Do you guys log the hours you work on your projects? I just logged over 1000 hours on my private game-project and I'm so proud! (details in comments) |
- Do you guys log the hours you work on your projects? I just logged over 1000 hours on my private game-project and I'm so proud! (details in comments)
- A quick little inventory demonstration for Rayless Blade! A top-down 2D open world rpg being made for PC
- I analyzed the cost of several Unity built-in shaders. Here are the results in shader unit GPU cycles
- 1st game publish anxiety
- Coding Adventure: Procedural Moons and Planets
- 6 months of learning Game Development in Unity in less than 3 minutes
- Hello everyone I’m a 13 year old stop motion artist and now I am aspiring to make a stop motion animated rpg with the help of one my friends who has made a game before
- As a self-learnt gamedev, how did you learn game development?
- What's the best approach for a character controller in a 3D platformer? (Unity)
- Lobstermania slot machine simulator
- Unity should let everyone use dark theme.
- Use of Colour in 2D Platformers and Colour Theory
- What programming languages or game engines should I learn
- About P.T and Alien Isolation
- I spent 13 years researching rooster memes to make this tutorial for you guys, and here it is: Stylized Texturing in Substance Painter - A Beginner's Guide. Feat. Way too many roosters. Enjoy.
- 6 months of learning Game Development in Unity in less than 3 minutes
- Becoming a Game Developer?? Help!
- Giveaway: 4 Vouchers for RPG & Dungeon Sounds: +700 sounds for Doors, Chests and Lockers, Traps, Crafting and much more!
- How To CREATE Your First GAME - NO EXPERIENCE NEEDED!
- What are the pro's and cons of picking a cartoony or realistic artstyle in a development point of view?
- I made a bot to find Remote Game Dev & Design jobs and post them in this Telegram channel
- How to implement Amiibo-like aditionnal content
- Supported by over 100,000 forum members Power Tools Mega Bundle Worth it?
- File structure
Posted: 15 Jul 2020 05:49 AM PDT
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Posted: 15 Jul 2020 10:12 AM PDT
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Posted: 15 Jul 2020 05:10 AM PDT
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Posted: 14 Jul 2020 10:08 PM PDT I'm about to launch my first game and I'm terrified. I've polished and tested and polished and tested. I mean come on it's ready to go. Anybody else have issues pulling the trigger the first time? [link] [comments] | ||
Coding Adventure: Procedural Moons and Planets Posted: 15 Jul 2020 04:08 AM PDT
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6 months of learning Game Development in Unity in less than 3 minutes Posted: 15 Jul 2020 11:43 AM PDT
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Posted: 15 Jul 2020 11:36 AM PDT As of right now I am currently animating the first few scenes and would like to know a good system to build a game like this or if anyone has and interest in this project not as a dev but just general interest [link] [comments] | ||
As a self-learnt gamedev, how did you learn game development? Posted: 15 Jul 2020 10:46 AM PDT How did you learn game-dev? Which resources? Where, how dd you learn art, physics, coding, unity/unreal etc? In what order? Details would be great... [link] [comments] | ||
What's the best approach for a character controller in a 3D platformer? (Unity) Posted: 15 Jul 2020 09:55 AM PDT Hi there, game dev student here with a kind of random question. I know that generally speaking, the preferred approach (in Unity, at least) for a 2D Platformer controller is a raycast controller, since it gives you more control and sidesteps a lot physics system jank, and I was wondering what the better approaches for building a 3D Platformer controller are? I've poked around a little bit online but there just aren't nearly as many quality resources talking about best practices for 3D character controllers as there are for 2D. If anyone can point me towards some resources on the topic, even better. (I realize that this is a broad question and depends a lot on what kind of game you're making, I'm not really looking for specifics, just wondering what popular approaches are for handling collision and movement in 3D platformers) [link] [comments] | ||
Lobstermania slot machine simulator Posted: 15 Jul 2020 09:53 AM PDT This project is a C# Windows Console App that accurately reproduces the 96.2% payback, 5.2% hit rate version of the popular video slot game Lobstermania found in casinos everywhere. You can access this project on github by clicking here: Lobstermania simulator . Some screenshots can be found there by clicking on "Issues". Example use cases:
Enjoy! -Jim [link] [comments] | ||
Unity should let everyone use dark theme. Posted: 15 Jul 2020 12:18 AM PDT
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Use of Colour in 2D Platformers and Colour Theory Posted: 15 Jul 2020 07:16 AM PDT
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What programming languages or game engines should I learn Posted: 15 Jul 2020 08:54 AM PDT I'm a 14 year old who wants to learn game development and study it in college, but I don't know if I should learn just languages or also engines. I'm really just confused and want help. [link] [comments] | ||
Posted: 15 Jul 2020 06:33 AM PDT Ok so im not actually sure if this post is allowed here but it'll be a big help if someone really solves my dilemma. So everybody knows how successful PT is and it kinda bugs me of the thought why alien isolation doesnt come close to P.T when it comes to the public, Or is it just me? I learned that one thing that makes alien isolation scary and good aside from its amazing A.I is that the jumpscares are not scripted, because most horror games these days have linear jump scares and it becomes dull after the long run. P.T is linear when it comes to jumpscares but for me i like P.T more than alien isolation and i dont even know why despite the random jumpscares from Alien Isolation. Is it because of the eerie feeling that P.T gives of? So my question is, why is it that P.T is more successful or better than (if so) Alien Isolation? [link] [comments] | ||
Posted: 15 Jul 2020 06:10 AM PDT
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6 months of learning Game Development in Unity in less than 3 minutes Posted: 15 Jul 2020 11:48 AM PDT
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Becoming a Game Developer?? Help! Posted: 15 Jul 2020 11:47 AM PDT Hi All, I've seen so many other people post about this, but I want to explain where I am and what my process is to move forward with breaking into the game dev space. I grew up doing fine art + graphic design for fun, went to school for an art + CS hybrid degree , and now I'm in product management. While hating my current career path, and having too much time to think (thanks COVID), I'm thinking about switching into game dev. Here's my path (while keeping my day job, obviously): Relearn Java (Stanford's intro course is awesome) to relearn OOP concepts, since this is the language I'm most comfortable with and build some small, easy games. Learn C# and then Unity. Kinda lost after this? I really am thinking I want to be more involved on the art side, so building a portfolio in Maya seems like the best move? All advice would be much appreciated! [link] [comments] | ||
Posted: 15 Jul 2020 11:46 AM PDT
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How To CREATE Your First GAME - NO EXPERIENCE NEEDED! Posted: 15 Jul 2020 11:22 AM PDT
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Posted: 15 Jul 2020 10:52 AM PDT This particular question is mostly about AAA studios with all the money in the world, and why some studios really want their game to have the most amazing hyper realism in the world but why some would take the more stylistic approach? besides marketing reason, like adults liking more realism while the kids like it more cartoony. but what about the reason of art choice on the development side of things? [link] [comments] | ||
I made a bot to find Remote Game Dev & Design jobs and post them in this Telegram channel Posted: 15 Jul 2020 06:42 AM PDT Hey! A few months ago I made a script to find Python jobs for myself. It worked well and then I made a product out of it to let people get alerts about other things as well. That worked well and after that, I thought it'd be cool to make different Telegram channels to share those jobs. So far people have found it super helpful and more than 2.8k people subscribed to some of the channels. You can find the channel about Remote Senior Game Dev and Game Design jobs here: https://t.me/joinchat/AAAAAFjG5q-H4glNe3wSJw What do you think of this? Would it be helpful for you guys? How can I make it better? Cheers! Xoel [link] [comments] | ||
How to implement Amiibo-like aditionnal content Posted: 15 Jul 2020 10:23 AM PDT Hey everyone ! I had an idea of creating a mobile game for Android that uses amiibo-like cards to get additionnal content. More details : My game is a dungeon explorer game. You control a team of up to 4 characters that walk in dungeons or labyrinths. Each character belongs to a class, like Mage, Cleric, Warrior etc. You can meet monsters in the dungeons, and each dungeon ends with fighting a boss.You also have acces to a town to shop, recruit new members for your teams (an Assassin, a Paladin etc). Let's say this is a basic idea, but this an idea we had with old friends when we were still students. My idea would be to add amiibo-like cards to get new content on the game. For example, if a friends plays the game, I'd like to give him a card that he could use and would give him personnal content (for example, adding his "ultimate waifu" into his game). It would be perfect if the character on the card is not in the game's code. Like a mod for Minecraft or Civilization 6. There's common code for everyone, + a mod. I'd like these cards to behave like mods, that would litteraly add the character to his game, and not just enable a disables character. However, I don't have any idea how to do this, and I'm here to ask for you help ! Is there something like a design pattern that I could/should use? Not talking about a specific language, just talking about a general point of view. Also, if you have any other advices, I'd gladly accept. I hope that my question is clear ! Thanks for reading and answering if you do ! PS : I haven't started coding this game. It's just an idea I had a couple of hours ago [link] [comments] | ||
Supported by over 100,000 forum members Power Tools Mega Bundle Worth it? Posted: 15 Jul 2020 09:36 AM PDT I was hoping someone who knows more could enlighten me if they think the unity asset bundle at the 60 dollar mark is worth buying [link] [comments] | ||
Posted: 15 Jul 2020 09:06 AM PDT I am planning to take on a large project, a fighting game. This game will have a multitude of playable characters. I was wondering, how do you organize your assets file-wise? A fighting game character has many attributes, like models, animations, materials, sound effects, code to control how they play, etc. Do you do something like: Or do you do something like: Or maybe something else entirely? What's your philosophy behind how you organize your assets? [link] [comments] |
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