Game Development

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Welcome to the game development community! This is a place to talk about and post anything related to the field of game development.

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

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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submitted 2 weeks ago by berin to c/gamedev
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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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submitted 4 weeks ago* (last edited 4 weeks ago) by berin to c/gamedev
 
 

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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Doesn't have to be ambitious or even ever released. Just curious to hear your ideas and techniques. Screenshots are welcome!

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Hello, I'm building an RTS game and need to find some models for the environment. However all models that I can find usually have too many faces for the scale of my game.

I would like to find for example tree models with max 100 faces that's not in the classic cartoony low poly style, but a realistic style. Preferably even with lower quality LOD models.

Could someone point me in the right direction or give me some good search terms?

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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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