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    Sunday, January 17, 2021

    A detailed look at the development of Papers, Please and the history of the developer. The video explores how solo developer Lucas Pope got the idea for a game about checking people’s documents and how he was able to generate thousands upon thousands of unique travelers all on his own.

    A detailed look at the development of Papers, Please and the history of the developer. The video explores how solo developer Lucas Pope got the idea for a game about checking people’s documents and how he was able to generate thousands upon thousands of unique travelers all on his own.


    A detailed look at the development of Papers, Please and the history of the developer. The video explores how solo developer Lucas Pope got the idea for a game about checking people’s documents and how he was able to generate thousands upon thousands of unique travelers all on his own.

    Posted: 17 Jan 2021 07:18 AM PST

    Why did old games tie physics calculations to framerate?

    Posted: 17 Jan 2021 01:00 AM PST

    Or, I should say, why didn't they untie it?

    A common physics calculation might be something like object.position += velocity, and this would happen every frame. The only problem is that this assumes a constant framerate. If the framerate dips, the object will move more slowly.

    Modern games fix this problem by multiplying the increment by the "time since the last frame" or "delta". So the formula would be object.position += velocity * delta.

    My question is: why didn't old games do this? If you play something like Mario 64 and the game lags, everything will slow down. Play any newer game and it won't have this issue (Unless it's made by someone like Bethesda).

    I don't think it's because of slower hardware. One extra floating point operation per game object isn't REALLY that much, especially since these games usually had strict limits on the number of active physics objects.

    submitted by /u/Admirak
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    Postmortem: Lenna's Inception

    Posted: 17 Jan 2021 10:13 AM PST

    Creating your own gun shot sound effects on a budget

    Posted: 17 Jan 2021 11:04 AM PST

    Presentation: Sound Design of FAR: Lone Sails

    Posted: 17 Jan 2021 08:25 AM PST

    Hey r/gamedev

    My name is Fabio and I am one of the developers of FAR: Lone Sails which came out in 2018. This wednesday I will be giving a free presentation about the challanges of sound design for interactive media with a focus on how we realised the vehicles engines audio. You can sign up for the event here for free: https://www.eventbrite.com/e/how-okomotive-approached-sound-design-in-far-lone-sails-tickets-132653168197

    Cheers and take care.

    submitted by /u/Migrin
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    GoNorth, a story and dialog planning portal for RPGs and other open world games, now supports multiple projects and I would love for you to check it out

    Posted: 17 Jan 2021 11:01 AM PST

    Quick and easy rock material for Cycles AND Eevee (Blender tutorial)

    Posted: 17 Jan 2021 07:34 AM PST

    Blender 2.9 Addon Development Tutorial

    Posted: 17 Jan 2021 08:25 AM PST

    UE4 Tutorial: Sword and Shield - part 2: Multiplayer

    Posted: 17 Jan 2021 08:19 AM PST

    Is PBR the standard for making 'realistic' graphics?

    Posted: 17 Jan 2021 09:40 AM PST

    Just wondering if PBR is now the standard way of shading objects in modern games for achieving a realistic looking scene or are there are some situations where other types of techniques are better suited than PBR? Thanks

    submitted by /u/H3XAGON_
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    quite interesting piece about designing serious historical game

    Posted: 17 Jan 2021 10:46 AM PST

    MS Paint3D is pretty good actually for simple stuff.

    Posted: 17 Jan 2021 10:11 AM PST

    I wanted a 3D spaceship for my game so I wouldn't have to draw a zillion frames for different angles but haven't got around to learning blender or something yet.

    So I decided to try Paint3D (comes with Windows 10) and surprisingly it's nice and easy for simple shapes and colors!

    https://reddit.com/link/kzbhyw/video/m1nwzpzwnxb61/player

    submitted by /u/Overplasma
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    Simple Game Ideas for Learning How to Code a Game from Scratch

    Posted: 17 Jan 2021 12:33 AM PST

    I'm trying out game development and have some ambitious ideas for games that I'd like to create, but am not sure how to start with implementing it (the number of tutorials out there are a bit overwhelming and going through them has given me bits and pieces to work with, but make it harder to see the big picture as a whole).

    I thought it would be helpful to come up with some simple game ideas to try to create on my own that aren't too ambitious so that I can 1) put to practice what I've learned from tutorials without relying on them, 2) learn how to put the small pieces together into the bigger picture, 3) not feel overwhelmed, and 4) have fun. I was wondering if you guys have had any cool, unique, simple ideas that have helped you to become a better developer that could be helpful for those who are trying to learn game development.

    [EDIT]: I'm using Unity so tips for that could be cool too, but anything helps.

    Thanks for the help~! :)

    submitted by /u/_Asianu
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    Need help on game design?

    Posted: 17 Jan 2021 03:41 AM PST

    I am building an endless runner game as my first project/learning project, i built a 2.5d runner but i am think of converting it into 3d. so please need advice should i keep both 2.5d and 3d or pick anyone of it and just complete it? you can view my 2d work below

    https://reddit.com/link/kz50e4/video/m9cp5kbrqvb61/player

    submitted by /u/Dev-Coaster
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    Book recommendations on building an audience / beta testers for mobile games?

    Posted: 17 Jan 2021 12:03 PM PST

    Hi guys,

    As per the title, I'm looking for a book that could provide advice on how to build an audience / find beta testers for a mobile game.

    The internet seems pretty saturated with books, so I thought it'd be a good idea to see if anyone has any personal recommendations.

    submitted by /u/RyanMan56
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    website as portfolio

    Posted: 17 Jan 2021 08:06 AM PST

    hey guys, i've been working on a website to be my portfolio. i'm thinking of having my own domain, but the cheapeast i can go still displays wix ads. like "website made with wix". i choose wix because it has the best editor and i was able to do exactly what i wanted (pixel art menus and buttons).

    my question is - is it too bad to have that ad about wix? to get rid of it is like 100€ a year. is it worth to pay it? does it make a difference?

    thanks in advance :)

    submitted by /u/ritabrnc
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    Has anyone ever built their own Fast Fournier Transform Water? How was it and what did you learn?

    Posted: 17 Jan 2021 11:49 AM PST

    Greetings all,

    I'm researching FFT water and trying to learn the math involved before I hop into C++, bite the bullet, and take the plunge. I am in the process of learning C++ for Unreal and doing daily challenges on edabit, so I'm slowly getting an idea of what's going on. Doing FFT water would easily be the biggest programming challenge I've ever undertaken, and probably the hardest game dev challenge for me in general.

    I'm wondering if anyone out there has done their own FFT water and would like to share their experiences. What did you learn? How did it go? What did you wish you had known prior? Any tips and tricks for someone trying it themselves?

    Thanks!

    submitted by /u/jimothy_clickit
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    Unity: How to trigger event on file move?

    Posted: 17 Jan 2021 11:45 AM PST

    So I've got a good understanding of AssetImporter and how to create "watch" scripts that will trigger their method on an import.

    But that only works when ... well, you import something. I am looking to run a trigger when a folder is updated with new files in it, or when a file is moved into the folder that already exists in the project.

    Haven't found anything relating this.

    Thanks in advance!!

    submitted by /u/TonCoder
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    What you can learn from learnopengl.com

    Posted: 17 Jan 2021 11:34 AM PST

    CD Projekt Red Co-Founder Explains What Went Wrong With Cyberpunk 2077

    Posted: 17 Jan 2021 10:51 AM PST

    What's the go-to engine for 2D multi platform mobile game development these days?

    Posted: 17 Jan 2021 06:39 AM PST

    So I'm looking to make a 2D mobile game, in particular, an idle game. The most intensive part about the idle game might be some animations concerning the 'currency' generated, for example: in cookie clicker there's a lot of cookies flying around sometimes when you're earning them. So it's not the most intensive game ever although that may change if my idea develops.

    I've done some research, searched this question in the subreddit etc, and can't make my mind up when it comes to which game engine to go with and wouldn't mind some suggestions. These are the engines I've been thinking about:

    Unity:

    Pros: multiplatform, supposedly a lot of resources out there to learn, big community around it.

    Cons: Haven't really touched C# in a while. There seems to be a lot of 'unity-specific' learning around the game engine itself?

    SDL:

    Pros: It's C++ and I like C++, I have some decent experience in C++.

    Cons: Can't really find many examples of people using SDL which makes me hesitate to commit to it. Supposedly people have teething problems getting a boiler plate project set up for it.

    Libgdx:

    Pros: Seems to have a decent userbase.

    Cons: Doesn't really have that many resources to learn? Uses Java which I haven't touched in a while.

    Any suggestions or insight?

    submitted by /u/ExoticImprovement222
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    Getting game box art

    Posted: 17 Jan 2021 10:14 AM PST

    What would be a legal way to get box art for games using an API? I saw that Youtube Gaming posted that they use Wikipedia and Steam to source this info but Wikipedia often doesn't list the game art and steam's API doesn't seem to let you do this?

    Any thoughts appreciated - thanks!

    submitted by /u/longj092
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    To similar to half life?

    Posted: 17 Jan 2021 09:51 AM PST

    I was brainstorming ideas for a new FPS I was going to work on:

    19th century town has been occupied by an alien empire. They have repurposed the highest castle tower as a gravity beam, holding up one of there ships in the sky. It was invaded by the aliens, 19 years ago. There is now a series of underground tunnels throughout the city beyond the aliens control.

    Chapter 1: Control

    You start up in a line of people queuing up outside a store, with cyborgs standing outside every single building. As you get to the front you see someone walk away from the store. As they walk away the cyborgs start staring at her and walk towards her and drag her down the street. Then after her beating you get to the front and the owner, who is giving out bread, tells you to get inside pulling, you over the counter. You follow him as he gets a key from the second floor, you see his baby sleeping in a crib, you then follow him downstairs to the basement, as he explains about the underground tunnels and reminding you about the rebellion. He gives you a dagger, as he forces you down a trapdoor he opened with his key.

    Chapter 2: The darkness

    You make you're way through the sewers, it's dark, cold and damp. You're first enemy comes: A human who has been infected by a virus, causing them to become disfigured, and attack any creature on sight. You go through the rest of the level fight various types of these zombies underground. Until you see a rebellion camp being actively raided by the cyborgs. They then spot you and you have to make you're way towards them, whilst avoiding there bullet fire. You then get you're first gun: A flintlock pistol.

    I'm worried if the story is to similar to half life, or if it's fine?

    submitted by /u/Rice_Krispy1
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    Help On Hearthstone-like Target/Attack Arrow

    Posted: 17 Jan 2021 03:31 AM PST

    I'm currently building a multiplayer card game in 3D with Godot. Most of this is fairly straightforward in 3D but I'm trying to work on attack/effect targeting that feels good. Currently I have a system where a little Red Target Reticule shows up but I don't think I'm feeling it.

    https://i.imgur.com/fT71ZxY.png

    So I've been considering making something akin to the Hearthstone Attack/Target arrow but I think this is where my 3D ability is somewhat limited.

    https://i.imgur.com/KfRZzRu.png

    I understand it to some extent. There are at least two elements to it, the arrow head and the body (which might be a single animated sprite OR a number of sub-elements that have their visibility slide up and down). The Arrow only rotates and follows the cursor whereas the body follows the Arrow head. The things I am not sure about

    1. How do I get the body to scale* to the Arrow Head while keep it set to the origin (the card that triggered the targeting)?
    2. Assuming the body is multiple small images following the body, how exactly do I keep it smooth? (ie if the mouse moves the length changes so this means the target position does too and I'm not sure how to keep that smooth)

    *Is it even scaling that I want or do I just need to scroll items from a to b?

    If there is a tutorial on this somewhere I'd very much appreciate the link.

    Thank you for reading (or answering in advance)

    Edit: I'm also open to suggestions about alternative targeting systems if you have any ideas.

    submitted by /u/AlexAndThunder
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