Disney uses Epic's Unreal Engine to render real-time sets in The Mandalorian |
- Disney uses Epic's Unreal Engine to render real-time sets in The Mandalorian
- CC-0 Item Pack (Download in the comments)
- With Google Play's multiplayer services going away, has anyone tried using Firebase Realtime Database for implementing real-time multiplayer gameplay? How was your experience?
- Intro to 2D signed distance functions and drawing touch controls with the GPU
- Nintendo BG Planning Sheets (blank PDF download in comments)
- Interesting article of kitfox games about self-marketing for indie developers
- Ren'Py game engine review: Develop your Visual Novel in 15 minutes
- Here, have my small house (link in the comments)
- What's the best way to implement asynchronous multiplayer in a turn based strategy game?
- How to create a game loop
- Shovel Knight Creators: Yacht Club Games Interview
- How are colliders constructed for interiors
- Awful, awful, awful!
- Does anyone know of any good QA resources for indie devs?
- 2D grid game ECS question
- Does it make sense to do collision checks with static environment when using navmesh?
- Flat or spherical?
- Favorite example of tracking health without using the Ui?
- I created a podcast about being successful as an indie game developer with little experience. Details in comments!
- Hobbyist : How did you deal with your over ambitious project ?
- Is it okay to prototype ideas above your league?
- Adding in-app purchases to UE4 with Steam
- How I approached 12 principles of animation in my game
Disney uses Epic's Unreal Engine to render real-time sets in The Mandalorian Posted: 02 Dec 2019 07:04 PM PST |
CC-0 Item Pack (Download in the comments) Posted: 03 Dec 2019 03:52 AM PST |
Posted: 03 Dec 2019 08:38 AM PST Google Play's multiplayer services are going away as of March 31, 2020. They recommend using their Firebase Realtime Database as an alternative, however I'm starting to have some reservations about using it from a pricing standpoint. It seems like using the realtime database could be a little expensive for implementing realtime gameplay, especially with matches that involve 4+ players where 1,000+ messages could easily be exchanged between clients. Anyone care to share their knowledge / experience with using Firebase for multiplayer gameplay experiences? [link] [comments] |
Intro to 2D signed distance functions and drawing touch controls with the GPU Posted: 03 Dec 2019 06:34 AM PST |
Nintendo BG Planning Sheets (blank PDF download in comments) Posted: 02 Dec 2019 06:41 PM PST |
Interesting article of kitfox games about self-marketing for indie developers Posted: 03 Dec 2019 06:14 AM PST |
Ren'Py game engine review: Develop your Visual Novel in 15 minutes Posted: 03 Dec 2019 09:09 AM PST |
Here, have my small house (link in the comments) Posted: 02 Dec 2019 12:09 PM PST |
What's the best way to implement asynchronous multiplayer in a turn based strategy game? Posted: 03 Dec 2019 10:26 AM PST I have some turn based strategy games that support asynchronous multiplayer; however they only support it by PBEM and the like (e.g. http://pbw.spaceempires.net). I want to add integrated support for this feature into the games, but I'm not sure what would be the best way to do that. I was thinking you'd need an instance of the game (or a utility program based on the game) running in the background constantly if you want to host a game, and then players could connect to your game to play their turns, and when everyone's turn is in or a timer expires, the next turn would be generated. But how would the players find the host? I might need some sort of meta server. And what of authentication? How to make sure that player A can only access player A's turns, and not player B's turns? A username/password per game server seems like a nightmare for players to keep track of, unless their logins are saved automatically in the client app. This also suggests the idea of a meta server again. Or maybe integration with some other form of account such as Google or Facebook? But what of hermits who don't trust Google and Facebook? But some of these games are open source; would having a meta server break that somehow? Any ideas from people who have done this sort of thing before? [link] [comments] |
Posted: 03 Dec 2019 05:11 AM PST I'm very new to low level programming, and game development in general. For a school project me and a classmate are going to make a grid based simulation (Cellular Automata). The only problem is that currently the application is running as fast as it can, my GPU doesn't limit this so the timing is way off. How would I go about creating a game loop that runs at the same speed on different CPU's?. I'm using C++ as programming language so if there are any good timing libraries you can recommend, please do so. [link] [comments] |
Shovel Knight Creators: Yacht Club Games Interview Posted: 03 Dec 2019 09:59 AM PST Really great interview with Company YachtClubGames! Loved learning how much they're open to new challenges and find ways to implement feedback from several who play their games! [link] [comments] |
How are colliders constructed for interiors Posted: 03 Dec 2019 09:15 AM PST I'm wondering how colliders are typically constructed for houses and interiors. Is it preferred to use a bunch of box colliders or does it make more sense to create a low poly mesh collider? Edit: I'm not talking about specifically doing this in Unity or other engines. But more just the general approach. [link] [comments] |
Posted: 03 Dec 2019 11:29 AM PST Good God, my Java code is poor! I'm really not happy with what I'm writing, it's as if I'm coding in C but using Java... Tempted to move everything to C# or C++... [link] [comments] |
Does anyone know of any good QA resources for indie devs? Posted: 03 Dec 2019 11:08 AM PST I am gearing up for the end stretch of working on my indie game, and was wondering if anyone knew of any good websites, discords, or services where I could find some reliable people to QA the game. I don't mind if I have to pay a little. I'm hoping to combat my fear that it'll break for everyone on launch. Thanks! [link] [comments] |
Posted: 03 Dec 2019 12:44 AM PST I'm trying to build a 2D game in Unity like rim world but I want my game to be significantly larger so Im using ECS to render my tiles and it's all generated from a perlin noise generator I created. My question is how should I think about my components in order to be able to traverse them in an ECS world. In the traditional world I would manage a 2D array of objects on a mono behavior. I'm not sure how to think about this in an entity perspective. Right now my tile component contains the type and an x/y position and there are approximately 10,000 of them rendered. I have a blocked component that I attach to my tile entity to determine if the tile is not walkable. I don't know how I would determine a path from one positions to another without an array I can iterate through. This is my first game so any help would be greatly appreciated! Cheers [link] [comments] |
Does it make sense to do collision checks with static environment when using navmesh? Posted: 03 Dec 2019 10:10 AM PST When you have npc characters moving around your game, you'll typically use a navigation mesh for them to traverse around the environment. Given that the navmesh is constructed correctly, theoretically this should mean that the npcs will never collide with the static environment, when they move around the world. So if this is true, then is it really necessary to do collision checks on top of this for the npcs with the said static environment? [link] [comments] |
Posted: 03 Dec 2019 08:57 AM PST Hey everyone, Little question: what do you think is the most fun, an infinite flat world where you can build anywhere or a spherical world where you can walk around but can only build within building zones that you must define? Thanks! [link] [comments] |
Favorite example of tracking health without using the Ui? Posted: 03 Dec 2019 08:47 AM PST The one I remember most was from an old Jurassic Park game I played as a kid. It was first person and the health bar was a tattoo of a heart on the characters chest. [link] [comments] |
Posted: 02 Dec 2019 12:44 PM PST |
Hobbyist : How did you deal with your over ambitious project ? Posted: 03 Dec 2019 08:24 AM PST I wanted to answer to this topic : https://www.reddit.com/r/gamedev/comments/e43pch/stop_telling_people_not_to_make_ambitious_projects/ But I realized that it was useless and I wanted to share my experience. In real life, I also had to deal with an over ambitious project with a lot of "unknown-unknown": aka my science thesis. Next week, I will defend it. This thesis taught me a lot about project management and how to deal with it when you don't know anything. In terms of game development, What I want to do is an RPG, open world. Basically, my reference are Arcanum and Morrowind. And I did a mash up. How to start this kind of project? My thesis taught me to start small and easy, and to build around this core project. So I took the basics of an RPG. A moving character. Then I added some more fight when we clicked. Then I added an NPC that attacks the player. Then I animated this NPC. I added life bars. On my gamedev sessions, I only have one mini-objective per day. Really tiny things. Maybe, add some sound when you click. Making a 3D asset. Once this objective is achieved, I no longer touch it. I'm staying on my victory for the rest of the day/week. Sometimes it takes me 10 minutes. Sometimes all afternoon long. Sometimes all my weekend(but in this case, it wasn't a mini objective!). This open world, is three rooms, 3 corridors and 3 NPC and 1 monster. On the other hand, I have a fight system, which depends on a statistics sheet, an inventory system, a save system, a dialogue system. During my holidays, I would like to add a menu, functional, and character creation. And in fact, in the end, I'll have an RPG. And I would be very happy about that. Because.... I have a lot less constraint than many people. I don't want to make it a game that sells. It will be in French and I will distribute it in my circle of friends, and when it will be more advanced, maybe on an obscure forum. The second thing is that I don't want it to be a "fun" game. I want to create a world (and that's why I quickly evacuate everything that is system to focus only on content). Like many, I had started with smaller projects. But I wasn't very interested. In real life, I only play RPGs.... If I hadn't started this "big project" which, in fact, remains small, I would certainly have given up. I had to spend 100 € on different assets over 1 year. But like any hobbyist who wants to invest in his art. I even know a friend who loves music. He has bought some very good instruments (pianos, guitar, cello). His goal is not to be recruited into the Berlin Philharmonic Orchestra, but to enjoy life on Sundays. In terms of system, I think Morrowind is a good objective in retrospect. Not in terms of content. But in terms of system. It's very simple. Really. And at worst, it can be simplified. For example, since I realized that the magic system was only an inventory system, my world has changed. Magic is actually another class of weapon that instead of damaging NPC, does something else. The hardest thing is to program this other thing, but I'll do it as I go, and for now I'll just do "boost stat" magic. Of course in terms of content, it's gargantuan. But that's what I like, and that's the final reason why I'm "gamedev". [link] [comments] |
Is it okay to prototype ideas above your league? Posted: 03 Dec 2019 07:56 AM PST So, I'm kinda new to game development- not super new to it, just no veteran or advanced programmer. I've worked on a few games that haven't been completed yet (Unity keeps pushing out great new features that end up putting me on hiatus like deprecating Unet and the old Input system), so I don't have that experience of 'finishing a game' yet, which I'm looking forward to. I'm honestly looking forward to the work that comes after the game is put out. But that's kinda just me blabbering... I have an idea for a large scale game I'm committed to making, sometime down the line. I was wondering what you guys thought about working on that idea passively as a learning experience? Like, I want to make a small scale demo of the game. I've been working on the game design document for some time now, and I realize the game is still probably years off from being made, however I don't want to just sit on the idea completely. On one hand, I feel like, yeah I should go for it. Experience is experience no matter how it's gotten and I'll learn things from this demo that I can incorporate or lean into for my current projects. However, on the flip side, I feel like jumping the gun is dangerous if you don't control your expectations and manage what you CAN do as opposed to what you WANT to do. Has anyone ever done anything like this? Any advice? I'm making this game, it's just a matter of when/how lol [link] [comments] |
Adding in-app purchases to UE4 with Steam Posted: 03 Dec 2019 07:12 AM PST Hi, I don't know where to start looking. UE4 documentation does not cover it on the steamworks-dedicated page. UE4 functions support only appstore&google play purchases for some strange reason. Steam's documentation feels like it was written for people who already know everything about implementing it. [link] [comments] |
How I approached 12 principles of animation in my game Posted: 03 Dec 2019 07:01 AM PST Hello, r/gamedev When choosing an idea for my first game I decided to pick up something which I am not really good at. I am a good programmer but a really bad artist. And animation is something I did not understand at all. Till now. After I spend like 100 hours animating my relatively simple character I think I got much better. While working on the animations I tried to follow the famous 12 principles as best as I could. I kept them in mind working on every single frame. So, I want to share my experience with you. I hope you find it helpful and interesting. And of course, I am fishing for feedback. I would appreciate any thoughts and comments. So, please, read the article I wrote for my blog. There are some images and gifs and links to more useful materials. https://superyateam.com/2019/12/03/12-principles-of-animation-in-games/ Thanks! [link] [comments] |
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