Recreating Metroid Dread’s Speed Booster using Unity! (Video includes source files) |
- Recreating Metroid Dread’s Speed Booster using Unity! (Video includes source files)
- How can Blizzard trademark a name as generic as Cataclysm nearly a decade after a game already named Cataclysm existed?
- Having secrets vs having the player able to see everything
- What's the best place to find reference images of environments?
- Dad Daughter Quarantine Game Jam (Day 3)
- 2D game - 4K assets on HD monitor
- Looking for examples of games that mix 2D assets into a very simple 3D environment
- How to keep the drive?
- first time trying game design
- How well does porting a html 5 game to a phone app work?
- Develop for Playdate (Pulp Launch)
- Any advice on item systems archetiectire?
- Where to buy large packs of general purpose textures for level design
- What is the best code to make games
- Postgres model characters and monsters
- Breaking into GameProducer/PM
Recreating Metroid Dread’s Speed Booster using Unity! (Video includes source files) Posted: 20 Jan 2022 06:48 AM PST
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Posted: 20 Jan 2022 11:45 AM PST I remember with the whole Scrolls/ Elder Scrolls issue it was found that bethesda couldn't own the rights to a word as generic as "scroll." Isn't cataclysm the same? On top of that, Homeworld Cataclysm has WoW Cata beat by almost ten years. If anything, shouldn't blizzard be the ones getting told to fuck off? [link] [comments] | ||
Having secrets vs having the player able to see everything Posted: 20 Jan 2022 07:44 AM PST Is anyone else come into the problem of wanting your games to have a lot of hidden secrets and cool optional things while also wanting your player to see and experience everything your game has to offer? I don't want to have any players miss out on the cool things I did, yet I want secrets that makes the player feel rewarded for exploring and finding things out on their own, how would I go about balancing that? [link] [comments] | ||
What's the best place to find reference images of environments? Posted: 20 Jan 2022 12:09 PM PST I do a lot of level design/environmental art type work and after using Pinterest for a while, I'm getting tired of how hard it can be to sort through. It's very hard to find images that aren't "aesthetic". If you search "office" you get a lot of beautiful clean ideal offices or rarely, well-photographed picturesque older ones. I'm looking for mundane images of everyday places, like offices or forests or malls or streets, that I can use as reference material. What's the best website to find these types of photographs? [link] [comments] | ||
Dad Daughter Quarantine Game Jam (Day 3) Posted: 20 Jan 2022 12:43 PM PST
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2D game - 4K assets on HD monitor Posted: 20 Jan 2022 08:16 AM PST Hey there, We're working on a 2D game with a cartoon aesthetic (not pixel art). The artist has drawn all assets at 4K. The question is, if we want to support 4K, should we include two versions of all assets, 2K and 4K, or just the 4K version and let Unity scale it down if the user chooses 2K? If we did the latter, would the user see artifacts, aliasing, things like that? Thank you! [link] [comments] | ||
Looking for examples of games that mix 2D assets into a very simple 3D environment Posted: 20 Jan 2022 08:28 AM PST Hi, I've been looking around for examples of games that have mixed 2D and 3D styles into one—like if someone assembled assets drawn in 2D and mapped them onto only simple planes or cubes in a 3D engine. Do any games that have done something like this come to mind? Any that show some depth (Z axis) movement would be best. An example of how I visualize this: The camera is moving forward into a hallway where all the decorations are 2D-drawn, but placed onto 3D planes angled towards the camera. [link] [comments] | ||
Posted: 20 Jan 2022 07:01 AM PST How do you keep yourself working on the game? How to hold onto the drive to see the game completed? I've had ideas before and I would start thinking and designing them. Even doing work in game engines for the idea. But I usually lose interest for a different idea or just get sidetracked and never really return to the idea. Any advice is welcomed. [link] [comments] | ||
Posted: 20 Jan 2022 07:25 AM PST I'm a beginner, I'm downloading Unity right now. I have a lot of experience 3d modeling for architectural purposes but no game design experience. I want to try to make a simple first person race style game, similar to crab game, that focuses on sliding mechanics, jumps, etc to build up momentum in unique ways and find that fastest route to the goal. Any advice for me on getting started? Thank you! [link] [comments] | ||
How well does porting a html 5 game to a phone app work? Posted: 20 Jan 2022 07:51 AM PST I'd like to make a simple 3d game that isn't gonna do anything more graphically intensive than load a couple low polygon models and move/rotate them one at a time. I'd like to publish it to a website and have a phone app version that can be found in the store that largely shares the same code base that can be used while offline. I want it to be very light weight and not have a large download or load screen. I'd also like it to be easy on a phone battery if used in app form. It looks like three.js can do everything I need 3d wise, but if I shove it into cordova (or something similar) to create a phone app, is it still going to be performant? Is there a better way to do what I want? [link] [comments] | ||
Develop for Playdate (Pulp Launch) Posted: 20 Jan 2022 11:25 AM PST
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Any advice on item systems archetiectire? Posted: 20 Jan 2022 01:32 PM PST I am trying to create a minecraft style game in Java using libGDX and have so far designed some items using inheritance that I think is pretty clean and efficient. The main issue I have is that I'm not really sure how I should store all my items, would a basic array of object work? Should I make some sort of JSON or XML file for each item or one for all of them? Or should I scrap my inheritance and create an ECS system? Any advice would be greatly appreciated. I plan on having about 500-2500 different items. [link] [comments] | ||
Where to buy large packs of general purpose textures for level design Posted: 20 Jan 2022 01:31 PM PST When I used to make CS:S and Gmod maps, there were tons of packs of free textures to use in your maps. Carpet, Concrete, wood, metal, etc. Where can I buy large packs like this, for general purpose? Not unity asset store or unreal [link] [comments] | ||
What is the best code to make games Posted: 20 Jan 2022 01:24 PM PST Hey so I am going to start learning how to code and make games. But first, I don't even know which code to learn I know I want to learn either c# or c++ as they are the best for game developing. However, I have been searching up which one is better to learn but there is no specific answer. From what I know, c# I better for unity (The game engine I am going to use) and overall for making games but correct me if i am wrong. Thanks [link] [comments] | ||
Postgres model characters and monsters Posted: 20 Jan 2022 01:19 PM PST My game has both PvP and PvE. I'm not sure what makes the most sense between 1 (entity) or 2 (character, monster) or 3 (entity, character (entity_id fk), monster (entity_id fk)) tables. I currently have 2 tables and I find myself repeating a lot of fields in both tables. So I'm wondering before I change the model if anyone with experience could advice me. Thank you. [link] [comments] | ||
Posted: 20 Jan 2022 01:12 PM PST First off, I apologize if I broken any rules as this is my first time posting this here. I want to get into Product Management but focusing on gaming products hence wanting to be in the gaming industry - so people have recommend Game Producer. My question is how do I start self learning/ starting my way into getting there.
I really want to be able to be a bridge of communication between departments and get people focused on a goal and be a leader even if it's being a leader passively. I also have deep love for video games so I thought it be the perfect industry for me.
Appreciate any feed back would be so helpful [link] [comments] |
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