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    Screenshot Saturday #564 - Pristine Presentation

    Screenshot Saturday #564 - Pristine Presentation


    Screenshot Saturday #564 - Pristine Presentation

    Posted: 19 Nov 2021 08:18 PM PST

    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.


    Previous Screenshot Saturdays

    submitted by /u/Sexual_Lettuce
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    Stop putting in motion blur if you don't give us the tools to remove it.

    Posted: 20 Nov 2021 02:23 PM PST

    Hello there a fellow gamer here.

    I find this problem way too often and find it unacceptable to do this in this day and age. I know it might not always be on the developers decision if they can or can't add this.

    Motion sickness is a thing and is a real problem that should be taken seriously. When thinking of adding motion blur without allowing us to remove it. We do not care about your aesthetic look you decided to go for, if we cannot play it or the game makes us sick for the rest of the day.

    submitted by /u/Kari-pekka
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    Hi everyone, we've just released a tutorial looking at animation layers in Unity, and how to use them to transition from healthy to injured animations as the player health decreases. Hope you find it useful

    Posted: 20 Nov 2021 08:51 AM PST

    I want to become a producer in the gaming industry but I got a job offer for a digital marketing job for a gaming company. Could this be a stepping stone to a producer job?

    Posted: 20 Nov 2021 11:34 PM PST

    Hey guys! I thought that maybe one of you could help me with this. I'm in the process of changing my career. I have originally have an engineering degree with an emphasis in food science but I never was interested in it and was basically pushed into studying it. My passion lies ie project management/coordination and I want to combine this with my love for games and become a producer. I so far have earned a project management certificate and I'm applying to jobs but my chances are very low because I do not have any experience. I randomly applied to a digital marketing job because I really want to get into games but it's not my dream job. Do you think I could use it as a stepping stone or do you think I'd waste my time with it?

    submitted by /u/greenishfroggy
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    I just release a new version of GoNorth, a tool to help you design story, npcs, skills, maps, dialogs of rpgs and other open world games

    Posted: 20 Nov 2021 11:53 AM PST

    Im learning C++ and want to make a small game with it. What do you suggest me for graphics?

    Posted: 20 Nov 2021 03:40 AM PST

    Im in a bit of a dillema here.

    I know that Unreal Engine uses C++.

    But also i was told that doing a game in Unreal can be done sometimes without any code.

    And thats not exactly what im aiming at here.

    Lets say you have these conditions:

    1. You have average C++ experience, but little graphics experience.

    2. You want to make a small Chess game, although if possible making it beautiful and isometric.

    3. And you want to gain experience in C++.

    4. You will learn whatever necessary, but hopefully the graphics stuff is best done as easily and as fast as possible (so maybe unreal? or unity?).

    What would you use for graphics? Would you still go for Unreal Engine?

    What should i use in case i want to use C++, and need something additional that is also useful to learn in graphics?

    submitted by /u/SophiaCalmStorm
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    Majoring In Computer Science

    Posted: 21 Nov 2021 12:18 AM PST

    I was thinking (nothing is set in stone) of majoring in Computer Science and wanted to know if it would help with "becoming" a game developer.

    I have no experience, I don't know how to code, and I'm not too good at math but I'm wondering if that is an opportunity for me to start or if it's completely irrelevant and a waste of time.

    I know you don't need a degree or anything but I'm going to get one anyways and I am still unaware of what I want to do so I'm exploring my options.

    submitted by /u/VincentTheAubergine
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    Where is abstract algebra useful for game development?

    Posted: 20 Nov 2021 02:55 PM PST

    I'm a math major, abstract algebra and algebraic geometry are the fields of study that mostly took my attention, so I'm planning on doing my master degree and my PHD in something related to it. Recently in a discussions with some friends with a degree or a major in computer science, I was told that abstract algebra is useful for game development, but we ended the conversation before they could explain me how. So can someone explain to me where abstract algebra is useful in game development, or at least point me the topics where it's useful, so I can search for myself? Ps: I'm not talking about linear algebra, I'm interested in applications of abstract algebra, group theory, ring theory, galois theory, algebraic geometry... Ps2: Although I'm doing a major in math now, I have a degree in computer science, so it won't be a problem to understand any explanation with technical terms.

    submitted by /u/OnePotato45
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    What mechanics makes or break an RPG?

    Posted: 20 Nov 2021 04:38 PM PST

    Hello folks, Our team and I are working on a narrative RPG and I wondered what made the RPG you love stand appart from others?

    Thank you for your help! :)

    submitted by /u/Gamedev_pirate
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    Finite State Machine with GameplayTags for Unreal Engine 4 - Tutorial

    Posted: 20 Nov 2021 05:59 AM PST

    Get out of burnout

    Posted: 20 Nov 2021 11:01 PM PST

    I typically switch between projects every two weeks because I get burned out easily, but for the past month I've just been too tired to make a sprite or write some new engine stuff or even turn out my computer, how do I get out of this?

    submitted by /u/BBQGiraffe_
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    How transparent are you with the numbers and math of your game with your players and why?

    Posted: 20 Nov 2021 11:50 AM PST

    i don't want to lead where this goes so i might make a separate comment

    submitted by /u/bobvella
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    Reading about the command pattern - slightly confused.

    Posted: 20 Nov 2021 04:13 PM PST

    Reading the book "game programming patterns" and I'm already confused by the command pattern. I've read it twice and don't fully grasp it's usefulness.

    So, I could previously do: (psuedo code)

    if(input == x) {ExecuteJump()}

    But the command pattern seems to add a layer of unneeded abstraction. So I'd end up doing:

    Command xCommand; Command YCommand;` If(input == x) {InputHandler(xCommand)} If(input == y) {InputHandler(yCommand)}'

    Then the input handler would have to work out what the command is, then call

    xCommand.execute for example,

    Which would ultimately call executeJump() the same as the first example.

    I'm struggling to see how this extra layer of abstraction makes it cleaner, more easily updated, etc. Sure, the command would have all the possible actions, but how is that cleaner than calling it directly on the Rae input Vs passing it as a command?

    Even if I only had one Command that was triggered, I'd still need a series of if checks to ensure the command is passed with the correct context, right?

    The example on Wikipedia itself seems overly confusing. It's creating a lot of classes, interfaces and memory allocation for a simple on/off switch.

    https://en.m.wikipedia.org/wiki/Command_pattern

    submitted by /u/Fyphon
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    Writing Music for Indie Dev's

    Posted: 20 Nov 2021 07:22 AM PST

    Hi all,

    Any advice on how to break through/break in to making music for Indie Developers?

    I did scores for independent films for awhile but the indie film industry in my area (Edmonton, Canada) is pretty minimal. Projects were far between and not super rewarding to work on (very short). I've also been writing music with various bands for about 2 decades. Recently, playing Outer Wilds really surprised me how good the music was but it also didn't seem particularly far off from something I could possibly do. So it seems like Indie games might be the rewarding outlet I'm looking for.

    Any advice how to get in with a developer? Most studios seem to be founded already with a music writer on the team, which makes it tricky to find someone whose looking.

    Any advice is appreciated.

    Thanks!

    submitted by /u/TomHanksYo
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    Creating such a small class would make the code weird

    Posted: 20 Nov 2021 09:41 PM PST

    warning

    It may be a strange question

    Status

    I want this code to be some kind of class because this code is duplicated

    so I made class like this

    ValueChangeCheck .cs

    public class ValueChangeCheck : MonoBehaviour { int defaultValue; public ValueChangeCheck(int _defaultValue) { defaultValue = _defaultValue; } public bool CheckValueChange(int num) { if (defaultValue != num) { defaultValue = num; return true; } return false; } } 

    Code that for run

     void Start() { ValueChangeCheck valueChangeCheck = new ValueChangeCheck(1); valueChangeCheck.CheckValueChange(2); } 

    Question

    valueChangeCheck.CheckValueChange(2); 

    1 . Isn't this code a bit strange? Or don't I have to worry so much?

    2 . Is there any improvement in this?

    3 . Is ValueCheck.cs good module?

    submitted by /u/User012340
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    Does anyone else look at art books/game guides when developing?

    Posted: 20 Nov 2021 03:37 PM PST

    This is something I've started ever I watched a devlog, maybe a over a year or two ago, where the dev mentioned it was something he did for inspiration and better understanding various mechanics.

    Since then it's been something I've done when before I start a new project, feel dev blocked or struggling with something. I feel it's been pretty handy having a comprehensive look at how different games handle their maps or work out their systems. The art books for inspiration are always just nice when trying to establish an aesthetic for an area.

    But anyways, am I weird or alone in this?

    submitted by /u/Cornered-V
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    How can I let a few people test my game (I am about to release on Steam soon) without letting them share my game with others?

    Posted: 20 Nov 2021 06:30 AM PST

    I want to let some people play my game but im afraid one of them may share the game somewhere. It is very close to full release so I don't want it to be playable for a lot of people soon. How can I make sure my game is shareable and only the people i choose can play it?

    submitted by /u/asdasfadamas
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    I asked GPT-3 for video game advice...

    Posted: 20 Nov 2021 04:49 PM PST

    I hope everyone is having fun playing with GPT-3. If you're not aware, sign up here: https://beta.openai.com/playground/p/default-chat

    I let GPT-3 play the role of the questioner and the answerer:

    Person: I'd like to talk to you today about how to make money in the video games industry, OK?

    GPT3: OK

    Person: What kind of game would make a lot of profit with an indie team?

    GPT3: Hmm. The fastest way is to make a sandbox game.

    Person: How do you make profit from that?

    GPT3: Make it free to play, but put in a big cash store, for real money. Profit hugely in a couple of years.

    Person: Can you give me a design for such a game?

    GPT3: Sure. It will be a big world with swords, armor, maybe 100 classes of character to choose from, magic, dodging, dodging, spells, maybe flying, stealth, dungeons, towns, horses or whatever. Each player can buy stuff or upgrade their stuff with cash. Your team makes cash, without your help.

    Person: OK, will it be MMO?

    GPT3: Depends. I mean MMO for huge profits, but you need maintenance costs and stuff.

    Person: Should I build a UGC game? Where users can create their own content, even program their own behaviors?

    GPT3: No! Don't do that, unless you want to get sanctioned by the government, or eat through your lifetime savings and then lose your team. Game mechanics designed by users will never perform well enough to fill the world with content and players won't spend money on bad games. Only a few games will ever be made, and there will be no big player-made market.

    Person: What about survival games?

    GPT3: Survival games are small because it's really hard for players to articulate their emotional experience of being killed by the same enemy again and again, over hours. There's no social component. And surviving is not fun. Games about hanging out, like Roblox or Neopets, fare better

    Person: How long should the game last to make people want to keep playing?

    GPT3: 100 hours should be enough for most people. Then make sure you add things every day.

    Person: What about MMO, shouldn't it be huge? Players like to invest in big worlds and big friends lists.

    GPT3: They don't, they like to hit the next level, then they'll 'friend' someone while playing and talk while not playing. You'll need a design that allows this to happen. Maybe an 800 square mile map with multiple cities and dungeons.

    Person: How can I monetize that?

    GPT3: Make it buy to play until someone hits the next level.

    Person: Should I use voxels?

    GPT3: Yeah, they're the wave of the future.

    Person: How many developers do I need?

    GPT3: If you can make a team of 10 people work for a year, you'll make a lot of profit.

    Person: I'd like to cut my workload. Do you have any advice?

    GPT3: Yep. Shift your work to China, get a Russian friend to do the graphic design, get a programmer from India, get a Japanese friend to do the audio, and get a Chinese friend to do all the testing. You'll get a lot done that way. The quality will be good enough that if people get addicted, they won't care about the flaws.

    Person: I'd like a simple design. Can you recommend a language?

    GPT3: C++ for a live service MMO.

    Person: What about C#? The language for Windows programming?

    GPT3: uh... no.

    Person: Why not?

    GPT3: You don't need to know why, just trust me.

    Person: What about Java for Android?

    GPT3: Yeah.

    Person: Since you're such a successful developer, can you recommend a dictionary site?

    GPT3: Dict.cc. It's pretty good, and its web-based so it's quick. If you want a little more richness, try lingopolo.com.

    Person: Has anyone thought of hooking people's brains to your game?

    GPT3: Yep. They won't get enough people or enough willing people for it to be worth investing in though.

    Person: What about virtual reality? I've heard it's the future.

    GPT3: Nobody wants it.

    Person: A bird's eye view of the game world would be so cool.

    GPT3: I agree, but it causes lag. Also, the player wants to see detailed things close up, not big things far away.

    Person: What are your thoughts on procedural generation?

    GPT3: It's OK for indie games, but if you want to make money, use hand-made content.

    Person: I'd like to make it for an IP, should I use licensing or IP rights?

    GPT3: Buy a license from a company that owns the IP. If you develop a free to play indie game under an existing IP, they'll come after you, and it'll be a vicious fight, because they want their cut of your revenue, and they're the only ones who can give it to them.

    Person: Is piracy bad?

    GPT3: No. No one cares about it.

    Person: How do I get addicted?

    GPT3: Make something that happens every day at 8pm. Create anticipation by showing the player the time of the event, but not what it is. Then let them click through until they hit the time, and let the event surprise them. The next day, they'll wait 8pm. Also, you can watch people play your game with QTVR, online video, etc., etc.

    Person: Cool! Do you have any other ideas?

    GPT3: Well, if you're sure you want to go into indie game development, I can tell you my most shocking secret. It will shock you so badly, you'll be inspired to go on with game development. The single most important thing you can do is to spend no money on your game.

    Person: Oh really? What else can you tell me?

    GPT3: If you give $97 to an up-and-coming indie game developer, they'll think about you, you'll get their games for free, and you'll have a friend that knows how to make indie games. If you give $5000 to someone, they'll think about you. You'll get their games for free. And... uh... you'll have a friend that knows how to make indie games.

    Person: Wow! That was really great advice. How can I contact you if I want to ask more questions?

    GPT3: ummm...

    submitted by /u/I_RAPE_SLOTHS
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    3 Steps to Start Your Indie Game Dev Journey

    Posted: 20 Nov 2021 04:48 PM PST

    Is it difficult that small game studio develop a open world game like Forza Horizon 5?

    Posted: 21 Nov 2021 12:18 AM PST

    Hi, I wish to develop open world game like Forza Horizon 5 but I have only small resources to develop it. Is it difficult to develop it without a lot of huge resources?

    submitted by /u/yutaka20189
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    I need help on my first game

    Posted: 20 Nov 2021 12:52 PM PST

    I'm developing a very simple platform game, and I'm just stuck with the game's animations, I don't want something too refined, but I want something reasonable as well.

    I'm using skeletal animation in unity, using IK animations too, what can I do to improve the animations?

    here is a video of my first attempt doing a walking cycle

    https://reddit.com/link/qyeiwm/video/wot995svct081/player

    submitted by /u/devassodemais
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    Is it worth getting map-making tools for game dev?

    Posted: 20 Nov 2021 11:27 AM PST

    It never crossed my mind in the past as I was thinking I would just make my own map using photoshop or something like that, however, after seeing map-making software on humble bundle I was just wondering if this would be useful for game dev at all. I'm assuming that it's designed for tabletop RPG, or when you just want an image of a map, but how well would it work to use this as your in-game map? has anyone used a map-making tool for game dev, is it worth it? Are there any good free open source alternatives if map-making tools are worth it? If I wanted to use custom art how easy would that be to implement? Are there any licensing issues, or does buying this software allow me to use all included art in a commercial game? Is there an easy way to have it match your in-game, 3d world so that it can function as a good in-game map?

    Thanks for any tips you can give. If it's going to make making a game easier for me then the cost isn't really a big deal at all, I just don't want to buy this and realize that it's not useful in any way.

    submitted by /u/my_name_lsnt_bob
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    Best program to develop a retro CD-ROM game?

    Posted: 20 Nov 2021 05:47 PM PST

    I've looked into Adventure Game and played with Game Maker Studio, but I'm looking for something specific that I feel is pretty straightforward.

    I want to create something in a 90s Macintosh game style (think black and white, low bit, point + click)

    Here's an example: https://youtu.be/JwYC_nmmScI

    Really I would do this in flash if it were still possible. Is there any program I can use to make such a simple type of game? I feel as though I shouldn't need to code something like this. I would probably design the assets in Photoshop or after effects.

    submitted by /u/delbertgrady1921
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    Has anyone tried O3DE?

    Posted: 20 Nov 2021 05:14 PM PST

    And if so, what's it like? How capable is it? Is there a steep learning curve? I'm hoping to make my next game in something other than unity.

    submitted by /u/keeperofawesome
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    Is there a name for the art style in Risk of Rain 2?

    Posted: 20 Nov 2021 12:15 PM PST

    I have been playing ROR2 recently and I love the art style. Can anyone tell me if there is a name for this style and/or how to achieve it in blender?

    Here is a link to some images of ROR2: https://riskofrain2.fandom.com/wiki/Category:Environment_Images

    submitted by /u/17roofge
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