How I understood back in the day that horses are not like cars and that I cannot simply apply force to a horse ass (from when I started learning game development) |
- How I understood back in the day that horses are not like cars and that I cannot simply apply force to a horse ass (from when I started learning game development)
- Rant from a former Ubisoft employee
- Need some help
- What's the easiest coding language to learn for game development?
- Free assets - House items
- which game is less ambitious as my first game as a solo game dev?
- Let's Compile a list of good, trustworthy publishers.
- Looking for a partner for PROCJAM and 7DFPS
- The Great Tribes - DevBlog # 37
- PC for indie game development
- Strange New Sound (a game audio company) is offering 30 seconds of music for free if you reply to their tweet with a screenshot or video of your game. Probably worth doing for a little freebie!
- After making shader graph, how do you apply it?
- Bolt For Absolute Beginners: How to Move Objects Using Visual Scripting (Video)
- Javascript game engine | Isometric RPG
- Pixelart
- Unity based game, time change hack?
- Hey guys, I am running a poll to help figure out what new sound asset pack I should create and give away. I appreciate any help!
- Jump Force character?
- some help with bouncing ball trajectory please
- Indie Outpost Digital Edition (German Local Gamedev Event)
- Help with my Companion AI project!
- Isometric Tiles Math (Clint Bellanger)
- Roguelite meta-progression
Posted: 08 Oct 2020 07:36 AM PDT
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Rant from a former Ubisoft employee Posted: 07 Oct 2020 01:59 PM PDT A few months ago you might have heard about the revelations of sexual harassment and abuse going on at Ubisoft. I didn't say anything then because (as a guy) I didn't want to make it about me. But now I want to get something off my chest. I worked at the Montreal studio as a programmer for about 5 years. Most of that was on R6 Seige, but like most Ubi employees I moved around a bit. I don't know exactly where to start or end this post, so I'm just going to leave some bullet-point observations:
Sorry for the sob story but I felt it was important to get this out there. [link] [comments] | ||
Posted: 08 Oct 2020 09:56 AM PDT Could you guys please say if you know any game that dont use a character model? I will try to do some things, and try experimenting on third person too. Its one of my weakness character modelling, so I am going to try a best aproach. [link] [comments] | ||
What's the easiest coding language to learn for game development? Posted: 08 Oct 2020 07:31 AM PDT I heard that most game engines use C++, but that's not good if you're a a beginner [link] [comments] | ||
Posted: 08 Oct 2020 09:55 AM PDT
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which game is less ambitious as my first game as a solo game dev? Posted: 08 Oct 2020 10:42 AM PDT a WW2 tactical third person shooter with controllable AI squadmates (akin to rainbow six vegas) with the ability to control them on player character death (like in the original rainbow six) or a sci-fi 2d platformer with either 32 bit sprites or vector- to- raster characters (i haven't decided on the art style yet) with semi linear gameplay (akin to new super mario bros in terms of level progression and mega man x/ metroid with optional upgrades) [link] [comments] | ||
Let's Compile a list of good, trustworthy publishers. Posted: 08 Oct 2020 12:30 AM PDT I am in a position in development where I have publishers contacting me, and while it's tempting to get some funding to help the game, I know how good these people are at making themselves sound amazing. However I always contact someone they have worked with and it's usually always negative feelings from the developer. For some reason indie developers seem very secretive about their experience with publishers, which only hurts ourselves. So I was hoping we could get a thread where people could recommend publishers (of any size) that they have had good experiences working with, or have heard good things of. I know people are careful about saying negative things about publishers, but if you have had bad experiences with one, sharing that would be very helpful too. Unfortunately I can't add to the list my self since I've never worked with any, hoping to hear from you guys! [link] [comments] | ||
Looking for a partner for PROCJAM and 7DFPS Posted: 08 Oct 2020 10:35 AM PDT There isn't much time since I started programming (5 months). Just looking for a partner to team up for PROCJAM and 7DFPS in December. I am from Brazil, not going to tell exactly where I live or what is my age. I work with Unity and C#, know a little about pixel art. If somebody is interested, send me a DM. Thank you all. uwu [link] [comments] | ||
The Great Tribes - DevBlog # 37 Posted: 08 Oct 2020 09:25 AM PDT
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Posted: 08 Oct 2020 01:00 PM PDT Hi, i want to start with game development in my free time... but i know nothing about that. How much money i need to buy decent PC for this? [link] [comments] | ||
Posted: 08 Oct 2020 12:56 PM PDT
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After making shader graph, how do you apply it? Posted: 08 Oct 2020 12:26 PM PDT
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Bolt For Absolute Beginners: How to Move Objects Using Visual Scripting (Video) Posted: 08 Oct 2020 12:05 PM PDT
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Javascript game engine | Isometric RPG Posted: 08 Oct 2020 04:24 AM PDT
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Posted: 08 Oct 2020 11:24 AM PDT I really like Pixelart. But i think Games today have not much in common with games in old days? Speaking about snes games etc. As axample: I'm looking for different things, first of some Info how this is done, Tutorials, good Artists etc. Then i'm curious is this similar difficult like 3d Modeling, harder or easier? Would really like to apply this style to a small project i have. [link] [comments] | ||
Unity based game, time change hack? Posted: 08 Oct 2020 11:08 AM PDT
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Posted: 08 Oct 2020 10:52 AM PDT
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Posted: 08 Oct 2020 10:36 AM PDT Does anybody know where to find information on what the tri count is for Jump Force characters? and how they are textured? Thanks [link] [comments] | ||
some help with bouncing ball trajectory please Posted: 08 Oct 2020 10:32 AM PDT
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Indie Outpost Digital Edition (German Local Gamedev Event) Posted: 08 Oct 2020 02:06 AM PDT
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Help with my Companion AI project! Posted: 08 Oct 2020 09:31 AM PDT So, I am currently working on a project about AI companions and I have created a questionnaire that talks about the topic and specifically Elizabeth from Bioshock Infinite and Atreus from God of War. If anyone could fill this in for me it would be a huge help! There are videos for examples in case you haven't played those games before and if you have already played the games then the questions should be a breeze. Any help is appreciated and thank you in advance! The link is: https://forms.gle/sjUjCLpbUAPjCmzT9 [link] [comments] | ||
Isometric Tiles Math (Clint Bellanger) Posted: 08 Oct 2020 09:19 AM PDT
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Posted: 08 Oct 2020 05:31 AM PDT So, we have a game (twinstick shooter) in EA, and we didn't have time to fully implement the "-lite" aspect of a roguelite yet. Instead, we gradually unlock certain abilities (like ability to use skills) and more difficulty (because it's overwhelming at first, so we disable spikes and certain harder enemies). I was always kinda reluctant because there's an inconsistency with meta-progression that makes the game easier. Is it something that people want? Game getting easier not because of their skills, but because they invest metacurrency into gaining more DMG, HP and abilities? Games like Rogue Legacy, Dead Cells, Hades, Undermine - they rely on you only being able to win after certain progression - unlocking more HP, flasks, all that. And then there's a "purist way" - Binding of Isaac, which actually only get harder as you unlock stuff - there's several difficulty upgrades which make the game longer and harder. Well it does kinda gets easier when you unlock D6 and other starting items and some powerful items, but not by a lot. What do you think is the best way today? It does seem like classic Isaac-style roguelites are in decline and heavy-progression style like Undermine are more popular now. I've been hearing few people praising us for not having these, but many others complain the game is too hard. Obvious solution would be implementing progression which would make it possible to "grind" the win. The hard part is balancing it so you couldn't overwhelm the game, but I think it's manageable. Hades seems like it does the job pretty well. I'm replaying the game on Switch now and still haven't won a single run, being about 60% deep on basic upgrades. [link] [comments] |
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