Screenshot Saturday #530 - New Creations |
- Screenshot Saturday #530 - New Creations
- I never really liked gear crafting in most rpg games, so I made a more dynamic crafting system where enemies drop crafting parts which can be combined into all kinds of gadgets that you can use instantly! Detailed explanation of the system in comments.
- Why don't co-op/multiplayer games on PC use multi-window setup yet?
- Watch out for DreamWorld Kickstarter
- A detailed look at how Terraria was created and how there were multiple moments during its development that could have caused a premature end to Terraria’s decade long journey.
- ORC COLONY #01 - 3d LOWPOLY Orc Village in Blender 3d & Unity HDRP
- Tips on going from student/hobbyist to professional game programming?
- Values & Inspiration problems
- Ho do you evaluate your games?
- Is it possible to tell a 'Drama' story via a video game?
- How much does prior programming knowledge really help with game programming in Unity?
- Psychology in "cursed" games
- The RIGHT publisher
- Free pixel art post apocalyptic buildings for commercial and non commercial use
- Capped at 45 fps while working with unity.
- Genshin Impact
- Crea un juego de carreras con el asset Vehicle Game en Unreal Engine
- Quick and Easy Lightning VFX with Material and Niagara in UE4
- Unity Tip - Renaming a Field Without Losing the Value in the Inspector
- How to create 2D array of RGB from image in SDL2 ?
- I made a game similar to among us in 1 hour! Let me know what do you think about and subscribe! Thanks!
- How could I make an ecosystem building game like this?
- Ways to show a stun effect in first-person?
- Learning gamedev/Unity the right way?
Screenshot Saturday #530 - New Creations Posted: 26 Mar 2021 09:08 PM PDT Share your progress since last time in a form of screenshots, animations and videos. Tell us all about your project and make us interested! The hashtag for Twitter is of course #screenshotsaturday. Note: Using url shorteners is discouraged as it may get you caught by Reddit's spam filter. Bonus question: Do you finish most of the games you play? [link] [comments] | ||
Posted: 27 Mar 2021 06:38 AM PDT
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Why don't co-op/multiplayer games on PC use multi-window setup yet? Posted: 27 Mar 2021 09:32 AM PDT It's not uncommon for players on PC to have multiple displays, so why don't games just take advantage of that and allow for multiplayer games to be drawn on different windows? Players could then pick which display to render which window, and assign input devices accordingly. The only output I can't see being well split for this purpose would be sound. [link] [comments] | ||
Watch out for DreamWorld Kickstarter Posted: 27 Mar 2021 09:50 AM PDT I have recently discovered what appears to me to be an unachievable MMO project on Kickstarter that is gaining a lot of traction. The games name is DreamWorld (https://www.kickstarter.com/projects/playdreamworld/dreamworld-the-last-game-youll-ever-play) and it claims to be "The last game you will ever play" There are many red flags with this project and I'm going to list some below but basically they are attempting to create an MMO where you can "do anything" and that it combines "every genre" as claimed in their Kickstarter. This is in fact a direct quote from their Kickstarter page: "Every genre, every style, every game type there has been and will be, all in one world, built by each player, on the back of accessible and powerful modular user interfaces. Think Zbrush, Photoshop, and Sketchup but in-game and easier. " Anyone that has any experience in game development knows that quote is a massive red flag just by itself but there are so many more red flags so here are some I have found in my research.
So overall I am worried about kids and people naive to how game development works blindly putting there money into this without thinking about the massive risk of this game ever actually being completed (or being anything like they claim In the Kickstarter) The Kickstarter's initial goal was AUD $13,151 and it's now at $79,049 which with the state of the game, lack of experience from the developers and extremely overly ambitious goals shouldn't be possible. I'm not sure what else can be done other then trying to spread awareness but let me know in the comments what you think can/should be done and other thoughts. [link] [comments] | ||
Posted: 27 Mar 2021 11:08 AM PDT
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ORC COLONY #01 - 3d LOWPOLY Orc Village in Blender 3d & Unity HDRP Posted: 27 Mar 2021 07:33 AM PDT
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Tips on going from student/hobbyist to professional game programming? Posted: 27 Mar 2021 10:28 AM PDT I have recently finished a degree in Game Design and have been offered a junior game programming job working with Unreal on AAA/AA projects. Most of my programming experience is self-taught. Do you have any tips for moving from student/hobbyist coding to professional coding? [link] [comments] | ||
Posted: 27 Mar 2021 11:17 AM PDT The post is an attempt to understand what to do with the game/prototype and how to attitude it, the post is divided into three parts: the first is what the game is and its values, the second is its problems, and the third is my reflection. Concept Saw a simple concept that hit me, I played something similar when I was a kid and I like the concept figures. In the process of developing new ideas appeared options as the best and about what to do, whether it should be a game about collecting figures crawler, staged levels with bosses or just bosses, or a set of puzzle scenes. In the end, all crystallized in the values of a samurai fighting in a fantasy setting because I decided to restrain myself from doing something big and ambitious and limit myself to some simple values. I'll give examples of some of them to make it clear what I'm talking about: to make a successful move that creates the maximum impact, to dodge a deadly attack by putting the enemy under a trap or forcing to attack an ally, dodge cleverly and acts quickly to make clever successful decisions. And some not realized for the contrast: choose the right quality equipment for the battle, for a time to become super strong and fast, duel with a similar opponent. Problems Now the game/prototype is a few of these interactive sketches on the theme of such conditional figure fights, but there's one problem I want to talk about. Basically, despite some conventions, the game is still about power fantasy, and there are a lot of games on this topic. It turns out that if I try to show something like this, the material does not reveal it very well. Tried to think of other mechanics that would reveal the research part or the collection part, but if you implement them the game sprawls to a huge size, you can start doing some kind of crawler or diabloid. Plus, most of these ideas are badly combined with the concept of slasher, for example, if you give some kind of pharming and leveling for the purpose and a sense of progress, it would make sense to get through the room at the maximum value, and I would like to see a player trying to do some cool tricks for themselves and more for aesthetic reasons, that is, if you add some motivational mechanics is outside the scope and generally becomes about something else. My reflection I myself am pretty neutral to the concept and the game, it does not repel me, but also not so that it beckons, but I think it may well be pleasant. In the world and enough games about power fantasy, you get the feeling that the game is not of great value, who needs his time to play Doom, but only with figurines? In that case, can a game of small size at all what is something to represent? Is there any value in originality if this originality does not benefit the concept? As i wrote above, the game only has sketches of the scenes, but is it enough to play it? Is it necessary to build a Skinnerbox around a game of this type? Or i need graphics on a higher level that would be motivation to play further? What the real values of the game? I'll take a break anyway. But I cannot answer the questions that arose during the development. What is the right attitude to development: do what you like? build everything around values? or just do something that already works? [link] [comments] | ||
Ho do you evaluate your games? Posted: 27 Mar 2021 08:32 AM PDT Hi all, longtime lurker, first time actually posting here. So, my question is in the title. I'm working on a serious game as part of my research at a uni . The game itself still looks quite rough, but all the core bits or at least their place holders are starting to be in place. We would like to get some initial feedback especially from other developers on whether we are on the right path or do we just have pile of poop on our hands . I thought that show-off-pages on discord & reddit would be a good place for getting potential evaluators, but honestly there is so many new games posted there all the time that my notification did not get any attention. So, simply how do you guys go about this? Or do you simply skip it until your game is nearly ready and hope for the best? Any recommendations & suggestions would be most welcome! Cheers :) [link] [comments] | ||
Is it possible to tell a 'Drama' story via a video game? Posted: 27 Mar 2021 10:37 AM PDT <Drama as in the genre> Do you think it's possible for a game to have a low concept plot and a character driven narrative while also retaining the elements that'll make it a game and not just an interactive movie or a walking simulator? Personally I find video games great for telling stories in just about any genre that has high concept plots(fantasy, horror, crime, etc). But for the life of me I can't figure out how to present a story like There Will Be Blood or even Hamlet with a game while still retaining the identity of the medium and having interesting gameplay? I realise there are stories like Shadow of the Colossus that can only be told through games and I'm not discounting them. I'm just curious if drama's our 'limit', so to speak. You folks have any thoughts? I sure as hell wanna hear some. [link] [comments] | ||
How much does prior programming knowledge really help with game programming in Unity? Posted: 27 Mar 2021 07:19 AM PDT I have a lot of experience in coding JavaScript and basics of C# but how much exactly would that actually help me with getting into game programming with Unity C#? Would it make the process any faster? Any easier? [link] [comments] | ||
Posted: 27 Mar 2021 07:06 AM PDT I was thinking about making a "cursed" horror game and i needed some tips, no better place to ask than here right ? So when i say "cursed game" i mean, an urban legend type of "everyone freaks the fuck out oooooo very scary" type of game. Something people talk about, something that goes far deeper than the game itself. But what do i need to do to for the game to have such an affect on a person ? Well after asking myself this question i decided to do a bit of research. The first thing i researched is other "cursed" games. One thing i noticed about all of the games i found was that they all contain
thanks everyone, and if you have some helpful advice to give me, that would be great :) [link] [comments] | ||
Posted: 27 Mar 2021 04:13 AM PDT My buddy and I have been working on our game for a bit over a year now. We got a quite good startup investment so he could be full time on it (he's the coder) while I was part time(i'm the artist). We are really happy with where we are with our game, and want to find a publisher to help us finish and publish it. However, eventhough this is our first indie game, we don't just want ANY publisher. Beggars can't be choosers of course, but we want someone who gets the game and can be excited about it, since we are not just looking for money. We are looking to learn as well. Our game, That Alchemy Game, is an automation-lite game, set in a loose fantasy setting, with a focus on quests, customers and characters. We recently made a publisher teaser to send out:https://www.youtube.com/watch?v=x4QJGns8Gw8&ab_channel=JonasGeorgakakis We would love any suggestions in terms of which publishers - especially the less known ones - that you think could be interested in our game. Or if there are any sites dedicated to this sort of thing. Any feedback in general is of course welcomed. We are still far away from being done, but follow us on twitter if you like what you see [link] [comments] | ||
Free pixel art post apocalyptic buildings for commercial and non commercial use Posted: 27 Mar 2021 08:49 AM PDT Contents A pixel art post apocalyptic asset pack containing the following: - Road asset - Wall asset - 3x apartment variations - pixel art abandoned shop All files come in .png format https://ellis-james-games-studios.itch.io/pixel-art-post-apocalyptic-buildings No credit is necessary. I hope some people will find them useful! Join my discord for updates on my asset packs and to be notified when they come out: https://discord.gg/JPY9tKK8 [link] [comments] | ||
Capped at 45 fps while working with unity. Posted: 27 Mar 2021 05:55 AM PDT the project is nothing but a plane and capsule among us looking player. I have no idea why is it capping me at 45 fps, my HZ is 59@ and checked my nividia control pannel if its capping or having Vsync on but its not.. need help.. thanks [link] [comments] | ||
Posted: 27 Mar 2021 11:53 AM PDT
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Crea un juego de carreras con el asset Vehicle Game en Unreal Engine Posted: 27 Mar 2021 06:30 AM PDT
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Quick and Easy Lightning VFX with Material and Niagara in UE4 Posted: 27 Mar 2021 04:01 AM PDT
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Unity Tip - Renaming a Field Without Losing the Value in the Inspector Posted: 27 Mar 2021 03:57 AM PDT
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How to create 2D array of RGB from image in SDL2 ? Posted: 27 Mar 2021 09:46 AM PDT I wanna create it, how to do this in SDL2, in pygame it has surfarray.pixels3D, what about SDL2? Help! [link] [comments] | ||
Posted: 27 Mar 2021 09:30 AM PDT
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How could I make an ecosystem building game like this? Posted: 27 Mar 2021 09:10 AM PDT I am very much a beginner to programming and I probably shouldn't be taking on a game like this but it's been on my mind for years now and if I want it to exist then I HAVE to do it myself. Everyone has a dream game, and this has always been mine. Basically I want to make an ecosystem/evolution simulator.. except YOU build every part of it. Every animal, every plant, tree, environment, and YOU choose how it all interacts with each other. My idea right now is that you have three templates to choose from; a cube world, a sphere world, or a flat one. You'd start off terraforming the land into something you think will fit. You can customize the weather patterns, and overall make the world the way you want. Then you get to build the life. You can either build a plant or an animal. Building these things would be voxel based and you would simply build whatever you want and then highlight either which parts are roots, stems, and which parts are for photosynthesis for plants and for animals you can tell it which parts are legs, arms, head, tail, etc. Then you do everything else. You build a skeleton, tell it how it behaves, where it lives, how it lives, etc. And here is the part I think about most- once you have all that built, you go into a test world and use a neural network to train the animal to behave how you want it to. You train it to walk, and then you train it to do more complex behaviors such as hunt down food, run away from predators, etc. I want every animal to be controlled by a neural network because I think it would make behavior a lot more natural. The AI wants to survive, so it will try to avoid things that can kill it such as starvation, thirst, predators, etc. this would allow its behavior in the real environment to evolve in real time, making things more natural because it's trying to do these things safely and dying is considered losing to the AI. Especially with the addition of natural selection and mutations, there could be so much possibility with this. You could make a water based plant that reproduces by growing its roots to find another plant before making a small flower in the middle of the two that shoots seeds out for more of its kind, and then there could be animals that mainly eat these flowers. You could have a bird jumping through a custom forest from branch to branch, either chasing something or in an intense chase with another predator bird on its tail and watch as its strategy evolves to get away. The creativity is endless. I don't know much about programming though and I've never made a neural network in my life so I'm clueless where to begin. If someone wants to take this on and steal this idea, that's fine with me. I'm probably not the best person to do this anyways. But a game like this needs to exist and I can't count on it to just pop up some day. I need to take action. But first I need to know if it's even possible to create something so complex, which is why I'm here. I have made games before but very simple things like breakout in GameMaker. Especially wanting to use Unity for this, this is a HUGE jump but a jump I'm willing to take for a project like this if I can find my footing. [link] [comments] | ||
Ways to show a stun effect in first-person? Posted: 27 Mar 2021 09:01 AM PDT So in a first-person swordplay game I'm working on, the player can be forced into a "stun" or "dazed" state where they are unable to move, attack, etc for a few seconds. What are some ideas for a visually distinct way to show this state to the player? Blurring the screen is too annoying/disorienting for the player, as well as whiting out the entire screen. [link] [comments] | ||
Learning gamedev/Unity the right way? Posted: 27 Mar 2021 08:26 AM PDT How should I tackle my hobbyist's Unity learning? I'm versed in image editing and coding with Ruby, so I think I have a great base, but making a unity game is do deep (learn 3D, learn rigging, learn texture painting, learn level design, learn C#, learn unity shaders and more!) so I'm ever so slightly lost on progressing through my learning. Do you recommend any tutorial or course (free or bought I don't mind paying for great courses but I'd rather stick to free assets in the store or 100% my own) so I can organise, learn by doing and finishing sorta barebone games and projects? Im lost as to organising my learning [link] [comments] |
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