Shader Showcase Saturday: Volumetric Crystals (more info in the comments!) |
- Shader Showcase Saturday: Volumetric Crystals (more info in the comments!)
- Aliens: Colonial Marines AI fixed by a single letter
- FloppyJam game jam! All games under 1.44MB
- Dishonored 2 development
- How to take 7 years to ship a beta
- A dad, a husband, a day job, a mortgage, but a crazy obsession for game development that keeps me working hard every single day.
- Where can I learn how to use Unity's new ECS and Jobs system?
- Screenshot Saturday #389 - Eye For Detail
- President of the ESA says crunch is "an issue we haven't had to deal with much in my time as the leader of the ESA"
- How safe is it to use abandoned packages?
- Faux gravity with 2 players
- Examples of 3D games with fixed perspective camera?
- Help with Project choices
- Preferred pixel art editor
- Hand-painted Explosions and New Enemy Art
- What's the best kind of game for a beginner to make?
- Question on viable PBR texture methods in game engines
- Awesome Holographic Card shader
- Tutorials on Step-by-Step Game Design, not Development?
- Dracaena Upcoming 3rd Person Moba
- There are tons of great tutorials to get you off the ground programming in C#, but what are some great resources for someone at the intermediate level?
- Need some advice on Netcode regression
- GameSparks good for non-multiplayer games?
Shader Showcase Saturday: Volumetric Crystals (more info in the comments!) Posted: 14 Jul 2018 04:17 AM PDT |
Aliens: Colonial Marines AI fixed by a single letter Posted: 13 Jul 2018 03:25 PM PDT |
FloppyJam game jam! All games under 1.44MB Posted: 14 Jul 2018 07:59 AM PDT |
Posted: 14 Jul 2018 07:19 AM PDT Hello everyone, I'm a software engineer who has always wanted to get into game development. It's been a dream of mine since I was in high school but I never managed to get started until playing Dishonored 2 recently and just being blown away by the game's design and ingenuity. Since I'm a programmer by trade, the level in the game where you're time traveling, captured my imagination. I was hoping that there might be some development postmortem or design talks about the technical design of such a level. My searching came up short, which is why I'm turning to you guys. Does anyone know of any such resources or can point me in the right direction in terms of techniques to learn? [link] [comments] |
How to take 7 years to ship a beta Posted: 13 Jul 2018 06:36 PM PDT |
Posted: 13 Jul 2018 03:47 PM PDT Hi All! I wanted to share my experience since I am a dad of two boys, have a wife, a dog, a mortgage, a day job, and also a dream to make games full time in my own studio. I know there are many of you like me, who wake up each day just dreaming about that day, we wake up super early, or go to bed super late, because we know inside of us (our gut) that one day we will be able to do game development full time. Let me tell you a bit about how my days are each day. I wake up around 5:00 through 5:30 AM each morning and quickly review all my project tasks I have for my indie game, then I work until 8 AM, then I go to my day job which I have a role of a full stack developer in .NET. I normally get into my day job from 8:30 AM through 6 PM, oh I forgot to tell you that I exercise during lunch time for 30 minutes at a gym that is located next to the place where I work so it makes it very convenient. As soon as I get home, I spent time with my family including kids, wife, and as soon as they fall sleep, I sneak out to my office when I work on my dream projects. The main reason I wanted to talk about this is because I never thought this was possible, I didn't believe I could do it all, when I started we didn't have kids and as time has passed I have learned to manage my time, built good morning habits, track my time through a schedule, and everything I do I plan very well including my indie game projects and family activities. The other main point to cover is that I wouldn't be able to do this unless I was super obsessed and passionate about making games, I have created apps, and work on larger enterprise applications, but nothing really has made me feel so rewarding as indie dev has made me feel. The other day I gave my kid one of my games, he smiled and he said how much he enjoyed playing, he is just 4, and that to me makes it all worth it, I can't explain how amazing it feels because you need to experience it or have experienced it already by letting other people play your games. I appreciate this field so much and I am grateful everyday to be able to create games and have everything we need right on our hands, all we need is a little push to motivate ourselves everyday and be patient as great things do not happen overnight. Thanks everyone and I hope you find this helpful. [link] [comments] |
Where can I learn how to use Unity's new ECS and Jobs system? Posted: 14 Jul 2018 04:44 AM PDT As the title says - I've been seeing people excited about these features for quite a while, and now they're here, it'd be nice to find a tutorial or resource on an introduction for how to play with them. If you have anything like that, please link it to me! Or any homebrew advice of your own. [link] [comments] |
Screenshot Saturday #389 - Eye For Detail Posted: 13 Jul 2018 08:03 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: What is one game that you feel that has a very strong opening? [link] [comments] |
Posted: 13 Jul 2018 06:34 PM PDT This is bullshit. I know it's bullshit and 90% of this subreddit knows it. The ESA is made up of most of the major publishers (http://www.theesa.com/about-esa/members/). Anyone care to say differently? [link] [comments] |
How safe is it to use abandoned packages? Posted: 14 Jul 2018 08:38 AM PDT The package I'm referring to is RAIN AI for unity. I really liked it's compact behaviour trees, and it was free. Also, the fact that the Behaviour tree and it's corresponding component on the gameobject could be exported to XML, using which I had written a save system to save the AI state. The problem now is that I've written a considerable part of the AI in RAIN AI, and their support forums and code documentation have recently completely disappeared. It had already been abandoned then, but at least the forums were there. I have identified another free Behaviour Tree AI plugin (Behaviour Bricks), but it doesn't have any options for exporting into XML or the like. However, the programming syntax is almost the same. So should I switch to some new AI tool, or continue with the old one? [link] [comments] |
Posted: 14 Jul 2018 08:35 AM PDT Im a relative newbie to Unity and coding in general. I am currently developing a game that uses two player controlled chracters on a sphere object using faux gravity. No problems with control whatsoever when there is one player present on the field. When i place the second character though it jumps around on the object really erratically. The current character controllers are set to apply force on the Y axis so they are in essence orbiting the sphere object and I can observe how the characters are moving.So I havent even tried to map controls for the characters on a controller or keyboard. Is faux gravity not meant to be used with more than one object? Am I overlooking something super obvious to someone more experienced with game dev than myself? Any help , tips, or tutorials would be greatly appreciated. [link] [comments] |
Examples of 3D games with fixed perspective camera? Posted: 14 Jul 2018 11:37 AM PDT Sorry if this isn't the appropriate place to post this, I didn't see a questions thread and this subreddit seemed more appropriate than gamedesign. I'm looking for examples of third person 3D games that have completely 3D environments, but lock the camera perspective to give the game a pseudo-2d feel For example, say the player character is in a long tunnel. The character is facing toward the right, looking long-ways down the tunnel. As the character moves to the right or left, the camera pans to follow them. However, if the character moves perpendicular ("up or down", ie closer to the camera or further), the camera stays fixed in place. Does anyone know of any games that implement this? [link] [comments] |
Posted: 14 Jul 2018 11:05 AM PDT Hello everyone! Like I said I used this project mostly for the school purposes i mentioned previously, t went really well (for a school presentation) however there was a major problem that the reviewers didn't take that seriously, however I decided to keep developing this project and potentially release it in a year or two and this problem is really troubling me, this problem is performance. First of all, a bit of info about my game:
Thanks for any help given and if to answer any question you need any extra info just ask! Thanks again!! [link] [comments] |
Posted: 14 Jul 2018 03:17 AM PDT Hi all, I want to make some animated sprites for my game and have been looking around for editors that let you created pixel-art style sprites and animations and has support for exporting those animations in a spritesheet style format. So far I have used Krita a bit since it was free and recently added a animation tool. In the short time I used it I ran into 3 UI bugs though so I am looking for something else. Right now my eye is on Aseprite. I was turned off at first due to not liking the UI theme but apparantly there are custom ones available. Other software I saw included Pyxel and GraphicsGale. What is your preferred editor? [link] [comments] |
Hand-painted Explosions and New Enemy Art Posted: 14 Jul 2018 10:21 AM PDT |
What's the best kind of game for a beginner to make? Posted: 14 Jul 2018 10:18 AM PDT Topic title says it all. I'm a total beginner who wants to learn how to make games. For what it's worth, if any of this will help... -I'm currently trying to learn how to use Unity3D. I've followed a few tutorials and built a couple of beginner games, but I'm trying to move away from that now. -I've tried to make some classic games like Pong, Breakout, Noughts And Crosses, etc. on my own, but each time I got frustrated and ended up looking up a tutorial. And each time my code/assets were completely unlike the tutorial. -Despite using Unity, my focus is on 2D games. I'm open to giving most genres a try, though I obviously feel some are currently above my skill level. -I'm currently using PiskelApp to create my sprites. -As I'm using Unity, my current language is C#. With all this in mind, is there any advice on what type of game I should be trying to start out, or any specific genres I should focus on? [link] [comments] |
Question on viable PBR texture methods in game engines Posted: 14 Jul 2018 03:50 AM PDT With PBR being used so much recently (or from what I know) I tried to create a set of my own, something to resemble the ones by cc0textures or poliigon. I've 3D scanned a few ground textures but with absolutely no luck at all, they all come out rather, dense. Detail in grass look all lumpy even when using a proper DSLR camera etc. So with this happening, I thought of another way that I am yet to see tutorials on, I'll explain in a second but if you guys already know of a method like this working and/or have tutorials, please share them with me, as I am highly interested. If I were to take a flat image of a ground, sand with a few rocks here and there, and I were to import it into blender and then sculpt the surface myself with references to the original surface, would that still be a viable way of making PBR 3D "scans"? Sculpting depth into the rocks/stones on the ground and then baking normals from there and importing it into UE4 or Unity? I have bought Substance Designer and B2M but all of my trials were complete fails, as they all come out REALLY flat with a little bit of depth. Please share your experiences, I want to create some realistic looking environments but I really don't want to have to rely on other people to make these texures. :) Thanks. [link] [comments] |
Awesome Holographic Card shader Posted: 13 Jul 2018 11:57 PM PDT |
Tutorials on Step-by-Step Game Design, not Development? Posted: 14 Jul 2018 09:12 AM PDT There seems to be an abundance of tutorials online that focus on "making" games (ie. the practical art of programming or using certain engines or tools) but not nearly as much on "designing" or "planning" games. When you look up "level design tutorials" most of what you get is actually "how to use X engine to place objects" or "how use X lighting in Unity", etc. I'm at a stage of my career now where I feel like I have some solid skills in developing games, but what I need to work is how I plan and go through pre-production. That's not to say there aren't true design tutorials out there (I've found a good amount already) but even then they're either very abstract, focusing on overarching concepts like Game Flow, or they're way too specific, focusing on "how to design a 2D RPG Map" or something. Again, I remember seeing some that find a good middle ground but that was ages ago and can't seem to find more. In addition, thanks to Extra Credits and similar videos we have a good resource of a lot of general concepts that are factors in making good games, but none of those channels delve into what steps you have to take to design your game from start to finish. I know this will probably vary wildly from genre to genre, but there has to be some series of steps and tips that can help accomplish things like perfecting the game world or choosing the best mechanics, etc. How do I know that I'm designing this character correctly, or how do I know what fits my game world and what doesn't? Practically, how would I go about designing a game from start to finish? The GDD guidelines are a good start, but I'd like to see the decision making someone goes through while filling it out, and how/why they're confident in their GDD decisions. Have you seen any tutorials or articles that focus on what I'm describing? Thanks! [link] [comments] |
Dracaena Upcoming 3rd Person Moba Posted: 14 Jul 2018 07:23 AM PDT Hey gamers, We at !mpact love to introduce you to our project Dracaena. We are developing a great looking 3rd person moba within the Unity Engine. Lets dive into some of our latests posts there best topics.
Character Development The past 2 weeks our character artist (name here) has been working very active on a great looking demon like character for Dracaena. We love to share the first peaks with you before we get into rigging and animating the character. https://i.redd.it/ccvj6ft1ax911.jpg https://i.redd.it/rzbxlet1ax911.jpg https://i.redd.it/ef0nzgt1ax911.jpg https://i.redd.it/sqlccgt1ax911.jpg https://i.redd.it/tsoquet1ax911.jpg https://i.redd.it/69hlgit1ax911.png https://reddit.com/link/8ytlis/video/2kh1g4b4ax911/player Character Concept Development The past week has been a great week for our character concept artist Stan. He has been working on some concept arts of his own creativity we do love to show to all of you. https://i.redd.it/8v30o588ax911.jpg https://i.redd.it/91waapcaax911.jpg https://i.redd.it/ycumk8eaax911.png https://i.redd.it/u1xn6tcaax911.jpg 1 lane Progress In the past few days we have been working very hard to patch bugs, exploits and glitches. We also made significant changes to the looks to make the world more compatible with what we are looking for. We added a secret chamber what can be unlocked by finding the required pressure plates around the world but these are well hided on unexpected places. We have made a lot of changes to the swamp, jungle and ancient parts of the world making the environment feeling more alive than ever before. We also applied several changes to our sound system making every sound becoming more realistic and dynamic with the object/character causing the sound. This makes the interaction with the world feeling way better but also unique. The last things we worked out where some of our visual effects to the spawns and killing certain enemies or being killed. Our biggest focus is to make a player of every age enjoy the game on its own way but our priority is that kids won't be limited by parents for playing a action game due to realistic visuals. You can request more information about these topics at our Discord server. Have a look at a few environmental artworks of the new lane and its changes. https://i.redd.it/h0v7sefiax911.png https://i.redd.it/cm9f3meiax911.png https://i.redd.it/xysrjhhiax911.png https://i.redd.it/ghlmejeiax911.png https://i.redd.it/ufg6qhfiax911.png https://i.redd.it/e6o4qieiax911.png https://i.redd.it/fk8t9keiax911.png https://i.redd.it/zbapclfiax911.png https://i.redd.it/ccm5bgeiax911.png There is alot more we have been talking about. Thats why we like to invite you to our Sub Reddit as that contains all the information you need and would be to much for a post here on the GameDev Reddit. Visit it at: https://www.reddit.com/r/TeamImpactMoba [link] [comments] |
Posted: 13 Jul 2018 10:27 PM PDT I've been coding for the past 4 months and working on various projects in Unity. About a month ago I started working on my first big project, and although I can grind my way through most problems, I've yet to feel fully confident using things like coroutines, lists, queues, for loops, delegates, etc. I understand these things on a surface level, but I'm stuck in my safe zone using simple if statements to solve most of my problems. I feel like I'm cheating myself. Does anyone have some recommendations to help get me to the next level? [link] [comments] |
Need some advice on Netcode regression Posted: 14 Jul 2018 12:38 AM PDT I will be implementing a lockstep deterministic simulator which will check the health of each of the client's simulation every 1 second or so via a hash of the entire simulation state. If the simulations drift (due to some non-deterministic behavior presenting itself), the clients will not agree on the state hash, post a NetDsync error, and close the game application. Assuming a SCM commit of the game's code with zero game state or simulation state code (let's call it version 1), this health test would always pass, as it is hashing zero simulation objects. Now code is being checked in, and SCM version 1, 2, etc. are being created. It seems apparent I will want to exercise the game simulation via a test server (Jenkins, etc) for some duration (infinitely?) to detect if a NetSync defect has been introduced into the code base. I need advice how I would go about building such a regression tool. It would seem for most games, the DeSync errors are likely to lie in interactions with the game events and objects, which leads me to conclude that monkey testing (generating random player input) may not be efficient at all for exercising the code base. Or at least it kind of devolves into the thousand-monkeys-on-a-typewriter-making-Shakespeare problem. Has anyone tried to build an automated regression system that could play the game perhaps way worse than a player, but better than a facerolling bot? [link] [comments] |
GameSparks good for non-multiplayer games? Posted: 14 Jul 2018 06:19 AM PDT First, newbie here, I've been a hobbyist developer for a while and now looking to go full-time as a solo when I retire. The games I have done so far are all casual single player games. Simple mechanics and graphics. I don't plan on making anything that would be multi-player soon. I came across GameSpark in an article on GameDev.Net and was curious about it. But having looked over the site, it seems geared to multi-player online games. Did I miss something? Or would it be useful as a distribution source for single-player games? Any advice is appreciated. Looking to get as many channels as I can for distribution. Thanks in advance. [link] [comments] |
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