#archived-game-design
1 messages · Page 45 of 1
yea
i'm making a multiplayer menu
u script?
well I will say that to jimmy
oo thats cool
u script?
Make each step a little darker so that it looks like there is a elevation change
What?
code?
Yes I do code
are you available for work
No
No I pretty much make games alone so I don't know anyone
oh ok
here's a past project, however i'm working on 2d right now.
looks good
i'm sure there's plenty of people in this server to help!
Just use bolt
It is easy
whats bolt
Visual scripting for unity
what does it do
Basically node based coding system
You can code just by drag and dropping nodes
oh hell yea
similar concept tho
oh
lol
looks complicated still
It really isn't if you go step by step
i mean, they both require learning, which is just part of game development
Like scratch code can be pretty complicated but you can also write something simple
i have little to no knowledge of game development
Neither did I before just doing it
I just liked brute forced my way through
how long did it take u to learn
oh
It took me 6 months to learn proper coding and making 5 games (that were included in the course)
don't tell me you didnt follow the terrain tutorial on youtube
me having made only one silly game in the past year ._.
but learnt a lot of C#
The first 4 have been lost in time but Archers Exploit was the 5th game: https://game-mantis.itch.io/the-archers-exploit
thats looks cool
that looks cool
thats what im sayin
lol
So did sonic 06. It is covered in bugs and weird movement glitches
y e s
I think this is probably my 2nd worst game
lol
(That I published)
https://github.com/fastermars/flap this is my first and worst game
sounds fun
I love flying sheeps
That is literally perfect
wait really?
yessir
yo, mars, can u code
yes
are u available for work
wdym by uhh work
on a project?
i would love to, but honestly, there's a lot on my plate right now
oh
listen if you ask someone for work they will probably think of it as a job
offer
You can hire people from the forums, collab requests also go there.
the forum is weird for me to understand
Forum links are in #📖┃code-of-conduct, although if you are collabing, you should expect to do some sort of work
Well anyways collab requests should still go in the forums
I was playing undertale and the character actually moves down each step
I have never played undertales but making the player smaller and a bit darker each step might help
How to make a nice looking player
Look at references
What would be a good way to make a game that allow players to dynamically add their own 3D models as gameobjects ? no physics of playability i was just thinking 3D model for showcase
you will need a way to parse the model format (obj, fbx, etc), you can look for libraries out there or write your own
theres a nuget package called image processor but you'd have to extend the class for supported image types and define it yourself (this is supported by the package)
its mostly for uhm, image editing
@sleek phoenix i found few, https://theslidefactory.com/loading-3d-models-from-the-web-at-runtime-in-unity/
but i'm facing some design problems and questions:
- Can this scale well if i don't restrict what players can add (3d models)
2.let's say i'm making a multiplayer game with this approach, how can i extend it so other players can also view these models
Think of the worst case scenario model a player can put in. a model with 5 million polys? A porn model? How would your game handle these?
a model viewer in Unity would be pretty trivial once you've got the models loaded and materials set up, its just a scene with some rudimentary controls for viewing
you'll need to store the models on a server of course, and set up a way for other players to browse through them
I was thinking of making a dynamic list that stores all the references of these models which then check a web server for any new models added, then i guess download the new models and cash them for each player
this is the only way i could think of and i can tell it's not optimal, any advice on what i should do or how to improve it ?
of course the web server list of models is going to be updated constantly based on what the players are adding... i don't see it scaling very well for a multiplayer game
Why would it need to download every models?
I have basics system for my game setup but I'm not sure how I should take it forward? I have a system where the user can build a rocket using parts such as thrusters, capsules, guns, etc.
I'm wondering if anyone could help me come up with an actual goal in the game (maybe it could be level based, or multilayer, or something else)
@forest panther #archived-art-asset-showcase
Oh sorry
kill the bad dudes
ummm wdym
hmm not my style unfortunately
so you have a kerbal clone?
or if you build out the game system with additional content
you have a pikmin clone
but i doubt you wanna be either
so my question is, what do you see yourself as?
game wise
wdym?
what to do you see your game as kinda thing, genre wise, or are you still figuring that out?
i guess maybe your figuring it out
yeah I have some mechanics for a sim city style game on a different planet - but I wanted to add I my system where you can build and fly rockets and idk what use the rockets will have
hmm interesting
lol
sorry this convo probably hasn't been that helpful
what would a game mechanic based around cerel be???
How about making something like bad pigges ( iam not sure if that's the actual name for that game. Basically the pigs game for angry birds.) You create rockets to get through diff lvls. You can add some things to shoot or obstacles. Or some odd clues to a story or maybe fast paced puzzles
Im not sure if this belongs here, but me and my friend are really stuck on the game idea part of a competition. The theme is Networks and we're not sure what we should do, we've tried some ideas, but none of them have worked out. If anyone could help it would be appreciated
Anybody else have the problem of too many awesome game ideas? 😄 I need coping methods
I wonder if a concept like Factorio would qualify?
I've looked at it and I see what you mean, but I don't think it would fit with the simcity style?
What simcity?
Oh
Sorry sorry
I mistook you for some other person
ah ok
?
You mean a volony game
Colony*
Like fallout?
like you start on a clear planet and add buildings and upgrade and invade others planets
never played fallout
But what's the rockets got to do with that then?
If you add rockets in a game like that then their use will be cornered into one thing only
Artifacts
Like stuff to collect or something like customizing your house
actually fallout's story goes boom boom
ok..
Hello so am really new am tryin to make a fps shooter and for some reason the soft input is not there any one know how to solve this ?
Hi everyone! I thought this was useful for making 3D assets https://medium.com/p/369e5b4a4b3e
Thx for replying, but me and Screaming Pickle have gotten a game idea, but its really hard to explain
Is there a point to make a tutorial in a mobile idle game? They're simple enough. Right?
nice
L
I believe that the simplest of games should have a tutorial, also mobile games are mostly played by kids who might have not played games before
how to enviromental storytelling
fair enough
what do you mean by soft input? this is the material properties editor
https://www.gameuidatabase.com/
Take inspiration from other games.
suggest a name
Barren
wont that be a exact copy of the irl thing lol
I don't even know what that question means.
theres a volcanic island in india called the barren island
fun fact its the only active volcano here
Right ... I only said it because it literally is a barren landscape. There's nothing to it. Might want to give it some life.
alr 👍 on it
Need ideas for my racing open world game map
You should be more specific, this is way too vague.
What kind of racing, are you asking about biome or specific set pieces, etc.
so i have a concept: your a mayor of a boomtown and your job is to survive and continue to be mayor, thru strife and strain and glory.
but when it comes to building, i have the choice of either a sort of automated sim city esque system based around allocating lots and building infrastructure (lots of ai but the player is free to do other stuff), or a sort of free-build-system (less ai perhaps but more player time is taken up by building). I'm leaning towards the 'sim city' esque system
what are some of ya'lls thoughts on this?
OBLIVION ?
Nice!
Hey folks, I am wondering if there is a name for this type of activity that I could look into further. Activities in games that simulate challenges of real-life presumably to act as a speed barrier. Needing to sleep, needing to cook and eat, or some other "chore" that slows progression
timers?
Tasky ?
Any people that have made games, what did you base the game's name on? I'm struggling to decide on a name for the game I started today, or should I wait to name it until later?
Usually something cool just pops in your head that fits the game, until then you could just let it be unnamed or a temporary name
So it is possible to rename easily?
Someone with more game dev experience, is this a reasonable way to build out something? I basically have some singletons that handle organizing major functionality.
-
GameManager handles game state, scenes, saving and loading. It also initializes the other managers
-
BattleManager handles the flow of combat, starting/entering encounters/tactics mode and turn management.
-
MapManager handles the grid, including pathfinding and maintaining the state of the current map and everyone on it.
-
LevelManager is new and isnt kept between scene loads. It handles the current level such as unit positions, exits to other levels and per-level load flags/events
wdym? if its not released you just have to edit the ui in a few places, but if you're gonna be releasing it you're better off deciding on a name first
I went with Project Arcana for now for mine entirely because I'm like 99% sure "Arcana" is taken 100x over and I'm punting the name down the road
Hey there! I m making a metroidvania game with 3D graphics. I want your opinions on locking the player's movement when melee attacking or letting him run/walk while doing so. While it is easier for me to lock the player's movement and also the animations will look better it can feel a bit stiff for now in my prototype and i m questioning myself if i m in the right direction.
Hello guys, Which program can help me for lvl design? (2d mobile game)
level design toolkit
or TileD
both are free
id recommend LDTK for top down 2d
and tileD for isometric
Im making a game with a freind and each different weapon type has an ability. i need one for the SMG but dont have any ideas. suggestions? the other abilities are sniper (increased veiw range), melee (more movement speed). pistol (dash)
good night i need help please i have a question
You can just ask your question in a relevant channel.
please im not english can u say me wat is the channel named relevant.
Choose a channel that is the same topic as your question. For example, if you have a coding question, use #💻┃code-beginner.
And just explain what your question is.
tanks
- Strategic Choice of Resource Management during the Development Period
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The Strategic Choice of Resource Management in Development Stage
https://blog.en.uwa4d.com/2021/12/23/the-strategic-choice-of-resource-management-in-development-stage/
- Strategic Choice of Resource Management during the Development Period 2) IL2CPP Encryption: Decryption Problem of Global-metadata.dat in iOS System 3) How to Realize Programmable 3D Actions 4) Width and Height of Screen in Unity Editor Resource Q1: AssetBundle is required for packaging, but using AssetBundle is not very friendly…
I installed the unity starter assets and used the third person controller but the camera movement is really snappy
it isnt moving smoothly
i want to make a multiplayer game where you have to help each other through the stages but idk how to pan that out without it being reliant on one player
maybe a short video would help see the issue ?
What would be the best way to export this particle from photoshop into Unity? Thanks!
export it as a spritesheet https://docs.unity3d.com/Manual/PartSysTexSheetAnimModule.html
Okie, ty! how would I export out this animation as a sprite sheet? or am i just taking each separate layer and putting it into a sprite sheet and then exporting out the spritesheet as a png and bringing it into untiy?
doesn't really matter how you do it as long as its something like this
how I would do a spritesheet for the type of particle I made? it is assembled cyclically, stacking ontop of eachother and expanding outward from the center. Do I just separate it and order it in a sprite sheet?
yeah you can do it manually or there might be spritesheet exporter plugins out there for whatever drawing program you use to make your life easier
Already solved it lol
I feel like this is a proper place to put this question forward. I’m having a bit of trouble getting into the groove of designing. I have ideas, and I love them to a degree, but when I try and break it down into bits, my brain sorta freezes, and when I try to make them, my brain blanks. Suddenly those ideas seem not so great and what lil knowledge I do have about design disintegrates and I feel overwhelmed.
Any tips on… overcoming this nonsense? Or is this just a normal thing? I’ve never made a full game, closest thing was a project in college that was a proto infinite runner.
I force myself to curb my ambitions for a project and try to create a checklist of things to do in order to get my game close to my vision.
unless you're some sort of renaissance man who can perfectly translate vision into code/assets, you're going to have to learn to make quick 'n dirty prototypes of your mechanics
Sounds normal - imo one of the keys to completing a project is- have a clear plan of what game features you want, a clean plan on how you intend to implement those features, and lay all of this out before you even start. Then, completing a game turns into completing objectives on a checklist 😄
if you're not sure how you're going to implement a feature before you plan out the complete system, you're just asking for trouble - everything has got to be able to play nice together 🙂
^ I agree
I starting giving them names after "New Unity Project 69"
was always bad at it, I think it is good sometimes to take a break though and maybe come back to a project with fresh ideas
trying not to leave projects with bugs anymore though
I try to keep it the bare minimum and add stuff after I have a strong idea of what to do. Definitely not a ‘renaissance man’, I can barely keep my code in mind, usually looking up tutorials and other junk to help fill in the gaps.
I usually have a loose list, but it’s all mental so maybe having it down on paper will help keep the mind focused. I tend to get lost in the forest and not see the trees.
I'm a fan of Trello myself - an example for my ongoing mega-project:
so, it's like a checklist, but you can -pack- it full of data
Might check that out. Is it easy to use?
yeah, very. trello.com
Hey friends this is somewhat of an oddball question. I've been programming for quite a few years, my primary game engine is Unity and I am no stranger to it nor am I to programming or developing games. I'm a sophomore studying CS and I've been programming in C# as a hobby since I picked up unity back in 2015. I've made quite a few small, short games in my time but I've never published anything. I am wanting to try my hand at crafting something larger, something that would be in the span of a couple months to a year of development rather than a few weeks. I've made some bold attempts at programming large scale games in Unity and they go pretty smooth for awhile but my biggest hurdle is just to keep going. I tend to get to a point, I'd say after a few systems are developed or a few core elements of the game come together that I start to notice that it's getting harder and harder to grow the project, maybe it's my lack of understanding but I find that I have to constantly refactor things at every other turn when implementing new systems or features. Eventually this hits a point where I either lose interest in the project or it just feels like foreign to work on.
Anyone else experienced something similar to this? Any tips or things I can use?
I'm well aware that I'm no expert at programming and I'm still learning new things just about every time I touch C# despite working in it for 7 years now, but I feel like after such a long time I am well versed enough to create at least something worth looking at.
I am thinking right now that the issues stems from the fact that in small games that I put together for jams or for 2-4 week projects, I can get away with doing stupid programming things that are maybe buggy or don't work as intended all the time, but those things tend to not fly as much with large projects. So I'm thinking right from the second I create my project I'm working on these large projects wrong. Any advice?
Thanks for reading sorry long msg :)
@sharp solstice There's no job postings here. Use the forums, #📖┃code-of-conduct
Hand drawing screens > fancy shmancy concept art lol
Hi, I had a problem with matching the camera with canvas and I end up with this abomination where objects are gigantic and the camera scale is like on the screenshot. Will this cause any problem with developing the game in the future or can it be considered as unclarity or something?
I would say not even for the sake of possible issues that it could cause but more for the sake of ease of use I would fix the scaling on it, it'll cause a lot of headache later especially if you're trying to set the canvas up for multiple displays
I tend to be a perfectionist too and I find it helps to make early access games. This way I can get something out the door and have an excuse to keep working on it for a couple of months after the initial release 🙂
Hello all! We've been thinking of create top-down shooter game with unity, where players would combat in 64x64 tile arena, which is filled with different kind of destructible tiles and objects. We've tried to figure out, are we able to do that with tiles, or should we make all destructible things with prefabs?
Prefabs definitely sounds easier
What would be the best way to define valid enemy spawn points in 2D so that I can pick a random spot from the boundaries and spawn an enemy there? I've thought of making multiple box colliders as I've shown in the image, but it feels like it wouldn't be the best practice.
Not the worst way but you could probably achieve the same thing using a Rect? That way it's not a collider, since I imagine you're probably only using the collider as a visual for the region and just setting it to not detect collision or trigger or something right?
You could have the spawner have a Rect object and do a random.range(xMin, xMax) and random.range(yMin,yMax) to determine where to spawn the enemies
In that case I'll stick to colliders since they are easier to visualize and set up than having to draw gizmos for the Rect and setting up their lengths through scripts. I'll also use the colliders to try and spawn enemies close to the player when possible (so I'll need to check which one the player is colliding with). Thank you for your input!
ofc, just make sure if you are not doing unnecessary collisions when possible ;)
Also if you do ever choose to, it is pretty easy to draw rects in the editor :)
https://docs.unity3d.com/ScriptReference/EditorGUI.DrawRect.html
your brains not fully developed yet. just keep adding stuff to your project slowly over time it will get there. can’t really force the creative process
also, one year is barely any time in solo game dev terms
for a bigger project id say 2-3 years minimum
which seems like an eternity in uni😂
mmorpg?
single player idle rpg
seems fun
Try and start drawing your game ideas
It really helps in getting a feel for how the game looks
Like designs or like rough estimates of what stages look like?
Before starting have a rough poster sketch like thing and after you have started making the game draw the stages
You can create everything you want on paper or just the most important things
Does anyone here also have the horror fps kit? And do you know how to change the character model and how to change the vhs tape recordings with original videos of your own?
I would check the documentation - a quick google tells me the documentation for that asset is.. extensive
Idk if this is the right channel for it but i have a lot of issues thinking of a nice main menu
there are so many variants that i can't decide. i could use a plain skybox or a slideshow or something but as said, idk how to decide. any ideas?
Guys i have a question, should i use Blender or something else to create landscape and terrain in game like this???
this seems to be all 2d
do you suggest any software ?
photoshop, clip studio paint, krita etc.
tbh blender wouldn't be a bad choice
it might be overkill, but you could render models into sprites
Hi everyone, just want to test my instincts if that's ok - I'm currently designing a game that has a world map / travel screen, a settlement screen, and a combat screen. The first two are mainly menu/dialogue driven, and the combat is where the meat of the gameplay will occur. In a typical game, the player will be spending ~70% of their time in the combat screen.
So my question: Before I start worrying about worldbuilding, writing dialogue, or creating art/sound assets, I should nail out a prototype of the combat screen and all the related architecture/mechanics to make sure it's actually fun to play, right? Writing this out has made the answer much more obvious to me, but I'd be interested to hear your thoughts.
If you're planning to focus for 70% of the gameplay in the combat scene, it seems to me that's a pretty focal point, yes 🙂
This is a concept for a game I want to make which would be a retro style 3rd person shooter with the characters being 2d sprites, similar to the style of the original doom but in an office building. The main mechanic for combat would be hiding behind objects and planning your shots to best the enemies like in a lot of 3rd person games like Red Dead and GTA.
sry its so small i dont know how to enlarge pixle art
beta leaks for new hit game????
lol I wish, was just using it as an example of how trello can be used to help with game design
that project seems amazing
if you got a team of 4 people + you, it would go amazing and the game would take off
just with the right people and the right idea
if you get a team of 6 or 7 people development would go even faster
if I make it myself I might be able to amass the money to employ those people for the sequel
😛
it's going - alright, been distracted with other things - that trello is current though - I use the leftmost column as a checklist, I skipped over weapon effects and was in the middle of implementing the enemies/combat system when it got shelved about two months ago
not due to complications with the enemies/combat, that was going smoothly - life happens tho
ah
How do I look into the documentation for it?
I googled it for you, worship me
😄
(I kid of course, please don't worship me)
Thanks, it's painfully obvious in the light of day but it's amazing how much solo development can mess with your mind!
how do i resist the urge to make art?
i have a lot of stuff to implement in code before i can do art
but my brain wants me to make some sprites 😩
Sup guys
Make fancy process flow diagrams of your programme architecture and overly-detailed game design documents 😄
and labelled 'concept art' diagrams of your screens, so that you are working towards a plan when you sit down to build
speaking of - does anyone have any recommendations for free programmes for making process diagrams?
https://gfycat.com/LightheartedFickleCoypu
I kinda want to give this a "DVD Screensaver" style of attack, and have a confetti popper thing 🎉 pop up on the corner if it hits directly on a corner
I love super rare interactions/occurances in games like this
This is coming along great, excellent progress from the last time I saw it 🙂
thanks!
Anyone got any suggestions for a project management/task system for use on a solo project? Something maybe a bit more featured than Trello, but not necessarily a full-on ticketing system
@hardy pawn You know this isn't a game design question. Use proper channels. #📲┃ui-ux
ok
milanote is great for that
looks great
Opinion on a title? It's a quick 3d 20 minute adventure game that just pokes fun at Elden Ring. Working on some UI now.
I was thinking at first just calling it 'Easy Ring' but 'Seldom Ring' kinda rhymes and rolls of the tongue nicer
thoughts?
what game idea would you suggest to a beginner?
i am one and i don't know what to create
btw unity 3d
Look for inspiration from old arcade, mobile, browser and game jam games. Collect ideas and start from the simpler ones and work up from there.
thanks bruv👍
woo
still only has one attack, but I've implemented the core mechanics of the fight
need to imrpove the UI to have markers so you know when its weak to phys (at 65% heat) and when it gets into danger mode (75%+)
Fire does less damage the hotter the sword is, while phys does almost no damage
after 65% heat, phys gets a huge damage multiplier that gets bigger as heat goes higher, but after 75% the sword is on fire, and its attacks become more dangerous. (new fire particles, bigger hitboxes, etc)
https://gfycat.com/WiltedTornGermanpinscher
if you dont hit it with fire for 2 seconds, the heat starts to decay very slowly (might increase the decay speed)
or give one of its specific attacks the ability to cool itself down rapidly
Here's an odd one.
Say you can have 3 Weapons at any time. What would be the best way to let the user pick up an item, and swap it with one of those 3 positions at anytime, without taking them out of the combat for too long?
The obvious solution would be the say, Press "E" to pick up the item, prompt the user with a UI, click on item they want to replace it with, and close the UI. But I just feel that, that's too clunky?
most intuitive solution would be press E to pick up, replace and drop your currently held weapon
In this case you can use any of the three at any time. So you're not technical holding one at a time
how good is snaps for creating maps?
stupid mspaint concept art for a computer-based boss thing
I think I'll have it take place in some kind of server room, and it's kinda blended in with all the other servers until you walk by, then maybe a cutscene where it wakes up?
hi, i just got started with unity and i want to create a game. anyone have a youtube tutorial or anything that could be useful? thanks
There are tutorials pinned in #💻┃unity-talk
@cold onyx love the concept. fantastic
https://media.discordapp.net/attachments/556609100130156578/955066095017021450/image0.jpg
I wonder who uses Hero Forge to conceptualize characters, classes and, perhaps, lore.
Also, for a generic class, what you say for them?
Runner? Swimmer? Scout?
mixamo does
if not that, it's not too hard to look up '3d basic character models free download rigged'
do they have built in walking animations
I don't know
It shouldn't be that hard to find what you're looking for from a google search though
If you're just trying to get a placeholder, especially
ok
maybe swimmer? dunno i feel like it just fits better than the others
also can i have some feedback on this
i made small projects on game jams in the past, but big projects scare me, the big design decisions in the beginning are so important and i am worried of creating road blocks onto myself
ideally your design decisions should enable/support your future work, what choices are you making that are worrying you? a little context would help
i want to create a city builder, but unlike traditional city builder's that are considering infrastructure and industry and the like, this city builder is mostly focused on making layouts yourself, eg choosing residential buildings and office buildings and the like, designing CBD's with skyscrapers, having a tech tree where the city evolves, mostly a laid back game more focused on creating something you like more than scoring or super efficiency.
what i am worried about is how much design choice the plot designer gets, eg, it's a grid based city and you chose a plot layout and then the building type that is in that layout if that makes sense.
i am worried if i let the player choose a building type, number of floors and more detailed options like that i shoot myself in the foot
it might be complex but it seems doable
so current idea is having tons of possible plots, eg a large plot with 3 buildings surrounded by parks, or 5 buildings more close to each other
the buildings here have a set size
so that i can create several different models that fit into that plot
seems like you have a pretty good idea of what you want to build
yeah i have been thinking about it on and off for weeks
maybe your just lacking confidence in your decisions? they seem sound and well reasoned
yeah, before i only worked on platformers pretty much
so it's hard for me to judge what is feasible and what might be too complicated
everyone starts somewhere i guess
im also developing a city builder so i feel you about these sort of problems actually
but in isometric 2d
nice, what is your city builder about?
a western, where you play as mayor of a newly founded town haha
yeah, mine is supposed to have a grid system like sim city 4, but be fully 3d so that you can walk around in it
some part dwarf fortress, rim world, etc
sounds super interesting
its pretty tight so far ngl
i wouldnt worry too much and focus on building the code systems that underpin your project
hope you have clock towers in city center that make sounds and people shoot each other hahaha
xD
like for example im working on the World Tool Manager and Job Manager script the past few days. basically these enable tile editing
cuz they are fundamental to game play
what's interesting about my city builder is probably it not featuring streets, as in cars don't exist, my people are called glop and pretty much balls with long legs that run everywhere, so i only have like 2 m wide roads leading to very compact cities
making the game fun is another problem i have, because currently i am thinking through a lot of systems of what would be fun
well you need some sort of script to handle building placement
because i have a building a city idea, but mostly sand boxy not sure yet how to make financial systems work etc
a Blueprint Manager or something
yeah for sure
why not start there 😉
ah yeah
financial systems sound complex to model
atleast stock markety stuff
i think before that i will first create some prototypes of buildings in the different eras (very tech tree dependent game)
and see if it all works out like i imagine
so probably need to work in sketchup for a week or so and see if i can make a nice system of plots + buildings + facades + ground and tree textures (depending on biome), that players would be able to mix and match
👍
my games all pixel art
so its easier definitely on my end
but theres lots of animation
you can get pretty far in a week tho
i've only been working for two weeks on my game and its progressed quickly
i will probably just have flying balls representing my glops running around
that's great
ye its doable
big projects i have only ever done in specific makers, eg made an adventure game in an adventure maker, made rpg games in rpg maker and the like, game jams in the past i only did 2 games in 12 hours and made a mod for a unity based game
so that's why i am a little worried about feasibility.
but that's probably a good thing, rather being cautious and later expanding might be a good way to go
just skimmed through your posted images on here and your city builder indeed looks slick already
you're really good at doing textures
thank you
i went to art school lol
and more an artist then coder or w/e but i still code
i'm really bad at drawing and can only do very basic pixel art
3d modelling is kinda unforgiving too tbh
i dont 3d model anyway
but ye drawing is hard too tbh
takes hella practice to get anywhere
well i want to make buildings, that's a lot of boxes, cylinders, and similar shapes and combinations. Due to making a game with hundreds or thousands of buildings in a city, i have to keep it simple anyway (windows and the like are all just painted on the buildings and most buildings have very limited detail)
should be relatively fine. textures i will keep simple such that they fit on a lot of different shapes as well, so yeah
gotta test it though to see if it will all look still passable
yeah i guess if its mostly 3d primitives you can get creative with the combinations and probably come up with something decent
sounds dope
give it a shot and see what ya can do 😉
yeah, should be fun
I say either runner or swimmer. If runner is to move to deliver and trigger things and scout is to move forward to look around, swimmer is in between.
okay, aside from the font just being really basic, thoughts? I feel like the colors aren't really a good fit..
it's going to be a chatbox + show game messages/examine text etc
player names should be one color, and player msgs another, and game msgs another.
not sure what kind of colors I want for the input box yet, either
Hey, I have a fire spell in my game that is just a simple projectile shot out, doesnt interact with the world, just deals damage, goes through walls etc.... I want to make it more interesting and unique, but I haven't been able to come up with any good ideas that are also fun and satisfying to use
anyone have any suggestions?
Also my game has a dash, that can be used once in the air, but has no limitations on the ground, meaning you can move very fast by just holding the dash button. I don't want the average player zooming through the game at all times, but I also dont want a stamina bar.
Any suggestions on a good way to balance this?
One of my ideas is to implement an internal cooldown on the dash, that can be reset by jumping (so you can dash, jump, dash, land, dash, etc.) the game would not be balanced around this technique, but it would give an option to people who gottagofast.jpg
The dash also doubles as a dodge, it has iFrames and you're taught about that in the next room after getting it
as for the dash, I think a simple cooldown would suffice. maybe the cool down could be a smaller amount on the ground than in the air. (the air cooldown would be long enough that it would usually be done only once, or it could only be done once as you already said)
as for the fire spell, maybe it could do less damage, but could apply a burning effect to the enemy that does damage every few moments for a couple seconds.
also, to make it more visually appealing, maybe it could drop Lil fire particles that start a small fire on the ground as it flies. the fire(s) would only last a moment and would be purely visual. @granite prism
So i have a game rn that im developing, a city builder (see attached gif for progress). my question: are RPG elements for characters and NPCs excessive in a city builder that wants a little more personality then a generated character name?
on the fire, I'm looking more to make it mechanically more interesting, less so about visually improving what I currently have
like, I have spell modifiers you can cast too, a homing modifier that changes the fire spell specifically to make 3 rotating orbs or fire that stay around you, until an enemy is in range, at which point they will fire off one at a time and explode
Sorry if that comes off as harsh, but I am giving honest critisism
@violet quarry Last time, keep your stuff in one channel. You've already started in #archived-works-in-progress . stay there
Hey,Is there hiring or teamfinding channels in this server? I would appriciate if there was because I'm not finding it.
No, you'll need to use the forums. Links are in #📖┃code-of-conduct
anyone have any thoughts about this? just 2 cents is fine
maybe it could be fired faster the sooner it hits? making it beneficial to risk close combat with it, as you could potentially put in more DPS, but also risky, as long ranging it would be less dangerous.
the only other thing I could think of in terms of mechanical function for it would be perhaps you could 'aim' at which part of the body it would hit? similar to how you can in fallout 4. different parts of the body could be stronger or weaker.
as for it being harsh, no lol that's fine. I didn't know that's what you were looking for is all.
still hoping for opinions on this. not sure what I want for the chat colors etc to look like
hmm can you make the colours less intense/saturated? id use greyed down colours so they are easier on the eyes but you gotta strike a balance
other then that its really up to you. id look into colour psychology for a yardstick to use
lol that was a reply to someone whos posts got deleted xD
oh lol
what kind of game is that?
yeah that's what I was leaning towards. just wasn't sure how to go about it.
aside from the saturation of em, do you think the palette is alright?
is that in response to me? I'm making an RPG [well, eventually an MORPG or MMORPG]
yeah its alright.
is this your first game project?
with unity, yes.
I've made some lil things here and there in the past with other engines.
if you're going to tell me that making a multiplayer game is really difficult, I am aware lol.
It'll be some time before I do.
I see, well, my advice is to start smaller. MMORPGs (or anything with multiplayer really) is one of the highest targets you can possibly aim for. Your conventions and knowledge of coding patterns must be solid before you start on a project like that, or you are going to run into issues that are just beyond the manageable scale of one person
not quite saying dont do it, but do something else first, that can lead you in the direciton you want to go in
I intend to make it a fully functioning single player game first, and then try and make a simple multiplayer game, and then eventually pretty much remake the single player game as a multiplayer game.
the game I am making, I intend to make a multiplayer game out of eventually, but I am first making a metroidvania to learn the engine, make my own level building tools, establish a workflow, learn best practices and patterns, etc
I'm designing systems with the thought in mind that I will be using these in future projects
I'm also doing some projects on the side
rn I'm making an infinite scroller where you're flying as a jet and have to avoid getting shot by enemy jets
you get points for hitting them, and you have limited fuel which can be resupplied
nice
ideally, it would be good to create some sort of interface to let the player control the colors, even maybe just some presets
that's a good idea tbh.
thx
the reason I'm making the 'chat' already is because it's also used for game messages, examine text, and that sort of thing btw.
makes sense
won't be multiplayer anytime soon, unless a miracle occurs lol.
i wonder how other people build out shmup levels andd how much it does or doesn't resemble the anachronistic nonsense i arrived at trying it myself blindly
anyone got any thoughts about this? is it too much to micro?
by RPG elements i mean character interactions of some kind with your character (the mayor), stats and attributes, maybe inventory lol (think dwarf fortress)
but idk if thats too much to keep track of/complicates the city builder aspect too much
the scope is very hard to judge without knowing exactly how the gameplay functions, i mean rimworld and dwarf fortress also have RPG elements
it depends on the focus of your city builder
true, i had another conversation about this and i think its okay actually
i wanna focus on the people, but my system needs to be lightweight enough to scale (is what im thinking) which means keeping it simple, and reducing the amount of stat modifiers/attributes (like strength, etc) to a single digit number (5-7 from 10)
but im pretty early in so its hard to say anythign with finality as it may change inbetween now, beta and release
ideally i want the core systems in place (i've been working on that code wise) and then everything else should just be another brick on top of the previous one
sounds good. wanted complexity really depends on how many characters a player controls or has to babysit, the more characters the less complicated you want the interactions to be or the game becomes too micro-management intensive
The Unity Game Designer Playbook: https://resources.unity.com/games/game-designer-playbook
I am SO SO Sorry IF this is offensive but...
Is it alright to have sexy Females in games?
Have you not seen a game where it does? 🤔
Or, what are you asking? If it it's morally correct?
if its morally correct
I mean, that's really up to you?
Does anyone use a roadmap to help plan out their projects? pros and cons?
Im sorting mine into content and systems (stuff and things that use the stuff)
I use trello and milanote to list and organize tasks into categories and break them down into smaller parts. From there its good to make a timeline for how long each task might take and when you might do them depending on how pressed for getting it done you are
hmm thats fair lol
Allow significantly more time than you assume for each task. Some people say as much as twice as much time than you think because you know
. . Game making is hard and all that haha
yeah fair
im working fulltime on development due to some unique life circumstances ill say
and have made quite a bit of progress
but its hard to account for those day-long brickwalls i might hit (mostly coding problem)
Im the same boat. We are blessed
👏
The brick walls are real. Everyone is different but motivation can be really hard to mustre some days
yeah
i was on like a 10 day bender of development
and felt burnt out all weekend
😫
and theres still so much left hahahaha
I barely get anything done these days. I was struggling getting what I would consider basic stuff done in gameMaker so Im gonna try out unity which has a lot more support and assets available
untiy is tight honestly
this is my first project
but i've built some desktop app in java and winforms (c#)
so im use to GUI builders
Sick. Thats a good step ahead
slightly, im still fresh tho
but i feel like unity opens a lot of possibilities, its very fun
Yeah i think it does. And it makes making the game easier in a lot of ways imo.
Planning stages are essential so good youre thinking of it. Get a basic prototype up and running to test tour ideas and thatll help inform your further planning and help define your project
yeah im kinda shooting for the supposed minimum viable product
so i can alpha test it my self
polish it
do a closed beta thru steam playtest
and hone in on the final product
which brings up different answers if you google it. im just thinking of it as a prototype really
Getting people to play test along the way is absolutely invaluable. Its shocking what people will notice that you wont. Its also really insightful to understand how different people approach problems
yeah true
and hardware wise what runs and what doesnt
if i make an indie game i gotta atleast mind low end hardware
Sure. I do pixel art 2d stuff so im never worried about that haha
while i benchmark it on midgrade hardware (1660 super)
same
but im using a 6 layer tilemap thats 250x250
32 px square isometric tiles
and its quite a bit to render looool
I only have an onboard gpu and I can run hollow knight without any issues except in a couple of the messier boss fights i get frame drops. So something that is well optimized and not 3d you can get away with a lot. Still do your benchmarking for sure ofc
Its not even a gpu. I dunno why i called it that lol
Shaders and particles are likely gonna be your most resource heavy features
hmm true eh
ill try to stay away from particle effect if possible
this is kinda what I have so far
im talking with a actual programmer (im kind of a newb myself lol) about optimizing terrain generation tho and rates, etc so ill hopefully get perfomance gains as i go
cuz rn each layer uses its own noise map and so its like layer * noise map calculation expensive
Cool. Looks like youre making great progress
ui is suprisngly easy
load and save game isnt implemented
but the terrain tools and the building system is in place
along with blueprint placement checks, etc
and each designated tile is grouped into a job
via the 'job' manager (not the unity job system, my own system that is about handling tiles designation and work related to them)
How do u guys design a customer spawner for restaurants ?
@pastel flint There's no job posts here. Use the forums, #📖┃code-of-conduct (good luck).
Hi everyone, I'm currently doing some story outlining for an area and am a bit stumped on the name. Hoping to workshop a few options if you would be so kind!
The location is a final stopping-off point for damned souls before they begin their eternal torment. Each soul gets a corporeal body, and a day and a night in this place - one last chance to enjoy any and all earthly delights. Nothing is denied to them. And they are already damned, so the place is wild. Yes there are the baser pleasures (feasting, debauchery) but there are also libraries packed with forbidden knowledge, otherworldly entities to converse with, dark meditations and blasphemous rituals yadda yadda you get the idea.
The player character will visit and hopefully make use of some of that forbidden knowledge to sort some quest-related stuff out.
If you get a mo could you let me know which name you like best?
A - Last Hurrah
B - Reverie
C - Damnation's Door
D - The House of Sin
Or if you've got another idea I'd be glad to hear it, thanks so much!
hi guys, quick question: what type of cool and funky gun would you guys want as a secret weapon in a steampunk game? i need some concept ideas.
i would look at bioshock for some inspo, the weapons are usually chefs kiss
Kind of depends on the game, I think! A gun is a solution to a problem, so you could present the player with a problem they can't solve initially. For example:
Problem: A bunch of enemies far away who are sniping the player. The player has to run and hide in order to survive, and can't effectively return fire with the weapons at their disposal.
Some time later: The player finds a targeting system for a hot air balloon-mounted artillery cannon.
Solution: The player gains the high ground by progressing through the level, and is able to use Cornelius Filk's Explosive Ruffian Remover from a position of relative safety.
Problem thus solved, the player can move on to the next story segment.
holy moly.
these are some huge brain ideas
right now i am having a standard revolver with a steampunky design as the main weapon
in every level there will be a secret weapon you can find by exploring
currently added are a sniper /repetier and a full auto.
with the sniper you are able to counter the ranged enemies
and the full auto is good on close corner combat
it's not that storydriven i guess, but the main focus of problem solving is here i think
xD
If it's aesthetic design inspiration you're after, I'd start stealing parts from Victorian-era trains and factory machines and bolting them on in gratuitous ways. Lots of overengineered looking glasses, polished brass wheels turning, train whistles tooting, steam valves going pssssh
That's what I think of when I think of Steampunk, anyway
same actually, and i think i have an idea on how to do that
Pinterest boards are really good for that sort of thing
One of my current projects is set in New Orleans, and a few keywords later I've got a whole aesthetic to go off of
this is the current design of the revolver. it has an energy core in the midle, hence why it's glowing
trueee, pinterest is great!
this is the full auto gun. this one needs to be reworked though. a lot less glowing and more steampunk elements would fit better
Yeah, I think a simpler design would be a bit more effective here.
the guns sway off a bit from steampunkish things, but its a bit more story related
the player himself is a scientist with great knowledge of the technology of steampunkish times, so he is a few years ahead of his time regarding his creations
but i absolutely agree, it seems a bit too far off
Yeah that's cool, as long as there's an internal logic and it's consistent then go nuts!
i am thinking about adding some sort of crazy gun in the last level
all the guns before are rather staying true to other gun types
but i want the last one to be something special
maybe a gear launcher that shoots fast rotating gears
which bounce off walls?
Weapons should always be a tradeoff, so if you have one slow + powerful and another fast + weak, neither is objectively better (hence designers spend a lot of time in spreadsheets balancing DPS). When you throw in other variables like spread, range, delay, bounce, status effects etc, you can create a wide variety of options depending on what you want the player to be doing. Having lots of mine/tripwire weapons will make players more cautious and spend more time setting traps, so not ideal if you want fast head-to-head action - instead strong melee attacks would encourage players to take risks and get up close.
Learn how to make a 2D platformer in Unity even if you are a complete beginner. In this episode we're gonna focus on installing Unity and making our player move around and jump.
● Unity Hub: https://unity3d.com/get-unity/download
● Black Square Sprite: https://www.shareicon.net/data/256x256/2015/11/08/668660_box_512x512.png
● The complete code:...
Right
Starting my first game
Certain lines aren't highlighted like they are in the video, I might have missed something
and I cannot hit play
Error CS1002
As for my idea for the story, I have it somewhat based off of cave story in terms of its design, and then gameplay-wise, it has time controls.
In the same way that things like Blinx had time controls
You can use a record control that lets you temporarily run around, and fight things as an invulnerable version of you, once time runs out you revert to your original position. things like that. basically I want to be creative with the time controls
not just do the usual, pause time.
And there would be puzzles which could tie into that. But for the most part, I'm just trying to figure this out right now
I won't lie though
I'm far more of a writer than I am a developer
Can’t go in much into large details since it’s late for me but the error probably says
expected ; you basically are missing a semicolon on line 14.
To get line highlighting configure your visual studio with the guides in #854851968446365696 at the links.
Also #💻┃code-beginner would be more relevant since it’s code related
Basically yes
thank you
probably done for tonight
might do some worldbuilding stuff now, but i got started so ... that's good
When you wake up tomorrow try using the configuration guide in #854851968446365696, it’ll set up auto correct and error highlighting and more colors, it’ll make spotting and correcting errors easier
Yes, this would be the right channel for it
👍
The idea is kind of recent, though does tie in somewhat with my over all lore for an entirely different series. Though I might want to have it be, lightly integrated.
The idea for THIS plot takes place in ... either the 3000s or 4000s. Where as my "main" plot takes place in the 1900s of my world. This is at a point where technology has progressed immensely, and has also been integrated with the world's magic system. Meaning the sci-fi has a bit of the magic integrated into it.
... that's more design and aesthetic stuff my b, but the point being, technology is very advanced, this story likely doesn't even take place on my original world's planet, and instead on a semi terraformed moon. Where the robot which you control, is sort of used as a test dummy for multiple different experiments. in this case, time travel.
And at a very VERY basic level, that's where I am
I could maybe think of some way to introduce the time travel as a way of being able to escape the end of the universe itself. have some psychological metaphysical horror stuff. But I planned on the time travel element to the story being destroyed by the end of it. That lets me use the trope while having it contained
Cause good god can time travel get messy in writing
But this helps to write in the game mechanics, which I like doing
yeah, sounds confusing
the mechanics or the story?
oh wait, only checked your last comment didn't know you wrote more beforehand
what was confusing though?
combining sci-fi and magic. introducing some small part can lead to a lot of chaos in writing, especially sci-fi and magic. often one technology can have big implications on world building, you think you thught about everything and then a player is like "why don't they just ..." and you feel like you oversaw something.
Ahhh yeah, I got that covered though, I even have a way to explain away magic based computers
also, terraforming the moon?
That's more generalized sci-fi stuff
also if I'm being honest
improv'd that right here
As for how the computers work, there are 5 major categories of the magic system, two of which being heat and cold. these are used as equivalents to binary
if by terraforming you mean make it earthlike with an athmosphere and stuff, i don't think it's physically possible, you can explain it away with magic though
Hmmm, maybe that could work yeah. Maybe I could even just make it a small planet
you're getting ahead of yourself here, this doesn't mean anything to me
Right, my b
I could go into a full on lore dump for the magic system, but I don't want to bloat the channel
are we talking gameplay or lore here? and in that case what is a computer?
Lore
yeah try to dumb it down a bit haha
Though the magic system might come to be present in gameplay ... well, probably just in the later games
you are starting your first game. you shouldn't make things too complicated
Yeah
when i was young i used to make games for months and years that never finished. now when i look back the games i made that i enjoyed the most were the games that i finished with a time limit, like 12 hours on a game jam, and a game i build in steps where after every couple of weeks i made a chokepoint where everything converged to (it was an adventure game), so that when i gave up on it i also had a working game.
so having goals you can reach in a smaller amount of time and then expanding on it more and more but in steps is much better than starting a mega project you give up on and never really enjoy making
not saying you are doing that, just a heartfelt tip from my limited experiences
I also realized something about it, it'd have to be a nearby planet.
But the magic system works based off of arrays, so circles are all that are needed at a very base level to cast spells. from there it's a matter of creativity to mix and match runes or symbols inside the array to get different effects.
For my first major game, I want to have it function similarly to eternal darkness's magic system IN game.
For my first game, as in this one
i don't know eternal darkness
but i like the idea of mix and matching runes
that will allow for a lot of meaningful strategy if done well
if it goes anywhere, I'd want to have it be something simple like, your weapon is this array, and that's all that I need to put in for it. keeps it somewhat obscured, giving me time to further develop the world outside this story
The way it worked was that you could combine different runes and learn end game spells midgame or earlier
it rewarded curiosity and creativity
yeah i get it, it's similar to how runewords are created in Diablo 2.
i like those kind of systems
an example for THIS game could be, a double jump
is it a platformer?
the character uses a force array to propel them further up in the air
yes
also, gtg do a thing, be back soonish
platformers are among the easiest games to make and have a lot of tutorials online, good choice
yeah, i'll get back to work as well.
An exact reason why I'm going with it
i want to start making a city builder, and it's a bit hard to figure out where to begin
also first unity game project (made a mod for a unity game before), only made games in other engines before
I've been working on the worldbuilding for ... give or take about a year
i've done a couple of platformers in game maker studio before
The whole aspect of the magic system working outside the initial planet is experimental as is. I thought of the reason of it being because the planet was formed in a specific nebula which effected it in that way. as a way to explain it well enough.
yeah, the city builder i also had ideas starting in 2019, but it evolved quite rapidly into something else once i started a design doc and wrote down more specific things
I want to do a starbound sort of thing someday
only ... better ... and with better treatment of others
i like space stuff as well, so maybe you can ping me and we can talk in detail at a later point
I have a whole discord for it, but this isn't the place for self promo
... I think
and it's not ready anyway
yeah
Hello, everyone. I am a student. My goal in life is to make a game as good as Breath of The Wild.
My question is as follows:
1- How much time does it take to make a video-game like Breath of The Wild?
2- I am also more interested to know, how much time does it take to make a video game character like Kratos from God of War?
3- Suppose you have an idea for a video-game, how do you patent the idea, so that no other company starts making it while you are working on it?
4- Where to start learning how to design?
5- What to design?
- It took 300 developer, 5 years
- It takes months to create a character that will be final
- You don't, you can't patent ideas
- By doing it and being taught (in school, or some online courses)
- Whatever you want
Hi, Osteel.
Thank you, for the answers.
What is the difference between Unity, Blender and Unreal?
What makes all of them different from each other? Is programming important to learn all of them? Is programming important to make a video-game character like Link from Breath of The Wild?
Gentlemen, thank you for reading and answering all my questions. Not many people in my country have internet.
Unity and Unreal are game engines, used for making games
Blender is a 3D modeling program, used for making 3D art (to be used in games, or animations, film etc.)
Yes it's important to learn programming.
So, can you suggest learning websites, that I can learn from in 30 minutes for 1 month, that's all the money I have, in the Cyber Cafe?
No, you're not going learn anything that fast.
You can start by doing the Unity Learn tutorials though:
https://learn.unity.com/
To get the basics of how to use Unity.
Osteel, thank you very much for answering my questions.
Sir, can you please give me an estimate, as to how long does it take to learn to be able to design a character like Captain Price from Call Of Duty?
Complete Beginner.
Probably a good 5 years of constant practice.
Thank you, Osteel. I appreciate the back and forth answers.
I am going to start to learn C# programming language on the internet, and then proceed with Unity later.
And as for everyone, who participated in the discussion, I am very grateful to all of you for helping me. Unfortunately, the Cyber Cafe time is up. And I have to leave, otherwise, I might get charged extra for the next 30 minutes.
Thank you so much, everyone. Good-Bye.
Good luck!
You see that? I spend ages on lights and to try to make it look good, and my 256*256 texture looks like shit!
How am I supposed to improve this
ive been struggling with an issue on my game for about a month and need some help, is this the right place on the server to ask for help?
not unless its a game design problem, ask in #💻┃unity-talk
its a game design problem
then ask
im having trouble with my animation rigging and character controller animations for some reason its not working how t should even though all the tutorials and things i checked shows ive done it correctly, its kind of hard to talk about the issue instead of showing it
that is not game design.... why do people always do this 😩
#🏃┃animation is the right channel
i see it all as part of one thing but thanks for the guide 🥲
To whoever is reading this
Good morning!
I am an aspiring game writer and designer that I want to know more on how can I elevate my writing skills.
I do fanfics on an anime game and I want to find contests that are all about writing and game design
I wish to use it as training and to finally create a portfolio that is becoming of a game designer/writer
Also I wish to ask some questions
Since I want to become a game writer/designer must I also know how to program
If so, what languages must I be well versed?
And if I want to pitch a game design/story, should I pitch a prototype or a paper prototype?
Note that I'm currently in 3rd year college
game designer and writer are two distinct skills, a designer portfolio is very different from a writing portfolio
since you're asking in the unity discord, naturally the programming language you need to learn would be C#
as for pitches, a working prototype is ideal
Paper prototypes aren't a good representation of a videogame imo, and are mainly used for very early design stages
@sleek phoenix but if I were to create a writer portfolio FOR games
where can I start?
first google result for "game writing portfolio" https://www.gregbuchanan.co.uk/breaking-in/games
it's probably also not a bad idea to get into modding for a game you like to get some experience, that way you can write story for a game where you already have a setting and functional gameplay.
i agree, but still think they should aspire to learn both, unless a game studio has several thousand employees you do have to do both as a content designer.
Hello, everyone. Today, I stumbled across a website article on the internet:
https://gamefromscratch.com/just-starting-out-what-games-should-i-make/
As a complete beginner who aspires to make a game like Breath of The Wild, what do you fine gentlemen think of this blue link I have mentioned? What do you recommend me making first?
Thank you for giving me your precious time.
tic tac toe sounds good to start off at. then pacman, then super mario bros or something like that.
Hi, sharklin.
i havent started any projects so this could also help me.
It is indeed a flattering experience when an experienced 3D artist, takes interest in helping and answering doubts of someone like me, who is a beginner.
Unfortunately, I have already started with a text-based adventure game. But, I will definitely start with tic tac toe, as soon as I first complete my current project.
Thank you.
you are welcome then!
Sir, would it be possible for you to share some photographs of your 3D magnum opus?
It would motivate me.
I am so stuck right now, I’m repicking up a project for the spring and it’s this like doom clone space game and wow what was I doing?!? I have no idea the difficulty of something like this regardless of the graphics cause I don’t think this has been done so I’m essentially starting from scratch here. How does one do a space engineers level digging and building game all the while looking like a doom or Dusk clone????? Like I tried just using an icosphere and quad sphere and then scripting mess manipulation with pro builder and poly brush but even that just doesn’t look right and then I looked into marching cubes and while that solves the digging and building part I have no idea how to get it to look like doom. Maybe I should do a combination for building and digging? Honestly planets in general are difficult but damn this feels like uncharted territory
Got any good material settings for terrain?
what is this
If you're not going to use the right channels for your conversations, then you won't be having conversations.
All you have to do is move your question here. Stop being annoying.
!mute 950151941542002820 1d you can come back tomorrow to restart
tianlovesbasketball#7918 was muted
You two can stop.
Hi, Osteel.
Uh... I won't ask what happened. But, I wanted to know some opinion. can you actually learn why certain game design was made just from watching gameplay footage ? or you should just grab a book (or videos of explanation) by experts on their game design (which probably covers their reason certain reason why they design certain things)
In my opnion, you should do both. I mean we need knowledge from books and example from other games (to take as references). However the most important thing here you gotta try designing a game yourself to learn from mistake and find out what you're good at, and it will take a lot of time, maybe 1 year, maybe more
Hmm... so the next problem will be how to balance the examining and the practice. Btw... maybe this is wierd, but I don't have the worry on how long it takes. technically, learning something is always taking time (this believe might be wrong)
Well you gonna have to manage all the time you got. If I were you and dindn't have any knowledge about game design, I will pick a book about or visit websites about game desn then take notes. After 3-4 days, you can summary the information you got, and start designing base on those together with taking example from others game, after that keeps reading books.
In short, Learning from books -> Practice -> Take example -> Repeat
About the distribution of time, practice will be the priority. Books (30% of times), Practice(50%) and reference from other games (20%). However if somedays you are too busy, you can remove the other two things, but practice is a must.
And most important, please manage the time you works/or learning. Do not make the time working and designing nested. Don't spend all your free time into game desinging. You need to stay both healthy and mentally fit.
Those are just my opinion and what I have been doing, it might be wrong and not suitable with some people
Hi, I need some advices:
My friends and I has form a team of four and are making a game for 2 months. I ask the team leader what the core element of the game, and he answer, he wants to focus on main feature World Exploring, he wants to creat an massive open world game like Zelda Botw. And he is able too, in fact he's really good at coding and has made two games. The pj that we are working on has too many feature, because he want to makes the exploring more fun.
However, the minor feature (the game has minor feature as dating, marriage, farming, combat, puzzle, etc) is too simple and boring.
The game has dating feature, but the character is too plain. They're only has a job and another plain personality. For example: "Ji is a wizard, she sells herb and very friendly", the characters likely to exist because there is a dating feature in the game. (The npcs is like this too, just they got less line and less personality)
The puzzle is, pretty boring, like fliping 3 switch to open the door.
The combat, well it has a combat like zelda, but even more simple, no time stop, the characters swing their weapon and has two skill to select, the monsters move sets is just as I describe above, it isn't complicated, it's just has a really high stat to make the game difficult. My friend says because the team is too small so we didn't have time to make the game detail, just keep it simple as possible.
What do you guys think? Should these features be remived from the game?
He has a really huge ambition and because of that, he wants to make the game big. But again, the team was so small, this requires more than hard works, so he adds these feature to make it looks big.
I see... thanks for the suggestion
And two of his game in the past is like this too, surely he has made better games now, but it's still bad. I don't know what advice should I give him to prevent that big ego
The team is new, in fact the project just starts two month ago. We have an artist, a level designer, a programmer plus designer (the leader), and a writter
oh... intresting...
my next statement is crap, because I don't know how experts you guys are. But, I don't think he is trying to really make a game, I think he is trying to learn how to work as a team. he actually give simple stuff that is common, and if you state he can do better, but he refuse, maybe he is trying to learn something else.
and usually... people that goes for easy stuff usually learners.
Nope, the game will being that simple in the final product. He tells me he want to make a big game, but because we didn't have resource, he creat those crappy feature, mixing and calls it a game.
Not only the npcs, the story, the important side characters in the game also is lifeless and boring. Actually everthing is boring. He takes a little bit of feature in every game to make the game more diverse, not focus on one thing
Nope to which part ?
As I say above, the dating feature. The character which the player can date is um... Just a normal character. They don't have back story, they don't have motive, goal. They're just like oblivion npcs, but date-able
No no, I think you misunderstand. What if he is just using a simple project as a starting point to learn how to create games in the team enviorment ?
He has creat two games before in 1 year. He also has learn how to program a game for 4 years
alone or in a team ?
A team, and this game will probably like those two games too
Alright, uhh... how do you plan to share the task to each team member ?
I'm not the leader though. But the leader-he has assigned each people a role
I just want to know everybody's opinion and if those boring feature should be removed
No, technically your leader is the one that decides that part...
But... srsly, how do you communicate with your team members?
Through messeage and discord?
alright... How do you share the result ?
Two, if let's say there is 10 task, where do you see which is done and which isn't ?
My team leader - which is a programmer and level design- will post the game build every 4 days to the group so everyone can check if there is something not right
My leader creats a google sheet, at that he give the task for each people, he will check the result from there
Hmm... I see
You need a pretty reliable team for that to work
He tells me he want to make a big game
that's usually a red flag unless you have a lot of resources and experienced team
Indie devs constantly try to aim high and just hit their head on the ceiling instead of taking the stairs
If you're a small indie team then you should aim for small goals
That's what I say too. I also tell him to focus on small things, as he replied "I've already made many small games, and it doesn't make me satisfied at all"
Then make a small game and update it until its a big game
but dont go directly for the big goal
maybe even take one of these small games and work on them further
Thank you, I will take these advice and talk to him again. I need to listen many opinions from people to see if I'm right or not and give conclusion
I was experimenting with adding a Dead Cells style smooth camera to my game when I found out that my character gets really shaky while using it as shown in the video. Why could this be happening and what could I do to fix this?
The code for smooth follow is as follows:
(also sorry for deleting and asking the same thing over and over, the video gave me some trouble)
UPDATE: Fixed it by changing the function from LateUpdate() to FixedUpdate() since I use FixedUpdate() to move my player as well.
@fair schooner Don't cross-post please.
I would suggest looking at Cinemachine, it has all these features built in already, hardly any code required to change the values
Does someone have idea how to make player interact with the chest when he is in the specified range of the chest? I mean that he can press e to pen chest when he is in range.
I watched some youtube videos but I it is hard for me to understand them
I'm tryna make an openworld game
But I want to make the game remain fun after the storyline instead of plan old free roam
But I can't make dungeons and quests cause it's a futuristic Japanese concept
I'm thinking of bank raids and that kinda stuff but I need more ideas to make ot more intriguing
What should I do
Not sure if this is the best solution but put a collider on the chest for the range that you want with a trigger, then write an OnTriggerStay function on your player and interact with the chest when you press a button
hey, so I had a question about controls. I am newer to unity but I have a background in programming and simple math from other languages and engines. I have never made a spaceship game, but I wanted to try. I wondered what the best camera controls would be while being in the spaceship. Currently, you have a 3d view of the spaceship (currently a block), and the spaceship rotates to your mouse position in the world. You can rotate your camera view by holding right-click and moving the mouse, I have played space ship games before, but they have all been 1st person. My way of moving the camera doesn't feel very much like a space game, I have no idea why. If any of you have any ideas, what do u guys think is the best way to control the camera
i think you should work on your storyline first before thinking about ways to enhance it afterwards, those ideas will come naturally.
@sweet quiver , i think there are usually two ways to do rotation, one is as you said right click and using mouse, and another one would be using keys like Q and E for example to roll.
good idea with the q and e, could also make it re-bindable. Thanks for the suggestion
another thing to keep in mind is if you are working with gravity, if you want your ship to automatically orientate the bottom to gravity or not when being close to planets
i assume your space ship will be more sci-fi, like planes in space / star wars / things like that
and less realistic space ships, where you do stuff with gravity assists and orbital mechanics
if you have space battles, another thing a lot of games do is have your guns aim automatically
Yeah I should probably do that thanks
I need to make a game around the theme Dark . It has to be simple and can be made within a week... Any ideas
Game Jam?
any ideas?
any easy way to add background to my text using text mesh pro bc its hard to read on my bright main background and that just looks bad
Why don't you just add a image
?
What about a game where you can absorb light to become more powerful
?
That sounds good
but i also want this to be my first game with a story
Oh ok, I will just make the game myself then...
are you being sarcastic or r u mad?
I am sorry
none of them, I am joking
And a lil bit mad
sorry
Make a thread please
Ok
Where can I find good mp3 sounds?
Like I was looking for a lock shake sound where would I go?
hey, what is the advantages and disadvantages of using view models instead of character's POV instead f world models?
@gilded mulch Don't crosspost please.
oh ok
Hello, I have a question about Unity. Im creating 2d game, and i want to add textmeshpro, but I cant get it infront of my character. It just hides under other png images.
its under other png images
https://soundscrate.com/search/#!/lock+shake this might help
If you are using world space canvas then try moving it on the z axis (also you can increase the order in layer or create a new sorting layer for canvas)
anybody has a suggestion/article/video on how to game design card game mechanics? not in terms of getting it to work and architecture but just straight up come up with an interesting concept
Is it posible to export a real life map to a game map?
what kind of game map lol?
theres assets for making in game map systems using real world maps or something similar (i think) but if you want 3d models then thats way more complicated and needs on-site laser scanning photogrammetry or w/e
Hello, im new to programming, and i was wondering how i would be able to make an ingame store (i want the shopping page to look like the image) using html
However, once purchased on html website, I'd like the players to be able to wear it in game
Anyone know how I'd be able to implement that?
you'll probably need C# since unity uses it but heres a vid on implementing an "ingame shop". just search those keywords if you want a diff video.
✅ Get the Project files and Utilities at https://unitycodemonkey.com/video.php?v=HuXy4XX0hzg
Let's make a Simple Shop in Unity! Get Gold from Enemies and use it to buy Items and Weapons!
Modular Spritesheets in Unity
https://www.youtube.com/watch?v=ZRRc7J-OwGo
Sprite Tint - Shader Graph Tutorial
https://www.youtube.com/watch?v=93jnsgD-8Wo
How...
Thanks ill take a look
Open world, GTA like
I want to take a part of Poland and slap it in the game with some changes
Anyone know how i can make an avatar shop and link it to my html website? Sort of like this
I am using unity btw
you mean have the same shop in your app and in your website?
easiest option is probably to have a webbrowser in the game so you can share most of the code for the website
Webbrowsee in the game? Can you elaborate a bit
And it break it down a bit, I basically want to make an avatar shop which I was was told I can do in unity. That part is easy. However, i cant figure out how to put it on my actual website where the game url will be hosted. Its a browser game. I also want the player to wear it when they have bought it.
Like how do I link unity game with html if that makes sense
Yea but i dont think it supports chrome anymore
pretty sure it does?
then you just have to embed the built game
for example you can use an iframe
Ah ok Ok, and for example if a player clicks the tab "Avatar shop" will it load up the iframe url?
Once i code it of course in html
what did you use to make your browse game?
then why separate the shop?
Because i want the shop to be made through html but the game itself is on unity
Like how roblox catalog is as an example. It seems to be html, but the roblox games are in a client a believe
Avatar catalog
so the shop is unrelated to unity?
Well not really because the purchasable items can be worn in the unity game itself. I just want the browsing and shopping portion to be html
I suck at explaining lol
but the shop itself is not really related to unity
you'll need some kind of server to store information
and the unity game will talk to the same server to know what items are purchased/equipped
Yea the shop itsef isnt related to unity it will be html, the items are moreso related to unity to clarify. And the server i need to store information would be a system outside of unity?
Or will it be easier for me to just make the shop itself all in unity
To make it less complicated
depends on your goal/scope
I was going for the shop to look something like this which seems to be done way easier in html vs unity
this doesn't look hard to do in unity
Ok ill try there thanks. So once i do it in unity, I can use Iframe and paste the webgl url?
webgl is best to use firefox / chrome
yea i just did build and run and it worked that way, however when i do it the index way it gives me error
index way?
So iframe is really all i needed. Tutorials i watched kind of over complicated it. Thanks!
good luck
https://gfycat.com/SilkyImpassionedCivet
Part of me is really tempted to make the broken sword parts do damage if they hit you...
amazing animations, but most underwhelming boss fight ever, lol. NVM, just realized the boss HP is the lower bar and it's the end of the fight.
Thanks, and yea, thats just last hit (and with its HP dramatically reduced for prototyping)
any advice on designing a good main menu
i have like all the gameplay components and the menu feels so bland or something
Check out UI assets on the store to get ideas, look at existing games and find menus you like and try and approximate it
I would suggest making the image of the game itself a blur gradient of those colors
I'd argue it actually has too much going on
Reminds me of PlayStation's menu for some reason
i was thinking that so i made one more empty
ill try adding gradients
Better imo
I like the glowing cube bit though
Just not the rest of that background
Bonus points if you can make it light up the edges of the buttons a little
kinda like this right edge here
hmmmmm
Might be a pain to do that bit
yea
something like that but prob less saturation , make it look like the first image with the smaller menu buttons. Adding that glowing cube for variety is a good idea
@cold onyx try to match the background and buttons
They look way unrelated with each other
@cold onyx align the buttons in center and add gamemodes in the next scene(after the player selects play)
And maybe add a settings icon in the main menu(you can customize it later)
tried all the advice i could understand
i am going to make the colors changing ingame in the menu
the vignette changes the whole scene
i might just scrap the whole game at this point even with all the gameplay
those black walls kinda make it look a bit too busy imo
the buttons are nice
Its looking nice
a start
@cold onyx something that I found helps is making the menu tiny. I feel like the number one reason menus can feel clunky are big buttons (unless it's a mobile game then ignore me)
I just started iterating on our main menu so maybe it's too shoved in the corner, but it's supposed to have a character when you create one
so maybe for your game you could try having it be more centered idk
Hi, I need some advice on character and story design. I'm having troubling writting a silent protagonist in a rpg game. How can I build their goal, motive,... When the character is supposed to represent the player and have little talk? What should I focus into?
Hi guys Idk if it's good or not but like I tried writing some lore for my game like what happened all before the time the game is taking place in and I only got like 2,5 maybe 3 pages full
And ... that's a good , or bad thing?
idk isn't 3 pages a bit less
You're not writing out your final ideas. Just throw everything into the bucket and start organizing, refining, throwing things out.
final ideas?
Don't write a whole storybook. Just jot notes (use a program like Miro, even where you can just put down simple ideas and start grouping).
I didn't write a whole storybook that's literaly what I'm saying only got 2,5 maybe 3 pages
Lore is actually things below the surface, lore serves for story
In my opinion you don't need to write much lore, but story, hell yes
My point was, don't write down a whole thought out idea in page format. Write down small jot notes of random ideas into a big 'bucket' where you can organize, group and decide what you like and don't.
lore = back story
I'm not trying to get ideas what my game is abt I'm trying to make a story that I can give trough to the player with tiny hints like a phote of a creature or a tiny note with cordinates of an important building a long time ago you get me?
Yes, I understand you're writing your game idea to make a story. I understand that you feel that 3 pages of writing your story is not a lot. I'm explaining to you that you're starting off on the wrong foot of writing your story and expecting to do more than those 3 pages. I'm explaining to you that you can't just write the lore of your game in one go and expect it to form itself into some grand story. Start smaller, plan (don't write), use tools to organize your thoughts and then slowly build the story that way.
No I literaly already know what to tell it just seems a bit short on paper
but yeah ig to much is hard to implement in a game with only one cut scene
You should design where your story take place, what does the main character first,... In summary I think you should write a good story first and just a "little" lore, before focusing on more lore. Writting lore, espically too much, will make it hard to implement in game and story later