AMD Radeon Rays Integrated into Unity’s GPU Progressive Lightmapper |
- AMD Radeon Rays Integrated into Unity’s GPU Progressive Lightmapper
- Free, dynamic, darkwave/cyberpunk seamless music loops from your friendly sound designer.
- Physics Simulated Parkour AI: DeepMotion vs DeepMind
- One Year of Game Development and Design Self-education
- What do you think makes a good puzzle game?
- Towards Self-Balancing Card Games
- Being a developer, do you enjoy playing other people's games more or less?
- Advice for commissioning large amount of art?
- An overview of Monos SGen garbage collector
- Are there any network solutions for cross-platform multiplayer between Android and iOS that are equivalent to using Google Play Games and Game Center?
- 3rd person melee combat design question
- Handling multiple state/conditions of cards in digital card game?
- How to plan out a longer project properly?
- Action Music CC0 Licensed
- I can never develop a game from A-Z. I'm not sure if I should continue game development.
- Achieving Stylized Look in Environment Design
- Indie Game Dev Weekly - Issue #3 is out! Thank you, everyone, for your feedback and support.
- What are some good game marketing companies?
- Devlog starting a 2d shoot em up
- Architechture for polymorphic collision detection (cpp)
- High School 3D Animation and Game Design Class Creates App to Help Students with Autism
- Feedback Friday #282 - Digital Playground
- How to organize this game
AMD Radeon Rays Integrated into Unity’s GPU Progressive Lightmapper Posted: 30 Mar 2018 08:20 AM PDT |
Free, dynamic, darkwave/cyberpunk seamless music loops from your friendly sound designer. Posted: 30 Mar 2018 09:05 AM PDT |
Physics Simulated Parkour AI: DeepMotion vs DeepMind Posted: 30 Mar 2018 08:53 AM PDT |
One Year of Game Development and Design Self-education Posted: 29 Mar 2018 06:06 PM PDT |
What do you think makes a good puzzle game? Posted: 30 Mar 2018 06:05 AM PDT Hi! We are developing a 3D puzzle-platformer and I was wondering what you think makes a great puzzle game. What kind of features it needs or game mechanics or how much does ambience have impact on the audience? Word is free and I hope for a great discussion. [link] [comments] |
Towards Self-Balancing Card Games Posted: 30 Mar 2018 06:40 AM PDT |
Being a developer, do you enjoy playing other people's games more or less? Posted: 30 Mar 2018 07:08 AM PDT It's probably safe to assume that the majority of people get into developing games because, at some point of their lives, they genuinely enjoyed playing them. However, knowing the inner workings of a thing can certainly change your perspective of it. Perhaps you start to appreciate it even more. Where you used to rush through environments before, you now spend time slowly taking it all in, thinking just how much work and love went into those seemingly unexceptional assets. Where you used to be annoyed by obvious shortcomings, thinking "Gosh, are the developers stupid or something?", you now realize just how freaking hard it was make, and that getting it even this far under real-life circumstances can be considered a small miracle. Or maybe the opposite is true. Perhaps the magic is gone, replaced by clear yet boring understanding of what exactly makes it work, while the flaws are standing out more than ever. Maybe even an excellent example of game design is just a depressing reminder that you'll never be able to make something that good by yourself. Or maybe all of this applies to you to some degree? Either way, I think it can make for a fascinating discussion topic. [link] [comments] |
Advice for commissioning large amount of art? Posted: 30 Mar 2018 07:52 AM PDT Hey there, I am an indie dev working on a mobile card game and I was wondering if anyone had advice for how to go about finding many artists for a project? I need about 100 pieces for the card illustrations. So far it's been, I find an artist, email them and hope they take commissions and can do art at my price point ($150 per piece on average). I was thinking maybe I'd post something on craigslist or deviantart but I really don't know what I'd say or how to go about it in a correct way. Please let me know if you have any suggestions, advice or experience you can share. [link] [comments] |
An overview of Monos SGen garbage collector Posted: 30 Mar 2018 12:17 PM PDT |
Posted: 30 Mar 2018 10:05 AM PDT I developed a real time online multiplayer game (using Unity) for Android and iOS but the biggest drawback is that players on one platform can't play against the other. I just need something similar to GPGS and GC methods for sending and receiving bytes of data between devices. Does anyone have any experience with services such as Playfab or Gamesparks and do they offer what I'm looking for? I don't want to have to rebuild the whole multiplayer foundation that I already have in place. [link] [comments] |
3rd person melee combat design question Posted: 30 Mar 2018 12:07 PM PDT We're making a 3rd person game where most of the combat is melee based , and we want to use the mouse buttons to control left and right hand attacks. The issue is that in most games, the primary attack is the right hand, and controlling that with left mousebutton feels weird... are we over thinking this? It's potentially important for the player who decides to dual weild or use a shield, having the left mouse swing the right hand and the right mouse use the left hand... is that normal game design for a behind the back 3rd person game? We've switched it around a few times and we have ourselves all backwards now as to what the usual way of doing it is. Please weigh in! Edit I suppose we could just have the main hand be the left hand, but if that's not normal for the genre it would throw players off too. [link] [comments] |
Handling multiple state/conditions of cards in digital card game? Posted: 30 Mar 2018 07:47 AM PDT Quick Overview:
I have quite a bit of my command code drafted (Skills are a dict of arguments, like 'cost', 'target', 'modifier', 'value_to_modify' that get passed to a handler, which allows for easy scripting via databases rather than hardcoded cards). My trigger system is a set of lists each named based on their key. For example, when I play the following card: It gets appended to the 'on_draw' list. So the event handler looks something like this: However my issue comes when I want to handle different conditions for cards. Take this card for example: This is a simple enough condition by itself. There are two major ways I can see of going about it: 1) Add the flags to the card itself. (Flag 1: 'Destroyed by battle', Flag 2: 'Sent to discard this turn'). 2) Add a separate section of code that handles this independently, which would list all possible things that can happen to the card and append it to those lists. So for things that are based on 'happened this turn', I could just go thing_has_happened_to_these_cards_this_turn = [] However in both of these cases, I can't imagine but running into an issue of have a huge list of some sort of flags and it might get unwieldy to handle. For example, if 'sent_to_discard_this_turn' might end up too coupled to 'destroyed_by_battle' so even if I sent a card for say some other effect, I may have the code switch on to consider it being destroyed by battle. Then we get into the issue of adding new mechanics, for example: Things to consider here would be would we set cards to 'Cannot_attack' and 'taking_damage(on_controller_draw, 1)' and then we also have cards that remove enchantments too (or we have those flags still set even when the card has been destroyed). My question here is not how to handle conditional states of cards but what would you suggest is a better way of going about to avoid cognitive overload. Thank you for reading. [link] [comments] |
How to plan out a longer project properly? Posted: 29 Mar 2018 10:38 PM PDT I've been wondering what the process that people generally use to plan out ahead what they need to do to finish the game or even just the core and have it playable to a good extent. Recently after a couple of days on a project I'm just going from one little task to another and sometimes I don't even know which one I should be doing. [link] [comments] |
Posted: 30 Mar 2018 07:51 AM PDT |
I can never develop a game from A-Z. I'm not sure if I should continue game development. Posted: 30 Mar 2018 04:31 AM PDT Hello. I thought I could post this here, and maybe get some advice from more experienced devs. I've been an indie game developer for about 3 years. I love programming and making games, but I'm always stuck, when I have to create some art assets, or work with them using code. I also often have ideas, that I don't know how to implement and I can't find any good or complete answers on the internet. But probably the biggest problem, that I always have is story. I can never think of a good story, that isn't cliche and too absurd at the same time. So right now I have tons of projects on my hard drive with basic mechanics implemented, but I cannot continue them, because of the aforementioned reasons. I was thinking of ending with game development and just program stuff like tools for other devs to use, engine extensions or just singular scripts, posting them on the internet and hoping that somebody buys them. Maybe, that way I could get a lot more joy from working. I am sorry, if this is a wrong place for this sort of things, but I really need some advice from someone, who knows something about these sort of problems. [link] [comments] |
Achieving Stylized Look in Environment Design Posted: 30 Mar 2018 12:01 PM PDT |
Indie Game Dev Weekly - Issue #3 is out! Thank you, everyone, for your feedback and support. Posted: 30 Mar 2018 11:30 AM PDT |
What are some good game marketing companies? Posted: 30 Mar 2018 07:42 AM PDT I've heard of black shell media, and steamspy http://steamspy.com/dev/Black+Shell+Media seems to indicate that it's worth trying for my game. But, I would like to know if there is a better alternative, since other threads say that they are a spammy 'marketing' company. Thanks! [link] [comments] |
Devlog starting a 2d shoot em up Posted: 30 Mar 2018 11:22 AM PDT |
Architechture for polymorphic collision detection (cpp) Posted: 30 Mar 2018 11:21 AM PDT Hey folks, I have a class architecture like Shape -> BoundingRect, BoundingCircle, BoundingPolygon I wany to do 'easy' detection if possible, ie aabr to aabr or aabr to bc or bc to bc, and use SAT as a fallback. Problem is using something like dynamic_cast for type checking is slow (appearantly) and having an enum is ugly imo. Is there a way to know the type of a Shape* when it comes to a method like "bool collidesWith(Shape* other)" Without using dynamic type checking or an enum type? Full disclosure, I'm a total cpp novice and could be missing something obvious. [link] [comments] |
High School 3D Animation and Game Design Class Creates App to Help Students with Autism Posted: 30 Mar 2018 11:16 AM PDT For months now, in a digital technology program at Kent Career Tech Center, nearly 40 high schoolers propel themselves into a real-world project in digital design, animation, graphics and game-making — all to help students with autism. [link] [comments] |
Feedback Friday #282 - Digital Playground Posted: 29 Mar 2018 08:03 PM PDT FEEDBACK FRIDAY #282 Well it's Friday here so lets play each others games, be nice and constructive and have fun! keep up with devs on twitter and get involved! Post your games/demos/builds and give each other feedback! Feedback Friday Rules: Suggestion: As a generally courtesy, you should try to check out a person's game if they have left feedback on your game. If you are leaving feedback on another person's game, it may be helpful to leave a link to your post (if you have posted your game for feedback) at the end of your comment so they can easily find your game. -Post a link to a playable version of your game or demo -Do NOT link to screenshots or videos! The emphasis of FF is on testing and feedback, not on graphics! Screenshot Saturday is the better choice for your awesome screenshots and videos! -Promote good feedback! Try to avoid posting one line responses like "I liked it!" because that is NOT feedback! -Upvote those who provide good feedback! -Comments using URL shorteners may get auto-removed by reddit, so we recommend not using them. Previous Weeks: All Testing services: Roast My Game (Web and Computer Games, feedback from developers and players) iBetaTest (iOS) and Indie Insights (livestream feedback) Promotional services: Alpha Beta Gamer (All platforms) [link] [comments] |
Posted: 30 Mar 2018 10:02 AM PDT I have a game in which I simualte an ecosystem. Now until now I had it like this: There is a World object on top which owns a Plants object and Plants owns a vector<PlantSpecies>. PlantSpecies has a vector of positions and energies for all the plants and a .process(dt) function. That was fine until I needed to create and remove new plants. Now you can't create a plant where there is already another plant, so PlantSpecies needs to know about all the other PlantSpecies to check if a position (x.y) is already occupied when a seed landed at (x,y). So I moved the creation/deletion logic up to the Plants object. Now PlantSpecies only has a method returning a vector of places where seeds landed and PlantSpecies then either creates a new plant or not (depending on a plant already existing at that position). But as a next step I will introduce animals and they also will need to know about all the Plant Positions etc (and maybe more, for example which species this plant has s.t. the animal knows if it likes to eat it). And later there will also be Humans... S.t. my initial idea of having a World object with members Plants, Animals, Humans seems a bit flawed to me as a whole. Does anyone know how one would design such a system like this (in terms of an object hierarchy and who owns which data)? [link] [comments] |
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