#archived-game-design

1 messages · Page 48 of 1

urban marten
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I thought of something like making the ball pulse colors between it's current color and something a little bit dimmer, but again I wouldn't like to use a color cue since it's already in use for the levels

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Like a border that just shows ?

lilac plinth
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yeah maybe like a block border

urban marten
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Wouldn't that give the impression that you actually have to click on it tho ?

lilac plinth
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or maybe an icon, like a hourglass

urban marten
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I like the idea of using some kind of figure/icon/whatever

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But the ball is too smol

lilac plinth
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you can also have expanding circles like wave coming out of it as an indicator that you can click on it when it isnt on cooldown

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or blackoutline when it isn't on cooldown

urban marten
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Ohhh I see

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Yeah, you're right, that would make a lot more sense, I was thinking it backwards lmao

lilac plinth
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just throwing ideas out what could work, you need to test if it was a good idea haha

urban marten
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It just makes more sense to just think of something to show that the ball can be clicked on and then remove it than to actually show that it isn't clickable

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It's more intuitive

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Still open to suggestions tho

lilac plinth
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it is indeed small though, so an hourglass or lock icon above or below it might be too small

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so black border might work better

urban marten
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True

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And it's kind of a fast paced game

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So it can't be like, too fancy of a thingy otherwise it'll just mess with the game flow

eager stratus
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How long is the cool-down?

urban marten
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Around 1 second, prob will make it shorter tho, around 0.5 secs

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Have to play test it a bit more

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But really short

cyan spire
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I have been looking into enrolling to an online game art/game design course that offers an accredited Bachelor's Degree. Does anyone have experience with one of the available courses?

sleek phoenix
cold onyx
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annyone know how to make a avatar for my game?

cyan spire
sleek phoenix
cyan spire
candid lake
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Hi

eager stratus
urban marten
sleek phoenix
# cyan spire And what would be a good option then?

Various other online art classes that dont necessarily give you a degree. Your goal here is to make a portfolio, a degree isn't necessary. Also try to find a general art course rather than game art to keep your job options open

white juniper
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How do games like Fortnite have their challenge systems set up?

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"Get S amount of eliminations in X POI while crouching"

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how do they structure that in the code

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how does the tracking work

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do they like mass-use events?

sudden pendant
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Yes, likely. A kill would broadcast the event with a bunch of info. The achievement system would parse it for anything worth taking.

sleek phoenix
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because the point is the collection of those individual elements make the game?

cold onyx
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🙃 My fault

plucky berry
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i got the idea to make a time loop game but i dont know where to begin, i think it might be cool to do a puzzle game but im not sure anyone have any ideas?

lilac plinth
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have a time limit to reach a goal. every life you can do stuff, for example push a button for an elevator, push a box, etc. the next life you can use the help from the previous lifes to make it to the goal

eager stratus
lilac plinth
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my game has prestige (on a scale from -100 to 100), higher and higher prestige I am making an icon of a crown that gets more and more expensive, what could i use for negative prestige?

cinder hamlet
lilac plinth
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i use that for low but positive values

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negative prestige is actively hurting you, so a crown seems like a positive thing even if it's a simple crown

cinder hamlet
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well then maybe just a skull-shaped medallion?

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☠️

lilac plinth
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hmmm

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prestige is like glamorous, so a crown fits well, people want to see it. negative prestige is the opposite, eg what do you not want to see, dirtyness. skull doesn't fit that well i would say, but is an option.

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a jester hat could work, but that's difficult to draw recognizable

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or a broken crown

sudden pendant
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@tiny basalt There's no job/collaboration posts on this discord, you can use the forums instead. #📖┃code-of-conduct for links.

cinder hamlet
lilac plinth
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yeah that's what i am going with for now, havn't drawn it yet

worldly magnet
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im working on family guy shmup peters projectile will be beer bottles idk what quagmires should be any ideas

lilac plinth
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isn't quagmire the pervert guy? maybe something suggestive like adult toys.

brisk adder
lilac plinth
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i havn't seen the show in ten years, just seen like snippets, so yeah that's just the first thing that came to mind

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but i think adult toys that look like the male reproductive organ rotating like a vertical boomerang could work well with many different vibrant colors for such a type of character in such a cartoon drawing style.

frozen solstice
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im making a small and simple game with a ball thats affected by gravity and you roll it to the end by interacting with the level mechanics. i have 3 big mechanics: a box that turns on and off when you click it, a piston that pushes, and a slant (kinda a mechanic) and I can't think of anything else. I hope this is a good place to ask but does anyone have any ideas for other mechanics?

lilac plinth
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do you control the ball directly like a character or does it move with momemntum like a golf game

frozen solstice
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its momentum

lilac plinth
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oh, you don't actively do anything with the ball, but press things to start moving it around?

frozen solstice
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yeah you click the blocks in the level that do stuff

lilac plinth
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water could be an interesting mechanic in many ways, but not as easy to implement

frozen solstice
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im not exactly new to programming but still in my beginning stages of learning

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so im not sure if i could do that lmao

lilac plinth
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swinging things on robes or other things that can move inside the level

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blocks that move up and down to create doors and elevators with it

frozen solstice
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i did think about moving platforms but wasn't sure cuz only really vertical ones would work

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but moving blocks is something i may do

lilac plinth
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moving blocks allows for a lot, it allows for movement as well as crushers, doors etc

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you can also have vents, eg things to turn on or off for wind to push the ball

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similar thing can be done with springs that give your ball momentum

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magnets as well

frozen solstice
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i like the wind idea. maybe some sort of a fan

lilac plinth
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either you can turn fan on off by clicking or you can change directions by clicking

frozen solstice
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i think the problem id have with fans is that the only way to use them would be blowing upwards

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cuz pistons already push yk and also the ball falls downwards

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i think fans blowing upwards would be cool cuz the ball could hover off ground

lilac plinth
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you can use left right fans to skip over holes as well

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is the game 2D or 3D?

frozen solstice
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maybe even a trigger block that opens/closes other blocks or activates other mechanics

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its 3d but from a side perspective

lilac plinth
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i mean interactions and gameplay mechanics, not visual style

frozen solstice
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the ball does move on the X and Y axis and not the Z

lilac plinth
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yeah.

frozen solstice
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so 2d then

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and the ball falls straight down like normal gravity

lilac plinth
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you can also have like a rotating platform, that turns on clicking on it

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or something like a catapult

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but springs or fans do the same thing

frozen solstice
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maybe with the catapults you can charge them...

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so holding down mouse would change the power up and down

lilac plinth
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yeah that could work

frozen solstice
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would trial and error with the catapults be fun or frustrating?

lilac plinth
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no idea

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probably depends on level length

frozen solstice
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i dont intend on long levels

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and resetting a level is fast so thats not a huge issue

lilac plinth
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then more control to the player is good, because only clicking on/off on options might be too easy or a little boring if not done right. also depends on your goal of puzzle or skill elements being the most important mechanics

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you can also design your level in a way that's more or less forgiving, eg have bigger or smaller holes to hit after a jump or have the goal be a net or something not too small

frozen solstice
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thank you for all the help

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im definitely new to a lot of it so its much appreciated

lilac plinth
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no problem

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yeah me too

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i did small projects in the past

frozen solstice
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ive started small projects and gotten bored

lilac plinth
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now i want to start my first big project

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yeah thats a big issues

frozen solstice
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i rly like programming but when i dont have a clear goal to hit i lose interest

lilac plinth
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more abandoned projects than finished ones for sure

frozen solstice
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yeah definitely

lilac plinth
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i want to make a city builder

frozen solstice
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like cityscapes?

lilac plinth
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yeah, but my focus will be different than most city builder games

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much more about building design and placement, gridbased

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and with a tech system

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most city builders let you have progression by having a larger city, but i would like to explore progression by time, so some cities might grow slower, but still have new architectural styles and cultural changes that effect your decision making

frozen solstice
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i feel like that could go well and give a lot of replay ability to make a bunch of new cities

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sounds pretty nice

lilac plinth
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yeah the goal is for it to be very varied, each city has cultural indicators that tell you what type of city they want, so every city will feel different, be it american style suburban areas with interspersed malls, cities that are very decentralized without a true city center, a soviet style city with large governmental buildings where all the money is spent on for prestige, etc etc

frozen solstice
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maybe even like choices you make early on can affect the culture of the people who live in the city and what you can build and create

lilac plinth
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yeah, the degree of that i am still thinking about. RNG will have a big effect however, because I want the player to react to cultural shifts more than I want them to steer it directly, because there will be cultural indicators that are just more efficient than others

frozen solstice
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i think that actually sounds cool

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im not usually into city builder games but that sounds like a pretty unique spin

lilac plinth
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yeah, i have a lot of mechanics in my design doc already

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and i want to make it 2D and 3D, buildings made in sketchup, but city is all grid based so designing the layout can be done in the 2D map modes

frozen solstice
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you mean top down?

lilac plinth
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yes

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well, literally 2D probably, by not showing any 3D buildings when in planning mode

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but 3D mode also let's you walk through the city, at least that's the plan

frozen solstice
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that sounds so cool ive never heard of that in a city builder

lilac plinth
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you can drive a car in some city builders

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and follow people around

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but my game won't have cars or streets, so there's that

frozen solstice
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i think itll all turn out great

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good luck with it 🙂

lilac plinth
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thanks. been stuck at design stage for a few months now, but i think i can start actual implementation of the first basic mechanics soon

frozen solstice
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that would be the part that would get me. actually starting the creation

lilac plinth
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yeah, starting is always the toughest part

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especially when it's a project you havn't done before, city builder is harder to find tutorials for than a platformer

frozen solstice
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something i worry about, even tho my current skillset it limited and i make simple things, i worry i do them inefficiently

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it doesn't rly matter since its all simple but i dont wanna learn in a bad way

lilac plinth
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yeah, i am worried i make a mistake that i can't change easily later

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eg how i create my grid system or how i design my buildings

frozen solstice
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yeah and then you'd have to redesign and rewrite stuff

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that would be so demoralizing

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but all you can do is keep going with it

lilac plinth
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yeah, i made some skyscrapers and imported them into unity and was like ok, what would happen if i have 10000 of them, game is too slow, so instead i have to design vertices for buildings differently, instead of windows having another texture to the wall i need to create an image of a full wall as one material. stuff like that you can't easily change, in later stages

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or having the tile system that's currently supposed to be 16mx16m be not good for any reason, would also mean all plot designs and buildings i have by then will not work anymore

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so i think most of the 3D stuff i will leave for much much later in development and instead just work with buildings as numbers now

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or just a white box, stuff like that

frozen solstice
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yeah that makes a lot of sense

lilac plinth
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that's why i am still stuck in the design space, a complex game like that is difficult to just start off and not run into design mistakes i think. But now i am coming to the point where i think about numbers, and that stuff needs to be implemented before you can actually think more about that

frozen solstice
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thats also something that worries me

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like if im working by myself or even with a small group (maybe friends) it would be much harder to do everything

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as opposed to a big AAA team

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depending on the scope of the game ofc

lilac plinth
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yeah, setting the scope and judging your ability is important

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the good thing about my idea is that the scope can naturally increase once i have a working prototype. once the mechanics are in the game, i should be able to just tweak numbers and add new buildings as fast as i can create them. And most mechanics I want to implement are just math operations and icons, i don't have any physics or any real time stuff happening

frozen solstice
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thats what i love about finishing a mechanic

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for me in my project i finished a couple prefabs and just made a few quick levels

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feels good to just lay stuff out after finishing something complicated relative to the easy stuff

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if that makes sense

lilac plinth
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yeah, once mechanics are in and you can work on levels, it's much more fun, because you can switch between creative and tedious parts

frozen solstice
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and thats what ive been doing

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very satisfying to complete work

lilac plinth
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make sure to not only create levels but also worlds, that way if you ever feel like stop working on it, you can much easier make it complete instead of abandoning it

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having incremental stages of playable versions is pretty good

frozen solstice
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i was thinking of building what i have and sending it to a couple of friends for feedback but it can be finished so quickly and its just not ready

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i have fun going through what i have its like a "i did that" moment

lilac plinth
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yeah that's nice

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i made a mod and it also felt so good for every newly implemented mechanic or unit i got done and working inside the game

broken echo
lilac plinth
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lots of indie games also release early alpha versions

frozen solstice
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are there any good subreddits for that actually?

lilac plinth
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you have a vision in mind, but seeing people play it can lead you to new ideas and into some directions you havn't thought of

frozen solstice
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that makes sense

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i was thinking id wanna watch them play it

lilac plinth
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yeah, when i was working on my mod i also gave it to my girlfriend without much explanation to see how intuitive the mechanics were

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and last time i made an adventure game, i just threw it to some friends and asked where they got stuck on, so that i could make the most difficult locations easier to find or give better clues.

frozen solstice
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i gotta sleep now haha but i think i’ll try to do that in the next couple days and implement some of ur suggestions and see how they work

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thanks again

lilac plinth
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good luck

tribal nacelle
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is unity good with multiplayer concepts?

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i would like to make some rts like game after making single 😛

dawn ferry
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can someone help me to find this kind of look? (Red Tiles) Is there a tutorial or a specific name for this kind of shader?

dense quail
amber barn
amber barn
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I would recommend using Mirror or Photon PUN 2

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idk if Unity's new MLAPI is still in development or not, so you might run into bugs here and there when using that

amber barn
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Hey man, Tarkov is a really good game from a development standpoint

tribal nacelle
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yes

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what is that mirror / photo pun2

cinder hamlet
amber barn
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So like Lobby systems, matchmaking, etc.

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is usually handled by the framework

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you just have to integrate it into your game

tribal nacelle
amber barn
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I actually don't recommend that

tribal nacelle
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much rework ?

amber barn
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Quite a bit

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networking has a different workflow

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I'd say it's challenging because you have to specifically define what should happen on the server, on the clients, and how to communicate all of them together

tribal nacelle
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yes syncing is pain

heady terrace
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no not only syncing,
the whole concept is quite different, you might find it easier to build a multiplayer game from ground than modifying the existing one (code wise, not asset wise of course)

half notch
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hi im beginner, and starts learning recently , i appreciate if can share me some resources on how to casting spell from UI to the world (3D) ,its much appreciated ! (i already googled 2 hours and didn't found anything useful)

cinder hamlet
half notch
cinder hamlet
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well clash of clans is 2d, not 3d

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so it depends

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if you're going for 3d graphics, then you need to use raycasting to detect click position

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with 2d graphics, it's just normal coordinates

half notch
cinder hamlet
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yeah, then it's raycast

half notch
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what should i search for this matter , i couldnt find a thing anywhere

cinder hamlet
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"unity raycasting guide" or "unity how to detect click location in 3d"

half notch
cinder hamlet
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yw

tribal nacelle
feral jolt
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It's like a game, but just worse

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Nah, really it has a lot of variation, but the basis for it is that there's a large, non-linear world. You use tools and upgrades to explore it, coming back to old areas to explore them more extensively

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They don't need to be 2D, but the vast majority of good examples are

lilac plinth
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usually progression is locked behind upgrades, for example you can see a path, but the path is too far up to jump too, so the path will only be available after you gain the double jump ability.

cinder hamlet
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so no global servers

tidal silo
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Hi all, i posted this to the Mirror discord with very little success. Hoping someone can give me some input to point me in the right direction

maybe someone can explain this to me:
making a game with cast bars similar to MMOs like WoW.
When i simulate 200ping and cast a spell in wow, it waits 200ms and then begins casting the entire spell (from start to finish).
Using syncvars in Mirror, I simulate 200ms and cast a spell. The castbar starts from around halfway instead of going from start to finish.

In my head, this makes sense. I request the server to cast my spell and the server begins doing so immediately. It then takes some amount of time to sync that information to my client (and therefore i never visually see the cast bar begin). So what is WoW doing here? They're obviously not delaying the spell start just so it's more visually appealing (right?), so i don't know what's going on.

tribal nacelle
river oracle
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is it bettere to just put the objects in the scene or have them initialize as prefabs through code

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instead of putting the player object on the scene

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just have it initialize as a prefab

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does it even matter

cinder hamlet
glacial raven
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i am making a zombie horde shooter and i have decided to add status effects to my game, with both the zombies and the player having their own status effects. i am thinking about a damage-over-time effect that specific zombie variants can apply to the player, but i am not sure if it would wear off at a certain point or until the player has picked up a healing power-up.

cinder hamlet
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judging from powerups, its the former so go with the first option

glacial raven
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well true, but the main theme around the status effect is that its like a disease, and the healing powerup would be an antidote... i guess i could always make 2 damage over time effects, one that would deal the same amount of damage every time until the player heals, and another one that deals increasing damage but goes away by itself.

cinder hamlet
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it would force the player to stop whatever they were doing and rush for a heal

glacial raven
cold onyx
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hit me up if you know how to design this

cold onyx
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how

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??

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explain

hard fog
cold onyx
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ok

strong wolf
cold onyx
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bro idk how to do that

cinder hamlet
cold onyx
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What kind of free Pixelarteditors for 2d Games is the best?

cinder hamlet
white juniper
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How do Fortnite hotfixes work?
Say they add a hotfix to nerf a gun. Does the game download a data file containing those damage numbers every time the user logs in?

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And what is that called? I want to learn how to do such things i think it's good experience

cinder hamlet
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so no need to download anything

sleek phoenix
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hotfixes can be clientside too, it depends on what exactly the fix is

tawdry beacon
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Does anyone have any ideas for how I can make my game unique I'm using a pretty basic genre which is a movement based shooter and it has parkour and wall running but I know that I wont be able to improve on the fundamentals (as I can barley do the fundamentals) so I thought it would be better to make it different if anyone can help please @ me

feral jolt
lone crag
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my brain cant handle coming up with game storiessomeone help lol

cold onyx
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Any one know how to make horror effective like actually scary?

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Asking for a game I want to make

white juniper
strong wolf
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its free too

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i made a coin in aseprite what do you think about it

lone crag
lone crag
white juniper
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was it you who drew the art?

lone crag
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Yup

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All hand madd

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Made

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Took me forever

white juniper
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the character looks crazy good

lone crag
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Lol thanks

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I just started drawing and it looked like thjs lol

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I had no plan whatsoever

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I actually added lighting

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Like from the window and the lamp

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And um i actually recorded the process and might make a game dev vid soon

lilac plinth
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adventure game?

eager stratus
lone crag
lilac plinth
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yeah, the contemporary cartoon style game

lone crag
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lol

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i have no idea

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here is how it is now

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how does it look

lilac plinth
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well it looks great, but what are your plans with it?

lone crag
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I have no idea

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Do I have ideas?

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U*

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im just a 15 year old with ambitions but no brain

lilac plinth
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well that doesn't sound very ambitious 😄

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art style looks like it could make for a good old fashioned adventure game

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but i don't know what kind of games you enjoy playing and making

lone crag
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h

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i just dontknow what to do now

lilac plinth
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well you could make an adventure game, or a puzzle game, or a life management game, or even a shooter or fighting game out of this

lone crag
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hm

lilac plinth
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or a walking simulator if you have a story to tell

formal roost
# cold onyx Any one know how to make horror effective like actually scary?

I would personally avoid jumpscares and keep the horror in the suspense. If your game is more survival horror then design the horror around not knowing if you will have enough ammo/health/ any resource to be able to get past the next hurdle in gameplay. Too many horror games now a days are jumpscare intensive and that gets less scary as it goes on. One of my favourite horror games of recent is Cry of fear (Specifically the first two hours). There still are jumpscares but the worry of your ammo running out (reloading drops all of the ammo left in the gun and doesn't just replenish the weapon and keep the ammo already in the weapon) and not knowing if you will come across a health pickup before your next enemy encounter was some of my favourite moments with the game. Just some thoughts.

lone crag
lone crag
lilac plinth
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if you want horror, do not give the player a gun

lone crag
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i think i have an idea

lilac plinth
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i always felt that horror games lose most of their appeal once there is a shooter mechanic

formal roost
lilac plinth
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playing a little girl hiding or playing a guy only equipped with a camera always felt like a much more intense gaming environment.

lone crag
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i wish i can play the vr version

lilac plinth
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i was replying to the person making a horror game

lone crag
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just any average life sim until crap goes from 0 to 100 real fast knai

lilac plinth
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your game looks very cartoonish, although if you want to turn it into a horror game as a surprise that could also be pretty epic lol

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especially as a walking sim

lone crag
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might do that

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i think ill do that

lilac plinth
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eg walking sim into madness

lone crag
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lmao

lilac plinth
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there was an adventure game that combined horror and cartoonish still pretty well, let me think of the name

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fran bow

formal roost
lone crag
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lmao

lilac plinth
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yeah, that's also the premise of the game called clock tower, where a monster with large scissors runs after you and you can only hide under tables and such

lone crag
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ther is also the game i think called the house?

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im not sure

formal roost
lone crag
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its called houe

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house

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no its wasd

lilac plinth
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SCP: containment breach also does the not having a weapon and trying to escape genre pretty well

formal roost
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Ah yeah, I see it now, Got it mixed up with an old web game

formal roost
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Yeah

lilac plinth
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yes it's first person and uses blinking your eyes as a mechanic, which doesn't work well for a 2d game

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2D has is limited by the player being an observer, which for a horror game has positives and negatives.

formal roost
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That was always my problem when I used to use gamemaker. Basically locked to 2D and not knowing how to use 2d to its full advantage

lilac plinth
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i've also used gamemaker in the past

lone crag
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ive tried 3D

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way harder than 2D by a long shot

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first time not giving up on a game lol

lilac plinth
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havn't done a 3d game yet. i've made two 2D platformer games, an horror adventure point and click game, and a couple of RPG games with RPG maker when i was a kid 20 years ago or so

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yeah the ones i mentioned were the completed ones, often i also started a project and gave up halfway

formal roost
# lone crag way harder than 2D by a long shot

Suppose it depends on how you use it aswell. Could do a game with 2d sprites in a 3d world similar to octopath traveler's style but then you still need to worry about that third dimension

lilac plinth
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it's really good to have a goal in mind, the platformer games were both game jam so i had a deadline and that limited the scope

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i am also working on my first big game, but mostly working on game design currently

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having some technical difficulties with unity that i need to fix before i can really start implementing stuff

formal roost
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So far since starting around 2016, I have made a top down game where you defend a tower, A clicker game about planets (That I spent way too much time on) A game about making fake news stories for a brackey's game jam and a game about being a music robot filling a boring world with music to liven it up. Currently working on my next thing which is inspired by classic shooters (There is a vid in work-in-progress if interested).

lone crag
#

oh wow

#

i just started inunity

#

like last year

lilac plinth
#

i made a mod for a game based on unity last year, that's what got me here haha

lone crag
#

and ijust started using it i onlyknow the basics of C#

formal roost
lone crag
#

lol

lilac plinth
#

working on the mod i used C# but not unity itself

#

but unity in general seems very intuitive

#

and there is a lot of tutorials online

formal roost
#

Yeah, Used unity for a while then moved to Godot because of the whole 100% free thing. Kept crashing on me so here I am back using unity again

#

(Not too sure on how complete Godot's C# support is though so that's most likely the problem)

lilac plinth
#

i want to make a city builder now, that's grid based, so most gameplay is 2D, but the buildings will be 3D, i want a mode to walk around inside the city and stuff like that. so first unity project and i will have to work with both 2D and 3D already

formal roost
#

Sounds interesting. What would you do inside the city? Would it be more of a spectator view but as a citizen?

lilac plinth
#

mostly just walking around for fun

#

it's supposed to be a relaxing game where you get to see your city evolve over the years

lone crag
#

alr that works

#

lol

lilac plinth
#

well maybe not too relaxing, because i have a lot of stuff planned

#

to be honest, the font is not very easy to read

lone crag
#

hm

lilac plinth
#

for just a few interactions it may be fine, but if you have any sort of story in your game or text boxes, i would suggest thinking about a change of font

lone crag
#

im thinking of textboxes but idk how to approach it

lilac plinth
#

i like how the computer turns on to what looks like win xp desktop lol

lone crag
#

yeah i tried to recreate windows xp lol

lilac plinth
#

isn't win xp older than you 😄

lone crag
#

how old is it

lilac plinth
#

20 years and i think you said you are 15

lone crag
#

i spent my whole childhood playing flashgames on our windows xp pc

#

with 512mb of ram

lilac plinth
#

good old times

lone crag
#

xD

#

im old

#

but young

#

idk

lilac plinth
#

i'm 31

#

i remember using floppy disks

lone crag
#

HOLY POTATOES

#

31

#

sheesh

#

floppy disks

#

i just found my dad's old typewriter

formal roost
lone crag
#

verycool

#

looks like the re4 save typewriter

lilac plinth
lone crag
#

ahhh myspacebuttonbroke

formal roost
lone crag
#

myfriendstillhas80gbhdd

#

sorryidonthavespaceanymore

lilac plinth
#

restart computer and see if it fixes it

lone crag
#

lol

#

nvm

#

i just yanked the space button off and back

#

Modern problems require modern solutions

lone crag
#

officially a horror game

#

i added a little flashlight

formal roost
lone crag
#

_<

#

im lazy

#

ill go eat

lilac plinth
#

lol, officially horror, but better make the outside a night scene

cold onyx
lilac plinth
#

ok, i am back to the drawing board on implementation. i want to make a city builder with a large grid system (500x500 to 1000x1000 tiles), how should i implement this grid.

formal roost
#

Another way would be to, when you place your building, Use some sort of mathf to round or floor the x and z values then plus it by your grid seperation amount. I just thought of this now so I dont know if it would actually work

lilac plinth
#

yeah tilemap is what i am using right now

lilac plinth
cold onyx
#

Anyone have a unique idea for a horror game?

#

Like a unique mechanic/ story idea

lilac plinth
#

3d or 2d?

#

do you draw art or use models?

cold onyx
#

2d and I draw the art

#

It’s a sidescroller kinda like a metroidvania ig

lilac plinth
#

in a metroidvania you usually get upgrades that help you explore new areas. how about instead of having many areas you have only really one area but that area is changing and those changes help you do more stuff

#

an example would be a descend into madness

#

you start in a mansion and everything looks normal

#

but with more and more crazyness happening, the walls become flesh and eyes and stuff like that and some changes will slowly help you go to new areas and explore more

#

for example a closed door is a blood curtain after a while you can walk through

#

this could either be a bit more puzzle gamey or could also be more of a shooter game with more enemies and bosses

cinder hamlet
#

thats a cool idea

cold onyx
#

Thanks!

knotty star
#

what are people's general opinions on how much anticipation frames the main character should have on jumps?

sudden pendant
#

Enough to keep the jump feel responsive to the input.

lilac plinth
#

i have a decision i struggle with, but it's a little hard to explain.

#

i don't have sketchup on my work computer, so i made a little paint drawing to explain.

#

so in this city builder you do not build buildings, you build grid based plots, so this example would be you build a rectangle, that has 6 smaller buildings and one bigger building. what the smaller building and the bigger building is you decide, so for example the smaller building could be one family housing with a small garden or it could be a commie block like several story building and the middle could be an office building, a garden or maybe a pond, so a building can mean a lot of things.

#

now the problem i have is in my grid system. I thought of a 16m x 16m grid system.

#

so all plots would be a rectangle with a size divisible by 16

#

the question then is what size the buildings itself will be. my very first idea was to make them also 16x16 as the smallest, but that will be a little awkward, because if i want to make a very dense plot, the required walkway that every plot has to have will make it impossible to fit a 16x16 building into a 16x16 plot, so dense plots will not work well

digital aurora
# lilac plinth so all plots would be a rectangle with a size divisible by 16

i think its something you would just have to play around with. for example you could have a dense house "block" thats a 16x16 plot with 4 houses (each house being 4x4) or you could make a larger mansion esc house thats 12x16 and a garden/yard for it that takes up the other 4x16. getting something like grid paper and coloring different amounts of sqaures with 3-4 colors max can help you come up with layouts within the plots and then based on their size you can decide exactly how you want them to fit in.

in the picture, this could be the layout for a hospital type building with the purple being the building itself and the green being grass or a fountain and the blue could be road vehicles would use as a drop off/pick up point

lilac plinth
#

yeah, what i mean with one building is basically often a building and a courtyard or garden etc as you mentioned. All buildings will be square though, so the hospital you have shown would already be 'one building', that you would choose inside the plot editor

#

plots are usually very big. i want to create large cities like over 10km, so you won't build building by building, you build plots and just choose the type of building the plot features, the above one was a small example

#

the hospital in your example has some size issues, but yeah in general i want to make specific sizes, current thought is 14m 30m 46m 62m 78m. and every building has to fit within those dimensions, for example 14m x 30m.

#

the plot then defines the layout of those buildings. and while the plot needs to be a rectangle and the buildings need to fit within rectangles, the buildings could be rounded or have all kinds of shapes as long as they fit within the footprint dimensions.

#

'one building' can also be several houses connected, for example a lot of cities feature buildings that are connected by one wall.

#

take this housing block in paris, some architecture like that would be one building, even when it contains multiple houses

#

so every plot has a pathway at the edge that is always straight, due to the grid system, but plots can have walkways and such that are more creative and plots can be quite big as well

#

and a plot could be like a large suburb like this monstrosity

#

but the buildings inside are not locked to the plot itself, so you could choose midrises instead for example,

#

they won't be that big. But that's the general idea, you don't put down single buildings, but you have a little designer where you choose the layout of the buildings and what buildings are inside

chilly oriole
#

Hey i need some ideas, so my game is gonna have stealth in a certain level, but im not sure what setting or place would be best for stealth.

#

Any ideas are appreciated

lilac plinth
#

what kind of game is it

chilly oriole
#

Its about being in a testing facility where you are being experimented on, your going through 10 tests to test your skills, one of the tests is stealth

lilac plinth
#

like portal?

chilly oriole
#

ye basically

#

i mainly based my game off of the stanley parable

lilac plinth
#

so mostly workplace style environment?

#

tough to say, it's mostly about your lore i think what fits

chilly oriole
lilac plinth
#

like can you have people around or should it be more contained, eg you have only cutboard people, as in a more controlled environment

#

it really depends on the reason you are there and the control they have over you

chilly oriole
#

have night gaurds?

#

or just employees?

lilac plinth
#

because if it's like portal, glados wants full control, so you don't have people running around

chilly oriole
#

ye

lilac plinth
#

stanley parable is more metaphysical

#

they want you to follow, but it's not an evil person, it's mostly just a story teller

lilac plinth
#

so the reasons of the person who put you there mostly determine what kind of environment you want to have

chilly oriole
lilac plinth
#

night guards for example make sense if you are there against your will and during that part of the game you already gained a certain way out of a controlled prison like environment

#

then i wouldn't put night guards, i would put 'normal people'. as in, the people are dressed normal to not raise suspicion, but when they see you, they force you back to your workplace, so it is like a prison, but they act like it is not

#

so after you realized something is going wrong. maybe there is a room with info you need, and there are some people blocking your path, they are effectively guards, but as they try to keep up the illusion, they look like normal people

chilly oriole
lilac plinth
#

this also allows for kind of very funny kind of situations, where you have guards dressed as janitors telling you, oh sorry the floor is wet, you can't walk here or similar completely ridiculous path blocking

chilly oriole
#

But im definitely gonna use the normal people guarding situation

#

and a working environment

lilac plinth
#

oh ok, yeah i am just throwing ideas out there

chilly oriole
#

maybe i could make it to where the guards are more serious, or just simply doing their normal path, because i want it to be night time, and the guards are doing there night shift

lilac plinth
#

yeah i am still a bit unclear how exactly your game lore and surroundings are like. night guards certainly work in a lot of situations.

chilly oriole
#

okay want a run down on how the game works??

lilac plinth
#

sure

chilly oriole
#

or atleast the lore

#

So in the beginning of the game, you are getting off work, and whilst getting off work, you go to the elevator to leave your work building. You get to the lobby and leave through the exit/entrance, and instead of walking out into a regular city or parking lot, you walk into wilderness or woods. You walk into a door with a red arrow above it, that loads a cutscene that clarifies the player, that he or she is being tested, and needs to finish 10 challenges

#

and then a few challenges start

#

im planning to have a full mission at the end of the game, that uses each and every test all in one.

lilac plinth
#

oh ok

#

who tests you?

#

that does sound like you know you are being tested though

chilly oriole
chilly oriole
#

but you dont know who is testing you.

#

sorry, i should have said that a little better

lilac plinth
#

ah ok

#

i guess night guards work then

chilly oriole
white juniper
#

How do idle games work when the game is not running?

lilac plinth
#

calculates the time that has passed

white juniper
#

so does it save the current time every second or so in case the user force-exits the game?

sleek phoenix
broken echo
#

Quick, what sounds like a higher title/rank "expert" or "specialist"?

obtuse pecan
#

how many people do you think it takes to make this game?

sudden pendant
#

If you are talking about a studio doing it, then at least one person per role. From management, game design, art assets, UI, audio and of course development to name the basics v

digital aurora
#

for people with minimaps in your games how have you handled creating them? ive been trying to think of different ways to dynamically update a minimap as rooms are generated (most similar to the binding of issac style layout and discovery). our game works on a grid based system so we've thought about referancing that grid and using it to stitch room images together dynamically to update and display the map. is there any other ways people know or can think of handling it?

nothing using an extra camera such as a top down of the play area as there are multiple stories on top of each other that would obstruct the lower floors

Ping on response

chilly oriole
#

Hello guys, im making a stealth level for my game, which has a office environment, what obstacles should i add?

feral jolt
#

So I'm making a 2.5d game, image attached, and I need stairs. That's an integral part of my world design (the 2 part of the 2.5d), but I'm not completely sure how to make it so you can walk up them or go around. Since you're only moving in 2D, you can't just turn around and walk up them, right?

So I was thinking I could make it so you can press W near a stairs to go backward towards them, but I feel like that wouldn't really work in the heat of the situation, and the solution I tried implementing was to allow you to always press A or W, but then that defeats the reason I made it 2.5d (for easier collisions and faster development), and I had a hard time getting through doorways and such

#

Anyone have any ideas for what to do?

#

Oh, here's one. What about if I have them on a separate render layer, so the player renders in front of them when going around, or on the same layer when going up them, when they're actually always in the same place. That feels overly complex, though

digital aurora
#

if a person can jump you could make it so if they are walking past it doesnt put them on but if they jump near the stairs it puts them onto them. this way you can smoothly move past them and jumping doesnt usually break movement flow besides jumping onto stairs being not the most "immersive" other than that i would say just the "W" option near the bottom of them

feral jolt
digital aurora
#

ya

sudden pendant
upbeat dust
#

ok sorry

near ridge
#

And armless characters might walk like this to telegraph their… ahem…. ‘Armlessness(they can’t attack).

near ridge
#

Thoughts on it?

clear geyser
#

Kinda weird

near ridge
# clear geyser Kinda weird

Well... The reason they walk like that is because they don't have arms to counterbalance the force of their legs.
To also explain why they couldn't, say, kick.

clear geyser
#

Yes i understand but the idea is kinda odd

ornate grove
#

maybe interview actuall human without arms

clear geyser
#

What game will this be implied on?

#

What type of game

#

?

#

@ornate grove

ornate grove
#

i am not the creator of this

clear geyser
#

Oh

#

Ok

#

Well it depends on the game but good idea not rly usefull as a character tho

clear geyser
#

A

near ridge
#

yep!

clear geyser
ornate grove
#

np

ripe lava
clear geyser
#

Thats what im saying

ornate grove
#

shoot lasers from eyes

clear geyser
#

Omg

ornate grove
#

or walk nearby and explode

clear geyser
#

Yes

ornate grove
#

like creepers

ripe lava
#

Could also give them earthquake stomps

clear geyser
clear geyser
#

?

#

What was that ctlron?

near ridge
clear geyser
#

Then its a good idea

ornate grove
#

make them very fast, and maybe trying to trap you, or telling others about you if its about stealth

ripe lava
#

I like the animation, but they look more like stompy tank monsters than speed runners

#

If they are only ment to run they should have more of a leap movement imo

ornate grove
near ridge
near ridge
near ridge
near ridge
near ridge
#

Quite ultimately, they’re many other builds, just not those that deal damage or combat focused.

glacial raven
#

im thinking about starting a horror FPS game project, but i dont want to make jumpscares. what else can be used as horror elements besides jumpscares?

#

by the way i have already made a starting point of the game concept i decribed, which uses darkness to make it harder for the player to see unless they have a flashlight out. i was just asking for some extra ideas for how to make a horror atmosphere and such.

rare gorge
glacial raven
# rare gorge This post a few days ago might give some ideas. https://discord.com/channels/489...

i mean in terms of the flashlight flickering and such i think i could make the game more towards semi-survival with a kind of shop where the player could buy batteries for the flashlight to function like ammo where if the flashlight is outta battery it just stops lighting the area. i already have set up a couple places with stationary light sources (like inside this big zombie-infested mansion i am intending for the player to explore a bit, most of the game world is just forests and some abandoned towns).

ripe lava
#

Especially when he kept repeating "Time To Feast"

cold onyx
#

damn. I really slept in and suddenly have another idea for a game,, so here's some concept art stuffs

#

I think it'll be some kind of 2d platformer rpg deal,, main mechanic being messing around with snow and ice to get around and fight things

ornate grove
#

reminds me of cuphead

cinder hamlet
cold onyx
#

yep, might not even happen lol

#

but still could 🤔

ripe lava
cold onyx
#

ooh that's a good idea,,

#

wasn't really thinking much about enemies but I think I should :0

#

I think one of the inspos originally was hollow knight or something, don't remember 💀

#

it could probably fit in with the plot :P

#

like maybe the world is heating up and people are dying, so the protag has to defeat the sun to restore the cold

ripe lava
#

You could do alot with it, you could also make killing the polluters cause the power of the sun to decrease over time, incentivising players to kill more mobs and bosses before the final boss

#

And after killing the sun you could have a small part at the end showing the damage you have caused as a result (if your going for the serious game approach)

#

So in truth you became the antagonist

cold onyx
#

ooh maybez

#

I'll have to think on it more

#

but I'll consider lolz

#

I could write down some drafts like I did the first game I thought of, like little paragraphs of the lore

lilac plinth
#

maybe every place you walk the ground changes to snow

vital bison
#

can someone please explain to me how to make tilesets

lilac plinth
#

there are a lot of youtube videos, i was learning about tilesets these days as well

humble briar
#

what kind of gameplay elements would a morbius game have

tawdry bison
#

Not sure this is the place to ask, but does anybody have an 32x16 isometric tileset template I could use? The ones on itch have very limited shapes and I can't get mine positioned correctly in the tilemap

tawdry bison
#

Nevermind I got them setup

main sonnet
#

whats the best way to make an ad for my game if i want portrait ads and my game is a landscape mobile game?

heavy osprey
main sonnet
lilac plinth
#

dude

hard fog
#

!ban 765276621351157801 Spam

desert martenBOT
#

dynoSuccess LegitFlaqq#2432 was banned

knotty mortar
#

hey, anyone know of any assets that have a basic low poly male/female animated meshes? and maybe a setup to swap their clothes? I'm getting into making an RPG and that's not something I've ever made before, so I'm looking to buy it

cinder hamlet
#

unless you've already done that

knotty mortar
#

@cinder hamlet yeah, random npcs are pretty important to my game play

cinder hamlet
#

no point in spending money on something you might never use

shrewd heron
#

Design question for your consideration. The project I'm working on, a 3rd person scifi adventure rpg, has lots of cutscenes that occur at the beginning or end of a level. Should I do these as separate scenes, or all as the part of a single scene?

wintry rampart
#

Hey guys, is there a way to download files from unity store to my computer, to redesign the charackter, but use the asset as a reference?

sudden pendant
chilly oriole
#

I need some ideas.

#

Im making a level where you trapped in a area and u need to use clues and your brain to escape, only problem is that i dont know what type of environment to use.

#

any ideas would be awesome

opal turtle
#

Hey guys , so am trying to get better with game design by replicating scenes and I just started so am wondering if anyone has anything I should try to replicate (picture)

bitter iron
chilly oriole
#

i need one more idea

#

so i made it into a room where your trapped and you need to go through a computer to get clues

#

what type of puzzles should i use?

formal roost
#

What are peoples thoughts on the PS1 model style? (Separated limbs/No defined fingers) Asking as I'm currently working on a old school fps style game and only ever really done the ps1 style but I feel like if I use that style then the game would get would be dragged down because the PS1 style is a mix of overdone and ugly if done wrong.

tiny marsh
#

how big are title/menu screen splash arts usually

onyx steppe
#

how can I fix the quality of my character, I mean because I see it pixelated but it shouldn't

jolly thistle
#

can somebody tell me how to fix this dark scene

tiny marsh
#

add a light source

cold onyx
#

How'd you come up with the name of your game

sudden pendant
#

Brainstorm and pick. It's a good idea to let the name come more naturally by waiting until it's far enough along to have a solid identity.

eager stratus
eager stratus
opal turtle
narrow holly
#

you dont have to make it as detailed at first

#

just focus on the main beats of it

#

there's a main point your eyes are drawn to

#

and then a secondary objective

#

etc

weary thicket
weary thicket
cold onyx
#

Which idea do y'all like the most?

2D side-scrolling dungeon-crawler with permadeath (but not roguelike; premade map) where instead of worrying about enemies, you have to worry about exquisite traps and mazes.
2D side-scrolling sandbox-survival game with a slew of different environments and enemies
3D post-apocalyptic (?) with permadeath and a snowy environment, where you slowly discover ancient relics and buildings.

chilly oriole
#

i would play it if you made the 3rd one @cold onyx

cold onyx
#

goodness gracious

lilac plinth
#

permadeath in a premade exploration map sounds frustrating.

eager stratus
narrow holly
#

i like each level to have a weenie

#

a weenie is basically the thing that catches your attention the modt

#

in half life 2, it’s the citadel

hardy wadi
#

I completly suck at game design so is there a way to get better at it in a short time?

night shoal
#

No magic bullet, I'm afraid

#

Practice and study

narrow holly
#

play games and try to see what parts of it work well and why

hardy wadi
#

Sad

narrow holly
#

if you have any valve games, the developer commentaries are very useful

hardy wadi
narrow holly
#

the best way to get good ar game design is to make games

#

simple games

hardy wadi
#

True

digital aurora
# hardy wadi I completly suck at game design so is there a way to get better at it in a short...

#archived-resources message

Not exactly a short time but this is a post i made a while ago containing links to a bunch of youtubers who analyse different aspects of video games and unity game development. If you focus on the game design channels and the story analysis for storytelling portions of game dev theyll probably help. Pretty much all of these on top of a few other places are where ive come to understand game design practices

#

Also condeming yourself and taking on a critical and analytical outlook on video gamws and other things can help with understanding and learning stuff like game design

hardy wadi
#

Thanks, will take a look into it

cold onyx
#

Guys anyone here using blender and can help me?

sudden pendant
silver robin
#

Can i ask a question about trello here?

left viper
#

hey pals. Got a question. Does anyone have any examples of large defensive enemies in action games that just hang back from the rest of the enemies without doing much?

chilly oriole
#

I need some ideas, im trying to make a brain puzzle, inside of my game, what physical puzzles could i make.
like for example, pressing certain buttons in a certain pattern

bright nest
storm coral
#

anyone got some game ideas or a good place to get some?

prime steppe
storm coral
#

thanks

prime steppe
#

could you fill this out for me as it would be very helpful

storm coral
#

okay

azure mulch
#

hey so i have this issue,i got 2 c# scripts,one for player movement,and one for camera movement but how do i apply them to my player respectively to my camer to make them got in sync?

bright nest
#

anyone help

#

pls

cinder hamlet
#

you won't get help any sooner like that, you'll just flood the channels

bright nest
#

no one is responding in the 2d chat and art chat for hrs

sudden pendant
cinder hamlet
#

If no one is responding that means no one knows how to help you so you have to find a solution yourself

#

I'd search the unity forums first if I were you

tough imp
#

And if you agree that it looks like a roll what would make it not look like a roll

night shoal
#

Change the colors so that the cloud isn't the same color as the guy's clothes

digital aurora
#

Also having it leave a very short trail of dust as it moves instead of just the cloud shifting can help give the impression of a cloud of dust

cinder hamlet
#

Or just rename it into a roll

storm coral
#

anybody just got any small game ideas so i can use what i have learned in c#

#

something simple

storm coral
#

oh yea 🤦‍♂️

#

thx lmao

#

that will work

cold onyx
#

make a carbon copy and then just go ham
do what you want

storm coral
#

cool

orchid lance
#

joined the troll jam i saw in #🕹️┃game-jams i dont know anything so i will look some things/ do yall got some tips for me cuz i dont even know 1 scripting command or how to build a 2d game

chilly oriole
#

Does anyone have any Ideas for some parkour that could be added inside of a office environment.

cinder hamlet
chilly oriole
cinder hamlet
cinder hamlet
#

Well that's going to be difficult

#

is your game realistic or more of a silly one

chilly oriole
cinder hamlet
#

well one thing that comes to mind is ventilation shafts

chilly oriole
#

thats actually a good idea

#

maybe like a vent maze, along with parkour?

cinder hamlet
#

why not, just make sure it's not a pain to complete

chilly oriole
#

ok

#

but what would i add, that follows the parkour idea

cinder hamlet
#

Some large vertical shaft with platforms that you must climb

#

that connects to the actual offices through smaller shafts

storm coral
#

oooh

cinder hamlet
chilly oriole
bright nest
#

how do i delete blocks when its on my tilemap

cinder hamlet
bright nest
#

oh

#

my thing is bugging i cant resize anything

#

why is my camera so big but ingame the field view is so small

cinder hamlet
#

which is meant for 2d

bright nest
#

ah

#

how would i get that

#

got it

#

nvm

lethal wagon
#

How much would you guys recommend i charge for a simplistic game that all you do is tap to jump (whilst obstacles are coming at you) because i just can't price it..

sudden pendant
#

Look at how successful games of that genre are pricing their games. No doubt it's ads removal as an IAP.

lethal wagon
#

Ads kinda ruin a game tbh.. can i make ads NOT that intrusive? i don't want it to be like. you die. then ad. you die. then ad

sharp robin
#

I'd charge nothing unless it took measurable effort.

#

If it gets traction down the road, add passive ads.

sudden pendant
#

Some games do optional ads for things like continuing a run you failed, or gaining some premium currency for free.

lethal wagon
sudden pendant
#

Ads themselves really don't make most of the money. IAPs on good games are where the real money is, provided you make a game people want to play.

#

If you have a crappy game, even ads won't save it.

sharp robin
#

There are some things like implied value by putting ads etc. But if it's simple, one of your first games, just post it free until you make it better or make better games down the road

lethal wagon
#

It's literally tap to jump..

#

simple as you can get

sudden pendant
lethal wagon
sudden pendant
#

Because, on top of all this, cloned mobile games from hobbyist developers have such a low chance of success it's not even really worth worrying about.

#

Then you're making the wrong type of game.

lethal wagon
#

so basically simple tap to jumps ain't gonna cut it

sudden pendant
#

Nope

lethal wagon
#

I mean look at flappy bird 🤨

sudden pendant
#

You're not going to compete with the major publishers like Ketchapp or Voodoo

lethal wagon
#

oh ofc not

sudden pendant
#

It was the original, please don't fall into that trap.

visual tide
#

Lets be real, not many people get rich off games

lethal wagon
visual tide
#

Some people might make back the £100 Steam fee

lethal wagon
#

I'm uploading to androids store because it's a One time purchase of $25

#

Yea

#

i am going to choose the ads option then a remove ads button or something. i just need to learn how to create the UI because no tut helps 😬 💀 😭

#

anyone have any recommendations?

#

Is there a tut on that 💀

visual tide
#

There's videos about all of this

#

I imagine there's a tutorial (albeit paid) for the entirety of mobile dev from inception to IAP and Ads

lethal wagon
#

This'd work right?

#

Ahh

#

so would this be better?

#

i assume maybe

#

how do i do that 💀

feral jolt
#

I'm thinking of making a game which would take place on a '90s-era computer. I'm not sure how to handle aspect ratio for that kinda thing, though. Should I make it 4:3 with bars? That's how Her Story does it, and I don't really notice them, but it doesn't really feel right

late vapor
#

I'd say stick with 16:9

#

aspect ratio seems like a weird thing to change (arguably for the worse) for the sake of theme or authenticity

late vapor
#

the first thing that comes to my mind when I head 90's computer is that windows ME screensaver

tiny marsh
#

how many status effects do u reckon are too many

#

this is the plan gui, and status will appear in top left
i had 14 statuses so far that i have to make icons for, but only 10 or so that properly matter

carmine nova
#

hi

pastel relic
#

was gonna as what are swing beats?

carmine nova
#

Well swing beats use like a different structure

narrow holly
#

swing beats work

carmine nova
#

fair

narrow holly
#

i need to make a song creator now

#

then i can test it lol

carmine nova
#

noice

narrow holly
#

then i can do the fun stuff like equipment, band members etc

carmine nova
#

how are you planning on creating the songs

pastel relic
#

are you gonna chart in code or make an actual charting system that exports an xml?

narrow holly
#

im gonna make a song song creator

#

that the player can also use if they choose

carmine nova
#

maybe you could import midi files

pastel relic
narrow holly
#

nothing is hard, it just requires careful planning

#

i have it all planned in my mind

carmine nova
#

you could make a notation software inbuilt (like noteflight or mixcraft)

narrow holly
#

multiple notes will map to the same key so people dont have to dance ip an down their keyboard but it will still sound decent

#

and be fun

carmine nova
#

yeah

#

maybe you could show the keys up on screen tho so the player knows what to click

narrow holly
#

ill mess around with it and see what is most fun

carmine nova
#

ye

#

screen shake too for the larger and louder parts?

#

like the climax

#

idk I'm just shooting ideas here

pastel relic
#

if you add that add the option to dial it down aswell, some prefer a still screen

carmine nova
#

yeah true

#

settings good

#

also an option to dial it up a lot?

pastel relic
#

true its gonna make it funny

carmine nova
#

yep

#

how do ppl think of so much better game ideas than me 🤦‍♂️

#

and scoped too

pastel relic
#

sometimes a good idea comes like "what if #### but ####"

carmine nova
#

what if you had a driving game but you can't steer

pastel relic
#

and youd have other mechanics that stir your car and through the acceleration or brake you interact with those

carmine nova
#

house building but you can only use plastic

cinder hamlet
pastel relic
#

idk what to add to this one lol

narrow holly
#

dont think of games like that

#

games with a gimmick are rarely satisfying

#

think of an idea in reality and then think about how that would translate to a game

pastel relic
#

tho overdone games are boring a bit dont you think?

#

so twisting them around can spark something new

cinder hamlet
#

Getting inspiration from existing games is a good idea too

narrow holly
#

if your game idea starts with another game then maybe its not different enoguh

cinder hamlet
narrow holly
#

its also a good idea to make games about something you are passionate about

pastel relic
#

an fps game but its in second person

narrow holly
#

i’m really passionate about theme parks and music

#

so i tend to make games in those veins

pastel relic
#

yeah i like making platformers

cinder hamlet
narrow holly
#

i dont think i have ever made a platformer or fps game

pastel relic
#

best twist of the century

#

never been too fond of fps games myself but it seems fun to make one

#

maybe i will make that second person shooter one day

narrow holly
#

a second person shooter would be from the enemy’s perspective

#

i think someone did that a few years ago

pastel relic
#

you just fixed my stupid idea

#

i wanted the camera to be in front of the player's face

#

:trollface:

carmine nova
#

@narrow holly how's the rhythm game going

narrow holly
#

currently in security line for airport

#

after then i will continue

#

gonna make a song editor

carmine nova
#

noice

narrow holly
#

or at least a protocol

carmine nova
#

I should consider taking my laptop on flights lol

narrow holly
#

i have a macbook air which is nice

#

i dont have to charge it at all so i can work the whole time

carmine nova
#

noice

carmine nova
#

plus mine gets very hot

narrow holly
#

windows is just too unstable for me

#

i used to swear by it but now i want somehting more efficient

carmine nova
#

definitely as it'll hopefully run stuff like unity and blender faster

narrow holly
#

the new macs are unbelievable

#

they use like no power and just tear through tasks

#

im buying a mac studio for my audio work soon and i cant wait

carmine nova
narrow holly
#

nice me too

#

its literally amazing how good of a value it is

carmine nova
#

noice

narrow holly
#

i cant wait for my m1 max

carmine nova
#

better than rtx?

narrow holly
#

graphics nah

#

but its honestly enough

#

you really dont need as much as you think

carmine nova
#

yah I prefer low poly graphics

pine kite
narrow holly
#

crap we keep getting off topic

#

sorry

carmine nova
#

yeah lol

#

sorry abt that

#

they should have a discord bot that automatically changed your channels

narrow holly
#

ive got to sort out the band mate stats for my game

#

like the risk factor, skill, personality etc

carmine nova
#

yea

#

you could have members who randomly go into guitar solos because they feel like it

narrow holly
#

i love doing that irl

#

im gonna draw from my time in bands for game design aspects

#

including the drama

carmine nova
#

noice

#

yeah any bands I've tried to be in just failed

#

mainly because the others either couldn't do any music

#

or only wanted to sing abt depression

narrow holly
#

lol sounds about right

#

adding an emo category to the game

carmine nova
#

yeah

#

my playing style didn't rlly fit the theme

lethal wagon
#

I have this button that the player can press to show an ad. only problem is is that it's skippable. and i don't know how much money I'll make via the ads system, can anyone help me out on how to work out a more efficient way of income?

#

I Wan't to make UI shop system but idk how to word it into youtube to get the right tut 😭

bright nest
#

why didnt this work?

#

ye my bad but anyway i fixed it

lethal wagon
#

if i just had a ad banner at the bottom of my game. how much do you guys think that could make me?

#

What kind of ad form bring in the biggest amount of revenue? ik it's not THAT big but out of all the options which is the best?

#

hmm

#

do you think you could help me with IAP's? because i can't REALLY get a working shop system 😭

#

i don't really want my game to be infested with ads 😬

#

but most are out of date and hard to follow. Like from 2021. or 2019. and all the menus n stuff in unity have changed.. and it just makes it unnecessarily annoying

#

the part of your sentance that scares me

#

is

#

Almost

#

Why?: well simply because most tut's are SEVERELY out of date

#

ty

lost shell
#

Any tips on how to come up with levels?

pine kite
#

Be inspired by existing work. Try finding games with similar mechanics and looking at their levels.

pine kite
#

What about them? Should be able to find a lot of reference material if your game fits to that category.

kind stratus
#

Has anyone found a good open source alternative to milanote?

plush orbit
#

Hey guys, you know those "football manager" games, where you play it almost entirely in the interface? What would I search for if I wanted to find tutorials for that? Or maybe there just aren't many out there.

sleek phoenix
lethal wagon
#

Guy's I've just had a genuis idea Will this work?:

what if i build and run my game (which intern gives an Apk file) i then upload the Apk to a media sharing website. and then go to my android device and download and install the Apk..

#

100IQ Idea

#

Nvm. Unity's Just told me The Device Needs to be plugged in 😐

sudden pendant
lethal wagon
sudden pendant
lethal wagon
#

i should probably go to sleep 😭

lethal wagon
chilly oriole
#

I'm making a game about being tested in a testing facility. I want there to be atleast 5 tests, these tests are getting your prepared to do a heist.

#

does anyone have any ideas for some tests that i can add in the game, that will prepare the player for a bank hiest.

lilac plinth
tiny marsh
#

is the test the tutorial or the game itself?

chilly oriole
#

and at the end, there is a full mission, using those tests

lilac plinth
#

watch some heist movies and see what kind of mission you want to build

#

the type of heist will pretty much dictate what skills you'll need

#

do you storm in with guns? do you swing stealthily in from the roof? do you tunnel into the building? do you fake to be an inspector and infiltrate the place by kidnapping key people and replacing them with doublegangers?

tiny marsh
#

could do a segment where you have to find a pathway through an area while avoiding light areas / spotlights
3d maze sort of thing

lilac plinth
#

mock up of the building memorizing the layout

carmine nova
#

@narrow holly How's the game going?

narrow holly
#

i got the multitrack working

#

now im working on the instrument selector

lilac plinth
#

@cold onyx You should ask in the forums, no team searching on discord, it's against the rules

cold onyx
#

@lilac plinth im sorry i didnt know

lilac plinth
#

i don't know if there is an arabic forum for unity, you might wanna search in your own language online 🙂

late vapor
#

I've been interested in the idea of a game being mostly training/simulation for a climactic final level where you are tested, and where failure is absolutely punishing

lilac plinth
#

sounds frustrating if the testing is pretty easy and you then get the test and might fail at one point and have to do everything again

toxic flame
#

Just a general question to all game devs, is it normal to doubt your own game loop design or is it just me? 😂

toxic flame
#

Somehow is still doesn't feel very conforting 🤣

lilac plinth
#

games are rarely fun with half baked mechanics

#

and no balance whatsoever

#

and issues due to bugs

toxic flame
cold onyx
#

Is anybody knows in subway surfers whether the player is moving or the stage itself is moving towards the player to create the illusion of movement?

uneven dome
cold onyx
#

I thought there would be someone who is experienced in endless runner genre

uneven dome
#

You can try both solutions and see what works best

#

Maybe moving the player will help with performance, because the stage is big and procedural and full of tris and vertices, so if you move ALL of that, it's probably going to impact the performance and decrease the FPS drastically, whereas moving the player will not be as bad considering the inferior amount of geometry and also considering that the player is not procedural.

That's my theory, might be wrong but there's only one way to find out.

cold onyx
#

I know that each option has its benefits and problems. If you make the player move, at some point player's transform number will be so high that unity will act weird so you have to reset the variable, but if you make the stage move that means lower performance. I was just curious which option subway surfers dev go for.

uneven dome
#

What if you reset the variable once the player trespasses 5000 on the z-axis, and also spawn a chunk of the level identical to the last one generated to make the transition seamless?

cold onyx
#

Yeah, this sounds better than just moving the entire stage. I think the issue I would probably encounter is how much seamless is the transition.

uneven dome
#

Just move the whole stage back with the player, since it would only move once every 10 minutes of gameplay that wouldn't change the performance

cold onyx
#

I'm going to try it. Thanks

uneven dome
#

No problems.

bright nest
#

could i somehow make those fences make like a box without it looks weird

#

idk how i would do it not very good at perspective

sudden pendant
#

Not with just the same art asset, you need corner pieces and ones for the vertical direction. Look at other games and how they do it.

bright nest
#

hm ok

sudden pendant
#

Stardew Valley is a good reference for that sort of thing.

bright nest
#

oh wow

#

i think i got it

broken echo
#

I want to study a game's numerical relations (for a course about balancing games), so any suggestions (I already feel like an idle game would be good for this but I may do multiple games if I got the time)?

bright nest
#

how do i make it if im behind a bush im behind it like this

#

but when im infront of it im actually infront of it

heavy osprey