#archived-game-design

1 messages · Page 49 of 1

rigid ivy
bright nest
rigid ivy
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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

bright nest
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uhm

bright nest
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right

bright nest
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sprite editor?

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its telling me to change pivot position in sprite editor

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wheres that

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its working kinda it disappears in the middle of the tree

sudden pendant
finite kraken
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does anyone know what happened to these options in terrain? I can't find them... Paint texture and the bridge function

lilac current
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So does anyone know how the instantiateInWorldSpace bool works with instantiate cause i cant seem to get it to work at all

half swallow
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Hey all, does anyone have any good links for royalty free or cheap music for games?

lilac plinth
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i was looking as well

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it's kind of hard to find music

half swallow
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Thjanks

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Thanks*

lilac plinth
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what category to look for SNES style TOUHOU style type of music

lilac plinth
dull beacon
fickle sierra
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maybe you know what will be a cool tool from unity store to do a terrain similar to trove / cube world?

boreal gust
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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 ?

boreal gust
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Found it

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Greak

chilly oriole
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What are some good non-gun weapons that could be added to my stealth levels.

chilly oriole
cinder hamlet
heavy osprey
calm juniper
cinder hamlet
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that's pretty specific

heavy osprey
bright nest
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somehow broke my pivots thats great

sudden pendant
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Not a game design topic.

chilly oriole
late verge
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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!

lilac plinth
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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

late verge
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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.

lilac plinth
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maybe you play a team and your guys are essentially your hit points?

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i am not familiar with the setting, so not sure what fits well

late verge
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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.

lilac plinth
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so your cards will be programs then?

late verge
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Yeah, they're the equivalent of attack cards.

lilac plinth
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maybe you can set up programs as a type of shield

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like a firewall

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so you have attacks and shields as the base cards

late verge
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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.

lilac plinth
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files could be corrupted, as in when you draw them they are unplayable

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the equivalent of slay the spire curses

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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

late verge
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cool, i like that game

analog token
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Hi

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Can someone help me with my game

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Pls

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I need to make an multiplayer game

hard fog
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@analog token You can find multiplayer solutions and tutorials pinned in #archived-networking . Don't spam channels with requests.

versed ether
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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?

median forge
lilac plinth
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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.

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it also used similar luring mechanics to hitman, where you throw stuff and make guards walk towards it to explore, stuff like that

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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

cinder hamlet
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Also metal gear solid, deus ex, dishonored franchises

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all have interesting tools to use

median forge
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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.

chilly oriole
carmine nova
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Anyone got a game idea that isn't a first person game with realistic graphics?

maiden vortex
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3d or 2d platformer with shootin

carmine nova
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plus I don't really like shooting games lol

maiden vortex
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ok so 2d platformer doesnt work

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how about 2d simulation-like game

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where you are an test object

carmine nova
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right...

maiden vortex
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adn you have to break simulation and escape

carmine nova
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my story design is bad too ._.

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I was thinking either a game where you build something, or 3rd person survival game

carmine nova
maiden vortex
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o k

carmine nova
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also had the idea of drone flying?

strong iris
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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?

carmine nova
carmine nova
strong iris
carmine nova
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for blocky levels like that, ProBuilder is probably your best bet

maiden vortex
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dont worry im here to help

strong iris
carmine nova
strong iris
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why

sudden pendant
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Blender (or any 3D program like Maya) is a proper modeling program. Probuilder is a limited, built in tool to do quick blockout prototyping.

cinder hamlet
carmine nova
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a 3d 3rd person game where you have an island but can try to defeat procedurally generated dungeond

cinder hamlet
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2d would be a lot easier to make

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your choice though

solid shard
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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?

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The main thing - I don't want it to sound weird for a native speaker.

hallow moon
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does anyone have tips for level design?????

digital aurora
lilac plinth
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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.

carmine nova
tiny marsh
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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

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For a non turnbased roguelike

pure grail
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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?

pure grail
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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.

cinder hamlet
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that'd be a good option

pure grail
cinder hamlet
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In multiplayer it could feel unfair and unintuitive to the player below who was trying to take cover

grand plume
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Does anyone have experience with webgl games?

grave quest
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How do you guys get your game ideas?

mortal arrow
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How do i implement a healing ability

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where you use a needle and a thread as a weapon

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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?

cinder hamlet
mortal arrow
cinder hamlet
mortal arrow
cinder hamlet
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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

mortal arrow
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Well then you can heal at any moment and just ignore the enemies

cinder hamlet
mortal arrow
cinder hamlet
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what is the player character and enemies though?

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plushies?

heavy osprey
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make a thread @mortal arrow @cinder hamlet ur flooding the chat

mortal arrow
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oh

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sorry

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didnt know you can

cinder hamlet
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what is the player character and enemies

pure grail
serene arch
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Hey im thinking about making a very simple game for mobile to test the waters anyone have a very simple idea?

snow nacelle
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make flappy bird

serene arch
cinder hamlet
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flappy bird but you're a bomber plane

heavy osprey
cinder hamlet
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and every time you "flap" you drop a bomb

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and you must destroy enemy buildings and avoid friendly

serene arch
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Sorry was offensive the new name is “bomber bird” master mod

chilly oriole
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im making a 3d main menu, that you can walk around in, how does this look. Should i make it just say Agent-4235?

cinder hamlet
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I'd keep the "welcome", also make entire text same size so it seems more natural

cinder hamlet
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that too

chilly oriole
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or maybe Welcome on one wall

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and Agent 4235 on the other

cinder hamlet
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"Welcome, Agent 4235" as a normal piece of text

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because that's how people communicate

chilly oriole
cinder hamlet
chilly oriole
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this?

cinder hamlet
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I'd make it a bit smaller

chilly oriole
cinder hamlet
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so it doesnt take all the avaiable space

chilly oriole
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this Better?

cinder hamlet
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seems nice

chilly oriole
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ok thanks

chilly oriole
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This is all one room, how does it look, should i change any colors?

heavy osprey
chilly oriole
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so maybe like add a spotlight for each door?

heavy osprey
chilly oriole
chilly oriole
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or could i change some things?

heavy osprey
chilly oriole
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done

tiny mesa
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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.

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Nevermind! Just had to tell VS I was using DG.Tweening.

late vapor
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what is the game industry equivalent of grindhouse films?

humble briar
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Doomlikes

late vapor
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figures

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I recall there being a lot of horrible "adult" games back in the mid 80's to 90s

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like.... ||custer's revenge||

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or night trap

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cheap, mediocre games that had little more than shock value or low quality pornographic content. More custer than night trap though.

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so what's the game equivalent of a tarantino film?

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postal 2?

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whatever's trending in the indie horror category on itch.io?

late vapor
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guess this helps

analog token
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Any one online

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Can you please help me with my game

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@serene arch

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<@&502880774467354641>

vestal roost
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...

mortal arrow
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Is it a great idea to add music player in the game with customisable music

sudden pendant
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If you feel like your game needs it, sure.

untold fog
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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)

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this is basically what the game boils down to and i have no clue what to name it lol

vestal roost
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"Chaos Frog Shooter" 🤣

untold fog
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trigger tripper hmm

vestal roost
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nice i like it

ashen bluff
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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.

cinder hamlet
ashen bluff
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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

native jewel
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so quadratic, cubic increase etc

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or something like nlog(n)

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like there's a lot of mathematical probabilities

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you just need to find a function which increases slower than an exponential function

vestal roost
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its very interesting if you like those type of games

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sorry wrong link, i've edited it

pure grail
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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.

https://gyazo.com/7ca25c0f5942bf056554c6818f200f51

heavy osprey
pure grail
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The game is still a 3D game at the end of the day.

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We're just doing a 3/4ths perspective with it

heavy osprey
pure grail
heavy osprey
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3/4ths perspective?

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like Isometric?

pure grail
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Ish, but yeah.

A really good example would be A Links Awakening remake.

heavy osprey
pure grail
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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.

heavy osprey
pure grail
pure grail
# heavy osprey 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.

heavy osprey
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So if my mouse is ontop of the box. the bullet only lands on the edge and not on the box

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@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

pure grail
heavy osprey
pure grail
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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.

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I do think a 3D cursor would have worked as well though

heavy osprey
heavy osprey
pure grail
pure grail
heavy osprey
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@pure grail yea, definitely try a 3D mouse too

pure grail
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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.

chilly oriole
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something seems off, what should i change about my pause menu.

crimson wigeon
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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.

tiny marsh
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youre also using default unity text for buttons

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can at least make some button sprites
pretty much no game just has floating text for their buttons

chilly oriole
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im using this as an example

chilly oriole
crimson wigeon
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That could be why

chilly oriole
analog token
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Can I use recasting for streaming what I am looking at

chilly oriole
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what should i change

astral glade
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make the text in the center of the screen

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looks better that way

chilly oriole
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ok, and what about the "game is paused"

calm juniper
astral glade
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bro that would be so cool

astral glade
astral glade
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looks great

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@chilly oriole

chilly oriole
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ok thanks

lost shell
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I have alot of issues thinking of puzzels for my game, can anyone help?

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Well, not only puzzels. Things that make my game longer.

chilly oriole
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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

glacial raven
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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?

humble briar
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Probably the simplest way

haughty apex
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Should a first person RPG game with a high degree of story - should the player have a voice or does that break the immersion

humble briar
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Personally i wouldn't want player to have a voice

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Unless its something like dying light

chilly oriole
tepid pivot
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does anyone have a short horror game idea?

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something that can be done in around a >week

cedar gull
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Hey all, new to Unity and doing the Unity Essentials right now, half way through it

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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.

wild stream
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@cedar gull hello I'm new as well

left viper
left viper
pure grail
left viper
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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

tepid pivot
left viper
tepid pivot
calm juniper
lost shell
calm juniper
# lost shell 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.

calm juniper
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If you gave me a couple mechanics of your game I might be able to throw an idea together

lost shell
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Hmmm, i dont have many yet.

grizzled crag
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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

unkempt pasture
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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

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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.

cold onyx
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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.

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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.

grizzled crag
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I see thank you for your answer

grizzled crag
grizzled crag
lilac plinth
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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

cold onyx
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can i convert my normal 3D unity project to HDRP project?

cinder hamlet
cold onyx
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guess who stopped procrastinating and fixed his design after 4 months

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the story is much more developed now also!!!

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it's pretty complex atm so I won't get too into it

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there were many more characters made,, don't know how I forgot to post them here :')

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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

mortal arrow
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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

bleak shore
bleak shore
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Good luck and don't forget to showcase once you're happy with it!

viral topaz
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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.

cold quarry
viral topaz
cold quarry
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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?

viral topaz
cold quarry
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ohhh shaders

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a noise algorithm, looks cool

viral topaz
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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.

cold quarry
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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

viral topaz
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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

cold quarry
deep merlin
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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

viral topaz
cold quarry
cold quarry
# deep merlin and - I'll ask from the spectator row- what game are you making, <@3928275692773...

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

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4 killers also, to even the matchmaking

deep merlin
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ah gotcha, sounds neat

cold quarry
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It's complicated, but I've never been the kind of guy to go "lets make tetris and see where it goes"

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even if it sucks I want to be abitious

viral topaz
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Nice

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I almost get vibes of a game i used to play.. can not remember its name.. like.. theHunted or something

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MonsterHunt.. something

cold quarry
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YEA

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I played that oo

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too*

viral topaz
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Noicce

cold quarry
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It died I think, shame

viral topaz
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Damn that is a shame.

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It was quality

cold quarry
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yeah, wasnt there a kraken or something?

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I forgot how it worked

viral topaz
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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

cold quarry
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ohhhh, yeah I remember. it was fun

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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

viral topaz
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loool but ya i get you

lofty walrus
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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

digital aurora
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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

lofty walrus
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Well, the player is followed by ghosts, so it adds difficulty and the player has to manage both getting through and not getting killed

digital aurora
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If thats the case then the second option could work but should take time to clear them

lofty walrus
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Thank you kind gentlemen!

digital aurora
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No problem

lilac plinth
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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

lost shell
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I am looking for advise on how to give an game area any vibe without enemies.

lost shell
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Like the crashzone from subnautica.

solemn adder
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When making an endless runner, should I make each floor tile contain the collectibles and enemies?

lost shell
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Find a good frequency.

cinder hamlet
cold onyx
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I would go the other way in regards to sound. The absence of sound is far scarier in my book.

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Assumin you have ambient in not so scary scenes that is.

cold onyx
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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?

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I did really appreciate KSP's "universe moves around the player" design to keep things centered around 0,0,0

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The thing is when you act on the scales KSP does, its the only viable option, plain and simple.

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The flipside is what gameplay benefit do you hope to gain to be faithful to the scale? What negative would abstraction have?

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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.

cold onyx
#

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

versed ether
#

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?

night shoal
#

Only if the model's license allows it

knotty star
#

is the lenovo legion series generally good for game dev(ik there are diferent versions) as in are gaming laptops good for game dev?

bright nest
#

anyway i can make this look like an actual flying island cus i suck at art and anything involved with it

sudden pendant
#

Have you ever seen a landmass that was all one colour?

bright nest
#

well i said i suck

sudden pendant
#

Well. Start by compiling a reference list of floating islands, concepts and art from other games with the same idea (Terraria).

bright nest
#

i did but i couldnt find flying islands from a top down view

#

in 2d

#

i can look at grass

viral surge
#

@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.

bright nest
viral surge
#

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

bright nest
solid plume
#

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

bright nest
#

something like that

solid plume
chilly oriole
#

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

sudden pendant
#

Playtest, observe and gather feedback. Anything else is just hypotheticals.

chilly oriole
#

How does this look?

bright nest
#

maybe add something in the background

#

a clock maybe

chilly oriole
bright nest
#

a clock

chilly oriole
#

or actual physical things

#

a clock?, where?

bright nest
#

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

chilly oriole
#

this is a image, so i should jsut add a clock, with a certain time?

bright nest
#

sure

chilly oriole
#

ok

chilly oriole
#

How is this?

#

i'll align the camera more

#

but how does it look?

bright nest
#

FINE

#

caps

sudden pendant
fathom cypress
#

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..

vestal roost
#

i'm not an english native, but bottom one is harder to read

flat quartz
flat quartz
chilly oriole
deep totem
#

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

dense sparrow
#

My first hunch would be blending between two color lookup tables

#

Or four, or however many you wish

deep totem
#

@dense sparrow with a shader?

dense sparrow
#

Yep. I’m sure a bit of googling will lead you to one.

cold onyx
#

i search 2d artis for my project

cold onyx
#

727 — ma 21:45-kor
wrong channel my dude

cold onyx
#

XD

chilly oriole
#

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?

humble briar
#

Take the valve portal approach and dont use cutscenes

cold onyx
#

I'm imagining people kidnapped and funneled as fodder in an underground entertainment ring for this purpose.

chilly oriole
cold onyx
#

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?

chilly oriole
#

Yes exactly, or atleast falls asleep at his desk

cold onyx
#

Huh.

#

Someone spikes his drink.

#

Possibly.

chilly oriole
#

No he working a late shift, and dozes off

cold onyx
#

Or bumps into him and administers a drug.

#

Oh.

#

k

#

🤔

#

So he's apprehended in his sleep.

chilly oriole
#

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

chilly oriole
cold onyx
#

Interesting.

chilly oriole
#

or actuually i could make it to where someone drugs his drinks

cold onyx
#

They still ought to inject him with something so he doesn't wake up during transportation.

#

Ok.

chilly oriole
#

and later in the game, it will reveal how he was kidnapped

cold onyx
#

Now, would he wake up in a replica of his office?

#

Once at his new destination?

chilly oriole
cold onyx
#

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.

chilly oriole
#

and goes down a elevator that he thinks is the exit of his office building, which instead brings him into the creepy room

cold onyx
#

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. 🙂

cold onyx
#

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?

chilly oriole
#

ok

chilly oriole
cold onyx
#

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.

chilly oriole
#

ok that sounds good

cold onyx
#

👍

#

Anything more you need?

chilly oriole
#

nope thats good

cold onyx
#

I'm glad I could be of assistance. 😌

chilly oriole
#

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.

grave crow
#

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

astral wraith
# chilly oriole The game is about being forced into a testing facility, and they force you to do...

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!

viscid panther
#

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?

wind hamlet
#

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?

snow nacelle
#

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

chilly oriole
chilly oriole
#

@astral wraith i actually based my game off of stanley parable, im kinda using the art style of stanley parable

sudden pendant
#

A texture

analog peak
#

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

analog peak
#

Did this now

mortal arrow
#

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

fallen solstice
#

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

fallen solstice
#

or maybe try adding more of those flippers around the machine for more control

lyric skiff
#

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).

digital aurora
#

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

frozen narwhal
#

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?

fallen solstice
frozen narwhal
regal wing
#

@snow nacelle I really didn't get what you mean by splitting sprites.. If I could get a video or any article source 😅

snow nacelle
#

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

haughty apex
#

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

cinder hamlet
cold onyx
#

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?

ashen cove
#

What sorts of thoughts can the NPC's think? A lot, a little?

cold onyx
# ashen cove 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

ashen cove
#

Never played Untitled Goose Game. How does that game communicate the NPCs' thoughts?

cold onyx
#

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

cold onyx
ashen cove
#

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.

cold onyx
ashen cove
#

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.

cold onyx
#

you do have a point.

modern obsidian
#

whats the best light source to use on the emergency lights on a firetruck ?

astral wraith
# mortal arrow also how do people launch blender???

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

molten dragon
#

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?

idle mist
#

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

sudden pendant
#

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.

civic citrus
#

Anyone on?

hard fog
civic citrus
#

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.

hard fog
# civic citrus Ok so I need help with properly making a game. I have a large amount of idea's, ...

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.

woeful hill
#

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.

rare gorge
hard fog
#

@woeful hill Don't cross-post all over the server. Pick a single relevant channel

knotty mortar
#

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?

terse cipher
#

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

knotty mortar
#

@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

terse cipher
#

what about attacking and backing away?

#

cause I'm pretty sure it's gonna just crash into the player

terse cipher
terse cipher
knotty mortar
#

@terse cipher depends on what you want. I'd say use vector3.lerp and set the position to hit.point + vector.up * flightHeight

terse cipher
knotty mortar
#

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

terse cipher
#

that's simple enough I think

terse cipher
terse cipher
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

terse cipher
#

check when it's rotating and slowly let it rotate?

terse cipher
#

@knotty mortar

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

indigo oracle
#

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.

fallen solstice
#

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

fickle elm
inner vector
#

@carmine nova hi. do you have a vid of the game you were talking about?

inner vector
#

ok also what you described im not sure if its suitable for a minigame

carmine nova
#

that's true yeah

#

just an idea

#

also a minigame like team tag? But you can untag people

inner vector
carmine nova
#

oki 😀

inner vector
carmine nova
#

ah

#

sounds interesting

inner vector
#

ive made 2 games before for it and wanted to make another but hard one so it cant be done unless you use brain

carmine nova
#

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

inner vector
#

this is one of them. like not the awesome but it can do

carmine nova
#

it looks simplistic and I like the style!

inner vector
carmine nova
#

maybe you could add a blurred nature background or smth

carmine nova
inner vector
carmine nova
#

haha graphics is also not my thing either

carmine nova
#

you can just get a natural picture from the Internet tho ig

carmine nova
#

my most finished game is a solo one lol

#

but also a small scope one

inner vector
#

my first thought for this last minigame was to catch birds from the sky as they were shot by hunters and treat them 😅

carmine nova
#

mainly because people seem to like large open world super graphics game

inner vector
#

but idk if it could be explained simply

carmine nova
#

I'd say if you can't explain it simply then simplify the game

inner vector
#

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..

carmine nova
#

so they don't actually have to tend to them

#

just a suggestion tho

inner vector
carmine nova
#

ok 😂

inner vector
#

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 🤦

carmine nova
#

making it yourself is always the best

#

copying is bad

#

although as a coder I copy from stackoverflow a lot lol

inner vector
#

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

carmine nova
#

and we'd have farming and building etc.

inner vector
carmine nova
inner vector
#

and cool idea btw

#

and im still new to game development so my opinion holds no weight atm

carmine nova
carmine nova
inner vector
carmine nova
#

you too

obtuse quail
glacial raven
#

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...

glacial raven
carmine nova
glacial raven
glacial raven
# carmine nova 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.

carmine nova
#

I don't know your game so I dont know if it'll work or not

glacial raven
carmine nova
#

I have no clue really so I guess try it and see

glacial raven
glacial raven
#

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

carmine nova
#

ye

bright nest
#

why is making the actual things for the game like art im doing 2d like 20x harder than programming the actual game

proper marsh
bright nest
#

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

late vapor
#

have web games gone out of style?

proper marsh
late vapor
#

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

proper marsh
#

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

late vapor
#

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

proper marsh
late vapor
#

🤷‍♂️ 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

golden grail
#

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?

proper marsh
sleek phoenix
golden grail
#

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.

proper marsh
golden grail
#

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

proper marsh
sleek phoenix
#

This is something to playtest with people, dont think we would be able to give you an answer without actually playing the game

golden grail
#

@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.

bright nest
#

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?

cinder hamlet
bright nest
#

how would i do that?

cinder hamlet
proper marsh
cobalt panther
bright nest
#

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

nova crane
#

Hi
A 2d platformer or scary 3d

cinder hamlet
inner vector
#

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?

cinder hamlet
inner vector
cinder hamlet
#

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

cinder hamlet
#

pixel art in particular is an easy to learn style

inner vector
#

yeah i cant make 3d assets. im mainly a programmer

cinder hamlet
#

Then don't make a 3d game

#

Go for 2d with simple artstyle

inner vector
#

3d is a requirement. 2d was for mid term

#

dont have the time to learn blender and make map/models from scratch

cinder hamlet
inner vector
cinder hamlet
#

And you didnt learn

cinder hamlet
#

or at least go for something minimalistic that you can manage to make

#

or combine both

inner vector
#

yeah no prob. i'll go find some good map and models and make a game idea from that

#

Thanks for the help

cinder hamlet
inner vector
bleak shore
#

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).

sudden pendant
#

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

bright nest
young saffron
#

@keen sun use one of the PROJECT SHOWCASE channels please

young saffron
#

thanks :)

inland shadow
bleak shore
compact ingot
#

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?

cinder hamlet
bright nest
#

oh

#

ok ye sure

chilly oriole
#

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

feral jolt
#

Maybe you could base one around aim or something, if the heist goes wrong?

chilly oriole
#

ok

feral jolt
#

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

chilly oriole
#

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

feral jolt
#

My mind jumps to like jungle or something

chilly oriole
#

ok

feral jolt
#

An office could work for stealth. Sneak past the boss, don't get detected by the nightguards, etc

chilly oriole
#

ok

cold onyx
#

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

faint pollen
#

Hi friends,
My friend gave me a gamedev challenge
I need to make a game within these limitations

  1. 2d moblile unity game
  2. rougelite with procedurally generated levels and rage gameplay
  3. one/two touch controls with only 1 main game mechanic
  4. minimalist color scheme

I am struggling to come up with an original enough idea
wanted to discuss with the community

cinder hamlet
#

other that that just a classic simple roguelike gameplay

lone heath
#

does somebody know how to avoid that white border around my sprite?

cinder hamlet
#

besides, have you tried googling this

lone heath
cinder hamlet
#

then take this to a different channel

#

this is game design

lone heath
#

im desinging my restart button

#

kinda

faint pollen
faint pollen
golden grail
#

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.

cinder hamlet
faint pollen
cinder hamlet
#

you wanted one main mechanic

faint pollen
#

Yes but 1 main original mechanic

cinder hamlet
#

So you want something more original

faint pollen
#

Exactly

cinder hamlet
#

let me think

#

ok here's an idea

faint pollen
cinder hamlet
#

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

faint pollen
#

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

cinder hamlet
#

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

golden grail
# faint pollen Thanks

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.

cinder hamlet
#

Swapping abilities or bodies with an enemy is a nice idea

golden grail
faint pollen
cinder hamlet
#

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

golden grail
cinder hamlet
#

or it could be a turn-based roguelike like pixel dungeon

faint pollen
#

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

golden grail
faint pollen
#

and there is a catch guns make you slow

golden grail
# faint pollen 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

faint pollen
#

yeah thats a kool idea

#

Woah! thanks for your help and support friends!

golden grail
faint pollen
#

Thanks man

sudden pendant
bright nest
#

ye ik i sent it here by accident

#

im just watching yt rn tho ill sent it later

sudden pendant
#

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.

solid lodge
#

any idea which game this char is from

sleek phoenix
#

very weird place to ask but whatever

cunning rose
#

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!

cinder hamlet
cunning rose
#

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

drifting trail
#

a

#

a sounds like it has cooler gameplay B)

#

and more unique

royal pier
#

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.

sudden pendant
chilly oriole
#

Im trying to make a stealth level for my game, what environment should i use?

late vapor
#

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

potent crane
#

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?

faint pollen
#

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

potent crane
late vapor
odd kindle
#

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

faint pollen
faint pollen
golden grail
chilly oriole
#

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

nova plover
#

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.

cinder hamlet
chilly oriole
#

maybe a lobby with hallways?

chilly oriole
#

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.

heavy osprey
#

make it night so there is less to populate

chilly oriole
#

ok

heavy osprey
chilly oriole
cold onyx
#

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

#

?

cold onyx
#

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

#

😭

sudden pendant
#

@cold onyx Stop spamming

cold onyx
#

what

#

what do i do?

#

oh

#

sorry

cold onyx
#

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

desert martenBOT
sudden pendant
#

!mute 828291809645822013 1d spamming

desert martenBOT
#

dynoSuccess SpookenOwlッ#0001 was muted

sudden pendant
#

Offering no meaningful discussion to a conversation is spamming, yes.

chilly oriole
#

4d?

lilac plinth
#

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.

eager stratus
#

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

celest ingot
#

I don't get it. What's the spam?

sonic plume
#

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

sleek phoenix
late vapor
#

huh

#

I think you are suppose to design the feature, then document what to do using little to no english?

sleek phoenix
#

its probably just to make sure you can communicate clearly in simple terms rather than not use english at all

sonic plume
#

okay so most like they want me to design a player profile page which can be visually understood without or less ammount of text ?

sonic plume
sleek phoenix
sleek phoenix
#

Also if you're unclear about something, just ask the company instead of guessing

celest ingot
#

Ah...

hard zinc
#

uuh not entirely sure if this is the right place to ask but how would i go about making one of these?

heavy osprey
cold onyx
#

Are you guys ok with cube hands in low poly games?

#

||I’m totally not just lazy to make normal hands ||

cold onyx
#

Alright cuz I like them

#

(Sometimes)

naive ember
#

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?

broken dirge
#

This is not related to game design. Please use proper channels for this.

sand storm
broken dirge
snow nacelle
shrewd cipher
#

Hey is it cool if I ask questions here about visual design. Not sure if that counts as game design

shrewd cipher
#

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.

late vapor
#

spice shop? antiques?

#

someone selling exotic animals

#

street performers?

#

textile merchants?

cinder hamlet
#

blacksmith stand perhaps

late vapor
#

just modeling sacks would be versatile

cinder hamlet
#

different kinds of food

shrewd cipher
#

@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.

late vapor
#

good choice

potent crane
#

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?

late vapor
#

like any camera mode, you should be optimizing 3d assets as much as you can without sacrificing too much detail

potent crane
late vapor
#

you would have to measure that yourself

#

I personally have no idea how exactly the performance of sprites and low poly textured models compares

potent crane
#

Gotcha.

late vapor
#

@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

cold onyx
#

Which do you guys think is the best?

#

positon

#

I think the first

potent crane
#

If you are familiar with Tarkov, the position is similar to the first. Takes a while to get used to hip firing.

cold onyx
#

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

potent crane
#

If the focus is sniping, then would a sniper hold a gun out like that while traveling?

#

Or will you have different positions?

cold onyx
#

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)

late vapor
#

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

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

uncut hollow
#

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?

cinder hamlet
uncut hollow
#

The problem is that the current values are reliant on the prestige system, which I'm still working on

cinder hamlet
#

oh no

#

then add a multiplier at the end

eager lichen
#

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?

cinder hamlet
#

you want to make a map?

eager lichen
#

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

cinder hamlet
#

then add it as a sprite

#

then code it to do whatever you want it to do

eager lichen
#

Ok thank you

sudden pendant
#

@odd kindle This channel is for game design discussions If you have a unity/programming question, use an appropriate channel like #💻┃code-beginner.

odd kindle
#

ok sorry

median carbon
#

How do I add slopes to a rule tile?