#archived-game-design

1 messages · Page 47 of 1

naive lion
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let me know what you think

cinder hamlet
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Definitely

late vapor
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that's what I hate about multiplayer games

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when there's no setting to disable cosmetics clientside

naive lion
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do you mean cosmetics for competitive multiplayer games

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like cs go where player skins might effect visibility?

late vapor
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or killing floor 2

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where the horror aesthetic is ruined by people running around with rainbow guns and clown costumes

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and doing fortnite dances

cold onyx
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What counts as an activity to you?

rigid marten
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is it posible to add another scene here without editing the sourcce code?

sleek phoenix
rigid marten
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its for my friends thesis but their programmer is MIA so the app is unfinish and they need to add another scene on the app

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so im also helping to figure out what to do since i also want to learn how to use unity

sonic sky
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Hey! New to this server so sorry if I'm posting in the wrong place. If so I'm sorry, tell me where the right place to post this UnityChanClever

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Anybody in this server know Japanese? I have to design a Tokyo scene and have a few words I want to be sure are represented properly 🙂

sleek phoenix
balmy mica
sudden pendant
cold onyx
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Trusted

urban urchin
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What are some common traits of rpgs that have good build crafting? Like Diablo, torchlight, hades, divinity. Like is there some commonality between these games where you can build so many different ways?

tulip marsh
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So I am being asked a lot about socials for my open world anime RPG game. The thing I would like your opinions on is, should I create the socials now or wait until I have a lot more to show?

digital aurora
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Earlier is better time wise but id say having an actual product to show will help give it better traction

tiny girder
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what do you guys think?

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it has a spiderman-like swinging mechanic

rocky walrus
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I mean the asthetics seem good/fitting

winged dove
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i'm attempting to create a proc gen winding river but it's not going too well, does anyone have any advice?

tiny girder
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just an idea, but you could try to make different terrain heights and then make the river find the shortest path down from each level

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might not be what you want though

cold onyx
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any tips, websites, or resources for map design?
basically how to plan out all the locations for the game, and best practices for building them

cold onyx
rancid cypress
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Awesome. Glad it was helpful

elder bough
winged dove
# tiny girder

Thanks, that's a pretty good idea and ill have a play with it 🙂

winged dove
elder bough
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Then like I said you can use another noise to produce the radius

gaunt sparrow
steel tulip
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ah DUNE based RTS ???
umm yes please

granite prism
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So I've run into a problem with my games spell system. I recently implemented a basic projectile spell, but this was an after thought to a spell input system where you dial in your spells with the face buttons.

The problem that arose is that I want to implement platform challenges or puzzles that require the use of the projectile spells, but I've removed all ways of getting rid of your prepared spell (aside from getting hit by an enemy, but I may remove that as well)

How should I go about allowing the player to drop their readied spell?

My spells can be charged to release a more powerful version, and previously this cleared your readied spell, but I got mostly negative feedback about that causing the spell to drop so I changed that.
And I want to avoid adding more buttons, although I could do with one more because currently the east face button isn't used for anything outside of being one of the four buttons you use to dial in spell inputs

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just trying to come up with a solution to this that isn't complicated for the player to understand and use

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or rewarding for its complexity, such as making the charged spells much more powerful and flashy than they currently are, the trade off being that you drop your prepared spell

fathom spire
# granite prism or rewarding for its complexity, such as making the charged spells much more pow...

I’m very new here and still new to unity and don’t know C# (I was coming here to ask for help about a game choice too lmao). I’m not sure I’ve got a full grasp of your situation but maybe you could take a leaf out of hollow knights book and use a system similar to channeling to heal (hear me out) your spells can be charged so maybe they could be channeled back into mana or whatever your game uses - this could also work as an ability, absorbing magic and working as a shield of sorts to repurpose any spells thrown at you

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Might be an incorrect take but I hope it is somewhat helpful

primal adder
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My first real game

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It's still pretty early in development

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and the videos a little blurry

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but I still did my best! 🙂

cold onyx
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Can I get help redesigning this

faint oracle
cold onyx
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Make it 2d version of it

faint oracle
cold onyx
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Yes

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So I can add it to my game I want to create

sudden pendant
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@cold onyx This isn't the place to ask for free work.

cold onyx
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Ok

cold onyx
late vapor
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is it not subdivided as much as in blender?

median forge
twilit agate
night shoal
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Dune II: The Building of a Dynasty (titled Dune II: Battle for Arrakis in Europe and Dune: The Battle for Arrakis for the North American Mega Drive/Genesis port respectively) is a real-time strategy Dune video game developed by Westwood Studios and released by Virgin Games in December 1992. It is based upon David Lynch's 1984 movie Dune, an adap...

cold onyx
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Here's what I'm trying to build :)

median forge
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I'm pretty sure that's the closest they could make without paying the actor for his likeness

cold onyx
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now everything is not exactly on scale and subject to change

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hehe

median forge
cold onyx
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I guess it was an obvious statement :)

twilit agate
main sonnet
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If I'm making a mobile zombie game with similar mechanics to classic COD zombies, am I legally in the clear to advertise the game as "If you always liked playing zombies, you'll appreciate this endless zombie slayer game"? Im not saying Call of Duty zombies but some people think of COD when you say "playing zombies". I just want to use the term playing instead of something like killing in my advertisements. Didnt think it was a problem but someone i know mentioned it and made me curious.

remote glacier
main sonnet
grave scarab
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Hey Guys, I'm making a game with multiplayer and multiple characters to select from. I just watched this video below on Unity's channel about abilities, he speaks about another video about how to do a character selection tutorial, but I can't find it. Does anyone have a link to that live training video?
https://www.youtube.com/watch?v=bvRKfLPqQ0Q&t=50s

Watch this video in context on the official Unity learn pages -
http://unity3d.com/learn/tutorials/topics/scripting/ability-system-scriptable-objects

In this live training session we will create a flexible player ability system which includes player abilities with cool downs, similar to those seen in MOBA or MMO games. The approach uses script...

▶ Play video
mint igloo
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Hey I was wandering If someone could help me here, I'm attempting to make a game, And I've ran into an interesting problem, That I cant seem to resolve, That is happening because Of a ground collision checker not appearing to see a platform as the ground,

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Im using a superunit, What is also interesting me ,Is that is seemes to be the exact same super unit I made when using bolt for the first time that works on that game,

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However I cant seem to get it to work on this game, And I'm really struggling, I will be very greateful If someone could help

rare gorge
# grave scarab Hey Guys, I'm making a game with multiplayer and multiple characters to select f...

Watch this video in context on the official Unity learn pages -
http://unity3d.com/learn/tutorials/topics/scripting/character-select-system-scriptable-objects

In this live training session we will create a system which allows players to select between two different characters, each with a different set of abilities. We will do this using script...

▶ Play video
grave scarab
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Thank you @rare gorge , you're the best

jaunty edge
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Anyone have any suggestions for a setting for a horror game I’m trying to make? Trying to avoid the overdone classics

jaunty edge
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That could be fun to do though

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Thanks

primal adder
winged dove
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i didn't watch it all but it feels too far zoomed in

clear arch
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It's looks interesting but I do agree that the camera is too zoomed in

primal adder
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yeah that seems to be a pretty common issue

bitter fulcrum
pure lily
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Hey, I'm developing a story centric social sim/dungeon crawler turn based rpg. Think p5. However I am building a new fantasy world to go along with it. However, I kinda want to have the social sim part of the game take place in an open world. But then I would struggle to tell the story
Does anyone have any ideas for a system that can use :
a) a calendar
b) A story that creates urgency in gameplay
c) An exploration aspect (through open world or other means)
I feel like a calendar in an open world would be an ideal solution
But it creates problems in terms of gameplay...

primal adder
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@bitter fulcrum I'll try that next time. Thank you for the feed back 🙂

elfin smelt
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are these good starter cars for a game im making?
Nissan 240SX, Toyota Corrola AE86, Ferrari Testarossa

fresh dune
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I know that answer doesn’t tell you much but I also don’t know much about your game yk

elfin smelt
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i was looking for low hp retro-ish cars

fresh dune
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I think those are very solid choices, especially if you nail the mechanics and feel of the car

elfin smelt
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ah ok

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tysm

elfin smelt
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any reason why i shouldnt?

ebon ibex
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Im thinking of making a 3D isometric horror game that takes place in a house. Any concept ideas though?

cold onyx
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anyone know how to get a VHS filter on my game? that not being a 50 dollar asset on the unity store lol

cinder hamlet
muted cloud
jaunty edge
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I’m making a horror game based around my personal fear of things with more than 4 legs but I’m struggling to pick a good setting, anyone have any ideas?

ebon ibex
rancid rampart
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also forests are great places for spiders (insects with more than 3 legs)

cinder hamlet
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So you can add the "fear the unknown" element as well

fading star
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Hello...I am new to this world building. Could I ask here some really newbie questions that might bore all of you?

rancid rampart
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sure

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Idk much myself but ill try help anyways

dusky bear
honest rapids
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HI guys can someone tell if its possible to get a static data of how many number of tiles were used in an wave function collape algorithm ?

sweet quiver
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hey so I've been wondering about 3d character controllers

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the code part is not the problem

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I'm just wondering about the input part

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primarily the camera aspect, not the actual controller

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because whilst im playing games, I never realize how I look around

short pier
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Just an idea tho, probably would need more fleshing out

pure lily
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a looming threat that makes the overworld more malignant

weary folio
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Do prople here see GMTK?

bitter fulcrum
cinder hamlet
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just ask what you need, thats the point of this channel

toxic peak
cold onyx
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two teams. golf. one player golfs. one team protects golfer. other team tries to kill golfer. golfer cannot move, can only golf.

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chaos. weapons. explosions.

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death = stroke

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make a YT vid and tag me

wise saffron
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okay funky question, monkey with minigun hands, or cannon hands ( havent made cannon hands yet)

wheat bison
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how is this font

night shoal
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Early 2000's retro

cinder hamlet
wheat bison
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like what is a good font

night shoal
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Look at games that have the same style as what you're going for, and find a font that's similar

mild dew
wheat bison
mild dew
mild dew
solid edge
mild dew
# solid edge Yeah, usually cheap tho (around £10)

Yeah but I don‘t really get it though. Does the font come with a license file that than has to be put into the game files? Same goes for assets how do I prove that I paid for those and own the license when publishing my game?

minor basin
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i made my game have a parralax background b ut forgot the fact the i need tiling

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is it possible to build my game on just like a background and have him move and do a bunch of other stuff on it like this

night shoal
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Nobody will though, except maybe the asset creator

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Or possibly the publishing platform if they have some reason to doubt

mild dew
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Ah I see aight

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I was asking myself this question for quite some time now

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Thanks

solid edge
mild dew
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Yeah thats okay the only thing I worried about was getting into trouble because of not providing some sort of license file in the files where the gamebuild is.

minor basin
vapid wolf
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Anybody here with open DMs and some sort of knowledge about game designing? I wish to converse a plethora of topics that have been on my mind for the past several months.

glass cedar
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Not sure if futura or Gotham are on google fonts, but that's a great place to start for free fonts, I use montserrat for my UI it's very clean

sudden pendant
terse elk
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@sudden pendant

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so

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if you're Nitendo only you can prevent others ?

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do they have like a patent or something?

sudden pendant
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  1. You can only copyright intellectual properties
  2. You can't copyright game ideas (genres, mechanics)

That's it. It's that simple.

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I swear this conversation happens like once a week.

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If your grand idea is some mechanic where you have to dodge falling cubes with faces (for example), there's nothing stopping someone from seeing your game on the store and doing the exact same game except with falling spheres. And if that someone is a big publisher, then their game will absolutely bury yours beyond sight.

terse elk
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damn that's crazy.

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So atleast I can copy right my assets(game character..etc) fair enough

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but that's crazy how you can't copyright game ideas, I will make sure my game is the best mark my word.

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to the point where the users will only come to the game not Voodo or Ketchapp

sudden pendant
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How do you copyright a game idea? Who owns the copyright to First Person Shooter that takes place during WW2?

sleek phoenix
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You can definitely patent things like loading screen minigames and the nemesis system though

vale crypt
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A quick question to those of you that play with Shaders... Who does shaders in a team? The coder or the 3D Artist?
I know in bigger teams there will probably be a technical artist that does that and all. But talking about smaller teams...
The question came as I read about shaders I few that my years of coding are basically useless as it seems that what matters is having some 3D knowledge... xD

sudden pendant
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Whoever is able to, really. If the team is small and without a dedicated tech artist, then everyone just has to wear more hats.

vale crypt
sudden pendant
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3D

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If you had to pick, that is. It's in the middle.

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But the fundamentals and understanding are purely art. The code is the implementation.

vale crypt
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Yeah, that is how I felt. Like the code was not algorithm in itself but more just like a medium for the 3D knowledge to take form.

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I am glad that I am not crazy thinking that... xDDDD

cinder hamlet
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what kind of game

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action game, platformer, puzzle?

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well, are you better at 2d or 3d graphics?

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perhaps a stealth game but fast-paced focused on parkour mechanics?

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I dont think ive seen such

marble lagoon
ornate rain
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how do i make the button better i mean the text. Thats just a clicker game

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i've already tried with cursor image but it doesnt look great

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not only text the buy button in general

cinder hamlet
cold onyx
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I suggest avoiding patents on games (doubt you’d get one anyway) but getting copyright registered if you’re serious about going commercial

cold onyx
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Hello anyone know good free maps for race ? (car game)

desert oar
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Hi friends, I am in need of a scrollable list of names I can browse via up/down and a button.

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I did follow this but I think it's confusing:

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is there a easier way?

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or is this the standard?

forest forge
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I was thinking... This isn't really game design, I know...
But what do you prefer in 2D platformers? Variable height jumping or static height jumping?
Personally I prefer static height jumping, as you just have to click a button and not worry about it anymore
But my friend says that variable height is much better for platformers.... I'm not sure about that... What do you think?

round pine
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variable height allows for finer control and more precise movements

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it's nice in certain games

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depends on the feeling of the movements in the game

forest forge
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Hm yeah I guess that makes sense

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Maybe I'm just too used to playing games with static height jumping, having to hold the button just feels unnatural to me

hardy marten
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Hey! I've made a scene for 30sec cutscene. Do I capture a wmv video of it or run it like in realtime. Which one is more efficient?

late vapor
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I would think realtime

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hd cutscenes take up MASSIVE amounts of space

hardy marten
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But I'm not gonna use that scene anymore and it's for a android game

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??

open sentinel
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Ey

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Anyone know where I could find some maps

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For fps games or even racing games

pine kite
sudden pendant
woven fern
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What type of Math should you learn for Unity, and game dev in general?

sudden pendant
woven fern
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thanks 👍

cinder hamlet
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unless you have trouble understanding the concept

dire osprey
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I'm not 100% sure where the right place to ask is, but is it possible to have a target move along the outline of a sprite - say, a letter, or would I have to create spline pathes for each letter?

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And if I have to do that, what's the best tool to create the spline path?

bright glen
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Question: What is the common reason for someone to have a headache in FPS

late vapor
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possibly a combination of fov and head bob

bright glen
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however, another person I asked said that there is a possibility that the mouse sensitivity is too high

late vapor
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I'm not too experienced with it

bright glen
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hmm

pine kite
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Well you can rule out mouse sensitivity by having a setting for it 😄

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In general good control over the motion on the screen will probably help with motion sickness

dense jackal
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Hello

craggy grotto
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Hey, Im making a survival game and want a day and night cycle. My first plan was to make every day in-game 6 hours real-time. Though how long would you (everyone who wants to respond) want a day+night to last in-game in total? Like, what's the best choice

gilded vault
craggy grotto
gilded vault
scarlet bolt
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or 15.

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Longer than 30 sounds like it might lose a players attention if they need to do a specific mission at night (Gather 10 own feathers or something like that)

craggy grotto
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Only 15?!

scarlet bolt
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I'm planning to make a top-down RPG where the main character has an ancient wizards hat accidentally stuck on his head. The main character himself doesn't know how to perform magic but the hat does.

basic story:

teen got ancient wizards had stuck on his head, the hat is on a mission to find its old master and save him with its new accomplice. funny hat and human interaction.

gameplay loop:

you go around towns and ask NPCs if they know where a great wizard might be. you do quests to receive info and occasionally get misled and meet the wrong wizard and end up fighting them.

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opinions?

wary panther
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is there a proper move for this kind of movement? not just "X"

humble briar
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diagonal?

wary panther
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yeah

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right

ripe horizon
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Is there a way to create my own font?

twilit agate
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Font generators

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but good ones might be paid

ripe horizon
twilit agate
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yeah you will need astylus for that tho

ripe horizon
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Huh

twilit agate
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lol if the font making software supports handwriting you will need a stylus as in pressure senstive tablet. here are some. https://speckyboy.com/tools-create-your-own-custom-font/
Check there features only buy a drawing tablet if you will actuall use it because these softwares will be more like vector apps drawing with bezier curves I guess.

A collection of free tools for designing professional fonts quickly. Add a custom font family to your next design project!

ripe horizon
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Only with premium?

twilit agate
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no there are many free apps in there

ripe horizon
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Yea i found

ripe horizon
twilit agate
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and you may only need the drawing tablet for brush script or calligraphy style fonts. That is also when the software supports working with tablet. if it doesnt you will have to draw geometricall with bezier curves only.

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there are windows too

ornate rain
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looks like snowball?? lol

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if not what should i change

broken echo
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Sure looks like a snowball, in the current context.

cinder hamlet
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seems good to me

twilit agate
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maybe remove the black outline and give it a thinner pale greyish blue one. also wherever the light is hitting it erase the outline at that spot, coz it will not be visible due to too much light.

sudden pendant
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@violet oar Don't crosspost

late vapor
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right click in hierarchy

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create particle system

hard fog
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You can find tutorials on particle system on Unity Learn, there's also tutorial in the manual and free examples on Asseet Store

unreal eagle
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If I was to make an adventure story telling game what are some pointers

loud ether
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the what?

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have a interesting story

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make sure people will wanna find out what happens next

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make sure the general game play does not suck ( ik this might be ovious but just make sure it wont distract from the story)

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and make sure you like the game too

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have fun doing it

bright glen
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This answer will help, thanks for the help

cinder hamlet
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on consoles*

cinder hamlet
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k

crisp palm
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i need help making shotgun for my 2D game i dont know how to make different weapons types i know only how to make basic pistol

hazy walrus
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any1 got some good game ideas that are easy enough for beginers to make(other than flappy birb)

rigid ivy
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2048

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asteroids

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pinball

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breakout

cobalt night
obtuse trout
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this isnt exactly coding, but a general game making question. i wanna remaster old games. which ones should i try to do? except for galaga. already working on that. also no nintendo. nintendo is crazy with copyright.

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and yes. i will contact the people who own the copyright stuff before development

humble briar
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castlevania

odd basin
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some days ago i wondered how i would work on ammo system

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i concluded that i just needed to put a limit related to the ammo item on the ground and i felt dumb for taking a little while to conclude that

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well i'm tellking that because i hope it helps someone

odd basin
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about the remaster, i really like the triangle strategy/octopath traveler graphics style

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i would love to see that on final fantasy 6(final fantasy III)

odd basin
sleek phoenix
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Start with flappy bird

sudden pendant
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Start by learning how to use Unity before you worry about how to make a game. Do the Unit Learn series pinned in #💻┃unity-talk.

twin mango
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oh my mistake let me move it

cobalt night
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you can start by looking at pins or on forums and YouTube but you can first start learning how to make a "player" move with getkeydown and also maybe start in a 2d world and start placing down objects and putting colliders on them experiment with the game objects and simple movement.

cobalt night
crisp palm
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like this

odd basin
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While making your game, dont forget about how players can react from things you done they will think of your game different from the creator

waxen current
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I'm not sure if this is a good place to ask but I have a code that makes a sword attached to my 2D sprite rotate around him towards the mouse point. What I WANT to happen is give the sword weight (so adjust speed of rotation) and also give the sword weight and momentum so it isn't always pointing stonely at the pointer.

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Kinda like "Finger!" From binding of issac if that is good reference

sudden pendant
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Start by learning how to make things in general. Do the Unity Learn tutorials pinned in #💻┃unity-talk

calm blaze
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My game format is essentially a mix of Chrono Trigger and Ōkami.

cold onyx
calm blaze
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With a dash of Final Fantasy 7 Remake in there.

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Yes, I am planning to publish it.

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But not after some years of hard work.

cold onyx
sudden pendant
final hamlet
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Can anyone help I want to license a song for my game what’s the best way to

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I’m making an mmorpg and for the credits I want the original sao ending price doesn’t rly matter also

sudden pendant
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You have to go through the record label or publisher who owns the rights to it, then provided they agree, be prepared to spend a lot of money.

final hamlet
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Ok

lyric tulip
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What should I call my game? It's like a mix of FarCry games, Rust Survival, and GTA Businesses.

pine kite
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Give it a codename and decide closer to a release.

lyric tulip
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That would be a good idea lol

ornate rain
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that green fits the dirt?

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ill shadow it ofc

bitter fulcrum
ornate rain
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ok

final hamlet
cinder hamlet
ornate rain
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ive also changed the outline to brighter

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but idk what about grass

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i have no idea how to make great shadow for it

cinder hamlet
ornate rain
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idk why but its harder than dirt

sudden pendant
cinder hamlet
old monolith
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Anyone here can teach me basic things in unity?

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Please

sudden pendant
old monolith
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Tysm

glass cedar
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Struggling for ideas in my project. I've been working on it for about 10 months now for college, but since that has finished I'm trying to develop it further into a full game release. I've already got the art style sorted (see attached pictures). My current thoughts are for the player to have to 'research' natural wildlife, similar to Ark/Pokémon, and these creatures each have unique abilities(eg. Ground Smash, Dash, Invisibility) which are unlocked to the player when a player researches that creature for the first time, and upgraded each time the player researches another creature of that species, and the player can choose up to 3 to use. However, I'm struggling to find a good concept for enemies for the player to use these abilities on, as well as a main story to go with it. Any thoughts/feedback would be greatly appreciated!

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Previously the enemies were just simple drones, but I'm not sure if these work with my new researching wildlife mechanic

ornate rain
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how do i make the arms more realistic?

night shoal
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make them longer

ornate rain
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okay

crisp palm
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i would make them like this:

ornate rain
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thx

inner ledge
cursive schooner
inner ledge
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It's him indeed.

cursive schooner
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Beauty at its finest!

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ngl unironically I like it if someone did that in a game xD

ornate rain
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looks awesome im gonna use it

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tysm

cinder hamlet
glass cedar
odd basin
tropic badge
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im just getting in unity and i have been working on a minecraft clone and this is how it loads the world. (its satisfying (for me at least));

harsh nexus
#

Guys whats the biggest flaw/things you hate the most in run and gun games

bitter fulcrum
bitter fulcrum
harsh nexus
bitter fulcrum
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Cause any way I can think of will make death less terrifying

cinder hamlet
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checkpoints?

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or whenever player respawns they get an option to "reconstruct" their previous run in fast forward so they can choose where to continue

bitter fulcrum
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thats a great idea

odd basin
clever mica
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hi,i have a game project and characters in my game like this.(like fake 3d) What's the name of this?

tropic badge
clever mica
#

thx for answer

autumn bluff
#

Anyone know how to get rid of the white square on the top right?

whole cape
#

anyone has an idear for a 2d endless runner theme ? probably anmials or persons i have no own idear 😄

unreal rock
#

@whole cape a caveman running away from a big dinosaur that picks up speed over time!

odd basin
#

Does he appears in the scene?

cinder hamlet
#

2d gameplay with 3d graphics

cold onyx
#

Yo anyone has some game ideas for me? can't think of anything good for weeks now

pine kite
# cold onyx Yo anyone has some game ideas for me? can't think of anything good for weeks now

Here's a few. https://www.youtube.com/watch?v=NOGYEqForOU
The easiest way to come up with designs is to be inspired by something. Expose yourself to games in a rapid manner and make a list out of the ones that inspire you. Come up with ideas based on them and sort them based on how likely you are able to execute them and how good you think it will be.

Check out all 636 Dreamcast games in one video.

▶BECOME A PATRON → https://www.patreon.com/virtualgaminglibrary

▶The Dreamcast Project Playlist - http://bit.ly/TheDreamcastProject
▶Twitter 🡒 http://bit.ly/VGLTwitter
▶Instagram 🡒 http://bit.ly/InstaVGL
▶Facebook 🡒 http://bit.ly/FacebookVGL

This video shows only the games licensed by SEGA...

▶ Play video
cold onyx
pine kite
#

Use arrow keys to quickly skip around

cold onyx
#

👍

odd basin
#

Cuz it would be a pain in the ass to see a list of games from ps4

odd basin
pine kite
odd basin
#

Hm i see

#

Sometimes i want to do a 3d game that resembles dead or alive 2 artsyle
But people would probably not like that idea

cold onyx
#

jk, but i am not that new

#

i am just uncreative as heck

pine kite
# cold onyx jk, but i am not that new

Having experience with programming in Unity doesn't necessarily help you with all of other disciplines involved in creation of those jank things you see in the videos.

cold onyx
#

I have been making games for a few years now, not like super professional or anything but i have advanced skills in like composing, design, game design and programming at least thats why i would say from myself after those yearst

#

what i def need to learn is communication tho 😂

lofty walrus
#

So i have a maze that generates a bit like this (old screenshot). Although i have one major question, so far the player spawns in the first square of the maze. But what if i want to generate an exit? I don't want to randomly pick a spot and cut in the side walls since that might make it either really hard to beat the maze or really easy. SO my question is, how do i tell where i should place the exit if i want the player to spawn from within the walls in a random location?

#

pls ping me :)

cinder hamlet
#

are there any specific requirements?

lofty walrus
# cinder hamlet are there any specific requirements?

Yes, i don't want the maze to be easily completed, It needs to be as hard as possible for the given size, so i need to find the exact spot with the hardest spot to get to (which needs to be next to an outside wall)

cinder hamlet
tight sierra
lofty walrus
# cinder hamlet well, I'd start by trying the following method: check each square next to a wall...

Game complexity 1000
It's complicated because that would mean that i would have to make a path from the start to the desired point but since i don't have any algorithm to speed up the process of finding the solution to a specific square it would have to randomly roam around until it finds a path to the desired point. Which will take ages.

What i should do considering what you said would be to randomly pick directions until i hit a maze exterior wall then i restart and i store the length of that solution in a list of lists. I run this for [x] amount of time until i have a good sample size, then i check which list is the longest and i carve a hole towards the outside of the maze. Only problem is, i have no way of telling the program which way they can take (not to go over a wall which would give false solutions). Meaning that for each move i either check if there is a wall around or i store the possible directions the algorithm can go in for each tile that it needs to cross. Both of which are a total fucking pain and i'm sure there is something faster.

cinder hamlet
dense scarab
# lofty walrus Game complexity 1000 It's complicated because that would mean that i would have ...

This feels like a simple pathfinding problem. If I'm not missing something even a dead simple breadth-first search will get you there, you just need to keep track of the last allowed exit tile (in my understanding, that means a tile on the border of the maze) and run the search until all tiles are visited. If all tiles can be exits (something like a ladder out or whatever), it would simply be the last tile the bfs finds.

lofty walrus
lofty walrus
cinder hamlet
dense scarab
#

How does a bfs that starts from the player position find a tile that is next to the player last?

#

Either way, at last, run Dijkstra's algorithm until all tiles are visited, pick the one with the highest movement cost.

shell pelican
#

can anyone recommend a game with well designed side scroller enemies?

late vapor
#

uhhhh

#

mario?

waxen roost
#

God I feel so discouraged from working on my current project because its on unity 2021 and basically everything needs the ECS system to work.

dark ravine
#

The Story :
You Are A Stereotypical Discord Mod Stuck in a horrific nightmare where showers and bathtubs are alive and their goal is to bathe you fast as possible.
fortunately the nightmare has doors to escape the nightmare but every door is an alternate universe and there is only one door that has your correct universe behind it

sudden pendant
#

Make a thread please.

dark ravine
sudden pendant
#

Then you can dump your thoughts in one place and not flood this channel.

dark ravine
#

nvm i figure it out

sudden pendant
#

Alexy Game Idea

median forge
#

Quick poll: for a top-down RPG/lifesim (single player, 1 PC, lots of crafting, dialogue etc., low on combat), which kind of time flow would work better:

  • turn-based, roguelike style (time passes while the PC and NPCs take action, then pauses before PC's next action)
  • real time (time passes at its own steady pace, regardless of player's actions, unless you specifically pause the game/go to main menu)
  • real time except when in context menus/dialogue/etc.
  • Fallout 1&2 style: real time unless in combat mode, then turn based until combat has ended
median forge
cinder hamlet
median forge
# cinder hamlet Depends if you want turn based combat or real time combat

That's the thing: I'm not sure which one would be better. What's worse, despite planning to code combat thoroughly, I plan on it being a secondary feature in the game (unless the player insists on fighting things all the time). Also, my problem extends to more than combat, it's about the whole game's flow, really.

cinder hamlet
#

it's up to you

#

personally, if the game is menu-heavy I'd go with turn-based, otherwise real-time

#

if the gameplay goes smoothly, being suddenly put into slow turn based combat can get annoying and have people avoid fights

harsh nexus
#

When theres a mechanic called “stress” in a fast pace run and gun game, what do you guys expect it to do?

cinder hamlet
harsh nexus
#

Yeah sounds good

#

And what if the player also have the stress bar too, what will it do

cinder hamlet
#

Idk how could you put that without it being annoying

harsh nexus
#

True that

cinder hamlet
#

player characters generally dont panic

harsh nexus
#

I was thinking of stress bar will go up whenever you have a near death experience and it will increase your damage output and speed

#

Does that sounds ok?

cinder hamlet
#

well that sounds more like adrenaline would be a better name

harsh nexus
#

Oh true

cinder hamlet
#

but it could be a rewarding mechanic

harsh nexus
#

How so?

cinder hamlet
#

in fast paced shooters the player should be able to act as smoothly as possible, without having to hide in cover waiting for health regen

#

wait, is the game single or multiplayer?

harsh nexus
#

Single

cinder hamlet
#

ok good

harsh nexus
#

And the pace is like cracked out tetris style where the enemy is fast and hit fast and hard

#

So you have to be constantly moving around, you also can gain health by damaging them too

cinder hamlet
#

this should work best with short ranged weapons to discourage camping

harsh nexus
#

Oh yeah I will make it so the player only has melees lol

cinder hamlet
#

something like ghostrunner?

harsh nexus
#

Dont know about that game

#

But yeah

cinder hamlet
#

take a look at it, maybe youll get some inspiration

harsh nexus
#

Thanks a bunch

#

I will

#

But now that ive think about it

#

Having both stress and adrenaline sounds cool

#

But makes it much more complex

cinder hamlet
#

stress for enemies, adrenaline for player

#

two separate mechanics

harsh nexus
#

Got it

#

I’ll be on my way now, and again, thank you for the help

waxen roost
median forge
#

Ah. Sorry, i understood the opposite

hard fog
knotty star
#

oops sorry

haughty lintel
#

How would you make a button to exit your game?

fiery inlet
#

@haughty lintel you just Use

Application.Quit();
#

if you want a more complete example

public class QuitManager : MonoBehaviour
{
    void Update()
    {
        if (Input.GetKeyDown(KeyCode.Escape))
        {
            Application.Quit();
        }
    }
}
grave quest
#

anyone got a puzzle game mechanic/idea?

night pewter
#

make a puzzle where your goal is to fail👍

grizzled ice
#

hey yall, i'm looking for an opinion on my super basic game.
i created a kind of google maps in unity, and this is the route i use with images from google maps on each street. but i use 3 displays to show 3 sides of the player. their front and their left and right.
But the problem is, They are free to move around.
meaning if they take a right turn or go backwards at some points, the camera doesnt always face the way they head towards. because there are only 3 available sides. but if you change direction, you are kinda forced to show 4.
if that makes sense to anyone, what do you think i should do?

near wasp
#

guys, a quick idea i have to share with you: wouldn't it be sick to switch between day and nighttime that is determined at the start of the level, it would be like a 50/50 chance for it to be either day or night

#

would that be cool to mix things up?

cinder hamlet
#

for example Witcher 3 does similar thing

near wasp
#

currently struggling with crest skybox reflections but other than that it is working out quite well!

cinder hamlet
nimble bluff
#

I have a 2D top down character, and he wants to be crazy with a sword. I'm unsure how to go about handling collisions if the sword is capable of multiple attacks. If the attack is always the same; I've seen use of center points + range, and a collider per player direction... but what about if the sword can attack in multiple ways? Such as a slash, and a stab.

late vapor
#

this probably isn't a good idea, but I used to have an empty on the end of the sword and then raycast from its previous position to its current one

#

either that or put/animate a collider on it

#

I haven't taken the time to check, but I can see there being edge cases where an attack won't hit an enemy

nimble bluff
#

Do you mean, if the sword has a collider around it, the sword moves, goes through an enemy without it being detected as a hit?

late vapor
#

more so if you do some sort of perfectly precise movement, you can pass the sword through an enemy without their colliders ever touching

#

as long as they do collide, it should work

near wasp
#

i am thinking about upgrading to URP or HDRP but the amount of time it takes to switch all the materials to URP/HDRP materials seems really concerning

#

i have a lot of custom shaders and i don't know if it's worth the time and effort to change these materials

#

i have roughly 300 materials currently in the game

#

any ideas?

cold onyx
#

I have this very ugly scene with my player (the green blob) and the walls on the sides, the idea is that my player now just goes upwards and basically dashes to the other side with a tap, would you prefer it if he automatically went up and you just need to tap or hold the screen to make him go up and then on release dash? I could potentially make 2 modes out of it i just wanted to know what the main mode should be

#

Also do questions like this belong here?

#

I would say they do but i am not sure lol

hard fog
#

anything design related

cold onyx
#

I count that as a yes

sudden pendant
#

This isn't game design related

river aspen
#

And I'm not going to argue... so I'll just go post it there...

sudden pendant
ancient rune
#

Hello, question for game dev/programmers that have or are working for companies, is it easy to get part time job in the industry rather than full time?

sudden pendant
#

I've never heard of a part time developer job, it wouldn't make sense.

#

Short-term contracts, yes.

ancient rune
#

Might be a dumb question but how does grad student spot companies that make games that he/she would be interested in

sudden pendant
#

You would start by looking up local studios. But generally speaking, if you're fresh, you don't have the luxury of being picky. Get whatever you can, and build your professional portfolio.

late vapor
cold onyx
cold onyx
#

You can now actually hold to stop it and you jump when you remove your finger from the screen

hybrid osprey
#

I'm not sure where to post this but I was looking for comments on my basic hierarchical state machine design. Does this make sense?

pine kite
hybrid osprey
broken echo
#

I sometimes do this quick test to see if my basic communication to the player works well, so can some people explain to me what they are thinking is going on, what do you believe each thing is and or how it works?

sudden pendant
#
  1. The yellow areas are the entrance/exit
  2. The blue arrows indicate the start (as in, you're leaving the cargo bay)
  3. Solid red are doors closed, dotted red are doors open
#

Actually, I just realized there's another blue arrow and a red one. Uh, those I have no idea then. Are they guards or something?

broken echo
#

Amazing, I never get this close on my first try.

#

Yea they are guards and enemies, only the field of view may need some explanation I guess but that is part of the tutorial.

#

I was mainly concerned the doors would be misunderstood.

sudden pendant
#

Well the doors took me a second to decide whether they were lasers or not, but I opted for doors because they're too thick.

#

Might want to just give them a texture at least.

#

Also, maybe not red. Red in minimalism means bad/will-kill-you

broken echo
#

Mm, I might make them a dark blue as blue is the player color, but that also kind of blends into the map which may not be a massive issue.

hushed walrus
#

whats a good method for coming up with creative puzzle ideas?

pine kite
#

Look at creative puzzles in other games 😛

hushed walrus
#

what about for coming up with a creative mechanic? im starting from scratch here and im totally lost

pine kite
#

I would look into creative mechanics in other games. Having at least some inspiration to draw from is key to avoiding super time consuming iteration.

odd basin
#

😋

odd basin
tidal pagoda
#
echo3D

Credit: katemangostar / freepik Even though restrictions have been lifted, some people are still hesitant to travel. You can still see some fantastic art without having to get on a plane. These 10 international museum tours are available today and they are free. Each experience has a 3D component but are not exclusively AR or VR, so feel free to...

sonic badger
#

hi, working on a unity project for school, iwanted to ask for some help, is it feasible to design an issometric game with 3d movement (jump move attack etc.) but only using 2d sprites for the game? something like this:

glad sand
sonic badger
#

For the project then would it be atarting with a 2d template or 3d? Since its 2d art but in a 3d landscape?

#

Thanks!!!

late vapor
#

3d

upbeat bough
#

just released a really early beta for my video game

heady terrace
#

So, I'm making a mobile fighting game. I've made a virtually endless map where you can unlock next level after beating last enemy. But I feel that it doesn't have any sense of achievement, you just battling enemies one after another endlessly

I'm start to think maybe I should make it have worlds, where each world have 10 levels(enemies) and a boss, after beating the last boss in the last world (say 10th world), you'll unlock hard(er) mode

What do you think? Should I just continue with a world with virtually infinite levels? Or should I just make it into worlds with limited levels?

sleek phoenix
heady terrace
forest panther
#

Got any ideas for creative health indication?

hoary robin
cinder hamlet
hoary robin
spare void
#

anybody here a fan of stranger things? Trying to come up with some ideas for a st fangame (im using the horror fps kit, im just trying to figure out a setting, and a premise for it

forest panther
hoary robin
unkempt leaf
#

Hi, someone knows where I can download good textures to use for materials? Some high quality textures, it can be free or paid, I’m trying to find some websites

spare void
#

@unkempt leaf with what i've seen I saw some cool stuff on itch.io at one point

unkempt leaf
#

@spare void so you can download assets on itch.io not just games

spare void
#

they have assets on there to which is pretty awesome

unkempt leaf
#

@spare void ok thanks!

spare void
#

np! @unkempt leaf

cold onyx
#

Trying to think of how to design top down WASD combat that works with skilling and clicking on items on the ground

cold onyx
cinder hamlet
#

well I'm not sure if clicking on items is a good idea since it can interfere with aiming

#

unless you mean right clicking

cold onyx
#

Yeah that’s true. My problem is the game needs to strike a balance between casual but with combat

cold onyx
#

Maybe use different mouse buttons for different actions

cinder hamlet
#

LMB for weapons, RMB for interacting

#

and maybe MMB for something

cold onyx
#

MMB for camera ?

cinder hamlet
#

wdym

cold onyx
#

Zoom and rotate. Currently I have RMB doin those

cinder hamlet
#

yeah that could work

cold onyx
#

I’m just gonna need to modify my controller code. I have a controller that has both nav mesh and WASD but I’ll need to modify it so you can click to path to interactable a when you right click them

#

But left clicking just attacks

#

See how that feels

cinder hamlet
cold onyx
#

Ohhh good point

cinder hamlet
#

make the automatic movement stop if WASD is pressed

cold onyx
#

This game is inspired by RuneScape’s gameplay but trying to make it more action
Without going MOBA ability style

#

I guess you could call it a mix of old point click adventure with modern action combat

#

Haven’t seen any games that let you do both. They’re either point and click, or shooter

mild dew
#

With which one should I stick with? Really can‘t decide what looks better.

#

The one with the particles is the newer one but I‘m not sure if I should go back to the old style…

silent badge
#

i just got a rly good idea for a game but im afraid to tell anyone about it, and then it gets stolen by someone with more skills/motivation/resources than me...but i reaaaally want to talk about it with someone

#

😢

humble briar
#

Why not make a prototype with your name on it

#

Then they cant steal it or theyll lose reputation

cold onyx
silent badge
silent badge
cold onyx
silent badge
#

ye tru..ima work on a prototype then and be back here soon

#

😅

spare void
#

anybody have any advice for designing horror games? (mostly what environments do and dont work for a first person horror game and what the best way to do AI is)

mild dew
cold onyx
# silent badge 😢

Write it down. Good ideas are a dime a dozen. Well fleshed out ideas that a development team could literally use as a game design spec are actually more rare than some people may lead you to believe. So work on your idea and flesh it out from beginning to end. Game design, mechanics, visual style if you can and so on. If it's as good as you think it is it'll be time well spent. And if it isn't you'll run into those issues yourself as you flesh out the idea way before others spend time programming it.

silent badge
#

🙏

cold onyx
mild dew
#

Before:

#

And after:

#

Im pretty happy with how it is now. But let me please know if you have any recommendations or tips. (Its the character selection screen and its all dynamic and animated)

mild dew
#

It’s HDRP in case anyone‘s wondering

hybrid osprey
#

Does it make more sense to link super states together or link sub states together?

mild dew
hybrid osprey
mild dew
sand portal
#

@coarse granite I don't know if it was ever brought up with you after I went to bed, but

#

Factorio uses a system where they segement each belt into smaller sub-sections and then just store the difference in space between items

#

They never actually move items

coarse granite
#

well that's when I saw that that I understood I might try to make another kind of game for my first real game

#

a factorio-like might be a bit too much for me as a beginner in game-making

sand portal
#

Factorio runs in their own proprietary engine and has a team of very smart people behind it

#

who have years of modding experience before they even started making their own games

coarse granite
#

Yeah I know

#

that's why I think I'll go for a much simpler game genre before an automating industry game XD

vernal tapir
#

question about my health system

#

every unit in the game has a HealthSystem script which manages their hp

#

and they also have a unit specific script for stats, animation, and unit unique things

#

so on start it gets the HealthSystem and then uses a public method to set the max hp based on their stats

#

but im unsure if thats a good way to go about it since setting the max hp is a public method

silent badge
mild dew
wheat radish
mild dew
#

This is the finished version:

#

Did a .GIF so you guys can see it with its animations

sudden pendant
fathom spire
# mild dew Before:

I like the top one but I also like how the lighting is coming from in front in the second shot - you could do a bit of both, maybe make a hybrid one with some sort of virtual scene or just use the top scene with a different lighting angle or some sort of light like a lantern somewhere? idk just my ideas

fathom spire
mild dew
#

Thanks mate

dapper moss
#

hey guys, I wanted to know if making turn based games in unity was easier or harder compared real time ones? I am still a newb but from what ive seen real time seems easier, any input?

hard fog
#

It's a different challenge. Turn based game has less complicated problem dealing with immediate AI decision making, but could be more complicated overall.

dapper moss
#

pros/cons?

hard fog
#

Yes

#

You can find articles on design choices.

dapper moss
#

specifically for unity?

hard fog
#

You'll never know until you search.

cold onyx
#

Turn based involves using lists and managing them more than a real time game.

dapper moss
#

What about in terms of programming?

molten valve
#

hello I need some advice

#

I'm making a Lego themed game (personal project), the Lego game itself is based on a TV Series, kinda like Lego Star Wars, however unlike Lego Star Wars, Action isn't really the main focus, it's a realistic fiction show (let's say breaking bad for example) would it be better to make the game Lego Star Wars styled in which there is totally no dialogue or should I add dialogue

sick siren
#

how do i "un-entity" a group of blocks?

hybrid osprey
#

Do you mean, unpack a prefab?

snow nacelle
#

perhaps you should be asking these question in a discord server where they are relevant because last time i checked valve's Source engine is not the Unity Engine

sick siren
#

ahahaha lmao both discords has "game-design"

#

if you could see how much i cringe rn

#

hide the evidence

cinder hamlet
molten valve
cinder hamlet
molten valve
#

I already have no intention of releasing it

cinder hamlet
#

well ok

molten valve
#

so what's ur opinion

cinder hamlet
#

then start by making core features like movement and camera control

molten valve
#

yes

#

that I already did

#

can you just like please focus on the main question lol

cinder hamlet
#

alright

#

well if you add dialogue you will have more writing to do

#

but without dialogue, showing certain scenes can be tricky

#

I dont know what exactly are you aiming for though

molten valve
#

alr ye

#

the action isn't the most Inportant part

#

i want like 50% game play 25% story 25% action

cinder hamlet
#

if you don't mind me asking, why are you making it if you're not going to publish it?

molten valve
#

let's say the show was breaking bad, you'd do all the "missions" that really happen in the show, the story ofc matters that's why I wanna ask if it's important to add dialogue

molten valve
#

and learning

#

and myself

cinder hamlet
molten valve
#

alright

austere canyon
#

So
I'm making a game
You're the grim reaper
The dead are coming back to life
You have to kill them again
With your ak
I need help coming up with a name

sudden pendant
#

Make the game and let the name come naturally.

austere canyon
#

Makes sense
Thanks!

tulip path
#

What sort of movement abilities could I do involving health? I already have a mechanic where sacrificing health restores movement abilities, and hitting enemies restores health, what else could I do?

shrewd loom
silver plover
silver plover
cold onyx
#

Hi, I have a question, so I am developing a game using Creative Commons Share-Alike assets, is it alright to use the assets with editor extensions from the asset store with single entity license? I am really hoping I can use both in the same project, it is a free game and not paid to make it safer with Creative Commons, also I bought the extensions from the asset store and are not restricted so I should have the licensing to use them

vernal tapir
#

quick question, i have an object pool for bullets and enemy ships, should i reuse powerups or just create and destroy them

#

the number of times powerups appear on screen is far less than enemies which makes me think i shouldnt

#

but i wanna know the cost of making and then destorying comparing to just storing them on the pool

late vapor
#

I don't think there's a better way than measuring yourself

vernal tapir
#

ok

#

so seems like for beside obvious things like bullets

#

or just a rapid create and destroy

#

its kinda up to me to decide if i wanna pool it or not right

late vapor
#

probably

#

I would think that you can get away with it

vernal tapir
#

ok

#

just been hearing about the cost of constantly destroying and making

indigo glacier
#

im trying to make a system where when I collect 100 footballs the game ends. How should i add this?

wheat radish
#

when you pick the football up add one to a variable when the variable = 100 end the game

sudden pendant
#

@flat spoke There's no memes allowed in this discord

cold onyx
#

I love this artstyle so much

#

it's simple, low resource cost, easy to make and doesn't lose anything not having hd models. i just need to learn to normalmap and all is good

#

anyone know of any other games with this style? i know there's the horror one with the laundromat

quiet fox
#

Hey whats that game mechanic is when you are on the ceiling? Is it anti-gravity?

#

In this gameplay walkthrough of LIMBO I will be showing you how to solve the anti-gravity boxes puzzle.

IF YOU ARE UNSURE TO SUBSCRIBE TO MY YOUTUBE CHANNEL, CHECK THE TRAILER ABOUT IT IN MY HOME PAGE, OR WATCH IT HERE: https://youtu.be/HFHcqIk3iYQ
AND READ THE ABOUT SECTION TO KNOW WHO AM I AND WHAT I OFFER MORE.

The style of this video is si...

▶ Play video
#

this basically

sudden pendant
#

So you've posted so many times before. Why not take one someone has already suggested.

sonic badger
quiet fox
sonic badger
#

U want it to be automatic right?

#

Under the function for your gravity flip

#

U want to transform it for rotate by 180 on the y axis

quiet fox
raven marsh
#

So for a fixed angle camera, I am working on making the tank controls as smooth as possible, but I want to be able to add a quick 180* turn, but I don’t want the turn to be on a dime, would I have to animate the 180turn for that effect?

sonic badger
#

depends if u want it in C# or unity engine

#

but for what u want prob need to code it into a script using the transform component

lofty walrus
#

Do you know and care about sticky shift for 2d games? Should I even bother implementing it
especially since running takes energy

granite prism
#

https://gfycat.com/jadedbrightdegus

hey, so I'm working on a metroidvania featuring a robust melee combat system, and a spell input system.
I recently implemented an alternative to the heal that works as seen in the gif. You exchange mana for health at a slow pace at first, the longer you hold the button, the faster the exchange happens, but you're completely immobile while channeling it (it also goes a bit slower than in this gif)

I'm looking for advice on how to fit this into my tutorial sequence, and make sure the player understands how this works before moving on, and without pausing the game to throw a wall of text at them.

Any advice or ideas?

#

if you'd like to give the prototype a try to get a bit more context, here is a link to a playable web build, no download needed.

https://orikalin.github.io/Platformer/WebBuild/index.html
The old heal and tutorial section for it are still in this build of the game so that you can see both

#

and the new heal button is 'O' on keyboard, or R2/Right trigger on gamepads

brittle parcel
#

what could be the dumbest object who can I put a smiley face on?

granite prism
#

a smiley face

naive marsh
#

i want to make a card game where for example the user selects 2 cards and then a creature gets summoned

#

how would i implement the "waiting" for the selection?

pseudo crane
#

I'm creating a space shooter type game and I wonder what's the best approach to spawn the enemies in the levels. I'm thinking a list of [time, enemy, spawn_point] and a simple timer.
Are there any better alternatives to consider?

cinder hamlet
pseudo crane
old halo
#

We're building a game with chests (loot boxes) that contain 1 or more resources or items, including small amounts of rare resources ("gems") that can be bought for real money.

I've recently become aware of rules/regulations around these boxes and making the odds available to the end user.

After some light googling, I'm not sure what we need to do in game. Anyone have a good resource for information/guidance on this sort of thing?

#

IE - Do I even need to display the odds for this sort of thing if you cannot buy the loot boxes from the store? Even if there's "one hop"? Like - a "diamond chest" that you can only purchase with currency that's purchaseable from the store (gems)

cinder hamlet
old halo
#

Unfortunately, we're a bit too far into the project to design them out. 🙂 There's sort of a core functionality of the game.. ie, all of the loot you can get in the game comes from chests of some sort. (chests pretty much identical to something like Clash of Clans)

cinder hamlet
#

I see

#

I'm afraid I don't know any sources of information about that, I recommend you do some heavier googline

old halo
#

example

#

those reward boxes on our proposed store pages are free or purchased with gems, but different kinds of boxes are ubiquitous through the game.. finish a battle, reach a milestone, random rewards from normal gameplay, etc

lunar lily
#

there are waves of enemies in my game, and in the beginning all enemies must be killed for the next wave to spawn. as the game progresses however, less and less enemies need to be killed for the next wave to spawn (i.e. the next wave spawns as soon as only X enemies remain, X = 0 in the beginning but growing as the game progresses). any input on this? it's supposed to make the game consistently harder with less downtime as it progresses, but I fear users might think it's a bug

lilac plinth
#

i think having a time limit might be better? other wise it seems a good player that kills fast gets penalized for killing enemies fast and getting attacked by more and more waves

#

a decreasing time limit seems maybe like a more justified difficulty curve

lunar lily
#

that would make it a bit easier for the player instead of leaving out the second condition for b) and being entirely timer dependent, while also making it easier/more forgiving to pick timer delays without it immediately being unbalanced (since the second condition will stop players getting completely overwhelmed)

lilac plinth
#

yeah combination sounds great

#

but it has to be clear to the player i think

rich spoke
#

Hello unity brothers and sisters i have this question on my mind for a while and i think you might be able to help me reach a conclusion.
I have this mindset of prefering to make my game code as free as possible to be able to implement multiplayer later on easier, for that i know it is better not to use static references as much as possible, my question is:
What referencing method do you guys advise me to do in general when making a game? Taking into account what i said above.

somber rivet
#

Is there source like open game art assets or itch.io assets websites ?

zinc radish
craggy grotto
#

If you hear about a realistic survival game based around a real world island, what is the first thing you think of?

craggy grotto
#

no

cinder hamlet
#

jk, but a 3d game in a forest

craggy grotto
#

this is a genuine question

craggy grotto
cinder hamlet
#

third person comes to mind first

#

generally things like gathering resources, building, fighting animals, etc

craggy grotto
#

Yeahhh alright we have those down already

cinder hamlet
#

Let me think

#

since it's going to be realistic, you'd probably want limited inventory

#

as well as a lot of player statistics

#

energy, hunger, thirst...

#

also health system more complex than a simple health bar

cinder hamlet
craggy grotto
#

Ohhh alright

cinder hamlet
#

bleeding effects, etc

craggy grotto
#

Alright

turbid sundial
#

Hello i need help with putting my maya textures in unity

#

I tried different ways such as obj and mel, binary file, and fbx with embed media. none of these worked.

loud ether
#

does 3d modeling have anything to do with game design?

hard fog
#

depends on the question, if you are looking to ask for a technique might be better off asking in #🔀┃art-asset-workflow where other artists are

turbid sundial
#

Ok thank you,

marsh nest
#

any mobile game ideas?

tawdry beacon
#

Im making a movement based shooter and i know the basics wall running, sliding , and vaulting but im not sure what i should do to make my game more unique as well at least to me a movement based shooter is as generic as it gets any ideas?

hidden rapids
#

Anyone have any good tutorials for a 3D endless runner?

cold onyx
#

Not a tutorial, but it makes more sense to me for the world to be moving than the player, as eventually you will run into floating point precision issues if you were to play for long enough

old moon
# hidden rapids Anyone have any good tutorials for a 3D endless runner?

In this series we'll be designing a full 3D Endless Runner title, similar to the game Jimmy published in 2020 - Timmy & Mousey. We'll explore ALL the mechanics which were used to create that game, and we'll develop it all for FREE. There will be some interesting mechanics used and by the end, we'll have a great game to play on PC and mobile devi...

▶ Play video
lilac plinth
# craggy grotto Ohhh alright

not only that but also permanent damage that will never heal you back to full, leave visible scars. hardcore experience where an encounter or accident will cost you permanent mutilation with permanent debuffs. if you have a good character designs it will really add to the experience if your advanced game has a character with visible scars in the face, maybe an eye patch or missing limb, cut off to avoid infection.

craggy grotto
#

Interesting. Yeah

lilac plinth
# hidden rapids Anyone have any good tutorials for a 3D endless runner?

not a tutorial, but something i did before in terms of level designs was to create a lot of sections, eg a jump with coins and obstacles. separate these sections into difficulty levels. And then randomly spawn these sections to create a random seed, but with time increase the chance of harder difficulty sections to spawn. sections you pass will despawn. the game felt well designed instead of too random as every obstacle was human made, but it was also varied, because combinations of obstacles were randomized

lilac plinth
craggy grotto
#

3d, real, we're doing 24:1 time scale so that 1 game day takes 1 irl hour

lilac plinth
#

haha was just about to say, one important thing is to make hunger, thirst and those mechanics engaging. a day in a video game is much shorter, but with 1 day being 1 hour, you won't be bored to hell with fishing all the time.

#

1st person?

cinder hamlet
lilac plinth
craggy grotto
#

Turn it around

craggy grotto
lilac plinth
#

low earth orbit day cycle timing

craggy grotto
#

Exactly

lilac plinth
#

will the island be carefully crafted, scenario based, or randomly generated

#

and is there an end goal like building a raft to escape or is every run doomed and you try to survive as long as possible

craggy grotto
cinder hamlet
weary folio
#

I need a chest-like idea, but, ideally, without the usual GUI(it is mostly my laziness, but also i need a unique thing)

last crypt
#

Suggest a name for my fps game

weary folio
cinder hamlet
#

what theme is the game? what is the gameplay like?

storm hearth
#

Does anybody know a good tutorial for implementing game center with unity?

last crypt
#

It would be a shooter game

real lynx
#

Hello everyone! I'm new to the server so I hope im posting in the proper channel. I'm having a color issue when I import this model from blender to unity. The top of his head (his hair) is supposed to be the same color as the bottom part of the back of his head (the part thats just making him look like a balding old man -- the brown looking color). Also, it isn't supposed to be brown, it is supposed to be black ( like it is in blender). His belt should be black, and his shoes should be black, and his suit should be brown... am i burning some lighting effect into this model when i export to a .fbx? Should I add some kind of lighting effect in unity to fix this? Maybe I forgot to turn something on or off? This is stumping me, please help!

#

ive changed metallic, roughness, and specular values in the shader tab in blender but it seems to have no effect, what could be cause this color change when moving models from blender to unity? ill attach a picture of what it looks like from the same angle in shaded view in blender

#

whats happening to my beautiful colors? D:

cold onyx
lilac plinth
cold onyx
#

I’m not sure how many levels I’m gonna make. I was thinking about 40 levels?

I am also struggling to come up with new enemy turret ideas.

lilac plinth
#

moving platforms could be more interesting

#

and i prefer the rotating bar you have to jump over (in level 6?) over turrets

#

the controls could be improved, but the gameplay loop is fun enough with the short levels

cold onyx
cold onyx
cold onyx
lilac plinth
#

good luck

#

i havn't even started my project within unity yet, still working on design and writing down ideas and trying to make sense of some concepts i want in the game.

lilac plinth
#

i want to make a city builder

#

but have only done platformers in the past

#

gridbased, but larger scale, so instead of building one by one building, you build a plot with several buildings on it, eg housing estate with many buildings

#

and there are no streets, it's like fictional egg people that like to run around all the time instead of driving cars, so no car parks and streets much more compact cities.

#

and a tech tree. so unlike many city builders where cities grow but the options of what you can build are the same, i want new technologies, new architectural styles and the like come in.

cold onyx
#

@lilac plinth Thats sounds so hard to make as a beginner. But you will probably learn so much from it.

lilac plinth
#

yeah, i've done game jam games before, but i wanted to start a big project finally

cold onyx
#

@lilac plinth is it gonna have things like an electricity system?

lilac plinth
#

no electricity system, it will be rather minimal in those terms

#

also no waste or pollution

#

well except for having parks that influence desirability

cold onyx
#

oh ok so quite simple still

lilac plinth
#

mostly a chill game where you decide what building goes where to make a nice looking city. the game and optimization comes from placement, distance between jobs and housing, housing quality

cold onyx
#

oh ok sounds something fun to work on

#

I would like to playtest whenever

lilac plinth
#

yeah, have to work on a minimal viable product for it, eg. instant build, no money, work on GUI placement, plot designer, stuff like that

cold onyx
#

yea its probably gonna be a lot of googling and research

lilac plinth
#

yeah

cold onyx
#

goodluck with it

lilac plinth
#

thanks

#

how to make it fun and balanced will be tough though, but while i try to figure it out in design doc, i can work on placement and GUI in unity, and create more buildings in sketchup

lapis vector
#

u have to press a and d and just spam space/jump

pliant grove
#

Hi Guys

#

I have a problem

#

After applying, go to Calculate again!!!

#

Why? Someone had such a problem؟

cold onyx
shrewd olive
#

I have a question about my map. I'm basically creating a sort of battle royale on floating platforms but I can't decide whether to connect these two islands together. They are a jumpable distance from each other. I hope I put this in the right channel

cinder hamlet
#

besides, you can test your map and change it later if necessary

wicked agate
#

Any level designers looking for freelance? I’m building a western era realistic fps and need someone to build the first map design. 1kmsqr. Will be paying for your time of course. Pm me if it’s something you’re interested in.

weary folio
#

I am searching for a chest/storage idea that is not the common chest like minecraft or some inventory
I have an inventory system, made by code monkey and an item entity

vocal rune
#

can someone suggest me a good, but also simple free to use 2d designer program?

round pine
#

designing what?

vocal rune
#

but it can be possible so not designer program, but also 2d art program

#

or something like this

#

do you get it?

round pine
#

paint

vocal rune
#

i don't really like paint

vocal rune
round pine
vocal rune
#

i tried that, just there is a problem with that

#

but now

#

i found a really good one

#

called "Krita"

gleaming nexus
#

Best way to make roguelike items? Im making it so you can pick up weapons, roguelike style items, and then kinda just like normal items that sit in your inventory that dont actively do anything. Should i make a seperate inventory for each?

round pine
#

what's a roguelike item?

gleaming nexus
#

stuff like if you hit an enemy you get health back or something

round pine
#

you mean passive items?

gleaming nexus
#

yeah i guess

round pine
#

it's up to you

gleaming nexus
#

well everything is

round pine
#

yes

#

lol

broken echo
pseudo crane
#

I have several player objects that are swapped in and out, what's the best way to keep track of which one is active? I assume ScriptableObject?

unborn pollen
#

yo guys, i'm trying to make a pvp 2d projectile type game

#

but idk how to use the physics, i want the player to be able to shoot his projectile and to hit other players with that projectile

#

but that doesn't work bec the projectile keeps colliding with the player as it shoots

pseudo crane
unborn pollen
pseudo crane
#

give them different tags

#

a randomly generated string or their names should do

unborn pollen
#

ah

#

thanks

unborn pollen
plucky berry
#

im about to make a game with a time loop mechanic where each time you die or something time resets and you can carry over items ant stuff. any ideas?

urban marten
plucky berry
#

my first game i didint do any inventory or any gui stuff really i just focused on cool mechanics

urban marten
#

If it's too technical think of it as boxes that hold data, only different to anything else that has data is that those boxes can actually keep that data stored in runtime

#

So like, you can access it even if you, let's say, want to change the scene

plucky berry
#

oh gotchu, so like a seperate script that saves stuff to carry over might work?

urban marten
#

yup

plucky berry
#

cool

#

do you have any other ideas? i have pretty much nothing

#

this is litterally all i have lol

plucky berry
plucky berry
plucky berry
plucky berry
plucky berry
sterile hornet
#

Hi 👋

hard fog
desert martenBOT
#

dynoSuccess Warning logged for SHUP#7827. I couldn't DM them.

hard fog
#

!mute 929911273309745192 1d Read the rules. Do not spam.

desert martenBOT
#

dynoSuccess SHUP#7827 was muted

sand snow
#

guys is anybody good at blender here

#

why the heck is this the only black edge and the others are grey?

#

not only that but it affects the rendered resaults

hybrid sphinx
hard fog
#

add it to the same smoothing group

sand snow
sand snow
hard fog
hybrid sphinx
sand snow
hybrid sphinx
#

lmao

sudden pendant
#

@ionic wren There are no collaboration/job postings on this discord, you can use the forums for that. Links are in #📖┃code-of-conduct.

ionic wren
#

ok

knotty wolf
#

Hey does anybody know why my instance disspears when i run my game???

#

sorry if my game looks messy too im new to making games

strong wolf
#

em anyone has game ideas

#

im bored

#

pls help

sudden pendant
#

Search this channel for the same question and read the responses. Done.

eager stratus
cold onyx
#

Hey! I don't know if this is the right channel to post so, but
I'm new to blender & i don't know yet how to do a good texture, i only know how to paint

marble birch
#

anyone have the CScape City System asset?

broken echo
cold onyx
#

Alright thanks

plush orbit
#

hopefully this is the right place, but anyone know whats going on with my tiles? they load right for the first maybe 10 seconds but then they get all pink!

plush orbit
#

looks like my tilemap was broken / moved 👍

viral wadi
#

What is the best way to plan a project, and lay out all the mechanics before making the game?

cinder hamlet
sudden pendant
cinder hamlet
#

then you can experiment with them until they feel good

viral wadi
sudden pendant
#

It'll be a never ending hole if you try to nail everything down conceptually before you even start actually trying it.

viral wadi
#

Then what should I do? Because in the past, I would jump in immediately

cinder hamlet
#

Do some light planning, jump in, make the core mechanics (only the necessary ones), test them, make necessary changes

sudden pendant
#

Plan high level, core mechanics, and start prototyping. If it helps, start a mood board of inspiration and ideas from other games you want to try implementing into your own game.

#

There's no need to plan a whole dialogue system, for example, if Animal Crossing's system is exactly what you need. Just copy it.

viral wadi
#

I see. What would also be the best way to organize this info?

sudden pendant
#

Milanote is a great tool. There's others like Miro, or just good ol' fashioned Google Docs.

viral wadi
#

Thanks

glacial raven
#

i have a question about my FPS game's balance, is tihs the right place to ask it?

#

my question is simple: i have made bullet spread for my shooter game, but i am not sure how many seconds is enough time to wait for the spread to reset. any ideas? (the current amount is 3 seconds)

glacial raven
naive marsh
#

csgo has 0 spread

#

ww2 games have big spread

#

its about the game style

cinder hamlet
#

csgo has more spread than most games

glacial raven
#

i might as well also make the Ammo pickups also give more ammo to the player to make it not necessary to pick up 3 at once just to kill 5 enemies (i am making a zombie horde shooter).

naive marsh
#

knockback != spread

cinder hamlet
naive marsh
#

if you focus on headshot zombie games the spread need to cooldown fast

#

watch 7 days to die for it

glacial raven
naive marsh
#

then high amount of ammo and high starting spread

#

with low increase of spread would be prob better

glacial raven
# naive marsh with low increase of spread would be prob better

i mean my current spread can even go straight sideways if the player is shooting for too long so i think i have to perfect the spread first... i also have made the spread to start from pinpoint accurate and then get less accurate with the speed of the spreading depending on the ammo type (i have made it so the player has different ammo types instead of weapons so i dont have to make 3d weapon models)

naive marsh
#

well .. guns are the easiest

#

and if you dont have guns in a shooter

#

humm

glacial raven
digital aurora
# glacial raven my game's zombie do not have a headshot hitbox and i dont want to add one for EV...

If the variants follow a similar enough model shape you might be able to get away with 1 hitbox for all of them meaning you wouldnt have to add a seperate hitbox for each type. As for bullet spread reseting after shooting id base it around the amount of time it takes for the weapon to recenter after not firing. If a gun takes 5 frames to return to its resting position then it should take 5 frames for the spread to reset.

glacial raven
digital aurora
#

Fair enough

urban marten
#

I have a ball that the player has to drag upwards while dodging enemies and collecting coins, this drag has a cooldown. The ball already changes colors when reaching a new level, what's a good way so signal that the ball can't be dragged due to CD besides color since it's already in use for the level visualization ?

lilac plinth
#

white flashing?

#

border around the ball