#archived-game-design

1 messages · Page 45 of 1

bitter fulcrum
#

Oh ok

fossil perch
#

yea

last rune
#

i'm making a multiplayer menu

fossil perch
#

u script?

bitter fulcrum
#

well I will say that to jimmy

fossil perch
#

oo thats cool

fossil perch
bitter fulcrum
#

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

bitter fulcrum
fossil perch
#

code?

bitter fulcrum
#

Yes I do code

fossil perch
#

are you available for work

bitter fulcrum
#

No

fossil perch
#

oh

#

do you know anyone who is

bitter fulcrum
#

No I pretty much make games alone so I don't know anyone

fossil perch
#

oh ok

last rune
#

here's a past project, however i'm working on 2d right now.

fossil perch
#

that's sick

#

i wanna make a horror game but i cant code xd

bitter fulcrum
last rune
bitter fulcrum
#

It is easy

fossil perch
#

whats bolt

bitter fulcrum
#

Visual scripting for unity

fossil perch
#

what does it do

bitter fulcrum
fossil perch
#

oooo

#

like scratch?

bitter fulcrum
#

You can code just by drag and dropping nodes

fossil perch
#

oh hell yea

bitter fulcrum
#

Not quite like scratch

#

But similar

fossil perch
#

similar concept tho

last rune
bitter fulcrum
fossil perch
#

oh

last rune
#

lol

fossil perch
#

looks complicated still

bitter fulcrum
#

It really isn't if you go step by step

last rune
#

i mean, they both require learning, which is just part of game development

bitter fulcrum
#

Like scratch code can be pretty complicated but you can also write something simple

fossil perch
#

i have little to no knowledge of game development

bitter fulcrum
#

I just liked brute forced my way through

fossil perch
#

how long did it take u to learn

bitter fulcrum
#

6 years

#

Oh wait no 6 months

fossil perch
#

oh

bitter fulcrum
#

It took me 6 months to learn proper coding and making 5 games (that were included in the course)

fossil perch
#

oh cool

#

could i check them out?

midnight goblet
midnight goblet
#

but learnt a lot of C#

bitter fulcrum
fossil perch
#

thats looks cool

midnight goblet
#

that looks cool

fossil perch
#

thats what im sayin

midnight goblet
#

oh

#

coincidence

fossil perch
#

lol

bitter fulcrum
#

So did sonic 06. It is covered in bugs and weird movement glitches

midnight goblet
#

y e s

bitter fulcrum
#

I think this is probably my 2nd worst game

fossil perch
#

lol

bitter fulcrum
#

(That I published)

midnight goblet
bitter fulcrum
#

I love flying sheeps

midnight goblet
#

lol

#

flappy bird clone

bitter fulcrum
#

That is literally perfect

midnight goblet
#

wait really?

bitter fulcrum
#

What more can you ask for

#

A minecraft helmet

fossil perch
#

yessir

midnight goblet
fossil perch
#

yo, mars, can u code

midnight goblet
#

yes

fossil perch
#

are u available for work

midnight goblet
#

wdym by uhh work

fossil perch
#

like

#

collab

midnight goblet
#

on a project?

fossil perch
#

ya

#

horror game

midnight goblet
#

i would love to, but honestly, there's a lot on my plate right now

fossil perch
#

oh

bitter fulcrum
# fossil perch oh

listen if you ask someone for work they will probably think of it as a job

#

offer

fossil perch
#

yea

#

i dont mean like a job

#

just a relaxed collab

rare gorge
fossil perch
#

the forum is weird for me to understand

rare gorge
#

Forum links are in #📖┃code-of-conduct, although if you are collabing, you should expect to do some sort of work

fossil perch
#

im gonna be doing the art, animations, the maps, the ambience, etc

#

and cutscenes

rare gorge
fossil perch
#

i did post a request there

#

im just honestly not expecting a reply

midnight goblet
#

bruh not job work

#

I have school stuff

lilac fjord
bitter fulcrum
#

I have never played undertales but making the player smaller and a bit darker each step might help

cold onyx
#

How to make a nice looking player

cold onyx
undone widget
#

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

sleek phoenix
rare wing
#

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

undone widget
#

@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:

  1. 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

Learn how loading 3D models (GLTF and GLB) from a web server works and then load them into Unity at runtime with local file caching.

sleek phoenix
#

you'll need to store the models on a server of course, and set up a way for other players to browse through them

undone widget
#

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

round pine
#

Why would it need to download every models?

carmine nova
#

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)

sudden pendant
forest panther
#

Oh sorry

carmine nova
round pine
#

aim, click, shoot

#

bad guy goes boom

#

much fun

carmine nova
#

hmm not my style unfortunately

rare wing
#

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

carmine nova
rare wing
#

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

carmine nova
#

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

rare wing
#

hmm interesting

carmine nova
#

lol

rare wing
#

sorry this convo probably hasn't been that helpful

inner stream
#

what would a game mechanic based around cerel be???

silk sedge
narrow shale
#

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

minor beacon
#

Anybody else have the problem of too many awesome game ideas? 😄 I need coping methods

sour anvil
carmine nova
carmine nova
#

yeah

#

like clash of clans

#

but on a planet colony

silk sedge
#

I mistook you for some other person

carmine nova
#

ah ok

silk sedge
#

You mean a volony game

#

Colony*

#

Like fallout?

carmine nova
#

like you start on a clear planet and add buildings and upgrade and invade others planets

#

never played fallout

silk sedge
#

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

sharp torrent
carmine nova
#

ok..

floral heath
#

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 ?

tidal pagoda
narrow shale
coral adder
#

Is there a point to make a tutorial in a mobile idle game? They're simple enough. Right?

wind snow
#

nice

ebon hinge
#

L

bitter fulcrum
sharp torrent
#

how to enviromental storytelling

coral adder
#

fair enough

carmine nova
# floral heath

what do you mean by soft input? this is the material properties editor

sudden pendant
heavy osprey
#

a good color palette

frank bay
#

suggest a name

sudden pendant
#

Barren

frank bay
#

wont that be a exact copy of the irl thing lol

sudden pendant
#

I don't even know what that question means.

frank bay
#

fun fact its the only active volcano here

sudden pendant
#

Right ... I only said it because it literally is a barren landscape. There's nothing to it. Might want to give it some life.

night topaz
#

Need ideas for my racing open world game map

hard fog
#

You should be more specific, this is way too vague.

#

What kind of racing, are you asking about biome or specific set pieces, etc.

rare wing
#

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?

cold onyx
frank bay
viral topaz
#

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

late vapor
#

timers?

knotty star
#

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?

vapid palm
#

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

knotty star
#

So it is possible to rename easily?

cedar plinth
#

]]

#

i need help

stark violet
#

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

cedar plinth
vapid palm
stark violet
#

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

midnight blade
#

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.

smoky harness
#

Hello guys, Which program can help me for lvl design? (2d mobile game)

rare wing
#

level design toolkit

#

or TileD

#

both are free

#

id recommend LDTK for top down 2d

#

and tileD for isometric

tame bear
#

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)

late vapor
#

burst damage

#

like 2x fire rate but massively decreased accuracy for a few seconds

grave valley
#

good night i need help please i have a question

sudden pendant
grave valley
sudden pendant
#

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.

grave valley
#

tanks

stoic gazelle
#
  1. 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
    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/
  1. 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…
native shard
#

I installed the unity starter assets and used the third person controller but the camera movement is really snappy

#

it isnt moving smoothly

prime zinc
#

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

heavy osprey
supple condor
#

What would be the best way to export this particle from photoshop into Unity? Thanks!

supple condor
sleek phoenix
supple condor
sleek phoenix
native shard
loud canopy
#

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.

late vapor
#

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

hollow obsidian
#

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 🙂

late vapor
#

^ I agree

heavy osprey
#
  • agrees with 40+ prototypes*
#

😦

hollow obsidian
heavy osprey
#

lol

#

this no good? @hollow obsidian

hollow obsidian
#

"names" heh. I admit my last two projects are similar

#

naming a game is hard!

heavy osprey
#

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

loud canopy
loud canopy
hollow obsidian
#

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

loud canopy
#

Might check that out. Is it easy to use?

hollow obsidian
frigid halo
#

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 :)

sudden pendant
short frost
#

Hand drawing screens > fancy shmancy concept art lol

queen sedge
#

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?

frigid halo
sour anvil
undone dock
#

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?

bitter fulcrum
hearty latch
#

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.

frigid halo
frigid halo
hearty latch
#

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!

frigid halo
cold onyx
#

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😂

thin ocean
hollow obsidian
thin ocean
#

seems fun

bitter fulcrum
#

It really helps in getting a feel for how the game looks

loud canopy
#

Like designs or like rough estimates of what stages look like?

bitter fulcrum
bitter fulcrum
loud canopy
#

Might try that. I’ve just been having a lot of trouble with…

#

everything

stone inlet
#

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?

hollow obsidian
acoustic zenith
#

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?

shrewd haven
#

Guys i have a question, should i use Blender or something else to create landscape and terrain in game like this???

round pine
#

this seems to be all 2d

shrewd haven
#

do you suggest any software ?

sleek phoenix
late vapor
#

tbh blender wouldn't be a bad choice

#

it might be overkill, but you could render models into sprites

short frost
#

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.

fluid surge
blissful flame
#

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

gritty marlin
hollow obsidian
#

lol I wish, was just using it as an example of how trello can be used to help with game design

gritty marlin
#

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

hollow obsidian
#

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

gritty marlin
#

ah

stone inlet
hollow obsidian
#

I googled it for you, worship me

#

😄

#

(I kid of course, please don't worship me)

short frost
next patio
#

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 😩

ivory musk
#

Sup guys

short frost
#

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?

granite prism
#

I love super rare interactions/occurances in games like this

hollow obsidian
granite prism
#

thanks!

olive jacinth
#

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

sudden pendant
#

@hardy pawn You know this isn't a game design question. Use proper channels. #📲┃ui-ux

hardy pawn
#

ok

cold onyx
#

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?

frosty latch
#

what game idea would you suggest to a beginner?

#

i am one and i don't know what to create

#

btw unity 3d

pine kite
granite prism
#

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

pure grail
#

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?

granite prism
#

most intuitive solution would be press E to pick up, replace and drop your currently held weapon

pure grail
fading belfry
#

how good is snaps for creating maps?

cold onyx
#

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?

unreal spear
#

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

unreal spear
#

ok

#

ty

modern minnow
#

@cold onyx love the concept. fantastic

autumn lintel
#

need some feedback on this

#

like what should I add?

near ridge
unreal spear
#

does anyone have a simple player phisical design that i can use?

#

or a robot

cold onyx
unreal spear
cold onyx
#

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

unreal spear
#

ok

unreal fiber
#

also can i have some feedback on this

lilac plinth
#

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

rare wing
#

ideally your design decisions should enable/support your future work, what choices are you making that are worrying you? a little context would help

lilac plinth
#

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.

rare wing
#

i think i get you

#

hmm

lilac plinth
#

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

rare wing
#

it might be complex but it seems doable

lilac plinth
#

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

rare wing
#

seems like you have a pretty good idea of what you want to build

lilac plinth
#

yeah i have been thinking about it on and off for weeks

rare wing
#

maybe your just lacking confidence in your decisions? they seem sound and well reasoned

lilac plinth
#

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

rare wing
#

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

lilac plinth
#

nice, what is your city builder about?

rare wing
#

a western, where you play as mayor of a newly founded town haha

lilac plinth
#

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

rare wing
#

some part dwarf fortress, rim world, etc

lilac plinth
#

sounds super interesting

rare wing
#

its pretty tight so far ngl

#

i wouldnt worry too much and focus on building the code systems that underpin your project

lilac plinth
#

hope you have clock towers in city center that make sounds and people shoot each other hahaha

rare wing
#

hahah ill add that to the list 😉

#

people also requested dysentry looool

lilac plinth
#

xD

rare wing
#

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

lilac plinth
#

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

rare wing
#

haha fair

#

hmm

#

sounds fun

lilac plinth
#

making the game fun is another problem i have, because currently i am thinking through a lot of systems of what would be fun

rare wing
#

well you need some sort of script to handle building placement

lilac plinth
#

because i have a building a city idea, but mostly sand boxy not sure yet how to make financial systems work etc

rare wing
#

a Blueprint Manager or something

lilac plinth
#

yeah for sure

rare wing
#

why not start there 😉

#

ah yeah

#

financial systems sound complex to model

#

atleast stock markety stuff

lilac plinth
#

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

rare wing
#

word. seems like a good idea

#

the only building i have rn is a tent lmao

lilac plinth
#

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

rare wing
#

👍

#

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

lilac plinth
#

i will probably just have flying balls representing my glops running around

#

that's great

rare wing
#

ye its doable

lilac plinth
#

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

lilac plinth
#

just skimmed through your posted images on here and your city builder indeed looks slick already

#

you're really good at doing textures

rare wing
#

thank you

#

i went to art school lol

#

and more an artist then coder or w/e but i still code

lilac plinth
#

i'm really bad at drawing and can only do very basic pixel art

rare wing
#

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

lilac plinth
#

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

rare wing
#

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 😉

lilac plinth
#

yeah, should be fun

near ridge
modern minnow
#

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

granite prism
#

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

modern minnow
#

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

rare wing
#

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?

granite prism
#

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

sudden pendant
violet quarry
#

םל

#

ok

haughty cape
sudden pendant
rare wing
modern minnow
# granite prism Sorry if that comes off as harsh, but I am giving honest critisism

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.

modern minnow
# modern minnow

still hoping for opinions on this. not sure what I want for the chat colors etc to look like

rare wing
#

other then that its really up to you. id look into colour psychology for a yardstick to use

granite prism
modern minnow
#

oh lol

granite prism
#

what kind of game is that?

modern minnow
modern minnow
granite prism
modern minnow
#

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.

granite prism
#

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

modern minnow
#

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.

granite prism
#

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

modern minnow
#

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

granite prism
#

nice

modern minnow
#

modified the colors a bit

granite prism
#

ideally, it would be good to create some sort of interface to let the player control the colors, even maybe just some presets

modern minnow
#

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.

granite prism
#

makes sense

modern minnow
#

won't be multiplayer anytime soon, unless a miracle occurs lol.

wooden smelt
#

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

rare wing
#

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

lilac plinth
#

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

rare wing
#

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

lilac plinth
#

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

rare wing
#

hmm good call

#

ill write this down, cheers

ocean comet
cold onyx
#

I am SO SO Sorry IF this is offensive but...
Is it alright to have sexy Females in games?

sudden pendant
#

Have you not seen a game where it does? 🤔

#

Or, what are you asking? If it it's morally correct?

cold onyx
sudden pendant
#

I mean, that's really up to you?

rare wing
#

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)

rain maple
#

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

rare wing
#

hmm thats fair lol

rain maple
#

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

rare wing
#

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)

rain maple
#

Im the same boat. We are blessed

rare wing
#

👏

rain maple
#

The brick walls are real. Everyone is different but motivation can be really hard to mustre some days

rare wing
#

yeah

#

i was on like a 10 day bender of development

#

and felt burnt out all weekend

#

😫

#

and theres still so much left hahahaha

rain maple
#

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

rare wing
#

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

rain maple
#

Sick. Thats a good step ahead

rare wing
#

slightly, im still fresh tho

#

but i feel like unity opens a lot of possibilities, its very fun

rain maple
#

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

rare wing
#

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

rain maple
#

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

rare wing
#

yeah true

#

and hardware wise what runs and what doesnt

#

if i make an indie game i gotta atleast mind low end hardware

rain maple
#

Sure. I do pixel art 2d stuff so im never worried about that haha

rare wing
#

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

rain maple
#

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

rare wing
#

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

rain maple
#

Cool. Looks like youre making great progress

rare wing
#

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)

cold citrus
#

How do u guys design a customer spawner for restaurants ?

sudden pendant
short frost
#

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!

near wasp
#

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.

rare wing
short frost
# near wasp hi guys, quick question: what type of cool and funky gun would you guys want as ...

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.

near wasp
#

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

short frost
#

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

near wasp
#

same actually, and i think i have an idea on how to do that

short frost
#

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

near wasp
#

this is the current design of the revolver. it has an energy core in the midle, hence why it's glowing

near wasp
#

this is the full auto gun. this one needs to be reworked though. a lot less glowing and more steampunk elements would fit better

short frost
near wasp
#

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

short frost
near wasp
short frost
#

Yeah that's cool, as long as there's an internal logic and it's consistent then go nuts!

near wasp
#

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?

uneven tendon
#

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.

verbal loom
#

I need GameDev I deas

#

please hook me up with 2D Ideas

#

thx

dusty dagger
#

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:...

▶ Play video
#

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

rare gorge
# dusty dagger Error CS1002

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

dusty dagger
#

that would make sense

#

A missing semi colon is like a missing period right?

rare gorge
dusty dagger
#

thank you

#

probably done for tonight

#

might do some worldbuilding stuff now, but i got started so ... that's good

rare gorge
#

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

dusty dagger
#

will do

#

By chance could I go into the story details and world details here?

rare gorge
dusty dagger
#

👍

#

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

lilac plinth
#

yeah, sounds confusing

dusty dagger
#

the mechanics or the story?

lilac plinth
#

oh wait, only checked your last comment didn't know you wrote more beforehand

dusty dagger
#

what was confusing though?

lilac plinth
#

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.

dusty dagger
#

Ahhh yeah, I got that covered though, I even have a way to explain away magic based computers

lilac plinth
#

also, terraforming the moon?

dusty dagger
#

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

lilac plinth
#

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

dusty dagger
#

Hmmm, maybe that could work yeah. Maybe I could even just make it a small planet

lilac plinth
dusty dagger
#

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

lilac plinth
#

are we talking gameplay or lore here? and in that case what is a computer?

dusty dagger
#

Lore

lilac plinth
#

yeah try to dumb it down a bit haha

dusty dagger
#

Though the magic system might come to be present in gameplay ... well, probably just in the later games

lilac plinth
#

you are starting your first game. you shouldn't make things too complicated

dusty dagger
#

Yeah

lilac plinth
#

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

dusty dagger
#

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

lilac plinth
#

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

dusty dagger
#

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

lilac plinth
#

yeah i get it, it's similar to how runewords are created in Diablo 2.

#

i like those kind of systems

dusty dagger
#

an example for THIS game could be, a double jump

lilac plinth
#

is it a platformer?

dusty dagger
#

the character uses a force array to propel them further up in the air

#

yes

#

also, gtg do a thing, be back soonish

lilac plinth
#

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.

dusty dagger
#

An exact reason why I'm going with it

lilac plinth
#

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

dusty dagger
#

I've been working on the worldbuilding for ... give or take about a year

lilac plinth
#

i've done a couple of platformers in game maker studio before

dusty dagger
#

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.

lilac plinth
#

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

dusty dagger
#

I want to do a starbound sort of thing someday

#

only ... better ... and with better treatment of others

lilac plinth
#

i like space stuff as well, so maybe you can ping me and we can talk in detail at a later point

dusty dagger
#

I have a whole discord for it, but this isn't the place for self promo

#

... I think

#

and it's not ready anyway

lilac plinth
#

haha, yeah, maybe first start your project

#

still early on

dusty dagger
#

yeah

cold onyx
#

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?

sudden pendant
#
  1. It took 300 developer, 5 years
  2. It takes months to create a character that will be final
  3. You don't, you can't patent ideas
  4. By doing it and being taught (in school, or some online courses)
  5. Whatever you want
cold onyx
#

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.

sudden pendant
#

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.

cold onyx
#

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?

sudden pendant
#

No, you're not going learn anything that fast.

cold onyx
#

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.

sudden pendant
#

Probably a good 5 years of constant practice.

cold onyx
#

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.

sudden pendant
#

Good luck!

marble kernel
#

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

late vapor
#

I don't know what I'm looking at

#

a fixture?

fluid coral
#

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?

sleek phoenix
fluid coral
sleek phoenix
#

then ask

fluid coral
# sleek phoenix 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

sleek phoenix
#

that is not game design.... why do people always do this 😩

fluid coral
flint apex
#

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?

flint apex
sleek phoenix
#

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

flint apex
#

@sleek phoenix but if I were to create a writer portfolio FOR games
where can I start?

lilac plinth
#

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.

lilac plinth
cold onyx
#

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.

GameFromScratch.com

A list of game projects that you can work on when just starting out, why to do each project, and a list of resources and tutorials to assist.

cold onyx
#

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.

inland temple
#

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

forest panther
#

Got any good material settings for terrain?

stiff pecan
#

what is this

calm acorn
#

bros mean

#

im trying to have a conversation

#

um

#

well

sudden pendant
#

If you're not going to use the right channels for your conversations, then you won't be having conversations.

calm acorn
#

Ay

#

lets restart

sudden pendant
#

All you have to do is move your question here. Stop being annoying.

calm acorn
#

ME

#

IMM

#

ANNOYING

#

my bad

#

i have anger issues

#

plz

#

ill stop

sudden pendant
#

!mute 950151941542002820 1d you can come back tomorrow to restart

desert martenBOT
#

dynoSuccess tianlovesbasketball#7918 was muted

sudden pendant
#

You two can stop.

cold onyx
#

Hi, Osteel.

bright glen
#

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)

quartz crag
bright glen
quartz crag
# bright glen Hmm... so the next problem will be how to balance the examining and the practice...

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.

bright glen
quartz crag
#

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

bright glen
#

hmm... is this project new ?

#

wait

#

is the team new ?

quartz crag
# bright glen is the team new ?

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

bright glen
#

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.

quartz crag
#

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

bright glen
#

Nope to which part ?

quartz crag
#

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

bright glen
#

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 ?

quartz crag
#

He has creat two games before in 1 year. He also has learn how to program a game for 4 years

bright glen
#

alone or in a team ?

quartz crag
#

A team, and this game will probably like those two games too

bright glen
#

Alright, uhh... how do you plan to share the task to each team member ?

quartz crag
#

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

bright glen
#

No, technically your leader is the one that decides that part...

#

But... srsly, how do you communicate with your team members?

quartz crag
#

Through messeage and discord?

bright glen
#

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 ?

quartz crag
#

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

bright glen
#

Hmm... I see

cinder hamlet
cinder hamlet
#

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

quartz crag
cinder hamlet
#

but dont go directly for the big goal

#

maybe even take one of these small games and work on them further

quartz crag
hearty latch
#

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)

hearty latch
#

UPDATE: Fixed it by changing the function from LateUpdate() to FixedUpdate() since I use FixedUpdate() to move my player as well.

hard fog
#

@fair schooner Don't cross-post please.

ornate rain
#

why its much darker than in photoshop?

#

well nvm i've found the issue

cold onyx
pliant gust
#

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

craggy wren
#

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

jaunty current
sweet quiver
#

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

lilac plinth
# craggy wren What should I do

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.

sweet quiver
#

good idea with the q and e, could also make it re-bindable. Thanks for the suggestion

lilac plinth
#

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

craggy wren
clear bronze
#

I need to make a game around the theme Dark . It has to be simple and can be made within a week... Any ideas

clear bronze
#

Mini Jam 103

bitter fulcrum
#

Ok so darkness, feels pretty horror

#

Hmmmmmm

clear bronze
#

any ideas?

ornate rain
#

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

bitter fulcrum
#

?

ornate rain
#

oh yea nvm i can add component im dumb 🙂

#

i mean image comp

bitter fulcrum
#

?

clear bronze
#

but i also want this to be my first game with a story

bitter fulcrum
clear bronze
#

I am sorry

bitter fulcrum
#

And a lil bit mad

clear bronze
#

sorry

bitter fulcrum
#

Like crazy kind of mad

#

Not the angry one

sudden pendant
#

Make a thread please

bitter fulcrum
#

Ok

hardy pawn
#

Where can I find good mp3 sounds?

#

Like I was looking for a lock shake sound where would I go?

lavish gorge
#

hey, what is the advantages and disadvantages of using view models instead of character's POV instead f world models?

sudden pendant
#

@gilded mulch Don't crosspost please.

gilded mulch
#

oh ok

dim gale
#

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

bitter fulcrum
bitter fulcrum
ancient portal
#

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

wintry vessel
#

Is it posible to export a real life map to a game map?

rare wing
#

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

copper cedar
#

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?

rare wing
# copper cedar Hello, im new to programming, and i was wondering how i would be able to make an...

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.

https://www.youtube.com/watch?v=HuXy4XX0hzg

✅ 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...

▶ Play video
wintry vessel
#

I want to take a part of Poland and slap it in the game with some changes

copper cedar
#

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

round pine
#

you mean have the same shop in your app and in your website?

copper cedar
#

Yes

#

Like i want players to be able to wear it in game when purchased

round pine
#

easiest option is probably to have a webbrowser in the game so you can share most of the code for the website

copper cedar
#

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

round pine
#

oh

#

well first you have to export the game to webgl

copper cedar
#

Yea but i dont think it supports chrome anymore

round pine
#

pretty sure it does?

#

then you just have to embed the built game

#

for example you can use an iframe

copper cedar
#

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

round pine
#

what did you use to make your browse game?

copper cedar
#

I used unity for the game itself

#

And html for the website

round pine
#

then why separate the shop?

copper cedar
#

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

round pine
#

so the shop is unrelated to unity?

copper cedar
#

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

round pine
#

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

copper cedar
#

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

round pine
#

depends on your goal/scope

copper cedar
#

I was going for the shop to look something like this which seems to be done way easier in html vs unity

round pine
#

this doesn't look hard to do in unity

copper cedar
#

Ok ill try there thanks. So once i do it in unity, I can use Iframe and paste the webgl url?

heavy osprey
copper cedar
copper cedar
copper cedar
round pine
#

good luck

granite prism
lilac plinth
#

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.

granite prism
#

Thanks, and yea, thats just last hit (and with its HP dramatically reduced for prototyping)

cold onyx
#

any advice on designing a good main menu
i have like all the gameplay components and the menu feels so bland or something

ionic anchor
heavy osprey
granite prism
ionic anchor
#

Reminds me of PlayStation's menu for some reason

cold onyx
#

ill try adding gradients

ionic anchor
#

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

cold onyx
#

hmmmmm

ionic anchor
#

Might be a pain to do that bit

cold onyx
#

yea

heavy osprey
# cold onyx

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

scarlet nest
#

@cold onyx try to match the background and buttons

#

They look way unrelated with each other

heavy osprey
scarlet nest
#

@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)

cold onyx
#

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

heavy osprey
#

the buttons are nice

scarlet nest
cold onyx
#

a start

sour plover
#

@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

quartz crag
#

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?

cold onyx
#

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

sudden pendant
#

And ... that's a good , or bad thing?

cold onyx
#

idk isn't 3 pages a bit less

sudden pendant
#

You're not writing out your final ideas. Just throw everything into the bucket and start organizing, refining, throwing things out.

sudden pendant
#

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).

cold onyx
#

I didn't write a whole storybook that's literaly what I'm saying only got 2,5 maybe 3 pages

quartz crag
#

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

sudden pendant
#

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.

cold onyx
sudden pendant
#

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.

cold onyx
#

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

quartz crag
#

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