GameDev
- A lesson learned: Without experience, overambition, over-eagerness and burnout can become very real very fastabnormalhumanbeing.itch.io How To Smile - Prototype Release Log - How to Smile - Now that you can(?) by AbNormalHumanBeing
Ah, what should one do after finishing their second game and doing well at their first game jam ? That's right: Just join the next jam , start work on a completely overambitious project, fail to intro...
cross-posted from: https://lemmy.ml/post/16304397
> Check out a story about thought processes going awry after ecstasy born from early successes and personal issues hitting. > > Still, I decided to release the result of my work so far as a prototype for Fuck Capitalism Jam 2024, to be worked on in the future until it is done. Alongside part 1, which was basically developed within the time frame anyway, and is more than fitting for the theme as well.
- The GBA Game Jam 2024 is back after a 2 year hiatus!itch.io GBA Jam 2024
A game jam from 2024-05-17 to 2024-09-08 hosted by exelotl, destoer, evanbowman, Nikku4211, Pyro_Pyro, Jono Shields, GValiente, Xilefian, kva64 & avivace. The full-scale GBA game jam is back after a two-year hiatus! You have 3 months to make something cool that runs on the Game Boy Advance, using wh...
- I made an arcadey shoot em' up/bullet hell with a grappling hook!agoogaloo.itch.io Captain Grapple by Agoogaloo, jukmifgguggh, PlayTendo, babchunko
A pirate themed shoot em' up with a grappling hook!
I made a arcade style shoot em' up receltyish, where you're a pirate that can grapple enemies at low health to blow them up and let you move faster. It's not too long, but I think what is there is pretty fun, and worth making into a full game, so I though I'd try and get some feedback and see what other people think of it. It's free on my Itch.io page if you want to try it out (also theres a giant crab boss at the end which is pretty cool)
- Just placed 3rd at my first game jam!
Had to share with this community, I decided for my second game to just rip off the band-aid and I entered a game jam targeted at beginners. I placed 3rd - with 1st and 2nd going to more seasoned game developers. I never imagined that, going in, I would be on the pedestal. I just have to thank everyone that participates in game development and indie gaming as a community - including you, reading this.
If you are curious and want to check it out:
- Wondering where to start? (question)
Some background info. I have like no experience with programming. I know basic Linux and that's about it. I also want to start game development.
I'd like to learn some skills and the fundamentals so I can eventually move to a slightly bigger project.
From what I've heard I'm between gbstudio, tic 80 and Godot. Where do I start?
- "Dominion of Darkness" - my simulator of the Dark Overlord, please for feedback
(I am an author of this game. I am not a shill, game is 100% free, there is no premium content, full game is avalaible without paying - this is work of passion and feedback is my main motivation).
"Dominion of Darkness” is a strateg/RPG text game in which the player takes on the role of a Sauron-style Lord of Darkness with the goal of conquering the world. He will carry out his plans by making various decisions. He will build his army and send it into battles, weave intrigues and deceptions, create secret spy networks and sectarian cults, recruit agents and commanders, corrupt representatives of Free Peoples and sow discord among them, collect magical artifacts and perform sinister plots. Note – one game takes about 1 hour, but the premise is that the game can be approached several times, each time making different decisions, getting different results and discovering something new.
Game is avalaible for free, online: https://adeptus7.itch.io/dominion
I am constantly improving the game, adding new content and mechanics, so Your feedback would matter.
If you are hesitant to play the game, I invite you to watch/listen to the reviews:
Indie Sampler (video): https://www.youtube.com/watch?v=LM6f4UCEgWU
[BOKC] BlancoKix (video): https://www.youtube.com/watch?v=lgNpSKToOSg
And here is the source code: https://www.mediafire.com/file/vvnouok03mop8n7/Dominion_of_Darkness_1.7.html/file
- Released my work building on a Godot tutorial as a short game - as it is my first, I'd appreciate any and all feedback :)abnormalhumanbeing.itch.io Blaster Chief in: Base Infiltration on Tutorial Prime by AbNormalHumanBeing
My first attempt at a game, small top-down shooter that grew out of a basic Godot tutorial on YouTube.
A few weeks ago, I started on a basic tutorial for developing games in Godot: “Ultimate Instruction to Godot 4” on YouTube by Clear Code. My goal was to not just finish the tutorial, but to build on it and create a small game with semi-professional standards. Here is said game, my first attempt not only at developing in Godot, but also my first attempt at creating a game.
If you know what you are doing, a playthrough is around 20-40 minutes, more on higher difficulties. On easy, it is possible to be reckless, while on higher difficulties, the game forces you to be quite considerate of your resources.
As this is my first game ever, I would greatly appreciate any and all feedback. I hope that, if you try it out, you will have as much fun with the game as I had making it!
- I'm finally putting out a demo after 4 years of development on my indie game.
YouTube Video
Click to view this content.
If you dig action platformers or pixel art graphics, hope you check it out!
- Best way of switching between keyboard/controller?
Many games support both keyboard/mouse and controller input. Many users (myself included) may wish to switch their input method mid-game, but what is the best way of handling this?
There are two potential solutions:
- Have the two input methods combine and reach a consensus (e.g. pressing W on the keyboard while moving the left thumb stick to the left will cause the player to move forward and left)
- Have only one input method work at any given time, but switch automatically depending on what the player most recently used.
Technically there is a third option, which is to have the user manually switch between the two input methods in a menu somewhere. I don't consider this a real option because the user experience would be terrible.
So, which solution do you think is better and why?
- Implemented automatic door opening
Video
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In my initial implementation, doors opened when a character approached them (using a sensor collider). But it looked creepy 😅 Imagine simply walking past the doors and having them open unexpectedly.
In the current implementation, I analyze navigation paths to determine if characters pass through the door, and open it when they approach.
Additionally, I added small visual feedback for wall placement, fine-tuned navigation, adjusted controls, made a few QoL improvements, and fixed a bunch of bugs.
This is for my WIP open source life simulation game made with Bevy under the working title Project Harmonia.
- When you screw up a little with math
Video
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Tried to adjust my mesh generation logic :)
- Any resources for FPS inventorys
I was wondering if there were some good resources for the concepts of a FPS inventory. My current idea to to just have a JSON file with every item having a "name" "type" "weight" and "count" propertys. I was thinking this would have the added benefit of using a single list that can be used for multiple menus(ie: healthpacks menu, ammo menu, etc)
Are they different approaches or resources for FPS inventorys?
- Implemented door placement
Video
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Boolean operations in 3D are quite heavy. But fortunately, each wall can be represented as two 2D planes.
To determine which 2D shape I need to cut from the mentioned planes, I add a special plane in Blender with "Cutout" name. This is what The Sims series do.
And for all doors located on a wall I triangulate combined vertices using earcutr. The library API doesn't fit well with Bevy, but it does the trick.
This is for my open source life simulation game made with Bevy under the working title Project Harmonia.
- Some new stuff + Devlog Two
https://geartowarddev.xyz/posts/ New post on website talks about stuff and updates for the new game/Project ArizonaPunk
- Improved wall generation
Video
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I working on an open source life simulation game with the working title Project Harmonia using Bevy.
Now walls are separate meshes and take full advantage of ECS, including change detection to rebuild only changed parts.
The new approach also automatically fixed some bugs and enabled instant update of other walls that were affected by currently spawning wall.
- Added UV for generated walls
Video
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I working on an open source life simulation game with the working title Project Harmonia using Bevy.
It was an interesting task and I learned a lot about how meshes are represented internally.
Initially I used 8 vertices for each wall. But then I discovered that if I needed a different color and normal for each side, then I needed a different vertex! So I reworked the mesh generation to make 20 vertices per mesh (for each side with no bottom).
- New website + small devlog + project name reveal
I have finally finished made my website. Its not perfect but its decent at best to get my devlogs out there. So for the mean time i will be posting there instead of lemmy unless its for stuff like getting people to try out builds n such. But ill be posting links to my website when a new one comes. Website https://geartowarddev.xyz
- Concept art for my metroidvania + Info
After a bit, I got more motivation to work on my own game. It is a Cyberpunk Metroidvania. Story is still being made but it won't be very detailed. Very basic story. I am going for the mix of Dead Cells and Hollow Knight but the combat very close to Devil May Cry with weapon switching (Or styles). There isn't much to go through but just concept art and sketches. I'm making my own website so I can do a devlog on it. Very slow progress but I can't wait to continue working on this. More art here: MC: https://cdn.discordapp.com/attachments/868977206838321193/1196292661288636556/2024-01-14_21-01-1705288760.jpg?ex=65b7195c&is=65a4a45c&hm=9bc0c2a20b612aa37296e9fb5dbf69e72f0455403210653e4a8274bc9e00acb4& UI concept art: https://cdn.discordapp.com/attachments/1180669367244046357/1196556452265996331/2024-01-15_14-01-1705351670.jpg?ex=65b80f09&is=65a59a09&hm=4f177a463de342dd5c7fa0d7b46cd3b54abb4b687819b4e92c0f913ad0428b17&
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___ - Game jam starting next month is all about making blind accessible games!itch.io Games for Blind Gamers 3
A game jam from 2024-02-01 to 2024-03-10 hosted by NightBlade. Welcome to the third annual Games for Blind Gamers jam! The goal of this jam is to build awareness of blind gaming (and accessibility in general), as...
The page was just made so not a lot of sign ups, but last year was a great success and I hope lots of people join this year!
https://itch.io/jam/games-for-blind-gamers-2
(I'm not an organizer, I just volunteer to help)
- Feedback for my game jam entry
Video
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Hello all, I hope this doesn't count as spam or promotion. If that's the case please remove the post.
I finished a couple hours ago a little game for a jam, and I'd like to have some feedback on it.
It's a bullet hell game, where your ammo is also your health. Absorbing enemy bullet to multiply your own reserve is fundamental, as it will increase both shooting time, damage and survivability.
Some friends tried it and they liked it, but their opinion might be biased. Having strangers evaluate it might actually be better.
Here's the link if you have some free time, it's free! https://zenmar.itch.io/power-wings
Thanks!
- GameMaker is going free for non-commercial usegamemaker.io GameMaker Is Growing - Celebrate With More Free Options This Thanksgiving | GameMaker
We're updating GameMaker’s pricing and adding more free options. Plus free asset bundles for everyone!
Plus switching from the subscription model to a one-time fee for commercial PC-only license. Nice.
I enjoyed this part of the announcement:
> We have seen other platforms making awkward moves with their pricing and terms, so we thought, what if we did the opposite
I wonder who they could possibly be referencing 🤔
- katachi
I've been working on this game as my hobby project the past week
- Concept for a metroidvania game
I decided to stop abandoning projects and discipline myself on actually making one. I'll show more info soon
- Bevy game engine 0.12!
YouTube Video
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For people who want to read instead of making coffee while listening (or more details), the actual release notes: https://bevyengine.org/news/bevy-0-12/
- Developing Rixas, A free grand strategy game with depth never seen before! Check comments for more details
YouTube Video
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- Quick! Kenney's All-in-one Game Assets Bundle is free today!kenney.itch.io Kenney Game Assets All-in-1 by Kenney
Includes 40,000+ game assets including 2D sprites, 3D models and more!
Usually coats $19.95.
I slept for most of this offer apparently but it's still available for nine and a half hours as of time of posting! You can claim it with your Itch account then download it later.
As the man himself says, "Get all my game assets in a single bundle, great for learning new engines 👀"
- Looking for resources on scanning textures
Looking for good resources on scanning mostly flat textures. Tried to use a photograph of a tatami mat and had a lot of problems with the lens distortion. I don't own any professional photo equipment so I have to use my Pixel 6 camera. I have a couple of Ideas but I'm not really sure how to tackle the problem. Using a 3d scan app / photogrametry could be an option, but I have yet to find a fitting application. Another approach could be using a handheld scanner, but the surface has to be relatively flat. A brick wall for example would be problematic.
What is your folks workflow for capturing textures?
- Ultima-like RPG creator Eldiron seeks feedback on v1.0 criteriagithub.com Collaborators Needed · Issue #29 · markusmoenig/Eldiron
I think what I need for a v1 are some collaborators who can help with the design of the character system and help to flesh out the demo. I am mostly a developer and while I played the Ultima and si...
Eldiron is currently under active development and a v1 is planned for 2023. Eldiron is open source and licensed under the MIT.
Features of v1
- Support games similar to Ultima 4 / 5 or any game which uses a rectangular grid layout.
- Either render tiles directly or in 2.5D using the built in raycaster. Games can switch between the two modes at runtime or display both at the same time (for example use the tiles view as a mini-map).
- Eldiron comes with integrated tile-maps or your can use your own square tiles with up to four levels of transparency.
- Single-player or multi-player experiences. Eldiron has a sophisticated multi-threaded server architecture to allow for as many player or NPC characters as possible.
- Procedural dungeons and regions using a dedicated node system.
- Cross platform. Eldiron is written in Rust and can nearly run everywhere, i.e. on the Web, macOS, Windows, Linux, iOS, Android etc. Eldiron Creator can run on any desktop.
- A sophisticated behavior node graph makes creation of AI behavior for NPCs easy. The node system is backed by a full-featured scripting language.
- Eldiron Creator has editors for tile-maps, regions and node based graphs for character behavior, systems (like crafting), items and the overall game logic.
Retro top-down and isometric perspectives as well as low-poly meshes will be supported post v1.
Join the community on Discord to get in contact.
Goals
- Being able to create games similar to the RPGs of the 80's and 90's.
- Support single-player or multi-player games and even MMOs.
- Over time support more perspectives like top-down and isometric.
- PSA: Use version control
This one goes out to the hobbyists and the solo devs, as I’d guess anyone employed in the industry is already using such basics.
But it does seem to be a particular problem among less experienced game developers, to avoid using version control (also known as source control) and risk losing progress if not their entire project.
Just in the last few weeks I’ve seen a video from a well-known indie dev admitting he got himself into a tangle through not using it, another one with a guy trying to make a game in a weekend only to have his files irretrievably corrupted on the last night. And endless Discord conversations in which someone has lost a significant amount of work and needs to be talked down from a ledge.
Plus it came up in the game jam advice thread, so it’s been on my mind and I thought it deserved its own post.
Why is this so prevalent in game dev? I have a few ideas, mostly around misunderstandings and perceived complexity. But it’s a bit heartbreaking to see people lose such huge chunks of work, not to mention demotivating for the person involved, so a PSA it is!
Why you should be using version control
- Backups - Each commit is an emergency backup of your code at a particular point in time. Hard drive fails? Well, luckily you’ve only lost the work done since you pushed the last commit. Note: I do recommend taking regular backups to store elsewhere and not relying on just this, but it’s a good start.
- Experimentation & rollback - You can feel free to try new things, break stuff, safe in the knowledge that if it all sets on fire you can just roll back to the last commit and pretend nothing happened.
- Teamwork - Sharing code and working together without overwriting stuff can be a bit of a nightmare. Version control helps to prevent issues and keep things running smoothly in a team situation.
- Branches - Maybe you’re working in a team and want to try adding a new feature without bothering anyone else. Or maybe you’re working solo but want to keep your wild experiments separate to your stable codebase. Either way, sorted.
- Paper trail - Ever discovered an obscure bug and wondered when it crept in and how (or maybe even whodunnit)? Now you can find out.
- Versioning - Clue’s in the name really, but once you start thinking about game releases and versions the ability to differentiate between stable release branch and work-in-progress branch is gonna come in clutch.
- And probably plenty other reasons that I can’t think of right now off the top of my head but hopefully you get the idea.
How to get started
There are two things you’ll need to start, the actual version control software and a place to host your project.
The most popular source control software is Git, and the most popular host is Github. Honestly you might as well learn these first because even if you decide to move to an alternative later, they’re massively popular in the industry and most teams and places of work will expect this knowledge anyway.
This post is long enough already without trying to add an actual tutorial in here but info on the exact process is easy enough to find. You’re smart, you’ll do fine.
You can interact with your project through the command line, but you can also install a more user-friendly GUI. The two most popular tend to be SourceTree and Github Desktop.
You can also find engine-specific help and .gitignore files etc online, so do make sure to search for those.
Before you start your next project. Before you work on that new feature for your work-in-progress game. Before you lose something you’d really rather not have lost. Please, please use version control.
End post.
- Weekly WIPs, Wins & Whinges
Hi all! Posting from my alt account on lemmy.blahaj.zone because it's been brought to my attention that we have users here from Beehaw and of course they can't see anything I'm posting with my main account @TeaHands@lemmy.world.
Sorry Beehaw folks, I'm still getting to grips with mod duties here.
---
Anyway. As part of the "try things and see what sticks" approach to community engagement, welcome to the new weekly chat thread!
Whether you have progress to show off à la Screenshot Saturday, a Monday morning gripe about unreasonable expectations on your team, or a Wednesday win, this is the place to share how your gamedev week is going.
You know game devs, if there's one thing we love more than making our own stuff it's living vicariously through others, so share away and let's see what everyone's been up to!
- Devlog for Woods Folk & other projects at Hidden People Club
Hi, we wanted to share that we're working on, and since we don't use mainstream social media, it looked like a good idea to share our blog here.
I'll be adding comments to this thread every time we release a new blogpost :)
https://blog.hiddenpeople.club/
- If you share gameplay as a GIF, use gif.ski
I see many Steam pages and social media posts with dithered posterized mess of GIFs. Most GIf encoders are terrible. GIFs could be encoded much better: gif.ski is designed to encode high-color video-like clips efficiently.
- Tips for my first game jam?
Hey, everyone! So, I'm new here and I've been checking out all the super helpful posts in this group. After reading about it being beginner-friendly (totally makes sense with that name, right?), I decided to join the My First Game Jam!
It just kicked off tonight, and I'm going solo on this one. The theme is "cycles," and I'm drawing blanks on good ideas, but I'll sleep on it and hope something clicks.
Basically, I'm crossing my fingers that someone here has some tips for a newbie like me diving into her first jam! I kinda got carried away chatting in the jam Discord till late, so now it's time for some sleep. But I'll be ready to jam in the morning! By the way, can I share what I create here, or is that not allowed?
Thanks, y'all! You're the best! 🙌
- [CROSSPOST] Unpopular opinion about accessibility in gaming turns into actually a useful list of easy accessibility considerations
cross-posted from: https://lemmy.world/post/1915905
OP posted their unpopular opinion that game devs shouldn't be using their development time on making games accessible for people with disabilities.
But check out the top comments, which have turned into basically a handy checklist of all the simple accessibility features we can easily add to our games!
Thanks, OP 😄
> Sorry in advance