Google Docs with resources I collected over the last 2 years (links/books) |
- Google Docs with resources I collected over the last 2 years (links/books)
- Hey guys ! I make Royalty-Free Music for games, and here's a playlist that gathers all my tracks that are free to use, even in commercial projects ! Feel free to use them in your games !
- This tutorial can help you share your Quest 2 Game View to Unity or other platform. It’s good for monitoring headsets for public event, remote control..etc. (Github and tutorial Link in comment)
- Easy VR Camera Movement
- How to store and sort a large number of puzzles/levels?
- Am I being stupid for thinking I can make this sci-fi open-world third person RPG game set in an alien world all by myself? Hear me out.
- Writing a story where the player makes a choice
- unity low poly water shader graph with foam
- Technical question about Baking
- Where’s split screen these days?
- Is it a good idea to start a YouTube channel showing the progress of a game?
- Can Gamedev's make MONEY? Let's find out in this new series!
- Free Chiptune songs for your games
- Hi everyone, in todays video i made the easiest game, if you enjoy the content you can subscribe cause that helps me a lot :)
- Image Won't Display on Screen
- Anyone know how could I acchive same effect as in this game? So like that player rotate to the move position
- How can i fix the problem at the 102
- Space shooter game pack by ArtStore
- Free pixel art suburban houses asset pack!
- Taking a break from programming and working on some graphic design feels a lot of fun. When you are a solo dev or in a small team, switching disciplines can be refreshing.
- Anyone submitting or going to Bitsummit? (kyoto, Sept 2-3)
- We got an interview with the developer of Replit’s Kaboom game dev framework this week! We talked about learning to code, how the idea for Kaboom came about, and what he’s has been listening to lately. I thought /r/gamedev might be interested in checking it out!
- Advice on RTS AI.
Google Docs with resources I collected over the last 2 years (links/books) Posted: 25 Apr 2021 06:43 AM PDT Hello fellow gamedevs. Over the last 2 years I collected resources for my journey to become a gamedev. As i collected i thought why not release a google doc with all my finds because i know it difficult to find something when you don't know where to look. As per now its like 7 pages long and i will update it regularly. If you have something to contribute you can message me on reddit and i will add it to my list. https://docs.google.com/document/d/149ELt7-NZUuwIai7Lre8ewcgoz3PZZjFUt_BoQOo080/edit Do with it what you wan't. But if you re-share it credit would be appreciated, as it needed some time to collect it PS: Sorry for the bad formating [link] [comments] | ||
Posted: 25 Apr 2021 08:16 AM PDT You can check it out here : https://youtube.com/playlist?list=PLsVfn9YIFmNC3SL_FgAe6k4_is4stMOh2 You're free to use these tracks under the following creative commons License : CC BY 3.0 Hope it helps :) don't hesitate if you have any questions ! [link] [comments] | ||
Posted: 25 Apr 2021 10:48 AM PDT
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Posted: 25 Apr 2021 09:54 AM PDT
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How to store and sort a large number of puzzles/levels? Posted: 25 Apr 2021 05:59 AM PDT Hi, I'm working on a puzzle game in Unity that is growing quite rapidly. It looks like I'm steering toward a couple of hundred puzzles and I want some way of keeping track/sorting of all these. The puzzles are 2D grids of icons (Like the Witness) and I basically want to have some way of sorting them by the icons they contain and I'd also like some method of seeing a .png of the puzzle layout. I used to do this manually with Excel, but now there's too many puzzles. I tried doing this with .JSON files and Scriptable Objects, which kinda works but the Unity Inspector doesn't have as much functionality for sorting by icon type. Maybe I have to use some sort of DataBase software? Does anyone have any tips or ideas on how to store and sort through large collections or puzzles or levels in a game? Thanks in advance. [link] [comments] | ||
Posted: 25 Apr 2021 11:28 AM PDT I am close to being 29 years old. I have a day job which I am doing from home because of covid where I work as a full stack web developer. I have participated in 2 game jams before and the last one was 2 years ago. Both of these games were very small scope game jam games. I used godot for both of them. I haven't actually made anything other than for those game jams. I have decent technical skills. I code for a living, but I still consider myself average in my technical abilities. I have very poor artistic skills. I have messed around with blender a little bit. I do feel confident I can get things done with lots of references though, even if it takes time. I have disposable income to buy assets and tools that can help me with development. Case in point, I bought an animation collection today from the asset store hoping it will cut down on the time I have to spend animating. I can tweak the animations in them to fit my needs. I have always wanted to make my dream game and I have heard numerous times that big games as a solo developer is a bad idea. I started this new project exactly a week ago. I have been working on it everyday since even if for just an hour. These are the things I have in my mind for the game:
This may not be an exhaustive list. So, here is what I have done so far in the past week.
I know I have tons to do and I have barely scratched the surface. But, even eight now, it still feels to me like my goal is possible even if it takes times. I can't imagine it taking more than a couple years. What I feel contradicts everything I have heard so far from other people who probably knows better. So, help me realize what I am missing to see. Why do I still think I can do it? Extra information: I am using unity 2020.3. I started with the HDRP preset. I am using a library called 'Sensor Toolkit' I got from some humble bundle for the enemy to detect player. The animation collection I bought today is called 'Mega Animation Pack'. I haven't even downloaded it yet. The behavior tree library I am using is called fluid-behavior-tree and is up on github, source code licensed under MIT. I am intentionally not linking anything, but you can google these things. [link] [comments] | ||
Writing a story where the player makes a choice Posted: 25 Apr 2021 05:33 AM PDT I am having a bit of trouble writing a story where the player makes a choice, and it can lead down a different path. Its really hard to format, and keep track of ALL of the possible choices throughout the game. Any idea how this could be easier to manage? [link] [comments] | ||
unity low poly water shader graph with foam Posted: 25 Apr 2021 01:16 AM PDT
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Technical question about Baking Posted: 25 Apr 2021 09:44 AM PDT I have a trouble to understand one thing. Lets say my high poly cube has beveled edges, its round. Should i bevel those same edges on the low poly? any time i bake the high on the low its not rounded the same as the high poly. Thank you! [link] [comments] | ||
Where’s split screen these days? Posted: 24 Apr 2021 09:28 PM PDT It seems as time goes on fewer and fewer games are released with split screen as an option. With the exception of racing and party games, most everything requires online play instead of good old couch multiplayer. Shooters in particular could really benefit from the feature, but lack it nonetheless. Where's split screen? Is it hard to develop for? Is it not actually that popular? Do most games not benefit from the feature? Or am I just blind... [link] [comments] | ||
Is it a good idea to start a YouTube channel showing the progress of a game? Posted: 25 Apr 2021 11:45 AM PDT I'm a game design student in college currently and this semester I've been working with a few other students on a game for the class course. At this point I feel I have enough experience in coming up with gameplay prototypes, have decent programming skills, and am familiar enough with the design process from the class that I can actually begin creating a game this summer. I was watching a few videos on YouTube about "making a game in Unreal Engine in 6 days" and that made me interested in creating a YouTube channel showing my game's progress. Right now I'm thinking it would mostly be like a video version of a scrum meeting where I establish a goal for the day and then show what I accomplished in the video, including any bugs that I was having trouble fixing. The videos would either be about my progress for the day or week (depending on the amount of time I have, I will also be having a job this summer and can't devote my entire day to game development) and then at the end of the video establishing a goal for the next step. There are 3 reasons I'm considering doing this. 1. Marketing - if people actually watch the series it will generate hype for the game and people will at least know about it for release.
The only thing I might be worried about doing this is that it could give away too many spoilers (I'm wanting to make a single player game with a story) and that someone with more time and skill might stumble on the series and steal the idea before I finish it. What do you think about this idea, is it good or bad? [link] [comments] | ||
Can Gamedev's make MONEY? Let's find out in this new series! Posted: 25 Apr 2021 11:40 AM PDT
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Free Chiptune songs for your games Posted: 25 Apr 2021 11:38 AM PDT Hi all, I make games and music. I just wanted to let you know that I've got some open source chiptune style music you can freely use and adapt for any purpose (including commercial use): https://github.com/OpenSourceMusic Here's a YouTube playlist of the songs. Also, if there's a specific style of song you are looking for that you can't find already in the list, let me know and I'll see what I can put together whenever I have some time (which isn't a whole lot these days). [link] [comments] | ||
Posted: 25 Apr 2021 11:01 AM PDT
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Posted: 25 Apr 2021 10:27 AM PDT I am having trouble getting an image to display on the screen I created. I can get the canvas to show up but the image won't show up on the screen: public static void main(String[] args) throws IOException { } Does anyone know what I may be missing to get this to display correctly? [link] [comments] | ||
Posted: 25 Apr 2021 10:22 AM PDT
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How can i fix the problem at the 102 Posted: 25 Apr 2021 10:19 AM PDT [link] [comments] | ||
Space shooter game pack by ArtStore Posted: 25 Apr 2021 10:11 AM PDT
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Free pixel art suburban houses asset pack! Posted: 25 Apr 2021 10:03 AM PDT
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Posted: 25 Apr 2021 10:01 AM PDT
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Anyone submitting or going to Bitsummit? (kyoto, Sept 2-3) Posted: 25 Apr 2021 09:32 AM PDT Info here. Anyone going? Wondering if anyone went to the past ones and have any experience they would like to share. Not sure about how I'm going to handle the equipment situation, as I only own an old laptop. Going to try to rush my demo and see if I can make it, as I live within a travelable distance. The deadline is a great motivator! [link] [comments] | ||
Posted: 25 Apr 2021 08:44 AM PDT
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Posted: 25 Apr 2021 02:40 AM PDT Hi all! Right now I am diving into AI for my RTS game. I am having trouble trying to structure it, if you could lend your suggestions I would really appreciate it! So a little context.. My RTS is similar to the Total War games. It is a medieval/antiquity battle game, where armies of soldiers are composed of battalions and each battalion has individual soldiers. The Ai is split between battalion AI and unit AI. I have no trouble with battalion AI, but my unit AI quickly becomes unmanageable every time I try. Basically, I want individual soldiers to be represented by a state machine, but I also want events to effect the unit's state, as well as the units able to have a list of actions to perform. So for example, on a high level a unit can be in the states: Idle, Marching, Melee Combat, etc. My issue is that these states have sub-states, and also can have strings of actions. For example, let's say I click a formation and tell it to move somewhere. Each unit in the battalion then has to do the following: if (not moving && not facing the right way) rotate else if (moving) then speed up if (speeding up && reached target speed) change state to marching if (near target) slow down if (finished slowing down) change to idle I have many actions which are a "list of states" like this, and I have many troubles. What if the unit is marching, but something bumps into it and its velocity turns to 0. How do I get it to recognize it must first speed up, then start marching? There are also events like if the unit is marching, but it detects very close enemies, it should then slow down, then enter combat. Or another event could be the unit is marching but is shot with an arrow. It should stop moving, play a "hit" animation, then speed up, then march. It feels so natural to represent this with an FSM, but it quickly becomes spaghetti code. I don't know how I can represent the AI with states, list of actions to perform, and respond to events. The added challenge is I am using Unity DOTS/ECS, so representing behaviors with classes is out of the question. Any suggestions or resources are appreciated. [link] [comments] |
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