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    Sunday, December 1, 2019

    "Medieval Fantasy Props Pack" - a free asset pack (link in comments)

    "Medieval Fantasy Props Pack" - a free asset pack (link in comments)


    "Medieval Fantasy Props Pack" - a free asset pack (link in comments)

    Posted: 01 Dec 2019 08:17 AM PST

    Did you knew this? There is a big list of gaming youtubers with their likes genres available for developers who want to focus their marketing on that. Awesome!

    Posted: 01 Dec 2019 12:03 AM PST

    LucasArts' Room Design Document (blank PDF download in comments)

    Posted: 30 Nov 2019 06:42 PM PST

    If you are working on a project and need audio, I'm sharing my 5.9 GB Sound Library. Includes SFX such as foley, nature sounds, designed effects (lasers, beeps), items around the house (cutlery, keys) + more. Also includes 120+ music tracks perfect for soundtracks, multiple genres! Hope this helps!

    Posted: 01 Dec 2019 09:49 AM PST

    Does anyone have else have a hard time convincing themselves to take the easy way out when coding something?

    Posted: 01 Dec 2019 12:36 AM PST

    I've been using unity for several years. There are several problematic aspects to how unity internally works (ex: serialisation) and I have to work around that. The problem is that the work around often results in uglier code. Even in cases where that's not the problem, the code is still less performant than the "ideal" code I would like to write(but wouldn't work on unity). Everytime I'm in this situation I have to step back and convince myself for an hour(I'm not kidding) the performance drops won't matter. I feel terrible for writing code that I know is bad and I can't do anything about it.

    Yes, I know premature optimization is bad but as a programmer I want to write good code. How do you handle situations where that just isn't possible.

    submitted by /u/Reihado
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    GRIDBASED RANDOM ISLANDS | HOW TO GODOT - TUTORIAL :)

    Posted: 01 Dec 2019 11:25 AM PST

    Stop telling people not to make ambitious projects

    Posted: 30 Nov 2019 01:22 PM PST

    Unpopular opinion here but I always see people discouraging others not to make ambitious projects like MMOs or MMORPGs since they will 99% of the time not even finish it. Sure they will probably never finish that project but at least where ever they stopped working on it they definitely learned a lot by actually attempting to implement features of such a large game. There are many aspects to this genre; multiplayer system, combat, gameplay, graphics, world building, UI, scripting, and many many more. Discouraging them will only hinder their learning process.

    EDIT: Spelling

    submitted by /u/amazing_honey
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    What are the best Books for Game Development ? (especially for starters)

    Posted: 30 Nov 2019 09:56 PM PST

    Connecting players to server effectively in matchmaking

    Posted: 01 Dec 2019 10:59 AM PST

    I am making a game which run multiple instances of same game. Each instance can have maximum of 50 players.When a player request to join a game, then matchmaking picks the first ip of game server list array. This game server list updates periodically after some time and sort it in decreasing order of player count in each instance. Using this way if there are total of 55 players, then first instance will get 50 players, second will have 5 which looks like kind of empty.

    How can i implement matchmaking in better way.

    There will be a game rooms , even if there is no player.

    submitted by /u/Maximum_Somewhere
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    Looking suggestions for game name

    Posted: 01 Dec 2019 10:57 AM PST

    Hello everyone,

    I have an idea to be the story in one game, but I don't have idea how to name it (the game).

    There will be one good goddess, one bad god, one bad king and one resistance..

    I thought about something and 'Land Of Gods' or 'the elite force of resistance' but everything looks weird to me, so why not ask for some feedback?

    What do you say?

    [Updated with one part of story]

    A long time ago, in a world of Gods and monsters, there was a prosperous kingdom where the inhabitants lived happily. A king and a queen reigned there who gave birth to a girl and the three were happy for a long time.
    But one day the queen died... the King did not understand why his Goddess had done this to him, and blinded him with the pain and suffering of the loss. He decided that, in his kingdom, he would be the only one that people should worship... He began to persecute all those who did not give in to his desire. His daughter didn't like what his eyes saw, and went to tell her father to stop because it was absurd. However, the father listened more to his advisors who suggested arresting the daughter until they denied the Goddess. When the girl realized what was going to happen to her, she decided to flee the kingdom, and joined a small group of people who remained faithful to the Goddess, fought for her survival. They became known as.... The Resistance.

    submitted by /u/Zarathos_PT
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    Building a game engine for practice: trying to build the custom controls for entities and not sure how to set it up.

    Posted: 01 Dec 2019 02:59 AM PST

    I'm like 80% self taught, in a CS degree but still just kinda started out (I haven't taken data systems yet, still figuring that stuff out on my own). My goal is to be able to import the whole program into a new project as a .jar and build off of it; building it in java with awt, and I'm stumped with how to build a custom user input. I've got a class that basically only has an array list and the key input class I've already built in it. I asked my professor and she recommended using Collections.Map and binding the key value and a function to it, but like I said, I've not taken anything on Data Systems and I'm drawing a blank as to how I should go about using it. I'm also kinda struggling to figure out how to build the function... I made three constructors, for an entity, a player, and a boolean (for menus and windows and such), but I'm not sure what I should put in those constructors or in the Functions class as a whole so that players can assign custom uses to those functions. I'm pretty certain I need another class for that, and I have a feeling it should be an abstract class so it can be imported from the .jar and built off of, but... I don't think I can point to it, can I? Yeah, I'm reading about all of this, but my googling isn't really helping me much. Can anyone point me to some decent resources or point out to me what I should be doing here?

    submitted by /u/ComradeC0g
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    Lua or Python as a first programming language for game development? (Complete beginner)

    Posted: 01 Dec 2019 10:20 AM PST

    Hello everyone, I recently decided to finally learn programming. I am completely new to the subject, and I've seen many people online recommending Python as a beginner language. However, my main goal is to make video games, and Lua kind of seems like a more tempting language for that field. Many of my favorite games are written in Lua—such as Garry's Mod, Civilization V and VI (a portion of it was Lua, correct me if I'm wrong), and some others. I would love to be able mod and script these games. There aren't many projects like this I can see myself doing this with python though, although I know it's great for software development and automation; I would be more interested in being able to apply my knowledge to video games.

    Anyway, I would appreciate feedback from you guys; which language do you think I should learn first?

    Thank you for providing responses and reading!

    submitted by /u/AnticaSiena
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    Switching Camera Perspectives While Playing an Attack Animation

    Posted: 01 Dec 2019 10:01 AM PST

    Hello,

    I am currently working on a 3d game in which the player can switch between a third and first person camera perspective. The player can attack in both perspectives, but I am unsure of how I should handle the melee attack animations if the player switches perspectives while attacking. I currently have it set so that the currently playing animation is cancelled and the perspective switches over. It works well enough, but I'm afraid that it may be slightly jarring to the player in the middle of a battle to have an attack cancel out. What do you all think?

    submitted by /u/DarkLurker17
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    2D Glowing Dissolve Shader Graph Unity 2019.3 - Tutorial

    Posted: 01 Dec 2019 09:52 AM PST

    Peer to peer turn based game

    Posted: 01 Dec 2019 09:32 AM PST

    Hi all.

    I'd like to develop a peer to peer online turn based game (no need, or very limited need, for a dedicated server).

    I have experience developing networked games, though I've only ever used a client-server model. Where are some references to get started with peer to peer networking? One question that comes to mind: how do users connect to one another without one port forwarding? Wouldn't that block traffic?

    submitted by /u/onlinerocker
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    Add force UE4

    Posted: 01 Dec 2019 09:30 AM PST

    Hi, I'm following a tutorial from 2015, to make a component hover. However, I've come to the last few minutes of the video and I need to add an add force node, but I cant find it anywhere. Has it changed name since this video was made? Thanks in advance

    submitted by /u/Cthulewis
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    "How to make video games" will be available for free on 6th December!

    Posted: 01 Dec 2019 09:26 AM PST

    Dear folks,

    I successfully developed and published two commercial video games (Galactic Crew and Monkeys & Dragons) in the past three years and I am currently working on my next video game project. Although I was a very experienced software developer and project leader before I started my own business, I learned a lot of stuff in very short time. And I made mistakes. Many of them. However, my games were successful in the end and I wrote about the game development process in general using my games as examples. I also had the opportunity to talk to other game developers like the devs from "Parkitect" or "Academia: School Simulator" who also contributed to my book.

    It is available on Amazon for Kindle and it will be available for free starting 6th December for five days.

    I really would appreciate your feedback! Grab your free copy and let me know what you think, what you like, what you miss or what I should change!

    https://preview.redd.it/ccsr3aol32241.png?width=439&format=png&auto=webp&s=3a40ab6b0c9a48508449ff3e77e83687486385ed

    submitted by /u/Masabera
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    Getting back on the saddle writting a game engine in C++ after 3 year break. Anything I need to catch up on?

    Posted: 01 Dec 2019 09:26 AM PST

    As the title suggests, I'm a little rusty and this is more of a passion project I'll fiddle around with. My plan is to use GLFW, OpenAL, Assimp, and maybe the Bullet physics engine and the target platform is Linux using Makefile. Level editor will be home made and overall engine should sort of work like the HPL engine. Few questions.

    1. Is there a pefered version of OpenGL I should use? 3 or 4? Also any AMD or Nvidia extensions I should be taking advantage of?
    2. Should I use Bullet Physics engine or should I take advantage of any commercial physics engines since I don't really plan on making a commercial game? ... assuming licenses have changed from then and now.
    3. My environments will mostly be in door, and since my engine wont handle BSP like Unreal, will view frustum/distance culling and or volumes/portals be sufficient enough in this day and age?
    4. Any modern C++17 topics and or practices I should be following these days?

    Thanks, sorry using mobile to write this. I do know how to write C++ it's just been a long while working in web development as my fulltime job.

    submitted by /u/ajm3232
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    Working on an RPG for Steam, how to market it and gain a large audience?

    Posted: 01 Dec 2019 09:17 AM PST

    Hey! So I'm working on this really huge RPG that I'm hoping to release on Steam, but I'd need quite a bit of funding to release it. I also don't want it to be a complete failure, so I want to try to make it have as large an audience as possible. I've already started a devlog on Twitter, but I don't know what more I should do.

    submitted by /u/LengthyChu
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    Blender or Maya?

    Posted: 01 Dec 2019 02:53 AM PST

    Hi, I made a small game in Unity a few months ago. I used assets from the Unity Store for textures etc.

    Now I want to make my own figures and textures. Should I learn to model things with blender or with maya? Maya is accessible for free for me because of my student status.

    submitted by /u/saker200
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    Does anyone else experience this?

    Posted: 01 Dec 2019 08:42 AM PST

    Lately I've been waking up very early in the morning, somewhere around 3 - 3:30. I'm thinking about my game and am pretty much unable to go back to sleep no matter what I do. I toss and turn until a reasonable hour comes around at which point I go to my computer, sit down and start trying to get some work done. I only get about an hour in though before I feel completely exhausted. It's really frustrating. Anyone else going through this kind of bs?

    submitted by /u/little_charles
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    Do A-Level in Gamedev or computer science?

    Posted: 01 Dec 2019 08:21 AM PST

    I have come across a problem in my future plans, in that the place I intend to go to to attend college does a game design course, but it is 3 a levels just for that, and I'd need to get a 7 (GCSE) average to do 4 A levels, (Which I can probably do), in which case I'd do Computer science aswell, but in the end I come out with only two grades if I do 4, and only 1 if I do the three. From there I can go to a Uni which does game design as a course, but I have been looking at job applications and they all seem to want people with degrees in computer science, and you need 3 grades to go to a Uni with that option.

    Sorry for the large block, but my main question is, what should I do?

    submitted by /u/YeeOfficer
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    PS5 dev kits spotted in wild!! (Is this for real? )

    Posted: 30 Nov 2019 04:56 PM PST

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