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    Free Low Poly Game Asset - Chest

    Free Low Poly Game Asset - Chest


    Free Low Poly Game Asset - Chest

    Posted: 02 Jan 2022 10:51 AM PST

    Is the porn game market shrinking? Are there still room for expansion?

    Posted: 02 Jan 2022 02:54 PM PST

    This is a rather broad question so any answers are absolutely helpful. Some say the entire market is shrinking. I just wanna hear what you guys think.

    submitted by /u/VICZSOS
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    One line of shader code to generate an animated shockwave pattern.

    Posted: 02 Jan 2022 05:27 PM PST

    One line of shader code to generate an animated shockwave pattern.

    You can copy-paste the inline version below (HLSL):

    frac((((1.0 - length(((i.uv_texcoord * float2(2.0, 2.0)) - float2(1.0, 1.0)))) * tiling) + (_Time.y * speed)))

    Or, if you prefer the more readable version:

    float tiling = 3.0;
    float radialGradient = 1.0 - length(((i.uv_texcoord * float2(2.0, 2.0)) - float2(1.0, 1.0)));

    float time = _Time.y;
    float speed = 3.0;

    float scaledTime = time * speed;
    float3 output = frac(((radialGradient * tiling) + scaledTime));

    https://reddit.com/link/rup842/video/9ww3rjlrjd981/player

    Add a one-minus to the frac to invert it into a "normal" shockwave pattern, and less like a Looney Toons title card. Use exp/pow to adjust the falloff gradient. I'm using Unity, where you can also convert this into a node graph in Shader Graph or Amplify Shader Editor like I did here.

    If you'd like to see more Unity game dev content like this, you can follow me on Twitter!

    submitted by /u/MirzaBeig
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    Since DOOM is licensed under the GNU GPL, and Namco's patent on loading screen games expired, could one ilegally use DOOM as a loading screen minigame in their game?

    Posted: 02 Jan 2022 03:01 PM PST

    More info about the GNU GPL

    Article and Reddit Post about the Namco Patent expiry.

    Cheers!!

    EDIT: I should mention, I'd give full credits. Not trying to act like I came up with doom loll. just thought it'd be a fun little easter egg/minigame :)

    submitted by /u/notjordansime
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    I dont know if this is interesting to anyone, but here are all the variables that Villagers use in my Game.

    Posted: 02 Jan 2022 05:04 AM PST

    public int cameradistanceX=0; public int cameradistanceY=0; public int originalDestinationBeforeDistractedByNearbyEnemy=-1; public boolean isRanged=false; public String typeOfProjectile="arrow"; String belongsToThisFraction="friendlyWorker"; Bitmap beingBitmap; boolean isInvincible=false; public Healthbar beingHealthbar; int frameAtWhichToShoot=-1; boolean needsToBeGivenANewPath=false; boolean isWarrior=false; boolean needsToStartAttackingWallOnceItIsAtCheckpoint=false; boolean isCurrentlyAttackingItsBuilding =false; boolean isWalkingOutOfCastle=false; String posOfCampfireToWalkTo=""; boolean needsToprepareToShootAtNextPossibleTime=false; boolean isOnFinalStepsToCampfire=false; String randomIDOfThisBeing =""; int targetWoodenTowerI=-1; int targetBuildingToDestroyI =-1; int isOnThisWoodenTowerI=-1; int x; int y; int z; boolean canBeingLookForEnemy=false; boolean willStopWalkingToATargetToChaseAnEnemy=false; int[] searchCircle=circleOfTilesLarge; int[] wanderingCircle=circleOfTilesGigantic; int[] shootingRangeCircle=circleOfTilesLarge; int lookForTargetTemp=1; int tempToWaitToWanderAgain=0; int spawnPosition; int placeInBanditCampArray=-1; int shootingTargetX; int shootingTargetY; int shootingTargetpos; int posOfBanditCamp; int waitToDumpLogTimer=0; boolean needsToWalkOutOfBanditCamp=false; boolean isOfAWanderingSpecies=false; boolean hostility; boolean isAlive=true; boolean canCurrentlyLeaveTheBanditCampToGoAttack=true; boolean isOutOfMineAgain=false; boolean needsToGetHops=false; int targetTree; String type; boolean needsToBeDrawnOnTop; boolean isDoingAWorkingAnimation=false; public int iOfClosestReadyPigFarm=-1; boolean dontDrawThisBeing=false; public int checkPointTemp; public boolean isSelectable=true; public boolean couldnotreachatree=false; public boolean isPeasant=false; public boolean needsToWaitForSawMillToFinish=false; public boolean mayPlaySound=false; public boolean isOnWayToCheckpointWithinTile=false; public boolean isOnWayToCheckpoint=false; public boolean isCurrentlyFishing=false; public boolean ignoreBlocks=false; //TODO these 3 are probably not used public boolean needsToBringGoodsToGranary=false; public boolean needsToBringGoodsToStorage=false; public boolean needsToBringGoodsToArmory=false; public boolean isOnWayToGranary=false; public boolean isOnWayToArmory=false; public boolean isOnWayToAttackSomeBody=false; public boolean isOnWayToStorage=false; public boolean isOnWayInToStorage=false; public boolean isOnWayInToGranary=false; public boolean isOnWayInToArmory=false; public boolean hasArrivedAtGranary=false; public boolean hasArrivedAtStorage=false; public boolean hasArrivedAtArmory=false; public boolean isInWorkplace=false; public boolean selectedState=false; public String cargo=null; public boolean carriesSecondaryCargo=false; public boolean carriesThirdCargo=false; public int targetRow; public int searchForTreeTemp; public int targetCol; public int walkTemp; public int positionInTilemap; public int currentRow; public int currentCol; public boolean hasAWorkplace=false; public boolean hasInitiallyReachedWorkplace=false; public boolean isAtWorkplace=false; public boolean isAtWorkplace_animationpos=false; public boolean isWalkingToWorkplace=false; public boolean mirroredDirection=false; public boolean hasJustLostWorkplace=false; public boolean isInBoat=false; public boolean isBoat=false; public boolean isOnHigherLayer=false; public boolean pathNeedsToBeRecalculatedFromUpToLow=false; public boolean pathNeedsToBeRecalculatedFromLowToUp=false; public boolean isStandingOnStairs=false; public boolean isOnWall=false; public boolean needsToWalkDownStairs=false; public boolean isOnWayToBuildingsFreeTile=false; public boolean needsToWalkUpStairs=false; public boolean isOnWallTemp=false; public boolean needsToReachCheckPointStair =false; public boolean hasTargetVillager =false; public boolean isWaiting =false; public int tempforisWaiting =0; public boolean needsToReachRamps =false; public boolean isStandingOnRamps =false; public boolean projectileIsInAir =false; public String typeOfWorkplace; public int workplacePosition; public int correspondingBoat; public int projectileWaitTemp; public int hitPoints; public String targetVillagerID; public int actualTargetRow; public int actualTargetCol; public int checkPointTile; public Rect villagerRect; //FARM int posInWorkplacePath; boolean isPlanting; boolean isBear; boolean isHarvesting; int plantTemp=10; Bitmap[] allLivingBeingBitmaps; Bitmap[] allLivingBeingBitmaps_flipped; //TROOP STUFF int troopOfBeing=-1; int posWithinTroop; //ENEMY STUFF public String currentEnemyBehavior="resting"; int troopPos_x1=-80; int troopPos_x2=-60; int troopPos_x3=-40; int troopPos_x4=-20; int troopPos_x5=0; int troopPos_x6=20; int troopPos_x7=40; int troopPos_x8=60; int troopPos_x9=80; static int[] troopPos_x={60,30,0,0,-30,-60}; //static int[] troopPos_x={0,0,0,0,0,0,0,0,0,0}; static int[] troopPos_y={0,15,30,-30,-15,0}; static int[] troopPos_boat_x={45,25,5,-55,-75,-95}; //static int[] troopPos_x={0,0,0,0,0,0,0,0,0,0}; static int[] troopPos_boat_y={-20,-10,0,25,35,45}; int troopPos_y1=-40; int troopPos_y2=-30; int troopPos_y3=-20; int troopPos_y4=-10; int troopPos_y5=0; int troopPos_y6=10; int troopPos_y7=20; int troopPos_y8=30; int troopPos_y9=40; public boolean animationNeedsToBePlayed; public int AnimationTemp; public int AnimationTemp2; boolean needsToLoopAnimation=false; String lastLoopedAnimationType=""; int actualWorkplacePos; int xoffset=0; int yoffset=0; int timer; boolean timerIsDone=true; boolean isWorking=false; int climbDownWoodenTowerTemp=0; int stepsToClimbDownTower = 96; boolean needsToWalkToSideOfTowerToClimbDownAfterwards=false; int stepsToClimbUpTower=121; int needsToClimbUpWoodenTowerTemp=0; boolean hasToTakeStepsTowardsWoodenTower=false; boolean needsToClimbUpWoodenTower=false; boolean hasToTakeStepsAwayFromWoodenTower=false; boolean needsToClimbDownWoodenTower=false; boolean hasBeenMadeToWalkToPointOnTower=false; private String hasLastBeenMadeToWalkToThisSideOnTower=""; String wasCommandedToWalkToThisSideOfTower=""; String hasWalkedToThisSideOfTower=""; int targetBeyondStopPointRow; int targetBeyondStopPointCol; boolean needsToWalkBeyondStopPoint=false; boolean needsToStopWalkingASAP=false; boolean isSittingAtCampfire=false; String needsToFormThisFormation="null"; int positionInPath=0; int moveTemp0; int moveTemp1; int moveTemp2; int moveTemp3; int stepsToTakePerTile=32; int walkthisfarX=4; int walkthisfarY=walkthisfarX/2; int moveTemp=0; int walkedDistanceX=0; int walkedDistanceY=0; int xOfCurrentTile=-1; int yOfCurrentTile=-1; boolean requestsCurrentTileXandY=false; int targetPointInTileX=-1; int targetPointInTileY=-1; boolean needsToWalkToPointWithinTile=false; int animationTemp=0; int animationTemp2=0; boolean walkingAway=false; public Paint damagePaint = GameView.damagePaint; public Paint paint_selected = GameView.paint_selected; public Paint nullPaint = null; int damageTemp; int timeDamaged=10; public boolean justTookDamage=false; int walkUpStairsTemp=0; int stepsToTakePerStair=stepsToTakePerTile; int walkDownStairsTemp=0; int walkthisfarStairs=walkthisfarY; int stepsWithinTemp; boolean dontMove=false; private int lookForEnemyTemp=0; private int timeBetweenLooking=stepsToTakePerTile-5; boolean blockAttackAfterFirstTime=false; boolean finishedAttack=false; boolean justArrivedAtCampfire=false; int speedOfAnimation = 6; boolean animationStateNeedsToBeResetAsSoonAsPossible=false; String currentState="idle"; Bitmap currentBitmap; int currentBitmaplength; int shootingTemp; boolean needsToShoot=false; public Bitmap[] attackAnimationBitmaps; public Bitmap[] walkAnimationBitmaps; public Bitmap[] idleAnimationBitmaps; public Bitmap[] deathAnimationBitmaps; public Bitmap[] attackAnimationBitmaps_away; public Bitmap[] walkAnimationBitmaps_away; public Bitmap[] idleAnimationBitmaps_away; public Bitmap[] deathAnimationBitmaps_away; public Bitmap[] attackAnimationBitmaps_mirrored; public Bitmap[] walkAnimationBitmaps_mirrored; public Bitmap[] idleAnimationBitmaps_mirrored; public Bitmap[] deathAnimationBitmaps_mirrored; public Bitmap[] attackAnimationBitmaps_away_mirrored; public Bitmap[] walkAnimationBitmaps_away_mirrored; public Bitmap[] idleAnimationBitmaps_away_mirrored; public Bitmap[] deathAnimationBitmaps_away_mirrored; public Bitmap[] walkAnimationBitmaps_CARGO; public Bitmap[] walkAnimationBitmaps_away_CARGO; public Bitmap[] walkAnimationBitmaps_away_mirrored_CARGO; public Bitmap[] walkAnimationBitmaps_mirrored_CARGO; public Bitmap[] walkAnimationBitmaps_CARGO_secondarycargotype; public Bitmap[] walkAnimationBitmaps_mirrored_CARGO_secondarycargotype; public Bitmap[] walkAnimationBitmaps_away_CARGO_secondarycargotype; public Bitmap[] walkAnimationBitmaps_away_mirrored_CARGO_secondarycargotype; public Bitmap[] walkAnimationBitmaps_CARGO_thirdcargotype; public Bitmap[] walkAnimationBitmaps_mirrored_CARGO_thirdcargotype; public Bitmap[] walkAnimationBitmaps_away_CARGO_thirdcargotype; public Bitmap[] walkAnimationBitmaps_away_mirrored_CARGO_thirdcargotype; public Bitmap[] attackAnimationBitmaps_cargo; public Bitmap[] attackAnimationBitmaps_away_cargo; public Bitmap[] attackAnimationBitmaps_away_mirrored_cargo; public Bitmap[] attackAnimationBitmaps_mirrored_cargo; public Bitmap[] attackAnimationBitmaps_alternate; public Bitmap[] attackAnimationBitmaps_alternate_away; public Bitmap[] attackAnimationBitmaps_alternate_away_mirrored; public Bitmap[] attackAnimationBitmaps_alternate_mirrored; 

    Yeah, turns out, making a Game is a lot of work. The Villager class itself is 5500 lines long, my main class is at 24k lines.

    Also, having only one type of being instead of using inheritance is .. not a good idea. Proably. Defentiely.

    If you want to see the Villagers in action, here is a short demo video: https://www.youtube.com/watch?v=s4Ik2PZj6G4

    submitted by /u/gottlikeKarthos
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    Is making a living as an indie as unrealistic as making a living as a musician/actor?

    Posted: 02 Jan 2022 01:06 PM PST

    I often see that comparaison thrown around (like in music or acting only a few lucky ones make a tone of money and the rest just struggle)

    Is that really an accurate comparaison? I am not talking about being a millionaire but making enough to live above poverty level.

    I understand that just like music and acting the market is saturated but with video games I think the barrier of entry is also higher and the market is mostly saturated with garbage…

    I have yet to hear of a decent original game that failed where I know a tone of good bands and actors who never made it…

    submitted by /u/Pasadu
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    Where can I find like minded people who are interested in teaming up to make a game?

    Posted: 02 Jan 2022 04:23 PM PST

    Programmer and composer here. I'm interested in finding a small dev team to put something together, but I've always found it kind of hard to find a passionate team. At the same time, there's plenty of games out there that have been made just from people online talking to each other so it's clearly possible. Anyone out there got any good tips or experiences for finding a team?

    submitted by /u/ReyWSD
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    I helped people experience a happy moment in their lifes

    Posted: 01 Jan 2022 06:51 PM PST

    I made a game that is a remake of an old game from the late 90s / early 2000s. The game is very niche and nothing special. Basically I remade the game in a new shape with the possibility of allowing the community to create custom content and share it via the Steam Workshop.

    The game was well received by almost all players and it makes me happy that people enjoy my game. It's like I did something good to other people.

    Imagine someone stumbling on it, playing it, and they suddenly remember what a great time they had with the original game many years ago and now experience that old feeling again with a new fan made version of it.

    It's great to develop something you are passionate about. And it feels like a nice addition if other people appreciate your work and you having an influence in giving them a happy moment in life.

    Games should be about having a good time. They should be about happiness. We all have more or less struggles in life, so isn't it a great opportunity to make a game where you can forget your problems for a while and just feel happy with it?

    submitted by /u/noxinanis555
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    What elements increase a game's chance of being successful?

    Posted: 02 Jan 2022 09:03 PM PST

    A lot of people here and in many other game dev communities will say that making and releasing a game is really like winning a lottery. You can make something good and barely enough of people will buy it for you to make a profit. But I feel like there are certain elements that can raise your success. obviously it has to be half decent gameplay wise and visually at least polished. From what I observed in the successful games in the last few years this is what I think are some elements that might help. They aren't all related just what I think can lead to higher success

    1- Marketing with streamers and youtubers. This might be obvious to a lot of people but marketing with content creators is important and will get you more players. A lot of fanboys will buy and play anything their favorite streamer plays. More exposure means you have a higher percentage who will buy it.

    2- Games and genres that are fun to watch for stream audiences. Hard frustrating games like Jump king or trap adventure, where it leads to raging streamers are one of them. Survival games and co-ops where it leads to collaboration with other streamers are another one. What's popular changes every year so it depends on the trend, but I think anything that has meme potential in a streamer community is a good thing

    3- Online multiplayer games need to have a sustainable population for people to even consider them. One thing I've heard when my friends in discord are looking for a game is population count. If a multiplayer game looks good the next they check is how many people play. If it's under a 500 they won't even try it. If you make an online game you need to build a community before release and then maintain it. Games like Deadmatter had a huge player base before launch but their launch wasn't great so the game seems dead. Definitely don't release a multiplayer game without a community who is already hyped and streamers who enjoyed a pre-release alpha. Maybe focus on a game that can be played completely solo but has multiplayer component but isn't the main focus

    4-Modding is a great way to extend your game's life. Look at how long skyrim is still relevant, it's been 10 years and people are still making mods. There's a game called "Ravenfield" made by a solo dev that has a massive modding scene. It's really a simple game with very simple graphics, but it's been very successful because how the mods. There's countless youtube video with millions of views, and the game has almost 50k positive reviews on Steam. This also keeps the game fresh as more people pump your game with content.

    What other elements in a game and it's development/marketing do you think would increase success?

    submitted by /u/YCCY12
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    I'm making a game, but the development got paused due to lack of ideas. What should I do?

    Posted: 02 Jan 2022 06:03 PM PST

    I don't know where to ask this, so I hope this is the right place (this is my first time posting on this subreddit).
    I'm developing a game in Godot Engine since April 2020. The game was supposed to be pretty simple, but as time passed, more ideas started to appear, like a snowball effect, and it got to a point where the game became something very big and hard to develop and maintain.

    But it stopped to a point where the game just became something with very few and boring gameplay, and I don't have any ideas of how to make the game look more interesting.

    My friends who were helping me on the development, started to call me as "lazy", or that i'm "procastinating", that I should work on my game instead of doing other things. The real reason why the development is paused is because I prefer to sketch everything up before putting it into practice. But the problem is that I can't have any relevant idea anymore, so the development is kind of slow.

    At least, I'm not doing anything rushed...

    submitted by /u/pvini07BR_
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    Games loved by developers

    Posted: 02 Jan 2022 08:40 PM PST

    I've noticed that some games are particularly enjoyed by game developers. This is because they showcase interesting narrative, thematic, or mechanical features in plainly apparent ways, but might lack the marketability or polish needed for more widespread appeal. Examples include:

    • Dream Quest, the card game roguelike that practically invented a genre, but has MS Paint-level graphics.

    • Dungeon Encounters, a recent Square Enix game that cuts out all superfluous elements in the service of a mechanically pure dungeon crawler.

    • Umurangi Generation, an IGF winner, and a brilliant example of modern environmental storytelling.

    • King of Dragon Pass, a game that was a forerunner for later procedural storytelling techniques.

    I find these sorts of games fascinating. Have you encountered any more?

    submitted by /u/King-Of-Throwaways
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    Should I get rpg maker?

    Posted: 02 Jan 2022 05:59 AM PST

    I'm not trying to make a big serious game or anything, I just wanted to try making an rpg as a hobby. I was wondering if it's worth buying rpg maker or if it's better to use a different engine, and if it's worth it should I get mv or mz? I have no experience with text based engines. Thanks in advance.

    submitted by /u/Supersoulknight
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    I think I already got the basics covered and I want to move on to developing bigger games. What would be your tips and recommendations for worldbuilding? Any guides or resources that helped you build a place for your games to take place?

    Posted: 02 Jan 2022 07:30 AM PST

    I really enjoy making games and I've developed a few with Unity these last couple years. I believe I got the hang of the technical part (I have a background in CS so that helped a lot in terms of coding) but my games have no story behind them, I just make games arround mechanics I enjoy.

    Now that I have more free time I'd like to take on bigger projects such an RPG but I have no idea where to begin. I'd like to make a game with an inmersive world but I find it really hard to make different scenarios feel like they belong in the same universe if that makes sense.

    I'd like to learn how to structure the world in a way that feels natural to the player and other things such as understanding what makes different art styles feel like they belong in the same world.

    Any tips or resources would be greatly appreaciated, thanks in advance!

    submitted by /u/Bartoraptor
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    Creating a game with friends, what agreements/contracts should we have in place or look to create?

    Posted: 02 Jan 2022 07:33 PM PST

    My friends and I have started developing a game on the side and it's currently still in the very early stages still. We have managed to get other people to join and have a team of about 8 right now. I am wondering what agreements/contracts should we have in place at the moment?

    - Should we have agreements between the founders about ownership?

    - Should we have a general contract that everyone signs that mentions things like stealing ideas/code and what behavior is tolerated? I think our main reason for possibly implementing some sort of general contract is to discourage the thought of stealing or acting inappropriately (which we already had an incident of as we do have members that we haven't particular known for very long)

    - Are things like terms of services and privacy policy of worry right now or is that something we would look into later on?

    - Is there any need for a lawyer to go over something like a general contract to check for loopholes/vulnerabilities in contracts especially since we are still very early in our development?

    My friends and I are very new to the gamedev space and have absolutely no knowledge on the legal side of things so any sort of help/advice to help educate us would be amazing.

    submitted by /u/opensource1265
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    How can I recreate game locomotion similar to the game Gorilla Tag?

    Posted: 02 Jan 2022 10:42 PM PST

    I've been trying to re-create the movement system from the VR game Gorilla Tag, but everything that I've tried has failed. It would be much appreciated if someone could give me an explanation of how I could do this. I don't need to know how to do it in a specific language/engine, I just need a description of how it would work.

    Video of the game: https://youtu.be/HV1O9TaK_qg

    I'm new to this sub, so if this isn't the right place to post this let me know so I can take it down. Thanks!

    submitted by /u/wthan1
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    can i create a game for low end devices on modern softwares like unreal engine 5 which i suppose uses high processing power

    Posted: 02 Jan 2022 09:44 PM PST

    when i say low end pc I am speaking about the users and not for the developers. I just want my game to run on a low end device. Does the use of these high processing and modern softwares require higher processing power to run the game?

    submitted by /u/igoodguy
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    Tutorial request: Changing Postprocess volume at runtime - Unreal Engine 4 + Unreal Engine 5

    Posted: 02 Jan 2022 10:08 AM PST

    Quick Question!

    Posted: 02 Jan 2022 09:24 PM PST

    Hey everyone, my question is that regarding UE5, do mainly people (developers) create models/3D assets inside that engine using it's new tools or do you guys create it using another program like let's say blender?

    submitted by /u/GoSoftPlease
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    Aside from the obvious places to post game progress to drum up hype, what niche (to your game) or uncommon places have served you well?

    Posted: 02 Jan 2022 11:24 AM PST

    In my mind, common places are like:

    1. Twitter
    2. IG
    3. Reddit
    4. Facebook
    5. Youtube
    6. Discord

    I'm probably missing a few, but are there any uncommon places you posted about your game that happened to serve you well?

    Just curious more than anything. What were your experiences online or offline?

    EDIT: Added discord

    submitted by /u/TFOAC
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    Are there any examples of successful games with fully distributed devs?

    Posted: 02 Jan 2022 07:44 AM PST

    Are there any teams who don't have an office, or maybe from totally different countries etc? Thanks!

    submitted by /u/Killa_
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    Old, Terrible and maybe even embarrassing games

    Posted: 02 Jan 2022 02:36 PM PST

    I'm currently working on a new project after taking a year off from game dev. The quality of my work is clearly much higher and looking back... I have 2 games on Steam (out of 4) that were a fair disaster.

    I feel quite bad for having these 2 games on there, knowing they're never going to get any good feedback etc. If I could, I'd probably just hide them from the store.

    I can't reasonably patch up the other games while working on my new project and working my full time job.

    Any advice? Do I just, leave them be... Contact Valve to remove them... They're basically dead projects.

    submitted by /u/MatthewVale
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    I am trying to animate my character to jump however I have to press the jump button twice? Unity 2D

    Posted: 02 Jan 2022 04:38 PM PST

    MVP complete; how to get funding?

    Posted: 02 Jan 2022 04:37 PM PST

    Hi, I developed an MVP of a wargame, based on the old Harpoon or Janes' Fleet Commander. It's similar to Command: Modern Warfare but I'm trying to make it more visually appealing and user friendly, maybe less of a simulation and more arcade. Finally, I've added moddability from the start, with a unit and scenario editor.

    I feel like it's ready for the funding stage. I'd use the funding to make it professional (improving stability, efficiency and adding a storyline to it), and to promote and publish the game.

    Can I get some advice on how to get funding for the project? You can see details of it here.

    https://www.indiedb.com/games/warsim1

    submitted by /u/luan_ngo
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    Help I literally Can't decide - PC or Apple Silicon

    Posted: 02 Jan 2022 08:14 PM PST

    I do want to start a discussion with this.

    I have been banging my head about this for the past couple of weeks. I decided on going PC laptop, but then I remembered mac os was a thing and now I just can't decide. I like Mac OS, but it has its problems such as software support and testing. For now, I only just make 2D games without an engine, in Python, and just starting C++, Raylib. But I am learning blender and will get into Unity 3D this year for sure. I have an old windows laptop that can run my games decently but 3D is too much for that thing. Please help. I suck at making decisions.

    Edit: I do like to play games, but I am willing to give that up. And also, Linux is an option for me. The same guy that made the Gamedev on Linux post.

    submitted by /u/Techsposure
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    VR game considerations

    Posted: 02 Jan 2022 03:37 PM PST

    I'm a recent grad and I'm trying to keep up on my coding skills and have decided to start making a game. I recently got a Quest 2 and it's my first foray into VR and it's exciting. So the idea of building a VR experience that I would like to play is driving me to start building.

    I know there are some knowledgeable people here and I wanted to hear some experiences from people that have worked with VR. Are there technical, gameplay, or any other limitations/things to consider when developing a VR experience?

    Even if it seems obvious, I would love to hear.

    Thank you guys!

    submitted by /u/GatorChomp1996
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