#archived-game-design

1 messages · Page 44 of 1

thorny river
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Haven't thought about it yet

rare gorge
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Or I suppose it could be just attack and the offense becomes your defense

thorny river
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Probably do something like a parry/blocking system

rare gorge
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You could also try debuffs as well

thorny river
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I'll add that

molten girder
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hello, i had an idea for a 2d mario party-like game for android devices...
I don't want to use a server since... that's hard lol
my idea is that there is an host and users linked together in the same game by... some sort of magic

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anyone has any clues on how to do that?

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(p.s. it could seem like i'm quite new to unity but i'm not lol... I just never worked with multiplayer )

rare gorge
round pine
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Or rather have one of the players host the server

molten girder
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@round pine yeah, that would work too... If you know anyway to do that, it would be really useful.
@rare gorge @static shoal Thanks all of you by the way!

static shoal
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noice

vagrant plover
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Im a beginner in unity, how do i make cubes and other stuff move by specific amounts like studs so everything i build can be more centered and less disfigured

vagrant plover
rare gorge
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Yeah there’s instructions like halfway on the page that shows how to configure it. Also I think holding down shift also turns it on temporarily

turbid fiber
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Yo, my idea for a horror game is that the main character is a investigator and he goes into a restaurant(s) and tried to find out about missing people in said places. Does that seem to similar to fnaf?

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Or will i be fine

cold onyx
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What about a carnival?

turbid fiber
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Oooh

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Possibly

cold onyx
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Getting lost in a restaurant isn't very believeable.

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They are very small and crammed in.

turbid fiber
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Ye

cold onyx
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No way a child could get lost this easily.

turbid fiber
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A carnival would be more spoopy andways

turbid fiber
cold onyx
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It's much easier to get lost in a carnival.

turbid fiber
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Wat about

round pine
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Tunnela

turbid fiber
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Freddy fazbears pizza

round pine
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Like Paris catatombe

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Easy yo make

turbid fiber
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They got lost

cold onyx
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200 square meters max?

turbid fiber
cold onyx
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If they did, they would look for them everywhere.

turbid fiber
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Lul

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Imagine getting stuffed ina suit

cold onyx
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And if the events of the game took place in reality, they would instantly find out.

turbid fiber
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Possibly

cold onyx
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Either by cameras, by mysterious liquids pouring out of the animatronics

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Or just by the smell really.

turbid fiber
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Lol

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How shud the children be missing at the carnival

cold onyx
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Carnival is a much better option.

turbid fiber
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By a killer?

cold onyx
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There are

turbid fiber
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Oh boy

cold onyx
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How do I say this

turbid fiber
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That also means

cold onyx
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Hordes of people crammed together.

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It's very easy for a child to just wander off and get lost.

turbid fiber
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Ill need to build a gaint area

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Lol

cold onyx
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There are also other attractions there where the body can be hidden.

turbid fiber
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Ooh

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Indeed

cold onyx
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Maybe disquise it as a prop in a house of horrors?

turbid fiber
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Thats a great idea ngl

cold onyx
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And then the investigator accidentally discovers it?

turbid fiber
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Lol

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Ye

cold onyx
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This is actually a reference to an event that happened in the USA.

turbid fiber
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And what would be a good thinf that scares u

cold onyx
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The body was found in I believe 1968.

turbid fiber
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Dayum

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An animatronic? Clown?

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Ect

cold onyx
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You could make a reference to DSaF, the carnival chain has shady practices going on in the background

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And the employees can't leave because the company has dirt on them.

turbid fiber
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What is dsaf

cold onyx
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The incidents are set up by a worker who plans to get the place shut down so he can be free.

cold onyx
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And surprisingly dark lore.

turbid fiber
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Oh

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So like that

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But in a carnival

cold onyx
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Yes.

turbid fiber
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I see

cold onyx
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So, will you go with the restaurant theme or with the carnival one?

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Either way I can try and help with building the map.

turbid fiber
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Carnival

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Really?

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That wud be epic

cold onyx
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Alright.

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Wait, let's make a thread so the mods won't get angy.

turbid fiber
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My friend is gonna do 3d models

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Ok

cold onyx
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Carnival game.

round pine
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Not the channel for that

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And god, NEVER try to ping everyone, no matter where

hard fog
ornate rapids
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hello CB_wave_boy
im just a web developer with an idea for a game (yeah one of those, huh?)
been thinking about it for a while and decided to give creating a super bare bones demo in unity a try
im doing my own progress, just started but id like to share my idea if anyone is interested
ill gladly talk about it to anyone who'd listen
if thats cool then where should I do it? here or some other channel?

ornate rapids
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alright then here goes
its a game inspired by my love for Battlefront 2 2005 (not the EA one) and the Mount & blade series
image a MOBA style map but huge, battlefield sized.
the idea is a first person shooter with AI minions that can be controlled by the player.
you can decide how many go in each lane, some commands like how fast to move
an important aspect is that there will be a few different classes for minions (tank, support, heavy rifle, normal balanced soldier)
and heres the kicker. youre not some all powerful champion, your class options is the same as those minions, they are just as strong as you.

obviously this is a massive game, and will realisticly require 100s of employees and millions of $ to get made, but of course thats all just the big view, I just want to make the most bare bones demo to prove to myself this can work

the focus is to show the feeling of being a commander on the battlefield, being down there fighting with the minions you sent there.
youll be able at any time (even while dead) to open the map, change formations and focus, creating flanks through the jungle and adapting constantly

the original goal is to have roughly 32 minions controlled by each player in a 1v1 situation
or if ill decide its a team game have it a 4v4 with 10ish minions for each player

of course for my demo it will be a constant 1 vs AI

you may think things like "how do you choose what classes the minions will be?, can you change em?, whats the objective/win conditions?" all great questions that I have thought of a lot and need to to create the game to fully figure out XD

so thats my super unrealistic game idea that will probably never be made, but hell im gonna give it a try ^^

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and thanks for the response fogsight :)

granite prism
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so I recently watched a video about making tutorials, and I agree with pretty much all of it, however at one point the topic is on freezing the game and showing some tutorial with text/images/animations
and about how bad doing this is.
While I agree that should be avoided, I can't think of good way to teach the player about a somewhat esoteric system in my game.

The system I'm speaking of is a spell input system. You press a button to enter casting mode, and while in that mode you input a string of face button/D-pad directions/arrow keys to prepare a spell
one example is ↓ ↑ ← → ↑ or the equivalant on face buttons
I'd show this to the player using the 4 cardinal button layout, so there isnt any confusion there, but I'd be doing it in a pop up that pauses the game when you get the unlock.

The only other way I can think of doing this without pausing the game and showing a pop up is to have like, a mural in the background that shows the button presses needed in order, and you're locked in the room by a door that only opens by being hit with the spell you unlocked... Can I get some feedback or brainstorming on this idea?

ornate rapids
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@granite prism cant you put it in a colorful popup on the side? where the rest of the UI is?

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what you said sounds fine to me but I do understand the idea of not taking the control away from the player

granite prism
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Ideally I want to avoid pausing the game, showing a bunch of text, and taking control away

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the simplest version of any solution here will be the best one

feral jolt
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So our game is 3d, similar artstyle to Ashen (hopefully)

As part of our lore, every character is wearing a mask. Think Kitsune (attached) or a wendigo. We want a (seemingly) unimportant character's mask to break, (not the entire thing, but just a corner or around an eye or something) revealing nothing underneath. Our question is, how can we pull that off in 3d? Obviously just a shadow or something, but how does that work in an environment with varying types of lighting and nearly any camera angle?

Any examples of this being done before would be very helpful

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They could be wearing a hood or something, but then to obey physics the hood would have to be supported by the mask. Wouldn't that lack-of-head-shape make it a bit obvious?

undone anchor
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I wanted to make a card game (more like in the process of making one) and i don't know how the heck it's supposed to look. I want a maximum of 8 players (maybe 10 in the future) but when I place 8 players in 2D, it looks cramped and when I do it in 3D (players are placed around a table), the placed cards look too small considering i want the game to run on mobile. Can I have some help finding out how i can do this?

carmine nova
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has anyone got any game ideas that I could make that are challenging from the programming side but not from the graphics side

hushed escarp
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Have u tried multiplayer?

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Like, that's more into programming side

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I had an idea for a game that I left half way

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Just because I couldn't get the objects in the scene to sync.

carmine nova
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I'll look into it

hushed escarp
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It's like
One player is a ghost hunter.
The other players are ghosts.
Hunter has limited visibility

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Ghosts have full visibiliry

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But hunter can turn on lights for full visibility

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Ghosts can turn them off

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Captured ghosts can rearrange objects in the room

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And slow down the hunter

carmine nova
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sounds cool

hushed escarp
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If you want art, dm me

carmine nova
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oki thanks 😀

hushed escarp
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I'm more of a programmer but i drew this up

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You can use it tho

carmine nova
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ok thanks you!

hushed escarp
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😋

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Do share if you complete the game

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I have the half way game files too, but it's all spaghetti and you'll be better off doing your own

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Btw, i named it Cardboard Ghosts. As you can see, it looks like somebody tore up cardboard and drew on it. Lol.

carmine nova
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ok thanks you!

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I assume its 2d - is it topdown or side on @hushed escarp

hushed escarp
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Topdown

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But do it however u want to

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But the sprites were made for top down.

carmine nova
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ok thanks

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topdown probs easier

carmine nova
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time to learn multilayer unity!

undone anchor
carmine nova
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Photon

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it's free and I found an amazing tutorial for it

dim hearth
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Which font looks better?

carmine nova
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i like the first one more I think

weary garnet
dim hearth
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@carmine nova and @weary garnet thanks for your opinion on this, yeah i'll take the first one

carmine nova
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oki 😀

radiant pivot
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Hello I installed Unity on linux Ubuntu 20.04 and when i try to acces anything from the tabs i cant
does anyone know whats going on?
its for all of the tabs
i tried restarting my pc and it has not helped

tidal thistle
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Hey there, is it possible to make unity download an asset onto a persons computer like a 3D model?

hard fog
granite prism
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Hey, can I get some feedback on keyboard controls?
my game is being made with controller in mind, but if I want people to test my web builds and stuff I really need to put more thought intot he keyboard controls, but I am having trouble coming up with a good solution

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some context: my game has a spell input system. you press a button to enter spell casting mode, and then you can press face buttons or D-pad to enter spells

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the two solutions I have currently:

WASD to move
spacebar to jump
left shift to dash
numpad 45680 and return for other things (attack, heavy attack, spell cast mode, cast spell, interact)
spell inputs done with 8456 in the same layout as WASD (or simply use arrow keys)

OR

WASD to move
spacebar to jump
leftshift to dash
Q = spell cast mode
E = interact
left mouse click = light attack
right mouse click = heavy attack
middle mouse click = cast spell
arrow keys = spell inputs

I like the second one more... except for the fact that you have to take your hand off the mouse to do spell inputs... which isnt entirely awkward since the buttons on the mouse wont work while doing spell inputs anyways, but still a little awkward

radiant pivot
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well its unity

mint current
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Or is precise aiming with the mouse a part of your game, if not id recommend using that

radiant pivot
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i have KDE plasma gui and i have custmised it

cold onyx
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I like what you did with the arrows. Reminds me of Assasin's Creed.

jade canyon
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Im not sure what else to add to them

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yeah its laggy

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i know

sudden pendant
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Considering it's just the standard endless runner tutorial, just whatever is missing like an end screen? There's nothing else to it really.

cedar spoke
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does anyone have a 2d game idea? I am at a creative block.

jade ruin
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how to setting name of character and npc always face camera like this?
i tried to make it as a obj attach to character but it not work so smooth like this, and when i zoom in or zoom out, the size change by the distant between cam and char, not like this video
it look like a part of canvas, but i dont know how to setting

rare gorge
jade ruin
late vapor
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that looks it shouldn't be happening

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have you tried putting the Transform.LookAt in lateupdate?

deft copper
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hey guys i wanna ask you all what kind of vegetation "control" you would prefer. I mean 2 assets. Which one is better, i have problems do decide:

The Vegetation Engine
Or
Vegetation Studio (Pro)

cold onyx
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is there any games on phone 2d pixelated type that is like snow sliding?

granite prism
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Hey, Im working on improving my keyboard controls and tutorials in my game, its still very rough, but I have a good proof of concept built. Would anyone be willing to give it a try and give some feedback?

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https://orikalin.github.io/Platformer/WebBuild_Jan2022/index.html

I only got this working at the end of the day yesterday, so only the first tutorial has been overhauled. The ones beyond that are kind of awful, and the arrow keys for them dont show up in some browsers. But the first room works, and on screen buttons should update based onw hat input you're using.

Any feedback is appreciated!

sturdy marsh
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guys i have a game idea of food fight 🍅 BUT WITH GUNS 🔫

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theres 4 teams
protein
Dairy
Grain
and fruit and vegtables

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you get diffrent people with diffrent guns like
rice minigun
milk bazzoka
carrot staber
steak slapper

tame leaf
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i really want to make a game but dont know how to can someone help?

sudden pendant
tame leaf
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if someone can help me make one

sudden pendant
cold onyx
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Hello, I was wondering if I could discuss what design patterns would you guys include in an RTS game

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I have state machines for unit behaviors

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would I need a behavior tree for AI?

round pine
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potentially

cold onyx
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how valid would it be to use a command pattern for the game. I'm kind of on the fence with this one. As the only thing I could see queueing up would be waypoints

round pine
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hmm

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I think you are going at this backward

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you shouldn't choose a list of pattern and then try to apply them to the game

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unless your goal is to practice design pattern specifically

cold onyx
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We are moving out of our concept phase where we have code implemented and we are moving into preproduction where we will start by researching and reviewing implementations of our code and potential solutions

peak flint
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Whats the best way to do Level Design? Im thinking of a smart and simple visual way like making UML Diagrams. Is there best practice for that?

solar stream
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what would be a better game design? On my game I let players design their own house. At the moment, when player places one floor tile it automatically places a 4 tile wall above the floor tile, two side walls and a bottom wall ofc this is no easy task to do and the system is far from perfect you could think of it as some sort of runtime auto tiling. On the other hand to make things simple I could just let the players place the floor and walls individually. Which do you think is better guys?

carmine nova
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floors and walls individually because it gives more freedom

carmine nova
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@solar stream

granite prism
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Hey, this is sort of a technical question, but I'm building out a level for my 2d metroidvania, and originally the way I set my 'rooms' was with frames, where every frame had its own set of tilemaps for terrain, hazards, fall through platforms, triggers, enemies, etc... but I realized... I can probably just have one terrain layer for the whole scene and use the frames to activate/deactivate just triggers, enemies, and other script gameObjects

I just kinda want a sanity check, is this a good idea?
basically have one giant composite collider for my entire scenes terrain that stays loaded at all times, and when I go between rooms, activate the assets in the new frame, and deactivate ones in the old frame?

solar stream
carmine nova
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np

olive kraken
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hey I got a question abour XR when i follow a tutorial i need to get into a samples folder in assets but i cant find it

sudden pendant
deft patio
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Hi all
Im making a racing game, and wondering how to tackle the "racer position" stuff
I read around and most uses a collider checkpoints
But i'm still not 100% sure this handles like.. a racer going out of bound and taking the shorter and skips a bunch of check points

sudden pendant
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It does, because you have to hit the checkpoints in order.

deft patio
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So if racer is at #1 then he goes out of bounds so that he skips a few, then next checkpoint is #5, what to do?
Warp him to #2?

sudden pendant
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Up to you

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You can show a warning saying that checkpoint was missed, then give the player the option to hold a button down to teleport back.

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Look at what other games do, seeing as this is a problem that has to have been solved in already released games.

austere eagle
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Gimme game ideas

olive jacinth
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So, I have a concept for a game, it is essentially a turn-based tactics game, but the way you fight is by physically launching your character and letting it crash into things. Think marbles with stats. I've just had a bit of a brainwave on a potential new way of controlling and I want to test the waters and see what might be a good direction to take this. I'm torn between two core game loops for how a turn actually happens.

The first idea is what I'm calling "Golf Style", which was the original intention. If you want to go anywhere, it involves launching. On your turn, you aim your unit and fire. You get one action that you can take your time to line up or sift through your abilities and options.

The second idea is "Worms Style", inspired by the games of the same name. You'd have a limited time to take your turn, choose your option and launch, but you'd have a bit of non-committal movement to position yourself. You'd have a lot more control over your turn (at the cost of being on a time limit), but you'd also lose some of the chaos factor and the strategy of trying to end up in an advantageous position after an attack since you'd be able to reposition freely before launching next turn.

rancid tusk
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hi, i have a problem and found no solution on google, so i thought i can maybe find help here. I am working on a 3d game since a week and was scripting an enemy spawn with a character controller and a box collider as trigger to detect if the enemy gets hit by a specific object (fireball). i used a code i found in a tutorial video on yt and when i wanted to save and test it, unity said he needed to update, cause a method there would not be working in this version. so i should make a backup of my stuff, cause he needed to change some scripts and assets. i did not want to update, so i clicked no. after saving the next change, he then automaticly updated and after that, even without the script running, i have intense laggs in the game mode. when googling i always find "slow and laggy..." but it is not slow. it only completly stops sometimes. i can also upload a video if that is helpful, but maybe someone here has already an idea how to fix that.
Erec

cold onyx
cedar spoke
cold onyx
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Np

sour wraith
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@cold onyx what would you recommend?

cold onyx
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I recommend you start with a smaller project otherwise I think you will quickly realize how difficult what you're wanting to do is

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Something very simple

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Have a basic idea, and try to finish it - most people cannot finish projects they started.

sour wraith
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i'll think up a very contained idea

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still want it to be 3d though

cold onyx
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A simple idea would be something like: You are a fish that can eat smaller fish, as you consume them you grow in size, allowing you to eat more fish, but avoid getting consumed by larger fish.

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Something like those old-school flash minigames

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it can still be 3D

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the first project I did was a marble game with powerups

sour wraith
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ok

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i'm trying to think, but i have no ideas

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i cannot think

sleek phoenix
sour wraith
sleek phoenix
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at this stage as a beginner, you want to learn about the game development process, and not care that much about being original

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its more important that you get a project done rather than make your dream game

sour wraith
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are you sure?

sudden pendant
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Why is it that in any other skill, it's so obvious you won't be painting the next Mona Lisa, building a car, flying a plane, becoming the CEO of a large company in your first month of learning.

Yet, when it comes to game development, so many beginners go "yes, I think I'll start with my really advanced 'dream game' that will match the quality of other very successful games made by very experienced people and teams.". Baffles me.

sour wraith
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my game won't be that advanced

sleek phoenix
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your game is advanced for a beginner

sour wraith
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ok

late vapor
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I, along with a lot of people I know, fell into that trap

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I think one problem might be that people think that being good at playing games means that they'd be good at making games

sleek phoenix
# late vapor I think one problem might be that people think that being good at playing games ...

There’s been a lot of discussion this past week about how universities should approach teaching videogame development and even just what the basic responsibility of game schools even is. This…

late vapor
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pretty good article

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if someone says they want to be an 'artist', I interpret that as them wanting to learn to paint, or make scultptures, or engravings.

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wanting to be an indie game dev potentially means learning physical or digital arts, sound design, voice acting, mechanic design, writing, programming, 3dcg, and a bunch of other disciplines

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My point is that newbies don't have a great idea of how diverse your skillset needs to be compared to other creative careers

dark cloak
sour wraith
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i found this channel

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i think this might be useful for my game when i come around to making it

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gonna make a smaller project first

sudden pendant
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@fading thorn No offtopic here.

hushed verge
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Little question here : does making a game easily moddable also make it easier to add new content to it, as the developepr

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dveloper

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developper

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God words.

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I was thinking of making every enemy type as an easily configurable XML/JSon file and having the game scan a folder for each of these, putting all the information into these config files, so that new stuff could be added without actually needing to code anything once the framework is set up.

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Just copy/paste one of the pre-existing ones and change a couple values, change filename, and there ya go

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what I'm wondering is, while that could make it easier to mod in new stuff for someone external (literally just go into an XML file and change <MaxHP>100<MaxHP/> to <MaxHP>50<MaxHP/>, or copy paste an existing working file and change stuff around), would that also make it easier for future content addition. The implication would be that there has to be a robust framework and strict standards to ensure all the config files can work, so modifying the game itself could potentially harbor some more difficulty than if everything was coded custom since one modification will affect every single thing, compared to coding everything for each individual class and isolating them, meaning that if one class is changed, the others aren't

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But, for minor content additions (like let's say one new enemy type), this could mean that the development of said enemy could be done in... what, half an hour, if we don't take testing and balancing into account

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So I'm wondering here if the pros outweigh the cons

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disclaimer being that I know JSon works better to symbolize objects, I'm just more familiar with XML

hushed verge
# late vapor wanting to be an indie game dev potentially means learning physical or digital a...

That's definitely something, I want to become a game dev but the amount of learning involved is quite intimidating, so right now I'm primarily focusing on building the concept of the game and how all the mechanics work, and then doing the math & config behind it. Once I can get a working prototype (probably with squares and squiggles for visual representation), I'd like to find someone a bit more gifted with the artistic side to cooperate -- either as one of the devs for the project (long-term) or as a contractor (short-term)

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I'm a lot more comfortable thinking up design and the actual mechanics of the thing over the visual representation and graphical aspects -- I have absolutely no gift for those.

hushed verge
rancid tusk
# dark cloak use comparetag

ah ok, thx for the info. btw i now "solved" the problem by installing the new unity version and removing all "instantiate" commands from my scrips... what means i have to load all objects in the world at start and "move" them when they should actually spawn to the place where they should spawn. and when they are not used, they are stored in a ingame "junkyard" xD
maybe unity has to check if something is wrong with the instantiate command in the new version. seems to cause big loading breaks

rancid tusk
# dark cloak use pooling

yea i heard about that in my google search, but some say its difficult and has some negative points to consider, so i go with this solution for now, until i have the nerves again to learn what that is

dark cloak
rancid tusk
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yea, ill consider that when i get to adding the new projectiles, but now im keeping me away with level design .. btw, is there really no way, when you have a terrain, and u want to place a tree, and you feel like, well, thats too small, lets scale it to ... 10x, and then want to mass place, it only goes to 2x max? is there really no way to mass spam on higher scale?^^

errant seal
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hi everyone, i m trying to use polybrush but the random rotation and scaling is not working for any of my prefabs, any idea?

cold onyx
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what am i doing wrong?

late vapor
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posting this in the wrong channel

obtuse prawn
hushed verge
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I did make the project in Julia, so I don't think unity would've even supported it though

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further question : if I create multiple instances of a class (like let's say, in a strategy game, that the player would have 3 'warrior' units), am I better off putting those in a dictionary of units?

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the idea being that the player would be able to generate more (building units), so I need the game to be able to dynamically generate them based on player input, and wondering where I would store them

sudden pendant
vale wind
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OK thank you

delicate wharf
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Making a rigidbody based platformer controller and it's giving me a lot of trouble. Are there any tutorials or documents that help with making a non rigidbody based character controller?

sudden pendant
delicate wharf
sudden pendant
# delicate wharf I started with rigidbody but now I want to rework it into non-rigidbody. Sorry i...

Right.

So you have three options:

  1. Make your own from scratch (not recommended)

  2. Use the built in Character Controller from Unity. Their docs have example implementation for movement.

  3. Use a kinematics CC asset that solves a lot of the physics issues you will face with #1 and #2. However you need to be strong in both coding and vector math understanding. The Kinematic Character Controller is one I highly recommend off the store.

hardy pawn
#

What do you think a good predator for a gnome would be?

#

A fox?

delicate wharf
cold onyx
#

or karen

#

she finna come fo yo gnomes

hallow scarab
#

I was wondering of all Unity assets work in linux. I don't see that it says anywhere about their capability. Thanks.

cold onyx
#

I need Help,
I am making a Anime Third Person Game
And I have made terrain and Character movement.
I wanted to add Boss, Objectives and Menu's
So please do DM me
I need help, as this is my First time making a Game
Please

sudden pendant
#

@cold onyx You can ask coding questions in #💻┃code-beginner. But you need to show your work, this isn't the place for free handouts.

hardy pawn
#

I made a hawk

#

I think it might be cool

jade ruin
sour plover
#

looks like rich text with color tags to me

#

but if you want to do that you can just make 2 texts with a horizontal layout, but then it'll struggle with wrapping

#

so just do rich text

cold onyx
#

lmao

hard fog
#

@unkempt badge Don't post random content here.

unkempt badge
#

bruh

cold onyx
#

I just started a project like yesterday and I was thinking of making it like one of those satisfying games where hundreds of marbles all fall down and start going down a track and like first to reach the end wins but with a twist

I wanted to make it so you can bet on the marbles and stuff and have some sort of rewards system but I dont know how to balance it. any suggestions?

I was thinking having like a wins counter and a money counter for like a leaderboard and with your wins the more you get the more items you unlock and you can have like idk maybe iron coins and a hundred of those is like 1 silver coin or something etc.

So does anyone have ideas for like a balanced system? (ideas are fine but more ideally like a list of x amount of y coins = a amount of b coins and so on)

i also am considering making some type of crafting system and a level builder

round pine
#

If you don't know how to design it before building it then just build it and learn from that

sudden pendant
peak viper
#

I'm wondering if it seems feasible to mash two very different game types such as a factory/automation game (i.e Factorio, Autonauts) with a Roguelite (Moonliter). I'm envisioning the player gathering resources from the dungeon, then returning to surface and building things (tools, buildings, factories, robots/ai companions).

mild relic
peak viper
# mild relic This concept reminds me of 'Dig-N-Rig' to some degree, have you heard of that?

I haven't I just took a look. That certain looks similar to the concept I'm thinking of. That makes me feel a bit better going this route. I'm thinking the player starts out hand gathering resources in the dungeon and carrying out in backpack. Then the player creates AI companions on the surface that can follow them into the dungeon, they would carry loot and do a better job extracting resources from nodes, maybe they could even dig out the node itself and bring it to the surface.

mild relic
#

It was largely conveyor belts that did the lifting if I recall correctly, but the concept of the player investing their resources into infrastructure seems solid to me

peak viper
#

The other facet is the roguelite, which would be expressed in the fact the dungeon randomizes between each visit, the deeper you go the better the resources but the greater the dangers. Hence the need for Ai companions to help carry things out so you don't need to visit the surface as often.

#

Well I suppose I'll keep refining the idea and see about starting to jot down some concrete features to start building a card wall.

sour wraith
#

chat

#

i want your opinion on this idea:

#

a first person perspective game where a futuristic sword is your main weapon

as you progress through the game, you unlock new guns

only a specific amount of bullets gained per enemy killed, for a random gun

my theory is this will encourage players to save ammo for bosses and use the sword, perhaps this could also encourage players to aim good

sour wraith
tribal halo
#

Role documentation guide

bold ridge
#

Any possible way to use GameObject Recorder in iOS build?

blissful flame
#

i had a really fucking cool idea

basically it would be a 2d platformer in a 16 bit style where the main character is a business man, but he has a magic tie that can attack like a sword, swing from certain objects and spin around to make him fly like tails from sonic

granite epoch
#

can anyone help with some Backrooms game type stuff i can do precedural terrain but how does that transfer into hallways etc

short frost
short frost
short frost
# sour wraith gun effects?

Yeah you said that the player unlocks new guns throughout the game. So what if a particular gun was good against a boss but was also really useful if you're getting ganked on the runup to the boss

#

you might be tempted to burn your ammo early

#

to keep the run going

#

that's all I mean

#

tension

#

decision-making

sour wraith
#

i do not know how i would implement it, though

#

i'm still learning game development

short frost
sour wraith
#

ok

#

wait

#

what if i mad it so the boss took more damage/something else happened if it collided with a bullet prefab of a specific gun

#

something like
if(boss hits specific gun bullet)
{
more damage pls thanks
}

short frost
sour wraith
#

epic

#

i think i'm starting to get a rough idea of how an fps works

#

in terms of coding

#

i've still got a long way to go, though

#

the question is, how would i implement headshots?

short frost
#

Have you come across Object Oriented Programming principles (abstraction, encapsulation, inheritance and polymorphism) yet?

short frost
#

ah mate, I'd really recommend having a look at those first, it'll save you so much headache

#

hang on

sour wraith
#

thanks

short frost
#

I feel like half of my time on discord is spent shilling Unity Learn, but it's honestly so good for beginners

sour wraith
#

should i look into it after i've completed junior programmer?

short frost
#

ahh are you going through it at the moment?

sour wraith
sour wraith
#

very helpful

short frost
#

ahh nice

#

the very last module in on those principles

#

honestly stick with it, it gets really good

sour wraith
#

i am

#

my plan is to:

#

complete junior programmer

start game development (and use tutorials to help me on my way)

#

i've heard brackeys is useful

#

also heard he shut down his channel

#

brb gonna take a piss

short frost
#

you're doing all the right stuff - finish Junior Programmer and you'll have a really good grounding

blissful flame
#

concept for magic tie game

#

this is what the actual character would look like

#

i originaly made this for a top down game so im going to get rid of the up and down animations

short frost
# sour wraith i'm back

I have to warn you, the data persistence workshop (the one with the forklifts) is kind of badly written, but you can get through it!

short frost
sour wraith
junior monolith
sour wraith
#

just so i know in advance

junior monolith
#

wish i could tell you specifics, but all i can really say is that it's hard to understand

#

EIther it's structured in a way that's difficult (for me, at least) to understand, or the wording is off, i never really tried to analyse

#

I'm sure you'll be fine as long as you visualize how to apply what you read and don't hesitate to look stuff up on the side

sour wraith
#

ok

blissful flame
late vapor
#

does anyone else dislike enemies in action games games that completely stop to attack?

#

during which the player can simply walk out of the way

sudden pendant
hushed fractal
#

ok thx

cold onyx
#

do these look good? I want advice, I'm making my first game

late vapor
#

I dislike the difference in the text scaling

olive raft
#

I'm presonally against inconsistent pixel scales
But it's got a charm of some kind!

sour anvil
sour anvil
cold onyx
sour anvil
cold onyx
sour anvil
#

The text changes color/glows when it's in focus.

cold onyx
sour anvil
# cold onyx

I think it looks good with the symbols aligned vertically.

cold onyx
sour anvil
cold onyx
#

completely different scenes

sour anvil
cold onyx
granite epoch
#

i need help how do i make my sprite smaller?

cold onyx
granite epoch
#

but that resizes the player not the sprite

#

i got the groudn check and stuff

naive marsh
#

1.Outline what your game is about
i want to make a game where you run around and collect people which follow you like a groupe so you behave more or less like a general of a groupe in 3d person perspective you maintain a city where you can place beds and "job" entities so you can give your people jobs and when you run around and hit a tree all woodcutter job peoples attack that tree also and help you collecting it and so on
2. The rules of the game and how they're played
it should be a mlapi multiplayer game where each one can pick up peoples and build their city but also AI which build there city and send out their AI groupes for example when you go out with woodcutters you also need a wagon carrier job attacking another woodcutter group you can capture that wagon and move it to your city and steal the stuff... or just steal other workers from other groupes
3. What you're expecting in suggestions
i havent done yet anything with AI so how hard is it to make a groupe that is randomly moving in a circle around me and making an AI which is basically doing the same stuff like me second thing is this at all a good game idea as there would be like 100 free people wobbling around in the wilderness + the people in the citys so probably around 200 chracters at once can unity handle this without a problem? the city building should be like in rust , just with the difference that there will be "prebuild" buildings that you could place but the main focus should be on moving around and stealing wagons and fighting other groupes which are wobbling around so what do you guys think?

cold onyx
#

can anyone suggest a background to use for this? instead of the black background

fathom island
granite epoch
#

k thnks

modern minnow
elfin tinsel
#

Not sure if this would fit better in a different channel but does anyone know of a list of weapon names that wouldn't be copyrighted? I don't want to be sued but I'm also not wanting to have "Dragonfly-2742317P" or something as a weapon lol

#

I've been mainly wanting to use guns that're similar in appearance to real ones but with simple and easy to remember names like, "Auto Shotgun", (like in L4D), but I'm also kind of limited with that

late vapor
#

there are many games that use that sort of naming system

#

@elfin tinselhave you ever played gun mayhem 2?

#

that game, if I recall, has over 100 unique weapons each with that naming system

#

most of them are two-word names, composed of a descriptor and the weapon type

#

types being 'pistol', 'smg', 'rifle', 'carbine', 'shotgun', 'sniper', 'machine gun'

#

and descriptors such as 'hunting', 'stealth', 'auto', 'lever', 'assault', 'military', 'guerilla', 'police', 'antique', etc

#

with those words alone, you potentially have 72 combinations

elfin tinsel
#

I haven't played this lol, but I really appreciate you telling me about this, the only two games I could think of with the naming system I was going for are Left 4 Dead and GTA 5 which don't have too many guns, but this will probably help a lot

late vapor
#

one of the best flash games

elfin tinsel
#

seems pretty cool shrek

blazing tundra
cold onyx
#

Any way to solve the feeling where I feel the work I've done isn't good enough and wanted always think I could've done better?
I'm having a slump on not being contented with invisible walls are boundaries for unity 3D

late vapor
#

i guess remind yourself that some non optimal design choice won't cripple your game

marsh narwhal
#

My2cents dscharlos

ornate robin
#

Does anyone know how to fix these errors?

sour wraith
#

i've been thinking

#

for when i release my game

#

perhaps i should have a launch day sale for the first day of the launch of my game

#

maybe 10-15% off

sudden pendant
#

Worry about that when you actually have something to release.

#

And then do market research on how to plan a release.

sour wraith
#

fair point

#

gonna start learning more game development at 3:00pm BST

sudden sedge
#

I've started looking at the Core platform, as a tool to rapidly prototype game ideas - has anybody else taken a look at this?

cold onyx
granite epoch
late vapor
#

@granite epoch is the absolute value of y ever more than 90

#

also you are in the wrong channel

granite epoch
#

oh

#

its game-design so i tought

#

srry

granite epoch
late vapor
#

I meant rotationZ

#

is that variable ever < -90 or >90

granite epoch
#

should i change it too that?

granite epoch
late vapor
granite epoch
#

i have i did it after i realsied i did it in the wrong chat

#

you answed like 10 mins after

granite epoch
sudden pendant
cold onyx
#

Rich

jovial cedar
#

LMAo

near ridge
#

I was thinking about my concept for a horror game where the player doesn’t have arms. Think they should have any functionality or just keep them unable to do anything? Ie. Can’t open doors until someone else opens it for them.

dark cloak
#

thread

slim thistle
#

to make a 2d game is it necessary to have a 2d tilemap or assets so you can start actually putting things in the scene
should i try and make my own sprites and import them somehow

round pine
slim thistle
#

and i can replace it later with my own stuff right

round pine
#

yes

slim thistle
#

is importing and replacing it really complicated

dark cloak
slim thistle
#

ok

dark cloak
#

you'll probably just get bored a lot doing it

slim thistle
#

i managed to get a little pixel art dude i made into my sprite folder

#

and into the scene

dark cloak
#

wait why do people have "dm me tomato" in their status

#

you are the second person to have that ive seen

slim thistle
#

: )

dark basalt
#

I just imported a rough tunel model in unity but why the tunel other side is not visible and the game view only the path is visible plss help

next pollen
#

The normals are facing the wrong way, use either probuildrr or blender to invert them

#

Did you make them in blender?

dark basalt
#

Yeah

near ridge
#

My say is that you would have to flip normals, as well.

next pollen
#

Go to blender, select the faces that are dislayed wrong in unity, go to mesh - flip normals.

near ridge
#

What Qbec said, @dark basalt.

tribal halo
#

Ok so i am working on a social deduction game inspired by Among us but has some survival elements and it has roles like Town of Salem and my question is that should players be allowed to claim their role?

next pollen
#

I think, no bcs making all roles fun at the same level might be hard so some roles will be more popular that others so matchmaking will be hard

#

Actually i need some help myself. I'm working a horror game bit since this is my first game i have no idea how to design maps. Any of you know some good guides or videos that could help?

tribal halo
next pollen
#

3d

tribal halo
#

and what type of 2D/3D game is it

next pollen
#

3D horror, stealth on a spaceship

tribal halo
next pollen
#

First person

tribal halo
#

ok

#

What I suggest is that you have to brainstorm how you want your map to look like

#

and if u want to u can search imgs for reference

#

you then want to learn a 3D modeling app to make maps (I suggest blender)

#

There is tons of tutorials in blender so ur good

next pollen
#

I already did that

tribal halo
#

oh sorry

next pollen
#

I tired making map modules

#

But now im Wondering

#

Can I just make the entire map in blender and export it as a single mesh?

tribal halo
#

and you can also export it, the hard part is the colliders but it isnt that hard

next pollen
#

Why are they hard, cant i just add mesh collider? Will it destroy performance ?

tribal halo
next pollen
#

Lmao xD

tribal halo
tribal halo
next pollen
#

(Had to get home sry)

#

If you let ppl choose roles everyone will pick the most fun one and noone will want to play the rest

#

It ll be hard to find ppl for matches

#
  • it will be more fun to play the best roles if you dont get to do it every time
next pollen
#

Glad to help mate

#

@tribal halo

tribal halo
#

no its not choosing roles

#

its claiming roles

tribal halo
#

not chosing roles

next pollen
#

Are you planning to have voice/text chat?

#

I think you should and then you ll be able to do that anyway

tribal halo
next pollen
#

So you dont need to add a system for claiming roles, ppl with just say it anyway

tribal halo
#

Like in Town of Salem where u can freely claim ur role and share info

#

or as in Goose Goose Duck where there is a bad guy role which prevent ppl from claiming roles

near ridge
spiral pewter
#

i want to curve all my meshes around a tube, how can i learn how to do this?
im not sure where to start

solemn anchor
#

Hi guys I was wondering if anyone could shed some light on how I would go about creating a game with similar mechanics to this one.https://play.google.com/store/apps/details?id=net.updategames.granny

Simply the mechanics of it. So the way the characters move and the system. I'm new to Unity and still learning. So I want to challenge myself to build something like this.

Any help or links to videos, documentation would be greatly appreciated

The thrilling great escape awaits in Granny’s House!

hardy pawn
#

Anyone got game ideas?

#

Very repeated question

#

but idk

weary lynx
#

i also need a game idea but for learning unity. like a project thats not difficult that requires me to learn most of what the engine has to offer

cold onyx
#

monk

peak cloud
#

want to work together on it?

hardy pawn
#

Sure man

coarse willow
#

Hey everyone there's a mod of a game out there that uses Unity as an interface to launch certain aspects of the main game. Any idea how they did this?

ivory gate
#

for example, doors that can be pushed open from one side can't be pushed from the other, so they'd be one-way

#

you could add puzzle solving elements there, like kicking/pushing a chair over to hold the door open

#

(assuming this is a first person game)

desert oar
#

Hi friends.

#

I have a question, I am learning how to make scrollable lists/buttons and stuff and wondered if this is considered a "list".

#

No scrollbar, and it works via navigation with up/down on a gamepad.

#

Is this a possible thing? (not cloning it just ideas).

#

(example image not a game I am doing)

#

Maybe I can use buttons but disable mouse and only allow gamepad input, hmm...

#

YEP! EventSystem + buttons, thanks.

dull solar
#

Hello guys, in your opinion the castles are isometric sprites as the background or low poly 3d objects?

near ridge
near ridge
near ridge
crimson ravine
#

I have a question

#

let's say that I am making a visual novel.

near ridge
#

Yes?

crimson ravine
#

so, in this visual novel game, I decided to make scene 10 part 1 4 choices, this is flirt, drink, eat, and talk

#

this choices happens from run 1-10

#

however, at run 11, you got a 5th choice, let's say this is slap

#

this choice comes at a 1/10 chances, let's say

#

and this choice didn't come out from your previous choice

#

this is the thing I don't know

#

is this a good mechanic ?

#

or it migh only make the player hate the play ?

night shoal
#

What's your goal with that mechanic?

crimson ravine
#

I thought of it because I want to make it feel just like the randomness of human action.

#

It's like this: sometimes, your mind gives a thought that contradicts the goal of the person

#

due to the subconcious part of the mind.

#

another example: if your in a fighting situation, you're by default given the choice to punch, kick, dodge, or block. but, the mind didn't give the choice as orderly as that. It was spouse to give the choice in non orderly fashion, espescially in the heat of the moment.

night shoal
#

Sure, but you'll have to be quite a wizard to convey that meaning to the player

#

instead of them just seeing an extra option for no reason

crimson ravine
#

Hmm

#

if it is that hard, then I will think about it again

#

question

#

what if the person is given the option, but the raction from the game is different in the runs.

#

not significant things

#

actually, that might be a bad idea...

near ridge
#

Oh, also, here’s what our character’s probably stuck with:

-walking
-running
-stepping over things
-swimming(?)
-Crawling through tunnels
-pushing through things.
To the fact the controls would be one stick for movement and the other for looking, @ivory gate.

granite prism
#

Hey, I need a bit of a....sanity check? on how I'm intending to make a boss in my 2d metroidvania

the boss battle is going to take place in a set room, and my boss has 'super armor' so hitting it does not interupt its animations or cause any knockback. feedback for hits here is done with time dilation on big hits, but thats a bit of tangent.

my idea is to have the bosses attacks be entirely animation driven. For example, have a script that randomizes which attack the boss will do, and smoothly move the boss to a "start location" in the room for that animation, then execute the animation, say the boss turning itself into a spinning projectile and bouncing around the room. Im thinking of doing that part entirely as an animation, rather than coding the physics and collisions of it

bitter fulcrum
# granite prism Hey, I need a bit of a....sanity check? on how I'm intending to make a boss in m...

You can do that if you want, but the hardest part will be to make sure that the boss is always on the same position for every attack. As animation can not account for position changes and will just teleport the boss which might look weird. But if you can add a check in a script and move the boss to the position for the attack using another set of animations this might be possible but you will still need collision for collision detection

#

And there might become a very simple pattern for the boss that is that if he is on a certain position he will do a certain attack

granite prism
granite prism
bitter fulcrum
granite prism
#

the boss getting into position is kind of meant to be the players window of opportunity to attack

bitter fulcrum
#

Then this idea works pretty well

granite prism
#

I intend for the attacks to be fast moving and pretty deadly, so unless you're really good, you'll be spending time during the attack animations avoiding them

bitter fulcrum
granite prism
#

its just, the idea of doing the attacks with animations, and almost no scripting aside from animation events to trigger screen shakes, hitboxes, sounds, etc

instead of using terrain collisions, velocity based interactions, etc

bitter fulcrum
granite prism
#

I realize that this approach has a flaw in that the boss can be repetative and boiled down to a strategy, but I'm ok with that, its an early game boss, and will not be encountered again

bitter fulcrum
granite prism
#

I'm also trying to implement my spell casting system into the fight

#

at this point in the game, the only spells you have are fire and dash (which has iFrames, and I already taught the player how to use these)
(my spell casting system requires you to go into a spell input mode and put in simple button combinations to prepare spells, which you can case for a mana cost, charge to cast a stronger version at no mana cost but lose the prepared spell, and getting hit also causes you to lose the prepared spell. Hitting enemies with melee regenerates mana)

the boss is a large possesed floating sword, so its kind of hard to hit with melee, but I intend to have a attack that ends with the sword lodging itself into the ground, and giving the player a short window to attack with melee

physical attacks do very little damage to the boss, so you need to rely primarily on fire damage to hurt the sword, however that is not all there is to it. Simply spamming fire will not kill the boss, but instead heat the sword up (it will glow more intensely orange as you hit it with fire)

Once its at a certain value (like 80/100) it will start to take massive damage from physical attacks, but the heat will slowly drain

bitter fulcrum
#

?

#

Cause the boss sounds brutal if not a lot of mana can be collected

granite prism
#

it takes 20/100 mana to cast fire, and your mana regenerates up to 20
so you can cast infinite fire, but you will be able to cast much faster if you hit the boss with physical to get mana back

bitter fulcrum
#

Yeah then this also sounds good

granite prism
#

I also might want to implement like... some fire based dangers to the boss when its heated up enough. Like, its spinning attack will be a bit wider, with flames coming off of it when its heated

bitter fulcrum
granite prism
#

not quite, I already have an idea of how to do it

#

like, if the boss is heated, when it does its normal attack, if(heated) enable a child object that has additional fire effect animations or particles or whatnot that are in sync with the animation

#

despite things behind controlled by animations primarily, I can still include some logic via animation events

bitter fulcrum
#

Yeah then this should be pretty good boss battle

#

And I did not think that you might add animation to child objects

granite prism
#

its actually how I'm doing the slash hitboxes for my players attacks

#

the player plays an animation, but also enables a child object with its own animator for the slash visuals

#

this way I can adjust the hitboxes and visual effects without having to mess with the players animation

bitter fulcrum
#

Wow you are really good at optimization

granite prism
#

I try to build everything with a very forward thinking mindset

granite prism
#

thanks~

bitter fulcrum
#

And for a prototype things are really polished

granite prism
#

I'm going greybox on the tiles, minimal effort on most vfx and animations, but I make sure my movement, controls, and combat interactions are all very solid

#

no bugs allowed 😄

#

aiming to have the prototype done by april

bitter fulcrum
#

Sounds doable cause a lot of metroidvanias are completed in a month (Cause the game jam Metroidvania month) so prototyping it should be doable

granite prism
#

before then I want to have:

  • first boss implemented
  • redone player character design and animations (at least rough/blockouts)
  • an expansive area to explore
  • a title screen and save/load
  • pause menu system that I can expand upon later
  • at least 5 different regular enemies (currently at 3)
granite prism
#

and this project is too far along to enter into a gamejam

bitter fulcrum
#

But you probably knew about that one

near wasp
#

i would love to have some thoughts about it

cold onyx
#

I have a question I believe falls under design - looking to create a distributed inventory system for multiple characters. Say you have the player, who can have their assets stored in any number of warehouses and only access them if they're at the warehouse. Then, same problem, but also for the NPCs running around. So each inventory at each warehouse needs to be segregated by owner. Should I have one big inventory database and query that each time the player or an NPC accesses it, returning only what's available to that character at that warehouse? Or should I store individual gameobjects themselves at each warehouse location, and tag them to their owner? Or am I missing another design option?

#

i'm not horribly worried about performance but i'd still like to design for an optimal system if i know how to plan it ahead of time

near ridge
ivory gate
#

is it a co-op game or are you interacting with npcs?

near ridge
#

Interacting with NPC’s.

#

They’re the ones who’re putting things on you and hooking you up to things.

#

If you wanted to know, @ivory gate.

topaz ginkgo
near ridge
south steppe
#

Guys, I am looking for some reference for a grid-based puzzle game where there will be two characters in 2 corners and make them meet. Any names or links are welcome. Thank you.

fiery dawn
#

So I have a idea for a game that give your character skill points as the level up. These skill points then can be used to level up your skills. There are a few skill to that can be leveled up and it takes 1 skill point to level up a skill. I intend to make it so you can either fully invest in a skill early on or try to balance it out on every skill. The last level around 6-7 to give a big boost in power but I don't want the player to be able to max out a skill so early because it would make things to easy but making each skill cost more as they level up means that they are forced to spend a few levels being really vulnerable or they would have to balance their skill out which I don't like since it limits their options. Any suggestions?

cold onyx
#

Hi

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Guys

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I have One Question

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i making of Games and where can i post it?

cold onyx
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wait i sending link

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this is my game The red hood

ocean comet
valid blade
#

I am currently creating a 2d Melee Enemy Ai.
Currently it patrols and at the end of a platform, it idle's for some seconds and then patrols again.
When it detects player, it moves to player and attacks.
After the attack, a attack cooldown begins.
But when the attack cooldown is on it's way to end (as in, have not ended yet) and close to player (as in, no need to move to player) what should the enemy do in that time?
Should it just stay idle, or is there something else?

cold onyx
#

Logo for my new game

round pine
#

really professional looking

cold onyx
#

stop lying

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im new to this ok and i have no team

round pine
#

you could start by not drawing the letters lol

round pine
#

if you want it to be more organic you can have some kind of recovery animation

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but really, it does whatever you want it to do

valid blade
#

i know, but it just seems when i think about it there is a gap.
But when i see it in other games there is some kind of crispness to it.

#

Maybe it is the fact that player's will not just simply idle by and attack proactively

cold onyx
#

this better???

round pine
#

maybe try to have the text centered

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and find a nice font

night shoal
cold onyx
#

if u want to make a chess game, here is some sprites, dont dm me

tribal halo
#

Hi, I am making a social deduction games based on boyscouts going into camping trips, anyone got ideas for maps?

cold onyx
#

no!

lament pike
#

I'm not sure this is the right channel but I'm not sure where would be better suited. I'm making a Zelda-like game which is semi-2D but with some perspective - mostly looking down at the world from just above and at a slight angle.

There's a city and I'm going to be making some tall buildings but I'd like players to be able to walk behind them. Is there a good way of either drawing or implementing this? I don't want the tall buildings to block out too much of the screen and I don't want the buildings to still be in the frame from tens of streets away

Image from Google to give an idea of game perspective - if the building was much taller then you wouldn't be able to see the fence

lament pike
#

Possible solution: instead of using tilemaps, make it an object that fades out with distance from the player

fiery dawn
#

Or make the building a certain opacity when the player is behind it and I think it fading out might a little messy when you have multiple buildings at multiple distances

tall pollen
#

I have been wanting to make a strategy game for a while now but I don't know exactly what I want to make. I have been having some vague ideas but any ideas are welcome.
My first inspiration was to make a rather simple strategy game like chess but maybe with more players. Maybe every everytime you step an a tile you claim that tile, giving you bonuses every round for the amount of land you have.
Another idea was a more realistic war game, taking place in Europe in ww2 where you control curtain countries.
Although I think i prefer the second idea better i don't know how to evolve it further as I don't have a lot of experience with strategy games. If these give you any ideas, or reminding you of things I can check out make sure to tell me

late vapor
#

I think the first idea is better

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mostly because it sounds like it requires little effort for you to create the assets for it

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I think it's more important to focus on developing the mechanics, especially if you are new to creating those kinds of games

tall pollen
# late vapor mostly because it sounds like it requires little effort for you to create the as...

well i see it as a long term project so I don't think that would be a problem. The problem I am having is creating the base of the game. I have been settling more on the second idea and some friends have brought up the game Risk. But I quite dislike the factor that luck plays as I want to make it as fair as possible, so the person with the best strategy wins. Do you happen to know any strategy games or have any game mechanics that fit the style i am going for?

late vapor
#

no :)

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actually

late vapor
#

at least on competetive mode

tall pollen
molten dew
#

Is there any app or something that helps organize storytelling?

sour wraith
#

i really want to get started with making my game
but i have to finish the junior programmer pathway

sudden pendant
#

So you've said already today (and a bunch of times all month). Get finishing?

sour wraith
#

sorry

sudden pendant
#

I mean, it's your time in the end. But seems like it would be best finishing the pathway if you're that excited to start making your game.

sour wraith
#

i am, currently

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on unit 4

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lesson 4.4

vague wave
#

Im currently working on the conceptual parts for creating a large scale survival and possibly multiplayer game themed around the backrooms. Following the information found on the wiki is for the most part pretty straightforward and can be translated to game mechanics pretty easily but currently im held up by the major hurdle of Noclipping. On the wiki its described as "To noclip, one needs to be travelling quickly enough to pass through any solid object like a wall without breaking it" But currently im having some trouble figuring out how I would implement an ability like this into a game

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I was hoping that I might be able to get some feedback on how one could implement a noclipping ability like this

vapid palm
#

If you had sprint accelerate to a certain speed where it just shifts to noclip i think that could work, or maybe some other button than sprint since sprint might be mainly used for movement

vague wave
#

That was one of the issues I was having with it was figuring out if it should be tied directly to the sprint that would be used quite a lot for escaping creatures or movement in general

vapid palm
#

if you have other abilities planned in the game (like fixed on hotkeys and stuff), i think it would fit in with those more than the main movement keys

vague wave
#

Like I am hoping I can avoid anything too "arcade-like" like for example you press a button and activate an ability that gives you a few seconds of noclip and then having a cooldown. Im wondering if there might be a way to make it feel a little more natural to the evironment

vapid palm
#

ah ok

vague wave
#

Although Im not totally against it if it turns out to be the best way of going about it

vapid palm
#

then imo the best way to do it would just be a button to hold while sprinting, which accelerates you higher than the base sprint speed and after a bit of acceleration sends you into noclip

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balancing would be quite difficult for full noclip though, if that is an issue

vague wave
#

What do you mean?

#

that is an interesting idea and one I had not considered

vapid palm
#

you said it might be multiplayer survival right, i was thinking if theres pvp you might just have players flying around trying to kill each other instead of doing anything else in the game, since its so OP

#

so a cooldown or something along those lines might be required

vapid palm
vague wave
#

Thats valid too although I dont think the noclipping would be similar to Gmod but rather you go through a wall or floor and that teleports you to a new level of the backrooms based on what the wiki states

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like for example if you no clip into a wall on level 0 you will be brought to level 1. Im hoping it might not be too OP since it could be used as a method of escape or could bring you into an even worse situation

vapid palm
#

i see, well then it could be also linked to some sort of object which speeds you up near a wall, allowing for noclip only in certain spots

#

i was thinking something like this

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but it just faces into a wall, speeding you up as you run on it

vague wave
#

Thats also a very interesting idea haha

vapid palm
#

just go with whatever seems most natural for the game, if it fits the game well it works

vague wave
#

One thing im hoping i can figure out too is how to make the game detect the player has noclipped through a surface and then turn the characters vision black, probably load the next level and then the player falls into it or something

#

Thank you for the help! this has been very insightful! I do also have one other hurdle im trying to figrue out though too

vapid palm
vapid palm
vague wave
#

Im not sure how much of the backrooms you know, ive been getting interested in the eldritch horror of it all recently which motivated me to make this game but there is a level 6 that is completley pitch black https://backrooms.fandom.com/wiki/Level_6. The description says that any light sources will not work here and light is swallowed up so that it does not help at all. The hurdle here being that the level is also a series of catwalks in a cooling tower with no guardrails and creatures lurking about

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Ive been trying to figure out a mechanic to stay true to the offical wiki by not giving players the ability to use light sources but this has the issue that if you were there in real life you would probably crawl around on your hands and knees to feel the catwalks below you but you cant exactly do that in a game format so im trying to think of a way to still allow players to see however limited

vapid palm
#

how about a map on the previous level?

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if you fall off, it tps you back to the previous level so you can read the map again

vague wave
#

I had considered some sort of blind ecolocation ability like this screenshot from the game "stifled"

#

but i didnt know if that might make things a little too easy

vapid palm
#

echolocation actually sounds dope

vapid palm
#

also since entities may exist here, i think having the player not being able to see at all would probably make the game seem unfair and too hard

vague wave
#

oh wait now that i read the wiki I can see that the level has been changed from what I had origionally heard about it. At first It used to be a series of metal catwalks without guardrails in an extremley cold cooling towers and creatures that use ecolocation to crawl around on the pipes. but now I can see that it is now corridors of metal walls and brick floors with pipes running all over the place and an indeterminate amount of creatures

vapid palm
#

maybe some sort of visual representation of the sound of water running in the pipes would fit

#

honestly its hard to come up with a completely perfect idea for this level i think, so i would go a bit on the safe side and just use the echolocation ability you mentioned in order to not make it too hard to play

#

(unless you want it to be a level like that)

vague wave
#

That might be the best method i agree. I think the ecolocation ability would have to be limited in range too

#

Thank you again for all of the help! I greatly appreciate it! I want to make the game true to the wiki if i can but there will definitley be things I need to adapt in order to allow it to fit into the style of a game

vapid palm
#

no problem man and hope your game succeeds!

short lance
#

so... iterative design

i know that i should iterate on designs to end up with better ones
however, i dont end up doing that as much as other people

because, i dont really have a sense of when something needs to be iterated on
other than numerical tweaks for balencing i genuinely have a hard time evolving ideas

vapid palm
#

When you think something is good enough for the standard you have for your games, I think it's fine to leave it that way.
After that, feedback from other people will help you

#

BUT dont think like "This isnt good enough but idk how to change it so I won't"
If you think something is not good enough you should absolutely think it over a bit

remote verge
#

hey guys

#

take a video game genre and turn it backwards

#

backwards RTS

#

you are a unit in an RTS game and you do everything that the NPC mouse cursor tells you to do

vague wave
#

That would be a very interesting idea haha

gray copper
#

Quick question regarding an FPS type of game, what is usually the way raycasts are shot, from the camera or from the weapon? I'd like to know how different games do it, say how CoD or Valorant do it and if varies by genre and all that.

gray copper
# prisma gazelle from the camera

Isn’t the difference between the animation and the actual result noticeable? Say if the animation passes through something first yet it doesn’t hit it

late vapor
gray copper
#

🤔

vague wave
#

I spent an emberrasing amount of time on this but I wanted to be as accurate to the wallpaper as I could and all the ones I could find online were slightly off from it in one way or another. Does this look reasonably close? I made it so it cuts off evenly on the sides and top to bottom to allow it to be scaleable and mesh together perfectly

#

I know my version is ever so slightly a little more yellow but im hoping that might be close enough haha

wooden smelt
#

hey yall

#

i have a question

#

i also have a build you can mess with that might illustrate my point a little

#

so i've set up a rudimentary physics for this car driving game

#

based entirely on like

#

pure numbers

#

not any kind of rigidbody or physics simulation

#

i've been wanting to try this strategy for a while and im pleased with the result

#

the most important aspect of it is how the direction of motion is tracked independently from the car's forward vector

#

which is to say that i have complete control over the velocity vector

#

now, this doesn't use any rigidbody or gravity or anything yet, and that will definitely be necessary later. so my question is how to best approach taking this like numerical instantaneous-per-frame approach and translating it to a rigidbody thing that uses momentum and forces

#

and the best way to control the velocity vector without hampering the ability of the rigidbody to react to bumps and collisions

#

my first idea of how i might approach this is to try and calculate the current velocity vector, the desired velocity vector, and then apply a instantaneous force to the rigidbody that's the difference of one to the other

#

which will hopefully nudge it in such a way that the new velocity vector is my desired one

#

but again, im not super sure how to go about it so if anyone has suggestions or advice i would appreciate it

cold onyx
#

Idk if this is where I should be asking. But is it possible to make a pvp online game where the level is procedurally generated so that I dont have to make different maps for the pvp game?

ebon nacelle
#

I want to make a cool sword fighting arena for my game Fruity Blends but I cant get any good ideas on how it should look. I want it to be different and full of many ways for the player to use the unique shape of the arena to the there advantage.

modern imp
#

Looking for some advice.. currently doing a game jam and I'm in need of spells for my game. I'm making a crafting system where you defeat enemies for new ingredients, and craft them together to get unique spells. So far I've gotten all the basic ones (Fireball spell, Necromancy spell, healing spell, speed spell) but I'm desperately needing some more brainpower. The ingredients I'm working with so far are Jalapenos(🤣), Bones, Rose Pedals, Gold Coins and Tree Root (base for all spells) (if you respond please @ me as I don't check into this discord regularly, I might forget)

cold onyx
#

you could always pop it into photoshop and change the colors

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¯_(ツ)_/¯

cold onyx
#

can anyone help me come up with a name for this game concept lol

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it'll be some sort of fps that takes place in an art museum, where you fight living art pieces

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and I just can't come up with a good name 😅

#

also I should probably give an example of the art style,, that's important for coming up with a name I think

#

this is a concept for one of the characters, it'll be 3d in the end of course

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got one!!

#

it'll be Into ArtHell unless I decide to change it

sudden pendant
cold onyx
#

ok I'll go there, didn't know there's a channel for it

chilly nexus
#

First thing that came to my mind.

#

Or maybe thinner, after paint thinner?

cold onyx
#

the character has a name lol

#

but I did manage to come up with the game title

chilly nexus
#

Oh no I meant for the title names

#

Although, you already have one Ig

#

Good luck with the game!

main bay
cold onyx
cold onyx
#

hi

#

i had this cool idea foir a new vr social app

#

but dont know where to start

#

can someone help me

#

thanks

#

oh my god

#

is anyone gonna respond?

shell vessel
cold onyx
#

oh ok

sudden pendant
# shell vessel No

If you're not going to offer constructive help or feedback, don't post.

tacit basin
#

oh sry

jade canyon
#

Okay so im not too sure how i want to do my leaning system

#

Should I

A: Rotate the whole body
or
B: Make another part to the player and apply it to that instead?

vernal bolt
jade canyon
#

i dont intend prevent the player from looking fully down in many situations if that makes sense

vernal bolt
#

then why bother with any of this

#

Why not just move the camera

jade canyon
#

the camera isnt really what has the gun to move

#

its connect to the body

#

if that makes sense

vernal bolt
#

oh right, either of your options will be fine then, whatever looks the best in first person

#

Since no one else can see the "hack" behind closed doors

vague wave
#

Thank you guys! im so glad to know that the texture turned out really well. Currently Ive been doing a lot of research about wave function collapse and other methods of procedural generation although I know thats a pretty big undertaking for only my 3rd project. Ive been seeing I should create a basic level first to test out the various features and mechanics of the game first before I try to get into procedural generation

#

I may need a bit of help for anyone who is familiar with backrooms lore. There are a few things in the lore that im trying to figure out how to translate over to game mechanics specifically some of the liquids that if injested will slowly kill the individual or some diseases too and more. Ive been taking some inspiration from the disease mechanic in the game "Green Hell" as it has a fairly good mechanic for it

vague wave
#

When i say help I mostly mean someone to bounce ideas off of or discuss how things can be translated into game mechanics

near ridge
#

With an example of such a setup. Though, for a different game that includes armless characters(RPG).

kind stratus
#

Anyone know of a good course or tutorial that goes over game UI design? It can be paid or free, I've just been looking for something.

modern minnow
#

I am making an RPG. similar to OldSchool Runescape, and I'll eventually be making it multiplayer, but for now it's just a singleplayer game, so RPG, not MMORPG. yet.
I have an exponential curve to the amount of totalxp you need per level in any skill.
There'll be multiple skills, but specifically, there are 6 combat oriented skills. one of which being the health level.
all skills max out at level 99.

now, as for the game design question;
when you attack something, the maximum xp you will get per hit is 4 xp per damage dealt.
[so, if you hit a "10"/deal 10 damage to an enemy, you'd get 40 xp in the appropriate skill]
in OldSchool Runescape, there are 7 combat skills. each skill takes about 13.5 million xp to get to level 99.
in my game, as of current, there are 6 combat skills, each skill taking 6 million xp to get to level 99.
as you level up skills, you hit more accurate/deal more damage/block more damage etc.
I'm wondering - is 6 million xp per skill to get 99 too low? or too high? or does that seem like a reasonable number? also is 4 xp per damage a good ratio? or should it be higher? [in runescape it's about 4 xp per damage as well]

#

thanks in advance for any suggestions. cheers. Edit out.

cold onyx
#

Can randomly generated pvp map affect player gameplay?

#

Like one have to wait a bit after finding a match.

sour anvil
#

I'm making a 2d game (3d isometric view but movement is 2d) where the player controls movement via WASD and the onscreen character automatically turns and attacks anything nearby. I'm looking for suggestions regarding the animation of the character - it's spilt into upper and bottom parts. What I have in mind is letting the AI turn the upper body 90deg to either side. Once it has to turn more, the legs rotate 180deg and the character starts running backwards. I'm not sure how other games handle this kind of movement. Any suggestions/comments?

sour anvil
sweet ferry
#

curious if anyone knows of any games that fulfil any of these themes

  • Larger than life.
  • Out of sight, out of mind.
  • Like a flash.

need some inspiration haha

rare gorge
clever cloud
#

Hi, I'm super interested in creating a finding a great community hub where we can share the roadmap with our players and get feedback and give players upvoting ability for new features they come up with. I saw this (https://youtu.be/hYgAY5SyKLc?t=1443)and was inspired but what are you using for this purpose?

In this video Jon Leslie, former Game Producer and Agile Coach at Broad Cove Insights, walks you through how to run your entire game studio in Favro. He also explains why in today's fast-moving, live-service game world, doing so can make all the difference.

Jon shows you how a single platform can be used to run all aspects of your studio, rangi...

▶ Play video
late vapor
#

what are you using for this purpose?
just... discord?

#

I can imagine that tool would be useful if I actually had a community

lapis bear
cyan tulip
#

Hey, ive been looking into Wheel colliders and what not. and ive come accross a jargon word called Volumetric Wheel Colliders.

Ive googled a bit, and all i get are the unity wheel colliders, What i want to know is ... What are! Volumetric Wheel Colliders ?

lethal wagon
#

I'm probably going to be here a longgg time but for the last soul survivors out there I'm calling upon you for your help! I am in need for a name for my game! theme: low poly.

lethal wagon
#

it's basically an open world gta themed game..

#

like gta but low poly ig

verbal oracle
#

ill think

#

i aint creative so it might take long

lethal wagon
#

I'll be waiting! good luck soldier

verbal oracle
#

it might take a few years

lethal wagon
#

Dam bruh 💀 I'll- Uhh.. still be waiting..?

verbal oracle
#

i might not be alive before i come up with one

#

i am very uncreative

lethal wagon
#

still i wish you luck

obtuse swan
lethal wagon
#

bruh lol

bright glen
#

Quick Cheap question: how long do average indie game devs develope their game, if, let's say the game is Team Fortress 2

late vapor
#

uhhhh

#

you're asking how long it will take 1 single developer to make a game that took an entire studio?

#

that's like asking how long it would take 1 person to build a rocket

bright glen
#

never mind it's a crap question

#

I checked tf2's developement time. and they made it 7 years. and they just added the basic back then

#

hollow knight is 2-3 years, made by two guys

#

three people

#

alongside other view

#

nevermind

little oak
#

Hello, kind of a noob question here, and I'm not even really sure on what channel ask this 😅

Me and my team are looking for the best solutions (possibly free) to share a project that ultimately needs to run on Unity. In the past I used SourceTree, so a Github epository, and worked with all the Commit, Pulls and Branches stuff, and it worked quite well.

I want to know if there are more efficient ways to share a project, just to better understand what are our options.

The project it's nothing too fancy, we just need to import several meshes created in Blender into a Unity scene for live rendering and 3D interation pourposes.

Thanks for your help!

sleek phoenix
frozen cedar
#

Though licking files with git is a bit tricky. Can be an issue with more folks involved 🤷

little oak
iron merlin
#

game idea

#

game idea

vague wave
# sour anvil I'm making a 2d game (3d isometric view but movement is 2d) where the player con...

I have seen a few games that utlizie this style, Usually what they tend to do is the character turns their entire body to attack and all that truly changes is the direction they are running for example if there is an enemy to the right of the player, then as you are holding W to move forward your character goes from a forward running animation to an animation where they are side strafing forward but their body is turned to attack to the right

sour anvil
vague wave
sour anvil
frozen cedar
little oak
frozen cedar
#

Oh nice! Even better!

ionic holly
iron merlin
#

Can you all give me some ideas for a game?

#

I have a thread made

vague wave
#

Additionally one thing I have been hearing a lot recently as I have been getting into game development is that making copies of popular games like Tetris, frogger, flappy bird, etc... Even if you don't post it anywhere just keep it to play with friends. is a good way to increase your skill set and get you to a point of confidence that you will be able to bring your ideas to life

#

One side note is I'm looking to know if anyone knows of a place where I can possibly discuss a game project I'm working on? I have the general idea of the game down but have run into a few roadblocks of the direction I would like to take

#

I do know that the answers may come to me if I start working on the project and see how it feels in practice but I feel a bit of discussion with potential audience may help me to see what they would look for in a game such as mine

vague wave
vague wave
#

Backrooms Survival Game discussions (Name TBA)

vague wave
#

Ive created a thread where we can discuss my game concept

vale crypt
#

hey, not sure if this is the right place to ask this buuut...
I am currently in a small team, and having me as a programmer and a guy as the 3D designer we have this problem about using unity and one guys work messing the others...
the situation is this:
the guy adds a 3D asset to unity, when messing around with prefabs and prefab variation I have some situations that make the prefab/game object be unlinked to the original 3D asset file, therefore if he changes something the change will have to be manually added to where the assets are used...
the problem is that he doesn't want to do it like that, and for him I shouldn't do anything that unlinked the files, I know that is ideal, but sometimes I seem to cannot help it... also lots of times when he changes something, he breaks some links between my game objects which kills some of my code forcing me to redo stuff...
my personal belief is that 3D assets should be 100% finished before being added to the project to begin with, thus making the programming being added to it only happening with a final thing...
what is the standard? 3D first? or programming bend its will to whatever changes in 3D?

sudden pendant
#

@outer garden Stop crossposting

rancid cypress
#

Hey y'all! I'm in a 400 level game design coding class and I'm trying to really go above and beyond with this project so it makes a good portfolio piece. If you wanted a cheap or free game dev kit that focused on building RPGs and RPG systems, what would you want from it? What would you expect from it? I'm trying to make one. Just some tools that would help along those lines. I wanna have as many stretch goals as I can for if I have time during the semester and probably continue to work on it afterwards

bitter fulcrum
#

I think a type system is also essential

#

Like types of attack are good against one type of enemy but bad against other

bitter fulcrum
vale crypt
sturdy anvil
#

If your modeller is like that, I'd create a game object like a cube that comes with a mesh renderer, when the mesh changes you can swap the mesh to the new model.
Try program in a way which you don't need to link the code to a mesh/model like using serializedfield or having a game object just for the script that you can just get references by GetComponentInChildren<>

rancid cypress
#

What do you look for in documentation?

vale crypt
cold onyx
#

Hi, how can i make a sequence of images into a singular tilemap?

bitter fulcrum
sleek mesa
#

how on earth do i remove this

#

its the grapple for the grapple gun but for some reason it just exists in the world

#

no idea if this is the right channel

late vapor
#

I've never watched the tutorial, so I don't know if that's a line renderer

sleek mesa
#

oh yeah

#

i gave no info on it sorry

#

let me check

#

thats the grapple itself

#

gun is just a model and yknow the code

timber zephyr
undone vortex
#

hey everyone!

Just wondering if anyone has any advice regarding scene management and object persistence in their games?

I current use a singleton pattern to ensure that there's only 1 instance of everything in game, and use the DontDestroyOnLoad method.

1st issue I ran into with this was, well...how do I easily switch testing scenes in the editor? So I decided to create a parent gameObject called 'Persistence' - which again uses a singleton pattern, and I saved this gameobject as a prefab so I can easily just drag it into the scenes I want to test.

The issue I'm having with this approach is I'm feeling really limited in terms of making public references. Prefabs and and public gameobject references don't seem to play nicely together and so I'm making a LOT of tags and just referencing everything in code...but I really don't like this approach.

Anyone have any wisdom they can share?

thick star
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Not sure whats going on but trying to do older style of a game using fixed camera angles. but idk, theres something off about the scene composition

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its like my character is too small or smth, even though its the same height as the lockers or the camera cant capture the whole space

late vapor
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probably fov

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I know I read about optimizing objects scale/placement in the Art of Game Design

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but I mostly forgot it

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it looks like you have a lot of interesting things in the right half of that room, and nothing on the left. I say angle it to the right @thick star

thick star
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hmm

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its hard to fit the camera and make sure the then of the floor isnt showing

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also the room should be much bigger, but idk

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whered i go for help on this?

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fov is the preset at 60 btw

late vapor
thick star
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idk how to show the room and the corners without having the camera outside the space, but then u can see the outside space, like where the floor ends

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so like this is the room at a differnt angle within the space

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and adding the roof makes it look off too

thick star
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Playing through FF9 to get scene composition examples atm lmao

late vapor
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I suggest you look at sh2 / re1 for examples too

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in sh2, there are quite a few places where the camera position is fixed, but it rotates to focus on the player

thick star
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whats sh2?

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oh silent hill

foggy barn
cold onyx
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So i am using a project with XR for the oculus quest 2 and the game is based of a karting game but basically what happens is when i start the game i am very tall but in real life im only 4' 11'' but in the game it makes me feel like im 6 feet tall and this is an issue because i cannot reach the steering wheel even with the XR rig's tracking set to floor and device and recentering my oculus boundary i am still tall. i dont know if reverting the xr interactions to 4.0.1 made it worse but i had to because the game would not launch does anyone know this issue?

somber gyro
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hi I am a novice with unity and was wondering how i may get to mirror options? By my understanding i can mirror using transform but came accross a possible option/setting to mirror with ease.

pure viper
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im planning on making a google doc and trello to plan out a game, how should i format/organize them?

somber gyro
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I ended up figuring out my issue

dark cloak
pure viper
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whats hacknplan

dark cloak
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basically game development trello

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it basically combines google docs and trello

pure viper
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ima search it up

dark cloak
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and some other stuff

dark cloak
pure viper
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ok, but what can free version do

dark cloak
pure viper
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oh

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do i have to format it by myself though

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that will be my main make or break for me

dark cloak
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personal+ adds 2GB max storage with 50MB max file size + some more customization and filters

dark cloak
pure viper
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like, i have to organize everything myself?

dark cloak
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the game design elements?

pure viper
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like, the boards

dark cloak
pure viper
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no

dark cloak
pure viper
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yknow how on trello you have to make the boards for a project yourself and organize them?

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like, 1 section for player things, 1 for enemies, one for maps?

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then you add the tasks to it like program movement?

dark cloak
pure viper
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oh

dark cloak
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everything is basically a task with subtasks you can add

pure viper
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what general categories are there

dark cloak
pure viper
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ok

dark cloak
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like for example in the root you might have:
Player, Enemies, Maps

pure viper
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ok

dark cloak
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and you would click on player and you can make subfolders for scripts.. audio.. programming stuff in general..

pure viper
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i see

dark cloak
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or you could just make everything a subtask of player

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you can give the tasks categories like audio, programming, design, etc

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and you can customize those categories too

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basically, lots of customization and a lot more dynamic than trello

pure viper
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i see

lilac fjord
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Does anybody know how topdown stairs work? Like in undertale

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As in how to build them for a 2d topdown perspective

lilac fjord
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😦

late vapor
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uhh

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just a different looking tile

fossil perch
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like these?

bitter fulcrum
# fossil perch

Make each step a little darker so that it looks like there is a elevation change

last rune
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very cool design!

fossil perch
bitter fulcrum
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Yeah your general art style is really polished

fossil perch
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those arent mine bro