We started creating our trailer last week and would appreciate if you can help us with some critic and feedback |
- We started creating our trailer last week and would appreciate if you can help us with some critic and feedback
- When you finally find out and understand the vertex shader color to do the effect you want :). Hallelujah!
- Creating a new "Survival Of The Fittest" gamemode in our game with mobs arriving in waves, what are your thoughts?
- ICYMI: if you are curious about Procedural Animations we made a video about it (full tutorial in comments)
- The Most Basic Pathfinding Algorithm, Explained
- 3D models for your games for FREE (3d model haven)
- How do you get past programming tests?
- This might be the most baffling negative review I've seen on Steam. Goes to show you'll have critics for absolutely any reason
- How gamedevs choose the minimum system requirements for their games?
- Physics Constraints in Games Part 1 - Constraint Basics
- How we made basic information readable in As Far As The Eye while keeping it cute and immersive
- Scratching game source code released on Asset Store
- Have a question about a publishing company
- I've been working on a game that pays you a share of the ad revenue - and the supporting ad platform
- Steam game festival (6 to 14 june) submissions are open (until 24 april) to present games releasing before summer 2021
- Sword Swing Sound Effects, Character Voice and Draw Sword - #22 Unreal Engine 4 Action RPG
- Writing the Characters & Companions of The Outer Worlds
- Wanted to share my process for filtering through all my video game ideas to decide which are actually good.
- What's better?
- Working with Artists
- The Gunplay of Call of Duty Modern Warfare
- I made a video showing how perlin noise works and how to code it
- UNO card game
Posted: 14 Apr 2020 08:28 AM PDT
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Posted: 14 Apr 2020 07:47 AM PDT
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Posted: 14 Apr 2020 05:19 AM PDT
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Posted: 14 Apr 2020 06:10 AM PDT
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The Most Basic Pathfinding Algorithm, Explained Posted: 14 Apr 2020 04:04 AM PDT
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3D models for your games for FREE (3d model haven) Posted: 14 Apr 2020 10:33 AM PDT
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How do you get past programming tests? Posted: 14 Apr 2020 10:32 AM PDT I was laid off from my first game dev job about 8 months ago and since then I've been struggling to get far in interviews. Roughly twice a month I will get a technical test from a company which can vary from a 2-3 hour session to a week long test. I've been improving at them but even if I get them running correctly and efficiently as well as including documentation, I can never make it past the testing phase. It doesn't help that these companies will never provide feedback ether so I don't know what I'm missing. I could just say I was unlucky if this only happened with a few tests but it happens so frequently I'm wondering if it's something that I'm doing or not doing. It could be a good sign that my applications are getting enough attention to get theses tests (considering I never even got tests when looking for my first job) but I'm not going to make it to an actual interview until I learn what they're looking in these tests other than the correct answer. Some people will joke and say it's a secret handshake but it really does feel like that at times. I also have another question: is it a bad sign if I keep getting offered tests instead of interviews? [link] [comments] | ||
Posted: 14 Apr 2020 11:23 AM PDT
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How gamedevs choose the minimum system requirements for their games? Posted: 14 Apr 2020 09:49 AM PDT | ||
Physics Constraints in Games Part 1 - Constraint Basics Posted: 14 Apr 2020 06:47 AM PDT
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How we made basic information readable in As Far As The Eye while keeping it cute and immersive Posted: 14 Apr 2020 06:42 AM PDT
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Scratching game source code released on Asset Store Posted: 14 Apr 2020 11:41 AM PDT
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Have a question about a publishing company Posted: 14 Apr 2020 07:33 AM PDT Hey, I got an email from a company called 4thebalance.com saying they were interested in publishing my game in Korea. I was wondering if anyone has heard of this company or if there is anything I should watch out for? Thanks everyone! [link] [comments] | ||
I've been working on a game that pays you a share of the ad revenue - and the supporting ad platform Posted: 14 Apr 2020 11:07 AM PDT I must stress, this is highly experimental. I have no idea if the economics of this will work out. You can read more about it at https://pinatagames.com/blog. The game is called Terrestria. It's a multiplayer browser-based game. You win money for the following things:
The game ends when someone collects the trophy. The ad platform, Pinata, is in closed beta for developers and advertisers, so there's no real ad revenue available yet. I threw in £50 of my own money for people to compete over, so we'll see how long that lasts =) You'll need to have a PayPal account to withdraw your winnings. Anyway, so I'm posting this here to ask if any devs would like to integrate Pinata into their games. We would work closely together to shape the API and SDK to suite your needs. Also any feedback would be highly appreciated. Thanks [link] [comments] | ||
Posted: 14 Apr 2020 10:51 AM PDT
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Sword Swing Sound Effects, Character Voice and Draw Sword - #22 Unreal Engine 4 Action RPG Posted: 14 Apr 2020 10:26 AM PDT
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Writing the Characters & Companions of The Outer Worlds Posted: 14 Apr 2020 10:10 AM PDT
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Posted: 14 Apr 2020 09:57 AM PDT
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Posted: 14 Apr 2020 09:55 AM PDT Making a "Free to Play" Game where you implement monetization in your gameplay loop and more people can play your game or Making a "Paid Game" where monetization is upfront and players will play the game without ads or in-app purchases? [link] [comments] | ||
Posted: 14 Apr 2020 03:58 AM PDT I've been in full time game development for almost a year now, and all my interactions with artists have been superb, though I would like to hear some thoughts, perhaps from the artists out there, or other game developers, on how best to interact with someone, especially if a language barrier makes conversations less fluid and natural than they usually would be. For example, I'm not an artist, so I sometimes can't tell what is wrong with an image from a technical or artistic standpoint, but I can tell that something is off or wrong with a certain area. Developers out there, do you struggle with this sometimes, and does it also annoy you that you can't give them the details you'd like to? Artists out there, is there something that annoys you in particular with interactions with clients, and is there something you wish clients, like me, would do more? Regardless of how my projects turn out, I want to be known for being good to work with, and really hope I come across as a good intentioned and fair client - so I'm willing to hear from people who have been in the industry for a long time. [link] [comments] | ||
The Gunplay of Call of Duty Modern Warfare Posted: 14 Apr 2020 09:53 AM PDT
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I made a video showing how perlin noise works and how to code it Posted: 14 Apr 2020 09:45 AM PDT
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Posted: 14 Apr 2020 09:40 AM PDT cardgame.io - ALPHA TEST https://github.com/Valse97/uno.io Tell me what do you think and if you like the idea! P.S. If you want to help, you're welcome (mostly for design and CSS styles) 😉 [link] [comments] |
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