Author Topic: Game Design Megathread  (Read 556737 times)


I'm starting to learn unity and my aim is to make a game with a low-poly theme. I have a basic game idea right now but I don't really want to go into it.

Anywho, I made two mountains using low-poly themes. My first attempt is on the right, second attempt is on the left.

Thoughts on this art-style? (Again, only the one on the left)

I'm starting to learn unity and my aim is to make a game with a low-poly theme. I have a basic game idea right now but I don't really want to go into it.

Anywho, I made two mountains using low-poly themes. My first attempt is on the right, second attempt is on the left.
-snip-
Thoughts on this art-style? (Again, only the one on the left)
I actually kinda like the one on the right more, even if it isn't shaped as well as the left. I think it's the colors that I like about it.

I actually kinda like the one on the right more, even if it isn't shaped as well as the left. I think it's the colors that I like about it.

The left one's palette might fit in a more cartoony setting, and they might like that better.

Thoughts on this art-style? (Again, only the one on the left)
seems too high-poly to be low-poly
reminds me of darwinia

I actually kinda like the one on the right more, even if it isn't shaped as well as the left. I think it's the colors that I like about it.
Yeah, these were my first attempts at terrain, so the shaping isnt too good, but im practicing.

The left one's palette might fit in a more cartoony setting, and they might like that better.
I like solid colours with low-poly, makes it seem more minimal, even if its not strictly a cartoon scene

seems too high-poly to be low-poly
reminds me of darwinia
Good point, Ill have to work on that a bit, thanks

I can't goddamn make a running-jump animation. I don't know how human limbs move to make it look not stupid.

I can't goddamn make a running-jump animation. I don't know how human limbs move to make it look not stupid.
I'm not a pro animator, but I did 2 animation classes so I might have a hint or two;

Don't worry about blending yet; while that would make the animation really smooth, it's difficult to set up in most engines. What you need to focus on is getting a very smooth 4 - 6 frame running animation (so it's blitzing quick), and a good jump idle. The faster your character can transform from running to jumping/falling, the better it's going to look.

Honestly? Try and do some very small paper flipbook sketch animations first. Get used to drawing it when you know exactly how long to run and jump for, and keep changing individual frames until it feels smooth to you. Then redraw the animation, but do it longer. Then try and test it in the game.


I need to spend less time on teaser pages

Made the music myself in Reaper with the Oatmeal synth. It was actually kind of by accident (I was trying to make something more lively for a boss battle of some kind) but I think it fits a lot better given the context it plays under in game.
« Last Edit: February 15, 2015, 07:24:38 AM by chrisbot6 »


I don't even know what kind of game I want to make anymore. The "cave game" went from being a loderunner-ish puzzle-platformer to a Prince of Persia-ish cinematic-platformer, and now I don't even have any interest in either of those ideas anymore. Part of what's stopping me is the aesthetic choices I need to make. I have some kind of deep-seated prejudice against pixel-art, so I spent over a month torturing myself trying to find alternative ways to produce the art. I've tried prerendering the assets in 3D, using vector-art tools, plain-old digital painting... None of that is enjoyable. I keep telling myself that the only way my game will get noticed is if it does something different, and the one "different" thing I'm holding onto is the visual style. It's not like this is even supposed to be a ground-breaking game. I just need something I can be enthusiastic about so I don't just spend my days sleeping and sitting in a chair. When I think about what kind of game I want to make, it's just completely blank.

I have skills in visuals, audio, and programming. It's all going to waste because everything is so goddamn unsatisfying. I'm apathetic towards everything.
« Last Edit: February 16, 2015, 03:13:08 AM by Squideey »

I've gone through the same experience and thought process, if not still going through it, having the skills and knowledge yet lacking the drive or motivation to do anything worth a stuff.

The best thing I can say is that the only thing that matters is that you've made a game. It doesn't matter how or with what, and it doesn't even matter what the damn thing is. Hell it could be a clone of some old arcade game, as long as you've made a game. It's common that people follow the expression 'quality over quantity' but it doesn't apply when you're just a single guy with a code editor. To put it plainly, you can't do anything worth a stuff because, again, you're just one guy. It's true that there are some talented people out there who've done some amazing stuff almost entirely on their own, but having unrealistic expectations will only discourage you further.

In short: the idea can be horrible, the art can be a mismatched mess, the sounds could be ear-grinding, the gameplay itself a boring mess. But it's still a game, yo. Games are hard to make, and in that regard, trying to go the extra mile is a waste of time.

This block of text of mine won't fix your issues, I'm aware, but the phase tends to steadily blow over with time, and a bit of effort on your part to push yourself to bring the game to completion.

Here's a nice article I've picked up a few principles from.

I was stumbling around youtube looking for tutorials for Unity when I found this

http://rivaltheory.com/rain/

Is this any good? Programming AI is one of my weak points and this could really help.

I was stumbling around youtube looking for tutorials for Unity when I found this

http://rivaltheory.com/rain/

Is this any good? Programming AI is one of my weak points and this could really help.

Yep. Games like Super Hot use this.
https://www.youtube.com/watch?v=ROg4mjuwkGk

Personally, as programming AI is one of my ambitions, I wouldn't directly use it; but that's exclusive to me. Nice find.