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    Sunday, July 5, 2020

    How To Recreate a Game Mechanic

    How To Recreate a Game Mechanic


    How To Recreate a Game Mechanic

    Posted: 05 Jul 2020 07:00 AM PDT

    Basic Third person shooter tutorial in 20 mins

    Posted: 05 Jul 2020 06:29 AM PDT

    Hey guys! this is my second video on YouTube.

    As a subscriber requested me to make a third-person shooter tutorial I made one and tried my best to explain it and make it less boring.
    If you got some time to spare please check my tutorial and leave your opinions and suggestions in the comment section!

    Thank you!

    Hope it helps.

    video link:

    https://www.youtube.com/watch?v=R0muYfyugOU&t=224s

    submitted by /u/redeye6699
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    Medieval King Pack 2 - FREE pixel art sprite pack available on Itchio.(link in comments)

    Posted: 05 Jul 2020 10:48 AM PDT

    How to Animate a Grappling Gun Rope in Unity!

    Posted: 05 Jul 2020 11:08 AM PDT

    I can't afford Mocap studio, what is the next best option?

    Posted: 05 Jul 2020 09:03 AM PDT

    I currently have a kinect 2 with the kinext studio / blender mocap plugin, but it's way too shitty to capture anything remotely useful. It cannot capture obfuscated limbs with any level of accuracy. So I have abandoned that route.

    I am able to rig and animate characters in Blender with FK/IK systems. I find this extremely tedious to animate some human actions.

    So my next course of action is to build a small photo studio for capturing poses and videos. Something like a photo studio with two or even 3 cameras. Front, Right, Top.

    Has anyone done this before, is it even worth it? Do you know of any other options for getting good anatomically correct animations captured? I am also considering going the HTC vive route, but I see the reliability issues are similar to the Kinect.

    If you have any experience with this stuff I would greatly appreciate your knowledge and experience on the matter.

    Thanks

    submitted by /u/00mba
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    DecalCo, my free decal addon for the Godot game engine is now available on Godot's Asset Lib and Github

    Posted: 05 Jul 2020 09:40 AM PDT

    Has anyone else added a feature to their game, worked on it until it works exactly how you imagined in your head, only to find that it just isn't that fun in practice without ever figuring out why it's not fun?

    Posted: 05 Jul 2020 12:16 PM PDT

    It's only after I take a break and come back to my game and play it with fresh eyes that I can sense that these mechanics just aren't as fun as I had anticipated. But what drives me crazy is I can't put my finger on why they aren't fun, If I think about them they SHOULD add to the game, they are things i wanted in other games, but in my own game they just don't elevate the play.

    Usually i can find some satisfaction in failure, i can look back and learn something from it, but sometimes everything goes exactly how you planned it and it just doesn't work. It's just wasted time and energy and a bit of frustration that game dev really is damned hard after all.

    This is my first real attempt at making my own game and I have to say it's been eye opening. It's easy to be the critic, to critique a game that's already finished and say X,Y, or Z should be a bit different in a fully formed product, but actually trying to innovate with new systems and play and bring them together amidst the high standards and burnout on your own is tough.

    submitted by /u/IllTemperedTuna
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    DEVELOPING MY DREAM GAME! Monster Tower - Indie Devlog #1

    Posted: 05 Jul 2020 08:17 AM PDT

    Here comes part 4 of our Unity Multi-player Tutorial Series! Thank you to anyone who supports me and watches my series :)

    Posted: 04 Jul 2020 11:09 PM PDT

    I made the source code for my game available publicly, along with a complete tutorial on how to build it from scratch!

    Posted: 04 Jul 2020 04:02 PM PDT

    Working on some particle effects for my game Rogue Summoner. What do you think?

    Posted: 05 Jul 2020 12:33 PM PDT

    A Day in the Life of an Indie Game Developer

    Posted: 05 Jul 2020 12:28 PM PDT

    Where is a good place to begin for putting together RPG-style systems?

    Posted: 05 Jul 2020 11:58 AM PDT

    I've totes on and off with building RPGs and tactical RPGs for many years, but typically have focused just on the coding and art aspects of my projects. I'd like to do some reading and development eventually to piece together a system with stats, XP, progression, and statistical methods to test/analyze it etc.

    I've always liked tactical RPGs and it was among my first loves when I set out to build my own games on the side. Examples of the genre include Fire Emblem, Jagged Alliance, X-Com, Suikoden Tactics (but now there are MANY, so lots of good options). I've also eyed seemingly more basic systems like Paper Mario, which tends to start off with "1 damage!", but are probably a huge pain to balance due to timed attacks.

    Definitely if there are solid articles or guides, I'd love to read them but I'm just starting to casually think about it, so I'll have to consult Dr. Google still. I've avoided making this style of game just because it's hard to balance without some simulation/maths to test it, but I may as well get started.

    To the experts here though: what is your approach? Do you study other games? "Wing it" And hope for the best? Or begin with a specific area?

    submitted by /u/jestermax22
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    How many games have the game mechanic, that touching a spike doesn't hurt if you don't touch it from the pointy side?

    Posted: 05 Jul 2020 11:08 AM PDT

    Unity Photon: how much RPCs is too many per player

    Posted: 05 Jul 2020 04:48 AM PDT

    hello everyone, i am making a multiplayer game with photon PUN2, it's a 30 player game and each player sends about 15 to 30 RPC a second and has 5 PhotonViews, is that too much ?

    submitted by /u/MidoGD
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    feature driven game development

    Posted: 05 Jul 2020 06:37 AM PDT

    Hi, everyone, my friend and I want to check and improve our skills as developers and game-designers.And we have a small offer for you. You write weird mechanics for the game, we choose 4-5 weirdest features, and try to implement them all in one project on Unity but just to make it playable.

    Thanks for your attention !

    submitted by /u/UsualNobody28
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    How much and what have you sacrificed for your gamedev project? Our CEO invested all of the money he and his brother received from the sale of their grandparents' house. Some people say he's crazy and we bet there are other devs who have been told the same.

    Posted: 05 Jul 2020 10:15 AM PDT

    The line between Mature and Adult games

    Posted: 05 Jul 2020 10:15 AM PDT

    So, with the recent increase in sexual content on AAA games, I got curious about something. Being brazilian I never really got the american rating system ESRB. Here we have 12, 14, 16 and 18 rating, but you guys only have Teen (which here usually mean 12 or 14) and Mature (16 or 18 here, both Deadpool and John Wick, for instance are 16+ movies, whiloe City of God and Elite Squad are 18+). But you guys also have an adult Rating for sex games/movies. Years ago GTA San Andread got a rating incread because of a mod that showed the sexual acts of the game "uncensored", meaning both models bumbing into each other, fully clothed. But this was enough to warrant an Adult Rating. Meanwhile nowadays we have TLOU2 with mocap sex scenes and the game is still mature, Cyberpunk 2077 promises to have 1st person sex scens and still got the mature rating. So here is my question, what trully is the line between Mature and Adult? Is it societal approval of such content, is it the nature of the sex act, is it the fact that the focus of the game is sex (like many visual novels)?

    My opinion is that age ratings are stupid, content warnings should be enough if the parents actually looked at what they are buying for their children, but alas they are lazy and we got those.

    Side note, Taimanin Asagi a 15 year old game is still banned from steam ffs, Japan has a mosaic/blur censorship problem but at least they release such games, here they are simply banned even tho we have the "Adult Rating"

    submitted by /u/Abysskun
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    How does Beta testing work?

    Posted: 05 Jul 2020 10:10 AM PDT

    Besides SDL and C++ will I need to know anything else if I want to make a quality video game?

    Posted: 05 Jul 2020 06:13 AM PDT

    I'm a noobie when it comes to making video games (I'm more of a game designer) so I would like to know if there is anything else I might want to know about when it comes to making them.

    submitted by /u/brbee
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    2d softwares animation for games in 2020?

    Posted: 04 Jul 2020 09:51 PM PDT

    So, I've usually worked with 3d in games, but lately I've gotten interested in 2d animation for a personal project. I wanted to know what are the major softwares and how are their respective pipelines when in comes to implementation inside the game engine(unity in my case). I'm mostly interested in bones driven animation, so SPINE has popped into mind, but most videos and discussions about it are 2 years or older. Is the software still being supported? Is it well integrated into unity? Any tips?

    And of course other softwares( even for hand drawn animation) are welcome, I would love a view of the possibilities of the field.

    submitted by /u/sirmuffinsaurus
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    Programming a procedural World Generation for my game ��

    Posted: 05 Jul 2020 08:18 AM PDT

    What should I know to create a board game?

    Posted: 05 Jul 2020 04:30 AM PDT

    Hi everyone.

    I'm going to switch my current profession and I've decided to choose a specific project to start working on. I've obtained some knowledge in HTML, CSS and JS and I want to create an online multiplayer board game. What should I know else in order to achieve my goal? Where would you recommend me to start with?

    Thank you!

    submitted by /u/dshkodder
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