Game Devs of Reddit, what are some tricks you use in video games that most players would never know? |
- Game Devs of Reddit, what are some tricks you use in video games that most players would never know?
- How to make your own sound effects on a budget
- What is this small scope project and how can I attain it?
- My 7 Years of Game Dev in 6 minutes (13-20 Years old)
- First person view model dilemma
- 4 Unity tutorials of 4 minutes each : Screen shake, slow motion, squash and stretch, camera cuts
- Designing code for campaign triggers/events?
- Completely new to game development
- Importing 3D Assets into Unreal Engine - Beginner's Guide
- How much time would a game like Pikmin take to create alone?
- A list of game contests and awards
- Sharing data on past discounts with our game and how I decided on our launch discount
- Is there any service easing (massive)-multiplayer game networking?
- Why don't more games like Left 4 Dead exist?
- Best Practices for a Clash of Clans style siege AI that selectively targets walls/takes in account breakable objects in pathfinding? How would you program an AI to siege a castle, break down a wall, and storm the insides without getting hung up on the remaining walls?
- Usage of art assets for student non commercial project from sites like DeviantArt
- Making a Mobile Bounce Game with Unity 3D and Playmaker - Adding a POWERUP
- What 10 Game Jams taught me
- Do I give up?
- Java 2D engine that can be used completly programatically?
- Blender 2.9 Sculpting Head Tutorial : Base Mesh
- Recommended libraries and/or tutorials for DX11/12 in C?
- I've been thinking about why farm-simulation mechanics are so popular in modern indie games:
- Can I upload a free demo to steam?
Game Devs of Reddit, what are some tricks you use in video games that most players would never know? Posted: 23 Jan 2021 11:12 PM PST As the title says I'm curious about any cool tricks that you guys built into your game that either helped the player, or changed the gameplay in some way. Kind of a behind the scenes question I guess you could say. [link] [comments] | ||
How to make your own sound effects on a budget Posted: 24 Jan 2021 08:55 AM PST
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What is this small scope project and how can I attain it? Posted: 24 Jan 2021 11:54 AM PST A few days ago there was great insight on how to finish and keep your game small but what is this elusive small scope game that avoids most of us? I mean do you try to limit yourself during conecpt phase or do you document everything you can imagine and shave them off like sculpting granite? If so, how do you approach it(as a personal methodology or a more advanced AAA disciplines)? Is there other known techniques for it like a feature freeze? What are some games you think would be a good example? For example Senua's Sacrifice is a rather small game but it is massive compared to a Short Hike which I think both games are small to medium range. I really would appreciate any input on this topic. I try to keep my projects managable but mind wanders and you find yourself designing convoluted systems and complex set pieces for the nex BIG HIT!!!!! [link] [comments] | ||
My 7 Years of Game Dev in 6 minutes (13-20 Years old) Posted: 24 Jan 2021 12:56 AM PST
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First person view model dilemma Posted: 24 Jan 2021 11:07 AM PST I am working on a multiplayer game in the unity engine. The player should not be able to see themselves but will have a separate hand when items are held. Right now I am trying to set the script up so that when a player picks up an object it will disable the graphics on the item connected to the player model but enable a hand/ whatever item you are holding. The problem I have right now is that I feel like this is a convoluted way to do it. I have to set the item to a layer that the player cannot see and enable a game object according to the item. The reason I don't just use the 3rd person model that other players see is it looks weird in first person. Sorry if my question is confusing but how did you guys go about doing the first person model for a unity multiplayer game? [link] [comments] | ||
4 Unity tutorials of 4 minutes each : Screen shake, slow motion, squash and stretch, camera cuts Posted: 23 Jan 2021 03:06 PM PST I just stumbled upon an awesome YouTube channel that sadly has only 4 tutorials on it, but those are extremely well made. No bullshit, clear explanations, full code displayed, very informative. 4 minutes each, and none of that is wasted. The topics covered are:
https://www.youtube.com/channel/UCPg2SIS9Y4NIPx8UourK77g/videos [link] [comments] | ||
Designing code for campaign triggers/events? Posted: 24 Jan 2021 01:44 PM PST I can probably barge into my current task with hardly any planning, but I also like asking other devs how they would manage such things. I have to program some gameplay/campaign stuff heres one of the first maps the player has to go through They start in the hallway and walk up to the big room, where the rest of the rooms are blocked by doors. I want the doors to only be openable when you have triggered an event by clicking on the circle in the middle of the room. How would yall program this kind of thing in a clean, scalable way? I'm sure I'll need all kinds of features like this, and I'm afraid of code pollution. [link] [comments] | ||
Completely new to game development Posted: 24 Jan 2021 01:44 PM PST So I started learning programming like a month ago, and already learned HTML CSS and JS (I'm still learning JS, but I think I'm kind of getting it). I'm still in the process with learning JS. I was wondering which programming language should I learn for game development after I get some good hands-on experience with JS? I want to develop a zombie web game. [link] [comments] | ||
Importing 3D Assets into Unreal Engine - Beginner's Guide Posted: 24 Jan 2021 11:12 AM PST
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How much time would a game like Pikmin take to create alone? Posted: 24 Jan 2021 01:22 PM PST I don't actually want to create a pikmin game alone, but I was wondering if it was possible, because I had a project for a game in my mind for a long time, and I think something like the first pikmin game would be a good (far-fetched) comparison. I'm assuming that the person would do all of the programming and 3d modeling alone. They can take the textures online together with the SFX, they can hire a musician for the music, and have the AI of the pikmin done for them by someone else. The cost of making the game doesn't matter. How much would that take? Would it be doable in something like 2-3 years? Edit: also, the game mechanics are assumed to be already decided and ready to implemented. I'm not saying my project is like this, but I don't want to consider the designing part. [link] [comments] | ||
A list of game contests and awards Posted: 24 Jan 2021 05:02 AM PST Hi community, As you know there are lots of ceremonies, competitions, and events in which game devs are competing for prestigious awards. As you also know, winning an award can contribute a lot to the credibility of your game, your marketing efforts, and your social influence. Here I gathered a list of many awards in our field. Most of them nowadays are online due to the pandemic... but they are still happening. Some of them are on hold or outdated, but the intention is to maintain this list along with your help, for the use of all of us. Anyone can update the first tab, while the second one is locked to avoid any sabotages and shows the original list I created before spreading out the word :) I hope that you'll find it helpful. [link] [comments] | ||
Sharing data on past discounts with our game and how I decided on our launch discount Posted: 24 Jan 2021 06:26 AM PST
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Is there any service easing (massive)-multiplayer game networking? Posted: 24 Jan 2021 10:54 AM PST It is not for me, but I have been thinking about creating something doing so. Where you would be provided with a client-side API and where you do not have to worry about creating the backend side at all (except some settings in a config file) I am pretty sure that I have seen things similar to this years ago, but I cannot find those anymore... Am I trying to enter an oversaturated market? Could you link me to something having the same goal? I have always been fascinated by multiplayer games and this was the first thing I always wanted to make even before learning programming, but everything network-related made me feel incredibly dumb. Did learn quite a lot since (I am the maintainer of a high-performant implementation of a game server) so I was hoping to help in some ways. [link] [comments] | ||
Why don't more games like Left 4 Dead exist? Posted: 24 Jan 2021 02:07 PM PST | ||
Posted: 24 Jan 2021 01:44 PM PST This has been a thorn in my side for a little bit and yet it feels like it should be a pretty easy implementation. However, I can't seem to figure out how to structure a player-independent AI to only selectively target walls only if its the most effective choice for them in Unity. Are there any best practices for having an AI agent decide if it wants to go around to a point compared to it deciding to make its own path through destructible objects such as walls? Here were my thoughts so far: After a unit is instantiated, the AI should: - Create a list of valid preferred targets and order them by physical distance. - Select one of the above targets and begin to move towards the target using an A* weighted path. -The AI will only attack walls if it finds the weight of going through a wall to be lower than going around (which also takes in account if its path is totally blocked off) -If the AI is in range of a preferred target or wall, stop moving and attack it until the target is destroyed -Recalculate a list of preferred targets, and start from the top. The problem I ran into is that this only *technically* works. A unit will only go "through" a wall if it really does think its the shortest path, and melee units will stop once they reach a wall in range, destroy a wall, recalculate, and hopefully will move forward once their limited attack range no longer sees any walls nearby them. This method breaks down completely for ranged units, as their larger range means they see more walls and the "if there is a wall in range, wreck it" line of thought causes them to go into a wall destroying frenzy that never ends. One way of solving this might be if there a way to check if a path "goes through" a wall node? That way, I could just check if the current calculated path has a wall node in it and make the unit go destroy any walls around it only if it detects its most optimal path includes a wall. But that feels like it's sorta hacked together. This also doesn't take in account double-layers of walls or several internal rings of walls as units could just get stuck destroying the external wall ring instead of advancing. Other options I have are to just make certain units always ignore walls and have units that only target walls, but that feels weird. Or I could just make sure that there's always a path through the walls and make them generic unpassable terrain, but that doesn't make for interesting siege gameplay. TLDR: How would you program an AI to siege a castle, break down a wall, and storm the insides without getting hung up on the remaining walls? [link] [comments] | ||
Usage of art assets for student non commercial project from sites like DeviantArt Posted: 24 Jan 2021 01:42 PM PST Hey, I have question about using art assets from sites like DeviantArt. I'm making a game as part of my student project for university course. We are not planning on generating revenue with it, but we might enter game design competition for students. One of the requirements is to create game page on itch.io. I want to know if I can download images from DeviantArt or similar sites, sometime edit them by cropping or cutting relevant parts. Currently I'm searching for some images that could serve as portraits for certain units. I have found few images that I could use, but did not find anything mentioned by author regarding using said images in project. I'm able to download them from site. What is general rule when using artwork that I have not created and author did not mention that they are free to use? I would certainly credit them somewhere in the project and link their DeviantArt. I intend to also message them about me using their work in student project, but I don't know how often they check their inbox, some images are from 2014 for example. I mainly plan to use that art as placeholders while we search for our own artist that would like to create assets for us. If I manage to enter the competition (it propably be held sometime in June), I would swap assets that I do not own or if I couldn't contact with author and ask for their permission. Is it okay for me to use that art, maybe edit it a bit? Could I still create page on itch.io? We are not going to sell this game, it would be mainly for portfolio and grade. EDIT: Thank you for clearing this matter for me. I wasn't exactly sure how copyright was treating student projects like mine. I will be only looking for art with clear licensing rules. [link] [comments] | ||
Making a Mobile Bounce Game with Unity 3D and Playmaker - Adding a POWERUP Posted: 24 Jan 2021 01:40 PM PST
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Posted: 24 Jan 2021 06:04 AM PST
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Posted: 23 Jan 2021 03:49 PM PST So, i've been working on a project for more than four months now, and it is not even close to finish. I'm working alone on it. On the begining, was my passion, I loved program every single line of code, than test the results. Now? I create a new Object once a week, taking a day just to ctrl+c ctrl+v some AIs. I lost all my motivation to work on it for now. Do I give up? I dreamed too high on it, I wanted to do a great RPG Plataformer with 9 kingdoms, 36 secundary missions, 5 enemies for each kingdom Now, I just wish I had planned only 4 Sorry for the post, I'm not that social and wanted to take this of my chest [link] [comments] | ||
Java 2D engine that can be used completly programatically? Posted: 24 Jan 2021 12:47 PM PST Hi, Im looking for a Java Game Engine (using OpenGL), which does not need any sort of Scene Editor? Eseentially, where everything is/can be done programatically? I much prefer that way of creating games but cant find any engine that allows this. [link] [comments] | ||
Blender 2.9 Sculpting Head Tutorial : Base Mesh Posted: 24 Jan 2021 05:16 AM PST
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Recommended libraries and/or tutorials for DX11/12 in C? Posted: 24 Jan 2021 12:38 PM PST Let me start off by saying that this entire idea of mine is quite ridiculous and I'll probably never finish it. At this point, I'm more concerned with doing the research, figuring out what I'd need if I were to attempt it - generally testing the waters. What I'm trying to attempt here is a PC port of one of an older 3DS game, Monster Hunter 4 Ultimate. This means that I already have access to all the assets etc, so what I need is an engine. Which I will be building myself, for reasons I won't be disclosing at present. I get the feeling this isn't going to be easy. I'm unsure as to how low-level working with DirectX is, but I'm fairly sure it's complex and far beyond my current understanding of graphics. That being said, I'd like to use the most powerful and versatile library available, even though it may be a pain to learn. So, with that being said - where do I start when building a DX11/12 or OpenGL renderer in C (or C++, but I prefer the original language)? Got any tips, warnings or cautionary advice? If so, I'd appreciate it. [link] [comments] | ||
I've been thinking about why farm-simulation mechanics are so popular in modern indie games: Posted: 24 Jan 2021 11:51 AM PST Every player goes into a game with a basic knowledge of how to plant crops which gives it a very small learning curve, and farming has easily digestible long-term/short-term goals with a very predictable reward cycle. So this got me thinking about what could be some game mechanics that are similar to the popular "farming" mechanic, but thematically different and a fresh spin on the concept. I'm personally interested in this as I'm looking to add a tertiary mechanic to my game, but I thought other game devs might also be interested in having a discussion about this, and want to hear people's ideas. If anyone has a link to anyone in the industry discussing this topic I'd also be very interested in seeing that [link] [comments] | ||
Can I upload a free demo to steam? Posted: 24 Jan 2021 08:04 AM PST I have been developing a game for 2 months and I will have a demo soon. Can I upload a demo to steam so that people can play it for free and give me their feedback? And, if it is possible, should I do it? [link] [comments] |
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