#archived-game-design

1 messages · Page 46 of 1

quartz crag
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Hollow Knight is a good example for that, they mostly creat story, combat, and character, location,... first. Adding and adjusting lore is the step near the end
And I agrre with what Osteel said above, keep it simple when you first creating something and organize.

night juniper
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I'm really wanting to make an F-Zero/Fast RMX style racing game but I don't know where to begin, I have Unity and Blender on my laptop and I just need a small step forward. Can't find anything on YouTube or Google related to future racing styles (in terms of the hovercraft, stage design, etc) can anyone point me towards anything that can help?

heavy osprey
# night juniper I'm really wanting to make an F-Zero/Fast RMX style racing game but I don't know...

https://learn.unity.com/project/karting-template you can apply the same ideas for hover vehicles, that's how I did it, just offset their 3D display model to be higher than the actual car that's doing the locomotion

Unity Learn

The Karting Microgame Template is a 3D kart racing game that you can mod and customize. Complete the Creative Mods to build on the project and make it more your own, while learning the basics of Unity.

terse epoch
heavy osprey
terse epoch
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it would probably be more complicated to add stuff to it

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a better approach would probably be to use raycasts

trim nebula
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My implementation uses four raycasts at base which is used to calculate the upward thrust from the ground. It also calculates the average normal of these raycasts and uses that when applying forces to move it laterally relative to the terrain underneath.

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That approach pretty much works, just takes a lot of math to get functioning correctly and will go weird if your vehicle touches the terrain at all (eg. Traversing a hill or something)

slow kelp
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anyone got a good idea on how to make a semi cartoonish moon surface

heavy osprey
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it depends cause that only works on 3D

cold onyx
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🤩

idle sequoia
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I was playing "Overcrowd" and I liked the game layout
Someone knows a GDD, Guide, Tutorial, etc... About this game type?

fiery dawn
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Is it better to just make separate scripts for each weapon instead of using a weapon script since I only have 4 of them and each of them have very differently behaviors?

heavy osprey
heavy osprey
fiery dawn
heavy osprey
fiery dawn
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I'm new but what is "inherit" and inheriting a script meaning?

fiery dawn
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Ah ok, just a fancy word for something I kinda know the gist about

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So in the Weapon class I set the values like damage, speed, etc and in the monobehavior I set how the weapon works?

heavy osprey
fiery dawn
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ok

heavy osprey
# fiery dawn ok

define in there all the stats like reload speed, clip size then you can change stats in inspector for each weapon u attach it to

fiery dawn
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mmhhmm got it

cinder hamlet
heavy osprey
fiery dawn
cold onyx
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For a basic/start horror game what functions do you think a smart AI should have to show that It is smart or shows capabilities of being smart with further development

copper cedar
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How can I get my webgl (first photo) to look like second photo (unity game view)

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When I export my game to webgl, it cuts off everything

austere canyon
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which do i make first
farming game
or dungeon crawler

round pine
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mario clone

austere canyon
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-_-
Not helpful

steep gulch
austere canyon
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Thank you

lilac plinth
cinder hamlet
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theres other ways to make it scary

bitter fulcrum
bitter fulcrum
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It should be shown capable and powerful, but smart AI is generally more fun in rpgs and shooters

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But if you want you can show that monster or whatever creating a elaborate plans during cutscenes and stuff

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It will tell you a lot

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If you really want intelligent behaviour

cold onyx
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That's a good video I saw it when doing research upon the project

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Here's some more details, it's for one of my assignments. There's not that much need on the focus of horror tbh just need to give a few functions to the AI which show a good basis that the AI is or can be developed further to being smart.

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I have given it a patrolling system, vision and a hearing range

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@lilac plinth @cinder hamlet @bitter fulcrum

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Sorry for the confusion

cinder hamlet
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basically classic stealth game NPC kit

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you should also make system for searching for the player and chasing them once they're spotted

cold onyx
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Yeah the hearing range helps with the search for the player

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and once sighted it goes towards the player

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Working towards goal oriented action planning as of right now

cinder hamlet
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guards in stealth games generally don't need to be too smart

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they should be predictable

cold onyx
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Yeah that's fair

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I basically just need to show there is a platform which can be built upon to make the AI smarter

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or show there is potential in the ai ig

cinder hamlet
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except for scare purposes you can make the monster appear unexpectedly but the player needs to be able to survivethat

cold onyx
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Yeah pretty much ig

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The horror section isn't too bad to work with I have ideas for that

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Just the foundation of the AI and the functions

bitter fulcrum
bitter fulcrum
bitter fulcrum
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@cold onyx Have you played fusion?

cold onyx
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Nope

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I will look into it though

bitter fulcrum
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ok 🙂

fathom cypress
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Hello anyone wanna discuss boats with me? 😄

bitter fulcrum
fathom cypress
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pirate vessels @bitter fulcrum

bitter fulcrum
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?

fathom cypress
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a couple of things i guess lol.. the anatomy of a pirate ship i suppose

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building one for a game. and i need dimensions to be correct

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for starters i only have a length..

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id need to calculate the rest myself..

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which would u say is the length of a ship

bitter fulcrum
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Smaller green line

fathom cypress
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thats what i was considering too.. it would atleast make it big enuff to navigate

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second thing i was wondering was whats this white suposed to be but i think i solved that one myself

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i think its the Ballist hold or w/e

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where they store lead or rocks and stuff to keep the ship counterbalanced

bitter fulcrum
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Ok, I have to admit that I am not a sailor, I don't know what you are talking about lol

fathom cypress
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lmao me neither

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im just watching some documentaries and taking notes where i think

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but yea..imma just open up blender and go with the flow

bitter fulcrum
fathom cypress
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are u a decent dev?

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im already starting to think of downfalls or things imma need to work out

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like if this ship is moving.. and i wanna navigate the hull.. how do u think u would do that?

bitter fulcrum
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I consider myself decent

fathom cypress
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i was thinking of skipping the parenting part

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and just keep the position and the normals of the ship cached

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and position the player using those variables

fathom cypress
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or..i could embrace the jank.. and raycast downwards.. sit the player on top of the deck every frame and interpolate

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the top part that u walk on

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the deck i suppose

bitter fulcrum
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Ok ok

fathom cypress
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yea lets say i meant deck

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lol

bitter fulcrum
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Is your player character controller?

fathom cypress
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gonna be a fun solution to work out is all i know right now

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it hasnt been made.. not sure what i should use tbh

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i have both types prototyped out already

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but unsure what would be the more solid choice

bitter fulcrum
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You watched brackeys tutorial on first person players?

fathom cypress
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no need really. i can make one from scratch in a couple of minutes... as long as the ground beneath the player isnt moving

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😅

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lol

bitter fulcrum
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Rigidbody and Character Controller

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I think rigidbodies will have a easier time moving with the boat

bitter fulcrum
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Ok I have a question, how does someone escape death?

bitter fulcrum
lilac fjord
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Anyone know the best place to get user testing for your games?

cold onyx
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(send game i want to test now)

lilac fjord
lilac fjord
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Cheers mate 🙂

bitter fulcrum
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Hey, I have 3 ideas which one do you like and will enjoy as a game?:

  1. You play as a doctor curing people by going inside them and shooting the viruses, As death of those people is still inevitable just delayed by your help.
  2. A game where you try and delay the extinction of dodo's by shooting poachers, this is a high score game so you will lose and dodo's will DIE, so dodos death is inevitable, just delayed.
  3. A game where you play as a superhuman who has a say in every action of humanity, Like a text based adventure game, Although it won't be made completely out of text, you have options for what you wanna do and in the end of all paths is death of humanity. Thus, keeping death inevitable but delayed by your actions
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They are game ideas for the newest ludum dare game jam

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Theme is delay the inevitable

lilac fjord
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Oh shit thats cool, never done a game jam before

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i like the dodo one

bitter fulcrum
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Ok thanks, for the feedback

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Also is there a way to like start a poll?

rare gorge
bitter fulcrum
rare gorge
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I like the third one a bit more, mostly because I can see you expanding on it more. Maybe hidden endings etc.

bitter fulcrum
rare gorge
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It doesn’t really matter which ones but you can just label them or use something that represents it

bitter fulcrum
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Just click the reactions to vote

acoustic zenith
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I need some help solving this dilemma.

So in my game Im planing to make the player morphable (switching between 2 characters in runtime) but idk how to execute it. do i have a parent player object that holds children for each character or do i keep everything on one object? and how would i change stats? do i have like one main script that handles like movement and then have override functions that get overridden by the active character? this could be useful if lets say one player can dash but another player can dash and also deal damage so i could use the base. thing here. but im really unsure on how to do this and im unsure on how this would work with animations (it's a 2D game)

sour anvil
# bitter fulcrum Hey, I have 3 ideas which one do you like and will enjoy as a game?: 1. You play...

Idea 1 made me remember a game I used to play as a kid. A miniaturized person had to fight infections inside a patient's body. Here's a gameplay video, just turn off the awful sound! https://www.youtube.com/watch?v=-Tt2zLggJbM

A walkthrough of the ZX Spectrum game, Fantastic Voyage. From the recording originally sent to http://www.rzxarchive.co.uk/

Recorded using "rollback", a feature of the emulator which allows you to mark a point, which you can then roll back to later if you get in trouble, and try again. More info. on the channel "About" page: https://www.youtube...

▶ Play video
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The game's loosely based on a book with the same name.

sour anvil
bitter fulcrum
bitter fulcrum
granite prism
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Hey I am making a 2D pixel art game and I'm starting to question my choice of tile size
my character is about 48px tall, and I'm currently using 32x32 for my tile size

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I've been greyboxing so maybe just haven't noticed that these tiles are too big, but should I be aiming to use 16x16 tile maps for a character and other art like this?

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the character in question btw

cinder hamlet
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like, do you want him to fit in 1 tile tall tunnels while standing?

granite prism
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atm, they fit in 2 tile tall tunnels

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changing to 16x16 would make it 3-4 tile tall tunnels

cinder hamlet
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Im asking what you want

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not what it is

granite prism
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I'm not sure honestly

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guess I need to just get a few tilesets and see how they look on them

cinder hamlet
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sounds good

sturdy stump
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Hello, I’m trying to get into unity 2D pixel games, I have no experience whatsoever and I wanna try making it tile-based. Any tips on how to get started, any useful materials I can check out? Plz dm me.

cinder hamlet
sturdy stump
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Made a smol character idk if it’s that good

cinder hamlet
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then find a tilemap tutorial

sturdy stump
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Yeah that should do the trick

cinder hamlet
sturdy stump
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Yeah, should I make it have a larger number of pixels?

cinder hamlet
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thats up to you

sturdy stump
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Oh right

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Well now gotta start learnin

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Appreciate it

molten girder
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hello i'm making a 2d shooter, and i have to make a weapon selection menu. do you know any assets which can help the process? and, should i make another scene for the weapon selection?

limber basalt
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MS paint and go nuts!

cinder hamlet
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also it all depends on how you want the menu to work

cinder hamlet
molten girder
cinder hamlet
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like a toolbar

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or

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what

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like 1 for primary, 2 for secondary, etc?

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wait do you mean weapon selection in the fight or a loadout menu

molten girder
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like a pre game menu.
you start a match, choose your weapon, load into the game, and play.

cinder hamlet
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Well theres several ways to do that too

molten girder
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lol i've used another scene

cinder hamlet
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I mean like style

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Click on a slot to see a list of weapons or maybe use < and > buttons to switch weapons

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Also I don't think using a separate scene for a piece of UI is a good idea

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it will probably cause problems with loading speed

molten girder
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that looks cool too, but i can't make something like that for my game.
I thought that i'd put 6 players in a lobby, 2 of them fight in a duel and the other 4 are spectators which can choose the fighters weapon and "hero" (like in apex), then the duelers gain money and experience based off some bids (?) placed on the duelers.

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so there is a whole section in that scene

cinder hamlet
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so youre making online multiplayer

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how much experience do you have with Unity?

molten girder
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nah, it is going to be a game for me and my friends, if i end it

molten girder
glass warren
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I need help with a bug in my ve game

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vr*

molten girder
limber basalt
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like a gladiator thing?

molten girder
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like a gladiator thing.

cinder hamlet
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I dont think you should bother with any sort of progression systems then

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yall will probably get bored with it eventually

limber basalt
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bruh

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do the game and if its good u can always make it multiplayer

molten girder
molten girder
cinder hamlet
molten girder
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(i'll quit the project in less than a week lmao)

cinder hamlet
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I think theres a fundamental flaw in the design though

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because 2/3 of the players will be unable to play at any given time

cinder hamlet
molten girder
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well, actually, the spectators will be able to move around the arena and make stuff happen there

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like move a box, or open a door

cinder hamlet
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would be a lot better if its after dying

molten girder
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like a battle royale thing?

cinder hamlet
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like a team elimination where after youre killed you can still help your team as a ghost

molten girder
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looks like a good idea tbh

cinder hamlet
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btw is the game topview or sidescroller

molten girder
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btw, i think that to fix the problem, the players which play as ghosts will be able to join the game after the match ends

molten girder
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with a small arena

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like worms

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yk the game

cinder hamlet
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right

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Messing with physics would probably be a fun thing for ghosts

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like randomly throw a box at the enemy or pin them to the floor with a door

molten girder
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that's exactly what the game should be about.

cinder hamlet
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Yeah sounds nice

molten girder
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everyone can play, there's no reason to hack, and it's just fun, i guess

cinder hamlet
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since we're not touching global mp for now

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anyway about the ui

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it depends on how large is the weapon choice

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for example R6 Siege only has 2 or 3 guns for each character while call of duty gives you tens of guns

molten girder
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i'd say just three or four weapons, a full auto weapon, a one bullet one, and a splash damage one. The idea is that the "heroes" are vegetables, so i'd say that every character has their cons and pros (cons are the way ghosts can stop them from winning and pros the weapon strength)

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the base idea is the gladiator one, i think twenty or more weapons would just be too much

cinder hamlet
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for now go for minimalism

molten girder
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the spectators, which vote for the weapon, should have a little amount of time

cinder hamlet
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consider different ways to handle the ui and pick the one you think is most comfortable

molten girder
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I'm gonna send some images trough the showcase section in this channel btw (:

tulip path
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So I’m trying to make a unique movement ability for a metroidvania. The main mechanic for the game is health management, as melee attacks restore health and you can sacrifice it for various things such as restoring movement abilities after they’ve been used without touching the ground. So far I have a Celeste Dash combined with the Shade Cloak from Hollow Knight, a grappling hook, wall climb / wall jump, lava swim and a double jump. I’m trying to come up with a unique ability centered around health management. It absolutely has to be a movement ability, but if it could have some use in combat that would be awesome. I’ve been thinking about it for months and I can’t come up with one. Any ideas?

lilac plinth
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some ideas: being able to walk up walls but it takes health, limited teleportation ability, being able to dig into (some type of) ground and moving around in it just as a little hill of dirt basically, being able to fly

buoyant turret
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guys should stamina regenerate at the same speed as the speed when using it? like if it decrements every 0.2 secconds,should it also regenerate every 0.2 secconds or should it regenerate every idk 0.5 secconds?

late vapor
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I made the mistake of adding a stamina meter to a game that shouldn't have had it

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what does your meter add to your game?

cinder hamlet
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what kind of game it is

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also as almost_friday said, it might not be necessary at all

buoyant turret
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I started making an openword fps game and added the stamina for running....

cinder hamlet
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openworld fps

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how experienced are you with unity?

buoyant turret
buoyant turret
cinder hamlet
buoyant turret
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But i didn t use it everyday so im not very experienced

cinder hamlet
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openworld fps games are made by large companies

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indie devs are a lot more limited

buoyant turret
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The hard part for me would be the 3d modeling cuz im not experienced att al with that

cinder hamlet
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initial motivation evaporates quickly

buoyant turret
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ALso don t want to have a super realistic game tho

cinder hamlet
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you should pick a project based on if you like the process of making it, not the hypothetical end result

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so if you have no experience with 3d modelling and you arent willing to learn a lot of it, you should aim for simple graphics, such as pixel art

buoyant turret
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Idk it sounds like a good way to improve my unity skills and stuff likee that, even if i don t finish it

cinder hamlet
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that is true

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then you should focus on things that you still struggle with

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best way to improve is working on your weaknesses

buoyant turret
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Yeah

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So im gonna try to continue it and learn how to 3d model

buoyant turret
cinder hamlet
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set the stamina stats as public variables so you can easily change them

buoyant turret
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Think i made it as serialized field private

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So i can change it in the inspector

cinder hamlet
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yep

tepid pivot
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can anyone help me come up with a name for my game? it is backrooms themed, if you have a suggestion please dm me it, if I use it I'll credit you

forest panther
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Which do you think is better (for a world)?

echo vortex
forest panther
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Just a regular sandbox really
But yea I think I'll go with the bottom one

undone glen
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ok so ive been using unity for four years now however this new project has me questioning things they essentially want me to use 2 animator controllers for the board and the player am i wrong in saying the person making the animations just to combine the 2 together instead of attempting to use 2 animation controllers? or is using 2 animation controllers fine?

cinder hamlet
forest panther
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Idk why's it funny for me but good idea anyway lmao

cold onyx
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hello, id like some advice, in my game the player has a map with unlockable levels which are buttons with the level top-down view graphic image of the map. however, i think this looks terrible with such an small image, especially on smaller devices. so im thinking of replacing these with a city icon. the problem is, i dont think this will look as nice as what I originally had in mind. I suppose i could hover open the topdown image when player hovers over the button

lilac plinth
forest panther
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Yea for now I actually made it go way higher, so hills look better but cuz of it water disappeared completely, but it looks better

twilit dagger
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so I just got unity and I'm only just learning all of this stuff with almost no knowledge, i need some help on how to get a sprite to move in its animation

lilac plinth
cinder hamlet
proven bluff
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anyone knows how to make a color pallete fast?

sudden pendant
marsh wagon
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does anny one know how to make maps like gorilla tag??

frozen urchin
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Screen for selected a player = Crew
Screen for selecting your hat/shirt/pant/shoe = Gear
Screen for selecting your health-pack/airstrike/grenade/turret = Skills?

Any help with what to name these for a casual zombie shooting game?

cinder hamlet
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then you can use Gear for the last one

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or Equipment

frozen urchin
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I did originally have Gear for the health-pack/airstrike/grenade/turret. But having recently added wearable stuff, was not sure how not to confuse with that

late vapor
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abilities?

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loadout?

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support?

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powers?

honest bluff
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I have a problem, whenever I move away from my scenario it is all gray, how can I solve this problem?

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file:///C:/Users/G4M3R/OneDrive/Imagens/Capturas%20de%20tela/Captura%20de%20Tela%20(11).png

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image link

late vapor
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you.... just copied... the directory path of your image....

river grail
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ok so this is more of a way which way should i go kind of question.

so im wanting to make space flight similar to elite dangerous mechanics. this is the website ive been using for reference: https://elite-dangerous.fandom.com/wiki/Thrusters#Manoeuvering_Thrusters. My question is that I have been trying to create individual thrusters on the gameobject that add forces at specific points on the ship to simulate yawing or going forward or back.

i dont know if this is a good way to do it as it slowly devolving into a more and more complicated mess as far as managing the game objects. is there some other method i could be using to get as similar results to this.

frozen urchin
hardy swift
# honest bluff file:///C:/Users/G4M3R/OneDrive/Imagens/Capturas%20de%20tela/Captura%20de%20Tela...

This is a local directory on your system, as such, we cannot access it. Discord(this platform) has a very handy feature where you can upload images and it will appear automatically to all users. Try researching the topic and testing it out. Get back to us when you can share your image

from the text you have supplied i believe you are talking about an issue where your game has no background or bounding, exterior, or other distraction for the user to see through the camera, so unity just fills in gr(e/a)y

on a side note, avoid putting links like this in the future as not only can we not access it, but it can reveal information(like the fact your windows username is G4M3R, or the fact you have 11 images labeled "Captura de Tela"

cold onyx
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^more of a prototype art work, im thinking of replacing the images like i said, these are also place holders, but would be of similar style

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when a new level is unlocked, i will make a scribbled dash line to the next city. its a challenge. i have done a straight dashed line, and it doesnt look nice

late vapor
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which is why crossposting should be called out imo

late vapor
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like half hp but faster firing??

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idk, like everything, you should try as many different options as you can so that you can find something unique

chilly nexus
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hey guys, I have a question

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how do you make an actual game structre? (exg sequence of events, timed cutscenes, changes based off of choices, etc)

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I couldnt find an appropriate dev chat for it

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in a nutshell what I mean is make it so your game follows an actual story an narrative. Not simply an arcade game in a sense

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would it just be a ton of IF statements or is there a tool in unity for that or is it code that im not aware of perhaps?

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any help would be much appreciated

idle sequoia
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Someone knows some guide to Tilemap Isometric Z as Y?
I'm trying to find in YouTube, but not returning me videos like that (I guess that are because my history)

hazy eagle
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i need help setting up a body system similar to gorilla tag, with the head and arms

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i already have the movement mechanics done

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i just want to give the players a design so it’s not just hands

devout vault
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ive been looking for a top-down 2d bullet prefab for a while

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anybody know where to find one?

cold onyx
fathom cypress
fathom cypress
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still aint figured it out yet

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heres teh middle deck

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this is the deck in question

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i think this level would be storage... and the brig

cold onyx
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It’s not really game design but yeah great work. Just go with it, looks good.

fathom cypress
cold onyx
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I love it

fathom cypress
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Lmao kidding but yea there's no shading just yet

cold onyx
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damn you are good!

fathom cypress
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Hehe we'll find out if I ever finish it . Next up is details and props

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The longest part 😩

cold onyx
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@fathom cypress your website and socials aredope!

fathom cypress
plucky hazel
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Need help in turning this ideia into a roguelike/lite

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So the game type is a roguelike/roguelike where the player starts the game in a simple "island" only with a simple companion( A builder) that can build other "mini islands". The goal is to discover the map that will eventually lead to bosses and all that.

Tha player dies to enemies and have to start all over but with new upgrades and new resorces that can build the new island faster and all that.

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The goal of the builder is to build other squares of the map that will spawn other map types, like maps with rocks/trees that the player can use to get resorces, or maps with enemies and the player must be prepared to fight. ( I need some ideias on this part because i only have the main goal of the game on my mind)

The goal of the game is to continue to build more squares that will lead to 4 bosses that after beating them, The builders can then build the last building where the final boss lives.

I need help in turning this game into a roguelike/roguelite based on this ideia.

round pine
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looks like you already have an idea?

lilac plinth
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i am confused as to what the player controls, does the player control builders as well as the 'player'?

dusty summit
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so this is what it feels like to create a game from the start: i must create the concept thoroughly, and don't miss any of them

lilac plinth
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yeah, concept stage for a big project is tough, hard to know what will work and all decisions have big consequences on the way forward.

dusty summit
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as if everything must be planned accordingly

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and do not make concept changes mid development

lilac plinth
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not everything, but some big game design decisions

#

for example i want to make a city builder and how i structure the building assets, eg what dimensions and so on will be difficult to change mid development.

rare wing
#

road maps can help you cover your bases and simulatenously keep track of planned features

#

even a simple text file with some basic ideas is better than keeping it all in your head.

lilac plinth
#

yeah, and spreadsheets hah

wheat cape
#

ok so im not sure if this is the place for this but basically im tryna look for ideas and feedback on this level for 3D platforming thing im doing, im tryna guide my player to want to go straight ahead to the trailer, go to the back, see thats its locked on the left side, then start exploring the blue house, im not sure if there something i shoud be doing better or what or if there are any resources you guys know that i can use to be making this a little better but let me know (and yes it is just a blockout for now)

carmine nova
#

I'd say the trailer would need to stand out more - it blends in a bit too much imo

wheat cape
#

like more distinct coloring?

carmine nova
#

yeah - the scene is generally a white/light colour so you could make the truck more saturated to draw attention to it

carmine nova
gaunt sentinel
#

Hi everyone. I want to create a simple piece of software that simulates a match-three game that tests the movement of the board without sky drops. Basically I want to know what the board looks like if I match this move (there'll be empty spaces because there's nothing from the sky). I think it's not too hard but it must be able to receive input from another game quickly, perhaps in the form of image.
How do I convert an image into log that can be processed by unity? Thanks.

cold onyx
#

Game name

gray lotus
#

Just looking for some input here, procedural generation or preset levels that get more and more difficult?

I’ll implement a leaderboard, so part of me feels like procedural is too rng and if someone got an easier layout they’ll get further.

This is for a “infinite runner” meets platformer. I put infinite runner in quotations because you control the character and there are things shooting at you to avoid, but you continuously go in a straight path.

hoary sun
late vapor
#

but the fact that it alienated fans of the first game is probably where most of that game's criticism was from

jovial anvil
late vapor
#

what if you used procedurally generated levels as a daily challenge?

jovial anvil
#

procedurally generated levels really only work in roguelikes imho

late vapor
#

the problem is that if you don't know what the level looks like beforehand, it might generate something boring or too hard

#

and if you have to vet the level before releasing it, I think you might as well just handmake it

#

but generating levels and then touching it up might be an interesting idea

gray lotus
late vapor
#

for replayability, user generated levels can be an alternative

gray lotus
late vapor
#

unless you know what you're doing though, making an editor would like double or triple your development time

gray lotus
late vapor
#

I've never made an editor in my life so I have no clue how hard it would be

gray lotus
late vapor
#

bad habit of going too big and not finishing projects

#

story of my life

#

for sure, keep the project small for now

gray lotus
# late vapor story of my life

Unfortunately I think it’s the story of a lot of game devs lives.

Yeah I’ll start with pre designed levels and expand from there.

late vapor
#

truthfully, handmaking your levels would probably be the most efficient thing for you to do

#

yeah

#

I made a procgen algorithm for one of my game jam games

#

and since I didn't spend enough time testing edge cases or anything like that, I discovered too late that it would either break and make dead ends, or create impossible-to-beat levels

#

so imo it requires a significant amount of testing to make it fair

hearty latch
#

Game design tips to prevent enemies stacking on each other like this but still be able to go through each other? The current AI just tries to go towards player and attack if they are within their range. I tried giving them random wait times after attacking and slightly different movement speeds, but it didn't matter when they stacked at the same spot to attack the player.

#

It's really bad when multiple enemies look as one like this.

round pine
#

I think games usually avoid this by having stronger enemies rather than multiple

heavy osprey
hearty latch
heavy osprey
#

vary attack /animation speed

tiny portal
#

This is good advice, although keep in mind if you have very specific attack windows this might not be ideal. One thing you could do is create an alternate behavior when enemies are very close to each other. For example delaying movement, briefly walking the other direction to create distance, or slowing it down briefly and then adding a dash or run to catch up.
I would definitely consider that collider as Cynik suggested though as that provides an easy solution. In platformers it's hard to prevent clutter when you have a lot of enemies near each other as well.

worn quartz
#

Another idea that could improve the feeling of combat would be allowing enemies to "surround" a player and path to the far side if there are many enemies rather than just the closest side if the player is already being attacked. Could add more depth to positioning and spacing for the player

#

Ex. if a new enemy arrives within attacking distance, it could check to see how many nearby enemies are also in attacking states, and then be repositioned to the opposite side if past a certain threshold before attacks begin

#

Probably best to make them pathing further rather than teleporting*

lilac plinth
#

also the enemies seem to always get close enough to hit and then hit, maybe some enemies could do an extra step, or you could have a half step and sometimes the AI could have them walking a little slower or stop for a moment

lofty seal
#

Hey guys, I've created a world with procedurally generated trees. Worker agents collect the fruit of the flowers from the trees and extrete its seeds, thus propogating the trees and the world grows by itself. This is cool and all but im having difficulty thinking of a core loop or more exactly, how the player can interact with the world. So far all the player can do is 'prune' branches of trees (or destroy them). How can I turn this into a game? Any ideas for core loops? Cheers.

marble breach
#

Hi ,
I am trying to create a star wars kinda game and would like to make a perfect terrain for it
Any ideas ?

night shoal
#

Star Wars famously has quite a variety of different terrains so you might want to be more specific

#

but I don't think there's much more to it than learning how to make terrains and then practicing a lot

marble breach
#

I'll try taking references frm movies

cinder hamlet
hazy eagle
#

i keep having a problem with my game and the moment i ask a question to this discord i find it (give or take a minute) but whyy

main storm
#

Because having to actually formulate a coherent question forces you to properly think about the problem

#

Like rubber duck debugging

hazy eagle
#

rubber duck?
edit: looked it up, sounds useful

#

although in my case i was just trying the same thing i already tried, just that i did it three times instead of one

worn quartz
steady cosmos
steady cosmos
marble breach
steady cosmos
#

image noise generator for heightmap + desert material

hasty turret
#

Hey all, have a question Doh! I guess thats why Im here 🙂 Im working on a game with static planets that have data added to them. Im worried about putting the data on the planets individually like planet names, mass etc. If I were to create a save game would this still work or how would I build this better?

marble breach
waxen barn
hasty turret
#

@waxen barn hrm good idea, I am going to look into that but want to encrypt it so no one can just change the values to get ahead in the game lol. Thx for the idea.

waxen barn
hasty turret
#

@waxen barn ahh yes There is a couple. I will look into the best one to use. Thank you again for the pointers.

cloud narwhal
#

I want to learn unity, but I feel that since im using pre made models, I wont be as good of a game designer. What are your guys thoughts?

wintry quail
#

Using pre made models isn’t something to be ashamed of

#

Thinking it’s bad is just hurting your chances to be a good developer

hearty latch
#

Using pre-made models isn't what makes you a bad game designer, using them in a lazy way is. Don't let that discourage you! Even AAA studios use various pre-made objects for their games.

copper cedar
#

is there an easier way of hiding all objects in a hierarchy EXCEPT for the object the script it parented to?

#

im doing it in the most tedious way possible. there has to be a shortcut of accomplishing this

late vapor
#

first off, it doesn't look like your IDE is configured correctly

late vapor
#

I agree

#

this reminds me of how I tried to make a store menu, by having like 20 different functions, each which manually disabled all 20 or so things, then enabled 1

rare gorge
late vapor
#

^ I don't like the idea of deactivating already deactivated objects

#

I think on initialization, after deactivating everything, enable a default object and store its index in an int or something

#

upon activating a new object, deactivate array[index] and enable the new one, cache the new one's index

rare gorge
#

Yeah you wouldn’t have to iterate it

late vapor
#

@copper cedar

copper cedar
#

Thank you! ill give it a try. And im currently watching a tutorial on arrays and understand them now

copper cedar
fathom cypress
#

does anyone have a name for this mechanic?

#

mechanic that you would see in a golf game, or basketball or etc

daring tangle
# fathom cypress hello

@fathom cypress I dont know the name but if you want i can tell you how to make it. I already made this system for my game so i can tell you how to do this

copper cedar
#
    void Update()
    {
        if (Input.GetMouseButtonUp(0))
        {
            RaycastHit2D hit = Physics2D.Raycast(cam.ScreenToWorldPoint(Input.mousePosition), Vector2.zero);

            if (hit.collider != null)
            {
                Debug.Log("Target Name:" + hit.collider.gameObject.name);
            }


            if (hit.collider == gameObject.FlowerBlouse)

                int which = (1);

            for (int i = 0; i < Tops.Length; i++)
            {
                Tops[i].SetActive(i == which);
            }

        }


    }
} ```
#

I am not sure what I am doing wrong in this code. I want to call a function if a specific game object is clicke

#

clicked*

heavy osprey
copper cedar
#

ok will do, thanks

fathom cypress
#

u might have had a better way perhaps?

warped nova
#

Im having difficulty with my camera. It's fine in the preview but when I start it its a lot lower. Is there a reason it would be jumping when I start the game

steel tulip
warped nova
obtuse swan
#

Ok great

warped nova
#

I’d what was wrong I just made a new camera

acoustic zenith
#

what would be the best way to have different levels in a 2d platformer game like super mario style? do i have one scene for each level or?

#

i feel like that would be the most logical thing to do

cold onyx
#

does anyone know how to make grabbing work properly in unity 3d vr game

waxen barn
#

There are many Tools like SteamVR that do this

languid ferry
dusky rover
#

Should enemies do more damage to the player or vice versa?

tawny vigil
#

I have a question.

#

I have never used unity in my life but I want to make a cool little vr app with it

#

all it would do is give you a cool hud like iron man

#

how hard would that be?

dusky rover
tawny vigil
#

Oh ok

#

My bad

dusky rover
# languid ferry ?

like if you deal 10 damage to an enemy, how much damage should the enemy to you

#

actually nvm

languid ferry
#

Its whatever you wish lmao

bold pagoda
#

anybody have some kind of formula or design template for how roguelite upgrades are done?

#

like games such as magic survivor or vampire survivors?

#

basically after a certain amount of time or EXP you can choose to either upgrade one of your abilities or gain new ones

#

I wanted to know more about tuning and optimizing those values and how to balance them

#

or do you think it's just gonna have to be extensive trial and error to get it right

gray verge
#

Thinking of making a game called 'Missing Glove'
It would be a 2d indie horror game, the plot would be that when you were eleven your parents gave you gloves for your birthday, but that would be the last thing they gave you since soon after that they died in a car crash, after that you never took the gloves off since they hold a special place in your heart being the last thing your parents gave you before the crash. Present day you work in the pop shop a place that sells cold beverages its been a family business for 4 generations now started when your great grandpa started the business when it would get to 100 degrees so they started the business, as the name implies you lose one of your gloves and go looking for it only to find a nice old lady saying she knows where they are, but the question is... do you trust her?

and thats all I got so far, does it sound good or bad? I came up with it rather quickly and cant help but think im speeding things.

fringe dragon
#

Hey can yall help me

#

I made this simple game where you have to write prescriptions as a doctor (you write what it tells you) and if you get it wrong the patient takes the wrong medicine and dies, and you try to do as many prescriptions as you can before the time runs out.

But the problem is the game feels more like an educational game where you are learning how to write, instead of a fun game. Any ideas on how I would change that so it feels more fun and less like a chore?

cinder hamlet
ripe flare
#

Hi! Simple question: how would you handle story progression? My game is pretty linear would a script that just checks a bunch of bools work? Or is there a easier/more flexible way to handle it

cinder hamlet
#

can you give more details about how your game works?

glossy tapir
#

how do you make your unity more vibrant and bright like my materials are so shadowy i remember there was a setting but i cant find it

hard fog
round slate
#

Im thinking of making a game.
Game Called: 'Missing Glove’
Short Summary: It would be a 2d indie horror game, the plot would be that when you were eleven your parents gave you gloves for your birthday, but that would be the last thing they gave you since soon after that they died in a car crash, after that you never took the gloves off since they hold a special place in your heart, being the last thing your parents gave you before the crash. Present day you work in the pop shop a place that sells cold beverages its been a family business for 4 generations now started when your great grandpa started the business when it would get to 100 degrees so they started the business so people could enjoy a cold beverage from time to time. Like the name implies you lose one of your gloves and go looking for it only to find a nice old lady saying she knows where they are, but the question is... should you trust her, Put your faith in this lady you’ve never seen or met before?

kindred echo
lilac plinth
#

you said it's a horror game but i havn't really felt there was anything horror related.

round slate
round slate
#

but i am always open to ideas about the game since i came up with it this week when i missing one of my gloves ;-; (I enjoy gardening)

cinder hamlet
kindred echo
round slate
round slate
kindred echo
# round slate oh ok!

No I meant like, the way you had taken inspiration for the story from real life experiences is great. Keep doing what your doing

round slate
shadow jacinth
#

I'm gonna make a doodle god type alchemy game just as a small project, but I'd like it to be at least a little bit interesting. Does anyone have any ideas of a mechanic or something just to spice it up a little (and to challenge my programming 😅) - also lmk if this is the wrong place to ask :)

cold onyx
#

What are some games where you aim your attacks but the cursor is not fixed to the screen?

main sonnet
#

Anyone here successfully launch a mobile game on the app store before and have a user base? Was wondering if there's any tips for getting a good amount of ad revenue without overburdening players. Over-abundance of ads is usually why i end up quitting mobile games and it comes off as unprofessional

cold onyx
#

Or make your game online and offline so people can get 0 ads when they are offline

lilac shale
cold onyx
#

Hi! I have a over-basic concept for a game! I have had it in my brain for a year or so, so I know the story, the characters, the conflict, what should I do now? Should I work up concept art first or just jump straight into unity? I'm a one-person team

rustic pollen
cold onyx
#

There are thousands of awesome tutorials for anything you can think of on YouTube

#

I'm doing exactly what Dynamic is recommending right now and it's a lot of fun

rustic pollen
rustic pollen
vale crypt
#

I have been discussing some organization ideas with my team, and one idea I had as a new rule is that no 3d mesh should be placed directly in the scene, instead anything should be converted to a prefab with an mostly empty root gameobject (to prevent unpacking of the 3D object) for the sake of keeping it easier to mass edit, any thoughts on this?

cinder hamlet
#

since this is usually what determines whether or not will the idea work

#

also if your idea is a huge game then it won't work, you need to start small

livid viper
#

does anyone have heard how does some tetris pieces can get in some kind of "box" (when you decid to not use the piece right away and u want to keep it) in tetris right?

rancid cypress
#

Yes I have heard? What can I do to help?

livid viper
rancid cypress
#

Need more context

livid viper
#

like having a box and putting one power up while using other one

rancid cypress
#

What part of it are you having trouble implementing?

livid viper
#

in how to put that object in some kind of imaginary place so then it can be use

#

let me put you an example, Imagine having to powerups in front of you, you can just use one at a time, but you can take both power ups. While you are using one of them (like idk max health) you have the other one on this "imaginary box"

rancid cypress
#

What have you done so far? How you implement it might depend on the game. Is there a part of this problem that is particularly difficult? Have you looked for a tutorial?

livid viper
#

but I didn't find how to put it on words

rancid cypress
#

I mean, it depends on the game, but you could put some thing on the canvas or something parented to the camera or something that has a transparent box sprite. Then put a second object over it that's renderer is enabled or disabled based on the state of a variable related to the inventory or whatever

#

Do you know any scripting?

livid viper
rancid cypress
#

Do you know about enabling and disabling components of game objects? About update methods of GameObjects?

rancid cypress
#

What is a little?

livid viper
rancid cypress
#

It's hard for me to get a sense of what you know and don't know. I'd start by looking up how the canvas works, how enabling/disabling components with scripts works, and figure out how you're handling your inventory system and how you are handling powerups

livid viper
#

I'll search that first and then i'll try to implement it

#

thx mate

rancid cypress
#

No problem

deft patio
#

Is #narrative deprecated?

#

Anyways, i need help fleshing out some characters i have, theyre archangels so somewhat "mechanical" in terms of characterization

#

I need to make sense to my writers basically. Theyre pro writers and dnd literate, but never done anything with game characters

#

Any suggestions where i can start?

#

Im also open to hiring someone with such experience (fleshing out a "mechanical" game character) for a few hours to get it started

#

Possibly provide resources and find relevant tropes
My homework is to find example characters too, which.. i probly dont have anyone in mind yet..

civic crag
#

Might be a stupid question is this kind of game scene 3D or 2D?

pliant valve
#

I would say 2D isometric

grave scarab
#

Hello friends, I have a question. I am newer to Unity, not new to C#. What would be the best way to create a system with multiple characters that have abilities that behave differently? So you select a character, and their abilities are different, but you could have selected any character. I see scriptable objects and could have a base class with many properties to decide what the abilities do.. Or I could have a class for each character that inherits a base character? Is there some material someone could point me to for this situation? Thank you guys

main sonnet
#

Not sure best channel to put this but do any of you know the legality of using names of real guns in your game? I've seen some people just be lazy about the research and say stay away from any similar names at all to avoid trouble. Then i hear some that say others saying you can use military designation terms since those can't be trademarked. And others still saying you can do anything and no ones been sued over using the names of guns in their game.

Everyone is all over the place and id like to know if anyone actually has a finished product that can share what they did to go about it, thanks

heavy osprey
# main sonnet Not sure best channel to put this but do any of you know the legality of using n...

Your game probably won’t have that much attention or revenue to really interest weapons manufacturers, but yeah some of those names/logos are trademarked. It’s like giving your main character Nike sneakers , sure they won’t come after you unless you are generating revenue and they can claim is because of their product being placed or something similar. Take a look at song sampling on radio , it’s a gray area , no one frowns unless you’re making money from someone else’s work. No point in risking it unless you make a deal with those companies is best to just do every other gaming company , go with satire names or just make similar names changed slightly.

main sonnet
heavy osprey
main sonnet
cold onyx
#

Me and my friend want to make a project based on a game called Fly Corp, but I don’t know anything about coding/programming and he only knows the basics. Can anyone help? I have to work on a project for the game which might take 1 or 2 months but he already started on a demo version

cinder hamlet
#

keep in mind that first projects are usually overambitious and have a high chance of failing so treat it as more of a learning opportunity

#

gtg now so if you have any questions, ping me

cold onyx
#

Thx

cold onyx
#

But he might need a bit of help

cold onyx
#

@cinder hamlet

#

Ping me when ur back

cinder hamlet
#

Anyway, it would help me a lot if you could tell me a bit more about your project

#

since you're still in planning phase

cold onyx
cold onyx
#

@cinder hamlet

digital cipher
#

So I have a character model with a pretty complex rig so the face has bones. Well when I use animations in game that don't have animators set to the face it's severly distorts the face. Is there anyway to fix this?

cold onyx
#

Ok

ornate rain
#

could anyone help me with desing for that button in my shop i tried a lot of combinations for like 1,5 hour and im not proud of it

#

i just need an idea/example

sudden pendant
ornate rain
#

tysm

north jetty
#

hey guys is it ok if I post a small clip to ask for sugestions on what might seem bad?

#

in terms of design?

cinder hamlet
#

you don't have to ask to request help

north jetty
#

I think I should post a version of this with sound but lets see if this sufice to capture problems

#

oh but even tho.... that last gate can only be opened after 2 goals are reached (engines) that are at each side of that corridor

#

the lazer of those "reactors" are already on but the player must turn them on before continuing to open the gate

#

my thing is, I think the player will go straight for the gate and will not see what it will happen

#

and I didn't want to lock the player there before the animation ended

#

that is the first time that the player sees the monster

#

the thing is, I designed the level like that because I wanted to introduce the player to the monster and at the same time offer him a layout to escape to the next room

#

after the killing animation of the npc the monster will roam randomly

#

and the player can dodge him by going either side since he already knows the map

#

because he had to turn on the machines on each side room

#

I will add some screams to the running NPC and monster, lets see if it is enought to make the player pay attention to what is going to happen

tepid pivot
#

does anyone know how to get these arms to look realistic?

#

I ried positioning them various ways but they keep looking unrealistic

cold onyx
#

I think it's the lighting, shadows and colors that are bothering you

#

The shadow on top of the fingers is a straight line, doesn't seem realistic

green pivot
#

can someone help me with a problem on my game?

#

I just started and something went wrong

cold onyx
#

I think the colors are also a little bit too saturated and strong? Maybe if you dullify the colors specially on the walls might help. Colors of the hands seem alright to me

cold onyx
green pivot
#

So I am trying to put a script file onto a vr hand but I am getting this popup

cold onyx
green pivot
#

okay

#

I just made a fresh c# script

cold onyx
#

Tell us if this works

green pivot
#

uhh

#

I just created a fresh c# script, with nothing on it

#

and tried to put it on my hand

#

the left one and it still got the popup

tepid pivot
#

try looking it up

green pivot
#

I am currently watching a tutorial at the moment

tepid pivot
#

unless I could actually change something to make it look better and still keep the aesthetic

cold onyx
tepid pivot
#

hmm :/

cold onyx
#

Could you try making the lights area smaller?

tepid pivot
#

this isn't really what I meant by "the backrooms"

cold onyx
#

This picture above has many lights like your scene but their range is smaller

tepid pivot
#

the backrooms is supposed to be so overly bright it gives you a head ache

cold onyx
#

It seems you already added some light aberration, correct?

remote zinc
#

Are you using a proper skin shader? Skin interacts very differently from light than a standard unity shader allows it to do.

cold onyx
tepid pivot
cold onyx
#

The post processing + sfx will help take the focus away from the hand for those keen eyed detallists

tepid pivot
#

some people suggested removing it, instead adding an animation and an overlay

#

do you think I should go along with that?

tepid pivot
#

yep, the video camera too

#

instead, add an overlay on click with an animation

cold onyx
#

I don't think so :/

#

It already looks quite good to me, but if you want to push it further you just need to develop the shading and shadowing a little bit more until you get the desired results

tepid pivot
cold onyx
#

Don't forget that a still picture, even a pre recorded video takes away a lot of the experience

#

Think of how will it look in game after you polish the ambience, includes more vfx, more post processing and also the sfx

#

These are key elements to make the illusion work.

#

The fact that games run at 60+ fps also take away the realism factor. Even today film makers record at 24fps because it's more realistical

tepid pivot
#

I already have, I'm sure I couldn't make it look better than it already was

cold onyx
#

Do you have in-game footage so we can see it in action? Just that picture by itself isn't helping

tepid pivot
#

I can send a higher quality picture though

#

apologies for the mistakes

cold onyx
#

It's really about tricking the player, smart lighting and shadowing to hide details, post processing, adding blur...

#

Trying to be way too perfect will actually make it seem unrealistic

tepid pivot
#

I'll try, I am trying to achieve a good mix between realism and the look from my original inspiration

tepid pivot
#

@cold onyx may I ask you a question?

#

I have a much better idea than having a simple overlay

dusk viper
#

I am kinda new, so I have a question.
How long it's gonna take approximately if I wanna create game like Celeste using Unity

sleek phoenix
dusk viper
sleek phoenix
#

basically there is no right answer to this

dusk viper
#

If I talk about team it's only me, the art and coder guy. Plus only 300 USD in budget but can put 14 hrs everyday and have 6 months of time

sleek phoenix
#

you're not going to be making your game 14 hours a day my dude

#

have you made a game before?

dusk viper
#

So yeah, I have some experience

dusk viper
sleek phoenix
#

are you expecting to have as many levels as celeste?

dusk viper
#

I guess, level design is the most time consuming part, am I right ?

sleek phoenix
#

i assume so

#

depending on how long it takes for you to get core gameplay down

dusk viper
sleek phoenix
#

celeste took 2 years to make btw, although the original concept was done in a 4 day gamejam

#

aside from core gameplay, you still have things like UI, animation, art, sounds, etc.

dusk viper
#

For sounds, I am gonna hire someone. And art, I will take care of it

#

@sleek phoenix do you do paid art works ?

sleek phoenix
#

god no lmao

#

if you want to hire people check the forums

dusk viper
sleek phoenix
#

depends on their experience and skill, it will vary a lot

dusk viper
#

Whats the cheapest currently ?

sleek phoenix
#

you tell me ¯_(ツ)_/¯

dusk viper
sleek phoenix
#

i do not

#

again, it depends on a few things. I can't give you a number regardless

dusk viper
#

Alright

#

Nice talking with you btw

near wasp
#

Okay, hi guys.
I have a game, where you can climb almost every wall, as well as doing super-jumps and air strafes as well as crouch-jumping, making it pretty free to use and it also boosts your speed quite a bit. but i don't want it to feel bland, so what can i add that would make it a little cooler?

#

(i tried wallrunning, but it doesn't really fit in the game)

sudden pendant
cold onyx
#

It was 1:49 AM where I live so I already went to sleep but I woke up already

cinder hamlet
#

but if you want it similar size and complexity as celeste, that's several years

#

if you just want a small game based on celeste, thatll be much faster

cold onyx
#

Your game already has many cool features, the blandness comes from lack of Juice

cinder hamlet
#

depends on what kind of game are you making

cold onyx
tepid pivot
#

then you can give me more accurate feedback

#

and if you can also try recording the game I really need some footage of a basic playthrough

cold onyx
#

If the game isn't very heavy my laptop might be able to record properly. Please send it to me and I'll try

tepid pivot
near wasp
#

force impact is being added when shooting them, based on what gun you are using that force varies

#

thats probably pretty cool already, but it needs more

near wasp
#

i have sounds for my various actions such as superjumping and crouching/sliding, but i guess theres a lack of camera interaction and particles

cold onyx
near wasp
#

especially the superjump is supposed to be a little jetpack kind of jump, so i could make that an essential part of the jump with particles

near wasp
cold onyx
#

I'll send you a trail example in a few minutes

cold onyx
cinder hamlet
cold onyx
cinder hamlet
#

wait it's 2d?

#

oh yeah, that changes things a bit

#

yeah then it's like eddie said, I think you should focus on polishing the existing mechanics and making them more fun

near wasp
near wasp
cinder hamlet
#

What kind of game then

near wasp
near wasp
# cinder hamlet What kind of game then

its mainly a shooter with a story and the movement is a little more open. mostly because ofcthe fact that you can gain high speeds by doing skilled airstrafes and slidejumps

#

and you can climb almost every wall, making it a little more fun to use

cinder hamlet
#

Ah right, so its a mobility shooter

#

2d?

near wasp
#

3D

cinder hamlet
#

alright

near wasp
cinder hamlet
#

so then adding trails behind player probably wont help much

#

wait

#

first person or third person

near wasp
#

ill make a thread real quick

coral adder
#

does every top down game need collisions?

#

from design perspective ofc

sudden pendant
#

Do you want collision detection?

coral adder
#

making an online game and would rather not have any collision detection so I'm considering designing entire game with no collisions

sudden pendant
#

Then the answer to your question is no

sudden pendant
cold onyx
#

How will you trigger events? How will you detect what collided with what? Don't we need collisions to make the player not go trough objects? etc...

coral adder
idle jungle
#

Yesterday I was ready to make a farm game

#

But making the weird farm UI is hard and boring for me

#

So I'm starting an RPG

#

Which will be more fun

remote zinc
idle jungle
#

I like adventure games

#

So

#

I also like making adventure games

#

So

#

I'll make an RPG and ok I'll make the inventory but I don't have to make a timer and other things

cold onyx
#

I have spent hours working on a massive quality map of the world and it isn’t even finished yet. And when I tried to put it into unity it said that it’s too big quality, what’s the max quality for unity and is there any way to split up the picture so that each part is a right amount of pixels?

sudden pendant
tender flax
#

Oh thanks

fair stump
#

Hello everyone! I am working on a game, Nova! Now - I have a bit of a design struggle which I would like input on!

Nova is gonna be a speedrunner-platformer; a timer should count up, recording your level BEST time like a stopwatch. Grab all the coins in the room, move through to the next level, repeat etc.

Now, for a game like this, movement is very important. You cannot act fast, plan optimal routes, or evade obstacles tightly without moving CRISP (✨™) and so far, my walking and jumping are just that - controllable, forgiving, precise and fair!

Now - for some more horizontal mobility, I am planning to add a slide. This will allow you to go under certain obstacles and zoof forward a lil... Basic grounded dash. This dash will extend the player's coyotetime/jump buffers so they are always able to jump out of it if accidentally yeeting themselves off a map of sorts.

MY QUESTION:

The player can move about 16 tileset bloccs horizontally while in the air. However, vertical movement is only a mere 4.5 blocks in height. I would like to add a form of vertical movement to the game that is NOT a double jump. Something new... creative... interesting... versatile. Any ideas, everyone! I need inspiration 🙂

acoustic zenith
#

Got a game design question.

If i want to load mutliple levels, but only use one scene for that, would it be smart to have like a save file of all the levels and for each level have a level index that is apart of it in a binary file like the one brackeys did?

#

Or can this be abused? And should i instead use like 20 scenes if i have 20 levels instead? It doesnt sound nice but idk whats safer

#

Keep in mind im thinking about 2D atm

#

Edit: i’ll go for the second option

cold onyx
old moon
acoustic zenith
# old moon abused ? all files / data that is stored on a users device should be counted as ...

I mean abused as in finding out a way to convert the file into something being edited and then recreate the level to cheat through it but it's prolly just me being overly paranoid about it so i doubt it's possible

also that is the point, idk what it more workable for me, especially if i have like hundreds of levels instead, but it is easier to just have more scenes so ill go for the second option anyway

old moon
cold onyx
# fair stump Hello everyone! I am working on a game, Nova! Now - I have a bit of a design str...

"controllable, forgiving, precise and fair!"
Exactly how the controls should be if you want casuals to play your game.

If you want only hardcore gamers/speedrunners then go ahead, make the controls more unforgiving
If you don't want double jumping then I suggest a "boosted jump"
You can either assign a button that modifies the jump height while it's pressed
or
Make the jump height react according to how long the jump button is pressed (little tap = short jump, longer press = higher jump)

acoustic zenith
#

but i think it's overcomplicated with level files and shit so ill just go for multiple scenes then

cold onyx
acoustic zenith
#

keep in mind i've never worked with games with multiple levels before so all the scene managing stuffs are new to me

acoustic zenith
cold onyx
#

I think you'll soon enough realize that each scene is so complex that they should have their own folder inside your project

acoustic zenith
#

hmm fair points actually

#

thanks for the help!

cold onyx
#

It seems you want to make one single scene be transformed into something else different without actually changing scenes

#

No need to go as deep as into file editing, a simple script triggered at the right time will do the trick

fair stump
#

Well - good inspiration. I am moreso looking for NEW ways to do something SPECIAL with my verticality! Alternative ways of making movement unique! 😄

cold onyx
fair stump
#

Vertical movement and jumping are not one and the same 😄

#

Dashes? Gliders? Wings? Rocket-Launcher jumps? Grappling hooks, for all I care! I want a bunch of creative ideas that relate to vertical movement that make you people happy! 🙂

cold onyx
fair stump
#

I am very aware it's up to me to choose what's best 😂 I am just here asking around what people's thoughts are - a lil' input can't ever hurt, can it?

#

I am not here to ask people to make my game - I am here to learn more ways of making it! And I have played a SHITLOAD of platformers in my time - I have enough ideas already but I am wondering if other people have OTHER ideas!

cold onyx
#

It seems you got a ltitle bit defensive. Sorry if my input didn't help but I spent a lot of minutes first trying to understand exactly what you needed help with, now I spent a few more minutes trying to come up with ideas.
Just as you are having trouble developing ideas so will the people you're asking will also have. It's not easy coming up with a unique idea in a few minutes.

fair stump
#

I know 😄 And I am not defensive! I appreciate your thoughts! 🙂

cold onyx
cold onyx
#

Why do you think so many games have the press any button thing on the main menu?

#

Wouldn't it be better to save the player one click and just show the options right away?

fair stump
fair stump
cold onyx
# fair stump And thank you for this! Definitely some fun ideas 🙂

A black hole that makes you fall from the ground and appear on the sky
If the character has wings or a jetpack, the faster the player press the buttons the higher it flies or instead of pressing faster, the player must press with timing to not loose control
The clawshots/hookshots should be aimed with the mouse/cursor

cold onyx
cold onyx
#

If its aesthetics then why not just do it like this right away?

cold onyx
#

I see

#

Ok that makes sense

#

Consolidated titles like Bayonetta, Final Fantasy and such for example are hyped up before actually being released

#

Imagine how happy fans will feel when they see Bayonetta 3 title screen?

#

Ok, note to self. Make a big logo title screen when I do an RPG.

#

It's one of the few opportunities to showcase the game's logo very big and focused like that

#

👍

hardy sphinx
#

Does anyone have any ideas. I'm making a game where you are a stickman going on quests that can really only end up in hilarious fails and wins. So far, in the game I have added a gun that you can do anything you want with it (throw, shoot, melee), I already made a map with about 6 enemies that can move and attack you, i am working on a dialogue system and an achievement system, and melee weapons.

cold onyx
#

Weapons ideas, gameplay, art design, level design?

wise saffron
#

I've been making a game for a few months and i have a very vague Idea of what I want to do with it. its a game where you play as a monkey and destroy buildings (like the old game rampage) but in 3D but I have no idea what o add or not to add because so far all you do is break buildings. anyone have any tips/resources on how to come up with an actual gameplay loop/variety so that I have stuff to add and players have stuff to do?

pine kite
wise saffron
tiny ruin
wise saffron
#

and then YOU SPEND THE MONEY ON COOL STUFF YOU GENIIUUUUSSS

tiny ruin
#

mini games could be car crusher like from street fighter

#

simple destructive fun

wise saffron
#

that could work ye

tiny ruin
#

gl have fun developing 😄

red charm
#

A very primitive design...

#

lmao

#

I'm going to make a 2D obstacle/platform game for School.

cinder hamlet
#

incredible graphics

cold onyx
late vapor
#

I beg you

#

please keep the ms paint shapes as the art style

main sonnet
#

Need help implementing in app purchases. I cant find a tutorial online anywhere because all that comes up is codeless in app purchasing implementation

cold onyx
#

Anybody got an opinion on the preferred method of splitting an inventory stack hovering over and clicking a button clicking a button and dragging popping up a new menu and then slider bar any game examples two would be great I'm at a loss for what to do to split an inventory sack

cinder hamlet
tidal carbon
#

Hi I’m looking for someone who knows about avatars and unity vr gaming. I’m building a vr game in unity and I want to put fashion models who walk on a catwalk in the game. The models I have are 150-300mb and someone told me it’s too big for a unity vr game. Does anyone have guidance on this?

Another problem I’m having is that when I import an avatar from clo3d to mixamo it looses all its skins. Then I add it in unity it all goes south. The skins don’t reapply well. The models look splotchy.

Anyone using avatars and unity for vr please would you talk with me? #🚨│help-general

cinder mist
#

What do people think about friendly fire?

#

specifically, more like friendly fire in r6s, where you can teamkill and such but the damage reflects after teamkilling

cinder hamlet
cinder mist
#

i mean, like, the people here

cinder hamlet
#

and game mechanics

#

It can be good in tac-shooters, but not in games like tf2 or cod

cinder mist
#

I'm thinking of keeping friendly fire as an always-there thing to make the players think more about who they're shooting, where explosives are going, etc

cinder hamlet
#

Keep in mind that friendly fire can negatively impact the game reviews if too many players abuse it

cinder mist
#

which is why siege has damage reflection

#

same with call of duty after x amount of friendly kills

cinder hamlet
#

what kind of game are you making?

cinder mist
#

a tactical shooter, or at least, that's what my vision is right now

cinder hamlet
#

alone?

#

are you a beginner?

#

or do you have experience

cinder mist
#

I haven't released anything before but i've been dabbling over three or four years

#

and im alone, yeah.

cinder hamlet
#

Well im not sure if making a fps alone is a good idea but might be worth a try

cinder mist
#

I'm building the framework currently, to make sure that everything works and the base of the game is solid

#

I think I'll at least alpha it as single-player only first then move to networked multiplayer after that

#

but that's not a concern right now

#

if im honest, i might also take out ammo reserves as a design choice
I don't think people are going to mind all that much (with a small game) as to whether or not you have to worry about how many mags worth of ammo youve got left

cinder hamlet
#

yeah, overwatch did that

cinder mist
#

yeah

cinder hamlet
#

for now the simpler, the better

cinder mist
#

Yeah, exactly. Ty for talking to me about this lmao

cold onyx
#

Hi there I am studying games design and I am currently on my final major project and would like some people from this unity server to fill in this quick survey for me. It is to get a good idea for what type of game the people would like.

tiny ruin
# cold onyx Hi there I am studying games design and I am currently on my final major project...

do not see a link for a survey but my best advice having participated in close to 100 game jams plus held professional unity jobs for almost 10 years is to start simple. Do not make the game this AAA title from start. Make the original goal maybe a mini game. Then build on it once you have the basic game loop functionality done and go for AAA from there. Having something small but completed and polished looks way better than something big and not completed. IMO

cold onyx
maiden scaffold
#

Hello, I am thinking about starting to make a new game, and frankly I am out of ideas of what to make, I have made tower defense game and a space shooter, Just curious if anyone had any ideas.

Umm thanks

late vapor
#

make a 2d sidescroller with pixel art and roguelite elements

maiden scaffold
#

I should mention I am a 3d artist I have no idea how to do pixel

late vapor
#

good, I was joking

maiden scaffold
#

okay lol

late vapor
#

take your tower defence and put a first person controller in it

#

idk

maiden scaffold
#

Yikes, thats gonna be alot of changes I think lol

winged dove
#

I have a 2d proc gen world (think secret of mana style) and I can't decide if I should add layers to the ground such as an upper level upon a cliff that the player could climb to. It would make things more complicated and the main reason I'm thinking about it is because I want to add rivers, and most importantly, nice looking waterfalls

#

Can't really have waterfalls without an upper ground for the water to fall from.... Unless it was say an inaccessible small mountain that it's falling from

#

Adding in multiple layers of higher ground would mean I could add many waterfalls, but then adds the problem of the player needing to climb up or down the cliff all the time which would be a nuisance

buoyant cipher
#

How this game works is one draws a random shape and according to that shape Music gets played according to type of Musical Instrument.

#

@manic cradle

gleaming dock
#

What do you guys think about a racing game where you can be the driver and your friends are your pit crew. Might not sound exciting for the pit crew, but you would still have a tons of things to do to help the team, and you wouldn't have to always be on the same function. The idea is to create a Racing team with your friends, and with teamwork develop your car,go on races and win regional or international divisions or smth like that.

naive marsh
#

how are the "special equipments" of a soldier called, like "ammo backpack" , or "food rations" what is it called

naive marsh
#

supplies are the things i guess that get transported to a soldier when he needs it

#

i meant you have as soldier an overall "equipment" like gun and clothes, but for example a mashine gunner has additonally a ammo backpack, a medic has an extra backpack for healing stuff

#

like what are these "extra stuffs" called

#

in hearts of iron they called it "support equipment"

#

idk if thats according to the military name for it whatever these things are called

late vapor
#

and the teams try to sabotage each other

gleaming dock
#

but great idea to spice it for crew members

late vapor
#

have them throw stuff on the tracks and try and get the drivers killed

lofty walrus
#

at 0 seconds or 17 seconds?

#

(also dont mind the bloom on camera, looks ok in game)

digital aurora
#

is it the light ring around the character thats changing?

lofty walrus
#

yes

#

One is 2 perfect circles, the other is the same thing but smoothed out, only difference is that you can see a little bit further with the smoothed out

digital aurora
#

i'd say it depends on the mood you are going for. if its meant to give off the feeling of being in a narrow dark cave the second is better because it is a smaller area thats lit up but if your wanting visual clarity and a person to focus more on the character i think the first is better

#

@lofty walrus

lofty walrus
#

hm idd thhought it would be the opposite

#

technically the smallest visibility is the first one

digital aurora
#

with the second one blurring it more i would think people would focus on whats coming up rather than whats there because it isnt as clear

#

i could be wrong with that thinking though

lofty walrus
#

here, better video

#

im trying to give a vibe that puts the player on the edge

digital aurora
lofty walrus
#

gotcha

#

tysm

digital aurora
#

np, it gives less information to the player

#

thus it keeps them on edge more

ruby drum
#

Hello - Could I please ask that some of you take a few minutes to answer 2 surveys for my friends, they are in need of responses for audience research for their game projects. Thank you in advance, really appreciated ; https://docs.google.com/forms/d/e/1FAIpQLSc5Z6DvoM49Q7bIzC1lt6FqB1irocnj8uizawAiQCzg2EiK3w/viewform ; https://docs.google.com/forms/d/e/1FAIpQLSf4uwq3MKvfgNOD0C8iOQ0lvOtPIOIPqoUWcHUr4hagTCvcGQ/viewform

cinder hamlet
#

Sorry but this isn't place for hiring

zealous flint
#

where to then

cinder hamlet
merry glen
#

ohhh this is so much better than wip

#

lmao

#

anyways what do you feel about the immunity frames

#

too little or too much

digital aurora
#

With a healthpool that big and the damage you take it seems to be ok. If it dealt more damage or you had less health id probably increase the duration a bit more

scarlet verge
#

Hi guys, I am trying to make a volcano for my game and i have the red particles done

#

How do I make the terrain around it

#

I downloaded the terrain asset but I dont know how to get the terrain onto the canvas

merry glen
#

the true health will be 25

#

the fights not meant to be easy

#

but i dont want it to be stupidly unfair

turbid fox
#

what should be the main consideration of urp vs built in?

waxen niche
#

Hey. how do you impoprt game sprites and bg's?

hard fog
twilit agate
#

has any of you ever made a fighting game. can you give me some pointers to take a crack at it?

broken echo
#

In my game the player shoots different bullets depending on whether they hold the mouse and how far away the mouse is from the player. I indicated this with a charge-up animation (and will add sound) as well as the cursor changing color when far away from the player. And while I have no trouble giving feedback to my player I do struggle with introducing this mechanic without using text, so does anyone have an idea how I could avoid text?

winged dove
#

what do you think about this idea of waterfalls where the river basically keeps going down levels but it doesn't really? you can tell the cliffs are the bottom are still the same height as the ones at the top

#

am i being too pedantic that players would notice too much that it's not accurate

sudden pendant
#

An entire era of games did this, and continue to do so. Nobody is complaining.

cold onyx
#

I want to make a 2d action platformer where players have three choosable heroes with different abilities, but I don’t know where to start.

#

Please dm me with any tips

sudden pendant
#

You start by learning the game engine, by doing the beginner Unity Learn tutorials pinned in #💻┃unity-talk.

cold onyx
#

Cool thanks

#

I’ll have to look up some videos

#

Do some tutorials

#

I gotta remember to start in the summer

thick star
#

Hey guys, I wanted to make a Footman Frenzy type game, but im not sure if I can because the concept of the game is derivative of a Mod from WC3. And recently (2yrs ago) Blizzard put in a clause in their user agreement saying any mod of wc3 is their property basically. So idk how far removed id have to make the game to not get copyright claimed or whatever the legal punishment is

balmy mica
#

What are some activities i could make a multiplayer 1 arm game from?

cold onyx
cold onyx
#

Maybe add projectiles

cold onyx
#

Like a disc shooting level

north jetty
#

hey guys I want to create a hiding system like in alien isolation were the player interacts with a hiding door and an animation plays were the main character gets inside the hiding spot, I dont know how to approach this because the player can interact with the door from any angle, should I do a movement in code or use an animation? or any sugestion?

cinder hamlet
north jetty
cold onyx
#

Man I love this chat

smoky lily
#

As an Indie Dev, I was wondering which gameplay design is easier to make 3D platformer or Point and click adventure game?

hard fog
#

It's all relative, depends on your skill and experience.

#

Point and click may sound easier. But there are quite a few things involved, like pathfinding, story scripting, not to mention story telling.

#

Whatever you want to do create a small slice of the game, prototype and see what will be involved.

potent echo
#

Hi. For this time I was building TC mods on gzDOOM, but the limitations forced me to looking after modern engine. I build a bit in prodeus (Unity engine) and I started to play with fps microgame, and it's fine. But I'd like to make a simple look 2,5d game like Forgive me father (UE4) where enemies are one sided sprites (enemies always look on the player) and use sprite projectile or just use melee attack.
I can adjust robot enemy in fps microgame unity template but I have no idea how to add or change model for this AI to be a one sided sprite.
I saw some templates for "retro shooters" but they are not exactly what I'm looking for and they are not free.
Can you (mighty community) help me with to find some some assets or tutorial about this?

lilac plinth
#

also depends on type of point and click game, room escape game, basically clicking on elements on a 2D screen without a player character is probably the easiest example, pathfinding you will need for a 2D adventure game like monkey island, where the player moves to the object you click, and then there is 3D adventure games with point and click elements like myst or the witness where it's more first person point and click adventure.

eager pasture
naive lion
#

would you agree that players would be more likely to spend money on cosmetics in multiplayer games compared to single player?

#

i thought this because they will be able to show it to other real players