• Breaking News

    Monday, April 23, 2018

    Mr. Nogami, the producer of Splatoon, talks about how to invent a stylish franchise with global appeal at GDC 18

    Mr. Nogami, the producer of Splatoon, talks about how to invent a stylish franchise with global appeal at GDC 18


    Mr. Nogami, the producer of Splatoon, talks about how to invent a stylish franchise with global appeal at GDC 18

    Posted: 23 Apr 2018 12:57 AM PDT

    Russia Blocks Millions of Amazon and Google IPs (Including Game Servers)

    Posted: 23 Apr 2018 08:18 AM PDT

    Synthwave/Spacewave/Electronic completely free to use in your project.

    Posted: 22 Apr 2018 07:13 PM PDT

    Recently I've uploaded a collection of original music written on my twitch stream for anyone to use in their projects. All songs on my SoundCloud are under CC-BY license (Use however you like, just make sure you credit when you do!)

    Here's the folder with all current songs including the license they fall under

    Soundcloud Free Music Playlist

    Dark/Heavy Synthwave

    Retrowave

    Progressive Spacewave

    BONUS Orchestral Warwave ;)

    The style can vary a fair bit, be sure to check each track individually for a style you're after in particular.

    If you want to keep up to date with new songs released, join the mail list HERE.

    Feel free to message me for any special requests on loops/tempo etc...

    Enjoy!

    submitted by /u/aviatoversace
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    Rust at Chucklefish

    Posted: 23 Apr 2018 10:52 AM PDT

    Nuts and Bolts: Modular AI From the Ground Up

    Posted: 23 Apr 2018 09:28 AM PDT

    Crazy how much faster you can get at things with pracitce - My games I spent hundreds of hours on look bland and lame compared to this 48 hr game jam

    Posted: 23 Apr 2018 08:56 AM PDT

    The Ultimate Guide To Mobile App Analytics

    Posted: 23 Apr 2018 06:33 AM PDT

    Auto updater - How to?

    Posted: 23 Apr 2018 04:24 AM PDT

    Suggestions on how to make auto updater for small game?

    I've been developing small multiplayer game for a while and auto updater starts to look like a necessity. I'm pushing updates out often and downloading new binaries suck.

    Is there good existing tools for this, or should I just make my own with VB? Easiest way to publish updates?

    PS. no unity, gm, godot or UE involved.

    submitted by /u/Siile
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    About copyright in a trivia game

    Posted: 23 Apr 2018 10:13 AM PDT

    I'm developing a trivia game with questions based upon the internet "beauty" community (which involves makeup and some Youtube celebrity names). Which is the proper way to state that I'm not endorsed by the brand names included in the game? Should I add a "TM" to all trademark names? Can I get into trouble by using Youtuber's names on questions? Mind you, my game is kinda of "serious" so I won't be making fun of anyone/brands but I really want to know if I can get into to trouble by just citing them.

    submitted by /u/JardsonJean
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    Need help choosing a game dev dissertation topic.

    Posted: 23 Apr 2018 10:03 AM PDT

    In a few days, I need to submit my topic for my year 3 university dissertation for a Game Development course, but I'm drawing blanks with my ideas. Whatever the topic is, we must build a game of some kind to help answer the question.
    I am quite interested in seeing how game development has evolved over the years and was considering developing a game on a ZX Spectrum to ask "how development has evolved," but this idea was shot down. I also planned on developing a game using Unity, one in 2D with a retro style another in 3D with a more modern style, but since a friend has a near identical topic, I chose against it.
    Basically, if anyone has any suggestions, that would help a lot.

    submitted by /u/tomhas10
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    Need someone point me in the right direction for making a 3d combat system

    Posted: 23 Apr 2018 03:55 AM PDT

    Im having a hard time finding resources on this topic. Some questions I have in mind: Should I start with code or animation to get a feeling for the combat , get something playable? (never worked much with animation before) Which software should I use? Maya for animation then importing to UE4 or Unity , or can i do this all in one ? Do you have some good resources ? e.g. youtube, books, courses... I have experiences in programming and computer science.

    thanks in regards :)

    submitted by /u/pushingthings
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    Everything I'd change about Overcooked

    Posted: 23 Apr 2018 11:33 AM PDT

    /dev/blog/2 Architecting a Party

    Posted: 23 Apr 2018 11:08 AM PDT

    This is a high level walk through of my approach to architecting the data layer of party animals, which effectively describes everything tangible in the game. In a nutshell, everything is organized into either a system written in c#, or as part of the data layer (a combination of c# data structures and raw JSON).

    For example, there is a c# system which handles placing buildings, but the actual buildings themselves and rules about them are managed by the data layer. A buildings name, it's model, what food and drinks it provides, and how much it costs are all stored in an array of JSON objects and loaded when the game starts.

    The overhead of adding a new JSON object which represents a building to a file is much lower than creating a new monobehaivor and overriding a dozen methods. This approach does have its shortcomings, which I will get to in a bit.

    There are two parts to data loading. First, is actually loading the raw JSON into memory and parsing it into data structures. Second is mapping these data structures to actual in-game objects.

    The aptly named 'DataLoader' handles the first part. When the game starts it recursively traverse directories in StreamingAssets and load files with a JSON extension. These objects are stored in memory in multiple lists, one for each type of data loaded.

    The second part of mapping these data structures to in game objects is done with multiple dictionaries. These dictionaries use the JSON-loaded classes as keys with a GameObject as the value. When I add a new object to the world, the GameObject is stored here and associated with a data instance.

    This means the individual GameObjects in the world don't have many MonoBehaivors on them. Instead of each ground tile knowing it's a tile, I can apply game logic to the JSON-loaded class and have those changes reflected on the GameObject directly. This is incredibly performant, since each individual tree in the forest can provide wood when harvested without managing 1000s of instances of a MonoBehaivor.

    And that's a super dense crash course in how loading works in Party Animals. The game can define a buildings name and what it provides in JSON, load that, and associate it with a 3d model in physical game space.

    This approach works great for static elements on the world map, like tiles and trees, but it falls short when more complex behavior is necessary. It would be possible to continue to run with approach for more complex actors, like the Ravelings themselves, but there aren't enough of them in a game at the same time for me to be concerned about performance just yet. For the more complex objects in the game I ended up creating MonoBehaivors on the individual GameObjects instead of using the above mentioned dictionary approach.

    As of now, individual Ravelings, Party Crashers, and Buildings all have their own monobehaivors. Their stats and rules are still loaded from JSON, but these are copied into a monobehaivor on each instance instead of stored in a dictionary of simple GameObjects.

    While this approach is fast and easy to expand, it does have its shortcomings. Mainly, as I add functionality to the game these JSON definitions are getting more and more complex. For example, all buildings are defined in one buildings.json file although different type of buildings serve different purposes. Food and drink buildings can provide for needs of Ravelings, but industry buildings can enable resource collection in a nearby area. They have totally different rules and necessary data, yet everything is defined in all buildings. I'm not at the tipping point yet, but I'm concerned about an absurd amount of JSON files and data-template classes to differentiate between different subtypes of different types of data.

    Phew that's dense but I hope it makes sense! Let me know if there is anything I need to clear up, and keep an eye out for more blog posts as I iron out more systems involved in the development of party animals!

    https://medium.com/@edflem/dev-blog-2-architecting-a-party-dcc1136a22f2

    submitted by /u/gn0madic
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    Don't have time to play video games.

    Posted: 23 Apr 2018 10:36 AM PDT

    Hi /r/gamedev,

    I have something to discuss.

    Gamedev is my hobby. That means that I don't make money from it. I have a regular job (software engineer) and in my free time (6-8 hours a week) I do gamedev. I dream of eventually releasing a game, publishing it and then one more, and then probably becoming a professional game developer, so I could work in this industry 40 hours a week. I want gamedev become my job. But I am fine if that never happens - because I am even happy doing that just in my free time, 8 hours a week.

    There is a problem however - I don't have time to play other video games. And I think this is an essential part of a gamedev career - you need to know what other people are doing, you need to know what the modern gameplay looks like. You may get some ideas from other games and incorporate them into yours.

    If I start playing video games, then I'll loose precious time for actual game development. I know I can spend 1 hour playing video games, and the rest making them. But the thing is - I don't want. Yes, I used to play a lot, but not anymore. I am not interested anymore. I am only interested in development.

    How do you address that? Do you all play video games? Are there any who are not interested in playing video games anymore?

    submitted by /u/yateam
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    Releasing uRacer (top-down racer) as open source: enjoy and feel free to fork away!

    Posted: 22 Apr 2018 02:46 PM PDT

    Available here: https://github.com/manuelbua/uracer-kotd

    I posted about it in the past on this subreddit, but i have no more time to work on it and it has been idling on my drive for so long..

    I've put so much effort and hours of work into it that there is no reason to leave it at that.

    I prefer to share it and think that, in some way, it may be useful to some of you: i'm not really sure you may find it useful, but i'm sure it's better than having it sit there for ages to come.

    Feel free to fork away and enjoy!

    submitted by /u/dud3z
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    Need help with tile-based City Generation

    Posted: 23 Apr 2018 09:17 AM PDT

    Hey Reddit, I know that my problem might've been discussed many times already, however I fail at the bigger picture, so I hope you guys can broaden my horizon a bit so I have a better insight.

    To describe the usecase I have an "unlimited" world in my game which is tile based. That means once a player is coming close to a world boundary, a new tile is generated on the fly. Otherwise I would waste RAM, have long loading times, etc. Unfortunately this complicates things and in the current phase I do not guarantee that the same seed leads to the same tile (When it comes to biomes I fear that the order in which you enter new tiles makes a difference).

    Now I basically had two approaches to city generation in mind (actually maybe 3):

    • Basic Manhattan Rule Based Generation. This is what I currently have: Basically every second 8x8 units space is a road and the others get filled with buildings. This is very bad because it forces buildings to be the same size, is completely unflexible however it generates passable road parts.

    • Grid based Approach (Tetris). This is basically a solution to the upper: I have a grid with fixed blocked blocks (which stem from the road generation, which only ensures that tiles are connected, maybe like laying a "+" on the block. A clear downsite is that the roads are simple and especially curves/arcs aren't possible out of the box.

    • L-Systems/Müller-Parish's CityEngine with adjustments: This is actually what I would LOVE to use (inspired by the results of https://www.reddit.com/r/gamedev/comments/759ywo/cppcon_2017_alan_bucior_building_better_worlds/), however apart from being the most complicated to use I have multiple concerns:

      -> Usually this method is used to build multiple cities at once (it uses the information to connect high density parts with highways amongst other global information) and I don't know how I could make it work on a tile based level (So that it actually connects existing roads, which especially involves fixing streets which used to be dead ends due to being the boundary tile)

      -> I did not find many implementations yet, especially not OOP ones, only a web demo actually claiming to have changed/simplified many things in comparison to Müller-Parish (getting rid of a priorityqueue), so I could not look into it deeply yet to understand how it works. Currently I am in the progress of reading the paper, which brings up the next question

    -> According to the paper one simply fits the buildings next to the roads. What if all the generated spaces are too small to fit big buildings like Hospitals or say like a military base maybe? Just trying to randomly delete edges to create enough space feels very bad

    Feel free to link me other ways of city generation, maybe there is another approach which I did not yet find which is much easier, intuitive or something like that? Thanks in Advance for you help (and reading this long text) :)

    submitted by /u/DarkiGames
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    Reviewing 10 Years Worth of Own Work (self-taught devs will relate)

    Posted: 23 Apr 2018 07:38 AM PDT

    This game already exists with a very similar title to my idea... problem?

    Posted: 23 Apr 2018 07:04 AM PDT

    So basically I had an idea for a game I might start working on, won't go into details now, but I wanted to call it: Pandamonium (or Panda-Monium, not sure) but basically a play on the word Pandemonium with Pandas instead ;) I did some googling and found there's already a 1996 platformer called Pandemonium! It is also on iOS and steam, so new versions exist. I just wondered what you guys thought about whether or not this is a problem! My game idea is nothing like Pandamonium, not in the slightest lol, only similarity is the name. I just can see there could be some potential confusion for people when searching for the game due to the obviously very similar spelling.

    submitted by /u/Traumagical
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    Monetizing location data

    Posted: 23 Apr 2018 10:40 AM PDT

    With GDPR coming up in Europe, and with great focus on privacy with all the Facebook/CA stuff happening, I have an idea on how to get users to actually WANT to share their location.

    For the most part, in mobile gaming, we have seen a move towards "opt in commercials"in exchange for in game goods (eg:" watch this commercial to get 5 gems")

    How do you feel about doing the same for GPS data? Ie "paying" users for allowing them to be tracked. Eg: "enable location and allow us to sell your data - get 5 gems every 10minutes of gameplay" or something like that.

    Do you think this is something you would add to your game? Do you think users would generally opt in or out of such an offer?

    Full disclosure: while a gamedev hobbyist, I also work for a company that buys location data.

    submitted by /u/Porkieporkpork
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    Marketing Monday #218 - Perfecting Your Techniques

    Posted: 22 Apr 2018 08:43 PM PDT

    What is Marketing Monday?

    Post your marketing material like websites, email pitches, trailers, presskits, promotional images etc., and get feedback from and give feedback to other devs.

    RULES

    • Do NOT try to promote your game to game devs here, we are not your audience. This is only for feedback and improvement.

    • Clearly state what you want feedback on otherwise your post may be removed. (Do not just dump Kickstarter or trailer links)

    • If you post something, try to leave some feedback on somebody else's post. It's good manners.

    • If you do post some feedback, try to make sure it's good feedback: make sure it has the what ("The logo sucks...") and the why ("...because it's hard to read on most backgrounds").

    • A very wide spectrum of items can be posted here, but try to limit yourself to one or two important items in your post to prevent it from being cluttered up.

    • Promote good feedback, and upvote those who do! Also, don't forget to thank the people who took some of their time to write some feedback for you, even if you don't agree with it.

    Note: Using url shorteners is discouraged as it may get you caught by Reddit's spam filter.


    All Previous Marketing Mondays

    submitted by /u/Sexual_Lettuce
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    How does one go about making a Fighting Game?

    Posted: 23 Apr 2018 09:06 AM PDT

    Hello,

    I'm a beginner level game developer.

    I'm looking to make a street fighter style game, which would be either 2d or a 3d-that-plays-like-2d game.

    I'm using game maker to write the code right now, but will be moving onto a new game engine as game maker's update system makes you download the game again, and I want to learn more about what engines are available and which are good. (Godot seems interesting but is quite new apparently, Unity is very big but looks complex), I don't want to use engines like M.U.G.E.N, as they need you to download it to play a game made in the engine.

    Which code is viable(C++, C#, etc)?

    Also, I want to know the important mechanics of both a game and a fighting game, as well as what players would like and not like.

    The game will be heavily focused on abilities, but normal attacks are extremely important too. Character concepts can be handled relatively easily.

    Thanks for reading :)

    submitted by /u/Aespect
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    Help with a college Research paper

    Posted: 23 Apr 2018 06:52 AM PDT

    Hey guys, this is actually my first post and im not sure if this is even the right place to ask this but i need help doing research for a college paper on video game addiction.I if you guys have the time and are willing to answer 9 yes and no questions that would be a great help. Thanks in advance and have a good day.

    https://docs.google.com/forms/d/e/1FAIpQLSem_JkwSIXt90KJKofwSHv8CcFgY1vzrolE8ZN8raBq1lu_ZQ/viewform?usp=sf_link

    submitted by /u/lolety
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    Share your daily software and tools

    Posted: 22 Apr 2018 12:39 PM PDT

    Hey folks, thought it'd be neat if people shared what software they use developing games. It can be specifically game dev tools, or more general tools that you find helpful.

    I use these. Not shown is MonoDevelop and Sublime for text editors. I haven't used Medibang or Krita yet, but I've heard Krita now has some good animation tools so I've been meaning to give it a go. Everything else should speak for itself. Sai and CSP are used mainly for concept art, storyboarding etc. Photoshop for pixel art, textures etc.

    So what tools do you use on a daily basis?

    submitted by /u/GamesButtsAndBarks
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    Castle Game Engine improvements: User-interface – horizontal/vertical layout groups, on-screen keyboard and FreeType on Android, better UI scaling

    Posted: 23 Apr 2018 01:59 AM PDT

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