We have made dynamic walls to our game. Source code provided :) |
- We have made dynamic walls to our game. Source code provided :)
- I finally finished most of my first game ever I made ever since I started gamed development. It’s not as good as the ones you guys made but hey, I guess it’s progress.Days of coding, and being lazy with the art finally paid off, I’m really satisfied at what I made.
- Made this Loot "Box" VFX with a Gemstone surprise inside. Tutorial in comments.
- Yarn Spinner, the open source dialogue system used in Night in the Woods and A Short Hike, has released version 1.1.
- We just launched our website to give away free 3d models
- RevenBlade | Tank is ready to go! What do you think?
- I thought game development was hard until I got to marketing. That was the true nightmare. Help me with the best methods for marketing my game.
- S.K.I.D. MARKS-2099 (cyberpunk racing trailer)
- Again help me choose a logo for our tavern game!!
- Hey guys, I run a youtube platform where artists can come and do FREE 3D tutorials to share with the community. This week were starting a full stylized environment workshop with Cesar Manrique, to give an exclusive masterclass on creating stylized game environments. Part 2 is up, Stylized Texturing!
- For us that like having background music while working, this sub might be of interest!
- Jonathan Blow talks about rejection, found it really motivating
- The Unreal Engine Wiki is now permanently offline
- Idea to Improve Lock-picking in Games
- GwenBlade: testing movement mechanics
- We made these :D Three weight, height, and gender classes as well aas nine skin colors! Critiques more than welcome
- #30Days30Shaders | Day 17 | Wind Shader (Free Download)
- Godot 3.2 - Platformer Tutorial - Part 4 - Finish flag | autoload scripts | change scene / level
- Would Animal Crossing New Horizons be considered a 2D or 3D game?
- 50 games in 24 hours!
- 50 games in 24 hours!
- Should I write my own game engine, or modify an existing one?
- Raylib 3.0 Released -- The Best Way to Learn C or C++ Game Development*
- I want to make a game. Does anybody want to make it with me?
We have made dynamic walls to our game. Source code provided :) Posted: 01 Apr 2020 05:02 AM PDT
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Posted: 01 Apr 2020 04:41 AM PDT
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Made this Loot "Box" VFX with a Gemstone surprise inside. Tutorial in comments. Posted: 01 Apr 2020 03:41 AM PDT
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Posted: 31 Mar 2020 08:59 PM PDT
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We just launched our website to give away free 3d models Posted: 31 Mar 2020 03:31 PM PDT
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RevenBlade | Tank is ready to go! What do you think? Posted: 01 Apr 2020 08:40 AM PDT
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Posted: 01 Apr 2020 10:21 AM PDT | ||
S.K.I.D. MARKS-2099 (cyberpunk racing trailer) Posted: 01 Apr 2020 11:37 AM PDT
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Again help me choose a logo for our tavern game!! Posted: 01 Apr 2020 08:32 AM PDT
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Posted: 01 Apr 2020 07:27 AM PDT
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For us that like having background music while working, this sub might be of interest! Posted: 01 Apr 2020 11:06 AM PDT | ||
Jonathan Blow talks about rejection, found it really motivating Posted: 31 Mar 2020 01:49 PM PDT
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The Unreal Engine Wiki is now permanently offline Posted: 31 Mar 2020 03:50 PM PDT | ||
Idea to Improve Lock-picking in Games Posted: 01 Apr 2020 11:33 AM PDT I recently played Kingdom Come Deliverance and while I thoroughly enjoyed the game I thought that the lock-picking was too straightforward and easy, granting rewards that were too good too soon in the game. It rather ruined my play-through. I discovered a youtube channel called LockpickingLawyer and realized that a huge aspect of lock-picking that is absent from the games that I play is knowledge of different locks. I really enjoy it when the skills needed to complete tasks in games are analogous to the skills needed to complete the task in real life. Many people find lock-picking in KCD too difficult, and that may be because they lack coordination or patience, 2 things that are required to pick locks in real life. The problem is that you can haphazardly walk up to any lock and use exactly the same method for each one, whereas in real life there are many types of lock which each require their own method to pick, and using the wrong technique could result in breaking the lock mechanism or getting you caught. What I propose is several variations of mini-game that all look exactly the same. In KCD you have to match your cursor rotation to the rotation of the barrel, but you could have a variation where you need to move the cursor in the opposite direction, or maybe across the centre of the circle. At lower levels there would be no indication of what technique is require to open each type of lock, but as you progress in the lockpicking skill you begin to differentiate one lock from another. You could also learn through trial and error but that would be far more difficult and risky. There is also a distance between the world of KCD and the lock-picking mini-game. Who makes the locks? Where do they come from? What is the history of locks? Locksmithing is an art with people and history behind it just like anything else and I would love to see that portrayed in the game. There could be locksmith NPCs who challenge each other to design the best locks. Each type of lock in the game could have a company linked to it that actually exists in the game which you could visit to gain knowledge about that particular lock type. I mean, you have lock-pickers in the game, it only makes sense to include their opposites, the people who make and install the locks. There could even be a mechanic where a lock that has been picked before gets an upgrade because the owner of the lock wanted to improve their security measures. That's just extra. EDIT: There is also only one type of tool required to open every lock in the game, which is unrealistic. There should be tiers of different tools that you can either find or create yourself as a prerequisite for picking higher tier locks. [link] [comments] | ||
GwenBlade: testing movement mechanics Posted: 01 Apr 2020 06:11 AM PDT
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Posted: 01 Apr 2020 04:46 AM PDT
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#30Days30Shaders | Day 17 | Wind Shader (Free Download) Posted: 01 Apr 2020 08:26 AM PDT
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Godot 3.2 - Platformer Tutorial - Part 4 - Finish flag | autoload scripts | change scene / level Posted: 01 Apr 2020 07:42 AM PDT
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Would Animal Crossing New Horizons be considered a 2D or 3D game? Posted: 01 Apr 2020 12:47 PM PDT | ||
Posted: 01 Apr 2020 12:47 PM PDT
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Posted: 01 Apr 2020 12:42 PM PDT
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Should I write my own game engine, or modify an existing one? Posted: 01 Apr 2020 12:34 PM PDT Hello I want to make a game engine, and if anyone is wondering why, simply I think it's fun and educational. I can program in C++, C, Python, and Java. my question is which is easier: modify an existing open-source game engine such as Godot, the wicked engine .. ext, or should I write one from scratch? if you've written a game engine, or contributed in creating one, I would love to hear your take on this. Thank you so much for your time. [link] [comments] | ||
Raylib 3.0 Released -- The Best Way to Learn C or C++ Game Development* Posted: 01 Apr 2020 12:30 PM PDT
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I want to make a game. Does anybody want to make it with me? Posted: 01 Apr 2020 12:26 PM PDT Hi everyone =) I need a team of software developers, coders and game makers. I need a team of many compassionate thinkers, people of depth and heights. I need city designers, teachers, architects and engineers. I need kind people. I need them to help me put together a game in which players are invited to redesign regional economies, with a view to facilitate a global state of increased liberty. The Global Redesign Institute. If you or anybody you know is interested in becoming a part of this team, please do not hesitate to get in touch (contact me here or via the blog), as I will be applying for grants in June. In life, as in the universe, may your signal be high, and your noise be low. Anna [link] [comments] |
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