GameDev

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A community about game development.

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More rules might follow if they become necessary; general rule is don't be a pain in the butt. Have fun! ♥

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76
 
 

This is a talk from BenUI for #notGDC.

Covers UI / UX best practices and thinking through the lens of:

  • Letting the player know something
  • Letting the player do something
  • Letting the player feel something

Slides are available as well

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This is a talk from BenUI for #notGDC.

Covers UI / UX best practices and thinking through the lens of:

  • Letting the player know something
  • Letting the player do something
  • Letting the player feel something

Slides are available as well

78
 
 

This is a talk from BenUI for #notGDC.

Covers UI / UX best practices and thinking through the lens of:

  • Letting the player know something
  • Letting the player do something
  • Letting the player feel something

Slides are available as well

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Narrat Jam 2

The Narrat Jam 2 is a month-long game jam for games created using narrat

Narrat is a game engine for narrative RPGs that's very accessible and beginner friendly. It can make narrative games, visual novels, point and click etc, but also comes with built-in RPG features like inventory, quests and skills.

There is also a narrat forum to discuss the jam!

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Narrative scripting languages like Yarn Spinner or Inkle were originally meant for writing dialogue, but I think they can also be used for scripting the world progression even when no dialogue or even narration is involved.

Example for something silent that can be scripted with a narrative scripting language:

  1. When the player pulls a lever...
  2. Move the camera to show a certain gate
  3. Open the gate
  4. Move the camera to show something interesting behind the gate
  5. Return the camera to the player

Even though no text nor voice are involved here, I think a narrative language will still fit better than a traditional scripting language because:

  • Narrative languages describe everything in steps. Scripting languages will need to work a bit harder to generate steps the actual game engine can use.
  • Narrative languages have visual editor that can help showing the flow of the level as nodes.
  • The interface between a narrative language and the game engine tends to be seems to tend to be higher level (and less powerful) than the one with a traditional scripting language.

On the other hand, flow control seems a bit more crude and ugly with narrative scripting languages than with traditional scripting languages. It should probably still be fine for simple things (e.g. - player activates a keyhole. Do they have the key?), but I wonder if a game can reach a point where it becomes too complex for a narrative language (I'm still talking about simple world progression, not full blown modding)

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submitted 2 years ago* (last edited 2 years ago) by [email protected] to c/[email protected]
 
 

So, this engine is new to me. I was looking for a rendering-only engine (which this isn't) when I found this.
I'm wondering if anyone has any hands-on experience with it, his it compares to everything else out there, etc.
Any recommendation or, on the contrary, advice to stay away from it?

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I have plans for making video game, and so far Godot looks most promising out of free game engines (completely free and open source, native script language - GDscript - similar to Python which I know and from yt tutorials it seems very intuitive). Any couterarguments?

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I didn't see IndieDev, which is a community I frequented a lot on reddit. Between this one and IndieDev, that's where I spent most of my time. I'm honestly not even sure what the distinction between the two is anymore.

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I'm developing my own game from scratch, and up until now I've been using json (nlohmann) for de-/serialization. My game generates a lot of objects procedurally (think of it as Minecraft in size) and objects load/unload pretty slow and occupies a lot of disc space. I've seen lots of people recommend creating your custom serialization instead of using something like protocol buffers, but I cannot find much on the subject in terms of general guidlines and principles.

What I'm looking for:

  • Highly performant (probably a format that translates directly from and to the objects themselves?)
  • Simple to extend existing classes with serialization/deserialization instructions
  • Serialization of objects with nested objects
  • Handling of arrays/vectors and primitive types

I might be thinking wrongly on these wishes, please tell me if so =)

I've been pondering and searching for guidance but not finding anything concrete. I thought that there's probably some of you smart people that have experience with this!

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Trying to get my page ready by the deadline...

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Narrat is a beginner friendly game engine for narrative RPGs, with a UI and systems inspired by games like disco elysium and TTRPGs in general. You can make games for Web and desktop with it and it's very easy to use

89
 
 

I'm working on a game right now and I've added some post processing and I'm loving how it looks, but I'm realizing I don't know anything about it. What does your post processing stack look like? How does it fit into your game's overall art style? Would love some resources on post processing if anyone has them!

90
 
 

I've been working on my 3D platformer, but when people play test it they find the actual platforming part hard to control. I am using the thirdpersoncontroller from unity assets - is there a guide or a book out there that walks you through fair level design and player mechanics? I don't even know what I should be targeting

91
 
 

For me, I recently had to revamp something because I was taught to use PlayerPrefs for saving all game data and had to move everything to a JSON in order to make cloud saves work or even just transfering save files to other devices.

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If you had an idea for a game that you eventually wanted to be procedural generated would you first play with the design on a static tileset?

If so is there anything to keep in mind while designing your assets / game objects?

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Wanted to share this.

As someone who's an experienced developer in Unity who wanted to learn good practices for how to program player mechanics in Unreal 5, I've found this course to be really really helpful.

Goes over making custom movement modes, ray tracing, creating Animation Blueprints from scratch, and how to dynamically place hands on nearby surfaces with IK. Also shows how to import animations in that aren't using the exact same skeleton hierarchy as Unreal's default mannequin.

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I just found out that Battle Bit Remastered exists and it supports 254 simultaneous players per game.

I am wondering how that is even possible. Does anyone know of any details on how they achieved it? Are there any resources for making a networking engine capable of supporting that many players?

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I've been going through a course on udemy and learning unreal engine first time ever consistently for the past month, but haven't finished a game just yet, and I don't think I care enough to put any effort on anything other than gamedev. It has been my passion since like 6 years, that's why I left my old job as an Ops engineer; should I continue and work on different projects simultaneously (opengl and unreal) or just stick to one. FYI, I'm not employed atm and would hope to work on gamedev professionally. I appreciate any advice to build my portfolio or any keypoints to get better at gamedev.

tl;dr would learning unreal and opengl simultaneously benefit me to get hired in a gamdev studio or should i stick to unreal and finish some games first?

96
 
 

So I'm currently working with Bevy to make a game with a style similar to that of Octopath Traveler. I'm using the bevy_sprite3d crate to render sprites in the 3D space. I'm currently working on writing the code for the battle scene of my JRPG. However, whenever I try to load multiple sprites into the scene, it gives me the following error:

error[B0002]: ResMut<bevy_asset::assets::Assets<bevy_sprite::texture_atlas::TextureAtlas>> in system load_sprites conflicts with a previous ResMut<bevy_asset::assets::Assets<bevy_sprite::texture_atlas::TextureAtlas>> access. Consider removing the duplicate access.

relevant system code

fn load_sprites(mut commands: Commands, asset_server: Res<AssetServer>, sprites_in_scene: Res<SpritesInScene>, mut texture_atlases: ResMut<Assets<TextureAtlas>>, mut sprite_params: Sprite3dParams) {
    // Load first player sprite
    commands.spawn(AtlasSprite3d {
        atlas: texture_atlases.add(get_texture_atlas(&asset_server, sprites_in_scene.player_sprite1 /* u32 */, (37, 38), 19)),

        pixels_per_metre: 32.,
        partial_alpha: true,
        unlit: true,

        ..default()
    }.bundle(&mut sprite_params))
    .insert(AnimationTimer(Timer::from_seconds(3. / 60., TimerMode::Repeating)))
    .insert(Transform::from_xyz(-5., 0., 0.));

    // Load second player sprite if it exists
    if let Some(id) = sprites_in_scene.player_sprite2 {
        commands.spawn(AtlasSprite3d {
            atlas: texture_atlases.add(get_texture_atlas(&asset_server, id, (1, 1), 1)),

            pixels_per_metre: 32.,
            partial_alpha: true,
            unlit: true,

            ..default()
        }.bundle(&mut sprite_params))
        .insert(AnimationTimer(Timer::from_seconds(3. / 60., TimerMode::Repeating)))
        .insert(Transform::from_xyz(-2.5, 0., 0.));
    }

    // Load first enemy sprite
    commands.spawn(AtlasSprite3d {
        atlas: texture_atlases.add(get_texture_atlas(&asset_server, sprites_in_scene.enemy_sprite1 /* u32 */, (42, 42), 21)),

        pixels_per_metre: 32.,
        partial_alpha: true,
        unlit: true,

        ..default()
    }.bundle(&mut sprite_params))
    .insert(AnimationTimer(Timer::from_seconds(3. / 60., TimerMode::Repeating)))
    .insert(Transform::from_xyz(5., 0., 0.));

    // Load second enemy sprite if it exists
    if let Some(id) = sprites_in_scene.enemy_sprite2 {
        commands.spawn(AtlasSprite3d {
            atlas: texture_atlases.add(get_texture_atlas(&asset_server, id, (1, 1), 1)),

            pixels_per_metre: 32.,
            partial_alpha: true,
            unlit: true,

            ..default()
        }.bundle(&mut sprite_params))
        .insert(AnimationTimer(Timer::from_seconds(3. / 60., TimerMode::Repeating)))
        .insert(Transform::from_xyz(2.5, 0., 0.));
    }
}

// The signature for get_texture_atlas:
fn get_texture_atlas(asset_server: &Res<AssetServer>, id: u32, tile_size: (u32, u32), row_num: usize) -> TextureAtlas

Am I doing this wrong? Is there a better way to load multiple texture atlases for the different entities in my battle scene? Thanks in advance!

97
 
 

Since it's Throwback Thursday and all (and since I'm waiting on a driver install and need something to do for about three minutes), I thought it might be fun to look back at our first ever games!

For me, other than working my way through the old Brackey's tutorial to make an endless ball-rolling game, the first one I ever made and completed was Good Luck With The Lamps, a very basic pixel art platformer where you're just a normal regular bear trying to turn all his lamps off and go to bed.

But the lamps have other ideas! spooky hand wave

This was for the "My First Game Jam" Summer 2020 edition which lasted about two weeks, if it'd been any less there's no way we could have finished. I say "we" because this was actually a joint effort between me and my SO, who afterwards vowed never to work with me again lol.

Things learned:

  • If you're doing pixel art the pixels should probably all be the same size
  • Unity's tilemap system
  • Basic 2d animations
  • How to make a cut scene
  • I hate making platformers!

Ok, your turn!

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A game jam for the fediverse community from July 14th to July 23rd! Anyone is welcome to join and all of the main communication about the jam will be taking place within the fediverse

Open sourcing games you make for it is recommended so people in the community can learn from what you did. Youll also be able to show off your game around the fediverse communities while the jams running and after it ends

More information can be found in the linked jam page as well as the button to hit to sign up

Hope you enjoy! :)

Team finder thread

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cross-posted from: https://programming.dev/post/30886

Hello everyone! The idea of a game jam got thrown out in one of the threads in the godot community and I wanted to throw out the question here to gauge how many people would be interested in having one run!

If so, some things that would need to be determined are when to run it and for how long should it running for. In addition there was the idea of having it be about making tutorial projects to show off what game engines can do and how to do things in them (referring to Godot but can be generalized to all of them). Or we can instead just run a standard game jam and possibly have that as an optional diversifier if people want

For those who don't know what a game jam is its an event where you make a game in a small period of time (2 days, 3 days, 2 weeks, etc. depending on the jam)

Feel free to comment below to give some input on how the jam should be run if you're interested or upvote to show interest in the idea! If enough people are ill set up a jam page

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