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How can I change my point and click game and make it awesome?

Discussion in 'General Discussion' started by Findev, Jul 25, 2016.

  1. Findev

    Findev

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    Last edited: Jul 31, 2016
  2. Murgilod

    Murgilod

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    NEED MORE INFORMATION

    Why does it suck? What's wrong with it?
     
    Martin_H likes this.
  3. neoshaman

    neoshaman

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    Well how about adding more awesomeness?
     
    theANMATOR2b likes this.
  4. Aiursrage2k

    Aiursrage2k

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    Play Monkey Island
     
  5. KnightsHouseGames

    KnightsHouseGames

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    Explain in detail why it sucks. That might help you sort out some of the problems
     
  6. JamesLeeNZ

    JamesLeeNZ

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    If the game is as good as this thread, I can see why it sucks.

    obviously lacks content
     
    QFSW, theANMATOR2b, landon912 and 7 others like this.
  7. GarBenjamin

    GarBenjamin

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    "Somehow"? You are not sure how you made it? lol

    Like they ^^^ said we need to at least see a video or some screenshots with details about what is going on.

    Currently it'd be like me saying to you... I made a platformer game and it kind of sucks. How can I make it better? Right now you can jump.

    Hopefully you can see how that basically tells you absolutely nothing. Might be better to post the question again after you have your game on GameJolt. And actually when you do post it in the Game Design forum's Feedback Friday thread.
     
    Last edited: Jul 25, 2016
    gian-reto-alig, Martin_H and Ony like this.
  8. Kiwasi

    Kiwasi

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    Toss it. Make a new one.

    First games almost always suck. You can polish it to make it suck less. But it will still suck.

    So your best move is to start another game. After a dozen or so you will figure out how to make games that don't suck.
     
    theANMATOR2b and Martin_H like this.
  9. Findev

    Findev

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    It sucks because of the lack of content.

    Also, thanks everyone for your replies!
     
  10. Findev

    Findev

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    Murderous clickrage.
    my game in action; clicking is all you can do
     
  11. Findev

    Findev

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    The Minecraft skin in the top left is a placeholder.
    Who knows what will be there.
     
  12. Findev

    Findev

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    Also, sucky house wall graphics :p
     
  13. Findev

    Findev

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    Let me give you the philosophical answer.
    Almost.

    From peoples point of view, the game could suck, kinda suck, or be good.
    Awesome, great, fantastic, etc is just the split up version of good.
    No matter what, games will always suck, even if it's good. It's just the
    person likes.

    ~spock
     
  14. Findev

    Findev

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  15. KnightsHouseGames

    KnightsHouseGames

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    What is the point of this? Are you literally just supposed to destroy everything? And thats the whole game?

    I mean, maybe for someone this game could be highly cathartic, if you made it so instead of just making the sprites disappear, you made stuff explode and could have like bits of stuff hit other stuff and cause general chaos.
     
  16. Ryiah

    Ryiah

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    Clearly to induce seizures in those playing it. I doubt anyone could stand to look at those clouds like that for very long. :p
     
  17. Murgilod

    Murgilod

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    ...Yeah, just... just delete this and start a new game. There's not enough here to really bother trying to save and you could recreate this sort of thing in an afternoon anyway.
     
  18. Kiwasi

    Kiwasi

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    I remember my first game. It was about as terrible as this. If you aren't ready to abandon it yet, here are some concrete thoughts.
    • Kill the background. Its distracting and might possibly cause an epileptic fit in some players.
    • The game needs a point. Add in a win and a loose condition. Without winning and loosing, you haven't made a game, you have made a piece of interactive art work
    • Get some better art. Even placeholder art can look better. For your finial release you will want to pay an artist
    • Add some feed back. Provide some cool particle effects, points, sound and general juice.
    • Provide a human element. Add a story. Why are you destroying things at random? How does that effect the people who own those things?
    I'd also suggest studying up on Game Desing. Game Design Zen is a pretty good introduction to basic design principles. Start at the beginning and work your way through.
     
    theANMATOR2b likes this.
  19. neoshaman

    neoshaman

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    Adding a win and loosing condition is a great advice to beginner, while not all game need one (sim city) it's great to allow to focus on structure literacy before doing anything complex and fancy.
     
    KnightsHouseGames likes this.
  20. KnightsHouseGames

    KnightsHouseGames

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    I'm gonna be fair to the kid, because my first game looked about twice as bad, it was basically a Mario Clone where Mario did backflips and stuff. It was basically a bunch of stuff I ripped off google images thrown haphazardly into Gamemaker 6. But it taught me something important...basically what not to do.

    When I was first getting started, a lot of what I made was basically tiny prototypes that explored different ideas I had. Eventually, as I learned about more advanced concepts of game design, my games improved until they actually started looking and acting like games.

    The rain looks alright. and if you SUPER slowed down the clouds, they wouldn't look too too bad either.

    That being said, the game needs an objective. As others have said, a win state and fail state are the basics of making a game. Anything else isn't really a game. So give the player something to do. Even if it's simple. And in your case as a beginner, especially if it's simple.
     
    Perrydotto, Ryiah and Kiwasi like this.
  21. Findev

    Findev

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    neoshaman likes this.
  22. Aiursrage2k

    Aiursrage2k

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    you could call it motion sick simulator.
     
    drewradley likes this.
  23. drewradley

    drewradley

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    Yeah, that video makes me queasy!
     
  24. derf

    derf

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    Adding to this how about the object of the game is your a sniper killing enemy objects before they get to the civilian objects?

    Have some enemy sprites that move completely across the whole screen from left to right or right to left. Randomly have a civilian spawn from one house who must run to the other house, they de-spawn when they get to the door. Player must kill the enemy objects before they touch the civilian object or they die (de-spawn). As level goes higher more enemies spawn and move faster. To compensate civilians also spawn more often and they move a little slower than the enemy sprites.

    The enemy sprites can be zombies, spiders, mutants, robots, generic monsters, etc.
     
    Ryiah and Kiwasi like this.
  25. tswalk

    tswalk

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    omg, the clouds.. "my eyeballs ... argh!"
     
    Ryiah likes this.
  26. theANMATOR2b

    theANMATOR2b

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    Oh - I see - it sucks because the clouds are moving too slow! :D
    jk

    Really - I think theboredmormon and knightshouse gave some good advice - although the best advice you thought wasn't acceptable.
    I've created several - similar experiences - that will never be seen by anyone else other than myself and the cat.
    Consider what you have created a learning experience and perform your own post mortem. Then start over from scratch. Even if you are driven to create the exact same game experience as you originally intended - it will be better than this - you can incorporate all the things you learned on this rough 'prototype' to create something with a goal, and that doesn't look so terrible.
     
    Kiwasi likes this.
  27. GarBenjamin

    GarBenjamin

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    Other than the clouds I really like the visuals in this. They are very clean and easy to read. There is not much there but if you continued filling out the world in this simplistic stye I think it would look interesting. Really like the rain and the speed of it.

    It makes me think it is a stormy morning or evening. I'd expect to see all kinds of weird creatures roaming around.

    I actually agree with @derf that a mouse shooter would fit this very well. That is kind of what I am envisioning. Have an "innocent" or two to protect from the forces of darkness. Draw everything in the same simple style. Keep broad areas of the same color. And instead of blowing up the buildings make it so the enemies are destroying them. You have to stop them. Just my opinion but I think the game has potential.
     
  28. Findev

    Findev

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    Slowing down clouds :D
    No more motion sickness. :)

    Also, being a kid really sucks because you don't have much patience to do anything. :(
    I have the patience to make a game at least.

    @derf: Great idea! I might try out a sniper game in a different Unity game and carry it over to my sucky game. :)

    @GarBenjamin: Thanks! I used a 8-Bit painter asset (Brackeys one) to make it all easier for me. :) Mostly because I suck at graphics, but I don't want to pay someone. Mostly because I can't pay them, because I have no plans on making the game paid.

    @theANMATOR2b: I don't want to scrap this; I think my game has potential. As long as I make the prototype more realistic. :p

    also, nobody please don't complain about the clouds anymore; it's getting fixed :)
     
  29. Findev

    Findev

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    I'm going to start reading up on C# more and game design to make sure my game is as great as possible. :D
    A book always works.
    I think my situation is the lack of creativity, and the empty wasteland that it is. Different or new designs would be great for this. :D
     
  30. KnightsHouseGames

    KnightsHouseGames

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    It seems like you've taken this advice quite well. I've seen people take criticism on here that was less than half as harsh as some of this was were either discouraged or totally threw a tantrum.

    You seem to be absorbing it and taking it the right way.

    Lets just hope that resilience and intestinal fortitude keep up, and you keep at it, and eventually make something great
     
    Kiwasi likes this.
  31. Findev

    Findev

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    My book for C# just arrived today :D
     
  32. Perrydotto

    Perrydotto

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    First games will suck. Always. No matter how well prepared you think you are, you gotta actually get your feet wet if you wanna learn how to swim.

    Everyone has already given helpful advice. I recommend you stick with it, do what you love, have fun trying new things with your games and you'll see improvement and better results over time. Getting better at something like game dev isn't a walk in the park, but it can still be fun if it's what you enjoy doing. Best of luck to you!
     
    Kiwasi and GarBenjamin like this.
  33. QFSW

    QFSW

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    Thats technically not true if you iterate on your first game. Like a lot. If you get lucky and the core mechanics are decent with a ton of iteration it can be good. Granted, everything will pretty much be thrown out and redone, so the end product will contain nothing of what you first made, but its still technically your first game. You didnt throw it out and redo it, you just threw a piece out and redid it. Again and again and again
     
    Perrydotto likes this.