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    Sunday, June 13, 2021

    Creating a 3d space shooter game with the roguelite feel of enter the gungeon?

    Creating a 3d space shooter game with the roguelite feel of enter the gungeon?


    Creating a 3d space shooter game with the roguelite feel of enter the gungeon?

    Posted: 13 Jun 2021 12:32 AM PDT

    How can I combine the classic gameplay of Tie Fighter with Enter the Gungeon?

    submitted by /u/RogueStargun
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    How do you be the lead designer of a game project and not go completely insane?

    Posted: 12 Jun 2021 11:01 PM PDT

    This is a really open question, but I'm working on an indie game project that I will expect will take about a year and a half to complete. We have like 4 people on the project and so far things have been going really smoothly and we've been staying on schedule for the past 2 months of development. I have a good relationship with everyone on the project and I'm constantly and I'm always giving honest feedback when they show me the stuff they've been working on. Everyone is really excited about working on this game and we're all really confident that we can finish this game.

    With all that said, I've been freaking the fuck out about the game. I don't have any sort of mental health issues (that I know of), but I feel like I'm feeling waaaay too stressed over it. I think I'm doing a decent enough job as a leader, but I'm also dealing with summer college classes, working a part-time job, and a whole bunch of other things. I'm always either in class, at work, or I'm helping with the game project. Like I don't really ever get any days to relax or anything. It's not like I'm tired of the project; in fact, being in charge of a project like this is a dream come true for me. I just don't feel like this level of stress is really sustainable for a project this big.

    For anybody here who has been the leader of a long-term game project before, what are some ways that you were able to keep it together? Like what are some things you do to relax without slowing down the development process?

    submitted by /u/Scootabalooga
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    Looking for ideas for gamedev tools pet-project

    Posted: 13 Jun 2021 12:09 AM PDT

    Hello, I'm a programmer who has time and passion to make tools for gamedev community, but, unfortunately, absolutely didn't have imagination and ideas for

    I found a ton of tools for art, animation, effects, sounds, level design... big and small, bad and good... and don't really want just clone popular software

    So, I'm asking advice from the community - what tools are you want to see? what tools are you missing? maybe for some rare stuff related to a specific game genre?

    submitted by /u/Miwwa
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    The balance of PvE games and grinding in video games

    Posted: 12 Jun 2021 11:03 PM PDT

    How do you balance PvE games to give the players a fun experience without it feeling too grindy? Is it easy to do balancing for games like that or is it far more difficult to balance PvE games than other games? For instance, Warframe, a third person looter shooter, Coop PvE game. It is a game that i've played for about 4 years, and yet in all of those 4 years, the devs seem to can't balance the gameplay properly that it couldn't maintain all of their playerbase. The missions in the game became a chore rather than fun, despite good melee and gunplay mechanics. Nerfs isn't an option because the fanbase would not like the change to their already too powerful frames. Making enemies harder to kill is also not an option because it still ended up being a longer chore than normal. Is it that hard to achieve balance in those sorts of games or are there any steps that game devs could take to balance them?

    submitted by /u/mega_lova_nia
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