"The Mad Blacksmith" - finally finished this free character asset pack (link in comments) |
- "The Mad Blacksmith" - finally finished this free character asset pack (link in comments)
- Created a new hybrid 1st/3rd person perspective for VR games, what do you think?
- So I made a tutorial on how to animate a run cycle in a hollow knight style!
- If the sun was at the zenith
- Finally got my voxel terrain generation working to a reasonable standard
- Does anyone feel like their lack of artistic ability discourages them from making games?
- Gamedevs that compose your own music, how do you start?
- Migrating from Java/LibGDX to ...?
- Silk.NET - A high-speed, accessible OpenGL, OpenAL, and GLFW bindings library for .NET Core/Framework/Standard.
- Algorithm for gaining experience/leveling up in a multiplayer team game?
- Looking for program that will help with planning in different aspects of a game
- Any stories on game mechanics that backfired?
- Here's a pretty cool way of creating procedurally generated ELECTRICITY without any textures in Unity Shader Graph.
- Programmers, what are some signs that sloppy code needs a complete overhaul?
- List of books/resources/articles for game development
- How to create a hitbox for a model?
- Question about Steam achievements
- My team's idea for the Weekly Game Jam on Itch.io
- I refactored my entire codebase for multiplayer...and it turned out pretty good!
- Game Developer Looking For Visual/Gaming Design , GUi Designer , Voice Actor(s) and Social/Hype Manager
- I wrote a (provocative) reflection on lying about your game.
- Want to get your indie game marketed by an expert digital marketer...for free???
- I'd like to be a gameplay network programmer. How do I get there?
- C# or C++ in Game Engine Development in 2019?
- Hi, I'm new to unity and I need help with the text
"The Mad Blacksmith" - finally finished this free character asset pack (link in comments) Posted: 11 Aug 2019 04:20 AM PDT |
Created a new hybrid 1st/3rd person perspective for VR games, what do you think? Posted: 11 Aug 2019 09:14 AM PDT |
So I made a tutorial on how to animate a run cycle in a hollow knight style! Posted: 10 Aug 2019 01:13 PM PDT |
Posted: 11 Aug 2019 11:23 AM PDT |
Finally got my voxel terrain generation working to a reasonable standard Posted: 11 Aug 2019 08:47 AM PDT |
Does anyone feel like their lack of artistic ability discourages them from making games? Posted: 10 Aug 2019 10:17 PM PDT About 4-5 years ago, I had a huge passion for programming and making games. Since then, I've sort of fallen out of that loop but have slowly found myself gaining interest again. I always felt the biggest thing holding me back was my artistic ability. I could always figure out the programming part but the art part always left me feeling hopeless which slowly made me lose interest. I feel so limited in what I can do without some decent artwork. My other big struggle that I've always had, was coming up with ideas for games. Everything seems so out of reach that I'm never really sure what to do. Like I have a craving right now to program and make something really cool, I just have no idea what to make :/ [link] [comments] |
Gamedevs that compose your own music, how do you start? Posted: 10 Aug 2019 10:20 PM PDT To begin with I only have audacity as my audio editing software. I have no instruments at my home. I have zero musical talent. Despite that I rather make my own music so I can properly convey what the players feel when they're going through a certain section. How do you start making your own music? What softwares should I use and is there some kind of tutorial and guidelines I should follow? [link] [comments] |
Migrating from Java/LibGDX to ...? Posted: 11 Aug 2019 09:57 AM PDT Hi all, Which 2d game framework would you recommend? I normally use Java & LIbGDX, but i fancy switching to another non-jvm language for a while which will also require a different framework. I don't want to use an engine like Unreal/Unity/Godot/Gamemaker etc, i have all those and they're all good but not want i want to use next. The project I'll be doing is a 2D top down multi-directional scroller. I know Java/C/C#/C++ but I'm open to learning a new language if necessary. Thanks in advance [link] [comments] |
Posted: 11 Aug 2019 09:48 AM PDT |
Algorithm for gaining experience/leveling up in a multiplayer team game? Posted: 11 Aug 2019 10:19 AM PDT I'm probably asking a lot, but I'm trying to devise an algorithm for gaining experience and leveling up in a multiplayer team game. Specifically, there are either two or three teams, each with two people (so either a four- or six-player game). Some ideal must-haves:
I've attempted to manipulate the elo and glicko ranking systems, but they're not really built for multiplayer team games. Plus I'm not really trying to making a ranking algorithm where players either gain or lose points based on the outcome, but a leveling-up algorithm where players always gain experience regardless of whether they win or lose, but the outcome determines how much experience they gain. I've also tried looking at some algorithms from other games, but they typically involve gaining experience from beating monsters or other enemies, and don't quite meet the requirements I'm looking for. Has anyone made a system like this or does anyone have any suggestions on how to approach this? [link] [comments] |
Looking for program that will help with planning in different aspects of a game Posted: 11 Aug 2019 10:11 AM PDT I feel I'm going a bit crazy but I swear I thought I saw some programs a few years ago that can help with organizing ideas for planning a game. I've tried googling it and it leads no where. The best program I can think of that I'm currently using is excel where I have sheets labeled for different gameplay elements (combat, inventory, monsters) and then labeling the priority of these ideas from low to high. Any suggestions as what this program is or where I can look for them? Edit: Thank you everyone who has given me suggestions! Those are exactly what I was looking for. [link] [comments] |
Any stories on game mechanics that backfired? Posted: 11 Aug 2019 06:10 AM PDT Take a walk down memory lane with me? I remember several years ago there was a Game Informer issue that had a page of programming bugs/mechanic backfires. One of which was for Oblivion. After a certain amount of in game time players were finding Valen a Dreth dead in his cell prior to completing the "Scheduled for Execution" quest. This halting their progress in the Dark Brotherhood story line. Later the programmers found that the guards of the prison had ate all of their food and ended up going into the prison, killed Dreth, and started eating his food instead. This blew my mind, because I never knew that characters were actually consuming resources. I just thought they were playing an animation. There was also a blurb about a game (for the life of me I can't remember the name) where a dog would help the player loot. But early on the dog could not distinguish between a lootable grenade and a cooked/thrown grenade. So it would be the best doggo and bring cooked grenades to the player in combat. I also read about Ultima having a living ecosystem that was decimated on release due to gamers being gamers. Does anyone have any other fun stories of game mechanics backfiring horribly or coding gone wrong? These stories were my gateway into wanting to learn about video game design and programming. [link] [comments] |
Posted: 11 Aug 2019 09:15 AM PDT |
Programmers, what are some signs that sloppy code needs a complete overhaul? Posted: 11 Aug 2019 08:30 AM PDT I am not sure at what point it would be more advantageous to completely overhaul a game mechanic rather than adding bandaid fixes to a sloppy system. [link] [comments] |
List of books/resources/articles for game development Posted: 11 Aug 2019 11:31 AM PDT Hello guys. I'm begging beggining my journey on the world of game development, and I was creating a list with interesting websites and articles and resources for game developers, more precisely programming area. Is there any list or anything already done? Thanks in advance [link] [comments] |
How to create a hitbox for a model? Posted: 11 Aug 2019 07:31 AM PDT So, i am fairly new to 3d graphics. I am using a library called raylib (probably the simpliest 3d graphics lib there is out there). The question is (not necesarilly in raylib but in general) how to create a hitbox for a model. Do i have to manually create every rectangle needed for the hitbox or is there a general way to do it? [link] [comments] |
Question about Steam achievements Posted: 11 Aug 2019 07:28 AM PDT I'm a game developer working with GameMaker Studio. My game is on Steam, but it's not released yet. The game has 30 Steam achievements and when I'm playing the game, I can open those achievements without any problems. https://i.redd.it/49k3mecrttf31.jpg The problem I'm facing is that when I press the 'view all achievements' button, it should open a page where I could see which achievements are unlocked and which are still locked. However, pressing the button takes me to my Steam profile and interestingly, my game doesn't have achievement progress bar like other games are having. https://i.redd.it/63idfax3utf31.jpg I have read the Steam documentation about achievements and I found this information: After your game has been released then information about individual and global achievement progress will be displayed in the Steam Community. Each player will have a link from their Community profile that goes to a page showcasing what they have achieved, and which they have yet to unlock. And here is finally my question: can I trust that achievements are working when my game is released or have I done something wrong and that is why I can't see my game's achievement page? P.s. You guys are having lots of rules so I'm sorry if I broke some of those rules with this topic. [link] [comments] |
My team's idea for the Weekly Game Jam on Itch.io Posted: 11 Aug 2019 04:56 AM PDT The theme for this week's game jam is "A Sad Ending". Tell me what you think of the story? You play as an orb of light, who needs to get smaller orbs to feed to your father. You get these orbs by defeating dark orbs. The player has a light above them which only shines light in a shape around the player, so enemies could instantly pop up and th player would have to react fast and shoot projectiles to kill them. There will be a menu of which you can deliver the orbs to your father. If you collect more orbs then your fathers minimum requirements, you can either use the orbs on yourself to upgrade yourself, or you can give your father more so in the next level, he would require less. [link] [comments] |
I refactored my entire codebase for multiplayer...and it turned out pretty good! Posted: 11 Aug 2019 06:55 AM PDT Over the past few days, I've been hard at work making my GZDoom flight game project compatible with netgames and the engine's networking code. It started when I found out a third party service called Doom Connector, which simplifies netgames for a host of Doom Engines, existed and was in active development. So being the enterprising sort, I thought it would be cool to make my game multiplayer and get a dev for Doom Connector involved. The end result actually ended up being pretty nice, but holy moly, it took some effort to get there. The first step was refactoring the code. I had to alter large swaths of my game logic to accommodate network play, from projectiles and missiles that players shot, to the movement code, to events and UI logic. It took about 4 or 5 days for the refactor to produce a working prototype, namely because of a bizarre issue where two players would join as the same player pawn. Then, once that issue was solved and I could have two players connect via Doom Connector or command-line flags, there were still bugs. The first issue I encountered involved custom console variables. Basically, it was an offshoot of the player pawn control issue where both players would set the same copy of the cvar, and each player was supposed to have their own copy. Then, I found out that the aircraft's radar would show spawn points, and destroyed aircraft pawns would linger on the battlefield and create more blips on the radar, resulting in lots of red dots on the radar widget. So there was that. And of course, there were a heaping helping of balance issues to work out with aircraft and weapons. But now, after all this work, I can look back and say that it was totally worth it, as netgames with my project's gameplay are actually pretty sweet. One of the biggest complaints I hear about PvP flight games is that they devolve all to often into players flying circles trying to chase each other. A mechanic that I introduced in the game from the outset makes the midair circling pretty much moot. By pressing down on Space (or whatever key they assign), the user's plane will stop, deploy a shield around itself, and gain much faster turn speed. The mechanic was originally designed as a defensive measure, as well as allow planes to fly through enclosed spaces, but it works well in a PvP setting. It basically turns the midair joust into a midair swordfight, as me and my testing partner zipped back and forth and going in and out of our protective bubbles. It works better than it seems, because the shield is temporary (lasts 1-2 seconds) and the shield can't be deployed if the aircraft has no energy (which is also used for weapons). It also resets the regen counter for the player's energy, so if the player is gaining Energy back when the shield is deployed, the regen counter will be set back to two seconds. The TTK is also really low, so there's an element of punishing mistakes coming into play as well. Basically, the gameplay translated really well into a PvP setting, and I look forward to seeing where it goes from here. It made the grueling task of making a game online-ready all the more sweet. [link] [comments] |
Posted: 11 Aug 2019 10:02 AM PDT My name is Milan and I am the supervisor of Cloudiverse Studios and we are hiring as above listed , if you are interested pm me, we are making an action style hooter with tf2 and overwatch elements. [link] [comments] |
I wrote a (provocative) reflection on lying about your game. Posted: 11 Aug 2019 09:57 AM PDT |
Want to get your indie game marketed by an expert digital marketer...for free??? Posted: 11 Aug 2019 09:23 AM PDT Mods, please delete this post if this is against the rules... To keep things short, if you have a potentially great game, but you have no clue how to create a marketing plan and market your game successfully...maybe I can help. For free. What's the catch? Well, I'm looking to pivot into this industry, as this is my passion - but I have no experience working and promoting games directly. I did promote quite a few apps. And I have managed over $3.5 mil in digital marketing ad budget for various online stores, businesses, etc. But in these 6 years, I haven't worked with any indie game devs and I'm ready to get into this territory. My focus would be paid ads, so you must have an ad budget. Or if you really have a great game, we can make a % deal - where I will fund the paid ads. So, you will get your marketing for free (if I see that your game/prototype has some potential), but in exchange - I'm looking to obtain a case study, testimonial, etc. [link] [comments] |
I'd like to be a gameplay network programmer. How do I get there? Posted: 11 Aug 2019 08:32 AM PDT Hello there! I am currently at University with two more years left to go and after doing a module in game network programming it has made me really want to pursue that as a career. I've recently made a turn based game that works online using TCP but the server doesn't hold any authority, it merely exists as a broadcasting system. My next project is going to be Bomberman using TCP and the server will hold authority. Should note that I have already made Bomberman as a singleplayer variant so I understand that side of things. These projects are being made with C++/SFML and my use with C++ is quite good I've been told so I feel it is time to attempt to knuckle down into a discipline. But in saying that I do enjoy writing gameplay systems so is there any way that I could potentially combine the two as a career? Thank you. [link] [comments] |
C# or C++ in Game Engine Development in 2019? Posted: 11 Aug 2019 08:14 AM PDT I am a Game Developer that has experience with Unity and Unreal Engine which means I know C# and C++. I wanted to create my own Game Engine but i was confused because i did not know if i should use C++ or C#, I like C# more but people say that C++ is MUCH Faster, is this true in 2019 or is the Gap Smaller especially with C# 8.0? [link] [comments] |
Hi, I'm new to unity and I need help with the text Posted: 11 Aug 2019 07:05 AM PDT I am starting in unity and I want that before a level there is a small scene where the player clicks and goes through the dialogues, something like visual novel style, you click and another text appears, help please. [link] [comments] |
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