Game Development

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I've been working on this game on and off for the past 5 or so years and I'm finally getting to the point that I feel I can release a demo soon. I'm almost there.

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It's a sort of crafting dungeon crawling merchant game. Inspired by games like Vintage Story and Moonlighter.

The loop is simple:

  • Collect resources
  • Craft tools to collect more resources
  • Craft gear (weapons/armor/machines)
  • Use gear to adventure in procedural dungeons
  • Set up shop and sell items you craft or loot for gold
  • Use gold to hire workers to automate crafting or purchase items directly
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Pretty cool theme for a game jam (though I might be slightly biased ๐Ÿ˜‰).

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Why do so many games rely on client-side anti cheat and stuff like kernel level anti-cheat?

Anti Commercial-AI license

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it would mean the world to me if you take the time to play and rate the demo: https://store.steampowered.com/app/3631880/Legend_Of_Hiraq_Demo/

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How "watery" is this water to you? Enough or do you expect something more from "abstract map-tier water"?

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Animated words and sound design can engage players in a different way than voice acting.

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I've recently discovered this project, which assuming it works as advertised (which I think wasn't really tested yet, since it seems to be a pretty new repo) sounds like a pretty good library to add into your toolbox.

For those that do not know, LINQ is basically a query language over collections in C#, that allows you (from the top of my head) to do stuff like

someList.Where(x => x.value < 10).OrderBy(x => x.priority).Select(x => x.name)

which would give you a IEnumerable list with names of elements where value is smaller than 10, ordered by priority.

However, using LINQ in performance critical code, such as per-frame Updates, is not really a good idea because it unfortunately does generate a lot of garbage (allocations for GC to collect). Having a version that doesn't allocate anything sounds awesome, assuming you are a fan of LINQ.

What are your thoughts? For me, it sounds like something really useful. While it's not really that difficult to avoid LINQ, I'm a fan of the simplicity and descriptive nature of the syntax, and not having to avoid it would be great. It does seem there are quite a few issues starting to pop up, but it's definitely a project that could be worth it to follow.

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Cross-posted from "3 years of intense learning - The Dawnmaker Post-mortem" by @[email protected] in [email protected]


I've had this game on my wishlist for a while, since I saw the demo via gamingonlinux, but I haven't found the time to buy and play it yet. Found this post-mortem insteresting.

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๐Ÿš€ Our 18th annual game design challenge has launched!

๐Ÿ’ฌ Topic: #Communication

๐Ÿ“† Submit ideas by March 24th

โญ $10,000 in cash prizes
โญ Critiques for all Finalists

๐ŸŽฎ Please boost to reach #gamedevs, #designers, #artists, #writers, #composers, and more.

๐Ÿงก Presented by an award-winning #nonprofit program producing videogames for #violence #prevention since 2008.

Details, rules, communication resources at the contest website.

๐ŸŒ 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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submitted 1 month ago* (last edited 1 month ago) by cli345 to c/gamedev
 
 

Hello, ๐Ÿ™‚

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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