Game Development

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I'm making an RPG in C++ and the items (loot/gear) will have immutable base versions, but then the player can get instantiations of them which can change with use and modification. These mutable instantiations will be saved in the DB. But I'm wondering if the base versions should be defined in JSON, or a separate DB (with the same schema), or maybe the same DB (seems dangerous), or if I should just hardcode them in C++ in the ItemFactory.

How have you approached this problem in your games? How do game engines do it? I'm using SDL2 so I'm doing most of these systems from scratch.

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...title is a lie, actually it's a ploy to explain parallel reduction of a massive set of particles to get an AABB. He fesses up to it in the end.

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Hello!

This is a yearly game jam where the goal is to make blind accessible games. It is a to of fun and also I feel very educational as some wonderful blindgamers mostly from https://audiogames.net/ give feedback both during development in our discord, and then rate the games!

So consider joining, or spreading the word! Accessibility in gaming is something I care about a lot about personally, so I hope you consider joining!

If you're curious about the history of the jam, or what methods are used to make games blind accessible, check out the wiki for the community!

https://gamesforblindgamers.miraheze.org/wiki/Main_Page

Accessibility in gaming is something I care about a lot, so I hope you consider joining!

Thanks for reading!

(And no, I totally didn't make that wiki in the last like week because work has been slow leading up to Thanksgiving... )

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[Documentary] The blood on our Controllers - The Complicity of the Game Industry in the Palestinian Genocide

Watch here

Quoted from the video description:

"The blood on our Controllers" is an amateur documentary made to denounce the role of the video game industry in the normalization of the Palestinian genocide, through its close relation with the military industrial complex and the representation of Arab communities in games. It is a collaborative work between developers, artists, animators, and academicians to show how our games are doing wrong or right, what the game industry could be and what needs to be done for it to happen.

It's time for those who have been the loudest for so long to try and learn to listen.

Speakers (in order of appearance): Hippolyte Caubet, Rami Ismail, Younès Rabii, Florent Maurin, Meghna Jayanth, Holly Nielsen, Rasheed Abueideh, Elodie Roblain, Florence Nichols Smith

@[email protected]

#GameDev #Gaming #Games

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cross-posted from: https://goblin.band/notes/a0t79m3yt7o92tbv

Itch.io Now has Generative AI Disclosure Tagging (and requires it for Assets)

Developer Update

Itch.io projects have a new "Generative AI disclosure" field. Projects that don't comply will no longer be indexed on Itch's browse pages after a grace period.

@[email protected]

#Itchio #GameDev #IndieGameDev

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Hello gamedevs!

I've been making games as a hobby for some time. For assets, I would usually just rip whatever I found would fit best from the internet and edit it afterwards.

Now this is great (I think)for personal projects and the likes. But when you want to make them public that's not possible so whenever I'm building something for a public (free or paid) I make everything by myself or I use CC0 assets (or CC-BY with attributions in credits).

One thing I wondered is how much can I straight up use a sound effect without problems?

I have multiple scenarios:

Scenario a

I rip 1 to 2 seconds from a music. Apply some effects (reverb and filters for exemple) and add another sound on top of it. Would it be problematic to sell a game with this?

Scenario b

I record/rip a sound from a game, maybe I apply an effect on top of it then dump it into my game. Would it be problematic to sell a game with this?

Scenario c

I record a part of a music (like scen. A) and I merge it with 5 other sounds. I then apply a lot of filters and then, when in game, the sound is played through audio alteration functions using player inputs and game state as parameters. The original sound would not be recognizable. Would it be problematic to sell a game with this?

The grand question here is how much of an art piece has to be destroyed when building on top of it for it to be deemed original or something. But that's not the question of this post.

Thank you for reading this ^^

Hope some of you can answer this or give some guidance.

PS: I really don't mind giving attributions, in fact I really like being able to redirect to skilled artist through my work. I don't want to avoid doing it, I want to know the legal troubles of using samples from found audio.

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You can download it for free on the Unity Asset Store!

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The fourth iteration of a game jam all about accessibility is now open for registration, a month long jam about creating blind accessible games that starts in February! The page was just created today, so if you want to join a team they are just starting to form so you have plenty of time!

Sign up here!

https://itch.io/jam/games-for-blind-gamers-4

Over the last 3 iterations we as a community have created over 70 blind accessible video games, and we would love if you all signed up and helped make this the most successful jam yet!

https://itch.io/jam/games-for-blind-gamers-3/entries https://itch.io/jam/games-for-blind-gamers-2/entries https://itch.io/jam/games-for-blind-gamers/entries

Never considered making a blind accessible game? Join the discord linked in the jam pages, where not only do we have accessibility veterans, but blind community members who are happy to help people putting in the effort to make more accessible games.

Thanks for reading, and I hope you sign up to Help make gaming accessible for all!

I'm an admin on the discord and help out, so feel free to ask any questions!

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Blurb:

Cool particle systems have been popping up in games across the last decade. Why are these novel particle systems a new thing? What tech enables them? How many particles can a midrange gpu draw?

Topics covered: particle definition, gpu instancing, iterated function systems, the chaos game, matrix transformations, linear interpolation, fragment shader bottlenecks, point list meshes, extensions and applications of iterated function systems

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

Note: I'm not the creator of this video.

Consider watching this video with FreeTube, a nifty open-source program that lets you watch YouTube videos without Google spying on your viewing habits!

Combined with Libredirect, which automatically opens youtube links in Freetube, it becomes really slick and effortless to use.

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submitted 2 months ago* (last edited 2 months ago) by popcar2 to c/gamedev
 
 

This was recently posted to discord:

The Original Rogue Legacy Source Code Now Available

Greetings @everyone!

It's been more than 10 years since we released a game that would alter the trajectory of our lives forever. That game, of course, was the original Rogue Legacy. In the span of a single night we went from struggling indie devs to building a solid, stable career making video games; a path that would carry on for more than a decade. Since then we've released two more titles and have reached millions of players worldwide, and it is a journey we hope to continue far into the future.

So, to give back to the community that has gifted us so much, and in the pursuit of sharing knowledge, today we are officially releasing the full source code to Rogue Legacy 1. This may only interest a select few people, but we hope by public sourcing the game that started it all for us, we can keep its spirit alive and help budding developers curious to know what it took for us to get started (and to see what you can get away with :p).

The full source is available at the GitHub link below:

https://github.com/flibitijibibo/RogueLegacy1/

A lifetime of gratitude goes out to Ethan Lee for setting up the public source code repository, and helping us since all the way back to the original Mac and Linux release of Rogue Legacy.

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submitted 2 months ago by CodiUnicorn to c/gamedev
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submitted 2 months ago* (last edited 1 month ago) by [email protected] to c/gamedev
 
 

its a small inventory management game in a sci fi setting. We only worked on it for like 4-5 months after our last game was cancelled and we downsized a lot so its pretty rough around the edges but i hope it will be fun if you guys give it a try

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submitted 2 months ago* (last edited 1 month ago) by [email protected] to c/gamedev
 
 

its a small inventory management game in a sci fi setting. We only worked on it for like 4-5 months after our last game was cancelled and we downsized a lot so its pretty rough around the edges but i hope it will be fun if you guys give it a try

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O3DE 24.09 Released (docs.o3de.org)
submitted 2 months ago by [email protected] to c/gamedev
 
 

I've wondered about this game engine for a while. Based on CryEngine, it sounds like it should have pretty stellar graphics for an open source engine. There doesn't seem to be much of a community around it though.

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submitted 2 months ago* (last edited 2 months ago) by CodiUnicorn to c/gamedev
 
 

Many of us get a sense of warm nostalgia when it comes to the PSP. Released in 2004, this portable console was a real breakthrough for its time. It introduced us to the possibility of enjoying full-fledged game projects on the go. It was incredibly groundbreaking at the time. As if you had a little piece of home console in your pocket.

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submitted 2 months ago by away2thestars to c/gamedev
 
 

Hi Lemmy! Here's the game I have been working on for the last decade: a pixel art space sim. Called Away To The Stars. You can get it on Steam. https://store.steampowered.com/app/2329800/Away_To_The_Stars/ Any feedback welcomed

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Professional game makers care very much about how Unity operates as a business these days.

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