Finished a 2D lighting system in Game Maker Studio that looks and behaves like in a 3D map, the map is a 2D tilemap |
- Finished a 2D lighting system in Game Maker Studio that looks and behaves like in a 3D map, the map is a 2D tilemap
- New free online tool for game design and storyboarding - Arcweave
- Good breakdowns of existing games and their assets?
- I'm trying to find a unique combat system for an RPG
- What I've learn't after 9 months running a text-based MMORPG
- How likely it is to beat "java developer" salary by becoming a self-employed indie game developer?
- Caution for deleveloper first game designer
- Screenshot Saturday #406 - All Natural
- Blender to Unity : C# Programming - Damage Script
- Which physics system to use?
- Why Are So Many Players Misinformed About Game Engines?
- Made a GIF for my game!
- Made a logo/title for my game!
- Resources on Object Oriented design for games?
- PCT GameDev Club Extra Life Stream
- Help me improve my game!
- The GoD Unit Game Development
- Blender 2.8 Sculpting with Alphas
Posted: 10 Nov 2018 10:02 AM PST |
New free online tool for game design and storyboarding - Arcweave Posted: 10 Nov 2018 09:15 AM PST https://i.redd.it/ur2koyy86jx11.gif https://i.redd.it/xv07ada66jx11.gif Hi everyone, A few months ago we made this post to show our progress with Arcweave, an online game design tool we had started building and many of you good people reached back to us with great suggestions and ideas. Our aim was to help game developers organize and plan their game model, flow and interactions in a more convenient way than simply writing things down in a document or wiki. After the feedback we received, our MVP was redefined to support the following:
Fast-forward 4 months of development and overwhelming amounts of coffee, Arcweave beta is finally online at https://arcweave.com We would greatly appreciate it if you guys try it out and let us know your thoughts, ideas and send us feedback as to how we can further improve it. Also, if you are interested in following the project on Twitter you can do it here: @arcweave Thanks again for everyone's support, the reddit gamedev community is amazing and the ride so far has been tiring but greatly fulfilling. Looking forward to your comments! Cheers! [link] [comments] |
Good breakdowns of existing games and their assets? Posted: 10 Nov 2018 02:25 AM PST (Sorry for the awful title.) I'm always fascinated about how certain cool effects or graphics assets are made in games. For instance, this breakdown of Diablo 3's resource bubbles is really nice read of how they made those effects. Are there any other similar breakdown articles? The older the game in question, the better - I'd really love to learn how they made eg. the lighting in older Diablo games. [link] [comments] |
I'm trying to find a unique combat system for an RPG Posted: 10 Nov 2018 07:28 AM PST Hey guys. So I've had an idea for a game I'd like to work on. The base concept is that it is a party based rpg where the party is made up of high school students with pent up emotions that they can't release in a healthy manner. They are given the power to use their emotions (sadness, anger, desperation, etc) as weapons. I'm struggling to think of an interesting combat system that can use the concept in a unique way. I would greatly appreciate any ideas. What I'm looking for is a combat system that can highlight the combat differences of each emotion, and one that is party based (as I want the different characters to be a big part of the game). Thank you for any suggestions. P.S This idea largely comes from personal experiences in the dangers of pent up emotions. The theme of the story I want to tell is developing healthy emotional releases with friends that lots of people unfourtanetly lack due to a lack of trust. I understand this a controversial topic, and I have no intent of trivialising such a serious topic. [link] [comments] |
What I've learn't after 9 months running a text-based MMORPG Posted: 10 Nov 2018 11:09 AM PST Hello, I'm Tom the creator of Zapoco. A free text-based online game where you compete against other players to survive a zombie apocalypse. I always envisioned Zapoco as a game built on players feedback - allowing it to evolve and change as needed. Since launching 9 months ago a lot has evolved to accommodate the rapid growth, many things to balance the in-game economy, its been a pleasure to see the community and game evolve together. Economy balancing. The main factor when managing a text-based online browser game is ensuring the community economy is balanced, almost every new feature release effects the economy in one way or another. Scheduling, building and testing new features. We have a huge development roadmap planned for the coming weeks, months and even years. We learn't testing new releases is essential to ensure the game economy is balanced. Listening to players. We often run in-game polls to allow players to vote for which features and direction they would like to see the game develop. We use in-game forums and Discord (https://discord.gg/qG9EhRR) to communicate with players and listen to feedback. On Monday we are releasing a new, exciting feature to allow players to specialise in a skill and craft unique items. I'm looking forward to seeing how this evolves. As ideal as it seems, I will never be able to make everyone happy. Some changes people love, others will hate. It's the nature of anything we do - we can't please everyone. And despite that, it will remain my goal. I am eternally grateful that the Zapoco community supports and believes in the game. Link: https://www.zapoco.com/ [link] [comments] |
How likely it is to beat "java developer" salary by becoming a self-employed indie game developer? Posted: 10 Nov 2018 11:08 AM PST I would be interested in making some bucks as a solo indie game developer, which makes me wonder how likely is it to achieve that under the following circumstances? First and a minimal precondition would be that indie earns at least the same after-tax income as a mediocre java developer would, in order to avoid opportunity costs. However, since we all know how hard game development is and how diverse skillset it requires, indie game development should be valued more than classic software development, therefore indie developer should earn more and this is a second precondition. Now the math. If a mediocre java developer earns about 50kUSD after tax ( I think that's an OK number for most western countries), an indie gamedev should earn a bit more, say 80kUSD after tax due to reasons stated before. As indie is self employed, a self-employment tax and bunch of other business related expenses need to be deducted. I think it's fair to say that 50% of income is eaten away by these expenses , and on first place, your distributor takes 30% (e.g. Steam, App Store..). Finally, in order to earn 80kUSD one needs to achieve this amount of revenue: 80kUSD / ((1-0.5 )* (1-0.3)) = 228.6kUSD. Now, the one million dollar question - how the heck would a solo gamedev achieve 228.6kUSD of sales after reading all the negative opinions about game markets where median revenue per game apparently is around 0USD? Btw, I watched this video: https://www.youtube.com/watch?v=JmwbYl6f11c&feature=youtu.be . It's about a indie game dev who in 11 years of game development didn't make any hit (scenario that applies for majority of indie game developers), but had driven a sustainable business. Regardless, financially he's having it worse on the long run as any junior software developer which is quite depression. At first I expected that he'd be talking about creating wealth, but instead he went with how to make enough to survive. It was painful to watch this video, knowing that he's not some paint-with-shit-on-wall quasi artist bringing zero value to world, but a legit software developer who knows game design and visual art. It was also painful to see that most games that he created, generated some decent revenue only after 10 year time window. Absolutely horrible. [link] [comments] |
Caution for deleveloper first game designer Posted: 10 Nov 2018 11:07 AM PST Hey all! I just wanted to point out a common pattern I see in beginning(maybe even expert)developers making games here. I want to play more great games, so I wanted to point out one major problem. We, the developers, get too excited for solving technical challenges and delivering technical features. While it is a grand feat, the final success of your game depends on the good game design and playability rather than complex and cool features! Yes, you can be proud of your overcoming of technical challenges. However, dont forget to take some time to think what makes a fun/meaningful game! I'm open to hear any other discussion regarding this point! [link] [comments] |
Screenshot Saturday #406 - All Natural Posted: 09 Nov 2018 08:16 PM PST 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: Have you ever quit playing a game because it was too easy? [link] [comments] |
Blender to Unity : C# Programming - Damage Script Posted: 10 Nov 2018 12:13 PM PST |
Posted: 10 Nov 2018 11:42 AM PST I'm starting a C++ project that needs realtime CPU physics simulation. I've pulled down the Bullet repository, but the lack of documentation has led to a lot of confusion -- do I use the bullet 2.x interface or bullet 3? I'm not even sure what the difference is between the two. Is there another library I should be looking at instead? [link] [comments] |
Why Are So Many Players Misinformed About Game Engines? Posted: 10 Nov 2018 11:11 AM PST So as someone who messes around in Unity and a little in Blender I was wondering why a lot of people hate Bethesda for reusing a game engine. Many people attribute gameplay bugs and poor graphics as a engine problem. However in my experience as long as you have a well made engine/renderer like Unity the graphics are determined by your own textures and models and gameplay bugs are a result of your own code and not the engines fault. Also same with combat, you can make a twin stick shooter in unity but also a fps or something completely different like a card game. The combat is also up to the devs. And even if the engine is made with a fps in mind they have the source code and can change it to their liking. So are most players just misinformed and how is the best way to combat this? Also Even Without Programming Knowledge You Can Observe That: For example the same engine, Snowdrop, developed by Ubisoft is used in the realistic looking 3rd person shooter game The Division while the 2d turn based rpg South Park The Fractured But Whole also uses it. The new X-Com like strategy game Mario + Rabbids Kingdom Battle also uses the same engine. [link] [comments] |
Posted: 10 Nov 2018 11:02 AM PST |
Made a logo/title for my game! Posted: 10 Nov 2018 11:00 AM PST |
Resources on Object Oriented design for games? Posted: 10 Nov 2018 10:06 AM PST I'm looking for books/articles/websites etc. that teach how to structure Object Oriented code in the context of writing a game. As a disclaimer, my day job is in embedded C but I also know C++ and Python but not as well, so I understand the fundamental of OO design but I don't use them day to day. For example one of the things I've been thinking about lately, take a tile-based 2d sidescroller. In that case, then how is an action triggered from that collision. How does the collision detection object correct the players position without knowing about how the details of character movement? How does that object know to take HP from the character without knowing how much health needs to be taken off depending on what hit them? These are just examples of things that have been running through my head. Does anyone have any good resources for OO design for games? [link] [comments] |
PCT GameDev Club Extra Life Stream Posted: 10 Nov 2018 08:24 AM PST Our college's GameDev club is hosting a 24 hour charity stream, we're playing chat requested games. All is done to benefit Geisinger Janet Weis Children's Hospital. Come by and watch us for a little and donate if you like, anything helps and it's for the kids. Thank you, fellow GameDevs! [link] [comments] |
Posted: 10 Nov 2018 01:47 AM PST Hi Game-devers! I did the first important thing - launch 'a' game! It was stuck in development for a while and I realised that if I don't do it now, I will procrastinate on it further. Unfortunately, in my rush, I did leave out some crucial elements. Hence, the post! I got some great feedback from the Discord channel recently and thought I'd extend this here. I have one more update left in me before the end of the year, so please help me tweak the graphics to be as good as they can be! The dev is in Unity & I've put the game trailer at the end of the post. Some questions:
Any other general feedback would be more than helpful! Trailer: https://www.youtube.com/watch?v=NRyg3tugUAQ [link] [comments] |
Posted: 10 Nov 2018 03:09 AM PST The GoD Unit https://i.redd.it/g60ssrrgjhx11.png Greetings, Reddit dwellers! I love puzzle games. Some time ago, I came across one game of this genre on Steam (I won't say its name to avoid advertising/negative advertising), which I bought and successfully finished, but the game turned out, gently speaking, not the best one. Mainly because the very basic concept of the game that should have been its foundation and that had even given the game its name was used for about five percent of its potential, is not less. And so, disappointed by the game, I went to the toilet. No, not because I felt sick, but with a more conventional purpose. And there, within just five minutes of brainstorming with the ceramic friend of mine, I generated several ideas that might have been implemented within the concept of that game. I explained some of those ideas in a negative review I wrote about that game (after coming back from the toilet, if that is crucial for you). I have to give the developers some credit, they swiftly responded to my review and the following day they supplemented the game with a few levels using my ideas. But it was already too late to satisfy me. And then it dawned upon me: hey, my arms are quite straight, I can make my own game! With blackjack and https://i.redd.it/9uspmndujhx11.png Holding on to that thought, I downloaded the Unreal Engine and started learning it, simultaneously devising the setting, scenario, mechanics; creating textures; developing models in 3D editors. https://i.redd.it/raq6q2gzjhx11.png Cutting to the chase: the first mechanics feature that I haven't encountered anywhere, fortunately, is the possibility to change the density/mass of the surrounding objects, in particular the cubes that you can see on some of the screenshots. "That's it?", you would ask. Yes, at first glance it might seem that this mechanics doesn't provide a lot to work with, yet after many hours of thinking I managed to devise a number of features that would organically fit into the concept and diversify the gameplay. https://i.redd.it/dhbk4dw1khx11.png Surely, that's not all there is. There are also certain mechanics that might be familiar to those who love such games. I don't believe they need to be explained in details. https://i.redd.it/3v3a82t3khx11.png In a nutshell, the development started about six months ago. What I currently have is: - 16 level with puzzles of various degrees of complexity; - Objects interaction mechanics (coded and calibrated for about 90 percent); - Almost all the models required for the game functioning; - Environment sounds; - Devised and partially written plot. What's still to be done: - I would like to make at least 32 level, for a round number =) (or more, it depends); - Elements that will unwrap the plot to the player need to be introduced. It will only be possible after all the levels are made and logically sequenced (from simple to more difficult); - Voicework, namely comments by a certain observer, like it was made in the Portal series, The Talos Principle and other games; - Music. I would like to compose at least two not-so-primitive tracks for the main menu and for the game end, and, maybe, some subtle ambient for the gameplay; - visual part. Not all the currently used textures are to my liking. Something's going to change. https://i.redd.it/ikidznw7khx11.png Well, I understand that's not a lot of information, but I don't want to lay all the cards on the table at once, since certain gameplay elements, the plot, and the puzzles are to be gradually learnt during the game, therefore may be considered as spoilers (if someone ever wants to play the game =) ). https://i.redd.it/8cy1xj3bkhx11.png Thank you for your attention. I'll try to respond to all questions and comments, if there are any. [link] [comments] |
Blender 2.8 Sculpting with Alphas Posted: 09 Nov 2018 03:12 PM PST |
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