Why you should do a MVP for your game - a post-mortem of my first finished game |
- Why you should do a MVP for your game - a post-mortem of my first finished game
- Blender 2.8 Rigging Tips & Tricks
- How does a game like Skyrim save the game in the exact state that you saved it in?
- Vulkan Unified Samples Repository
- PLEASE HELP: I am looking for a very specific video that I am 99% sure I saw linked here
- How do you handle a bunch of sound effects hitting at the same time? (Using Unity.)
- C++/OpenGL 2d game engine
- Another video - A day as an indie dev!
- Working on an incremental game based on righteous Cats & Gangs. How do you think it looks so far?
- How do you guys choose which projects you do?
- Flesh Eating Piranhas! ( Unity Game Devlog ) ►
- More data from Steam + Google Analytics?
- Open-source Backend for your games | authoritarian gameplay, real-time multiplayer and many more
- Here's an overview of 2D game engines, based on my own research using them to build a prototype.
- Some questions about working in a team.
- SFW game on Google Play, NSFW version on patreon, viable model?
- Are You Advertising Your Game?
- Unintended ways of playing as a game design tool in Misshapen
- Machine Recognition Tools
- Saving progress between scenes in Unity
- Creating a basic RTS game. Ideas on how multiple unit types can battle with a winner.
- 4 high schoolers making a game for the first time, what should we know?
Why you should do a MVP for your game - a post-mortem of my first finished game Posted: 01 Nov 2019 07:19 AM PDT |
Blender 2.8 Rigging Tips & Tricks Posted: 01 Nov 2019 02:36 AM PDT |
How does a game like Skyrim save the game in the exact state that you saved it in? Posted: 31 Oct 2019 04:02 PM PDT I could swing my weapon, pause, hit save, and load the game mid-swing. Same thing for NPCs and all that. I can understand saving different values and play states and then applying them on load but I don't understand how you can freeze the game exactly where you want it and start it exact where you stopped, like time itself was frozen. Does skyrim really save the position of my current animation when it saves the game? It saves the fireball that just left my hand? [link] [comments] |
Vulkan Unified Samples Repository Posted: 01 Nov 2019 04:00 AM PDT |
PLEASE HELP: I am looking for a very specific video that I am 99% sure I saw linked here Posted: 01 Nov 2019 04:26 AM PDT It was a video showcasing some spatial paradoxes experiments in a game engine. They were showed from a first person view. One of the paradoxes was a house with 3 rooms, but it looks like it has four. Another paradox was a tunnel that looks short from the exterior, but is extremely long when you look inside it and walk through it, and the opposite, a tunnel that looks long from the outside but is actually short. There were various other ones with tunnels, one that looks like an upward slope, but you're actually going down when inside the tunnel, another tunnel that made you bigger or smaller everytime you went through it and in which direction. I really need this video as a reference, but it has been a while since I seen it, maybe a year, or maybe even more. I have looked through reddit history as well as youtube history, but I cannot find it, so i'm casting a line to see if anyone remembers it and can find it. [link] [comments] |
How do you handle a bunch of sound effects hitting at the same time? (Using Unity.) Posted: 01 Nov 2019 06:55 AM PDT In my game there are a LOT of collectibles flying around at once and grabbing one has a sound effect connected to it. The problem is, when you grab a bunch at once the sound effects all hit at the same or nearly the same time and blast the speakers. How is something like this usually managed? I was watching an old Super Mario World video trying to study what they did and it felt random... sometimes some effects go off, sometimes they don't, I couldn't figure out any clear pattern to how it worked. Is there some standard way of approaching this? Also, if there are any free / cheap Unity plugins that would handle this for me I would VERY MUCH appreciate that. This is one of the last programming things I have to solve in my game beyond bug fixes and such. [link] [comments] |
Posted: 01 Nov 2019 10:33 AM PDT |
Another video - A day as an indie dev! Posted: 01 Nov 2019 08:32 AM PDT |
Working on an incremental game based on righteous Cats & Gangs. How do you think it looks so far? Posted: 01 Nov 2019 11:17 AM PDT |
How do you guys choose which projects you do? Posted: 01 Nov 2019 03:32 AM PDT I have a few ideas for little games/demos that I want to do in my free time, mainly to learn. The thing is every time I want to start something I get distracted by another idea. So how can I decide which ideas to prioritize except money? [link] [comments] |
Flesh Eating Piranhas! ( Unity Game Devlog ) ► Posted: 01 Nov 2019 03:10 AM PDT |
More data from Steam + Google Analytics? Posted: 01 Nov 2019 06:13 AM PDT Getting a handle on the best way to maximize the data we can pull from Steam via Google Analytics and it could be great if we could do conversion tracking so that we can attribute sales to specific sources and if we could do event tracking so that we could do the same attribution for wishlists or for other actions like interacting with other parts of the page (such as watching the trailer or clicking to the reviews). Is this possible? [link] [comments] |
Open-source Backend for your games | authoritarian gameplay, real-time multiplayer and many more Posted: 01 Nov 2019 09:34 AM PDT Hello everybody! I want to share a Goblin Base Server - an open-source scalable backend based on Node.js, offers: Profiles persisting Cloud functions Real-time multiplayer and many more Preamble. It was developed for about 3 years for internal use of my studio - a PvP card battlers, PvP tower defense and many more games with various PvP mechanics along with simple match-3 games. After some time studio changed direction towards casual & hyper-casual and backend was doomed to be thrown into a trash can. To prevent it I and few of my colleagues adopted the technology(with the consent of all parties of course) and open-sourced it. Now it represents a stack for rapid building of backends for games & apps. Also as far, as it has zero funding, we offer paid support and managed cloud. Check out demo game made with Phaser 3 here: https://github.com/red-machine-games/clash-of-cats-game Get the server itself from here: https://github.com/red-machine-games/goblin-base-server Also, we have a ready-to-use javascript SDK: https://github.com/red-machine-games/goblin-javascript-asset Learn how to deploy it at DigitalOcean from this blog post: https://blog.gbase.tech/blogs/engineering/20191025-up-and-running-goblin-base-server-and-digitalocean/ Hope it will be useful. [link] [comments] |
Here's an overview of 2D game engines, based on my own research using them to build a prototype. Posted: 01 Nov 2019 09:01 AM PDT A few weeks ago, I posted about my experience attempting to make a prototype in a bunch of different 2D game engines/frameworks to learn what makes them tick (my experience has since been shared on freeCodeCamp). I've created a video version of the post in case it's helpful for someone out there in search of a 2D game engine or framework: https://www.youtube.com/watch?v=gtKEkuhsWOs Hope it helps! [link] [comments] |
Some questions about working in a team. Posted: 01 Nov 2019 12:07 PM PDT Hey guys, I'm not sure if this is the best place to ask, but this community seems like the best match for my question. I've been working on a board game in my spare time. I've reached a point where it has started catching some people's eyes and I have talented friends who enjoy board games as much as I do, who'd like to help me on this project. What seemed like a simple "Yeah sure!" feels a little more complicated than that. Before going further I'd like to point out that I'm not doing this for money, and considering today's board game market, I realistically don't expect to make any. I've been working on this idea long enough to have designed its core mechanics thoroughly, and after all the hours I've put into it, it feels really weird to bring a friend on board and say "yeah we designed this 50 50". I will also likely have a lot more time to work on this game than he will in the future and I'm just a bit confused about what to do here. Allowing someone else to come on board also means that I now have to get someone elses approval to modify something, or that maybe they will suggest changes I will seriously disagree with... Give me some cold truth, is it dickish for me to feel this way? I understand that ideas are worthless and execution is everything, but if I'm the one executing most if not all of the stuff, how can I work with people without considering myself "in charge"? [link] [comments] |
SFW game on Google Play, NSFW version on patreon, viable model? Posted: 01 Nov 2019 01:29 AM PDT Hello! I want to know, wont this scheme violate any Google Play TOS? I want to release a game for android on Google Play. It will be a free game without ads and without inapp purchases, but inside the game i want to put:
What do you think about this model, and is it viable? [link] [comments] |
Are You Advertising Your Game? Posted: 01 Nov 2019 11:44 AM PDT Hey! I am Naman Jain, a graduate from University Of St. Andrews. I am working on a project that will allow indie developers like yourself to increase your audience base by managing your social media profiles, providing you with contacts of influencers and showing you analytics that will help you make better decisions. I am still in the design phase and would like your feedback. Here is a short list of features that I plan to implement: https://docs.google.com/document/d/1kekMEfs1Or1Z6dUoI4_YfwC4FT-hvwNHB5yN4DxlhYY/edit?usp=sharing I would love to hear your feedback and in return would like to offer you the service for 2 months free! Feedback form: https://docs.google.com/forms/d/e/1FAIpQLScPcU42CI397LCw4SkzLSXn1D-MWHtg3WO4YYmLD58uocM_hg/viewform [link] [comments] |
Unintended ways of playing as a game design tool in Misshapen Posted: 01 Nov 2019 11:06 AM PDT |
Posted: 01 Nov 2019 11:06 AM PDT Hi guys, I'm having an issue in coding a feature in Unity. I'm working on a simple drawing tool, and I want to make a little game from this. I want the user to draw something looking to some pictures, and then I want the system to match the original picture and my drawing, giving back some basic feedback(e.g.: Points or percentage) related to how similar are the two elements. Is out there some reference that I can study? [link] [comments] |
Saving progress between scenes in Unity Posted: 01 Nov 2019 10:52 AM PDT So currently I'm making a game where the player has to transition back and forth between 2,3 scenes. Every time I transition to a scene it is in its original form, rather than being same as when the player left it (with destroyed terrain and without the collectables for example). How can I save my scenes in-game so the changes being made by the player stay? [link] [comments] |
Creating a basic RTS game. Ideas on how multiple unit types can battle with a winner. Posted: 01 Nov 2019 10:49 AM PDT As the title says a basic RTS. The game has Large Battalion units that are comprised of some distribution of 4 unit types that the player sets when a Battalion is instantiated. Soldier, Tank, Airplane, and a medic (each with different health which makes up the Battalions health). Two different Battalions can fight each other (The inner units will not be represented on the map, just internally). I want some type of idea where the units can interact. Depending on what attacks what there should be certain amount of chance that they will miss (Tank attacking a soldier) and a critical hit if the type is susceptible (Plane attacking a tank). The goal is that there needs to be some level of strategy on how you divide up your units. If you pick all tanks then a battalion with some planes can ultimately win. Any ideas on a formula/algorithm that can get me started? Thanks! [link] [comments] |
4 high schoolers making a game for the first time, what should we know? Posted: 01 Nov 2019 09:12 AM PDT We have each one person doing the art, writing/level design, programming & music. Would we need anything else? Also general tips please, we have no idea what we're doing We're thinking just a pretty simple 2D jump&run right now, maybe using an engine or something but we really don't know [link] [comments] |
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