Free Inca tileset(2D), around 100 unique tiles. Public Domain |
- Free Inca tileset(2D), around 100 unique tiles. Public Domain
- Unity announces animation system similar to motion matching
- 80+ sprites for particles, light cookies and shaders (public domain)
- Starting a game development business vs starting a software development business?
- My UE4 level cinematic in cyberpunk city
- Shatter and Explode your Objects - Unity Tutorial
- Been Working On This Game For 3 Years, Let me know what you think?
- Best way to create online backups of Unreal Engine 4 projects?
- Update of Solo 4x/RPG game (iPad/Mac OS, Objective C)
- Please recommend me a simple C# game framework
- Screenshot Saturday #387 - Quality Shots
- Baking shadows into textures?
- My game stats after first two weeks. (A lot of metrics here)
- How was the grass created in Far Cry 5?
- Feeling lost and overwhelmed
- What are some suggestions on 3D modeling software that is easy for anyone to use?
- Offering myself as a Graphic Designer (Free)
- Blender and Unity Tutorial : Open Door
- PRG Maker is on sale on Steam - Is it a worthwhile learning tool? And other RPG questions.
- 'You have one chance' philosophical minigame (mindblown)
- Seeking tips for a 3d side scroller wasteland game section
- Great and huge article on many different camera implementations from Itay Keren - developer of Mushroom 11 (GIF warning)
- Scripting game (not game scripting) idea.
- I am IT student and seeking help for How to start on Game development for beginners like me from Zero level. I wanted to learn online, as they say you can learn, but i do not know which coding to learn for Game Development, so please help me for the online resources and online courses.
Free Inca tileset(2D), around 100 unique tiles. Public Domain Posted: 30 Jun 2018 08:18 AM PDT Free game assets with Inca theme made in pixelart. Around 100 uniques, 300 total with the color variants for background purposes. 32x32, 32x16, 16x16, 16x8 and 8x8 tiles, ordered from bigger to the small ones. - License Assets are public domain. This means you can use it for your personal and commercial games. No credit needed, but if you do, please, let me know via twitter at @DavitMasia , so i can do some RT of your game ;) . https://i.redd.it/wiavb96bn5711.png Enjoy them! [link] [comments] |
Unity announces animation system similar to motion matching Posted: 30 Jun 2018 12:24 AM PDT |
80+ sprites for particles, light cookies and shaders (public domain) Posted: 30 Jun 2018 11:35 AM PDT Heya! I've created a package that includes 80 sprites for particles, light cookies and shaders. They should be compatible with most game engines out there! Also included is a Unity package that includes some particle effect samples. License: CC0 (public domain), completely free to use in personal, educational and commercial projects (no permission/credit required). Download includes license file. I've set-up a new page for donations, allows you to donate any amount plus leave a message (I really like messages!). Consider one, if you will :) [link] [comments] |
Starting a game development business vs starting a software development business? Posted: 30 Jun 2018 06:20 AM PDT
[link] [comments] |
My UE4 level cinematic in cyberpunk city Posted: 30 Jun 2018 10:52 AM PDT |
Shatter and Explode your Objects - Unity Tutorial Posted: 30 Jun 2018 08:14 AM PDT |
Been Working On This Game For 3 Years, Let me know what you think? Posted: 30 Jun 2018 10:58 AM PDT Hello Everyone, So like the title says I have been developing this game on and off for several years. Its been a roller coaster as partners have come and gone, I have been stolen from, had potential publishing deals, not to mention the game has gone through various artistic revisions. Its been the hardest ive ever worked on something. As a developer I sometimes have doubts about what im doing, especially after working quietly so often. The game is a Zelda-inspired, open world, action adventure game with a heavy focus on atmosphere and the evolution of the player into a hero. I honestly would just love some honest opinions and first impressions at this point. Here is a video my programmer put up the other day. Let me know what you guys think! [link] [comments] |
Best way to create online backups of Unreal Engine 4 projects? Posted: 30 Jun 2018 08:55 AM PDT Hello! I wanted to ask about what's the best way to create and manage backups of UE4 projects. A friend recently lost a project because he did not properly backup and before I fully get into production process of my own project I wanted to find a safe way to back up. Any suggestions? [link] [comments] |
Update of Solo 4x/RPG game (iPad/Mac OS, Objective C) Posted: 30 Jun 2018 07:50 AM PDT I have posted about my game before and I wanted to update progress. Status Summary: ~ 1 year target for iPad/Mac OS, still in early stages. I started on it 3 years ago but stopped, and for past 10 weeks have been working on it at least 1 hr daily. Objective: to make the best 4x game ever (I say that with a straight face and believe I can do it). I have put all my efforts into game fundamentals so graphics are a distance 2nd priority. Maybe in 9 months I will pay someone to do artwork but thats neither here nor there. I am not using any developer tools nor do I plan on it. I am using low level for speed because what I plan to do on AI will require every bit of speed I can get. So the video shows my character starting out, founding a village (which founds a society). I go and kill an AI player but right now they do nothing (will work on that later once the rules are in place). My village develops, farms build, and I build a wall. Little builder guys come out of the village and take stone from the village and build an impassable wall. I realized after watching it that the turn counter didn't get copied over, but I am hitting space bar a lot to progress each turn. I can also build a fort and put soldiers in it. I'm excited because the fundamentals of the game structure are in place. The builders are building the wall by using three fundamental core systems - the path finding system, the item request system, and the sub NPC system (NPCs that a super NPC "owns" and does things like build walls and bring supplies). Production is based on % allocation, i.e. you allocate a % towards stone, farming, etc and how much you produce depends on tile factors and such. Production is all at tile level (there are no buildings) and capital accumulation leads to increased productivity. Right now the production parms are far from final but I put production economics at its core (1st derivative >0, 2nd derivative <0) and it leads to pretty neat outcomes as far as production and population growth. Still of course a ways away. The gameplay will be player vs "barbarians" and other societies as well. Building defense structures will be key as you will have to weather a constant barrage of raiders/nomads/bandits/occasional hoarde trying to destroy your society. Long run I want to have the ability to play as the barbarians and nomads too. I am posting this for motivation and to help motivate others. I am not really in the "taking suggestions" stage, that is probably 3-4 mos from now. I hope to have a working demo (with a limited size map, but full game play) within 6 mos available free for MacOS users. I am targeting iPad but if its any good I'd port it. If anyone is interested in any help doing any pathing or low level memory management for games let me know. I am most proud of the optimal pathfinding in this game. [link] [comments] |
Please recommend me a simple C# game framework Posted: 30 Jun 2018 06:47 AM PDT Preferable something independent from Monogame, FNA and other XNA derivatives. Looking for something very simple and easy to start with. Something more akin to Allegro rather than a full-blown stuff. [link] [comments] |
Screenshot Saturday #387 - Quality Shots Posted: 29 Jun 2018 08:11 PM PDT Share your progress since last time in a form of screenshots, animations and videos. Tell us all about your project and make us interested! The hashtag for Twitter is of course #screenshotsaturday. Note: Using url shorteners is discouraged as it may get you caught by Reddit's spam filter. Bonus question: How often do you skip cutscenes/cinematics? [link] [comments] |
Posted: 30 Jun 2018 08:43 AM PDT Hey! So I'm making the lighting on the inside of a room, so the lighting will never change. However, I cannot mark the room as static as it will change position. Is there any way I can bake these shadows in Unity or Blender given these constraints? [link] [comments] |
My game stats after first two weeks. (A lot of metrics here) Posted: 29 Jun 2018 10:08 PM PDT It's a f2p casual arcade game. I've been running Adwords campaigns for the last 7 days (targeting mostly Russia). And here is what I got (all stats below are for the last week): Active/Total installs: 3500 / 6300 Rating on Google Play: 4.5 (32) DAU/MAU: 1700 / 7100 Daily user engagement: 7m 44s Average number of sessions per day per user: 1.7 Crash-free users: 99.46% Monetization is through IAPs and ads. There were only two purchases, $1 each, so can't really rely on IAPs. I use Admob only, here are some stats from there: Personally, I feel like retention D7 and DAU/MAU are low. And Admob earnings per day are about $0.003-0.004 per user, which feels extremely bad too. But I'm new to development, so maybe I don't see something, or understand it wrong? I would appreciate some expert/honest opinions about the metrics. What are the odds, that the game will be profitable? Originally posted here: https://www.reddit.com/r/androiddev/comments/8uzl23/my_game_stats_after_first_two_weeks_a_lot_of/ [link] [comments] |
How was the grass created in Far Cry 5? Posted: 30 Jun 2018 12:21 PM PDT I just watched "Procedural World Generation" of Far Cry 5, but didn't hear what method they use for their grass. Does anyone know? I've tried a few different techniques, but each once has big performance hits when creating dense areas (like fields). Looking at Far Cry 5, their grass looks quite dense that covers big areas. [link] [comments] |
Posted: 29 Jun 2018 10:20 PM PDT Hey guys, I love video games and would love to make one as a hobby and some cash if one ever caught on. I am feeling a bit defeated some days because it feels like I will NEVER understand coding. I've tried studying and learning it, but the interest isn't there. The only time I get super into it is when Im following a long a tutorial for Unity. I can follow tutorials on Unity fine, and I can understand why we're doing things. But I get worried I will never be able to make an awesome game without really learning C# and maths, but thats not what I want to do. I just want to make games! I like programming, just only when it's about video games [link] [comments] |
What are some suggestions on 3D modeling software that is easy for anyone to use? Posted: 30 Jun 2018 11:07 AM PDT I have some ideas on a community/crowd-sourced game, but it would require many volunteers with little/no prior design experience to create 3D models of humanoid characters. The models don't be super detailed. A lot of them will probably just be 2D anime-styled characters with simple shading. If given a base model and some clothing options to work with, what would be the best software that is easy to pick up without any experience? Ideally it'd be as simple to use as one of those online dress-up games, but for 3D. Basically I'm looking for something that has the lowest barrier-to-entry. Is Blender the only real option? Any other ideas? [link] [comments] |
Offering myself as a Graphic Designer (Free) Posted: 30 Jun 2018 10:23 AM PDT Hi, I'm a experienced Graphic Designer and I'm trying to build up my portfolio regarding videogames, since all of my work is related to pure Graphic Design. If anyone is making a game and needs a hand regarding Graphic Design or Graphics, feel free to contact me. I'll do it for free on 99% of the cases. Thanks in advance. [link] [comments] |
Blender and Unity Tutorial : Open Door Posted: 30 Jun 2018 10:04 AM PDT |
PRG Maker is on sale on Steam - Is it a worthwhile learning tool? And other RPG questions. Posted: 30 Jun 2018 10:01 AM PDT Hello all, I'm a hobbyist developer, no games published yet. But, for the past few years, an RPG akin to something like Final Fantasy VI, has been a dream game of mine to make. I followed along with a book last year titled, 'Mastering LibGDX Game Development', which taught how to build an RPG with quests and battles and stuff, using LibGDX(my favorite game framework). But, that book was a bit unorganized, didn't explain things super well, and it was less than 2 years old when I read it, but it had some LibGDX code that was deprecated and broken, and I never figured out fixes for a bug or two that broke the project. Anyway, that book taught me a lot, but not enough to get me where I want to be. So, I'd love to hear about good resources on structuring code for an RPG. I'm also interested in RPG Maker. I've avoided it like the plague, because it gets a lot of crap, and because I'm a DIY guy, using Rpg Maker felt like cheating. I also didn't want to set out using something that would give me limitations. Also, it's not free. I'm 21, and cheap, I didn't feel like spending money, to start a project, I probably wouldn't finish. And when I first looked into it, they didn't support Linux. But, now I see RPG maker is heavily on sale on steam, and I'm wondering if buying it, not to build my game in it, but for insight on how to build and structure an RPG? Is this a viable plan? [link] [comments] |
'You have one chance' philosophical minigame (mindblown) Posted: 30 Jun 2018 09:53 AM PDT So I recently came across this amazing little flash game 'you only have one chance' And it blew my mind pretty hard. It's a very different kind of game, and while stupidly simple at first glance, it only takes it half a minute to draw you in and suddenly you understand (looking at it with the analytical mind of a gamedev) why there's purpose and meaning behind its simplicity. I've become so inspired and motivated by this 'phiolosophical' utilisation of a game, that I really want to explore similar ideas in this format. Does anyone have recommendations for similar games that seem to completely transcend the medium and leave you intellectually stimulated? I know 'papers please' which is a fantastic example as well, but as it's quite popular I know of it already. Would love to hear some other hidden gems of philosophical games! [link] [comments] |
Seeking tips for a 3d side scroller wasteland game section Posted: 30 Jun 2018 05:26 AM PDT We plan to have a 3D side scroller game (like Little Nightmares) where smoothly running around is the key part (as in Ori) and we will have a section of the game taking part in the wasteland (Fallout New Vegas kind of wasteland). But there is a problem that we dont know how to implement smooth and jumpy movement style in a wasteland setting since there wont be very high buildings or not so many buildings at all in a wasteland. All the tips and opinions are gratefully accepted. Thanks for all your comments in advance. [link] [comments] |
Posted: 29 Jun 2018 10:45 PM PDT |
Scripting game (not game scripting) idea. Posted: 30 Jun 2018 02:24 AM PDT Hello All, I've had this idea bouncing around in my head for a few months now and I wanted to see if anyone thought is was worth trying to make and/or if anyone has ever heard of anything like it (I'd love to check it out). When I was a kid, I used to play these games called MUDs (https://en.wikipedia.org/wiki/MUD). Essentially, they are text-only persistent world multiplayer RPGs, popular after the internet but before modern MMOs really took off. With modern MMOs, a MUD would almost be a prettified version of the console or whatever "bots" run off of (they don't analyze the video output, do they?). But wouldn't that be fun? Make it real easy for people to upload their code into a character and remove any restrictions on AFK scripting; making the world inhabited by these bots that may or may not have a person behind them. Maybe even let people run a few bots at a time. All running custom code for how they interact with the environment + whatever you do when you're actually sitting there. Make characters die if they don't drink water or eat food, so the bots will be forced to do jobs for other bots so they don't die (maybe even code that "desire" into all of them them). Add some basic survival-level code for all new bots; "instincts." Maybe even have an age limit so the bots die after awhile, so the world isn't overwhelmed by abandoned low-level bots (since bots will live on even if no one logs into them). If there are too many, the jobs won't pay enough to feed them and they'll die. Then, create a way to facilitate bots giving, and compensating, other bots for performing tasks, even while AFK, and make sure there are plenty of sinks to create demand. And, the rest writes itself - literally. Maybe I've been watching too much Westworld, but I think this would be really fun. Such a thing kind of exists in a purely text form: DragonRealms: The Fallen (https://elanthipedia.play.net/DragonRealms:_The_Fallen) and it's pretty unpopular, like less than 10 total characters online at any given time. But it isn't really a stand-alone game (it's an unsupervised instance of game), plus there are no graphics at all and it costs $20 a month. What do you think? Worth making a very, very simple 2D concept demo? I'm a developer, but it's mostly for the legal field (nothing fun), but this would just be a hobby. You think there would be enough people (who are at least beginner coders) to populate a game like this? (it'd still be fun PvE/solo, but that's a lot more work on my part) [link] [comments] |
Posted: 30 Jun 2018 04:20 AM PDT Hello everyone, I always been passion for creating a game myself and I have wanted a help to completely start from the zero level and cannot find where and how to start. I wanted to learn coding and how to take a first step. Pleas help me, your suggestion are highly wanted for me. [link] [comments] |
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