Game Development

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🚀 Our 18th annual game design challenge has launched!

💬 Topic: #Communication

📆 Submit ideas by March 24th

⭐ $10,000 in cash prizes
⭐ Critiques for all Finalists

🎮 Please boost to reach #gamedevs, #designers, #artists, #writers, #composers, and more.

🧡 Presented by an award-winning #nonprofit program producing videogames for #violence #prevention since 2008.

Details, rules, communication resources at the contest website.

🌐 https://communicating.games/

#games #gamedev #indiedev #gamedesign #gamejam #nonprofit #education #edtech @gamedev

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If you do want to see Dani-like gamedev challenges go vote the challenge in this video's comments. There is no view limit to the challenge and I pick the best one from the comments! If the video gets popular I'll just have more motivation to make it but I'll do it anyway. https://www.youtube.com/watch?v=bZy1aUEGb1U&t=22s

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Hello, 🙂

I created a new language called FuncSug. Its purpose is to make GUI programming in the browser easier and so game programming. The facility consists on eliminating asynchronism: In FuncSug, the code is no longer managed by an implicit/explicit global loop (I don't speak about implementation).

I intend, if I have time, to implement it for Godot as well. In FuncSug, the first tutorial of Godot would be roughly coded as this:

func showMessage(p_message):
	parallel exitWith branch 2 ||
		showIn(p_message, $MessageLabel)
	||
		waitSeconds(2)

parallel ||
	while true:
		# Start of game
		parallel exitWith branch 2 ||
			showMessage('Dodge the\nCreeps')
		||
			waitSeconds(1)
			awaitPressed($StartButton)
		get_tree().call_group(&"mobs", &"queue_free")
		score := 0
		$Player.start($StartPosition.position)
		
		# Middle of game
		parallel exitWith branch 1 ||
			awaitSignal('hit')
		||
			while true:
				playSoundFile('House In a Forest Loop.ogg')
		||
			showMessage('Get Ready')
			parallel ||
				while true:
					waitSeconds(1)
					score += 1
			||
				while true:
					waitSeconds(0.5)
					callgd spawnMob()
		
		# End of game
		parallel ||
			showMessage('Game Over')
		||
			playSoundFile('gameover.wav')
||
	while true:
		await score
		$ScoreLabel.text := score

The 'player.gd' and 'mob.gd' files would be keeped as they are. The "_on_MobTimer_timeout" function would be renamed as "spawnMob" and moved to 'mob.gd'. The timers wouldn't be needed any more.

Can you tell me what you think about it?

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It’s been approximately 3 years since I began work on Balatro - and in that time I have personally documented almost nothing about the journey. This is something that has bothered me since the game launched. I am constantly forgetting major moments in development or milestones. It’s about time I start writing down what happened, I say better late than never!

This is an account of everything related to Balatro development in chronological order, up to and including the launch day. This should tell the story but more importantly it will serve as a source of truth for me when I look back on this time in a few years to recall the details correctly. I already notice talking to friends, players, and media that I contradict myself on some of the details from time to time. I’ll try and keep this up to date as I remember more about what happened.

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We're two developers from Finland working on a turn-based 4X space strategy game made on Godot. This is our first early prototype that still lacks many features but has some core elements already. Currently AI only strikes back and doesn't move. There is also no audio for now (well, it's a space game after all :D).

We'd appreciate any feedback https://zeikk0.itch.io/astroprotocol

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Not associated in any way, just taking part and wanted to let other devs know about this fun weekend game jam. Check it out if you have the time

https://alakajam.com/

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I'm still figuring out the details but I have a working prototype and it uses (somewhat) accurate sail physics.

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I hope it's okay to ask this question here, since it seems to differ a little from general posts.

I am currently looking to upgrade my workstation GPU and AMD's pricing is far better suited for my budget. But I worry a lot about the driver stability, since I witnessed some true horror stories with AMD drivers back in 2020. I have also read that they've gotten a lot better in the meantime.

So if you happen to use an AMD GPU: How was your experience with productivity software (Unity, UE, Maya, blender etc.) so far?

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F unity, godot gang rise up!

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The coolest thing about unity is that it shouldn't be hard to transition to hdrp if I want more eye candy. I could even have two versions but I definitely need one for my m4 iOS tablet to browse galaxy as I read sw books

There gonna be epic sw battles from the top view and making buck in the galaxy as a lone smuggler and such, orbital bombardments on cities/ports, Death Star threat deleting planets until dealt with. Signature heroes flying around doing stuff for the faction that cannot die unless from the enemy heroes attacks. You will be just some lone loser finding themselves in the middle of galactic conflict, you can continue your smuggling piracy in the increasingly hostile environment or you can pick a side and get riches and fame as an imperial/rebel pilot. Mainly UI driven type of game from the top view but with a nice zoom on the battles. 3d but very restricted to a thin vertical slice and 2d movement by default so to say. you must purposefully press ctrl to mark position to fly to above the horizontal plane.

Unity dots used a lot to get all these small fighters and ai calculations on the screen and handle galactic simulation off the screen that will be probably approximated a good deal except for the nearest systems where actual singular entities will be affecting it. As soon as you jump elsewhere it will convert to approximated, statistical simulation.

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Pretty good technical article on why shader stuttering happens, and how UE is looking into fixing the issue in the future.

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submitted 1 month ago* (last edited 1 month ago) by [email protected] to c/[email protected]
 
 

There is this problem where you have to make many unique locations even though the underlying assets are the same.

I think it would be cool to solve it not by randomisation but by embodying first person perspective and throwing trash around using physics, spray walls with grafitti, use liquids, brushes and then bake it and save as complete level. Sort of 3d painting but on surfaces and uses physics so it is natural.

it would be much better than painfully placing stuff by hand and making grafitti, oil spill, dirt textures manually in photoshop with pain and torture for each corridor. You would just hop in instead and do a bit of a mess, kick some props with a baseball bat. Piss blood on the walls (optional)

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Working on a portfolio and decided to make it an interactive Dark Souls-inspired scene in Three.js instead of just a bunch of webpages. Before I spend the next week adding a tonne of polish so that the scene actually looks good and adding actual content, I’d love to hear some opinions!

I'm planning on adding more NPCs, actual lighting + shadows, rain, improving the grass, adding actual content when you click on a Project, mountains so that when you pan up the world doesn't just end.

(Also if anyone is looking for a game developer lmk)

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I'm developing an Anomaly Horror game.

You can check the alpha version here:

https://eibriel.itch.io/robot-anomaly (password: anomaly)

Feedback is welcomed!

@gamedev

#GameDev #IndieGame #Godot #Godot4 #HorrorGame #Linux

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Live webinar Thursday, February 13, 2025

In Game Design that Makes a Difference: A11y in Video Games, accessibility consultant Dom Parker will explore how accessible game design can transform the player experience. Dom will discuss how to make sure all your game mechanics—whether core gameplay, puzzles, or narrative moments—are not only fun but inclusive for players with disabilities. You’ll learn how to design mechanics that support your game’s core hook while ensuring accessibility, as well as tips for crafting challenging yet fair puzzles, and making cutscenes more interactive and engaging for all players. This session is perfect for game developers and designers who want to create games that are enjoyable for everyone, regardless of ability.

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Steam now offers a Figma-based template for previewing your steam assets. The tool was originally developed by indiedev Nick Pfisterer of Polymoon Games.

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