I have found a really good, but relatively small channel for learning C++, mostly related to game development |
- I have found a really good, but relatively small channel for learning C++, mostly related to game development
- Realistic Foot Placement using Inverse Kinematics in Unity (Beginners)
- Been working on my 4X TBS for 15 months every day before work...
- Last week I posted a video talking about Version Control. This week I am making a short tutorial series introducing people to Version Control.
- Jeff Vogel responds to /r/gamedev criticism: I Am the Cheapest Bastard In Indie Games
- MOS: A lightweight open-source game engine
- Making a game where you explore worlds drawn in their own unique art mediums and style called Palette. Here is one world called Charcoal Caverns.
- Are there any success games using open source art, music, etc
- Looking to introduce more fun in my game
- Blender 2.8 Sculpting Addon : Fast Sculpt
- Alien Smash - Need feedback on my first game after learning Unity in 3 months
- I need an idea for a name for this game (details in comments)
- What parts do game development leverage ?
- Original OST/music for your game for a 90% discount
- In depth RTS pathfinding articles?
- How does early dev work within the industry?
- A tip for indie developers to create a stylized shader (Unity3D, Download link in comment)
- Reference link when sending pitch to publishers
- Looking for a sprite generator
- How does one become a director and writer?
- Starting Game Development
- Is there a business guide for solo Indies?
- Vacation time
Posted: 27 Aug 2019 03:59 AM PDT |
Realistic Foot Placement using Inverse Kinematics in Unity (Beginners) Posted: 27 Aug 2019 02:06 AM PDT |
Been working on my 4X TBS for 15 months every day before work... Posted: 27 Aug 2019 07:14 AM PDT ..and I just found out one part of the story is not true. I had been working on my hobby project for a while, but used it as a coping mechanism for a new job I started that quickly turned out to be a bad move. I started coming in really early (arriving at 6am) to work on it. It was easier to to get myself out of bed in the morning to come work on the game than it was to go to a job where I absolutely hated my manager. It also saved about 45 minutes to do early in/early out, which was allowed. I *thought* early in/early out was 7-4, and my "revenge move" was to steal about 30-40 minutes every day and work on the game from 6-7:30-7:45. Then we had a new hire who also has early in/early out and HR told them it was 8-4. So, turns out I was just coming in extra early. Anyways, I am celebrating today because my game has already been a personal success. By doing this, I mentally survived the past 15 months. Seven people out of 12 quit in that time! But finally, the higher ups have noticed and my request to change managers went through today!! I survived!! Tonight I am going to go home and it will hit me. If you ever been under the power of a narcissistic, vengeful, and petty boss you'd understand! [link] [comments] |
Posted: 27 Aug 2019 09:21 AM PDT Hello again! Last week I made a post talking about version control where I briefly explained that it's an important part of game development (and software development in general). The post garnered a lot of attention due to my polarized stance on version control ("If you aren't using it, you're doing it WRONG!" - https://www.reddit.com/r/gamedev/comments/ctwxej/if_you_are_a_developer_and_are_not_using_version/) This week I am starting a brief tutorial series on version control, specifically git - what it is, how it works, how to use it. I won't go into too much detail because I am catering to those who aren't using version control right now (those that just need to know what git is, basic commands, etc) so that they can get started without being overwhelmed with commands. In my first video I introduced people to what version control is, what purpose it serves and briefly went over how git is different and the general idea behind it (with illustrations!). If you are new to version control, I suggest you give it a watch. If you are a veteran, I also suggest you give it a watch and let me know what I missed or got wrong: [link] [comments] |
Jeff Vogel responds to /r/gamedev criticism: I Am the Cheapest Bastard In Indie Games Posted: 26 Aug 2019 05:08 PM PDT |
MOS: A lightweight open-source game engine Posted: 27 Aug 2019 06:12 AM PDT Hello, I am the sole developer of MOS, a lightweight and somewhat experimental game engine/library. I use it for my own projects and find it quite usable by now, so if anyone else wants to to try it, or give feedback - all the better. Some of the features are:
The project is available at Github. [link] [comments] |
Posted: 27 Aug 2019 11:06 AM PDT |
Are there any success games using open source art, music, etc Posted: 27 Aug 2019 08:52 AM PDT I am working on a game and I can draw okay, but not at a professional level. I try music theory, but It will take a long time before I develop a decent piece. I only have like 3 hours a day working on my project and that usually for programming. So I am was wondering are any developers making it with open source assets? Thanks. Please excuse my grammar, I am on my smart phone. [link] [comments] |
Looking to introduce more fun in my game Posted: 27 Aug 2019 09:32 AM PDT Hi guys! I need some advices about my mobile (Android) game Merge Sword & Armor. It is a merge based game with an idle soldier management. In the game you have to merge swords and armor and equip them on soldiers to get the item attribution. The question is: what can I add to give a pourpose to soldiers? I'm looking for adding a modality that suits well with idle type games inside the game. In the images you can see the two current aspects of the game. I think that the game is flat without this addition. Moreover, this will make the game different from other merge games. Video of the game: https://www.youtube.com/watch?v=hA0ir56Jcsg [link] [comments] |
Blender 2.8 Sculpting Addon : Fast Sculpt Posted: 27 Aug 2019 09:25 AM PDT |
Alien Smash - Need feedback on my first game after learning Unity in 3 months Posted: 27 Aug 2019 11:52 AM PDT Hi everyone, Please try out my game and let me know where I can improve it. It is a simple 2D relaxing game for mobile devices. Currently it is only available on Apple Store (Sorry Android users). I really want to make this game better so please be provide some comments. Thanks [link] [comments] |
I need an idea for a name for this game (details in comments) Posted: 27 Aug 2019 11:35 AM PDT |
What parts do game development leverage ? Posted: 27 Aug 2019 11:34 AM PDT Do I need to focus on GPU or CPU more ? I've seen lots of videos saying you can program on anything but I'm looking to do coding like inside unity . Should I just get the most powerful pc ? Should I be focus core count or strength ? Is compiling still part of the process ? How long would compiling take and what would reduce that time ? Basically I'm starting game design school and I have a decent gaming pc and am looking for advice as to how to upgrade to make sure I'm not bogged down by hardware [link] [comments] |
Original OST/music for your game for a 90% discount Posted: 27 Aug 2019 11:34 AM PDT I'm looking to create an OST/music for indie game developers. I have fifteen years of musical experience and a Bachelors Honours Degree in Music Production combined with £500,000 worth of software and hardware I will know how to take your game to the next level. My music is multi genre'd so I can do what you throw at me. Your welcome to test sample before you buy https://soundcloud.com/unsystematic https://soundcloud.com/hiphopbeatsinstrumentals [link] [comments] |
In depth RTS pathfinding articles? Posted: 27 Aug 2019 11:21 AM PDT Hey, I am working with Unity and I have the navmesh working to get a unit from point A to point B. However, things become clunky when doing more advanced stuff like moving squads around and more complex scenarios like that. Anyone have any good tutorials for getting more advanced pathfinding to work? I know of some tricks like the magic box technique for maintaining squad formations, or enabled / disabling navmesh obstacles to have them block other units when standing still.. but I want to learn as much as I can before diving deep into my implementation. Any in depth articles to read would be appreciated! [link] [comments] |
How does early dev work within the industry? Posted: 27 Aug 2019 10:55 AM PDT I've always been curious about the process of going from '0 games in development' to 'A game is in development'. The people who have rough ideas for a game 'What if there's a girl x that gets caught up in situation y, we use z class system' etc. etc. From what I've read it seems this is just about anybody that works for a company doing some tangible job (like an animator), is this really the case? It seems to be its own unique skillset much different than animating, SFX work, etc. Clearly you want the people with the best ideas in that room, how is that ensured? Is there such a job or is it more a group thinktank effort? This question mainly came to me after watching some docs on early game companies (i.e. pre-Morrowind Bethesda). [link] [comments] |
A tip for indie developers to create a stylized shader (Unity3D, Download link in comment) Posted: 27 Aug 2019 10:49 AM PDT |
Reference link when sending pitch to publishers Posted: 27 Aug 2019 10:14 AM PDT Hello! I am all set with materials and demo and ready to send out the pitch to various publishers (yes, I chose to go this route). So, I was wondering, is it possible and what are the best ways to give a reference code to a download/regular link, so I can see on my end who exactly visited the page? I use wordpress, if that matters /prbbly does :) Olafs [link] [comments] |
Looking for a sprite generator Posted: 27 Aug 2019 05:59 AM PDT I have about 486 decently big images that I need to put on a spritesheet. The thing is, any method I have tried yet has failed, as most of them couldn't handle the size. Even the spritesheeter script for photoshop I found didn't work. The thing is, I don't necessarily need them in a coded sheet or whatever. As long as they are all on one image it works for me. Any ideas? [link] [comments] |
How does one become a director and writer? Posted: 27 Aug 2019 09:44 AM PDT How does one become a writer and director? Indie games are cool but if I would like to be involved in an AAA game, not an indie. So like what do you do? I'm 16 and this is kind of what I want to do. [link] [comments] |
Posted: 27 Aug 2019 09:24 AM PDT I'm a computer science student and I wanted to start game development. I'm familiar with Python and C++. Are Unity3D and Unreal Engine good choices to start with or are there better alternatives? Udemy has a couple of Unreal and Unity courses has anyone tried them or do you recommend other resources? [link] [comments] |
Is there a business guide for solo Indies? Posted: 26 Aug 2019 07:36 PM PDT I've been working solo on a game for a little over three years now with probably another 8 months to go until it's ready for publication. I'm feeling, at this point, that I should start looking into the business aspect of things. Currently I have no business set up so I guess I'd be classified as a sole proprietor. I'm wondering if I should be looking into setting up an LLC in NV or something. Are there any business guides for solo devs? Has anyone here gone through this? What was your approach and how did it go? Any thoughts and/or suggestions on the subject are hugely appreciated. Thanks in advance! [link] [comments] |
Posted: 27 Aug 2019 08:48 AM PDT Hey everyone. I dont know is it okay to ask but how many days off so you have per year? Like vacation and stuff [link] [comments] |
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