Tutorial series on animating VFX. This one is about Smoke poofs! Hope it helps someone out :D |
- Tutorial series on animating VFX. This one is about Smoke poofs! Hope it helps someone out :D
- Want to learn how to create modular dungeon levels? This video breaks down the planning process in my current project. New videos added every week. Full video in comments.
- Pixelorama v0.6 Showcase - free & open-source sprite editor made with the Godot Engine! Ideal for making pixel art graphics for your games! Support us on patreon for extra content!
- How much of a genius-level move was using binary space partitioning in Doom?
- "Hierarchical Plan-Space Planning for Multi-unit Combat Maneuvers" (from Game AI Pro 1)
- Looking for a Top-down pixel RPG map artist to recreate my concept map to reality (Kinda like the Hyper Light Drifter maps)
- A weird tutorial I made about how to walk like a boss in Unity
- Flecs ECS 1.2: C++11, snapshots, savegames, server-side monitoring and more!
- Feedback on my latest project? CINEMATIC: https://www.artstation.com/artwork/nQ9Z6K
- Very simple RPG as a first project to finish?
- Do you think AAA game will be programmed in something else than C++ in the future like Rust ? if not why ?
- how to add roots in TREE IT new version
- How to disappear objects that are too close to the camera under60sec :)
- Type of Traps? and Unique ideas for Traps for 2d platformer
- Make a Neon Sign in Blender - Lazy Tutorials
- Having a hard time developing a hacking mechanic
- Kingdom Rush Animation Style
- How are skeletal animations typically created for Unreal?
- Not sure where to post this, but how can I get into game article writing?
- Pro-Tip: Don't use the term "LOADING.." in your games. Instead, create a scapegoat.
- Is it possible for a game producer to become a creative director ?
- How to implement a good & efficient collision detection in a voxel game?
- My first Android Game!
- Ideas for a AI Game Developer's portfolio
Tutorial series on animating VFX. This one is about Smoke poofs! Hope it helps someone out :D Posted: 05 Jan 2020 07:56 PM PST
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Posted: 06 Jan 2020 06:12 AM PST
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Posted: 06 Jan 2020 08:04 AM PST
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How much of a genius-level move was using binary space partitioning in Doom? Posted: 06 Jan 2020 06:38 AM PST
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"Hierarchical Plan-Space Planning for Multi-unit Combat Maneuvers" (from Game AI Pro 1) Posted: 06 Jan 2020 07:33 AM PST
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Posted: 06 Jan 2020 10:05 AM PST
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A weird tutorial I made about how to walk like a boss in Unity Posted: 06 Jan 2020 08:09 AM PST
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Flecs ECS 1.2: C++11, snapshots, savegames, server-side monitoring and more! Posted: 06 Jan 2020 06:30 AM PST
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Feedback on my latest project? CINEMATIC: https://www.artstation.com/artwork/nQ9Z6K Posted: 06 Jan 2020 11:09 AM PST
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Very simple RPG as a first project to finish? Posted: 06 Jan 2020 08:47 AM PST Hello! So I already have a basic understanding of Unity and C# and since in the past I loved to pick up new stuff I have basic understanding of Java Script and Python too. But Unity is what I sticked with and now I wos finally love to start and finish a project. Nothing ground breaking just a working skeleton of a game to finally actually finish something. What I was thinking about a simple RPG game on which you just click on screen to send your character to expedition and wait for them to come back. The biggest challenge in this for me will be a functional inventory system and probably the formulas behind character stats and how they will affect expeditions etc. So what do you think, is something like this a viable first project to finish for a noob? Or should I go for something simpler? I was just told by a friend to finish whatever simple project just once to get the feeling of finished work and then the next one will go better. So this is what I had in mind. Thanks for any advice and opinions! [link] [comments] | ||
Posted: 06 Jan 2020 08:37 AM PST A) Do you think AAA game will be programmed in something else than C++ in the future like Rust ? if not why ? or something else managed like C# but for the cutting edge games not the small unity games etc or the performance difference is too large ? Do you think managed language could reduce development time and cost of theses big 40 millions + budget games and multiple years development circle ? B) Do you believe that 3d graphics game programming is 1 of the hardest kind of programming and one of the most exigent type of programming compared to Web Development in Javascript or C# programming business programming for example etc ? Or it's a different scope of problems and even if a managed programmer never coded in native he can be as good as a native senior C++ programmer ? [link] [comments] | ||
how to add roots in TREE IT new version Posted: 06 Jan 2020 10:33 AM PST
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How to disappear objects that are too close to the camera under60sec :) Posted: 05 Jan 2020 05:21 PM PST
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Type of Traps? and Unique ideas for Traps for 2d platformer Posted: 06 Jan 2020 07:52 AM PST | ||
Make a Neon Sign in Blender - Lazy Tutorials Posted: 05 Jan 2020 03:08 PM PST
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Having a hard time developing a hacking mechanic Posted: 06 Jan 2020 10:00 AM PST Hello guys, I am in the process of developing a hacking game. As far as I know there is a few others out there, "Hacknet" being one of the more well known ones. And I am having a hard time designing the most important mechanic in the game - hacking. The player has a computer screen in front of him, with a terminal which he can utilise to hack into other devices. Now, my problem is that I don't know how to approach the design process. While I have a bunch of experience in security CTFs and how "it is done in reallife", I can't think of a way that's easy enough to learn without a lot of work but also interesting enough to play without being too far from reality. I'm really lost on this one and I would appreciate any help, although I can image that my thoughts are not really sparking any ideas. Would appreciate even the most ridiculous ideas, everything's good when your head feels like it's out of ideas. Thank you! [link] [comments] | ||
Posted: 06 Jan 2020 09:30 AM PST Does anyone know what animation style the kingdom rush developers used? I know they animated their characters in flash but I don't know if they used a frame by frame style animation or a 2d skeletal animation. I'm assuming 2d skeletal and maybe it's obvious but I'm new to game development so I'm not sure. I'm also trying to determine what animation style is best for me. My characters will show up much larger on screen than in kingdom rush so I'm not sure it will look as good using a skeletal animation style. Are there any good tutorials to achieve good looking movement without the skeletal feel? [link] [comments] | ||
How are skeletal animations typically created for Unreal? Posted: 06 Jan 2020 03:16 AM PST I've made some voxel models for my hobby game but now I need to animate them and I realize I have no idea how that's done. I suppose I need to create a skeleton and define skeletal animations... Do you do that in the engine? I see the engine has some editors for such things, or do you do it with third party tools? Just looking for easy/basic. [link] [comments] | ||
Not sure where to post this, but how can I get into game article writing? Posted: 06 Jan 2020 08:47 AM PST I'm interested in writing articles and op-eds about video games for sites like IGN, Polygon, PC Gaming Magazine, Gamespot, etc. However, I don't exactly know where to apply or how to get my foot through the door. If I was interested in pursuing this part of the gaming industry, how could I go about it? [link] [comments] | ||
Pro-Tip: Don't use the term "LOADING.." in your games. Instead, create a scapegoat. Posted: 06 Jan 2020 08:35 AM PST This is an unorthodox, but very subtle tip that I learned from AAA developers a while back. It's a great example of how modifying one simple phrase can completely change the perception of a game. I'm assuming you're all aware of the dreaded "LOADING" screen. Loading is a term that's been around since at least the 50-60's, but generally means that data is being copied into memory from some source (like a slower storage medium) before the game can be played. It's such a common term and staple of the gaming industry, that most developers create similar Loading Screens for their games just out of habit. But, what if I were to tell you simply using the term "LOADING" was actually detrimental to your game and reputation? A team of psychologists and consultants were hired to analyze various metrics of gameplay and how they impacted gamer perception and psychology, in an effort to improve the game. One note of importance was the loading screen, with their discoveries summarized like this:
So, they did something really neat. They reworded the "Loading" screen and essentially blamed a third-party for the stressful waiting period. :) For example, they used loading screens with phrases like:
What happened was that user perception of the waiting period changed completely. Well-known words like "Downloading" and "Uploading" have always been associated with the internet, so now users were associating the long loading times with the speed of their own internal network or internet provider. No longer was a game loading slowly because of unoptimized code, but rather because of "slow internet speeds". It was a simple trick: the stress and blame of long loading times could be subtlety transferred to a third party. And, it was highly successful. Note: Loading Screen "Tips", progress bars, or hiding the "Loading" phrase didn't help much. They were useful for keeping players occupied, but they were still being conditioned in the same manner as before. Anyways, just a small anecdote that I hope you found interesting. [link] [comments] | ||
Is it possible for a game producer to become a creative director ? Posted: 06 Jan 2020 08:31 AM PST Basically my dream goal is to be in charge of the creative proccess when creating a game. To get this creative director title you need experience developing games from what ive researched. However I have a degree in business management and I'm not interested in coding to be honest so I was wondering if it was possible to one day attain that title. Currently I'm interested in becoming a producer assistant which would involve having my eyes and ears in the development teams which I assume would mean gaining a basic understanding of the different technical aspects involved. At first glance there seems to be an overlap between the 2 roles so I was wondering if anyone knew if it possible for a producer to cross over to the creative director role (after many years of experience ofcourse). Is this unheard of? Or has it been done before? Any advice would be appreciated [link] [comments] | ||
How to implement a good & efficient collision detection in a voxel game? Posted: 06 Jan 2020 12:10 PM PST I am making a voxel game, at the moment i am using AABB collision detection but this does not satisfy me. I have a good algorithm for continuous collision detection (convex vs convex) which i like but is slow if there are a lot of objects. My world is basically like minecraft (blocks in chunks in regions). So i have a few questions: 1) What would be the best way to check collisions with the terrain? I was thinking maybe generating a convex decomposition for each chunk instead of testing for each block. Do you know where i can find a convex decomposition algorithm for voxels? i only found some for general shapes which are slow. 2) For object vs object i heard that space partitioning is good, but does this apply for continuous collision detection? Because for instance bullets may travel several separations in one frame. 3) How can i check terrain collisions for big objects, for example if i wish to add a ship or other vehicles how can i efficiently check for collisions? If i check for each block it will be very slow. Thanks! [link] [comments] | ||
Posted: 06 Jan 2020 12:07 PM PST
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Ideas for a AI Game Developer's portfolio Posted: 06 Jan 2020 12:02 PM PST Hello! :) I am starting my journey into the game development industry and I would like to focus on game AI at the moment. I've read some books and now I am planning to start developing my own portfolio. I thought in some small projects like: a visual and interactive pathfinder algorithm, a small demo with AI involving NPC behaviour, etc. Do you think that those projects are good to show to employers what am I capable of? Do you have any other ideas? Thanks! :) [link] [comments] |
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