- Hi Gamedev, I recorded over 13 GB of ocean sounds on 69 locations & eight different countries & updated the album with new beach, waves, harbor, piers, seagulls & underwater recordings! Feel free to use it! Marcel
- Evolution of Video Game Graphics 1962 to 2018
- Why I skipped GDC in 2019
- Pandemic's Battlefront (2004) Game Design Document
- I just made my first game trailer (for Puzzle Pelago) :D
- How to Make a Real-Time Dynamic Cover System in Unreal Engine 4
- Great talk from Slime Rancher dev on how to make a marketable game
- What are everyone's thoughts here on the Epic Games exclusivity deals?
- A Jump Start - (RPG Updates)
- How much money would it cost to start a AAA game development company?
- Slime Rancher dev: To sell your game, give it a pulse and make it feel like home
- MMORPG Re-Write Into Java/Android
- New air resistance idea
- How do you create smooth (idle) 2D animations?
- Name me good games that died becoz of little or no PR work.
- How do you handle objects covering the player?
- ZBrush 2019 Tutorial : New Feature Snapshot 3D
- Screenshot Saturday #425 - Superb Lighting
- 3D Engine Recommendation for traditional JRPG
- Should I change my game's name (again)?
- My first Indie game devlog. Lets hope it is not the last one!
- How do I make better looking top down view maps?
Posted: 23 Mar 2019 11:00 AM PDT |
Evolution of Video Game Graphics 1962 to 2018 Posted: 23 Mar 2019 01:20 AM PDT |
Posted: 23 Mar 2019 07:53 AM PDT |
Pandemic's Battlefront (2004) Game Design Document Posted: 23 Mar 2019 08:56 AM PDT |
I just made my first game trailer (for Puzzle Pelago) :D Posted: 23 Mar 2019 11:16 AM PDT |
How to Make a Real-Time Dynamic Cover System in Unreal Engine 4 Posted: 23 Mar 2019 06:58 AM PDT I've written an in-depth tutorial on how to create a robust, real-time dynamic cover system in UE4, complete with demo project & full source code. Head over to https://horugame.com/real-time-dynamic-cover-system-for-unreal-engine-4/ to check it out! The article has appeared as a featured post on Gamasutra, 80.lv and Medium. The source code and demo project are free for commercial and personal use. I'm using it in my upcoming real-time strategy game HORU: https://horugame.com ...and also presenting it at this year's ECGC: http://ecgconf.com/david-nadaski/ Features: – Completely multi-threaded, asynchronous cover point generation and lookup – Real-time dynamic updates - Two generators: navmesh edge-walker and 3D object scanner – Uses an octree for storing data – Error-handling, error correction - Profiler integration The demo project also lets you see how to do: – AI integration via behavior tree – Collision setup [link] [comments] |
Great talk from Slime Rancher dev on how to make a marketable game Posted: 22 Mar 2019 03:06 PM PDT |
What are everyone's thoughts here on the Epic Games exclusivity deals? Posted: 23 Mar 2019 06:37 AM PDT I'm not sure how to feel about it. As a consumer I definitely don't like it because it's limiting my options of where I want to purchase the game from and forcing me to use EG's store which tbh is very lacking in features. But as a developer, I don't know... I think if I were offered an exclusivity deal by EG, especially with the huge amount of cash EG is speculated to have offered devs, I'd probably go for it too. There's not too many downsides to it: I get all that fortnite money which should cover the potential loss of sales from selling somewhere bigger like Steam, I get a better revenue split and being one of the first few games to come out on EGS I don't have to fight for scraps with the countless other titles coming out on Steam. The only thing I'd need to ensure is to not promise to release elsewhere before, so as not to screw people over expecting it on other platforms. I dunno. What are everyone's opinion on this? Is this good for us developers? The players? The overall industry? [link] [comments] |
Posted: 23 Mar 2019 03:28 AM PDT |
How much money would it cost to start a AAA game development company? Posted: 23 Mar 2019 11:19 AM PDT |
Slime Rancher dev: To sell your game, give it a pulse and make it feel like home Posted: 23 Mar 2019 11:13 AM PDT |
MMORPG Re-Write Into Java/Android Posted: 23 Mar 2019 03:58 AM PDT Hello! I have come across this game I fancy similar to Runescape. Only to find it is Mac Only! And OS 9 to 10.6 Newer Mac OS Requires Virtual Assisstance which is such a pain. I believe it is written in C or C+ or C++ Is it possible to re-write the Code completely in Java? Or maybe port it to Android so I can play on my phone? Any help in understanding whether or not such a task is feasible or worth the effort would be greatly appreciated! Thank you! [link] [comments] |
Posted: 23 Mar 2019 10:42 AM PDT Hello again, I recently posted about making particles collide with objects to create wind resistance, but that would be much too taxing on someone's processor. I have a new and improved method of doing this. When a cube is flying through the air, currently in most games it would rotate at a constant speed and not experience any wind resistance. My idea is casting a bunch of rays at it based on what direction it's moving, and imposing forces based on what angle and where the rays impact with the object. The rays could be cast every couple of frames, or even split into sectors to process each frame. Of course, the impact forces and directions of the force would rely on the speed the object is moving and how it is oriented, but that stuff can be taken care of in testing. And the plane where the rays start from would stay at a constant distance from the object. I have made a crude illustration of what this might look like: https://i.redd.it/8qc7rx60own21.png What are your thoughts on this? How can I improve it? Has this been done before? Thanks for your help [link] [comments] |
How do you create smooth (idle) 2D animations? Posted: 23 Mar 2019 12:51 AM PDT Say you have a 2D character made in Photoshop with a relatively high pixel-count, meaning it's not pixel-art (similar to games like Darkest dungeon). How do you create smooth idle animations? I'm assuming the artists aren't drawing every single frame, as it seems each character possibly have up to a hundred frames. Do you create outlier frames (frames that are at the absolute beginning and end of an animation) and then use software to fill everything in between? Or are there other methods? I've been unable to find any sources on how to do this, so I'm wondering if maybe you guys have any knowledge on the subject? Cheers! [link] [comments] |
Name me good games that died becoz of little or no PR work. Posted: 23 Mar 2019 07:40 AM PDT |
How do you handle objects covering the player? Posted: 23 Mar 2019 08:37 AM PDT I'm currently making a top-down RPG, and I've run into a bit of a problem. I want to make some cities, but when the player walks along the streets the roofs of the houses cover the player. Does anyone have any neat solutions to this? [link] [comments] |
ZBrush 2019 Tutorial : New Feature Snapshot 3D Posted: 23 Mar 2019 10:52 AM PDT |
Screenshot Saturday #425 - Superb Lighting Posted: 22 Mar 2019 08:02 PM PDT 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: Do most of your other family members also play video games? [link] [comments] |
3D Engine Recommendation for traditional JRPG Posted: 23 Mar 2019 12:32 AM PDT I sincerely apologize if this has been answered, but I am at my wits end (and more than a little frustrated) after a considerable amount of searching through Google, Reddit, and Quora. I've been designing games for many years in 2D engines like Game Maker Studio and RPG Maker. I want to move to 3D, and I am keenly aware of the paradigm shift. I've worked in earlier versions of Unreal and Unity, playing around, but really can't figure out on thing: Which 3D game engine is the most suited for creating a JRPG, one with a separate battle scene than the map? I've seen a ton of information about creating one with on-map battles, but not for one with a transition to a battle scene, like in this video here (https://www.youtube.com/watch?v=F7WJAq1yAQY). I'm not afraid of learning new engines, or coding, or modeling, rigging, or animation. But I would like some advice on the engine so that I'm not spinning my wheels. I'm looking at UE4, Unity, and even Godot... but I'll consider anything. I know that there is no one "perfect" engine, but any advice steering me toward what would best allow me to craft what I'm looking for would be appreciated. [link] [comments] |
Should I change my game's name (again)? Posted: 23 Mar 2019 10:14 AM PDT Hey reddit, A bit of semi-legal advice from seasoned devs needed here! I am looking to release my first game this year. Game's full name is made up of brand and campaign title like this - brand: campaign. So, the campaign's title turns out to match exactly the full name of another game, released a long time by a medium level indie company. The genres match, though not the setting. Don't ask me how I missed/ignored the fact, I'm too embarrassed. I would really hate to change the name (again). I am thinking to reach out to the other dev and try to get their consent, but I would like to know how much real legal danger I am in if I just go ahead and release no matter what they reply. Thanks a lot! [link] [comments] |
My first Indie game devlog. Lets hope it is not the last one! Posted: 23 Mar 2019 09:53 AM PDT |
How do I make better looking top down view maps? Posted: 22 Mar 2019 11:13 PM PDT I'm looking for advice and theory to make top down maps more interesting, navigate-able, and enjoyable. I end up trying top down view projects to help reduce scope but get dicouraged by my blandness. I'm open to suggestions for good examples in other games too. Thanks. [link] [comments] |
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