Here’s a thread of things I do in Dreams that may be helpful to some of you (in no particular order). For context, I made Pip Gemwalker and Co-created Ommy Kart. #MadeInDreams
Add a Grade & Effects gadget, jump to the 3rd tab and turn SHARPNESS to -100 (or just above). This makes everything in your whole scene sharper and clearer - much closer to an indie game (if that’s what you’re going for).
Add a Sun & Sky gadget, jump to the 2nd tab and turn the FOG DISTANCE to the highest number (if you write 99999999 it will stop at highest number). This gives you a longer view distance.
In addition, to make sky flecks barely visible, increase SKY TINT INTENSITY to 200% and adjust the colour/brightness. This gives you a flat background colour to work in your scene.
When I start a scene, I always place a microchip close to the center, at 400% size, bright yellow called “GLOBAL”. This microchip is designed to hold game settings, like sky/music/grade & effects) and acts as an editing waypoint.
When coding, use a big text box that is turned off to TITLE the grouping of gadgets and wires. This way at a glance you can see what those 5-10 gadgets do (ie. controls/shooting) while still working on a bigger canvas.
PLAYTEST after every decent change. Move objects to playtest fast and often. If I’m creating a shooting mechanic, I will write the bullet emit logic, playtest constantly, then write the impact logic, and playtest over and over again. I aim to playtest as much as I write.
Use the Dreams text icons! They’re amazing! If you write <circle> or <cross> into a text box it will turn into the X & O PS4 icons. There’s a huge amount and you can layer them and get really creative: https://docs.indreams.me/en/help/getting-started/icons
Work with the platform. Dreams is a fantastic engine however it has its limits. Arcade, Stories, Puzzle and repeatable games are perfect, whereas mammoth RPG or Multiplayer COD-like games are much harder to pull off without hitting thermo limits.
Keep a colour palette - and stick to it. Use defined patterns in games where possible to make it easy for people to recognise (red for enemies, blue/green for allies). This isn’t a hard/fast rule, just a guideline.
Go one step further with CONTROLS. Make them a part of your scene. If I can open a door with X, maybe show the X button pulsing in the door knob. Have a lot of controls? Hide them in a menu button that pops out for more info.
SOUND can make or break your game. If I drop a glass and the smash is too loud for the height and distance, drop the volume. Funnel sounds into Channels to keep them aligned. Play around with subtle sounds and loud sounds that bring depth to your scene.
BEGINNING, MIDDLE & END. You need one! Creating a game with a concept of the flow is important. Is the menu screen animated? When I press play will it guide me through to the middle? Is there an end? Cut and change to refine. (Yes, I know Pip breaks this with no boss battle!).
RESEARCH! I’ll often stamp in others elements to see how they made something work. Failing that, I’ll search forums and YouTube to learn as many ways to do a thing before I start. If I get stuck I can always just use that element!
MOVE SPEED & PACING. Occasionally I’ll find a gem of a game that has all the right pieces but the travel or game pacing is too slow/fast. Playtest often and with friends to get real feedback on how your game feels and adjust this as you go.
COLLABORATE - it’s what the platform is built for! If you use an element and need tweaks, consider reaching out to the creator. It’s a great way to connect and learn. Chat on Twitter/Discord and enjoy enhancing your creations!