Telltale is replacing its in-house engine with Unity |
- Telltale is replacing its in-house engine with Unity
- Minimal Graphics Library - Build Your Own C++14 Game Engine
- How to make a game like Stacks
- Why Go to GDC?
- Love making timelapses but can't be bothered to set up recording all the time? I've made a tool that automatically starts recording a timelapse of your screen when you're working on a project.
- How can one go 100% solo
- So are we going to talk about voodoo.io stealing indie game ideas to make money ?
- Godot Engine 3 Android Export Tutorial
- Trying to make an "instructional" RPG
- Creating Steamworks account, how far to go?
- My long document about my AAA and indie experiences
- Questions about paying for music and audio assets
- Meet Your New Fans - Promoting Your Game at Live Events
- Designing a party size for an action RPG, feedback Most Welcome
- How did you think of your “studio” name?
- The Westworld Fallout. A Discussion on Work-for-hire.
- Creating quests for Horizon Zero Dawn
- Creating Game Mechanics - Smooth Camera Movement and Enemy Shooting Player
- Game Development - Learn How to Make 3D Unity Games
- Our collaboration with Unity to make a series of 5 tutorials (shader cards)
- Request for advice on facial animation
- 2D Top-down game pathfinding
- Testing all possible combinations of DLC
- Having trouble with interpolating rotation in 3D
Telltale is replacing its in-house engine with Unity Posted: 26 Jun 2018 01:13 AM PDT |
Minimal Graphics Library - Build Your Own C++14 Game Engine Posted: 26 Jun 2018 09:54 AM PDT Hey everyone! I am announcing a GCC C++ 14, OpenGL 3.2+, OpenAL library I created to allow creation of game engines with very small resource footprints. It isn't an engine, but a simple set of C++ header's that provide a "complete set" of building tools to create 3D graphics applications or games. It allows keyboard/mouse integration, has a custom physics engine, and allows playing 3D sounds. Basically everything an engine has internally that have been ripped out and allow you to put back together how you want to use it. It currently runs on win32 and linux, could run on MacOS but I don't own a Mac. I wanted to know what the minimal footprint was to create a "fully featured" game, so I wrote this library. It isn't an engine, just a set of tools you can use to write your own engine. I tested this design by creating my own FOSS game, here which is a space age voxel crafting game with energy weapons :). Compile times are about 30 seconds on my machine. Older machines may run about 1 minute. Download size is about 20 MB!! I was surprised on how much you could do with so little. I look forward to critiques and criticisms of the design and if you have any suggestions of features you would like to see, post them here! [link] [comments] |
How to make a game like Stacks Posted: 26 Jun 2018 03:19 AM PDT |
Posted: 26 Jun 2018 07:40 AM PDT So, I had the opportunity to attend GDC this year and really enjoyed it. However, I attended from the standpoint of a marketing person, so networking was my major incentive to go. With that in mind, I'm very curious to know what the major incentives are for developers (especially if you travel a very long distance to make it to the event). I can assume many answers as to why a developer would want to attend GDC, but I prefer to hear absolute answers. BTW - I'm not asking because I don't like the event. In fact, I really enjoyed it and will be attending future events :) [link] [comments] |
Posted: 26 Jun 2018 11:25 AM PDT |
Posted: 26 Jun 2018 08:40 AM PDT Hi /r/gamedev, I'm sure it has been asked many many time but can one expect to make it solo? I'm not talking making $5M as stardew valley did, but enough to fund another game. I'm a programmer, went school learning C# and i did art but a long time ago. Not planning releasing something in 3 month as i want to re-learn to draw and get better at programming before doing a real project. Can someone make it mixing art and programming? Is the old " a programmer cant be an artist" still true? I'd guess its only more stuff to practice and learn but the process would be the same. Thank you again r/gamedev for being awesome again and answering my concerns! [link] [comments] |
So are we going to talk about voodoo.io stealing indie game ideas to make money ? Posted: 26 Jun 2018 06:14 AM PDT So apparently "Hole.io" is the last voodoo "games" in a line of idea theft from indie dev. Probably one of their worst because the indie dev didn't have time to finish his game and so will probably have lost 5 years of his life on something that they stole from him. I mean don't get me wrong I know game developpement is hard and praise god we can't actually copyright gameplay ideas or there wouldn't be any game. But stealing from independant people who work hard, making a cheap fast copy with just enough retention and launching it before the indie game is right down evil. It's a money grabbing evil. Anyway I guess it's "just buisness". Very sad, very pathetic, and I will never play a voodoo game in my life anymore. https://kotaku.com/clever-indie-game-donut-county-isnt-even-out-yet-and-al-1827117824 [link] [comments] |
Godot Engine 3 Android Export Tutorial Posted: 26 Jun 2018 11:46 AM PDT |
Trying to make an "instructional" RPG Posted: 26 Jun 2018 07:47 AM PDT Hi there, I work for a consulting firm as a video editor in which we create video based "playbooks" which help teach sales teams new messaging, tactics, etc. Recently, I had the idea to combine my love of gaming (indie in particular) with my job, and set out to create an "instructional" RPG which could be played by a salesperson in order to roleplay sales situations, teaching them messaging, encouraging best practices, and really to try and make our content more fun to ingest. We've come up with a pretty intricate idea for what we think the game is, and how it would function, but I'm struggling how to begin. In our minds, it would be top down, pixel art, and dialogue option based gameplay with some quirky mini-games just for fun. Our plan is to create a simple proof of concept to show the higher ups in order to pitch the idea of the RPG, then (if they see the same potential we do) to lobby for hiring or contracting developers to help us create it from scratch. We have a robust design department that is very much into gaming, and are interested in helping us create the pixel-art style we hope to go with, but none of us have any good programming experience. I've been trying to do some self teaching using some YouTube tutorial series, and I've got some very basic JS knowledge, but I've been finding it hard to get our concept into a workable state -- either because I'm running into code issue that I can't figure out, or because I'm getting a lost in the depths of the engine. In the end, i'm wondering if I'm trying to go too in depth too fast? Should I try out something like RPG Maker MV to create our PoC? I would love for this to turn into a unique and fun aspect of the business, and I see a way in which it could, business-wise. But i'm also feeling like it will end up taking years before anything playable would be ready to show to our company execs. They aren't 'gamers,' so we feel like we need a strong Alpha of the game in order to sell them the concept and potential. Thanks in advance for any tips or advice! [link] [comments] |
Creating Steamworks account, how far to go? Posted: 26 Jun 2018 06:29 AM PDT I'm going through the process of creating a SteamWorks account so I can access developer resources. As part of this process, you need to pay a fee (done), create some form of US tax number (done) and provide a payment account with an international code (finger hovering over the button). Now, I am doing this only to access developer resources to progress a prototype for dynamic creation of 3D UIs (based on markup with an intended use for VR). I have no short term plans to publish anything, but would like to sign up to test my prototype UIs with the new Knuckles VR controller. I was about to finish this process and gain access to everything when I started to read (too much) about people recommending you create a LLC - limited liability company - which feels like more hassle. If I ever go on to publish something, that seems good advice, but for now I see no risks in not creating an LLC - after all there is no product for anyone to use and no revenue being generated. Reassure or scare me.... (hopefully the former). [link] [comments] |
My long document about my AAA and indie experiences Posted: 25 Jun 2018 09:07 PM PDT A few days back I made this post about maybe writing what I've experienced in my time in the game industry vs the things I've noticed in indie so far. Re-cap, I've been in the video game industry a little over 13 years and maybe about 10 months ago I left Disney to start my own indie career. I'll admit, it's a bit long so if reading turns your eyes into milk and they'll fall out of your face, this isn't for you. AAA vs Indie - my experience (Google Docs) Same Post but on my site's blog (if you don't want to use google) I hope it's helpful and I am happy to answer anything. Good luck out there! [link] [comments] |
Questions about paying for music and audio assets Posted: 26 Jun 2018 09:41 AM PDT Hey devs! I'm currently hard at work on wrapping up a fully fleshed-out demo for my first premium game title, and the need for original music and FX has arrived. Since this game has a very specific, handcrafted art style, I feel that the sounds need to be largely (if not entirely) bespoke as well. I have friends who will handle the music for me, but I want to make sure they are properly compensated for their time. None of us have done this before (surprise!). So, my questions are:
Thanks for taking the time to answer! [link] [comments] |
Meet Your New Fans - Promoting Your Game at Live Events Posted: 26 Jun 2018 07:16 AM PDT |
Designing a party size for an action RPG, feedback Most Welcome Posted: 26 Jun 2018 11:51 AM PDT Hey, All. I'm getting into the mechanic design for my game project, working title Project Thorn, and I'm having some thoughts on the design of the party mechanic I wish to implement. For purposes that make sense In The narrative, I'm designing a character who has a fighting style that's more stealth oriented, but also has the ability to swap essence with another character amongst her party, along with a unique play style (Similar to Castlevania: Portrait of Ruin or Shantae: Friends to the End). What I'm thinking is whether I want to design about 18 characters with a unique weapon style or make it 9 characters with 2 weapon styles. The former I think would allow for easier animation but would need great attention to make sure each of the characters make sense and have a place In The world. The latter, on the other hand, would allow for a more focused cast but also require more animation. It's not a detrimental factor, I know, but still one that I think is worth attention. Any input you guys could give on the matter would be most appreciated. Thanks. :) [link] [comments] |
How did you think of your “studio” name? Posted: 25 Jun 2018 10:49 PM PDT Pardon if this isn't strictly game dev, but it's been eating at me that I haven't been able to think of a good studio name. I could just credit it to my screen name if I was solo but what if I have a team? What are your thoughts, how did you come up with it, and potentially what it even is. Thanks [link] [comments] |
The Westworld Fallout. A Discussion on Work-for-hire. Posted: 26 Jun 2018 11:46 AM PDT |
Creating quests for Horizon Zero Dawn Posted: 26 Jun 2018 11:27 AM PDT |
Creating Game Mechanics - Smooth Camera Movement and Enemy Shooting Player Posted: 26 Jun 2018 11:17 AM PDT |
Game Development - Learn How to Make 3D Unity Games Posted: 26 Jun 2018 11:11 AM PDT |
Our collaboration with Unity to make a series of 5 tutorials (shader cards) Posted: 26 Jun 2018 11:02 AM PDT |
Request for advice on facial animation Posted: 26 Jun 2018 03:18 AM PDT Hey all, TL;DR: What is the quickest and easiest way to do facial animation when you are up against it in terms of time? Facial mo-cap? Blend shapes? Bones? This is my first post on r/gamedev, and I would be hugely grateful for any assistance. I am a final year undergrad mature student and unfortunately, due to some pretty rubbish circumstances and problems, I now have a very very limited time to complete my big dissertation project. My project is a 3D animated (motion captured) cutscene in UE4, all completely original, by me, in terms of writing, assets and animation. I absolutely plan to learn how to do facial animation the proper and best way, but for now, due to these crappy circumstances, I need to be able to just get something done as quickly as possible. I'm basically a beginner at facial animation. My original plan was to use faceshift (shows you how long this project has been going on, faceshift died a while ago) to drive my facial animation. My understanding is that this would have required me to make blendshapes for my character's face. Now faceshift is gone, and I am looking at maybe using Brekel for facial performance capture. However, time is very limited, and I do not yet know the workflow for creating blendshapes. I may have to forego any facial performance capture in favour of animating by hand if that ends up being quicker. It is my guess that there is a simpler way to do facial animations with bones instead of blendshapes, but I do not know this workflow either in terms of rigging, other than just opening and closing the jaw. My modelling and animation is done with zBrush/Maya/Motionbuilder. My project has one human character, modelled realistically. This is the character I need to animate. So, my questions are:
My original plan was to do this all in great detail and to the highest possible standard, but the proverbial has hit the fan and I just have to get it done now. If anyone can just point me in the right direction with this I would be incredibly grateful. Thank you so much in advance for any help! EDIT: Formatting [link] [comments] |
Posted: 26 Jun 2018 10:33 AM PDT Hey there, at the moment I am learning/playing with Unity. I am really interested in how pathfinding in a 2D top-down game works. What I want to achieve: Player clicks on the floor => character moves and takes the fastest path Player clicks on a wall or outside of the reachable space => nothing happens [link] [comments] |
Testing all possible combinations of DLC Posted: 26 Jun 2018 10:25 AM PDT Hi~, I have a straightforward question, to which I do not know the answer: How do games with large quantities of DLC, test all possible combinations of the base game and DLCs running? Example games: Rocket League, Sims 3, Sims 4, Civilization V, Civilization VI. Take The Sims 3. This is a game with at least a dozen DLCs that add additional gameplay mechanics - not just content. It's possible to buy any of these DLCs independently of each other. For a major title like this, they surely test all possible combinations of the DLC installed, because it's dead-easy to have a crash due to something missing that's in one and isn't in another, or a conflict between them, or similar. But it seems impossible, logistically. Base game + 1 DLC = 2 combinations (base game without DLC, base game with DLC) Base game + 2 DLCs = 4 combinations (base game without DLC 1 & without DLC 2, base game with DLC 1 & without DLC 2, base game with DLC 17 with DLC 2, base game without DLC 1 & with DLC 2). Base game + 3 DLCs = 8 combinations (we ain't got time to list all the combos) Base game + 10 DLCs = 1,024 combinations! With 10 gameplay DLCs, that's 1,024 combinations of DLCs, all possible installation configurations of which must be tested. How do they perform this, and how is it possible? Is it automated? Do they actually not perform this testing? [link] [comments] |
Having trouble with interpolating rotation in 3D Posted: 26 Jun 2018 06:34 AM PDT I'm trying to rotate some dice so they look like they've been rolled. I have the yaw/pitch/roll that I want as a final result and then I add large values to each value get a starting orientation. Then I Lerp between the 2 rotation vectors and the result is awful. The dice will start to roll one way, then wobble, and sometimes roll backward. Lerping the start and end positions works fine, so I know my Lerp itself is working correctly. So what is the proper way to interpolate between a start and end orientation? [link] [comments] |
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