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    Sunday, April 4, 2021

    Isometric game made in x86 assembly from scratch. Still a work in progress.

    Isometric game made in x86 assembly from scratch. Still a work in progress.


    Isometric game made in x86 assembly from scratch. Still a work in progress.

    Posted: 04 Apr 2021 06:58 AM PDT

    Hey, I noticed a pattern in some 'winning' experiences that are more satisfying than usual. It took quite a while to research and finally finish this explanation of why that happens. You might want to skim through..

    Posted: 03 Apr 2021 10:21 PM PDT

    Leaving everything at 40 to become an indie game developer (long read)

    Posted: 04 Apr 2021 09:27 AM PDT

    Hey everyone, thought I'd share my story of how I reached indie game development at the respectful age of 40. Hope you'll find it interesting.

    Some background: my name is Eyal, born and raised in Israel. Since my first introduction to video gaming through my uncle's commodore64 I was mesmerized. There was something magical in controlling what is happening on a monitor, dodging incoming fire, jumping on platforms and driving sports cars. As I grew older my interest and access to better and better gaming hardware expanded.

    My first actual contact with game development happened in 2005 out of nowhere: a very good friend called me and asked if I thought I could write a design document for a game. It seemed a group of very excited 20 year olds, that I didn't know at the time, came with a rough idea for a soccer (football here) MMO. It was about a year after World of Warcraft's triumphant release and everyone wanted to create the next MMO hit. I was surprised how these guys had money and time but no understanding of how games are created, the talents and skill needed or the pipeline process required. Naturally, I dropped everything and joined them. After 2 years of hard work, no salary and a ton of money spending (actually almost my entire life savings at that point) we gave up. We were too young, too inexperienced, the project was too ambitious and the support we needed was not there. I had when we went our separate ways close to 2000 pages of design, from game mechanics to level design, alternate game options, expansions and more. I still have some of those. I also met and talked with some incredible people from around the world. I learned a lot, but the biggest lesson I think that sunk into my skull was that independent game development is impossible.

    The big change in realizing my long lost dream of game development came, from all places, from the Nintendo Switch. When I purchased it and roamed the endless options of indie games in the e-shop I thought several times that I can make something like that, something better than that and so on. I started thinking about leaving everything behind and actually starting to develop a game of my own.

    My first "safe" option was to leave my job of 13 years and apply, as a senior technical writer, to a gaming company. The hardest thing was to quit before securing a new job. I knew that for the struggle ahead I had to clear all my time and my mind. Free from worries I started applying to gaming companies from around the globe.

    Then the covid crisis started and the whole world shut down. Weeks turned to months and time flew by. One day, when casually browsing my Facebook feed, an advertisement popped up to learn Unity. It was for online studies in StackSkills with a considerable discount. I thought to myself – what the hell? Why not. I studied for 2 full months, carefully going over the basics, learning how to program, the functions and methods and practicing. An idea started forming for a game that, with what I learned, I could actually make by myself.

    I approached it like any project I had from my old job: built time tables, budgets, a full production pipeline, goals and measures. My list of features was very limited at the beginning, but as the project advanced and my confidence grew I added more and more items. Each breakthrough was a small victory and each setback a gut wrenching blow. Slowly and surly though, everything fell into place. The prototype was completed, the alpha went surprisingly well and the beta delivered on much more than what was originally planned. All through the process I learned: Unity, programming, prefabs, sound design, video editing, marketing and the inner workings of the Steam store and Steam SDK integration.

    Now, just days before the release of my game, CrateTastrophe, I can say I had more fun working on this than any other work I ever had. I learned so much and grew to levels I didn't know I could reach. Whether successful or not, this is one experience I will cherish forever.

    Making a huge change in your life, even willingly, is still hard. But I think that chasing a dream, especially a childhood one, is, in many ways, the truest meaning of life. I am 40, but age is just a number. People tell me "why didn't you do all this 10 years ago?" My answer is that I think only now, or well, in recent years, did programming tools, internet support (in videos, tutorials and assets) and indie development communities reached the point where anyone, with the will to do so – can create a game.

    To anyone who reached this far – thank you for reading! I hope your dreams will come true as well, and to those still on the fence regarding stepping into indie game development I say: do it. The feeling of working on something completely your own is amazing.

    submitted by /u/StarstrikeStudios
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    What guides/books ACTUALLY teaches noobs to code games with zero experience?

    Posted: 04 Apr 2021 06:09 AM PDT

    I've been trying to figure this stuff out for the past week and I've tried the recommendation from others and they make it seem like it's as simple as learning basic HTML from a How to book (it's not). I want to learn on Godot since it shows promise and got my attention but the advice I get is:

    • just read the included documentations
    • learn python then transfer to GDScript
    • follow YouTube tutorials
    • forget Python and go straight to GDScript
    • goto X website that teaches kids

    The problem with most of these are that they assume you know the basics of coding. Tutorials don't help since it's just "here's the code, type this and it works" without explaining how they figured out that code and what each line does.

    I feel like I'm missing details these guide fail to teach us like basics of classes, values, etc, how to create new code to make the mechanic you want and how to fix bugs. YT tuts are just: step one, watch me write 6-8 lines of code while I saw nothing explaining it and it does this function. How did you figure this out!?

    How do I get new knowledge to make new stuff no one has ever made before? Let's say I want to make a game that's been made already but make 90-95% the same and the rest new code to change enough to make it my own? It feels like if something hasn't been created then you can't make it unless you're a coding genius where you're like Percy Jackson and see Roman written letters and it turns to readable English words.

    submitted by /u/Can_I_Say_Shit
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    As someone that used Unity for the last 4 years... Is it worth to take some gamedev time to learn other engines like unreal?

    Posted: 04 Apr 2021 01:58 AM PDT

    This question pops up because, although I'm making progress with unity, maybe there are things that would be straight easier with other engines?

    Thah being said, I understand that the most tools that I have under my belt the better, but I really want to use my time the best.

    Unreal sounds quite nice because it's also a "generalist" engine like unity. I learned some C++ in college but I'd have to check it it out.

    So, what can unreal do that in unity is a pain to do - if even possible?

    submitted by /u/kanyenke_
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    Around 50-60 of my original music compositions and songs in the metal genre with elements of retro electronic music and chiptune over the past 7 years. All of them are available for free under Creative Commons, and free to use for any purpose, including commercial. Enjoy listening.

    Posted: 03 Apr 2021 03:12 AM PDT

    Any decent content when you know how to code?

    Posted: 04 Apr 2021 10:26 AM PDT

    I've been looking into game dev and every tutorial or article I find is mostly "Be a game developer without knowing how to code". I'm a computer scientist, I've been working in this field for a bit now.

    I mostly use C# and love the language so I've looked at Unity and Godot mostly. Is there any good content where its not starting from the very basics of programming?

    Worst case I'll just read the docs as for any other framework.

    submitted by /u/Shatter830
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    How to make motion capture in your room with less than $100

    Posted: 04 Apr 2021 02:12 AM PDT

    Clean data driven systems and content

    Posted: 04 Apr 2021 08:59 AM PDT

    What kind of campaign modes would you like to see in an RTS?

    Posted: 04 Apr 2021 08:59 AM PDT

    I want to make an RTS that has a distinct campaign mode from the battle mode. I have pinned down how I want the battle mode to play out, but the campaign mode is still on the table.

    I have been considering scripted levels, but that's a bit boring. What about an 'overworld' map on which you can buy armies and move them around and then fight enemies in the RTS game. The idea is to give context to your RTS matches.

    What kind of campaign modes would you like to see in an RTS?

    submitted by /u/aganm
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    Should I add my Retail Work or First Row Orchestra performer (+ the "abilities gained") on my Computer Science (Game developer) resume???

    Posted: 04 Apr 2021 08:44 AM PDT

    I'm building my resume. Which I suck at doing by the way.

    I wanted to know if these lines of work should be added to my resume. Working/playing in an orchestra grew my teamworking skills. And doing retail idk what did but I can put stuff if I think hard enough.

    submitted by /u/SergioOwls
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    Get Money | A game first and a study study second

    Posted: 04 Apr 2021 11:28 AM PDT

    I made a game for my honours project, its a game first and a study second. If you like incremental clickers then I think you'll enjoy this!

    Information about the study and the game can be found on the github page.

    The GitHub link

    Play for as long as you can be bothered :D

    https://jokehboy.itch.io/click-to-get-money

    submitted by /u/jokehboy
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    Concept art for my future RTS/grand strategy game, any criticism or suggestions is highly recommended, I like to call the second picture tactic mode

    Posted: 04 Apr 2021 05:29 AM PDT

    What do you think of FlaxEngine?

    Posted: 04 Apr 2021 11:14 AM PDT

    I am new to game dev (started with no coding knowledge this week) and I am loonking for a game engine. Some people told me to get Unity, others Unreal, and then I saw a youtube video of FlaxEngine, but can't find much info about them. Anyone here knows about them? What engine would you take? Thanks all in advance, and sorry for the stupid question.

    submitted by /u/Animal_Player
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    Message Size for Online Multiplayer?

    Posted: 04 Apr 2021 11:06 AM PDT

    I'm building an RTS Game that uses lock step and I'm trying to determine what an appropriate message size is for each "command."

    With my test, a unit move command with 5000 units and their destination has a size of 10186 bytes or 10.186kb's.

    I imagine the max step size (depending upon latency) will be 500ms, and in anticipation of players making roughly 4~ commands max a second, would amount to 20.32kb's a message.

    Is 20kb's a message reasonable in this day and age?

    *Because it's lock step, all players messages need to arrive before a certain frame, so if the message size delays long enough to catch up to the frame the game will lag.

    submitted by /u/blabmight
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    Which Java game framework/engine worth learning?? LibGDX or Processing 3??

    Posted: 04 Apr 2021 06:56 AM PDT

    Which Java game framework/engine worth learning??

    LibGDX or Processing 3??

    Thank you very much

    submitted by /u/SillyPen7
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    Lighting/shadows for open world game

    Posted: 04 Apr 2021 06:55 AM PDT

    Hey gang. I am looking for some suggestions to help with in optimizing my open world game.

    Right now i have 1 directional light in each of my maps. each map has about 1 square mile of play space, and this distant hills and billboard trees in the vista. I do not have the time of day changing. my lighting is static.

    My sun light is currently set as a real time light and I am seeing that it's giving me quite a performance hit. I was thinking about baking the light for my maps, however even with the settings turned way down, i am seeing bake times of about 24-36 hours for my map. This might give me a performance boost in the end, but the iteration time of this makes it completely unworkable.

    The most complex thing in my scene is my vegetation which is being handled with Vegetation Studio Pro.

    What kind of solutions are available to me that I haven't thought of? How do you go about dealing with the lighting and shadows in a large open world map? Anything I can do in order to make my lighting more performant? Anything to lighten the load on my GPU would be a real help to people with lower end machines.

    On my lowest graphic setting, my shadow distance is set really close to the player at 150m. any closer and it really is starting to look bad.

    submitted by /u/whidzee
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    An asset for making text based rpgs

    Posted: 04 Apr 2021 10:35 AM PDT

    So for who like to make text based games (in particular rpgs). I made a preset in python that allows you to make a tbrpg in no time. For example, if i want to write an introdution why i should use a lot of prints, when i can write an another file with extension ".sf"(story file) and then use a function to show that file. Here is an example of code with my preset:

    import RPG as r

    import time

    import subprocess

    r.story('story')

    time.sleep(3)

    subprocess.call('clear')

    r.fight('player','enemy',10,10,1,1,6,2)

    If you want in an another post i will explain the code. Have a great day.

    submitted by /u/TheTermProgrammer
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    How Much I Spent on My First Game - 6 Month Indie Dev Newbie :)

    Posted: 04 Apr 2021 10:31 AM PDT

    spring/coil low poly to high poly blender 2.91

    Posted: 04 Apr 2021 10:23 AM PDT

    2D Girl in a 3D World

    Posted: 04 Apr 2021 02:27 AM PDT

    So I've been kicking around a character controller for my 2D sprite character that lives in a 3D world. It actually blends pretty well even without normal maps, the only thing that looks shitty is the movement towards and away from the camera.

    Right now I'm using the same walk animation as horizontal movement when the player walks away from the camera. This is unsuitable, and I was wondering if anyone had ideas that do not include billboarding.

    I'd really like to avoid spriting and animating a front and back for the character moving in this vertical axis if possible.

    Any ideas, or examples of games that have managed this illusion well?

    Edit: To clarify, the camera never rotates.

    submitted by /u/sam_oh
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    One of my fears is being labelled as an UNDERTALE ripoff

    Posted: 03 Apr 2021 02:56 PM PDT

    I just wanted to get this off my chest. My game is an RPG with sympathetic non-human antagonists in some kind of dark world.

    I've seen people label games as 'just like undertale' for a lot less, so...

    submitted by /u/PhoenixWrightFansFtw
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    Can you create a "laws, and precedence rulings", language oriented game to win legal disputes?

    Posted: 04 Apr 2021 09:27 AM PDT

    we know language processers exist. we know laws exist. we have written, and sometimes transcripted court rulings.

    If I gathered all these, and got to a point where I could simlpy type" defamation by father"and then got a script for how to win at court. would this be possible? or would it get too murky.

    what If I became a lawyer and developed this on the side?

    submitted by /u/International__
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    What is Standard License in Artstation Marketplace for?

    Posted: 04 Apr 2021 09:26 AM PDT

    I see "For personal use and one commercial project (up to 2,000 sales or 20,000 views)." license for many products in Artstation.

    I need to confirm, but does it mean that after the purchase I can use that product (whose assets) for only one commercial project and cannot use it anymore for any other commercial projects?

    I am a bit confused because I have never seen any single-use digital assets.

    Thanks!

    submitted by /u/cats_are_mine
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    Game Dev Question

    Posted: 04 Apr 2021 09:26 AM PDT

    So uh I'm making a Spongebob horror game and I keep lacking on it, not because of my programming or anything but simply because I have lack of motivation. What can I do to fix that? Also, I know people say don't rush things, but for a SMALL horror game, it's still okay to spend a few months on it if you have to, right?

    submitted by /u/StillAssistance
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