Screenshot Saturday #538 - Intricate Craftsmanship |
- Screenshot Saturday #538 - Intricate Craftsmanship
- Today I learned unturned was at first made by one person while in beta
- (Part 2) Sculpting Process of Gold Mine in BLENDER (3d Modeling)
- Am I a real game dev ?
- What's the best multiplayer backend approach for a (micro-budget) indie team?
- Hey, for those in need of shiny surfaces like gems, this tutorial will probably help you! (Eng subbed) This is one of the most fun and requested tutorials so far in my channel, hope you like it
- How should I focus down my grand strategy game? Vic3 reaction.
- "Scare levels" instead of difficulty levels in a horror game
- Great list of 50 tips to improve your UI (not just in games)
- How good is Construct 3 for game development?
- Meet the new U — Unreal Engine logo refresh
- Personal projects while working as game programmer? How do you manage?
- UE4, C++, Blueprints, and having a social life
- GameDev beginner community!
- Super Metroid Analysis - first playable scene
- A question about game devlogs.
- What's a good book for learning Unreal for game development?
- Does a group jigsaw game exist?
- Science vs Game industry
- Is it alright that I don’t enjoy using popular game engines?
- How To Make Functional Gun Magazines For Unity (Tarkov Style)
- Freesound has reached 500K Creative Commons sounds
- I wanted to make a quick video about the differences between classes and structs in C#. It turned into a much deeper exploration where I learned many things I didn't expect. Structs can help with performance/memory usage, but only in certain situations. I hope it is useful to other people!
- Question about mocap?
- Screen Space Reflection Artifacts Problem
Screenshot Saturday #538 - Intricate Craftsmanship Posted: 21 May 2021 09:49 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: When you start playing a new game and you enjoy it, do you usually play almost exclusively that one game until you complete it? [link] [comments] | ||
Today I learned unturned was at first made by one person while in beta Posted: 22 May 2021 01:46 PM PDT This actually amazes me. What else is one single developer capable of (obviously aside from voice acting)? [link] [comments] | ||
(Part 2) Sculpting Process of Gold Mine in BLENDER (3d Modeling) Posted: 22 May 2021 02:19 PM PDT
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Posted: 21 May 2021 10:16 PM PDT Recently , I told someone that I'm just starting out to make games and when I told them that I use no code game engines like Construct and Buildbox , they straight out said I'm not a real game dev. This hurt me deeply and it's a little discouraging when you consider they are a game dev themselves. So I ask you guys , what is a real game dev and am I wrong for using no code engines ? [link] [comments] | ||
What's the best multiplayer backend approach for a (micro-budget) indie team? Posted: 22 May 2021 11:45 AM PDT Hey all, I'm making a multiplayer action party game for 2-5 players, and I really want something like Amazon Gamelift to do on-demand instantiation of dedicated servers, but I'm afraid it'll be way too expensive for my low-budget indie team. Some background: I'm the sole programmer at an indie game company I started with two other people. I have lots of dev experience and I've been using Photon (PUN) for the past year and a half. Things are now starting to get really serious with development, so I'm starting to look into more scalable backend solutions. My dream solution would be to use something like Amazon Gamelift to deploy dedicated servers on the cloud. I tried it out this week and picked it up really fast, basically proving that it could work for us. Then I started really looking closely at the costs and, damn... If you view the pricing estimate on this page it shows that 10k users per month could end up costing you anywhere between $5k and $18k depending on what kind of services you use. This feels prohibitive considering we don't have a ton of money in the bank and we're only planning on about a $10 price point per game copy sold. Looking at similar products like Azure PlayFab, I'm seeing similar prices. I guess running dedicated servers is expensive -- who knew xD So now I'm thinking of just sticking with Photon and just dealing with the following three problems I'm worried about:
Here's some more relevant info. My game is first-and-foremost intended to be a party game where 2-5 friends can play together by creating a "Room" and sharing a code, exactly like on a Jackbox game (Among Us also has this capability). Unlike a typical Jackbox game though, this is a realtime action game where players are moving around constantly and attacking each other. Game sessions will last around 10 minutes. So, cheating won't be a big deal if it's just between friends who all know each other (unless you have crappy friends), however I do plan to add a public matchmaking option at some point. Anyway, it would be great if some very nice and cool developers with multiplayer backend experience could give me some advice on how to proceed <3 Am I being too timid/afraid about Gamelift and other cloud-based dedicated server services? Is there a service that is great for indies, that also provides great reliability and performance? Or should I just stick with a non-dedicated server approach like PUN, at least until my company starts generating enough revenue to play with the big boys? Thank you, kind people, for any guidance you can offer! [link] [comments] | ||
Posted: 22 May 2021 10:56 AM PDT
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How should I focus down my grand strategy game? Vic3 reaction. Posted: 22 May 2021 02:55 PM PDT
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"Scare levels" instead of difficulty levels in a horror game Posted: 22 May 2021 05:23 PM PDT What do you think about this idea? Does it sound catchy? Have you already seen it? "Beginner" would be for people who just want the story - no jump scares or heart-attack inducing chase scenes, all the gore and disgust either removed or censored. "Normal" - again no extreme stuff, but jump scares or fight/chase sequences might appear every so often. "Hard" - everything, no mercy. [link] [comments] | ||
Great list of 50 tips to improve your UI (not just in games) Posted: 22 May 2021 04:37 AM PDT | ||
How good is Construct 3 for game development? Posted: 22 May 2021 04:03 PM PDT It's visual/block style scripting looks pretty powerful, but as tends to be the case with non-code engines there are bound to be limitations. Though I hear the engine also supports Javascript. So I got some questions:
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Meet the new U — Unreal Engine logo refresh Posted: 22 May 2021 03:52 PM PDT
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Personal projects while working as game programmer? How do you manage? Posted: 22 May 2021 01:45 PM PDT It's been 2 months Im working as a Unity game programmer and i've worked hard to get the job Its full time and i have only 5 hours free time per day plus weekend. Today i tried to prototype an idea but i felt like i don't have the energy to do it, not physically but mentally on the other hand i really love make my own games and run my own business. I just created project , looked at unity for a minute and then closed it. Any suggestions? [link] [comments] | ||
UE4, C++, Blueprints, and having a social life Posted: 22 May 2021 03:47 PM PDT I want to learn C++ so I can develop games in UE4 and wouldn't mind coding becoming a new career path in general. I want to learn Blueprints so I can use that in UE4 as well. I have two friends with me learning the C++ using the free course from Codecademy as well as The Cherno's 97 video series on youtube, with all of us doing little micro projects in Visual Studio as we go and making flash cards. After we're done with the course and videos we want to turn around and get the full Codecademy purchased so we can do the assignments and tests. Once we're done with all three of those things we plan to do a "final" simple text adventure game together. I haven't even touched Blueprints yet, but as far as I know this will be optimal for some parts of UE4 development. What's a reasonable amount of time to learn C++ to a level necessary to start making games in UE4? How long does it take to learn blueprints? Is it reasonable to learn both of these things at the same time? [link] [comments] | ||
Posted: 22 May 2021 08:36 PM PDT I was searching for actual beginner GameDev places - not only a place to asks questions (there are lots of forums for that) but a place where one can share their progress and what they learned. The idea is to create this accountability where you would post daily about the things you learned/did regarding your GameDev journey. I didn't find any such community, so I decided to create my own. Thanks to the power of Discord and Reddit, our little community is consisting of 8 members right now! What do we do in it?
The community is small and never going to be a big thing, so it wouldn't lose that sense of knowing everyone. If you are a beginner in your GameDev journey or simply a GameDev who wants daily motivation and puts it into daily work, think about joining our GameDev journey community! This is the discord link: https://discord.gg/ZCKahtdw (This link is good for 10 uses) [link] [comments] | ||
Super Metroid Analysis - first playable scene Posted: 22 May 2021 05:43 PM PDT
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A question about game devlogs. Posted: 22 May 2021 09:39 AM PDT I see on the web aka YouTube a lot of indie dev making devlogs for their games and I thinks it's a great way for them to promote and construct a fan base but what are the cost of showing your game before it's actually finished. I know for a fact that people like to be included in the development of a game but does trying a game before it's release actually is a good marketing idea I think I want to know what you guys think about that. [link] [comments] | ||
What's a good book for learning Unreal for game development? Posted: 22 May 2021 07:25 PM PDT I have some background in C++ and using Unity. What books should I consider to expand into game development with Unreal Engine? [link] [comments] | ||
Does a group jigsaw game exist? Posted: 22 May 2021 06:44 PM PDT Hi. IDK if this is the right place to ask this but I wanna know if the next game exist. In a group each member have to solve a puzzle when the solve it a World is given like a prize to from a sentece. Like a conteste between many group to see which one solve all the puzzle first [link] [comments] | ||
Posted: 22 May 2021 01:16 PM PDT Physics and Mathematics I will do a double major, but I am not sure about going to academia, especially theoretical physics, I have a passion for being a game developer since I was little, and I know that there are a lot of roles in game making. I want to do the technical side as well, but I am also interested in the art side of the work, especially writing a story and designing the world I've never developed a game before. I usually play but I really want to do it (I guess) and I want to ask how realistic it is to carry out both the art and the technical part. (I know the question I am asking is very stupid, but I don't really know what to do, I have a fantasy in my mind that I have wanted to realize since I was little, but I am completely ignorant about roles I have a feeling that I want to do the whole game except music etc. [link] [comments] | ||
Is it alright that I don’t enjoy using popular game engines? Posted: 22 May 2021 12:10 PM PDT Hello everyone! I am a software engineer who is hoping to step into the game dev world and I am absolutely in love with programming. I notice that when I look at projects that I think look really cool or look through job listings for game dev positions, a lot of things are being built with or require skills with engines like Unreal and Unity. I've tried out these engines before and I can't find the same enjoyment I have programming a project from the ground up. They seem to abstract away or box up the nitty gritty things I love hacking up myself. I love to get dirty with programming and work directly with the hardware so I'd love to get into graphics and engine programming but I am wondering if there is a place in the game dev world for someone like me. I don't care if I'm not designing the next major indie title, I just enjoy programming, but I'd also be happy to eventually find work in this field. Thank you for reading! [link] [comments] | ||
How To Make Functional Gun Magazines For Unity (Tarkov Style) Posted: 22 May 2021 08:31 PM PDT I'm wondering how you'd go about setting up weapon magazines to be functional with the goals of:
How would you go about this? I've only seen it done in Tarkov and in the Unturned 4.0 devlogs that you can find on the developer's site, where he's been experimenting with this idea. It's an especially interesting aspect to work on, since it makes for more in-depth gunplay and tactics, and it makes reloading more involved and tense. Any super simple examples would be amazing (you could just use a bunch of tiny, stretched out default cubes as bullets), or just a general overview of some of the tools you'd need to focus on primarily (i.e. how much coding in comparison to any potential animation etc). [link] [comments] | ||
Freesound has reached 500K Creative Commons sounds Posted: 22 May 2021 07:32 PM PDT | ||
Posted: 22 May 2021 06:19 AM PDT
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Posted: 22 May 2021 06:16 PM PDT I wonder, can a disabled person motion capture able bodied characters? I think I know the answer but with technology the way it is, can't hurt to ask. I have a disability and am interested in mocap acting for context [link] [comments] | ||
Screen Space Reflection Artifacts Problem Posted: 22 May 2021 05:46 PM PDT I got most of SSR ray tracing working for my engine, but can't seem to be able to get rid of some artifacts. I've scoured the resources for SSR and still can't get around it. As you can see, as the camera moves up and down, where the reflection ends, there are these horizontal looking sharp stripes that really ruins the immersion. I played around with the pixel thickness in the generic SSR algorithm for a while and that didn't help. A blur is also not possible because this needs to work with mirror surfaces in the future. Plz halp [link] [comments] |
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