#

its not that big of a map

rare gorge
#

Is there anything that sets it apart from among us (gameplay wise) besides the extra roles

tribal halo
#

a lot

rare gorge
#

Im making a thread

tribal halo
#

k

prime star
#

random game feature, go!

mint current
# prime star 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 :)

valid fable
hollow obsidian
proud tinsel
hollow obsidian
#

thats been done

#

you are playing it right now

proud tinsel
#

........

#

OH NO YOURE RIGHT

#

NOOOOOOOOO

exotic breach
#

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?

rare gorge
prime star
reef hedge
#

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.

late vapor
wind jay
# reef hedge Excuse me if this is the wrong channel. I wanted to ask if anyone here who under...

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

reef hedge
#

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!!!

wind jay
cursive vale
#

In your guys' opinion, can a derivative game still be good, or is uniqueness the basis for quality?

karmic rapids
#

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

late vapor
#

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.

cursive vale
#

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.

gray zenith
#

anyone wanna work on a game together

sudden pendant
late vapor
#

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

near ridge
#

For an armless character, I would want them to not attack, but what would you say, should they pin or kick?

elder hollow
#

if my game uses admob do i need to add a privacy policy on my google store page?

night shoal
#

Not a game design question, but yes

elder hollow
#

okay thank you

gray zenith
#

so i have group and colabrators on

#

how do i make a game so they can help us

ancient token
exotic breach
near ridge
#

That’s one!

near ridge
broken echo
#

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?

lost escarp
#

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.)

sour ether
# broken echo I'm testing basic visual clues like color and small objects to see if I can comm...

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

ancient token
near ridge
#

The upside to not having arms is not just that, but also to move past enemies for free.

ancient token
near ridge
#

Heh… I know.😏

#

With team pinning. It’s more utilitarian.

tribal halo
#

hey ummm I need help on designing roles for my social deception game to be both balanced and fun to play.

dull nest
#

WHats a good way to design a game

near ridge
#

🤷‍♂️just spill it out and balance along the way. Add more if you think it would work.

dull nest
#

what do you mean?

near ridge
ancient token
near ridge
#

Or pinning?

torpid jewel
#

I'm looking for a good writed tutorial for level design with tilemap, Someone know good blog or free resource about this?

ancient token
#

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

pure flame
#

Is anyone using Airtable to plan out their projects? Designs, assets, schedule or anything else really

pure flame
near ridge
near ridge
ancient token
near ridge
#

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.

near ridge
#

Though, I do wonder if they should be able to manipulate objects, drive vehicles, and equip themselves or not.🤔

near ridge
#

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.

snow totem
#

I like making gun mechanics btw

#

Can someone help me with game ideas

ancient token
toxic sandal
#

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! ^^

near ridge
#

Like a gridless SRPG with shit loads of characters, character types and customization

near ridge
ancient token
#

prosthetic arms being a great part of customization is so unique

near ridge
near ridge
#

The arms would slow them, as well, though.

near ridge
near ridge
#

Kicking or attacking on the left and stomping or pinning on the right.

#

If you wanted to know, @ancient token .

broken echo
ancient token
near ridge
dark ocean
#

i dont know how to come up with a game idea

crisp oasis
#

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

prime thicket
#

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

hasty hound
#

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

late vapor
#

"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

broken echo
# dark ocean i dont know how to come up with a game idea

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.

late vapor
#

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

tribal osprey
tribal halo
#

Hey for my social deduction game, what game settings i need to make?

spare quail
short fulcrum
#

are parkour runner games like subway surfers still popular on mobile?

sudden pendant
#

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.

sudden pendant
#

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.

short fulcrum
sudden pendant
#

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.

short fulcrum
sudden pendant
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Hyper casual games make money in bulk. Its not really a thing solo and hobbyists have the resources to keep up with.

short fulcrum
sudden pendant
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Nobody knows in the end. Its as much luck of the draw as it is expensive marketing.

buoyant turret
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Any tips on comming up with good game ideas? im kinda stuck on that :/

dense talon
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Why are you making games? @buoyant turret

buoyant turret
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idk i just like games and it seems fun :)

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plus a good job....

dense talon
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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.

buoyant turret
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yeah but my problem is how do i come up with something original cuz i don t want to copy other games....

dense talon
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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.

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Some companies I know literally have the same mobile game and they rebrand it several times over the year until it becomes a hit. 😅

buoyant turret
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well ok gonna just do it then :) thanks

dense talon
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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.

winged dew
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hello, might I ask some modeling questions? is this the right channel?

sudden pendant
olive jacinth
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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?

lusty falcon
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(I guess)

olive jacinth
lusty falcon
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Your first option is the most flexible, but some very large discrepancies between animation and actual hitbox state might slip through unnoticed

olive jacinth
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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

lusty falcon
olive jacinth
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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

olive jacinth
lusty falcon
olive jacinth
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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

lusty falcon
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Just make sure you have a way of visualizing these hitboxes at runtime for debugging purposes.

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If something is off it'll probably catch your eye that way

olive jacinth
lusty falcon
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Haha yea exactly. good

lusty falcon
olive jacinth
lusty falcon
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I see

fringe inlet
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can someone help me?

broken echo
fringe inlet
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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

broken echo
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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)

fringe inlet
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Yea it's compiling errors

olive jacinth
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The errors tell you what the problem is

balmy mica
#

Any hypercasual phone game ideas?

cold onyx
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uhh tetris? idk

valid viper
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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)

wide lion
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Hello guys

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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

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I couldn't find anything unfortunately T.T, so if any of you have any ideas

strange cobalt
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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?

night shoal
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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

strange cobalt
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Yeah but what confuses me is thinking about monetization without almost not knowing what genere the game is (knowing only the general theme)

hazy hare
#

Are there any color standards for low poly?

lost zodiac
#

how to make vr game?

sudden pendant
#
  1. Get a VR set
  2. Use Unity
lost zodiac
broken echo
broken echo
hollow obsidian
wide lion
ancient token
spice viper
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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.

late vapor
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in my opinion, game jams are the best game design classes

hazy hare
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Are there any standards for isometric rooms in Blender for unity?

hazy hare
#

bug grid

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room for blender isometric

burnt marsh
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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?

spice viper
#

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?

buoyant turret
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hi

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can someone help me a bit with making a pixel art background transparent? :/ never made pixel art before....

crystal zealot
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or some website as pixel art

buoyant turret
crystal zealot
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I do not know

buoyant turret
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seems to work fine for me....

crystal zealot
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But I suggest you use pixel art

#

It is a page quite good for me and everyone I guess

buoyant turret
crystal zealot
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It is too easy

buoyant turret
#

ok

#

so does it already have transparent background or?

crystal zealot
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yes

buoyant turret
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nice

crystal zealot
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something as that

buoyant turret
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ok thx

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btw how is this as just the first version of something

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im not quite good at making art in general but i made this :)

olive maple
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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

graceful flame
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wouldn't you just limit the turning rate

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and/or only turn while also walking forward

olive maple
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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

graceful flame
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Sounds like the way you'd do it though

olive maple
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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.

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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

lone frigate
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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?

narrow pelican
lone frigate
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sounds like an idea
probably a long distance mircophone which pin points dangerous areas?

narrow pelican
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I was thinking more along the lines of "I can hear heavy machinery around the monster, it's probably in the engine room".

hazy hare
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bug grid unity, room for blender

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How do I configure blender to render to the standard isometric grid of the unity?