I'm not an artist, trying to make simple style still look neat. Advice? Other games to look at? |
- I'm not an artist, trying to make simple style still look neat. Advice? Other games to look at?
- Finally a screenshot!
- How Many Steam Wishlists Convert to $100k
- I've created platformer game. Nothing fancy, but this is video showing that it could be great thing to do as father&son project.
- PAX Aus Talks - Accessibility Through Game Design!
- RimWorld sets an excellent example of how an indie game trailer should be made!
- A 2D game library in Go "Ebiten" v1.8.0 released: WebAssembly port, Polygon support, Multi monitors, etc.
- Where is a good place to start learning about game design?
- Privacy policy, Terms of service, etc?
- Questions about programming on Card system management
- Best books learning UE4, Making game from scratch, Making 3d models etc?
- Problem with a rendering engine I'm creating in Java.
- Best game engine for a turn based 3d game?
- Balancing issues with game idea.
- Question about progression
- How to Get Other Devs to Help
- How to make your game take longer to play!
- Shaders don't like basic mathematics, go weird. Why?
- Web-based game design tool progress
- Ultra Team Have Traveled To Game Developers Conference at San Francisco. Ultra Is Offering New Solutions To Developers And Players
- Can someone help me find an Artist for my game?
- Software for throwing down logic flow concepts?
- Physically Based Rendering, 3rd Edition Now Free To Read Online
- Efficient city builder pathfinding algorithms?
I'm not an artist, trying to make simple style still look neat. Advice? Other games to look at? Posted: 18 Oct 2018 07:35 AM PDT |
Posted: 18 Oct 2018 07:55 AM PDT |
How Many Steam Wishlists Convert to $100k Posted: 18 Oct 2018 08:49 AM PDT |
Posted: 18 Oct 2018 10:14 AM PDT |
PAX Aus Talks - Accessibility Through Game Design! Posted: 18 Oct 2018 05:35 AM PDT |
RimWorld sets an excellent example of how an indie game trailer should be made! Posted: 17 Oct 2018 03:30 PM PDT |
Posted: 18 Oct 2018 07:24 AM PDT |
Where is a good place to start learning about game design? Posted: 18 Oct 2018 07:34 AM PDT Hello I am interested in learning more about game design. I have been a gamer for 20 years now (roughly my whole life) and have always been fascinated by the game design process. I have dabbled a tiny bit here in there with game design stuff. I am talking like rpg maker kind of stuff. So yea I am very very much a noob so to speak. I would love to start learning a bit more about game design and would love to someday possibly get to the point where I could create my own indie game. I have almost zero coding experience but am willing to learn. Anything you guys can point me towards for an intro to game design would be awesome. I have googled quite a bit and seen some suggestions here and there but my problem is that there seems to be almost too many options in terms of introductory material for game design. Just wondering if there is just as tried and true solid place to start learning. Thanks for any suggestions you can offer. [link] [comments] |
Privacy policy, Terms of service, etc? Posted: 18 Oct 2018 10:38 AM PDT (Pretty lost about where to post this) Where do you guys get these? Do you, umm.. write them yourselves? Whats the process? Im making an ios app, with login, data stored in servers, etc. So I will be needing a privacy policy, and a ToS. And will need these for future projects also. So far, ive found some websites: www.freeprivacypolicy.com etc, are these good or scams? Also found a similar but paid one, for ToS. Thanks in advance guys. [link] [comments] |
Questions about programming on Card system management Posted: 18 Oct 2018 08:05 AM PDT Hello, I am now working on my Final Year Project (Game Development) at University by my own. And I am going to make a game on Unity that have a card system involved as the core mechanic in my game. The design part or game flow is already done but now I am building an overall class diagram or something like that. So now I encountered some problems on the programming part and I recently have an idea to deal with the "Card effects" in the game, but I don't know if there are any mistakes or better implementation methods. Please give me some guidance base on the following examples. (JUST IMAGINE YOU ARE PLAYING SOMETHING LIKE HEARTHSTONE) Assume there are two hostile soldier cards placed on the field: SoldierA and SoldierB, they are able to attack each other. Now SoldierA's owner declares an attack on SoldierB, SoldierB have a buff that allow it to retaliate immediately after the calculation of attack. To do that on programming side, I planned to define some "window" methods inside the "Soldier" class (maybe abstract or ScriptableObject?) to trigger these effects like: The above methods will be sequentially called in the attack manager like: According the above "idea", SoldierB will perform retaliate inside defender.onAfterDenfense(). ----- Secondly, I need to design a structure for managing card effects something else like: I am still worried ... there are some much and much more complex effect management need to handle... like strength and weakness, soldier status(poison, freeze, burn), etc... Yes, I know I can simply handle that by using a massive amount of If statements but what I want to do is to make the code structure more clear and tidy... Any suggestions will be appreciated! PS: Come from HK, Sorry for my bad English. [link] [comments] |
Best books learning UE4, Making game from scratch, Making 3d models etc? Posted: 18 Oct 2018 10:15 AM PDT Hi, Tried making a game around 2016 but was struggling to find how to create 3d models (i'm not an artist, too poor to hire someone) and struggled with understanding how to make a game from ground up. I found out i'm short sighted (keep getting headaches from reading but getting glasses for first time so i really like to get down and get stuck into reading and learning) I really want to start making games, If C++ is more powerful than blueprints then i'll start learning about C++ too. The books i like to learn from are:
Thank you so much I dream about making my own games just always thought it be too hard, but i'm willing to learn and take my time. [link] [comments] |
Problem with a rendering engine I'm creating in Java. Posted: 18 Oct 2018 02:06 AM PDT |
Best game engine for a turn based 3d game? Posted: 18 Oct 2018 01:55 AM PDT Hey Guys! Just thought I would make a post asking for some recommendations on what game engine would be best for a project I am considering starting. I currently have no background at all with game engines but have made countless mini games with a few of the languages I know without using a game engine. I want to take on a bigger project to slowly work my way though. As far as coding languages go, I know C, Javascript and a little bit of C++. I have been wanting to learn C# for a long time too. The game will only involve a simple still camera over the shoulder view of your character. If anyone has any recommendations please let me know! Thanks! [link] [comments] |
Balancing issues with game idea. Posted: 18 Oct 2018 08:21 AM PDT I want to create a multiplayer programming/hacking where the objective was to shut down your opponent's machine. Instead of a list of pre-made commands to talk to the network you would make your own programs in assembly and would send packets over the network by putting the data into a register. I've planned it for a while but I don't know how to stop people from putting up posts explaining all the ways to exploit the network and fixes for them, effectively ruining the game for everyone. I also want to add a campaign mode so you can learn the basics in less competitive environment and I thought about locking multiplayer behind a 'complete this many levels to unlock' sort of barrier but I'm still not sure of the best solution. Screeps got me into the idea of competitive programming and it has balancing issues too, with people uploading open source code bases and people just spawning in with a noob stomping program already made. Is it just that when you give players this sort of freedom these problems are unavoidable? [link] [comments] |
Posted: 18 Oct 2018 11:55 AM PDT I'm making a hacking game that's similar to Uplink and Hacknet. Progression in Uplink is tied directly to the hacking tools you have. You do some low level missions that only need 1 or 2 low level tools to get the money to buy better tools to do higher level missions to get more money for better tools... etc. After you have all the tools then things aren't much of a challenge anymore. I've only got a few hours on Hacknet but it progression seems similar there too. In my game, I want progression to come from the skills and knowledge the player has gained. Each hack is like a puzzle they have to figure out. So even if you have all the tools, the harder missions aren't a cakewalk like they are in Uplink. You have to use the tools and knowledge you have in creative ways, similar to real life penetration testing. My question about this is: Should I even make the player have to buy the tools or since progression is more about using the tools creatively, and not just having the tools, should I just make all the hacking tools available to the player at the start? The only problem I have with making them all available at the start is that the player might be overwhelmed with all the different commands (it's all console based). The advantage I see from making the player buy the tools is that it eases them into how to use them. [link] [comments] |
Posted: 18 Oct 2018 11:47 AM PDT How do I get other programmers to help me with my game? I easily acquired a artist and an audio engineer to help me. Several devs said they would help me, but for varying reasons weren't able to. One was too inexperienced with programming (Didn't hardly know how to do the basics), and the others were too busy. Here's a link to the GitHub repository for my game if you are interested. [link] [comments] |
How to make your game take longer to play! Posted: 18 Oct 2018 11:34 AM PDT |
Shaders don't like basic mathematics, go weird. Why? Posted: 18 Oct 2018 11:26 AM PDT I thought the following two lines were identical, mathematically: ...but when I put them in a shader in Unity, I get radically different output (it appears to run a photoshop Screen-overlay effect - the colours get reversed). No other change. Datatypes:
[link] [comments] |
Web-based game design tool progress Posted: 18 Oct 2018 11:04 AM PDT https://i.redd.it/j2fujyxcfzs11.gif Hi all, A few months ago we made this post to introduce the idea of a web-based tool we are building to help game designers. Today we are posting some teaser animation to show how things are progressing. Let us know your thoughts/ideas on how it is shaping up so far. If you are interested in more updates or getting notified when it will be released you can follow the project on twitter. Cheers, [link] [comments] |
Posted: 18 Oct 2018 11:02 AM PDT |
Can someone help me find an Artist for my game? Posted: 18 Oct 2018 10:58 AM PDT Hey people, I am currently working on a project and I am desperately in need of an artist to do some 2D-Art for me. Do any of you have some tips on where to find a good one? I checked out an app called Fiverr, but I honestly didn't get the vibes there. Do any of you have experience with this and could enlighten me a little bit on how much it costs(how is the cost calculated? Per sprite?), where to find one etc.? [link] [comments] |
Software for throwing down logic flow concepts? Posted: 18 Oct 2018 01:01 AM PDT Hi all, I'm a big fan of pen and paper but here I am in a situation where last night I wrote 3 pages of logic flow and scribble for a basic game I'm about to start. I'm not sitting down to work on it and realised the paper notebook is in another building. I can't progress unless I work out all that logic again. I spent hours on it. SO, based on that. If I had this digitally it would follow me cloud style due to my server I use etc for my own cloud. I use Linux if that makes a difference, but does anyone recommend some game logic software I can use to throw down ideas about things? In my example I'm making my first solitaire, so I had all these notes on the piles and how they would work. I'd love to be able to have software to let me jot down a bunch of stuff. Doesn't NEED to be visual, can be written, can be visual also, open to all suggestions. [link] [comments] |
Physically Based Rendering, 3rd Edition Now Free To Read Online Posted: 17 Oct 2018 12:50 PM PDT |
Efficient city builder pathfinding algorithms? Posted: 18 Oct 2018 08:35 AM PDT I'm trying to work out some concepts for a game I'm thinking of designing. It will be some kind of 4X/Grand Strategy game but I'd also like to incorporate a more or less simple city builder and city simulation into it. I want to give the player the ability to design cities in relative detail but also feature the ability to create multiple cities on a nation-wide scale, which is why I'm trying to find a balance of complexity for the city builder and simulation, both for the sake of not creating too much tedious micromanagement but also for the sake of performance. Some important building types I'm thinking of would be residential buildings and workplaces, as well as road infrastructure. Citizens would live in residential buildings and have to make their way to their workplace to work. The efficiency of the work being done in the city should depend in part on the efficiency of the routes people take from their homes to their workplaces, something which can be improved by a well designed road network. To that end, I'd like to have some kind of algorithm that can calculate the most efficient routes between residential buildings and workplaces and also determine where workers would ideally like to live relative to their workplace to minimize commuting times. Considering that there might be very many cities and that each might be quite large, I'd like to have as efficient pathfinding algorithms as possible. Either that, or some other ideas on how to design a city builder that feels meaningful to use but doesn't fry your processor. Any suggestions or other comments? :) [link] [comments] |
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