I think these jobs are getting out of hand. 12 minutes of my opinion reading a job offer for a basic Technical Artist role. Just a personal opinion. |
- I think these jobs are getting out of hand. 12 minutes of my opinion reading a job offer for a basic Technical Artist role. Just a personal opinion.
- Easy Leaf Texture (procedural & seamless) in Substance Designer | Game-ready
- Stack of weighted behaviour layers - is there a name for this pattern?
- How to know if there is interest in my game?
- 20 Years Later, I'm Finally Making Video Games. Here's How I Started
- Game development in Linux (2021)
- I need new ways of getting a crowd
- I just got back from a two-week break on my game so I thought I would compile some tips on how to get back to an old project. Let me know if you have any more tips.
- Need some help with Steam depots
- How to see Steam store page Visits to Wishlist conversion rates?
- What little games should I make first to build up experience quickly?
- Here's the Heat Distortion effect running in Unity URP and HDRP
- A 5 minute guide showing how to create inventory screen using Unity GRID LAYOUT
- Do I need to learn to use game engines?
- What can I do when I'm not at my computer?
- Survey asking your opinions on unions in the Video Game Industry
- When to develop, and when to use other's creations?
- Facial Action Coding System (FACS) Tutorials - Action Unit 5 (AU5)
- Newest Devlog Where I Talk About Basic Color Principles that can Help Those us who are not Artists by Trade. Check it Out!
- In order to capture footage from your game to create a trailer, what software do you recommend?
- Storyboarding
- How to estimate the time to complete the single-stage for the reward to the player?
- I made this Halftone Shader tutorial using Shader Graph and Unity. |Inspired by Kirby Star Allies| - English subbed :)
Posted: 15 Feb 2021 11:47 PM PST
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Easy Leaf Texture (procedural & seamless) in Substance Designer | Game-ready Posted: 16 Feb 2021 01:38 AM PST
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Stack of weighted behaviour layers - is there a name for this pattern? Posted: 16 Feb 2021 03:12 AM PST Lately, I've been using the following technique for various systems in our game, and I was wondering if there was a name for it... The basic principle is that you have a stack that produces one or more output values (e.g. Camera position/rotation, rumble intensity, or global time scale when different mechanics can affect time), and behaviour layers with associated weights and blend modes (normal blend vs. additive) that you can add/remove to the stack.When the stack is evaluated, it blends every layer with the result of the layers below to produce the final output. Our camera system in our 3rd person adventure is a good example. I originally wrote it as an FSM, but soon found that we have so many different behaviours, that transitions became a bit cumbersome and adding new behaviours took a lot of boilerplate (e.g. when the camera should do a smooth transition from player-controlled states to a scripted cut scene).The system now has base classes for layers that can "fade in/out" and come with a sort order. Any layer can be a self-contained FSM, but doesn't have to be. Camera collision against terrain is processed after all layers with negative sort orders have been evaluated in the stack (so that cut scene camera behaviours don't need to go through collision detection). I find that this makes adding new behaviours a breeze. For instance, I can code up a simple script that lets the camera stand still and rotate to follow the player. When the player enters / exits a trigger, the behaviour is added to / removed from the stack and the weights fade in / out, resulting in an automatic smooth transition from player-controlled to static camera. I'm using the same pattern in quite a few different places now, often with behaviours that change over time (such as rumble feedback). In the past, I've also used something very similar to hide client mispredictions in a networked multiplayer game. Is there a name for it that I can google and see how others work with it? [link] [comments] | ||
How to know if there is interest in my game? Posted: 16 Feb 2021 10:00 AM PST I've been working on a game for a few months and have gotten some interest on social media and paid advertising with some in-development gameplay clips. However, the game I am making is multiplayer (so it needs several people playing to make it playable). How would I know if there is even enough interest in my game? Are there any social media metrics you guys go off of to gauge interest in your game/posts, perhaps like/view ratios? I am afraid of investing upwards of a year of my life into a game that doesn't have enough interest to work. [link] [comments] | ||
20 Years Later, I'm Finally Making Video Games. Here's How I Started Posted: 16 Feb 2021 08:57 AM PST
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Game development in Linux (2021) Posted: 16 Feb 2021 03:52 AM PST Hi all! I'm looking for your opinions and experiences with game development in Linux. I tried Unity 3D, it worked surprisingly well, kudos for the team at Unity behind the Linux editor! But I have this old laptop which it struggles a bit running the editor, and I need something more lightweight. I work at IT as a developer/consultant (business apps and stuff), and I need something to just toy around to enjoy programming again, and release it maybe in mobile or some web based game portal. [link] [comments] | ||
I need new ways of getting a crowd Posted: 16 Feb 2021 10:33 AM PST So i've been doing Twitter since like October of last year. My main outlet for advertising has been twitter. When I first began, it was going EXTREMELY well. I had gotten to about 1.2k followers within the first month, but after that initial growth, I took a break from game dev. I returned about 2 months ago, and have been sharing about every other day about my newest project. Im telling you, graphically, it blows my old project out of the water. But traction started off decent, but now i'm lucky to get even 5 likes. Things cant go on this way if I want to have my kickstarter by the end of the year. I have posted onto tik tok a few times, and right now the most viewed video is at 700 views. Im not sure where to go from here. My twitter is pretty optimized, my game looks pleasing to the eye. [link] [comments] | ||
Posted: 16 Feb 2021 10:26 AM PST
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Need some help with Steam depots Posted: 16 Feb 2021 03:34 AM PST Hi, I created two depots (Windows, Mac). I upload zipped up Unity builds to them through the web interface. But when uploading, it seems that the old files that are in the depot are retained, and it just adds/replaces the new files. Is there a way to empty the depot before uploading, or just make it replace it with the contents of the new zips? Thanks! [link] [comments] | ||
How to see Steam store page Visits to Wishlist conversion rates? Posted: 16 Feb 2021 06:25 AM PST As the title, where and how in my developer portal can I see how the conversion rate looks like of people who visit my store page and then add it to their wishlist? (or buy it) [link] [comments] | ||
What little games should I make first to build up experience quickly? Posted: 15 Feb 2021 11:51 PM PST I'm a beginner to programming and I would like to know what types of little games I should code to be better prepared to do my "dream game". I already made a pong, a very simplistic and bugged dual-stick shooter level and chess simulator. The game I would like to develop is a small 2d zelda-like, and even with the games I already made, it feels just as daunting as when I started. (Sorry if this confusing, english isn't my first language) [link] [comments] | ||
Here's the Heat Distortion effect running in Unity URP and HDRP Posted: 16 Feb 2021 09:08 AM PST
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A 5 minute guide showing how to create inventory screen using Unity GRID LAYOUT Posted: 16 Feb 2021 08:40 AM PST
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Do I need to learn to use game engines? Posted: 16 Feb 2021 01:40 AM PST I have started learning opengl few months ago I love making games purely from coding like flappy bird and platform games. But I don't like using unity (feels really bad ) and godot. My goal is to become a graphics programmer do i need to learn them? or what else is required from junior graphics programmer apart from opengl. [link] [comments] | ||
What can I do when I'm not at my computer? Posted: 16 Feb 2021 12:46 AM PST When I'm not at a computer making a game with c# and unity (I'm very new at this) what are some learning tools I can use? What books/websites do you guys recommend? [link] [comments] | ||
Survey asking your opinions on unions in the Video Game Industry Posted: 16 Feb 2021 11:56 AM PST Hello r/gamedev community! I made a survey asking a couple questions, plus some open ended questions so you can really get your thoughts out. This is for a research paper and will not be published anywhere else. Here is a link to the survey: https://qfreeaccountssjc1.az1.qualtrics.com/jfe/form/SV_ekstLSv20Qg6sKy Thank you for reading and I hope you take the survey! [link] [comments] | ||
When to develop, and when to use other's creations? Posted: 16 Feb 2021 11:50 AM PST As a small hobby game developer, I often have this discussion with myself, when should I be developing scripts on my own, and when I should visit the asset store to grab a script. I'm currently working on a game that requires a car controller, and I'm debating whether I should just use one of the popular scripts from the Asset store or whether I should spend the next long time working on my own script. I know it will take a huge amount of time to create my own good-quality car controller, so I'm not sure if it is worth it if I ever want to have a final game. So what do you other hobby game developers do? When do you develop yourself, and when do you search the asset store for scripts or models? [link] [comments] | ||
Facial Action Coding System (FACS) Tutorials - Action Unit 5 (AU5) Posted: 16 Feb 2021 11:32 AM PST
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Posted: 16 Feb 2021 11:04 AM PST
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In order to capture footage from your game to create a trailer, what software do you recommend? Posted: 16 Feb 2021 10:55 AM PST My game is going along nicely and I will soon be able to create a trailer, however, I'm wondering if you have any suggestions in terms of software to capture some 4-5 seconds moments to create a trailer, and have the option to remove the PC arrow from the screen. [link] [comments] | ||
Posted: 16 Feb 2021 10:47 AM PST I am starting the game ideas process, but want to start getting things like UI and the basic game infrastructure working. The game i want to start is a real time strategy game, with top down grqphics. I am curious on if there are any freeware engines for this kind of game to draft a concept game design? Thank you for your time. [link] [comments] | ||
How to estimate the time to complete the single-stage for the reward to the player? Posted: 16 Feb 2021 12:11 AM PST Hello everyone! In my game I creating a separate stage what player can complete getting points (ie. stars). I have a question how to estimate correctly time what is need to complete the single-stage for maximum reward, medium reward, and low reward? Ie. The Player completed the lvl in 2minutes and get the maximum reward for his try. Another one has completed this same stage but in 5 min and get the medium reward. My ideas were to complete all levels by myself and set this time as a maximum reward time. Thanks for the answers devs! :) [link] [comments] | ||
Posted: 15 Feb 2021 07:03 PM PST
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