• Breaking News

    Monday, March 23, 2020

    In three years of learning VR development, I've never finished a game. Demotivated by the time it took or thinking that nobody would want to play it. Last week, I decided to take up the challenge, make a game in seven days and tell what I learned on this journey in one video. (link in comment)

    In three years of learning VR development, I've never finished a game. Demotivated by the time it took or thinking that nobody would want to play it. Last week, I decided to take up the challenge, make a game in seven days and tell what I learned on this journey in one video. (link in comment)


    In three years of learning VR development, I've never finished a game. Demotivated by the time it took or thinking that nobody would want to play it. Last week, I decided to take up the challenge, make a game in seven days and tell what I learned on this journey in one video. (link in comment)

    Posted: 23 Mar 2020 07:59 AM PDT

    Unity tutorial: A way to toggle/decide which items in the scene are glowing and which are not (since it is all but intuitive). Just swap materials (one of which should be emissive and the other opaque) and it will do wonders!

    Posted: 23 Mar 2020 06:01 AM PDT

    Blender 2.82 PBR Texture Painting Beginner Tutorial

    Posted: 23 Mar 2020 06:35 AM PDT

    I am happy about the work done in a month! I am a total beginner so if you have any advice on "how not to drop projects too soon", feel free to tell me.

    Posted: 23 Mar 2020 10:08 AM PDT

    I hope you’ll find that interesting :)

    Posted: 22 Mar 2020 04:50 PM PDT

    ItsyRealm 2-Year Development Retro

    Posted: 23 Mar 2020 03:56 AM PDT

    ItsyRealm, 2-year development anniversary retro

    Hey, peeps! I started ItsyRealm two years ago to the day (March 23st'nd'rd, 2018). You can see the LICENSE hasn't been touched since! You can see my 1-year development anniversary post I made last year.

    ItsyRealm is an old-school style story-driven, combat-focused RPG with crafting elements. Imagine Old-School RuneScape meets Paper Mario meets Legend of Zelda; in other words, "Nintendo-like RuneScape". Maybe it's like Paper Zelda if that were ever a thing...!

    Some of the biggest niche qualities of ItsyRealm are diversity/inclusiveness (gender, race, wardrobe, and other customization options for players and NPCs) and accessibility (it should be playable by almost everyone; especially with a focus on more common issues like color-blindness).


    I'll steal the biggest thing point that's still very true from the last retro:

    For nearly three months it looked like this.

    For another three months it looked like this:

    And now it looks like this.

    tl;dr: First year of development had a lot of challenges. Most of the work was programming; very little content development.


    Not too much is different. Content development expenditure is greatly improved! I'd say it's roughly 70-80% content, 20-30% engine work. Here's a couple things I learned since!

    On-boarding

    I iterated and iterated over the initial on-boarding experience. Initially I put you in the middle of an open-choice mess; that was no good. Then I added an opening cinematic; better, but still not there. Finally, I added a "pre-tutorial" that uses hints, streamlined dialogue, and careful mapping to guide the player through a small, short quest. This increase player retention. Most peeps finish the tutorial at least!

    Take a look at the pre-tutorial here!

    User interviews

    Get real feedback in person if possible! Pull aside a friend or coworker to test out a feature for 20 minutes and get feedback. The less explaining you've got to do, the better! I improved the tutorial greatly by getting real, genuine feedback and watching people play.

    One of the biggest feedback points was keyboard controls. Although I wanted to keep the Old-School RuneScape feel, I do think keyboard controls allow for some diversity in exploration, open up new combat opportunities, and expose more gameplay options in the future (such as minigames!).

    Some other feedback I implemented included the priority of options on items; crafting mechanics; dialogue-color for hints, persons, and places. For example, the crafting window shows everything craftable within that "context", rather than what you can make now.

    Current work

    I had a hiatus as I moved to Charlotte, NC changed jobs (from a small software development company to a giant insurance company), etc (around June/July; it's very visible in my Git commit history). So most of my work on the day to day to JavaScript/Java nowadays, instead of C++/Lua/Python/C# (my game is "full stack" -- the launcher is written in C# which hits a backend written in Python, and the game itself is componentized into mostly Lua with performance-sensitive portions in C++)! But I still make time for ItsyRealm...

    Sailing

    Sailing is awesome!

    Since starting back on it, I've begun working on one of two critical skills: Sailing. It started off as a joke someone online made (RuneScape has Sailing as an over-hyped rumor skill forever). But considering the game involves Old Ones--especially Cthulhu, who appears in the opening cinematic!--and pirates, etc--it makes perfect sense! Sailing is a giant undertaking, bigger than necromancy (another skill I intend to add), which will expose tons of content.

    The general gist of sailing is buy a boat; recruit a crew and first mate; find sea charts and navigate the seas using a handy map table. You'll encounter random events along the way that can be good or bad. Sailing is an "end-game" skill and required to win the game and access the best of the post-game content. NPCs are too afraid to sail the player in certain seas, so it's up to you and your crew...

    Necromancy

    Necromancy currently only lives in a design document. It will be a skill locked behind an difficult, awesome end-game quest (like Ancient Magicks/Desert Treasure in RuneScape). It's pretty self-explanatory but in order to properly integrate into the game it's something I've got to start early (requires a lot of work making all combat NPCs [affectionately called creeps, like peeps! but creeps] work coherently and holistically).

    Chicken Politickin'

    Check out it here!

    This is a hyper-stupid minigame I added to a random chicken in the game. You tackle chickens that fall from the sky. Rewards feathers, coins, and the potential of a chicken pet... Well, the pet's not added yet, but the other stuff is!

    Rumbridge

    Just a pun of Lumbridge (from RuneScape), it's a giant monastery that also serves as a bridge over a giant river the divides the Realm in two. They make rum, surprisingly or not. This will be the first area after Isabelle Island and include roughly 10-20 hours of content. You will begin the Sailing skill at the Rumbridge Port, and as more areas are added, more ports will be, too.

    Future

    Anyway, the future is pretty vague. I'm expecting another 2-3 year development time. I'm planning on launching on Steam by the end of the year. The game will remain open-source, though. How that works with Steam and if that's a sustainable model, I'm not sure yet... But I'll figure it out!

    Thanks for reading! :) Happy birthday, ItsyRealm!

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

    Understanding Physics: Collision Shapes, Mesh vs Hull, Concave vs Convex - for Unity and Buildbox

    Posted: 23 Mar 2020 11:24 AM PDT

    Nintendo’s Game Engine?

    Posted: 22 Mar 2020 11:36 PM PDT

    I've read that Animal Crossing New Horizons was developed with Nintendo LunchPack 2 Engine, but I can't find any info about it. How does it compare to third party Engines? Does it come with the Switch Dev kit? Is it possible for Indie developers to use this Engine?

    submitted by /u/Chilld0od
    [link] [comments]

    I'm really proud of this adventure, it led us to this mysterious dungeon to create the mechanics on how to use the 2D Elevator to go between floors without using Physics | Game Mechanics Quest #3 (Code on GitHub)

    Posted: 23 Mar 2020 08:04 AM PDT

    High-Poly to Low-Poly Workflow Made Simple

    Posted: 23 Mar 2020 11:38 AM PDT

    Making a text-based game

    Posted: 23 Mar 2020 11:29 AM PDT

    Hello folks. I am starting to work on my first game. I am neither artist nor a coder - but a writer, first and foremost. Thus, I decided to go with the format of a text adventure. To make a game like this one, but a bit more interactive: https://store.steampowered.com/app/524540/Samurai_of_Hyuga/

    Kinda like text quests in Space Rangers 2, but as a standalone game - if you played it, you'd know what I mean. Anyone can advise a good engine/way to create similar game?

    Ofc, I understand that at some point, I will have to work with the bare code. But at this stage - only when Im absolutely sure that there are no engines or other solutions for this kind of games. Any ideas?

    P.S. A friend of mine actually suggested I use Unity for this...I definitely can, but Im afraid a learning curve may take unnecessarily long there. Sure there are more specialized engines/softwares/solutions for interactive fiction type of games? Like RenPy for VN's, RPGMaker for classic pixel JRPG's, Tiled for making tile maps, and for IF there is......?

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

    Has anyone taken the Will Wright Masterclass on Game Design? How was it and would you recommend it?

    Posted: 23 Mar 2020 11:23 AM PDT

    Someone asked this same question a year ago but there was hardly any feedback. Can anyone share their experience taking this course? I've been on the fence to get it but I'm not sure if it would provide more game design insight than some of the resources I already have (Book of Lenses, Theory of Fun). Thank you!

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

    Snes Picture is fuzzy on HD Monitor.

    Posted: 23 Mar 2020 11:22 AM PDT

    I want to play my SNES through my monitor and the picture is really fuzzy and I cant talk to HP cuz they want me to use their virtual agent witch is very bad. I'm using a av to HDMI Converter cuz My monitor has no av port.

    Please Help. I'm using a Hp 27f 27 - Inch Display.

    submitted by /u/starcorn35
    [link] [comments]

    New show room cars

    Posted: 23 Mar 2020 11:20 AM PDT

    I don't know the best way to show information...

    Posted: 23 Mar 2020 11:00 AM PDT

    I want to get into the scene of making video game

    Posted: 23 Mar 2020 10:48 AM PDT

    I am new to programing your making games, in general. At the moment I am looking for a starting engine that is easy to program and that is cheap. I have seen RPG maker. Is it any good? Can I make a different combat system? Can I implement stuff into it like a map, inventory, compass system into it? Thank you for your attention

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

    Imani - A 2D Action Platformer I have been working on

    Posted: 23 Mar 2020 10:36 AM PDT

    I have been working on this thing for like 2 weeks now, I have no coding experience but I have been using Game Maker Studio 2, with their coding language, and I didn't expect it to turn out half as good as it is right now.

    I have based some assets on things I found, but mainly the tilesets and the sounds, with the character sprites and enemies sprites being made by myself.

    So I've decided to actually keep working on it and make it work, so hopefully, you check it out and if you want to leave some critics, positive and negative ofc.

    Here's a quick link that I made: https://dinobala.itch.io/imani.( I don't have donations turned on as I don't plan to make money out of this, I just want people to try it out ).

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

    Question about Albedo

    Posted: 23 Mar 2020 04:29 AM PDT

    So let's say I want to create a cartoon style rock texture with a few details such as cracks. If I used diffuse I would normally paint the rock texture with the cracks. But then light would not react with the shadows inside the cracks. So what happens if I want to create an albedo and use shadows with an ambient occlusion map? As far as I know, albedo maps are just the basic color. How do I incorporate details like cracks in the final texture map? Do I use some kind of other map like specular or do I paint them in the albedo in some other way?

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

    And again. Isometry

    Posted: 23 Mar 2020 10:27 AM PDT

    And again. Isometry

    Hello guys, so many posts about how to render isometric world.

    With only one layer it will be easy, just sort you sprites from far to near then render. But what if you have floors?

    What order should i use to sort my tiles?

    By the way there are another problems - moving characters and monsters should be sorted too and they can be 2-3 tiles tall. How old games handle it? Are they full of hacks (characters was split by tiles etc?).

    Here is my goal :)

    Landstalker

    See, all characters are 2-3 tiles tall, someone even 2-3 tiles wide.For example if i first render 0th floor(ground) then second floor(wall before windows) with characters (green monster on the ground), then third (wall at window's height) - third floor's walls will overdraw monster's head. So sorting by floors not a good idea.

    But if i will render "columns" (all floors at a tile) then there will be moments when character step from one tile to another (nearer to camera) and that nearer tile will overdraw character's feet.

    By the way, it is 2020, can we somehow utilize Z-Buffer or compute shaders for that task? I was thought that we can calculate depth in vertex shader, then simply draw tiles in any order with depth test, but it didn't work because now we loose ability to "step" on center of the tile. Then i thought that we can paint depth textures for each tile and add this depth to scene depth but it will be overcomplicated :)

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

    Indie Game Devlog - Ep.01: 1 Day of Game Development

    Posted: 23 Mar 2020 10:11 AM PDT

    Hey, we are creating "Afterthought", a speedrun focused 2D-platformer, while most people are staying at home, do you guys want to try our demo and give us feedback?

    Posted: 23 Mar 2020 10:07 AM PDT

    What are some simple games a beginner can copy to learn about game making

    Posted: 23 Mar 2020 10:04 AM PDT

    I find that I learn a lot better by copying things that already exist (badly). And I thought that I should apply that process here to learn Godot.

    So I'm here to ask for small and simple games that even a beginner can copy. Something like a hyper-casual mobile game, an old platformer, things like that

    If possible I'd like it to be 2d since I just don't understand 3d

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

    I'm Building Giant Mechs, But I Gotta Starting Small - Making Mechs Part #1

    Posted: 23 Mar 2020 09:58 AM PDT

    No comments:

    Post a Comment