#archived-game-design
1 messages · Page 44 of 1
Or I suppose it could be just attack and the offense becomes your defense
Probably do something like a parry/blocking system
You could also try debuffs as well
I'll add that
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
anyone has any clues on how to do that?
(p.s. it could seem like i'm quite new to unity but i'm not lol... I just never worked with multiplayer )
godd luck dude
“P2P” or peer to peer is what are you looking for. Mirror works well with p2p i think but you should research a bit probably
Or rather have one of the players host the server
@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!
noice
Mirror does it
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
I think grid snapping is what you are looking for:
https://docs.unity3d.com/Manual/GridSnapping.html
thank you and yea thats what i meant
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
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?
Or will i be fine
I thought it was a FNaF fangame when I first read it.
What about a carnival?
Getting lost in a restaurant isn't very believeable.
They are very small and crammed in.
Ye
No way a child could get lost this easily.
A carnival would be more spoopy andways
Really?
It's much easier to get lost in a carnival.
Wat about
Tunnela
Freddy fazbears pizza
They got lost
Fazbenders pizzeria has like what?
200 square meters max?
Those kids went missing there
If they did, they would look for them everywhere.
And if the events of the game took place in reality, they would instantly find out.
Possibly
Either by cameras, by mysterious liquids pouring out of the animatronics
Or just by the smell really.
Carnival is a much better option.
By a killer?
At carnivals, there is a massive amount of space.
There are
Oh boy
How do I say this
That also means
Hordes of people crammed together.
It's very easy for a child to just wander off and get lost.
There are also other attractions there where the body can be hidden.
Maybe disquise it as a prop in a house of horrors?
Thats a great idea ngl
And then the investigator accidentally discovers it?
This is actually a reference to an event that happened in the USA.
And what would be a good thinf that scares u
The body was found in I believe 1968.
You could make a reference to DSaF, the carnival chain has shady practices going on in the background
And the employees can't leave because the company has dirt on them.
What is dsaf
The incidents are set up by a worker who plans to get the place shut down so he can be free.
Dayshift at Freddy's, a FNaF Fangame with heaps of crude humour.
And surprisingly dark lore.
Yes.
I see
So, will you go with the restaurant theme or with the carnival one?
Either way I can try and help with building the map.
Carnival game.
@meager igloo Read #📖┃code-of-conduct where to post collabs.
hello 
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?
This is the place to discuss #archived-game-design
(so yes)
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 ^^
and thanks for the response fogsight :)
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?
@granite prism cant you put it in a colorful popup on the side? where the rest of the UI is?
what you said sounds fine to me but I do understand the idea of not taking the control away from the player
Ideally I want to avoid pausing the game, showing a bunch of text, and taking control away
the simplest version of any solution here will be the best one
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
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?
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?
has anyone got any game ideas that I could make that are challenging from the programming side but not from the graphics side
Have u tried multiplayer?
Like, that's more into programming side
I had an idea for a game that I left half way
Just because I couldn't get the objects in the scene to sync.
I'll look into it
It's like
One player is a ghost hunter.
The other players are ghosts.
Hunter has limited visibility
Ghosts have full visibiliry
But hunter can turn on lights for full visibility
Ghosts can turn them off
Captured ghosts can rearrange objects in the room
And slow down the hunter
sounds cool
oki thanks 😀
ok thanks you!
😋
Do share if you complete the game
I have the half way game files too, but it's all spaghetti and you'll be better off doing your own
Btw, i named it Cardboard Ghosts. As you can see, it looks like somebody tore up cardboard and drew on it. Lol.
time to learn multilayer unity!
Good luck. What system will you use? Mirror? Photon? Or whatever Unity's one is named?
Which font looks better?
i like the first one more I think
first one
@carmine nova and @weary garnet thanks for your opinion on this, yeah i'll take the first one
oki 😀
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
Hey there, is it possible to make unity download an asset onto a persons computer like a 3D model?
There's no built-in way to do that outside of the editor. You can save object data and rebuild it yourself when loading.
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
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
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
well its unity
The 45680 layout assumes the player has a full sized keyboard; not everyone has this. the latter option only assumes a 65% keyboard. Based purely on this Id prefer the second option.
I do share your concern about taking your hand off the keyboard though. Would 1234 be an option?
Or is precise aiming with the mouse a part of your game, if not id recommend using that
i have KDE plasma gui and i have custmised it
Change the Spell Cast to R, it's much closer to E which is naturally associated with special abilities. Middle Click is very clumsy and unintuitive.
I like what you did with the arrows. Reminds me of Assasin's Creed.
https://streamable.com/ws48m9 how does my ui look?
Im not sure what else to add to them
yeah its laggy
i know
Considering it's just the standard endless runner tutorial, just whatever is missing like an end screen? There's nothing else to it really.
If you want to find inspiration for UI, you can look here:
https://www.gameuidatabase.com/
does anyone have a 2d game idea? I am at a creative block.
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
Simple way here:
#archived-game-design message
Not entirely sure how good it is performance wise if there's lots of people but it works so...
ye, i did it but it is not what i looking for, the bar is not smooth, and the size is not permanent
that looks it shouldn't be happening
have you tried putting the Transform.LookAt in lateupdate?
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)
is there any games on phone 2d pixelated type that is like snow sliding?
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?
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!
guys i have a game idea of food fight 🍅 BUT WITH GUNS 🔫
theres 4 teams
protein
Dairy
Grain
and fruit and vegtables
you get diffrent people with diffrent guns like
rice minigun
milk bazzoka
carrot staber
steak slapper
i really want to make a game but dont know how to can someone help?
What's your actual question?
if someone can help me make one
Nobody here is going to take time out of their lives to build something for you. Also, this isn't the place to find that kind of work. You can use the forums to post for jobs and collaborations. #📖┃code-of-conduct
Hello, I was wondering if I could discuss what design patterns would you guys include in an RTS game
I have state machines for unit behaviors
would I need a behavior tree for AI?
potentially
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
hmm
I think you are going at this backward
you shouldn't choose a list of pattern and then try to apply them to the game
unless your goal is to practice design pattern specifically
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
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?
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?
floors and walls individually because it gives more freedom
@solar stream
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?
Thanks!
np
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
#🛠️┃probuilder @halcyon nova
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
It does, because you have to hit the checkpoints in order.
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?
Up to you
You can show a warning saying that checkpoint was missed, then give the player the option to hold a button down to teleport back.
Look at what other games do, seeing as this is a problem that has to have been solved in already released games.
Gimme game ideas
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.
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
2D platformer, but you're hanging from the ceiling
Good idea. Thanks
Np
@cold onyx what would you recommend?
I recommend you start with a smaller project otherwise I think you will quickly realize how difficult what you're wanting to do is
Something very simple
Have a basic idea, and try to finish it - most people cannot finish projects they started.
ok
i'll think up a very contained idea
still want it to be 3d though
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.
Something like those old-school flash minigames
it can still be 3D
the first project I did was a marble game with powerups
if you have no ideas, just copy an existing game. flappy bird is a good example
i don't know if i wanna copy someone
at this stage as a beginner, you want to learn about the game development process, and not care that much about being original
its more important that you get a project done rather than make your dream game
are you sure?
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.
my game won't be that advanced
your game is advanced for a beginner
ok
that's almost interesting enough for a full on discussion
I, along with a lot of people I know, fell into that trap
I think one problem might be that people think that being good at playing games means that they'd be good at making games
i read a good article about this the other day https://brkeogh.com/2018/05/07/student-expectations-course-marketing-and-the-invisible-labour-of-game-development/
pretty good article
if someone says they want to be an 'artist', I interpret that as them wanting to learn to paint, or make scultptures, or engravings.
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
My point is that newbies don't have a great idea of how diverse your skillset needs to be compared to other creative careers
use comparetag
Hi aspiring game dev!
If your favorite games are first person shooter and you're starting to approach game development in Unity, then you're in the right place. Fps Builders is the youtube channel focused on fps guides where I help you develop the shooter game you always wanted so you can overcome the most common struggles new devs face on how t...
i found this channel
i think this might be useful for my game when i come around to making it
gonna make a smaller project first
@fading thorn No offtopic here.
Little question here : does making a game easily moddable also make it easier to add new content to it, as the developepr
dveloper
developper
God words.
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.
Just copy/paste one of the pre-existing ones and change a couple values, change filename, and there ya go
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
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
So I'm wondering here if the pros outweigh the cons
disclaimer being that I know JSon works better to symbolize objects, I'm just more familiar with XML
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)
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.
I guess CSVs could technically work for it, but CSVs are painful to read through when you start getting heavy on the parameters, and working with objects directly is so much easier
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
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
it's basically what you're doing now but more efficient
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?^^
hi everyone, i m trying to use polybrush but the random rotation and scaling is not working for any of my prefabs, any idea?
what am i doing wrong?
posting this in the wrong channel
Unity has a built-in object type for exactly this problem. It's called a Scriptable Object and you can read a lot about them.
Oh, that's nice. I asked this because for a school project I made a mock project game, and that's how I handled player classes and enemy classes, so that I wouldn't have to go into the code to modify some basic numbers. I was wondering if that was a good approach or not
I did make the project in Julia, so I don't think unity would've even supported it though
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?
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
@vale wind You can post on the forums to find team members. Links are in #📖┃code-of-conduct.
OK thank you
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?
You started with saying rigidbody and ended asking for non-rigidbody. Which is it?
I started with rigidbody but now I want to rework it into non-rigidbody. Sorry if it wasn't clear
Right.
So you have three options:
-
Make your own from scratch (not recommended)
-
Use the built in Character Controller from Unity. Their docs have example implementation for movement.
-
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.
What type of game are you making?
grandma
or karen
she finna come fo yo gnomes
I was wondering of all Unity assets work in linux. I don't see that it says anywhere about their capability. Thanks.
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
@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.
Sure
Sorry late response but im making a game about a gnome who is trying to escape his garden. Im relesing on steam in a few weeks. "Naughty Gnomes"
I made a hawk
I think it might be cool
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
lmao
@unkempt badge Don't post random content here.
bruh
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
If you don't know how to design it before building it then just build it and learn from that
@cold onyx Use the forums for jobs and collaborations, #📖┃code-of-conduct.
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).
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.
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
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.
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
sounds good to me
epic
Role documentation guide
Any possible way to use GameObject Recorder in iOS build?
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
can anyone help with some Backrooms game type stuff i can do precedural terrain but how does that transfer into hallways etc
Sounds good, would be cool to have some 'gun' effects that are super useful during non-boss gameplay, so the player has to agonise about using them now versus saving them for the boss
Sweet, sounds a bit like the Earthworm Jim games on the Genesis/Megadrive
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
i suppose that would be a good idea
i do not know how i would implement it, though
i'm still learning game development
yeah that's the hard part, let me know when you find the secret 😅
thanks
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
}
yeah that's totally a thing you could do, it wouldn't actually be that hard to code either
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?
Have you come across Object Oriented Programming principles (abstraction, encapsulation, inheritance and polymorphism) yet?
no
ah mate, I'd really recommend having a look at those first, it'll save you so much headache
hang on
thanks
I feel like half of my time on discord is spent shilling Unity Learn, but it's honestly so good for beginners
should i look into it after i've completed junior programmer?
ahh are you going through it at the moment?
hey, whaddya know, i'm doing the junior programmer pathway rn
ahh nice
the very last module in on those principles
honestly stick with it, it gets really good
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
you're doing all the right stuff - finish Junior Programmer and you'll have a really good grounding
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
thanks
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!
ok
Which lesson are you on at the moment?
lesson 3.3
it really is, i disliked the entire second part of the pathway.
Not that i'm in position to be complaining about free educational material on things i'm interested in, but yeah, compared to the first part it's quite bad
why is it bad?
just so i know in advance
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
ok
What the heck r u talking about?
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
@hushed fractal jobs and collaborations go on the forums, #📖┃code-of-conduct.
ok thx
do these look good? I want advice, I'm making my first game
I dislike the difference in the text scaling
I'm presonally against inconsistent pixel scales
But it's got a charm of some kind!
I would suggest either no icons or an icon on each button. Also "Start" is not centred on the button.
icon as in?
Meaning the lock and the +1 symbols.
ah I see
Maybe just use text and the symbols?
it's because the Bonus is in a different part of the game
The text changes color/glows when it's in focus.
me too that's why I kept them
Could you try adding symbols to Start & Leave buttons and align them?
Ok I think I understand now.
😄
i need help how do i make my sprite smaller?
put your cursor on one of the lines and resize
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?
Go to ur sprite in the hierarchy and maybe adjust the pixels per unit?
k thnks
personally I kind of like the black tbh.
but if you were to change it maybe like a light blue that fades outwards from the center into a darker blue
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
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
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
@elfin tinselhttps://www.youtube.com/watch?v=crhZmG7qXyY
Only I cannot killed with one SMG.
one of the best flash games
seems pretty cool 
the text looks off with the background
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
i guess remind yourself that some non optimal design choice won't cripple your game
You never are. But that's not a bad thing at all. Just riles you up to be better. Just accept the fact, that you made something happen (if it technically works), take a step back and check what could be improved afterwards.
Learn from it and gain more experience.
My2cents 
Does anyone know how to fix these errors?
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
Worry about that when you actually have something to release.
And then do market research on how to plan a release.
I've started looking at the Core platform, as a tool to rapidly prototype game ideas - has anybody else taken a look at this?
I did, and personally I do not like it, I've hear some good things tho
my arm object is meant too look at the mouse but its not help?#
@granite epoch is the absolute value of y ever more than 90
also you are in the wrong channel
anyway i dont undertsdand
should i change it too that?
im quite new too untiy
go ask your question in #💻┃code-beginner
i have i did it after i realsied i did it in the wrong chat
you answed like 10 mins after
anyway can you help me still?
#💻┃code-beginner don't crosspost. This isn't even a game design question.
Rich
LMAo
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.
thread
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
you can use a blue rect or something if you want
and i can replace it later with my own stuff right
yes
is importing and replacing it really complicated
it depends on your workflow but generally speaking no
ok
you'll probably just get bored a lot doing it
i managed to get a little pixel art dude i made into my sprite folder
and into the scene
wait why do people have "dm me tomato" in their status
you are the second person to have that ive seen
good question
: )
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
The normals are facing the wrong way, use either probuildrr or blender to invert them
Did you make them in blender?
Yeah
My say is that you would have to flip normals, as well.
Go to blender, select the faces that are dislayed wrong in unity, go to mesh - flip normals.
What Qbec said, @dark basalt.
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?
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?
ok so first up, is ur game 2D or 3D?
3d
and what type of 2D/3D game is it
3D horror, stealth on a spaceship
i mean if the game is first person,third person, ect
First person
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
I already did that
oh sorry
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?
you can make the entire map in blender
and you can also export it, the hard part is the colliders but it isnt that hard
Why are they hard, cant i just add mesh collider? Will it destroy performance ?
well you can do that, i forgot about mesh colliders XD
Lmao xD
so yeah, i really do not have any more tips since i make 2D maps not 3D maps
also can we discuss about the role claiming question i asked for my game?
Thats my opinion
(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
Thanks worked
claiming roles is basically saying for example "I am sheriff"
not chosing roles
Are you planning to have voice/text chat?
I think you should and then you ll be able to do that anyway
yeah im planning voice chat
So you dont need to add a system for claiming roles, ppl with just say it anyway
no i mean if players should be allowed to claim roles.
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
Though, one mini game I did devise is a tug of war of sorts as someone has you by the leash, and you have to run to pull the handler down to the ground.
i want to curve all my meshes around a tube, how can i learn how to do this?
im not sure where to start
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
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
monk
Sure man
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?
Build the game around what you can and can't do without arms
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)
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.
Hello guys, in your opinion the castles are isometric sprites as the background or low poly 3d objects?
sprites
Well… third person, but that’s one thing. The player would be stuck with movement based abilities, so the player can at least push things.
Another thing being right here, @ivory gate.
I would go with sprites. Depends on if you need 3D(ie turning the camera around to view shit behind it. Tactics ogre VS FFT).
Yes?
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 ?
What's your goal with that mechanic?
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.
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
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...
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.
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
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
of course. Again, the idea here is that the animations are controlled by a monobehaviour script, which will have methods to move the boss from its current location to the location it needs to be in to start the next animation, so there will be no instant jumping to that position
that can be sort of solved by making multiple attacks, or even all of them have the same start position
Yes but the player will have certain positions to target and he can just move to those positions and wait for the boss
the boss getting into position is kind of meant to be the players window of opportunity to attack
Then this idea works pretty well
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
Yeah then this boss sounds pretty good in theory
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
That is a pretty good idea and I am sure it can work
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
You need a strategy for most bosses in video games and as you are choosing attacks at random I think you will need a pretty good strategy to beat the boss
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
How much spells do you think the player should have till the boss
?
Cause the boss sounds brutal if not a lot of mana can be collected
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
Yeah then this also sounds good
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
You might need a lot of animations and variants of those animations
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
Yeah then this should be pretty good boss battle
And I did not think that you might add animation to child objects
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
Wow you are really good at optimization
I try to build everything with a very forward thinking mindset
https://twitter.com/Amortes1/status/1493713901074145285?s=20&t=NbABYNgK6Fte5qu-fpBw0Q
most of my visuals atm are placeholder or low effort, but you can get a little sense of the game so far from this
New enemy, a sword possessed by a bit of wind magic.. wonder where that wisp is going...
#MadeWithUnity #gamedev #ProjectKoboldsTale https://t.co/i8wjlbepeH“
Looks great
thanks~
And for a prototype things are really polished
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
Sounds doable cause a lot of metroidvanias are completed in a month (Cause the game jam Metroidvania month) so prototyping it should be doable
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)
how often does that gamejam happen? I tried participating in one recently, but I wasn't able to motivate myself to get something out for it
and this project is too far along to enter into a gamejam
One is happening right now https://itch.io/jam/metroidvania-month-15, and I think it happens twice a year not entirely sure
But you probably knew about that one
i have made a thread about my game in #archived-works-in-progress, if you wanna look at my level design, be sure to check it out!
i would love to have some thoughts about it
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
https://cdn.discordapp.com/attachments/217639319177789441/902981023841808474/image0.jpg
Also, attached onto something, they can pull things, but not to take off the harness that latches the character on the thing. They would need someone else for that one.
is it a co-op game or are you interacting with npcs?
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.
I think I saw some of your art over on Art Lounge. Great stuff!
Oh, yeah! You did!😃
¡Gracias!😄
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.
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?
we don't have a place for posting videos from content creators or links to upcoming releases.
You can post work in progress content in #archived-works-in-progress and when your game is released you can post it in #502171626805133312 . Read the pinned messages there to see our guidelines for each channel
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?
Logo for my new game
really professional looking
you could start by not drawing the letters lol
? anyone
if you want it to be more organic you can have some kind of recovery animation
but really, it does whatever you want it to do
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
then analyze those games
You can post future revisions to #archived-art-asset-showcase . This isn't really related to game design.
if u want to make a chess game, here is some sprites, dont dm me
Hi, I am making a social deduction games based on boyscouts going into camping trips, anyone got ideas for maps?
no!
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
Possible solution: instead of using tilemaps, make it an object that fades out with distance from the player
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
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
I think the first idea is better
mostly because it sounds like it requires little effort for you to create the assets for it
I think it's more important to focus on developing the mechanics, especially if you are new to creating those kinds of games
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?
btd battles isn't a pure strategy game, but it has elements of them
at least on competetive mode
hmm, ok I will make sure to look it up. Thanks for the help!
Is there any app or something that helps organize storytelling?
notepad
i really want to get started with making my game
but i have to finish the junior programmer pathway
So you've said already today (and a bunch of times all month). Get finishing?
sorry
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.
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
I was hoping that I might be able to get some feedback on how one could implement a noclipping ability like this
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
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
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
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
ah ok
Although Im not totally against it if it turns out to be the best way of going about it
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
balancing would be quite difficult for full noclip though, if that is an issue
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
or were you asking about the actual idea
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
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
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
but it just faces into a wall, speeding you up as you run on it
Thats also a very interesting idea haha
just go with whatever seems most natural for the game, if it fits the game well it works
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
i guess some teleporting with animations? im pretty new to gamedev myself so i dont really know the details of development
no problem! i'd love to hear about the other hurdle if i can help with it
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
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
how about a map on the previous level?
if you fall off, it tps you back to the previous level so you can read the map again
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
echolocation actually sounds dope
nah, you could manipulate the level design to work with the ability, and make maybe a cooldown on it, so players have a chance of getting lost
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
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
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)
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
no problem man and hope your game succeeds!
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
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
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
That would be a very interesting idea haha
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.
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
people still don't really question when a tracer shoots off at a 15 degree angle when you hipfire in cod
🤔
I see
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
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
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?
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.
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)
Yeah it looks really good
you could always pop it into photoshop and change the colors
¯_(ツ)_/¯
can anyone help me come up with a name for this game concept lol
it'll be some sort of fps that takes place in an art museum, where you fight living art pieces
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
got one!!
it'll be Into ArtHell unless I decide to change it
@cold onyx #archived-lighting
ok I'll go there, didn't know there's a channel for it
(Leonardo’s) da’ vindicator? I know he was much more the a sculpter and painter but Ig most people recognize him as that so idk
First thing that came to my mind.
Or maybe thinner, after paint thinner?
Oh no I meant for the title names
Although, you already have one Ig
Good luck with the game!
Love this concept aha, so unique!!
Looks amazing dude!
ty ^^
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?
No
oh ok
If you're not going to offer constructive help or feedback, don't post.
@tacit basin Job and collaboration posts go on the forums. You can get links in #📖┃code-of-conduct.
oh sry
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?
is it a first person single player game?
yes
i dont intend prevent the player from looking fully down in many situations if that makes sense
the camera isnt really what has the gun to move
its connect to the body
if that makes sense
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
got u ty
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
When i say help I mostly mean someone to bounce ideas off of or discuss how things can be translated into game mechanics
With an example of such a setup. Though, for a different game that includes armless characters(RPG).
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.
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.
Can randomly generated pvp map affect player gameplay?
Like one have to wait a bit after finding a match.
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?
I don't think the specific amount of xp is as important as how long the player would have to play to reach level 99. There's so many factors to this that I suggest you start off with the rule you suggested and tweak it as the game progresses. Eventually you will end up with a good curve that gives a reasonable chance of reaching the highest level.
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
I think “empty.” fits the second theme perfectly. I don’t have anything in mind that fit the other 2
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...
what are you using for this purpose?
just... discord?
I can imagine that tool would be useful if I actually had a community
Update Discord lol
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 ?
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.
what is the game about
I'll be waiting! good luck soldier
it might take a few years
Dam bruh 💀 I'll- Uhh.. still be waiting..?
still i wish you luck
Maybe use your Naruchetto name somehow
bruh lol
Quick Cheap question: how long do average indie game devs develope their game, if, let's say the game is Team Fortress 2
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
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
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!
There's plasticSCM I guess, but if you're already familiar with git just use that
Though licking files with git is a bit tricky. Can be an issue with more folks involved 🤷
Yeah, that's what I'm seeing. Perforce seems another alternative to PlasticSCM, but I don't know if it's free for small team (at least 6 people will access the project in my case)
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
Thanks, I'll have a look at some of the newer games and see if I can spot this.
There is an app similar called "Mr. Autofire". I know of a few others but cant think of their names off the top of my head at the moment
I see in that game, running backwards uses the same animation as running forwards but it looks ok.
perforce is great but yeah, I don't think its free ever 😛
Actually, for my understanding the free version has only a 5 users limit. So we can split the team and use between programmers (Unity) and artists (Blender).
Oh nice! Even better!
Hi all, I made a simple prototype for my control scheme - you can play it in your web browser. Could you please let me know your feedback? Is it intuitive? Too difficult? Fun? What do you think about the concept in general? Thanks for your feedback!
First playtest to collect feedback on the basic control scheme
That's pretty open ended or a question. Do you have a style of gameplay or even a highly specific feature you have been wanting to see in a game?
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
You can make a thread
You make a very good point I think I will indeed do that I just gotta get home first
Backrooms Survival Game discussions (Name TBA)
Ive created a thread where we can discuss my game concept
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?
@outer garden Stop crossposting
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
A combat system is essential so maybe add a system to add attacks and stamina
I think a type system is also essential
Like types of attack are good against one type of enemy but bad against other
I do not know the standard but swapping models is so easy I just create a rough model shape and program it and afterwards refine the model
yeah, that is what I do, I don't wait for the 3d, I play with boxes and spheres... but my problem is about later, how the model changes even after I swap it
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<>
Thread
When you say a combat system, how much customization should there be? How much do you expect to have to build yourself? What do you look for in that combat system?
What do you look for in documentation?
yeah, that would have been a good aproach, but the problem lies in more complex objects made of multiple meshs that he edits as a single thing in blender, so let's say we have an elevator which is composed of smaller meshs that need to be referenced in code like buttons or elevator doors, maybe we should simply work with a naming pattern and find the objects by their names...?
Hi, how can i make a sequence of images into a singular tilemap?
https://github.com/Unity-Technologies/2d-extras Has it all! Animated and random tiles
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
are you expecting everyone to know what the grapple gun is
I've never watched the tutorial, so I don't know if that's a line renderer
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
can I join your development
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?
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
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
probably fov
I know I read about optimizing objects scale/placement in the Art of Game Design
but I mostly forgot it
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
hmm
its hard to fit the camera and make sure the then of the floor isnt showing
also the room should be much bigger, but idk
whered i go for help on this?
fov is the preset at 60 btw
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
so like this is the room at a differnt angle within the space
and adding the roof makes it look off too
Playing through FF9 to get scene composition examples atm lmao
I suggest you look at sh2 / re1 for examples too
in sh2, there are quite a few places where the camera position is fixed, but it rotates to focus on the player
can u help me with a running animation
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?
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.
im planning on making a google doc and trello to plan out a game, how should i format/organize them?
I ended up figuring out my issue
I recommend hacknplan over trello
whats hacknplan
ima search it up
and some other stuff
personal+ (paid personal plan) is only $4/month
ok, but what can free version do
all the main stuff, boards, metrics, file sizes are limited to 5MB and max storage is 500mb though
oh
do i have to format it by myself though
that will be my main make or break for me
personal+ adds 2GB max storage with 50MB max file size + some more customization and filters
wym by format
like, i have to organize everything myself?
organize what
the game design elements?
like, the boards
organize the boards.. you mean like organizing the tasks on the boards?
no
can you elaborate?
yknow how on trello you have to make the boards for a project yourself and organize them?
like, 1 section for player things, 1 for enemies, one for maps?
then you add the tasks to it like program movement?
in hacknplan, theres something called "Game Design Model" where you can make those categories
oh
everything is basically a task with subtasks you can add
what general categories are there
you can add your own
ok
like for example in the root you might have:
Player, Enemies, Maps
ok
and you would click on player and you can make subfolders for scripts.. audio.. programming stuff in general..
i see
or you could just make everything a subtask of player
you can give the tasks categories like audio, programming, design, etc
and you can customize those categories too
basically, lots of customization and a lot more dynamic than trello
i see
Does anybody know how topdown stairs work? Like in undertale
As in how to build them for a 2d topdown perspective
😦
Make each step a little darker so that it looks like there is a elevation change
very cool design!
yea, undertale is an awesome game
Yeah your general art style is really polished
i didnt make those bro. i was replying to @lilac fjord
those arent mine bro