- MIT Licensed Repository of Game Scripts. I am updating the repo regularly with all the scripts I've made over the past 10 years that can be generalised, completely free of charge, for you to do with as you wish. Currently only Unity scripts, but hope to expand further in the future.
- I made Minecraft in unity in 1 Week!
- Is it compulsory to get a CS/CSE degree for becoming a game developer or for joining a game company?
- The Non-Sugarcoated Actual Cost of Making a Video Game with Mike Rose
- GDC: 30 Minute Steam Page Makeovers
- Should you be playing a wide array of games as a game dev?
- For an RPG, do you prefer following a character's personal story, or keeping the story open to create a custom character of your own?
- Free (CC0) Stylized Low Poly Potions pack to use in your projects
- What can I do to stop my baseboards at the end to stop flickering and acting weird from a distance? FYI I modelled the baseboard from scratch and I noticed there’s a lot of s-fighting. Any advice would be appreciated.
- I Spent a Week Making an AI's Video Game Idea - Sebastian Lague
- Where to get free, semi-real humanoid models?
- Does anyone else get anxiety from there work, asif its still not a game and just some weak asset flip.
- How to transition between seamless tiles?
- When should I release my game trailer?
- Just wanted to say ‘thank you’ to this awesome community!
- Do games based in non-western fantasy fair poorly?
- Is creating 3D game engine from scratch something from the past?
- After 1 full year of game dev on my own I've learned a few things and I thought I should share the most important things.
- Should I separate my professional and personal accounts?
- Which server solution should I choose to develop an EVE Online alike game, but with a much smaller scale (2-4 players in a room, server/client architecture for anti cheat)?
- Need help with figuring out a random starting position on a procedurally generated island
- GameMaker or Godot for developing a game similar to Hyper Light Drifter
- How is Crazy Taxi physics designed?
- I created a low poly neon shotgun pack you can use commercially and non-commercially for free!
Posted: 13 Sep 2021 07:32 AM PDT
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I made Minecraft in unity in 1 Week! Posted: 13 Sep 2021 03:40 AM PDT
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Is it compulsory to get a CS/CSE degree for becoming a game developer or for joining a game company? Posted: 13 Sep 2021 06:18 AM PDT I want to study CSE and become a game developer, but the problem is that there aren't many good universities in my country that offer a CSE course. [link] [comments] | ||
The Non-Sugarcoated Actual Cost of Making a Video Game with Mike Rose Posted: 13 Sep 2021 04:42 AM PDT
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GDC: 30 Minute Steam Page Makeovers Posted: 13 Sep 2021 06:09 AM PDT | ||
Should you be playing a wide array of games as a game dev? Posted: 13 Sep 2021 08:25 AM PDT Basically the title question. I only play 2 games, WoW classic and LoL, I cant seem to motivate myself to try new games, even though theres some games posted on here and subreddits that seem quite captivating and with art styles I like. I feel like Im really nostalgic when it comes to games, hence why I play the classic version of WoW, and LoL because family and friends were playing it too. So yeh, as a game dev is it important to be playing other games? Indie or AAA games? Looking for some feedback and possibly motivation. Thanks [link] [comments] | ||
Posted: 13 Sep 2021 02:33 AM PDT I've been thinking about this video game in my head for a while. Tinkered with it in Blender and Unreal. Wrote some mechanics and possible narrative options. But I can't decide one crucial detail and wanted some opinions. Do you prefer RPGs being able to build your character from scratch a la Skyrim? Or do you prefer to follow along a specific character on a personal driven story that can branch into quests a la The Witcher 3? I love both. The Elderscrolls games are more meta, but they lack a lot of character driven emotion that comes with playing a character with their own identity and struggles. Thoughts? [link] [comments] | ||
Free (CC0) Stylized Low Poly Potions pack to use in your projects Posted: 13 Sep 2021 09:22 AM PDT
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Posted: 13 Sep 2021 11:19 AM PDT
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I Spent a Week Making an AI's Video Game Idea - Sebastian Lague Posted: 13 Sep 2021 08:06 AM PDT
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Where to get free, semi-real humanoid models? Posted: 13 Sep 2021 07:09 AM PDT So, I can make low-poly people, but I'd like to use actual looking people now. To make the clothes I go with an extrusion on the body (because using cloth simulations for clothes would probably kill FPS), meaning, if the model has nipples/toes/abs, it gets put on the clothing too, and is hard to get rid of (for me anyway). So, I could use MakeHuman, but, it has all of those things on the people. Ideally a face would be nice. I can't put an image, but I have a male one, no toes/bulge/abs, just a smooth model, however no face. So if someone could tell me where to get things to my desires that'd be great. (Please try to give exact links, I don't want try x or y site, because I already have, that's why I'm here now). Male and female also please. [link] [comments] | ||
Posted: 13 Sep 2021 07:45 AM PDT Ive been making a handful of games with the help of my artist, but no matter what I do it just feels like some weak unproffessional shit. Even just a still screenshot does dosent look like a game. Does anyone else feel like this? [link] [comments] | ||
How to transition between seamless tiles? Posted: 13 Sep 2021 10:48 AM PDT I'm working with this texture pack and I have a wall next to the water, which produces a jarring seam that looks like this. What is the best technique to get rid of the seam where the textures meet? Since there are a couple different wall and water textures, I'm trying to find a reproducible way that doesn't require manually editing the texture (I think doing so would void the terms of use anyway). From my research it seems like "texture splattering" is used by some; I've also tried just adding a mini texture next to it which is... alright i guess, and here are some other experiments. The ideal would be like how these bricks naturally meet the grass. [link] [comments] | ||
When should I release my game trailer? Posted: 13 Sep 2021 04:09 AM PDT Hey guys! I have been working on this game for quite a time and it is nearly complete so I am thinking of posting a game trailer. However, I was wondering what days and time are best suited for a trailer release especially when don't have much followers. Any tips on making it visible to a large traffic or maybe make it go viral? What is the best time to post? [link] [comments] | ||
Just wanted to say ‘thank you’ to this awesome community! Posted: 13 Sep 2021 09:07 AM PDT I started my gamedev journey last year and have posted many stuff in this subreddit, from the shitty concepts of my game in the beginning to short tutorials of mechanics in my game after gaining a little bit more confidence in gamedev. This community has always been super supportive and gave a critical look at everything I made, so I'm super thankful for you all helping me on my gamedev journey! [link] [comments] | ||
Do games based in non-western fantasy fair poorly? Posted: 13 Sep 2021 07:12 AM PDT I want to create a game based on Aztec mythology. Also one on Haitian mythology. But I can't help but notice that pretty much every game out there is based on Western fantasy. Like literally every one! What do you think? [link] [comments] | ||
Is creating 3D game engine from scratch something from the past? Posted: 12 Sep 2021 11:34 PM PDT I really wonder, with the new kind of highly evolved engines such as Unreal Engine 5 (and probably other engines like Unity or Godot that will certainly compete with Nanite & Lumen technologies), is it still valuable to create your own engine? Don't you think game engines will become as widespread as 3D Software (such as Blender, Cinema 4D, Maya, Max or Houdini), where only external studios/ companies are making their own and selling them to others (unless I'm mistaken, I've never heard a game dev studio making their own 3D modeling tool recently)? Is there any point of working on a game engine where you already have ready-to-use and proven engines with endless possibilities? I know it's a very touchy debate within game development, but even big AAA studios are more dropping their engines in favor of Unreal, such as Frostbite for EA. [link] [comments] | ||
Posted: 12 Sep 2021 12:56 PM PDT Of course 1 year isn't a lot and I still have a lot to learn, but there are some important things that I wish I knew when I started, so hopefully those of you with less than a year will be able to take advantage of this knowledge.
[link] [comments] | ||
Should I separate my professional and personal accounts? Posted: 12 Sep 2021 06:43 PM PDT I feel like this is a rather odd question to ask but it is something I have been contemplating for awhile now and I really can't make up my mind about it. I thought I'd ask others to get your opinion on the matter. To put it simple, I want to share some of my game projects on both my portfolio and personal accounts but I am not sure if that is a good idea or not. For example, I am doing a Game Jam this week and I want to eventually put the game on my portfolio to aid in finding a job. But I also want to share it across my personal account such as my Twitter which would mean that if an employer looked a little into the Game Jam Project from my portfolio, they'd easily find my personal account and a whole bunch of other sites where I use the same username. I am kinda confused on what to do really. I want to share my project via my personal accounts but there is a fear that an employer will look in-depth at my username and maybe find something I don't want them to see. I can't think of anything bad that they'd see but that fear is still there. I feel like I should separate them but I also want to actually share something and I guess be apart of the game dev community (On Twitter at least ahaha). I want these games to be under my personal username but the idea of an employer knowing about my personal accounts just feels.. weird to me and I honestly don't know why. I guess if I also knew them personally then it'd be alright. My personal accounts are not the "most mature" they could be so there is also that fear of judgement. [link] [comments] | ||
Posted: 13 Sep 2021 03:35 AM PDT Hi, I'm looking for a good "enough" (best price for my needs) server solution to develop a traditional target-lock game using Unity (similar to EVE Online, but only for 2-4 players in a room). This is the game I'm planning to make: - Players' inputs are limited to swapping weapon types of their spaceship (laser/projectile) (with a cooldown of 10s) and occasional ability activation (once every 15-30s). - Each player can control 1 spaceship. Their spaceships automatically lock target on nearby enemies (NPCs) and fire at them. - There will be waves of NPC enemies come in screen to fight the players. - Each spaceship can lock on and fire at multiple targets at a time, depends on the type of that ship. - There is no continuous rapid fire (like mini-gun or continuous laser beam), there are only single shot weapons, which have a cooldown of 1-5 seconds between each shot to reduce server strain and make room for lag compensation. - The occasional abilities are like launching a volley of missiles or jamming enemies' weapons. Players on different teams can also use these abilities to attack each other (target is randomly selected by server). I imagine most of the logic should be done server-side, and stream the data to clients to "playback" the game match. This would also enable "observe mode" from other players who want to watch the match. I'm looking at Photon solutions. But I'm not sure which service should I purchase from them, BOLT, PUN, or Fusion. Based on this chart, I think BOLT would be most suitable, since it's more recent than PUN, but not as fast as Fusion (which seems a bit overkill for my need). Which one do you think would be the best for me? Thanks a lot in advances! [link] [comments] | ||
Need help with figuring out a random starting position on a procedurally generated island Posted: 13 Sep 2021 12:05 PM PDT I have a procedurally generated island. 2d, top down, tilemap. There can be small islands outside of the main island. There can be lakes on the main island as well. Here is a simple image of how the generated map could look: Now, I want to determine a starting spawn location on a (read carefully now...) random beach tile by the sea (not by a lake!) on the large main island (not on the smaller islands!). Sounds simple, right? Well, no... I have thought about this for hours, but cannot find an answer. Every solution I come up with seems good at first, but when I analyze it deeper it always fails. First attempt: Choose a random position on one of the map's edges (north, east, west or south). Trace a ray inwards until you find a land tile (or misses the island completely and reach the opposite side of the map. In that case just try again with a new position). That land tile you reached should be your starting position. But this won't work every time. This would work only if there weren't for the smaller islands. You can easily collide with any of those, and then get the starting position there, which I don't allow. Fail. Second attempt: Start in the center of the map instead and trace outwards in a random direction until water is found. Well, here the lakes become the problem. Just like the smaller island in the previous attempt you could easily collide with a lake here, and so this solution cannot gurantee a tile by the shoreline. Fail again. I have come up with other hackish solutions as well, but neither of them would work. The lakes and the outskirts islands are always the reason. Anyone smarter than me have a solution to this delicate problem? [link] [comments] | ||
GameMaker or Godot for developing a game similar to Hyper Light Drifter Posted: 13 Sep 2021 07:59 AM PDT Hi, I have an idea for an action RPG game that should feel similar in some ways (fluent animations, camera perspective and impact of hits) to Hyper Light Drifter. I have initially decided on Godot, as I see that it is very popular and opinions online look good. BUT, I have just found out that Hyper Light Drifter is made using GameMaker. *Quick background:* I know how to code but consider myself more of a Junior, the only game dev experience I have is a Unity space game tutorial that I followed 3 years ago. That's it. From what I have gathered there are more resources online for Godot than GameMaker. I feel very overwhelmed by this choice, please, if you have experience with these two tell me your opinion. [link] [comments] | ||
How is Crazy Taxi physics designed? Posted: 13 Sep 2021 11:43 AM PDT I was very curious on how they did they arcade physics. [link] [comments] | ||
I created a low poly neon shotgun pack you can use commercially and non-commercially for free! Posted: 13 Sep 2021 11:42 AM PDT
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