- 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)
- 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!
- Blender 2.82 PBR Texture Painting Beginner Tutorial
- 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.
- I hope you’ll find that interesting :)
- ItsyRealm 2-Year Development Retro
- Understanding Physics: Collision Shapes, Mesh vs Hull, Concave vs Convex - for Unity and Buildbox
- Nintendo’s Game Engine?
- 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)
- High-Poly to Low-Poly Workflow Made Simple
- Making a text-based game
- Has anyone taken the Will Wright Masterclass on Game Design? How was it and would you recommend it?
- Snes Picture is fuzzy on HD Monitor.
- New show room cars
- I don't know the best way to show information...
- I want to get into the scene of making video game
- Imani - A 2D Action Platformer I have been working on
- Question about Albedo
- And again. Isometry
- Indie Game Devlog - Ep.01: 1 Day of Game Development
- 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?
- What are some simple games a beginner can copy to learn about game making
- I'm Building Giant Mechs, But I Gotta Starting Small - Making Mechs Part #1
Posted: 23 Mar 2020 07:59 AM PDT
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Posted: 23 Mar 2020 06:01 AM PDT
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Blender 2.82 PBR Texture Painting Beginner Tutorial Posted: 23 Mar 2020 06:35 AM PDT
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Posted: 23 Mar 2020 10:08 AM PDT
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I hope you’ll find that interesting :) Posted: 22 Mar 2020 04:50 PM PDT
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ItsyRealm 2-Year Development Retro Posted: 23 Mar 2020 03:56 AM PDT ItsyRealm, 2-year development anniversary retroHey, 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: 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-boardingI 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 interviewsGet 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 workI 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... SailingSince 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... NecromancyNecromancy 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'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! RumbridgeJust 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. FutureAnyway, 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! [link] [comments] | ||
Understanding Physics: Collision Shapes, Mesh vs Hull, Concave vs Convex - for Unity and Buildbox Posted: 23 Mar 2020 11:24 AM PDT
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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? [link] [comments] | ||
Posted: 23 Mar 2020 08:04 AM PDT
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High-Poly to Low-Poly Workflow Made Simple Posted: 23 Mar 2020 11:38 AM PDT
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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......? [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! [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. [link] [comments] | ||
Posted: 23 Mar 2020 11:20 AM PDT
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I don't know the best way to show information... Posted: 23 Mar 2020 11:00 AM PDT
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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 [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 ). [link] [comments] | ||
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? [link] [comments] | ||
Posted: 23 Mar 2020 10:27 AM PDT
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Indie Game Devlog - Ep.01: 1 Day of Game Development Posted: 23 Mar 2020 10:11 AM PDT
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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 [link] [comments] | ||
I'm Building Giant Mechs, But I Gotta Starting Small - Making Mechs Part #1 Posted: 23 Mar 2020 09:58 AM PDT
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