• Breaking News

    Sunday, January 6, 2019

    After two years of development, my opensource 3D modeler is ready for game developers

    After two years of development, my opensource 3D modeler is ready for game developers


    After two years of development, my opensource 3D modeler is ready for game developers

    Posted: 06 Jan 2019 01:44 AM PST

    Hey, there,

    I have heard a lot of game developers complain about game assets making, including myself, if you are facing the same problem, then my tiny tool is exactly made for you.

    First I want share my experience on how I half-entering gamedev industry, still half-entering, because I haven't release a game yet :-( I have dreamed of making my own game since I was a kid. Start from around 2014, I began to take it serious, and want to do it in action. I had seven years of software dev experience back to that time, so there was no problem on the code side, however, the biggest problem was the game asset, I tried to collect free game assets from internet, but I finally recognized that there are different styles of assets and I cannot just download other people's stuff and use it directly in my game. I have to convert and polish it or make it by my own. I even enrolled in a art training school for learning drawing for one year on every Sunday, you can see my drawing here at that time. Study drawing did give me good 3D sense but didn't teach me how to modeling. I self-learned a bit of blender, and started to making model for my game. And I found my self working very hard by following some tutorials for one day and finally got an ugly dinosaur model, if I want texture, rig and animate it, that would be one week or more. It's not a feasible way. So I started to think of making my own 3D modeler and finally I started Dust3D project at the end of 2016. I have wrote a post described how this project was inspired and been development to current stage. It's 2019 now, happy new year! after almost two years of development, I feel this tool is almost achieved what I planned in 2016. I am still doing some polish work before the final 1.0 version been released. I am not good at modeling, but I think I am ready to really start make my own game because of this tool. Here is a screenshot of some prototyping models playing in Unity, all made exclusively in Dust3D, and here is a full demonstration of the modeling process of Dust3D including animation. If you are interested, please share your kind opinion, what do you think of it, does it really speedup your game assets making? If not, what could be the problem. Please drop your advice in comments or to the forum, it's quite empty yet :-( Also I am really curious how other people use this tiny tool, the final 1.0 version is planned to release in 2019, if you post your work which done in Dust3D to the forum, I may pick it as the featured cover of Dust3D 1.0 stable version show on the about window of software and the homepage of website.

    Thanks for your time!

    submitted by /u/huxingyi
    [link] [comments]

    TV Game Jam starts next month (Feb 1-15) - create a game inspired by your favorite TV episode!

    Posted: 06 Jan 2019 06:47 AM PST

    I seriously love this hobby!

    Posted: 06 Jan 2019 05:38 AM PST

    Anyone else just love this hobby?

    submitted by /u/ooblyoob
    [link] [comments]

    Fly Dancer - after over 8 months of hard work, my first mobile game is alive on ios devices now

    Posted: 06 Jan 2019 11:21 AM PST

    Blogpost: An overview of many ways of doing a beta

    Posted: 06 Jan 2019 11:57 AM PST

    Visual Novel creators. How has your game done?

    Posted: 06 Jan 2019 11:18 AM PST

    VN Developers of Reddit. What games have you released and how has it said game done?

    I'll be honest. I haven't played that many visual novels but I have enjoyed a few. However, I was browsing through steam and it seems that there is at least one visual novel released every day. This seems like much more than other small genres. That got me thinking how big the market for visual novels are and how many of these visual novels actually sell.

    Also what platforms and marketplaces have your game done best on?

    submitted by /u/BestZorro
    [link] [comments]

    Networking Knockback in a PvP game

    Posted: 06 Jan 2019 08:33 AM PST

    How could I implement knockback in a networked game? I would like to add an ability to my game where you can knockback another player, and I want it to be responsive. I'm thinking of something like in Overwatch where a character named Lucio can knockback enemy players. I'm using an authoritative server model with reconcillation and prediction.

    submitted by /u/Famous_Flex
    [link] [comments]

    I need suggestions for an alternative to "Tagging" and "Detection Meter" in a stealth game

    Posted: 06 Jan 2019 06:07 AM PST

    Stealth Games have been always one of my favorite genres and the more I try out some "modern" stealth game, the more I'm met with mostly disappointment as they all feel like a copy paste of each other which can only be distinguished just by the franchise they belong to, and even games where stealth is an optional part of the game I still didn't find them to be any different,they either have a "Detection Meter" or a "Tagging" system which often breaks the immersion,
    Imagine this scenario: In this imaginary game, stealth is a necessary part of the game and in one of the mission you have to infiltrate a standard military outpost similar to the ones in the Far Cry games, and the mission is given to you by some friends who are your standard AI buddies.
    Which option would make sense:

    i) You're given a bunch of tools like the basic Silenced weapons,as well as a knife, smoke/stun grenades etc. and last but not least "A Binocular used to spot enemies", the first thing you do is to find a good hiding place with a vantage point and use your binocular to spot the enemies so that you can see them through the walls,they'll have a detection meter that fills up as an enemy sees you you can walk behind an enemy you spotted earlier and use the basic "F to perform Takedown". Shoot enemies in the head with a silenced pistol, clear the outpost and boom mission is much easier with an empty outpost.

    ii) You have the silenced weapons, knife, stuns and flashes, etc. But here you have an extra tool which is a compass,
    and the AI buddy will sit at a vantage point and use a binocular, the only way to detect enemy movement is either by their shadows or sounds of footsteps or the objects they interact with like coffee machines and stuff. And for the AI buddy I mentioned, this character will use a binocular to tell you "3 guys on your south side, near the lamp post facing east", and this AI buddy would not be able to help when you're indoors, unless there's a small window where he can catch glimpses of enemies. You have to update your AI buddy where you are as he might lose track of you. The enemies will have conversations with each other which will create noise or present in a room with any kind of electronics turned on like lights or maybe some other stuff like flushing sound of a toilet, enemies will give you visual or audio cues when they see something suspicious like the classic "What the hell is that?" or them peeking over to have a better view of this "Suspicious Object".

    Obviously the second option is a more realistic way of approaching enemy detection option,Now the problem is that this is a more hardcore way of using this stealth mechanics, and would be too overwhelming for a casual player,
    What do you think would be a better way to make a more understandable stealth mechanics which anyone can catch up with even on their first try.

    submitted by /u/Beepwolfees
    [link] [comments]

    I’m trying to form a dev team

    Posted: 06 Jan 2019 11:57 AM PST

    I'm a noobie when it comes to making games with unity, but I figured if I got some people together, we could work together and help each other learn unity. I know the basics of unity like how to make an object move and how to use rigid body components and stuff, but I'd probably have more fun in a team. If you're interested, my discord is BubbaChubs and my four digit number is 7186. We can create a server and start working on a game. Just so you know, I'm only 13, but I'm passionate about game development. P.S. I made a post like this earlier, but the people who commented never got back to me, so I'm posting it again.

    submitted by /u/bubbachubs1108
    [link] [comments]

    Anyone have tips on creating low-poly terrain?

    Posted: 05 Jan 2019 08:35 PM PST

    I'm curious if anyone can help me figure out how to make some low-poly terrain (esp. with blender) a la Gerudo Valley from Ocarina of Time or Bob-omb Battlefield from Mario 64. The kind of terrain one side of a mountain was only 10 polygons. If anyone can assist with this, it'd be much appreciated, as most terrain creation processes I've come across focus on high polygon counts

    submitted by /u/accountForStupidQs
    [link] [comments]

    My Lowpoly Style

    Posted: 06 Jan 2019 11:29 AM PST

    Hi everyone!

    I'm new to the reddit community but not too much to the gamedev community :P

    I'm working on my first game of which you can view on my twitter - https://twitter.com/the_tubby1?lang=en

    submitted by /u/the__tubby1
    [link] [comments]

    Building a Community

    Posted: 06 Jan 2019 11:03 AM PST

    So how is everybody building a community towards their game? I was considering combining a YT channel to go alongside the game development but i can't possibly find the time. So what's everybody else doing?

    submitted by /u/LokiWantsToPlay
    [link] [comments]

    Stuck after learning gamedev for a year, need help

    Posted: 06 Jan 2019 10:45 AM PST

    I started learning game development a year ago, picked up Unity for its beginner-friendliness, with the help of online courses from here and also been reading documentations for 10 months. Learned a lot about coding and C#, the UI and backgrounds of the engine, writing editor scripts also attempts at making small games. Then I got greedy and tried to do a 3D shooter game all by myself and got burned out of it in 3 months (as you would expect) then stopped doing anything gamedev related for a month. I am here right now asking for help because I don't know what to do right now. I can't wrap my head around how would I publish a game, yes I can do most of the programming stuff but after I see the all the aspects like the art, the sound, the design I am quickly disappointed with what I come up with.

    I want gamedev to my future definitely and I think it would be the best for me to find a job as soon as possible (that I would know I am not kidding myself with solo-dev), but I don't know where to even begin with that since I don't know who would be looking for inexperienced people. I am currently studying Software Engineering in university (I'm 19), but I really hate everything about it. I like to improvise and search for the answers on the net, the school is just too textbook for me and I know I won't be successful in that environment, just makes me depressed because I have already failed a year (which was my first year).

    Now I am stuck between should I try push to finish games or learn more about gamedev in general (thinking about picking up unreal) so that I would be more valuable until I get a job (or how would I find one). I live in Turkey btw, maybe I should change my country to come work abroad? I don't know. What I know is that it is not too far from me dropping out and I am very anxious because of that. I wish I could've worked even free for someone that I could test my skills around other people, so that I'd know of my progress.

    Thanks for reading, I appreciate any response.

    submitted by /u/_velenrendlich
    [link] [comments]

    What is the best software to create retro 8-Bit games?

    Posted: 06 Jan 2019 10:44 AM PST

    Royalty free music - I have released my 1896 instrumental pieces free under creative commons 3.0 by (Free to use in your games, monetizable youtube videos, vlogs, podcasts, advertisements, films or what ever. Just credit me Antti Luode) (If you can not, that is fine too.)

    Posted: 06 Jan 2019 10:15 AM PST

    NOTE: People are claiming my songs fraudulently on Youtube, more on that in the end!

    As used in apps and games for PC.

    As used by youtubers such as Kyle Le with 37+ million views and 142k + subs:

    https://socialblade.com/youtube/user/kyleledotnet

    My Soundclick:

    http://www.soundclick.com/bands/default.cfm?bandID=1277008

    Link to 1790 CATEGORIZED instrumental pieces in a single zip file:

    https://drive.google.com/open?id=1yCZtjPSKW3ifngIP6zzbc9spXspjatIf

    My blog where I release the songs and FLstudio project files for them:

    http://anttismusic.blogspot.fi

    "Best Of" Instrumental selection on Google Drive:

    https://drive.google.com/drive/folders/1zDODmuKzB0Rkdm3x4Qcg4s3y1PUUKAN0

    All instrumental pieces on Google drive:

    https://drive.google.com/drive/folders/0B1t5awWiDLZhMXBmT0M5Mm1nRG8

    Torrent with 1369 instrumentals:

    https://drive.google.com/file/d/0B1t5awWiDLZhc0hKcjJYVEsySE0/view?usp=sharing

    Pass it around!

    You need a bittorrent client to download the instrumentals in the torrent:

    https://www.qbittorrent.org/

    About the Youtube claims, I have complained to youtube:

    https://anttismusic.blogspot.com/2018/12/getting-claims-against-my-music.html

    There are multiple people doing it. Some are uploading their stuff on spotify under different names etc..

    Youtube is doing nothing about it. Which I know is inconvenient, but you can dispute the claims. That is the best I can do..

    I do not even care if people post it on spotify. I took my own music down from there because the service (routenote.com) I was posting the songs through began sending copyright claims on my behalf on youtube..

    So I understand if you good folk do not want to use my music on youtube.

    submitted by /u/Mrloop
    [link] [comments]

    How to implement stair climbing in an FPS game.

    Posted: 06 Jan 2019 09:33 AM PST

    I've been working on games for years, and one of the things I always seem to fall flat on is a quality character controller. Back in my BGE days where writing Python scripts were something to avoid I would solve this problem by adding invisible ramps, but now I find myself doing the same in Unity and I feel it's really starting to take a toll on my level design and creating a level editor. How do big budget games implement this system? I no longer want to use ramps and the default controller included in Unity is nothing to learn from. I've written my own character controller that provides more freedom and settings for finer tuning, and it is a rigid body. I'm not looking for code, but what kind of math and physics related subjects do I need to learn? And how did you guys tackle this? Thank you.

    I am also not using a full player model for my character as the player is never seen. Just a capsule with FPS arms.

    submitted by /u/CARVER-D12
    [link] [comments]

    Is VR game dev economically viable in 2019?

    Posted: 05 Jan 2019 11:51 PM PST

    A year ago, I bought a Rift in hopes of developing and publishing a VR game. I learned UE4 and a few other tools. I built a pretty dope prototype of the core game mechanics.

    But then the businessman in me took an honest look at the VR game industry and felt that it might not be worth it economically, compared to alternatives.

    For an indie developer, at the top of the food chain, there are paid or free-to-play mobile games with in-app purchases. Then there are pancake PC titles. Then there are pancake console games too, though I'm not familiar with the licensing/requirements in that area. All of those choices seem to dwarf the VR industry in terms of market share. (As a side note, I suppose if you slap a "Battle Royale" sticker to anything, it becomes gold nowadays.)

    The optimistic part of me says "if you make a really awesome game, you can take a large slice of a small pie". I also thought about the possibility of getting funded by Epic Games or Oculus as a viable plan, but that's realistically a long shot.

    Palmer Luckey's recent "Free Isn't Cheap Enough [for VR]" article didn't necessarily inspire confidence either.

    What do you folks think?

    submitted by /u/thebeezleman
    [link] [comments]

    Soundtrack Sunday #275 - New Compositions

    Posted: 05 Jan 2019 08:41 PM PST

    Post music and sounds that you've been working on throughout this week (or last (or whenever, really)). Feel free to give as much constructive feedback as you can, and enjoy yourselves!

    Basic Guidelines:

    • Do not link to a page selling music. We are not your target audience.
    • Do not link to a page selling a game you're working on. We are not your target audience.
    • It is highly recommended that you use SoundCloud to host and share your music.

    As a general rule, if someone takes the time to give feedback on something of yours, it's a nice idea to try to reciprocate.

    If you've never posted here before, then don't sweat it. New composers of any skill level are always welcome!


    Previous Soundtrack Sundays

    submitted by /u/Sexual_Lettuce
    [link] [comments]

    3 hour game jam. We tried it and it was challenging and fun. Curious whether other devs would like to try?

    Posted: 06 Jan 2019 11:13 AM PST

    What got you into game dev?

    Posted: 06 Jan 2019 11:05 AM PST

    I've been learning Unity and C# on and off for about a year now, but only very recently have I started to get serious about it. This raised the question, "Why am I even doing this?" When I thought about it, I realized it was because of my brother. The two of us were pretty much raised on video games, and when we were younger we used to design "mock" games (sketching out characters and levels, etc.). At that age, the process of actually developing a video game seemed unfathomably complicated, and it wasn't for many years before I thought one day, "Hey. There's nothing stopping me from doing this for real."

    So what was it for you? A person, an experience you had with a certain game, or something else?

    submitted by /u/byronius_j
    [link] [comments]

    How people make a online game?

    Posted: 06 Jan 2019 02:53 AM PST

    Hi

    I'd like to make a card game but I not sure how to track player process like cards , money and rank.

    Do I need to know something like SQL , PHP or other database solution ? if yes can someone advise which one is easy for learing?

    I have some experience on multiplayer game with forge network (a co-op shooting game) but when it become card game I don't know how to seperate game to 2 factions and switch turn. If you have any good tutorial (free or paid) give me a link.

    submitted by /u/modalzanatan
    [link] [comments]

    Moving vertically without jumping.

    Posted: 05 Jan 2019 07:07 PM PST

    What are some creative ways of moving vertically in a game where jumping isn't a mechanic? I like the pipes and cannons used in Mario + Rabbids Kingdom Battle.

    submitted by /u/QePeeQe
    [link] [comments]

    No comments:

    Post a Comment