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    Saturday, December 29, 2018

    Let A* fail but still return a path

    Let A* fail but still return a path


    Let A* fail but still return a path

    Posted: 29 Dec 2018 12:14 AM PST

    Graphy has WON the "Best Development Tool" prize in the Unity Awards 2018!!! I wanted to thank all of you who voted, you made this possible! :)

    Posted: 29 Dec 2018 05:14 AM PST

    Epic Games, the creator of Fortnite, banked a $3 billion profit in 2018

    Posted: 29 Dec 2018 11:21 AM PST

    First launch on mobile, stable 60fps even in energy saving mode. Still some bugs/bad UX but it feels already as portable online dungeon crawler experience

    Posted: 29 Dec 2018 07:44 AM PST

    Which network model should I take for a hobbyist small project?

    Posted: 29 Dec 2018 07:21 AM PST

    Hi, I am in the planning phase of making a small project that's designed mainly for multiplayer. A top-down pixel art party game that support 6 player.

    For a multiplayer game I would have to design the game base on that from the beginning.

    Since I don't have much knowledge on networking, I'm trying to find the easiest solution possible.

    Here are few of option I can think of but can't decide.

    1.GMnet - This seems pretty easy but I'm not sure, should I switch engine to GM just for this purpose?(I don't need 3d anyways)

    2.LAN - Is it possible to implement a Virtual LAN model Like how GameRanger/Garena/Hamachi works but has it built-in in the game itself and make a UI that player could access to my own matchmaking server? If possible how hard is this option, is there any asset that could make this easier?

    3.Network Engines like Photon – This is way too costly for a free hobbyist game.

    submitted by /u/Starforce2005
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    Inventory management or other minigames while loading

    Posted: 29 Dec 2018 10:57 AM PST

    This is somewhat of a philosophical question:

    Why is there almost no game that uses the loading screen time to let the players manage their inventory or maybe play a little mini game. While playing some games that have a inventory I have action-packed gameplay where I mostly don't want so stop and manage my items and when I get the loading screen I often ask myself: now, when I can't play because the next map is loading, why can't I manage my inventory or access the options?
    Yes, I know that most of the resources have to be used to load the assets, but a simple UI should be able to be displayed with minimal effort and when the player closes the UI all resources can again be used for loading. Especially with AAA games that are heavily optimized and are mostly played in capable gaming machines there should be some resources left for a inventory UI, or am I overlooking something here?
    The only game I can rememer that has none something like this was a dragonball game for the PS2 where you could play a minigame on the loading screen, but else I can't think of any other game that has done something like this...

    Does anyone know why almost no one does this? Or has nobody thought about it?

    submitted by /u/Franek_Stratovarius
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    Is there a definitive, from-start-to-finish tutorial for getting started with DirectX, sort of like what we have for OpenGL?

    Posted: 29 Dec 2018 08:40 AM PST

    For OpenGL, there's http://learnopengl.com and http://open.gl. For vulkan there's http://learnvulkan.com.

    However, I'm trying to switch over to DX now, mainly so I can try out gameworks features that are only supported in DX11.

    Is there anything like this for DirectX 11, where I can actually follow through on writing a clean, properly structured engine from start to finish?

    (I've been trying out this but it doesn't really seem to approach things well in my opinion. this is a bit better, but it feels a bit outdated in style, and I basically end up copy-pasting giant chunks of code without having the slightest idea what they do, which will obviously make it hard to work with my own code later on or implement new graphics features.)

    submitted by /u/poofyrear
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    Best way to reuse code between Unity projects?

    Posted: 29 Dec 2018 06:46 AM PST

    Hi guys, I am investigating best options to reuse code between projects and I am really interested in your personal experience as gamedevs and/or engineers.

    We are using Unity as game engine and we already wrote a lot of code for our first game, and even use some unity plugins like 2d toolkit, leantween, etc. The thing is, we are thinking about making a sequel of our game and we want to reuse lots of systems but the game is really coupled so we have a lot of work to do in order to decouple first.

    We know that we have to do that work, however I am not really sure about the path to follow after extracting the code, if using separated .net project exporting different dlls, using new unity package manager, just copy code from one project to the other, etc, or even using multiple paths for different code.

    Our first steps are identifying the main systems of our first game and start decoupling them and move them to namespaces and different folder structure to easily move them later to the second game, a separated project or whatever.

    In the ideal vision I see something like "maven" or "npm" or "unity package manager", where we just add a versioned dependency in the project, with a format like "1.2.3+" (to accept bug fixes) and we have common dependencies in both projects and grow over that. I did that in the past with java and maven and using LibGDX and our own libraries when I worked with a friend before my current job and it worked pretty well, it was really easy to start a new project and have a great framework working and to not break old games if we make improvements to the base framework. But, that is an ideal for my current situation since the game I want to extract code from is very coupled and needs a lot of work to improve but maybe for the sequel we can start with a good foundation for it and future games.

    So, what do you recommend from your personal experience?

    Also, do you think this question should be on unity subreddit or is ok here? I would love to hear more general solutions but maybe it is against rules, I am not sure. I can move it if that is the case.

    submitted by /u/acoppes
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    Pixel art on iPad Pro?

    Posted: 29 Dec 2018 11:17 AM PST

    Hello r/gamedev

    Anyone have good suggestions for apps that would allow me to make pixel art on an iPad? Animating it on there would be a plus, but the end result should be exportable to unity.

    Thanks!

    submitted by /u/stoptoplay
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    Substance Painter Tutorial : Emissive Materials

    Posted: 29 Dec 2018 06:10 AM PST

    New Year, New Project!

    Posted: 29 Dec 2018 11:11 AM PST

    Hi everyone!

    The New Year is quickly coming up, and I have been pondering what I want to do as my new year big project (past projects: 3d modeling a character, learn about architecture, prep and participate in NaNoWriMo, and etc). As I look back at this year I realized I played more games than I have in the past few adulting years! Which spawned the idea of making a 2D/Pixel game next year. I'm not looking to make a game to make me any money or make me famous, I just genuine enjoy creating and learning. The plan is to take an hour every weekday to learn then apply what I have learned on the weekend.

    I have very limited knowledge of the gaming industry and what it takes to create a game. Which is were you guys come into play! Where should I start? How should I structure my learning, is there a preferred path of learning (programming & math > art > music)? What software should I use if I want to create a 2D game? I have programming knowledge from my Front End Developer days ( Javascript & some PHP). What tutorials should I read or watch to learn about 2D art or pixel art? What books do you guys recommend to read to learn about any part of game development? Also which tutorials do you guys recommend to get started?

    It's definitely going to be a long journey and I would love to share progress with anyone who is interested, as a way to keep me accountable. And if anyone wants to join please let me know! I love doing projects with others, and it's a great way to meet new people. Thank you guys for your help!

    submitted by /u/madmandrit
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    Web/browser game dev discord

    Posted: 29 Dec 2018 08:49 AM PST

    Hola!

    Is there a discord server dedicated for web game development? I know there's a game dev discord, but it's not really dedicated to that area. I understand it's not very popular nowadays, but there has to be a webdev cult out there.

    submitted by /u/oboforty
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    Event based networking vs Tick based networking

    Posted: 29 Dec 2018 03:27 AM PST

    Recently I became very interested in networking in multiplayer games. I've already implemented server authoritative movement with client side prediction and latency compensation into my game using a tick/loop based system. The client buffers his inputs and sends them to the server 5 times per second, and the server processes all of the player inputs and updates the world in ticks 6 times per second. Someone recently told me that a tick based system for networking in games is bad, and that I should use an event based system, where i should send and process everything to the server immediately. I don't know if that is true, and should I keep the way I process movement the same even if I use an event based system?

    submitted by /u/Famous_Flex
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    Recommendations for building a Chat based game?

    Posted: 29 Dec 2018 09:01 AM PST

    Hi all, I've been writing code for decades, never built a chat server ... for my next project I've an idea that revolves around that being an integral component, what solutions / resources / tutorials etc. are out there to help get geared up on this?

    Game will be built in Unity, I'm a solo indie dev with some modest success (last game has >1m downloads), goal of this would be to do at least as well so the chat architecture would need to support thousands(+) simultaneous players.

    I'm also curious how large games (WoW, for instance) handle chat rooms where there might be hundreds of players talking simultaneously ... or does that become a self-solving problem (players stop talking so much if there's already more chat output than anyone can keep up with) ?

    submitted by /u/ScaryBee
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    Screenshot Saturday #413 - End Run

    Posted: 28 Dec 2018 08:09 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.


    Previous Screenshot Saturdays


    Bonus question: What is your favorite long-running game/TV/movie series? Has the series maintained its quality for every major release?

    submitted by /u/Sexual_Lettuce
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    New Composer looking to work on a project

    Posted: 29 Dec 2018 12:22 PM PST

    Hey so for years now I've wanted to make a game, but coding just isn't for me and I'm still new to 3D Modeling, but music I feel I could do. Just looking for a team to work with for no pay or anything, just an experience.

    Discord is ЯoveR#4592 , I can send examples and whatnot over there. :)

    submitted by /u/Phoqs
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    Congrats for crossing 300k subscribers!

    Posted: 29 Dec 2018 11:23 AM PST

    LONDON Hosting Super Conference for Game Devs

    Posted: 29 Dec 2018 11:20 AM PST

    Unity Tips and Tricks - How And Why To Use Lerp (Linear Interpolation)

    Posted: 29 Dec 2018 11:19 AM PST

    What is your best generalized tip for your specialty in game development?

    Posted: 29 Dec 2018 09:29 AM PST

    I'm thinking of simplifying the combat system/team building for a Strategy RPG and I could use some input.

    Posted: 29 Dec 2018 12:34 AM PST

    So I've been working on a turn-based strategy game for a while now but I'm questioning if the system I came up is so complex that it will negatively affect playability.

    I'll try to keep my explanations basic, since all the details would take to long to type out.

    In my current implementation, every "unit" you control in combat is made up of up to 6 individual soldiers, which you customize yourself from all hired units.

    So you can for example make a well-rounded squad with 2 short, 2 mid and 2 long-range units, or you could make a more focused squad that consists only of long-range units. There are also soldiers with support effects like increased range for all units. Additionally, one of the 6 Units is a "Leader" which is a customizable Character that can learn different abilites which further improve and specialize the squad.

    I like this version because it allows you to customize your army in a really detailed way but I'm worried that players could get overwhelmed by the amount of individual units to keep track of when it reaches is maximum value (currently around 60).

    The simpler alternative I came up with takes out the customization of squads and replaces it with pre-built squads of a specific unit type. So you'd still have a leader that provides abilites and determines some basic stats of the unit, but they would lead squads of a single unit type, like a squad of machine gunners or medics.

    This would simplify the game on multiple layers while still providing customization and RPG elements and also allows me to increase the perceived scale of the conflict without increasing complexity by simply drawing more individual soldiers per squad.

    But I'm not sure the loss of one of the more interesting elements of my game is worth the lower learning curve. Especially since the problems I'm worried about with having to create an army from scratch with a large number of possible combinations should only occur at a point where the player is already familiar with the mechanics.

    I'd love some opinions on this.

    submitted by /u/AlwaysAnotherProblem
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    Do trademarks correlate with game announcements in any way?

    Posted: 29 Dec 2018 09:02 AM PST

    This question was spurred by Riot's relatively recent trademark 'Legends of Runeterra', which a lot of people are speculating could be a new game. So what I'm essentially asking is, does the timing of the trademark tell us anything about when we could expect the game it represents to be announced?

    submitted by /u/Shaydelade
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