#archived-game-design
1 messages · Page 48 of 1
yeah maybe like a block border
Wouldn't that give the impression that you actually have to click on it tho ?
or maybe an icon, like a hourglass
I like the idea of using some kind of figure/icon/whatever
But the ball is too smol
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
or blackoutline when it isn't on cooldown
Ohhh I see
Yeah, you're right, that would make a lot more sense, I was thinking it backwards lmao
just throwing ideas out what could work, you need to test if it was a good idea haha
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
It's more intuitive
Still open to suggestions tho
it is indeed small though, so an hourglass or lock icon above or below it might be too small
so black border might work better
True
And it's kind of a fast paced game
So it can't be like, too fancy of a thingy otherwise it'll just mess with the game flow
How long is the cool-down?
Around 1 second, prob will make it shorter tho, around 0.5 secs
Have to play test it a bit more
But really short
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?
is there a particular course you're interested in?
annyone know how to make a avatar for my game?
Yes, I found online Game Art courses at Full Sail University, RMCAD and SNHU. Not sure which one would be the best.
I would not suggest doing an online degree from a for profit college period
And what would be a good option then?
Hi
If I was me, I would have a “ghost” version of the player, that is left behind when you dash, and must catch-up before you can dash again, would be pretty hard to make it look good tho
Would it even be noticeable with .5 secs of movement, even less time now, at .25
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
How do games like Fortnite have their challenge systems set up?
"Get S amount of eliminations in X POI while crouching"
how do they structure that in the code
how does the tracking work
do they like mass-use events?
Yes, likely. A kill would broadcast the event with a bunch of info. The achievement system would parse it for anything worth taking.
because the point is the collection of those individual elements make the game?
🙃 My fault
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?
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
Idk
If it’s that short I don’t think I would even have an indicator
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?
a crown made of some bad materials like wood or bones or something
i use that for low but positive values
negative prestige is actively hurting you, so a crown seems like a positive thing even if it's a simple crown
hmmm
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.
a jester hat could work, but that's difficult to draw recognizable
or a broken crown
@tiny basalt There's no job/collaboration posts on this discord, you can use the forums instead. #📖┃code-of-conduct for links.
sounds good
yeah that's what i am going with for now, havn't drawn it yet
im working on family guy shmup peters projectile will be beer bottles idk what quagmires should be any ideas
isn't quagmire the pervert guy? maybe something suggestive like adult toys.
no quagmire was the sex addict
you had herbert the pervert as the pervert
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
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.
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?
do you control the ball directly like a character or does it move with momemntum like a golf game
its momentum
oh, you don't actively do anything with the ball, but press things to start moving it around?
yeah you click the blocks in the level that do stuff
water could be an interesting mechanic in many ways, but not as easy to implement
im not exactly new to programming but still in my beginning stages of learning
so im not sure if i could do that lmao
swinging things on robes or other things that can move inside the level
blocks that move up and down to create doors and elevators with it
i did think about moving platforms but wasn't sure cuz only really vertical ones would work
but moving blocks is something i may do
moving blocks allows for a lot, it allows for movement as well as crushers, doors etc
you can also have vents, eg things to turn on or off for wind to push the ball
similar thing can be done with springs that give your ball momentum
magnets as well
i like the wind idea. maybe some sort of a fan
either you can turn fan on off by clicking or you can change directions by clicking
i think the problem id have with fans is that the only way to use them would be blowing upwards
cuz pistons already push yk and also the ball falls downwards
i think fans blowing upwards would be cool cuz the ball could hover off ground
maybe even a trigger block that opens/closes other blocks or activates other mechanics
its 3d but from a side perspective
i mean interactions and gameplay mechanics, not visual style
the ball does move on the X and Y axis and not the Z
yeah.
you can also have like a rotating platform, that turns on clicking on it
or something like a catapult
but springs or fans do the same thing
maybe with the catapults you can charge them...
so holding down mouse would change the power up and down
yeah that could work
would trial and error with the catapults be fun or frustrating?
i dont intend on long levels
and resetting a level is fast so thats not a huge issue
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
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
thank you for all the help
im definitely new to a lot of it so its much appreciated
ive started small projects and gotten bored
i rly like programming but when i dont have a clear goal to hit i lose interest
more abandoned projects than finished ones for sure
yeah definitely
i want to make a city builder
like cityscapes?
yeah, but my focus will be different than most city builder games
much more about building design and placement, gridbased
and with a tech system
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
i feel like that could go well and give a lot of replay ability to make a bunch of new cities
sounds pretty nice
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
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
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
i think that actually sounds cool
im not usually into city builder games but that sounds like a pretty unique spin
yeah, i have a lot of mechanics in my design doc already
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
you mean top down?
yes
well, literally 2D probably, by not showing any 3D buildings when in planning mode
but 3D mode also let's you walk through the city, at least that's the plan
that sounds so cool ive never heard of that in a city builder
you can drive a car in some city builders
and follow people around
but my game won't have cars or streets, so there's that
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
that would be the part that would get me. actually starting the creation
yeah, starting is always the toughest part
especially when it's a project you havn't done before, city builder is harder to find tutorials for than a platformer
something i worry about, even tho my current skillset it limited and i make simple things, i worry i do them inefficiently
it doesn't rly matter since its all simple but i dont wanna learn in a bad way
yeah, i am worried i make a mistake that i can't change easily later
eg how i create my grid system or how i design my buildings
yeah and then you'd have to redesign and rewrite stuff
that would be so demoralizing
but all you can do is keep going with it
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
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
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
or just a white box, stuff like that
yeah that makes a lot of sense
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
thats also something that worries me
like if im working by myself or even with a small group (maybe friends) it would be much harder to do everything
as opposed to a big AAA team
depending on the scope of the game ofc
yeah, setting the scope and judging your ability is important
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
thats what i love about finishing a mechanic
for me in my project i finished a couple prefabs and just made a few quick levels
feels good to just lay stuff out after finishing something complicated relative to the easy stuff
if that makes sense
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
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
having incremental stages of playable versions is pretty good
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
i have fun going through what i have its like a "i did that" moment
yeah that's nice
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
It is never too early to get feedback, iterative design (main form of game design used now a days) is all about getting feedback and building your game around it.
lots of indie games also release early alpha versions
are there any good subreddits for that actually?
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
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
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.
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
thanks again
good luck
is unity good with multiplayer concepts?
i would like to make some rts like game after making single 😛
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?
are you working in urp or hdrp?
to me it looks like a pbr material with specularity bumped up
There's actually not too many complicated elements here. The cubes are just beveled with a shiny material to catch the light better and everything else is low poly
Yes it is, some of the best multiplayer games were made with Unity, like Escape from Tarkov.
I would recommend using Mirror or Photon PUN 2
idk if Unity's new MLAPI is still in development or not, so you might run into bugs here and there when using that
"best" 😄
Hey man, Tarkov is a really good game from a development standpoint
Yes, especially for indie devs
They're both frameworks that allow you to connect to other players
So like Lobby systems, matchmaking, etc.
is usually handled by the framework
you just have to integrate it into your game
also @tribal nacelle for specifics, you can ask follow-up questions in #archived-networking
well I plan to make single player and then upgrade to multi 🤔
I actually don't recommend that
much rework ?
Quite a bit
networking has a different workflow
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
yes syncing is pain
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)
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)
can you elaborate what you mean by casting spell from ui to the world?"
yes sure just a second i will send example
well clash of clans is 2d, not 3d
so it depends
if you're going for 3d graphics, then you need to use raycasting to detect click position
with 2d graphics, it's just normal coordinates
yes , its 2D isometric, i was thinking of the same effect in 3D isometric
yeah, then it's raycast
what should i search for this matter , i couldnt find a thing anywhere
"unity raycasting guide" or "unity how to detect click location in 3d"
raycasting , got it , thank you very much
yw
can multiplayer be serverless ?
It's like a game, but just worse
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
They don't need to be 2D, but the vast majority of good examples are
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.
Yes, it's possible, but players will only be able to play with others on the same network or device
so no global servers
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.
ye I mean only matchmaking server, but no server with game 😄
is it bettere to just put the objects in the scene or have them initialize as prefabs through code
instead of putting the player object on the scene
just have it initialize as a prefab
does it even matter
peer-to-peer system is possible but I'd advise against it as it would expose players' IP addresses to each other
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.
Depends if you want your game to be more of an arcade shooter or more of a tough survival
judging from powerups, its the former so go with the first option
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.
The "until player heals" could be extremely annoying if a heal is unavaiable nearby
it would force the player to stop whatever they were doing and rush for a heal
the player has 100 max health and there are a few ways to heal outside of the powerups too so i might as well make those into a viable option too for removing the DoT.
Research canvas render modes. Or open a manual for it at least.
ok
bro idk how to do that
are you new to unity?
What kind of free Pixelarteditors for 2d Games is the best?
none is best, but good ones I know are paintnet and aseprite
Do you want to get one of the best free alternatives to adobe photoshop! I want to show you paint net! It's great! It's all 100% free! This is an open source photo editor that allows you to make amazing youtube thumbnails or edit your favorite photos! Also, with the hundreds of different plugins for paint net the amount of new tools you can add ...
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?
And what is that called? I want to learn how to do such things i think it's good experience
I think hotfixes in general are done serverside
so no need to download anything
hotfixes can be clientside too, it depends on what exactly the fix is
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
I've never really looked into it, but I always assumed they would update all the servers that aren't hosting a game, and any new games are hosted on an updated one until they're all up to date
my brain cant handle coming up with game storiessomeone help lol
Any one know how to make horror effective like actually scary?
Asking for a game I want to make
This looks very cool!:D
aseprite is the best
its free too
i made a coin in aseprite what do you think about it
Lol thanks i love how my girst ever 2D game went
I use piskel too
was it you who drew the art?
the character looks crazy good
Lol thanks
I just started drawing and it looked like thjs lol
I had no plan whatsoever
I actually added lighting
Like from the window and the lamp
And um i actually recorded the process and might make a game dev vid soon
adventure game?
Your gun can only hold one bullet, you are constantly looking for more amo
me?
yeah, the contemporary cartoon style game
well it looks great, but what are your plans with it?
I have no idea
Do I have ideas?
U*
im just a 15 year old with ambitions but no brain
well that doesn't sound very ambitious 😄
art style looks like it could make for a good old fashioned adventure game
but i don't know what kind of games you enjoy playing and making
bre
h
i just dontknow what to do now
anything really
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
hm
or a walking simulator if you have a story to tell
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.
walking sim lma
summing up residernt evil 4 in a nutshell
if you want horror, do not give the player a gun
i think i have an idea
i always felt that horror games lose most of their appeal once there is a shooter mechanic
Kinda, yeah. Re4 is great but I always felt that was more action than horror. Was thinking more of classic Re1,2 and 3 when thinking about resource management
playing a little girl hiding or playing a guy only equipped with a camera always felt like a much more intense gaming environment.
i wish i can play the vr version
might go with that
i was replying to the person making a horror game
just any average life sim until crap goes from 0 to 100 real fast knai
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
especially as a walking sim
eg walking sim into madness
lmao
there was an adventure game that combined horror and cartoonish still pretty well, let me think of the name
fran bow
There was a game called Siren blood curse on ps3. 2nd or third mission had you playing a little girl who couldn't do anything but hide while trying not to get out of a hospital and not getting caught by the infected hospital staff. Scared the life out of me when I was younger
lmao
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
Is that the point and click one?
SCP: containment breach also does the not having a weapon and trying to escape genre pretty well
Ah yeah, I see it now, Got it mixed up with an old web game
although i remember its3D yes?
Yeah
yes it's first person and uses blinking your eyes as a mechanic, which doesn't work well for a 2d game
2D has is limited by the player being an observer, which for a horror game has positives and negatives.
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
i've also used gamemaker in the past
ive tried 3D
way harder than 2D by a long shot
first time not giving up on a game lol
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
yeah the ones i mentioned were the completed ones, often i also started a project and gave up halfway
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
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
i am also working on my first big game, but mostly working on game design currently
having some technical difficulties with unity that i need to fix before i can really start implementing stuff
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).
i made a mod for a game based on unity last year, that's what got me here haha
and ijust started using it i onlyknow the basics of C#
We all gotta start somewhere
lol
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
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)
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
Sounds interesting. What would you do inside the city? Would it be more of a spectator view but as a citizen?
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
well maybe not too relaxing, because i have a lot of stuff planned
to be honest, the font is not very easy to read
hm
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
im thinking of textboxes but idk how to approach it
i like how the computer turns on to what looks like win xp desktop lol
isn't win xp older than you 😄
how old is it
20 years and i think you said you are 15
good old times
Never had the delight of that. Im 20 so earliest I got that I can remember was maybe PS1
yeah even for me, it was on the way out of use. We used it to transfer text files for dnd or stories and the like, games like AoE 1 were all on CD already and we all had CD drives. I remember my first HDD had 20gb and i thought that was a lot.
ahhh myspacebuttonbroke
Used to have a pc that couldnt run anything post 2008 so spent many hours in AoE. Good times
restart computer and see if it fixes it
lol
nvm
i just yanked the space button off and back
Modern problems require modern solutions
Looks like the start of something cool. Now you just need to make everything else 😄
lol, officially horror, but better make the outside a night scene
Thanks! I actually just started playing Cry of Fear recently and it’s a lot of fun
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.
Im pretty sure that unity (Atleast used to) have a grid component that makes it possible to snap game objects to a grid-like seperation. Used it for a city builder-like building placement test a couple years ago. Project was lost though so cant pull anything old up
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
Tilemap probably
yeah tilemap is what i am using right now
i think this will be harder for collision detection
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
thats a cool idea
That might actually be a really fun game
Thanks!
what are people's general opinions on how much anticipation frames the main character should have on jumps?
Enough to keep the jump feel responsive to the input.
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
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
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
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
what kind of game is it
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
like portal?
so mostly workplace style environment?
tough to say, it's mostly about your lore i think what fits
that actually makes sense, maybe like cubicles?
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
oh ye thats a good idea
have night gaurds?
or just employees?
because if it's like portal, glados wants full control, so you don't have people running around
ye
stanley parable is more metaphysical
they want you to follow, but it's not an evil person, it's mostly just a story teller
yep
so the reasons of the person who put you there mostly determine what kind of environment you want to have
The game is based around you being put in a testing facility without your knowing, you kinda just wake up in one, and the people that put you there are watching. As if your a tv show.
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
ok, that sounds good, only problem is that this is a test, that has a unique environment, which means you would never be returning to the same environment, so i dont want to add to much of a personality to it
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
But im definitely gonna use the normal people guarding situation
and a working environment
oh ok, yeah i am just throwing ideas out there
it would be good to add funny situations to it, but it would be weird since these tests are being done against the characters will.
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
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.
okay want a run down on how the game works??
sure
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.
unknown person
well you know, because your told that you are
but you dont know who is testing you.
sorry, i should have said that a little better
okay
How do idle games work when the game is not running?
calculates the time that has passed
so does it save the current time every second or so in case the user force-exits the game?
its saved in the save file, however often that is generated
Quick, what sounds like a higher title/rank "expert" or "specialist"?
specialist
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
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
Hello guys, im making a stealth level for my game, which has a office environment, what obstacles should i add?
A massive pen
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
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
That's a pretty good idea, actually. Space or W could just trigger a small animation of them going toward the bottom of the staircase and moving again could do the opposite
ya
@upbeat dust This is the game design channel. Ask your question in #💻┃code-beginner.
ok sorry
And armless characters might walk like this to telegraph their… ahem…. ‘Armlessness(they can’t attack).
Thoughts on it?
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.
Yes i understand but the idea is kinda odd
maybe interview actuall human without arms
i am not the creator of this
Oh
Ok
Well it depends on the game but good idea not rly usefull as a character tho
he is
A
yep!
Sorry wrong tag
np
If they can't kick and can't attack, what do they really do?
Thats what im saying
shoot lasers from eyes
Omg
or walk nearby and explode
Yes
like creepers
Could also give them earthquake stomps
This is the best idea i think
They would lose balance
?
What was that ctlron?
Tactical RPG. armless characters can't attack. Armlessness telegraphs 0 damage output, but they can carry items. Run over enemies, too.
Then its a good idea
make them very fast, and maybe trying to trap you, or telling others about you if its about stealth
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
And yep, scouting.
And yes, that’s A type of armless character. There’re loads of types.
If you strap them with bombs.
Or put one in their mouth.
And a probable ability.
And those are 3 types.
Quite ultimately, they’re many other builds, just not those that deal damage or combat focused.
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.
This post a few days ago might give some ideas. #archived-game-design message
You could also try making it so certain areas would dim the flashlight or cause it to flicker
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).
Alot of horror mainly stems from sound design in my opinion, think about unsettling music, into deep intense character voice overs. The most recent example I can think off is the butcher from diablo immortal, everything else about the game was fine but hearing his voice gave me the chills.
Especially when he kept repeating "Time To Feast"
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
reminds me of cuphead
well, coming up with new ideas is one thing, actually making them is another
I really like this, I'm thinking this could work as a semi serious game about global warming. Could be fighting polluters as mobs and such whilst dodging the heat rays of the sun
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
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
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
maybe every place you walk the ground changes to snow
can someone please explain to me how to make tilesets
there are a lot of youtube videos, i was learning about tilesets these days as well
for example this one https://www.youtube.com/watch?v=HbKbxN6Oo6I. Tamara has several videos as she also has a series where she is making a game that makes use of tilemaps.
what kind of gameplay elements would a morbius game have
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
Nevermind I got them setup
whats the best way to make an ad for my game if i want portrait ads and my game is a landscape mobile game?
give it a nice vertical frame that's part of the UI. put in the pause menu or somewhere like that
like have it be rotated so the game is playing in portrait but smaller and then have 2 screens of it playing?
dude
!ban 765276621351157801 Spam
LegitFlaqq#2432 was banned
Amazing
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
morbin'
First make the core gameplay, worry about art assets later
unless you've already done that
@cinder hamlet yeah, random npcs are pretty important to my game play
then use a placeholder model
no point in spending money on something you might never use
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?
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?
Download the package into a project, which will add the files to your project folder.
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
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)
Use an old environment. When you say trapped, I think of the typical, you go into an old tomb and stones start falling and you are blocked.
thanks
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?
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.
how big are title/menu screen splash arts usually
how can I fix the quality of my character, I mean because I see it pixelated but it shouldn't
can somebody tell me how to fix this dark scene
add a light source
How'd you come up with the name of your game
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.
Have one scene per area, if the cutscenes is in the same area as the level, use the same scene, you don’t want to have multiple copies of the same area in each level that uses a cutscene there
Use better models with ps1 shader
Um a little complex don’t u think ?
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
Trapped at Unite with only your wits and the Kinematica preview package to escape alive!
Lara Croft survived a whole decade with cubes for hands.
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.
3rd option
the 3rd one
i would play it if you made the 3rd one @cold onyx
goodness gracious
permadeath in a premade exploration map sounds frustrating.
Yea, I wouldn’t try to fully replicate it, but it has a good variety of elements, statue, floating island, waterfall, tower, buildings
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
I completly suck at game design so is there a way to get better at it in a short time?
play games and try to see what parts of it work well and why
Sad
if you have any valve games, the developer commentaries are very useful
I do but that doesn't help me at all I should probably just join a team where I just make the code
True
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
Thanks, will take a look into it
Guys anyone here using blender and can help me?
This is the #archived-game-design channel. Blender has their own discord you could ask.
Can i ask a question about trello here?
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?
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
fix?
exactly
anyone got some game ideas or a good place to get some?
thanks
could you fill this out for me as it would be very helpful
okay
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?
a mod already told you to stop crossposting
you won't get help any sooner like that, you'll just flood the channels
no one is responding in the 2d chat and art chat for hrs
If anyone wants to help, they will. This is your last warning about crossposting.
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
https://gyazo.com/dc743be8c358e6ab329d26507b9a6a0c/
My goal with this animation is to make it look like the guy with the bow is turning into a cloud of dust and reappearing somewhere else, but my friend says it looks more like a roll. What do you all think?
And if you agree that it looks like a roll what would make it not look like a roll
Change the colors so that the cloud isn't the same color as the guy's clothes
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
Or just rename it into a roll
anybody just got any small game ideas so i can use what i have learned in c#
something simple
pong
for a start
Take a 2d game you like.
Critizize it. Find out what you want from it, and what you like in it.
make a carbon copy and then just go ham
do what you want
cool
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
Does anyone have any Ideas for some parkour that could be added inside of a office environment.
is the player human-sized or small
human-sized
Does the parkour have to take place entirely indoors?
yes
realistic
well one thing that comes to mind is ventilation shafts
Oh yes, thanks
thats actually a good idea
maybe like a vent maze, along with parkour?
why not, just make sure it's not a pain to complete
Some large vertical shaft with platforms that you must climb
that connects to the actual offices through smaller shafts
oooh
shaft?
a metal tunnel that air travels through
oh ye ok
how do i delete blocks when its on my tilemap
in editor? there's an eraser tool in tile palette
oh
my thing is bugging i cant resize anything
why is my camera so big but ingame the field view is so small
you don't seem to be using an orthographic camera
which is meant for 2d
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..
Look at how successful games of that genre are pricing their games. No doubt it's ads removal as an IAP.
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
I'd charge nothing unless it took measurable effort.
If it gets traction down the road, add passive ads.
Some games do optional ads for things like continuing a run you failed, or gaining some premium currency for free.
all the options I'm reading make me nervous because i can't do them that well. i mean hell i can't even make a Shop UI 💀
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.
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
Then you're not at the point in your development career where you need to worry about getting rich. Learn to make games first.
but my financial situation depends on it.
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.
so basically simple tap to jumps ain't gonna cut it
Nope
I mean look at flappy bird 🤨
You're not going to compete with the major publishers like Ketchapp or Voodoo
oh ofc not
It was the original, please don't fall into that trap.
Lets be real, not many people get rich off games
ik i won't
Some people might make back the £100 Steam fee
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 💀
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
This'd work right?
Ahh
so would this be better?
i assume maybe
Right im following the tut and according to it. i just import this package then im done???https://www.youtube.com/watch?v=149Y38F7cFA&ab_channel=ChiBoonOng
how do i do that 💀
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
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
Yeah, that was my thought too
the first thing that comes to my mind when I head 90's computer is that windows ME screensaver
Well you can tell by everything floating inside that this is fake.
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
hi
was gonna as what are swing beats?
Well swing beats use like a different structure
swing beats work
fair
noice
then i can do the fun stuff like equipment, band members etc
how are you planning on creating the songs
are you gonna chart in code or make an actual charting system that exports an xml?
maybe you could import midi files
thats hard to make i imagine lol
nothing is hard, it just requires careful planning
i have it all planned in my mind
you could make a notation software inbuilt (like noteflight or mixcraft)
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
yeah
maybe you could show the keys up on screen tho so the player knows what to click
ill mess around with it and see what is most fun
ye
screen shake too for the larger and louder parts?
like the climax
idk I'm just shooting ideas here
if you add that add the option to dial it down aswell, some prefer a still screen
true its gonna make it funny
sometimes a good idea comes like "what if #### but ####"
what if you had a driving game but you can't steer
and youd have other mechanics that stir your car and through the acceleration or brake you interact with those
house building but you can only use plastic
Yeah thats how you do game jams
idk what to add to this one lol
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
tho overdone games are boring a bit dont you think?
so twisting them around can spark something new
Getting inspiration from existing games is a good idea too
if your game idea starts with another game then maybe its not different enoguh
Doesnt have to mean that, you just have to put a major twist
true
its also a good idea to make games about something you are passionate about
an fps game but its in second person
i’m really passionate about theme parks and music
so i tend to make games in those veins
yeah i like making platformers
ah yes, first person game in second person
i dont think i have ever made a platformer or fps game
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
a second person shooter would be from the enemy’s perspective
i think someone did that a few years ago
you just fixed my stupid idea
i wanted the camera to be in front of the player's face
:trollface:
I saw a video on that one
@narrow holly how's the rhythm game going
currently in security line for airport
after then i will continue
gonna make a song editor
noice
or at least a protocol
I should consider taking my laptop on flights lol
i have a macbook air which is nice
i dont have to charge it at all so i can work the whole time
noice
I prefer windows for now, but ik macs are good for programming
plus mine gets very hot
windows is just too unstable for me
i used to swear by it but now i want somehting more efficient
yeah I was considering getting a Macbook, definitely when I leave my school
definitely as it'll hopefully run stuff like unity and blender faster
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
niceee. my friend got an m1
noice
i cant wait for my m1 max
better than rtx?
yah I prefer low poly graphics
yeah lol
sorry abt that
they should have a discord bot that automatically changed your channels
ive got to sort out the band mate stats for my game
like the risk factor, skill, personality etc
yea
you could have members who randomly go into guitar solos because they feel like it
i love doing that irl
im gonna draw from my time in bands for game design aspects
including the drama
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
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 😭
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
Any tips on how to come up with levels?
Be inspired by existing work. Try finding games with similar mechanics and looking at their levels.
What about mertoidvania's?
What about them? Should be able to find a lot of reference material if your game fits to that category.
Has anyone found a good open source alternative to milanote?
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.
you're not gonna find a tutorial for something that specific. The better way to go about it is to look for more generic tutorials like "how to make a menu", or look for a UI tutorial. Then you can apply the knowledge you've learned into what you want to do
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 😐
This isn't game design related. #📱┃mobile
And yes, this will work if you Build your app (not Build and Run).
Oh sorry my bad 😭 also perfect
BRUH I THOUGHT I WAS IN #💻┃unity-talk
Right! thanks sorry again
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.
i know you've got one stealth mission already right? Need gun training for sure as well.
is the test the tutorial or the game itself?
ok
the game itself
and at the end, there is a full mission, using those tests
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?
could do a segment where you have to find a pathway through an area while avoiding light areas / spotlights
3d maze sort of thing
mock up of the building memorizing the layout
ok
ok
@narrow holly How's the game going?
@cold onyx You should ask in the forums, no team searching on discord, it's against the rules
@lilac plinth im sorry i didnt know
no problem, you can look around here: https://forum.unity.com/forums/non-commercial-collaboration.17/
i don't know if there is an arabic forum for unity, you might wanna search in your own language online 🙂
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
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
Just a general question to all game devs, is it normal to doubt your own game loop design or is it just me? 😂
its normal
🤣
Somehow is still doesn't feel very conforting 🤣
games are rarely fun with half baked mechanics
and no balance whatsoever
and issues due to bugs
What would you consider a half baked mechanic?
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?
How would we know we should read the game's code lol
I thought there would be someone who is experienced in endless runner genre
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.
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.
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?
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.
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
I'm going to try it. Thanks
No problems.
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
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.
hm ok
Stardew Valley is a good reference for that sort of thing.
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)?
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
ask in #🔀┃art-asset-workflow you prob get someone who knows 2D