Hi GameDev! I am in Bali right now and I was able to record the sound of thousands of bats in a temple! I used my new DPA 4060 and you are more than welcome to use this sound if needed! Best, Marcel |
- Hi GameDev! I am in Bali right now and I was able to record the sound of thousands of bats in a temple! I used my new DPA 4060 and you are more than welcome to use this sound if needed! Best, Marcel
- Any advices or warnings when it comes to solo-developing a game?
- Need help with banning systems.
- Creating Satisfying and Engaging Gameplay - Game Feel || Syntax_Error (Game Design Show)
- What's the best release calendar to use, so I can avoid the big titles?
- i really want a spiritual successor to Call of Duty 2(2005)...
- Do you know of any good resources concerning vehicles in games?
- Jetson tx1 question
- Hierarchy based update order in entity component systems.
- What are the reasons as to why genetic algorithms are not commonly implemented for "adaptive AI" in games?
- Behold The Next Generation VR Technology: Part 3 — Avatars
- About internship..
- Do I need a publisher as a one man studio?
- experienced coder wants to make tablet games for toddler
- Efficient prefabs/instancing with ECS?
- Gamedevelopment framework fulfilling the following requirements
- Soundtrack Sunday #230 - Free Sample
- Do leaderboards and achievements contribute to game success?
- Can AdMob earn a lot of money?
- Book list: The most important influential programming books of all time.
- Is Nvidia's FleX still horrid on performance?
Posted: 25 Feb 2018 05:14 AM PST |
Any advices or warnings when it comes to solo-developing a game? Posted: 24 Feb 2018 07:59 PM PST Hey /r/Gamedev, I'm a teenager who thought about making a solo game for a while now... I know, I've heard often times it can be very challenging to plan out the game, and I'm just a teen who isn't very experience when it comes to planning out a game project. I'd probably make bad decision making as well, and whatnot if I do this game developing thing. But I really just love the idea of making a game ever since I was a kid. I'm not going to take this solo-developer gaming dream job too seriously since it's bit too ambitious for me (as I've heard a lot from people). I'm not too sure whether I should take it serious or not. That's why I'll be creating just a mini-project or one scene game for now. I'm now learning through the concepts of Unity engine and already been started C# programming as a hobby. The only problem I have is creating character and assets (I'm no artist myself...). Ok redditors of Gamedev, do you have any future warnings or advices when it comes to creating games by going as a solo developer? Edit: Thank you everyone for the awesome responses! Yes, I'll be looking over each of them as I try to make a simple game. I'll take in some consideration on some of your advices, thank you! [link] [comments] |
Need help with banning systems. Posted: 25 Feb 2018 06:41 AM PST I currently want to help a game (Mindnight) with a very toxic community, lots of hate speech and newbies being reported and banned for no reason. I would like to know some ideas on how to make an automated better banning system that wouldn't let newbies get banned. Thanks! [link] [comments] |
Creating Satisfying and Engaging Gameplay - Game Feel || Syntax_Error (Game Design Show) Posted: 25 Feb 2018 01:34 AM PST Hey everyone, I'm SuperSonic7CE! I create a game design/development show called Syntax_Error. I've posted many episodes here in the past and they were fairly well received. So once again, I'm looking for your feedback and have decided to post the newest episode here. This episode is about the concept of game feel/game juice and what makes satisfying and engaging gameplay. Thanks in advance for your criticism! Sorry about only posting a link to the video itself earlier. It's been so long that I forgot I had to make a text post to do this, my bad! Creating Satisfying and Engaging Gameplay - Game Feel || Syntax_Error [link] [comments] |
What's the best release calendar to use, so I can avoid the big titles? Posted: 25 Feb 2018 12:04 AM PST I'm going ahead with planning my first release. I've always heard that the last thing you wanna do, is collide with any big and AAA titles going out at the same time. So, where do you guys track this? Is there some curated list of releases, somewhere? I'm not an avid gamer so I don't really track what comes out and when. All I know is you probably never wanna try releasing in December. [link] [comments] |
i really want a spiritual successor to Call of Duty 2(2005)... Posted: 25 Feb 2018 11:22 AM PST In my opinion it has the best arcady action multiplayer to this day. Simple controls, simple guns, super fast paced, small-medium sized maps. Health regen is great for multiplayer to keep the pace. No sprint was fine, although i don't mind it(debatable) AND LAST BUT NOT LEAST, HUNDREDS UPON HUNDREDS OF FREE USER MADE MAPS, 100% FREE TO DOWNLOAD, THOSE WERE THE DAYS BABY!!! I'm thinking such a simple game can be made in Unity3D. Cod 2 used quake engine with it's iconic blocky level editing, as seen in the jedi knight series as well. The now free ProBuilder plugin is PERFECT for quickly creating new levels, slapping on some textures, using the new unity postprocessing stack to beautify the game a bit. For the FPS features, can pehaps use UFPS although i heard its kind of bloated but they are releasing version 2.0 someday soon thats more modular from what i've heard. The UFPS demos i played gave me that arcady DOOM vibe which is very similar to the arcady call of duty vibe. And that's pretty much it already. Easy to make levels, simple FPS mechanics. Some basic post processing to make graphics look post 2010+ at least. I don't know any networking, but unity got stuff for that too. This would be an awesome multiplayer game lol [link] [comments] |
Do you know of any good resources concerning vehicles in games? Posted: 25 Feb 2018 05:22 AM PST I find that in a lot of games driving a car doesn't feel like driving a car. Turning literally rotates the car around an axis, and the vehicle seems to have no weight. Is there any talk or video or article on the matter? [link] [comments] |
Posted: 25 Feb 2018 10:54 AM PST Sorry if this is not the appropiate forum for this - My buddy gave me a tx1 developer kit a while back. I never used it and he doesnt have any need for it now as well. I want to sell it, but want to make sure anything on it is erased. Does anyone know if data is saved on these kits? And how to delete or factory reset the kit? Thanks! [link] [comments] |
Hierarchy based update order in entity component systems. Posted: 25 Feb 2018 10:50 AM PST I seem to be able to grasp the majority of ECS implementations, but an issue that I have yet to see someone cover is managing parent/child entity update order when updating all components of a type. For example, let's say that you have a gun in a character's hand who is standing on a train. In a normal OOP approach, you would update the train , then the character, and then the gun, to maintain the proper transform for the current frame. It seems that any component that requires information about the entity's transform in the current frame will suffer from this problem. [link] [comments] |
Posted: 24 Feb 2018 11:26 PM PST Are there specific algorithms that can outperform genetic algorithms in certain aspects of a game? When I say "adaptive AI", I am specifically referring to the AI's ability in path-finding(finding the most efficient path to take in Mario or a maze). Is another factor the difficulty in implementing these algorithms in a game? [link] [comments] |
Behold The Next Generation VR Technology: Part 3 — Avatars Posted: 25 Feb 2018 09:15 AM PST |
Posted: 25 Feb 2018 08:48 AM PST Hi,I want to ask a quick question.Say I want apply for internship to a game studio.Before applying what should I have to raise my chances?Should I make only games?Should I take part in a bigger project?Should I make 3d models to show that I know a bit about modelling too?Thanks for your help. [link] [comments] |
Do I need a publisher as a one man studio? Posted: 25 Feb 2018 01:13 AM PST I want to make mobile games, so that probably a yes. If you've ever published a game through a publisher, I would love to hear your story, especially if it is a mobile game, and/or you have published by yourself before. If you feel comfortable with it, I'd like to know who did you work with? What is the profit share(or if it is non-disclosable, do you think the cost justify the benefit)? Is there anything you didn't expect, whether good or bad? Overall experience? [link] [comments] |
experienced coder wants to make tablet games for toddler Posted: 25 Feb 2018 08:41 AM PST I want to make simple android games for my toddler. I have been coding for 20+ years, mostly doing stuff related to data science, in java and python. But I have zero experience with games. Any advice for getting started? My preferred work style is "old school": editing source code in an emacs buffer on linux. But if that's not how making games works, I'm willing to adapt... as long I don't have to give up linux. [link] [comments] |
Efficient prefabs/instancing with ECS? Posted: 25 Feb 2018 04:48 AM PST I am using a somewhat pure Entity-Component-System pattern, with components spread across different storages to optimize memory layouts for my target platforms (mostly older mobiles). Right now, to implement a kind of "prefabs" for reusable entities, I just use regular functions which create all the components, an entity, and bind components to that entity. I have several concerns regarding this approach:
What would be the most efficient approach to instancing with my current architecture? Any advice is appreciated! [link] [comments] |
Gamedevelopment framework fulfilling the following requirements Posted: 25 Feb 2018 08:09 AM PST I am writing a side-view platformer but in 3d (similar to how this game looks https://ldjam.com/events/ludum-dare/38/super-squareface/comments ). I have the game logic ready in C++ and would like to have a frame-work with as many of the following requirements as possible:
Does anyone know of frameworks or engines that full fill the above requirements (or most of them)? TLDR: I want an engine that only does the "technical stuff" for me and does that as well as possible: Nice, easy graphics from my imported blender models, maybe networking support etc. [link] [comments] |
Soundtrack Sunday #230 - Free Sample Posted: 24 Feb 2018 09:04 PM PST Post music and sounds that you've been working on throughout this week (or last (or whenever, really)). Feel free to give as much constructive feedback as you can, and enjoy yourselves! Basic Guidelines:
As a general rule, if someone takes the time to give feedback on something of yours, it's a nice idea to try to reciprocate. If you've never posted here before, then don't sweat it. New composers of any skill level are always welcome! [link] [comments] |
Do leaderboards and achievements contribute to game success? Posted: 25 Feb 2018 02:56 AM PST A lot of successfull games (especially mobile games) have those features but maybe the developers just adds them because everyone else does. Does anybody here have an experience of adding those features to their games and seeing boost in some of the game metrics? [link] [comments] |
Can AdMob earn a lot of money? Posted: 25 Feb 2018 10:13 AM PST Hello People... I'm a new member to the forum. Soon I will create a game or app If the game gets 1 Million downloads, and they use 1 Million People every day. Do I win millions of dollars each day? I have asked some programmers even to say they win millions of dollars each day Is it possible ? Thanks for your understanding [link] [comments] |
Book list: The most important influential programming books of all time. Posted: 24 Feb 2018 02:24 PM PST Code Complete (2nd Edition) The Pragmatic Programmer: From Journeyman to Master Structure and Interpretation of Computer Programs, Second Edition The C Programming Language (2nd Edition) Introduction to Algorithms Refactoring: Improving the Design of Existing Code Design Patterns: Elements of Reusable Object-Oriented Software The Mythical Man-Month: Essays on Software Engineering Art of Computer Programming, Volume 1: Fundamental Algorithms (3rd Edition) Compilers: Principles, Techniques, and Tools (2nd Edition) Head First Design Patterns Gödel, Escher, Bach: An Eternal Golden Braid (20th Anniversary Edition) Effective C++: 55 Specific Ways to Improve Your Programs and Designs (3rd Edition) Clean Code: A Handbook of Agile Software Craftsmanship Programming Pearls (2nd edition) Working Effectively with Legacy Code CODE: The Hidden Language of Computer Hardware and Software Peopleware: Productive Projects and Teams (2nd Edition) Coders at Work: Reflections on the Craft of Programming Effective Java (2nd Edition) Patterns of Enterprise Application Architecture The Little Schemer (4th Edition) The Inmates Are Running The Asylum: Why High Tech Products Drive Us Crazy and How to Restore the Sanity The Art of UNIX Programming Practices of an Agile Developer The Elements of Style: 50th Anniversary Edition Test-Driven Development: By Example Don't Make Me Think: A Common Sense Approach to Web Usability Domain Driven Design: Tackling Complexity in the Heart of Software Modern C++ Design: Generic Programming and Design Patterns Applied Source: http://www.dodgycoder.net/p/recommended-programming-books.html [link] [comments] |
Is Nvidia's FleX still horrid on performance? Posted: 25 Feb 2018 06:09 AM PST It looks nice when it works and it definitely can make your game more grounded and visceral, but last time I remember, even with GTX 1080/ i7 8700k it resulted in huge framerate drops. [link] [comments] |
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