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    Friday, October 2, 2020

    Feedback Friday #412 - Short and Sweet

    Feedback Friday #412 - Short and Sweet


    Feedback Friday #412 - Short and Sweet

    Posted: 01 Oct 2020 10:10 PM PDT

    FEEDBACK FRIDAY #412

    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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    just finished this MP7 its fully rigged as always its under cc license means you can use it in your games for free you just have to mention my name in the credits (download link in the comments)

    Posted: 02 Oct 2020 05:58 AM PDT

    Tutorial on applying SOLID principles in Unity game

    Posted: 02 Oct 2020 06:14 AM PDT

    Enemy NPC AI - Beginner unreal engine VR tutorial

    Posted: 02 Oct 2020 09:12 AM PDT

    Where would you promote a text based game?

    Posted: 02 Oct 2020 08:37 AM PDT

    So, I'm working on a management/simulation based text game, and I've been thinking ahead with what I should do for promotion. Being honest, the majority of upvotes things on here are generally flashy/graphically impressive, but my game is essentially text with minimal graphics/illustrations. I'm aware there is definitely a niche I could tap into, and an audience who would be interested, but I'm not sure where? I also eventually would like my game to be tested by potential users. Any ideas where I could possibly generate interest for this?

    submitted by /u/YourLifeDev
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    What makes a game's character controls feel so wonderful?

    Posted: 02 Oct 2020 08:23 AM PDT

    I'm looking to step up my character controller code skills. I'm almost finished playing through 3D all-stars and realizing how comfortable and homey the 3D Mario controls feel. I especially love how the complexities become natural the longer you play. I'd love to hear any tips, fun-facts, tid-bits, or random things I might not have considered about making smooth and comfortable character control.

    submitted by /u/Norway_Narwhal
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    Warcraft, Star Wars Rogue One, Godzilla and Fifth Element Concept Artist Dom Lavery came on my podcast and discussed getting into the business, advice for concept artists and his career so far. Thought it might be of interest to some of you.

    Posted: 02 Oct 2020 01:59 AM PDT

    Reusable gamedev portfolio template

    Posted: 02 Oct 2020 11:02 AM PDT

    Looking for a job in the video game industry, I failed to find a portfolio template that was nice looking, responsive and didn't require Wordpress or a similar CMS.

    So I made my own that you can see here : https://scheefer.me (Any feedback is very welcome, BTW).

    You can get the portfolio from GitHub and easily customize it. I hope it can help some people who are struggling doing a portfolio.

    https://github.com/schouffy/gamedev-portfolio

    submitted by /u/schouffy
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    Looking for information on making a moddable game

    Posted: 02 Oct 2020 10:16 AM PDT

    Hi, I need information on making moddable games.

    What I want to know is design techniques and other resources that can facilitate making a game more moddable. I prefer books but articles and tutorials are welcome.

    If you know something about the topic I would appreciate your comment, thanks!

    submitted by /u/paralels
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    Is there any one game where one can wearing multiple same type of equipment at once in a 3D game?

    Posted: 02 Oct 2020 12:09 PM PDT

    For example, wearing a shirt with a chest plate.

    This question might be very engine specific, however Im asking for general tips and tricks as to how this mechanic might be achieved. For example moddeling in a specific way, rigging techniques or some other techniques.

    Also, is there any game that implimented this system?

    Thank you for your time.

    submitted by /u/Code_Monster
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    The Poetic Beauty of Ghost of Tsushima | On Haikus, Cinema and Video Games

    Posted: 02 Oct 2020 09:23 AM PDT

    Should we have fewer large systems or many little ones in an ECS ?

    Posted: 02 Oct 2020 07:19 AM PDT

    Im pretty new into "entity component systems", about half a year in.

    Well in this time i already tried many different ECS frameworks and played around with them quite a lot. One question i cant really answer myself is the following one... should we go for a few large systems or instead for many little modular systems ?

    ( Few large systems = System that processes multiple loops in one class )

    ( Many little systems = Each system one loop, not merged )

    In my current project there are about 70 of pretty little modular systems, i dont run into performance issues... but because im so new im pretty unsure if this is good or bad for the longterm perspective. One advantage i see is that you can easily turn of single systems without any problems.

     // At start of frame new StartBufferSystem(), new WiredReactiveSystem(), new OneFrameSystem(), // Jobs new SingleJobSystem(), new DependencyJobSystem(), new JobNotificationSystem(), new ClearJobSystem(), // Creation & Relation new ChildToParentSystem(), new ObserversToObserverSystem(), new IdentitySystem(), // Event based systems+ new LoginTransformSystem(), new LoginMenuSystem(), new LinkActionStackSystem(), new LinkResultStackSystem(), new PopupToClientSystem(), new OptionsToClientSystem(), new AddToInventorySystem(), new InventoryNotificationSystem(), new InventoryToClientOnLoginSystem(), new InventoryToClientOnUpdateSystem(), // Condition checking new ConditionSystem(), new DefaultConditionSystem(), new NoSpawnerConditionSystem(), new ReflectionConditionSystem(), new SpawningConditionSystem(), new NoMovementConditionSystem(), // Main logic new BeforeLogicBufferSystem(), // Process incoming events from the client new ClickSystem(), new ClickNotificationSystem(), new ClearClickSystem(), new ClickStartMovementSystem(), new ClickBuildSystem(), // Progress new ProgressSystem(), new ProgressNotificationSystem(), new ClearProgressSystem(), new GatherProgressSystem(), // Weights new WeightSystem(), new WeightNotificationSystem(), new ClearWeightSystem(), // Collision new RangeCollisionSystem(0.016f), new CollisionSystem(), new CollisionNotificationSystem(), new ClearCollisionsSystem(), new CollisionGatherSystem(), new CollisionStopMovementSystem(), // Calculate pos, assign pos, modify pos new TransformHistorySystem(), new TransformSystem(), new MovementSystem(), // Update users & items new MMOTransformSystem(), new MMOVisualSystem(), new MMOProgressSystem(), new MMOSystem(), new UserVariableSystem(), // Load chunks, assign them new ChunkLoadingSystem(), new ChunkCalculationSystem(), new ChunkSystem(), //Popups ( Really ? Dont we have a better solution here ? ) new PopupSystem(), new AfterLogicBufferSystem(), // Spawning algorithm and logic new LocationToLocationsSystem(), new SpawnerToLocationsSystem(), new SpawnLocationSystem(), new LocationToSpawnSystem(), new LocationToConditionSystem(), new SpawnConditionSystem(), new ConditionToWeightSystem(), new SpawnWeightSystem(), new WeightToSpawnSystem(), new SpawnSystem(), // Determine what load/update entity should get spawned new SaveOrUpdateSystem(), new SaveSystem(), new UpdateSystem(), // At end of frame new StartMeasurement(startSave::set), new SavingSystem(), new UpdatingSystem(), new StopMeasurement("Database", false, startSave::get, endSave::set), // Load Entities, then entities that are referenced in the loaded entities new LoadSystem(), new LoadSpawnerSystem(), new LoadResourceSystem(), new ChildDestroySystem(), new DestroySystem(), new EndBufferSystem() 

    What do you think about this ? What would you choose instead and why ?

    submitted by /u/genarTheDev
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    How I plan to create a game within a year

    Posted: 02 Oct 2020 04:15 AM PDT

    How I plan to create a game within a year

    As many of you know, creating a game is a lot of work. I definitely knew this, so I wanted to set a goal and focus on making a game within a year.

    I also think it's important to mention that I'm a solo dev with previous development experience and held a full time job throughout the project.

    Earlier build using different Unity assets

    To start, it was important to focus on a simple concept and have a clear direction. I decided to make a fantasy action RPG roguelike with spell combos and item/loot crafting.

    This was something I would enjoy, hit on all of my main focus points and was easy for players to understand.

    Current build with updated assets

    Having story and lore for a game like this is important, but I didn't want to make it a focus early on as I felt it would distract from development.

    The same also applied to creating in-game assets. For this I used Unity assets. This saved me a lot of time and resources while finding something that fit well for the look and feel of the game.

    Wind-earth spell attack with defensive spell.

    At the moment, the game is still in development and will be approaching a year in about two months. Currently I'm projecting that the game will be complete four months later than my initial goal, but I continue to make progress.

    I know there is a lot involved with making a game, but hope that this provides some helpful insight at a high level.

    If interested in learning more about the project, you can visit my website and sign up for our email list to get updates and access to our Discord.

    submitted by /u/RulesofAlchemy
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    Game Development Without Code

    Posted: 02 Oct 2020 12:16 PM PDT

    Game Development Without Code

    Unity bought Bolt earlier this year and then made the add-on free. So if you're looking for a way to simplify the creation of complex game logic without having to code, here is an introductory video tutorial that walks you through how to use visual scripting to create rulesets and game logic. This opens up a huge world of possibilities :)

    https://www.sovereignmoon.studio/unity-bolt-introduction-tutorial/

    Hope you find this helpful!

    https://preview.redd.it/ybo67ib4eqq51.jpg?width=1200&format=pjpg&auto=webp&s=ce67bcf45fb9608daa16478e4a3a4f5e9454a573

    submitted by /u/SaaSGrowth
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    Check out this asset for the demo game we are developing Hannah

    Posted: 02 Oct 2020 12:05 PM PDT

    Check out this asset for the demo game we are developing Hannah

    It's time to play! Find out what is hidden behind this mysterious object.

    https://reddit.com/link/j40s3n/video/p97jlq3ccqq51/player

    Please follow us on social networks

    submitted by /u/Hannah_the_Game
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    Tile Editor 2D

    Posted: 02 Oct 2020 11:32 AM PDT

    Ever feel unsatisfied with games (sometimes) because you're imagining how good your dream game could be?

    Posted: 01 Oct 2020 03:13 PM PDT

    I'm constantly daydreaming of what my dream game could be. I'm constantly taking down ideas I think of, compiling references for the design, soundtrack, story etc. All the songs I listen to at this point are songs I imagine playing during the game's emotional beats and credits. All these things I do ultimately end up hyping me up for a game that doesn't exist. Because of all this, there are times when the games I play just aren't satisfying me, because they just don't scratch the expectations I have for a non-existent game. It's not like I can't enjoy games anymore or anything, it's just that there are times when I stop, dramatically look down at my controller/keyboard and say "Damn".

    submitted by /u/InfamousParagon
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    Making an Impossible Game in 1 Week

    Posted: 02 Oct 2020 11:10 AM PDT

    Studying Game programming diploma at Humber college

    Posted: 02 Oct 2020 10:39 AM PDT

    Hello, I'm studying cs in Egypt (will graduate next year) and I have some experience in game development but I want to study it properly. So I thought about studying in Canada but I need to find a decent and affordable solution because I don't think my bachelor of cs will help me a lot finding jobs because of the fact that I took it from Egypt.
    I know a lot of people will tell me about building a portfolio but the market in Egypt is not that good so I'm doing my best making personal projects and right now I'm working as a VR instructor, But still, I want to learn game development in the professional way to be qualified to work for decent studios, I did my research and I found about Sheridan, Hamber and other colleges but it's kinda expensive but I can work hard for it, I just want to know if it's worth it because when I did my research I found that a lot of people said "Go for Bsc of cs instead of game dev diploma" but I already got the BSc but not as good as BSc from Canadian universities. So in my case is game dev advanced diploma is the ideal solution and will help me land a job in Canada.

    Also, as a student in Canada, how can I make living while studying (like a part-time job or something) I was thinking about QA tester just to get involved in the industry and get income.

    I really appreciate your help <3

    submitted by /u/BowserFarts
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    Why is it that so many gamedevs dont code their game so set itself to the native resolution of a users pc, forcing us to manually alter the resolution in a config file?

    Posted: 02 Oct 2020 10:21 AM PDT

    Genuinely curious. Would this be harder to code than I think? I know its not impossible because I've played a couple games that do it.

    Edit: I should clarify, you only NEED to alter the res through the config file if the resolution the game defaults to is not supported by your monitor.

    submitted by /u/MusicMakesYoAssCrass
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    Best place to publish a free to play game currently?

    Posted: 02 Oct 2020 10:07 AM PDT

    I'm aware of itch.io & gamejolt.

    But it's been a while since I've checked out these types of sites, are there any new contenders?

    I just want to upload a game for people to check out for free without having to create a company!

    submitted by /u/Harken_W
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    5 AWESOME Unity Assets for 2020 (Asset Showcase Ep.1)

    Posted: 02 Oct 2020 10:07 AM PDT

    How to make a Dramatic Teaser Trailer

    Posted: 02 Oct 2020 09:57 AM PDT

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