FPS Sample Game from Unity Technologies (fully functional, first person multiplayer shooter game made in Unity and with full source and assets) |
- FPS Sample Game from Unity Technologies (fully functional, first person multiplayer shooter game made in Unity and with full source and assets)
- Procedural map-generation for a rogue-like we're making
- Unity Austin: ECS Megacity demo
- Live-coding JavaScript example for our upcoming prototyping tool, "GameBuilder" -- Comment here or PM me for a free Steam key!
- Hello /rGameDev I'm an Attorney who provides legal services to the interactive entertainment industry time for the Bi-Weekly AMA.
- Making skills on industrial scale.
- My game is translated by chinese before I was aware of it.
- when the bottleneck is speed
- Minesweeper in 100 lines of pure JavaScript
- WIP Wednesday #108
- Blender 2.8 Low Poly Open / Close Animation
- GitHub Game Off 2018 Jam
- Classic Game Postmortem: Alone in the Dark
- Hyper Headroid - Flame stage
- Unity 2018 C# | Interaction System (E02) - Interacting with doors
- Hi Gamedev. If you are looking for a different open & closing door sound effects. I recorded 5 truck doors on a junkyard in Malaysia and got some really nice sounds that you can download for free.
- Simple 3D sculpting game
- How Mega Man 11's Levels Do More With Less | Game Maker's Toolkit
- Eldior: Darkness Returns
- If I wanted to create an environment of only cubes (think Minecraft) in Unreal Engine, would the most efficient method be to simply use cube-shaped actors?
- Creating Crossy Road From Scratch In Unity - Livestream
- How hard is it to create an online game in Unity?
- Free Image To Material Tool, Materialize, Now Open Source!
- College Senior looking to chat with an industry professional who started as a QA Tester
Posted: 24 Oct 2018 01:53 AM PDT |
Procedural map-generation for a rogue-like we're making Posted: 24 Oct 2018 09:46 AM PDT |
Unity Austin: ECS Megacity demo Posted: 24 Oct 2018 02:09 AM PDT |
Posted: 24 Oct 2018 08:40 AM PDT |
Posted: 24 Oct 2018 06:08 AM PDT Hello GameDevs and Publishers, Its time for the Press Start Legal Bi-Weekly AMA! In an effort to give back to our this great community, we've deiced to attempt to run two AMA's a month. My name is Zac Rich I am the founding partner of Press Start Legal, a law firm created for providing legal services for the Interactive Entertainment Industry. Our clients range from video game developers and publishers, tech startups, online and e-commerce businesses, content creators and social media influencers. My practice areas include marketing and advertising law, privacy law, intellectual property (trademarks and copyrights) and contracts. Ask me Anything! Disclaimer: Nothing in this post should be considered legal advice, everything posted here is my general opinion as facts of your case may vary. This post does not create an Attorney-Client relationship, and as such, I strongly advise you do not post anything confidential. If you have a question you don't feel comfortable asking here, please direct message me or we can set up a free consultation, just send me an E-mail to [Zac@PressStartLegal.com](mailto:Zac@PressStartLegal.com) [link] [comments] |
Making skills on industrial scale. Posted: 24 Oct 2018 08:29 AM PDT IntroThis post is not intended for beginner programmers so i will not cover basic things. Hi everyone, i'm currently making turn-based rpg and i want to share with you my approach to making skills on an industrial scale. As you all know rpg is pretty complex genre and content creation takes huge part of development time. One of the main features of Dark Bestiary is big amount of different skills to give player opportunity to create any class he wants. I wanted this process to be as fast and easy as possible. Here is footage of me creating fireball. https://reddit.com/link/9r0nma/video/c8n21wceu4u11/player ToolsI use Unity and C# for game and Laravel, postgresql, vuejs for editor. Why i don't use Unity's build in editor stuff? Because i found it slower and harder way to create complex UI, and i have webdev background so for me that was obvious choice :) Plus i can use it anywhere i have connection to internet. Core pillarsCore pillars of this system is Effect and Behaviour. With help of these elements you can create any spell you want. EffectEffect is a simple one-shot action like deal damage or launch missile. But i have few "service" effects to create more complex logic, they are not doing anything by themselves but provides useful utility, for example EffectSet contains a list of effects which are called one after another or SearchAreaEffect which responsibility is to search units in area and apply another effects to them. As you can see effect has method Apply which receives two arguments: caster and target. This is tricky part, caster is always GameObject but target can be Vector3 as well so i have an overload for this. Also target can be overwritten inside base effect class, for example you are casting skill that damages target and heals caster at the same time. To do so you must have EffectSet, DamageEffect and HealEffect. EffectSet applies to target gameObject for damage effect it's fine but if you will not overwrite target to caster you will heal enemy instead of self. BehaviourBehaviour is slightly different to effect because it has duration. Perfect example of behaviour is buff. Buff has initial, periodic and final effects. Behaviours have some service classes too, for example BehaviourSet contains a list of behaviours. It applies all of them when it is applied and calls lifecycle callbacks on them (OnApply, OnTick, OnRefresh, OnRemove). Another use-case of behaviours is reaction to gameplay events, you can create behaviour that reacts to take damage event and for example launches missile into attacker. DataAll the data is storing in postgresql database, Unity receives it through json API using web request. In Unity i use combination of DTO (Plain class that represents JSON api response) Mapper and Repository. For JSON serialization i use JSON.net. DTO is pretty straightforward. The only thing that i can notice about is string field in base class that represents the class of object which data belongs to. For type-based deserialization i use custom JsonConverters. You can find more information about them at newtonsoft.com. Mappers is the thing that responsible for converting DTO to in-game entity. I use primitive implementation of this pattern but you can use schema with set of properties that have its own logic for Get and Set operations or whatever you want. And finally repositories. Repository is good old pattern that responsible for data access. Here is implementation for reading data from files. Cache is implemented in JsonFileReader class because all data operations goes through it. I think this will be enough to understand the principles :) Now i want you to show some examples. ExamplesBomb. In video above I've made simple fireball spell, so what about something more complex? Let's create a bomb skill that will travel to target location and do AOE damage on impact. We will need:
Skill will be linked to launch missile effect because this is our starting point. Launch missile will have final effect (when missile is reached the destination) that will search enemies in radius of 2 cells and damage them. So now effect chain will look like this: LaunchMissileEffect -> SearchAreaEffect -> DamageEffect Or we can do crazy stuff like fireballs launching from Bomb impact location. To do this we can simply replace damage effect with launch missile. LaunchMissileEffect -> SearchAreaEffect -> LaunchMissileEffect -> DamageEffect Notice: if logic goes too complex to implement, simply introduce a new effect type that will simplify it. Perfect example - chain skills, you can implement them by using SearchAreaEffect and SetEffect but you will have to create over9001 different effects to achieve chain behaviour or you can simply create a ChainEffect that will do it for you. Chain Lightning. To implement this you must create a new Effect called ChainEffect which will search all entities in a chain and apply some effect to them. Effects will look like this: ChainEffect -> DamageEffect Restoration totem. Is a good example of using behaviours. To create this skill we will need:
Let's start from behaviour. It will have periodic effect that searches allies around totem and heals them. Then we have to attach this buff to our totem, i personally do it in editor, unit has a list of behaviours that will be applied on him when spawned. Now we must kill totem when buff fades. It can be easily done by implementing KillEffect and linking it to final effect of out healing buff. As you can see it is very powerful tool. Hope you will find something useful in this post. Best regards, Ivan aka creator of Dark Bestiary. [link] [comments] |
My game is translated by chinese before I was aware of it. Posted: 24 Oct 2018 07:39 AM PDT I am a Korean hobby developer and my game support English and Korean. Yesterday I just found my game with full Chinese translation including title(with name changed) on web site dealing pirated software. In my knowledge Chinese cannot legally access Google store and steam so pirating is not my concern but anyway that was very weird experience. FYI my game have about 20 reviews on steam and sold 700 copies and sold 200 copies on android. Does anyone have similar experience? Edit: Maybe chinese people can access on steam now? [link] [comments] |
Posted: 24 Oct 2018 04:35 AM PDT I released a game 1 month ago, it is based on html5, and uses nwjs to display a transparent window. Long word short, it uses cpu mainly, as it uses canvas to draw thousands of shapes and images so the bottleneck is the speed. On my old pc it could be seconds per frame, on an office pc with a i3 cpu, it is less than 1 second, but still there us no way to update in 60fps. But the game is idle most of the time, it only redraws when needed. So I tried a different approach, I used another 2 canvases to swap the results when the drawing queue is completed, otherwise it uses the old result. Since the new OffscreenCanvas only supposes webgl, so a Worker thread is out of question, I have to put everything in the main thread. The game processes the queue and checks time using Date.getTime to decide when to break the queue. This is quite inefficient though it works, it still not smooth, I guess Date.getTime is not too accurate, but currently I'm out of options. tl;dr So how do you deal with such thing? How can I know when to break a drawing queue so the gui doesn't freeze? [link] [comments] |
Minesweeper in 100 lines of pure JavaScript Posted: 23 Oct 2018 07:56 PM PDT |
Posted: 24 Oct 2018 06:08 AM PDT What is WIP Wednesday? Share your work-in-progress (WIP) prototype, feature, art, model or work-in-progress game here and get early feedback from, and give early feedback to, other game developers. RULES
Remember to use #WIPWednesday on social media for additional feedback and exposure! Note: Using url shorteners is discouraged as it may get you caught by Reddit's spam filter. [link] [comments] |
Blender 2.8 Low Poly Open / Close Animation Posted: 24 Oct 2018 08:47 AM PDT |
Posted: 24 Oct 2018 10:06 AM PDT |
Classic Game Postmortem: Alone in the Dark Posted: 24 Oct 2018 09:40 AM PDT |
Posted: 24 Oct 2018 10:36 AM PDT |
Unity 2018 C# | Interaction System (E02) - Interacting with doors Posted: 24 Oct 2018 09:49 AM PDT |
Posted: 24 Oct 2018 09:40 AM PDT |
Posted: 24 Oct 2018 09:05 AM PDT I have recently started working on a minigame concept which will require a user to both piece together simple shape as well as use basic tools to deform them. (basiclly a highly simplified 3D modeling tool). I have only done a little research as of yet. creating/ using a voxel engine looks like a good path but i dont really know what options are out there and what will fit my needs (I'm better at programming logic systems than the graphical side of things) i would love any information about various systems i could employ. [link] [comments] |
How Mega Man 11's Levels Do More With Less | Game Maker's Toolkit Posted: 24 Oct 2018 08:25 AM PDT |
Posted: 24 Oct 2018 08:22 AM PDT I am planning on making a video game based on Alan Garner's book, Elidor. The game will feature the titular land of Elidor, which is not often seen in the book, as it only featured in a few pages. My goal is explore a certain character's state of mind, called Malbron. He is inferred to be a Knight in the book, the last survivor in the mythical land of Elidor who holds the last artefacts of Elidor with him. The antagonist in the book, called 'The Darkness', has destroyed everything in the land. 'The Darkness' is implied as a negative metaphorical force with no human qualities. My objective is to tell to the story of how Malbron obtained the artefacts by developing a part of the story that has not been elaborated on. Moreover, I would like to demonstrate the fall of the land of Elidor and its impact on Malbron's mind. The plot consists of seeing the land of Elidor fall, in addition to introducing new characters that are not present in the book. My hope is to expand on the fall of Elidor and make it into a more engaging narrative. I'm hoping my creation will be seen as a post-apocalyptic video game that will engage the viewer and trigger a range of emotions, e.g., anger, melancholy, hope and excitement, to name a few. I would like to give the antagonist a more relatable form rather than a symbolic one. Instead of being a metaphorical force, 'The Darkness' will be a more literal force, as in an clan of seaborne raiders who pillaged their way across the land with no mercy, e.g the Vikings, Normans and Vandals. As a result, I need feedback on my idea, do you think its good, bad? How could I improve it? [link] [comments] |
Posted: 24 Oct 2018 12:03 PM PDT I've implemented it with simply (to start with) a field of cube actors that spawn under the character, but is this inefficient if I wanted to generate an entire world/map? [link] [comments] |
Creating Crossy Road From Scratch In Unity - Livestream Posted: 24 Oct 2018 11:48 AM PDT |
How hard is it to create an online game in Unity? Posted: 24 Oct 2018 07:27 AM PDT Hi there. I have some basic/méeium knowledge of making games with unity. Now I was thinking… how hard it is to make a game online? The "reference" of the kind of game I have on mind is pretty similar to the game C.A.T.S.With online features like Login, save the progress… and ofc to search and find an online game in real time. Is it difficult to someone who Works as indie developer alone? If anyone knows any resource such tutorials or something is really welcome pd: I have literally no idea of how could all of that Works, all I know is how to create the game I have in mind, but I want to know if it is really posible to someone like me to does it in spare times to create the online part [link] [comments] |
Free Image To Material Tool, Materialize, Now Open Source! Posted: 24 Oct 2018 11:03 AM PDT |
College Senior looking to chat with an industry professional who started as a QA Tester Posted: 24 Oct 2018 10:54 AM PDT |
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