Released my puzzle game with extremely reduced game design (more info in comments) |
- Released my puzzle game with extremely reduced game design (more info in comments)
- Made a video on how to open Cracks, Fissures or Holes on the ground. Learn more in the comments.
- Very efficient CPU rasterizer using C++ and AVX2
- Raw Fury just published their standard Publishing Agreement
- Adding offline voice commands to a retro chess game (Article + source code)
- I made a rocket launcher for my gang beast style game!
- Helping the gamedev community at large
- Neuro Skazka | Cosmos evolution inside the skull
- Unity Events - Observer Pattern. I find a lot of new Unity users are missing this fundamental concept. Events will make communicating between objects and classes so much easier and provide much cleaner code. Link in the comments:
- My first game
- Live now, update about Lost Paradise, Third Person action game in development with Unreal Engine 4
- I made a game in 10 MINUTES (Brackeys Challenge)
- Thank you all for the feedback!! We've given the wolf an idle in our first step in making the scene feel a little more alive. Question: Do any devs here have an opinion on combat as an overlay vs a scene on Unity? We're using an overlay and it feels... "wrong"?
- After 4 months of development, I finally got around to actually finishing a demo for my game "Aggressor". Here are some screenshots of the action!
- Join the Jam Nation!
- Networking Movement Advice
- Indie Working with Big IPs featuring Mel Kirk
- UE4 Tightrope Mechanic
- Raw Fury, and indie publisher, shares their entire publishing agreement online for all to see
- Free 3D Models - Low Poly Trees Pack
- Tried to explain the basics of importing 3d models in Godot for a Third Person Shooter
- Platformer Design Trends: Then and Now
- Hey GameDev! Probably like most of you I watch a lot of game dev logs, so I finally decided to try and make one myself. I was hoping to get some feedback on the dev log, particularly if you guys find the style engaging
Released my puzzle game with extremely reduced game design (more info in comments) Posted: 22 Dec 2020 02:47 AM PST
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Made a video on how to open Cracks, Fissures or Holes on the ground. Learn more in the comments. Posted: 22 Dec 2020 08:09 AM PST
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Very efficient CPU rasterizer using C++ and AVX2 Posted: 22 Dec 2020 11:13 AM PST
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Raw Fury just published their standard Publishing Agreement Posted: 22 Dec 2020 08:44 AM PST
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Adding offline voice commands to a retro chess game (Article + source code) Posted: 22 Dec 2020 06:32 AM PST
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I made a rocket launcher for my gang beast style game! Posted: 22 Dec 2020 10:04 AM PST
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Helping the gamedev community at large Posted: 22 Dec 2020 09:31 AM PST Hey everyone, I just announced my new game and I am stoked! But, even with all that going on I want to help people at the same time, so I am looking for advice: Is there anything I can do to help other gamedevs? I already have two ideas, 1) Donate unused assets and 2) Make my Trello board public, which has all my QA/tasks/management stuff. Is there anything else I can/should do? Any suggestions at all would be appreciated. Thank you! [link] [comments] | ||
Neuro Skazka | Cosmos evolution inside the skull Posted: 22 Dec 2020 08:59 AM PST
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Posted: 22 Dec 2020 05:07 AM PST
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Posted: 22 Dec 2020 08:29 AM PST
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Live now, update about Lost Paradise, Third Person action game in development with Unreal Engine 4 Posted: 22 Dec 2020 12:09 PM PST
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I made a game in 10 MINUTES (Brackeys Challenge) Posted: 22 Dec 2020 12:06 PM PST
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Posted: 22 Dec 2020 08:02 AM PST
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Posted: 22 Dec 2020 10:55 AM PST
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Posted: 22 Dec 2020 06:41 AM PST
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Posted: 22 Dec 2020 01:45 AM PST Hello! I am in the beginnings of a multiplayer game, and I am not sure which way to network the movement would be the best. I know in competitive games where you want to prevent cheaters it is important to have the server handle the important stuff. However, this game is a survival game and it doesn't really matter if there are cheaters. In this case, is it alright to run all movement on the client and then just tell the server where I've moved to and have it update on every other client? I'm not sure if its worth the higher latency of double checking everytime the player moves with the server if it isn't necessary. Thank you! [link] [comments] | ||
Indie Working with Big IPs featuring Mel Kirk Posted: 22 Dec 2020 09:10 AM PST
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Posted: 22 Dec 2020 08:22 AM PST Hey everyone, I've been trying to figure out how to go about implementing a fun tightrope walking mechanic like to the video linked and need some help! I'm mostly focused on the bounciness of the rope, and determining jump height based off the force / velocity of the rope after jumping off a few times. There's definitely a few ways to go about it, but I wanted to see if anyone smarter than me out there would know best! Thank you all in advance :) [link] [comments] | ||
Raw Fury, and indie publisher, shares their entire publishing agreement online for all to see Posted: 22 Dec 2020 08:16 AM PST
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Free 3D Models - Low Poly Trees Pack Posted: 22 Dec 2020 04:29 AM PST
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Tried to explain the basics of importing 3d models in Godot for a Third Person Shooter Posted: 21 Dec 2020 10:51 PM PST
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Platformer Design Trends: Then and Now Posted: 21 Dec 2020 10:14 PM PST | ||
Posted: 21 Dec 2020 06:51 PM PST
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