#archived-game-design
1 messages · Page 41 of 1
#archived-works-in-progress in the future
Can someone help me come up with an idea for my game? I want a way for packages to spawn. Should I make it portable like a mail truck or should I make it so it's a post office and you have to load packages up into a truck and go to the house you want to vandalize
and should I add a day night sleeping system where the map resets after you sleep
Has anyone here tried mfps and is it good
or do you need a lot of addons to make it good
I am making a room escaping game for my video game design lesson final project, so first i decided to make a tool for users to grab objects, especially puzzles.
Should I make the puzzle snap itself when it is close enough to the target object frame, or give the player ability to rotate the object and only anchor the object to the frame when the specific side collide with the frame?
Please dm me if you think you might want to help me, I am still not very good at explaining my concepts so any suggestions would really help🙏🏻
did you animate it?
like created the pixel art?
I'm having trouble working out what to search for this... If I want a marketplace to be a mechanic in a game (like Powergrid for example - where you buy Oil/Coal), what would you call the algorithm for deciding the price of commodities?
All the things I can think of to search are for IRL pricing algorithms for like... hotels and arbitrage.
Stellaris is an example of a video game with the mechanic - you have a Galactic Market you can buy/sell resources, Endless Space and Endless Legend also have markets.
any tips on how to guide the player in an open world-ish map? (its an island with main points, but since the player can explore the forest kinda freely, I dont know how to make him follow the path designed for gameplay)
Maybe make some arrows or something that looks very obvious and indicates that you must go there
also does anyone have advice when performing playtests for a multiplayer game?
I am making a roguelike where the enemies are also procedurally generated, with rules to placement in the dungeon based on their stats, how would I go about making it less luck based? I am thinking that it also generates journal entries for them that you get somehow.
Dude there is an amazing paper about this looking it up rq
It is more scientific though
It focuses mainly on visuals of a game which is often the most used way to guide a player.
However all 4 pillars (mechanics, aesthetics, story and technology) can be used, most metroidvania for example guide through mechanics rather than through aesthetics. Also note that other forms of aesthetics can be used not just map layout, think about light distribution, where sound is coming from or something that is moving. Story can be a drive in a lot of game, when the story is about killing a dragon you would probably seek said dragon in the mountains rather than in starting town.
There are lots of sources out there so I recommend you do some googling maybe watch some videos.
What are you testing in the first place? You would take completely different steps when play testing a shooter from when you are testing a RTS.
Social deduction game
Hey fellas I've been using Unity for awhile and I'm currently a CS student. I've been wanting to set myself up for finally making and releasing a game. I don't need any tutorials since I've made and published games before but I'm wondering if anyone has any tips or tools they use to organize their larger projects?
Obviously I use Github and I've tried Trello but I still find myself getting overwhelmed when my project really starts scaling and I am hoping someone could help me find some methods or tools to better organize my projects BEFORE starting and DURING development.
I'm a very visual person so any tools that have a decent UI would be very helpful (: tysm
Sorry I can't help you with that, I have too little experience with social deduction games.
Well I myself don't plan out an extreme amount when making games even if they are multi month projects. Since I focus a lot on design the majority of my game will be decided through the results of prototyping instead of fully planned out games. Though I always plan a little, I keep everything in a single google document, every idea I come up with and all my results. So that if I can't think of a solution or something to work on I always have a list of suggestions (from my past self) to keep going.
Though if you work in a team I do use trello, the trick is to not make too many cards and instead subdivide a task within a card with the little to-do list.
Also if you like to work with visuals you can try something with draw.io. It gives a lot of options to make whatever you want. You could also make a game design document (pins) but unless you are really committed it could be a waste of time.
I tend to use Draw.IO and import it into my Google Docs currently and that's the best way I've found that works to organize for me but it still tends to get a little over my head when I come back to my projects after taking breaks. I suppose my main issue is just my organization itself that needs to be improved.
Thank you (:
Coming back to a project is always an issue and to be fair the best solution is to always do something, if you work on a project every week even if it is just for 1-3 hours your mind will stay close to the project. By keeping yourself invested in the project you make it harder to lose track.
That's true, it's hard to find time during the busier parts of my schooling since game dev is just a hobby for me but I do agree that it'd probably be much less overwhelming if I were working on it consistently
You might have to rephrase this since I'm not sure if I understood it. But if you want to remove luck factor you have to think about the abilities of the player. The player should have the tools to deal with any given situation, luck then merely comes into play with how well those tools function in said situation and how comfortable the player is with using those tools.
So the player would feel 'unlucky' if they are up against a lot of enemies that they are bad against for example long range melee enemies. But might think he is 'lucky' if he is up against ranged enemies since shields completely block them!
There are a lot of problem though besides luck that can impact procedurally generated content. Are you sure that whatever the computer makes communicates well the enemy? Are the amount of options given to the computer too much to oversee (meaning you couldn't know what tools the player would need since you don't know all the situations)?
yeah why
damns
whenever i am watching a cutscene i always wonder should the Start button pause the cutscene or skip it
I am working on a social deduction game inspired by Mafia/Werewolf and i have the basic roles setup (the basic role which no abiliities, an investigating role, a protecting role, a role which can get rid of the killers and of course the killer role) is there any more roles u would recommend to add?
a joker role? like he doesnt want to win or lose but to cause chaos
Perfect >:D
If I were you, I'd first make only the essential roles and only then add special ones
ok
hey guys, how does a 2d platformer where you start only with your head and gotta find the rest of your body sounds like? it s kinda hard to explain the idea....
and after you find parts of your body parts you can use them to solve different puzzles
Sounds like an idea indeed, but I can't rate ideas. Tell me more about the mechanics, the feel you are trying to capture and what makes your game stand out.
Since I don't know from your description if it is a puzzle platformer or a metroidvania like game.
so idk if this question will make much sense, but how could i improve my workflow, i mean tools that will aid my game developing time, such as cinemachine or character controller. i was wondering if there was any other tools i could use so i won't need to recreate them. thank you
ProBuilder, (world blockouts) and ParrelSync (testing multiplayer without building) are two I recommend. There's also DOTween for squash and stretch that people seem to love. And if you send videos of gameplay to Discord often, https://8mb.video/ compresses any video to 8mb so you can send it easier
Hey, so I was working on a rocket jumping type of game and I noticed that when I was bunny hopping with the launcher I would sometimes click just a little too early before the cooldown finished. So I added a timer that would save the input for 0.2 seconds and fire the rocket if you click just a little early. I know this is called coyote time for the jumping version but is there a name for it being used with guns? I am looking around on the internet and I am having a hard time finding the name for it.
really annoying when video games give you rewards but with no explanation, its like "hey here is some wool, okay... some wood, okay... some flint... okay" but you don't use it until about 10 hours later when the game unlocked crafting feature lol
just running around with tons of junk with no purpose
yeah i'm thinking click to pause and hold down for three seconds to skip
I run into this a lot with games like Terraria where I would have like over 30+ chests and 40 hours into the game I would use silk from pre-hardcore to make a spider wand with new boss items. I personally find it fun to make large storage systems in games like Minecraft and Terraria, I just find it fun to make sure everything has its place! There is a Terraria mod where they kind of fixed this issue by adding a search bar to an infinity chest that was easy to access early on. With an infinite storage box, you don't need to build an awesome chest building.
i remember playing Genshin Impact when it launched and i was getting spammed with rewards and i didn't have a single clue what any of it does lol
you just end up hoarding everything hoping something is of value
"is this broken stick valuable?"
Who knows :)
I know that GMTK made some videos on games having a simple crafting system ex:Metal,Chemical,Organic and they would use these 3 ingredients for everything. I think this worked to great effect in Alien Isolation since you would choose to craft different tools to help escape.
whenever i see people playing World of Warcraft i'm always curious what all the random shit is in the inventory lol
they seem to have hundreds of items
it would be better if the tutorial taught you how to craft something in the beginning so at least you know the stuff you're picking up can be used to craft more stuff in the future instead of waiting 8 hours to unlock the crafting feature
label the drops as "crafting materials"
how would you go about making rotation in a 6dof shooter (rotation with rcs thrusters? reaction wheels? handwavium?) ?
I tried going with the rcs method, but it feels very sluggish and doesnt feel like (idk how to describe it) "point your mouse to where you wanna go"
you'd probably want to looking into differential equations to figure out what thrust vector you need to reach the desired attitude fastest
@cold onyx Not the place for job and collaborations. Use the forums, #📖┃code-of-conduct.
ok thx
i really like the idea of making a business management genre inside an adventure genre game
kinda like running an Inn inside an RPG universe
or a blacksmiths
Use proper channels and don't crosspost. This isn't a game design question.
game design btw
Make it not generate shadows?
I guess
I disabled receive shadows and cast shadows from the mesh renderer
But its black anyways
@pliant glade next time ask in #archived-lighting or at least in #💻┃unity-talk . You need to use an unlit material(shader) for your sphere.
how hard is it to use blender
How hard is it to do anything? Natural talent, motivation and practice are some of the major factors in learning any new skill.
Hey guys! How are you doing? I'd need a bit of help for my upcoming game:
I'm currently working on MAZE VR (not the final title)
It's a maze escape game for up to 3 players. You need to find the exit while being chased by a Witch.
I made it really simple and I'm worried that environment would be lacking depth. At the moment it's simply a set of corridors. Here is the alpha version (wrong texture for floor / walls at the moment and no ceiling)
https://www.youtube.com/watch?v=QsKatA5QD_M
What do you guys think?
is there any new font assests since they removed textmeshpro?
Did they remove it? I can't find anything about that online
yes they removed it
i was following Brackeys tutorial on a Start Menu and he linked it but it got removed
it did not get removed
lmao you don't get it from the asset store, it's in the unity registry in package manager
what
In Unity: Windows > Package Manager > Unity Registry > TextMeshPro
in Brackeys video there is a link in the description and when I click it it brings me to the main page
probably because that's outdated information
change the Built In dropdown to Unity Registry
Top left, where it says Packages: Built-In
a simple google search would have told you, but here i searched for you:
https://learn.unity.com/tutorial/textmesh-pro-importing-the-package
thank you
oh wait, i probably should have read that first, it isn't about installing the package
but you just need to install the package from the package manager just like you would for any other package. It's in the Unity Registry section
I think unity purchased it or something
So it’s an add on onto unity now
@edgy pecan brackeys stopped a while ago and pretty much all his videos are outdated.
Hi - Does anyone know how to solve the problem of missing transforms in an animation? I imported an animation from Blender to Unity and it works fine in the inspector, but I can't get it to play in the scene
theres an entire animation channel
Hey, I am doing a school project and I was wondering if any of you knew any game that has a literal "ice breaking" mechanic which can be used to create new paths and puzzles. (Need an example to finish a mechanic)
hi everyone, I see there is no channel "recruitment" or similar
I suppose it's not permitted to talk about this in this server?
No, we don't have a channel. You can use the forums though, links are in #📖┃code-of-conduct. Or you can try more general game Dev discords like GDN.
thank you!
really annoying when video games only display a progress bar instead of a stat number so now i have to measure the size of the bar somehow to see which is the bigger one 😦
i think its three pixels bigger hmmm
!warn 134694673410162689 Do not spam channels with bot commands.
Cem#3075 has been warned.
You know what would for a good design
The Backrooms
If you've not heard of it it's essentially this
There's a few games already for it on Steam, but none of them have VR afaik
I just imagine VR would make this experience infinite times more scary
Your core concept reminded me a lot of it, but as you said the textures are placeholder so maybe it's something to consider.
@cold onyx You've been officially warned now. Don't spam collab posts across the server.
what could be a good way twitch chat could interact with something inside a game? i've seen a few games that does this
wow! That looks amazing! keep up the good work :)
twitch chat can add more enemies, make game harder, less hp, take away items, give slowness etc
would it be a dick move to add pick up items to a point n click adventure game that serve no purpose other than to confuse the player?
Do you want to confuse the player?
If the goal is for that to make puzzles harder, that's usually a pretty bad way to do it
The term is "red herrings" if you want to read up about it
Anyone have articles/videos/tutorials for creating modular characters with clothes for mmos or rpgs.
vector?
pixel art?
3D?
3D
Yes very big dick moment
Sounds like artificial difficulty, honestly
@clever floweri don't know anything about 3D cosmetics sorry
Do you want a full on character created with morph sliders? Or just Lego style head/hair/outfit swapping?
Lego evilotaku
This is a good vid I found a while back.
https://youtu.be/q3oVAXhvQl0
Want to learn how to create a character customization screen?
In part one of this tutorial I give an introduction and overview of the series.
awesome context, thanks so much for that! I am thinking of doing maze in the dark because the darkness experience in VR is quite impressive when you're playing with light. But in the future, I could consider a few variants of the maze and include that. What would be the enemy though?
thanks so much 🙂
I'm still not convinced it's good enough to keep players entertained. I guess if the witch AI is good I'd extend the length of the game but that's it so far
So, I found what I was looking for @digital trellis Its a modular 3d design system. I found some people just cut the head/arms/legs/torso apart on the model than changing it to fit clothing. I'll be using cc3 to fix the right as well.
Hey yall, so I’m trying to build a save system which will save the position rotation & scale of my scriptable objects, and also not give any issue if the objects were deleted.
And let the user input the file name for the save and let them choose the file they want to load.
Now, I was successful to get the first part done with playerprefs but now I’m stuck that it gets saved into the registry.
Does anyone know if there’s a way to let the user create a file by inputting the file name ?
Or does anyone know any good asset that I can buy that satisfies my needs?
Does Application.persistentDataPath not give you a good place to save to?
That is for other methods of saving right? Not for the playerprefs method.
For the other methods like binary format, JSON. I couldn’t find any tutorial or anything that goes with my first requirements.
Binary should just be the default [Serialize] as long as the object is marked appropriately.
Either JSON or binary, you'll have to create a ScriptableObject that has all the fields in it that you want to persist. For json, you can do this:
{
string output = JsonUtility.ToJson(foo, true);
byte[] fileBytes = Encoding.UTF8.GetBytes(output);
return fileBytes;
}```
```public static Foo FromContents(byte[] fileContents)
{
string json = Encoding.UTF8.GetString(fileContents);
Foo wrapper = JsonUtility.FromJson<Foo>(json);
return wrapper;
}```
First off wrong channel, this is game design. Secondly just google, JSON/JsonUtiltiy is covered by Unity itself.
https://www.youtube.com/watch?v=uD7y4T4PVk0
Saving data is critical for any game. Whether you need to save high scores, preferences, or game state, Unity offers a variety of methods – from PlayerPrefs to serializing data, encrypting it, and writing to a file. In this video, we share some valuable tips on creating data persistence in Unity.
Speaker:
Bronson Zgeb, Senior Content Developer ...
What are your thoughts on a dynamic difficulty whereby the game gets progressively more difficult but you can do stuff like optional side-quests and bosses which allows you to equip stronger gear, unlock more health slots or gain more experience?
I'm not usually a fan of dynamic difficulty. Too often it feel like you never make any actual progress in mastering the game. Your character at level 1 feels the same as your character at level 60. Sometime I want to overlevel/gear and just steam roll shit
i remember one of the old school game where you could heal yourself by taking a shower haha those were the days
You give a poor example of dynamic difficulty, increasing numbers like health and damage so it adjusts to the player's own stats isn't a good way to use dynamic difficulty with some exceptions. Dynamic difficulty is the game balancing itself to the skill of the player. A good example of this is a ranked mode, if the player does well their rank goed up automatically making the game more difficult as your enemies also did well in previous matches. But if the player is doing bad their rank will decrease and thus the game becomes easier.
I will type some more once I get home...
i'm going to make it anyway just curious about opinions 😄
It sounds like standard rpg progression to me, but maybe I’m missing something?
maybe
So when you know the meaning of dynamic difficulty you can understand the difference between it and normal difficulty increases. A dev can make a difficulty curve themselves with content being linked to a certain skill requirement. You could end up with something like this:
This shows that during all the gameplay the game is never to hard but also only challenging in the last bit.
This is ultimately a failure as the player will always be bored.
@manic wind Are you familiar with the flow channel?
Dynamic difficulty would look something like this:
By having a range that the game can change in the player is never bored or overwhelmed.
So as long as dynamic difficulty is implemented correctly it will make the experience better (except for extreme cases). The only down side comes with competition. If you get better rewards to compensate for you playing bad it goes against our feeling of fairness, even in single player games it can be a bad thing.
Do you by chance know any single player games that implement this? Would love to check some out
Well dynamic difficulty is extremely hard to nail down, what factors do you use to decide whether or not the player is doing well? And often it is key that player do not know that dynamic difficulty is a part of the game. Though I believe resident evil is a commonly used example as well as mario cart though Idk if you count NPC as players.
You will often see negative feedback loops work as dynamic difficulty, in which case a lot of games have dynamic difficulty.
Oh I just remember I think "Into the Breach" has some good dynamic difficulty, if a player is overwhelmed some enemies will not attack while if the player clears the board the next turn additional enemies may spawn (like only 1 extra enemy but that is still dynamic).
Actually many strategy games have it build in, the more terrain you have the harder it is to maintain that territory the less you have the easier you can defend.
how bad is this for a (very) beta level? also im not good at pixel art or desing
not sure if that s good or bad......
good if its a map
thats the first level i made for this game :/ i will update some textures here and there but yeah
oh it's zoomed out
yeah
you could always just work with large solid colours for now
less is more
instead of having shapes for textures just have blue for the ground as a solid colour
white circle for player
black rectangle platforms
wouldn t that be a bit boring tho
yeah but like for the player i want to make it detach its body parts and stuff like that
so just a cicle wouldn t work
do that with a simple colour scheme
ignore all suggestions then
if thats what you want then keep it
it s not really what i want but i will remake it after finishing the gameplay parts
kinda have an idea of making it a bit futuristic
gameplay is more important than graphics
personally i would just work with solid shapes and focus heavily on gameplay
just because its very fast
so how does a platformer where you use your body parts to do puzzles and as you progress you unlock more parts or upgrade them?
detachable?
yeah
could be good depends which direction you take it and the puzzles
like you could use an arm instead of a cube to have a button pressed
and stuff like that
im not to good at puzzles tho so thats gonna be a bit hard for me.....
maybe a robot where it can detach an arm and it turns into a controllable missile
thats sounds interesting
a head that explodes and it regrows after a few seconds
yeah think i got an idea where to go with that and the part i told you
but i think it would be a good idea to implement those as upgrades as you progress in the game
different types of heads
yeah
this sounds damn good and like speciall levels where you need a special body part
legs that can double as a bridge and the head rolls across
bro where do you get all these ideas :)
i'm a game designer lol
this is waaay better than what i thought about it
gotta brain storm
yeah sounds perfect
also would i need another script for the head to move or should i use the same script? cuz like the head is rotating and yeah
i dunno about development method
just start simple with a head rolling around
work from there
maybe the player only controls the head but can leave body parts behind
not sure how that would work but ok
the head is the parent and the body parts are the children
woah
man your doing your job waaaay to well to be honest
if the head has collision with the torso it can reattach
ok well im gonna work at the gameplay for now, thanks for the ideas :)
yeah ik
Too much detail, if it is still a prototype it is better to just use colors. If the floor is mostly dark blue and just make the floor dark blue cudes with no extra texture. If you have lava just make it an orange block. Only when you look at it and don't understand what is going on you may have to add texture.
If you want texture really badly look at how it can convey information, how can a floor look like a floor? How can the background not stand out or be confused with the foreground?
ok, gonna keep that in mind for it
thanks
in a 6dof space fps, where a player has a grappling gun, would it make sense to allow the player to grapple to other players as well as walls and other solid objects?
is hitscan like whatever you're aiming at will get hit instantly?
yeah
no, the hook is a projectile
hey, just wanna ask what else would i need in a game over screen? restart button, main menu button( player can quit from there), a game over text
Maybe a score
i don t have a score system implemented rn and i don t know if it would work with what i want to do
Well if you have some, maybe a sound effect
hi
i have a question
if i would like to get feedbacks on a prototype i did, where should i look ?
its quite interesting figuring out rules such as, should the player be allowed to move while attacking or should taking damage interrupt buffing animations
Hello. Could you please tell me what is the correct way to delimit en area to accept mouse click events. I would like to set/resize this area from the scene view. In fact I just want to create a rectangle et check at runtime if the mouse click is in this rectangle or not. But how to define this "rectangle" ?
how is that game design?
What makes COD so attractive in your opinion in the aspect of the games design of multi-player?
For any takers
Satisfying feedback for kills. Youre rewarded with constant achievements and unlocks for playing
Easy and straightforward concept of "mastering" things (think gold camos etc)
Easy to understand game modes and game loop
Forgiving gameplay dont really gotta think much about it
Among so many other things
Not to mention all your friends play cod so its also a social thing
Also at this point very refined movement and visceral feeling with the weapons/interaction
Alright, your answer kinda motivates me again as the achievements and unlocks for playing/mastering is where I'm at and kinda been stuck on. I have had this concept of using a self made Crypto Asset that would be given to players but wouldn't have the sole purpose of money value but trading among other players and maybe exchange for real products. I want to make a networked FPS but focus on speed and action with it either being fun or competitive based on how you want to play at the moment. For game modes I have gotten a little inspired by the general interest of Squid Games and thinking about taking old child games and remixing them to become more extreme than what you could do in RL while also adding traditional tdm. I been thinking maybe even adding escape room setups and more puzzle types that are interactive and require thinking...
Jus make sure when youre playing it that youre having fun
Also money is a good idea everyone understands money maybe not so much crypto but ya. For example black ops 1s money system
Which everyone loved and picked up immediately
Interesting point, I myself actually loved that system too now that you bring it up
But there has to be an incentive and value to everything it cannot be just you describing it as valuable
People hate when stuff is supposedly valuable according to the designers but practically holds no value
Hmm I think I have a idea on that
Idk if you played Warfare but they have it where items are temporarily and you have a shop for them, I hated as you have to spend money to get stuff but what if you take the concept of the BO1 money system than include limited time products so you get more as you play and keep that earning/spending balance even so let's say you start to involve elements of the Crypto where I might take some for exchange of products but that would take away from your ability to get extra items in character
Idk much about all of that
I think the most important principle though is that the exchange of time invested vs what you get is worth it
I'm thinking of making an apocalyptic hack-n-slash game, but don't know what the weapon theme should be. I'm having difficulty choosing between melees vs guns, but also am considering a mix of the two (ie. unlock guns as you get better). I'm also considering implementing crafting aspects, so I'd have to figure out how to stitch that into the game(or duct tape into - both work for me).
Any thoughts are appreciated!
like...
vacuum clean the zombies?
yes...
My life has purpose. I see the truth.
honestly i think a big part of it is how early they established themselves. built a brand before the market is what it is now and people keep coming back to what they know
plus consistent releases keep people talking about it
CoD zombie mode is really fun just because of how engaging it is
What do you Prefer for Indie Titles ?
Pay to Play or Free 2 Play and Microtransactions
Im personally unsure what i prefer, especially for unknown Indie Games.
Probatly Free 2 Play and buy something if i actually like the Game.
its a shooter
something like cod but with "rubber" guns and other wacky stuff
whats a way to start game deving? i wanna start but dont know how or where
learn C#
then learn unitys basics
then learn whatever you need on the go
most imporantly dont learn everything at the start just cuz "i need to know this"
learn basics and then just do
and if youre stuck look that up
and so on
@turbid fiber
ok thhxx
what is a solid way to learn c#
check out the Intro to C# course pinned in #💻┃code-beginner
After you complete that, I highly recommend the Create With Code course on the Unity Learn site (also pinned in beginner code)
alright!
If I have a game (one man project) where I need 250-500 pixel art assets made.. (all same art style) is it best to comission it or try to make it on my own? IDK what the cost would be normally for such a thing
You only know the answer to that. Are you capable of doing the assets yourself, in the way that you want? Do you have the money to pay someone for it and would rather have it done? There's a lot of factors.
Cost is entirely on scale and detail. You could always shop around to get an idea.
that feels like a large number i dont know how far along your game is but if your game is in early development and or your just now making a demo i recommend a few free assets or some you made yourself as place holders to make sure you want to dedicate that much to assets. besides if you are just now making demos or early parts of the game and you know you can at least handle a bit of pixel art this could be a good chance to test the waters and see how well you can make your own assets! do take what i am saying with a grain of salt i am relatively new to game dev but i have done a fair bit of art so i know that the dedication to 250+ art based assets could get pricey. depending on complexity. if you have the game fully made with place holders then i recommend hiring a handful of artists you like. have each one be aware you might hire again and have them make one or two assets (not alot and kinda cheap. or at least shouldnt be too pricey. you might be able to talk to artists personally about this idea) and see how the art looks and feels in your game.
also i do have a side tangent. i always get pretty ambitious for game development so ive been working on breaking things down to smaller scales so i dont burn out at step one. my plans was for a space style game for my first game but i kept thinking of too much. i wanted to ask if its a good idea to perhaps make a smaller game possibly a mobile style game? that would take place in the same world/ideas i have but keep it on a much smaller scale for me to learn a lot of the basics i need for creating such games. or would it be a better idea to make an entire separate game to avoid making a handful of side projects and a larger project into one connected mess in terms of story and possibly game play features if i try to keep them in-between any games?
I would highly recommend that you build small games and code your project in reusable modules.
For example, one time I made a minecraft looking game, so made the entire voxel map with usage functions into one folder so I could reuse it if I ever needed a minecraft looking map renderer in any other game.
This also goes for camera components since an RTS camera is a pretty standard for a lot of games for example.
These kind of scripts can speed up your game creation a lot.
that is a good way to think about it thank you.
in that case im going to start off with fleshing out movement for the game it wont be the most important part but i feel as if bad movement for a game just makes for a bad game with any adventure or action
Guys, I need some advice as to how to design my card game effects system. Here's what I've been thinking:
First, each card would have an array of "behaviors" (not mono) that would represent those card's effects
For instance, a card could have two "On play" behaviors and one "On death", and they would be called at the appropriate time
Secondly, I thought that whenever a card was played, died, attacked, etc, it would raise an event regarding that action, and then each other card would be able to respond appropriately
What do you guys think of this? Do you have a better suggestion?
Thx my guy! I will do placeholder art first maybe to even beta test it. Appreciate it 😁
can someone help me with this just generated lighting and it messed it up i think...
Um, I can not really tell. Is all the player movement code right?
yeah suprisingly it worked before i generated new lighting
reminds me a lot of other cards games but i do like this event idea i recccomend testing it with a simple card game set up with small effects. if it runs well scale it up!
Maybe go back and try to redo it. I actually know nothing about lighting.
are you using the bakery?
wait no. my bad you arnt
hmmm
my best guess is something is wrong with the camera? id double check it and maybe put down a second camera. along with another lightsource thats diffrent.
see if you can sorta source the issue to a smaller scale
alright thankyou
darn enter button acted up there. i apologize if that seemed like spam
ive tried to use the bakery for baked lighting once but either im new or something broke but i never got to running it. my best guess if your doing some form of pre generated lighting something didnt go right similar with me. a good idea might be sorta make a few light sources with weird values all over the place. it might cause lag but it might also get a feel for what might be wrong
how would i make these movable when colliding with the player they have rigid bodies
you'll need to use a physics-based player controller rather than the faux-physics Character Controller component
ok....
haha nice
if oyure using a character controller then you cant
Idk exactly where to put this but this channel seems like the best, is there any good website or application to make flowcharts on? I want to make a flowchart for my game which will have different paths and choices and what not.
Lucid chart is pretty good. (Skip to the end of the video if you want to see the general idea of the flowchart design but you can watch the full video since it’s entertaining)
Probably the wrong channel
sorry
Easy to use and has lots of possibilities.
draw.io, miro, lucid chart. If you want a dedicated one for UML diagrams, you can look at StarUML and friends
@cold onyx I might consider releasing my buoyancy system for free, but in the meantime you can check this out https://assetstore.unity.com/packages/tools/physics/fast-buoyancy-61079#reviews
(not an advertisement, just a suggestion)
Okie thx
It's free
Tonk U :3
Thanks guys I'll check out all your suggestions after school today.
Using Build 2 Send
I use Milanote for making flowcharts https://milanote.com/
I made this in Milanote, a flowchart for the combat system in the turn-based fighting game I'm developing:
if you would make you own xcom, will you make it more like phoenix point in terms of action point and mobility, like if you can choose where and how to peek(shot from where you stand or do side step and shoot) and where to go after shot. More controls is good but it's also much more clicking. Which is 'better' in your opinion?
holy
This flowchart is a big list of step-by-step instructions (a program!) for the turn-based combat system in Battle Arts, the fighting-role-playing-game that I'm making. Gameplay logic, UI events and input/output, animation triggers for the characters and cameras - everything.
Now that I have zeroed in on a version of the game design that I'm ready to prototype, I took the gameplay storyboard that I made previously and fleshed it out in this detailed format.
There are some steps, such as UI interactions, that get repeated multiple times in different parts of the flowchart - so I italicized those steps to mark that they're just repeating the same actions, instead of being something new to implement.
I find this approach of making flowcharts for game design and dev planning to be really useful for me, especially for a game as complex as this one I'm making now. It allows me to see and make sense of how all the moving parts of the combat will connect and flow. And I can use this flowchart like a task list of features to systematically implement and check off, as I build the prototype.
If your brain is systematic and very visual like mine is, then you might find this approach useful to your own projects, too.
I am trying out 3d for the first time in Unity. I added a plane and it does not show up in my scene view or game view. I place it in front of the camera too and it is still not visible.
right click on transform and reset position?
nope. it just does not show at all. shows the transform/move tools when clicked on it but I cannot actually see it.
No clue, though I know that planes show up invisible if you look through the bottom of them
Are you able to create a cube?
just tried that and still invisible
those are invisible too
Restart unity perhaps
Where can I get buildings that I can also walk inside of? I can pay for them I just don't know any websites or what to look up to find them
unity asset store
Not any good ones I see
I'm looking for like desert or village style houses
Ones that have a realistic exterior and a basic interior(like floor and walls)
you can make those fairly easy in blender and use free assets from the assets store and export it.
I need a bunch of them. Rather just buy
You could commission someone I guess if it’s super specific
Found a pack
Things like this
Where you can just piece together houses
i literaly just moved my mouse in random directions and got this thingy, i don t even know wth it is
that looks so damn complicated
yup, that's game dev
so that s all for a battle system?
Yes, a battle system using cards and a grid, meant to emulate real-time fighting games in a turn-based format
It's everything that I can think of that must happen each step along the way, even UI interactions/user input. I made it extremely detailed because I didn't want to miss any interactions, but many of them are simply repetition.
looks and sounds complicated...
btw why are pixel art hands so damn hard to draw
i can t draw them :/
From a user perspective, players will select cards from their hands to play, and then select actions that change how the cards are used. Then, the players' choices are revealed to each other, and the game demonstrates the results of their moves, through real-time cinematics.
hands are hard to draw/paint/model, no matter what type of art you are doing. They are complex and detailed forms, which we are very familiar with, so it can be difficult to get them "right" for our brains to accept them as natural hands (simple cartoony hands are easier, of course.)
With pixel art, you probably have very few pixels to work with for something as small as hands, so that surely adds to the challenge.
the real time cinematic part sounds nice
the idea is kinda good....
i can t draw that damn hand xD
fuck it , i can t make it better than this
guys i need a bit of help, how do i save each layer of the drawing like a separate drawing?
on pixilart
maybe disable all, not the first, save it, then disable all, but not second, save,...
yeah i solved that problem, done something like that
is it just me or does the movement look a bit laggy or something?
hey ummmm what types of roles do you think every evil faction must have in all social deduction games?
its to come up with evil roles for my game (i have 2 so far)
what do you think stuff you can collect such as coins, keys, chests, orbs, gems, etc...?
Thoughts on squaring a normalized Vector2 for movement?
https://gyazo.com/2e3257ba27fc1bc7ed5435da7117fcb7 In this example from hearthstone. How do you guys think they achieved the card preview showing up like that in relation to Unity. If I wanted to mimic that behavior. Do you think it's a totally separate gameobject that is instantiated? Maybe they apply transforms on the existing card in hand. Maybe it's just a prefab of that cards front face? Any ideas or suggestions for mimicking it?
I made it possible to accidentally (or potentially intentionally depending on situations) stab yourself in my game, a topdown action rougelike.
guys in a top down action rpg, imagine that your character can perform a takedown, would you perfer to have the mouse on the target that you want to perform the takedown or to take down on the target that is infront of your characteR?
This depends how the combat works in the game
.
Looks awesome! So describe me the takedown mechanic to me in more detail
the game does not have it yet I am doing it right now
but basicly, croush and if you are behind him you can perform
I am asking for suggestion, is it better tohave the mouse hovering the target to perform
or to do it if he is on front
So its a stealth based mechanic if you crouch behind someone without being spotted you can kill that enemy right away?
yeap
my question is, do I need to have the mouse hovering the enemy or not?
since it is a point and click to shoot
or just being behind him is good enought
right now I am doing with the mouse, I will post news after I am done
I think the best feeling for it would be to keep the mouse aiming as it is, but the player doesn't need to aim on the enemy itself but just click the mouse once they are close enough and behind the enemy and crouched
you can put some kind of indication that this action can be performed, like adding an outline or sound effect or particle to let the player know they can do a takedown
no problem, good luck with the game looks great!
if you are here for a while I will post you updates
Sounds good, its funny how only the gun has shadows on for the player lol
I know, but I didn't bother with that yet
You can do whatever you want and are capable of. So yes you can mix art styles and camera angles.
Hey, i've a problem, i'm just starting learning unity but when I put the game camera i've bugs like this and i dont know how and why
whats the bug
Is it normal game design to have two canvases.. one for ingame items (i.e healthbar) and one for overlay items (i.e menus) ?
You want multiple canvases.
Yep, did some googling and saw that this is a common pattern 🙂
should i localize my steam game
is it really worth doing that ? to translate an entire game
Depending on the success, yes.
so release in english only first and if it goes well translate to other languages ?
tbh
i will have most people covered
im doing english and german
the two biggest steam shares if you skip russian
and since i dont fancy translating via google translate i dont do russian or french
so english and german, sounds good since germans are mostly not that good with english
and since im german it should be pretty easy to translate it to german
2x the size of the player if you want narrow, 3x if you want it more medium
yes, look at paper mario
I would do English first, see how well it does and if the market needs to be expanded I would invest in translating
I'm trying to make a 2d panel ui/menu .. but it looks extremely small / unfocused. Any ideas what I have messed up?
How can I get a cool name for my game?
This isn't the discord to find people to hire or collaborate with. You can use the forums. #📖┃code-of-conduct has the links.
Then you should have led with that question. 🤔
Blender
We don't need a play by play of your game. Just do what you need to do.
increase font size
Tell me about your game
@sudden pendant shouldn’t this kid be banned? Being 12 is against ToS and he admitted to it 😅
You were 100% right . I should have updated my question yesterday, but stumbled over a reddit post that suggested the same thing 😄
@pine kite
This is true and osteel seems to have went offline
Processing what "12 9/1" means
maybe 9/1 is a date
Maybe he meant he was 21 since 12 9/1 is 21
Thats a far reach
Guys i am a beginner and i have developed 3 games , 1 3d game using utube tutorials and 2 2d games on my own(Flappy Bird, Brick Breaker).Now what else game can i make in order to learn something new and improve my knowledge?
lol srry for word new as everything is new for me in here 😅
Hey,guys.My english is not that good.I'm not sure if I'm searching properly.Im trying to find some audios for my game.Does anyone knows some free websites?Also I wanna make some good friends🙂
Hey, i also dont know much but whenever i am in need of game music i just google it but most of the times this website is one from where i get help. link: https://mixkit.co/
there is separate section for game in sound effects
@cold onyx Thank u!!!
wlcm man
Yeah I was curious about that as well 😅
I wasn't serious lol
try a 2D platformer
what's your mother toungue?
Look online for royalty free music. 🤷♂️
I never find what fits lol ;w;
Then you take whatever you can find.
pay a musician then
thats what i did, cuz i didnt want something generic
That is how i make Cut scenes for my game "The Last Defense".
Make sure you are Subscribed, there will be a Giveaway when we launch!
Link for Steam : https://store.steampowered.com/app/1726290/The_Last_Defense/
Twitter: https://twitter.com/ThugGames3
Join our Discord: https://discord.gg/5sBu4NZXgt
Feedback?
Also, you can set the scale multiplayer in the import settings of the mesh. Select it and look at the inspector. Alternatively, you can just scale the model down on the transform.
Also, don't crosspost in the future @vague crypt.
Do you mind if you give us some context on about what your game is? I wish to give an opinion but honestly it would be blindly with no context.
@weary oracle thnks bro,u mean something like super mario right?
Hey and so would people generally like playing a 3d game with a camera similarly to the one in the might and magic 8 game?
since it uses arrow keys and page up and down for looking around/movement, instead of the traditional wasd and mouselook
Yeah in that sort of scope
CHINESE
Heyyy,Im here
brother i wanted to ask how do i start making 2d plateform game?means on my own or utube tutorials
as i have not created game like that and what about assests if i make on my own
Mhmmmmmm,I dont have any 2D game devolepment experience.But you can get some ideas from the Brackeys' videos on Youtube
or should i make 3d survival kind of game?
as ideas are easy to get for that kind of game
Uhm,up to you.But 3d game needs more resourses
yeah but as i am just learning i might take help from unity asset store or maybe design some weapons using utube help by blender
Yup
Well I understand how it could be hard then 😅
i've been underestimating the importance of feedback to the player 😮
the more i learn about designing games the more mistakes i notice too
Can someone help me figure out why the animation is working in the fbx preview but not the animator preview https://gyazo.com/14aee60f69720a66634d5cf38f27450e
two things
- wrong channel
- there might be a possibility that the open state has the wrong animation in it
also it looks like your transition time is waaaay too long
Use #💻┃code-beginner and read #854851968446365696 for posting code guidelines.
k
Guys i wanna to create map for 3d tower defence game,is blender be used for that or something else?
okkay bro ,than i should learn that 😂 😂 @untold needle
guys should i add some kind of heart system into my game? like when you take damage you got 2 herts instead of 3...
Do whatever your think works for you game? That's not a decision anyone here needs to make for you , really.
ok, also why arent the costum pallete colours saving on pixilart?
@untold needle lol my first try 😂 😂 😆 😆
Looks good man
really 🧐 this is my first time making something in blender rather than half donut 😂
in a top down action shooter, is it more normal for the player to aim directly above the enemy character or keep the mouse at the direction of the enemy character?
I would say direction unless you are doing some kinda of lob throw(grenade for example)
it was becuase I wanted to implement aim shots, for example you could aim to the head or torso or hands
like an turned based rpg
You could also make it so that a blow to the arms could cripple with certain chance and the headshot would of course be very harmful but a True Tactician would aim for the cripple first, I think. :P
Just a thought.
Hey guys, I had these sprites, and i wanted to make it so that the first frame of the sprite would be a blank and have no hitbox, how would i do that?
For the spikes
You could disable the collider when the sprite is on the first frame?
hey guys. i've used unity on and off, and have done a bit of coding, but have very little experience in the field of spritework. so, I started trying to follow some tutorials on making a game from scratch, and the most difficult and annoying part is spritework for me. i'm using an 'atlas' or spritemap here, and I'm 100% sure that i've cropped my tiles correctly, but a weird glitch seems to happen where the skybox bleeds through my tiles on the edge. can someone help me? thanks in advance!
(the little blue ish line things on the edge of my tiles on the left)
and also in the floors
Not sure if this is the spot to ask but I'm using a unity app for game design and trying to fix a conflict between the animation and ensuring it always returns to the idel state at the end any clue what variable I need to add?
Anybody know some good tutorials about level design and especially Player hub building?
(@me would be appreciated so I can check later) 🙈
I continue to have problems describing the kind of game I want to make. I thought I would make headway with text-based, but I was thinking something like text-based as in no animations or anything. But instead of typing in text, you would just click buttons instead. Does that make sense? Should these creating a text-based adventure tutorials still be on my list?
The usual animated/platforms/side scrolling/immersive type tutorials wouldn't apply to this.
I got a few videos that will help you (with the logical/mindset aspect, not with physically using unity) with setting up a game & how you will want to create it.
That could help. I have notes, numbers and flow charts. But turning that into the game is the trick..
And unity seems built for more active/animated type games than what I intend.
I'm sure there's still some sort of animation of some sort for something text based that can work with Unity. Can you give an image of what you mean?
From what I'm hearing, it sounds sort of like a click-based text-terminal-style game that has buttons for the interacting.
Something like this but with buttons?
Something but not quite? You wouldn't navigste the map by moving your character. But if you say, wanted to go raid a village on an island, you'd click on the island, select RAID, set parameters and then set GO. then the code does its magic and spits out win/lose/loot
And is that dwarf fortress?
A text adventure?
I want to keep saying it would be like Nep pets, where you would click on still images etc but I'm not trying to rebuild neopets
Yes but no? You don't navigate through a dungeon room by room and type Kill Monster or stuff.
But neither do you play the game like Mario or wow or Zelda
Maybe I should take a few steps back again and doodle out a step by step visual...
Oh one way would be to explain it as a choose your own adventure. But with more randomness and kind of more open world let me look
Yeah definitely. Send a small visual / sketch here of what you're going for and we can see what you're going for.
I should have done that in the first place. Let me find some paper and stuff I'm an artist and craft you'd think I would have a ton of blank paper
Start at 1. Pick Raid. 2 Select zone, intensity. Hit RAID button. Then you go to 3 and get results based on your stats, intensity and some random.
No real animaltions no play by play.
Oh yeah of course you can do this. Honestly, you could do this with animations (even small ones) with what you're going for
Animations can... be applied to literally anything. From the transition of the first page to the next could be an animation. Clicking the Raid button or a change in size to indicate a raid is possible can be an animation. Etc.
Your game could go far with animations, just because it's simple doesn't mean it doesn't need or can even use animations
Definitely. But I avoid saying that cause I've had some confusion over what my intentions are. :).
I did try to watch a few videos, I'm going to finish a tutorial on text-based games that allow you to you know type in text, because it would have useful and the limits probably. But I found a lot of the other tutorials you know like roll the ball etc just don't seem to apply?
Hey so I know there are types of graphics like pixel and vector graphics, is there any other form of graphics out there that is also used?
oh yeah and hand drawn graphics
Do you mean on a visual or technical level?
visual
Visual
And technical as well
Generally
I've watched lots of gmtk vids
Nothing helps for a 2d top down
I think you should check out ncurses library(pdcurses for windows). I think there is mouse support like you can click on stuff and build game logic around those clicks.
I'm not sure though. You don't need to do animations and stuff. It's text based and you can use colors too.
Hey! I need to auto generate a road for an endless driver idea and I was wondering what the best strategy would be. Would it be better to make a script that generates a line and bend a road mesh around it, or would it be better to have prefabricated road pieces with a curvature tag on them and change how curvy I want to be by adjusting the RNG?
I'll also need to be able to spawn in rest stops/garages, put in AI encounters with other drivers, and definitely object pool to keep me from instantiating and destroying a ton of stuff
@tulip flame thanks. My new plan was learn text and then add pictures and go from there.
@wild meadow Good luck on your journey!
sorry but I can't find how to assign the keys on my keyboard to move my character
so, im gonna start learning how to replicate a few games that i fell in love with. the first two projects im planning on replicating are fire emblem blazing sword and final fantasy 1 or 2 (both are mainly the same)
@golden drum This is for Game Design. Use #archived-lighting.
@eager dune This is for Game Design. Use #🔀┃art-asset-workflow.
ive got told that this might be the better place to ask by another user. alright
sorry my bad, i thought game design was gonna be helpful for him since it looked like it was for stuff related to games, im sorry
Its all good
i am new to unity as a whole, and next week imma start doing projects that involve replicating a certain game, any place i should go and talk about? im very new to litterally everything and i want to take a swing so anything info will be greatful
Yeah, just pick any of the channels that relate to your questions. #💻┃code-beginner for coding, for example.
alright, thanks, ill start there since idk much about coding
hey that's really cool
Thanks! It’s not done by me but it’s more common in the Linux space of games for Linux.
Anyone able to help me with getting my player (a sphere) to move relative to the direction the camera is facing but still roll with physics?
what do you think about the Lego aesthetic?
what do people usually think about games that look like Lego?
I don't know what to do for my retro style fps game, so you choose for me
🤔 = some ww2 escape game where you kill certain humans (more like the wolfenstein games)
= shooty shooty game where you shooty the invaders from a different star system
i just took it to rng and it said 1, so the first option so nvm
do you know how easily it can be changed?
(assuming a large amount of assets havent been made)
story and premises are very malleable, and if you think a change in one would benefit your game, go ahead
Can someone please help me with this texture? I'm still very new to unity and I want to know how I would get it to wrap around this cube properly.
cmd
search how to align texture with mesh in unity
I have seen grid like textures in a lot of unfinished games for basic shapes like if the ground was a cube they just textured it with a grid like texture, anyone know where i can get that from?
looked similar to this
Oh yeah they’re available in the Unity asset store
I just forgot the name
But I use them all the time for undefined textures
I have a problem when using cinemachine I should be able to put freelook camera and it works but when I put it down it says camera not rendering the only camera I have checked is the cinemachine freelook camera which should work but it doesnt.
Oh okay thanks :D
Show a pic of your hierarchy
also i feel like that belongs more to #🎥┃cinemachine than here
Ah I remember them now. They’re installed with pro builder. It’s called Gridbox I believe
thanks :D
Make a material with that texture, then config the offset or tiling of the material
I fixed it yesterday. Thanks for still following up!
@maiden seal This is the game design channel. Use #archived-works-in-progress.
what are your thoughts on your players outfit changes depending on the type of build you're doing
What are your thoughts on the player having a shield which absorbs a certain amount of damage from the first attack but then respawns while out-of-combat?
what kind of game
2D rpg platformer
yeah seems good
Hello, someone experienced with unity games can give me some information please?
If you have a game design question, you're free to ask it here.
we run a browser game and would be interested to turn it into a card game
was wondering how difficult / how much time it would take
i found some unity template
from the presentation it looks like it would fit our game, but I am wondering if it's hard to edit that template to assign our own game on it
That's entirely based on your experience. So easy, hard, any everything in between.
I'm not planning on doing it myself, was asking for the option of hiring someone experienced in unity
Well, then that's entirely based on their experience. 😆
If it's a 1 man job, or it's a more complex endeavour 🙂
Developing would be a one man job, I'd imagine. It's not entirely difficult for a top tier developer. That's assuming you have the art as well.
Yes, we have all the art already
What is your reaction to the name Artifacts of Punishment? With 0 context, what do you expect from this game?
Then it's really just about finding someone who is confident to build it for you.
great news!
I don't see any hiring channels here, do you have something like this on the server?
Ah, nevermind, I see there are some forum links!
We don't have any, but you can use the forums or servers like GDN. There are subreddits as well (/r/gamedevclassfieds)
Thank you!
lets talk about crosshairs in FPS games
specifically ones with mil dots, rangefinders, or any kind of measuring tool
and whether or not they actually do anything in the game they're used in
this is the Dragunov scope from MW3
those numbers on the bottom left corner of the scope, ranging from 2 to 10, are used to measure how far away your target is
but there is no bullet drop in MW3, so they don't actually do anything
Imo the crosshair details is a load of rubbish clutter
right you are
In games like BF i understand it and it's valid but games with hitscan is a nono
how do you think crosshairs should look like for games with hitscan?
having the lines as the crosshair from horizontal and vertical is ok for the effect but the rest of the numbers and angle lines aren't needed at all
what qualities make a good crosshair?
but these things could also affect your aim in a negative way for example a head popping up a pixel from a window and it's the exact place where the line is positioned in the scope then it'd make detecting that enemy alot harder
so crosshairs should be slightly transparent?
i'd say generic circle dot or a simple small line vert & hori
yeah kinda
but probably like .8 opacity
or .75
i'll make something in photoshop for you real quick with some examples of good crosshairs
These are very basic but i'd say is good practice for FPS games
thickness and such could be changed obviously
this is just a demo
the first one is what I usually see in shotguns
the pellets spread out, and you usually expect them to land inside the circle
yeah, for example overwatch though it's an option if you play for example widowmaker or ashe
but do they always land inside the circle?
but i definitely recommend using a customizable crosshair system if you were to make one
yeah overwatch doesn't have bulletspread based recoil
yeah that would be convenient for the players
what about for games like Battlefield or Planetside 2 where you're not just holding a gun
and your camera can roll when you're inside a tank
or you have to aim at a plane
it really depends on the type of projectile the weapon has
how do you design a good crosshair for those?
throwables i'd suggest using something to show the angle for example
with a airplane maybe i'd do double bordered circle crosshair with a cross
tank would also need bullet drop
if realism is what you'd be going for
in Planetside 2, your first person camera will roll if your tank is on a slope
and with the crosshair that's given to you, the shells that you fired wont fall down vertically but diagonally
yea, reticles
I would think that a good system is to have a tiny, thin circle in the center
a semi circle would be useful here, but would also obstruct your vision
i think what would be more useful is a gyroscopic sight that adjusts the reticle due to gravity
you mean like this shape?
Yeah
So, total noob question (literally first time trying to make a game)...
I'm attempting to make an isometric view RPG, setting my player to move 1 tile per directional input, I noticed that my character will land in the middle of the tile being moved to if its N/S, but W/E movement leaves them on the border of the tiles.
Should I change diagonal/horizontal movement to 1.5 or 0.5 tiles? Would it be too clunky feeling? Does it matter that this happens?
one that actually shows where you hit
this is not much crosshair related but i like games that add some bullet spray when you shoot with it automatically so the crosshair expands and shrinks when not shooting for a short amount of time
I wouldn't make an rpg as my first game try to start with individual comoenets of your game as separate games
Also your movent Inout should probably be normalized ie it only gives you a 0 or 1. In your case seems like yours tiles aren't aligned properly
How can they not be aligned properly?
How do you check if your game's core mechanic is fun ?
Set up a proto and have people play it ?
Yes
but really I think you should work out how to judge if your own game is fun
Wym
I think you should be able to tell if a game is fun or not without having to get people to playtest it
just by playing it yourself
imo it's a skill you can learn
Yeah
Yeah i get what you mean
I wanna make small games to get better at programming but i want them to have an interesting twist
i like tycoon games, but dont know what mine would be special or different from others, any ideas?
Hey I'm new to Unity. I'm trying to do a pause menu for my game. So I created a canvas. However, first the canvas in the editor shows up as much bigger than the game screen, and second, the proportions of the canvas get messed up when I run the game, any recommendations on what theory I could look for to fix my gui design ?
hey, got a question, how the hell do you make a good level for a game?
didn t think it would be this hard....
you know what bugs me in simulation games?
when something explodes, the explosion size is like, constant
if you blow up 2 things, the explosions will overlap instead of amplifying into a big explosion
why cant i make something more extreme by adding more energy?
even space simulation games seem to have an issue with this
in universe sandbox 2, shooting a laser 10x brighter than the sun with the same radius as the sun, at the sun itself, will not do anything... despite the fact that there should be more energy
to put it bluntly
why dont these games have indefinite awesome, rather than limited awesome
I feel the same way
Well that depends on the game, so what are we talking about here?
My first thought was that I will experience punishment (attacks, loss of health) from artifacts (objects) in the world. My second thought was that perhaps I will control these artifacts and cause punishment on enemies.
Idk like a 2d platformer with a bit of puzzles
But i made 0 levels so far :/
Oh, nice! Your second theory is correct. You travel through hell and use the weapons that were once used to punish the victims to punish the demons
I'm new to game development, but my suggestion is to examine existing 2D platformers (Ori comes to mind) and figure out what makes them fun and interesting. You'll probably want to incorporate some of those aspects into your levels.
Gonna work on some levels tommorow thanks for the advice tho
Cool, yeah I also got "evil" vibes from the name, so it may be a good name!
Is there a website or resource that explains how to implement any feature into unity? or website where I can see how other people implemented a certain feature?
From my own learning, I haven't found a single website that has everything. There are just too many possibilities for features. I would suggest searching for the feature you want to implement, and you'll likely find blog articles, YouTube videos, forums, and Unity documentation that talk about it. I've learned how to implement common features from these resources as well as from Udemy and a few books.
whats the best platform to use to add up all game scores? just need the total score from every played game
ex: player 1 plays 3 games, scores 2,10,12. player 2 plays 1 scores 20 = 2+10+12+20. essentially just need to log each score
There’s a canvas render setting in the inspector, I forgot what it’s called but if you click the canvas, there’ll be something in the inspector that says “proportional to screen size” or “by pixel”
Maybe a versus mode? Idk how you’d do it
Well each set of levels need a theme (or a theme for each specific level if levels are big). Try to build a couple of levels around this theme, look what fits the theme well and what doesn't. Try to find a formula for the theme and then create a new set of levels all with original layout that follow the formula. Play test them and select a few.
I'm pretty sure there is a GDC talk about making hundreds of levels.
thanks thats acutally a good advice :)
thinking of making it on some kinda of futuristic theme but not sure...
Only if you think you need it to keep yourself organized.
There are other tools like Trello and Hacknplan that you can use to collect your thoughts and goals.
I'm currently making a top down 2D space exploration game. Would it be strange to have on-ground combat be "real-time" (so any 2D shooter) and ship combat be turn based in a grid (like puzzle pirates)?
How large is the team or just solo?
I think solo since you are generalist.
If you are a solo dev I don't recommend making a GDD, instead make a document with what you want your game to be. Write down the idea and some key parts, just a couple of bullet points. Work on the document as you go. Testing is the core for a solo dev.
I am a solo dev. The problem is that I learn more of the engine but don't actually make anything.
Sounds like writing design documents would be just another way to procrastinate
I disagree. A gdd is a good place to log ideas, as well as your design philosophy. You then have a convrete reminder of what your vision is
I decided to add a notes windows on the left of my editor. I have tried Trello b4, but I think this will keep everything focused.
do yo prefer this
or
this is supposed to be bingo game
any suggestions for game art?
I personally like the candy theme more, but u could have different themes that the user chooses or the themes will change as they progress through different levels/games.
I prefer the first one but the numbers need to be a bit darker. I don't like the second one though.
too busy , the background is too messy
I don't think people that are starting out on game development should plan ahead too much. It's best to first see how game development goes, what the actual steps are and design on the go. Just a general document that hold all the design decisions you have made with explanations should be enough in first couple of projects.
Well do game jams, I started doing jams after my first 2 projects and even though I expected it to be impossible for someone starting out it actually got me to finish games and go through the whole process without given the time to get distracted.
I find keeping a design doc helps me to solidify ideas and also helps keep scope creep at bay.
A GGD is a living document and should not be tested as something set in stone.
then you have to learn to design games you can make :)
@tight stag Use the forums for collaborations. #📖┃code-of-conduct for links.
i've been reading a lot of posts about people not enjoying video games as much as they used to and i think its because as limitations are lifted people are just making more mechanics and features causing the games to become more and more complex which is why a lot of my friends are favouring indie titles over triple a titles
just my two cents 😄
I'm looking forward to Solar Ash tomorrow. I've been playing a lot of 3D mascot-ish games lately and taking notes on specific things.
I want to hopefully make something like my favorites in the future. c:
Hoping to glean a lot from a fresh entry like that.
Personally beginning to be a little jaded about both sides of the spectrum for their own unique reasons. But there's always exceptions of course.
@violet hare Stop crossposting. I'm not going to keep deleting your messages.
what you mean how am i crossposting???
where am i supposed to post this????
o ok
Hi, I'm a college student taking a class on game development and currently working on a project with unity. Nothing too fancy just a few things with the 3D game kit. I have a script for a lock and key system but i'm trying get something going where the key will unlock a switch letting it become active, not too sure on how to get this set up and any help would be appreciated.
I've tried having the key activate a sphere on top of the switch but it seems that just being near the switch will cause the trigger to go off. I tried setting the switch collision to not being the trigger and then having the key send a command to activate the switch but that didn't work.
So im brand new to making 2D top down games but for the map itself dose everyone just use tile mapping?
i love tile mapping
They should have more tools , like Line, Select, and convert to sprite.
I am looking for some (possibly scientific) articles that go in detail on how some game franchises have brought out games for different genres
Trying to investigate the design process of porting a game from an existing IP to a new genre/platform without losing IP recognition
Can anyone point me in the right direction?
Hi, do you have any suggestions on how to make this game look better? https://youtu.be/2uFMG0S-h2Q
Maybe have specific for ground color and then add a background with different colors. Also maybe make it a bit faster with some camera effects to sell the speed feel.
uhm... any ideas for the camera effects?
I was also thinking about some effects related to music, but everything I think about is too bulky
maybe have a decaying bloom that gets refreshed by the beat of the music?
how can i make a game like krunker.io??
With a lot of time, effort and caffeine
The "s" in game development stands for "simple"
If I have a single camera, with Object A and Object B right in front of it, and im sending the camera to a Render Texture, is there any way I could have Object A render to one quad, and Object B render to another (despite them being in front of the same camera?)
how would you guys think an adventure game without exploration be, my idea is you get the map and all of the general areas but you wont have directions so you would need to find out where you are and obv itll have some interesting places minigames story etc. TLDR: whats your review on an adventure game without exploration?
That still sounds like exploration to me. Just without a hidden map. Sea of Thieves does this pretty well. You just have to make sure the actual getting around the map is the fun of the game
tbh totally forgot how sot did it I think Ill prob get that idea and make some more stuff you can do while moving around thx
Can someone help me with audio?
It will be a room escape game, with a monster hunting you down, and there will be a boss fight in the end
Things that might help:
Boss noise (include boss moving sound and growling sound, and attacking etc)
Gun noise (theres 3 mode, the first 2 see the video, the last one is a laser weapon)
Rusty lever switch noise, door open, normal and slam
Bgms, it would be awesome if it is original (idk what type of bgm for when the player is kinda safe, but there should be a warning background audio when the monster is near. And finally ofc, BOSS FIGHT MUSIC)
I WILL CREDIT EVERYONE WHO HELPED IN THE ENDING THANK SCREEN (it is called credits)
Please dm me if interested, this game design project means a lot to me
https://youtu.be/ef0sxXcOQjw
thats what i got for now, red mode is for boss fight so i havent code it, green is the drag and orange is for push, i can add a trigger that starts animation for levers after i have the model and animation of it, please tell me should i add a pull (like not pushing away but sucking objects like a vacuum)
I'm making a multiplayer game and have no knowledge of networking code. I have not written any networking code either and Iwant to know if I should try to do networking after implementing as many mechanics as possible, or get networking done early and implement everything else after
If I had to choose I would go with getting the game you want working without needing multiplayer, then adding support to it after. And I would recommend first starting with a very simple game mechanic and then implementing multiplayer with that to learn
I don't expect things will go well when your first time working with networking is while trying to put it in a giant game
There's a really interesting mechanic in Miasmata where you have to triangulate your position using map and compass, and it fills in the map as you go. Well worth a look!
Your game will have to be designed around networking from the very beginning. You'll need to do some reading before you ever write a bit of code. If you don't know the difference between client/server and peer to peer, you're gonna have a bad time.
Start small. Real small, not even with a game. Just get two instances running on the same PC and sending text messages back and forth. Then get that working on two different PCs.
Whats software can we do this in?
If you mean a network framework, then Mirror, Photon, or Unity's new Netcode for Gameobjects.
@digital trellis is there anything I should read , outside of unity,to understand netwoking?
thanks.
Thanks ,
hey can anyone help me make a unity survival game
called ^^BYPASS^^
if do dm me
i accept all friend requests👍
#📖┃code-of-conduct the forums
For job requesting
Or a different server like gdn
can somone help me and bounce ideas off for game design preferably over a call
Is it too late, King of all Rats?
In the mean time I'll leave this:
So I'm interested in designing a prototype for something that would require a player to trust a complete stranger on the internet to advance through a game or experience. Not necessarily like Journey, a little more of a requirement instead of a guide. I'm thinking short messages maybe back and forth between your Pen pal.
Anyone have any recommendations for something similar or thoughts regarding designing something like this?
i need help with thinking of a plot twist to my game
my one right now is that light kills you but thats just an obstacle yk, do you think its good enough to make a puzzle/puzzle-platformer on that idea
maybe there could be enemies and lights you can turn on and off
Nah it ain’t but it will have to wait
Geometry Wars has a similar look and I think it looks really good. Maybe you can get some inspiration from it?
Idk where to put this but since I don't intend to actually code this into any game I'll just ask here.
I've wondered for a bit how games like DDLC or the sonic.exe pc port fan game actually alter and create files outside of the game itself.
Because you'd think a game is just self contained to manipulating itself.
use mirror
whats are your thoughts on having generational characters so as you get older you eventually pass away passing some stats or assets onto your offspring and each generation contributes something towards the video game universe
sounds very interesting.
Idea that is very well known but generally hard to implement in an interesting way. The best way I've seen it made was in rogue legacy and now that I think of it it might be the only game where it was a fun part of gameplay
oh yeah it would be very difficult to design and implement lol
might be good in the Fable universe
Only if the same applies to NPC's so I can make fun of their dad's stats
Anybody here just starting a project or wants to Collab? Most tutorials are useless because they don't offer questions. I just honestly want to make Sprites and creatures and use my vast creativity....
i'm not sure if video games are getting more complex or if i'm just becoming more boomer
yeah the idea would be that as you get older NPCs also have children and pass away but that side would all be scripted with some RNG
its just an idea i haven't actually put work into it lol
Sunless Sky does a good version of this in my opinion. There are gameplay effects (stat bonuses, wealth) and some of the stats tie into to ingame factions (I.e. if your ancestor was a scholar then academics are better disposed to you etc)
thanks i'll buy it and try it out thanks 😄
is it Sunless Skies?
Yeah, though Sunless Sea has a similar, though a bit less developed, mechanic
is it okay to have your character be offcenter to accommodate melee attacks?
on a 32x32 grid for example
like this?
Can anyone help me come up with Boyscout themed roles which will fit in my social deduction Boyscout camping game?
no don't do this you need a hitbox for attacks
they're separate boxes
the player has one hitbox and then the sword has a hitbox during attack animations
you could check out boyscout badges
@manic windi know this, but if I center it I dont have space for the attack animation?
that isn't how it works
the box you draw inside isn't the hitbox
the hitbox is seperate
i know...
if its centered how do you do big attacks like our dude I just posted? lol
what i would do is have a hitbox that spawns during an animation attack and the rest the "sweeps" would just be an animation with no hitbox
...nvm
Camp cadaver is a camp themed social deduction game, maybe look through it for inspiration perhaps
I need some major help if someone can assist, it's a really messed up issue
I think I can
Which part the yellow?
all of that
Hello, I'm new and trying to make a small 3D no-gravity shooter game (think Star Fox, but with free movement rather than level-based) for a class project.
Does anyone recommend how my flying inputs should be? I was thinking of WASD for movement on the XZ plane, mouse for looking/aiming, and 2 buttons for ascending/descending (maybe Space/LShift similar to Minecraft or a mouse scroll wheel) but I'm not sure how this kind of movement is usually implemented or the best practices
WASD to move is perfect
To fly there are multiple options
Space and Shift if you want to be a bit traditional
And a scroll wheel if you want something unique
I also have another idea but I am not sure it will fit your game
@unique salmon
Do suggest, I'll see if it works (or a variation of it)
I'll only aim for PC (keyboard + mouse) for now though
whats the best way to makebuild stuff in unity? I know proBuilder is good and I have used it but its not very fluid enough for me
The normal workflow is to import your models and stuff and work with those. If ProBuilder doesn't suit your needs, there's assets on the store that are more powerful.
UModeler comes to mind:
https://assetstore.unity.com/packages/tools/modeling/umodeler-model-your-world-80868
interesting ill check it out
sup yall
howdy
i need some assistance my character whenever it jumps it is too floaty
thx
thats how i fixed it
I thought if your mouse touches the upper border of the screen you move up and if it touches the lower border of screen you move down
This will take vertical look away from player but I think that's a fair trade off
Hey people, is anyone on at the moment?
I was talking to a friend about game design the other day and the topic of John Nash's Game Theory came up. Apparently, game theory is a big deal in the AAA space. I did a whole 4-year degree in games development and I think we talked about it.... one time?
If I remember correctly the one time it was talked about it was basically just to tell us not to bother about it?
I'm having a bit of pickle with issue on how will I build a system to connect buildings. I don't want to create a 3D grid system on my infinite map system, because it will be so taxing. So going with position based building. But this brings the issue of building roads and checking if the buildings are connected.
Should I try to do some insane code to build roads and buildings?
Or should I use path finding to check if the connection is possible? Is this even possible?
Game Theory is more for economics than for game mechanics. Nash equilibrium and the prisoners dilemma assume 2 perfectly rational actors. It is good for discovering dominant strategies before they become an issue however.
i had some questions if anyone can answer them
So tell me about your experience with agile practices, and your expectations for how you would work on a project and help bring organization to the chaos?
@sudden pendant
Stop pinging me
what would you say your answer will be for this
@median veldt Don't crosspost. #497872469911404564
So i just thought of a game idea and unlike all of the others in my past i refuse to let this one just float away
Not just thought, have thought of for a few days
Hello! I'm participating in a gamejam and the theme is connection, my team had some ideas, but we're looking for more, if anyone has it, be welcome.
i'm thinking about making some gameplay loops like having to chop down trees for crafting/building materials but once you've got enough you can eventually build a saw mill which will start producing wood for you but at a very slow rate at first which can be increased with additional upgrades
from manual labour to automation
Any game ideas for a 3D game? Possibly a FPS?
Yes daddy 🥺
Am just joking don't take me out of context or else I will snap all of your bones in your body and make sure you don't see the day of light ever agen
@distant willow Don't bother people, and don't post off topic.
Oh nooo!!!1!
Am going to get fired with literal fire!!1
Pls don't tell on me😩
!mute 721495085614760038 1w Come back in a week and decide if you still want to be part of this discord. If you choose to DM me to continue this conversation, you'll be immediately banned.
Mr. Anonymous#9085 was muted
those are the worst
I'll try designing a game this winter, and I'll once again attempt to keep my ideas limited.
In my experience, getting too attached to certain ideas can be fatal. My advice is to reduce ideas into something that can be prototyped in a day.
Im just ask this here please let me know if their is a right channel for this
im having that problem when importing stuff from blender but yea sorry
Im using Blender 3.0.0
that's odd
was blender 3.0 just released?
@cobalt flare try exporting your model as an .fbx first, then putting it into the Assets folder
alr
how is this game design?
what?
the post was removed
Not a game design question. #🔀┃art-asset-workflow
Drag the material onto the mesh of the prefab.
But it only shows the transform
game design btw
a game idea i had
up for give away lol
Hey! Can anyone point me to a game you think has implemented (free) climbing in a good way? As in the player being able to transition from walking on the ground and climb up vertical walls? I'm interested in how successful game devs implemented the mode switching.
There was a Reddit post with a lizard climbing, lemme find it
Thanks!
Probably doesn’t fit exactly what you were looking for, but it was an interesting mechanic https://www.reddit.com/r/Unity3D/comments/r93q79/i_made_a_lizard_that_can_walk_on_impossible/
It was more of a demo/prototype than a game
Hello!
I am with this ideia for like a week and i need to get it to a better point so i can make this a playable game.
The ideia is to make a simple game, so people can play on mobile/android and on steam.
Basicly you start as a farmer and upgrade your village to the point where you can summon villagers than can farm materials for you. With those materials you can buy weapons/items to equip on the farmer. With that setup, you can send the farmer to dungeons or to fight other players farmers.
Thats the main ideia of it.
Imagine a mobile game type. It all starts with a farmer wich i need to think on what comes with the player starts with. So the main screen will be a village type screen where it have a In, a item shop, a forge typ zone, and around the village some camps that you can farm yourself at the start of the game, and then to send the villages to it.
When you send the villages to the farm zones, you get materials per hour/minute.
After you buy the first equipements you send the farmer to dungeons or other type of zones that he can get better equipments.
The game will have PVP modes too, that i need help to define what are those.
The game would be like a mobile type, but in 3D. Idk if i will make villages animation or just plain "Text"
This is the main ideia, but i think i run out of things to add,so thats why i am here, to get some help with it.
Neat idea but I'd skip the multiplayer part for now unless you have experience with that
I'd like to talk about games where you defend yourself from waves of enemies, and what traits allow the player to take on the wave.
In one FPS game about shooting zombies, the zombies gain increased health and damage per wave. The players could choose to pick perks that increase their damage, defense, speed, or money, but they all decide to pick damage perks because killing zombies quickly before they could hurt you is the best defense for that game.
In another FPS game about robbing banks and shooting cops, the enemy health depends on what difficulty the player chooses. On the highest difficulty, the players chooses as much defense perks as possible because the enemies have guns that deal too much damage.
High defense and low damage doesn't work in the game about zombies because if you deal low damage, you use more bullets, and you won't have any left for the rest of the wave.
High damage and low defense doesn't work in the game about cops because once you have a line of sight on a cop, they also have a line of sight on you, and you only need to get shot once to lose most of your health. You don't run out of bullets because the cops drop their guns which can be picked up later.
So what if there was a way to make defence and damage both important?
I think to do that, you would have to make it so that the player doesn't have to sacrifice one of his traits to make the other one better.
I think the easiest way to accomplish that would be to add different enemy types.
How difficult do you think it would be for a beginner to create a story-driven game, something like Firewatch, but shorter and low poly as a first game project?
How experienced are you? Like first project, I've made a few games, etc.
I'd still consider myself a beginner, but I've taken several Udemy courses on Unity and created a few prototype games (never fully completed, though)
I'm proficient in C# as that's the language I use for my real job
In terms of modeling, I've also taken a few courses on Blender and created several models on my own that didn't look terrible lol This is why I want to keep it "low poly"
It depends on what you planning to do with it, shouldn't be to hard to do overall
Yeah, limiting the scope will be important
anyone have suggestions for a basic 3d modelling software? more complex than the primitives in Unity, but less complicated than Blender..
I really wanted to use blender to do some modeling for my game, but I don't need anything all that complex, really. and for whatever reason the interface/ui/controls for using blender are obnoxiously complicated. took me hours to make something that I'm beginning to think I could've literally made in Roblox studio in minutes.
Wasn't trying to do anything all that complicated.
and then right at the end, I undid something while changing up the shape a bit, and the textures[materials? idek, seems the naming in blender is unconvential as well] are all gone.
and before they were gone, I couldn't get it to export with the textures.
I'm just looking for a 3d modelling software that is free and user friendly. as long as there is some sort of basic sculpting and primitives and textures, that'll do. if anyone knows of anything lemme know.
aside from seemingly everywhere suggesting blender, my main draw to blender was the sculpting tools. but as it stands, making an extremely simple shape and texture within blender is complicated and frustrating to me thus far.
Did you try to do blender by yourself?
