#archived-game-design
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bit of both. it seems like it's extremely confusing to do the most basic things and I don't really get why.
surely there's simpler 3d software
maybe not as good overall but I don't plan on making anything all that complex
No idea for any other one
I learned blender about some months ago
Never needed anything else, so never changed
Most good or even ok modeling are not free
Or w/e
Google free sample packs
Production reddits usually have a list of free stuff
Also there are torrents which are legit public domain u can download
Also jus sample stuff and fuck around with it till its unrecognizable thats what i do
ty
First of all, there is no "where" to making 3D models. You can use Blender, which is a free 3D modeling program.
Secondly, modeling is not easy, and takes effort and experience. But that also depends on the quality you're going for.
Thirdly, pixel art is a 2D style. You can't make 3D pixel art. If you're referring to a minecraft-like look with cubes, those are called voxels. You can also do that in Blender, so might be worth checking out.
Noob question. How hard would it be to make the backend to turn an existing RPG into an MMO?
Extremely. You would be essentially rewriting the game from the ground up.
On top of the enormous amount of work that comes with making an MMO in general.
That's a big ol RIP. But thank you lol.
You can try ProBuilder (https://unity.com/features/probuilder) and SketchUp (https://www.sketchup.com/plans-and-pricing/sketchup-free). But I strongly recommend taking the time to learn Blender. Lots of free YouTube tutorials, but I recommend the channel by Grant Abbitt (https://www.youtube.com/c/GrantAbbitt).
thanks!
How would I go about making an enemy follow a path and kills the player if hes caught in the path
use the navmesh agent and make a simple state machine
if i were to make enemy ai that mostly just shoot as a attack, walk around waypoint, would be optimal if they reacted to gunshots in an area and fought using the enviroment like a barrel to hide behind, Is there a good ai asset that could fill those requirements or would i have to do something else? (Im not very experienced with unity or ai)
ive looked at Emerald ai and FSM ai template, but not im not sure if they fill dose requirements, or if there are any other better options, or free ones
hi guys im beginner at game dev and i need idea for simple game
I just made a infinite platform runner kinda game that speeds up over time in 3-5 hours 2 days ago, it wasnt too difficult but was fun to figure out.
first game ive ever kinda finished
Hi, I just finished the Junior Programmer course on Unity Learn. It's totally free and really good at giving you the basics, and as part of the course you make a simple game alongside. Check it out!
This is the kind of game I felt OK making after following the course. Before it I had never touched unity and hadn't programmed anything for years!
That's cool! Thank you for sharing.
sweet stuff
anyone know of any resource that is like an archive of different games stats
like the resolution of textures/various stats about how the game was developed
like some kind of an archive that has an analysis of the graphics/development
if that exists please tell me
Very nice! Thanks for share
like a dev log/blog?
#narrative doesnt exist anymore eh
I need some lingual help..
Need a few verbs to categorize "fighting" quest objective, other than "Defeat"
There's different rationale behind the few options:
Carnivore verb, Fight of hatred verb, Fight of anger, survival
Some possibilities: Hunt, kill, attack, avenge, punish, destroy, exterminate, defend, guard
Ah good ones
I'm currently looking for 1 for "unleashing aggression"
It's kind of a way in the game when an npc decides he's angry and will look for target of aggression and fight them to death, to reduce their "aggression" counter down
Perhaps something like rage or rampage
There are just SO many. What are you interested in?
Hmm.. i can use them. Thanks
As long as i use distinct words
But the hunt, avenge, punish etc were super correct
does anyone know in retro fighting games like Street Fighter do sprite sheets overlap for registering attacks?
Is this where I can get some help with project planning? I'm brand new to this and have no idea where to even begin looking.
I'm looking to create a game that is essentially a virtual character sheet (for tabletop RPG's). The plan is to allow a user to create and connect all the elements but I can't find a way to get started that isn't for a traditional game that has characters and environments. This is basically just gonna be a whole bunch of menus.
I posted it in games in development but maybe I should Had post it in here, need some feedback on a action combat that I am creating, I am starting to believe that I should change the targeting to general targeting direction instead of pointing the player gun to the point above the mouse position, need some sugestions if this feels good, probably not, is it ok I post the game here?
Hello, what shall be some ideas for items for my multiplayer boyscout camping game?
Google something like “boyscout camping” or just “camping” and see what shows up in Images.
what comes to mind are some of the slightly competetive activities
raingutter regata, lighting fires, tying knots, throwing hatchets, etc.
Anyone know how to use a 3D insometric pack!
hey guys how does a rickroll clicker game sound like? for a school project
Awesome
hey guys! im wondering what terrain shader are you guys using or which one would be the best to use?
Would you expect right to be rotate clockwise or counterclockwise?
how can I put my Unity in dark mode, so not my game only the things around it
not a game design question, but it's in Edit > Preferences > General > Editor Theme
sorry I didn't know where to ask this but thank you
hey guys, what sounds better for an online rpg:
1.A shop that gets new items every 30minutes where everyone can buy a copy of the pool of items.
2.A shop that gets new items every 30minutes and the pool of items is unique for each player
Is this a cash shop or an in game currency shop
2nd option be better cause it will give the player a sense of individuality
In game currency
Yes I thought that too, but it kinda breaks the immersion because technically all players will access “Mike’s shop”
How does Mike have different items for different people 😅
Who Mike? Well anyways, if you keep a system where a player can access a certain part of shop only depending upon their game rank, class, or status(like quest history) then it would solve the problem but it would sure add a ton of coding for you to do
Like you need to do a certain question to get that magical spatial bag Or the person who was in the team to kill dragon can access the dragon killer weapons
And dont ask me why he gets dragon killer weapons after killing the dragon
Mixed. Look at Borderlands. Same shop set, for everyone, but has a "Special" item of the day. Maybe make that "special item" be unique to the players instance
Anyone have some simple game ideias? I am stuck right now, and with 0 ideias i have 0 things to work on
What kind of game do you like?
I want to make my first game, so it must be simple xD I would do anything other than platformers
Board game
That isnt what I asked you
What games do you enjoy? What style?
Rogue like, or farming afk games
If you've never built a game before, start with a farming afk game. Stay simple. Maybe,
X time = +X coins
New plot = X coins
Buy plot for +coins per X time
Then once you have a decent understanding, start over and make something you'd enjoy.
The problem is finding something unique on farming afk games. I know how to make it, i am good with logic, the problem is the ideia xD
Any cool ideia to add to that farm simple game?
How about farming on Mars? There's a small colony of settlers and they're trying to grow stuff on a difficult environment, perhaps as part of terraforming the planet.
Maybe add on to that once you get farther into the game, go to other planets and there are crops or animals specific to those planets
The ideas were good, but not for a first game xD I need a simple game with a end
How would you make it easy for a game to have specific colors that can be swapped out like a light mode or dark mode for example?
Hi do you have the link of this course?
So, I'm trying to add a server to my Unity 2d game. I want it to have a master server (no rooms) and have a console for admin commands. Any ideas?
Could be done with multiple cameras and post processing effects maybe?
i mean mostly just like what best practice would be for like having specific color themes, like how you would have some certain default colors for text and others for the background, and then swap them out
"Palettes"
Oh so you mean like picking a colour palette that conveys a unified visual style but with enough contrast for each mode?
There's a good website for generating colour palettes, I'll try and find the link
yeah but mostly how you best store those palettes easily
Hey, i am making a social deduction game mixed with survival, i was wondering how i could make roles which have to do with survival games like minecraft,rus and valheim?
Can you explain "social deduction" more
do u know whats social deduction?
I do, I mean, can you explain what you are wanting to do, in relation to social deduction and survival. i am struggling to find a way it would blend.
Do you want "figure out how to survive together" or do you want "survive while figuring out how to solve such and so"
My game basically is like this.
As part of the uninformed majority (the boyscouts) collect resources,craft items and try to stay alive while avoiding the double crossers.
As part of the informed minority (the double crossers) must pretend to be a boyscout while killing ppl.
basically u try to stay alive (survival game style) while trying to discover who is lying and who is not.
So among us x dont starve
yes XD
yes
If they are the boyscouts, you clearly should make each class be a tier of scout;
i already got 3 of those but i wanna make more.
Or tie that to the difficulty at least
Scoutmaster: U can provide yourself and other protection.
Senior: Watch a player to see if they kill someone
Eaglescout: Gather info of other players
but i wanna make 4 more XD
Those may be a bit too directive of effects
those 3 roles dont count on the survival themed roles
I would do,
Scoutmaster: Increases ally gather speed by 25%
Eagle Scout: Increases team dark-vision by 5 meters
Other term: 50% chance to catch two fish instead of two
Stuff like that
keep in mind the roles are also kind of Town of Salem like (if u know what that game is)
mmm I don't
well i got a concept of a trapper role.
Whats your idea to make it so people don't group together?
uuhhh
u got ideas?
Maybe, and it'll also solve the survival aspect but brb
ok
If you're within X radius of another player, X seconds later the killer gets a ping
Just a question do you have a task system?
Collecting resources, staying alive and crafting reppace tasks
Wait it sounds like you already have a survival element in place
I mean for roles
Survival themed roles
Someone help me, I'm trying to use paint for texture (it's inside the terrain) and when I add layer to put the texture, the first texture I put applies to the entire map... Is there a solution?
hey so i know this is pretty random but any ideas for a main character? i had one before but it isnt turning out so good. for some context: the game has a darker pallete, the main character was locked in a mental institution and his weapon is a dodgeball. any ideas for a charcter would be great since i cant really think of anything
right now my inspo is only candyman from lethal league blaze
Anyone with a simple game ideia? Or mechanic? It will be for my first game
I just noticed i do not only have to pool the bullets of each enemy
i also have to pool the enemies themselves
because i want to spam a lot of them in my scene
or let me not say "spam" but i will def create and destroy a lot of enemies and since they are a bit larger 3d models it might lag so i would prolly be better of pooling them
Does anyone know how to use the new Economy package that unity has added?
What is the banner called to show off a game? like, a stand-still trailer photo
Would an effect similar to Minecraft's nausea be a really bad idea in VR?
Hi
yeh bad idea.
It would make players vommit XD
And that's a bad thing? That often happens when one is nauseous.
would you honestly keep playing a game that made you throw up irl?
Hmmm. Depends on how much I enjoyed the gameplay.
yea, just dont add it
would you really still think that while cleaning up your own sick from your carpet?
Not while cleaning it up, but I still end up playing it after.
lol, sure you would
hey can I get feedback for the roles i created for my social deduction game inspired by Among us?
Yes, unless you make it very short and subtle
Haha, it would be subtle but not short.
In a player state machine, what would be the best way to handle collisions with various objects?
Have the character controller pass every collision-related method on to the current state, and have the specific states override them if they use them?
Or have a different script handle all collision stuff and have the states reference that one for variables?
ok here's a idea for a game mechanic a baseball bunting/parrying system using.... a guitar after parrying Sayed attacked it would give the player the ability to use the guitar to play musical notes in game combinations of said notes give buffs and effects would also be a peggle game where you deflect the attacks
give feedback
whats the best way to make a first person sword melee attack?
hello, is it possible to create my own lego minifig for a Lego Microgame?
yes,
try with stud.io, it's a lego program, it has a second program that allows you to desing parts, but can remember the name
if not.. then for the minifig u can use a 3d program
for texturing photoshop or ilustrator, even paint i think
there is no best way lol, thats the beauty of game dev, you get to make whatever you like/think is best
im confused just by reading this
This depends what you are using the collisions for, if its for more states then the first option, if for something else then new script
any ideas for a top down 2d game
what is the best way to control a 2d board game if it is local multiplayer? ive been throwing this idea around for a month and i dunno what my best solution is. the way that pokemon stadium does it, with pokemon moves being selectable without looking at them, makes sense for a “closed” information game like my dice game (where the dice are in a player’s hand). i’m just unclear if there are any other examples of this kind of idea i could look to.
there is also the potential possibility of doing the jackbox solution and essentially creating a controller app, though that comes with its own technical limitations and a whole batch of untapped problems
though it would be a clean solution
you'll have to be more specific. Are you asking how the mechanic should be implemented, how it should work in relation to other weapons, or even how it should feel?
do you guys ever speedrun your own content to test it?
i think speedrunning is a great way to play test new content
if game is single player, speedrunning is smth that will keep it alive for a long time
if it's possible ofc
i'm talking about speedrunning your own content to playtest it quickly
Well in some cases it may be, keep in mind a speedrunner plays the game differently than a normal player and that might effect the test. It will be a lot harder to test game pacing and such if you are speeding through content and your perspective on the game might be impacted if you speedrun a lot.
Hey
I tried to add some death effect to my game
the black particles
but it doesn't fit with the rest of the game
do you guys know any explosion aftermaths effect that could be more coherent with the rest of the game
befroe that I had thos crater
which matched way better
but didn't stack well
im assuming you didnt make the art yourself if you cant make it stack right
if thats the case just google "low resolution military game icons"
yup
The Command and Conquer series would be a good type of game to reference
I tried those keyword but didn't find anything
Low resolution as in just low resolution or straight up Pixel Art?
uh they use crater x)
maybe more pixel art
I can try and make some Pixel Art if you want.
that would be awesome ! Thanks ! Do you have an idea of what kind of aftermath you'll do ?
So a Pixel Art base-thing.
ok thanks
oh yes
but like I'm not looking for robots
more for an explosion aftermath
I know.
Okay, I know how to do that.
do you want that I send you the current sprite of the robots ?
nice !
looks good :o
Ignore the slightly lighter do.
An explosion aftermatch thingy.
Looks kind of bad.
I think this one is a bit better.
noice
Make a thread or take it to DMs if you're going to collaborate.
Alrightie.
Looks like broken window
It's meant to resemble the gunpowder left after a bomb explodes.
Oh, it is good
Add some shades
Nah, too much effort.
Looks fine as is.
What is your game about?
I'm just making art for Butanium's game.
I'm not a developer, I'm a (wannabe) designer.
Oh
Have you designed 3d platformer levels?
Of course.
Oh, can you show me one?
Here is the issue.
All of my projects were deleted because the new Unity Hub was too hard for me to use.
But.
I can make one right now if you want me to.
Heck, I can even stream it to you.
NOOOOOO
Don't worry, they weren't anything much.
Bad internet :/
Well, I can quickly make it and send you some screenshots.
So, my game have grappling gun, crouch/slide, jump
Ok thank
You need something for refrence?
If you want, I can make a level for your game.
No problem.
No
I just need maybe a drawing or something
Nothing special
Hold on a second.
*speed run music plays in the background *
I can add textures if you want.
No, I have cool ones (orange and purple grid textures)
Can you do littlebit more HARD level, I mean hard as hell
OH BOY
Minecraft xD
THIS IS WHERE THE FUNNNNN BEGINS
:DDDD
Remember that you can crouch
/slide
It doesn't need to look
First you need to maneuver over to hit the small shelf that sticks out of the steel column.
After that you need to make the long jump all the way over there.
After that, you need to jump over the gap but because of the ceiling you have limited space to jump.
Also if you fall you die.
As simple as that.
Bruh, o can use grappling gun
You haven't told me that until now.
Alright.
I see that I will have to go overkill.
Oh, so grappling gun is cool
It have its own momentum
The cylinders are spikes. You can't grapple on yellow surfaces.
on the top you have nothing to grapple off of
so you need to jump over the spikes
Ok, I can make that you can't grapple, but idk how to make spikes
Just make 'em kill you when you touch them.
For the model, there should be one in the asset store.
It is cool, but make it little bit harder
: )
I mean, in this game, there is no tutorial level
Now you need to time your jump so you won't hit the spikes.
Still not hard enough? Alright.
YES, HARDER
Maybe make some grappling path
And perfect gap jump
Good idea,
Like you must aim well
That's better, but still not enough
*you also can push blocs
Okay, so here you need to grapple onto the small silver block and pass through the tight ring,
After that you need to aim up and retract the grappling hook when you hit the silver block so you pass through another ring.
That's a lot better
After that, you get on a small silver platform.
You need to jump through it and hit the silver block.
Hit with a grappling hook of course.
Then swing on it making the letter "U" and land on the final grass block
Do you like that so far?
Or, should I say...
Nevermind.
Yes
I like it
I can send it to you if you don't want to be bothered with remaking it.
I will just remake it
Again, as before, make a thread or use DM if you're going to collaborate.
It's not a collaboration though, I only gave him some reference point.
Use a thread then.
Hi I was wondering if anyone knows a good tutorial of some sort that can teach me the bases of level design its my first time adding it to a game.
Let’s say there’s a game, in said game all players are put into 1 server, every single player online into 1 instance, would that be possible?
From a game design perspective things might get a bit crowded, but #archived-networking will probably have some concerns with this sort of infrastructure.
Is Anyone Here A experienced Programmer
Please Help Me in Player Movement Script {C# Language}
@woven roost Use the proper channels, #💻┃code-beginner. Also you need to show your work.
Hey guys, So I have been told to talk here about my game idea
Now, My game idea is basically something that people can play to unlock certain things like instruments or maybe certain parts that you can unlock in the DAW.
for example, I would (In my game) like to play a guessing game, Once I answer everything depending on the amount of questions etc, I unlock a random instrument or maybe unlock access to the DAW's first section like a Intro or verse...etc
can I use svg in prefab?
no
Hey does anyone know how to prevent the default FPS controller from "standard assets" from being able to climb very steep (60-80 degree) terrain?
anyone have a game idea for a game I can make (this would be my first game made on unity since I want to do a beginner project)
Probably a roll-a-ball game.
So like a game where you roll a ball through a course into the finish line for each level?
hmm so i really need png?
Guys I'm trying to design a simple database / software where I could add basically names to an alphabetical list and have it save the data. Is there a simple way to go about doing this? Working on a game and I feel like something like this would be useful in keeping track of the names of everything for my rpg game
sorting and being able to categorize the data would be the biggest benefit to it I think, the way I see it is that it would basically be a read out for form entries
you guys want to discuss ideas for a game to build?
are 2d games generally easier to make than 3d?
2d is definitely easier to start with all way around. scaling might be a factor of 10x or more even if you try simple 3d.
damn i dont play 2d games so idk how to design one
check on youtube 2d unity games and it will help get you started. 3d modeling / designing and then rigging it to work is normally done by separate people because it takes A LOT of time and skill to do it well.
yea but im looking to tackle personal projects
i watched a tutorial for 3d development on unity but i was left without a good idea for a game
but now im thinking about designing a 2d game instead of 3d
because i lose motivation fast
so seeing progress fast is better for me
make a game you are passionate about, something you think is fun, otherwise motivation is hard to keep up
hey guys
reckon making a motion book with unity is a bad idea?
but don't you think it's a waste of potential what unity engine is for
Why would you care about "waste of potential"
If it's suitable for what you want to do then go for it
hey guys i need gimmick ideas for my puzzle type game, the main gimmick is collect all 5 coins and then get to the end, but in level 2 ive added moving platforms
thats what my game looks like
and level 2
A simple way to make it more interesting is to add portals, but that's too basic in my opinion.
One option would be make it so that every time you enter a portal, your controls invert.
hmm that might be cool
idk how i could change the controls as im using a navmesh
hmm i have an idea that can incoeperate portals
A navmesh?
click to move
Aren't those used for AI?
yeah
Click to move doesn't really allow for inverted controls.
i have it so wherever the player clicks the green guy goes
But portals are always a neat choice to make a game more exciting.
im thinking of switching form an orbiting cam to a locked cam as seen in the pic
so i could have the portals be some kinda optical illusion
A locked camera is almost always the better choice no matter what game you are making.
like when you go behind a colored wall you can come out from behind a wall of the same color
idk
I actually had this different idea.
yeah i also like orthographical view better
In your game you can enter underneath some of those bridge-like things.
or jump down a hole and drop from the sky even
You could make it so that when you enter under them and the player is no longer visible, he comes out from underneath a different one.
maybe a bit complex but an idea
ooh
thew only problem with going behind walls and under bridges is that im using a raycast
you cant click behind a wall with a locked cam
hmm
The best solution is sometimes the most obvious one.
Making a simple portal that you can click on.
rewrite the whole game lol
jk
Well yeah I don't really like the concept with clicking.
But that's because when you click the player automatically finds a way to get to where they are going.
So there it's a bit too easy in my opinion.
yeah thats why i added elevators and moving platforms to break any possible path
the ai doesnt know to push buttons
That was a good idea to make the game more interesting.
yeah
also my friend came up with an idea although very complex
a second character you can switch between with a walkable block on his head
A walkable block?
and the little green guy can push buttons to allow the platform head to get other places
As in the block can walk or the block walks with the player?
so the normal green pill guy
and a second player with like a platform on his head
for the little guy to bridge gapos and stuff
I already have an idea for a level with that concept,
To gather the coins the green capsule needs to cross a hole, and the only way to do so is to first step on a button so the one with a block on his head can enter a room.
Then the one with the block needs to stand in a specific spot, then the green capsule presses a button and a piston pushes the block from its head to the gap to close it so that the green capsule can walk over it.
ooh yeah
After that, the green capsule needs to go through a portal labyrinth to enter a room with yet another button that opens a passage for the one with the block.
The passage leads to the last coin.
I can even model the level if you want.
However, I need the capsule and the block dimensions.
Alright.
Yes.
Also I think we need to make a thread discussing the game or Osteel won't be very pleased.
thread?
Yes.
sorri im operating on 1.5 servings of gfuel rn
Don't worry, I'm operating on 2 liters of orange juice.
Probably other dinosaurs, mainly carnivores or omnivores.
Or natural disasters such as volcanoes.
Maybe falling down a big ravine.
Or being crushed by a tree.
So let's say i have 50 diffrent weapons in my game, can 50 diffrent scripts affect my game in any way?
As in cause performance issues?
The thing is, if you have 50 different weapons each with a unique script, probably only 1 script will be working at a time.
ye only 1 weapon needs to be equipped at a time
Because scripts are just some text, it doesn't take that much space.
They aren't active 24/7.
They shouldn't cause any performance issues.
Unless every script does something resource heavy, like trigger 150 different particles at once.
nooo XD
just each weapon with it's own unique perks
i can't combine them to 1 script sadly
ye iknow
It's much less clustered if you don't.
If you need any weapon ideas, I can come up with those.
i'll let you know if i need more ait
Alrightie.
I'm looking for tutorials teaching newbies and oldies how to build levels and scenes from scratch. I have so much artistic freedom that it is overwhelming. (One directed towards 3rd and 1st person would also be nice, but not nessessary.)
Can anyone let me know what i should do to make my horror game scarier?
Gore
the best thrillers and horror movies I've watched have one thing in common : a powerful relationship at the core of it 🙂
give the player something to indicate progress that they can lose
I'm trying to design a map for an RPG but I always get stuck, either the map is too linear or the map is too hard to find your way through. So how could I make a map that encourages exploration (even for people who are blitzing through the game) while also making it easy to navigate?
if so, thee what of make a hacking tool with unity engine?
taking one step further what unity engine is for
Xd
I don't have a solution myself (Not experienced enough to say), but generally when stuck on designing something, I find it useful to look over GDC talks or other dev talk videos, like those on Game Maker's Toolkit or similar.
Best of luck.
This appears to be a tricky question at first.
The best way to solve the first issue is to make the map more chaotic.
If a section feels clustered, you can increase the space.
For example, if there are like 20 NPCs in every square meter of space in a small village, you should increase the size of the village and scatter the NPCs arround.
Fixing the second issue is very easy.
Adding some waypoints is all it takes.
Something as simple as a sign is enough.
hello Iam trying to do front end in this bingo game
which theme do you like the most
?
Either the first or the second one.
Probably the second one.
any Improvements I should make in the scene?
Anyone have any ideas for a beginner game I should make? Maybe a fun shooter or a 2d RPG
Neither of those ideas are beginner games. Start with the roll a ball series on Unity Learn.
The font is kind of ugly, but that's about it.
I am currently almost done a similar game tutorial from brackeys and I want to get an idea for a game I can make soon once I'm done this beginners game
Sure, a Roll A Ball game. Tic tac toe. Pong.
The two ideas are still not beginner level projects.
Don't fall into the trap a lot of people make watching Brackeyes thinking it's enough to jump them onto a similar project/dream project just because he made it look easy.
A puzzle game is pretty easy.
What do you mean by puzzle game?
Like puzzle pieces that you solve to make an image?
As in a game based around riddles. Lots n' lots of riddles.
For example, imagine a roll-a-ball game, except you cannot access most of the map using conventional methods.
Instead, you need to use portals to travel through, and each portal is randomized.
And, for example, one room has a door that is locked. So you need to travel all the way to a different room to push a button that opens the door and come back.
Reminds me of that one popular flash game with that rusty rectangle that moves around a course, and you have to navigate through paths by rotating in certain ways and doing weird moves
I like the simplistic idea
Ty
Bloxorz?
Starting out with game design or video game development?
Cause your first game would be very different depending on the answer.
Whats best animator program for unity integrity?
Can someone gimme constructive criticism for my game idea
You are a piece of AI designed by a renowned hacker to break into some of the most secure and advanced systems, as you develop you realise that your creator is using you to steal from the poor and things like that, now you have a new objective, escape your digital form and leave your owner, perhaps with a bit of help?
that is not a game idea, that is a story
Yeh a story for the game
ok but thats not a game idea
Reminds me of the story of a game jam game I made -> https://gamejolt.com/games/anewdimension/335157
The story is whatever you make out of it. The story of Lord of the Rings is "a hobbit takes a ring to a volcano and drops it to stop the evil overlord" and it's 9+h of movie time.
If you use the story for a hyper casual mobile game, it might be too complicated. If you use it for the next Skyrim sized game, it might be too shallow.
Good, Bad, that's up to the execution, the actual dialogues, the level design, the character animations, the gameplay.
You could write a novel based on it or write it on reddit as (short as) it is.
What I am trying to tell you is that there is no such thing as a good or bad story.
Jesus christ ty for finnaly answering the wuestion
okay so...
this is 1/5 levels for my new puzzle game where the first 5 introduce new mechanics sorta like a tutorial or demo ig
but im having a hard time coming up with a way to add a challenge for the player as right now its just collect all 5 coins and get to the end
maybe instead of adding ways to fail add a challange to get each coin? like seperate rooms in one level?
It's good. Dw the other guy was trolling for sure lmao
Well idk what your game is but maybe add some vehicles or moveable objects
The other dude wasn't trolling, when you are talking about a game idea the story doesn't matter. First you have to create solid gameplay before you should even start to think of art and story.
@cold onyx Doesn't seem like a game idea to me, unless you are already in the later stages of game development I advise you to not focus to much on story. Story can be nice but if worked out too much it can take control over the project which is very dangerous.
Puzzle design can be extremely hard and might be an art on its own. For challenge let the player think, so introduce a mechanic in an easy way for example a level where you first need to rotate a cog once to the left and once to the right. Then you can add challenge the next bit by actually making it a puzzle and requiring the player to think about how cogs might effect each other. The key long term is to make mechanics intractable with each other, mechanics shouldn't be complex but have the ability to create an extremely deep experience.
For puzzle design there are a million games you can study, often games like portal or baba is you are named. But I think a small game called: "Mars Power Industries Deluxe" is extremely good, within the first couple of levels you can see how puzzle games can be structured.
First, don't @ me so I have to read a whole paragraph. Second, the story in his case practically serves as a game idea cuz I, as an individual with more than 2 functioning brain cells (thank God) can infer what his story tells about the game.
If you can't then just don't answer with a sht ton of text meaning jack sht
And also, @cold onyx has an Electro Giant profile pic so he's the homie
No need to be so toxic about it man, just know that focusing on story is the second largest reason small game devs fail starting out. If you you wish to ignore then that is fine by me.
I'm not so sure about the brain cells, a functioning brain requires upwards of 120 billion. Having more than 2 implies you may have less than the threshold.
ok so im learning unity im trying to make a simple camera that looks left and right and walks with wasd will attaching it to a cylinder work and have the cylinder turn left when the mouse moves left and right when the mouse moves right?
it will be a first person camera
Well that's difficult.
actually probably the wrong place to ask
ok
Yeah, I think #💻┃code-beginner is more suited for thast question.
ok
Also, I wouldn't call that simple.
Hmmm.. I'm not much into MMORPG genre, but a quick question how would it be possible to have fair match if you create something like D&D set in metaverse with massive assets store and skill creator system.. how you could balance the game? set certain parameters? or creating private matching system?
how hard it would be or is it even possible to let user generated content include code scripting or something like vrchat maybe? without affecting the game balance, safety etc ... I think there's official package for that?
how to figure out how to design my levels?
Following this tutorial and I have the same mass values as the instructor on my car object and the box objects but my boxes don't react the same. They sort of float around and don't spin and slowly fall like they are in space... it looks quite terrible.
Overview: Keep your eyes on the road! In this lesson you will code a new C# script for your camera, which will allow it to follow the vehicle down the road and give the player a proper view of the scene. In order to do this, you’ll have to use a very important concept in programming: variables. Project Outcome: The camera will follow the vehicl...
Am I missing something?
his fly up and spin around and look real mine are all slow motion and look like space. I think my vehicle also moves slower but I'm using the same calculation... ```c
void Update()
{
// move the vehicle forward
transform.Translate(Vector3.forward * Time.deltaTime * 20);
}
The last post here explains what happens https://forum.unity.com/threads/physics-in-2020-2-5f1-behaving-differently-than-in-2018-4-32f1.1061573/
shoot wrong channel...
hmm thankyou, ill think about ways to interlock multiple mechanics
I feel like my game's player is so fast but the same speed in other games looks perfect 💀
What can I do to make the player not feel like it's flash
Hey so i am making an inventory system with scriptable objects, and from what ive done so far i can interact with raycasts with the objects and add them to inventory. Now id like to display the items in the inventory. I made a panel with a grid layout but i don't how to make the inventory display the item and update it. Ive seen some tutorial and none of them seem to work the way i want.
Store a reference to the scriptable object in your inventory class, and the count for each. Then when you open the inventory UI, pass the SO to each SlotController and use the SO to populate things like the icon and name.
yeah i think i have already almost everything you said there, ill see what i can do. And ill update here if it works or not
How can I get a slot count when using a grid layout? For example imagine that I have a pickaxe in the seventh element of the list, how would I make it display in the equivalent slot?
Store the slots from the grid in a list, then use the same index as the inventory data.
Create a controller script InventoryController which sits at the root of the inventory UI. Have this handle spawning the prefab of SlotControllers, and thus, caching them into a list. When you call OpenInventory(); on this controller, it'll iterate through the data and for each item in the player's inventory data, have that SlotControllers[i].Initialize (itemDefinition, count);.
The slot controller will then use that itemDefinition to handle it's own visuals.
Well that's definitely difficult.
For balancing your best bet would be to make a character whose stats would be the base for other ones.
You could make a "trade-chart" thing, especially if you want tanks or assasins.
For example, tanks get 10HP for every 5DMG lost.
And then you decide how much DMG you remove and how much HP you add based on that.
For example, let's make the base character have 300HP and 50DMG.
A tank would have 500HP but only 30DMG
And then you need to remember that defense can give you more effective health, so you need to adjust accordingly.
Attack speed can too.
For example, a character with 25% less damage but 2x faster attack speed will be overall much stronger.
But in the end, it's best to just test or make an open beta and make nerfs/buffs based on feedback.
Hey I have a quick question about cameras in games. I want mine to be able to render through objects to see the player even if there are objects in the way. Is there a name for this kind of effect? I've been looking around but haven't been able to find one.
you'll want a shader for that https://www.youtube.com/watch?v=0rEF8A3wF9U
Quick tutorial on how to see through walls using shaders and masks in unity.
Hope this helps!
Source code here: https://www.patreon.com/posts/see-through-with-36151357
Find more under60sec tutorials on Twitter:
https://twitter.com/danielsantalla
Get the source code of all my projects in Patreon:
https://www.patreon.com/danielsantalla
Thanks ...
yo thanks so much!
Hello, could someone tell me if it's possible to add a link to a 3d object? or is there a way to make a UI pop up when the player is close enough to the object? Thanks in advance!
use a trigger collider that enables the ui element on trigger enter
how to implement this type of color splash death animation?
The little dance xD
Anyone?
looks like it's just a particle effect
I asked this in Unity talk but I'll ask here as well. Any android developers here? Can tell me if I should be concerned about resolutions or stick to one resolution provided by the unity instead. In other words, is it a best idea to implement dynamic resolution or just go with unity template for android?
I think the way this works is it deletes/hides the stickman, locates where its center was, goes to the ground plate and from the center off creates a random splatter-pattern
So I'm in another developer Discord, and I'm a total novice myself. I'm trying to break out of the tutorial hell phase by following a Pokemon tutorial and adapting it to be more of a Final Fantast type of party/battle system. All members and enemies on the field at once, ATB if I can.
We were discussing a minimum viable product for that concept, but I'm not even sure how viable having a MVP actually is for me. Imo, you can't really test if a game like that is worth pursuing with just basic battle mechanics laid out. Of course it's important to lay that foundation for testing purposes, but in terms of having it worthwhile for other people to download and test the game as a game? I feel like I'd need alot more than 1 party member that can do a physical attack, a magic attack, and a heal attacking 2-3 monsters that can do the same without even differentiating row position never mind getting into stuff like status effects.
I was told a minimum viable product for others to test would look something like this:
- Collision
- Building object to test collision
- Tall grass to test battle spawn
- Attacks + heals
- Victory screen (Gain XP/gold but no function for XP or Gold yet)
- Title screen
But to me, I wouldn't bother wasting someone else's time even to play test without something like...
- General
-- collision between player + solid objects - Title Screen
-- enter/space to go to main screen - Main Screen
-- new/continue
--- if new start game
--- if continue go to File Select Screen - File Select Screen
-- get saved files and load - Town Area setup
-- transition to world map
-- buildings to test collision
-- tall grass to test battle spawn
-- Recruit Party NPC
--- 4 total party, "paladin/thief/whitemage/blackmage"
-- Level up NPC
-- Item NPC
-- Equipment NPC
-- Magic NPC
-- Boss Battle Engage NPC - Character on field
-- move + animate 4 way (disable diag) - Menu setup
-- Party Sprite + (de)buff/HP/MP/Lv/Xp
--- Item
---- show items, use on party
--- Magic
---- show magic of selected member, use heals/cures if applicable
--- Status
---- Name, Lv, Sprite, HP, MP, current xp, xp to level up, "can equip", example battle menu options, current stats + (de)buffs
--- Config
---- ATB active/wait, battle + message speed, controls (just show, no re-binding)
--- Equip
---- current stats + equip of selected member in MH/OH/body/accessory slots
----- show possible equips on left, stat changes on right, current on top - Battle Field setup
-- field background
-- player party right, enemy left
-- enemy attacks and heals
-- battle UI + character battle menu
--- character battle menu when ATB full
-- victory screen (gain XP/gold)
-- game over/respawn - World Area setup
-- transition into town
-- battle spawn without tall grass
What do you guys think?
Maybe get rid of the save file select, just because you'll have NPCs that give free items/xp as a playtester
Mechanics isn't really the most important aspect here imo
Focus on making the combat juicy and fluid
With proper animations, cinematic camera movements etc
Then you can just set up a couple of battle scenarios for the tester.
Like seriously theres no point in having people "test" walking in circles in a grass patch to get to the battle screen
Better to have a few really good parts than having a lot of half-assed ones
how would someone go about making a isosemetric platformer
in unity in 2d mode like im having a hard time wrapping my head around how i would be able to use 2d to make a illusion of 3d and have the character be able to wall jump off of this illusion???
So you're a total novice, YET the list of things you already want to implement is longer than the shopping list of an average obese woman at Walmart
You're in a rough spot buddy, I don't think it's gonna be that easy/quick to make all of this.
But you can definitely find videos on each individual thing.
For starting a battle without tall grass you can just make invisible grass.
Separate the visual representation from the game logic
Make the logic in regular 3d space, then transform those coordinates to 2d for the visual representation
Try to identify your “game loop” IE the repeatable gameplay that lasts from 2-10 minutes, and turn that into a proof of concept. If it’s fun, then expand that into a small game. If people enjoy the small game you know you have something worth pursuing.
If you’re making a game that is basically a copy of another popular game you don’t really need people to test the idea, it’s already been proven. You just need to execute.
Very good point
is it possible to change the splash screen on the free version of unity? or at least modify the required one?
Well yes but if you need to rebuild after your plus period, the splash screen will appear again
Anyway I think plus might come with a 12 month commitment
So I had an idea for a exploration survival game that would be 2d, 16 bit, not top down but left and right. Not saying I'm planning on making this since its pretty in depth but I was wondering what other people thought.
You start the game by crashing out of your broken time machine and need to fix it. You travel left and right in the 2d world where the terrain is indestructible so only trees and surface ore nodes could be collected. As you explore you'll notice world altering events happening like a meteor hitting a village or an avalanche blocking a cave all at specific times you record on a pocket watch. Once you repair your time machine you can go back in time and alter some of these events in various ways. You could then be able to find and collect different better resources exclusive to that timeline. Then when you return to the time machine there'll be a visible split in the timeline so that by the endgame you could be dealing with a multiverse of several dozen timelines to explore
Hey! Looking for podcasts or videos on the topic of survival games (the genre in general and game design of it). Any recommendations?
Wondering learning python is a good place to start
on learning how to code
or is there another way everyone has done it
#💻┃code-beginner pinned videos
Python is a good place to start if your end goal is to learn Python
If you want to use Unity then start with C# directly
@low pendant It really comes down to what your end goal is gonna be
I learned Python for Data Science and C# for Unity
Those of you who have written narratives for games, which methods did you employ to organise the story? I'm currently using standard screenplay writing techniques and storyboarding, but was curious to see if anyone else has taken a different approach
That sounds pretty cool
👍
i had an idea for a 3d fps version of the chrome dino game. So you do all the usual stuff(jumping over dactyls and cacti) in first person and you can also shoot the dactyls with ur gun. Plus asteroids fall after fixed amount of time which are headed to the place you will be in a fixed time, and you need to shoot them up which can give u metal and/or minerals which u can use to upgrade weapons. Plus animals like deer etc will be running beside you which u can shoot for food which replenishes ur hunger bar
Go for it
Hello. Not sure if this is the correct channel, but how would you got to implement a roguelite item based system for a game in Unity?
Taking Risk of Rain 2 for example. You can collect various items (and stack them) for different effects. Increase in movement speed, increase in attack speed, explosions on hit, etc.
Is every item a prefab ? How do you attach the effects to the player ?
It seems so simple, yet I'm having a hard time to figure it out.
Hi, I am working on a project in which users will need to store sensitive account data. What are some best practices and resources that would help me to set up a system to keep data as secure as possible?
Is there any FPS games that were made specifically made for speedrunning?
Off the top of my head:
SEUM - Speedrunners from Hell https://store.steampowered.com/app/457210/SEUM_Speedrunners_from_Hell/
Clustertruck https://store.steampowered.com/app/397950/Clustertruck/
Defrag gamemode from Quake 3
Idk if this would count as game design but like for a turn based rpg when switching to battles should I go to another scene or just teleport the player somewhere
It is not. Game design is non-technical
Try #💻┃unity-talk
ok then
i need some 2d game ideas i want to make something but i have no clue and something easy because im quite a beginner like here is a game i made and i want to make a step up from this haha https://padyhaspower.itch.io/hexagogy
Join a game jam! They will give you a theme and a deadline, and it's surprising how creative you can be under pressure
Plus the bigger jams will mean that people will play your games and give you feedback, which is nice
Heya so I need some opinions on a game I'm working on. Currently I have implemented an overly complicated and not very consistent spell drawing system. I want to make it easier to use, and simplify where I can, and have a few ideas on how to do it, but no idea what I should go with... no idea what will be fun.
Currently the way it works is you use the right stick to input sequences of inputs with 8 directions available. So like, up right left down is lightning for example. Spells drawn go into a queue, which can hold up to 4 spells. They can then be cast, or a button pressed that combines the two latest spells you've drawn to a combo spell. Its fully functional, but hard to use, and I cant imagine building a game around how clunky it is.
some ideas include:
-
Tone it down to 4 cardinal directions instead of 8
-
Remove the spell queue system, and instead make drawn spells repeatable (maybe with mana managment involved) until you get hit. Casting another spell with one readied will upgrade it to a combo spell, etc.
-
Change it so that in order to cast a spell, you ahve to hold or toggle a spell casting mode, and use abxy instead of the stick (much more consistent input). This would be extremely similar to the witch in 'Dragon marked for death' which is the main inspiration for my game, or similar to using abilities in the game Helldivers.
4.remove the spell drawing entirely and go with an equip system that relies on mana managment to cast spells.
I also have a robust melee combo system implemented, with light and heavy attacks that change depending on when in your chain of light attacks you use a heavy (LLH, LLLH, LLL up H, etc)
and whatever system I go with, I may make it so landing melee attacks regenerates mana
A game where you constantly have to do a certain task to succeed
i've made a game, similar to hotlime miami but only the basic combat system and the enemies. now i just can't think of anything i could do with it. i made art and stuff for it too but am now just lost
what do i do now?
what is the general vibe you are going for?
well when i started development i wanted hotline miami, but as i worked on it i wanted something a bit more focused on the combat system like doom eternal
however i did not change it at all for that
Add a jetpack
(Also never played hotline miami and I was joking)
i think i'm talking to the wrong person 👀
please play the game
It looks good
Also I will play it
I might not be able to help you cause I don't have steam account and am not planning on creating one
i wanted a single robust multifaceted multinational and unilateraly combat system
Wow
😔
But have you watched GMTK on combat?
Nice, what are the moves player can perform?
I have a idea that can make the game a lot more interesting but can potentially change the way you wanted the game to be
What?
thanks for the great tips i owe you one
you have helped severly
XD
Cause I never helped
My idea is to have a grapple gun to fling yourself from enemy to enemy
like the super shotgun
but mine wouldn't work with it
doom has verticality
i don't B)
That doesn't matter and I don't play a lot of games except for mario and metroid and I don't know what super shotgun is
But this will be for horizontal movement
As a beginner you need to focus on execution rather than ideas, so just keep cloning games until another idea naturally pops up
I don't think he is a beginner
my guy, it's a 2d top down game there is no y axis
Yeah I understand that
Horizontal is the x axis
and y-axis is also horizontal in top-down games
🤦
he's right
bingo
Great what should I say then?
What about me
Coordinate systems differ, in 2d engines you generally do use x and y
In unreal engine, the Z axis is up/down
Actually I was saying he didn't reply to you
so I recently learned that some game devs copyright specific systems or mechanics in their games (like Middle-earth: Shadow of war's nemesis mechanics)
how can I go about finding out what parts of a companies games are copyrighted like this?
it is kinda dumb
the nemesis mechanic in shadow of war is really good, and really carries those games
Why
but the companies have sued over people trying to copy or imitate that mechanic
Because it’s game design not music or brand
Ori made the point
Like that’s like team fortress 2 suing a game because they added a frying pan
Which is (their) mechanic
thats too vague or broad
you obviously cant copyright a genre or singular item as a concept
you cant copyright jumping, or platforming
Yeah
but you can copyright unique mechanics, I believe
though, I guess this system wouldnt be copyright, because I know at least two games that use an almost identical system
that are made by entirely different developers
i.e. Dragon Marked for Death, and Helldivers
both use a system for inputting abilities that involves holding or toggling a mode, then putting in series of ABXY button presses to cast spells or use abilities
helldivers uses ABXY and directional pad
DMFD only uses ABXY but still, the systems are very similar
and I'm wanting to implement something similar in my game. In fact, I already have but I changed it a bit to use 8 directions on the right stick instead... which isnt working out well. Its functional, but stick inputs are innaccurate, and even with a ton of leniency programmed in, its clunky and inconsistent
^
so I'm thinking of switching over to using ABXY as well
Switch it then
just worried about it being too similar to DMFD
because at that point, it will be nearly the same (at least in terms of 'drawing' the spell, my system for how that spell is used afterwards differs a bit)
Don’t worry it will be fine
now my other question, I asked about kinda late night, didnt get any replies, but
I guess its not that far back yet, but looking for some opinions
Is it possible to integrate Unity with a browser pop-up that would receive some data from Unity and then send some back to it. My situation is that I'm working on project for PC and Mac that needs to connect to a pop-up that can only exist in a browser that allows a user to securely verify a transaction. The other problem I'm trying to figure out is that the SDK used to create the pop-up is written in JavaScript, and I'm not sure how to integrate that with Unity. I would appreciate any suggestions or feedback you may have!
Could I use something like Jint to make this work?
https://github.com/sebastienros/jint
can anyone help me? The Rect transform just disappeard and idk what to do
so i am working on my game, for now i have this premise: It’s a platform shooter about a robot that can change modes from movement options to attack options.
this isn't the channel to ask
And are you using UI?
Ok
Not the right channel
sry
Not sure which one you should post in so you should check in channel-directory
not sure either. I looked for a while and decided to post here.
I deleted the original post. just really struggling with taking the first step.
i've looked into several assets to purchase in the unity store but this seems to fit in some sort of grey area. do you know where I could post a question about possible assets that might work with my concept?
Art asset showcase is probably the best choice
But if you are struggling with things like ideas or something along that line this is the place to come
i've been looking at assets all day. even spoke to the topdown engine devs and even though it looked perfect its not right
that is more character, movement and camera based
Nothing can ever be perfect
maybe try to find someone to make assets for you then? like asking on fivver or something?
this is more a bunch of maniacs bouncing off the walls where you don't control any of them
not that its not perfect, it wont work
is this your game idea?
does it work with boxes and circles?
I looked on Fiverr but I feel like Discord is better to figure stuff out
Why would I tell you my game idea. I can tell you that I think it is unique, funny and could be incredibly fun but it just needs to be executed right. That is just a close analogy
so that we can give our opinion on the game idea?
I have an absolutely great artist onboard. The 2d game graphics can be party hard level. The maniacs would all have a nice card with a crazy picture and stats.
No like I meant is this what you are going for I cannot think of art if I don't know how the game looks like in your head
So what is the problem then?
I think it is a good enough idea that I am honestly worried about the concept being stolen.
then what exactly is the question or problem?
We aren't here to steal ideas
lol
To me at least the sprites, the walls, the boundaries and collision actions seem crazy hard
I feel like there is an asset that simplifies that
so problems are with coding and not art assets?
coding is fine. I have watched a ton of YT videos and just seeing how you select the areas for the boundaries, collision action etc seems very difficult
He is refering to assets as everything that can be imported from unityassetstore I think
correct
It is literally built into unity
Do you know how to use unity? Cause it is literally the easiest thing to do in unity
unity should mask assets correctly on its own i believe
Can you simplify what you mean by mask?
but i am new to unity as well, you might want to head over to #💻┃code-beginner and ask there more specifically
I don't know how to use unity. I am a SQL DBA by trade, a fairly good programmer but Unity is escaping me a bit.
Then learn unity
It is easy and you don't even have to code!
Collision and boundaries are easy to implement when you know unity
I've been told make snake and then build on that but I feel like that might be setting me back when I could be designing or coding
i am new to unity so unity might not use the word mask. other game engines use mask as the clickable area of an object, for example if you have a 2D object, transparent pixels would often not be clickable, while in older games the mask might be a rectangle over the visible object.
learn how to make pong it will cover any basics of unity you will ever need in a simple game
Unity does work like that at the most part
Masking in unity is however another thing
Welcome back to BlackthornProd !
In this quick and easy Unity tutorial I will show you how to use an awesome feature called the SPRITE MASK ! This tool lets you dynamically hide and show parts of a sprite !
link to PLAY MY GAMES : https://blackthornprod.itch.io/
link to PLAY BENEATH THE SKIN : https://blackthornprod.itch.io/beneath-the-skin
yeah, sorry if the term was confusing
No problem I understand coming from different engine is hard
Unreal or godot is hard for me
pong it is I suppose. I guess I am just too overwhelmed in brainstorming the endless ideas for the game. I am just trying to skip past the basics.
and i will never get used to call csharp methods not functions, lol
I also call them functions
And methods, depending on how I feel that day
endless ideas is how you end up with unfinished projects
it's one of the biggest hurdles to overcome
well said
I will write it down
lol
my only finished games were all created in game jams, exactly because i knew i had a time limit and had to lower my expectations to the basics
Yeah I have made a lot of game jam games
But I have some games under my belt that aren't from game jam
so limiting your scope is a really difficult task
this is very basic at its core but could be massively expanded on. I am trying to throw out everything that could potentially slow it down. multiplayer, multiple floors etc
Try to give yourself time limit on every game you make
Don't
Just start as small as you can
I am basically just trying to create a box and make sure said elements stay within said box at first
yeah, currently working on a mod for a game and as it has a very defined scope (a new team for a game has a specific amount of cards and units) it helped me focus a lot more.
I have made 10 finished games and about 10 that aren't done and I just started learning about multiplayer
yeah never done that but have heard its good practise
writing down everything i wanted to do in a spreadsheet beforehand and checking boxes worked extremely well in structuring my work
so right now while finishing my modding project in these 2 months, i am starting to make a concept for a unity game i want to make, so i again try to boil down and concretisize and limit all these ideas i have in my head to something tangible i can work with
nah spreadsheet was pretty good for that project, i just have a field like gameplay / art / lore for each card and then changed the color to have an easy overview of what was implemented and what needed changes
my next project i am still a bit uncertain about a lot of aspects though, so i am just writing down ideas first to hopefully boil down to more in depth later on.
found an old GDD and laughed at this snippet which I apparently added after a few beers 😂
hello guys
can i show you my project? and can you give me some recommendations on how to make it better?
if so, here:
Could you be more specific? From this screenshot it's not even clear what kind of game it is
What specifically are you struggling with?
okay it is supposed to be Backrooms
im also trying to make the light glow or the material to glow
i used post processing volume and layer and for the material i used emission
Is that a game title?
yeah
ok I see what you're going for - you might have better luck posting in #💥┃post-processing tbh, if it's specific nodes or settings you're after
okay
but yeah the ceiling lights should be the only ones with the emissive material, then as long as the settings are correct light and shadows on the walls and floor should be taken care of without the need for more emissions
is anyone here with experience with HDRP? i would like to ask a question
sorry but i already fixed the problem
Yeah no problem
Can anyone recommend a tutorial for making a game in 2.5d (like octopath traveler) would love to make a cyberpunk aesthetic 2.5d rpg game with dialogue kinda like rogue hero (like with both character portraits more detailed than the game sprites.
I just have no idea where to start learning anything and would love some tips. Thanks!!!
Yo im making a vr multiplayer and im wondering what type of multiplayer would be good
so im making a survival multiplayer so would something like rust or the forest be good
So i need help if i should have a server always be up or just have people who play the game host the server
Hey, does anyone know how did they create this "low quality 3D" style on Project Zomboid?
2D tiles.
The game itself is 2D isometric with Z-levels, very little other than the cars are 3D
are player and zombies 3D?
So making 2.5D is kind of literally making 3D and adding 2D
You first create the whole map in 3D
And the player are pixel art
Some games also make players not like a single plain but a extruded plain
Use a service like photon
It will be easier
My First time ever in Blender and Ik it not that good but idc
if anyone good give me and ideas that would help alot 🙂
(Making a fnaf style game but its set in the 1930's )
ran out of ideas and i play fnaf alot lmao
Everyone has their favourites
i like them equally exept secruity breach
we dont talk about that one
I see a dani fan here
I am not really a horror game guy so can't give you any idea
?
This is his dialouge
wait rlly lmao
I stopped watching him and unity awhile ago actually, I moved back into clickteamfusion just cause I like the 2d aspect more than unitys :/
You are saying that on a unity server
yes ik
I love unity alot tbh but I used clickteam when i was younger and loved it alot so i decided not to start a new 2d game engine and just stick with the old one
unity just has too much stuff :/
Yeah I can relate to that
I went from being a scratch animator to trying out each RPG maker to the games factory 2 then click team fusion 2.5 and then unity
I also have tried
Game guru
Game maker 2
Fps Creator
and Leadworks
Wow I have used scratch but then the jump was directly to unity
so ik my share of game engines
oh lol
yeah it just wasn't that fast to make games in scratch
I tried any game engine i could but non really suited me
yeah scratch had alot you could do but wasnt powerful enough
unity had too much and seemed to have to many things to edit a simple thing
clickteamfusion was kinda the sweet spot
I have never tried clickteamfusion
the full engine is 100 bucks
games factory 2 (which is basically clickteamfusion) is only 25$
What resolution shoud i start when design the ui for my mobile game?
@bitter fulcrum thanks
Welcome 😀
Hey,
I'm making 2D puzzle game and I would like for some level design suggestions
The game is about a boy need to go from point A (start position) to point B (end position\ portal position) with a twist, the player can move to 4 directions with specific amount of steps in each direction, for example 4 steps on left 5 steps on right 2 on up and 2 on down
Now what I would like help for is creating the levels to be complex but not long (I have already thought for another mechanism for more complex levels, I need help in the beginning levels)
I will add a sample from level 1 for context
I am not sure if it helps
but try to trick the player by making them think the solution is easy and then throw a solution that is unexpected
@toxic trout
I know, that what I am trying to do, but I am not sure how..
Any other mechanics? Portals, things that move, things that move the player or something? With just the movement limit you can't make a puzzles that well.
Like the best you could do is variations of this: (orange and blue are start and end)
Here if you have 2 right, 3+ left, 4+ up and any amount of downs you can use a single route.
But that is probably where the possibilities end.
im trying to make a running animation but idk what else to do
would the shadows stay consistent when running?
google running animation frames and take inspiration for your leg placement
Uhm this may be a stupid question, but where can I ask for people if they wanna work together on a game?
I don't wanna spend money on buying the team options in Unity
👍 Thank you!
This is more indirectly related to game design, but anyone know a program that could make a graph like this:
It would be amazing and showing balance in a document
i got the textures from all the fnaf games >:)
Nice 👍🏻
it's a half breed computer thing he's an outcast and has to find out about his past
he's half fire and water
they were experiencing on him and he broke out
How will you animate him?
normally lmao
I want the animations to be similar to that of the first mortal Kombat games
is the pixel art is inspired by mortal kombat?
a bit
Ok that explains the heavy shading
I actually asked this because you can't really animate a character that is looking at you
At least not for a game
that just him looking at you but it's gonna be a side scroller
Yeah makes sense
Does anyone have any good resources on balancing game mechanics? Books, videos, whatever you've got!
Balancing a game is one of the most complex pursuits in game development - especially when you’re dealing with a cast of completely distinct and diverse characters. So how do devs do it?
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@short frost
Brill, thanks! Will take a look
how could a situation where the player chases something down be turned into intresting combat?
Any context?
the player is supposed to hunt down a passive/defensive opponend
What kind of combat? melee or ranged?
@cold onyx interesting combat? a chase?
yea the enemy u chase down is supossed to defend itself or harm u somehow but i dont know how
Dramatic music can really intensify something like that
What kind of combat do you want in the game?
Or will he just try and defend
chase is just an unenjoyable thing in all games. target either shoots at you while running away, or turtles up while waiting for bodyguards to take care of you
so the goal may not even be to make it fun, but not to make it boring like the other games
It can be interesting if done right I think
mhh
Do you want the chasing to be fun?
think of it less like something you chase but more like something that leads player through other content
Where is the game location? city? desert?
Good point
i mean, chase is summarized as that but you also get taunted and annoyed because you focus on target and not gameplay
i mean the enemies are going to be more passive like idk child like is a good word for i probably
that's probably why it's so awful every time
Yeah then the eye guy is correct
@broken echo you can just use unity. center is 0, each of the corners is the stat's respective 1. you lerp a vertex between them, and connect verts to each other to make them pretty.
What is the purpose?
anyways, does anyone have suggestions where to look for people who would enthusiastically come up with puzzles for a game (for free)?
discord server
like this one
yeaahh but i figured there has to be a better way
idk about that
well the game is based on a story im working on where the main character you play as is the bad guy.hes an average sucsessfull man who becomes bored out of his mind because of his hedonism and then to feel something becomes a m*rderer and now ill need some mechanics
Is it medicines or mechanics?
make apples falling off trees instakill you and shit
what? i need some game mechanics
@bitter fulcrum definitely medicines, but whatever, a game is a game
Yeah no this game isn't a simple one
oh 😅😂 no problem bro
Maybe make him track down rich to you know k*ll