8 votes
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Is there some psychological reason for why most game's UI is always the same colors?

When picking a color palette for your game UI, there are several considerations: Fitting with the theme of the game. If you have a medieval fantasy game, then the UI color scheme should communicate &...
Philipp's user avatar
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6 votes
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What is the recommended way of storing large sets of organized, immutable data in Unity?

My preferred workflow here is to author the move data in a spreadsheet, then write an importer script in Unity that reads the spreadsheet and creates or updates a ...
DMGregory's user avatar
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6 votes

Why do so many games use non-linear leveling systems (each level taking more XP than the last)?

There's a few reasons why this happens: Make the experience less predictable If a user goes from level 1 to level 10, with a ...
Tom Tsagkatos's user avatar
6 votes

How to store condition dependent item information in JSON

I wouldn't do this based on item name. Instead, I'd implement a system of modifiers to describe what an item does, something like... ...
DMGregory's user avatar
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5 votes
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Min - Max Weapon Damage formula in video games

The short answer is: because the developers made it that way. There's no single rule that all game use to generate randomized ranges. Usually, how the randomness is implemented will depend on why the ...
Pikalek's user avatar
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4 votes
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Why do so many games use non-linear leveling systems (each level taking more XP than the last)?

TomTsagk's answer already covers several major reasons. I just want to add on a few other ways of thinking about this: Feedback loops: Counterbalancing power and skill growth Typically in an RPG, as ...
DMGregory's user avatar
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4 votes

What is the recommended way of storing large sets of organized, immutable data in Unity?

You might be able to solve this by turning Move into a scriptable object as well. Those are much more stable in case of changes than POCOs in a serialized array of ...
Philipp's user avatar
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4 votes

Is there some psychological reason for why most game's UI is always the same colors?

I'm making an rpg game, I'm making the UI now , and I just noticed that I never played a single rpg game that deviated from the standard rpg ui color This is intended to ease knowledge transfer. When ...
Theraot's user avatar
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3 votes
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How to set attack speed

You can set the custom_speed argument when calling play. For example, to play an animation at half speed you do this: ...
Theraot's user avatar
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3 votes
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simplest combat system i can do with code?

One of the "tricks" I mentioned in another answer was using an AnimationPlayer to play animation from another ...
Theraot's user avatar
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2 votes
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how to move a mesh to be the child of another node?

error saying that the item is already the child of a node and can't be moved The node can have only one parent. If you added it to a parent already (with add_child)...
Theraot's user avatar
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2 votes
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how to load all players once?

Art assets should be client-sided, not server-sided. The 3d meshes and textures of those "hairtyle sets, weapon and armor sets and 30 face sets + eyes" should all be bundled with the client. ...
Philipp's user avatar
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2 votes

Is there some psychological reason for why most game's UI is always the same colors?

My thoughts would be that people like familiarity, and it's easier to get into a game (or other medium) if you can quickly recognise them. This extends a bit further than just colors and color shemes, ...
Steven's user avatar
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2 votes
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How to implement diminishing returns for multiplicative character stats?

It sounds like you're looking for the pow function, that raises a number to a power. If we've already spent n points to increase ...
DMGregory's user avatar
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1 vote

Skill Class design : How to deal with multiple criteria

When I made a Tactical RPG a couple years ago, I had a class for Actionss that can be used in combat as a one-time action and ...
Philipp's user avatar
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1 vote
Accepted

now how do I go about making a skill bar and a tool bar?

In general you need these: HUD elements, which ideally would be Controls. So the bar is a Control and each slot is a ...
Theraot's user avatar
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1 vote
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How to carry other players and NPCs and Objects?

This can be coded exactly like an inventory system, but limited to 2 items and animated to show the item being carried. An inventory is just an array of items. Here's some C# pseudo code: ...
Poosha's user avatar
  • 26
1 vote

How to implement diminishing returns for multiplicative character stats?

You need a distinction between primary stats and secondary stats. Primary stats do nothing by themselves in the game world, they just influence secondary stats. For example, raising your Strength (...
Eldy's user avatar
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1 vote
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How to swap skinned meshes for a customizable character in Godot?

The easier path is probably to export a single model with all the pieces, so you only need to toggle their visibility (or dynamically remove parts) in runtime. The problem of that is that we might be ...
Theraot's user avatar
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