• Breaking News

    Friday, September 11, 2020

    *PLEASE READ BEFORE YOU POST*

    *PLEASE READ BEFORE YOU POST*


    *PLEASE READ BEFORE YOU POST*

    Posted: 13 Jun 2020 08:21 AM PDT

    There are only 4 rules:

    1. No show-off posts.

    This includes general feedback, WIP, screenshots, kickstarters, blogs, memes, "play my game", twitch streams.

    Use /r/gamedev discord, /r/indiegames, /r/playmygame or /r/gamedevscreens, or one of the weekly threads such as Screenshot Saturday.

    2. Be specific about your question.

    If you are a beginner, read the FAQ. Screenshots are OK so long as it illustrates your specific issues.

    3. Do not solicit employment.

    Use /r/inat or /r/gameDevClassifieds. This includes offering free work.

    4. No paid assets.

    Use reddit ads instead. Free assets OK, be sure to specify license.


    We kindly ask you to consider the rules of the sub before posting a new thread.

    For details on why these rules exiist, see Welcome to /r/gamedev 2020 Edition.

    submitted by /u/mflux
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    Feedback Friday #409 - User-Friendly

    Posted: 10 Sep 2020 08:13 PM PDT

    FEEDBACK FRIDAY #409

    Well it's Friday here so lets play each others games, be nice and constructive and have fun! keep up with devs on twitter and get involved!

    Post your games/demos/builds and give each other feedback!

    Feedback Friday Rules:

    Suggestion: As a generally courtesy, you should try to check out a person's game if they have left feedback on your game. If you are leaving feedback on another person's game, it may be helpful to leave a link to your post (if you have posted your game for feedback) at the end of your comment so they can easily find your game.

    -Post a link to a playable version of your game or demo

    -Do NOT link to screenshots or videos! The emphasis of FF is on testing and feedback, not on graphics! Screenshot Saturday is the better choice for your awesome screenshots and videos!

    -Promote good feedback! Try to avoid posting one line responses like "I liked it!" because that is NOT feedback!

    -Upvote those who provide good feedback!

    -Comments using URL shorteners may get auto-removed by reddit, so we recommend not using them.

    Previous Weeks: All

    Testing services: Roast My Game (Web and Computer Games, feedback from developers and players)

    iBetaTest (iOS)

    Promotional services: Alpha Beta Gamer (All platforms)

    submitted by /u/Sexual_Lettuce
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    My 2 Years Progress of Learning and Making Games in Unity

    Posted: 11 Sep 2020 01:44 AM PDT

    A Postmortem Interview About "Hyper Light Drifter" With Its Programmer, Juju Adams

    Posted: 11 Sep 2020 06:22 AM PDT

    Recent paper(s) on Procedural Room Generation?

    Posted: 11 Sep 2020 06:39 AM PDT

    I (eventually) would like to develop a top-down twin-stick shooter set in an open world city, similar to Hotline Miami, but rendered in 3D and with an added focus on stealth and life sim. (I know this is way too ambitious, but I just wanna start sometime and see where it goes. I can always use whatever comes out of it in my portfolio.) Now, I would like all buildings, houses, apartments and rooms in the world to be accessible. For this, I want to procedurally generate rooms that have an interesting variety in their interior design. Of course, these rooms have to be combined into houses or apartment, and those have to be combined into buildings, either manually or also procedurally.

    I am doing a master's in computer science, and I am attending a seminar where I choose a recent conference or journal paper, which I then have to present and partly implement. This seminar can be used as literature study for my master's thesis, which I would also like to do on the topic of procedural room generation, if possible.

    Does anyone have suggestions for recent papers on room generation? What is the current state-of-the-art in this field? I have some experience with deep learning and TensorFlow, if PRG research is heading in that direction.

    Any suggestions (or other advice) are greatly appreciated! :)

    submitted by /u/EmielBoss
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    Free Rigging for games course - Countess Shogun rig

    Posted: 11 Sep 2020 04:10 AM PDT

    "How do I make a non-violent game?" -- Here's my answer

    Posted: 11 Sep 2020 10:52 AM PDT

    Summarizing a question I received by email today:

    How do you make a complex game that is mechanically deep without involving violence? Sure, violence may be fun, but why is the only thing that games can do?

    RTS, fighting games, shooters, RPG, Platformers, Metroidvanias, TPS, battle royale. All use violence and destruction as a main gameplay mechanic.

    Isn't there something beyond violence?

    My answer:

    Some of the most popular games in the world are non-violent.

    • Tetris
    • Candy Crush
    • Poker
    • Go
    • SimCity
    • Minecraft (mostly)
    • SpaceChem
    • Factorio (mostly)

    If you want to see a very addictive, very simple game that is non-violent, try MotherLoad (RIP Skye Boyes):

    http://www.xgenstudios.com/play/motherload

    Bottom line: a game needs a CHALLENGE of some kind to be interesting. One type of challenge is a reflex challenge. And one of the most common types of reflex challenge is essentially throwing and dodging. There are various ways to "dress up" a throwing and dodging challenge. One of the most obvious ways is with violence (shooting and dodging bullets, or swinging and dodging melee weapons).

    But forget about "violence" vs. "non-violence". What you need to think about is other types of challenge, because at the end of the day, reflex challenges aren't that interesting or sustaining.

    And once you break free from the shackles of making a game that's filled with reflex challenges, it's much easier to make a non-violent game.

    What about the challenge of designing an efficient machine, factory, or city? (SpaceChem, Factorio, SimCity) What about the challenge of locating and extracting valuable resources deep within the earth? (Minecraft, MotherLoad) What about the challenge of finding a semi-optimal solution in the face of an NP-hard problem? (Tetris, Candy Crush, Go) What about the challenge of reading your opponent's mind? (Poker)

    When you try to do this, you'll suddenly find yourself doing real game design, and realizing just how hard it is. Coming up with a novel challenge from scratch, and balancing it, and setting up an appropriate difficulty curve---there's a definitely high chance of failure. So it should be obvious why it's a relatively rare thing, but also why the games that manage to pull it off have been some of the most successful in history.

    If you make yet another throwing and dodging game, the design is already done for you, so it's guaranteed to work. You even know how to set the difficulty curve already (have the player dodge more and more things, at a faster and faster rate, and have the things they're trying to hit move in more and more confounding ways, over time). Your only task, if you pick a throwing and dodging design, is deciding how to dress it up.

    submitted by /u/jasonrohrer
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    Procedural Leg animation for those interested in the topic

    Posted: 11 Sep 2020 10:30 AM PDT

    Demonstrating how game mechanics I’m developing so far

    Posted: 11 Sep 2020 09:09 AM PDT

    C# for beginners part 4

    Posted: 11 Sep 2020 11:02 AM PDT

    Which SFX would you avoid when making your game?

    Posted: 11 Sep 2020 08:32 AM PDT

    Just looking for examples generally speaking, as I'm sure there are some instances when you would want to use specific SFX, but not in others. Thanks!

    submitted by /u/imaginer01
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    Announcing Open Jam 2020! A game jam with open source in mind.

    Posted: 11 Sep 2020 09:26 AM PDT

    Structuring my render engine

    Posted: 11 Sep 2020 06:36 AM PDT

    Red Blob Games: Procedural Map Generator

    Posted: 10 Sep 2020 02:40 PM PDT

    Art Software with High Color Depth (16bit)

    Posted: 11 Sep 2020 11:30 AM PDT

    Hey everyone,

    I'm trying to start development on a game for the GBA, but the software I've been using only has true (RGB) color depth. As a result, none of the sprites or tiles I create are compatible with the mapping program or hardware. At this point, my only options are finding another program to use, or entering data by hand. Is there any software you could recommend that has the capability to switch color depth?

    submitted by /u/goldenpup73
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    How do I structure my 3D renderer?

    Posted: 11 Sep 2020 10:57 AM PDT

    So I am writing a 3d game engine with opengl, and want to know how to structure my renderer.

    I currently have a Renderable class that contains a Mesh (vertices, uvs, indices etc) and a material (shader, texture etc).

    Should my renderer have loads of functions such as

    • drawParticleSystem
    • drawRenderable
    • drawRenderableInstanced
    • drawRenderableBatch
    • etc

    And each would have it's own internal batching and drawing system (e.g. gldrawelementsinstanced for particles).

    Or should I just have one function such as drawRenderable which figures out how to batch the Renderable accordingly using the same batching format. This would make the game api easier and make gameplay easier to develop, however its proving hard to make work internally. E.g. a particle system can use instancing or use a vbo for the positions whereas an enemy will need it's own vbo etc. All the different ways make it hard to make a universal single function that can efficiently draw and manage any type of Renderable.

    What is the best approach?

    submitted by /u/number2sudoku
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    Is Your Indie Gamedev Making Or Losing You Money?

    Posted: 11 Sep 2020 06:51 AM PDT

    I wrote about how I learned to tell stories making the new Frog Fractions game

    Posted: 11 Sep 2020 10:27 AM PDT

    Needed a solution for smooth camera movement between discrete points (cutscenes) but traditional easing looked awful. Ended up implementing Catmull-Rom splines and it's been really effective & performant. Resource in comments

    Posted: 11 Sep 2020 10:26 AM PDT

    Frontline Zed - Nintendo Switch and PC Post-Mortem (Podcast - Interview)

    Posted: 11 Sep 2020 06:39 AM PDT

    Hi folks, I'm the solo developer of Frontline Zed, currently available on Nintendo Switch and PC.

    I was recently interviewed by Marc Beaujean at Moonlight Game Dev, and covered the following topics in detail:

    • How to develop a successful first title as a solo developer
    • How to work effectively with freelancers
    • How to use Unity technical and 3D assets without being a 'flipper'
    • How to get onto Nintendo Switch
    • How much it cost and how long it took to develop Frontline Zed

    You can listen to the podcast here: https://moonlightgamedevs.com/podcast/frontline-zed/

    Or on Youtube: https://www.youtube.com/watch?v=ptOizemJQ9g

    submitted by /u/RichardEast
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    What game design element makes solitaire more than just sorting cards? Free Dissolve shaders in Unity’s Shader Graph and More | Gamedev Weekly 03

    Posted: 11 Sep 2020 10:02 AM PDT

    I read recently that, when Final Fantasy XIV 1.0 released, the server lagged because of the high detail of many of the assets (particularly the flowers). Why would that happen? Wouldn't visual calculations that almost certainly be client-side and not affect the server?

    Posted: 11 Sep 2020 09:59 AM PDT

    Of course it's possible the information I read was incorrect, but I've seen it more than once and I'm curious about it.

    submitted by /u/JohnnySmallHands
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    How to make more games?

    Posted: 11 Sep 2020 09:57 AM PDT

    Id like to make more games and get a lot more experience but I just don't have many ideas. How do you guys keep pacing yourself and making games frequently?

    submitted by /u/LeytonMate
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    Question about rendering a simulation in client (lockstep)

    Posted: 11 Sep 2020 09:54 AM PDT

    Hey everyone,

    I'm looking for some advice on how to (architecturally) solve a certain problem.

    I'm currently working on a small multiplayer game, currently it's in the planning phase. I've decided to run it as a hybrid lockstep simulation, since there are too many entities to reliable sync across the network (mobile, about 2000 entities needed). But the networking model is currently not the issue, it's actually connecting the simulation with the renderer.

    I've decided to use Stride (also uses an ECS System) instead of Unity, because it's open source and I could possibly modify some parts of it, when needed. Obviously Stride's physics is not deterministic and it's not my goal to make it such. The game is really simple but I have issues thinking of a good solution.

    So let's say I've programmed the whole simulation for the game and I'm using it on the server, wrapping some networking stuff around it and making it work. Now my issue comes up, how to do it on the client side? I mean how should I connect the simulation to the renderer or the renderer to the simulation?

    IssuesRendering should be at least 60 fps while the simulation should run around 16 ticks (shouldn't be a huge issue with interpolation)The Simulation is in 2D and the rendering 3D (transform position could be an issue)Can't render on the server side (don't want to)

    Approaches I took into consideration:

    1. Writing my own ECS and using just Stride's renderer (issue it needs it own transform and attaching the component could be an issue)
    2. Using Stride as an entry point and integrating Box2D into the server side (could be really complicated)
    3. Writing the simulation and periodically (every tick) getting the state in the client and render it. (seems like duplicating systems)
    4. Using dependency injection or compiler if's and calling something like Render() in the entity (simulation) and just returning null on the server code.
    submitted by /u/munimu
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    My new mobile game (link in comment)

    Posted: 11 Sep 2020 09:28 AM PDT

    Realistic art direction vs Stylized for a beginner in 3d game dev?

    Posted: 11 Sep 2020 09:15 AM PDT

    Which one is easy to create? Realistic art or Stylized? For a beginner who worked previously on 2d games, how to pick art direction for 3d game development? As per my knowledge, I have heard people saying that 3d assets are bigger in storage size and can take a huge amount of space in your pc? Is it true? I will be using UE4 to start-off my 3d game dev journey. They have quixel's megascans library, I download 10 assets at 4k but all of them were pretty huge in size and I only have 1TB of HDD. Also which one doesn't appear to have flaws easily visible on them? Like in realistic, if I made an asset myself, it will appear different and will break presentation of my game. So which one would you recommend and which tools would you recommend for starting stylized workflow? Currently I use blender 2.90. Thank you in advance.

    submitted by /u/Joyjan1234567
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    What new piece of software do you think would benefit game devs the most?

    Posted: 11 Sep 2020 12:23 AM PDT

    Hey everyone, I'm a university student / aspiring game dev about to start their final year project. I want to make software that benefits the game dev community for this project. Here are some of my ideas:

    Brain Dump Space / Notebook + Kanban Board
    I've noticed many game devs enjoy using Kanban boards like Trello to plan their games. I enjoy them too but find the cards are only useful for planning things which are more concrete. I think making an app with clear spaces for ideas, and plans/tasks and a way to move things between the two would be very useful.

    Curated Indie Store
    With the amount of games releasing on Steam, it can be hard to get noticed unless you get on the New & Trending page. Do you think a new store that carefully selects smaller games, generates some prestige around the games selected, and helps to advertise the games would benefit developers?

    Let me know if you think these would be useful to you / the game dev community.
    Feel free to suggest your own software ideas in the comments.

    submitted by /u/JoshuaJennerDev
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