- Super excited to finally be able to share this tutorial with you guys! Today, we are going to learn how to create a stylized environment in Unreal Engine. We will cover stylized modeling techniques, creating stylized grass foliage in Unreal Engine, and some stylized texturing. All 100% free on YT.
- 3D UI Skill Tree experimental design. The goal was making the navigation more fun & exciting meanwhile visually explaining the upgrade. UI was designed in Adobe Illustrator, modeled in Blender, developed & rendered in Unity. This is about experimentation to get inspired or start a conversation :-)
- Hello Comrades, for those of you who want to learn game programming in C# for Unity, I have created a very basic lesson that explains some of the basics! I will make more to cover everything that you need to make your own games using C#
- How to get motivation to finish my side project?
- 8 years of gamedev and I finally got an article in PC Gamer, how do I use this?
- which engine would be best for a modular voxel game with physics
- Should I contact a publisher about the game I'm making?
- How To Make A Multiplayer Game In Unity 2021.1
- need input on procedural generation and island repartition
- Finding the right Network solution
- For those of you with 8 hour industry jobs, how much actual work do you get done in a day?
- Is it possible to make a 2D app like this with Unity?
- Don't know if this has been posted before but seems useful
- What (if any) programming software can I use without downloading it to my computer?
- My thoughts on designing replayability
- How to increase the playerbase of a game which relies on community-created content?
- PLEASE HELP!!! I NEED TO MAKE A 2D GAME FOR MY A LEVEL COURSEWORK!!!
- Concept artist salaries, expensive cities and comfortable living
- Have you ever been in a situation where some game mechanic feels redundant but you can't get rid of it because it would cause imbalances in your game?
- Free Textures Pack: Consoles 01
- Working on emotive / emergent NPC AI logic
- Question about DLSS for devs: Can it be added to older games that released without it?
- Designing for sexy with paper prototyping
- Mobile game project Local network multiplayer.
Posted: 25 Mar 2021 06:10 AM PDT
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Posted: 25 Mar 2021 09:41 AM PDT
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Posted: 25 Mar 2021 12:48 AM PDT
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How to get motivation to finish my side project? Posted: 25 Mar 2021 05:27 AM PDT I started a game half a year ago in Swift, it is my first "big" side project. The first 2 months was really easy, but then I lost almost all my motivation. In the last two months I haven't touched the project, but it's almost done, like 70% of the project is done. How do you keep the motivation to finish your side projects? [link] [comments] | ||
8 years of gamedev and I finally got an article in PC Gamer, how do I use this? Posted: 25 Mar 2021 09:38 AM PDT I'm pretty bad when it comes to marketing my own stuff, so any ideas how to leverage this to help increase exposure? Not going to lie, I'm super happy that it happened. Since I'm in adult game dev, I wasn't too sure most industry pubs would touch my game, but I'm glad some people are willing to leave their comfort zones to discuss it. Edit: Here's the actual article - https://www.pcgamer.com/im-glad-i-looked-past-the-name-because-memoirs-of-a-battle-brothel-is-exactly-what-i-want-in-an-rpg/ Not sure if it's against sub rules to post it, I'll remove it if so [link] [comments] | ||
which engine would be best for a modular voxel game with physics Posted: 25 Mar 2021 11:38 AM PDT In case I was using the wrong terms, or just didn't explain it well in the title, I'm looking to make a voxel game where the player can place and destroy objects. If the player chops down tree, I want it to fall. I don't need full on, put support beams in your mine level physics, but enough to where if you knock out three out of 4 walls of a house it falls, or if you try build a house supported by a one voxel wide stick it snaps. [link] [comments] | ||
Should I contact a publisher about the game I'm making? Posted: 25 Mar 2021 06:38 AM PDT I've been making games in Unity for a couple years now, and I only have 3 games uploaded to my itch.io page. Currently I'm working on a much larger game than I have in the past and I might be close to getting a sort of prototype working soon. My brother is in contact with some developers at a small-ish studio (I'm assuming, it looks like they have a team of about 10 people?) I found their website and it looks like they're also open to publishing games. My question is, should I contact them about publishing my game? If so, when? Its just something I'm doing in my free time so I don't need any advances, although it would be nice. Should I go for it? [link] [comments] | ||
How To Make A Multiplayer Game In Unity 2021.1 Posted: 25 Mar 2021 09:01 AM PDT
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need input on procedural generation and island repartition Posted: 25 Mar 2021 09:16 AM PDT so i've been working on a new project that include procedural generation of islands (i got the rendering part mostly down, with mesh generation from a heightmap and chunk loading) but i'm stuck on the distribution of these islands in the game world and i can't figure out a way to distribute these islands, i looked at cellular automata and tweaking cave generation method since you could use the same concept of full or empty to make islands , but i'm mostly stuck on it so if anyone got any idea i'd be interested [link] [comments] | ||
Finding the right Network solution Posted: 25 Mar 2021 11:26 AM PDT Hey everyone! I'm currently working on a procedural 2D Survival Game and i have the base of the game done and want to implement multiplayer now. ( Unity Engine ) But here i am right now searching 5 hours on the net without a clue what Networking solution i have to use. I have no experience so far when it comes to Networking, so i want to learn the basics but i dont know where to start with. It needs to be capable to create a dedicated Server in which the world runs on ( a player who hosts it, just like Minecraft, Ark, Valheim etc.. ). So i need a solution that is capable of doing that. I also dont worry much about cheating in the game as it wont be competitive and just playable with friends. - Unitys UNet is outdated. - I've looked into Photon. What i read about it is that Photon Bolt is the way to go here. The thing with Photon is that they have high prices for CCU just because you are using their Relay Servers even if u have your own dedicated server. - I heard Steam's Relay Servers are free and you could therefore run dedicated servers for free. - Is Mirror the way to go? Should i go with Photon? Is there any other good Solution? Maybe Forge? I'd appreciate any reply just to help me decide with which to start with! Thank you! [link] [comments] | ||
For those of you with 8 hour industry jobs, how much actual work do you get done in a day? Posted: 24 Mar 2021 08:50 PM PDT I get kind of self conscious about not having spent all 8 hours doing my best work. I hit my deadlines and I feel like I'm doing what I've been hired to do, but at the same time I rarely feel like I worked a straight 8 hours. There are meetings every day that take about an hour away from that, but beyond that, I find myself taking a break to get a coffee, use the bathroom, grab lunch, surf the internet, or just walk around/chill for a moment and so on, maybe once an hour. On the other hand I genuinely enjoy my work even if it has it's high and low periods. I don't feel overworked and on weekends I'm looking forward to Monday, I like my coworkers and I spend time outside of my 8 hours doing things like watching movies related to my work, making mental and written notes on relevant things to share during meetings and so on, which I think counts a little bit. (For the record I'm in level design) I'm probably a little too caught up on the exact numbers but I felt like asking, especially since with working at home it never feels like I have actually left work. I would honestly say I get at least 5 hours of work and meetings done earnestly in a typical day, but it's hard to quantify everything for a job like this sometimes. [link] [comments] | ||
Is it possible to make a 2D app like this with Unity? Posted: 25 Mar 2021 09:37 AM PDT I'm wondering if it's possible to make an app like this with Unity. If so, which animation tool should I be looking into? I've read about Spine but would it be an overkill for a project like this? [link] [comments] | ||
Don't know if this has been posted before but seems useful Posted: 25 Mar 2021 01:39 AM PDT | ||
What (if any) programming software can I use without downloading it to my computer? Posted: 25 Mar 2021 06:48 AM PDT Is there a way to make web games without downloading software to my computer? Maybe something like a dating sim just to play around with. I could make sprites and backgrounds on my phone (if that's even a thing?) and upload them to my computer. I have slight coding experience but otherwise, I'm mostly a beginner. Im not looking to make any super high-tech game. Just something (reasonably) easy and fun to learn with. [link] [comments] | ||
My thoughts on designing replayability Posted: 25 Mar 2021 08:47 AM PDT
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How to increase the playerbase of a game which relies on community-created content? Posted: 25 Mar 2021 05:00 AM PDT I've been working on-off on a game for many years. It started as an excuse to learn C++ and create an open-source tribute to an arcade game I used to play frequently in my teenage years, but evolved into something large and quite polished. I have published the game on Steam as Early Access, and implemented Steam Workshop support for player-created content using Lua scripting. Reviews have been extremely positive so far, and some community members have created levels for the game that blew my mind, implementing novel ideas that push the engine to its limits. /r/gamedev, how do I find an audience of players that are also "tinkerers" who enjoy spending their time creating content via Lua scripting and pushing the boundaries of what's possible with a game? I have tried promoting the game on various influencer platforms, but got absolutely nowhere. As it stands, the game has a small but active community. Some of the player creations made so far are so good that they deserve a larger audience. Any ideas? [link] [comments] | ||
PLEASE HELP!!! I NEED TO MAKE A 2D GAME FOR MY A LEVEL COURSEWORK!!! Posted: 25 Mar 2021 12:04 PM PDT Basically, I need to make a 2D game for my A Level computer Science coursework. I have a matter of weeks left to complete this, aswell as do a ton of documentation for it. It can be in any language, using any framework, and needs to be decently complicated. There's no way I will be able to get this done and get a good grade without any help! 😢 [link] [comments] | ||
Concept artist salaries, expensive cities and comfortable living Posted: 25 Mar 2021 07:42 AM PDT I'm thinking of going into concept art as a profession but I'm a little bit worried about if it is possible to live a comfortable life (not living with 3 other people in a crammed apartment my whole life) as the jobs are more often available in more expensive cities where even 6 figures won't afford you a decent middle-class lifestyle. It's not so much the pay itself i'm concerned about it's more that for the cities in which most concept art jobs are in even seemingly great pay is shit cuz the cities are so expensive. Do i have a wrong idea of the concept art side of the games industry? Is it possible to have a comfortable life as a concept artist? ( also this is presuming you've made it into a decent studio which in of itself is quite a challenge but this questions focus is more on: even if you get a decent job at your dream studio is it worth it financially )? Any experiences are welcome. Cheers [link] [comments] | ||
Posted: 25 Mar 2021 02:23 AM PDT For example I'm working on one smaller roguelike game. In this game the player can gather 3 resources (wood, iron, wheat). 2 of the resources (wood, iron) are really important cuz the player can craft stuff from it that helps him along the way. The same with leveling and passive skills. Player can control up to 3 characters. Max lvl for a character is 3 and each level there are 3 passives he can choose from, so 1 character can only have 3 passives active and so the total number of passives in the game is 9. What do you think? Have you ever found yourself in a situation like this? [link] [comments] | ||
Free Textures Pack: Consoles 01 Posted: 25 Mar 2021 10:39 AM PDT
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Working on emotive / emergent NPC AI logic Posted: 25 Mar 2021 10:25 AM PDT
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Question about DLSS for devs: Can it be added to older games that released without it? Posted: 25 Mar 2021 09:59 AM PDT The recent Switch Pro hype got me thinking about how DLSS upgrades could potentially be used to make old games perform better. The recent Switch article from Bloomberg says that games must be coded specifically to support DLSS. My question to developers is if it's possible to go back and update older titles to support DLSS, when they weren't specifically built for DLSS integration? I was curious if we could see an iterative cycle between the Switch and the Switch Pro, complete with PS4->PS4 Pro type enhancements between the two systems. [link] [comments] | ||
Designing for sexy with paper prototyping Posted: 25 Mar 2021 09:55 AM PDT
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Mobile game project Local network multiplayer. Posted: 25 Mar 2021 09:47 AM PDT Hi I just wanted to ask for some help for a school project. I need to make a mobile game like DUAL! https://play.google.com/store/apps/details?id=com.Seabaa.Dual&hl=en_US&gl=US I can use C#. Could anyone help me with the LAN multiplayer thing. the screens will be split onto 2 different devices. [link] [comments] |
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