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    Tuesday, August 4, 2020

    968(11+ GB) FREE SOUND EFFECTS [sci-fi, horror, foley, cinematic, music loops & more]

    968(11+ GB) FREE SOUND EFFECTS [sci-fi, horror, foley, cinematic, music loops & more]


    968(11+ GB) FREE SOUND EFFECTS [sci-fi, horror, foley, cinematic, music loops & more]

    Posted: 04 Aug 2020 08:13 AM PDT

    Blizzard Workers Share Salaries in Revolt Over Wage Disparities

    Posted: 03 Aug 2020 07:09 PM PDT

    50GB+ of High Quality Sound Effects - The Sonniss GameAudioGDC Bundle 2020 - Free Download

    Posted: 04 Aug 2020 09:08 AM PDT

    Hey guys! Hope you are all well.

    In celebration of GDC 2020 we are giving away 50GB+ of high-quality sound effects for use in your game development projects. Everything is royalty-free and commercially usable. No attribution is required and you can use them on an unlimited number of projects for the rest of your lifetime.

    Visit the website: https://sonniss.com/gameaudiogdc2020

    View the license: https://sonniss.com/gdc-bundle-license

    OFFICIAL TORRENT: https://sonniss.com/GameAudioGDCPart6.torrent

    Once you have downloaded the files, please help by sharing, seeding or uploading them to mirrors. Thank you in advance. If you can throw any seedboxes our way please do! (I am not sure how much our servers can take).

    If you missed the previous years, you can view the archives below...

    https://www.reddit.com/r/gamedev/comments/b29u25/25gb_of_high_quality_sound_effects_the_sonniss/

    https://www.reddit.com/r/gamedev/comments/85kzjw/30gb_of_high_quality_sound_effects_the_sonniss/

    https://www.reddit.com/r/gamedev/comments/5whve2/20gb_of_high_quality_sound_effects_the_sonniss/

    https://www.reddit.com/r/gamedev/comments/2ynqyo/10gb_of_highquality_game_audio_free_download/

    https://www.reddit.com/r/gamedev/comments/4adlsk/16gb_of_high_quality_sound_effects_the_sonniss/

    A special thanks goes out to the following people for making this possible:

    344 Audio, Alex Lane, Ambisound, Apple Hill Studios, Articulated Sounds, Async Audio, Audio Summoners, Audiomeals, aXLsound, Badlands Sound, Bart Kamski, Blond Panda, Bluezone, Bombay Sonic, Cali Crazed Beats, CB Sounddesign, Coll Anderson, Conor Bradley, David Dumais Audio, DsoundE, Effectsworks, Eiravaein Works, FLYSOUND, Fox Audio Post, Glitchedtones, Hear and Now Sound, HERZ, InspectorJ, Ivo Vicic, Joshua Reinhardt, justsoundeffects, L.A. Sounds, Leslie Reid, Matias Vidal Saavedra, MatiasMacSD, Matt Script, Nikko Barrera, Olivier Girardot, On The Fly Audio, Pachamedias, Phase 4 Libraries, PMSFX, Pole Position, Pursuit Sound, Red Libraries, Rock The Speakerbox, Rzpost, Scoba Sounds, SculpTunes, Shapeforms, SmartSoundFX, Sonic Bat, Sonik Sound Library, Sound Ex Machina, Sound of Essen, Sound Sower, Sound Spark LLC, Sound Villain, SoundBits, SoundFxwizard, Soundholder, Soundopolis, Sounds Great, Soundtuts, Spectravelers, SpillAudio, Stefano Cremona, Submerged Tapes, Sun, Super Thump, Systematic, Tatak Audio, The Chris Alan, The Mooseman, The Sound Pack Tree, TheWorkRoom, Thibault Ruslet, Transverse Audio, Trent Williams, Tyrann0s, Ugurcan Orcun, Wav Junction Sound Effects, Yakumokobe.

    submitted by /u/TimothyMcHugh
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    To celebrate 11 years of Pyrodactyl, I've open sourced my games!

    Posted: 04 Aug 2020 01:20 AM PDT

    Hi everyone,

    I'm Arvind, and I started my own indie game studio called Pyrodactyl Games 11 years ago. I'm not currently an indie developer, but I still cherish those memories and wanted to help some folks who want to learn about game programming.

    I've made the source code for our games public on Github. These games were made in C++ using SDL and OpenGL in a custom engine that evolved throughout the years. Here's the individual links:

    Unrest: A story based RPG with multiple protagonists, lots of conversation trees and is easily moddable.

    Good Robot: A procedurally generated shoot 'em up with light RPG elements.

    Will Fight for Food: SAS: GOTH: A beat 'em up / RPG hybrid that has a unique conversation system that uses tone and body language for key conversations.

    All code is released under the MIT license.

    Hopefully this helps someone out there! If you have any questions about the code or just want to chat, ping me!

    submitted by /u/pyroary_2-the_return
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    I know a lot of people in this community are REALLY struggling with learning handpainted texturing, so I've connected with an incredibly talented artist who has given us an amazing breakdown/tutorial of how he created 'WoW-style' handpainted assets, all for completely free. Enjoy <3

    Posted: 04 Aug 2020 05:35 AM PDT

    Why I Removed RPG Mechanics From My Traditional Roguelike

    Posted: 04 Aug 2020 05:03 AM PDT

    Blog post here for nicer formatting.

    In the House of Silence, the horror roguelike I've been working on, no longer has damage formulas, character stats, skill checks, equipment, levels, or experience.

    What's Replacing the RPG Mechanics?

    In the House of Silence now has no experience points or leveling. In order to get stronger and gain different abilities you can choose to pick up different mutations that offer a certain benefit, often with a downside. You won't simply grow better in an objective sense. You will need to decide if the benefits of a mutation outweigh the risks. Mutations also act as a replacement for equipment such as armor and weapons.

    Characters in the game will deal a static amount of damage. There will be no praying to the Random Number Gods for crits during combat. You will always know the results of your actions. In a lot of ways, In the House of Silence's combat now plays more like a modern board game than Dungeons & Dragons.

    Why are These Changes Being Made?

    There are a few reasons for the removal of RPG mechanics: they don't fit thematically with the type of horror game I'm designing, they add unnecessary complexity, and they slow the development of interesting game content.

    Horror Games and Progression Systems

    There are many consequences of having experience and leveling systems in a game. One result that's relevant to this article is player empowerment. It feels good to level up until you have a mathematically better character that can stomp on low level enemies.

    In the House of Silence is a horror game where you play as a girl in a world full of dangerous otherworldly beings. Getting stronger and beating enemies goes directly against the disempowering atmosphere that the rest of the game tries to evoke. It does not make sense for In the House of Silence to have that type of progression system.

    On Complexity and Depth

    I'm sure some percentage of the people reading this will assume that removing complex RPG mechanics will dumb down the game, making it less interesting to play. I emphatically disagree. Complexity is not the same as depth. Complicated mechanics do not necessarily allow for more interesting decisions to be made.

    Unnecessary complexity only acts as a barrier for informed decision making. For example, chess would not be a better or deeper game if you needed to memorize your pieces' elemental weaknesses and calculate damage before you could decide what the best move is. Chess's strength is emergent strategic complexity from its simple and understandable rules. As the saying goes, it is easy to learn but difficult to master, a quality that every game designer should strive for.

    The Quick Development of Quality Content

    Rapid development is essential for any modern video game, especially a roguelike. Who doesn't want quality game pieces such as items, enemies, and power ups added to a game they love? Less complex rules makes this easier to accomplish. Each game piece takes less time to design and balance if there are fewer break points where things can go wrong. Fewer break points also mean less chance of unbalanced strategies to arise.

    So It's a Roguelite Now?

    For now, I will continue to describe In the House of Silence as a traditional roguelike, rather than a roguelite or some other equally undescriptive genre. This could be a whole other article, but the short version is that game genres describe what experience you get from a game rather than what specific mechanics the game employs to give you that experience. I believe that the roguelike is a genre of tactical strategy and simulation. I intend for In the House of Silence to deliver on those core engagements.

    Also, if you're the kind of person that cares about the Dreaded Berlin Interpretation, there's nothing in it saying that leveling or combat with RNG are high value factors.

    In Conclusion

    I hope you understand that this mechanical streamlining of In the House of Silence is a huge improvement. It fits the game's tone better, it removes inelegant mechanical fluff, and it allows for faster development times. The new board game-like mechanics increase the game's grokability and entertainment value. I hope you'll give the game a shot and enjoy this different take on a traditional roguelike when In the House of Silence releases later this year.

    Thank you for reading!

    submitted by /u/kairumagames
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    How can I learn this mechanic? Is there a tutorial that can teach me this? I want to learn how the player is able to select the path and then cut right through the sprites

    Posted: 04 Aug 2020 03:10 AM PDT

    How Much Money does my Free Mobile Game Make?

    Posted: 04 Aug 2020 09:53 AM PDT

    Best way to handle an RPG's story flags?

    Posted: 04 Aug 2020 09:08 AM PDT

    I've just built my first dialogue system for a game I'm working on, which currently works by just being fed a .txt and showing the text line by line. That's fine for a character whose lines don't change, but it's also a story based game so I'd like it to change automatically as the player gets further into the story and defeats more enemies. So, how would you recommend doing this? The idea I've had so far is just a JSON or something with variables like beatenFourBosses attached that the dialogue handler checks before it chooses dialogue from that txt file, but I was wondering if there was an easier way about it that I've missed.

    submitted by /u/Lockii
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    Unity question: anyone participating in LowRez jam? How to restrict the resolution to 64x64

    Posted: 04 Aug 2020 10:06 AM PDT

    In a first person game, do you need to use a separate camera with a RenderTexture and set its resolution to 64x64?

    Or how do you do it?

    Thanks

    submitted by /u/kkrac
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    Has anyone tried the Cascadeur software in creating Game animations and Rigging?

    Posted: 04 Aug 2020 06:22 AM PDT

    How do you know you're working on a game people actually want?

    Posted: 04 Aug 2020 11:58 AM PDT

    How to be sure? What's your process before you start coding? How do you get feedback on your first versions? Just classic agile development or is there something more we could do? Is this a problem for you?

    submitted by /u/ModelMart
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    Steamworks Sale & Activations Report - Guide for Beginners ?

    Posted: 04 Aug 2020 06:23 AM PDT

    Hi all!

    I hope this hasn't already been posted before: does anyone know where to find a guide through Steamworks Sale & Activations Report?

    I launched a game on Steam a few months ago. Since then, I've been having a really hard time trying to figure out the numbers.

    There are plenty of things I don't get, like the difference between Units and Complementary Units. I also don't understand why there is such a difference between my number of Unique Users and the number of Total Units.

    I've been looking for documentation on Steam but couldn't find anything and the few explanation on the platform are not enough for me to understand everything I need to.

    It's kind of a nightmare to me 🤯
    I thought some courageous people might attended to create a guide through this for newbies like me?

    Thanks for reading me, and thanks for your help!

    submitted by /u/manonp_ctvexp
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    A new all in one games and software developer community!

    Posted: 04 Aug 2020 07:04 AM PDT

    Hi everyone! I've been working on a Discord server specifically aimed towards developers of all disciplines so that they can network with and support each other. A talented Discord bot API developer has been helping out by creating really cool features like a built-in set of skills flairs, so you can find other talented developers at a glance on the server, as well as a dedicated built-in CV/business card showcase tool! Next on our ToDo list is to make a set of classroom tools to let us host educational events or mentorship. If you think this would be useful and you want to find other developers in your field, please join us, as we are only just starting to grow! https://discord.gg/THC58Qe

    submitted by /u/MorAcharn
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    My game Freaky Maze releasing 11th august on itch.io and gamejolt

    Posted: 04 Aug 2020 10:31 AM PDT

    Looking for advice on contract with publisher

    Posted: 04 Aug 2020 09:46 AM PDT

    We are two partners developing a VR video game.

    We are going to sign with a publisher, we just got the first draft of the contract and want to get a lawyer involved in the negotiating process. Our current lawyer has estimated two options:

    1) Negotiating directly with the publisher and reviewing the contract - €9000

    2) Advising us without talking to the publisher directly nor doing any changes to the contract - around €3000

    They are fairly high fees... do you think is worthy to go down the first route, the second one or to look for a cheaper lawyer?

    Even if it's a lot of money, we believe it might be worth it on the long run. Any advice on this would be really appreciated it!

    submitted by /u/usewisely
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    So with regards Game Engine structure, would a Script System be the facade to the engines inner working?

    Posted: 04 Aug 2020 07:18 AM PDT

    Hi, hope we are all keeping all.

    I'm doing a game engine project for educational purposes. Cpp+SDL2+Opengl

    Engine is ECS centered and uses simple forward rendering.

    One way I have found helped me on my journey is visualising systems and how they connect.

    So I'm now looking at scripting and would love to use Lua. With regards to architecture/structure:

    Would the Scripting system act a Facade to the game engine with a script utilising the Systems functions?

    Or is the Script Component the facade?

    I'm thinking of housing a LUA state in the Scripting system and have it act as a Facade for the engine subsystem. Is that right?

    I feel like I am not fully understanding how scripting links into the engine so any guidance is appreciated even if an article or video.

    Thanks everyone.

    submitted by /u/jimndaba88
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    Is there an easy to use game engine that is ideal for retro 3D graphics like this?

    Posted: 04 Aug 2020 09:17 AM PDT

    Advice for better memorisation of code?

    Posted: 04 Aug 2020 06:42 AM PDT

    I'm a game development student heading into my second year of my course, and I've been actively participating in game jams with friends over the summer to try and expand my knowledge and build up my portfolio.

    However, while we've managed to come up with some good ideas, a lot of my struggles come from my trouble remembering some of the code I come across in tutorials. I can understand the fundamentals of it all very well, and can even make an approximation of what code would need to be written for a certain mechanic or game system, but I struggle coming up with the code or remembering it outright unless I have it written down in note form.

    What advice do you have for me to improve my memory with code? Would it be worthwhile to practice writing algorithms for systems and mechanics in other games? And then applying this myself?

    submitted by /u/Dstails_656
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    Unlearn rotation matrices as rotations

    Posted: 04 Aug 2020 12:16 PM PDT

    What kind of art style is the most visually appealing for very small Indie devlopment?

    Posted: 04 Aug 2020 06:16 AM PDT

    This may be a an FAQ bit simply googling does not yield good results.

    I'm trying to create a 3D game and I'm using Godot engine.

    What art style is easy to create and is optimized greatly to run on mobile hardware?

    Please don't suggest Stylized low poly because stylized is no where near low poly and it's actually pretty hard to do it correctly. Also, I know that any kind of art style is beautiful if done correctly.

    Currently I have no idea of what kind of game I would like to make so right now I just want to learn how to make games. I'm thinking I'll use an RTS like camera like in Pillars of Eternity. No first person mode.

    Please let me know

    Thank you

    submitted by /u/ItsAPmyBros
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    Here is the Part 02 of our Tutorial of the Basics of Game Design using the Unreal engine FPS template.

    Posted: 04 Aug 2020 12:08 PM PDT

    The Girl from Arkanya is LIVE on Kickstarter!

    Posted: 04 Aug 2020 11:54 AM PDT

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