• Breaking News

    Tuesday, November 23, 2021

    Releasing a real-time VFX toolkit in AR foundation Unity. You can customize VFXGraph effects go creative with environment and human 3D data in AR using my tool, experience it on your devices. Free to use https://github.com/EyezLee/ARVolumeVFX

    Releasing a real-time VFX toolkit in AR foundation Unity. You can customize VFXGraph effects go creative with environment and human 3D data in AR using my tool, experience it on your devices. Free to use https://github.com/EyezLee/ARVolumeVFX


    Releasing a real-time VFX toolkit in AR foundation Unity. You can customize VFXGraph effects go creative with environment and human 3D data in AR using my tool, experience it on your devices. Free to use https://github.com/EyezLee/ARVolumeVFX

    Posted: 23 Nov 2021 01:21 PM PST

    Godot Engine running on Steam Deck

    Posted: 23 Nov 2021 05:08 AM PST

    How do games handle Item/Enemy/Skill DBs?

    Posted: 23 Nov 2021 07:09 AM PST

    I've seen a lot of different answers and tutorials for this, but I still have a few questions that I can't find info on.

    Q: What do you do with data that isn't serializable? I see a lot of shallow or simple examples of item or enemy databases, but they all have three or four fields like, "string Name", "int Damage", or "enum Type". The examples kinda fall apart when you need complex information like damage formulas for items more complex than an int, like the classic "attack is higher the less HP the user has" or "+1 strength for every 5 macguffins collected", or enemy's attack patterns etc. Oftentimes spells do things that are unique or combination of effects, like "poison all enemies and remove poison on all allies". So what do you do in those cases? Make a separate class for every item/enemy/skill?

    Q: Aren't the point of DBs that they're running at all times for easy lookup? Of course you wouldn't load all resources like animations, models, etc. But is it common to have all the stats, descriptions, modifiers, etc of every item, enemy, and skill loaded to memory at all times? I'm sure this is fine for smaller games, but especially in games that have a large bestiary like Pokemon, or most modern RPGs that give you menu access to all info on items, collectables, enemies, and skills, that seems like it gets pretty hefty. Is it normally split up?

    Thanks for anyone who can give some insight.

    EDIT: Thanks for all the interest! People seem split on the first question, but so far it seems like the consensus for the second question is to try to get these core-gameplay object databases (either JSON/text formatted or one class where all the unique objects are instanced from the base class) to contain the smallest amount of data possible, abstract and reuse as much as you can since it can be costly to have to keep it all in memory through the entire game. What seems to be the benefit of keeping common object definitions in these databases instead of separate classes if they're so problematic, beyond allowing non-coders to make content?

    submitted by /u/backsliders
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    open sources games

    Posted: 23 Nov 2021 04:57 PM PST

    I'm quite new in the gamedev, I am wondering if there are any sites where I can find the code of games that is already made?

    submitted by /u/vivadavidada
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    Signals: Numbers one week after launch on Steam & Itch.io

    Posted: 23 Nov 2021 09:31 AM PST

    Hi /r/gamedev!

    Our game Signals has been out for a week now and wanted to share some numbers in the spirit of other content creators/indie dev from whom I have learned a lot.

    Context

    It's our first game (myself + my wife helping with UI design and testing), was developed across 7 months. I am new to Unity but also Lead/Principal level engineer otherwise and have decent management/product experience. The goal was never to hit it big but to learn.

    Attached is the commit activity for the project, there was 2 weeks of holiday, a few days off here and there, and days where I did not code but focused on other areas.

    https://imgur.com/eflnNDV

    Pre-launch

    We launched with 1059 wishlists, our biggest miss was not entering Next Fest in October (missed the deadline due to family reason). Otherwise half of that was from the Indie Live Expo Japan event, rest was organic.

    We had practically zero coverage, one small Youtuber covered our demo in September but that is all. We send almost a 100 keys around to content creators & press.

    Sales

    To this date we have sold 382 units with 47 returns (12.3%), for a net of $2,700. It's not world changing but for a 1st try can't complain. We have also sold 7 copies on Itch.io for $71.

    https://imgur.com/jPIfEAA

    Post-launch

    If you've read people like Simon Carless or Chris Zukowski you know the importance of 10 reviews. Here is the impact it has on traffic to a Steam page (as tracked by Google Analytics). Despite our small size we achieved this via a tight community using an email list & Facebook (I know right?):

    https://imgur.com/EJTJqrL

    Since launch we are now sitting at 2777 outstanding wishlist, nice. The discovery queue and being on New & Trending on tag pages pulling some weights here.

    https://imgur.com/QRXCHER

    We have released 4 patches to date. As an engineer I will praise backtrace.io and recommend you use it or something similar, getting ahead of launch issues is a godsend.

    Next

    We have set a calendar for sales and patches and are counting on that to convert our outstanding wishlists. Also we are still getting decent New & Trading action from tag pages.

    I will be taking a contract for a short duration to replenish some funds, but in the meantime will get a Mac version out as well as try to port to tablet (the game feels suited to it). After that we definitely aim to start on our next game with similar parameters (around 6 months of dev time).

    Recommended Reading / Watching

    Content I recommend if you want a leg up and learn from people who have decent info and share it:

    Newsletters:

    Videos & Blogs:

    If you have questions please do ask.

    And finally to no play coy, here's our Steam page: https://store.steampowered.com/app/1661180/Signals/

    p.s. English is not my first language so a few weird thing might have crept in sorry.

    submitted by /u/Astral-MKDBStudio
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    Game with mixed 2D and 3D assets

    Posted: 23 Nov 2021 03:54 PM PST

    HI, I am pretty new in game development, so I want to study on pre-existing games. I took Realm of the mad god for inspiration and I want to create world, characters and some other things similar to this game. But I am stuck on how to create 2D world where you can go around some assets (like trees, stones, walls) and turn camera as you wish. I think that some assets are made in 3D and converted to 2D-like but I don't know how to recreate this.

    submitted by /u/Tiwer13
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    Creators who aren't part of a team, what does your process look like?

    Posted: 23 Nov 2021 08:02 AM PST

    After a looong programming hiatus to focus on getting my life together, I'm finally taking a shot at recreating a surreal RPG-like game I made in unity when I was 17. I barely remember what the game looked like, though, let alone the goings-on under the hood. In the interest of taking a more organized approach to my project, I'm curious to hear about solo devs' experiences in regards to which aspects you spend the most time on earlier in versus what you leave to work on later.

    How do you approach creating/organizing your assets? How do you balance working on the different parts of the game as a whole (sound, visuals, story, scripting, etc)? How detailed is your plan going in? What's the very first hands-on thing you tackle in a new project?

    Some insight here would be really helpful!

    submitted by /u/confusinggarbage
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    This funny commentary gameplay clip made me think of a cool idea for game devs: If your game has AI pathfinding diagnostic tools, you should make it an easter egg post-release with a silly voiceover of AI states, that the characters would speak loudly in-game

    Posted: 23 Nov 2021 04:46 PM PST

    I need help with my Rotation Plane Math(?)

    Posted: 23 Nov 2021 09:07 PM PST

    I don't know if the is the right place to ask this. I'm having some math problems with my games movement and I don't really know where to begin to fix this problem or how describe it simply.

    I'm trying to move a character along a spline. The spline is their center point and their forward vector. The character can also freely move perpendicular along a 2D plane perpendicular to the spline. The ship should stay at consistent speed relative to the spline center point. The problem is when the spline curves, the ship becomes out of sync with the center point if it is not dead center with the spline.

    I have included an image to better illustrate the issue. I feel like I need to add or remove some forward force based of the angle of the curve but I don't know what type of math to look up. Does anyone know what formula I'm looking for or even type of math that would explain this?

    https://imgur.com/N7gaPg9

    submitted by /u/DoubleMajorInHentai
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    What annoying bug did you have and how did you fix it?

    Posted: 23 Nov 2021 05:07 PM PST

    Share your story of how you encountered a bug that broke the game/editor or just straight up messed with your progress and how did it get fixed?

    What Inspired me to create this post is due to the fact the unity, straight up acts crazy and messes up my project for absolutely no reason. Colliders stopped working. Animations bug out. Particles don't work as they should. Etc. I would have to restart or reinstall unity to fix this. I'm currently dealing with the infamous nullReference bug

    submitted by /u/VistaLargaGames
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    Black Friday asset store recommendations

    Posted: 23 Nov 2021 06:38 PM PST

    I'm making a 2.5D action platformer with a big emphasis on Prince of Persia and Mirror's Edge inspired movement. Is there anything in the asset store you recommend I grab during the sale?

    submitted by /u/DevramAbyss
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    Html5 Game licensing

    Posted: 23 Nov 2021 05:42 PM PST

    I was wondering how long it takes game websites like cool math games, armor games, and addicting games to respond to emails.

    submitted by /u/A_Big_Yawn
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    Why or why shouldn't I develop my next game on the Roblox platform

    Posted: 23 Nov 2021 06:55 PM PST

    I am a moonlighter dev that has used mostly unity for past projects. I am thinking about building a game on Roblox and I am curious about what others think about the platform. If you have developed on there, if so what was it like? If you haven't, what were the reasons for not developing on the platform? Thank you for any advice you have!

    submitted by /u/I-didnt-write-that
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    Tutorials for worldbuilding in video games?

    Posted: 23 Nov 2021 11:18 AM PST

    Hello everyone,

    As the title suggests I`m currently searching for tutorials/courses (Preferably on Youtube or Skillshare) that cover worldbuilding in video games or in general. I`m working on a game in a medieval fantasy setting and try to build a world around it. The land, kingdoms, landmarks and so on. But I only find videos on worldbuilding in general or for game masters. Are there even any differences between these cases? I`m pretty new to story writing and world building and try to get as many informations about it as possible. I already watched a few videos and read some articles but I wanted to know if you can recommend something?

    Thanks in advance :)

    submitted by /u/SleepySlothGames
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    Should I ignore stuff I don't understand while learning programming?

    Posted: 23 Nov 2021 04:35 PM PST

    Hi! I am learning how to use C# and there are a lot of things in tutorials people just say and don't explain. Should I try to understand what they are typing or just follow along and fill in the blanks later?

    submitted by /u/ThatMustashDude
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    Video game degree viable?

    Posted: 23 Nov 2021 04:17 PM PST

    Currently applying for university and a games development degree looks really fun and enjoyable. My major worry is employment, would i be able to get jobs after this with a bachelors in game development? Or should i go for a broader degree such as computing science?

    The course looks really fun and well planned while other course such as computing science seem tedious and boring.

    What should i do?

    submitted by /u/TheLilScooter
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    What should I know about trade marking before marketing my game?

    Posted: 23 Nov 2021 08:31 AM PST

    Hello, I've been making my game for some time and I think it's about time to start marking, however, I'm not sure what should I know about trad marking my game before going public with its marketing.

    I watched this video from the makers of Atrio https://www.youtube.com/watch?v=0NsCfM0_UVw and I'm concerned that someone may do the same to my game name as well, any advice or push toward the right direction is more than appreciated.

    submitted by /u/A_M3000
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    Why are games mostly coded in c++ instead of other languages?

    Posted: 23 Nov 2021 05:37 PM PST

    Hello,

    I am software developer mostly experienced in web/native and I was wondering why most games are coded in c++. Isn't it possible to build games in javascript/react/react native instead of c++ if they are web or mobile games? Why are most games coded in C++ or java? Just a random question from a noob developer :)

    submitted by /u/gamedev981234
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    Which orchestral game music pieces would you most want to hear live in concert?

    Posted: 23 Nov 2021 07:23 AM PST

    Hi Everyone! . Andy Brick here. I am the Principal Conductor and Music Director of Game ON!

    In our continuing efforts to bring the very best orchestral game music to world wide audiences, I thought I would reach out and ask you guys and gals which orchestral game music pieces and games you would most want to hear performed by a live symphony orchestra?

    Your input would be really helpful to us so please accept my gratitude for taking a moment to let me know!

    submitted by /u/andybrick
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    Game Related Programming Articles

    Posted: 23 Nov 2021 06:20 AM PST

    I have to write a article for my job over Thanksgiving break related to technology. Are there any libGDX, java or 2d game programming concepts you'd like to see better explained? Bit masking? Sprite Sheets? 2d Movement?

    submitted by /u/fingerpickinggreat
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    PUBG Mod help

    Posted: 23 Nov 2021 08:47 PM PST

    Hello! Please direct me if possible.

    Total newb here. No dev or coding experience. Willing to learn.

    I love the feel of PUBG as an FPS. Military sim, but not as hardcore as ARMA III.

    The pace of PUBG however, has not aged well. I wish they offered better custom games, because I want to make a small map for maybe 10 people. I want to be able to split teams any which way. AI enemies would be really cool, but very difficult I imagine.

    So my question is, what is the best way to make this? Modding seems the easiest. Is it possible to mod PUBG? If not, should I look to mod ARMA II, or III? I know PUBG started as a mod of a mod. DAYZ modded from ARMA II.

    Thanks for reading. Any insights or advice is appreciated.

    -Georange

    submitted by /u/Georange
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    hello dear community,

    Posted: 23 Nov 2021 08:30 PM PST

    i need to buy a strong laptop with good battery life to make games jn unity on this black friday but my knowledge on laptops near zero, i need your advices on that. My budget is around 1.5 k. Thank y'all.

    submitted by /u/Aydnsry
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    How would I create a state machine in Unreal, using blueprints?

    Posted: 23 Nov 2021 02:09 PM PST

    I want to create a state machine in unreal, but when I search up tutorials, I get nothing but animation state machine tutorials. This is not what I want. I want to create a state machine that would be used in games like super Mario odyssey, where each character condition is its own separate state (running, jumping, swimming, etc). Are there any tutorials for this?

    submitted by /u/Platform987654321
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