Real-time fluids for my isometric engine |
- Real-time fluids for my isometric engine
- LONE ROAD - A mystery noir adventure for iPad
- How we developed the graphics/artstyle of our nautical eerie action-adventure game Shadows of Solomon. Took us 2 years!
- Hope 2020 will be your best year so far in Gamedev!
- "Passing Through" - A Minimal Metroidvania by Giant Light Studios
- Three months after launch, Untitled Goose Game passed one million copies sold
- SDL Software Rendering from Scratch, Pixel-by-Pixel
- I added online PvP to my monster taming metroidvania
- Developed a Cutscene System for our Real Time Combat RPG titled Pageboy
- Wolfenstein 3D: In Space - OR - How I wasted a day writing a classic raycasting "engine".
- r/VoxelGameDev is dead, long live r/VoxelGameDevelopment
- The next installment is here! Unity3D Hex Map Tutorial Part 3: Units, Pathfinding, Vision and Fog of War (Catlike Coding)
- I've got a lot of downloads, but not a lot of textual feedback. Would love to hear yours!
- I've been working on this for almost 2 years, left corporate to pursue my passion of Gamedev full time! Long hours, Getting 29,000 members to sign up for the beta and hiring The Lead Narrative Designer from Star Wars games. Here is my project: Hero Syndrome.
- Added video playback to my engine
- The History of Grand Theft Auto
- Roast my game
- Some physics from my newest game (still in production) I'm proud off.
- Ceramic Tiles | Substance Designer
- Where is a great place I can learn how to do a little programming so I can make a simple game? I don’t want to make a complex game just a simple game to start off.
- Advice on Engine Guidance for a HoMM like game.
- Blender - Low Poly #5 - Trench
- 2019 is the year I became a proper indie game developer (year postmortem)
Real-time fluids for my isometric engine Posted: 31 Dec 2019 03:56 AM PST
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LONE ROAD - A mystery noir adventure for iPad Posted: 31 Dec 2019 07:07 AM PST
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Posted: 31 Dec 2019 02:07 AM PST
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Hope 2020 will be your best year so far in Gamedev! Posted: 31 Dec 2019 04:41 AM PST We want to wish you devs out there all the best in the new year according to your plans, either a great game launch, a successful crowdfunding campaign, great feedback on your demos or growing your communities the way you intend to. All the best in 2020! ~Lowpoly Interactive [link] [comments] | ||
"Passing Through" - A Minimal Metroidvania by Giant Light Studios Posted: 31 Dec 2019 08:48 AM PST
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Three months after launch, Untitled Goose Game passed one million copies sold Posted: 31 Dec 2019 12:59 AM PST
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SDL Software Rendering from Scratch, Pixel-by-Pixel Posted: 31 Dec 2019 09:11 AM PST
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I added online PvP to my monster taming metroidvania Posted: 31 Dec 2019 11:49 AM PST
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Developed a Cutscene System for our Real Time Combat RPG titled Pageboy Posted: 31 Dec 2019 05:49 AM PST
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Wolfenstein 3D: In Space - OR - How I wasted a day writing a classic raycasting "engine". Posted: 31 Dec 2019 09:48 AM PST
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r/VoxelGameDev is dead, long live r/VoxelGameDevelopment Posted: 31 Dec 2019 06:46 AM PST The mod of r/VoxelGameDev just flew off the handle and deleted tons of chat history, and is now swinging the banhammer with maniacal rage. I've started r/VoxelGameDevelopment in an attempt to preserve the community and content before he deletes the whole subreddit. Original thread: https://snew.notabug.io/r/VoxelGameDev/comments/ehypov/so_there_had_been_some_drama_with_the_discord/ [link] [comments] | ||
Posted: 31 Dec 2019 08:17 AM PST
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I've got a lot of downloads, but not a lot of textual feedback. Would love to hear yours! Posted: 31 Dec 2019 11:44 AM PST
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Posted: 31 Dec 2019 11:43 AM PST
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Added video playback to my engine Posted: 30 Dec 2019 06:01 PM PST
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The History of Grand Theft Auto Posted: 31 Dec 2019 09:00 AM PST
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Posted: 31 Dec 2019 06:53 AM PST I present you HungryFIN, An action-adventure platformer. The game that was going to be a simple fish eat fish to grow bigger that would get me into gamedev has become something for a monster project that finally has reached the end of the tunnel. (It is soft-launched on Android and now preparing for full release on both Android and iPhone) The gameplay loop is: You eat smaller fish to grow bigger as one of the seven playable fish has two unique abilities that you can level up and improve. If you play the adventure levels, the goal is to reach the end, solve puzzles and defeat big bosses and if you play the infinity level goal is to become as big as possible and survive as long as possible against the creatures that dwell in the depths. Some technical features: - I spent a lot amount of time to create fish AI where every fish can show emotions and have different behaviors based on context. But now in hindsight, perhaps really not needed since people eat them in 2 sec. - Physical interactions with the environment, you drop stones on fish and solve puzzles - A lot of optimization was required. Since i want it to run smoothly on phones and each level could have a lot of fish with their context AI i had to implement some smart solutions like only activating fish when needed and in proximity. - Procedural Animation on bigger fish and the playable characters. Their body bends based on how your velocity and direction. I have been working on this so long that i have become blind. In my head, it seems to be a pretty solid game that should do well (I have redone the core game five times so it better), but i feel i need to face the brutal truth and get a reality check and there is no better place to get it than from fellow gamedevs. So please post your honest opinion, and you get extra points if you make it brutal. Thank you for your time. [link] [comments] | ||
Some physics from my newest game (still in production) I'm proud off. Posted: 31 Dec 2019 04:35 AM PST
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Ceramic Tiles | Substance Designer Posted: 31 Dec 2019 08:16 AM PST
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Posted: 31 Dec 2019 10:25 AM PST | ||
Advice on Engine Guidance for a HoMM like game. Posted: 31 Dec 2019 09:36 AM PST Howdy all, I'm considering starting a small project just for fun/gift for my brother. We are both fans of the Heroes of Might and Magic games. He has a series of fiction fantasy books he writes and I'd like to create a similar to HoMM game that funnels aspects of his series. I'm not thinking anything major maybe a couple maps. I have some experience programming using tools and some java/ruby/python coding and scripting not substantial sums but enough that I think I could put something silly together in a year. My wife is a graphics design major and I plan on using 2d maybe even Sprite images with minimal animations and overall a pretty static image game. Given heroes have 2 distinct gameplays (overworld/castle building) and a srpg style of combat. I'd fathom the largest difficulty in the project would be combat AI which is somthing I've got 0 experience in. I know ideas are notorious for being much larger than anticipated but in honestly looking to have it at a mostly usable proof of concept level. Thank you all! [link] [comments] | ||
Blender - Low Poly #5 - Trench Posted: 31 Dec 2019 08:07 AM PST
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2019 is the year I became a proper indie game developer (year postmortem) Posted: 31 Dec 2019 07:33 AM PST
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