• Breaking News

    Wednesday, January 1, 2020

    December Show & Tell is Completed! Tell us what you think!

    December Show & Tell is Completed! Tell us what you think!


    December Show & Tell is Completed! Tell us what you think!

    Posted: 01 Jan 2020 03:59 AM PST

    As of right now, no new Show & Tell posts can be posted. Please don't post new ones, they'll be removed :) Rules of the sub are as normal, see the sidebar for details.


    Big THANK YOU

    ...for everyone who has participated! I hope it was as much fun for you as it was for us. Seeing all your talented and hard work put on display is truly a sight to behold, and I for one was genuinely inspired, intrigued, and learned new things.


    Feedback

    We're interested in knowing what you thought of the process, in order to figure out how to bring this to become a normal, or semi-normal part of the sub.

    Feel free to leave a comment here, responding to any of the following:

    • Did you enjoy the format of show & tell? How could it be improved?
    • Was it clear enough how to participate in show & tell?
    • Were the rules of Show & Tell clear?
    • How often would you like /r/gamedev to do this sort of thing?
    • Was one full month enough? Too much? Too little?
    • How was the quality of the content?
    • How quickly were moderation able address issues from Show & Tell?

    As a Show & Tell participant...

    • Was this format useful for you?
    • Were you able to get useful feedback?

    Feel free to leave any and all thoughts here. The results of this will affect if / when we do this again. Thank you!

    submitted by /u/mflux
    [link] [comments]

    My 3D pixel art game: Ghost × Gun

    Posted: 31 Dec 2019 04:46 PM PST

    I made a procedural fireworks shader to celebrate the new year!

    Posted: 31 Dec 2019 05:58 PM PST

    What is a good strategy for developing a complex game?

    Posted: 01 Jan 2020 06:02 AM PST

    Hi, I am trying to make a rather complex game and I often feel demotivated, because all I've been doing is under the hood mechanics.

    I am not exactly a beginner, I've started learning gamedev by making a handful of never finished games without the use of a given engine. I always enjoy the conceptual part and I enjoyed creating my own engine and algorithms for each one and getting better at it. They all were a bit lacking on the presentation.

    A few years ago I've learned how to use Unity3d, primarely because of its cross platform support. I've been working on an idea of mine since then on and off.

    The big hurdle I have is that the minimal viable product so to speak, the set of features that would distinguish it from similar games, has a lot of different parts to it. So far I've finished around 80% of the two biggest aspects, but I often find myself bored or unmotivated when I try to work on it, because frankly ... there is nothing to see yet. I feel like I am pretty close to putting all the pieces together, which is a tedious process, there are so many mundane little things to add and fix. And the time after that is not going to be better either - lots of play testing and changing, to make it interesting, balanced and fun.

    I am primarely doing it out of my own interest as a hobby, but I am determined to finish this one and release it one day.

    Did any of you have similar experiences to share? Does anybody have tips for a situation like this?

    submitted by /u/Deckweiss
    [link] [comments]

    Im a 13 year old game dev and finished my first full length 3D game. What do you all think?

    Posted: 01 Jan 2020 11:45 AM PST

    Cybertruck 2077

    Posted: 01 Jan 2020 11:45 AM PST

    Simple projectile trajectory with collision detection || Creating a small project for a week

    Posted: 01 Jan 2020 11:28 AM PST

    Underside Burger Stop

    Posted: 31 Dec 2019 08:25 PM PST

    What happend to r/VoxelGameDev?

    Posted: 01 Jan 2020 08:23 AM PST

    When you try to acess a post it says:

    "This subreddit is closed, and I don't plan on making it public again. Sorry if this news is upsetting, but I have my reasons, and I may or may not make it public again in the future. "

    A lot of people shared their insights there for years and all of that is buried now...

    submitted by /u/SisyphusStudio
    [link] [comments]

    using pirated software unknowingly

    Posted: 01 Jan 2020 09:42 AM PST

    Got a bit of a grey area question here. Obviously it is illegal to make your assets using pirated software. That is why I made all of mine using free open sourced software like blender, krita and the like. problem is that i have a buddy of mine working with me and I found out that some of the assets he created for my game were created with pirated maya and other 3d tools. At this late in the game it's too late to go back and i have to move forward. How likely is it that we are caught? The only way i can think of to get caught is if there's some secret code in the assets my friend made with pirated software. And then there would have to be people whos job is to data mine the game and find such hidden code, if it even exists. Even then I could import to blender and re export it or something.

    Otherwise I don't see how it's possible to get caught.

    submitted by /u/springy-tomato
    [link] [comments]

    Really enjoyed this video about getting stuff done

    Posted: 01 Jan 2020 05:31 AM PST

    Working through, as of this month, a 6 year journey developing a story-driven card game RPG (Luckless Seven)

    Posted: 31 Dec 2019 02:38 PM PST

    Cross Polarisation Explained by Grzegorz Baran

    Posted: 01 Jan 2020 11:49 AM PST

    Hey everyone,

    I have just released a new video where where I explain polarisation and cross polarisation phenomenon for surface capture.

    Hope, someone finds something useful in there. Cheers!

    https://youtu.be/uWtoZs1jgOg

    submitted by /u/gbar76
    [link] [comments]

    Coding My First Game in My 30s - Making of Hyperlink

    Posted: 01 Jan 2020 11:39 AM PST

    Interview with A Hyper-casual / Mobile Game Dev CEO

    Posted: 01 Jan 2020 11:33 AM PST

    arcade game with some music effects , you can use your music in the game

    Posted: 01 Jan 2020 11:32 AM PST

    First attempt at making an outrun/synthwave inspired SHMUP, tweaking the lighting still.

    Posted: 01 Jan 2020 11:08 AM PST

    My first 'Proper' game: Sprocket Rocket Rumble! Been working on multiple backgrounds for each level theme to provide more variation!

    Posted: 31 Dec 2019 08:30 PM PST

    How do you pathfind without a goal position?

    Posted: 01 Jan 2020 10:36 AM PST

    A* works well when you have a target position you know. But say you have an enemy that likes to circle the player. Simply rotating the target vector works if there are no obstacles. If there are obstacles you need pathfinding. But in this case I can't do that since I don't have an exact target position I want to path find to. Same goes for fleeing from the player.

    submitted by /u/Krons-sama
    [link] [comments]

    In a weapon fighting game, which attack system is better: heavy/light attacks or strikes/stabs?

    Posted: 01 Jan 2020 10:31 AM PST

    The heavy/light attack system is used in pretty much every fighting game, while the strike/stab system is really only present in games that aim to be "realistic" (Mordhau, KC:D, etc.). From what I can tell, each system has their own strengths and weaknesses.

    The heavy/light system:

    • Is easier to balance speed and damage (e.g. heavy attacks are never faster than X ms, light attacks never do more than X pts of damage)
    • Can use similar animations for different attack types (e.g. slow swing vs quick slash), especially for weapons that don't use striking/stabbing at all

    The strike/stab system:

    • More intuitive in games that emphasize hitboxes (e.g. strikes cover a wide area, stabs have long range)
    • Both attack types can be independently adjusted as needed (e.g. stabs are not always faster and/or less-damaging than strikes and vice versa), so one attack type is not universally better than another

    If I wanted to make a semi-realistic weapon fighting game like For Honor with things like lock-on, directional attacks, and special combos, which system would be better (i.e. all playstyles are viable and fun)?

    I would like to add a disclaimer that I am not a dev, nor do I plan on developing a game; this is just theorycrafting for fun.

    submitted by /u/throwaway321768
    [link] [comments]

    I've been making games in my room with a remote team for a long time now so I created a tool for game devs to share daily progress, stay motivated & fight loneliness- feedback & beta users welcome

    Posted: 01 Jan 2020 10:16 AM PST

    Godot Engine - A decade in retrospective and future

    Posted: 31 Dec 2019 04:17 PM PST

    Art style - No textures vs Cartoon textures vs Realistic textures

    Posted: 01 Jan 2020 09:41 AM PST

    I'm making a 3D game, rpg like. I've started building it with low poly texture-less graphics, but I began to wonder if its not good enough. Have you guys got any examples of low poly/textureless graphics looking good in bigger scale projects? And if I were to improve my graphics to be more realistic and add painted/photorealistic textures, how much extra work would it require? Im unexperienced with texturing, so I have no idea.

    submitted by /u/Jqob
    [link] [comments]

    How much C# should I know before getting into Unity?

    Posted: 01 Jan 2020 09:37 AM PST

    My goal is to make games in the future. I'm applying for a school in August and they want you to send in a little project along with your application so I'm gonna have to start on my own.

    Been reading through a bunch of articles and guides, including the Wiki's on here. But I can't find out the difference between C# and Unity C#.

    I've read that Unity C# is a lot different than C# and that you really only need the fundamentals of C# before going into Unity. But when do I know if I know enough to get started in Unity? I don't want to jump head first into game developing.

    Should I just start off with a few C# Udemy courses and learn as much as I can or should I start with a bunch of Unity tutorials and introductions?

    I'm just confused as to how much of regular C# translates into Unity.

    Please don't say 'Just start' or 'Read the Wiki'. Feeling a bit lost

    submitted by /u/PHangy
    [link] [comments]

    No comments:

    Post a Comment