• Breaking News

    Sunday, December 29, 2019

    Hello fellow gamedevs, this is my latest game: NOX, an over 2 year side project, while making other games. (More infos in the comments)

    Hello fellow gamedevs, this is my latest game: NOX, an over 2 year side project, while making other games. (More infos in the comments)


    Hello fellow gamedevs, this is my latest game: NOX, an over 2 year side project, while making other games. (More infos in the comments)

    Posted: 29 Dec 2019 06:53 AM PST

    I started my first solo indie gamedev project: a 2d platformer staring a rubber ducky. First week's progress.

    Posted: 29 Dec 2019 05:02 AM PST

    Programmed a simple dialogue system for our adventure game

    Posted: 28 Dec 2019 10:57 PM PST

    We developed Pajak the Spider for a game jam, and now ported/released it to Android!

    Posted: 28 Dec 2019 05:11 PM PST

    "The King" - A boss type character I'm working on

    Posted: 29 Dec 2019 10:46 AM PST

    I'm working on a turn-based strategy game where all units move simultaneously

    Posted: 29 Dec 2019 08:20 AM PST

    My new Beat 'em up 'Meltdown battles' just finished, after scaping a full years development

    Posted: 29 Dec 2019 01:16 AM PST

    Console Gaming's *tiny* problem | Game Accessibility and Text Size

    Posted: 29 Dec 2019 03:44 AM PST

    Working on this game with procedural beat maps

    Posted: 29 Dec 2019 07:46 AM PST

    I made a sokoban-like game about Santa with gift packing mechanics

    Posted: 29 Dec 2019 08:13 AM PST

    I trained an AI to generate unique (but mostly horrible) video game ideas

    Posted: 29 Dec 2019 05:58 AM PST

    I scraped about 15,000 or so posts from /r/gameideas and used it to train a GPT-2 model to learn how to write original game concepts. You can get it to generate something from scratch, or give it a starting prompt. They are mostly horrible ideas, and if you enter a dark and twisted prompt, you'll probably get something 5x dark and twisted back (it's great!).

    You can try it out for yourself here: https://aideas.oscerlot.com/

    It's still learning (and it's the first time I've tried to do this) so there will be some hiccups and boring ideas, but give it a try, tell me what you think and please post any insane, awful ideas you get here!

    Here's a fantastic idea I just got from it (with the bold text being my starting prompt)
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    A game where you get to pick the name of the game. The game will have a day/night cycle. The night will start at 8 am and you will go to bed at 1 am. you will have a meter that measures how long you have before sleeping which will slowly go down every day. If you are sleeping during the night cycle you will loose every waking minute. That's it. The game will be free but you can play with your friends you will have a online leader board where people can come and get this game and it will be updated every new day.

    I know this is a very large game and would cost upwards of 100 grand at today's insane prices, but it is an idea!
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    submitted by /u/Chiyuiri
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    Anyone else obsessive about code (not performance) optimization?

    Posted: 29 Dec 2019 08:30 AM PST

    NOTE: this question deals with code "cleanliness" and not necessarily performance optimization.

    Currently I'm working on what should be a relatively simple mobile game as a first major project, and at some point I decided to make some big changes to its code (Unity C#). I spent some time refactoring and whatnot, and at some point there was a part that I wasn't sure how to simplify further, so I decided to leave it at that and continue working on the game itself as that process has taken some time.

    But the fact that I couldn't optimize that part of code further constantly nagged at my head to the point where I felt like I couldn't move on with my project before I tackle this problem head on. It was probably the highest level of "OCD" that I've ever dealt with.

    I finally found a solution to my dilemma, which I'm currently working on right now, but this whole business, coupled with my slacking habit, has cost me quite a lot of time. Has anyone else dealt with this? If so, how do you ignore the urge to be a perfectionist and move on with your project?

    submitted by /u/seamoongames
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    Free Material Pack: Sexy Leather

    Posted: 29 Dec 2019 11:48 AM PST

    I finally realease my new game after 1+ year of work. It's made of 100% lovely pixels. You can try it for free (info in the comments)

    Posted: 29 Dec 2019 08:29 AM PST

    Gonna add a God of Wealth character to my game for the upcoming Lunar New Year!

    Posted: 29 Dec 2019 11:12 AM PST

    I created a simple multiplayer mode for my getting over it clone in UE4

    Posted: 29 Dec 2019 06:22 AM PST

    I made an indie mobile game about post-apocalyptic space.

    Posted: 29 Dec 2019 08:11 AM PST

    My Solo* 2 year full-time C++/JS HTML5 project, an Action RPG SHMUP hybrid (Mobile/Desktop Browser Alpha Demo)

    Posted: 29 Dec 2019 05:24 AM PST

    [Show&Tell] The Idle Planet Exploration game I'm working on

    Posted: 29 Dec 2019 08:06 AM PST

    [Show&Tell] The Idle Planet Exploration game I'm working on

    Title: AI Legacy

    Game Description:

    The human's 100 year space travel to this star system is complete, but they awake from cryo to find that the Earth has fallen, and the aliens responsible will be reaching you shortly. They fire you, their AI, to the surface of a nearby planet to immediately start using all materials on the planet to build a fleet capable of taking on the invasion fleet.

    How and Why I am making this:

    Hello! I've been programming and using Unity since March, so not even a full year of game dev under my belt.

    I started to get sick of playing economic simulators that were just for the purpose of making an economy. I wanted to do it for a reason, like how in Starcraft you make a military to defeat the other player.

    One of my favorite games growing up was Alien Legacy, and I wanted to make a game in the same vein as that. Exploration of a mysterious solar system, dealing with threats that appear, and faced with the eradication of your species if you fail.

    Because of my inexperience with sprites, textures, shaders, I have to go very sparse, and I decided on idle mechanics instead of something that would take me months to learn how to use things like blender and photoshop well. It took me maybe an hour to do a simple circle texture for my first time using photoshop, and I quickly realized my time was precious.

    The code part is where I think this shines. One of my core programming concepts I have in this game is to not have anything have an Update() method. There is only one monobehavior that has Update() in it, and it's the overarching game manager that passes delta time to the data.

    The squares are buildings you can drag and drop into empty slots in the bottom. The top left shows the resources being produced

    So how does all this work without any of these monobehaviors having an update loop?

    So this screen has a monobehavior in charge of it. It has a reference to all the overarching objects, and every time any number changes in the data, the data fires off an event after the data is done updating. Each data class only fires one event per frame to tell this screen it needs to update, and the event gives the data to be updated. The monobehavior then refreshes the display if it needs to be refreshed.

    It's very efficient and it allows me to run 100 colonies like this easily. Every time I switch views it unregisters from all the data's events and reconnects to the new colonies. There's no slowdown when doing this, and all the data is being updated behind the scenes without being displayed. This can even be run asynchronously because none of the colonies data depends on each other at all.

    The game is a few months away from Alpha, I don't really have a timeline. This is all new to me, and its hard to make an outline of something that changes constantly. Especially since I've never solved any of these programming challenges before. But if you want to read with me on my gamedev journey, I post to Medium at least once a week on the progress of the game.

    https://medium.com/@kris.sanchez.286/beginnings-of-ai-legacy-88722a8d3fd4

    submitted by /u/AILegacy
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    Father is really worried my code will get stolen. How important is it really to copywrite game code and what is the recommended approach?

    Posted: 29 Dec 2019 10:01 AM PST

    I've been working on a game for over a year now - whether it is massively successful or sells 3 copies doesn't matter in this case. The main issue for me in this question is that my father, who runs a successful business himself and has been burnt a couple of times by others in the past, has been increasingly worried about my code being stolen. Before anything else, I want to emphasize this isn't an issue of him intervening in my work more than he should be as much as I just want him to relax and not worry too much on my behalf. For a long time, he thought my work in game dev was a hobby but as my team grew in size and my project was noticed by a series of investors and publishers, he's suddenly begun really urging me into somehow finding a way to copywrite my code, so much that his fear about it comes up every conversation about how my work is going. I've been under the belief that the issue of my code being stolen at this point is pretty unlikely and always told him that I understand his worry and that I can handle whatever comes up. But saying things along the lines of "don't worry about it" hasn't been cutting it the last few times we talked and he now wants me to find some advice. At this point, I myself am beginning to wonder if I'm overlooking something more important than I currently perceive it to be.

    I continue to be under the, possibly misguided, belief that the code is in good hands and there are bigger things to worry about. I at the very least want to reassure my dad, who I'm just glad is supportive and takes my work seriously now (lol); and not simply ignore his advice. Is there anything I can tell him or things I should concretely do to ensure some level of security? I'm afraid of spending a good chunk of money hiring a lawyer and finding out that what I can do isn't financially feasible or that what I can do might be a waste of time - just so I can get my father to stop worrying. Telling him it's not an issue or not as big of one does not work. So are his fears valid and what have you guys done to add your own insurance to your code? To clarify I'm speaking specifically about actual code, I understand that game ideas and overall concepts can be copied or coincidentally the same.

    What would you recommend as steps I can take that, at the very least, someone can't just copy the source code and pastes it somewhere else either to publish the game itself or just use the systems me and my team have been working on since its inception?

    submitted by /u/MidnightInk82
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    This is a game I've been working on for 3 years now: The True Slime King - A Hardcore Puzzle Platformer

    Posted: 29 Dec 2019 09:52 AM PST

    In this 2019 we've opened our English YT channel! We really enjoy making videos about gamedev and games analysisl. This is one of our lastes videos. What you think about it?

    Posted: 29 Dec 2019 04:12 AM PST

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