Mike Rose: "Linux is a nightmare - only 0.8% of sales - over 50% of reported tech issues - supporting Linux was a big stress on the Descenders team - not worth it at all" |
- Mike Rose: "Linux is a nightmare - only 0.8% of sales - over 50% of reported tech issues - supporting Linux was a big stress on the Descenders team - not worth it at all"
- Homeworld 2’s clever use of vertex-colored meshes instead of textures for skydomes
- How to deal with major burnout?
- GameDev scene in Serbia is small but developing rapidly. Since 2018, we have an association of gamedev companies and today it released a first report on the industry status in Serbia
- A text adventure game where you try to figure out who you are as you make life or death decisions.
- Customizable character modeling
- Just dropped my first Unity tutorial on how to make explosives. Hope this helps you.
- Have you found game development therapeutic?
- The making of Star Wars Jedi: Fallen order - Documentary
- Why is our community like this? And what to do about it?
- Is possible to make a game engine inside a game engine ?
- Coming Soon Unity tutorials, suggestions for topics you'd like?
- Thoughts about how to do a tilemap system & tips about my ecs
- Limiting FPS in Python
- How much money have you poured into a game that went nowhere?
- Best method of lighting for indoor lab type scene with many light sources?
- Building a Dynamic Universe with Tony Zurovec / Star Citizen
- Are there any books on level design
- Playable ads
- What is the correct way to record promotional footage?
- In Need of Advice
- Is it possible to create an entirely new Megaman Battle Network game?
- RPG style Turn based combat simulator ?
Posted: 28 Nov 2019 03:37 AM PST | ||||||||||||||
Homeworld 2’s clever use of vertex-colored meshes instead of textures for skydomes Posted: 28 Nov 2019 11:16 AM PST | ||||||||||||||
How to deal with major burnout? Posted: 28 Nov 2019 03:33 AM PST For months I've been in a state of total burnout on my game. It's just not fun to work on any more and I'm sick of the sight of it. But I have to finish because people are waiting for it and other people have worked on it and I've sunk 2 years into it already. It has a finite scope and it's maybe 70% done, but I have no idea how to get the last 30% out of myself without losing my mind. Any thoughts? :( [link] [comments] | ||||||||||||||
Posted: 28 Nov 2019 04:53 AM PST | ||||||||||||||
A text adventure game where you try to figure out who you are as you make life or death decisions. Posted: 28 Nov 2019 11:46 AM PST Hello everyone! I'd like to share with you my very first game that I created. I'm still working on learning more about game development. But for now this is what I could make with the tools and knowledge I have. Sadly the game doesn't work on mobiles so please consider using a PC browser in order to play it. The game's plot is fuzzy. The more you replay the game the more you understand it. Have fun and I'm looking forward to knowing your feedback! [link] [comments] | ||||||||||||||
Customizable character modeling Posted: 28 Nov 2019 08:27 AM PST Hello, i'm fairly new to 3d game dev and I would like to know about some tips and techniques for modeling customizable characters. For multiple head models should i model head separated from body or head with neck separated from body? [link] [comments] | ||||||||||||||
Just dropped my first Unity tutorial on how to make explosives. Hope this helps you. Posted: 28 Nov 2019 10:48 AM PST | ||||||||||||||
Have you found game development therapeutic? Posted: 28 Nov 2019 06:33 AM PST I recently read an article in Indie Game Website about how small indie game developers really do put all their heart and soul into these games. This is the article. And it just really moved me. Both me and my partner work in the video game industry. It´s no easy ride, but the best part of it for me personally is the immense talent and creativity that I get to experience. But before this article, I had never thought about the therapeutic aspect of developing a game. And I´d love to hear if you have found game development to help with any personal struggles. I know gamedev can be a hard labor, so let´s make this thread a wholesome one and chat about what good it brings you. [link] [comments] | ||||||||||||||
The making of Star Wars Jedi: Fallen order - Documentary Posted: 27 Nov 2019 04:00 PM PST | ||||||||||||||
Why is our community like this? And what to do about it? Posted: 27 Nov 2019 06:00 PM PST We've made 2 games, in each one we updated weekly making the game better bit by bit. In the second one we know a lot more, have more experience. One would think we're going in the right direction, but our (vocal) players don't agree. In the previous game we built Dawn of Crafting (RPG, Crafting) the community was very healthy. Currently we're working on https://colonist.io/ an alternative to Settlers of Catan boardgame and the community is very different. Here are the differences.
One could say Dawn of Crafting's player base could be categorized as hard core and colonist.io player base could be categorized as soft core. Even though we have 10x players it feels like the community is much much smaller other than the times we do a big update where a lot of complaints come in. Are we doing something wrong with colonist.io? How to turn it into a healthy thriving community? [link] [comments] | ||||||||||||||
Is possible to make a game engine inside a game engine ? Posted: 28 Nov 2019 08:19 AM PST I would want to know if there i could make a game engine inside another game engine like unity and the game engine to be cross platform. [link] [comments] | ||||||||||||||
Coming Soon Unity tutorials, suggestions for topics you'd like? Posted: 28 Nov 2019 07:51 AM PST Hi, soon I will start sharing a little series of simple tutorials. The idea is to cover topics by using effective snippets of code and make understand the core mechanism. It will be up the people to refine it, hopefully engaging a productive discussion. Any ideas for the next topics to cover are needed and welcome. Here is the link of the preview video, thanks. https://youtu.be/Ux5xVe_SqXs [link] [comments] | ||||||||||||||
Thoughts about how to do a tilemap system & tips about my ecs Posted: 28 Nov 2019 07:45 AM PST Hey so I already created a procedurally generated chunk based tilemap system but currently it is only an array filled with 1's to indicate blocks and 0's to indicate void. Now I want to expand this but I am not sure how. I did this with a hybrid entity component system in C++ and sfml. The world should consist of interactable objects, placable and removable blocks, and static, unchangable blocks. But how should I implement this? I thought about two layers, one static and the other dynamic for the blocks and then on top of that a layer for all entitys. What are other ways of doing this? My other question is how to impmement unique behaviour like e.g. opening a door. Should I create a unique behaviour component and give each type of object a lambda that gets called each frame? But that would be exactly the opposite from what an ecs should do. Can anyone help? [link] [comments] | ||||||||||||||
Posted: 28 Nov 2019 07:36 AM PST I'm looking at two ways to limit the fps in a Python game I am making, but I cannot wrap my head around the implications of either. The first keeps an outside variable (next_frame) that is incremented every loop, and the loop will sleep until that time if going too fast. In other words, the target time will always be linear from the initial start of the loop. The second calculates the target time from the time gotten at the start of every iteration of the loop, instead guaranteeing that any particular iteration will take a specific amount of time. What are the implications of using either approach? Are they meaningfully different? [link] [comments] | ||||||||||||||
How much money have you poured into a game that went nowhere? Posted: 28 Nov 2019 06:37 AM PST I'm an asset junkie. I've spent up to $750 on a single prototype, just to get bored and move on to the next project. What are your spending stories? [link] [comments] | ||||||||||||||
Best method of lighting for indoor lab type scene with many light sources? Posted: 28 Nov 2019 01:54 AM PST I am messing around trying to find the best lighting approach for an indoor lab type environment. Although lighting realism isn't critical, I would still like it to look good. When there are too many sources the shadows get washed out a little and there are shadows in every direction. I noticed that a game like portal 1 has shadows that are directly below you, even though it may have lots of light sources in the room. I think some of the reason this is done is because the infamous cube casts a shadow this way and the location when dropped is important to gameplay. I never noticed this when playing, but now when researching lighting, seems off. I mention that because for me it did not change the experience of the game, as it was one of my favorite games of all time. Is this the best approach for lighting in an indoor environment/lab setting with tons of lights in the scene? I know it depends on the style too, which I am kind of going for stylized realistic. [link] [comments] | ||||||||||||||
Building a Dynamic Universe with Tony Zurovec / Star Citizen Posted: 28 Nov 2019 05:30 AM PST | ||||||||||||||
Are there any books on level design Posted: 27 Nov 2019 02:01 PM PST I'm getting closer to finishing my first game with gamemaker but I don't have any idea on how to make fun levels. I was wondering if there are any books on level design that I can buy/borrow from a library? [link] [comments] | ||||||||||||||
Posted: 28 Nov 2019 04:30 AM PST Hey, I'd like to start coding playable ads. Anybody here with experience developing playables? What's the best to start with? Cocos2d, pure js? I've seen that recently unity released c# available in theirs tiny project, but couldn't find any proper tutorials [link] [comments] | ||||||||||||||
What is the correct way to record promotional footage? Posted: 27 Nov 2019 11:35 PM PST I'm tryna record promotional footage, COD MW's trailer style, where there are game scripted scenes beeing shot and the player is out of view, and also gameplay sequences of course. Which is the way to go? Which things should i address beforehand? My game doesn't have scripted scenes, should i make some just for the recordings? Should i try my best to play with that 3rd person cam flying around? Artistict advices are welcome, i'm just focusing more on the production/tech side of the thing. [link] [comments] | ||||||||||||||
Posted: 27 Nov 2019 06:52 PM PST Heya everyone! Not sure if this is the right place to ask this but I couldn't find a more fitted subreddit. ( feel free to remove my post if it doesn't meet your criteria ) So... (UK based) first time freelancing here so please forgive me if my questions are stupid. I just started making 3D models for this small studio this week. I did an art test and they seem super happy with my work. I got told that I will get paid for all the work I do for them ( the person I am speaking to said they will set up my details for payments by the end of the week). So far I have done one completed model and few designs for them. I am expected to finish two other models tomorrow. The thing is I am quite inexperienced when it comes to asking for money for my work and I feel bad charging a lot of money, but I also don't want to get underpaid for work that I have done. I kind of want to raise the question and see how I'm getting paid (whether per asset or per hour.. i have kept track of my hours), but honestly I just don't know how to do it so I don't sound rude. I wonder if any of you guys that are more experienced find this situation dodgy in any way too. I have made sure I won't get scammed so far, I have been sending lower rez images and haven't sent the models or textures, just screen shots of them (waiting til I am paid). And lastly I don't want to overcharge, but I was wondering if £14 per hour for stylized work is an okay amount as a starting 3D prop/enviro artist. My stuff is not proper amateur level and I have quite a few people from the industry compliment my work. I feel like I should have asked about the pay rate do far, but I also don't want to say a price in case they are willing to pay me more. So far they have been nice to me and the only reason it has taken so long for them to set me up apparently is because they are busy, and that's why i have tried not to be pushy about it. Again I am sorry if this is not the right place for this thread, and if anyone knows a better place to post this please let me know. Thank you in advance! [link] [comments] | ||||||||||||||
Is it possible to create an entirely new Megaman Battle Network game? Posted: 28 Nov 2019 05:16 AM PST So I am new to game development and I have decided to take on this project that I have stated above. How realistically can I do this project? Just like how people create their Mario, Sonic and other old school games, is it possible to do create this game using its game assets? My apologies if this question sounds too silly or vague, as I am new to this and am currently still learning. [link] [comments] | ||||||||||||||
RPG style Turn based combat simulator ? Posted: 27 Nov 2019 09:41 PM PST There are good table top simulators but is there any TBC RPG style simulator? Just like Pokemon PvP, where we can do the mod? Change multipliers n sprites etc n shit [link] [comments] |
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