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    Saturday, July 13, 2019

    The AI of GoldenEye 007: How GoldenEye 007 set a new standard for video game AI

    The AI of GoldenEye 007: How GoldenEye 007 set a new standard for video game AI


    The AI of GoldenEye 007: How GoldenEye 007 set a new standard for video game AI

    Posted: 13 Jul 2019 09:00 AM PDT

    Blender 2.80 Release Candidate

    Posted: 13 Jul 2019 09:24 AM PDT

    What was the first game you launched on Steam and how did it do?

    Posted: 13 Jul 2019 08:46 AM PDT

    I just got my first ever Steam page up and running today and I'm terribly excited! So I figured it would be interesting to hear about your first launch on Steam. Here's a few questions to get you started:

    • When did you launch your game and what was it? Include a steam link thanks!

    • Do you consider your first game a success or a failure? Why?

    • What were your expectations for the launch?

    • How did you market your game before the launch?

    • What did you learn about your first launch?

    • Any stats you'd be willing to share? # of wishlists, first week/month sales etc?

    • Any tips for a Steam newbie like me?

    Thanks!

    submitted by /u/IC_Wiener
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    Cortex Command from Data Realms goes OPEN SOURCE - and has LAN multiplayer in B33

    Posted: 13 Jul 2019 09:07 AM PDT

    Suppose you have an RPG (something classic, Baldur's Gate-style), except more reliant on trial-and-error gameplay and figuring out counters to specific enemies. In this framework, how do you make the player feel okay with losing most battles and accept it as a normal part of the game loop?

    Posted: 13 Jul 2019 07:41 AM PDT

    Best Linux Distro for game Dev?

    Posted: 13 Jul 2019 10:01 AM PDT

    Fedora decides not to work for me so if anyone has any suggestions on a Linux Distro that is good for game Dev that would be helpful.

    submitted by /u/TOAST3DGAM3R
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    Using "biome mapping" for more hand-crafted procedural planets

    Posted: 13 Jul 2019 09:22 AM PDT

    How does redstone get processed in Minecraft?

    Posted: 13 Jul 2019 02:57 AM PDT

    So I am recreating redstone in my game, however have come across an issue. How it a signal in a wire processed?

    Does each redstone dust node check its neighbours to see if they are powered and then reacts?

    Does each redstone dust keep track of all other dust in the circuit and reach to each one?

    The implementation is harder than I thought and I was wondering how you would go about it, or how Minecraft actually did it.

    submitted by /u/throwawaythememe
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    How do you seamlessly connect heightmaps, when they contain different biomes & land features?

    Posted: 13 Jul 2019 09:52 AM PDT

    Hi there, I'm trying to understand how you would typically connect multiple heightmaps together, for a large open world. Whether it's seamlessly transitioning between different biomes, or perhaps extending the size of a large mountain range. How is this done, generally?

    submitted by /u/GDQ101
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    mother worried about son getting sued over "copyright issue"

    Posted: 13 Jul 2019 09:46 AM PDT

    Hello,

    my mother (who has never made a video game, or studied law, or even played games and is potentially not sane) very strongly believes that if I make a game independently and sell it, that I will get sued because it will be the same as someone else's game that already exists. Should I worry about that? Of course, I'm not going to plagiarize from other games, and I'm going to use only royalty-free media. Obviously I'm also going to look at other games to make sure that my game is unique enough.

    submitted by /u/bmhenderson
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    The training continues | From Zero to Hero at Pixel Art

    Posted: 13 Jul 2019 10:47 AM PDT

    What happens to the speed at which a motor can perform work as its load nears its maximum weight? For example, you have a robotic arm thats lifting a load. If its lifting 50% of its maximum load capacity, does its speed to perform that task reduce by 50%?

    Posted: 13 Jul 2019 10:38 AM PDT

    A bit of background. I've never really had a physics class and I'm trying to learn but at the moment I'm spit balling a game idea that I suppose could be classified as racing meets fighting. I guess there's no actual racing but a huge component is the light physics I would be adding that takes into account acceleration, weight, momentum, force of impact, etc. Think human sized mech suits duking it out.

    So I'm playing around with stats of the player and I want the player to have a pretty open experience into how their loadout will perform. Like for example, a player would be choosing its chassis, outer plating, upper servos, lower servos, battery, heat management, etc. Maybe some of this information isn't exactly needed to understand my question but let me rephrase the question. If a cybernetic arm with a static energy input into the system is throwing a punch versus swinging a sword, would the speed in which the attack gets executed be proportional to the percentage that the sword's weight is in comparison tot he maximum load the arm can handle.

    I'd also love some input on places to learn physics, especially stuff relating to gravity, momentum, speed, etc.

    submitted by /u/eons93
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    Looking for simple-ish performant 3D c/c++ engine/framework

    Posted: 13 Jul 2019 11:54 AM PDT

    I'm building a game which should run on a potato, so graphics are the least of my concerns. It probably won't even have proper lighting, but it will have hundreds, possibly thousands of (very low poly) characters, most of which will use the same mesh and textures.

    I tried raylib a few months ago and really liked it, but there is one HUGE problem. It doesn't implement instancing, so I barely get 20 FPS even on very low screen resolutions, which is way too low. If it had instancing I'd expect at least 60 FPS easy. The perfect engine would basically be raylib but with mesh instancing, and I haven't been able to find one that fits the criteria. If one fit the criteria but aren't C/C++, I'll probably try them also, I like to learn :)

    For what it's worth, I use Löve2D for my 2d projects, and it handles thousands of 2d sprites perfectly. I can draw just about anything thousands and tousands of times before FPS drops below 60. It is also really simple.

    submitted by /u/Chikamogwa
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    How to simulate a music festival enviroments with potentially tens of thousands of npc's within UE4

    Posted: 13 Jul 2019 10:22 AM PDT

    Does anyone know a way that it could be possible to have 10,000 or more actors, all with independent paths and AI. The poly count needn't be a concern because I would just LOD them down to a few triangle once more than 1000 were on the screen at one time.

    My main problem is having thousands of ticks going all at the same time and it just chokes the CPU. I tried using instaciated meshes but I couldn't figure out how it would be possible to give them a path and collision and variables of their own etc. Apologies in advance for the rough explantion!

    submitted by /u/cringefinger
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    Economic math in games

    Posted: 12 Jul 2019 02:43 PM PDT

    Hi everyone. I am an amateur game dev, not even indie. I work full time in credit risk analytics. I have a PhD in economics and my game started out as a simulation with very little human interaction. I am not here to talk about it, its still probably up to a year away from the market. But it is a 4X turn base strategy game.

    Some of the math in economics applies to non strategy games. That will be my focus in this post.

    Lets say in a game you have some activity that generates some benefit. Lets call this benefit *U*, for Utility in economics, and the activity *x*. *X* is a measure of how much of that activity is done.

    So you set up your game system and say, "ok for every 1 log gathered, you can produce 1 output." In this case, the output is the U, the benefit. Your function would be then, U = X.

    Easy right? The implications of this form are in the details. U = X is the same as U = X^1.

    This function has what is called *constant returns to scale.* That means the additional benefit given for the 50th unit is the same as the additional benefit of the 51st.

    If you replace the 1 with a number between 0 and 1, you get *diminishing returns to scale." What this means is as you do more of an activity or have more of something, the last additional unit gives you less benefit than the one before it.

    If you replace the 1 with a number above 1, you get *increasing returns to scale,* which means the last unit gives you more benefit than the unit before it.

    In math terms, diminishing returns is when the first derivative is positive, but the second derivative is negative. Constant returns is when the first derivative is postive and the second derivative is zero. Increasing returns to scale is when the first derivative is positive and the second derivative is positive.

    What this means is this:

    If you have an activity that give increasing returns, it is basically going to be the only thing players will do. This risks a "corner solution." In this situation, the game strategy becomes dominated by doing one thing.

    With a constant returns, it can be fairly boring. With diminishing returns, players will realize that activity doesn't do as much good after a bit.

    This can matter when you have multiple activities or things that bring benefit.

    Lets revisit the U = X^1 and generalize it to U=X^a. When a>1, its increasing, when a<1, its diminishing, and at 1 its constant.

    Now lets add additional things you can do in a game. In a resource oriented game, this could be another resource to gather. In an arcade game, it could be an upgrade choices of a weapon - as you upgrade more does its power become greater or does each upgrade gain less and less benefit?

    I'll give you a real game example - Galactic Civilization II. In the tech tree for ship upgrades in that game, it makes *no sense* to diversify. There are three choices for tech and ship building - lasers, mass drivers, and missiles, and also three additional defense structures for each weapon.

    But because they used increasing returns to scale - it makes zero sense to diversify and have a ship with 5 lasers, 2 missiles, 2 mass drivers. They also made the attack benefit (the laser attack for instance) have the same benefit as defense. In other words, the benefit from +5 attack was the same as +5 defense.

    Result? It makes zero sense to research defense, and you only go down one tech path. Was this their intention? I don't know. But the entire game would be drastically changed if they made it diminishing returns. That would have suddenly made it more optimal to have both defense and offense, and a mix of offensive weapons on a ship.

    If you have multiple things that go into a benefit, all that matters is the sum total of the exponents sum to less than one for diminishing returns. If you have things like this, you will have to check to ensure the exponents sum to less than one.

    I hope this made sense to someone! But FYI this is the Cobb-Douglas Production/Utility function, which is fairly basic econ. The neat thing is basic econ can do some interesting things!

    submitted by /u/EighthDayOfficial
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    17 years old guy needs advice with advertising

    Posted: 13 Jul 2019 04:32 AM PDT

    Hey, as the title says, I need advice about how to advertise a game.

    Going in details, I have finally after a year almost finished the Demo of my one big project, my first idea was to run a Crowdfunding campaign, but now that i think about it, that also needs advertising. The problem is.. I don't even know where to begin. How do I even advertise a videogame? Spamming it on forums? Obviously not, but i honestly have no idea. I was thinking about indiedb, but like i said, have no clue. How have you guys promoted/advertised your games? Which way do you guys think it's the best way? Thanks beforehand<3

    submitted by /u/CrisOyarce
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    How to install torque3d?

    Posted: 13 Jul 2019 12:06 PM PDT

    I have downloaded and installed lots of software but torque3d is so confusing.I have watched lots of tutorials ,read lots of forums and the gamegarage wiki but all that information was outdated.Pls help and pls dont link tutorial or anything outdated.If you can comment the steps

    submitted by /u/AlbbEaST
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    Here's a bit dangerous but effective way to produce stones in a fantasy middle age

    Posted: 13 Jul 2019 12:04 PM PDT

    This cyberpunk meme never gets old !

    Posted: 13 Jul 2019 11:50 AM PDT

    I've decided to create this one in the style of the game I'm working on .

    https://i.redd.it/ggxiqlxn94a31.jpg

    submitted by /u/Flagiuss
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    What would be a good portfolio for a game programmer?

    Posted: 13 Jul 2019 11:33 AM PDT

    Hello, I want to know what would be a good portfolio for a game programmer inside godot, and what can get me some jobs online or even getting some artist to collab with me.

    submitted by /u/ca3games
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    Which game icon do you like the best ?

    Posted: 13 Jul 2019 09:38 AM PDT

    Hello friends,I want to publish a game called "Potion In Motion", I am trying to figure out which icon will be more attractive in google play.

    I am trying to keep the icon simple according to the game concept.

    Please vote according to the image numbers.

    Any feedback will be appreciated!

    https://i.redd.it/7v9q6mbjm3a31.png

    submitted by /u/raindm
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    I am struggling to work in groups-- please, I'd love some advice.

    Posted: 13 Jul 2019 12:07 AM PDT

    My experience working in groups has been negative and I'll admit it is mostly my fault. I went to a game jam

    a few months back and was immediately pigeonholed into a role I found undesirable and that no one else wanted

    or was able to do (cleaning up UVs and then PAINTING the textures akin to what you'd find in World of Warcraft or Overwatch). While the programmers and modellers had a laid back time and were able to banter with each other, I was frantically working for 8 feverish hours nonstop to meet up with the workload alone. I would chalk this unhappy experience to my inability to negotiate or express my true feelings and my general disposition to be non confrontational.

    Another experience I had was a project I was recruited to by an acquaintance where I was again pigeonholed into the

    role of concept artist. I was cautious this time around and agreed to work on the project if they could produce

    another concept artist to collaborate with (which they could not). I also tried to impress the ringleaders by contributing

    to the game design and lore aspect of the game, many of which they were enthused by and ultimately adapted but on many occasions forgot that the ideas originated from me while attributing each others' contributions appropriately--

    I would chalk that up to the fact that I am a bit of a stranger in the group but I felt that they were not taking me seriously

    or being open to having an outsider take a major role in shaping the big picture of the game. When all was said and done, they were firm with where they wanted me in the group and did not want me to contribute any more to the game's design.

    The disconnect here is that I would like to take the coveted leadership roles that I strongly feel I could prove myself in

    but am always being assigned the dirty work which I have to handle myself.

    I'm not socially inept but I'm incredibly unremarkable when it comes to appearances and am the furthest thing from charismatic. If its my attitude or personality that is hindering me from coordinating with others, how can I change myself for the better? How can boost my charisma? How do I sell myself better to those I'd like to impress and how do I get my team members to take me seriously in the context of game development?

    And finally if there are any books people can recommend on shaping myself to be a better leader, raising my charisma and honing my skills as a negotiator, I'd love to take some recommendations. Thank you for your time and good luck with all your current and future endeavors in game development!

    submitted by /u/MechwolfMachina
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