This hurts as an Indie Dev, but its how some consumers REALLY feel |
- This hurts as an Indie Dev, but its how some consumers REALLY feel
- Why is Unity considered the beginner-friendly engine over Unreal?
- ALL my assets are FREE due to my BIRTHDAY
- Edmund McMillen Breaks Down His Game Design History (Meat Boy, Isaac & More) | Noclip
- Hey guys, super excited to share our new tutorial on creating handpainted weapons using 3D Coat! Troy did an amazing job on this tutorial, and its perfect for beginners looking to learn the medium. Once again, its all for completely FREE. Enjoy!
- Do you want to play Warhammer 40k Pixel art game?
- Hi everyone! Here's my new tutorial on Flowing Raindrops effect creation in Unity using URP, Shader Graph and Substance Designer. Enjoy and hope you'll like it! (Tutorial link in comments)
- I need some assistance with originality
- How To Create a Mood Board For Your Indie Game
- Question about 3D maze generation
- We are students from UCF doing a market research project for our degree and need your help! :)
- Gamasutra: Rules for a Future-Proof 2D Render Order
- Questions about pre-production. How do you translate your idea to a full game?
- With 14 I started learning gamedev and heavily benefited from this amazing community. 13 years later I want to give something back and so I created a discord server, where I want to help you with your unity, 2D art & animation, C# programming and gamedesign questions!
- Mobile games poll - landscape or portrait
- I want to make a game, but I am wondering what is the best programming language to make it with.
- Skins and playable characters
- Opinion on what we got so far for bowling ally level.
- How to create a game with 90's anime style aesthetics?
- Which software could easily recreate this kind of fighting game? Any suggestions? I've tried 2d assets in unity, however I'm not yet sure about the 3d approach on this one.
- How do I put Marching Cubes into my game?
- In-Place Random Cube Rotation In Unity
- Game Environment Design MasterClass : Course Trailer
- Exploring Unity 2020.2 New Features!
This hurts as an Indie Dev, but its how some consumers REALLY feel Posted: 16 Sep 2020 07:03 AM PDT
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Why is Unity considered the beginner-friendly engine over Unreal? Posted: 15 Sep 2020 10:46 PM PDT Recently, I started learning Unreal Engine (3D) in school and was incredibly impressed with how quick it was to set up a level and test it. There were so many quality-of-life functions, such as how the camera moves and hierarchy folders and texturing and lighting, all without having to touch the asset store yet. I haven't gotten into the coding yet, but already in the face of these useful QoL tools, I really wanted to know: why is Unity usually considered the more beginner-friendly engine? [link] [comments] | ||
ALL my assets are FREE due to my BIRTHDAY Posted: 16 Sep 2020 09:10 AM PDT
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Edmund McMillen Breaks Down His Game Design History (Meat Boy, Isaac & More) | Noclip Posted: 15 Sep 2020 11:13 PM PDT
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Posted: 16 Sep 2020 06:28 AM PDT
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Do you want to play Warhammer 40k Pixel art game? Posted: 16 Sep 2020 11:18 AM PDT
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Posted: 16 Sep 2020 08:52 AM PDT
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I need some assistance with originality Posted: 16 Sep 2020 09:57 AM PDT Hi there. I've been working out the details for a game that is based on Hollow Knight, but I've come across a big issue: as I have played the game and learned a lot about it. Any time I try to think of something new that might work, I realize that it's in Hollow Knight and is roughly the way I thought of it. This keeps happening over and over and I don't know how to combat it. Is there any better way for me to think of content that doesn't make my game seem like a clone of Hollow Knight? Thanks in advance. [link] [comments] | ||
How To Create a Mood Board For Your Indie Game Posted: 16 Sep 2020 07:59 AM PDT
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Question about 3D maze generation Posted: 16 Sep 2020 10:33 AM PDT I have been "working" on making a horror game set in the backrooms. I have quotes because up until today I have been doing nothing but watching tutorials. I finally feel that I am prepared to start building my game. However, I need to create a massive 3D maze; it can be randomly generated upon starting the game, or it can simply be the same every time it is played, at this point I don't really care. What would be the easiest way to build this maze? Up until now I have been using pro builder and using "new poly shape", drawing out the walls, and raising them up. However, if I were to create a maze as big as I would like, this would take an extremely long amount of time to accomplish with this method. I realize that I may have to use some programming to get what I want. What would be the best way to accomplish this? [link] [comments] | ||
We are students from UCF doing a market research project for our degree and need your help! :) Posted: 16 Sep 2020 09:55 AM PDT Hello! We are students from UCF, currently doing a market research on Art Outsourcing for a University project. We've put together this short survey, which should take no longer than 10 minutes. Any information would be incredibly helpful for us! Thanks a lot in advance!! [link] [comments] | ||
Gamasutra: Rules for a Future-Proof 2D Render Order Posted: 16 Sep 2020 09:37 AM PDT
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Questions about pre-production. How do you translate your idea to a full game? Posted: 16 Sep 2020 07:12 AM PDT Sorry if this has been asked to death, I didn't see anything in the FAQ about it. I have a very specific game idea. I know the exact concept, story, mechanics, and primary gameplay loop. I am just having a terrible time envisioning all of the other individual aspects that bring it together as a fully fledged, playable game. The problem lies with the details that are not directly involved with my core concept, e.g., How will the player move? Is it isometric or 3rd person? Is it direct control or click to move? How will the finer details of combat work based on these? While these and other factors do not immediately impact the primary hook of this game, they will definitely affect how it scales out. I try and picture how I'd want those mechanics to play by comparing it to other games I've played and while I do find inspiration for mechanics and gameplay, they all seem to pertain to the core gameplay concepts and I'm still left unsure how to fill in the gaps. I am primarily a web developer so the bulk of what I usually have to consider is UI/UX and functionality. This experience seems to translate pretty much 1:1 in what I am able put on paper for my game. I am able to plot out exactly how the menus will work and navigate, the interactions with the mechanics involved, and how the primary gameplay loop is going to work and play. But everything in-between remains unknown. I like to have my projects as laid out as possible and have a MVP sketched and scoped out before I begin production, and I am assuming it would be best practice in game dev as well.
Apologies for the wall of text. Any advice is appreciated. Thanks in advance! [link] [comments] | ||
Posted: 16 Sep 2020 08:50 AM PDT
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Mobile games poll - landscape or portrait Posted: 16 Sep 2020 08:37 AM PDT Recently I asked the communityof r/androidgaming which mode they prefer and if it would be ok for them to play a game with mixed modes. My game is splitted in 3 parts. 2 of them are planned to be in portrait mode, the last part is in landscape. I was very suprised how the people voted and would like to share it with you. I thought it would end up dominating portrait mode and barely any votes for a mixed solution. But I was wrong. What are your thoughts on this? PS: I changed my plan to full-portrait and with optional landscape for the one part, to not limit the player. [link] [comments] | ||
I want to make a game, but I am wondering what is the best programming language to make it with. Posted: 16 Sep 2020 12:13 PM PDT I have wanted to make a game for a long time, though I have almost NO coding experience. What is a programming language that is relatively easy to learn, and I can make games with? [link] [comments] | ||
Posted: 16 Sep 2020 12:04 PM PDT What's the best way to make in game skins that you can purchase. Or different playable characters. I thought of making a scene for each skin or each playable character and the player can buy his access to the scene. But I wounder if this is a reliable way of doing that. Or if it will cause performance problems since it's an android game and I am worried about putting to many scenes into the build. I am using UnityEngine [link] [comments] | ||
Opinion on what we got so far for bowling ally level. Posted: 16 Sep 2020 12:00 PM PDT
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How to create a game with 90's anime style aesthetics? Posted: 16 Sep 2020 11:57 AM PDT
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Posted: 16 Sep 2020 11:43 AM PDT
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How do I put Marching Cubes into my game? Posted: 16 Sep 2020 11:29 AM PDT I've been looking into Marching Cubes as editable terrain for a game I'm making, but I can't find out how to put it into Unity. I've seen articles explaining how it works and I (generally) understand it. But I'm having a hard time finding out how to implement it. Does anyone have any tips on how to get started? Maybe a tutorial that helped you add it? [link] [comments] | ||
In-Place Random Cube Rotation In Unity Posted: 16 Sep 2020 07:20 AM PDT
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Game Environment Design MasterClass : Course Trailer Posted: 16 Sep 2020 11:05 AM PDT
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Exploring Unity 2020.2 New Features! Posted: 16 Sep 2020 10:12 AM PDT
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