ICYMI: We made a little project to explain how to predict the trajectory of an object, hope this is useful! Link in comments |
- ICYMI: We made a little project to explain how to predict the trajectory of an object, hope this is useful! Link in comments
- If you've ever struggled with creating stylized hair, fret no more. I've reached out to an incredibly talented senior character artist to explain the ins and outs of creating stylized hair, all for completely free. Enjoy!
- Rant - Anyone else tired of seeing spam from accounts strictly for promoting a game?
- How would you guys go about "cutting" a tree mesh like in BOTW?
- I want to pursue a future in game design/writing. Am I making the right choice?
- Do a transparent background in a dialog help the player to see the game area?
- How we accidentally created good graphics for the first time without any effort
- We made a little Carmageddon-like game while in-company gamejam. The theme was - modularity, every car made of modules. You can play with up to 6 players in the local PVP. The last car with at least one module wins. Also, the game was made in 48 hours, all art downloaded from asset-store
- Free Game Asset - With love for indiedev
- I came across this game jam on itch which has 300$ cash prize should I participate in it given it has 2 weeks submission time period and only 8 people have joined till now. What sort of competition can I expect?
- Resources to learn how to Produce a team of Programmers?
- My very first game!
- Blender New Features Hard Surface Modeling JMesh Tools
- Best backup/versioning system for assets?
- Many games or one game with many game modes?
- I wanted to share some awesome game dev tools I have found and changed the way I develop games! Hope you like them!
- At a loss of starting point
- Any recommendations for game art studios that are affordable for indies and hobbyists?
- I made this intro using Cenimachine and Timeline in unity engine and left tutorial link for you guys in comments
- Breaking into the video game industry with UI UX Design - a free FAQ made by an Art Director
- Any other control freaks build their own engine? I've worked with Unity before, and was often frustrated whenever I wanted to do things my way, so I started working on my own. Do you guys think there's any value in using a home-grown engine?
- What is your favorite video game location?
- In-game recording like Shadowplay or OBS?
- How to handle granularity in a programming game
Posted: 02 Nov 2020 06:25 AM PST
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Posted: 02 Nov 2020 05:56 AM PST
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Rant - Anyone else tired of seeing spam from accounts strictly for promoting a game? Posted: 02 Nov 2020 08:10 AM PST I imagine a lot of the people here also frequent some of the other gamedev subreddits such as the Unity/Unreal or Indie game/dev/gaming ones, so I've chose to post here for community outreach. I understand the hustle with marketing your game, and I don't want to call out people individually, but is anyone else tired at the blatant spam marketing accounts? Every time I look at those subs, they're littered with posts from accounts with names like "X-Studios", "Y-Games", or "Z-The-Game", who log onto to reddit once a week to spam the same 5 subreddits, maybe respond to a few choice comments on their posts, and then leave until next week. They're not members of the community, we're basically just seeing commercials for their game every week. They aren't there to give feedback, respond to community discussions, vote on posts, or interact at all. To me "This-Game-Studios" jumping on to spam us every week, is not much different than if Pepsi or Coca Cola posted to r/videos every week. We're seeing posts from an entity, not a fellow community member. I don't know if I'm the only one who feels this way, I liked when Reddit had the rule where only X% of your account activity can be for self promotion. I see a lot of people who only post every now and then, are active in other subs in general, and interact with the community as a whole have their game posts drowned out by a lot of these accounts. I don't really have a solution other than more self moderation on these types of accounts, but I'd like to hear people's thoughts on it as a whole. Edit For a little clarification: I definitely encourage game spam from regular members, or even seldom members. I love seeing your games, I don't like seeing spam from publishers or studios using Reddit solely as a marketing tool. [link] [comments] | ||
How would you guys go about "cutting" a tree mesh like in BOTW? Posted: 01 Nov 2020 12:42 PM PST
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I want to pursue a future in game design/writing. Am I making the right choice? Posted: 01 Nov 2020 11:21 PM PST Hello, I am an 18-year-old student currently struggling with balancing aspiration with realistic expectations. For many, many years I've been avidly enthralled in video games not just as a source of entertainment, but as an expressive art form, and I am immensely passionate about the subject. This passion has driven me to create a multitude of detailed scripts, art, basic programming, music, etc. with the dreams of making my own games. As a result of doing this for a considerable amount of time, and after dumping many terrible and childish ideas, I have gotten to a place as of a few years ago where I feel that I am cultivating unique characters, worlds, and events that I am incredibly proud of. However, as much as I would love to try and immediately develop games, and while I don't want to pretend to know everything about it, I to some extent understand how difficult production is. And I really don't want to sound like that one guy who comes out of high school believing that just having ideas is a guarantee for automatic success in this industry. So I am incredibly conflicted. On one hand, I spend so much of my life daydreaming, conceptualizing, and creating assets for game ideas I am ridiculously passionate about. I am also fortunate enough to have easier time funding projects than most, and others really seem to enjoy what I have come up with. On the other hand, I realistically know that it takes a ton of effort, time, and working from the bottom to actually exist in this industry. This is all work that I would be more than willing to put in to someday achieve my ambitions, but I just don't know if that is sustainable or not as well as how long that would take. So please, Reddit, tell me if I should start, where I should start, and how I should start, since (and I'll be the first to tell you) I've got little idea of what I am doing. [link] [comments] | ||
Do a transparent background in a dialog help the player to see the game area? Posted: 02 Nov 2020 01:02 AM PST
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How we accidentally created good graphics for the first time without any effort Posted: 02 Nov 2020 09:41 AM PST Greetings, fellow designers! As most programmers can probably relate, creating attractive graphics for your game is by far the hardest (and sadly quite important) part. While gameplay is what should make your game fun, having good visuals is what draws or repels customers. I struggle quite a lot with this myself but made a nice discovery recently which I will share with you now. 2 months ago I joined a game jam with a friend from university, expecting to run in this issue as well. I am not a great artist and neither is he. However, I wanted to try something new: Voxel art. If you don't know what it is, don't worry, it is surprisingly unknown on the internet. The reason this is surprising is because it is basically 3D pixel art (but you can use it in 2D games, more on that later). It's almost like building something in Minecraft. Here is an example. Granted, this is made by a professional, but that doesn't mean you can't achieve something nice yourself! After only 20 minutes of experimentation, I was able to create this island. Not amazing, but my god, what an improvement over my previous pixel art! Using this new technique, we developed our game (which we named "Missed The Plane") in a week and learned many things in the process. Here is a screenshot of our end result. As always we got feedback about our graphics... but this time it was positive! It was a wonderfully new feeling for us, having heard many complaints about the visual aspect of our games before. The positive reviews motivated us so much we actually pushed through and made a fully-fledged app of it which we released a few weeks ago. So, how do I use this in a 2D game? When my friend and I started, we didn't have any experience with 3D engines, and neither did we have the time to learn it. This meant we would be using an ordinary 2D engine which displays nothing more than sprites. Yes, everything you see in the screenshot is actually just png's overlayed on top of each other, creating a "2.5D effect". We did this by creating the voxel art, rendering it as an image with an isometric camera and using that in a grid. It is actually surprisingly easy (although, if possible, using a real 3D engine is preferred). If anyone wants any specific details on how to use this technique like we did, let me know and I'll happily write a summary in the comments. Another incredible benefit from using voxel art is that you only need to create the model once to get all different angles - no more drawing 8 different sets of animations for each direction your character can be walking. And of course, the best part of all, it looks great despite you still not having any clue about graphical design. Great, how do I get started? Luckily, it is extremely easy to start messing around and creating awesome models. The mainstream program is called MagicaVoxel and it has about all the functionality you could ever wish for. Not only does it offer an amazing UI and even better editing tools, it can export to basically every format in the world. It also offers very helpful tooltips which makes it possible to simply download it and start messing around on your own - no 20 hours worth of tutorial needed! cough blender cough. Jokes aside, if you struggle with graphics and have never tried this, give it a shot. You might be surprised with the results :) Thanks a lot for reading and have a good day! [link] [comments] | ||
Posted: 02 Nov 2020 09:35 AM PST
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Free Game Asset - With love for indiedev Posted: 02 Nov 2020 11:39 AM PST
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Posted: 02 Nov 2020 05:55 AM PST
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Resources to learn how to Produce a team of Programmers? Posted: 02 Nov 2020 08:32 AM PST Hopefully this isn't too odd a question! I'm leading a team in the production of a JRPG-style game, and my programming lead had to step out because of an irl promotion, right before we move out of pre-production. So this leaves me without a replacement, and not a ton of knowledge on implementation. My degree in Interactive Systems Design means I know how to code, but not how to set the foundation for a code base. One of the big things in being a producer is knowing you're never the expert, but I don't have a backup expert on my team, and there are 4 programmers. So my question is... Where is a good place to start to pick up that knowledge? As much as I'd love to grab a replacement, I don't know how feasible it is to ask somebody with real experience to work for free on a hobby team. [link] [comments] | ||
Posted: 02 Nov 2020 10:04 AM PST Hello, my name is Marija and I am an artist. A few weeks back I got interested in making games, so I looked around for the best kind of game I could make. I decided on a visual novel. I have the idea, and I have the talent of drawing for it, what I lack is development and coding skills... if anyone has any tips for a complete beginner at making games please do share them with me! I would appreciate any bit of advice! Specifically on making a visual novel. The story of the game is supposed to be kind of a horror story placed in a very cute setting, kind of like Doki doki literature club, but more straight forward and way shorter of course. The name of the game itself would be Pet Cafe and it would follow the main protagonist who accidentally got a job designed for pets! I'm not going to reveal more, but if everything goes smoothly maybe in a year you'll be able to see it on steam! [link] [comments] | ||
Blender New Features Hard Surface Modeling JMesh Tools Posted: 02 Nov 2020 05:56 AM PST
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Best backup/versioning system for assets? Posted: 02 Nov 2020 05:36 AM PST Hello, I use git for code versioning but my asset's project files are too large for git. There's git lfs, but on github everything over 1gb costs money, so before choosing that, I was wondering if anyone had any suggestions for asset versioning? [link] [comments] | ||
Many games or one game with many game modes? Posted: 02 Nov 2020 09:01 AM PST Hello, I'm making a mobile puzzle game centered around hexagons. I already have a working prototype, that includes one game mode, but since it's not very balanced (at least for now), I came up with some different game modes to add (3 as for now,), also involving hexagons as the main blocks of the game. Some of them are level-based, while others are infinite and highscore-based. I'd like to hear your thoughts about how would you proceed: would you publish a single game, offering the player several different game modes (something like Color Switch), or would you split it in several different games, each having only one game mode? I think that making a single game would be easier in terms of game art and publishing, but implementing many different game modes would make it lose its identity, making it feel more like a "collection of games". On the other hand, multiple games would probably be more profitable in terms of ads revenue and in-app purchases, and the players who like only one of the different modes wouldn't need to keep all the others installed on the device. [link] [comments] | ||
Posted: 02 Nov 2020 08:41 AM PST
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Posted: 02 Nov 2020 04:23 AM PST So there's a highly rated teacher on a particular website I buy courses. Where I learned C# on a 2d and 3d perspective. That said, unreal opens another pandoras box blueprint and C++ Back then I bought allot on sale. Where I have basics, to master, and even multiplayer courses. My question is, why is there so many diffrent topics when it comes to the same thing? Because I'm torn between blueprint and C++ (I'm scared to have functionality unreachable by blueprint) is my little quest here a waste of time? Why is there C++ tutorials for strictly VR? Why do these diffrent courses exsist? [link] [comments] | ||
Any recommendations for game art studios that are affordable for indies and hobbyists? Posted: 02 Nov 2020 11:00 AM PST I like making personal hobby projects in my spare time, and am looking to invest into custom game art assets for my next one. I'm currently saving up for both a wedding and a down payment, so I'm looking to see if there are any great bang-for-buck recommendations for professional game art studios overseas that are able to deliver high quality assets for a competitive price point. While I'm trying to be as cost-efficient as possible, I am still able to invest anywhere from $1,000 - $10,000. The art direction of my projects is always low-poly and stylized, and I wouldn't mind them looking generic as long as I have exclusive rights / full license for the assets. For those of you who have experience with this sort of scope/budget, do you have any insight on how much it would cost, and how much you would get (# of assets) with $X budget? Any advice on how to navigate this process for someone who has never contracted art assets before? Also, any recommendations for 3D artists or game art studios would be really appreciated. Thanks! [link] [comments] | ||
Posted: 02 Nov 2020 10:03 AM PST
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Breaking into the video game industry with UI UX Design - a free FAQ made by an Art Director Posted: 02 Nov 2020 06:15 AM PST
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Posted: 02 Nov 2020 09:24 AM PST
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What is your favorite video game location? Posted: 02 Nov 2020 09:16 AM PST Not the game itself, but the place. Think Hyrule or Shadow Moses or Black Mesa. What would you say is your ultimate video game place I'm interested in analyzing these locations and posting results of this survey, to further help us all understand why a location becomes iconic [link] [comments] | ||
In-game recording like Shadowplay or OBS? Posted: 02 Nov 2020 09:12 AM PST Hi there. I am looking for a good way to record and export in-game footage for the player while playing the game. For example pressing a button in game would start to record and output the result as a mpg file or something similar. I get that the player could just use Shadowplay or OBS but I would like to provide the functinality from inside the game. So I thought there might be some opensource libary avaliable for that with an api making it possible to start and stop recording from the actual game. Any ideas? Btw I am using Unreal Engine right now. [link] [comments] | ||
How to handle granularity in a programming game Posted: 02 Nov 2020 08:29 AM PST I am making a programming game, that is, the game tries to teach players some programming concepts. I would like to make the game as approachable as possible, while providing the tools and challenges for advanced players to keep it interesting and fun. The game features a visual programming language akin to what UE4 uses in it's blueprint system (it was the main inspiration). The problem is, I need to define the functions that the players can use, and if I provide too basic building blocks, every problem will require too much know-how from the player. If I provide too high level building blocks, the problems become trivial and challenges turn into chores. Let me demonstrate on an example. Suppose you have a turret, a radar and enemy unit. Thanks to the radar, I know what the coords of the radar and the enemy is. I just need to turn my turret towards the enemy unit and make it fire. Depending on the granularity of the programming system, this problem can be a bit too hard or trivial. - With low level building blocks: I need to get the relative position of the enemy unit to the radar, then the relative position of the turret to the radar. This can be done with substraction of positions. Then I need to get the relative position of the enemy unit to the turret. This is another substraction. Then I need to find the angle where the turret needs to face: this is the sine of the ration of the final relative positions x and y coords. This is a bit too much of math and know-how to expect from the player, even with some tutorials. - With high level block: The radar outputs the coords of the enemy unit and the turret only needs coords to target (no angles). This is simply getting the coords of an enemy unit and feeding it into the turret. The problem is trivialized, there is no math involved. I realize that games that feature programming as one of their core gameplay mechanics are a bit of a niche, but I would really quite like to find an elegant solution to this. What I ave thought of, is to basically provide the player with a standard library of functions. The languge is just as granular and low level as in the first example, but most of the functions are provided as is. So the player would need to calculate relative positions and angles, but they wouldn't need to know the math behind it, as these would be provided as standard functions. If they so choose to, they can open and see how these functions work. The main problem is that I do not know what level of math, what level of logic can be expected from the player, even after some tutorials and examples. This is a huge problem for me, as expecting too much will turn many people away and expecting too little trivializes the challenges the game would provide, making for a boring game. Has any of you have dealt with similar problems? What do you guys think about the granularity of suck a game? What level of math & logic could realistically be expected from the player? I appreciate any inputs you guys give [link] [comments] |
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