in Edit > Project Settings > Graphics > Transparency Sort Axis you need to set a custom axis with (0, 1, 0). If you want to use z-sorting too, then something like (0, 1, -0.26) is recommended.
Some information here: https://docs.unity3d.com/Manual/Tilemap-Isometric-CreateIso.html
#archived-game-design
1 messages · Page 49 of 1
ye i did that didnt work unless i did something wrong
you may also need to change the sort point to pivot and make sure the objects pivots are at the point where they meet the ground rather than the center of the sprite
uhm
right
sprite editor?
its telling me to change pivot position in sprite editor
wheres that
its working kinda it disappears in the middle of the tree
does anyone know what happened to these options in terrain? I can't find them... Paint texture and the bridge function
So does anyone know how the instantiateInWorldSpace bool works with instantiate cause i cant seem to get it to work at all
Hey all, does anyone have any good links for royalty free or cheap music for games?
what category to look for SNES style TOUHOU style type of music
i also found this one: https://itch.io/game-assets/free/tag-16-bit/tag-music
I've use this site a few times: https://pixabay.com/music/
Open source resource, download royalty free audio music MP3 tracks ✓ Free for commercial use ✓ No attribution required
maybe you know what will be a cool tool from unity store to do a terrain similar to trove / cube world?
Guys, i forgot a name of a game, I'm looking for a certain platformer game where there are 3 character, a boy with usuall platformer movement, a girl with somekind of psychokinesis and can fly, and big boy. The art style are like drawing kike hollow knight. Do you guys know ehat it's called ?
What are some good non-gun weapons that could be added to my stealth levels.
i already have a wrench in my level
knife
taser
tranquilizer gun (not sure if counts as non-gun)
there's a ton of options, just take a look at existing stealth games
a glass bottle you find on the floor to smash on someones head
thanks
thanks
Car door to absorb gunshots in a rush section
that's pretty specific
that's the point lol
somehow broke my pivots thats great
Not a game design topic.
banana peel
Iok
Hi everyone, I'm in need of a little brainstorming help. I've got the idea to turn the popular deckbuilder Netrunner into a rougelike deckbuilder ala Slay-the-Spire. Encounters would be runs against a series of ICE. I've got a good idea of how I want the player to attack the ICE, but not how I want the ICE to behave. In the original netrunner game, you get one turn to beat the ice and if you don't, it's usually run-over. But I don't want the game to be a one-turn experience, I want players to cycle through their deck like a rougelike. Any thoughts on what the ICE can do besides end the encounter? Thanks for any feedback!
you could have one fight be many enemies, so round one there could be 2 or 3 ICE spawn and you would have to always kill all enemies to survive
Hmm, that still doesn't quite resolve how the ICE can harm the player. Ending the Run is no fun. I need a way for the ice to incrementally harm the player - essentially, a replacement for hit points.
maybe you play a team and your guys are essentially your hit points?
i am not familiar with the setting, so not sure what fits well
it's a game where you play a "runner" - a hacker. You're attempting to access secure computer systems, the ICE are the electronic countermeasures, but anthropomorphized. Runners typically execute programs to 'break' the Ice.
so your cards will be programs then?
Yeah, they're the equivalent of attack cards.
maybe you can set up programs as a type of shield
like a firewall
so you have attacks and shields as the base cards
hmm perhaps the ice degrades the program, installs viruses etc. so the player needs to uninstall it and cycle through their deck to draw the card to reinstall it again.
files could be corrupted, as in when you draw them they are unplayable
the equivalent of slay the spire curses
for lore justification i can't really help, but when you are further ahead let me know, i like deckbuilder games and play a lot of monster train
cool, i like that game
@analog token You can find multiplayer solutions and tutorials pinned in #archived-networking . Don't spam channels with requests.
hello i have a question, we want to build a game with really good graphics and a huge open world. First I thought I'd ask you. Because we can't estimate that exactly. Should one use more expensive assets to optimize the map, etc., or does it take a lot?
My guess is that we then have powerful FPS problems - or should the map then be dismembered?
Rope/scarf/wire to strangle enemies quietly
if you go that far, can also go into wikis of famous stealth games and look at their weapon lists, such as: https://manhunt.fandom.com/wiki/List_of_Weapons_in_Manhunt_2 AND https://hitman.fandom.com/wiki/HITMAN™/List_of_gear_and_weapons
havn't played it in like 10 years, but I think Manhunt made weapons like wires and bottles silent but only one time use and weapons like baseball bats and the like loud but you can reuse it multiple times.
it also used similar luring mechanics to hitman, where you throw stuff and make guards walk towards it to explore, stuff like that
for a bank heist game i would also recommend the ability to dress as a janitor or stuff like that, which is a mechanic also often used in Hitman
Also metal gear solid, deus ex, dishonored franchises
all have interesting tools to use
VtM Bloodlines had that too, but it was literally useless outside the tutorial. Another example of that game's wasted potential
I'm thinking of completely doing away with a quest mechanic in my project (rpg with simulation elements such as crafting and social relations), or at least a typical quest log. I mean, how is it a quest if you're regularly running deliveries for a shopkeeper, or if you can choose to meddle in an NPC family's matters in various ways or leave the matter to resolve itself without your input? On that note, quests that just wait in the log while the player takes their sweet time to address them, despite being described as urgent or otherwise important enough that nobody but the player can do it? 90s games had more enticing quests than the ones today.
thanks
Anyone got a game idea that isn't a first person game with realistic graphics?
3d or 2d platformer with shootin
it's just been made so many times before
plus I don't really like shooting games lol
ok so 2d platformer doesnt work
how about 2d simulation-like game
where you are an test object
right...
adn you have to break simulation and escape
my story design is bad too ._.
I was thinking either a game where you build something, or 3rd person survival game
I was inspired by Len's island
o k
also had the idea of drone flying?
so, this is my first level i am making but from the outside it is a mess but from the inside it looks like a normal room, any tips for making rooms and such?
idk man I'm just not creative
either learn to use Blender (external tool) or ProBuilder
for blocky levels like that, ProBuilder is probably your best bet
dont worry im here to help
which is better?
Blenders better long term
why
Blender (or any 3D program like Maya) is a proper modeling program. Probuilder is a limited, built in tool to do quick blockout prototyping.
@vagrant latch If you want to showcase your work, use #502171626805133312.
top-down pixel art 2d sandbox zombie survival with building mechanics
I have another idea
a 3d 3rd person game where you have an island but can try to defeat procedurally generated dungeond
Hi guys!
I'm thinking about the game title right now. It's an action RPG in a medieval fantasy setting. I want it to be short and naturally.
I decided on "Nonscapes". What do you think?
The main thing - I don't want it to sound weird for a native speaker.
does anyone have tips for level design?????
What type of game is it cause that will play a big impact
i like procedural design in levels. eg you design what parts or sections can appear and where and then you let rng design the combinations of levels, makes for a lot of replayability, especially if you have roguelike elements.
Seems good
I'm also trying to train my modelling skills so probably 3d
I still dont know if i want mine to be 2d or 3d. Was thinking binding of isaac to poe style perspective
Idk if 2d can still get nice lighting and vfx though
For a non turnbased roguelike
of course it can
Say I have a top down game/3/4ths perspective in 3D space. I'm (Green) standing on top of a ledge (Red) and fire straight towards an enemy (Blue) below me... What should be the expected result? 1,2, or 3?
Personally, I'm leaning towards #3 in this case.
If you're above the character a little bit, it should feel like you're hitting the character. Height advantage.
If you're below and shoot up, you shouldn't hit it.
if its singleplayer then yeah
that'd be a good option
Yeah its Single Player in this case.
Even in Multiplayer I think it'd be acceptable. As it would be that way for both you and the other players.
In multiplayer it could feel unfair and unintuitive to the player below who was trying to take cover
Does anyone have experience with webgl games?
How do you guys get your game ideas?
be awake at 2 am
How do i implement a healing ability
where you use a needle and a thread as a weapon
finding adhesive silk that you weaves around yourself and heals you but cant move/move slower for a short while and cant attack for a moment of healing?
I usually mix concepts from various games I've played
Make sure to write it down
Is your game mobility-based?
yeah all attacks i drew concepts of make you or enemies move
Then a slow down mechanic could be annoying
a thing that works pretty well in fast paced combat games is healing through aggression, for example Doom gives you heal pickups for glory kills and Metal Gear Rising lets you heal by slicing enemies
Well then you can heal at any moment and just ignore the enemies
Enemies won't ignore you though
you can just rush through them and heal when needed
make a thread @mortal arrow @cinder hamlet ur flooding the chat
what is the player character and enemies
Still wondering about other peoples opinions on this 🙂
Hey im thinking about making a very simple game for mobile to test the waters anyone have a very simple idea?
make flappy bird
Ok
flappy bird but you're a bomber plane
make physics based games, are the must fun in 2D
and every time you "flap" you drop a bomb
and you must destroy enemy buildings and avoid friendly
Sorry was offensive the new name is “bomber bird” master mod
No
im making a 3d main menu, that you can walk around in, how does this look. Should i make it just say Agent-4235?
I'd keep the "welcome", also make entire text same size so it seems more natural
What about the agent 4235?
that too
"Welcome, Agent 4235" as a normal piece of text
because that's how people communicate
how will i fit that on one wall?
above the door
I'd make it a bit smaller
ok
so it doesnt take all the avaiable space
seems nice
ok thanks
This is all one room, how does it look, should i change any colors?
for a menu the that light is kinda meh, use color to influence mood.. also a nice spotlight wit wide angle instead from a ceiling light would look nicer
ok thanks
so maybe like add a spotlight for each door?
sure above the door a little wider than door
ok
make a thread
done
Relatively new to Unity. I've been trying to get a tweening asset to work(DOTween), but everytime I trying to use it in Visual studio, the code isn't in the autocomplete window. I see DOTween files in the Solution explorer on the right, so it's presumably in VS, but still not working.
Nevermind! Just had to tell VS I was using DG.Tweening.
what is the game industry equivalent of grindhouse films?
Doomlikes
figures
I recall there being a lot of horrible "adult" games back in the mid 80's to 90s
like.... ||custer's revenge||
or night trap
cheap, mediocre games that had little more than shock value or low quality pornographic content. More custer than night trap though.
so what's the game equivalent of a tarantino film?
postal 2?
whatever's trending in the indie horror category on itch.io?
guess this helps
Any one online
Can you please help me with my game
@serene arch
<@&502880774467354641>
...
Is it a great idea to add music player in the game with customisable music
If you feel like your game needs it, sure.
im trying to come up with a game but I'm lost and have nothing to think of
I'm making a top down shooter where you're basically hallucinating everything, enemies with a lot of variety (honorable mention: !-man and frog) can spawn, and everytime you kill an enemy a random event gets triggered (all sorts of things can happen, good, neutral)
this is basically what the game boils down to and i have no clue what to name it lol
"Chaos Frog Shooter" 🤣
'trigger tripper'?
trigger tripper hmm
nice i like it
So I am making a basic game to test the waters with unity and C# and I am running into a design issue of where the cost to upgrade their clicks is growing exponentially and they will never be able to really catch up to the cost it would take to upgrade again at higher levels. I am wondering what would be a better design then increasing the cost exponentially right now i am just taking the cost of the multiplier and multiplying it by 2 each time.
try multiplying by something like 1.1 instead
Yea I don't really wanna multiply by a double though as then this would happen and would prefer them having whole numbers
or at least I would like to eventually make it round up when gathering more but instead the decimal remains the same and the 72 just keeps increment so it goes 72.718 -> 73.718 -> 74.718 and so on
then round it
have it increase according to a polynomial
so quadratic, cubic increase etc
or something like nlog(n)
like there's a lot of mathematical probabilities
you just need to find a function which increases slower than an exponential function
this is the article that i used to make my idle
https://gamedevelopment.tutsplus.com/articles/numbers-getting-bigger-the-design-and-math-of-incremental-games--cms-24023
its very interesting if you like those type of games
sorry wrong link, i've edited it
tyty
So, I'm doing a top down game in 3D space.
The problem that I'm running into currently is best shown in video format. But basically, the bullet is traveling at about 1UU off the ground due to player height. This causes the bullet to appear that its offset from where you clicked.
While I understand that this would be the "Correct position as seen from above" it feels wrong at the given camera angle. How would one go about fixing this? I thought about doing an offset, but overall, I'm just really not sure.
just spawn t from lower position with an offset, if that fixes the issue.. no reason to overcomplicate it
Then it wont appear from the barrel of the gun howeve.r
The game is still a 3D game at the end of the day.
We're just doing a 3/4ths perspective with it
ohh i didnt see the barrel
Yeah sorry, was asked not to show the character art is all.
ahh ok that just looks 3D to me. yeah mayb in #🔀┃art-asset-workflow someone might be more familiar working in this prospective
Yeah for sure, I just figured I'd ask in game design.
I just sort of remembered about Project Zomboid and how they handle the cursor.
chances are the way you are getting ur mouse position is wrong . maybe if u got the code use #💻┃code-beginner to post the code , I did something similar in a game i made similar to Alien Swarm
Nah I'm deff not getting the mouse position wrong.
Its because its firing at 1UU higher.
I think I just need to go with a 3D Mouse Cursor as an option. As you can see in this gif, that it fires where you'd expect if I do this.
looks off to me tho.
Don't look at the mouse tho.
This is 3D space, not 2D. The mouse is clicking on the floor, and firing a bullet that is 1UU off the ground. There will always be an offset from the bullet to where the mouse is.
is ur mouse in 3D space?
for me I have raycast shooting so I had to separate 2 rays, my Aiming direction from my mouse cursor viewport position
So if my mouse is ontop of the box. the bullet only lands on the edge and not on the box
@pure grail I guess if you're using projectiles you could always make the projectile go towards the hit point of ur mouse instead of just shooting straight forward from barrel
Doing that though in this case means the bullet would travel into the floor though.
well how else would you simulate bullet drop anyway , you would have to make bullet switch to a lower position at least as its traveling
No bullet drop in this case. It isn't a realistic sim like that. Its more like, Binding of Issac or Enter the Gungeon, but in 3D. Is the best way to say it
Anyways. I figured it out. I offset the bullet by z - heightOfBarrel and it feels better.
Only concern is things like a grenade launcher, that travel closer to the ground, but, I'll come to that in due time.
I do think a 3D cursor would have worked as well though
isn't that the same as what I said after ?
use a parabola for that no? (granade Launcher)
See, I thought that you meant like. Lower to the ground (Y Space), not lower in Z Space when you said that.
Yeah thats what I'm assuming. Probably a parabola to the mouse cursor/direction at that point.
@pure grail yea, definitely try a 3D mouse too
Yeah, I gave the 3D Mouse a try and liked that option. However the other folks on my team didn't like it. It also technically stops you from shooting in the bottom corners.
something seems off, what should i change about my pause menu.
There seems to be a lack of "global illumination". You could try to add a bit of bloom with a post processing component in the camera, or make the light sources in the scene more brighter.
youre also using default unity text for buttons
can at least make some button sprites
pretty much no game just has floating text for their buttons
there is panel on top of it thats why it looks so dark
That could be why
maybe i should make it blurred instead of darkened
Can I use recasting for streaming what I am looking at
what should i change
ok, and what about the "game is paused"
semi-joke: make it bounce around like the DVD logo
bro that would be so cool
I say make it a different color, but then again its what you think looks cool
ok
what about this?
ok thanks
I have alot of issues thinking of puzzels for my game, can anyone help?
Well, not only puzzels. Things that make my game longer.
im in the same boat
best i've made is invisible colliders, and you tell the player where to go, and if they get to the collider then they beat part of the puzzle
if i were to make a space exploration game should i make the planets to be individual scenes that the player switches to after exploring like a solar system style map scene?
Probably the simplest way
Should a first person RPG game with a high degree of story - should the player have a voice or does that break the immersion
Personally i wouldn't want player to have a voice
Unless its something like dying light
it depends, but if the game is a story game, i don't know what you would exactly do to add dialogue, so personally i would say that you need voices, or at least some type of dialogue which means that you player doesn't necessarily have to have a voice, but it would be better.
does anyone have a short horror game idea?
something that can be done in around a >week
Hey all, new to Unity and doing the Unity Essentials right now, half way through it
I have a question about game design. I wanted to explore an idea for a fixed screen RTS similar to Battle Islands: Commanders (see here https://www.youtube.com/watch?v=z9Y6Pq54m2U). Is there a specific term for this type of game with a fixed screen and RTS elements? I would also like it to be multiplayer. I am doing my research and wanting to know of any good starting points.
Battle Islands: Commanders Gameplay / Let's Play Video
Steam: http://store.steampowered.com/app/445720/
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@cedar gull hello I'm new as well
Sokoban type game where the objective is to barricade before a monster comes in and kills you
This is a tech issue, not a game design issue. Just fix your code so that the bullet passes through the cursor.
You're just a cross product away from having the code figure out the angle for that to happen
I already got it figured out anyways.
But it could have also been solved by doing a 3D mouse cursor, and not not doing it in code. A 3D mouse cursor is more of a game design decision
Definitely but I feel like for your game the easier solution is the technical one
Plus, game design wise, having the gun function the way you would expect it rather than having that unexpected movement cleared up by something like a 3d cursor is also better
that's a decent idea although I was looking for something more creepy
Ok! It's still a better idea than most horror games I see get released 🤔 I should make it one day :o
yeah it 's a good one, when I read your idea I immidietaly thought of dome romantik
Work backwards from the solution.
How do you mean?
I’m not too well versed in puzzle making, but usually you should come up with a solution rather than the start of the problem. Then, you build the level around that solution (adding in obstacles and complications and such). The solution could be putting a box into a hole to spawn a key to finish the level, so add in two rocks that you have to put onto pressure plates to release the box from a cage, obstacles that make you use one of the rocks in order to push the box towards the hole, etc. It really depends on the mechanics of your game.
Alright then! Thanks!
If you gave me a couple mechanics of your game I might be able to throw an idea together
Hmmm, i dont have many yet.
guys do you guys think UML is necessary for game and its system design? I'm working on my undergraduate thesis right now and wondering if UML is really necessary since its kinda weird to use in a game design
This is kind of off topic but also maybe not really, but what do you guys do on days when you want to work and progress, but you just can't seem to get the ignition? Like I keep staring at the tutorial I'm supposed to be doing and I feel guilty that I'm not working hard
Even though I've spent probably 70 hours in the last two weeks. I've been really diligent and on-task but today I feel zeroed out.
From what I know UML is utterly useless in game design. Requirements change way too fast depending on design changes and iteration for it to be even remotely feasable.
In general of the people I know who program for a paycheck most of them have NEVER used UML in day to day work, but my sample size there is small so take that with a truckload of salt.
In the context of a thesis that might however be different, I would talk with whoever is working with you on your thesis (professor) to talk about this rather then some strangers on the internet.
I see thank you for your answer
yeah regarding this I've talked to my professor and he said UML is not required and not fit for for a game, but rn I'm trying to find alternative justification regarding this since on the thesis defense i cant just "well my professor said UML is not fit for a game"
work on topic that really sparks your intereset, you are trying to do something just for the sake of being productive it wont go well
yeah but sometimes you also need to power though the stuff you don't like as much. a good way to combat that is to switch up what you work on, eg. switching between bug fixing, implementing new mechanics and adding new levels, that way one task is not getting too boring. but that depends on how far you are in your project
can i convert my normal 3D unity project to HDRP project?
theres some guides on google
guess who stopped procrastinating and fixed his design after 4 months
the story is much more developed now also!!!
it's pretty complex atm so I won't get too into it
there were many more characters made,, don't know how I forgot to post them here :')
here's the original concept for Satan, I tweaked the design a bit since this since I, the creator, am not immune to the stare
i have found my game design faulty of being too simillar to super meat boy and silksong so i need a new idea for my first project i guess
Make one of those tower building games where you tap to stop the floor from sliding over? Simple enough concept with enough meat on it I think
that sounds simple enough
Good luck and don't forget to showcase once you're happy with it!
Can anyone remind me of what algorithm I am thinking of?
The basis is something like, you start with random dots and from there grow circles outwards until you get this bubble like design that looks similar to maybe water caustics and many other things.
A swelling cirlces algorithm by chance?
This seems related or close but I do not think this is it
it depends what u mean by "outwards," like if it starts from the center going out, a line, or something like that. Do u know what the purpose of it is?
I found it! https://thebookofshaders.com/12/
Looks like it has another name too: https://en.wikipedia.org/wiki/Worley_noise
Worley noise is a noise function introduced by Steven Worley in 1996. In computer graphics it is used to create procedural textures, i.e. textures that are created automatically with arbitrary precision and do not have to be drawn by hand. Worley noise comes close to simulating textures of stone, water, or biological cells.
Ohhh i see what you're doing. I'm trying to find an algorithm myself atm for generating flat islands with simple mounds and ponds
Im sure the GOAT sebastian lauge has something for this.
I feel like it will have something to do with starting with flat areas and adding layers of noise
hey thats really helpful, I'll check it out after my buddy leaves. What kind of game are you making?
and - I'll ask from the spectator row- what game are you making, @cold quarry ? sounds like a boat game of some kind and i like those
I am not actually much of a game dev lol, but I dabble.
right now im working on rendering a map for my friend's text based RPG: https://twitter.com/TechSquidTV/status/1541458439481835520
But for unity I have made something kind of cool thats still semi un-released. A thermal physics engine.
https://github.com/KyleTryon/Unity-Thermal-Body
That's really cool! Hey I hope it goes good for him and I'll check it out!
Well, I'm making a Survival Horror game with some aspects that kinda remind me of Dead by Daylight and Minecraft mixed with the escape physics of "friday the 13th"
16 players spawing on the beach perimeter around the island, radios to repair and find in shacks, radio towers to activate to start the main one to call for EVAC, and 3 random escape possibilities; Helicopters in the middle, planes on the island's ponds, and boats that could arrive at 2-3 different docks around the island
4 killers also, to even the matchmaking
ah gotcha, sounds neat
It's complicated, but I've never been the kind of guy to go "lets make tetris and see where it goes"
even if it sucks I want to be abitious
Nice
I almost get vibes of a game i used to play.. can not remember its name.. like.. theHunted or something
MonsterHunt.. something
Noicce
It died I think, shame
It was you and someone else spawn and then like 3 other teams and there were three bosses to kill and you had to kill the most. but the other team could wipe you out too
ohhhh, yeah I remember. it was fun
my game is gonna be topdown, but with 3D camera physics like animal crossing I guess? That's a terrible way to push the game considering its horror but we'll go with it xD
loool but ya i get you
So i have a maze and i want to make it harder with spikes. But i have 2 options, i can either make it so they spawn randomly and a path through the maze is always possible if you avoid them. OR, i can randomly generate them with noise which could block parts of the maze BUT the player can use his sword to destroy them
First option, if the players have the ability to just remove them then they serve no overall purpose and would likely create more possible routes than just the intended path through the maze
Well, the player is followed by ghosts, so it adds difficulty and the player has to manage both getting through and not getting killed
If thats the case then the second option could work but should take time to clear them
Thank you kind gentlemen!
No problem
how about there is always a path AND the player can destroy them. makes for some fun runs when the player decides to make a swordless run etc
I am looking for advise on how to give an game area any vibe without enemies.
what kind of area?
Well that should not really matter. But some sort of wasteland. I want to give it an scary and dangerous vibe.
Like the crashzone from subnautica.
When making an endless runner, should I make each floor tile contain the collectibles and enemies?
Not each.
Find a good frequency.
Put some creepy props like skeletons of people and animals, thick fog, weird animal sounds occassionally playing in the backgrounds
I would go the other way in regards to sound. The absence of sound is far scarier in my book.
Assumin you have ambient in not so scary scenes that is.
What about aesthetic?
Here's maybe a silly question. I'm creating a space game where I'd like the option for multiple simultaneous battles to happen distant to each other (separate planets in a solar system). If I want them to be faithful to the physics, then using real distances would be a problem due to floating point precision. My first thought was to have all the battles happen around 0,0,0 and just set them each on a different layer so you can only see your own planet area, but since there are only 32 total layers I'm going to run out of dynamically assignable layer space quite quickly. Is there another way to go about this simultaneous-battle problem?
I did really appreciate KSP's "universe moves around the player" design to keep things centered around 0,0,0
The thing is when you act on the scales KSP does, its the only viable option, plain and simple.
The flipside is what gameplay benefit do you hope to gain to be faithful to the scale? What negative would abstraction have?
Unless you are a first person entity like in KSP you can just calculate the results of a battle without ever rendering them. They can just have an internal position that once the player is actually near can render.
Thinking along the lines of the old x-wing games, especially x-wing alliance, you could at times hyperspace between two different "battlefields" - one might have your home ship, another might have a supply convoy, and a third might have some starbase. Along those lines, I would want to be able to simulate as closely as possible the results in real time, so that if the player hops from one to the other, there isn't any silliness with ship positions, damage taken, or things that shouldn't be possible if the player is actually there watching.
I'm sure I could come up with a simulation that gets pretty close but if I wanted it to be accurate I'd need some way of running all the zone combats at once
I'd be perfectly fine abstracting scale to a degree and "zoning off" the combats from each other
That still does not answer the question though. Nothing of this needs the scaling you imply. You can literally mask this like most space games to by some hyperlanes or going into warp and it literally be right outside of the camera view. My point is nothing needs the actual scale. KSP needed the scale due to having a myriad of vehicles on different missions and scale was integral to its game design.
Right - I do not need to simulate the distance between the actual planets at all
I haven't tested to see how far ships tend to get away from each other when flying, fighting and fleeing, so I am not yet sure how many units a particular battlefield would need to be. If I wall off the edges of each, and I don't want to arbitrarily impose boundaries in a boundless universe, that could still get weird
But thanks, your comments did help. I'll have to test things out maybe with 1/10 size ship models and see if there's a reasonable "cell" size that works
Hello, I have a small discussion with a good friend. Can you take free models for clothing, make them completely new from the design, i.e. logo, different color or motif? and sell them with his characters? Doesn't that fall under copyright or something like that? since he does not change the basic model?
Only if the model's license allows it
is the lenovo legion series generally good for game dev(ik there are diferent versions) as in are gaming laptops good for game dev?
anyway i can make this look like an actual flying island cus i suck at art and anything involved with it
Have you ever seen a landmass that was all one colour?
well i said i suck
Well. Start by compiling a reference list of floating islands, concepts and art from other games with the same idea (Terraria).
i did but i couldnt find flying islands from a top down view
in 2d
i can look at grass
@bright nest add some stalagtites on the south edge of the landmass and boom, land hanging above nothing.
Instead of coding or game design, I need to talk to someone about order-of-implementation. like... the shortest path to get each piece in place to build up to my game idea.
im not sure what stalagtites are and boom
stalagtites are the cones that hang from the ceiling of a cave
brown triangle with wide top and tiny bottom, every blue square that has a brown square one space north.
@desert marten is no fun at parties
this doesnt make much sense to me
Hi!
I've created a sing up system that works by taking username + password and combining that into a token, which is then sent to my server.
The database consists of a users table that are saved like this:
userID
username
token
Every time you open the app (mobile app), the app sends a WWW request using forms to get a certain piece of information along with the username and token for the system to authenticate user's request (php file)
Is it safe to use a method like this? The problem with that approach is that I think it's like super super vulnerable as you can just connect to an open wifi, open the app and bum, everything is accessible to everyone.
What would be a safer or better practice way of identifying user input? I have no idea on how to make something better
something like that
my bad, I think it's not relevant to this channel, just though game design would fit
my first stage is a basic controls test, just teaching you how to play the game. SHould i add anything else to the game, helping the player naviage through the game?
all of this is before the real parts of the game
Playtest, observe and gather feedback. Anything else is just hypotheticals.
ok
How does this look?
This is "2022-06-28 19-24-02.mp4" by RGT Productions on Vimeo, the home for high quality videos and the people who love them.
good
maybe add something in the background
a clock maybe
like what, like tips?
a clock
u can add a normal clock or a digital clock either one would look good
a circular one on the top left or a digital behind the pens
this is a image, so i should jsut add a clock, with a certain time?
sure
ok
How is this?
i'll align the camera more
but how does it look?
In the future, make threads in #archived-works-in-progress , this isn't game design related.
yo! question... whats everyones opinion on hand written fonts for a game, like ui, objective type fonts..
two examples of the old style id want... cursive a no no? and then perhaps like the one above thats half and half..
i'm not an english native, but bottom one is harder to read
nice loading screen
top is better and easier to read
top one looks great
thanks
Is their anyone that has a great solution for a day and night cycle for a 2d rpg game like zelda/pokemon?
I want a retro feel and prefer no light2d
My first hunch would be blending between two color lookup tables
Or four, or however many you wish
@dense sparrow with a shader?
Yep. I’m sure a bit of googling will lead you to one.
i search 2d artis for my project
727 — ma 21:45-kor
wrong channel my dude
Im making a game about Being forced into a testing facility against your will, and the game is mostly in a office environment. I need some ideas for cinematics or cutscenes that can used at the beginning of the game, to tell the story of the game before the real game starts. Any ideas?
Take the valve portal approach and dont use cutscenes
I'd like to hear more about this game to better come up with some sort of idea.
This almost sounds like some sort of "escape room" game from what I'm seeing right now.
I'm imagining people kidnapped and funneled as fodder in an underground entertainment ring for this purpose.
The game is about being forced into a testing facility, and they force you to do tests, that eventually leads up to some type of heist. The story is that you start as a businessman, and you are getting off of work, just to find out that you arent where you though you were.
A heist on account of the test conductors, or a revenge heist on account of the tested?
Huh.
Does the worker faint and is kidnapped?
Or is it more of a "backrooms" sort of transition?
Yes exactly, or atleast falls asleep at his desk
No he working a late shift, and dozes off
Or bumps into him and administers a drug.
Oh.
k
🤔
So he's apprehended in his sleep.
wakes up and thinks that everything is normal, just to walk into a dark room, that has a voice prompting him to sit at a desk
yes
Interesting.
or actuually i could make it to where someone drugs his drinks
They still ought to inject him with something so he doesn't wake up during transportation.
Ok.
YES
thanks that makes alot of sense, i can make it so that the person is injected with something to make him sleep
and later in the game, it will reveal how he was kidnapped
Yes exactly
Then I can imagine it'd make sense for him to fall asleep at his desk (super lucky for the kidnappers)... wake up, think things are alright, only to walk into the next room and drop a brick.
and goes down a elevator that he thinks is the exit of his office building, which instead brings him into the creepy room
ok
If he doesn't fall asleep at is desk and is drugged walking, he could wake up at his desk wondering how he got there, but not think much more about it.
That'd load Chekov's Gun right there. 🙂
ok
It'd be a great way to set up the feeling that something's off.
So this should cover how that guy got there.
Do you want to reveal any details about why that guy got there, in the beginning of your game? Even a hint?
ok
i will maybe make some type of video that reveals it all, later in the game
Ok.
Also, instead of doing an opening cutscene... you could have an introductory level that'll introduce you to some of the mechanics in the context of his workplace setting, to familiarize yourself with whatever office equipment you'll be using throughout the rest of the game.
The level finishes with you dozing off.
The next (first) level begins with you waking up, going down the elevator, and then finding out everything's not okie-dokie.
ok that sounds good
nope thats good
I'm glad I could be of assistance. 😌
I'm having a hard time thinking of a good, beginning cinematic, anyone have any ideas?
The game is about being forced into a testing facility, and they force you to do tests, that eventually leads up to some type of heist. The story is that you start as a businessman, and you are getting off of work, just to find out that you arent where you thought you were.
He could be just waking up and notice how everyone is either missing or not responding to the character
And when he goes to investigate he gets in the elevator and that leads to the room
Let's say you cold open sitting at the desk - there are many options from here:
-There's the dozed off / waking up approach
-You could animate the player finishing typing on a PC / staring at the caret blinking (as if they have lost train of thought and don't remember what they were going to type)
-Perhaps you start with them shutting a filing cabinet, and they are confused about the name or branding on the file (could be something completely unrelated to their job)
I think one that could work well is cold open / screen snaps from black to a photograph that they are holding that holds deeper meaning for the story
(You could also flip this on its head and have them not recognise any of the people in the 'family' photo!)
You can use whatever mundane office action you'd like as a beginning point, and imply that the character cannot remember what they were doing before that action (as if they'd just blinked into existence or were daydreaming before that)
Then, let's say the character would need to get out of the building - here you could add in dialogue about needing to get home - "look at the time" sorta stuff -, and also about the office being unusually empty and quiet
You could then give control back to the player (i.e. end that cutscene) and encourage them to leave the office
Now this is all somewhat subjective and I can't decide it for you, but I hope some of that is useful :)
As a bonus idea, slightly Stanley-Parable-esque, I think a cool sequence would be for the player to try and leave through the office door, try the handle a few times, and then the door falls flat, i.e. a fake door, then you could step outside of the office and realise you are not where you thought!
Is this 2D or 3D? You could do the whole thing in first person
Ok I just scrolled further back and saw that it is 3D. Will the game be able to see the player at all? Or just in first person?
How do you guys go about storing data in between scenes like character stats, inventory, and such? Would it be easier to keep it all on scriptable objects and attach them all to a master "Data Object" or is there a smarter way to do it?
ScriptableObject as a data container is by far the easiest way and is absolutely perfect if you only want to keep that data for a single game session (since changes are not saved on game close in a build). Then you can easily save the data to disk if you want to store it for persistence between game sessions
no you will pretty much never see the player
thanks
@astral wraith i actually based my game off of stanley parable, im kinda using the art style of stanley parable
https://cdn.discordapp.com/attachments/866406623227543563/992409153064673370/unknown.png
https://cdn.discordapp.com/attachments/866406623227543563/992409185771860049/unknown.png
https://cdn.discordapp.com/attachments/866406623227543563/992409226007822346/unknown.png
So i'm making a keycard, anyone has any thought on what i could add to make it look more like a sci-fi keycard thing? 🙂
A texture
top & middel part will be blue, bottom part some bright metal colour thingy
And im new with this xD so im not even sure if i can add materials or textures in this program
Did this now
is a skeleton(clock and gears themed look) which has clock for a heart and you have to attack him mid attacks, but your movement is limited to platforms which move in circular patterns and take position of clock arrows behind them, but boss dies after some time depending on amount of damage it took a good design for a roguelike game boss with parkour elements?
also how do people launch blender???
i never was able to launch it
Im planning a game where the bosses are haunted arcade games, the first one i wanna plan out is pinball but idk if it'll be all that fun for the player
i want it to work like a normal pinball machine but add more to it that you cant add to a normal pinball machine and make it so the player can tilt the machine to give some more controllability to the ball
or maybe try adding more of those flippers around the machine for more control
When does game complexity become excessive with regards to mechanics?
Since I have an idea for an RPG game already floating about, which was bog-standard Fire Emblem-style Tactics RPG back then with the Class System from Marvel Avengers Alliance. Since then I added more and more mechanics and now I'm a bit concerned I might've gone overboard. Here was the list of mechanics I had planned:
Tension - Both the player's characters and enemies have a gauge called Tension. For the players, Tension Gauge is used for special abilities and is filled in combat or special criteria. For enemies, Tension is different. Certain criteria increase enemy Tension Gauge, but when an enemy Tension Gauge hits 100%, something happens. Either they unleash a powerful attack, summon enemies, or they're weakened.
Synchro Attacks - I took inspiration from the Session Attacks in TMSFE, where hitting an enemy with an effective damage type allows your other party members to get free follow-ups which can chain into high powered combos. The condition is more lenient, being that the allied units must be adjacent to the attacker and have a valid Synchro Attack they can perform and is within range.
Stance System - There's five Stances, based heavily off Marvel Avengers Alliance (really liked this game back then) classes. This is more a rock-paper-scissors mechanic, each providing benefits if the attacker's class is effective against the target's in addition to a flat 10% damage increase/reduction (effective/weak).
If a mechanic is not required or a core concept expected to be used all the time then a person could argue its excessive. In a turn based tactical rpg like that i think a bit of complexity through additional mechanics is ok to help breakup the core gameplay loop so it doesnt get stale (usualy done by giving different unit classes in fire emblem games). If the systems also dont work with each other and are just 3 isolated systems trying to all fit the same role could also be a sign of mechanic bloat
GAME TERMINOLOGY RELATED-
a certain 2D multiplayer game recently had an update which added a community-suggested mode. however, the suggestion didn't consider all possibilities, and a new strategy (called "corner camping") arose, which completely ruins the mode and makes it incredibly one-dimensional. a very simple fix is being discussed. is this a bug? if not, what is it?
honestly it sounds like a super fun boss and the parkour sounds predictable in a good way so theres a clock pattern the player needs to follow
exploit.
Thank you
@snow nacelle I really didn't get what you mean by splitting sprites.. If I could get a video or any article source 😅
like you'd have different sprites for each part of the character that can be changed. like different sprites for hair, different sprites for faces, etc. then you just overlay the sprites on top of a base pattern or whatever. then you only need sprites for individual options instead of full combinations of sprites for each combination of options
Hey! Could anyone who is decent at story design and wouldn't mind lending me a hand with where to take my story send me a DM? Would be much appreciated! Just a little stuck on where to take my story from where I have it right now
I'd call it a "broken strategy" instead unless it uses glitches @frozen narwhal
Thank
in your opinion, what is a good way to convey thoughts and speech (Of NPC's) without dialogue (either through text or audio)?
in my game, the player needs to know what the NPC's are either thinking, planning to do, or saying to other NPC's. I was considering taking inspiration from the "Sims", as I like the Idea of thought/ speech bubbles that tell the player what that NPC wants to do, what its thinking and what its saying, but dont want to straight up copy it. Any ideas?
What sorts of thoughts can the NPC's think? A lot, a little?
Idk if you’ve ever played untitled goose game, but it’s the best example out there. The NPC’s in that game react to the environment around them, which is altered by the players actions.
It’s kind of similar in my case, as if the player was to turn off the lights in a house, for example; the npc will Need to convey anger or confusion and then go turn the lights back on. At this point, Using a thought bubble with a picture of a light or something to tell the player the NPC’s intentions is the best I can come up with
Never played Untitled Goose Game. How does that game communicate the NPCs' thoughts?
The NPC’s will also be doing random activities throughout the day (for example if the scene is in a house, they will do basic household activities like making food, watching tv etc) and I want them to convey their intentions to the player
Kind of like how the sims convey thought/ speech.
If you steal something from an NPC, and they notice that thing is missing, they’ll show a thought bubbl with a picture of that item to let the player know there are looking for it
Hmm, maybe a line from the npc to the object that they want to use? Then again, the speech bubble system ain't broke, so there isn't a need to fix it unless it won't work for your game.
it would work great for my game, but i feel like its overused?
I mean if it works great and it's used a lot, there's no need to reinvent the wheel. For example, WASD/arrows to move is used a lot. Using A5MP would be confusing.
you do have a point.
whats the best light source to use on the emergency lights on a firetruck ?
Wherever you installed it, it should create a blender.exe file that you run
It also creates a shortcut I believe
If you have the .exe and it is running but crashing, I don't know for sure, but the only time I experienced that is when my old computer didn't support OpenGL 3.3
hi guys hope you are doing fine i have a really big problem right now and i dont have anyone to ask this from
i was wondering what is the best app for 2d animation and cut off animation you can use and export to unity
i use spine at the moment but there seem to be a problem with the app that i can not export from spine to my unity
and i also saw the unity built in riging and animator but i have a feeling its better to find an application that is mainly for this job and has more tools to use
any suggestions?
face and body expressions
Okay , now , if I’m able to do visual scripting via Blot , the unity add-on , should i still try learning c# and other programming languages?
To be more specific , I’m trying to make 2d game demos or whatever , I just really fear that i might invest so much time learning coding , and end up not using it at all
I think this have to do with game design
If learning how to properly code is important to you, then sure. 🤷♂️
Otherwise, if visual scripting is enough to accomplish your goals, then unless you have time to burn, just keep doing what you're doing.
Anyone on?
Don't spam, please.
If you have a question post a question, this is not a social discord. Also #📖┃code-of-conduct
Ok so I need help with properly making a game. I have a large amount of idea's, but have no idea whatsoever how to code. I also have a conflicting issue: should it be a OW (open world) or should it be an progress game (ex: Sonic the Hedgehog)? Just really need some help here.
If you are looking for collaboration #📖┃code-of-conduct has forum links where to post. But you should know that it's unlikely you would find anyone without bringing something to the table.
If you are looking for tutorials, large project is not advisable to start learning the engine. Go through courses, you can find Essential Pathways pinned in #💻┃unity-talk , great place to start, then move to scripting course.
After that making small projects which would implement a single mechanic or feature from the final game you want would be a way to go. With some finished smaller projects under your belt you have good chances of finding people to work with you.
Good evening everyone, I just wanted to send a video here to try and ask if anyone here is able to help my group and I fix this issue.
If you are still using coroutines, use https://docs.unity3d.com/ScriptReference/MonoBehaviour.StopAllCoroutines.html when the game ends
Otherwise if it’s the instant move thing, you want to make an extra bool to check if the game has already ended before executing the movement
@woeful hill Don't cross-post all over the server. Pick a single relevant channel
Hey, I'm making a game with characters that equip different weapons that have different animation sets. Is it better to have all the animations linked together in one animation controller and controlled with flags, or should I make separate animation controllers per weapon?
anyone know how I can create an enemy fighter jet?
a plane but as an enemy
that will try to shoot the player but if it gets too close it will back off
@terse cipher you would probably want to start with just a cube and put a script on it. you can get distance to the ground using a Physics.Raycast and you can move it around by setting the rotation and position over time in update
once it flies you can go find an fbx that looks like a fighter jet and assign it to the mesh filter
what about attacking and backing away?
cause I'm pretty sure it's gonna just crash into the player
so using a physics cast and if it's under a certain height)(let's say 10) keep adding till it reaches 10 and stop?
and always be a little higher/lower than the player
@terse cipher depends on what you want. I'd say use vector3.lerp and set the position to hit.point + vector.up * flightHeight
.
Idk how you do weapons in your game. You'd have to figure that out yourself
Backing away can be done with some vector information. Just check distance to target and fly it away when under a certain range @terse cipher
shooting out rockets ig
that's simple enough I think
but how will it backup? Cause it would need to make a small circle before going back cause going straight for the player then randomly jerking back isn't going to look pretty
what about when it reaches a certain distance goes back with a curve?
like a curve sideways up and down
@knotty mortar
I wouldn't compute a curve. If you set a max turn speed and only let it move forward this kind of behavior can emerge. Thats a lot fo fine tuned vector math to get it all feeling good. You'll have to implement something and iterate on it until it feels right @terse cipher
how would I add a max turn speed...?
check when it's rotating and slowly let it rotate?
like if its too close slowly add to the rotation of the jet
@knotty mortar
There's many ways to implement a max turn speed. Like clamping the angle of a rotation before you apply it to a transform. I'm just here to give pointers not gunna write this whole class for ya
YO! Geeks and Nerds and Everybody else above, I got this game idea running in my head and I wanted to run it with you guys!
So I’m making a BitLife Rip off but with a mix of D&D. Everything in this game is by luck and randomness. So the goal of the game… Stay alive as long as you can. The player start A new life every time they die. When they die they will get a random Race,Name,Level,location. They will start at age of 0, like most babies do. However, they will get a random Level Between 1- 100, the max level is level 1000. Think of it like some type of level boost at the start of the game. You will even get a random location, which will Determine what type of monsters you will face off with.
I know combat will also be random but I don't know how that will go down, all the way but what I do know is that, it won't be easy to heal up. Now the player will have six HitPoints bars, starting at 100 for each one. Head,Body,Left Arm,Right Arm, Left Leg,Right Leg. A kenshi type of thing. They can use a health potion, but the player will be fighting a lot and they cost more than an arm and a leg. (haha see what I did there.) so the player can take a month to heal up. However, you must be worry about your age. You can Die from Old age Depending on your race.
Uhh thats all I have Geeks and Nerds and Everybody else above, Ta ta!
Dm, if you have anyway to improved the game.
I forgot clamping exists
would it be too out of place for a game to have both a top down 2d and 2d platformer style that would switch for certain scenes
I had an idea for a game so i made a demo in Python. how could I get this effect in unity2D?
@carmine nova hi. do you have a vid of the game you were talking about?
not rn sorry
ok also what you described im not sure if its suitable for a minigame
that's true yeah
just an idea
also a minigame like team tag? But you can untag people
buta cool one. i might make it :p
oki 😀
as i said the main game is a farming game and minigame is where you rescue birds to place them into your farm later
ive made 2 games before for it and wanted to make another but hard one so it cant be done unless you use brain
yeah
multiplayer is good for hurting your brain
I've never made a complete game before because I over scope I think
and when I try and do it with someone else I end up doing all the work lol
nah im not making a complete game either. im just making a code for the game so it can be improved and made look good later
this is one of them. like not the awesome but it can do
it looks simplistic and I like the style!
yeah i cant depend on anyone either unless they are better than me
maybe you could add a blurred nature background or smth
yeah lol, I like the give people chances tho as they could shine through well
yeah graphics not my thing :p just making it for a friend who broke his pc and cant do it himself
haha graphics is also not my thing either
thats brave of you
you can just get a natural picture from the Internet tho ig
yeah but I don't rlly finish the games if the person doesn't help much
my most finished game is a solo one lol
but also a small scope one
ahah
my first thought for this last minigame was to catch birds from the sky as they were shot by hunters and treat them 😅
mainly because people seem to like large open world super graphics game
but idk if it could be explained simply
it's unique though and that's cool
I'd say if you can't explain it simply then simplify the game
hmm
so its a mobile game 💩 . half screen is your hut where you treat birds and half screen is outside hut where birds and other bandage or something fall and you catch them to keep it in inventory so you can treat birds inside..
maybe you could make it so the player has a net to catch the birds as they fall, then have to drop them off at a vets or something
so they don't actually have to tend to them
just a suggestion tho
aah cool thats cool! less work for me haahahha THANKS! 😂
ok 😂
this idea is basically from papas game ive played along time ago so not much real but who cares since my friend just want me to copy game from internet and i wanna make it myself 🤦
making it yourself is always the best
copying is bad
although as a coder I copy from stackoverflow a lot lol
ofcourse. theres alot i need to learn. ik i cant be as good as the big game devs but i'll try till i can
do you reckon I should get someone else to help with my game or do it solo? It's a survival game on an island, but you can defeat procedurally generated dungeons to get cool loot and stuff
and we'd have farming and building etc.
yeah well when youre stuck what else can we do. as long as code works and i understand it 😅
yes understanding is a good point
i mean ofcourse you should get someone to help you with if its not slowing the work and making things easier for you i think
and cool idea btw
and im still new to game development so my opinion holds no weight atm
thanks
I'll see if I can find anyone lol
best wishes for your project ❤️🔥
https://www.youtube.com/watch?v=EPJhdmye9eE reminded me of this, you can probably look further from this
This addon deserves its own game.
(if there is a game like this, do let me know in the comments! :) )
i have a question: is a game world consisting of 4 Terrains and a lot of objects too large to keep loaded at once? i ask because i have been making a survival game and want to expand the game world, but i fear the amount of hand-placed trees, rocks and such makes it better to look for a way to unload the objects too far away...
keep in mind that the amount of objects only grows if the player builds things or drops objects from their inventory
maybe you could add fog, and unload terrains when the player is far from them
well yeah i was just asking if unloading the objects and terrains that are further away is recommended for a game world that large.
yes I assume it is
alright then time to look for good tutorials on the subject... also i am aware that a terrain can be split into multiple chunks but im not sure if my game world would actually work after i would split it.
I don't know your game so I dont know if it'll work or not
yeah well my game world has like a mountain on it but the mountain just uses a different terrain texture layer to give it a gray color, and from what i have seen the terrain splitting is usually done with a terrain that has only one layer that covers the entirety of it...
I have no clue really so I guess try it and see
hmm alright then. i guess i only have my own stupidity to blame if it stops working as intended.
hmmm so from what this tutorial i am currently watching shows i would have to dowload a plugin that allows me to split or even resize terrains...
looks like i have to make a script myself from scratch since i dont wanna download plugins/random scripts from somewhere other than the people who made the tutorial in the first place.
i think i could first try to just unload objects, but not terrain
ye
why is making the actual things for the game like art im doing 2d like 20x harder than programming the actual game
art is creative, programming is "absolute". 1+1 is 2, what color looks nicer with other color is subjective.
i suck at art and im terrible at animation and theres weird lines going through my tiles
ig it fixed itself?
when the camera size changes weird white lines appear
have web games gone out of style?
by web games you mean?
websites featuring browser-only games, akin to armor games, kongregate, and newgrounds
although itch.io is popular, it's not what I'm talking about
since it's got free and paid games, games with downloads for many platforms, as well as things like asset packs and game jams
they kind of died out with flash, and the rise of smartphones. But nothing prevents one from doing it, specially since unity builds to html5
I know webgl works and all (although I recall them having poor performance compared to unity web player games back when unity web was discontinued)
but I guess the gravy train's over
market trenders set the "train" on track. If you make a good web game, people will come
🤷♂️ that's true
the .io game boom happened, after all
I've always thought that web games are still consumed the most by middle/high school students whose chromebooks don't really allow for either downloads or games that run poorly due to the specs
but It's morally questionable to try making a game for people who arguably shouldn't be playing them
that's indeed one problem
Does anyone know where to start for 2D metroidvania level creating? My levels are based around navigating through an abandend factory. What would be the best way to start creating?
depends, do you know how to draw or make 3d?
Modding a game is what a lot of beginner designers do
I may have worded my question wrong. I have been working on my own metroidvania for a year now with finished movement, character design, and a good stage for enemy design at the moment. I have hit the point where I am starting level design and have some basic knowledge, my general question was would it be more fitting for a tight packed labyrinth full of obstacles and enemies intertwining with one another or a more open realistic world hidden with treasures and secrets but having no specific blockages or enemies to fight more in an exploration manner.
well, the best option is what you find that suits best for your game
And the setting for all of this is a factory so I was wondering which one would make the most sense and be more immersive and fun
immersive and fun is relative based on the audience
This is something to playtest with people, dont think we would be able to give you an answer without actually playing the game
@proper marsh @sleek phoenix ok I will try experimenting with both. I may release a demo for people to playtest in the future. Thank you for the help.
theres like these weird gaps between my dirt and grass sometimes dirt and dirt too it only happens when im standing in a specific spot the dirt just starts getting gaps like in the screenshot any fixes?
its all subjective, some people are experienced at this, some at that. You just need to practise it enough for it to become easy
use a pixel perfect camera
how would i do that?
google it
ayyyy, the sacred texts
Plenty of web games on itch.io, they get more plays than downloadable games. It's harder to monetize them though.
how can i make this look more like a flying island it looks off the grass doesnt look like its on top of the dirt
Hi
A 2d platformer or scary 3d
Make borders between grass and dirt not just straight lines
Hi. I have planned my first proper 3d game which I'll be making it for my final exam project but the thing is that I cant find any assets they gives the same feel nor do I have time to learn blender and make models etc. What should I do?
Should I find any good asset and change my game to suit with that environment?
What's the best approach?
Plan your game with these limitations in mind, so it works with what you can make or find
so i plan a game from the assets available?
If its your first time making a "proper" game then Im not sure if relying on it for such an important thing is a good idea
Yeah or assets that you can make
pixel art in particular is an easy to learn style
yeah i cant make 3d assets. im mainly a programmer
3d is a requirement. 2d was for mid term
dont have the time to learn blender and make map/models from scratch
Did they teach you how to make 3d?
..yeah
And you didnt learn
Well then it looks like you have to find assets online
or at least go for something minimalistic that you can manage to make
or combine both
yeah no prob. i'll go find some good map and models and make a game idea from that
Thanks for the help
Doesnt have to be a ready map, you just need some modular assets to make one
yeah im just looking for the environment atm. i'll plan things and place models after that
Being new at doing any sort of UX / UI for games, how could I make clear that the traffic light is for either the horizontal or vertical road? I'd like to avoid too many details like putting small traffic lights on the road themselves (also because my drawing skills suck).
There was an old flash game that is probably the same game you're making. They just put the lights at the intersections, though it was small, it was still readable.
I believe it was called I Love Traffic
wdym borders like a black outline?
@keen sun use one of the PROJECT SHOWCASE channels please
Ok I will
thanks :)
I am probably late but heres an idea, Maybe put 2 traffic lights on either side (like this ones on the right so you put another on the left) and make a small arrow on top of it depicting the side which it is gonna go on, example a right left arrow for the horizontal and a vertical arrow for the vertical
That's a nice idea, but I'd like to prevent having duplicate objects that mirror each other like that. I do like the arrow idea though.
Np, glad I could help
Hello, im trying to make a game like Jump King and Getting Over It and was wondering how their map is constructed. Like its just a big and very tall map with already everything setup or is it procedurally generated or does it perhaps load and unload chunks?
this part
I'm having a hard time thinking of tests that would be good for my game The game is about being forced into a testing facility, and they force you to do tests, that eventually leads up to some type of heist. The story is that you start as a businessman, and you are getting off of work, just to find out that you aren't where you thought you were.
I already have a level for puzzles, and one for stealth
Maybe you could base one around aim or something, if the heist goes wrong?
ok
Or maybe as a big final test, you could do a mini-heist in a fake environment where the walls are made of cardboard or something
also Whats the best environment for a stealth level?
the character used to a office environment, but if the game is gonna lead up to a heist then it wouldnt make sense
My mind jumps to like jungle or something
ok
An office could work for stealth. Sneak past the boss, don't get detected by the nightguards, etc
ok
Depends on the kind of stealth game
The Hitman games are a good place to get ideas from
The Hitman games are a bit more special, you can disguise so you don’t have to crouch run 24/7
And that also allows the devs to add basically any map
There’s a video called something like “Hitman 2s best level” or something and it’s great because the devs and the creator tell what they do to make the game actually fun
Hi friends,
My friend gave me a gamedev challenge
I need to make a game within these limitations
- 2d moblile unity game
- rougelite with procedurally generated levels and rage gameplay
- one/two touch controls with only 1 main game mechanic
- minimalist color scheme
I am struggling to come up with an original enough idea
wanted to discuss with the community
Instead of classic attacks, damage enemies by dashing through them with your blade. Could be scifi or classic medieval
other that that just a classic simple roguelike gameplay
dont crosspost
besides, have you tried googling this
yes
Invert the image and make a mask
Dashing enemies is fun and a good mechanic but its not really original so any other idea
I am also trying to think hard but no idea
Hello, I am currently working on a metroidvainia. I am planning the levels out and have come across a problem. Currently I am using a parallax backround but my game isnt just going to be left and right but there are going to be times when the character goes up and down too. Although I could make my parallax backround fallow my player on the x and y axis there are also going to be different areas of my game. How am I going to switch between backgrounds between different areas? If you need more information please ask.
Bro you're trying to make a minimalist game, you don't need to reinvent natural laws to make it work
Minimalism is only for the graphics
well the 3rd point suggests its also about mechanics
you wanted one main mechanic
Yes but 1 main original mechanic
So you want something more original
Exactly
Thanks
to defeat enemies you have to freeze them with one attack type and then destroy them with either a normal attack or by pushing them and letting them slide along the floor and crush other enemies and then crash into a wall
Nice
What do u think about this idea
A robot is trying to escape a research facility so he runs and there are enemies he has to grab and throw enemies into each other to kill them
I just came up with it
There's this game called Ape Out or something which is like that
except you're a big gorilla
but a facility escape game as a roguelike could work
What about an ability to take out a mirror and when walked through it reverses the roles so you can now use the enemies attack and the enemies have the players attack. and you get like 10 seconds until you go back through the other side of the mirror.
Swapping abilities or bodies with an enemy is a nice idea
I think it would be cool to combine the ideas so sometimes you can be able to freeze and slide but the enemies have another attack and you an switch between your attack and the enemies
thats a kool idea but dont u think the gameplay will be hard to understand and play
Well, I think that's a solid foundation for a project
can always think on how to simplify it
making the freeze attack just one of the abilities that you can get from an enemy for a fun gimmick
if you introduce them over time, not all at once, it won't be overwhelming
Yeah that is a point but maybey with enough visual information it will work. Also maybey dont give the player the ability to jump or somethiung but the enmies can so yoyu can also implement it in platforming. But yaehj its your call.
or it could be a turn-based roguelike like pixel dungeon
or what do u think about this
everytime u throw an enemy u can get its gun and use it (until the ammo runs out)
freeze gun or some other special stuff
Good idea! Yeah that is a good way of simplifying it
and there is a catch guns make you slow
also you know how you said dash would be cool but unoriginal maybey one of the guns could be some telpoerter/dash type gun that isn;'t an original mechanic but you sue it in an original way making it feel like anb original mechanic
it was fun coming up with ideas! Good luck on your game!
Thanks man
@bright nest All your tile questions belong in #🖼️┃2d-tools.
I'm not only referring to your previous post, but all your past ones too. You've been using the wrong channel. So, use #🖼️┃2d-tools going forward.
any idea which game this char is from
kingdom hearts
very weird place to ask but whatever
Hello everyone! I am working on a Survival Horror game and my character just randomly comes at me in gameplay mode and I can t do anything, not even get out of the first room, even if I placed it in another room.
Does anyone have any idea why this happens and how to solve it?
I am using Unity 2019.
I chose this for a college project and I have to finish it asap.
I would be very grateful if you could help me.
Thank you!
What do you mean by "randomly comes at you"
It gets through the walls and comes at me
I am the player in that game
I used a fps controller for the game
I set it to come and attack the player but it should behave differently
Do you still want me to send the code?
I didn t have the chance to
Something came up
I think it has to do with the code
I might need to write some more of it
Not sure though
A friend of mine suggested i should use path finding
But as i am not so experienced i don t really know what to do
Thank you
As i said
I am new
Thanks a lot
Depends on the game type, but both scenarios sounds factual and thus should be implemented. E.g. if it was a RPG, both could be written into the story. If action, then both can be created as modes.
@tiny basalt #502171626805133312
Im trying to make a stealth level for my game, what environment should i use?
I would think that the environment isn't as important as making a string of fun situations.... you might be able to think of an environment that would logically fit most or all of those fun encounters
I am wondering for using real life locations in a game, how specific can I go before I am crossing into any legal no-no areas?
For instance I know I can use location names like New York City or London, but can I use street names from those cities?
Also can I building foot print outlines in my game if I don't reference them specifically? For example can I use the top down silhouette of the Empire State Building if I just use the silhouette and not use the name?
My suggestion will be to use American architecture and build your own buildings in the American style and if u really like the design of a specific building then u can make tweaks in the design and change the name
Black Silhouettes are fine u can copy anything
Gotcha, this will probably be the route I end up going. I would like to use a real world map similar to Pokemon Go and other AR games, however in 2D top-down way.
true crime new york had a lot of accurate street names
Hi, I am making a 2D fast paced platformer. It will have many levels which have lots of screens which the player needs to reach to the other side to transition into the next screen. I wanted to know if it is better to use 1 scene for a whole level or several scenes for each level. My fear is that if I use one scene maybe the game will run slower since everything for the level is loaded but on the other hand, maybe loading each scene takes longer.
My levels will be like that of Celeste or shovel knight, when you complete a screen, it transitions into the next until you complete the level
u can use one scene and google it out there is a way in unity to render the things only in front of the camera
Ok, thank you!
progress with character and animation
moving to the grab and throw mechanic now
its a top down 2d game
Wow its looking really good so far I cant believe how quickly you have made progress!
Thanks
I'm trying to make a stealth level for my game, I want the environment to be office I'm just having trouble designing it. I don't know if I want it at the lobby, or in the hallways. Any help would be great
Well, generally lobbies for an office building are meant to be great places for hiding because they are wide open. That being said, I personally find that a lot of the coolest stealth segments are in more open environments.
Actually, I think having it be in the hallways would be the best option. @chilly oriole . You can easily have a Metal Gear Solid inspired segment of navigating the halls to avoid the guards.
or just a whole office with multiple parts
ok
ok
maybe a lobby with hallways?
So in my level, the environment is a office building lobby, only problem is that, most lobby doors are transparent, but I don't want to make a whole outside environment, what do you guys suggest I do.
take a look how older games do it, put simplified props or a texture of an outdoor area if ur far enough
make it night so there is less to populate
ok
distance fog can help also
ok
guuuys we need a new mechanics for a game, a mechanics that never ever seen before in the history of video games
true
the game it self doesn't matter, i want a new mechanics only
wdym?
like graphics
?
mechanics are not graphics lol
what are they
z
shutup
a 4D game
wtf
hi'
i heard u
i dont know how to insert a part
no one made a game that actually implement the idea of higher dimensions
😭


There has been games that have done 4D.
https://miegakure.com/
@cold onyx Stop spamming
i have seen this game before but compaine that with something more intractable like a shooting game
a way to introduce a new type of skill that players need to learn
wasnt gta made in unreal engine
?
breh
lucky
they made their own
!mute 828291809645822013 1d spamming
SpookenOwlッ#0001 was muted
Offering no meaningful discussion to a conversation is spamming, yes.
4d?
if you wanna do 4D, you will need to display the game in 3D and use an additional parameter that can be shifted for the fourth dimension.
keep in mind that usually characters and objects are only really done 3D, you can make 4D terrain, but that's about it, usually doing 4D is designed in 3D and the fourth dimension can be used for puzzles and avoiding obstacles.
you may also want to check out 4D toys, it's on steam and it isn't really a game, more so than teaching us like a toddler how 4D objects work.
after you play with it for a while you'll understand why 4D games are often just 3D with a gimmick, it's difficult to wrap your head around 4D things, even more so design a game that players will be able to follow.
one idea that i had in the past, was make a game set inside a room, like the movie cube and the connections of the rooms are not typical 3D typography, so you could loop around in weird ways and such and may end up in the same room but turned upside down or mirrored and the player would have o figure out the rules that govern the geometry of that prison like test chamber thing to escape.
This probably wouldn’t work at all but for a long time I have had the idea of raycasting 4d into 3d and then 3d into 2d, the idea of scrolling in the 4th dimension seems really unsatisfying to me, so this might work better, but I’ve never seen it done
I don't get it. What's the spam?
Hey Is anyone Active i need some help, i'm a college fresher and recently i applied for and game designer position, everything is done but i'm struck at a point, i'm not able to understand what actually is required to do
i mean its highlighted right there, design a name changing feature
huh
I think you are suppose to design the feature, then document what to do using little to no english?
its probably just to make sure you can communicate clearly in simple terms rather than not use english at all
okay so most like they want me to design a player profile page which can be visually understood without or less ammount of text ?
at the bottom they all also said use this mockup as jumpstart and my other flows should follow the same style?
Idk why you're asking this question when it says so right there
Again, it's probably to make sure you can communicate clearly in simple language, not use less text
Also if you're unclear about something, just ask the company instead of guessing
Ah...
uuh not entirely sure if this is the right place to ask but how would i go about making one of these?
make what? the model? be specific
Are you guys ok with cube hands in low poly games?
||I’m totally not just lazy to make normal hands ||
yes
Im trying to animate something and I moved the last keyframe to fix the animation, but now I can't see it. How can fit it to frame?
This is not related to game design. Please use proper channels for this.
What is it related to?
Oh it’s not related to anything?
Game design -> psychology of the player, emotions, game narrative
Your issue -> a flickering animation.
So maybe try #💻┃unity-talk or #💻┃code-beginner or #🏃┃animation
not related to game design. try asking in the visual scripting discord #763499475641172029
sorry
Hey is it cool if I ask questions here about visual design. Not sure if that counts as game design
Well Im just gonna ask. Please remove if need be. Im making some stands for an ancient middle eastern street-market alleyway near a port. The art style is low polly and low texture res. Think quake 1 (but with more leeway). So far I have modeled a fish stand, a fortune teller stand (which will have effects in engine), and am near finished with a book/map stand (as can be seen below). I am looking for some creative ideas for both stands, and stand designs. Some stands I have in mind already are a Jewelry/Clothes stand, Art stand, carpet stand, and a coffee/tea stand. I don't think I want anything involving weapons, but don't hesitate if you have a cool idea. Thanks.
spice shop? antiques?
someone selling exotic animals
street performers?
textile merchants?
fruit stand?
blacksmith stand perhaps
just modeling sacks would be versatile
different kinds of food
@cinder hamlet @late vapor those are good ideas. I appreciate that. I don't think ill be able to do street performers or exotic animals, sad as it is, because I it would take me too long to animate.
good choice
I plan to use a fixed isometric POV for my final game. My question is should I be using isometric 2D assets or can I use 3D assets without worrying about it bogging my game down?
like any camera mode, you should be optimizing 3d assets as much as you can without sacrificing too much detail
So assuming optimization there wouldn't be any real difference?
you would have to measure that yourself
I personally have no idea how exactly the performance of sprites and low poly textured models compares
Gotcha.
@potent cranethere are a lot of factors, including lighting, texture detail, whether or not it has animations, etc
I would think that sufficiently optimized 3d assets would not be a performance issue, unless we're talking about very low end computers or mobile devices
If you are familiar with Tarkov, the position is similar to the first. Takes a while to get used to hip firing.
yeah i think ill do first
the game is focused on sniping so hip firing isnt a big problem
Tarkov is also made in unity so thats cool lol
If the focus is sniping, then would a sniper hold a gun out like that while traveling?
Or will you have different positions?
Yeah different positions, probably amming down while walking, then like this while standing
and also, the scope is a render texture and a camera by the scope, do I shoot the ray from the scope camera?
(Bullet ray)
I actually prefer third
it looks more like a point shooting position, which is probably the most realistic way someone with a bolt action rifle would try to ""hipfire""
having the gun placed on the bottom right of the screen is convention though
@cold onyx
I think ill include both of these,
Since these postions will be turned into idle animations, I can make it play either of these
there isnt actually much of a difference, in the first one you can see the barel, thats the only difference
Not sure if this balance is good or not so I wanted to ask.
What's kind of sad is that the cost multipliers I'm using aren't even that high
I mean to be fair by the time a player would be able to purchase the final production thing who would need to hire one miner?
I think this would help balance things a bit, right?
you need to test it
The problem is that the current values are reliant on the prestige system, which I'm still working on
im new to unity can someone please explain to me how do i design a 2d item or object and then be able to build with it?
what do you mean
you want to make a map?
I'm tryin to design a balloon and just make it fall as decoration in the background but idk how to design and add it to unity.
My explanation isn't the best
Well first of all you'd have to draw the baloon in a program
then add it as a sprite
then code it to do whatever you want it to do
Ok thank you
@odd kindle This channel is for game design discussions If you have a unity/programming question, use an appropriate channel like #💻┃code-beginner.
ok sorry
How do I add slopes to a rule tile?