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    Saturday, January 11, 2020

    Attempt to re - create Super Hot VR in 60 minutes. [Result] mini tutorial In comments.

    Attempt to re - create Super Hot VR in 60 minutes. [Result] mini tutorial In comments.


    Attempt to re - create Super Hot VR in 60 minutes. [Result] mini tutorial In comments.

    Posted: 11 Jan 2020 08:50 AM PST

    How does the AI in turn based RPGs work?

    Posted: 11 Jan 2020 09:31 AM PST

    It's pretty simple to implement basic AI in a turn based RPG: Keep a list of actions for each unit and randomly pick one every turn. Maybe add some restrictions such as cooldowns and other validity checks. The player could be given tools to mitigate randomness via Tank characters that can taunt enemies and so on.

    A simple but significant improvement would be to sort the usable actions based on each turn based on current state. Like if I'm low on health, prioritize healing, otherwise pick a valid attack that will deal the most damage. This is how I implemented AI in a game jam RPG I made. Since it is so general, I didn't need to write specific AI for each enemy. I only had to code the attacks and the AI would handle itself. It saved me a lot of time but the result was boring since the AI would only spam it's strongest attacks.

    Other games seem to go for simple but unique AI for each enemy. Ex: An enemy that buffs every 5 turns or uses a special attack each turn. This is simple and predictable but that's not bad. Simplicity facilitates strategizing. Complexity can emerge from layers of simple rules. Into the Breach is a good example of this.

    If you introduce the ability to move your character in battle then there's another layer of logic to consider. Especially if you add terrain advantages/cover.

    In games like Chess there are planning methods such as Alpha Beta pruning. This assumes that the opponent will make optimal decisions every turn and plans moves based on that. This works for games that have a very defined ruleset. But it's not so applicable on a turn based JRPG with a wacky battle system. You could still try to predict the players behaviour though.

    I know that there are a lot of RPG Devs here. I would love to hear your thoughts on how you approached combat AI in your games.

    submitted by /u/Krons-sama
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    A great article about making of Disco Elysium!

    Posted: 11 Jan 2020 08:16 AM PST

    I'm willing to test out your game and live stream an honest analysis on twitch for anyone.

    Posted: 11 Jan 2020 09:43 AM PST

    I don't see any posts like this. But I'd like to. So I figured I'd start this trend, if you'll allow me to. I'm a 30+ something computer programmer that has been a hardcore gamer for many decades. I play all genres and have a good understanding of how it all works behind the scenes. I've dabbled in all aspects of game development and I'm interested in sharing my knowledge and expertise with the community.

    If you have a game in development, and you want an honest critique. Please let me know and I'll give it a few hours of playtime live on twitch. Or in private if you're shy and dont want prying eyes until it's done.

    submitted by /u/patmacs
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    Browser Games Aren't an Easy Target

    Posted: 11 Jan 2020 05:23 AM PST

    Anybody know a good sub just for showing what you're working on and getting feedback?

    Posted: 11 Jan 2020 07:23 AM PST

    On the old game development board I used to visit there was a section for just posting whatever you were working on that week and getting feedback. Are there any good subs dedicated to this?

    submitted by /u/Grenzer17
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    Is there a place for programmers and artists to match?

    Posted: 11 Jan 2020 02:36 AM PST

    I've been programming for a few years now and wish to get into gamedev. I would love to share this experience with an artist, so we can learn together and keep each other motivated, while making games together. Is there a sub or site to meet?

    Thanks!

    submitted by /u/inv3ctus
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    "Pathfinding Architecture Optimizations" (from Game AI Pro 1)

    Posted: 11 Jan 2020 11:00 AM PST

    How to create games with deep access to native OS?

    Posted: 11 Jan 2020 08:39 AM PST

    I have ideas for a few games, but in order to create them I will need some fairly deep access to the device's native OS, like the camera, speech recognition, speech synthesis, to name just a few. I believe this makes it untenable to use Unity, Godot, Defold, etc.

    So my main question is: what is the best way to create games without reinventing every wheel but also give me basically unlimited access to native APIs?

    The first thing that comes to my mind is MonoGame, which uses Xamarin for mobile & macOS. I honestly don't know if that's viable or if it's going to be torture. I've used Xamarin before and while it's definitely capable, I didn't enjoy the process.

    My second question is: is it feasible (or is it insane) to focus entirely on the Apple ecosystem? This would solve a lot of problems, but there's a part of me that thinks it's nuts to develop games for just one ecosystem.

    Any reasonable thoughts would be welcome, especially if you've had some experience with this. Thanks!

    submitted by /u/Anidau
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    How To: Use the Spline Component in UE4 (C )

    Posted: 11 Jan 2020 10:25 AM PST

    Can you continue a project other people worked on, on your own, possibly to release for money?

    Posted: 11 Jan 2020 12:07 PM PST

    I worked on a college game project with about 10 people, and a few of us (4 to be exact) want to continue working on it post-graduation. We want to replace all the work everyone that isn't working on it made, since they will no longer be a part of it. We may want to market the game eventually. Is there any risk or moral issues with this? Anything we need to worry about? Some members we haven't even mentioned this to because their work ethic was bad and we would rather not work with them again.

    submitted by /u/Syckobot
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    This Month in Rust GameDev #5 - December 2019

    Posted: 11 Jan 2020 06:09 AM PST

    I tried to Create a 'Handpainted' Game Asset using only PBR. This is how it turned out.

    Posted: 11 Jan 2020 11:39 AM PST

    A quick match in Vecho fights battle mode Kazuto vs Captain Jimm

    Posted: 11 Jan 2020 11:16 AM PST

    Way to code and run java programs via web browser?

    Posted: 11 Jan 2020 10:23 AM PST

    Is there a way to write code for and execute a java program on a web browser?

    I'm working on a game but my monitor broke so I don't have access to my usual IDE. I can use my local library's computers, but I don't think I can download software on them to test my program. I'm thinking if there was a website where I could write and test my program I could copy and save the test in an online text document. Ideally the website has similar features to Eclipse, where it highlights simple syntax errors and auto-completes based on methods and classes in the program. But I will settle for something that just runs code so I can test it. Thanks!

    submitted by /u/sippingcider
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    PubSub: Feedback requested (Godot C# High performance WIP)

    Posted: 11 Jan 2020 09:49 AM PST

    Present ideas

    Posted: 11 Jan 2020 05:57 AM PST

    Hi all! My bf wants to create his own video game from scratch as a side project. He got some software (can't remember- it was $40) already. Valentine's Day is coming up and I want to get him a present to support/encourage him! Any recommendations? Thx!

    submitted by /u/RorHibbs
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    What's the biggest no no's for a game?

    Posted: 10 Jan 2020 09:00 PM PST

    What makes you stop playing when you encounter it?

    submitted by /u/DanialFalua
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    Multiple animations

    Posted: 11 Jan 2020 08:46 AM PST

    Hi guys I' making a 2d platformer in unity and I want to add two different animations for idle and runing so my character's idle and run animation is going to be different for the each side he is facing or what side he is running towards but I don't know how to do it, when I add an animation it uses it for the both sides, I hope somebody can help me and thank you.

    submitted by /u/egodogen
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    What are your opinions on Fig Co?

    Posted: 11 Jan 2020 08:44 AM PST

    Curious as to what game developers of think Fig Co in terms of publishing, investment etc.

    submitted by /u/WhyTryGG
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    Screenshot Saturday #467 - Shiny Redesign

    Posted: 10 Jan 2020 08:03 PM PST

    Share your progress since last time in a form of screenshots, animations and videos. Tell us all about your project and make us interested!

    The hashtag for Twitter is of course #screenshotsaturday.

    Note: Using url shorteners is discouraged as it may get you caught by Reddit's spam filter.


    Previous Screenshot Saturdays


    Bonus question: What is one video game genre you never really got into?

    submitted by /u/Sexual_Lettuce
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    I created a little guide to GBA Development setup in macOS

    Posted: 10 Jan 2020 02:44 PM PST

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