How to make unit formations in Unity - Source code included |
- How to make unit formations in Unity - Source code included
- Is working for a NFT company selling out?
- Anyone else have a list of "ideas"? My list currently has 77 ideas.
- My game isn't like much else on the market - and it's getting in the way of the game's success. I need help.
- Long shot: Looking for video about a unique 2d character sprite movement animation technique
- I made FREE animated game icons
- How do you collect in-game customer analytics?
- 4 months trying, still unable to find a job in the industry
- If you could travel back in time to your first year of game development, what’s one thing you’d be sure to tell yourself?
- How to do AI for turn-based game
- Competitive games with the best Multiplayer Netcode?
- What is the best implementation approach for wait times in browser games?
- What is a suitable way to implement pausing a browser fullscreen game?
- I am trying to localize the game OMORI.
- Opened a new studio and I have a question
- Thinking of getting back into gamedev as a hobby
- How old were you when you started programming/game making?
- Fast minimal JS rendering library?
- What do you think about sekiro battle mechanic but in separated into more traditional levels?
- How long will it take to develop a single 2D game for the first time?
- Getting variables from object that is created in another script
- Getting Started in VR | Project Setup 2022 | Unreal Engine
How to make unit formations in Unity - Source code included Posted: 24 Feb 2022 03:59 AM PST
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Is working for a NFT company selling out? Posted: 23 Feb 2022 11:22 PM PST I am a game programmer with over 4 years of experience m. I am currently stuck in a dead end job where I am not appreciated enough. I interviewed with this really interesting company that is developing a RPG that has NFTs in them. The role sounds really great— I will be a lead and I will be working with Unreal. The pay is also really good. But I think NFTs are a scam— or at least in its current form. Would I be a sellout working for a company like this? I want to use it as a stepping stone to better roles. Edit/Update: I have been reading all the responses. There are too many to reply to but I would like to clarify a few things ( not defending the company or the product, but just want to clear up any misconceptions) 1. It's not a mining game. 2. it's not a play-to-earn 3. it's a free-to-play game where you can buy NFTs for assets made by the same company — it's not selling other people's art 4. the game is being made with non-NFT audience in mind, the NFTs are just additional stuff that people can buy ( like Ubisoft Quartz) [link] [comments] | ||
Anyone else have a list of "ideas"? My list currently has 77 ideas. Posted: 23 Feb 2022 06:16 PM PST This is just a general discussion. I have no questions, just sharing and starting a topic. So I keep a written notepad of ideas that come to mind. I use to come up with ideas all the time when I was younger and realized I tend to forget them. About 7 years ago I started writing in a notepad the ideas that pop into my head. Today I'm at 77 written notes. It's a list of different things, from movie ideas, to physical products, services, apps, etc. But I just counted and there's 29 game ideas written down. Currently, I've been working on/off after my regular day job, developing just one game project for over 2 years. And it's from an idea that's not even on the list. [link] [comments] | ||
Posted: 24 Feb 2022 05:33 AM PST TL;DR: I made a game that isn't really much like anything else. That means I need to quickly convey what the game is about before they people lose interest, and once they've downloaded and start the game, I need to teach them a whole new type of gameplay and control and mechanical systems without them getting bored. And I honestly don't have any idea how to do that. -- For some context, the game is called Hive Defender, and it's a game that takes place in a giant, procedurally generated maze with fully destructible walls so you can carve through the labyrinth to your heart's content. In the corners of the maze are 4 alien nests - which you need to protect - and from which you can spawn swarms of highly customizable aliens. Human enemies come crashing down in the center of the maze and work their way through the labyrinth to destroy your alien nests. As the player, you control an alien hive mind, and command up to 4 alien swarms simultaneously to defend these nests, using a resource called biomass which you use to spawn new aliens and to activate 39 deeply interacting perks. But here's the catch : you can only get biomass by killing enemies, or by destroying the walls of your own hive -- meaning that to launch a successful attack, you have to sacrifice your defenses! -- See the problem? I bet half of you didn't even finish reading the first paragraph. There is no acronym or two word genre that describes the game. It's absolutely definitely not an RTS or a Tower Defense game -- for instance, and yet it's kind of more like those than anything else so I'm stuck applying labels to a game where those labels don't really apply. [[ edit : as a few people pointed out, it definitely has RTS and TD elements. What I'm saying here is that I can't just call it an RTS or a TD game ]] People seem to hunt around the steam page for games that remind them of something else -- an anchor game (something they've played and know they like). And my game just doesn't really do that. It doesn't really *look* like or *play* like anything people have been exposed to before, and so in a world where people flock to easily consumed media that you can digest in a few seconds, my game doesn't seem to have much of a place. But I have bigger problems than marketing. My game requires a tutorial. Out of the 100+ people that have played the demo and given feedback, exactly zero of them could point to another game quite like it with similar gameplay mechanics or controls or even basic gameplay loops. And that means that players have to kind of learn everything from the ground up! The "everyone knows you press right to go right, so don't teach them that" trick doesn't work here. -- I've been lucky enough to have hundreds of people download the game and try it out as part of next fest. But it's exposed some very glaringly obvious flaws in the game. The primary one being that the onboarding process for my game is deeply flawed, and after a day or two of wracking my brain - I don't know how to fix it. I can make the tutorial better and better by removing text and replacing it with images and reminders and more AV feedback, sure, but it turns out that really - people just don't like playing tutorials. They want to hop in and get started with something they know they'll enjoy and at the moment it feels like innovation was a bad idea because I'm not skilled enough in the other auxiliary skills (marketing, onboarding, etc) that are required to make an innovative project successful. How do I acquire those skills? I've watched every video on the internet (yes, almost definitely that one you're about to suggest). I've read articles, talked with other people, etc... and I'm at a loss! Help me out guys. So time for a more direct set of two actionable questions. a) How can I teach players a whole slew of new ideas and systems and mechanics they haven't seen before without making them sit through a tutorial? b) How can I get people interested in the game when the content of the game isn't easily digestible in a few quick clips of video? [link] [comments] | ||
Long shot: Looking for video about a unique 2d character sprite movement animation technique Posted: 24 Feb 2022 08:28 AM PST I have very few clues for anyone to help me track down this video, apologies in advance. I saw this video a few years ago while going down a rabbit hole after looking into either Octopath Traveler, Diary of a Spaceport Janitor, or maybe uses of parallax in games. I believe it had to do with simulating more 3d out of 2d sprite turning/walking. I think specifically it involved putting character sprites together with multiple sets of images in the sprite sheet (a set for the head, a set for the torso, etc) and overlaying them in a way that turning from one direction to another appears more fluid. Maybe it was that they went with a full 16 directions rather than 4 or 8. Whatever the case it definitely was an effect that looked good but required a lot of extra art. If this rings any bells, even faint ones, please let me know. If it matters, I think that the video was either proof of concept or a work in progress as opposed to a behind the scenes for a released indie game. [link] [comments] | ||
I made FREE animated game icons Posted: 24 Feb 2022 08:43 AM PST
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How do you collect in-game customer analytics? Posted: 24 Feb 2022 05:44 AM PST I'm specifically thinking of mobile games (like early education learning apps) here but would be interested in learning how this is done across the industry. I know Segment is a popular tool for collecting customer analytics for tech products but wasn't sure if it's used in gaming too. Do games collect identity and tracking analytics from customers (I assume they would)? If so, what tools are popular? [link] [comments] | ||
4 months trying, still unable to find a job in the industry Posted: 24 Feb 2022 01:45 AM PST Sorry, I ended up with more of a rant then the actual question, so edited the questions to be first: How does a poor soul get started? Have I just been unlucky with the posts I found? Any website or other channel you can suggest to search for game dev jobs in Europe? Also, I joined Linkedin, but it seems to exclusively suggest me companies where I am right now (in Milan) and surroundings, and I found no way to set some kind of geographical preferences, like "hey I'm totally fine with any North European country, get me out of Italy". Am I just bad at navigating that website, or it location locked on purpose? Now the ranty bit because I need some venting :) Greetings, Ive been trying to find a game development related job in Europe for the last months. I have a CS degree, and have spent 2 years for an ultimately useless "game development" master's (it ended up being 90% about game design, and for the various courses projects we never had a chance to do anything more noteworthy than a unity toy project you'd bring up after following a random youtube tutorial series). I'm now working in a digital effects for cinema company, which while unrelated, has finally given me some much needed experience with unreal. I joined it for my master's thesis, in Milan. However due to it being my only way of getting revenue, i feel literally a prisoner, in a city i hate. The experience this job gives me is borderline useless due to there not being an existing team in the company (I'm the first and only programmer here). I've been finding very few junior game developer jobs postings. Most of the ones I found in Great Britain require you to already be living there, and judging by the lack of replies I got, I suspect some of the ones who didn't specify that in the posting too. I guess Brexit played a role in that. The few jobs for Unreal Engine seem to require at least one year of experience (I found a great job offer for junior UE programmer, they wrote back to my emails that they need someone with longer experience with UE... Thank you university for your Unity fanboyism I guess). Finally there's a ton of postings for Unity, but almost all of them seem to require at least 1 year of professional experience in the game industry. "You must have experience to make experience" is truer than I expected. On the side, I deeply love C++, but as I expected "junior" and "C++" don't seem really compatible keywords in job offers. You got to do your javascript :| If i stay here, or find any other unrelated job, I'd still have 0 working experience in game development. I'm really exhausted by this whole situation [link] [comments] | ||
Posted: 23 Feb 2022 08:09 PM PST Title says it all. Im happy to hear answers about the industry, the lifestyle, or your own workflow? [link] [comments] | ||
How to do AI for turn-based game Posted: 24 Feb 2022 06:20 AM PST So I've been trying to make a bot for a game called dofus using pyautogui. turns out i need AI to manage fights But i know nothing about machine learning or AI. Now the problem that m facing is that I dont know what to learn or where to start in order to achieve my goal. It will be much appreciated if you show me the path that i should take Here's an example of a fight example of a fight Edit: First time ever posting on reddit or asking for help on the internet and didnt expect this much cooperation THANK YOU ALL [link] [comments] | ||
Competitive games with the best Multiplayer Netcode? Posted: 23 Feb 2022 10:09 PM PST What are examples of near perfect Netcode, where it felt like LAN? For me it was Slippi (Roll Back) for Super Smash Bros Melee, I always felt like I was playing LAN. Which was very impressive considering how technical that game was. [link] [comments] | ||
What is the best implementation approach for wait times in browser games? Posted: 24 Feb 2022 03:07 AM PST Dear community, currently, I am working on a little side project. About 20 years ago, there was a browser game called Hack The Net, which was quite popular in Germany. The code is still available on GitHub and some fans are hosting the original version for a handful of people who still love the game. From today's perspective, the game is rather simple, no fancy graphics or the like. You just click around to upgrade your computer, hack other player's computers, etc. It is almost completely written in PHP with an underlying MySQL database, but the code is a big mess (in case you read this, sorry Schnitzel). I started refactoring it first, but decided to rebuild the game completely from scratch, while still based on the original idea. In the game, there are several tasks that run for a certain amount of time in the background. Not real calculation tasks, but, for example, if you want to upgrade your computer's firewall, it takes 30 minutes to complete. So you click on the upgrade button and 30 minutes later your firewall is at level 2. My question now is, what would be the best possible way to implement such a functionality given the following boundary conditions.
First idea that came to mind was to have a database table storing all running upgrade tasks including a timestamp until when the upgrade is running. Since there is no callback, the table would need to be constantly checked and old entries be removed. However, this does not really sound like a very smart and performant solution. What would be your preferred approach to this? [link] [comments] | ||
What is a suitable way to implement pausing a browser fullscreen game? Posted: 24 Feb 2022 08:51 AM PST For a browser game with a fullscreen option, what is a suitable way to implement the control to pause the game?
I would like to know what people recommend, and whether there are any preferred approaches. [link] [comments] | ||
I am trying to localize the game OMORI. Posted: 24 Feb 2022 08:44 AM PST I am kinda modern in this, I made my research but I coudn't find how to reach the language files. I mean I found some files with ".hero" extension. Does anyone know something about this? [link] [comments] | ||
Opened a new studio and I have a question Posted: 24 Feb 2022 08:39 AM PST Hello, so I opened a new game studio, and I have a question regarding the use of historical figures. Can a dev team use popular historical figures like for example: Wilhelm II or a well known Emperor/king. I'm not sure who you need to compensate if you want to include some leader that lived Centuries ago if no family members exist anymore. [link] [comments] | ||
Thinking of getting back into gamedev as a hobby Posted: 24 Feb 2022 04:42 AM PST So I'm a full time senior web developer, and I used to gamedev when I was younger. Kind of got burned out of it because of some bad experiences working with a bad team -- kind of made me realize that I'd prefer to work for people who pay me and who aren't shitty, than work my "dream" job. Made a couple of games, nothing too complex, just small arcade games, one of which I released on the android market -- it's not there anymore. I never really made anything which I myself would like to play. I was always brainwashed into greedily making low effort (no such thing as low effort software), high profitability, mobile games to make as much money as possible (I never made a single cent). i have a pretty stressful job and a pretty well developed career, so I'm not really looking to supplement my income or make the switch to professional. I just really want to look at steam, look at my game and say "Hey, I made that and I'm proud of it". I kind of got the idea to do a game recently as I was playing "Planescape Torment". I basically got a couple of ideas for some game design patterns for isometric rpgs (one of my favorite genres), and thought it would be fun to make a weird offbeat rpg like Planescape. I'm thinking of doing a turn-based isometric rpg like the Avernum games, which I know are done by one person. So, I have a very good idea of what I want to do and what tools to use. I will probably use Cocos-2dx, since it's a cross platform engine which I used before -- I frankly find big cumbersome tools like Unity or Unreal intimidating, as I am more comfortable with code. I made a game with Unity and I found XNA and Cocos a better fit for the way I think. Anyway, my biggest problem is that I already have a very stressful programming job and other responsibilities, and if I am going to do gamedev, then I can't game. It's either one or the other, because I only have 1 hour in the evening for myself (I've made carving it out for myself an art-form). And if I am going to start this, then I am going to make sure I finish it, but I really don't want to make my already stressful life more stressful -- especially without the release that gaming provides. Does anyone have any advice on turning gamedev into a satisfying hobby? As opposed to another of life's many frustrations? Any comments on the tools or type of game I want to make would also be appreciated. [link] [comments] | ||
How old were you when you started programming/game making? Posted: 24 Feb 2022 04:21 AM PST | ||
Fast minimal JS rendering library? Posted: 24 Feb 2022 07:03 AM PST I would like a rendering library that can draw images to the screen by simply calling a function and passing in an image and some numbers. Something like this:
I've used p5.js in the past and have been pretty happy with the API, but now I'm experiencing some slowdown with it. According to this benchmark (https://benchmarks.slaylines.io/), Pixi is the fastest, however, I dislike its API since I have to go through the hassle of creating sprites and hierachies and other fluff, it gets in my way since I've already implemented this stuff my own way using a different architecture. All I really want to do is to draw an image with a specific transform to the screen by calling a function. Kind of like SDL's RenderCopyEx (https://wiki.libsdl.org/SDL_RenderCopyEx) Or p5's image (https://p5js.org/reference/#/p5/image) And it needs to be about as fast as Pixi. Any suggestions? [link] [comments] | ||
What do you think about sekiro battle mechanic but in separated into more traditional levels? Posted: 24 Feb 2022 06:21 AM PST Hello I was playing sekiro and liked its battle mechanic. In short you have posture and posture meter. Which when posture meter is filled up then you get stunned and will be able to do death blow on the enemy. But you as player will get stunned for some time. And you have some tools which can help you in battle. It also has stealth gameplay, but if you don't practice battle you will get screwed in boss battle. I was thinking of more separated levels like in more traditional levels. Which are sanctioned off. Where you have mission goal with possible stealth gameplay. I was thinking of levels like in DMC or similar level based game. And nothing open world. Y'know smaller scale and tight nit. So would sekiro battle mechanic work in linear level based games? Whats you opinion? Thanks for reading this. Cheers [link] [comments] | ||
How long will it take to develop a single 2D game for the first time? Posted: 24 Feb 2022 05:42 AM PST I wanted to say that I can finish my first polished 2D game in 2 years (Say, a simple beat'em up game with 12 stages). But I don't want to delude myself, and rather manage my expectations. In my case, a fairly experienced web developer would like to pick up an engine instead of writing from scratch, then pitch a game to a reputable publisher to handle the marketing and porting. Now about art and asset, then good news, I'm also an experienced artist before I dived into web development (and IT in general). I keep reading many comments that first-timers could never finish their first game in 5 years. But I personally doubt that. Unless the developer scoped poorly, 2 years (AVERAGE) is a reasonable time to complete a decent 2D game. ...or is it? Tell me what you think? [link] [comments] | ||
Getting variables from object that is created in another script Posted: 24 Feb 2022 05:41 AM PST Hello, so let's assume that i've created class for my player with all needed variables ,methods and properties and made instance of this class in script named Player.cs How could i use this instance of object in another script? [link] [comments] | ||
Getting Started in VR | Project Setup 2022 | Unreal Engine Posted: 24 Feb 2022 05:38 AM PST
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