Brought up my dream to make video games to my fiancé and she shot me down |
- Brought up my dream to make video games to my fiancé and she shot me down
- Games revenue on Steam: 1st week vs. 1st year
- Free LowPoly Ships
- Made in China: The unseen labor behind the video game industry’s biggest titles.
- Designing a realistic top-down traffic simulator for research project, data structures and algorithms involved.
- WIP Wednesday #84 - DragonZ and Monsters
- Interview: Unity Technologies on the future of Unity.
- Game Dev Job Aggregator
- What advice would you give to someone who is going to be making their very first trailer?
- Godot: Tilemaps in 3D Space
- Text rendering
- Aura - Open Source Volumetric Lighting for Unity will be released on Monday 12th February, spread the words!
- Royalty Free Music for your Projects
- Where do you get your trailer music from?
- Made in China: every new video game you love
- Lessons to learn from the old well implemented games: Prince of Persia and Doom3.
- Resources to learn about strategy game balancing
- Does anyone have any direct experience with Hero Engine?
- From pen-and-paper to an animated, fully-interactive game character in five minutes
- Creating a product as an aspiring developer?
- Graphic bugs
- Sharing an Pixel Art RPG Forest Assets
- Where should I show of my progress (devblogs, etc)?
Brought up my dream to make video games to my fiancé and she shot me down Posted: 06 Feb 2018 06:25 PM PST So I've been thinking about what I want to do for a career, as of right now I'm working in a factory. Video games have been a huge part of my life and I'm always thinking of ways to improve games I'm playing and coming up with ideas and worlds in my head. That's all it's ever been were just ideas. Well I thought about maybe going to school for game design and brought it up to my fiancé who in turn said I need to be realistic. Tonight when I got home I downloaded unity and am currently downloading unreal engine. Since then I've been watching YouTube videos to get some knowledge and I've read the sidebar of this subreddit. Any tips to get a dreamer started? [link] [comments] |
Games revenue on Steam: 1st week vs. 1st year Posted: 07 Feb 2018 03:28 AM PST |
Posted: 06 Feb 2018 07:13 PM PST Hey guys! As always, the packs are posted first on my twitter. Hope you like them and use them in any project! (If you use them send screenshots! i love to see it) If you want all the packs in one file or specific models for your game i've made a Patreon!, and i would love if you could support me with a dollar there, it would mean a lot! But i will always make free packs too. Here's my website if you want to check it out, all of the packs are there too. Includes: *6 Blends. *6 OBJ. *6 FBX. Past Weeks: License: CC0: Public domain, completely free to use in both personal and commercial projects (no credit required but appreciated). If you have any questions or problems tell me! I'll gladly help as soon as i can. If you want you can follow me on Twitter. Thanks a lot! [link] [comments] |
Made in China: The unseen labor behind the video game industry’s biggest titles. Posted: 06 Feb 2018 09:02 PM PST |
Posted: 07 Feb 2018 10:20 AM PST Hey everyone, first-time poster here. I am a student studying Data Science/AI and I've just been given a new semester project that involves detailed traffic simulation, such that I can apply machine learning and linear programming techniques to optimize traffic flow and determine the most efficient ways to route flow throughout the network based on realistic traffic conditions (weather, construction, accidents, bad drivers, etc). I know this is a game dev sub, but since I need to develop a highly dynamic top-down world with many interdependent parts, I thought this would be a great place to describe my problem and get some feedback since I am currently in the modelling phase of the project. TL:DR at bottom Requirements Vehicles on the road must be given a location of origin, a destination, and a time frame in which they need to reach their destination. Data must be collected on how quickly they reached their destination, and at what points they spent the most time idle (sitting in traffic). Additional conditions, such as scheduled construction, bad weather, rush hour, and special events (sporting events, concerts, etc) should be implemented to create a dynamic, "living" city. Utilizing any/all machine learning techniques available to the student, determine the most efficient timing for stop lights, the best time of day/month to conduct construction, how to direct traffic in times of congestion, etc. Any and all optimizations are welcome such that any given network is running optimally. Data Structures The project dictates that I simulate many hypothetical environments to determine the following: This means that I need to either: I am leaning towards a level editor, that allows me to drag/drop objects and create a city from scratch. The thing is, I think I'll need to create a global graph structure such that each point where a car needs to change directions (think intersection, roundabout, turns) will be a vertex, and the straight roads between such points would be an edge. Furthermore, points of interest such as homes, supermarkets, shopping malls, offices, concert halls, markets, squares, arenas, etc will be a specific type of vertex (endpoint) with a specific weight (based on time of day, etc) such that they generate/attract more vehicles based on this dynamic weight. For example, objects in the center of the city will have a higher weight in the morning, and objects at the edge of the city will be higher in the evening, to realistically simulate rush hour. Objects So far, I have several main objects in mind: These I will contain in a menu on the side of the level editor/simulator, such that I can drag/drop them wherever I please, however this leads to a few foreseeable challenges. Algorithms and Challenges:
Conclusion/TL:DR Finally, my question for you all is: has anyone built a top-down realistic driving game before? The game I think about the most with this project is Sim City, however I don't want to recreate that entire game in less than 6 months. I'm curious if anyone has any tips, thoughts on my current approach, or any ideas to make the development of this project easier? I'm in a group of 6 people, although the programming ability of each person varies so we're far from a professional team of developers that can pull this off with minimal effort. Any help or ideas or input is greatly appreciated. [link] [comments] |
WIP Wednesday #84 - DragonZ and Monsters Posted: 07 Feb 2018 09:31 AM PST What is WIP Wednesday? Share your work-in-progress (WIP) prototype, feature, art, model or work-in-progress game here and get early feedback from, and give early feedback to, other game developers. RULES
Remember to use #WIPWednesday on social media for additional feedback and exposure! Note: Using url shorteners is discouraged as it may get you caught by Reddit's spam filter. [link] [comments] |
Interview: Unity Technologies on the future of Unity. Posted: 07 Feb 2018 05:32 AM PST |
Posted: 07 Feb 2018 08:43 AM PST I made a site to help people find jobs in the game industry. It scrapes company sites and aggregates jobs into one list. Someone could check the list instead of checking each company site to see if new jobs have been posted. If anyone has suggestions on companies to add let me know. If people use it then I'll keep adding them. [link] [comments] |
What advice would you give to someone who is going to be making their very first trailer? Posted: 07 Feb 2018 05:54 AM PST What general advice would you give? What software should they use? E.g. for screen/audio recording, video/audio editing, and logos/static images and text? Which format should they save it as and at what framerate and resolution? What are some essentials that should be in the trailer and what would just be some "plusses"? What worked for you and what did not? [link] [comments] |
Posted: 06 Feb 2018 11:20 PM PST |
Posted: 07 Feb 2018 09:50 AM PST Hello! I know this has been discussed in length previously on this subreddit, but I am curious about how to produce quality dynamic text with OpenGL and freetype (emphasis on the quality). I have seen good results with freetype, but cannot produce them on my own. The text I am able to render has visible artefacts and just doesn't look very pleasant. This image shows Futura rendered with my code and Photoshop version below. Any suggestions as to how I should improve text rendering or go about doing this in general? [link] [comments] |
Posted: 07 Feb 2018 08:42 AM PST |
Royalty Free Music for your Projects Posted: 07 Feb 2018 11:47 AM PST Hey Guys! Need royalty free music for that next project you're working on? Check out these royalty free tracks, once again free to use however you wish [Creative Commons License]. My last 2 posts have gotten a lot of love from you guys, so I am going to continue posting royalty free music for you guys to use. Im excited to see your finished projects! Tracks: If you like what you hear, check out more royalty free music on my channel: https://www.youtube.com/channel/UCQ7Xmyu6eXpJfkEoMtRMv1w Previous Posts: https://www.reddit.com/r/gamedev/comments/7uw8y9/royalty_free_music_for_your_projects/ https://www.reddit.com/r/gamedev/comments/7vgfxl/royalty_free_music_for_your_projects/ Cheers! [link] [comments] |
Where do you get your trailer music from? Posted: 07 Feb 2018 11:32 AM PST Looking to do a short pre-alpha trailer to get hype while the game's in development. Either paid or free, any sites linked are appreciated :) Mainly looking for hard rock/metal/electronic [link] [comments] |
Made in China: every new video game you love Posted: 07 Feb 2018 11:20 AM PST |
Lessons to learn from the old well implemented games: Prince of Persia and Doom3. Posted: 07 Feb 2018 11:19 AM PST |
Resources to learn about strategy game balancing Posted: 07 Feb 2018 11:19 AM PST Hi. I'm developing a strategy game, and it would like the ambient to affect things like production, military, etc ... The thing is that I've come up with some sort of a system around production but it seems a little bit incoherent. I know that if I think really strong (trying not to poop accidentally in the meanwhile XD) I can come up with a satisfactory solution, but I'm a little burned and reading may refresh some ideas. The question then: Do you know any resources, techniques, rules of thumb, on balancing this kind of games? Thanks a lot in advance, you're great. Sorry for the caveman's english [link] [comments] |
Does anyone have any direct experience with Hero Engine? Posted: 07 Feb 2018 10:56 AM PST As some of you know, I have been developing my own MMO... somewhere around 250-ish dev days in now, but I have been building my own server engine which, for the most part, has been taking the bulk of my time. However, the more I read about Hero Engine the more I am tempted to shift my development there. I will have lost all the dev time on my own server systems, but would gain significant development time elsewhere... since I could focus on assets, game functions, and not have to concern myself with the underlying architecture, etc. From what I see/read, Hero Engine provides everything for you and a live development environment; they provide the engine, the server networks, the membership services, the support, etc for 30% of profit... which, to me, seems like a pretty incredible deal. And, I know it's not a fly-by-night company/system because the Elder Scrolls runs on Hero, as does Star Wars. But, I'd like, if possible, to get some first hand perspective from people who have used (or tried to use Hero) themselves? What were some advantages? What were some pitfalls? A perspective on the engine away from the Hero Engine forums. Thanks. I can't say I 'would' move development... but, it could mean the difference of saving a year or two off development time. So, it has my curiosity piqued. [link] [comments] |
From pen-and-paper to an animated, fully-interactive game character in five minutes Posted: 06 Feb 2018 02:34 PM PST |
Creating a product as an aspiring developer? Posted: 07 Feb 2018 10:33 AM PST Hey there /r/gamedev! I'm a 20 year old aspiring game developer who wants to study game development in the nearby future! I want to try and create a game by myself, in GameMaker studio 2 preferably, in order to gain experience mostly in level and concept design (I know GameMaker is not the best choice to learn how to code). I was wondering if there are any kind people around here who have some tips for a beginner like me on what things I should focus on and what kind of game can be made by 1 person (even if it takes a while). I was hoping to create a top-down RPG like the classic legend of zelda games, because it's one of my favorite genres, and I really enjoy creating cool areas for players to explore. I hope to be able to learn the entire process of creating a game, even if it's a small one. So I don't intend to make only level designs or only some playable areas, I actually want to create an all-round product, even though it might suck. Any tips for this specific genre or tips in general? Please let me know! :) [link] [comments] |
Posted: 07 Feb 2018 09:52 AM PST |
Sharing an Pixel Art RPG Forest Assets Posted: 06 Feb 2018 04:10 PM PST Hello, I'm sharing a complete "Assets Kit" for your gamedev. Its a forest environment theme pack with a top-down perspective perfect for games like Zelda or Final Fantasy from the SNES era. License CCBY4 Let me know your comments. Some Features
Links
[link] [comments] |
Where should I show of my progress (devblogs, etc)? Posted: 07 Feb 2018 05:49 AM PST Hi, so i have about 70% of a game already done, there are 3 levels in the game and there's only one level left to be done. I have never shown my game to anyone except my family, few classmates and that's it. I will get this game on steam in spring. I'm planning to finish this game in the next 1-3 months. Now everything is going great except marketing. I want to start early, but there's a big change that it's already pretty late. I want to show off my progress to everyone, see what people think, communicate with them, give them fresh news about the game and see what people think about it, it's way better than doing nothing and just waiting till the last day. So I want to build a community for my game, but now I don't know where. To have your own subreddit you need to wait 30 days. I was thinking about twitter is pretty good option. But I can't think of more. I can't make trailer with in-game sounds due to single-use sfx licenses. But I can show of gifs, photos, short videos and write devblogs. So what i'm saying is, i'm ready to start building community for my game but I need directions where should i do that and promote it. Right now I have nowhere to even describe my game :D. Game is 3d made with Unreal engine 4. Thanks for your time. [link] [comments] |
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