For the past couple months, I've been working on developing Bonesweeper into a bigger game, with the support of a grant from Screen Tasmania! I want to share as much of the process as I can. Keep an eye to this thread in the weeks and months to come! :) #gamedev#indiedeveloper
The dungeon crawler project got too complex, so I decided to abandon it for now. I decided to make a clone of one of my all time favorite arcade games, Spy Hunter.
The first episode of Coding History: 3D from Mode7 to DOOM is live now! It explains how to rotate points in 2D space and why the rotation formula so often used in game development is the way it is: https://www.youtube.com/watch?v=JC5IMfK7Yfw
Please go check it out and boost this post if you want to support an educational video series about old school 80s and 90s 3D 🙏
This is a question about game streamers. Every year there are more and more streamers. My subjective opinion is that this only makes the video game market worse. Especially indie games.
⭐ Please write why you don't watch streamers and if you watch streamers, it is even more interesting - why, which ones? How old are you?
It is the beginning of a new tutorial series for more experienced developers looking to enhance their skills. We'll go trough all the steps to create a PROPER shmup on #pico8 https://www.youtube.com/watch?v=GSx2YHy9Gp8
If you have 100 followers or less? Reply to this with a couple of screenshots and a short brief of your game / the game-adjacent thing you're working on, and I'll Boost you to my er like, 5.6k followers.
I'll space things out so I don't spam my folks. Can't promise I'll do every single one. But, we just got a LOT of new #GameDev folks here from dying-site who need to find their people.
(I'm just copying eniko here, but it's a very good idea and it seems especially relevant right now)
My wife has recently gotten into PowerWash Simulator so I thought I'd throw some stuff together and make a cute little game for her about packing up a house. Nice idea? #gamedev
⭐ What programming language do you use most of your life? Why exactly?
Most of my time I worked with almost the entire .Net stack, and in recent years it's Unity, so my language is C#
There were episodes in my life with mobile, many web stuff, java, c++, databases, etc.
When I was a youngster in the late 1980s, I formed an Amiga game dev team with 2 friends.
Before making games, we started by trying to sell game music that used minimal RAM, made with our music editor SIDmon.
To promote our game music, this energetic music module was composed by our musician Ramon Braumuller. The file, including tiny sampled sounds, is only 22 kilobytes.
I'm so happy Unity decided to self-destruct! I mean, sorry for your losses and all, but... Not only is #Godot getting so much great attention, but I swear it's also driven more devs to Mastodon seeking out experienced #GodotEngine devs to chat with, collab, follow, and learn from! The #gamedev community has felt really lively lately!
If you're a gamedev using godot, please say hello in the replies and maybe more folks can find each other to follow!
hrm. 3:2 isometric isn't terrible? 🤔 it's a little lopsided but that might not be so bad, kinda breaks up those super straight angles you get on 2:1 dimetric iso
Working on games is cool cause they're antithetical to clean code. I'm sure some people will argue but clean code relies on systems that obey a set of distinct rules. Those rules are almost always absolute
So you start your game with your clean rules. In context A you can do B but not C
But an unfortunate part of game design is that the most interesting powers you can give players are the ones that break the inherent rules of the system. So inevitably you'll wind up with a bunch of code that works around your baseline rules and that always turns into a goddamn mess
Hi folks, a while back on here we had a discussion on how games budget their frame time (ie. how much ms each feature should cost), I would like to revive that discussion, specifically a few questions, in AAA game space:
how do you compromise between different features?
besides past experience, what data do you use to justify the compromise?
who are usually in charge of this balancing on a team?
I recently started to participate in a gamedev challenge (#100daysofgamedev) to try to keep me motivated and forcing me to post updates somewhat regularly.
Until now, i posted only on discord, but i think it might be better to do it in here instead. I don't really like that stuff like that gets lost on hard to search, not indexable discord servers...
So i'll try to duplicate the first days here in a thread (maybe?) and keep adding new ones as i go :)
I'm curious to hear if anyone has successful strategies for debugging shader compile time issues (specifically #GLSL in #Vulkan in my case but still interested in hearing about others).
I've got this shader that takes over a minute to compile. There's various things I could do to prevent loop unrolling etc. but I still have to use trial and error to find the right place.
Do you have any better strategy than changing random places and seeing what makes a difference?
AI in big budget games is inevitable, say dev vets from Assassin's Creed and Everquest 2: 'Developers hate it … the money is still going to drive absolutely everybody to do it' (www.pcgamer.com)
Why Hideo Kojima is so popular? (gearsrealm.com)
Hideo always has his 10 minutes on Game Awards, why? Why other game devs don't get that much recognition or screen time?