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    Wednesday, January 16, 2019

    I've been working on a 2D RPG game. What do you guys think?

    I've been working on a 2D RPG game. What do you guys think?


    I've been working on a 2D RPG game. What do you guys think?

    Posted: 15 Jan 2019 05:15 PM PST

    Updated Terms of Service and commitment to being an open platform – Unity Blog

    Posted: 16 Jan 2019 07:50 AM PST

    I created a crossplatform multiplayer cardgame without any skills, and it's great!

    Posted: 16 Jan 2019 07:20 AM PST

    Hi gamedevs! I'm a 38y visually impaired (legally blind, abt 5% left) dude from Finland.
    I wanted to share my story of going from zero to a fully working multiplayer game without know anything about coding, gamedesign, backend, sockets or nothing. I do have some webdesign skills and somehow an eye for UI/UX and quite good at google things, even for :) Also have some friends helping out and some good contacts here and there who helped out a lot.

    - The game is done in Unity (clientside)
    - PHP own backend with admin (currently rewriting into Elixir, Phoenix)
    - Using Exitgames, Photon for client - client sockets (gameplaydata and in game chat)
    - Hosting on AWS
    - Game is available on Google store and iTunes and works crossplatform.
    - As I started with zero money it's all bootstrapped and took about 1 year to create a first not so good working version, 1y more to polish it and remove all bugs and now 3:rd year improving things, optimizing and adding community wanted features.

    Having today 37K players with about 2K games per day and making about 1K-2K euros / month without a single euro in marketing. 100% organic self growth adding 10-20players per day. Costs about 500€/month (hosting mostly)

    I feel I have a proof of concept and a working businessmodel now, my next goal is to rewrite the whole game, remake everything from scratch with a more professional approach and create more games like this.

    This is the best school I ever attended too and it's all google based with a lot of blood, sweat and tears.
    I wanted to start some kind of forum or blog about the whole process but I just post it here and if anyone is interested in knowing more, just ask me anything and hopefully I also wish to come in contact with other developers as my head is full with ideas but on my own it's pretty hard to make em real, as my vision is getting worse but my brain is on fire.

    Wish to get in contact with other likeminded gamedevs who wanna create great stuff or help each other out!
    And I do not wish to advertise my game by name in public so if you want to know, ask me. =)

    Let's start like this and see what happens!

    submitted by /u/endeavour80
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    Indie Studio Forgotten Key prepares for shutdown

    Posted: 16 Jan 2019 07:59 AM PST

    Unity3d will update TOS and in couple hours (10AM Pacific time) there will be AMA on /r/Unity3d

    Posted: 16 Jan 2019 05:44 AM PST

    How Dead Space's Designer Got Into Gaming

    Posted: 16 Jan 2019 09:24 AM PST

    Grid edges: "Games typically place items on the tiles. Sometimes though it's useful to place items on the edges."

    Posted: 16 Jan 2019 04:58 AM PST

    (X-Post) Join John Riccitiello and Joachim Ante for an AMA about our updated Terms of Service (TOS).

    Posted: 16 Jan 2019 09:17 AM PST

    How to tell when you’re over-engineering?

    Posted: 16 Jan 2019 06:37 AM PST

    Hey all! I've been making some great strides on my current project, but after the first major refactoring of my code I've been wondering: are there any clear signs I might be working too hard on fixing what isn't broken?

    I already know some components of my game aren't as elegant or efficient as they should be, but in what circumstances is "it works" not enough? When is optimization important and should I even care when i'm still in the super early stages of development?

    Thanks!

    submitted by /u/RunRightAndJump
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    Is there any engines similar to modern Duke Nukem 3D updates?

    Posted: 16 Jan 2019 08:26 AM PST

    I want to make a classic 2.5D styled game, a lot of them actually. My biggest inspiration being Ken Silverman's BUILD Engine, most famously used in Duke Nukem 3D.

    After all these years and so many updates and fan projects, BUILD is full blown super powerful, with eDuke32 completely revamping the whole engine with beautiful lights and effects, 2.5D rendering updates, and an easier map editor. Even Ken himself put out BUILD2 Engine a while back and it looks beautiful.

    Thing is, I don't think I can use BUILD Engine itself. Even with Ken's consent I'd imagine it belongs to Apogee or 3D Realms now, and I don't have money for licensing.

    I looked around for alternatives, a few searches actually landed me here, but I could only find either hard-coded style levels (I'm not good with the intense trigonometry and whatnot) and things like DOOM Engine mods, which I'm sure is in the same boat as BUILD when it comes to legality.

    Are there any open source 2.5D engines that maybe has some tools like BUILD Engine's Mapster?

    submitted by /u/TitanicMan
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    Directing God of War with Cory Barlog

    Posted: 16 Jan 2019 06:05 AM PST

    Tips & tricks I discovered during game development.

    Posted: 16 Jan 2019 08:06 AM PST

    Hi guys!
    Currently I'm developing my first indie game together with my friends for some time and I would like to share with you my thoughts about time and team management and things you should focus on to finish your game. I wrote an article about this, you can find it here:

    https://medium.com/@karolgaida/how-to-finish-your-indie-game-8ce19d5238c

    Have a good time reading it and please don't hesitate to leave a comment if you have any questions :)

    submitted by /u/Koralgoll
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    I'm not convinced that this wasn't the second biggest mistake of my life

    Posted: 16 Jan 2019 11:05 AM PST

    Hint about a game production book?

    Posted: 16 Jan 2019 02:49 AM PST

    Hi everyone!

    I would like to buy a book about game production but I'm stuck in finding one.

    I was looking at "The Game Production Handbook 3rd Edition" but not sure if it is still valid as the last edition was published in 2013.

    I also found "Directing Video Games: 101 Tips for Creative Leaders" that looks interesting but maybe less deep.

    Does anybody have some recommendation?

    submitted by /u/GiovanniFrigo
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    Do you embed a philosophy within your games?

    Posted: 16 Jan 2019 10:55 AM PST

    There are movies/documentaries, music, paintings, etc... that have not only inspired multiple people throughout generations but also helped them look at the world with different lenses. Video games, being another medium of art expression, has the capacity (I think) to have an even greater impact due to the immersion and interactivity with the game world.

    There have been discussions on whether developers consider morality when developing games. My question to my fellow game developers is, do you consider any philosophical or spiritual concepts when creating your game world?

    I have been thinking about this topic for awhile but have yet to bring my own personal philosophy into my games. I do plan on making these considerations while making sure the game is still fun moving forward. What are your thoughts?

    submitted by /u/Chukobyte
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    The Nature of Order in Game Narrative - Jesse Schell

    Posted: 16 Jan 2019 08:41 AM PST

    Idle game help (tutorial)

    Posted: 16 Jan 2019 10:05 AM PST

    Please help me find a good tutorial on how to make an Idle game on IOS. I've been looking for a decent tutorial for quite a while now. I mean all the technical aspects of the game. How to organize calculations etc. My goal is to make a story driven idle game with an end game. I have a lot of design to be done and also all the coding. So please, if you know a good video or blog tutorial for Swift or other languages where I can get a general understanding of how everything works, help me out! Thanks a lot!

    submitted by /u/TopTracer
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    Are there any resources that explain the process between building the game and actually publishing it?

    Posted: 16 Jan 2019 12:19 PM PST

    Recently I bought a book, Video game law in a nutshell by Dan D. Nabel and english is not my first language, I'm not saying this because I don't understand or how to write it, but because there's a gazillion words I dont understand the meaning to or however a particular sentence is supposed to mean

    Let me get you a quote:

    "It is important to note that a contractual clause identifying a worker as an independent contractor is not dispositive"

    I have NO IDEA whats this is supposed to mean, and the book is littered with law lingo and stuff I dont understand.

    Is there a process, or a guide, that can ELI5 how to actually finish publishing a game, or advertise it safely, or to not get screwed? Or, if I need some sort of lawyer for this stuff, where could I approach them from? and how do I know how to ask the right questions?

    I am building a medium sized game, and with all I need to worry about, it's daunting when I cant understand any of this

    submitted by /u/yonoirishi
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    Making a game, looking for some feedback.

    Posted: 16 Jan 2019 12:18 PM PST

    What's the least "gamey" game you've ever made?

    Posted: 16 Jan 2019 08:30 AM PST

    What game have you made that checks the least boxes of what video game traditionally have? Something like Dear Esther for example, little player interactivity, minimal mechanics, and the like.

    submitted by /u/WeAreABridge
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    If you ever need inspiration for a small grid based game. Look no further than Simon Tatham's Portable Puzzle Collection

    Posted: 16 Jan 2019 12:09 PM PST

    How to setup a loading screen with SDL2 and IMGUI

    Posted: 16 Jan 2019 08:01 AM PST

    Hi everyone,

    I am currently working on a real time simulation of our solar system. Well that part works fine, but instead of a white screen for 20 seconds to load the game, I want to implement a loading screen with a progress bar using IMGUI. I've been trying two things:

    1. Create a new thread with SDL and run my setup function on it. This function will set up the scene graph, shaders, models and all the textures. Then draw a loading screen on the default thread. With this option you can see the loading screen, but unfortunately there is nothing to see once the application has finished loading, except for my IMGUI overlay.
    2. Create a new thread with SDL and run the drawLoadingScreen function, while the main thread will execute the setup function. Now I can see my solar system once it's loaded again, but there is no loading screen. This one will give me an error saying IMGUI failed to compile vertex and fragment shaders.

    Here is a part of my main.cpp

    int loadThread(void* data) { while(isLoading) { drawLoadingScreen(app->getWindow()); } return 0; } int main() { app = new Application(); app->init("Solar System", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, screenWidth, screenHeight, fullScreen); int data = 101; SDL_Thread* threadID = SDL_CreateThread(loadThread, "Loading Screen Thread", (void*)data); setup(); isLoading = false; while(app->running()) { if(!isLoading) { app->handleEvents(); app->update(); app->renderLoop(); } } SDL_DetachThread(threadID); app->clean(); return 0; } 

    SDL, OpenGL, IMGUI are being set up and the init function.

    Does anyone have an idea on what I am doing wrong? I don't really insist on using multithreading but i really want to have this smooth progress bar before starting up the game. Additionally I want to add that I am still new to graphics programming and if you tell me not to do the loading screen, I will drop it.

    Any help is highly appreciated!

    submitted by /u/N30__
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    Is Stardew Valley/Zelda(Link to the past)/Hotline Miami 2d or 3d?

    Posted: 16 Jan 2019 08:00 AM PST

    I want to make a game with the same type of top down look. I was thinking of going pure side scroller but I dont think I can fit anywhere near the amount of enemies on the screen as I would need to.

    Also are these type of games harder then a pure side scroller to make?

    submitted by /u/GameZguy
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    Game Networking

    Posted: 16 Jan 2019 11:27 AM PST

    With the help of this sub I've learnt so much about game networking in the past month. I have a server which sends the world state to every single player in the world. Because I plan to have lots of players on one server this obviously doesn't work. I've been reading about how you're supposed to send players the state of nearby entities, but I don't know how I could efficiently implement this. What I thought might work was looping through every player and then for each player i would loop through every entity in the world and checking the distance between the entity and the player. If the entity is close enough add it to a buffer and when the loop is finished send the buffer to the player. I'm not too sure how efficient that is if I have thousands of players and tens of thousands of entities in the world and I'm sending 10 updates per second.

    submitted by /u/Famous_Flex
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