I made a free pixel art UI icon pack, and wanted to share it with you! |
- I made a free pixel art UI icon pack, and wanted to share it with you!
- I'm prototyping a VR cooking game. Recently I've added some seagulls to make it more challenging... does it work?
- “The Mirelurk King” sculpt!
- How my project lacking scope was the best thing to happen to me
- New demo of my infinite procedurally generated action adventure RPG at https://julcreutz.itch.io/mystiqa
- Every Step to develop a game from scratch and release it on Steam
- Teragard, a nonlinear, open-world retro JRPG that I've been trying to make for more than 10 years, has finally released on Steam!
- I made some major progress on my department store simulator: Retale
- 2+ years were spent on this JS game
- Networking the Gameplay of Halo: Reach (Really neat how they reduced lag by hiding it in animations)
- Takoway - A 3D Perspective Puzzle Game
- Coming up with game mechanics
- How are web-based real-time multiplayer games typically made on the network side?
- Anyone have an extra articy draft 3 license they want to sell me?
- Been a great first week with our API Launch.
- Godot or UE4 for a beginner
- Get transform of tile
- is it possible to develop a game in a 32 bit system?
- Should mobile version of game cost less than pc version because of less comfortable controls?
- Is it hard to become a game developer if you aren't good at maths and drawing?
- Crossplatform Turnbased MP, turn notifications?
- I made a few free sound effect packs some of you might find useful. Features 8 packs in total ranging from foley to video game sound effects.
- Tools for building Skill chains?
- Screenshot Saturday #453 - Vivid Imagery
I made a free pixel art UI icon pack, and wanted to share it with you! Posted: 05 Oct 2019 01:34 AM PDT |
Posted: 05 Oct 2019 08:24 AM PDT |
Posted: 05 Oct 2019 08:48 AM PDT |
How my project lacking scope was the best thing to happen to me Posted: 05 Oct 2019 07:36 AM PDT I see it mentioned here a lot and I agree with it in most cases, but I'd like to come forward and offer you guys a counterpoint to being cautious of scope. What is scopeScope is the boundary of how complex and depthful your game will be, what it will include and what it's features will do. Having a poor idea of your games scope or none at all can result in development hell, where you end up feature creeping yourself into an infinite dev cycle and things get far too complex for yourself or your team. How lacking scope was the best thing that happened to my gameI fell into game development somewhat accidentally. I always wanted to be a game developer but I never thought it would happen. A small test project I worked on for fun ended up growing and growing and soon this small demo became a semi functional game. Over time people began playing it and I began receiving donations on itch, another year passed and it continued growing again miles beyond it's original scope. It ended up on steam and gained a small following. And still it continued to grow not towards completion or full release, but out into all manner of strange and weird directions adding features and avenues of the game that were never planned or envisioned. It's been over four years of development and this game so little resembles my original plan for what it would end up as, and I for one couldn't be more thrilled. The feature creep of this game has made it far more enjoyable, I've added the majority of the features suggested by the community and while no nearer completion this game has evolved into something far more depthful and enjoyable than it ever would have been. I could work on several smaller in scope games, but they would be far more forgettable, by this game growing out and becoming so wild it's more unique, more fun and interesting, more likely to appeal to those who play it. And I think in the day and age of the so called 'Indiepocalypse' making something that stands out is important. This perhaps chaotic method of gamedev isn't for everyone of course, many developers simply can't afford to sit in an unending dev cycle and need a scope and an ending. I've certainly got a finish line in sight nowadays which is more than can be said for me a year ago but I am happy to let the odd feature creep and scope expand on my way. Examples of featurecreep in my gameThe game is a kingdom management simulation, originally intended as your troops vs their troops and was fairly basic in all other elements. Some examples of very out there feature creep are:
And now with a recent revamp of my storepage a lot of these wacky features have become my games main eyecatchers and selling points, any doubts I had about them at first have long faded and I think that this lack of discipline with my scope will only continue to pay dividends going forward. As of now my game sits with 96% positive from over 150 reviews. So in summary, scope is a necessary part of game development for sure, but I can attest that there are still definitely merits to being devoid of scope, at least for a while. Thanks for reading! [link] [comments] |
Posted: 05 Oct 2019 12:22 PM PDT |
Every Step to develop a game from scratch and release it on Steam Posted: 05 Oct 2019 04:50 AM PDT Hello everyone! In the course of 24 livestreams, we development a game from scratch, going from having absolutely nothing to having a game released on Steam! In these 24 livestreams (a total of 81 hours of development), there is a LOT of good information for you, so I decided to organize it and list the main topics discussed throughout the development. Kind of a step by step of what we did to develop the entire game. Hopefully it can help you and point you in the right direction! https://www.youtube.com/watch?v=sRN-mXLInLY Steps taken to create the game: Episode 1: Planning what to make Making a "Hello World" to test Win32 Entry point Opening a Window First version of the Software Renderer Input Timings Episode 2: First gameplay prototype Start organizing the code Simple AABB collision Full sweep collision (ball vs blocks) Episode 3: Gameplay experimentation Structure to add new levels and change rules Episode 4: Finish the game code refactoring Add several game mechanics Episode 5: Adding the original game design idea Designing some levels to start iterating Implementing a Random Number Generator algorithm Episode 6: Created Logging system Fixed bugs Making the game more robust and solid Episode 7: Game Feel (animations, ball trails, player feedback) Episode 8: Full Particle System More animations Improving the Controls Bug fixing Episode 9: Engine robustness pass Drawing rotated rectangles Episode 10: Drawing bitmaps Subpixel accuracy Drawing floats Unique random seeds Visual Effects Episode 11: Sound System Playing a Square Wave Reading .Wav files Audio mixer (panning, pitch shifting) Episode 12: Fixed audio bugs Multithreaded Programming: Job System Started to make things run asynchronously Episode 13: Implemented a Main Menu Implemented a Save System Started implementing the Sound Effects Fixing more bugs Episode 14: Added lots of sounds Tweak the game's feel Improved the existing systems Episode 15: Major visual and experience improvements Game HUD Draw Text support Episode 16: Bug solving Created a Profiler Analyzed the data and discussed optimization possibilities Optimized the game (5x faster!): Hit the 4k at 60fps target Episode 17: Solidified the player's movement and animations More frame-rate independent Game sleep (fixed frame-rate) General sound and gameplay improvements Episode 18: Designed and implemented a new Level Improved existing systems to support what we wanted to do Game design iteration Episode 19: Redid the entire collision system (Shippable version) Camera system Screenshake Episode 20: Wrapping up the gameplay Fine-tuning the levels Implemented animated level transitions Episode 21: Asset System Package File spec Cooker/Packager Tool Ogg Reader Async Asset loading and decompressing Episode 22: Final polish Small tweaks and bug-fixing Adding a config file (parsing, reading and changing data) Exposed Mouse sensitivity to players Exposed Windowed mode to players Starter audio refactoring to make it shippable Episode 23: Finishing the game! Some hardcode assembly debugging Nice restructuring of the Audio Mixer (robust and thread-safe) Final gameplay tweaks, improvements and polish Episode 24: Releasing the game on Steam! Relax, Celebrate Plan for what's next (this project and other projects) That's it! I hope you enjoy it! Let me know if you have any questions! :D [link] [comments] |
Posted: 05 Oct 2019 12:18 PM PDT |
I made some major progress on my department store simulator: Retale Posted: 05 Oct 2019 12:10 PM PDT |
2+ years were spent on this JS game Posted: 05 Oct 2019 11:52 AM PDT Hi, I just finished an incredibly long development of little browser arcade game. I made it with pure JavaScript. Almost no libraries, just pure madskills with canvas browser api. And dirties JS code I have ever written. For expample, only today I spotted a bug, which was created by a nice piece of metaprogramming - direct checking the name of class constructor in some game logic-related code. This obviously produced a bug in production build with minified function names. I don't even know, what I was thinking about, when I wrote that line. I wanted to vent a little and wrote a story of this game's development, here it is -https://greeny7.com/posts/ego-experiment . Hope it will amuse you a bit. [link] [comments] |
Networking the Gameplay of Halo: Reach (Really neat how they reduced lag by hiding it in animations) Posted: 05 Oct 2019 12:58 AM PDT |
Takoway - A 3D Perspective Puzzle Game Posted: 05 Oct 2019 11:06 AM PDT |
Posted: 05 Oct 2019 09:59 AM PDT For the past weeks I've been brain dumping a lot of ideas I have for my next game. The problem is.. I have a lot of ideas for the story, narrative, setting, artstyle and almost everything... except gameplay mechanics. I am really desperate. I can't think of a unique and original mechanic that would make people play the game. What is your advice on this? [link] [comments] |
How are web-based real-time multiplayer games typically made on the network side? Posted: 04 Oct 2019 10:35 PM PDT Hi all! So me and my buddy have been working on a web-based realtime dungeon crawler of sorts. We are going for a top-down agar.io vibe. So far we have been using Phaser as the framework and SocketIO for client-server interaction. However, as my server code gets more complex, the game starts to run noticeably slower. I'm sure that my code isn't very optimized, but I'm wondering if we are just hitting a limit of using SocketIO (which I heard can be very heavy, and my current server architecture involves sending out an update packet containing the server state 60 times a second) or even the limit of Phaser. Put simply, how do games like agar.io or surviv.io implement their client-server interactions? [link] [comments] |
Anyone have an extra articy draft 3 license they want to sell me? Posted: 05 Oct 2019 12:48 PM PDT |
Been a great first week with our API Launch. Posted: 05 Oct 2019 12:34 PM PDT Overwhelmed by the amount of developers making the switch to ApolloBCS API. Keep it up! Please feel free to go give our facebook page a 👍 and share it with others that you know will benefit from using ApolloBCS API for payment processing. [link] [comments] |
Posted: 05 Oct 2019 12:25 PM PDT I want to start with gamedev and i have a dilema; UE4 or Godot. I started working on a small multiplayer fpp rpg project, I started with UE4 but today i saw a video on youtube about Godot. Seems very promising to me but the main thing that pushes me away from it is lack of tutorials and simplicity. I've done some work with UE4 but i'm still quite unfamilliar with it (i've done about 10 hours of work on a project in ue4). And i'm willing to start from strach with Godot if it would benefit me.Thank you for your time. [link] [comments] |
Posted: 05 Oct 2019 08:11 AM PDT So, i am using the A* project to get a person (AI) to an emergency exit (tile). The A* project already has a "TargetMover" script that does exactly that, provided i give it the target (transform). As far as i know i can't just get the transform of a tile in the world without a massive hassle and it being janky. The transform of the tilemap itself obviously wouldn't work because i need the exact location of the one tile/collection of tiles. https://i.redd.it/9sqi0lv8nqq31.png I did this in a 3D project with waypoints as child objects but that would not work here either, because tilemaps work differently. Using Unity 2019.2.5f1 What is the best way to go about getting the transform of all the exit tiles? Yes, I am a noob. [link] [comments] |
is it possible to develop a game in a 32 bit system? Posted: 05 Oct 2019 11:52 AM PDT so i have a 32 bit computer and want to try out game development, is it possible to do development in any program? [link] [comments] |
Should mobile version of game cost less than pc version because of less comfortable controls? Posted: 05 Oct 2019 07:54 AM PDT |
Is it hard to become a game developer if you aren't good at maths and drawing? Posted: 05 Oct 2019 10:37 AM PDT i'm planning to develop my own games, i am doing some online courses but i'm very bad at maths and drawing, on the programming course i'm taking at the moment i see they are using a lot of math functions and i don't understand them at all. also i would like to develop my own assets in the future but i can't draw as well. so i'm wondering if i should keep going or if i should just give up. [link] [comments] |
Crossplatform Turnbased MP, turn notifications? Posted: 05 Oct 2019 10:34 AM PDT I have a turnbased game (think Chess) on Android that used Google's Turnbased Multiplayer API so far. As that has been declared deprecated and gets turned off soon I have to switch to another gaming service. So I wrote my own which has a similar API and so far works quite well. This means I will also be possible to support iOS and Steam. Yay. But then a problem arises: How do I notify users if it is their turn in a game or when they have been invited to a rematch etc.? So far I used the notification system that is included in Google Play Games and it worked quite well. But that one will stop working. I could integrate Firebase and notify the users that way from my custom server if anything changed. But the problem is that this system does only work for iOS and Android users (and again makes me dependant on something from Google). I can't run any software on the server (besides a webserver with PHP support). So what is the best way to tackle this problem? I could theoretically open sockets on the devices and tell the server to send them a message if something happens but with NAT that would be a problem. I could regularly poll the server for updates but that might kill it. A quick match requires fast notifications (at least faster than every 30 seconds or such). And it has to be cross platform as the game itself will be crossplatform (play on which device you want, continue running matches from where you want etc.). So what are my options? Is there any magical industry standard out there to save me? I am a bit out of the loop regarding the fancy web technologies. And it has to be a free solution... [link] [comments] |
Posted: 05 Oct 2019 10:10 AM PDT |
Tools for building Skill chains? Posted: 05 Oct 2019 09:56 AM PDT I read this article on Skill chains. And, I was wondering, are there any tools that help you build skill chain diagrams? [link] [comments] |
Screenshot Saturday #453 - Vivid Imagery Posted: 04 Oct 2019 08:00 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: Does the studio that made your favorite game of all time still make games that you like? [link] [comments] |
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