Who'd have thought the best advice I've heard would come from a game dev channel. |
- Who'd have thought the best advice I've heard would come from a game dev channel.
- Should /r/gamedev host AMAs by established/shipped devs?
- How to use github with unity tutorial
- Talk about a project you abandoned and why.
- Any tutorials, guides, or courses that go through the entire process of making a full, complex game?
- Blender & Unity FPS Game Kit : Gamedev Update
- Is there a fun way to have players grind?
- Hey Game Devs, So excited to share with you my first dark orchestral music box pack! It's perfect for your dark fantasy games. Hope you enjoy listening! (link to the assets in the description)
- I feel like I'm too impatient to ever be a good dev
- Tips for creating an escape the room game.
- How to structure the code of a game? (text based)
- MGD Newsletter #8 - your weekly games knowledge upgrade (link in comments)
- Dev diary entry #2
- NOW FREE IN UNITY - Bolt visual scripting is now free & included in Unity
- Solo devs, do you create everything yourself?
- Help with the structure of a top down RPG
- Breaking the rules..I think
- Send help UE4 game devlog
- Can someone tell me what engine this game is running?
- Unreal Engine Dolly (Vertigo) Effect Tutorial
- Recommended 3D engine or moddable game for lip sync animation
- Help needed!
- Cryptocurrency as in game currency
Who'd have thought the best advice I've heard would come from a game dev channel. Posted: 26 Jul 2020 03:59 AM PDT
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Should /r/gamedev host AMAs by established/shipped devs? Posted: 26 Jul 2020 09:34 AM PDT So, I considered posing this question to the modmail but I think it would have more credibility if different voices were included. As of 2020 /r/gamedev is almost half a million members strong, but in the years I've been subscribed I don't think I've ever seen much of an AMA structure for experienced devs to pass on their knowledge to novices and beginners. It's very strange to me considering one of the most popular article formats is a postmortem, whether a self-post or externally from Gamasutra. Additionally, a lot of community members selflessly upload tutorials and advice here, so it seems to me the market for AMA-type content is strong. Sure, depending on the guest it might devolve into domain-specific knowledge or engine knowledge, but I'm sure value could be found regardless. Should the moderators of /r/gamedev try to organize to get gamedevs of various roles (programmers, artists, designers, etc) with shipped credits to participate in AMAs on a semi-regular schedule? [link] [comments] | ||
How to use github with unity tutorial Posted: 26 Jul 2020 10:56 AM PDT
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Talk about a project you abandoned and why. Posted: 25 Jul 2020 11:13 PM PDT Most projects don't see the light of day, but which ones did you wind up ultimately abandoning, and why? Talk about the projects you laid to rest, and let's reflect on the moments we realized "this one isn't going to work out." [link] [comments] | ||
Any tutorials, guides, or courses that go through the entire process of making a full, complex game? Posted: 25 Jul 2020 09:44 PM PDT I feel like most courses and tutorials focus on how to do specific things without showing how to properly implement them in the context of a full game. Are there any courses that go through the full architecture of a game? Or perhaps a guide the walks through the source code of a full game? [link] [comments] | ||
Blender & Unity FPS Game Kit : Gamedev Update Posted: 26 Jul 2020 10:52 AM PDT
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Is there a fun way to have players grind? Posted: 26 Jul 2020 07:38 AM PDT For context, there is a lot of resource collecting. The best example i would say is probably Minecraft. I know Rust made rocks and trees semi-fun to mine but it's not something i can do in my game. If you have any ideas of (i guess making Minecraft) making grinding more fun please help me out. [link] [comments] | ||
Posted: 25 Jul 2020 04:03 PM PDT
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I feel like I'm too impatient to ever be a good dev Posted: 25 Jul 2020 01:13 PM PDT Being a game developer is now and always has been my dream job. I'm going into my 3rd year in a software design/game development course in college but I don't feel like I'm improving. I've been thinking over it for a while and I've realised I'm just not patient enough to truly be a good dev, the thought of putting in so much work with no instant gratification is really hard for me to process. But I want so badly to succeed at this. Can anyone else relate? Or have any advice on how to receive instant gratification from game development? [link] [comments] | ||
Tips for creating an escape the room game. Posted: 26 Jul 2020 11:42 AM PDT I started making an escape the room game using Unity3D and I can't decide what programming patterns would better fit my project. Should I for example use a state machine pattern for controlling what items I have used on what places? Basically the game will be about finding object, using them on other objects, combining them, and solving riddles in order to "escape the room". I would like to hear other people's opinions before commit to a not so right way of thinking. Thanks! [link] [comments] | ||
How to structure the code of a game? (text based) Posted: 26 Jul 2020 02:57 AM PDT Hi all, Apologies if this question is asked frequently, but; I am having trouble structuring the code for my text, console based game. The essence of my question is, how do I structure the code for a text based console game (or any game, for that matter) to be properly modular, extensible, and overall logical? I understand this may be a vague(and demanding) question, so for some background; My most recent game project employed classes in c++ and essentially a finite state machine, and I attempted to create relationships of the various classes (I made classes such as Player, InventoryManager, and CombatManager), but putting each class in a different file, something I deem necessary for organization, made it very difficult to establish relationships and make logical connections, since I had to include 2 classes into each other. How to do I know how to organize my program? Should I even use a finite state machine for a relatively small text based console game? I feel very lost on how to structure my programs to be professional in a sense; modular extensible, logical. If anyone could point me in the direction to reading material on the subject, or other information would be appreciated. [link] [comments] | ||
MGD Newsletter #8 - your weekly games knowledge upgrade (link in comments) Posted: 26 Jul 2020 07:23 AM PDT
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Posted: 26 Jul 2020 10:52 AM PDT Day 2. Spent wayyy too much time today adding dashing and variable jump height to my stupid game. It works but I'm angry. As you can see, different jump heights are now possible as well as a silly-looking dash I know my game won't be shit but I'm not giving up just yet. I want to add dying and respawning tomorrow mostly because I feel like dying myself. [link] [comments] | ||
NOW FREE IN UNITY - Bolt visual scripting is now free & included in Unity Posted: 26 Jul 2020 10:49 AM PDT
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Solo devs, do you create everything yourself? Posted: 25 Jul 2020 12:55 PM PDT I've been working on my first solo project for a while and I'm quite happy with the progress. I do all the programming, designing and even sound and music (I composed music way before starting doing games). I recently started doing my own assets using blender as well. I'm going for an artstyle that is very simple so my poor artistic skills (except in music) are not a big obstacle. What IS an obstacle is the INSANE amount of time I spend on doing this, which made me consider a new strategy. I'll keep doing the main assets (buildings, characters, etc) on my own but use paid assets for details such as barrels, boxes, bins, tubes and other random props (pethaps with some personal modifications). Same goes for generic textures (concrete, wood, etc), since I don't need too many anyways can't draw very well and I simply don't have the time. There's so many textures online that I can't see how I could even create a new type of concrete. I know every game is unique and there is no universal answer, but would this be a good solution or will I inevitably get a generic looking game? What's your workflow as a solo dev? [link] [comments] | ||
Help with the structure of a top down RPG Posted: 26 Jul 2020 04:26 AM PDT I want to make a top down open world game in godot. How to structure the project (I want to start it the right way to keep up the productivity at later stage). Should I load the entire map in a scene at once or is there a better way to do it? Is using a huge image for the world a good idea? The interior of each building will be a different scene? How to handle the quests? I have some experience with simple platformer games (by watching youtube videos) but not sure how to structure this RPG. Also, there are no tutorials where an actual game is built. Most tutorials are about building just a small scene and basic mechanics of the player. This question might sound trivial to many but i'm a beginner so please help me with this. In short: I want to make something similar to EASTWARD. Please help me in structuring the project (which includes main map, cutscenes, quests, inventory etc.) A detailed answer explaining even the simple things would be highly appreciated _/\_. [link] [comments] | ||
Posted: 26 Jul 2020 10:23 AM PDT Hoping whats motivating me may help another. I've been reading a lot lately on the basic concept of 'How to make a game' and noticed a few "rules" around how one should start to stay motivated and get the most out of their experience when starting out. Some of the more common rules as I'm calling them are as follow...
There's tons of these and opinions on them very, but these rules are supposed to keep us motivated to finishing our game. And yet here I am about to break away from App development and Systems development to dive into something I love and have been avoiding (which is a whole other topic). I cant do it though, I cant follow these guide lines. Games for me are an art, a way of expression. I cant stay motivated to make someone else's game (clone). That's their creative, how the hell is that supposed to motivate me? Make a small game in 3 months. No thanks. I wanna build my vision, something I believe will be fun that contains the features it requires to be the game it needs to be. Then let the players completely tear it up and play it in some crazy way I didn't even think of. That's where we can learn new and valuable things from. Not hammering out a game in 3 months only for every review to tell me something I know simply because it wasn't something left out of the game intentionally so i could get it done in 3 months. (not hating on games made it short time frames because there are some great ones out there, but that's because that's simply how long it was required to make it them). The point here is to not force yourself into a time frame just because. This is definitely a giant rant, but necessary. Maybe not for you, but 100% for me. I've felt trapped, demotivated and held back from diving into something I love because of all these rules. So I'm breaking them to build the game I want to build. To build something I would love to load up on my phone while riding the train/bus to play a few levels in. To pick up on steam for something to play when I'm bored at work and nobody is paying attention. Or maybe mentally I'm reading all these tips wrong and letting them guide me in the wrong way, but that's what this post is. finally pushing them and everything else that's mentally been stopping me aside from following a path I've wanted to go down for years. For me this is about finally stopping what others might think from dictating my decisions and just going for it! My opinions are likely not the same as all of you, so let me know your thoughts. [link] [comments] | ||
Posted: 26 Jul 2020 10:03 AM PDT
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Can someone tell me what engine this game is running? Posted: 26 Jul 2020 09:59 AM PDT It's called Getamped 2 I cannot figure out what it is nor is there any where confirming what it is, help me please! (,, [link] [comments] | ||
Unreal Engine Dolly (Vertigo) Effect Tutorial Posted: 26 Jul 2020 03:45 AM PDT I made a quick tutorial how to make Vertigo Effect or Dolly shot. Check it out! [link] [comments] | ||
Recommended 3D engine or moddable game for lip sync animation Posted: 26 Jul 2020 09:43 AM PDT Hello! For our next game we would like to have lip sync animation on the characters without needing to do face capture. This game will be free, so we will not need commercial licensing, etc. We are willing to manually animate rigged faces if necessary, but automatic conversion from sound files and/or text would be much preferred. This game will include characters singing, so the ability to more freely animate mouths than with regular speech is important. We are willing to work within an existing moddable game and I know a few games already support lip sync, but also happy to start from an engine. Thank you for your thoughts and recommendations, and please have a great day! [link] [comments] | ||
Posted: 26 Jul 2020 09:19 AM PDT I am trying to dive into game development. However, I am having a very hard time deciding
I know:
Hardware:
Thanks in advance for sorting my issues. [link] [comments] | ||
Cryptocurrency as in game currency Posted: 26 Jul 2020 09:05 AM PDT So what do you guys think any benfits of implementing an Crypto as in game currency (some kind of MMO for example) ? All constructive thoughts are welcome :) [link] [comments] |
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