- Handpainting in Substance Painter is an elusive topic, so I decided to reach out to an artist who provided a mini guide for anyone looking to learn Handpainting in Substance Painter, all for completely 100% FREE. Enjoy :)
- Neat Unity particle effects in 83 seconds. (more tuts in comments)
- Follow up: how much money my game made in a month earned
- Monday inspiration for you devs, learn from our chaotic jam experience, #26th in Brackeys Game Jam 2020.2 (full video in comment)
- Anxiety about starting new long term project after failure
- Unity Files for IPO
- Older indie devs....what's your experience like?
- 6 mistakes developers make when shipping standalone game servers.
- I've recently started doing game dev stuff, trying to work towards building an RPG, but I don't know what direction I should work in. Does anyone have any advice?
- Unity Files To Go Public
- How do you add clothing options?
- Issues with Facebook marking your page and website as spam?
- Gorgon v3.1
- Free Graveyard Bundle (32 Low Poly Props)
- Assetstore now in Package Manager in Unity 2020 . Not sure about this.... the Assetstore browser window was really useful, particularly if you use the store a lot, like me, with lots of assets to check. What do people think?
- Question about Weaponplacement(FPS) and Bullet trajectory
- If you're an indie company doing rev share, how would you split it?
- I remade club penguin sled racing in one week!
- Space Ship Movement RTS Style
- How did Fall Guys get it so right?
- Seeking help with coursework
- I just started on youtube to show you the process of creating my games (English subtitles)
- Remote Repo Size
- Old-school text based adventure, crossplatform. Which tool / language?
Posted: 24 Aug 2020 06:13 AM PDT
| ||
Neat Unity particle effects in 83 seconds. (more tuts in comments) Posted: 23 Aug 2020 12:46 PM PDT
| ||
Follow up: how much money my game made in a month earned Posted: 24 Aug 2020 08:37 AM PDT
| ||
Posted: 24 Aug 2020 01:32 AM PDT
| ||
Anxiety about starting new long term project after failure Posted: 24 Aug 2020 08:01 AM PDT I worked on my last game 24/7 for about 2 years. I completely destroyed my life - fell out of touch with friends, sacrificed everything, and started to become motivated for the wrong reasons (fame/fortune, instead of passion, since if I became the 'next big deal' it would justify this misery). I ended up anxious/depressed to the point of being suicidal. I released the game and it completely flopped commercially, though the reviews are all pretty good. Worst of all though, I'm not proud of it. I feel like I wasted two years of my life. It's been a few years now, I've gotten my life back on track. I am happy with life. I've done other things since which I am very proud of. But I want to get back to it. I want to work on a big project that I'm extremely passionate and excited about, but I'm also terrified of getting back to it. I'm worried that hating life is tied in with game development, that the old life will return. I love being obsessed with work and being in the zone. I love giving something all I have. But as I've aged, I've started giving way too much of a shit about what people think about me, where I am in 'life', whether I'm a big shot, and all kinds of stupid shit. I think that can come with age, to an extent. But I want to flip everything around and just work on something out of pure passion. I want to give this everything I've got, regardless of whether other people like it or it sells, because I believe in it and want to see it exist. I also want to retain my happiness, my health, and wellbeing, so I won't compromise those in the process. I am just terrified of jumping back in. I'm just wondering if you have any experiences and insight to share. Just looking for advice and stories. Maybe words of warning, words of encouragement, other perspectives to think about. Maybe that'll help me get into a better mindset. Thanks for reading. [link] [comments] | ||
Posted: 24 Aug 2020 09:55 AM PDT | ||
Older indie devs....what's your experience like? Posted: 24 Aug 2020 08:30 AM PDT This may not be valid, but I get the distinct impression that many indie devs are guys in their 20's. For those of you who are past 30, past 40, past 50, etc...What's your experience like as a indie game developer? I'm not just talking about how you juggle daily life with development (though by all means feel free to talk about that). I'm thinking more in terms of where's your head at with things? What do you want to accomplish and how is your mindset different from when you were younger? How do you think that's benefited you? Are there any ways that it's held you back? How do you approach your games? Thanks! As an older dev myself, I'm interested in to hear about your experience! [link] [comments] | ||
6 mistakes developers make when shipping standalone game servers. Posted: 24 Aug 2020 03:00 AM PDT
| ||
Posted: 24 Aug 2020 08:53 AM PDT I'm an audio engineer that was laid off due to Covid, and have decided I want to try my hand at game development since I've got a lot of free time. I downloaded UE4 and Blender to learn. There's a lot to take in, but I've been trying to work towards making a 3D fantasy RPG, based on some lore and story I've been writing. My main issue is that there are a ton of different things that go into making a game (as y'all know I'm sure) and I'm not sure where to really begin. For making an RPG, should I just focus on worldbuilding? Do I need to build/finish a gameplay system (fighting, interacting with world, etc)?I have almost no assets right now, should I focus on making those? Worldbuilding is one of my favorite things, and I've been coming up with cool landscapes in my head for a while. I've enjoyed using the landscape tool to do make an area, but if I were to make a large map, say on the scale of skyrim, how would I break that down? Would I need to make a bunch of smaller maps, or do I start with 1 big map then break it down after the fact? I'd like to start mapping out a world to build a game in, and want to do it right the first time if possible. I mentioned before about having no assets, which is making it hard to visualize a world that I'm building. I keep wanting to stop and create trees, items, people, etc, but it is so time consuming. I'm not sure if I should actually do this, or if I should make placeholder assets or something. I know very little code. I've learned some python, but that's about it. I am very slowly getting a handle on the blueprints system, but most of that is finding tutorials for things I want to do. Any recommendations here? Here's a imgur folder that shows what I've done at the moment, maybe it'll help gauge what I can do and what I should be doing. Thanks in advance! [link] [comments] | ||
Posted: 24 Aug 2020 10:56 AM PDT
| ||
How do you add clothing options? Posted: 24 Aug 2020 12:25 PM PDT Okay so I'm mauling over the idea of adding a clothing/weapon/armor system that allows the player to choose from multiple different looking options (does not affect stats its only cosmetic). So I have a couple questions... Does this affect my animations? Do I have to animate my character in every outfit, or do I animate him without clothes and they can just be added on after without affecting animation? Same with different looking weapons? Second question... how would I go about doing this in the engine? I am using Unreal Engine and I do not know code so I use Blueprints. Any suggestions or videos tutorials you may know of please let me know! Thanks everyone! [link] [comments] | ||
Issues with Facebook marking your page and website as spam? Posted: 24 Aug 2020 12:23 PM PDT I'm trying to independently publish and promote my RPG project, and Facebook recently took down every post involving a link to my Wordpress blog. They are blocking further posts since it is considered spam. Has anyone experienced this before, and do you know how to fix it? [link] [comments] | ||
Posted: 24 Aug 2020 12:11 PM PDT So, some time back I released my project, Gorgon to the world. Gorgon is a set of libraries for C# (well, any .NET capable language really, but it is written in C#). And, it's an open source project under the MIT license and is available at https://github.com/Tape-Worm/Gorgon. You can also check out screen shots and information at my website https://www.tape-worm.net. Since the 3.0 initial release, the 3.1 version has many new updates and bug fixes. Feel free to give it a spin and let me know what you think. But what is Gorgon? Primarily I wrote it to be a 2D graphics API utilizing Direct3D 11.4, but it's done in a modular way so that you can actually do quite a bit more with it. It's got a virtual file system implementation, an input (e.g. raw input) API, a basic graphics API, a 2D renderer, etc... To find out more, you can visit my github page mentioned above, it contains a detailed overview of what the API is capable of. What is it not? Well, it's not Unreal, it's not Unity, it's not Godot. It's written with a code-first approach in mind, that is to say, it's the old school approach. There's no fancy editor with scripting and what not. So if that's what you're looking for, you probably won't want this. This new version has had many updates and bug fixes. [link] [comments] | ||
Free Graveyard Bundle (32 Low Poly Props) Posted: 23 Aug 2020 02:11 PM PDT
| ||
Posted: 24 Aug 2020 04:36 AM PDT | ||
Question about Weaponplacement(FPS) and Bullet trajectory Posted: 24 Aug 2020 03:18 AM PDT Hello there, I want to generally understand the basic functionality of weaponplacement and projectile spawning in FPS(non-raycast). My approach was to attach a weapon to the camera and position the weapon relative to the camera so that it looks like a classic FPS with the gun on your right. So far so good, but if you are actually going to spawn bullets at the end of your guns barrel in order to shot, the bullets wont fly towards your crosshair, right? They're a little offset due to the weapon being repositioned in x. Is that the real way how non-raycast shooting mechanics work or is there a tweak? It has to look like the bullet comes out of the barrel but actually has to spawn centered, so it flies a parallel to the crosshair. Thanks for any advice. I am new, sry if its obvious ;) [link] [comments] | ||
If you're an indie company doing rev share, how would you split it? Posted: 24 Aug 2020 12:46 PM PDT Solo dev looking for another developer. Of course I am realistic and know that my game won't make a ton, but I would still like to formally agree to share revenue with the potential new developer. Would I be expected to split 50-50 with two developers? The thing is, I would be putting back my portion of revenue into developing the game itself, but the other developer would not have to. Is there a common thing on contracts to give a portion to the "company" itself to ensure it must be spent on development/company stuff? [link] [comments] | ||
I remade club penguin sled racing in one week! Posted: 24 Aug 2020 12:12 PM PDT
| ||
Posted: 24 Aug 2020 12:01 PM PDT I am looking for some key words or some examples of how a Spaceship would move in an RTS. I have created an Newtonian physics system and I know the acceleration capabilities of my unit. So if a player tells a unit to move to a location, what algorithm do I use to compute the steps to get get that unit to move. I would assume it would be something like "face the target", "accelerate", "hold a maximum velocity", "turn away from the target", "decelerate". Is there a word or phrase for what I am looking for? Is developing Newtonian physics too much? Is there an easy way to make this look nice? Thanks. [link] [comments] | ||
How did Fall Guys get it so right? Posted: 24 Aug 2020 11:38 AM PDT
| ||
Posted: 24 Aug 2020 11:09 AM PDT Hey all, I've made a big mistake and left my university coursework till the last minute. Basically I have been given a bunch of source code for a games engine and example game, with which I have to either edit and improve one of the existing games engine components or add my own, then create a game using the engine. I am here to ask if anyone could help me to understand the source code I have been given and guide me on what to do next. I am not asking for someone to do the work for me, I just need a little guidance. If not on here, if anyone could suggest where I might find help. Thanks! [link] [comments] | ||
I just started on youtube to show you the process of creating my games (English subtitles) Posted: 24 Aug 2020 11:07 AM PDT
| ||
Posted: 24 Aug 2020 07:10 AM PDT Hey all, I'm pretty new to game dev but am a web developer by day. I'm familiar with git but I'm not sure what best practices should be for assets in my remote repo. I am using git LFS for all assets but hit my free 5GB cap on Github. Is this normal? Do I need to buy more data? My repo size is just 1.4MB so it's not cluttered with assets. I'm using 3D models / animations and UE4 for some extra info. [link] [comments] | ||
Old-school text based adventure, crossplatform. Which tool / language? Posted: 24 Aug 2020 10:52 AM PDT Hi guys, I wanted to do some relaxing development again. I really miss the old-school games with a strong focus on stories. A story which would start like this. No graphics, just story. "You wake up in a dark cave, you see some light far away. What do you do?" Then you have to write something, like "Walk to light". So I decided that I would like to create a text based adventure. Also this is (probably) at least easier to create compared to games where you have to include graphics and physics. I fully understand that creating a good game is still not an easy task, but I think I can combine this easier with my work and social life compared to other projects. If possible I want to make it in such way that it can be played on computers and mobile phones. So I was looking for the right languages and tools. What I think so far: PHP, would be great for making a website which I can also include/load in an app on mobile phones. It just needs the browser or webview. NodeJS + electron? Javascript seems suitable for the same. Not sure if in this case better than PHP? Golang? I made some Linux tools in Golang. It's cool. Not sure if best for this? Mobile is harder in this case? Am I perhaps missing something? I find it really hard to know what is currently a good option for such programm. I am an old school programmer, many years of experience and started with QBasic. I like to learn new languages. But there is so much these days. Everybody says their language is best, but I am just wondering: what is currently the best thing for this idea? Thanks in advance, [link] [comments] |
You are subscribed to email updates from gamedev - game development, programming, design, writing, math, art, jams, postmortems, marketing. To stop receiving these emails, you may unsubscribe now. | Email delivery powered by Google |
Google, 1600 Amphitheatre Parkway, Mountain View, CA 94043, United States |
No comments:
Post a Comment