#archived-game-design
1 messages · Page 46 of 1
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?
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
thats smart, but probably a bad way to do it
elaborate?
it would probably be more complicated to add stuff to it
a better approach would probably be to use raycasts
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.
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)
anyone got a good idea on how to make a semi cartoonish moon surface
a good idea would be to use something like toon shader
it depends cause that only works on 3D
🤩
I was playing "Overcrowd" and I liked the game layout
Someone knows a GDD, Guide, Tutorial, etc... About this game type?
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?
Always better to make separate scripts but in this case you want to inherit from a base class called Weapon
stay away from making scripts past 200 lines unless u really gotta
Hmm I'm not quite sure I understand that but write all the weapons in a single script?
No you would make a base class called Weapon then you inherit from with another one, lets say a script called "Pistol" this would inherit from the weapon baseclass which is just a monobehavior class
I'm new but what is "inherit" and inheriting a script meaning?
oh I'm sorry maybe that may be a little bit of a reach then.
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Ah ok, just a fancy word for something I kinda know the gist about
So in the Weapon class I set the values like damage, speed, etc and in the monobehavior I set how the weapon works?
to keep it simple just make one class for your weapon called Weapon
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
mmhhmm got it
And how to handle the equipping? Just make it parent the weapon to the player?
yeah make a weapon manager script that grabs that weapon and places it into ur player
I dont really need to equip since it's the projectiles that have to be different
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
How can I get my webgl (first photo) to look like second photo (unity game view)
When I export my game to webgl, it cuts off everything
which do i make first
farming game
or dungeon crawler
mario clone
-_-
Not helpful
Dungeon Crawler
Thank you
not enough info. horror is not really informative of what type of game it is, you gotta go into more detail.
If youre a fairly new developer, dont bother with advanced AI yet
theres other ways to make it scary
farming game
I think an AI for a horror game should and I am saying things very generally here, should not be that smart
It should be shown capable and powerful, but smart AI is generally more fun in rpgs and shooters
But if you want you can show that monster or whatever creating a elaborate plans during cutscenes and stuff
Also this video might help: https://www.youtube.com/watch?v=9bbhJi0NBkk
When we talk about good AI, we often think about highly efficient and aggressive enemies in shooters like FEAR and Halo. But surely there's more to good artificial intelligence than this?
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It will tell you a lot
If you really want intelligent behaviour
That's a good video I saw it when doing research upon the project
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.
I have given it a patrolling system, vision and a hearing range
@lilac plinth @cinder hamlet @bitter fulcrum
Sorry for the confusion
thats a good start
basically classic stealth game NPC kit
you should also make system for searching for the player and chasing them once they're spotted
Yeah the hearing range helps with the search for the player
and once sighted it goes towards the player
Working towards goal oriented action planning as of right now
guards in stealth games generally don't need to be too smart
they should be predictable
Yeah that's fair
I basically just need to show there is a platform which can be built upon to make the AI smarter
or show there is potential in the ai ig
except for scare purposes you can make the monster appear unexpectedly but the player needs to be able to survivethat
so a framework
Yeah pretty much ig
The horror section isn't too bad to work with I have ideas for that
Just the foundation of the AI and the functions
One of the points the GMTK's video had
I think the best way is how metroid fusion handled sa-x
@cold onyx Have you played fusion?
ok 🙂
Hello anyone wanna discuss boats with me? 😄
whats boats?
pirate vessels @bitter fulcrum
What is to discuss in that
?
a couple of things i guess lol.. the anatomy of a pirate ship i suppose
building one for a game. and i need dimensions to be correct
for starters i only have a length..
id need to calculate the rest myself..
so
which would u say is the length of a ship
Smaller green line
thats what i was considering too.. it would atleast make it big enuff to navigate
second thing i was wondering was whats this white suposed to be but i think i solved that one myself
i think its the Ballist hold or w/e
where they store lead or rocks and stuff to keep the ship counterbalanced
Ok, I have to admit that I am not a sailor, I don't know what you are talking about lol
lmao me neither
im just watching some documentaries and taking notes where i think
but yea..imma just open up blender and go with the flow
yeah thats what real game devs do
are u a decent dev?
im already starting to think of downfalls or things imma need to work out
like if this ship is moving.. and i wanna navigate the hull.. how do u think u would do that?
I consider myself decent
i was thinking of skipping the parenting part
and just keep the position and the normals of the ship cached
and position the player using those variables
What's hull?
or..i could embrace the jank.. and raycast downwards.. sit the player on top of the deck every frame and interpolate
the top part that u walk on
the deck i suppose
Ok ok
Is your player character controller?
gonna be a fun solution to work out is all i know right now
it hasnt been made.. not sure what i should use tbh
i have both types prototyped out already
but unsure what would be the more solid choice
You watched brackeys tutorial on first person players?
no need really. i can make one from scratch in a couple of minutes... as long as the ground beneath the player isnt moving
😅
lol
He explains the pros and cons of both approaches
Rigidbody and Character Controller
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I think rigidbodies will have a easier time moving with the boat
Ok I have a question, how does someone escape death?
Nevermind
Anyone know the best place to get user testing for your games?
ask ppl
(send game i want to test now)
Haha awesome, when I have a revised copy I will send it your way bro
ok bet bet
gl
Cheers mate 🙂
Hey, I have 3 ideas which one do you like and will enjoy as a game?:
- 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.
- 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.
- 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
They are game ideas for the newest ludum dare game jam
Theme is delay the inevitable
Just put reactions on your message
Ok, which one do you recommend?
I like the third one a bit more, mostly because I can see you expanding on it more. Maybe hidden endings etc.
I meant emojis but thanks for the feedback
Oh lol, 👨⚕️ 🦤 🦸♀️
It doesn’t really matter which ones but you can just label them or use something that represents it
Ok thanks
done
Anyone and everyone can vote
Just click the reactions to vote
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)
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...
The game's loosely based on a book with the same name.
Oh nice
You win by assembling a submarine of some sort and exiting via a tearduct.
Thats a really fun coincidence
What's the name? Maybe I'll play it
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
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?
the character in question btw
just depends on how many tiles tall you want the character to be
like, do you want him to fit in 1 tile tall tunnels while standing?
atm, they fit in 2 tile tall tunnels
changing to 16x16 would make it 3-4 tile tall tunnels
I'm not sure honestly
guess I need to just get a few tilesets and see how they look on them
sounds good
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.
Do you want to start with learning pixel art or the unity part
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Welp mostly unity
Made a smol character idk if it’s that good
then find a tilemap tutorial
Yeah that should do the trick
looks like a good start
Yeah, should I make it have a larger number of pixels?
thats up to you
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?
MS paint and go nuts!
for now just use placeholder images
also it all depends on how you want the menu to work
paint net is better and free so I recommend getting it
classic weapon selection menu, nothing special.
more specific please
like a toolbar
or
what
like 1 for primary, 2 for secondary, etc?
wait do you mean weapon selection in the fight or a loadout menu
like a pre game menu.
you start a match, choose your weapon, load into the game, and play.
Well theres several ways to do that too
lol i've used another scene
I mean like style
Click on a slot to see a list of weapons or maybe use < and > buttons to switch weapons
Also I don't think using a separate scene for a piece of UI is a good idea
it will probably cause problems with loading speed
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.
so there is a whole section in that scene
nah, it is going to be a game for me and my friends, if i end it
like one or two years?
sounds cool
so local multiplayer, not online
like a gladiator thing?
like a gladiator thing.
I dont think you should bother with any sort of progression systems then
yall will probably get bored with it eventually
yeah i know, but if people see that the game can be something, i think i will expand it until i get bored lol
that's why i'm putting a lot of comments, if i ever want to pick up this project again, i'll be able to understand what's going on there
alright then, you should still not put any progression until that happens
thats a good habit
right now i'm only working on the core parts, i just made the platformer and the shooting mechanic, now i have to add more weapons and characters, then the spectators, then the graphics and sound effects eccetera eccetera
(i'll quit the project in less than a week lmao)
I think theres a fundamental flaw in the design though
because 2/3 of the players will be unable to play at any given time
happens a lot
well, actually, the spectators will be able to move around the arena and make stuff happen there
like move a box, or open a door
still, doing that all the time will get boring
would be a lot better if its after dying
like a battle royale thing?
like a team elimination where after youre killed you can still help your team as a ghost
looks like a good idea tbh
btw is the game topview or sidescroller
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
sidescroller
with a small arena
like worms
yk the game
right
Messing with physics would probably be a fun thing for ghosts
like randomly throw a box at the enemy or pin them to the floor with a door
that's exactly what the game should be about.
Yeah sounds nice
everyone can play, there's no reason to hack, and it's just fun, i guess
there's no reason to hack
if its local multiplayer then yeah
since we're not touching global mp for now
anyway about the ui
it depends on how large is the weapon choice
for example R6 Siege only has 2 or 3 guns for each character while call of duty gives you tens of guns
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)
the base idea is the gladiator one, i think twenty or more weapons would just be too much
for now go for minimalism
the spectators, which vote for the weapon, should have a little amount of time
consider different ways to handle the ui and pick the one you think is most comfortable
I'm gonna send some images trough the showcase section in this channel btw (:
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?
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
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?
I made the mistake of adding a stamina meter to a game that shouldn't have had it
what does your meter add to your game?
depends on your needs
what kind of game it is
also as almost_friday said, it might not be necessary at all
I started making an openword fps game and added the stamina for running....
It just sounds good i guess...
Never made a full game but had a lot of projects over the time..... I think i started it over 1 year or more ago
I think you should steer away from such huge projects then and go for something smaller
But i didn t use it everyday so im not very experienced
The hard part for me would be the 3d modeling cuz im not experienced att al with that
initial motivation evaporates quickly
ALso don t want to have a super realistic game tho
you should pick a project based on if you like the process of making it, not the hypothetical end result
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
Idk it sounds like a good way to improve my unity skills and stuff likee that, even if i don t finish it
that is true
then you should focus on things that you still struggle with
best way to improve is working on your weaknesses
Anyway, should i let it be the same or?
Try different options and see which is most comfortable
set the stamina stats as public variables so you can easily change them
yep
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
Which do you think is better (for a world)?
It depends
- If your world is based on city building or grounded exploration, the bottom is better
- If you travel a lot through sea kinda like Wind Waker, top is better
Just a regular sandbox really
But yea I think I'll go with the bottom one
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?
Consider lowering the sand a bit because lakes typically don't have 5 kilometer wide beaches around them
Idk why's it funny for me but good idea anyway lmao
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
you could mix the two by putting a coast in around there, have one third be mostly water with islands and 2 thirds more mountainous with some seas inside:
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
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
can you send an image?
typically first thing you should do is check the documentation or find a tutorial on yt
anyone knows how to make a color pallete fast?
Download over 100 pixel art palettes for free in 6 different formats which you can then import into any pixel art program and use for you art.
does anny one know how to make maps like gorilla tag??
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?
hat/shirt/pant/shoe = Clothes/Appearance/Cosmetics
then you can use Gear for the last one
or Equipment
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
I have a problem, whenever I move away from my scenario it is all gray, how can I solve this problem?
file:///C:/Users/G4M3R/OneDrive/Imagens/Capturas%20de%20tela/Captura%20de%20Tela%20(11).png
image link
you.... just copied... the directory path of your image....
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.
Follow up questions regarding this - should the gear/clothes have only health/armor/speed benefits or does it make sense to include any other attributes?
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"
^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
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
that problem was solved hours before in a different channel
which is why crossposting should be called out imo
I think for variety's sake, you should experiment with having silly tradeoffs
like half hp but faster firing??
idk, like everything, you should try as many different options as you can so that you can find something unique
hey guys, I have a question
how do you make an actual game structre? (exg sequence of events, timed cutscenes, changes based off of choices, etc)
I couldnt find an appropriate dev chat for it
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
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?
any help would be much appreciated
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)
i need help setting up a body system similar to gorilla tag, with the head and arms
i already have the movement mechanics done
i just want to give the players a design so it’s not just hands
ive been looking for a top-down 2d bullet prefab for a while
anybody know where to find one?
i think this part of the ship would be metal. depending on era of ship, you could just make the entire hull wood instead.
@cold onyx
still aint figured it out yet
heres teh middle deck
this is the deck in question
i think this level would be storage... and the brig
That looks awesome!!!!
It’s not really game design but yeah great work. Just go with it, looks good.
Thanks 😊 look for it on the asset store in about a week
it is the perfect style for my game 🙂 medium-ish poly, smooth shaded
I love it
Its actually not shade smooth.. I'm just that good 👍
Lmao kidding but yea there's no shading just yet
damn you are good!
Hehe we'll find out if I ever finish it . Next up is details and props
The longest part 😩
@fathom cypress your website and socials aredope!
Thnks vry mch
Need help in turning this ideia into a roguelike/lite
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.
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.
looks like you already have an idea?
i am confused as to what the player controls, does the player control builders as well as the 'player'?
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
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.
as if everything must be planned accordingly
and do not make concept changes mid development
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.
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.
yeah, and spreadsheets hah
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)
I'd say the trailer would need to stand out more - it blends in a bit too much imo
like more distinct coloring?
yeah - the scene is generally a white/light colour so you could make the truck more saturated to draw attention to it
you could also add a glow/outline effect to show the player that they have to go towards it, or have a popup on the screen
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.
Ask in #💻┃unity-talk you got punked
Game name
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.
I've seen some links with templates for making concepts in Google docs and mapping out ur entire games dev therr
super meat boy forever tried procgen as an infinite runner and it didn't go over so well
but the fact that it alienated fans of the first game is probably where most of that game's criticism was from
pre-designed levels are for sure more fair, so go for that if you want a more "competitive" experience
what if you used procedurally generated levels as a daily challenge?
procedurally generated levels really only work in roguelikes imho
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
That was my though. I do want a competitive feel. As that gives it some replayability.
for replayability, user generated levels can be an alternative
Yeah, the only issue is that possibility of varying difficulty unless I perfect the code.
unless you know what you're doing though, making an editor would like double or triple your development time
Oh I see what you mean. Allow user created levels
I've never made an editor in my life so I have no clue how hard it would be
Yeah I’m not sure either. It’s something I could look at eventually. Trying to keep a small scope for now, I’ve had a bad habit of going too big and not finishing projects.
bad habit of going too big and not finishing projects
story of my life
for sure, keep the project small for now
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.
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
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.
I think games usually avoid this by having stronger enemies rather than multiple
give them some thin collider running down the middle , make them trying to avoid eachother or keep certain distance
But I would still want them to be able to attack the player together. If I made them keep their distance towards each other, they would be out of player's range.
make each one stay near player with a slight offset random range
vary attack /animation speed
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.
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*
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
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.
Hi ,
I am trying to create a star wars kinda game and would like to make a perfect terrain for it
Any ideas ?
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
Yes , I'm having a problem choosing the perfect destination
I'll try taking references frm movies
perhaps just a relaxing clicking game where you cut those trees by tapping on them and see them fly away
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
Because having to actually formulate a coherent question forces you to properly think about the problem
Like rubber duck debugging
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
You could do a game where the player flies around in a little ship "cleaning" space by shooting the branches (im thinking along the lines of Astroids or Gravitar). Add some power ups/resource stuff floating around, a few satisfying explosion effects, some gravity mechanics related to the "planets" and you have a fun little procedurally generated game imo!
Looks very much like "Reassembly"
Star wars terrain.... Hmmm. Star wars have one of the most terrain types when it comes to games and movies. Can you be more specific? 😉
Idk how to elaborate it but I am looking forward for a mandelorian based game....
image noise generator for heightmap + desert material
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?
Thanks ^_^
i think you could use a json file. When every planat has a unique ID you could add the names, mass etc. to this ID
@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.
im quite sure, there must be assets in the store that handle savefiles like you want them.
@waxen barn ahh yes There is a couple. I will look into the best one to use. Thank you again for the pointers.
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?
Don’t let that stop you
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
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.
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
first off, it doesn't look like your IDE is configured correctly
the instructions are in #854851968446365696
An array might be simpler
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
Benefits:
• no need to hardcode all shirt options
• you can iterate through the array to set all of them to false except for the one you want
^ 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
Yeah you wouldn’t have to iterate it
@copper cedar
Thank you! ill give it a try. And im currently watching a tutorial on arrays and understand them now
my apologies,
hello
does anyone have a name for this mechanic?
mechanic that you would see in a golf game, or basketball or etc
@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
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*
hey should post coding question on #💻┃code-beginner , might have more responses 🙂
ok will do, thanks
i think i got it..
u might have had a better way perhaps?
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
At Articy, we believe the future of stories is interactive. We know how hard it is to manage narrative content and keep a clean overview of non-linear stories so we created articy:draft 3 to help you handle it all.
articy:draft 3 is an interactive storytelling tool that helps writers and narrative designers plan, write and organize all narrativ...
Do you have a camera offset?
I fixed it
Ok great
I’d what was wrong I just made a new camera
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
does anyone know how to make grabbing work properly in unity 3d vr game
There are many Tools like SteamVR that do this
You just gotta have a grab point then make it part of your hand
Should enemies do more damage to the player or vice versa?
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?
thats for #💻┃code-beginner
like if you deal 10 damage to an enemy, how much damage should the enemy to you
actually nvm
Its whatever you wish lmao
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
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.
Its very interesting
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?
You know the memes about doctor's handwriting? Maybe you can make use of that
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
depends on a lot of factors
can you give more details about how your game works?
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
#💥┃post-processing has color manipulation effects.
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?
Phenomenal idea, would there be some choice-based systems for the game? Eg, if u dont go with the old lady you get a different outcome?
you said it's a horror game but i havn't really felt there was anything horror related.
i just started thinking about it, i dont have a lot of horror aspects in mind yet but there will be.
thats exactly it, sometimes you get diffrent choices instead of going down one storyline, theres going to be multiple.
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)
I feel like never taking the gloves off would be pretty bad for your health so try to change that a bit
Real-life is the best inspiration
oh ok!
okay, maybe she wore the gloves most of the time but took them off before going to bed, taking a shower/bath, changing clothes, that sorta thing?
No I meant like, the way you had taken inspiration for the story from real life experiences is great. Keep doing what your doing
oh ok, i get it now. Thanks for your opinion, i really needed it since i have nothing but a storyline so far lol.
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 :)
What are some games where you aim your attacks but the cursor is not fixed to the screen?
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
Maybe 1 ad every 5 games

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

@quasi quail well for starters there is this https://docs.unity3d.com/Manual/LevelOfDetail.html
alright
thx
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
I would jump straight into unity and start working on a prototype for the idea
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
This way you’ll have a little playable demo, and you can have people playtest it and get their feedback on your idea
Yeah that’s what i’m doing myself as well
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?
Start with prototype core mechanics
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
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?
Yes I have heard? What can I do to help?
do you know any way to implement that but with power ups
Need more context
like having a box and putting one power up while using other one
What part of it are you having trouble implementing?
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"
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?
I was trying to look for a tutorial
but I didn't find how to put it on words
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?
ohhh
I lil' of c# and C++
Do you know about enabling and disabling components of game objects? About update methods of GameObjects?
just a little also
What is a little?
imagine that I know how to put a script to make movement
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
ohhhh okay
I'll search that first and then i'll try to implement it
thx mate
No problem
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..
Might be a stupid question is this kind of game scene 3D or 2D?
I would say 2D isometric
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
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
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.
well ive produced small games before. My goal with this one is to actually produce success and generate revenue. Plan to spend a lot on ads. So it could in fact be successful
We’ll think of it this way, ask yourself , would realistic names really change anything about your game at all? I wouldn’t bother risking even having the possibly of someone coming after you with trademark infringement , imo not worth it.
i think it would change the game as im trying very hard to bring some professionalism to my work this time around. Its likely not necessary per say to the success of the game, but certainly would help
Good luck to ya
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
Step 1: Learn programming before you start anything
Step 2: Start by making core mechanics for the game, do not start doing animations, graphics or anything like that until the core mechanics are all set
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
Thx
The thing is, I don’t want to learn coding. He’s the coder and I’m the person who makes the data and assets and a lot of the ideas for the game. He’s the coder
But he might need a bit of help
Is it ok if I add you as a friend? We would only need help with coding in like 2 months as I’m on holiday, he’s going to his grandparents and I need to finish a big map for the game that is the main aspect of the game so it’s mandatory for us to start development. He’s doing practise though
@cinder hamlet
Ping me when ur back
I'm not looking to work for you or be your personal trainer, I just want to set you in the right direction so you can hopefully avoid some common beginner mistakes that I've made while learning
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
Ok, but can we maybe do this in dms as if I tell u here and 100 people talk about different things it will be hard to keep track
I never said that I would like you to work for or train me, I was just wondering if you could answer some questions. I’m sorry if it came across as wanting you to work for me
@cinder hamlet
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?
I think u can use threads?
Ok
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
tysm
hey guys is it ok if I post a small clip to ask for sugestions on what might seem bad?
in terms of design?
of course, why wouldn't it be
you don't have to ask to request help
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
does anyone know how to get these arms to look realistic?
I ried positioning them various ways but they keep looking unrealistic
I don't think the problem is on the arms, they already look very realistical to me
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
can someone help me with a problem on my game?
I just started and something went wrong
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
Please tell, someone might know the answer
So I am trying to put a script file onto a vr hand but I am getting this popup
I had this problem recently too when I slapped a ready script I downloaded from some website
Yes, make a fresh script and just copy the code from the other script
Tell us if this works
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
the colors are saturated like this on purpose, my game is inspired by the backrooms creepypasta, I'm pretty sure they fit the image there
try looking it up
I am currently watching a tutorial at the moment
unless I could actually change something to make it look better and still keep the aesthetic
I really can't pinpoint what's the matter. The hands already look very realistic to me except that straight shadow on top of the fingers
hmm :/
this isn't really what I meant by "the backrooms"
This picture above has many lights like your scene but their range is smaller
the backrooms is supposed to be so overly bright it gives you a head ache
I see
It seems you already added some light aberration, correct?
Are you using a proper skin shader? Skin interacts very differently from light than a standard unity shader allows it to do.
You could simulate nausea by adding blur, oscillate the lights intensity with a script and of course, don't forget the sound effects
that is correct
The post processing + sfx will help take the focus away from the hand for those keen eyed detallists
some people suggested removing it, instead adding an animation and an overlay
do you think I should go along with that?
Removing the hand?
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
it's really difficult to get it right, the camera positioning looks off and the animations are scripted, so they aren't good
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
I already have, I'm sure I couldn't make it look better than it already was
Do you have in-game footage so we can see it in action? Just that picture by itself isn't helping
not really I have not recorded much
I can send a higher quality picture though
apologies for the mistakes
I don't think there's much you can do, besides getting the best skin shader
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
I'll try, I am trying to achieve a good mix between realism and the look from my original inspiration
@cold onyx may I ask you a question?
I have a much better idea than having a simple overlay
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
depends on your skill level, experience, and a whole host of other variables
Can you name few host of other variables ?
your team, the amount of time you have each day to spend on making the game, money, etc.
basically there is no right answer to this
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
you're not going to be making your game 14 hours a day my dude
have you made a game before?
I was a modder and native scripter from past 3 years
So yeah, I have some experience
I said I can put that much, cause my life right now shit and if my game can make it a bit better, imma go all in
are you expecting to have as many levels as celeste?
To be honest, I currently plan for 50 levels
I guess, level design is the most time consuming part, am I right ?
Apart from player movements and collision system, what else am I left with ?
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.
For sounds, I am gonna hire someone. And art, I will take care of it
@sleek phoenix do you do paid art works ?
Do you have any idea about the rates currently ?
depends on their experience and skill, it will vary a lot
Whats the cheapest currently ?
you tell me ¯_(ツ)_/¯
I don't have idea, that why I asked you, maybe you know
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)
It took multiple people 2 years to create Celeste. That's your benchmark.
Of course ^_^ I'm always at your disposal if I can help
It was 1:49 AM where I live so I already went to sleep but I woke up already
Depends on complexity
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
What you need is Juice my friend 😉
Your game already has many cool features, the blandness comes from lack of Juice
Make some interactive things on the map, rather than just more movement abilities
depends on what kind of game are you making
Juice is an actual term used by some GameDevs. There are tutorials, asset packs and GameJams based on it.
Juice is anti-blandness, it's making every interaction responsive, fun and impactful by the use of good vfx+sfx
It's making the simplest action like jumping impactful on the game world
thanks. I've released another demo for the game so you can try it
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
If the game isn't very heavy my laptop might be able to record properly. Please send it to me and I'll try
it is pretty heavy, on the download page you got the specs of my PC divided by 2 this is probably the bare minimum, I didn't sandbox yet so I don't know the accurate specs but it may run
a lot of things are interactable by just running against them or shooting them , they all have gravity
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
i agree with this, do you have a good tutorial for me?
i have sounds for my various actions such as superjumping and crouching/sliding, but i guess theres a lack of camera interaction and particles
I don't have any specific tutorials in mind but as you've mentioned, camera interactions and particles are essential
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
do you have any ideas for the sliding?
Either a small camera shake or blur, and also a trail effect on the character
I'll send you a trail example in a few minutes
Colored shadow trail
Are you making a parkour game?
Don't forget the dust particle effects and also whiteish lines to represent wind
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
yesss, that sounds peetty goood! my game is more on the realistic side though, so i'll have to be careful with adding trails
parkour would be a bit wrong to say, i dont really have a lot of parkour-elements for it to be called a parkour game.
What kind of game then
i do have that one, dust in one level, leaves in other levels
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
3D
alright
that's a nice way to call it
so then adding trails behind player probably wont help much
wait
first person or third person
yep, especially the realistic steampunk style it has
ill make a thread real quick
Do you want collision detection?
nop
making an online game and would rather not have any collision detection so I'm considering designing entire game with no collisions
Then the answer to your question is no
#🖼️┃2d-tools @lucid vale
I'm curious to know what you meant by collisions because it's hard to imagine a game with no collisions/colliders
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...
Yus. No collisions at all. Only colliders will be on server side to check if something has damaged anything but nothing that would restrict movement
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
What game will you be making tomorrow when you realise you need to make RPG inventory UI?
No it's not that it is that the UI of the farm wants timers and other shit while in the RPG I make an inventory and I will be happy making a game I'll like
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
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?
@tender flax You can use the forums for collaboration posts. #📖┃code-of-conduct has links.
Oh thanks
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 🙂
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
Sorry, I'm very attached to words and it's meanings. You said that you're considering designing the entire game with no collisions, but if the sever side will have colliders and collisions code then it's impossible to design the game with no collisions.
abused ? all files / data that is stored on a users device should be counted as compromised.
work in a way that is most workable for you
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
if users want to check they will find a way ^^ (look at any online multiplayer game)
you can add detection later on if you have something like online leader boards.
the question is do you need scene to handle gamobject or are your levels just generated dynamically from some data?
if its just some data then i would store it outside in a normal file in the streaming asset folder.
"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)
well my plan was just to load up built in levels that I made in unity, but i thought it would look messy with a lot of scenes in my folders which is why i wanted to use one universal level-scene
but i think it's overcomplicated with level files and shit so ill just go for multiple scenes then
I think both options are "safe", I don't see how any could be dangerous or more gamebreaking than the other
keep in mind i've never worked with games with multiple levels before so all the scene managing stuffs are new to me
well as said, i was sceptical if someone managed to be able to edit the level file and for example remove every enemy from the map and just cheat through it
Then go for the simplest solution first, get used with having many scenes in your project. After that you can go with more complex scene management solutions like you presented
I think you'll soon enough realize that each scene is so complex that they should have their own folder inside your project
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
Don't worry - I am VERY happy with the controls as they are - I am well-aware what it means to make a fun experience, and hey - I also got variable jump height 🙂 And that boosted jump is a fun idea!
Well - good inspiration. I am moreso looking for NEW ways to do something SPECIAL with my verticality! Alternative ways of making movement unique! 😄
You need to pinpoint exactly what you want to make unique when it comes to vertical movement, you press a button, the characters goes up...
Unique animation?
Unique button pressing pattern?
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! 🙂
I see what you mean now. In this case it's up to you to choose what's best because the options are too many. As in, catapults, devices, teleportation, propulsion, climbling...
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!
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.
I know 😄 And I am not defensive! I appreciate your thoughts! 🙂
Alright then, I'll leave a suggestion of what you could ask so people can give you ideas more easily:
"Hey guys, how would you make vertical movement more unique? Instead of the classical jump/double jump?"
Try asking this later on and also on other channels
Now I'll give you a list of simple keywords that could help: Clawshots, Hookshots, Catapults, Teleportation Device, Parkour, Wings, A Pet/Companion that lifts you up, Black holes...
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?
Thank you for the feedback 🙂 I will!
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
Could be: Tradition, Aesthetic for title screen appreciators and also controller identifier code
Depends on the type of game, these type of screens are very aesthetic and can hype up the players before they start the game
If its aesthetics then why not just do it like this right away?
The designer wanted to bring focus to the logo/title screen, these main menu words kinda of take the focus away
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
👍
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.
Seems quite fun already. What specific kind of idea are you looking for?
Weapons ideas, gameplay, art design, level design?
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?
Some sort of resistance trying to stop you?
well I just need some objective for the player to complete because the gameplay is kinda basic
damage = money, money equals how well they did this round
look at any mobile game that offers a 3 star reward for finishing a level. Candy crush is backboned on this.
Past that come up with achievements (daily, weekly, monthly) once you have those achievable work on a reward system for achieving those.
and then YOU SPEND THE MONEY ON COOL STUFF YOU GENIIUUUUSSS
mini games could be car crusher like from street fighter
Posted here from Twitter just to irritate someone.
simple destructive fun
that could work ye
gl have fun developing 😄
A very primitive design...
lmao
I'm going to make a 2D obstacle/platform game for School.
incredible graphics
A crucial stage of development
Need help implementing in app purchases. I cant find a tutorial online anywhere because all that comes up is codeless in app purchasing implementation
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
double click? right click?
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
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
Mainly depends on the community
i mean, like, the people here
and game mechanics
It can be good in tac-shooters, but not in games like tf2 or cod
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
Keep in mind that friendly fire can negatively impact the game reviews if too many players abuse it
which is why siege has damage reflection
same with call of duty after x amount of friendly kills
damage reflection can only do so much
what kind of game are you making?
a tactical shooter, or at least, that's what my vision is right now
I haven't released anything before but i've been dabbling over three or four years
and im alone, yeah.
Well im not sure if making a fps alone is a good idea but might be worth a try
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
yeah
for now the simpler, the better
Yeah, exactly. Ty for talking to me about this lmao
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.
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
Oh I thought I needed permission to post my survey here but honestly I plan on making a very basic game with the core systems done and done then I can work on detailing.
Let me post my survey now.
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
make a 2d sidescroller with pixel art and roguelite elements
I should mention I am a 3d artist I have no idea how to do pixel
good, I was joking
okay lol
Yikes, thats gonna be alot of changes I think lol
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
Hello Guys, I want to make a game similar to this in link. https://musiclab.chromeexperiments.com/Kandinsky/ Can someone guide me in right direction how to approach this game.
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
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.
how are the "special equipments" of a soldier called, like "ammo backpack" , or "food rations" what is it called
Supplies?
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
or a 4 player party game with 2 teams, 1 pit crew 1 driver
and the teams try to sabotage each other
i mean thats already what they do irl😂
but great idea to spice it for crew members
have them throw stuff on the tracks and try and get the drivers killed
is it the light ring around the character thats changing?
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
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
hm idd thhought it would be the opposite
technically the smallest visibility is the first one
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
then the second one is better
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
Sorry but this isn't place for hiring
where to then
Consider reading #📖┃code-of-conduct
ohhh this is so much better than wip
lmao
i always ask for game design stuff in #archived-works-in-progress
never knew this channel existed
anyways what do you feel about the immunity frames
too little or too much
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
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
testing lmao
the true health will be 25
the fights not meant to be easy
but i dont want it to be stupidly unfair
what should be the main consideration of urp vs built in?
Hey. how do you impoprt game sprites and bg's?
You drag them into the project. It's recommended to start with courses beginning with Unity. This is a good place to start. https://learn.unity.com/pathway/unity-essentials
ah cool ty!
has any of you ever made a fighting game. can you give me some pointers to take a crack at it?
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?
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
An entire era of games did this, and continue to do so. Nobody is complaining.
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
You start by learning the game engine, by doing the beginner Unity Learn tutorials pinned in #💻┃unity-talk.
Cool thanks
I’ll have to look up some videos
Do some tutorials
I gotta remember to start in the summer
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
What are some activities i could make a multiplayer 1 arm game from?
I think you may be good. Unless your game is blatantly copying off of the mod, I think you’ll be fine.
You could do that thing with the spinning poles and arena. You have to jump over or duck under them as they pass you by or you’ll be eliminated
Maybe add projectiles
Like a disc shooting level
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?
I think the simpliest way would be to smoothly move the camera to a fixed position via script, then you can play the animation
yeah I agree, thanks for the input
Man I love this chat
As an Indie Dev, I was wondering which gameplay design is easier to make 3D platformer or Point and click adventure game?
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.
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?
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.
Actual purpose is, instead of letting the game scan it's save directory right away, they let you do so only if you send an input. There's multiple smaller reasons for why this method is actually helpful and they decided to not change it throughout game evolvement (what's already good shouldn't receive much change if any).
Thats not an activity