One of the best pieces of game design advice I've ever received |
- One of the best pieces of game design advice I've ever received
- Game devs that create their own tools are gods. (The making of Another World).
- I developed a small C++ enum utility to automatically convert enums to masks which I'm finding more and more useful as I keep working on my game - others here might find it useful too?
- Interesting info about different Camera Techniques in 2D Games... Examples: Sonic Mania (Camera Trap), Super Mario Bros. 2 (Horizontal Position-Locking Camera + Segmented Vertical Scrolling Camera), The Legend of Zelda (Fixed Grid Camera), Terraria (Both Axis Position-Locking Camera)
- Has anyone here released a demo version of a title they've worked on? Was it successful?
- Free Asset - 3D low-poly modular slums
- "Plumbing the Forbidden Depths -- Scripting and AI" (from Game AI Pro 1)
- Games, Gaming, and Gamification: Know the differences
- What's your favourite food to eat while you dev?
- What are some best practices for managing a team?
- Queue system bugs to online holonomic camera-robots
- Where do you start posting online?
- What is the secret sauce that prevents retro games from feeling repetitive?.
- Is this a realistic plan?
- Most streamlined process for producing low complexity yet elegant models for prototyping for non-artists?
- Should an FPS have a mele option?
- Need help with a project for school
- Need help on creating a catchy name for my game.
- Are there game engines I can run through the cloud or somehow completely in a browser?
- Game Studio Leadership: You Can Do It
- Need help with game name!
- Advice regarding translating your game.
- E.03 - Let's Build: Adventure Game (State Machine)
One of the best pieces of game design advice I've ever received Posted: 08 Jan 2020 03:02 PM PST I heard this several years ago, and it was actually in reference to how to make fun levels in Mario Maker. Like anything else im game design, it's not a concrete rule. If you want to make harder challenges, then make the player multi-task simple challenges. For instance, jumping on flying koopas over a gap is easy. Avoiding piranha plants is easy. Doing both requires a lot more thought and no additional mechanics or cheap shots. I like to extend this to other things. Have a puzzle game where one input results in multiple things happening, have RPG items give both stat advantages and disadvantages, etc. It's really helped my game design a lot. [link] [comments] | ||
Game devs that create their own tools are gods. (The making of Another World). Posted: 09 Jan 2020 03:10 AM PST
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Posted: 09 Jan 2020 09:13 AM PST
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Posted: 09 Jan 2020 04:59 AM PST
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Has anyone here released a demo version of a title they've worked on? Was it successful? Posted: 09 Jan 2020 07:23 AM PST Hey everyone, the indie studio I'm working at is looking at doing a free demo of our next title. Has anyone here had any experience releasing a free demo for a title they've worked on, and if so how much success did you see with it? What sort of conversion rate were you getting from free users to those who bought the full title? Thanks [link] [comments] | ||
Free Asset - 3D low-poly modular slums Posted: 09 Jan 2020 07:13 AM PST
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"Plumbing the Forbidden Depths -- Scripting and AI" (from Game AI Pro 1) Posted: 09 Jan 2020 07:57 AM PST
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Games, Gaming, and Gamification: Know the differences Posted: 09 Jan 2020 06:16 AM PST
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What's your favourite food to eat while you dev? Posted: 09 Jan 2020 11:20 AM PST My favourite game dev food is a full English breakfast, with a side of all-consuming hopeless despair, and a black coffee. What's your favourite food whilst developing your game? [link] [comments] | ||
What are some best practices for managing a team? Posted: 09 Jan 2020 05:12 AM PST Context: I'm a solo dev who has a working MVP and will adapt it to a full game for commercial release. Currently taking time to write a detailed GDD. I know I'll eventually need to look for an artist and audio expert, so I'm wondering what I can do to seamlessly on board them to the project. I also use Trello to keep track of tasks, but I'm not sure what else would be helpful. [link] [comments] | ||
Queue system bugs to online holonomic camera-robots Posted: 09 Jan 2020 07:01 AM PST I want to build a telerobotic game and I have built some holonomic LEGO Mindstorms robots to remote control over the internet. https://www.youtube.com/watch?v=TZ4ujKcy87o I try to set up a system just like this. I have a queue system, that work, that put people in line for a robot and when one has done his time, he is kicked out and the next in line is logged in to the robot. I get the video to work when someone go to a robot , but only in Firefox browser. The control code is not working and I am not sure how to do it. http://robot1.gamereality.se/index.php I have the code in GitHub. https://github.com/jlivingstonsg/waiting-room-to-telerobot I now use the android app called RoboCam. https://play.google.com/store/apps/details?id=ru.proghouse.robocam&hl=en_US So I just try to get the RoboCam code work with a PHP queue code.
to get RoboCam to work in a queue code? Regards MagI [link] [comments] | ||
Where do you start posting online? Posted: 09 Jan 2020 06:49 AM PST I've been working on a game for a few weeks now and have gotten to the point I'd like to have somewhat of an online presence. I have no idea how people go about this or where to start. Is there a subreddit people post to? Twitter? I was hoping for something like a game dev blog where I can post updates, images, etc. Any guidance here would be super helpful. [link] [comments] | ||
What is the secret sauce that prevents retro games from feeling repetitive?. Posted: 09 Jan 2020 10:31 AM PST In a retro game like Hyper light drifter or even Hollow knight, there actually isn't a whole lot of things you can do in combat. HLD only has a few combo attacks and a handful of guns. In Hollow knight, there is no combo attack at all and 4 variants of magic(that all do different things). I'm not looking down on these games. In fact I love them. A AAA action game would probably have a much higher variety of combat options and weapons. But for some reason, the combat in those games get repetitive after a while whereas HLD and Hollow knight have kept combat engaging throughout the whole game. Some of my observations:
These are just surface level thoughts I've had about these type of games. I'm sure you guys have much more to add. [link] [comments] | ||
Posted: 09 Jan 2020 04:32 AM PST Heya there, I am a solo developer working on my first real project. It is a fast-paced 2D half-topdown roguelike with a rather small scope in Godot. I want to focus on polish instead of unneccessarily bloated content and overarcing goals so that I can focus on short-term goals and get a fun basis done before modularly expanding the game. So far, I have created placeholder pixelart for everything and am planning to spend not a cent on development until I have a working early access-ish version done. Only then, I'd like to publish a small-scoped Kickstarter campaign to pay artists to create fitting music and assets to replace my placeholders and/or give input on the art direction. I want to make sure that I have a game done and ready before having other people spend money on a project I don't know whether I am even capable of finishing in the first place. Is this realistic? Am I missing anything? [link] [comments] | ||
Posted: 09 Jan 2020 10:17 AM PST I love to prototype XR experiences but have zero 3D Art knowledge or experience. I've been buying asset packs up until this point to actualize my designs, but I eventually want to be self-sustained. I love simple and elegant shapes and don't see myself ever needing complicated models for my prototypes. I'm wondering if there are any new methods / software that will allow me to take ideas for a model from concept to integration into Unity as fast as possible. I've taken a look at Probuilder and Google Blocks thus far, and was wondering if anyone had other suggestions. Obviously learning Blender/Maya is an option, but I'd prefer an easier learning curve. [link] [comments] | ||
Should an FPS have a mele option? Posted: 09 Jan 2020 09:59 AM PST I'm making an FPS and i'm not so sure if a mele option is needed (like bashing someone with your gun not a full melee combat system). I do have the animation for it but now i'm beginning to wonder if the combat option is needed at all? Any thoughts or suggestions? [link] [comments] | ||
Need help with a project for school Posted: 09 Jan 2020 09:54 AM PST Ok, so me and my friend are making a game for a school project and this will count for our final grade but after we chose this we realised that we don't really know anything about making them. So I ask you for tutorials or just help in general, we are making the game in unity and thinking about making one of those platformers where you have to move your mouse around to see whats a real platform and to see invisible platforms, ill put a video for reference in the description if i find it. Thanks for reading this far and thanks in advance for the help! [link] [comments] | ||
Need help on creating a catchy name for my game. Posted: 09 Jan 2020 09:38 AM PST My team and I are designing a open-world, adventure, crime game. It is based in Miami and will most likely be a series of games. We are going for a Synthwave, Miami, 80s feel. Thanks in advance! [link] [comments] | ||
Are there game engines I can run through the cloud or somehow completely in a browser? Posted: 09 Jan 2020 05:47 AM PST I'm currently using Construct 3 on a chromebook because that's the only laptop I'm allowed in school. I tried making a liquid (using metaballs) but that was enough to slow it to like 6fps on the preview window. I was wondering if I could somehow get Unity to run in the cloud, through accessing my decently powerful (GTX 1060/Ryzen 1400) windows desktop. Otherwise, are there game engines better optimized than Construct 3 that are purely web based? Playcanvas is blocked and Scratch is erm... well, it's Scratch. [link] [comments] | ||
Game Studio Leadership: You Can Do It Posted: 09 Jan 2020 09:23 AM PST
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Posted: 09 Jan 2020 08:54 AM PST So im making an rpg game sort of like skyrim and witcher but i cant think of any names. Does anyone have any ideas? [link] [comments] | ||
Advice regarding translating your game. Posted: 09 Jan 2020 08:52 AM PST I have come to the final conclusion is not posible to reach native fluency, even after years of study. Even if you spend 10 years studying spanish, you would still need to know shit like what makes a mexican sound like mexican, what makes an argentinian sounds argentinian versus a chilean. Even then, some speech patterns can make you sound friendly while you're being sarcastic. I'm B2 on english after near more than a decade speaking the language online, and yet I can't even tell a british versus an american beyond their accent, which english native speakers can easily do. This is why I've came to the conclusion I will never reach native fluency, even if my grammar is effortless I still may make the ocassional slip off mistake and sounds off to native speakers. So, I would love any advice regarding translating your game. My only conclusion is to write my game in spanish and hope it becomes popular enough so some fan localizes it. [link] [comments] | ||
E.03 - Let's Build: Adventure Game (State Machine) Posted: 09 Jan 2020 08:45 AM PST
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