(Info in Comments) Dynamic water edge foam spawning and deletion on an INFINITE LANDSCAPE |
- (Info in Comments) Dynamic water edge foam spawning and deletion on an INFINITE LANDSCAPE
- Finally learned how share animations between characters in Unity and you can too! (Tutorial in Comments)
- After a year of working crazy hours my game's early access launch was disastrous, only a single sale in the since launch, its been over 4 days now. The main marketing strategy was to give youtubers keys which we did over 5 days ago yet not a single video has been made I need advice.
- Finally finished my game that was in early access hell for 3 years!
- Post Mortem on our Launch of Dungeons of Edera and comprehensive guide to social marketing with no budget
- I’ve had an idea for game mechanics I haven’t seen in any game, what do I do now?
- What is an acceptable rev-share for a (non-lead) game designer?
- Solo developer looking for feedback
- How to Create Cutout-Style Animations in Godot Engine
- Behind the dizzying ride to the top for Among Us
- Question about glitches
- Feeling Overwhelmed with Game Design
- Clean coding in an ecs environment ?
- Diligent Engine 2.4.f is out: Mesh Shaders, Render Passes and other improvements
- Most Popular Programming Languages on GitHub - 2011/2019
- How do you handle the dependencies of an item's Use() method in RPGs?
- Why are indie games that are not metroidvanias or roguelikes often spiritual succesors?
- Anyone uses admix? Would you recommend it ?
- Follow Channel for More UNITY BASICS
- Resources for procedural generation?
- A bit of a rant on Game Maker's lack of 3D support
- Performance Issues: Transparency Render
- Game Development Software for android
- How do I stop my player controller from going through floors/walls when colliding with objects?
(Info in Comments) Dynamic water edge foam spawning and deletion on an INFINITE LANDSCAPE Posted: 21 Sep 2020 05:53 AM PDT
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Posted: 20 Sep 2020 06:58 PM PDT
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Posted: 21 Sep 2020 07:05 AM PDT How long does it take to make a YouTube video was you give someone a key? We have given out keys to small channels from less than 100 subscribers to the biggest being over 2 million. And not a single video has been made since and we gave out keys 5 days ago. Am I being impatient or is it likely they are not going to cover the game and the game is going to die? I am trying not to be dramatic, but I have just worked so hard and sacrificed so much, it feels like a serious gut punch to wonder if it was all for nothing. What do you all think, am I being impatient or is a single sale in the 4 days after launch and no videos made a sign that the game is in serious trouble, and if so what should I do? [link] [comments] | ||
Finally finished my game that was in early access hell for 3 years! Posted: 21 Sep 2020 09:53 AM PDT
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Posted: 21 Sep 2020 08:12 AM PDT
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I’ve had an idea for game mechanics I haven’t seen in any game, what do I do now? Posted: 21 Sep 2020 12:22 PM PDT As a bad hobby programmer, where do I go from now? Do I learn Unity? Do I hire a programmer? If I learn Unity, do I hire an artist? Or are all new inde game developers both programmers and artists and do everything themselves? [link] [comments] | ||
What is an acceptable rev-share for a (non-lead) game designer? Posted: 21 Sep 2020 09:49 AM PDT Im getting an experienced non-lead game designer for my project, and am paying him using revenue share. What is an acceptable rate? (Is 13% good?) [link] [comments] | ||
Solo developer looking for feedback Posted: 21 Sep 2020 10:41 AM PDT
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How to Create Cutout-Style Animations in Godot Engine Posted: 21 Sep 2020 05:09 AM PDT
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Behind the dizzying ride to the top for Among Us Posted: 21 Sep 2020 04:18 AM PDT
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Posted: 21 Sep 2020 07:57 AM PDT Hi there! I'm not a game developer but I'd like to ask something related to the way devs understand glitches and fixing them while developing a game. This question popped up in my mind when Super Mario 3d All Stars released last week for the Nintendo Switch and a very well-known glitch used in speedruns for Mario 64 got patched, the backwards long jump (BLJ for short), this is a glitch that 99,99% of the time won't impact a casual playthrough of the game. BLJs are one of the main reasons why SM64 is the most popular speedrunning game of all time. I'd would like to know what do you think about patching glitches that won't impact the average experience with the game, but that will make many people enjoy it in a different way. From my perspective it seems like this decision was made just to force people to enjoy the game in a specific way, when a game probably can be enjoyed by different people in many different ways. What do you think of this topic? Is this decision good or bad game design? Thank you for your time! (of course I'm presenting a clearly biased perspective, so I would like to know what game devs think about glitches and patching them) [link] [comments] | ||
Feeling Overwhelmed with Game Design Posted: 21 Sep 2020 09:12 AM PDT I made my first game in unity using a tutorial on YouTube (Brackeys). Which is great! It's really simple and cool, but I know that I know nothing about coding. Every little piece that goes into a game, scripting, animations, whatever freaking Sprite means (watched a video on that, still don't understand it). There's so much that goes into game dev! I guess what I'm looking for is a book, a good YouTube series on coding or something. Some kind of answer, I don't really know where to start at. What do I focus on? I love the fact that there are tutorials on making games. But I feel like following a copy and paste tutorial, I'm not really learning effectively. Could I be learning faster? Reality is, probably not. Maybe following these copy and paste tutorial is a great start. You know and honestly, it's impatience on my part. Because I have all these ideas for games and want to make these games! But I don't have the knowledge to make them. I guess that's the point of game development, you gotta just figure it out. EDIT* Appreciate the encouragement guys! :D [link] [comments] | ||
Clean coding in an ecs environment ? Posted: 21 Sep 2020 05:01 AM PDT Im pretty new to "entity component system" frameworks and lately i tried to implement them into some of my smaller games. They offer a great advantage of flexibility. But they also come along some... "problems", mostly caused by old oop behaviours. So my question is pretty simple, what do we need to consider to produce clean code in an ecs environment ? Are there any tipps or tricks ? And especially, how do we find a clean structure for bigger mechanics ? Mostly mechanics that consist of multiple minor ones ? A flexible spawn system is a great example, where the spawn process consist of locations, conditions, weights and the spawning itself, the key is to keep it flexible and easy to extend/change later on. Would be glad for some help :) [link] [comments] | ||
Diligent Engine 2.4.f is out: Mesh Shaders, Render Passes and other improvements Posted: 21 Sep 2020 10:49 AM PDT
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Most Popular Programming Languages on GitHub - 2011/2019 Posted: 21 Sep 2020 09:45 AM PDT
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How do you handle the dependencies of an item's Use() method in RPGs? Posted: 21 Sep 2020 01:19 PM PDT I'm trying to avoid some of the pitfalls of having a tightly-coupled inventory system, but after a few books of design principles and tutorials, I can't find anything that addresses the actual consumption of an item. In RPGs, an item's Use() method could require very far-reaching dependencies. It could be something straightforward like requiring access to an Actor or Party to restore 200HP (or damaging an enemy), or the SceneManager to use an escape rope, to the more complex like the Quest system where consuming the item means triggering having read a scroll, and the Time system to move forward 12 hours after using a magic clock. So after four random ideas, every item requires a pointer to:
This is piling up quick and is a red flag to me. What is a good way be able to handle these dependencies while not having to access each of the systems through the Game global object? [link] [comments] | ||
Why are indie games that are not metroidvanias or roguelikes often spiritual succesors? Posted: 21 Sep 2020 12:49 PM PDT A lot of indie games i see are often spiritual successors to an old game. It's just as common as Metroidvanias. What causes indie developers to like making spiritual successors so much? [link] [comments] | ||
Anyone uses admix? Would you recommend it ? Posted: 21 Sep 2020 12:36 PM PDT Hey guys, i found interesting advertising company for video games, and im thinking of implementing it. But couldn't find any numbers from users, so maybe anyone from you already uses and can share some thought. thanks in advance. [link] [comments] | ||
Follow Channel for More UNITY BASICS Posted: 21 Sep 2020 12:32 PM PDT
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Resources for procedural generation? Posted: 21 Sep 2020 12:18 PM PDT Hello, I'm no stranger to unity or c#, however I am trying to make an App for my DnD dungeon master to randomly generate dungeons. I've done this in Unity, but I want to try to do this using windows forms and bitmaps as I feel the concept is relatively the same. I just cant find proper resources on this topic, could anyone point me in the right direction? Yes I know it's been done before, yes I know theres better ways to do this. This is a learning experience for me, personally. I just need some advice and maybe some links please :) [link] [comments] | ||
A bit of a rant on Game Maker's lack of 3D support Posted: 21 Sep 2020 12:07 PM PDT I'm fairly familiar with the ins and outs of Game Maker. But what really annoys me is how, even though you /can/ make 3D games in Game Maker, Yoyo games refuses to support this aspect of the engine. It's crazy the kind of stuff that can be done with 3D in it. It literally can rival other game engines like Unity with what it's capable of, but game maker doesn't wanna make it easier to use. Hell, even if you're doing simple 3D, like mode 7 or a doom/wolfenstein-like game, that's a pain in the ass to do. Anyway, here's some examples on what I mean AND NOT ONLY THAT, BUT THERE'S EVEN A PROJECT GOING ON THAT'S PORTING THE SOURCE CODE OF SUPER MARIO 64 /IN/ TO GAME MAKER Christ all mighty, if game maker had more proper 3D support, I'd genuinely call game maker perfect. But nope, how dare I want the opportunity to make the game of my dreams. But seriously, I get that 3D game design is harder than 2D, but in terms of code, there wouldn't be a lot of stuff differently it would have to do. For one, you'd have a third axis to work with, Z-axis. Second, you wouldn't be working with pixels, but with vectors instead. Anyway, I'd still like to hold out that Game Maker will one day actually give us proper 3D support, but I'm also used to disappointment. But uh, before people start calling me a game maker hater, I genuinely love this engine and I'd honestly recommend it to anyone wanting to make the 2D game of their dreams. It'd just be nice if yoyogames actually realized the potential of their engine and gave us some level of support for 3D. And let me just say. I'm not /asking/ to be able to make the most graphically intensive game of all time in game maker. I would just like the option to use 3D a lot easier than what GMS2 offers, even if it's not quite as advanced as something like UE4 [link] [comments] | ||
Performance Issues: Transparency Render Posted: 21 Sep 2020 12:06 PM PDT
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Game Development Software for android Posted: 21 Sep 2020 12:03 PM PDT I used to have a laptop, where I began to use unity to begin making games. Now that I no longer have a laptop I would like to continue learning to develop games( 2d and 3d, i want to learn overall game development) but every single software i come across is one of those no coding 2d game makers. I want an actual development tool for mobile where i could implement scripts, animatkons, and so on. Any suggestions? [link] [comments] | ||
How do I stop my player controller from going through floors/walls when colliding with objects? Posted: 21 Sep 2020 12:03 PM PDT
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