You Don’t Need to Be Good at Drawing to Make a Good Looking Game |
- You Don’t Need to Be Good at Drawing to Make a Good Looking Game
- What’s going on with Steam Spy? – Steam Spy
- A great short video about emergent game design
- 30 Free Horror/Gore SFX from your friendly Sound Designer. Stabs, chops, blood drips etc
- Creating fully destructible cities while maintaining 60FPS
- Benefits of having principles in development
- Linking Components in Component-Based-Design
- Memory Management Series
- Feedback Friday #286 - Early Release
- I need a little bit of help.
- What are good goals for a farming game?
- Subnautica's Invisible Guiding Hand - Game Design Breakdown
- Sales position in game development?
- Should I and how would I create an Error Handler?
- Test Early, Test Often: Doing good user research at the end of game production
- Any platforms where I can get EU compatible VAT invoices after my game purchases?
- How Rare designed Sea of Thieves' infinite pirate generator
- Xbox earnings on the rise thanks to third-party games and services
- code structure in visual scripting
- Smart mesh component design for multiple renderer support?
- Problem with chess-like grid snapping
- What frame rate and dimensions do you use for GIFs on Twitter?
You Don’t Need to Be Good at Drawing to Make a Good Looking Game Posted: 27 Apr 2018 04:32 AM PDT |
What’s going on with Steam Spy? – Steam Spy Posted: 27 Apr 2018 09:51 AM PDT |
A great short video about emergent game design Posted: 27 Apr 2018 12:22 AM PDT |
30 Free Horror/Gore SFX from your friendly Sound Designer. Stabs, chops, blood drips etc Posted: 27 Apr 2018 11:07 AM PDT |
Creating fully destructible cities while maintaining 60FPS Posted: 27 Apr 2018 11:00 AM PDT |
Benefits of having principles in development Posted: 27 Apr 2018 12:40 AM PDT |
Linking Components in Component-Based-Design Posted: 27 Apr 2018 08:06 AM PDT I currently try to get my Head around Component-Based-Design and something that is left behind in most articles i found is "how to connect components?". I want my Components to be decoupled, so f.e. a Health-Component shouldn't know there is a Death-Component and vice versa, but the Death Component needs to be triggered if the Health is zero. In my understanding i need some sort of Handler/Manager Class for this? f.e. Player, Enemy, Building? So f.e. my Player Class knows about all Components it has and hooks the Death.Die() Function into the Health.OnHealthZero() Event? Is that Correct?
Different Question: If i use Events i could already think about a lot of Events for a simple Health Component: "OnHealthZero" (Death) "OnHealthMax" (Stop Regeneration) "OnHealthGained" (Spread Health Regeneration to Allies around you) "OnHealthLost" (Stop Regeneration) "OnMaxHealthIncreased" (Minion has 60% of your Health) "OnMaxHealthLost" (Minion has 60% of your Health) ...
This could add up a lot even though you probably only use a small amount of these in most cases, so do Events that aren't hooked into hurt the performance? It's probably irrelevant for my small projects, just curios about it. Thanks in Advance [link] [comments] |
Posted: 27 Apr 2018 09:50 AM PDT |
Feedback Friday #286 - Early Release Posted: 26 Apr 2018 08:23 PM PDT FEEDBACK FRIDAY #286 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: 27 Apr 2018 11:50 AM PDT So i'm trying to make a launch pad that when a player walls over a block it will launch the player over a wall i'm using C# in unity if that helps. Can someone tell me on how i would do this or link a to a website or video to help? Please and thanks. [link] [comments] |
What are good goals for a farming game? Posted: 27 Apr 2018 11:48 AM PDT I'm currently working on a game where the core feature is farming. While I know the main goal I want will be to grow the farm, I'm having trouble coming up with a story or any kind of story-driving goals. While farming can be relaxing, I want people to really have a purpose to why they need their farm to grow, otherwise I feel people will become uninterested. So my question is, what goals can I introduce to my game that would drive the player to grow their farm and keep them fighting for something? Disclaimer: This is my first post here. If there are issues with format, or if this belongs elsewhere, please let me know! Thanks in advance! [link] [comments] |
Subnautica's Invisible Guiding Hand - Game Design Breakdown Posted: 27 Apr 2018 07:39 AM PDT |
Sales position in game development? Posted: 27 Apr 2018 11:19 AM PDT Are there any such roles like that in game development? I understand it could be more of a marketing thing. Which leads me into the next question - if there aren't any positions like that, are there any positions coming from sales experience that can land you a role in game development? [link] [comments] |
Should I and how would I create an Error Handler? Posted: 27 Apr 2018 07:31 AM PDT Hi So after debugging my c++ code for days, just to figure out one of my OpenGL shaders got deleted, I realized I should implement a proper error handler. One that notify's my of anything that goes wrong on the gui, not just the console. So I am thinking about a way to do this. First, my game is made out of multiple "Modules"Or "Components" whatever I should call it. Meaning that this is an example of what my main function looks like: This is what my main function looks like, it defines the different components, and then calls them in the loop one by one. Sometimes an object is passed as a pointer to another so they can modfy/read from that component.(You could call it communicate) Now lets say that my MainRenderer develops a fault and fails to bind a texture. My code knows this somehow and want's to notify the user of this, but can't. So my idea is to add another component, lets call it ErrorHandler, that gets passed to all objects, both in the init() and in the loop(Process() or whatever i called it). And ErrorHandler then takes GameGui as an imput, so it can make popups. This means that any object can acces ErrorHandler right? For some reason my idea sounds "to good to be true" to me, so does anyone spot an error with it/something that can't be done in c++? Thanks! [link] [comments] |
Test Early, Test Often: Doing good user research at the end of game production Posted: 26 Apr 2018 11:20 PM PDT |
Any platforms where I can get EU compatible VAT invoices after my game purchases? Posted: 27 Apr 2018 07:24 AM PDT |
How Rare designed Sea of Thieves' infinite pirate generator Posted: 27 Apr 2018 10:57 AM PDT |
Xbox earnings on the rise thanks to third-party games and services Posted: 26 Apr 2018 11:25 PM PDT |
code structure in visual scripting Posted: 26 Apr 2018 10:24 PM PDT I've been using playmaker and unity more and more to build prototypes for my games and am looking into doing a full fledged project using playmaker entirely. One problem that I've been running into is structuring my scripts, variables and actions in a clean way to keep readability up when the project gets bigger. As visual scripting is very "visual" (haha), finding good ways to layout your scripts in the 2d area you put the code seems to be very important. Does anyone here with visual scripting experience have some tips and/or do's & don'ts about scripting visually that could help me better lay out my code? [link] [comments] |
Smart mesh component design for multiple renderer support? Posted: 27 Apr 2018 08:48 AM PDT Hi, My game/engine has lots of components, of which a mesh component, and some other components like texture and camera. I currently am using OpenGL as my renderer, but want to have the option to add another/replace the current renderer too. My renderer is also a component, that just takes a list of objects, that have a mesh and textures. Now the mesh component has a class called mesh, that loads vertices and uv's from a file, and uses OpenGL functions to put it in my graphics card, and stores the ID's in VAO and VBO's. This means that I need to rewrite my mesh component too, if I want to replace my renderer. So because I want to be able to have multiple renderers or another one, I need no render specific code in my mesh class, thus I am looking for a way around it. So how would one have a single mesh class, that can be used for multiple renderers?(One at a time of course) One idea is to put the mesh creating code in my renderer class, and have my mesh class just store the mesh object created by the renderer. This would effectively mean I have 2 mesh classes, one that is just a mesh, and another one that stores an object of type first mesh class, and also functions for controlling the mesh.(Position and such) But is that viable? Any ideas? Thanks! [link] [comments] |
Problem with chess-like grid snapping Posted: 27 Apr 2018 08:05 AM PDT I have a problem with chess-like grid snapping. On mobile sometimes as I am lifting up my finger to place a snapped sprite my finger moves very very slightly. This is a big problem when it was just a couple of pixels from snapping to another cell since it might snap to the new cell as your lifting your finger. I also offset the sprite an entire cell upwards so your finger doesn't cover it which makes it even harder to really center your finger on a cell. After dragging maybe 20 times I already had this problem occur twice. Maybe its just me who is not capable of lifting their finger from their screen without moving it up/down/left/right and this is not actually a big deal, but I doubt it. I imagine nearly every game with cell snapping would have this problem but I after googling for a while did not see anyone with this problem. [link] [comments] |
What frame rate and dimensions do you use for GIFs on Twitter? Posted: 27 Apr 2018 07:37 AM PDT Hi, I want to share GIFs of my game on Twitter but I don't know what frame rate and dimensions to use? What frame rate and dimensions do you use to get the best results, and how long are your GIFs? [link] [comments] |
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