#archived-game-design
1 messages · Page 47 of 1
Definitely
that's what I hate about multiplayer games
when there's no setting to disable cosmetics clientside
do you mean cosmetics for competitive multiplayer games
like cs go where player skins might effect visibility?
or killing floor 2
where the horror aesthetic is ruined by people running around with rainbow guns and clown costumes
and doing fortnite dances
What counts as an activity to you?
is it posible to add another scene here without editing the sourcce code?
I'm not sure why you'd want to do that, and why you're asking in this channel
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
so im also helping to figure out what to do since i also want to learn how to use unity
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 
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 🙂
Job posts aren't allowed on this server, see #📖┃code-of-conduct for where to post them
Cooking, football (but that would not count because u dont need 2 hands for it)
@civic oak Use the correct channels, #🏃┃animation.
You can use a trustee language translator
Trusted
Ah apologies
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?
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?
Earlier is better time wise but id say having an actual product to show will help give it better traction
I mean the asthetics seem good/fitting
i'm attempting to create a proc gen winding river but it's not going too well, does anyone have any advice?
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
might not be what you want though
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
Absolutely amazing video. Half the things I learned in my level design class came from this vid
thank you, I will watch 🙂
very good video. I skipped through it quickly and read all the headings. the points are excellent. also saved and bookmarked
Awesome. Glad it was helpful
How do you do it now? I think maybe using layered 1d noise to get your rough curve and then another 1d noise to give your radius of your river
Thanks, that's a pretty good idea and ill have a play with it 🙂
right now it's simply moving down 1 tile and using noise whether it should be -1 or +1 X
I think maybe give a particle a velocity and then use noise to control the rotation of that velocity vector which should give a pretty smooth but random curve
Then like I said you can use another noise to produce the radius
good lightings
Get game ready for the best day-0 experience in Dune: Spice Wars https://www.nvidia.com/en-us/geforce/news/dune-spice-wars-game-ready-driver
Dune: Spice Wars is the first game in two decades that brings players back to the inhospitable world of Arrakis. Here, players must lead one of the great factions to power by controlling the most valuable...
ah DUNE based RTS ???
umm yes please
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
just trying to come up with a solution to this that isn't complicated for the player to understand and use
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
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
Might be an incorrect take but I hope it is somewhat helpful
My first solo game. It's a horror rogue-like strategy game which quickly transforms into a horrifying top down shooter game. Weave, shoot, plan, or hide to escape: the hunger, the beast... The DARK.
https://bluebeanstudios.itch.io/dark/devlog/374819/sound-update-spooky-sounds-gameplay
My first real game
It's still pretty early in development
and the videos a little blurry
but I still did my best! 🙂
Can I get help redesigning this
in what way?
Make it 2d version of it
so redrawn but digitality?
@cold onyx This isn't the place to ask for free work.
Ok
Why?
is it not subdivided as much as in blender?
As if the genre wasn't defined by a Dune adaptation, then rebooted at least twice 😄
all I wanna know is why does vladimir harkonnen look like the butcher from cadillacs and dinosaurs?
I wasn't aware- Got details?
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...
Here's what I'm trying to build :)
Have you seen the Baron in the new movie?
I'm pretty sure that's the closest they could make without paying the actor for his likeness
Isn't that what always happens though 😆
I guess it was an obvious statement :)
nah i was so pumped about it being a series and jason mamoa then it turned out to be a 2hr movie lol.
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.
zombies is zombies, nothing related to COD or any other game
thats what i thought, thanks
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...
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,
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,
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
Found on here: https://learn.unity.com/tutorial/create-a-character-select-system-with-scriptable-objects#5cf69032edbc2a0b4e20d0a2
Live training video: https://youtu.be/4VxoE-dsziM
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...
Thank you @rare gorge , you're the best
Anyone have any suggestions for a setting for a horror game I’m trying to make? Trying to avoid the overdone classics
Eurovision.
Eurovision? How would that work 😂
That could be fun to do though
Thanks
what do you guys think of my game design?https://www.youtube.com/watch?v=k2osAu7GBsg&t=5s
Indie Horror Rogue-like The DARK BEAST is a very complex game. To explore the gameplay and strategy game developer Sean decided to make a video over the game.
#Indie game
#Fun
#Horror
#Creepy pasta
#Games
#Tutorial
i didn't watch it all but it feels too far zoomed in
It's looks interesting but I do agree that the camera is too zoomed in
yeah that seems to be a pretty common issue
I will suggest being a little more enthusiastic
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...
@bitter fulcrum I'll try that next time. Thank you for the feed back 🙂
are these good starter cars for a game im making?
Nissan 240SX, Toyota Corrola AE86, Ferrari Testarossa
Depends on what you’re going for. If you’re going for like a forza horizon type thing where you collect cars as you go, I’d recommend sometbjng “basic” but also something that catches a person attention. Likewise you don’t want sometbing INSANE like a Bugatti yk? I do like your suggestions but I guess it depends on what your end goal is
I know that answer doesn’t tell you much but I also don’t know much about your game yk
nah like a drift sim
i was looking for low hp retro-ish cars
I think those are very solid choices, especially if you nail the mechanics and feel of the car
i think ill change the ferrari to a mk3 supra
any reason why i shouldnt?
Im thinking of making a 3D isometric horror game that takes place in a house. Any concept ideas though?
anyone know how to get a VHS filter on my game? that not being a 50 dollar asset on the unity store lol
A post processing shader
I think having limited-time objectives (assuming that's what you mean by calendar) in an open world game would hurt the exploration and freedom aspect
well, what scares you personally? Not existential stuff but what is the last thing you would want to run into, in a dark house alone? Is that something that would translate to the mechanics of an isometric game? And how?
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?
Could be a forest, lots of trees and room to climb and crawl around
also forests are great places for spiders (insects with more than 3 legs)
Laboratory map would probably be a lot easier to make and work with than a forest map though
So you can add the "fear the unknown" element as well
Hello...I am new to this world building. Could I ask here some really newbie questions that might bore all of you?
Exactly its like saying every ghost hunting game is a phasmophobia ripoff
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 ?
hey so I've been wondering about 3d character controllers
the code part is not the problem
I'm just wondering about the input part
primarily the camera aspect, not the actual controller
because whilst im playing games, I never realize how I look around
Just an idea, but:
A catastrophic event that would cause the need for time to be precious, like An army invading, a Demon ressurecting, and have each night spawn strong monsters that are preparing for said catastrophic event
Just an idea tho, probably would need more fleshing out
Huh, that seems interesting
a looming threat that makes the overworld more malignant
Do prople here see GMTK?
yes
you dont have to ask for permission to ask questions
just ask what you need, thats the point of this channel
I think if look at the manga / light novel for shield hero for some inspiration there might work.
The heros get to know how much time is remaining until the next monster wave and level up/explore the world before it happens.
two teams. golf. one player golfs. one team protects golfer. other team tries to kill golfer. golfer cannot move, can only golf.
chaos. weapons. explosions.
death = stroke
make a YT vid and tag me
okay funky question, monkey with minigun hands, or cannon hands ( havent made cannon hands yet)
how is this font
Early 2000's retro
^ probably not good unless you're making a retro game
May I ask for some font suggestions?
like what is a good font
Look at games that have the same style as what you're going for, and find a font that's similar
Futura or GOTHAM
Where do I get those at?
Just google for the font. I think they cost money if you want to use them for commercial games.
A sans serif typeface with 22 styles, available from Adobe Fonts for sync and web use. Adobe Fonts is the easiest way to bring great type into your workflow, wherever you are.
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?
i made my game have a parralax background b ut forgot the fact the i need tiling
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
You keep the receipts and show them if someone asks
Nobody will though, except maybe the asset creator
Or possibly the publishing platform if they have some reason to doubt
Not to sure. I think its trust based, or they will check with you if they see your using their font
#archived-works-in-progress should be the correct channel for this?
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.
i dont think so since its a question about the design and if it will work
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.
why not put them here?
Anything from google fonts is free and open source for commercial or personal use :)
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
@feral cloud This channel is for game design. If you want feedback, use #archived-works-in-progress and make a thread.
@sudden pendant
so
if you're Nitendo only you can prevent others ?
do they have like a patent or something?
- You can only copyright intellectual properties
- You can't copyright game ideas (genres, mechanics)
That's it. It's that simple.
I swear this conversation happens like once a week.
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.
damn that's crazy.
So atleast I can copy right my assets(game character..etc) fair enough
but that's crazy how you can't copyright game ideas, I will make sure my game is the best mark my word.
to the point where the users will only come to the game not Voodo or Ketchapp
How do you copyright a game idea? Who owns the copyright to First Person Shooter that takes place during WW2?
You can definitely patent things like loading screen minigames and the nemesis system though
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
Whoever is able to, really. If the team is small and without a dedicated tech artist, then everyone just has to wear more hats.
On that of course, my question is more to whom the knowledge is more similar to 3D or to coding...
3D
If you had to pick, that is. It's in the middle.
But the fundamentals and understanding are purely art. The code is the implementation.
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.
I am glad that I am not crazy thinking that... xDDDD
what kind of game
action game, platformer, puzzle?
well, are you better at 2d or 3d graphics?
perhaps a stealth game but fast-paced focused on parkour mechanics?
I dont think ive seen such
fast-paced parkour stealth takedowns would be a fun concept
kinda like Batman but a bit less 'use your fists' and a whole lot more sneaky speed :)
how do i make the button better i mean the text. Thats just a clicker game
i've already tried with cursor image but it doesnt look great
not only text the buy button in general
try making the button look a bit 3d, also consider making the background darker than the buttons
Games and software are considered “literary works.” They are copyrighted like books. It’s not as strict as a patent. But games have two components: the code and the graphics. If you go the copyright site the process is not that bad. It’s $30
You should copyright your game prior to publishing or releasing
I suggest avoiding patents on games (doubt you’d get one anyway) but getting copyright registered if you’re serious about going commercial
Hello anyone know good free maps for race ? (car game)
Hi friends, I am in need of a scrollable list of names I can browse via up/down and a button.
I did follow this but I think it's confusing:
is there a easier way?
or is this the standard?
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?
variable height allows for finer control and more precise movements
it's nice in certain games
depends on the feeling of the movements in the game
Hm yeah I guess that makes sense
Maybe I'm just too used to playing games with static height jumping, having to hold the button just feels unnatural to me
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?
It's really just a trade-off between space and quality (as far as runtime is concerned). Probably wanna look into how long the initial download size or loading times within the app would be for it and what effect that sort of thing would have on mobile app retention metrics.
@earnest iris You can use the forums for collaboration posts. #📖┃code-of-conduct
What type of Math should you learn for Unity, and game dev in general?
Vector math is probably the most important. Look up Freya Holmer YouTube series on the topic.
thanks 👍
I think you just learn the basic vector math from unity tutorials
unless you have trouble understanding the concept
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?
And if I have to do that, what's the best tool to create the spline path?
Question: What is the common reason for someone to have a headache in FPS
possibly a combination of fov and head bob
well, I set it to 90, and head bobbing doesn't exist in my programming
however, another person I asked said that there is a possibility that the mouse sensitivity is too high
I'm not too experienced with it
hmm
Well you can rule out mouse sensitivity by having a setting for it 😄
In general good control over the motion on the screen will probably help with motion sickness
Hello
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
is the day and night cycle important in any way?
It's a survival game so yeah kinda. Im making it as realistic as possible (gameplay wise) btw. Itll be hard to see in the dark and less animals are out at night, but other than that not really
personally, i'd say day and night should both last maybe 15 mins? but thats just my own opinion.
I think it should be around 30 min for both.
or 15.
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)
Only 15?!
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.
opinions?
is there a proper move for this kind of movement? not just "X"
diagonal?
Is there a way to create my own font?
I mean like painting it
yeah you will need astylus for that tho
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.
Soo i cant make with desktop?
Only with premium?
no there are many free apps in there
But lots of them are for android
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.
there are windows too
Sure looks like a snowball, in the current context.
seems good to me
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.
@violet oar Don't crosspost
You can find tutorials on particle system on Unity Learn, there's also tutorial in the manual and free examples on Asseet Store
If I was to make an adventure story telling game what are some pointers
the what?
have a interesting story
make sure people will wanna find out what happens next
make sure the general game play does not suck ( ik this might be ovious but just make sure it wont distract from the story)
and make sure you like the game too
have fun doing it
This answer will help, thanks for the help
on consoles*
k
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
any1 got some good game ideas that are easy enough for beginers to make(other than flappy birb)
pong
2048
asteroids
pinball
breakout
depends on what you know as you could look at some of the more basic mobile games like geometry dash also depends if your doing 2d or 3d if your doing 2d you could make games that you have to bounce a ball of the wall like pong or you could "shoot at objects appearing (You could use instantiate for the objects) you could do parkour too
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.
and yes. i will contact the people who own the copyright stuff before development
castlevania
some days ago i wondered how i would work on ammo system
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
well i'm tellking that because i hope it helps someone
i would like to post some nintendo games fanarts, but if i make it, i will just share with friends lol
about the remaster, i really like the triangle strategy/octopath traveler graphics style
i would love to see that on final fantasy 6(final fantasy III)
there are recipes for stories that people like in this type of game, but obsviously it tends to be generic
Start with flappy bird
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 This isn't a game design question. If you have a code question, use #💻┃code-beginner.
oh my mistake let me move it
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.
the code for getkey down is: if (Input.GetKeyDown(KeyCode.UpArrow)) {}
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
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.
Kinda like "Finger!" From binding of issac if that is good reference
Start by learning how to make things in general. Do the Unity Learn tutorials pinned in #💻┃unity-talk
My game format is essentially a mix of Chrono Trigger and Ōkami.
That sounds sweet! You planning to publish it?
With a dash of Final Fantasy 7 Remake in there.
Yes, I am planning to publish it.
But not after some years of hard work.
Course! What name are you thinking of; I will keep an eye out for it! 🙂
@cold onyx If you say so:
https://learn.unity.com/course/beginning-2d-game-development
Can anyone help I want to license a song for my game what’s the best way to
I’m making an mmorpg and for the credits I want the original sao ending price doesn’t rly matter also
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.
Ok
Thank you 👍
What should I call my game? It's like a mix of FarCry games, Rust Survival, and GTA Businesses.
Give it a codename and decide closer to a release.
That would be a good idea lol
I think it looks good
ok
Start
It sounds like you start from the beginning and work up so start
I'd make it brighter
ive also changed the outline to brighter
but idk what about grass
i have no idea how to make great shadow for it
"Overly ambitious unfinished project"
idk why but its harder than dirt
This isn't game design related. Make a thread about it in #archived-works-in-progress
There is the Unity Learn tutorial series. You can get the link in the pins in #💻┃unity-talk
Tysm
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!
Previously the enemies were just simple drones, but I'm not sure if these work with my new researching wildlife mechanic
how do i make the arms more realistic?
make them longer
okay
i would make them like this:
thx
My God 🤩
It's him indeed.
Beauty at its finest!
ngl unironically I like it if someone did that in a game xD
Are you going for more of a scifi style or fantasy style?
Sci fi, but dont worry, I've already had a long convo in another server and answered the questions I asked here. Ty though:)
You could add the option for the player to be able to treat the enemies as a pet when the research is at full level and some of them could help you find items automatically
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));
Guys whats the biggest flaw/things you hate the most in run and gun games
death resetting all your progress
This feels like something that can be turned into quite a good puzzle game (The limited view and objects that are right next to you loading in)
Are there any unique ways to fix the issue that you can think of?
No not really
Cause any way I can think of will make death less terrifying
checkpoints?
or whenever player respawns they get an option to "reconstruct" their previous run in fast forward so they can choose where to continue
thats a great idea
if you put this kind of game as a free to play on mobile you can put ads to revive your player
hi,i have a game project and characters in my game like this.(like fake 3d) What's the name of this?
That is a great Idea! I never thought of it that way.
Cellshading i guess
thx for answer
Anyone know how to get rid of the white square on the top right?
anyone has an idear for a 2d endless runner theme ? probably anmials or persons i have no own idear 😄
@whole cape a caveman running away from a big dinosaur that picks up speed over time!
The square is not a object then?
Does he appears in the scene?
You can call it 2.5d
2d gameplay with 3d graphics
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.
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This video shows only the games licensed by SEGA...
ay thanks for the help, will watch that vid 😄
Use arrow keys to quickly skip around
👍
Good answer
But ps2 has more unique games though
Cuz it would be a pain in the ass to see a list of games from ps4
But it would be cool if you can do a game like industrial spy but good or immortal grand pix
I feel like showing old games with jank art and animation is more appropriate for newer devs 😄
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
i take that as an insult
jk, but i am not that new
i am just uncreative as heck
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.
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 😂
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 :)
You can technically place the exit anywhere seeing how every square is accessible
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)
well, I'd start by trying the following method: check each square next to a wall, see the lenght of path to it as well as the amount of bad turns that are along that path. Then based on that data, pick the hardest square.
"pre-rendered sprites" if I got your question right, SNES Donkey Kong used this technique
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.
how do you generate the maze? some algorighms should allow you to backtrack the main path easily
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.
The way i do it is that the algorithm keeps track of it's path but only to find spots it didn't go to yet. So if it forgot a corner the path might be very long or if it forgot a spot next to the player spawn, the path won't be
the last tile it finds might be next to the player. I really need something to find the longest possible path
perhaps you can keep that path saved as you generate
.
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.
can anyone recommend a game with well designed side scroller enemies?
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.
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
Make a thread please.
idk how
Then you can dump your thoughts in one place and not flood this channel.
how do i make a thread?
nvm i figure it out
Alexy Game Idea
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
ECS sounds like an awesome system in theory, what's so bad about it?
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.
Well, the choice depends on what rest of the game looks like probably
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
When theres a mechanic called “stress” in a fast pace run and gun game, what do you guys expect it to do?
Perhaps have enemies panic if you put enough pressure on them without killing?
Yeah sounds good
And what if the player also have the stress bar too, what will it do
Idk how could you put that without it being annoying
True that
player characters generally dont panic
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?
well that sounds more like adrenaline would be a better name
Oh true
but it could be a rewarding mechanic
How so?
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?
Single
ok good
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
this should work best with short ranged weapons to discourage camping
Oh yeah I will make it so the player only has melees lol
something like ghostrunner?
take a look at it, maybe youll get some inspiration
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
Well I’m working in Unity version 2021 and the ecs system isn’t out for that version yet.
Ah. Sorry, i understood the opposite
@knotty star #📖┃code-of-conduct for collab posts location
oops sorry
How would you make a button to exit your game?
@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();
}
}
}
anyone got a puzzle game mechanic/idea?
make a puzzle where your goal is to fail👍
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?
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?
yeah as long as you make sure the game looks fine both during day at night
for example Witcher 3 does similar thing
yeah
currently struggling with crest skybox reflections but other than that it is working out quite well!
you should probably rephrase this because I dont really understand
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.
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
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?
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
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?
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
anything design related
I count that as a yes
Make a thread in #archived-works-in-progress if you want feedback.
This isn't game design related
And I'm not going to argue... so I'll just go post it there...
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?
I've never heard of a part time developer job, it wouldn't make sense.
Short-term contracts, yes.
Might be a dumb question but how does grad student spot companies that make games that he/she would be interested in
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.
I can vouch for this
Depends on the type of game. If this is supposed to be a hypercasual game I can see the blob climbing this tunnel/tower by itself and jumping from side to side by a tap
Thanks for the answer, i also did it like that now
You can now actually hold to stop it and you jump when you remove your finger from the screen
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?
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?
- The yellow areas are the entrance/exit
- The blue arrows indicate the start (as in, you're leaving the cargo bay)
- 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?
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.
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
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.
whats a good method for coming up with creative puzzle ideas?
Look at creative puzzles in other games 😛
what about for coming up with a creative mechanic? im starting from scratch here and im totally lost
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.
bump
Play zelda games
😋
Lol dude technology got that far
These are rad https://www.echo3d.co/post/10-free-virtual-museum-tours-you-can-take-right-now-no-headset-required
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...
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:
Certainly, many games do this. I'm sure you can find some examples
Ahhh awesome thank you!!!
For the project then would it be atarting with a 2d template or 3d? Since its 2d art but in a 3d landscape?
Thanks!!!
3d
just released a really early beta for my video game
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?
why not have both be different modes
🤔 That's a good one... maybe unlock infinite mode after completing normal mode... Thanks
Got any ideas for creative health indication?
very random but: green sine wave that gets progressively redder as health reduces + increases in frequency
That probably wouldnt be very comfortable
its got idea guy vibes, i won't deny 😅
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
Not very easy to make, not very fitting to game theme and not very comfortable so I won't use it lmao
Was simply a random suggestion, no worries 😅
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
you can do both i believe
they have assets on there to which is pretty awesome
@spare void ok thanks!
np! @unkempt leaf
Trying to think of how to design top down WASD combat that works with skilling and clicking on items on the ground
you mean melee or ranged?
Both
well I'm not sure if clicking on items is a good idea since it can interfere with aiming
unless you mean right clicking
Yeah that’s true. My problem is the game needs to strike a balance between casual but with combat
Yeah that’s kinda the game design idea I need
Maybe use different mouse buttons for different actions
MMB for camera ?
wdym
Zoom and rotate. Currently I have RMB doin those
yeah that could work
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
not sure if automatic paths are a good idea since player might want to interact with something during combat and wouldn't want that to overwrite the controls
Ohhh good point
make the automatic movement stop if WASD is pressed
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
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…
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
😢
Why not make a prototype with your name on it
Then they cant steal it or theyll lose reputation
Ideas aren’t yours, you have to create the thing. Then it’s yours.
o thats a good idea ty dude
ah ur right, thnx for the wisdom
NP sorry man, it’s just how it works
I like the top one
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)
Thanks
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.
will do, thanks for going in depth on how to achieve it
🙏
No worries. Good luck!
Before:
WIP:
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)
It’s HDRP in case anyone‘s wondering
Does it make more sense to link super states together or link sub states together?
Super states is what I would personally go for
Thank you Chris I.
Youre welcome
@coarse granite I don't know if it was ever brought up with you after I went to bed, but
Hi everyone. About half a year ago whenever I was sitting deeply in Factorio and when I needed to spend time in my phone, I was reading FFF or Factorio forum. Later when I decided to move - I suddenly realized that Wube is the most logical target to apply my crazy mind. All thanks to those FFF and you guys. Now I am writing another FFF myself wh...
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
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
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
Yeah I know
that's why I think I'll go for a much simpler game genre before an automating industry game XD
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
dam good job bro
Thank youu
like this more tbh
@mild dew This belong in #archived-works-in-progress, you can make a thread for feedback.
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
The end product looks very nice tho
Thanks mate
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?
It's a different challenge. Turn based game has less complicated problem dealing with immediate AI decision making, but could be more complicated overall.
pros/cons?
specifically for unity?
You'll never know until you search.
Turn based involves using lists and managing them more than a real time game.
What about in terms of programming?
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
how do i "un-entity" a group of blocks?
Do you mean, unpack a prefab?
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
ahahaha lmao both discords has "game-design"
if you could see how much i cringe rn
hide the evidence
meekmeek
first of all before you start, you should do some copyright research
mhm hence the (personal project) statement, I won't release the game unless I figure out the shit
well I'd start with that since otherwise you risk your work going into the trashcan
I already have no intention of releasing it
well ok
so what's ur opinion
then start by making core features like movement and camera control
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
alr ye
the action isn't the most Inportant part
i want like 50% game play 25% story 25% action
if you don't mind me asking, why are you making it if you're not going to publish it?
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
for fun
and learning
and myself
It's not important provided you can find a way to handle the story without dialogue, like the original LSW games did
alright
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
Make the game and let the name come naturally.
Makes sense
Thanks!
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?
What sort of game are you making? My immediate first thought is that you could have it so that your mobility is dramatically increased at low HP (like how being at 1 HP in some Paper Mario games lets you use powerful abilities), but you could probably get more specific responses with more details.
That was my thought as well
To be more specific to magfrag instead of just slowing down the player could occasionally stumble more often depending on hp
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
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
I don't think there's a better way than measuring yourself
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
im trying to make a system where when I collect 100 footballs the game ends. How should i add this?
when you pick the football up add one to a variable when the variable = 100 end the game
@flat spoke There's no memes allowed in this discord
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
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...
this basically
So you've posted so many times before. Why not take one someone has already suggested.
Just set the y axis rotation to 180
can you expand on that?
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
rotate my player?
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?
yepp
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
stanley parable maybe
Do you know and care about sticky shift for 2d games? Should I even bother implementing it
especially since running takes energy
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
what could be the dumbest object who can I put a smiley face on?
a smiley face
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?
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?
Do you want a manually set enemy set for each level or a random generation
a set pattern that the players can learn, looking at the old games, enemies always spawn the same time and place
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)
Personally I'd avoid lootboxes completely seeing how they're getting a bad reputation. Also Im pretty sure the regulations depend on the country so you'd have to adapt to that
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)
I see
I'm afraid I don't know any sources of information about that, I recommend you do some heavier googline
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
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
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
how about a combination, i.e. the wave advances when either a) no enemies remain or b) the timer ran out AND at most X enemies remain?
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)
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.
I would also like to know i had created one but that time i used get component in child and parent
If you hear about a realistic survival game based around a real world island, what is the first thing you think of?
fortnite
no
jk, but a 3d game in a forest
this is a genuine question
yes and what more
third person comes to mind first
generally things like gathering resources, building, fighting animals, etc
Yeahhh alright we have those down already
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
Wdym?
like separate health for head, torso and each limb
Ohhh alright
bleeding effects, etc
Alright
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.
does 3d modeling have anything to do with game design?
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
Ok thank you,
any mobile game ideas?
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?
Anyone have any good tutorials for a 3D endless runner?
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
this looks like it should work
https://www.youtube.com/watch?v=u5hRtTEhnOA&list=PLZ1b66Z1KFKit4cSry_LWBisrSbVkEF4t
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...
Great thanks!
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.
Interesting. Yeah
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
what type of game is it? 2D or 3D environment? real time or turn based?
3d, real, we're doing 24:1 time scale so that 1 game day takes 1 irl hour
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?
Not sure if thats a good idea since that would mean the player will have to play a whole week just for one day/night cycle
What?
No
one day night cycle is 60 minutes?
Turn it around
Yup
low earth orbit day cycle timing
Exactly
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
The island is based on the real existing island, and will look as similar to that as possible. Theres no end goal yet.
wait no am dumb, I thought it was 1:1
I need a chest-like idea, but, ideally, without the usual GUI(it is mostly my laziness, but also i need a unique thing)
Suggest a name for my fps game
Can you give use more details
what theme is the game? what is the gameplay like?
Does anybody know a good tutorial for implementing game center with unity?
It would be a shooter game
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:
Hey guys, I'm making a 3D platformer. But I'm not sure how many levels I should make. Here is the link to my game: https://simmer.io/@jino1212/pink. Open to all feedback!
played the first 5 or so stages. more important than adding more levels is making a menu to choose your level and adding a leaderboard for the best time you have, either comparing local scores or online.
Thats true, this is just the early prototype of the game with some levels.
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.
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
yes the rotating bar is used a lot in later levels
Yes true, the controls def need improvement. It’s already on the list!
Def true, gonna work on moving platforms today
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.
whats it gonna be about
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.
@lilac plinth Thats sounds so hard to make as a beginner. But you will probably learn so much from it.
yeah, i've done game jam games before, but i wanted to start a big project finally
@lilac plinth is it gonna have things like an electricity system?
no electricity system, it will be rather minimal in those terms
also no waste or pollution
well except for having parks that influence desirability
oh ok so quite simple still
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
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
yea its probably gonna be a lot of googling and research
yeah
goodluck with it
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
I found a bug. Do u want to see it?
u have to press a and d and just spam space/jump
Hi Guys
I have a problem
After applying, go to Calculate again!!!
Why? Someone had such a problem؟
ah yes I see, hmm not sure how to fix this
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
I don't think it's needed
besides, you can test your map and change it later if necessary
Thanks!
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.
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
can someone suggest me a good, but also simple free to use 2d designer program?
designing what?
characters and items (objects) in indie games
but it can be possible so not designer program, but also 2d art program
or something like this
do you get it?
paint
i don't really like paint
something else?
i tried that, just there is a problem with that
but now
i found a really good one
called "Krita"
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?
what's a roguelike item?
stuff like if you hit an enemy you get health back or something
you mean passive items?
yeah i guess
it's up to you
well everything is
Well it depends on how normal items work and general gameplay, but having your 'roguelike items', normal items and equipment in different sections of your UI/inventory is recommended.
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?
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
use tags, if(collision.tag == "player")
yeah, but all players have the player tag...
that should work
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?
Prob best to use a scriptableobject as inventory since those don't destroy and keep changes made in the runtime
not too sure what that means tbh ive only made one game. i think i understand tho
my first game i didint do any inventory or any gui stuff really i just focused on cool mechanics
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
oh gotchu, so like a seperate script that saves stuff to carry over might work?
yup
cool
do you have any other ideas? i have pretty much nothing
this is litterally all i have lol

yes i think this is a good idea
i agree
maybe you could add procedural npc conversations?
good idea
Hi 👋
!warn 929911273309745192 Do not spam on the server. Read #📖┃code-of-conduct
Warning logged for SHUP#7827. I couldn't DM them.
dude come on😂
!mute 929911273309745192 1d Read the rules. Do not spam.
SHUP#7827 was muted
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
The vertices may not be connected (merged), or that quad is not smooth shaded
add it to the same smoothing group
it is smooth so that means it's not connected
txt i needed to merge by distance
@latent sundial #📖┃code-of-conduct for collab posts location.
Txt ?
sorry i meant thx but messed up so bad
lmao
@ionic wren There are no collaboration/job postings on this discord, you can use the forums for that. Links are in #📖┃code-of-conduct.
ok
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
Search this channel for the same question and read the responses. Done.
Make one of those base building games, but your only land is a tiny rock, so everything has to go up, and things can break if there is too much weight
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
anyone have the CScape City System asset?
This is more something for people with knowledge on visual art so I recommend going to #🔀┃art-asset-workflow .
Alright thanks
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!
looks like my tilemap was broken / moved 👍
What is the best way to plan a project, and lay out all the mechanics before making the game?
First thing first, start with the core mechanics
It's impossible to know everything about a game before you start it. Look at pitch decks of successful games (you can find them online, for games like Bioshock even), and see how much the final game differs from their initial proposal which was greenlit.
You plan out the overall idea, mechanics, yes, but you start prototyping and seeing what is fun or what needs to be changed.
then you can experiment with them until they feel good
Alright thanks. This pre-planning stage is where I fail most the time. I want to be more organized before making a game
It'll be a never ending hole if you try to nail everything down conceptually before you even start actually trying it.
Then what should I do? Because in the past, I would jump in immediately
Do some light planning, jump in, make the core mechanics (only the necessary ones), test them, make necessary changes
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.
I see. What would also be the best way to organize this info?
Milanote is a great tool. There's others like Miro, or just good ol' fashioned Google Docs.
Thanks
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)
just test it in practise
hmmm good point. why didnt i think of that?
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).
knockback != spread
For a zombie horde shooter I'd recommend not having too much crosshair growth
if you focus on headshot zombie games the spread need to cooldown fast
watch 7 days to die for it
my game's zombie do not have a headshot hitbox and i dont want to add one for EVERY single variant (i have made many variants of zombies, each being its own prefab, and i dont want to go through all of them just to implement a headshot mechanic)
then high amount of ammo and high starting spread
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)
my player character only has a pistol and like 3 different ammo types, although the player can also pick a class to use different ammo types and abilities.
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.
i mean when it comes to the headshot thing some of my zombie variants do not have a head so i cant really do that for consistency and when it comes to the spread reset stuff i dont have any animations made for the pistol so i cant really do any frame-based stuff. so i guess i will just have to do what i want with the game and see how it works out.
Fair enough
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 ?