• Breaking News

    Thursday, October 8, 2020

    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)


    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)

    Posted: 08 Oct 2020 07:36 AM PDT

    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:

    • Ubisoft management is absolutely toxic to anyone who isn't in the right clique. For the first 2 years or so, it was actually a pretty nice job. But after that, everything changed. One of my bosses started treating me differently from the rest of the team. I still don't really know why. Maybe I stepped into some office politics I shouldn't have? No clue, but he'd single me out, shoot me down at any opportunity, or just ignore me at the best of times.
    • When it comes to chances promotion at Ubisoft, there's basically this hierarchy that goes something like French (from France) > Quebecois > anglophone > everyone else.
    • Lower levels of management will be forced to constantly move around because they're pawns in the political game upper management is always playing. The only way to prepare yourself for this is to get the right people drunk.
    • When I was hired, they promised me free French classes. This never happened. I moved to Montreal from Vancouver with the expectation that I would at least be given help learning the language almost everyone else was using. Had I known that from the beginning I would have paid for my own classes years ago.
    • When my daughter was born, they ratfucked me out of parental leave with a loophole (maybe I could have fought this but idk). I had to burn through my vacation for the year. When I came back I was pressured into working extra hours to make up for the lack of progress. It wasn't even during crunch time.
    • After years of giving 110% to the company, I burned out pretty bad and it was getting harder and harder to meet deadlines. They fired me citing poor performance. Because it was "with cause" I couldn't get EI.

    Sorry for the sob story but I felt it was important to get this out there.

    submitted by /u/YannisSucks
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    Need some help

    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.

    submitted by /u/Hdhunk
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    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

    submitted by /u/SoftCustomer6
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    Free assets - House items

    Posted: 08 Oct 2020 09:55 AM PDT

    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)

    submitted by /u/wavybean33
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    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!

    submitted by /u/MaxCreate
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    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

    submitted by /u/potacio-de-batata
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    The Great Tribes - DevBlog # 37

    Posted: 08 Oct 2020 09:25 AM PDT

    The Great Tribes - DevBlog # 37

    https://preview.redd.it/8s7d6e79dwr51.jpg?width=1279&format=pjpg&auto=webp&s=4e029b737c05470ea4c1b115e3b05b30ca3addff

    https://preview.redd.it/q3x2bh79dwr51.jpg?width=1279&format=pjpg&auto=webp&s=699b63b6b6eac5479fa624cf99d392b432641208

    https://preview.redd.it/qtl9wq89dwr51.jpg?width=1279&format=pjpg&auto=webp&s=5d0c61838758bd48036a30b06604280ebb376acf

    https://preview.redd.it/sqmni699dwr51.jpg?width=1279&format=pjpg&auto=webp&s=1dca64d97f6518247e87d7f0ae54e6ef110cf31f

    Hello everyone!

    it's been a very long time since the last diary. Many wondered if the project was alive or gone. The project is alive, but faced difficulties.

    Last year, we were unable to reach a consensus with Eugene, our game designer, or rather, he was unable to implement the concept we conceived, for a number of different reasons.

    After the last diary, I took up the continuation of our concept myself. After a while, I realized that everything that we had planned with Zhenya was too much for me alone. Probably at this moment, for the first time, the thought occurred to me that I should have given up my first initial concept for nothing. But I couldn't blame myself, because Zhenya's first General concept was already on paper, and mine was only in my head. At first glance, the concept looked good. It turned out later, when it came to the details, that the concept has 90% of the old spots that no one can formulate.

    After the new year's holidays, I decided to start from scratch, after further development of the concept. After a week of torturous beginnings, I was left standing on the second or third page of my new mega concept book… And then I started looking for inspiration on the side. 500 hours of play in the 6th civilization, Dawn of Man - 40H, Jon Shafer's At the Gates - 40H, Crusader Kings II and then Crusader Kings III under a hundred hours. A bunch of other games.

    I tried to write a concept several times. Each attempt moved me one or two pages ahead and the fuse disappeared. In the end, I barely described the basics.

    I can't say that the project was completely stalled at this time, many different minor edits were made. A person who is engaged in sound joined the project and the first rudiments of sound design appeared in the game.

    Over the past half year, until I had time to fully engage in the project, I kept records of all my ideas, of which I accumulated a sufficient number. Now the task is to structure them in a concept Doc.

    My goal is to roll out a more or less playable build by the end of this season.I will try not to pay attention to the graphics and concentrate on the gameplay.Wish me luck and patience :)

    submitted by /u/Zemlaynin
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    PC for indie game development

    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?

    submitted by /u/ExtensionNetwork
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    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!

    Posted: 08 Oct 2020 12:56 PM PDT

    After making shader graph, how do you apply it?

    Posted: 08 Oct 2020 12:26 PM PDT

    After making shader graph, how do you apply it?

    I made a shader graph, now I want to apply it to my Material, but how? Am I not suppose to find it here? Why isn't it popping up?

    https://preview.redd.it/71l5baw19xr51.png?width=382&format=png&auto=webp&s=86799ec9e77f776beb3508bc8d7cbb11cd6a5990

    I searched google and couldn't find an explanation for this step.

    submitted by /u/PulseQ8
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    Bolt For Absolute Beginners: How to Move Objects Using Visual Scripting (Video)

    Posted: 08 Oct 2020 12:05 PM PDT

    Javascript game engine | Isometric RPG

    Posted: 08 Oct 2020 04:24 AM PDT

    Javascript game engine | Isometric RPG

    Somehow I decided to make a small game mainly as a hobby and for testing CSS, Canvas and Javasacript. Games with this look were released at the end of the last century, such as Diablo, Fallout, Arcanum and others ...

    A* Algorithm

    I decided to make not really a game, but some levels and scenes for testing web technologies. And after a while, I made a little javascript engine.

    Lights and Shadows

    During the development process, I was interested in:

    • how CSS animation will work with multiple layers and objects
    • how many sprites we can animate simultaneously on the screen
    • what will be the load in the implementation of the A * Algorithm and how many objects it can calculate
    • which technologies will load on the CPU, at which ones on the GPU
    • and in general, what will be the overall performance in a modern browser

    Free movement of characters

    Dynamic light source

    If it will be interesting to someone, then write what you think about this.

    Links to some videos demonstrating this engine:

    Lights and Shadows........................... https://youtu.be/bHEbgVHliUM

    Multiple Light (Canvas Animation)... https://youtu.be/jeQb3tT-TOg

    A * Algorithm...................................... https://youtu.be/X7KnaQIgex0

    Level example..................................... https://youtu.be/mqEBOV9UjKw

    All objects and images in this post and videos are shown not for personal gain or commercial use. I have a lot of respect for other people's work and respect the talented people who did it. This engine and demonstration was created for technology testing and entertainment purposes only

    submitted by /u/EngineE2505
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    Pixelart

    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:

    Crosscode

    Stardew Valley

    Graveyard Keeper

    Undermine

    The Survivalists

    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.

    submitted by /u/Halfdan_88
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    Unity based game, time change hack?

    Posted: 08 Oct 2020 11:08 AM PDT

    Unity based game, time change hack?

    Hi, am working on 2D game called Color Jump, simple one but am implemented every 3 hours free chest but if am change time on my phone am can skip the wait time, what is causing me issues to ti fix it, simple way its singleplayer game. Android.

    ScreenShot:

    https://i.redd.it/q5j6372mvwr51.gif

    And here you can have demo to see what am mean:

    Download google drive: https://drive.google.com/file/d/12PGMaEh1E0qtRwtk_9SMubmpIeh7RlkV/view?usp=sharing

    submitted by /u/VisionBalkan12
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    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!

    Posted: 08 Oct 2020 10:52 AM PDT

    Jump Force character?

    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

    submitted by /u/Flashdx
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    some help with bouncing ball trajectory please

    Posted: 08 Oct 2020 10:32 AM PDT

    some help with bouncing ball trajectory please

    hey guys hope u doing well am trying to calculate the future trajectory of this ball so the player can see the first bounce of the ball off the wall so i used this script that i found online and converted everything to 2D cause it was meant to work with 3d , the line renderer keeps flickering when i move it over the wall sometimes it calculates the bounce correctly and sometimes it doesn't just stops when it hits the wall or reflects on it self as i can see when debugging this script after the reflect function any help would be appreciated

    public class BallTrajectory : MonoBehaviour { // Reference to the LineRenderer we will use to display the simulated path public LineRenderer sightLine; // Reference to a Component that holds information about fire strength, location of cannon, etc. public PlayerController _playerController; // Number of segments to calculate - more gives a smoother line public int segmentCount = 20; // Length scale for each segment public float segmentScale = 1; // gameobject we're actually pointing at (may be useful for highlighting a target, etc.) private Collider2D _hitObject; public Collider2D hitObject { get { return _hitObject; } } RaycastHit2D hit; private void Awake() { _playerController = GetComponent<PlayerController>(); } void FixedUpdate() { simulatePath(); } /// <summary> /// Simulate the path of a launched ball. /// Slight errors are inherent in the numerical method used. /// </summary> void simulatePath() { Vector2[] segments = new Vector2[segmentCount]; segments[0] = transform.position; Vector2 segVelocity = _playerController.ballDirection * _playerController.speed * 10f * Time.deltaTime; _hitObject = null; for(int i = 1; i < segmentCount; i++) { float segTime = (segVelocity.sqrMagnitude != 0) ? segmentScale / segVelocity.magnitude : 0; segVelocity = segVelocity * segTime; hit = Physics2D.Raycast(segments[i - 1], segVelocity,segmentScale); if (hit.transform != null) { _hitObject = hit.collider; segments[i] = segments[i - 1] + segVelocity.normalized * hit.distance; segVelocity = segVelocity * (segmentScale - hit.distance) / segVelocity.magnitude; segVelocity = Vector2.Reflect(segVelocity, hit.normal); print(hit.transform.gameObject.name); } else { segments[i] = segments[i - 1] + segVelocity * segTime; } } /* Color startColor = Color.green; Color endColor = startColor; startColor.a = 1; endColor.a = 0; sightLine.startColor = startColor; sightLine.endColor = endColor; */ sightLine.positionCount = segmentCount; for (int i = 0; i < segmentCount; i++) { sightLine.SetPosition(i, segments[i]); } } } 

    https://preview.redd.it/d5us54mcpwr51.png?width=1466&format=png&auto=webp&s=b4c3899d88fdcb403e1f7f7e96cc83535675284f

    submitted by /u/ahmedshalaby299
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    Indie Outpost Digital Edition (German Local Gamedev Event)

    Posted: 08 Oct 2020 02:06 AM PDT

    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

    submitted by /u/bexilou12
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    Isometric Tiles Math (Clint Bellanger)

    Posted: 08 Oct 2020 09:19 AM PDT

    Roguelite meta-progression

    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.

    submitted by /u/jaguard_moregames
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