never mind, I fixed it.
but I have a netbook that can't do crap, and it loads very slow, only has 2gb ram and a awful graphics card.
never mind, I fixed it.
but I have a netbook that can't do crap, and it loads very slow, only has 2gb ram and a awful graphics card.
but I have a netbook that can't do crap, and it loads very slow, only has 2gb ram and a awful graphics card.
Now's a good time to learn to design around limitations. That's a serious part of game design too, and it involves creative problem solving!
Try to make something cool that runs well despite these limitations, you'll end up learning a lot about design that way for certain!
(Hint: sometimes, making the player feel surrounded doesn't have much to do with having a lot of things being displayed on the screen!)
also a problem, whenever I try and open a project in unity it says that it is already open and I can't open it, anyone know why?
-- Tom Sloper -- sloperama.com
Maybe the 'gimmick' would be that the decision progression is saved and you can go back to a spot and change your decision to see where it leads (and all your decision playthroughs are stored to allow you to pick where to restart).
Of course combinatorics of X decisions quickly becomes astronomical, so really alot of the decisions should have partial effect to add into certain final outcomes (and whaterver makes the game different in the middle of the plots too).
How much will the assets needed for these 'endings' vary (how much/many custom props or scripts or cutscenes) because THAT can be alot of work for them to be significantly illustrated in-game (hundreds of them most being very different with scenes and mood music and emphatic dialog/voice, etc...)
---
Now to make players WANT to go back and try different endings, you would want to have a mix of exciting or strange or beautiful or quirky endings -- probably with the selections of decisions leading upto them being made plain as being the reason for that particular ending happening. Having a minor decision play out very differently from almost the exact same sequence.
For the 'gimmick' to work you may probably want to hit the player in the face that THIS is a significant decision point and maybe there there should be a visual tree so players can see the paths they are taking - to be able to go down different ones when desired, and which ones you already did to the end (and reminders of what resulted).
I know its not game design, I just was in a rush and could post a new forum.
so for the design, how do you make a menu?
Um... that's also probably best asked in the For Beginners section. There's programming needed, a menu design, and audio and visual assets need to be created for the audiovisual presentation unless you want a purely text-based menu (think DOS). I suggest you study Microsoft's documents on UI development carefully.
so for the design, how do you make a menu?
Generally, the Game Design forum is more about specific questions for your game design (This and this is my situation, I've run into this and that problem, what do I do?), or general discussion about game design (When I design in-game menus, I always start with this and this process, how do you guys start?). If you have general questions about how to even just start, the For Beginners section is best suited for that, and you'll get the best answers there. There are also many great articles on the site that you can look through for information.
Good luck with your game!
so for the design, how do you make a menu?
http://unity3d.com/learn/tutorials/modules/beginner/ui
All you need to know in pretty efficient videos.
Watch them all, then watch them again.
Try a few things, mess up, and watch them yet again.
Then succeed.
I made the terrain and put down a first person thing, but when I click play I just fall to a certain pint below the terrain and stay there, aslo when I try to import a asset it does do anything, ideas how to fix both?
I made the terrain and put down a first person thing, but when I click play I just fall to a certain pint below the terrain and stay there, aslo when I try to import a asset it does do anything, ideas how to fix both?
-- Tom Sloper -- sloperama.com