• Breaking News

    Thursday, April 8, 2021

    Made some pretty major changes to how items work in my adventure/FPS game that open up a lot of new gameplay possibilities. More info in the comments!

    Made some pretty major changes to how items work in my adventure/FPS game that open up a lot of new gameplay possibilities. More info in the comments!


    Made some pretty major changes to how items work in my adventure/FPS game that open up a lot of new gameplay possibilities. More info in the comments!

    Posted: 08 Apr 2021 03:04 AM PDT

    A Petty Message to Game Devs

    Posted: 07 Apr 2021 03:46 PM PDT

    When someone first opens your game, please take them to a main menu screen first so they can change their audio settings before playing. So often nowadays I open a new game and my eardrums are shattered with the volume of a jet engine blasting through my headphones and am immediately taken into a cutscene or a tutorial mission of some sort without the ability to change my settings. Please spare our ears.

    submitted by /u/MeAislen
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    A quick 30 second pixelart tip. How to use Aseprite to quickly add depth to a sprite.

    Posted: 08 Apr 2021 11:54 AM PDT

    I built a pixel art reverse image search for OpenGameArt

    Posted: 08 Apr 2021 10:34 AM PDT

    (ORC COLONY #04) 3d LOWPOLY Orc Village in Blender 3d & Unity HDRP | Blender Speed Modeling

    Posted: 08 Apr 2021 04:41 AM PDT

    Valve employees who work directly on Steam do a Q&A about the current state of the platform

    Posted: 08 Apr 2021 01:12 AM PDT

    When do you know "it's enough" when building a prototype?

    Posted: 08 Apr 2021 09:41 AM PDT

    I know! I know the academic definition of an MVP.... But in practice life is quite different.

    I'm talking about your game prototype, that surely in your head looks like something super polished but in the urge of creating a prototype to pragmatically see if its fun it's waaaay different.

    So basically, when do you know when to stop? Specially when you feel that some features may be defined as polished but also may be a good, relevant hook for your game (say, relevant music, sfx, you name it).

    I'd like to hear your insight on this!

    submitted by /u/kanyenke_
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    Is It Hot In Here, Or Is It Just Me?

    Posted: 08 Apr 2021 06:23 AM PDT

    I'm pretty new to game dev and design (2 years), but has anyone in this industry noticed a recent (last 4-6 months) boom in new or aspiring game devs? Maybe this is due to covid or the prevalence of "maker" games like Roblox, where now people have more free time, virtual opportunity and access to dev-type tools? (P.S. I think generally this phenomenon is a good thing, as it inspires creativity and it only strikes me as negative when people believe or act like they can build a (good) game overnight or get lots of money selling games.)

    submitted by /u/hayojayogames
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    Recommendations for per-frame profiling tools?

    Posted: 08 Apr 2021 11:55 AM PDT

    Many popular performance tools focus on "total program performance", or some variant of that — they show you what you should optimize to increase overall throughput.

    However, in games and other realtime-ish software, overall performance is less important than worst-case performance. For instance, you might have high average FPS, but if you drop one frame out of 100, it is a bad choppy user experience. It's more important to not ever blow through your frame time budget than it is to get the maximum computation done per second.

    For myself, so far I've been using a combination of realtime graphs (to see spikes) and some manually-added "print something if this hunk of code takes longer than X" statements.

    Can you recommend any good, preferably open-source tools for doing this sort of per-frame performance investigation?

    Here is one I found; it seems no-longer-maintained, but it's the right idea: https://github.com/aubreyrjones/libesp

    And I guess there are really 2 parts to this question:

    • what are good tools for gathering and exporting that per-frame data
    • what are good tools for visualizing it?
    submitted by /u/turtle_dragonfly
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    Alternative Noises To Perlin Noise For Creating Procedural Terrain

    Posted: 08 Apr 2021 11:17 AM PDT

    I am using perlin noise to create procedural terrain. I wonder, are there alternatives of Perlin Noise ? (like Diamond Square)

    submitted by /u/tahsinxyz
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    How do you plan code??

    Posted: 08 Apr 2021 03:05 AM PDT

    So I'm working on a game and I have the base mechanics coded. So far the prototype is running smoothly. 👌🏻

    The next step is to start adding the more complex mechanics etc but I'm a little stuck.

    I know what I want but I also know there will be a lot of components across multiple scripts, game objects, functions etc.

    Is there a program, website or even basic process you guys and gals use to plan out code?

    Like is there somewhere you can create a visual representation of what you have in mind so you can get an idea of where to start, where to go and what to avoid???

    I looked at UML diagrams but I don't feel like that's what I need.

    Any comments and suggestions are highly appreciated. 👍🏻

    submitted by /u/MrCrispyZebra
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    Gearing up for launch, a few questions!

    Posted: 08 Apr 2021 08:33 AM PDT

    Hi Reddit!

    Thanks for taking the time. I am currently in the process of finishing up my first mobile game. I'd love it if someone more experienced could give me a take on this:

    We are based in Amsterdam (The Netherlands), our game collects no data from users, but they do make a username. We have in app purchases. Our game is targeted to children 9 and up. We have a support button where people can send us mail, does this count as collecting data?

    Is a privacy policy necessary?

    What do we need to know in relations to GDPR?

    Do we need a Terms and Conditions?

    We'd really appreciate a helping hand from our brothers and sisters at /r/gamedev

    Peace & Love

    Plant-Based Games

    submitted by /u/plantbasedgames
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    The road to completion, how to get out of perfection?

    Posted: 08 Apr 2021 07:53 AM PDT

    Hi,

    Ive been working as a software developer for 11 years, and got into unity for fun as a spare time hobby a year ago. Ive gone through a lot of ideas, and learned a lot during all this time.

    Im working on a game that represents my oldest son, an adventure type game. But what i really struggle with is that I focus way too much on the details. Right from the beginning i want it to look like what i imagined in my head, but when it doesnt look like that i spend hours upon hours redoing everything.

    My question is; How do i continue the game without being so picky and never really getting anywhere? Im constantly criticizing myself and Im never happy with what im doing.

    Any help and way to motivate myself is appreciated!

    submitted by /u/Gotnonme
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    Free (CC0) Stylized Low Poly Trees pack to use in your projects

    Posted: 08 Apr 2021 01:30 PM PDT

    hi

    Posted: 08 Apr 2021 01:24 PM PDT

    we are developing a game called Satan and I. follow to join us in releasing our first game.

    https://reddit.com/link/mn0nnf/video/bpmjzxbmd0s61/player

    submitted by /u/itsEnigmaLabs
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    Tiled Map Editor with Entities

    Posted: 08 Apr 2021 01:17 PM PDT

    I've reached the point in my project where I want to place entities on the map, and personally I would like to see some sort of preview where I place my objects. Currently I just have objects on my map which represent different entities and they translate into the game just fine, but I would like it if I could make objects... look like something, not just a box or point or polygon. For example, if I place a bush entity, I would like it if I could make it show the bush entity texture at the objects position. Is there a way to do this?

    submitted by /u/epicalepical
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    We are running a giveaway to randomly give 3 vouchers for our Sport Sounds Pack on Unity Asset Store.

    Posted: 08 Apr 2021 01:15 PM PDT

    What makes a game different from a list of features?

    Posted: 08 Apr 2021 12:19 AM PDT

    I want to ask a stupid question, because I am young and learning.

    What separates a game from a list of features?

    I once heard a scathing review of a game that I now forget, saying 'it's not a game, it's a list of features'. But then I realized something: I don't know what a game actually is.

    Why can't you mash together a bunch of features and call it a game? What's missing, in the way that a sequence of random events no more makes a story than a list of random features makes a game?

    Edit: to be clear I'm not trying to mark lines in the sand about whether something should be called a game, I'm asking how do I make a better game and how do I avoid the trap of adding in a spaghetti of directionless features?

    I once asked the question 'what makes a list of events different from a story' in r/writing, and their universal answer was 'story arc'. I'm wondering if there is something similar for games?

    submitted by /u/franklai2002
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    A pretty good summary on the state of AAA studios shenanigans and it's implications on the Game Dev industry

    Posted: 08 Apr 2021 12:38 PM PDT

    If art is hard which leads to a lot of commercial indie games using tiny pixel art characters without eyes, how come so many Game Jam games have such good art in a short time?

    Posted: 08 Apr 2021 04:48 AM PDT

    I notice when criticizing indie game pixel art, you often get replies like "It's a indie game, they don't have AAA budget like the pixel artists back in the 90s" I understand lower budget games looking worse, however there are a ton of Game Jam games which are made in a short time, with zero budget that have much better art. I've seen game jam games which have the graphics "only AAA studio should be able to do." Look at PS1 Haunted Demo Disc, these games had to be made with PS1 limitations, but they still managed to manage them look so cool, better than a lot of commercial games. One of the games had 10 unique endings. I understand indiedev is not easy. But how do Game Jam games sometimes do art better than commercial games, while a lot of indie games I see are still stuck with primitive pixel art? It doesn't made sense to me. Edit: A lot of those Game Jam games are also made by one person. Edit 2: I don't mean all pixel art is bad, Just the indie games with super tiny sprites and characters without eyes.

    submitted by /u/ExtremeConnection26
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    Examplary full scale Umity projects?

    Posted: 08 Apr 2021 12:09 PM PDT

    Hi r/gamedev,

    I am a Java Engineer by trade trying to get into game dev as a full time job. One thing that shocked me in my first Java position was the difference in structure to a personal project and a large scale corporate project. Everything from folder structure to use of things like regions, polymorphism and entity component implementations were completely different than what I saw in all the courses leading into that role.

    Are there some examples of C# best practices or clever uses of Unity concepts (scriptable objects etc) in full scale game projects that I can look at and learn from?

    I'd also love to see some examples of useful test implementations for a game, aside from server/connectivity testing I've struggling to find places to put useful tests in my games.

    Thanks!

    submitted by /u/Neonhowl
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    I made a video going over how game devs are using TikTok, maybe you'll find it useful.

    Posted: 08 Apr 2021 12:08 PM PDT

    Need help with Collision

    Posted: 08 Apr 2021 12:02 PM PDT

    I am not very smart, so the built-in collision for Panda3D is very confusing to me. Is there anyone that can point me in the direction of an easy to use python module built for collision detection?

    submitted by /u/AReallyBadRedditer
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    A simple Unity 2D Player Controller Tutorial I made!

    Posted: 08 Apr 2021 11:51 AM PDT

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