Screenshot Saturday #471 - Pure Style |
- Screenshot Saturday #471 - Pure Style
- The FREE pixel art Monsters Creatures Fantasy pack has been released, with 4 monstrous characters.(link in the comments)
- Coding Adventure: Portals
- Procedural generation: simple, shader-based gas giants (and other planets)
- Wave Function Collapse tips and tricks
- Procedural generation at runtime so every games are differents
- Would you love to play with this cube city package in Unity Editor?
- Collected Thoughts on Designing Great Feeling Aggressive FPS Single Player Campaign Combat
- Sound design production for open world 3D video game
- What is super-casual and ultra-casual?
- It is hard to see design without code as progress
- If I wanted to build a voting style game, similar to JackBox, how would I approach that?
- Free Texture Pack: Tiles 01(link in the comments)
- Is .ply a good production format?
- The deadly show (game in development), first video
- Dynamic Music in Video Games | How Game Designers Create Interactive Music with Play and Sound
- Is is worth to spend time on making a developer log series if it is your first serious project?
- Really struggling with having a consistent style for Sci-Fi
- Does making a puzzle game that takes 10 minutes to complete give any indication of if you want to be a game developer? I'm not sure, but here's what I learned...
- Localization on Steam after release?
- How to make a moving platform in godot 3.2
- Making my first proper game
- Need guidance!!
- No more fun ?
- How to create a fun and balanced evasion mechanic in a turn-based RPG?
Screenshot Saturday #471 - Pure Style Posted: 07 Feb 2020 08:50 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. Bonus question: Over the past few years, what device/system have you done most of your gaming on? [link] [comments] | ||
Posted: 08 Feb 2020 08:38 AM PST
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Posted: 08 Feb 2020 12:10 AM PST
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Procedural generation: simple, shader-based gas giants (and other planets) Posted: 07 Feb 2020 03:17 PM PST
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Wave Function Collapse tips and tricks Posted: 08 Feb 2020 10:08 AM PST
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Procedural generation at runtime so every games are differents Posted: 08 Feb 2020 11:17 AM PST
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Would you love to play with this cube city package in Unity Editor? Posted: 08 Feb 2020 10:46 AM PST
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Collected Thoughts on Designing Great Feeling Aggressive FPS Single Player Campaign Combat Posted: 08 Feb 2020 04:46 AM PST I've been working on a single player FPS with aggressive combat for the past year and I've collected some thoughts that crystallize what I think makes combat feel great and satisfying. Some of these might not apply at all to games that are realistic/tactical vs. the arcadey/retro feel I'm going for, and others might be pretty obvious. But I think I would have appreciated having a list laid out like this when I started so I figured it wouldn't hurt to share it. Keep in mind the FPS I am developing is focused on a non-stop combat against hordes of enemies type experience so that is what these tips are geared towards. Games that really do this well in my opinion are: DOOM, DUSK, Devil Daggers. I have also not fully incorporated all of these items into my own game because some of them are still works in progress prototypes. Below are the thoughts grouped into three categories Audio, Visuals, and Mechanics. Each topic is give a rating between 1 and 3 stars for how impactful I believe it is to the feel of the game. ★ ★ ★ - most important, great value return on dev effort to result given ★ ☆ ☆ - least important (but not irrelevant), lower value but still a non trivial positive effect FX and VisualsEnemy Gibs of varying levels - ★ ★ ★ This is perhaps the most important visual feedback element in any arcade style fast paced FPS. The players primary action in progressing is killing enemies, one by one. Letting confusion linger about when an enemy or if an enemy is dead can be completely enjoyment breaking in this context.
Gun Visuals - ★ ★ ☆
Enemy hit effects - ★ ★ ☆ Independent of the gibs for knowing when an enemy is dead, its also great for feel to know when they are just being hit and having damage done to them
Bullet visuals - ★ ★ ☆ Without bullet hit effects and trails it can be easy for a bullet to feel lost invisible in the world after you shoot it
Environmental bullet response - ★ ★ ☆
Velocity on hit particles - ★ ☆ ☆
MechanicsGun Animation responsiveness - ★ ★ ★ My personal bias when playing these types of shooters is for instant response weapons with very little animation blocking time
Bullet stopping power - ★ ★ ☆ Bullets hitting enemies should have physical effects to make them feel powerful
AudioGun Sounds - ★ ★ ★
Enemy sounds - ★ ☆ ☆
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Sound design production for open world 3D video game Posted: 08 Feb 2020 08:35 AM PST
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What is super-casual and ultra-casual? Posted: 08 Feb 2020 07:29 AM PST Hi, A friend of mine is asked me as I am a gamer and into the game dev about hyper-casual, ultra-casual, super-casual. Apparently a firm asked him about them. I heard hyper-casual but the last two are completely new to me. Any idea about them? [link] [comments] | ||
It is hard to see design without code as progress Posted: 08 Feb 2020 04:46 AM PST I've worked nearly an hour on my game today, but I didn't write any code. I just sat in front of a document and wrote some ideas down. Changed some old ideas. Designed a better game flow in my head. But it's hard for me to see it as progress. [link] [comments] | ||
If I wanted to build a voting style game, similar to JackBox, how would I approach that? Posted: 08 Feb 2020 09:50 AM PST Obviously the game/site needs to talk to an API but outside of that, I'm blanking. [link] [comments] | ||
Free Texture Pack: Tiles 01(link in the comments) Posted: 08 Feb 2020 11:05 AM PST
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Is .ply a good production format? Posted: 08 Feb 2020 06:02 AM PST Hi all, I'm exporting most of my models as .ply file to use in my game engine , mostly because I need vertex colors and I found good .ply exporter and importer code (using my own engine). + It seems to be relatively compacted format when in binary mode. I was wondering if .ply is generally considered a viable format for production or are there any reasons I shouldn't use it and go for a different format? Thanks [link] [comments] | ||
The deadly show (game in development), first video Posted: 08 Feb 2020 10:38 AM PST
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Dynamic Music in Video Games | How Game Designers Create Interactive Music with Play and Sound Posted: 08 Feb 2020 10:27 AM PST
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Is is worth to spend time on making a developer log series if it is your first serious project? Posted: 08 Feb 2020 08:07 AM PST After years of hobby developer i started a project with the goal to sell it. Is it worth to make a developer log series? Or is better to have the main core mechanics built to show some content with trailers? [link] [comments] | ||
Really struggling with having a consistent style for Sci-Fi Posted: 08 Feb 2020 07:44 AM PST I've ran into this so many times now, it's painful...but when I'm creating environments based on real life, I have a very easy time making them look good. However, for Sci Fi stuff, I can't get the visual style to remain consistent without fully and completely copying somebody else's objects exactly. I've been trying to create something in the "Overwatch" style as a basic exercise, and been trying to copy what makes up their visual language...rounded triangles, smooth beveled edges, the strange little house shaped things...but even when I do all of that, it just looks so......thrown together, I guess? How do you recommend keeping everything consistent? [link] [comments] | ||
Posted: 08 Feb 2020 08:49 AM PST
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Localization on Steam after release? Posted: 08 Feb 2020 02:31 AM PST I was wondering if someone here has experience or information how localization affects your game's traffic on Steam after release? From what I've understood, Steam won't show your game to anyone who doesn't have one of the game's languages set as their own Steam language. Based on that it seems smart to have localization included in your release when Steam is pushing lots of traffic to your game page. But what about after release when Steam stops pushing most of the traffic? I didn't have the budget to include localization in the Steam release and I am wondering if it's financially smart to do it now afterwards, considering that due to my game's word count it won't be super cheap or trivial. [link] [comments] | ||
How to make a moving platform in godot 3.2 Posted: 08 Feb 2020 06:01 AM PST
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Posted: 08 Feb 2020 11:42 AM PST Hey peeps! I'm currently really really interested in making my own games in Unity. I want to make a 3D horror game specifically, but I don't have a scooby how to start it cause the tutorials Unity have are quite basic. Please help point me to the right track. [link] [comments] | ||
Posted: 08 Feb 2020 11:31 AM PST I have just got into game development. What resources would be helpful to learn this? Books, Tutorials etc. [link] [comments] | ||
Posted: 08 Feb 2020 11:30 AM PST So I'm 5 months in to development of a game and I start question if the game is fun like at the beginning the idea sound fantastic and fun now after is somewhat playable for a while I question wherever is fun or not ? [link] [comments] | ||
How to create a fun and balanced evasion mechanic in a turn-based RPG? Posted: 08 Feb 2020 11:26 AM PST Hi, hobby game developer here. I'm currently building a turn-based battle system for a monster collecting/breeding game where players breed their monster and pit them against each other. Well, more like I'm currently writing a GDD and I'm at the point where I'm thinking about an evasion mechanic. I like to play fast and evasive strategies, but evasion is a tricky mechanic in turn-based games. Games like Pokemon rely on RNG to implement evasion, which results in moves like Double Team) being banned/frowned upon. I've thought about different methods, but I'd like to have some feedback regarding balance and fun. Hit-or-Miss: The classic. Attacks have a chance to miss. If they miss, no damage is done. Pros: - Simple Cons: - Players might become frustrated, if their 90% hit-chance attack misses a few times in a row Multi-Attack: I think Bravely Default and some older Final Fantasy titles did this. Each attack is a combination of multiple attempts to hit the enemy. If a attack has a hit-rate of 10 and an accuracy of 50%, probably 5 hits will connect. The speed values of a monster might increase/decrease the hit-rate. Pros: - Even with a 50% accuracy, a monster will (probably) still deal some damage. - Contains a critical hit system. If an attack lands 90% of its hits and has an 50% accuracy, it might be considered a critical hit. Cons: - Balancing could be tricky (attacks must be balanced around their average hits) Threshold: This one does not directly depend on accuracy. Each monster has an internal counter, which is increased every round or by certain actions. As soon as the counter reaches the threshold, the monster evades the next move. Either the counter or the threshold should be affected by the speed of a monster, so faster monster can evade more easily/often. Pros: - Does not depend on RNG Cons: - Fast, but fragile monster might be defeated before they can evade - Might be difficult to balance Damage formula: The speed values of the attacker and the defender are considered in the damage calculation. If monster A and B are almost identical, but A is faster, and both attack C, A would do more damage, because A is faster then B. Pros: - Does not depend on RNG - Might include some depth while breeding, because speed is now an attack/defense stat Cons: - Might add complexity, because speed is now an attack/defense stat Skipping-Turn: Like FFX. This is not really an evasion mechanic, since the attack is not dodged, but skipped. Depending on their speed value, a monster can attacks multiple times before their opponent can act again. Pros: - ? Cons: - Fast monster could rush slower monster and cripple them with multiple status conditions before their opponent can act - The system must be reworked to support "skipping" a monsters turn Personally, I like the "Multi-Attack" and the "Damage formula" approach. Both attempts don't outright nullify the damage. It's more like the monster dodged and didn't had to bear the brunt of the attack. So, what do you think? Which sounds the most fun and reasonable on the balance side? Is there some other way to implement evasion? EDIT: Formatting [link] [comments] |
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