#archived-game-design
1 messages · Page 43 of 1
rich-person-hunting simulator would probably be more popular AND easier to figure out how to make mechanics, but wouldn't it be more like hotline miami or hitman than chasing?
its suposed to be a mixture of like a top-down 2d perspective and a sidescroller so like in undertale and the fanf mini games
creep stalking people is disturbing but original enough at least
Oh I was like thinking 3D
3d would be like assassins creed i guess
probably a lot to borrow there, actually
Yeah but top-down is good
could tone down chasing into stalking, and copy assassin's creed
I feel like your game is trying to juggle too many ideas at once
but guys what do u think about like an undertale like combat but without sparing the enemy
would be more like pokemon
i meant that figuratively
well i mean its supossed to portait the story and make the player feel a certaint way
and after you're done stalking and actually kill the target, it turns out that it was some conspiracy all along and you never had the free choice, all you can do is as instructed by quest objective because of some chip implanted in your brain. and now that the deed is done, you'll forget all about it, thinking it was just a dream.
and then the game switches over to a 4x game where you have to train and deploy operatives around the world to control it.
that's what'd happen if i touched his game. that's why i said it's tame so far.
yea thats not a bad idea but i dont think its going to be the direction im going
well, take the tips from assassin's creed. at its' core it has some good ideas, it's just that it didn't really fit the genre.
so it went from a parkour hitman in medieval times into a bland open world action rpg
which idea sounds better
A: killing demons from hell go brrrr
B: killing aliens go brrrr
C: kill all invaders from the matrix...? idk
A
moved to the forums 🙂
job/collab posts go in the forums, see #📖┃code-of-conduct
Thank you!
can I post something here?👉 👈
Hi, where would I go if I wanted help discussing a game's story?
I was directed here, so I guess I'll post my question here.
(I hope someone reads it. It's late/early here.)
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Okay, so I'm working on this novel where the main character enters a world kind of like the world of Pokemon, but I don't want this game to be like Pokemon in the book. I want it have fun game play but somewhat different rules. Any ideas on how I can make a game that's like Pokemon but not Pokemon in any way except inspiration?
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Is anyone here?
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Okay, the other server helped me generate some ideas
-The player can turn into creatures/receive their powers
-The player can combine creatures for unique abilities
-The player can fight alongside/fused with the creatures
-The creatures the player finds/powers the player can use can be related to a certain acheivement
- The player can make the creatures stronger by caring for them instead of battling them.
https://cdn.discordapp.com/attachments/431819180040519690/929743613192204368/image0.jpg
Also some more concept art for the game. Armless people, in game, have 0 on their damage output stat and can’t attack, use items, or open doors. One level will include armless people trying to escape a lab. Hope none of the doors are closed on them.
Hey! I haven't played Pokémon in a long time so I don't feel like I'd have the best pokémon–inspired ideas. That being said, think about what mechanics you want in your game. Do you enjoy the combat most? Is it the creatures? The world? Exploration? Art?
It came to mind that if you like receiving abilities, books/comics came to mind. Like a catalogue of Pokémon, you could have a bookshelf where you store them and carry a few with you. These books may bring out a character from them out to the world, for example.
That is an idea. I don't have anything solid yet. The actual gameplay I plan to be a turn-based RPG/puzzle game like Pokemon, where the object of the game is to collect power-ups--which right now exist in forms of monsters, and complete various levels and challenges. I like fairly simple games, I'm new to programming so just coding this would be a bit of a challenge for me.
I know; same boat. Don't write too much code before designing and prototyping your game on paper or some fitting software first. You'll get the most ideas out of it and you won't find yourself constantly rewriting code.
Look into making a Vertical Slice of your game first. It's going to save you so much time and help you build something actually fun.
vertical slice?
Yes, it's where you take the main characteristics of your game and build something really short/small. I remember a video where they put Minecraft as an example.
In Minecraft there's mining, building, combat, multiple weapon types, etc. So one example of a vertical slice (probably not exactly the one that was given in the video) would be having a 1 pick axe, 1 sword, and 1 block type; build a game with that without worrying about the spells, weapon materials/durability, recipes, etc.
If the resulting game is fun then you begin to grow that into something more, maybe add another mechanic like weather or finally adding stronger weapons.
Makes sense...
Also, another way to find new creative ideas for your game would be to limit your resources, or make them infinite. For example, what would Pokémon look like if you couldn't heal your injured Pokémons? What if there wasn't a fixed number of Pokémons and they were procedurally generated and whichever you find is sort of unique?
what are your thoughts on optional download sizes based on texture size?
if you design a game with 4k textures you could have another download for 1k textures
much faster download speed for low end gamers
Hello
I am trying to make a Minimap system
and I'm using a 2nd camera to do so
I want the borders to be cut off like in the picture, and the map to be contained within the cylinder
is there anyway I can "cut" the shape of the cylinder out of the square?
Sprite mask, depending on what you're doing.
@thorny saffron how does one use a sprite mask?
I haven't done this before
idk if its relevant but the game is 3d
Is your Mini Map also 3D?
https://docs.unity3d.com/Manual/class-SpriteMask.html Sprite masks are here
you might also want to google "how to make a mini map in Unity"
Not necessarily. But you're wanting to project the 3D view into a small 2D "portal" right? To form the minimap?
yes, in essense.
okay you're likely going to want to make a "Render Camera to Texture" function somewhere along the way so it displays on your UI but that does get advanced. So I do recommend googling some tutorials on that
im trying to make an animation play with the nav mesh agent and the animation works but not the nav mesh, if i remove the animator then it works, any help?
Is there any tools to help build UI in Unity?
multiplayer vs single player?
Yes, it's a free package. #🛠️┃probuilder
not sure where to put this but I was wondering is there Unity / AC addon to make dialogues that work like multiple choice question?
or another easy way to make that kind of structure
There are a few. Storyteller. Dialog System. Or you can look up Yarn and Yarn Spinner: https://yarnspinner.dev/
i guys im new in Unity, and i installed Snaps carpark, when i import material, i dont have textures
or if i add a cube i had a strange texture
what version of Unity?
2021.2.7f1
usually those snap assets materials won't work properly other than in the unity version they were released
But I did manage to do it by opening the "asian residential" one in 2018, and then upgrading it to 2020
yeah but if i want to use multiple snaps assets ?
like carpak, Warehouse and office
I think you have to export them from thier individual projects , then import them into the one you want. I think you can drag and drop too
ok i will try
who do you guys think has a good taste on video games?
what kind of question is that
plz were can we accss the forum
please read #📖┃code-of-conduct
me
Hey, I don't know if some feature of my game really fit in there, is there someone who would give me their thoughts on it?
will probably be easier to actually ask and then see if you get an answer
Sure
So, my game is basically a 2D RPG, turn based. I want to put some kind of mini game where the player makes a sword. Practically, they just click a series of target with a rythm, kinda like OSU, which would look like they hit the sword with a hammer.
At first I liked the idea, making the sword could be cool, and getting the sword afterwards to fight will be rewarding
(quality of sword is defined by how well you performed on the mini game, although in-game difference would be marginal)
I think it kinda reinforce the theme, where the player discovers a new world they're pretty lost in
I don't think it's really needed tho, and I'm kinda worried that it's a lot of work for not that much
I guess an analogy would be better than that pile of text, how would you feel if there was some mini game in Pokemon where you could train them to increase their stats?
Maybe not ¯_(ツ)_/¯
I think it can be fun
dunno if it's worth
depends what you have planned already
I guess I would focus on more "important" stuff and see later
Idk if turn based RPG are enough fun to keep a player engaged
So I guess I'll put it in the important stuff. I personally get bored when playing some game from the genre.
I appreciate the input tho thanks
I ate a game it was good
What should I focus on in a survival game? It's a literal survival-horror game.
what to do if you can't come up with an idea for a game?
lol
just remake some random game and slowly add some random features to it
I would like to come up with my own, but I can't, because I have no imagination
Everyone has imagination
My best idea to get ideas for game is to watch cartoons a lot of them
It is really hard to get a original idea
Don't worry about it
that much
I've been trying to come up with ideas since September, and so I myself have a bunch of abandoned projects
for some reason I didn't like them
I don’t know what project to do and I cannot continue to study, practice
You want a idea?
I can give one to you
if there is time and desire, I do not mind
how to refresh dropdown option even the template is open I'm having a hard time on this
A game where turning left makes you black and turning right makes you white and if you are one of the colors any other object of that color will not be a collider anymore
You don't need a unique idea to study and practice. In fact it's better to not use some super creative idea, you'll never find instructions and help for something that's never been done before.
good beginner game ideas to learn unity more?
can anyone help me how to refresh dropdown option even the template is open I'm having a hard time on this
im creating room
well i did pong, top down horde shooter, and many unfinished ones
The best one for your experience will be a 2D portal like game
Not bad, thx
Hi
I do not need a unique idea, I just want to come up with an interesting idea so that it would not be boring to create and play it
Maybe this will help?
https://learn.unity.com/tutorial/counting-prototype?labelRequired=true&pathwayId=5f7e17e1edbc2a5ec21a20af&missionId=5f7648a4edbc2a5578eb67df#5f7cfbe1edbc2a0023e9e614
Wow, I'm going to need that, thanks!
The whole Junior Programmer course is good (so far at least, I'm on that same prototype at the moment)
a few out of date bits, but that's not a major issue
and don't let feature creep get you
What is "feature creep"
adding more features forever instead of finishing your game in a reasonable scope
Is "refactor creep" a thing?
Refactoring your code again and again and never finishing
is 6,321 tris too much for a gun model?
i'm aiming for a medium poly game
not too low, but far from realistic looking
no sounds pretty low by modern AAA standard
is it good then?
cuz it looks like this with that poly count
i just wanna know if the poly count could give trouble
great! thanks a lot!
step 1. start a project
step 2. hey wouldn't it be cool if I added cars?
step 3. hey wouldn't it be cool if I added giant flying missile-shooting broomsticks?
step 4. hey wouldn't it be cool if you could go to space and shoot a large death ray into the planet?
basically feature creep for you
but that's the fun of Unity
Show the wire mesh
whats a good video on game design?
Yes currently stuck in this myself lol
My FAVORITE game
You learn so much during a project you want to go back and fix everything from the beginning
Then you end up with a half broken game
I've been there.
My partner has a degree in architecture, and he noticed he (and many others) would suffer from "Paralysis Analysis", until his professor would finally look them in the eye and say "Pick RIGHT now which path. Now. Do it." And he'd continue staring awkwardly until you picked it.
And till this day the partner and I refer to this as the "Memo Principle" - named after said professor. If we say "We're invoking the Memo Principle" it's code-word for picking something and then leaving it the F* alone
Sounds like a good principle
I like Adam Millard and Game Maker's Toolkit on youtube, although I started reading The Art of Game Design: A Book of Lenses from Jesse Schell, and it's giving me a lot of insight how to do game design, way more than any video (even if I'm kinda allergic to books).
like this?
still a begginer in 3d modeling, but as far as i can tell topology isn't that bad...? i guess lol
your gun looks great!
thanks! i got a couple more, and i'm pretty proud of the outcome, i try to not surpass 5k tris with each model but this sniper ended up in 6k+, but now that i know it's not a problem i'm happy, i'll still try to not go above 5k with future models
overwatch has an average of 12k per weapon
I'm not sure when that's from but I think it's recent enough
i'm all good then!
any videos that tells you how to launch a game step by step if you're trying to make a profit?
is there any research on the preferred character model most humans like that tries to model humans
like im sure a lot of people prefer the fortnite character models more than the cod models
hello. game designers. Im trying to create my first game, is it stupid of me to make it try to be close to perfect as possible?
Yes. Like that 🙂 And that doesn't look too high-poly to me.
One thing that I'm seeing it looks like you can merge some lines into other lines.
When you make a model that is going to be animated (bending, morphing, etc), you'll need a lot of extra polys and should endeavor
Sorry for cutting off, dog jumped in my lap
anyways
endeavor to make your polys all quads. That way they deform well.
However, when you have "Solid Surface" like this gun, you don't need a perfect quad/grid system. You can merge all the lines and verts together in places, as long as you don';t change the silhouette. Does that make sense?
you're describing GTA 5
:troll:
If it weren't for feature creep driving my motivation, I wouldn't know how to do anything
i think i got you, so n-gons don't matter?
Ngons do matter. What you want to do is either have a quad, or collapse it into a Triangle.
When you put your asset into Unity, it actually converts all the quads to Tri anyways
the thing you want to do, is use as FEW quads or tris as possible, while still retaining the "silhouette" or shape
oh yeah i know, i always try to decrease the poly count after i finish each model, still adding as much detail as posible
i wanted to stay below 5k
but that sniper is 6.3k, so i wanted to know if that was gonna be a problem, i´m aiming for pc and later consoles if posible
this one for example is 3.9k, struggled to make a cleaner wireframe :c not skilled enought
i assume this is what u meant with "you don't need a perfect quad/grid system"?
i only use n-gons for circular faces, is that okay? or should i always convert em in quads/triangles?
is it fine to assing a budget? like, instead of using as few as possible, i mark a limit i try not to pass (the 5k as previously mentioned)
Can you elaborate? If you overscope your first ever game project you'll have a bad time, but there's nothing wrong with revisiting an old project and remaking / refactoring it with your new skills
quick question: how would you design a texture for a big 3d flat surface that fits a low poly game, but isnt just 1 solid color?
I started off on the art side of the house, doing 3D models for a training and logistics outfit.
Modeling is death by a thousand cuts - try to optimize while you can, ahead of time. Because when you get a BUNCH of models in there, you'll need ALL the help you can get.
And yes, I try to close off my circles by connecting the verts.
thanks for the advice
good luck! Keep up devving!
small last question, is the poly count i got rn good enought for medium poly/low poly?
It's good for medium. From what I can see on here, I would have passed your asset upon review, if you were at my last job/house
passed with minor edits 😉
that's really encouraging thanks, f now i have more questions 🤣 , but i won't take more time from you, gotta continue working on the mp5 i'm making. again thanks!
would like to know what those edits would be whenever u are free to talk, i'm a complete begginer
sure
but not today
am working
supposed to be anyhow
I wrote something on my personal experience when pivoting multiple times on my project, if anyone's interested: https://news.airstrafeinteractive.com/saleblazers/pivoting-towards-fun/
Now I know first-hand why people make either make really tiny intimate games that deviate from the norm, or adhere to tried-and-true formulas if the project is large. It's really hard to be agile in a larger team, so I have a loooot of respect for anyone that's making games at scale.
Was wondering how other people deal with this issue. Maybe I should've read a book on pre-production or something
there's no way to prepare, all you can do is cope 
looool
*online
im pretty sure elder scrolls had feature creep at the beginning but it did work out
sometimes feature creep works
I am prototyping a small mobile game. Can anyone guide me to a free stickman 3d model. Saw couple on free3d, but its really low quality even for prototyping
ayo
anyone here play DOOM Eternal?
yes
how did they make their game so good
such high quality how
They being id software? You're talking about the combined talents of John Carmack, John Romero, game designer Tom Hall, and artist Adrian Carmack, just to name the 4 that started it. There is an excellent book about the start of id software and if want to get an idea where it all comes from. As for how THAT game is where it is - it is built on ip that dates back to the start of id sofware, so it has been polished and honed to a mirror finish. And their budget and panache that comes along with that title allows them to hire the best of the best of the best, and hundreds of them. Doom isn't just great, it is genre-and-generation-defining game, from some of the greatest minds in game development, funded with nearly endless money.
hmmm
wow theres a book
yeah i guess they must really have the passion or something
because even games with big studios and lots of money their games arent that good
This should also paint a good picture for you: https://en.wikipedia.org/wiki/John_Carmack#Recognition
There is a part in the book where Carmack was taking a shower and noticed how light was shining on the wall of the shower through a nearby window. From that, he extrapolated a new way to do lighting in their game. The man is just... he's just pretty incredible. There are many, many other visionary developers out there, and I do not mean to gloss over them and ignore their contributions. You asked about Doom, which is similar to saying, "Ferrari, they have nice cars, why are they so nice?" The answer is, well, "everything about them is nice", but it is a million times deeper than that.
oh cool yeah
its just the drive itself that i feel like lack, or something i lack
because obviously i want to make games with high quality, just takes patience and focus idk
something I lack
Slow that pity party down a minute. No man is an island, even the people I've just mentioned. Unity is free, YouTube makes it look like anyone can do this, and you're here wondering why you aren't able to just, "make the next Doom", or something along those lines.
How many people worked on the very first Doom - the game that essentially invented FPS? 5 people (sauce: https://en.wikipedia.org/wiki/Development_of_Doom)
Doom Eternal had several entire companies working on it: https://en.wikipedia.org/wiki/Doom_Eternal#Development
AAA games are NOT a good benchmark for your capabilities as a game developer. As a single person, you should look into specialization. Use this Discord as an example - there are entire subjects with their own collections of rooms. Why just talk about Graphics when you can talk specifically about URP or post-processing? Simulation isn't specific enough, we need a place just for machine-learning. There is literally too much for any one person to master. Just find what interests you and go get gud. Then come back to the community and find someone that is gud and something else. Maybe they have a 3rd friend who is gud at yet a 3rd thing. Then you can start learning how to combine your shared drive and separate skills to make something worth pointing at and saying, "I made that".
But homie, my friend, don't look at Doom Eternal and think, "f this, I'll never be a game designer". It just doesn't work that way.
gets off soapbox
yo guys how challenging would it be to make a game like fortnite?
not to its scale
but just the map and characters
and something with worse graphics
wanna make a skateboarding mmo
a skateboarding mmo
cool, huh?
unique to say the least
how will the progression work?
"Im a lonely farmer and the evil shadow monsters keep destroying my crops and now my family's gonna starve :("
"Can you do 5 kickflips to scare them away"
i think the joy in skateboarding is the potential for creativity
All you need are skate 3 like environments, character customisation and it will do well
look at Thug Pro, still a community playing that today
thats amazing
they're so committed to the genre they readded bugs from old games like the 'Boostplant' and made it an optional toggle
thanks for putting me onto this
there's a gap in the market
i also have a lot of unique features
like i want constant chatting between people
or an mmo rp game where people have to create their own models of a personality to play
like gta5 rp but with more customization
i need to sleep
do you have any experience with creating large scale games? or just multiplayer games that support many players? If not, this goal is not realistic, you'll want to get more experience before even thinking about attempting it. I'm not trying to shit all over your dream or whatever, but without having that experience already you will fail
smell like a hader 👺
You underestimate the power of motivation and a goal
it's not more so on the fact of motivation and goals. everyone has them.
The problem he presents is, do you have enough skills/experience under your belt to make a large scale multiplayer game?
if not, then you'll probably have to learn it the hard way.
which will slowly chip away at your motivation to make the game in the first place.
There's a reason why starting small is the mantra.
How many games have you made? Just want to know if you've done the basics and all that.
Why is that relevant?
I was merely stating the dude is motivated
Ahh I thought you were asking, and depending on your starting level I might recommend one tutorial over another.
Quite an interesting read from Unity on game architecture and scriptable objects. Thoughts?
https://unity.com/how-to/architect-game-code-scriptable-objects?utm_campaign=DCS-Games_global_Nurture_2021-global-pe-mg-interm-nurture&utm_content=2021-global-pe-mg-interm-nurture-email-6-ntu&utm_medium=email&utm_source=Eloqua
This can easily get out of hand, if you start using it for every shared property. With a fine balance, it could be useful.
I personally don't use SOs in this way, only as definition objects.
Yeah, obviously it depends on the game but as an event listener I can see the value
like one project I'm working on is a side scroller with dynamic background elements depending on player position, actions taken, etc
Having one hub to handle the triggering of those events sounds like a good idea (though I'm just a beginner so not 100% on the solution I'm going to use yet)
idk if this is the place to ask this but wikipedia says that the command pattern will "Encapsulate a request as an object, thereby allowing for the parameterization of clients with different requests, and the queuing or logging of requests". what does the "parameterization" part of this mean?
the client that produced the command becomes a parameter of the command's execution?
No, the client sets the parameters of the command. Think of commands as taking a function, wrapping all of it's parameters up into an object and calling that object a command
yeah that makes sense. the wording of "parameterization of a client" is confusing though
i was thinking of using this pattern in my turn based game. so the player can issue an order to a unit and it's encapsulated into a command. but in my context it would be possible for commands to trigger the creation of other commands, which i'm not sure is an issue or not
like an example would be the player tells unit A to attack unit B., and after the attack takes place unit B automatically attacks unit A back
ok thanks
appreciate your responses
Hello, is it a bad practice to use edge collider 2D to confine a player into the map ?
Should hands be exported with a weapon or separately?
if the hand is disconnected from the gun it doesn't matter really because if there comes a situation where you don't want the hands attached to the weapon you can just disable the hand's renderer
Is there any way I could export the arms separately and export the weapon with the arms animation armature
And then somehow apply that armature in unity to the existing hands
you can separate the hand model + it's armature from the gun
and then place the gun into the right slot in the hand's armature in unity
the armature is connected to the hands if you disconnect them they will not stay rigged
you can export the arms and it's armature together
select only the hand and it's bones in blender
then hit export as FBX in the settings there's a few settings to change:
turn on these
selected objects
and hold shift and click armature and mesh
make sure they're selected and then boom it'll export only the hands
you can do that but select the gun and then boom only gun
@thorny saffron hello! will there be no problem if i delete interior faces to reduce poly count?
if anyone else know feel free to answer, thanks in advance
If you can't see them, unless you turn the X ray mode, then probably should be ok to delete
gotcha thanks
Storoj is 100% right. Do not keep polys nobody sees. It wastes memory and Unity still knows they're there
so don't distract Unity with stuff the user doens't care about
3D-wise anyways
I'm making an indicator that shows if enemies know player location, are searching for him or if enemies don't know his location
what text should i use for last state?
Currently I'm using "You are hidden from enemies"
why not just "hidden"
Hello, does anyone have a website where i can "draw" project architecture ?
There's a few, Miro comes to mind though.
I think Google might have had one too?
thank you, i'll check it out
A 5x5 spaced grid is placed as the board. Both players have a 50 card deck, and draws 7 cards at the start of the game. On everyone of their respective turns (except the first turn of the game), a player draws 1 card The two players then take turns putting the creature cards onto the board. A card has 4 sides, each marked with a number. When a card is placed, these values are compared with the touching side of adjacent cards. If the placed card's value is higher than the adjacent value, the card switches color and is now controlled by the placer. Whoever has the most controlled cards at the end wins the game! On top of that though there are some other things:
Theres a wrap around, where cards on one end of the board can attack cards on the other end.
Supporting cards are added. Once per turn cards that have effects as:
Lower one value on one of your opponents cards
Draw 3 cards
Move a card 2 spaces in any way
Cards will also have card types and effects. So for example, there can be a warrior card that has the effect, if it attacks a dragon card, one of its values gets +1.
This is an idea i just made right now, so any tips would be great.
I have a problem with putting a background into my game, whenever I put it into the highest sorting layer the Main Camera still shows a blackscreen
@upper blade Share screenshots of your art in #archived-art-asset-showcase.
I need help with my game
is there a name for a system like borderlands badass rank?
Would it be better to make a big background and tile it or do a tile map. I just don't want my background to be the same tile everywhere. For a space game in 2d
hey I'm trying to fill up some areas with some trees and stuff in my 3d rpg. I'm just wondering.. what would be an effective way of doing this with it looking organic[ish]?
it's hard to make a decent pattern by hand especially for large areas. winds up being a lot of very much like..
this sort of thing when I try and just duplicate and duplicate
is there some sort of tool for this sort of thing? I don't want to try and generate the trees with code on startup. I'd rather they be in the same location everytime you play
I'm really struggling with the colors of my game. It now looks like this:
anyone has an idea for some good colors?
Green and White maybe
It looks a bit dark so maybe either add a light or saturate the colors a bit more
i think red' and yellow
what kinda game is this btw?
sort of tetris?
its a small puzzle game. I showed some gameplay here:
#archived-works-in-progress message
still with the old colors tho
i like chivalry more
Which name do you think sounds better for this character pack? I really can't decide how to name it.
Google them.. because there's already a massive game called Chivalry
that's just a character pack not a steam title
Yeah but this is not a game, it will be an asset.
😂
I understand your conviction towards originality
Knights would perhaps return 'knighthood'
i'd probably search medieval if I was looking for that
Besides I can already use keywords for that
Knighthood will be better for searches
What if if it was interchangeable by the player with color pallets earned by leveling up? Just a thought
is there a standard approach for how to implement a tilemap system where some objects take up more than 1 cell? like some method of linking multiple cells together when a large object is placed on them. this seems like it would be a very common design problem
how do you guys find good game ideas?
Sit on the toilet or take a shower
worked, thanks
It basically forces your mind to go into daydream mode because there literally is nothing else to do
true
hiho total beginner, can anyone help me out how I can make like a SNES Final Fantasy game but 3d? Looking exactly the same aesthethic-wise but 3d
Sure, have a look at games like Octopath Traveller.
Thank you but that's not really what I'm going for, I want for example a FF4 looking exactly like that but I want to add some things like you can shoot monsters from the top of a small hill for example, with an actual building but same aesthethics
Not sure how that changes anything, that's a mechanic, not an aesthetic.
But yes, you can render retro style sprites in Unity, you can place them however you want (2D is technically 3D with only two axes).
I'm super beginner, do you mind pointing me a starting direction?? In the direction of such a game I mean
Starting with a platformer (at least in my opinion) is the best
Hey! I wasn't really clear on the question!
Would like a direction in just the beginning of a game like I used as an example, a FF4 but with actual buildings for example, don't know where I should start looking for tutorials/directions
There is no "direction" to point it. The direction would be the one you've figured out as being the kind of game you want to make.
You need to have a full and clear picture of what you're trying to achieve. That means finding references to existing things so you can break down how it was made, or creating your own concept art, renders, etc.
Otherwise, if you just "want to do 3D but make it look like an SNES" game, you're just going to be flopping around trying to define what that is.
Thank you I'll come back with a more well thought idea!!!
What size should I use for pixel art background in photoshop?
Anyone know of a example of a dialog system where there are checks done on persistent data? checking if a certain quest is completed ect. All the tutorials I can find are dialog in a vacuum. Even something where someone made real checks with functions to other systems instead of just iterating through a string array.
@tawdry drum #archived-works-in-progress for sharing projects and asking for feedback.
o mb
Should i make my terrain in unity or blender?
Depends what kind of terrain you are planning to make.
There are many types of terrain.
You can do a mix of both, mountains rivers etc. on unity and details on blender and spawn them in Unity with brushes
so im looking to create a vehicle [ im super noob in unity & blender ], basically im just trying to create a vehicle that has 4 wheels that i can steer and get it into a game. ill work on other things related to the car as i need them
what im actually trying to do is create a semi and trailer. having the ability to hook up the semi to w/e trailer i want in the game, but since im so new to 3d modeling [ a tiny tiny bit of xp in 3d printing software ], i think it would be a good exercise to help myself understand the basics, hence why i want to create a very very basic vehicle
Do indie devs usually create the audio for their game by themselves? (menu music, shooting, walking etc) or they get it elsewhere?
You have 3 options really:
- Make it yourself
- Find free stuff
- Pay for stuff (either packs, or hire a sound designer)
Which one would be the best if I have 0 experience in making sounds?
Would prefer not to spend much money on that, so 1/2
That's up to you and the quality you're aiming for. Nobody can really tell you which is best.
Pay is best if u have money
Yourself if u have time
Free if u dont care about quality
With free assets lol u have to lower your expectations for the most part.
Hmm do you have any recommended guides maybe? I'll try to see if I'm able to create it myself
hello, so i am working on my multiplayer social deduction game and i need ideas on how all players can gather information on which players are good and which players are evil other than roles?
So I’m looking at doing a stat system like World of Warcraft.
I’m curious if anyone has ever attempted something like it?
I haven't come to the point of further developing or implementing this yet
but the following spreadsheet is a template for making a formula which distributes stats to equipment, with control factors like Slot Attribute Weight. It can be adapted to give top-down control of the max amount of attributes that can be attained at each level.
https://docs.google.com/spreadsheets/d/11ixgG7jSLuXB9FyDldn2013FnRxwpoKJPJSyobI_ZN0/edit#gid=1024352949
As for the World of Warcraft stats system, I studied it somewhat extensively as I was playing many years back.
Is there some particular aspect of which you're curious about?
How to implement it to weapons in a game
Do you have a game?
I'm currently working on a prototype
Are you asking how to practically implement it into code, or how you ought to structure the attributes?
You need a form of Damage System
which takes input, like who was hit by whom, and by what type of item or ability (and attributes)
Then, the damage system needs to make the proper calculations based on those parameters
I would look in to Ink, Yarn and Fungus.
I want start work on my own game. But don't know where i need to start, and whether to buy Photoshop to create sprites, or anybody can tell me about free programs for that?
P. S. Srry for my English...
Krita,gimp,paint,piskel app and plenty of other ones
What kind of art? Aseprite for pixel, Krita for traditional and Inkscape for vector.
I would strongly recommend only doing art to the point you know you can execute on the art, outside of that I would focus on the game programming first. It's easy to get wrapped in working on all the other stuff, just to realize later that you don't have the means to do the project at this time. Explore risks early.
when adding statblocks, maps/levels, etc, do you all prefer to do that through code or by making some form of level editor/tool?
how do i make particles overlap game objects
How do yall make yourselves work on projects that you don't really want to? I have a game I need to make for school competitions but I have no drive to work on it because I don't care for 2d
Get paid. 😛
can someone help me out? I just installed Unity and have never made a game, I have a simple idea and a top down 2D asset pack, just need someone i can get in a call with that can tell me how unity works. 🙂
Thank you. I need to dig deeper into this issue😅
Thank you
Change the order layer of the particles
I have a particle system but i can't change its color, can someone help?
I dont like doing voice chat with people I dont know irl but if you need any help just tell me
Nobody has the time to walk someone through "how unity works". There are plenty of tutorials for that, including ones from Unity pinned in #💻┃unity-talk.
does anyone know how to make a logo like this? do you have to use blender or something? I want to make a logo like this for my game please dm me some tutorials on how to make a logo like this.
How can I do localization for my game, google translate isn’t perfect at all
You get someone who can speak the language to translate for you?
Hey all, architecture question here. For some scene descriptions I want the ability to make a call to a character feature and alter the scene based on the return. Maybe have 3 different flavors of a scene based on character height. Is there a way to set that up to be modular inside a scriptable object? I'd rather not have to individually code every scene in a giant class and reference a dictionary to grab it.
I guess what I am asking for is if there is a way to parse a string into code?
Alrighty so I am working on a social deception game (basically a game with a similar concept to Among Us) and i have a problem which there is barely anything to do ingame since what all i got is
7 different player roles with different abilities.
Day and Night Cycle.
Items.
Resources and Crafting.
is there anything i can put into the game which will make players be able to do more stuff.
Can I post pictures in here, I would consider it game design
do you guys like the little dudes "characters for my game"
Their gonna have hats and outfits to go with it and everything imaginable.
My game is a bee themed strategy game and I've come up with a couple choices for its name. "Stratebee" is a play on the word strategy but could be mispronounced as "straightbee" pretty easily IMO. "Stratibee" doesn't use the correct spelling for strategy but is more straightforward and easy to read. Or if you have any other suggestions for a name please let me know.
Choose one here -> http://www.strawpoll.me/45937724
You could just use the service "canva" or like something, most of that isn't 3d art actually, its just like drawings
You could also try “plan bee”. Or a variation of the name (no plan b comes to mind but that’s been taken 😛). There is a film also by the same name according to Google so you might not be able to use it, idk about laws 🤷♂️
I like it but it also immediately brought to mind birth control🤣
Ahh whoops didn’t think of that
@void python what about stratabee. It’s just another idea to think about
ooh I like that too
It’s not the right spelling either but i think it looks more natural than stratibee, not sure tho
I just looked them all up and strata and strate are taken so I might just be left with strati
thanks for your input!
Good luck 😄
stratibee
Thanks
can i use a script like the fps script from standard assets in my game or should i always create my own scripts for everything in the game? i want to use it because obviously its way better than anything i could do now but then when i finished the game i wont have a game that was 100% made by me, so idk if i should it or not
don't reinvent the wheel if you don't have to. There's no shame in using assets, especially ones provided by unity. Anyone who says otherwise suffers from NIH syndrome
idk, i just feel like i shouldnt be proud of the game i made if it wasnt all made by me
This. They are available for a reason. For me while learning I did reinvent tons of wheels. I didn’t like premise solutions cause I didn’t know how to customize things. So I built them from scratch so that I’d know exactly what is happening.
But it’s normal to use preface scripts if not at least pre-made functions and solutions. But if a whole script works for what you need then go for it and give credit where due.
I mean after all none of us made our own engine to build our games, so what is 100%? There's an arbitrary line we all draw and it's for each of us to decide where that is. However, it's also less about pride necessarily, there's a reason why "asset flip" is a term, it's because players recognize them, the default player controller feels the same. If you just want to "ship" something quickly, sure, use it, but if this whole thing is an excuse to learn more, then learning how a wheel is made by making one might not be such a bad thing.
I was watching the Hotline Miami documentary recently (not that it's made in Unity, but point still stands), one of the central feature of the game is the ability to throw weapons and knock enemies out, this was an entirely accidental feature as for some reason when they dropped the item, a bug caused it to continue at the speed the player was travelling at, resulting in a throw, so the dev turned that into a feature that became a huge part of the game. When you don't make everything yourself and just use existing, perfected assets, you may miss out on that sort of discovery.
thats pretty interesting, thanks for the answer! could you tell me what is the documentary as well? would love to watch it
YouTube noclip hotline miami
alright ill check it out, thanks
Hey, so I've spent a lot of time on my game so far working on fine tuning the melee combat and spell systems, but I think I got a little carried away, and now have to figure out how to really make the enemies and bosses interact with those systems.
You can try a web build here:
https://orikalin.github.io/Platformer/WebBuild_Jan2022/index.html
Press ~ on keyboard
or select/back on gamepad for a control guide
I have put one interaction in at least, which is that magic requires mana to use, and regenerates overtime enough to use one spell, but to get more mana back, you have to land melee attacks
Hi and this is a heavy question, How do you design a metroidvania map IN 3D
Cause I did it in 2D it was FINE but I just have no idea what to do in 3D
I think you copy Zelda
Or, Metroid Prime series on Gamecube/Wii
Or, Darksiders
3d metroidvanias are a bit harder to pull off, but def look at metroid prime, and metroid other M (as horrible is the story is)
Ok thanks but I am really trying to be different so copying might not be the best solution
I have been looking at maps of literally Metroidvanias for 5 hours now
never heard of this game before, I will look it up
But still thanks for helping
Also, other M do be horrible (I looked at some story stuff in a youtube video and decided not to even get it)
trying to be too different is a common pitfall. dont be afraid to do what works
Yeah I understand that and I have made very big changes in the game because something works better than mine but I have a game based in a space station
So metroid prime, Zelda and Darksiders maps or anything close to them doesn't work that well
(I just looked up darksiders definitely interesting game)
I also tried copying fusion and that went horribly wrong
cause fusion (of the Metroid variety) is the game that resembles my game the most closely
fusions map design is relativley linear, compared to most metroidvanias
which helps with a cohesive, front presented story
but not so much for more subtle, and environmental story telling
Also I have been working on this game for 2 months now so I want my game to stand out when games like metroid dread are out or hollow knight silk song will be coming out
Yeah true
I am the super metroid fan
But I really loved fusion too
And OG metroid all for different reasons
And I am not copying any one of them
I am copying ALL OF THEM
But none of them are like my game except fusion which is a mostly linear game
So I am like in the middle of all metroidvanias
Linear and non-linear
But I am getting off of the main point how do I like start making something as complex as a metroidvania map
Should I start with a chart or something like that?
Have you ever created a 3D metroidvania map
?
I first thought the workflow is pretty much same as 2D but it feels like a miss use of the 3rd axis
Also when you try to replicate or even loosely following a map it becomes too similar
And hard to get out of
thats something I need to figure out myself, as I am also working on a metroidvania
I think a good place to start is: concept some environments. Be it like, a sketch, more fully rendered digital art, or even just a mock up of in game shot of various areas that you want in the game
as you're doing, I think ideas for locations within those areas will come to you naturally, as you think about the smaller details of the area you're working on
mix this with the idea of planning out puzzles, trials, or obstacles for specific environments, or events that could happen that open or close parts of the map
Yeah a part actually came to my mind and I am figuring out a lot of smaller sections and arias for my game and that part literally is a pillar in a large room which you need the high-jump boots to reach
It will be in forest like section of the game
But thanks for the incredible advice
Don't know if this is applicable for your use case, but what I personally do is that I first come up with ideas for puzzles, challenges, boss fights, etc... that I want to implement in a particular environment. Then, I try to come up with ways of connecting them and navigating around them; depending on whether I want the player to tackle these challenge one at a time or in a non-specific order. Only when I'm satisfied with the way I arranged these challenges, I begin to prototype the actual level, in 3D, fixing issues that I didn't notice along the way.
OK that sounds like a workflow
That is actually really cool
Thanks
at your service
Also how do you connect each room?
Like any incredible advice for that cause my level design is ok rooms bad corridors
On paper it's just connecting dots. After that, well it depends. It can either be a simple corridor with not a lot of interesting things to do, or it can be one big area with multiple challenges inside.
But yeah it's hard to not end up with a corridor-room-corridor-room kind of level
When that happens, if for example I make a corridor that's really, really boring, I try come up with ways of making it a little bit more interesting. For example by hiding a collectible inside
Ok you know what I am saving this advice
hello, first time in this channel. what's the current conversation about?
Me and metroidvania maps
metroidvania..?
And akela giving knowledge
oh i got the second part
haha, it's just what I personally do
Search it you will find another layer of fun games
Basically the genre of metroid
I'm sure there are other workflows too
best thing for maps -> plants, pots and vegetation
Yeah I don't think it works in space
Just saying
I think it's nice, but it comes after you've got your prototype working
like space as in the universe, stars and planets, or world space?
3D space
outer space star and planets
oh, my bad
A S T E R O I D S
yep
well you could have creepy alien plants
spaceship takeover pog?
are they friendl- oh
that does remind me of Metroid Fusion... and that's a good thing
cause they were captured by humans and other aliens
what's the name of your game?
you know when you say spaceship
Yep just finished that game for the 2nd time
Light's Out
V E N T S
I love that game, metroid might be one of my favorite franchise
For me, well it is
well for spaceship maps wouldn't you want a rather cool looking control and sub-control room
and one of those thingies from where you throw stuff out into space
what's the game's goal
except maybe the last boss fight in space
like how to win
Destroy the ship
It will depend on the time of the story games goal
and reach earth
no no no you run out of oxygen while in space and have to fight the boss while you are dying
your wording sounds absurdly funny
Yeah won't say fun cause it might be as hard as super mario bros world 8
how do you kill the aliens while in the spaceship (can you kill them in the first place?)
nice
add random gun colors which get permanently set when you buy them
rarity works too
basically just want a lot of air tight windows
should I add you to my friend's list I need someone intelligent to help me or give me some advice occasionally and maybe one day I can help you?
maybe add some airship ejection as a trap
No I really don't want this game to be very colorful
hmm
sure thing
So colored guns aren't what I call cool
okay
don't know if I'm intelligent though, I do pretty dumb things sometimes
same, i made the mistake of being born
Saying you are dumb is a sign of intelligence to me
oh my god that may be sad
didn't have a brain back then tho
lol
hahahahaha
how is that a mistake? If you weren't born we wouldn't have the chance to chat with you
that would be sad
also I will add those to the game for sure
Weed was funny
i made one in javascript
Oh
really just one base concept and you are good
create a bunch of spaces where you can add rooms and then use a loop combined with a random number and add the rooms. use a loop again too check where corridors are necessary
for random rooms and corridors
that's a really interesting idea
torchlights, maybe? or is it supposed to be unescapable darkness
Yeah I know that but it really does not make an appealing metroidvania and sounds really hard for someone dumb like me
No you do have night vision about 1/3rd into the game
i mean i just started unity
okay..
And its not all dark
ok then
Just the enemies and literally anything can break lights
blinking lights before and after darkness arrives sounds nice
Nope
how do they come back on then?
Once broken they will be up only after you leave the room and return
Or maybe I will make it permanent depends on my mood that day
so room locks should be there? like the aliens locking the room to trap you in the darkness?
Like I have very weird enemy designs in mind
A perfect being that can shift into any form best form against you
that kinda feels a bit op but nice
are there different types of aliens?
Yeah its like if you have collected every bomb he will be defensive and if you have a lot of health pickups he will be offensive and if you collected all he will be dragon
A lot of different types of aliens
if you really, really, want to push the game difficulty, you can make the player take damage when he steps on broken light glass
water+electricity = stun as well
Yeah good idea
not this one
okay
that would be hell
that would probably be too chaotic with the broken lights lol
I mean it works in a game where you don't have 2 layered armor
oh okay
Or 3 layers
would be nice having the base stats set randomly
not too much of rng, but just enough
Yeah but design-wise the only thing in my head for the boss is that he is the perfect being that can shapeshift, and you have to defeat
him
you should add more stats and make more alien forms then
it's gonna give some life to the game
So ideas will come when making
like do you intend on making the game with realistic world rules, or fanstasitic?(i dont know if fantasitic is a word, but you get the point)
yeah good idea but I really want my game to be this game about thinking and strategy so rng muddles the experience up
okay
Both
so spells and stuff is on the list?
A game that feels real but isn't
no no no
okay
nah im fairly new to unity, testing stuff mostly
Oh ok
Also why do you spell "okay" and not just ok
and squares and more
because i am positive*
Oh full on shapes and geometry dash
whaat
i want it to be slightly more story based
Am I too dumb to understand that
yes = positive
oh nice
squares want the circles to be having sides
yes
Ok getting redball vibes from you game and also I understand the shape thing now better
Sounds nice
but circle doesn't want sides
circle's son has certain powers that squares are after
circle is his son's last line of defense, so they want to end him
This is too deep I am too dumb
circle's mom disappeared at a young age
circle's son eventually saves circle with his powers
no a game series called red ball and the main conflict is that square want world square and circles to be squares
hmm no
And circles want circle so you kill square
ok*
You are circle
for my game too, you are a circle
i'll check it out
Create a thread please.
guys, what is the best program to draw 2d objects and characters ? like drawing blocks, characters etc. I tried inkscape but I don't get friendly with the ui
oh that game is red ball... i played it a longgg while ago
does dm's work?
Ok
blender?
Sure, take it to DMs
i dont really know how to create a thread so
But its bed time for me so I am going bed
okay see you for now
I will add you to my friends list first
kk sure
aseprite by far
especially if you're doing things like 2d map tiles, or animation
there are even scripts that greatly improve workflow between aseprite and unity, though I havent set any of them up myself
can you name the scripts or like, what they help you with ?
depends what kind of 2D. aseprite, pixelorama for pixel. or just use soemhting like Krita, Blener too but its a bit complex for UI. Then theres Affinity Designer if you want soemthing more like Photoshop.
if you want to draw vector type art then affinity designer is very cheap , and way better than Inkscape.
But id try Krita first since its free
I dont know the names, but there are scripts that can like, take your entire asesprite file, and automatically export into unity in seperate files depending on layer folders, set up the sprite properties, and slice the sprite sheet based on layers
and rename all the individual sliced parts based on layer names in aseprite
I want to make a survival 2d game, little inspired by terraria, but not much, like a farm game
if its a pixel game the. aesprite is very cheap and commonly used. But there is pixelorama which is free and fast, built on the godot engine.
Hey I want to make stuff to put in a room like desks, computers, ect. but I dont know how I would go about implementing them. what would be the best way to add them?
Model them, import the models, place them inside of the Unity editor
Oh ok, ill give that a shot.
hello, how would i make a created world compatible with land blocks that are buildable and tied to an nft? basically i want to create a private metaverse for myself.
hello guys so I made a color switch replica followed by a tutorial from Brackeys, the problem is that there is no infinite levels
does anyone how to fix infinite levels to color switch game?
i tried to find some tutorials but it seems like it wont fit in the game (basically not work)
Um…. So this may sound a little weird, but I need everyone’s help…
Would any of you mind helping me come up with fake news headlines for a project Im working on?
It doesn’t have to be serous, at this point I just need fillers lol. But Im all headline-ed out
why does my unity use so much memory even when on an empty project
Probably wasn't a #archived-game-design decision at Unity. Technical questions are better to be asked in other channels.
I had an idea for a game I'm workshopping. I wanted some feedback. Its an MMO 'tab-target' like battle system like WoW or FFXIV. I wanted to softly break the 'trinity' meta of tank-healer-dps. One major flaw of this system is if a tank or healer fail, other players and potential an entire group, are punished. So in many MMO's tanking and healing are more simple jobs than DPS. But what if this wasn't necessarily the case? My system would have two key differences Health = damage, and overhealing exists but with decay.
(All numbers subject to balance change obviously)
Health = Damage, Characters deal down to 50% less damage as their health approaches 0. But deal up to 50% bonus damage as their healthbars exceed their base health.
Overhealing with decay is just like it sounds. Healers can heal for more than a characters maximum health, but this 'overhealing' decays, with a more rapid decay as overhealing increases.
So, a good healer can essentially provide huge DPS buffs to their party. Healing cooldowns become DPS cooldowns. A good healer can follow a complex rotation buffing their allies damage, a bad healer may not be able to keep their party always in overhealing but can focus heals on the tank while party members have little or no decay. But dying is more rare (as dying is not playing, and not playing is not fun). Tanks have mitigation as their primary mechanic, and the more damage they can mitigate, the more a healer can focus on buffing DPS.
Does this have any major downsides? Does this sound fun?
Correct me if i'm wrong but in well designed encounters healing is a pretty busy job, so wouldn't you have to remove a lot of the threat the party receives in order to fully utilize the overhealing mechanic?
The threat shifts slightly. In most MMO's the fail condition is death. More characters dying makes bosses take longer, bosses taking longer make it more likely that more characters die, more characters die leads to ultimate failure. but (most) bosses don't have strict time limits, just soft enrages.
I would shift the game design so death is rare except in cases of repeated mistakes. But design encounters that have ramping difficulty / damage output, so that you can't beat soft or hard enrages if you aren't keeping people topped up. But those people who are failing are at least playing the game, instead of sitting dead and AFK.
FFXIV has a similar system. they have infinite battle rezzes but getting rezzed reduces your damage done for 1 minute. In effect you may 'stop playing' for a few seconds but you just get a damage debuff. But in this system is shifted to more of a benefit. Healers can now go 100% all out, instead of having phases where there is no healing and phases where there is lots of healing. In both WoW and FFXIV, healers have no-heal phases where they have a very very boring damage rotation. In this system a healer would never need to deal damage directly as their healing is damage
Does anyone have sources or opinions on how scripts should or can be organized? Most things I read talk about how to structure the scene object but I am more interested in how most people organize their scripts. Like I imagine there is a Game folder and UI folder and maybe even a Player folder, but where would you or others put scripts for, say, persistence or game save code?
really doesn't matter much
the only important thing is that you feel organized and that you can easily find stuff
and if you work with others that they are able to easily find stuff too
Hey, If I want to make a desk for my world but have it to where you can walk under it, how would I do that?
Model desk, import desk into Unity, place desk into world, add appropriate colliders.
Would I want to model every thing I put in my world?
As opposed to what?
Idk, but should I model every thing from furniture to trees?
As opposed to what? ...
Making it in unity with cubes and stuff
If you think making trees out of cubes in Unity is a valid, better option for your workflow and game, then do it.
lol, fair point. So im wanting to make a server rack where you can pull the servers out. Would I make the rack with a model, and a server model?
If they're different objects, then yes
Ok, thanks for the help Osteel.
But why?
Why does healing provide the DPS player damage?
Mechanically or story wise?
Both I suppose, mechanics are great, heck I’d even implement them, but why are they a mechanic?
Dealing less damage when your HP is low really limits your design options aswell
What about the single player experience?
I usually play MMO’s alone, does that mean I can never take damage without a damage penalty?
I was never imagining a single player experience. I can't make an MMO, but I can make a lobby based dungeon runner with MMO combat mechanics. That's all I (and many players) do in wow and FFXIV anyway
A lot of people play games singleplayer even if they are designed for multiplayer
Well... This isn't meant to be a single player game. And I didn't intend to make a single player game. This isn't a game that's ever going to be sold. It's a hobby project with dreams
The general truth of a lot of MMO’s is one friend finds it, plays it solo for a bit, and then recruits friends for the fun of it but not because he just needs a healer
I think your concept is great, and I am thinking about nabbing it for my game, but you should build your MVP’s with widespread playability in mind.
This is a game design chat so I figured I’d give my input 🤷🏻♂️
Keep in mind the person who interviews you will likely play this game by him or herself 😉
Well thanks for that! And I'd love to play a game that implements this!
But specifically, healing in MMOs has 2 big problems in my eyes. 1) if a healer fails everyone dies. So game designers almost always need to make healing a more simple task than DPSing. DPS players can have very complicated rotations. Healers can not.
- Fights often have downtime, where healers must DPS. because these downtimes are limited, healer DPS is also very simplistic. Not enough time to build up a rotation. and consequently, very boring.
This system solves the problem, when no healing is required, the healer has "artificial damage" to heal from pumping up numbers on their allies which buffs them. When healing is required the game is balanced so that death is more rare than in other RPGs. Instead you simply have weaker characters. Similar in principal to infinite rezzes in FFXIV where players then get a damage debuff.
Now if you include a mechanic that lets tanks debuff enemies to take more damage, you have 3 fold synergy.
The tank pops "armor buster", increasing enemy damage taken by 15% on a 3 minute cooldown.
Your shaman hits his elemental stance, his 90 second DPS window.
Your healer took 10 seconds before these buffs went out and used Holy Light bringing all your allies to +45% HP and +22% damage.
Because the buffs are multiplicative its crucial to land them all at the same time.
Okay, take a step back and reevaluate.
- Should DPS’s have really complicated rotations? I find that games like EverQuest 3 and WOW to be intimidating simply because of their crazy combos
2.) maybe the problem is that healers lack DPS? I think darkest dungeon approaches this situation really well, while not an MMO their balance between healing and damage is awesome
3.) if you play any MOBA’s do you enjoy when your team feeds and you can’t carry? A game should be complemented by multiplayer not so much gate kept
4.) I think N’kuhanas from ROR franchise Also makes healing interesting
-
Yes. at least, they need to be involved but not necessarily complicated. In FFXIV a healer has 1 damage over time spell, 1 spell which deals flat damage, and 1 spell which deals AOE flat damage. While a machinist has a 1-2-3 rotation with instant cast abilities, and resource accumulation/spending. Its not complicated past 2 hours of play but it is involved. You are thinking the whole time. As a healer its Literally 1 button spam for 30 seconds, just to reapply a dot.
-
its not about numbers for how much DPS a healer puts out, its about how complicated their rotations are. i don't want literal brain dead 1 button play. But increasing complexity just makes healing harder. and people are already too scared to heal because they are scared to let people down, or their are bored playing a healer because of the simplicity.
-
I don't understand the question. This would strictly be a PvE game. But still, its designed to be multiplayer. I'm keeping scope creep down by having a very focused goal.
-
I don't know these franchises. Elaborate?
The point is to increase complexity while reducing punishment for failure. Instead just reward better play
See I’m personally a masochist so I don’t play forgiving games, but I don’t think 1 button play is necessarily bad design either especially for dungeon runner
So The ROR franchise is a roguelike where the item I’m referring to gives a passive to shoot skulls when you are healed
A big roguelike at that
Design is only as basic as you make it, the healing ability you described was technically one ability.
Have you played wow or FFXIV? It would be easier to explain in those terms
Wait someone is making a MMO?
No. MMO like combat but lobby based dungeon runner. An MMO is way too big of a commitment
Dungeon runner / boss fighter
Ah dungeon runner and why do you want healing to be a part of it?
As opposed to no healing at all? I think personal healing responsibility in MMOs has never played out well
Here is a way to implement the ability without impeding singleplayer.
##The Wisp Lord
1: [SINGLE] Heal for 20% of stat
2: [SINGLE] Grant an ally target a wisp that deals 20% of targets {HP + ATK} magic damage per second to their target.
That’s likely how I’d implement our healer
This offers increased damage while your hp is high and decreased damage while it’s low. It gives the healer more inherent power and also the ability to play solo
Be back later
That doesn't change much. It is a single target ability which does not interact with the target once the target is at full hp. The healer is still bored doing a boring rotation whileIn MMO combat which must be boring because a healer can't divide their attention to much or burden of execution is higher on the healer than the DPS.
In many encounters in MMOs a healer goes from full output to no output. And a skilled healer does the bare minimum healing because time spent healing is not time spent dealing damage. But a DPS is 100% go go go the whole time. I would prefer the healer to 100% the whole time like the DPS .
I see, I think you are generally focusing to much on bullet sponge type bosses
And raid type enemies
Infinite overhealing would cause some pretty hefty balance issues
I’m not a huge MMO fan for that reason though.
I’ve played both WOW and a bit of FFVIX but they just fall into the same Rutts I find with every other MMO
But hopefully LostArk is better ;-;
I've made a system for loading a main room while the player is in a transition room. However I need to add transition rooms in the main room also. Ideally I'd want the player to end up in the initial transition room, but teleporting them there straight up would be quite jarring. If I don't do that I might end up with funky positions. Any thoughts on this? Pls @ me 🙂
Would prefabs be a better fit for this workflow?
hello everybody, i have a dev question refered to my 3d rpg game that i'm working on.. is this the channel to do it?
Yeah
Hey, I am looking for a good YT-Tutorial series how to make 3D assets for my game project (I thought of Blender). Since I am totally new to this field, could someone recommend me a good tutorial please. Thx.
This is also good if you are interested in low poly style: https://youtu.be/1jHUY3qoBu8
Expand description for timestamp shortcuts! This is a long video but it goes through all the techniques that I've learned about low poly modeling in my 5 years of using Blender. I use Blender 2.83 with default keys:
TIMESTAMPS:
00:00 Intro
00:55 Basics (navigation, viewport)
02:12 UV Coloring Technique
04:46 Shiny Edges - Cavity in Viewport
06:...
@viscid oxide Jobs and collaborations belong on t he forums, #📖┃code-of-conduct
i was wondering, i'm making a game where your means of moving around a 2d space is just grappling around, and I was wondering what'd be the best way to implement launching yourself forward. I want a way to build forward momentum that allows the player to launch themselves, and possibly lift themselves slightly off the ground in order to swing across places. What's the smoothest way to do something like this? So far, the controls are left click to grapple and right click to release grapple.
I wonder if a DistanceJoin2D would work well
that's what i'm using
you could set it to MaxDistance Only
yeah just set it to slightly less than the actual distance
if you are hooking to the ceilling then I'll lift you up a little
should
okay let me try that real quick. I have a thing in my code that says "if you're trying to hook past this distance, it doesn't reach
will that affect anything
Hi dont know if I'm right here need some help with Untiy Editor 2019.4.x. I will change a dialog but I dont kow how to create the localisation text file.
@glacial cloud I think what I would do is allow the player to retract the hook as much as they want
this way they can lift themselves up
that's what i'm thinking but would that be too awkward as a way to build forward momentum if they wanted to launch themselves
like
this is kind of a niche example but have you seen attack on titan
like how the odm gear works where they pull themselves in
then they let go and keep flying
that would work
alright i'll give it a shot
should i let the player lengthen the hook or would that be too hard
that wouldn't be difficult
up to you to see if it fits
Feel the acceleration in this fast-paced grappling hook platformer, Remnants of Naezith. It focuses on having freedom of movement, solid character control and not having any speed limitations. The fun of swinging with grappling hooks and the amazing feel of acceleration makes a great combination in this game.You play as Kayra, a human who shares...
$4.99
380
this is a nice game
I'm not sure exactly how they do it, they might be adding to teh velocity of the player as well
Would anyone give me a tutorial on saving a game with JSON?
I don't have a specific tutorial but there's a great website to find those ||https://google.com||
Hi
I need a better way to optimize my racing game rendering. Since the players can create new cities/tracks/maps (I load the model at the start, all done by script dynamically)... having things done within the editor is not an option. I am currently using an older asset called GDOC which works at runtime, but it doesn't work the best. It doesn't help that I have water in my scene with reflections either, but there's not exactly a way around that..
I am currently combining some objects also with a mesh combiner script that helps some. I also have combined a lot of buildings in the game's default city. I am also controlling camera render distances for different layers (small props only render a certain distance etc) What else can I do?
Hi, I just joined. Is this correct forum for asking questions about game modding, 3D object import in games etc.??
I believe it's specifically disallowed
You might ask in #531949462411804679, though, since I'm not 100% on that
what is disallowed? Asking questions?
Game modding, asset extraction, etc
I use official game modding assets, no extractions.
I want to make a multidirectional shooter, but I don't know what kind of camera I want for it.
I don't think that really makes a huge difference for the mods, but I'm not one so I can't give absolutes
Why do you think modding consultations are disallowed on this discord?
I'm like 99% sure I've seen people have their messages removed and the mods get involved. It's probably easier for them to just ignore any grey area than to moderate them
Again, I'd just ask in #531949462411804679 if you want the official reasoning
Nobody gonna pay any attention to me? Ok
what do you want people to tell you that you can't find out after 10 minutes of trying different camera perspectives and movement
What do you do to plan out your games?
I usually write out my thoughts, completely unfiltered, in some form. Notes app, Google Doc, etc
Then I organize it a bit better and categorize it a little bit, filter through what I like and don't like
Then I put it on a Trello board with images for inspiration and checklists on some of the more complex things with multiple "elements" to them
At that point I usually have a decent idea of what I want it to be
Thank you
I don't
the closest thing I have to planning is a trello board with high, medium, low priority mechanics and bug fixes
no design doc, just winging it almost every time
So, My player object is being affacted in a weird way by the collision objects. Sometimes if I walk in the corner of 2 collision walls the player starts spinning and then moving on it's own. Any ideas?
Not Sure where to post this. so If not suppose to it here on this Channel, please tell me where am I suppose to and I will delete this and post it there instead, Thank you
While Trying so Search if anyone has created Procedural Character Models. this pop up
https://www.youtube.com/watch?v=a87tB__3KEs
I'm Curious and wanna Learn how he did it.
The world needs more monsters. indie game dev style.
What do you mean by procedural like something whose few parameters can be changed to create new things or something that is different every time
He is PROBABLY using the second method
Yeah I will learn game development later I have a project pending lol
ok
Unity Learn link is pinned in this channel and some specific courses are in #💻┃code-beginner
You can set a pfp
So you need no help *now
@bitter fulcrum
Not rn tho thanks for asking
And maybe stupid
You are using discord for a long time?
I wasn't asking lol
no been about 1 month
@hushed glacier Not really a casual chat channel. These are help channels. #📖┃code-of-conduct
Oh yeah sorry I forgot
I am using it for like 5 or 6 months
I'm sorry
ok
I have not made a lot of racing games but I think I can help
Thx man
Hey. I'm currently working on my most ambitious project so far (a turn based RPG that would end up being a roguelike), and I'm working towards a first prototype of it.
I'm currently done with coding and debugging most of my battle system, and I'm now doing mostly game design decisions now (designing skills for my player characters and encounters).
My main issue is that I went full on coding and designing the main mechanics of the battle system without thinking about the theme and setting of the game, and Im having trouble designing those elements without these 2 in mind.
Should I already have an idea of what the game should look like / be like before designing those skills and encounters or should I just reduce those to gameplay elements and work the "flavor" around them later ?
is there any tool for 3d size match correction , when i imported 3d model its big as moon any way to scale down without changing scale value in transformation
You can change the imported scale of the asset by selecting it in your project and looking at the inspector. Also, using the right export settings from blender is important:
https://www.immersivelimit.com/tutorials/blender-to-unity-export-correct-scale-rotation
i think the gameplay should center around the theme
i just typed this out and i dont feel like doing it again
I dont know if this is the right place to ask this, but this seems the most likely
Is it possible to make a slider drain from both parts, and end in the middle?
I saw that feature in a few shooter games and I would love to incorporate that in unity.
What I would do is make two sliders that drain at equal rates and just have opposite starts and slap them together
there's probably a much easier and more streamlined way to do it idk
I was thinking kinda in the same pattern as you but I thought there could be some easier way. Thanks mate!
Hey no problem just using my 2 days of experience with unity engine (I’m basically a genius) /s
But nah in all seriousness any time you need help ask and I’ll do what I can
I made a video game about trying not to fall of a screen while shooting targets, and i need name ideas, does anyone have any?
bruh, to close to fall guys, and i was looking for one word
yeah that's the joke
@craggy walrus Job postings belong on the forums. #📖┃code-of-conduct
I have a system for placing prefab rooms for a dungeon crawler. The room prefabs consists of a lot of floor, wall, prop prefabs. Are there any optimization steps I should consider here or best practices?
I'm working on a virtual pet system in Unity. My first few builds I created multiple scripts to manage different parts of the pet's ai (one for appearance, behavior, needs management). Is it bad practice to do this? My intention was to keep a single script from being too cluttered but it feels like I should keep all pet ai in one script instead of splitting it into multiple scripts by category.
As far as I understand it, the computer will compile the scripts all the same so unless there are gameobjects which don't require a lot of the code then just write it to your best understanding - It's sometimes easier to write new code than understand what's written, so write what suits your memory; many an argument I've read 🤷
Hey all, general game question... Do players find it "boring/annoying" if your attacks do no damage? I.E "should" I set armour to have a limited damage reduction so it always stays above 0/'an amount'?
Yes, definitely find it annoying, unless it is used to communicate to me that i'm doing something wrong fundamentally. Even then it's not preferable. Can say nothing about how you should go about it, though
Yeah, it depends on game-type; I.E you are in an area WAY above your level... Or you need a team etc...
how does it look? Yes my indie dev name is that...
add some zest to it
you can see the scene on the right side, you should stretch the background
Design question/problem (assuming this is the right channel for this)
If you're writing a grid-based game, how would you resolve conflicts between two block entities both attempting to enter the same space simultaneously?
And what if a third block entity is attempting to enter one of the spaces departed from one of those first two blocks also at the same moment?
Something has to win out in the end, and ideally nothing gets 'deleted' in this exchange of movement
and the winner has to be uhh 'fair', so it wouldnt be enough to simply choose the victor based on the order you iterated through the grid
I'm making a linear FPS zombie game, but I'd like to have some parts where you interact with other people who tell you what to do or just help you with something. The problem is, I don't want to limit player freedom, and unfortunately players (me included) are insane and like to try to shoot anything that moves. There are five ways I've thought of dealing with this, is 1: disable shoot ability when hovering over NPC (slightly limits freedom), 2: let player shoot NPCs, but not dealing damage (doesn't limit freedom much but makes no sense), 3: making the NPCs not actually show up, picture the gun store owner or church guy from Left 4 Dead, no visible area to shoot them (not prefered since I'd want more complex scenes, like them starting up a car or something), 4: adding a holster gun mechanic which is required to be used when on a mission with an NPC otherwise they'll shoot and kill you (this might be decent, but there will also be zombies chasing you almost at all times), and 5: the player can kill NPCs (may have worked well with scientists in half life 1, but my interactions will be solely story based and I don't want 50 dynamic alternative paths depending on the genocidal tendencies of the person playing lol). So I'm not exactly sure what or more likely if there's a good solution to this, and I might just have to base some map/story elements around not-viewable NPCs or give up my goal of pure player freedom, but I thought I'd post this in here anyway in case anyone has any suggestions.
or have it completely softlock the game
as in every other human npc targets the player or something
I'd say let them be shot and die but just make them get back up
It’s because I added a camera
I removed it
any good resources or tutorials on isometric game design and horde shooter game design?
Does anyone know a work around for the 60 degree slope limit on nav mesh?
Ok so i am working on a game called "Campsite" and i need help on coming up with some core gameplay mechanics.
My game works like this. There are 5-10 players as a boyscout troop in a camping trip on a haunted forest. They are trying to survive the trip for 5 ingame days. Meanwhile the 2 Double Crossers must prevent this and i dont want them to be the basic mechanic for social deception game which is just killing them with an axe/knife.
With this kind of game, what core game mechanics should i do?
In games like this, usually there is some sort of sabotage mechanic. Your double crossers wouldnt outright eliminate the good guys, but would mostly be doing things to impede their escape. Then if you wanted there to be a rare elimination mechanic, you could place a hidden "rusty old rifle" that only has 1 shot somewhere on the map that could be picked up by anyone who comes across it, granting them the power of choosing someone to eliminate.
Among Us is a little different because it puts the eliminating as the core mechanic for the bad guys. But your game seems like more of a longer run than a typical 5 minute Among Us game
yes
A concept i have is that boyscouts can gather supplies and maybe the Double Crossers can sabotage this supplies
Yeah, I could imagine they're trying to light a fire, but the one lighting it has to complete some sort of minigame to get it lit (striking the match at the right time, blowing the embers at a certain rate, etc) where it's difficult to fail, but if you do, it doesnt mean you're automatically a double crosser. Could have just been a mistake
Collecting supplies would be easier. Maybe everyone has to go out and get big sticks for something and bring them to an area. The double crossers would be trying to secretly grab any collected sticks from the area and hide them in the woods to slow down the good guys. But it would need to be clear when someone is carrying a stick so that you could "catch" the double crossers in the act. And also there would need to be some sort of time constraint on the collecting of sticks otherwise there would not be much point in the double crossers hiding them
Player would be able to collect sticks and put it into the fire, and yes it could be a minigame to put the sticks or just press E while standing on the campfire. Double Crossers could have a way to get rid of the sticks, what i am not sure what the campfire would do tho.
Could be that the good guys have to eat to stay alive, or maybe they have to get the fire up to keep out the AI wolves (who are on the double crosser's side), or maybe they're trying to signal for help using the fire. Maybe they're slowly freezing and have to get the fire up to stay alive. You could go in like 10 different directions with this
yes food would be the best option in my opinion
and it adds a new sabotage method for the double crossers
which is poison
Ahhh yes, good idea!
You can gather poison by interacting with a double crossers crate and u can poison ppl with it and next time they eat they will start to vommit randomly and may possibly die.
With any of these mechanics, the trick will be finding a balance between the double crossers having the space to pull off their sabotages and the good guys being able to catch them in the act. You definitely dont want it to be possible for the good guys to "puppy guard" all of the important stuff, locking the double crossers out of any way to complete their objective. On the other hand, you dont want everything to be totally safe for the double crossers to do, otherwise they become too OP
For instance, with the food poisoning, there has to be a reason for the good guys to leave the raw food somewhere while they do something else to give the double crossers time to perform their sabotage.
the reasons could be the campfire, resources they need, ect.
Yeah, that works! I'm wondering, how are you planning on implementing the days? Are the good guys going to have the same tasks each day, or are you planning in some variance so that new tasks unlock each day?
The day and night cycle are just the way time goes ingame, there isnt anything else that has to do with the cycle.
Ohh I see. Ok, makes sense
At night time, I would imagine the double crossers have much more freedom to do stuff
yes, players can barely see at night, so they have more safety on doing their stuff
You could have a few of the tasks of the good guys be in preparation for night time. Like maybe there are lights at the campsite, but they need to be powered by gas which can be found around the world. Or maybe the good guys have flashlights they use to see at night, but the batteries are scattered around the world
I have lanterns for the game with extra vision
That works as well. The point is that it could be tied into some mechanic, or a reason for the good guys to leave base during the day (to find lantern fuel, etc)
yeah
is there anything else i should do? I got:
Sticks
Food
Poison
Crates (for double crossers)
Lantern
It's definitely a good start. There should probably be more to add variance to the game, otherwise it has little replayability. The sticks and food are required for sure, but maybe a few optional quests would be good as well. Enough so that an uncoordinated set of good guys might all be off doing who knows what. Also if the double crosser's entire game consists of just waiting for the right moment to poison a food, that might not be very fun. They've gotta have options. An arsenal (so to speak) at their disposal of ways to deal with the pesky good guys
I will add quests in terms of merit badges which will give u items
Well actually first of all, what is the objective of the double crossers? Are they trying to kill the good guys or just stop them from escaping the forest?
both, preventing them from escaping by killing them
Oh ok, so the win condition of the double crossers is that all of the good guys are dead?
yes, but instead of killing them all with an axe/knife they wait for the perfect moment to strike.
Ok, and what about the good guys? How do they fight back against the double crossers if say they know exactly who they are?
good question, u got any ideas?
Historically, voting is used. But I like the idea of a hidden tool that allows 1 free automatic kill. Either party could find and use it, and it's use could easily be explained by "he was definitely the double crosser"
i will make it 2 bullets so u can kill both.
Be careful though, it could become too powerful
Idk, by nature of it being a social deduction game, dont you kind of have to have some sort of voting system?
If you consider other games in the genre, Among Us has one, Deceipt has one, board games like Secret Hitler and Werewolf have voting, it's kind of a staple of the genre
hmmmm
If we look past the voting, it's really just the idea of all players collectively coming together and deciding who the bad guys are. It doesnt have to be a flat out voting screen, but that's the idea behind any social deduction game I can think of
The "free kill" gun is a cool way to spice things up, but it being the core mechanic could allow for a single person deciding the fate of the game. It has the potential to cut out the social deduction part
And consider the case where a good guy picks up the 2-shot instakill gun and shoots 1 double crosser and 1 innocent. Are the good guys now unable to win because they're out of ammo?
no, they can survive the 5 days and still win
Oh, good point. Ok so they do still have the win condition. I'm just worried the lack of ability for them to vote out bad guys will lead to some bad situations. Like imagine the double crossers find the instakill weapon and pick it up. Now are they free to just tell everyone that they are double crossing? In this situation, they good guys cant do anything
boyscouts can have a weaker weapon so they can kill who they think is bad.
What if they just start killing everybody so that they guarantee a win?
It seems like you're against the whole voting thing, which is fine. I'll give it one last shot to sell it though. Ok, imagine you split the days into actual game mechanics instead of just a day night cycle. You already have this campfire mechanic, so what if every night, the campers are able to sit around the campfire and vote out a single person. This can only happen if they managed to get the campfire lit they day before, and someone is only voted out if they get 50% of the vote. After the vote, the game progresses into the night time as usual.
the problem is
i tried to implement voting like 4 times and it didnt work.
but i will try again
What didnt work about it? Was it a problem with the design or a problem with the coding?
problem with coding
Ahhh ok. In a situation like that, I would advise against compromising on your game design because of something not working in coding. Sure if it's technically impossible to do, make the compromise. But a voting system is probably not very difficult to implement and I'm sure there are resources online or even in this Discord that could help with that
ok, yeah i will try
Now your game is gonna deal with networking which is something I have no experience with at all. But if you have a general coding question, feel free to @ me and I'll try to help
yeah ok.
can it be game design questions as well?
Yeah absolutely! But full disclosure, I'm just a dude with an opinion who plays games. I'm not a professional
yeah ik.
So I'm working on a VR game where you collect monsters and attach them to your gear to use their powers. Any suggestions on what abilities they should give you?
For example I have Summoning, Ability Enhancers, Magic Attacks
Right now there are two main weapon types. Swords and Guns.
Do you have any way for defense?