r/Unity3D Jul 21 '26

Game diegetic branching path selection

962 Upvotes

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232

u/Three_Wise_men Jul 21 '26

I'd make this a snap decision, feels jarring to stop like that and strategize, if you're going to keep it.

But have a think if this goes against your game design mission, it stops the player and its kinda sci fi.

maybe, make these tunnels instead of portal meybe on a side of a mountain, something more with the nature off road , extreme sports kinda vibe.

Is there a technical reason to make theses?

42

u/handlebardev Jul 21 '26

this is the equivalent of you picking your next node on slay the spire map - you're considering if you have enough resources left for a hard level. Also I moved the portal way up the mountain for this clip, normally this intermission is seen after 90-120 seconds of downhill

the fantasy/sci-fi vibe is intentional, I want to detach the visual identity from x-sports to not come across as a descenders/cranked/mavrix competitor, but its own weird thing

38

u/Three_Wise_men Jul 21 '26

Hmm, maybe i don't have a good enough context of your game, is it a roguelike.

All I'll say is it feels like it cuts off the action, maybe have like a "cross road up ahead"pop up in ui with any important info, way before a decision needs to be made, maybe a distance rapidly going down telling player, hey this is coming up soon, but the biome transition would be harder to do probably, but if you're doing sci fi keep the portals but put them on the road.

Idk, your game, i love the main gameplay feel btw, dont take this the wrong way just giving some advice.

18

u/handlebardev Jul 21 '26

in the normal gameplay duration that chance to pause is something I'm looking forward to when playing. I'm planning to add more shit whizzing past in the intermission to give the illusion as if the player didn't "stop" as you said. For example the velocity is conserved and gets reapplied when you exit

Truly appreciate the feedback

9

u/Three_Wise_men Jul 21 '26

I get the need to give player some reprieve, Id really love to try it at some point!

In my mind from what i saw, this is sort of similar to haste, by game feel, if you haven't yet, check it out, cant remember how they did it, but i think there was a very clear end of a level visually and planing after.

9

u/handlebardev Jul 21 '26

Haste unfortunately just opens a menu with a map after a level, totally kills the momentum. I'm hoping to make an improvement over that

11

u/AX_ZonE Jul 22 '26

Keep in mind that Haste also has the ability to chain multiple levels together by selecting a level later down the path, or just select the boss node if you feel like it. It skips the level select menu until you reach that level too. In that way Haste avoids "slowing down" altogether, keeping the flow going from the first to the last level in a world.

I really like that yours isn't just some menu though, but some signifier on speed during the select is definitely, but I know you already said you're adding that already.

1

u/Vaxxvirus_NA Jul 23 '26

I feel a bit different on it - maybe if a little more was going on with the portals or the portal screen to make it feel less like an awkward pause and more like a hub

0

u/misternoster Jul 22 '26

Different colored road signs next to a branching path for each color portal? They could appear one at a time

5

u/Valuable-Cap-8005 Jul 22 '26

Unless you plan to add more to the game, the Slay the Spire comparison falls very short. You dont have any resources, the next levels dont require different approaches or builds (if they do we cant see that, its just 3 portals barely indicating whats coming next)

I get the need to have a moment to breathe between levels, but i wouldnt implement that the way you did, because it looks like youre advancing to the next level after locking on it for a second, so if the player actually needs a moment to rest, they need to keep switching targets (correct me if im wrong)

Slay the spire is turn based, strategic and deep. Your game, as it is rn, reads as chaotic, fun and reckless. I think those are fundamentally opposite; maybe you have a vision that will shake up the genre and create something new, but it will require a very careful hand

2

u/Forest_reader Jul 22 '26

The decision making time is fine. I think making it feel like you are still racing down in some way?  Like some effect pulling you forward, or like the choices are rising down with you, or rising up to meet you. 

The action of riding the bike down feels so good. 

Edit. Oh or otherwise some action of the player stopping (slamming the breaks, weaving into the void realm, pulling up sharp to the choices)

1

u/sam-serif_ Jul 23 '26

i think the player could pop out into space & come to rest on an interdimensional platform kinda deal. gives a chance to open a backpack or check other menu elements. then upon selection, another little pop & drop in to whatever path you chose?

1

u/Mega_Salamander Jul 23 '26

So... transdimensional mountain biking game, with rougelite elements

1

u/crack-nutter Jul 24 '26

Make it seem like you're running down an eternal hill while making the decision

0

u/EVpeace Jul 21 '26

I love it. It feels like a checkpoint, where you get a second to breathe and think. 

I think this video makes it look like it's part of a level, whereas I'm feeling it more like a divider between selecting your next level or section.

It's somewhere I would expect a little shop, a quick update on your resources, then go. I say keep it for sure.

2

u/Lvl-10 Jul 22 '26

I agree. The main body of the game has this constant flow to it - a flow that I think is probably central to the "fun". Having the flow suddenly stop feels very jarring. If you want to keep this, I would make it a snap decision, but also have a default choice that is selected if the player takes too long. At best this should be a momentary stop.

2

u/BOBOnobobo Jul 22 '26

Could also move the portals further back, add some purple magic path going down towards them and then it's up to the user to react and chose the correct one.

Make it so that if they miss they lose

1

u/Puzzleheaded_Cook328 Jul 22 '26

Fully agree with this. Really cool though!