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    Thursday, December 26, 2019

    Instead of showcasing my game, I'll show you the In-Engine Level Editor I created for it! (Excuse the programmer visuals)

    Instead of showcasing my game, I'll show you the In-Engine Level Editor I created for it! (Excuse the programmer visuals)


    Instead of showcasing my game, I'll show you the In-Engine Level Editor I created for it! (Excuse the programmer visuals)

    Posted: 26 Dec 2019 08:08 AM PST

    Designing the Knight Enemy for Tiny Tomb

    Posted: 26 Dec 2019 08:36 AM PST

    Movement in VR

    Posted: 26 Dec 2019 10:18 AM PST

    TL;DR Which VR games have effective/interesting player movement? How can these mechanics be improved? Do you have any ideas for movement in VR?


    VR is reaching the age where innovations start to take hold. Just like with any new control scheme, games with intuitive and deep interactions can drastically change how future games are created. We can look back at games like DOOM, Minecraft/Infiniminer, DDR, Smash Bros, etc, and see how many games were inspired by these deep core mechanics.

    However, I have yet to see a VR game achieve effective travel/movement in this way.

    As of right now, VR is inherently limited to a small area of "free movement", where the avatar's position is determined by the user's physical position. Additionally, any time the appearance of movement conflicts with actual movement (IE the player is moving forward, but the physical user is sitting still), we risk motion sickness and disorientation.

    This gives us two rules we have to try to follow:

    1. The player must have everything physically in reach. (With a combination of in-game and physical movement)
    2. The player must never feel like they're moving. (Or at least must be standing on ground that moves with them).

    Because of these limitations, countless games are released where the movement feels like a workaround.

    • Teleportation: The player never "moves", instead their position flips between a number of discreet locations. Usually, screen fadeouts or "blinks" are used to smooth the experience. This gets around the limitations, but is usually quite clunky and only suitable for slow paced games.
    • Sliding Movement: This is common in poorly executed ports from mouse/keyboard to VR. Looking at Skyrim VR or Minecraft VR. While the FOV can be limited for comfort purposes, this still breaks rule 2, and can alienate a large portion of the audience, especially when Teleportation cannot work as a fallback.
    • GORN/Grabbing Movement: Movement is accomplished by holding a button and "pulling" yourself, kind of like climbing a rope horizontally. This is more comfortable than sliding, and can allow high fidelity of movement. However this can be quite tedious, and is much less suitable for games with lots of travel.
    • Vehicle Movement: Screw it, let's just put the player in a vehicle. This can be surprisingly comfortable, as the player will feel grounded with their vehicle. However in effort to find intuitive VR movement, this is a cop out
    • No Movement: Looking at SUPERHOT VR (the best VR port on the market). If the game is designed around a lack of movement, it can be extremely effective, especially if the rest of the mechanics are enhanced by VR. Although once again, this is a cop out.

    Some of these are great, and depending on the genre, can be the preferred method of movement. However, none of these can truly expand to most genres. Let's say I wanted to make a fast-paced action game with lots of dodging and flanking. But let's also say the game should be open world. Could there be a hidden way of movement that's elegant and intuitive for both kinds of gameplay? Can that movement also be comfortable for the audience?


    This is mostly a post to generate discussion and brainstorming, but I do have a few key questions:

    • What other movement mechanics have you seen in VR games? If you've tried them yourself, how do they feel? How could they be improved?
    • What games have you seen break these rules and "get away with it"?
    • Do you have any ideas of your own for intuitive VR movement mechanics?
    • How could emergent mechanics and edge cases create interesting movement from simple VR mechanics? (Like rocket jumping, bhopping, wavedashing, etc)
    • Is this question a fools errand? Is it possible to have deep player movement without significantly increasing the risk of motion sickness?
    submitted by /u/swootylicious
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    Do you like this minimal menu?

    Posted: 26 Dec 2019 11:50 AM PST

    What type of projects were you doing in the beginning?

    Posted: 26 Dec 2019 07:46 AM PST

    I was just wondering what type of projects people do to learn about game development? I want to work on more small scale projects to get more experience under my belt, but have a hard time thinking of ones that are realistic for my level of ability.

    submitted by /u/3feetofpleasure
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    Compression of 3D unit vectors, featuring the math you didn't think you would use one day

    Posted: 26 Dec 2019 09:26 AM PST

    Random generation - stuff for (example) Roleplaying

    Posted: 26 Dec 2019 06:31 AM PST

    Creating 'Handpainted' wood with PBR - 1 minute tutorial

    Posted: 26 Dec 2019 11:05 AM PST

    Amateur writer sharing my 2nd design post about using gratification to lure your players

    Posted: 26 Dec 2019 01:39 AM PST

    How do I make an installer that installs to program files and makes a link with ico on the desktop?

    Posted: 26 Dec 2019 10:54 AM PST

    How do I make something like the minecraft launcher where I can choose a version to install and when it's done install I can play it by making it start through the menu would I use githib and if so how would I do it?

    Posted: 26 Dec 2019 12:14 PM PST

    I know how to make the exe's

    Thank you for reading and thank you for any help in advance

    submitted by /u/kurti256
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    Monolithic vs. fragmented, could old school UIs work today?

    Posted: 26 Dec 2019 10:46 AM PST

    Game Engine Programming

    Posted: 25 Dec 2019 12:35 PM PST

    Game Engine Programming

    I recently started making a game engine.So i thought it would be cool show you guys a bit of my progress.The engine is currently on version 0.8

    The engine can for now just render 2d stuff, but in the future i will add 3d rendering.I plan on making a simple platformer with the it.

    Yeah and thought it would be cool to share with you guys..

    https://preview.redd.it/65xfszz7cu641.png?width=1167&format=png&auto=webp&s=0322061cce8f73f91fd7bcd4d149cc1c18be4aed

    submitted by /u/vertex_byte
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    Godot spawn object or scene instancing beginner tutorial

    Posted: 26 Dec 2019 05:14 AM PST

    What programming language does server development typically choose, and why?

    Posted: 26 Dec 2019 08:58 AM PST

    What programming language is the riot games, supercell, blizzardgames server using?

    submitted by /u/sea520
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    Superhot Cell Fracturing

    Posted: 25 Dec 2019 07:59 PM PST

    Does anyone know how Superhots (what I assume to be real time) cell fracturing worked on animated objects? I'm trying to create a similar effect in Unity but can't seem to get it right. I've tried converting a skinned mesh into a normal mesh then plug that mesh into Oskar Sigvardssons voronoi algorithm (https://github.com/OskarSigvardsson/unity-delaunay), but always seems to run into an issue when cutting the mesh.

    submitted by /u/ZeppelinGames
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    Hey guys, could I have some help on getting into C++ and game development

    Posted: 25 Dec 2019 06:12 PM PST

    I have maybe 6 months of programming experience and that is mostly in Python. I want to start learning C++ instead so I can learn how to make games. I also want to learn lower level concepts such as pointers, memory management, threading, etc.. I'm not sure how to start though. I've heard of many libraries and engines thrown around, but I'm not sure which is best for a beginner that still wants to understand what's under the hood. Eg. Unreal Engine, Opengl, SFML, SDL, and so on. What do you recommend for a beginner that wants to get into game dev?

    submitted by /u/Krysos_
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    What's the best free software for editing or composing sound for game development?

    Posted: 26 Dec 2019 05:39 AM PST

    Best language to make first mobile game

    Posted: 26 Dec 2019 01:27 AM PST

    I apologize if this isn't exactly the subreddit for these kinds of questions:
    I'm a CS student with a background primarily in Python, databases, and web development but I'm interested in making a basic mobile game. I'm decently familiar with C++ as well. I was wondering what language or framework I should be looking at to start making simple mobile games. I have a couple of ideas most of which are not particularly graphic or animation intensive, they're more like puzzle games. One of them is just basically a math game. What would you guys recommend for me to use to start developing a mobile app that I can then upload to both android and iOS. Any tutorials I should look at to help me get started? Any advice to get started would be greatly appreciated.

    submitted by /u/bored_and_scrolling
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    Books or comprehensive publications on ECS

    Posted: 25 Dec 2019 04:26 PM PST

    Merry Christmas to all :)

    I have been unsuccessfully searching for books or comprehensive publications on Entity-Component-System and Data Oriented architectures. I have read some articles and seen some videos, and also implemented several prototype game engines myself. However, I am still searching for a good publication to refer my students to whenever they ask for more, deeper information on the subject.

    Any good suggestions are greatly welcomed :)

    submitted by /u/lronaldo
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    Acquiring a $500 Mobile Game on IOS and Android (Step-By-Step)

    Posted: 26 Dec 2019 09:57 AM PST

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