• Breaking News

    Tuesday, June 9, 2020

    I created a liquid-in-container shader in the Godot engine! GitHub link is in comments and under MIT license.

    I created a liquid-in-container shader in the Godot engine! GitHub link is in comments and under MIT license.


    I created a liquid-in-container shader in the Godot engine! GitHub link is in comments and under MIT license.

    Posted: 09 Jun 2020 06:02 AM PDT

    Did an experiment to see how much of my 6 months of Unity progress I could convert to Godot in 1 week to learn more about the engine. Results were surprising!

    Posted: 09 Jun 2020 04:32 AM PDT

    Dwarf Fortress Creator Explains its Complexity & Origins | Noclip Interview

    Posted: 09 Jun 2020 10:17 AM PDT

    Unity 2019 LTS is now available

    Posted: 09 Jun 2020 06:27 AM PDT

    Must read postmortems?

    Posted: 09 Jun 2020 11:18 AM PDT

    Hey GameDevs,

    I really like to get insights from game developers and read a lot of postmortems which helped a lot in making a plan for my first proper commercial release.

    Are there any postmortems you consider must read? I would like to have some suggestions :D

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

    How do I avoid the Yandere Dev rabbithole?

    Posted: 09 Jun 2020 07:19 AM PDT

    I'm a complete noob at programming, but even I catch myself nesting unnecessary amounts of if-else statements. The problem with if-else is probably because of it's simple logic making it extremely versatile for any situation.

    submitted by /u/iRazor8
    [link] [comments]

    What gamedev blogs would you recommend?

    Posted: 09 Jun 2020 12:28 PM PDT

    Hi guys,

    I want to read some gamedev blogs. So I wanna ask what are some of your favorite ones? I would really love some blog about game programming but I would read gladly some design blogs too. So recommend me anything please!

    Thanks!

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

    Marketing hyper casual games as a solo developer/micro studio

    Posted: 09 Jun 2020 06:25 AM PDT

    This is something I've been pondering for some time - and tried to test in practice, too - but to little avail so I decided to ask in hope of sparking a discussion and sharing some input between us all here. So how do you go about marketing (and then eventually monetizing) a hyper casual mobile game if you're a solo developer/micro studio (like 2 or 3 people)?

    The regular route of aggressive paid marketing that the big fishes of the industry do is obviously off the table because of the price it would entail. Guerilla marketing by just posting on social media and hoping it sticks seems to be a vain effort as you're not really geared towards any specific niche (like, your game is something like a puzzle game/arcade 99% of the time) and your main selling point is most often that it's just fun to play (+ sometimes it features pretty graphics). More often than not, you'll gather a dozen fellow-devs trying to make do themselves to follow you this way rather than gaining attention of future audience. And speaking of future audience, how can you even reach a group so vague and so, by defintion, non-hardcore - which means they won't be the type of guys and gals to go on twitter or instagram to look for promising new games. To them, these kind of games are something they do while commuting or in the toilet, they're not gonna actively look for up-and-coming indies - they'll just download whatever grabs their attention from the Featured and Top sections of their ecosystem's app market and that's it.

    It seems like a really tough nut to crack to me and I can't really come up with a reasonable idea for a marketing strategy for such games. How are you guys going about it? What feels like it brought you some success, what feels like it did not?

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

    This is my first take on our Enemy AI state machine. They're a little stupid but I'm going to keep working on them in the future. Does anyone have any really good state machine resources?

    Posted: 09 Jun 2020 03:38 PM PDT

    Beginner Communities

    Posted: 09 Jun 2020 03:27 PM PDT

    Sorry in advance if this is the wrong place to ask but I was wondering what are some communities that would be good place to look to find other people to work with on small projects? I'm a CS & Math major with some experience with Android development and I'm just looking to meet other people to work on fun side projects. It doesn't necessarily have to be gaming related.

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

    Any good reads about designing a cheat-proof data validation game server?

    Posted: 09 Jun 2020 12:46 PM PDT

    So I've been developing a mobile game where in theory cheating is rather simple. I'd like to add a layer of protection to have data stored on server and then to verify that against the client. I don't need exact implementation in any language, but rather the lpgiv behind it. It's about currencies and inventory so it's nothing realtime or complex. But I cannot find anything on the topic. How to handle updates/ crashes/ data manipulation. So for eg. player has 10 coins and 5 owned units, how can I make sure he doesnt add 10000 coins and then send it off to my server as valid data. Any form of help is appreciated.

    submitted by /u/bananagodbro123
    [link] [comments]

    What are some examples of Feature Creep ruining a game?

    Posted: 09 Jun 2020 09:25 AM PDT

    I see quite often that "Feature Creep" can destroy game development, but I'm not sure if that's true. Let me break down my idea here:

    I feel like feature creep is given as an excuse to why games were not finished when in fact it is purely on the shoulders of the developers themselves. Of course you can't make extra features forever. But I feel like perseverance and dedication are what get games finished. Not avoiding feature creep.

    In my mind, game devs shouldn't be afraid to add new features if those features improve overall gameplay. On the other hand, the devs should be free to cut what does not. This is part of what it means to be a game developer, and making these choices are a part of the development process.

    As an example, games like Stardew Valley and Rimworld had huge amounts of feature creep, but in the end it improved the quality and reception of the gameplay, but it's not called feature creep because the games actually finished.

    There are games that are bloated with too many mechanics, but a good designer would then cut what has become obsolete before release, right? Unless there are scheduling or time related deadlines, dev's shouldn't be afraid of adding new and interesting ideas.

    I'm intentionally trying to be pretty opinionated here to try and get a discussion going ;)

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

    Anybody targeting android use this yet?

    Posted: 09 Jun 2020 01:52 PM PDT

    Best way to model buildings for games?

    Posted: 09 Jun 2020 09:38 AM PDT

    Hi,

    What is the best/most common way to model buildings for games?

    Is it preferable to separate the interior and the exterior on 2 different scenes like in skyrim or is that method obsolete now?

    Do you create modular buildings (make walls, roofs etc...that you then put togever) or do you create the all thing in one block?

    My question is mostly for generic buildings like houses that would all be similar but not totally the same.

    submitted by /u/Dull-Cress
    [link] [comments]

    Created this forest scene while experimenting with the new 2D lights and normal maps in Unity engine- sharing this experience with you gamedevs - tutorial link in comments

    Posted: 09 Jun 2020 09:33 AM PDT

    Building an 8-bit battle royale

    Posted: 09 Jun 2020 05:36 AM PDT

    I've always wanted to make a game but after trying two years ago I gave up because of depression. I said to myself in 2020 that since I'm no longer suffering I should fulfil my dream. Today I did just that.

    Posted: 09 Jun 2020 12:38 PM PDT

    Gamedev and kids: finding the time to be creative

    Posted: 09 Jun 2020 03:57 PM PDT

    Having just had a baby a month ago, I've been very aware how hard it is to schedule creative time. It's extra challenging since, due to quarantine, our family and friends aren't able to come give a helping hand.

    While I'm very thankful for a healthy, happy little girl, it's also hard being away from my gamedev. For those with kids, do you have any advice for striking a balance?

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

    INDIGO 2020 Online - Expand your network, meet with publishers and learn from industry experts - June 26th

    Posted: 09 Jun 2020 03:57 PM PDT

    INDIGO 2020 Online - Expand your network, meet with publishers and learn from industry experts - June 26th

    Working in the games industry and looking to expand your network, find a job, obtain funding, or learn a thing or two? Join INDIGO 2020 Online to meet with publishers, learn from talks by industry experts, and socialize within the industry. Elevate your business on June 26th.

    Find out more: here

    https://preview.redd.it/ouikihqpsy351.jpg?width=1920&format=pjpg&auto=webp&s=2abf75b08f37f55b621d7cdca521c40aa4286a4f

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

    Babylon.js Weekly Video: Aiming Particles with Mesh Emitters

    Posted: 09 Jun 2020 03:50 PM PDT

    Need a good tool for 8 bit/retro music

    Posted: 09 Jun 2020 03:34 PM PDT

    I'm a solo dev and would like to try my hand at making some retro style music. Anything out there that I could use to start learning? I know almost nothing about music but wanna learn. I'm on PC, so nothing that's Mac only.

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

    Handling Equipment - Indie RPG Game Devlog #25

    Posted: 09 Jun 2020 03:17 PM PDT

    Easy sandbox for messing around with FPS mechanics?

    Posted: 09 Jun 2020 03:12 PM PDT

    I have a pretty solid amount of programming background, and have made several small 2D games, but haven't done anything 3D. I'm interested in playing around with a bunch of different FPS ideas, mostly things like neat movement ideas and gun properties, and I'm wondering if there's some easy sandbox for playing around for such things. I'm not entirely sure what it is I'm looking for, perhaps either an engine that does most of the work of creating an FPS for you, or just a game that has powerful scripting tools. Does anyone have suggestions?

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

    No comments:

    Post a Comment