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Latest Gameplay Activity
snoken said:
windowClass->camera->SetDirection(glm::normalize(direction));
This function should create a orientation matrix for the camera (and / or it's inverse), which you could use directly instead trying to replicate it.
Besides, eventually the orientation of the model is right, but just the…
Post moved to Your Announcements.
Announcements, ads, and recruiting posts are forbidden in the discussion forums, and the Game Design forum is to be used for GAME DESIGN topics ONLY.
Hello,
World Of Anork is now released, in it's initial release:
There was a lot of activity in the last two weeks. We performed a playtest on 15.06. I gathered a lot of constructive feedback. The primary improvements recognized are the following:
- Need for more suitable run animation
- Better visibility for the selected target
- If the camera collides with a wall and z…
That what i would be needing out of sounds maybe voice overs
frob said:
Going further: companies don't hire workers for the worker's ideas. The company isn't going to make your ideas, they are hiring you to make their ideas. Your ideas really don't figure in to the equation.
it's disturbing how many people in games don't understand this.
This seems to be …
You can wishlist “Shape: Mind of Thinker” on steam
Wish list now at: https://store.steampowered.com/app/2267500/Shape_Mind_of_Thinker
Shape: Mind of Thinker have a minimalist style inside the puzzle platformer game
"Sometimes I overthink a lot and it makes me stuck inside my mind"
A Mini…- As I promised, I'm back with some updated content and a sneak peek at the gameplay. (Don't be harsh, the game is still in development...). However, I have some sad news: the release date has been delayed. I will be back with additional information about the delay as soon as I see the l…
DOWNLOAD: https://nyghter.neocities.org/download.html
beetree2 said:
To provide some context I am using Unity, the game will have 3D motions and actions (jumping, flying, etc.)
How do your levels look? Arbitrary polygon soups? Or something structured, like modular models on a regular grid?
And i assume your characters are just capsules (physically)? What…
Have you tried making a level and then playtesting it?
Tom Sloper said:
Pen and paper (and Post-It Notes) for starters, then Word, Excel, and Paint. For resource management, I would think Excel would be very useful.
Thanks @Tom Sloper. Just getting something down on paper to start then moving onto Excel and Paint is probably a good start. Using excel for…
It's over, I've finally completed my from scratch game project!
The final stretch has been far from glorious.
Rather than making features, it has been nonstop bug fixing.
To reach feature complete, I started just writing down non critical bugs rather than fixing them.
But after feature complete, I star…
Please don't necro. Reply to recent threads, not 6-month-old ones.
How to stop a camera from clipping into models; without using raycasts (because my engine doesn't have easy an easy generic ray cast system).
My firsts idea was to just slap a collision shape around a camera, but this has some issues.
By surrounding the camera with an OBB (oriented bounding box), we …
Hello,
I'm Thrium, coder of nyghter.
Nyghter is a funny rpg game in which you can fight against npcs and explore the nyghter game world.
best regards,
Thrium
Genre: side-scroll adventure game.
Background: It is a story about sheep and boy wandering to avoid constantly approaching threats against the backdrop of an extinct world.
Characteristic:
- An adventure game centered on a story.
- Simple manipulation.
- Various stages and puzzle themes.
We've rel…
Hi all. Now i work on Western Game «I'm a Cowboy: Western Shooter»
Any comments about the game, graphic style and tips for organizing gameplay would be very welcome.
I'm a cowboy: Western Shooter is a hardcore top-down shooter with an indescribable wild west atmosphere.
Each skirmish can be your las…
Thud is a foot-tall elf like creature that at any given point weighs about a pound. He wears a red cloak with yellow trimming on top of a blue tunic and is often seen wearing his oversized pointed hat that droops and drags behind him. He's very energetic and excitable, but rarely clumsy. He's a vor…
@all8up That is right! How did I not think of that. I can just delegate this to the Physics system. That's how UE4 must be doing it! I have recently integrated Bullet Physics into my engine so yeah I think this will work fairly easily now.
@swiftcoder Those are some really interesting points and ideas. I'll write them down and sit on them.
Thank you both for the awesome feedback!
I know that “gameplay” engineer is a generic term, but it does help to narrow the broad field of game development down a bit to make it more digestible for someone new to it and a little overwhelmed with the career choices. I do understand the need to special…
@ddlox Thank you so much for your feedback!
We will certainly take into account all your comments and try to correct the shortcomings!
The game is under development, so some content is not yet ready, but we plan to add women, as well as new enemies in the form of dogs and werewolves.
The game is creat…
AndyPett said:
Penumbra and Amnesia
Penumbra has been open source for several years and Amnesia was open sourced and made public today. I just saw it and thought it might be of interest since it was brought up.
The release of Behind the Horizon is coming closer and closer (September 2020) and today I would like to take you with me for a day in my game.
We' ll take care of the farm's plants and animals, walk through the living wilderness of the world, visit one of the many dark caves and in the evening we' …
So let me share with you our progress
New FXLet me introduce a new spawning effect for units
Spawn…Fragment's Moonrise is a randomly-generated, open-world Real Time Strategy game, emphasizing skill based and micro-management oriented RTS-style gameplay.
The game is live on Steam under Steam's Game Festival- just click the link and download the Demo!
Steam Link: Store.steampowered.com
The game will…
Fragment's Moonrise is a randomly-generated, open-world Real Time Strategy game, emphasizing skill based and micro-management oriented RTS-style gameplay.
We're planning on being part of the Steam Game Festival coming June 16th-22nd, where a free demo will be available, and launching our game compl…
In today's blog you will not see some fantastic new features ? cause for the most part we polishing what we have now and add new content.
New contentIn this week I added new type of towers: Archer tower. …
We'd like to announce that we're live on Kickstarter! If you're interested in the game, please consider supporting us here: Kickstarter.com
In addition, we're also live on Steam. If you're interested in adding this game to your Steam Wishlist, click here: Store.steampowered.com
Fragment’s Moonriseis…
Fragment’s Moonrise | Update #44 – Kickstarter News, Release Announcements, and Further Dev Progress
Welcome to our forty-fourth blog post!
Its been nearly a year since we’ve began doing blog-posts, and a little more than 2 years since we’ve began working on this project.
We’re excited to be able to announce that we’re planning a Kickstarter for the project, coming out very very soon. Our goal is to…
There is the next part of our devblog. This week we work on object pooling system, new type of units, fixing some bugs and one more thing, but its not ready yet and we cant present it right now :(
1. Object PoolingIf you are familiar with Unity you know that you can spaw…
Welcome to our forty-third blog post!
Its been a little while- after a short hiatus, we’re back to begin discussing major gameplay and programming advancements in our Open World RTS, Fragment’s Moonrise!
We’d also like to announce we’ve been working on a Kickstarter, and we’re hoping to launch it soo…
If you want something to work, you'd better make it yourself!
At least that's how things usually turn out . . . Eventually.
So in my last entry, I quickly jumbled up some of the key movement features I'd wish to see in EOTH. However, the result…
I don't even know where to start. Originally, this would've been my next, scheduled update for my project, but it got derailed. So hard in fact that now I can wholeheartedly say that there's going to be a D-E-L-A-Y! ***oof*** I mean for once, these past two months have been a…
Welcome to our forty-second blog post!
Before we begin, we would like to announce we’ll be working on launching a Kickstarter campaign soon, so please look forward to it! We’ve been gathering more and more artwork and such in preparation for the launch; for example, the image above will be our offic…
Welcome to our forty-first blog post!
Before we begin, we would like to announce we’ll be working on launching a Kickstarter campaign soon, so please look forward to it!
We began above with a screenshot from our primary environment- the Grove. This is the base environment that will be featured throug…
Welcome to our fourtieth blog post!
Before we begin, we would like to announce we’ll be working on launching a Kickstarter campaign soon, so please look forward to it!
In this post, we’d like to discuss another miniboss we’ve been working on, the Iyyuzu Snakes. Sticking with our tradition of large gr…
Welcome to our thirty-ninth blog post!
Before we begin, we would like to announce we’ll be working on launching a Kickstarter campaign soon, so please look forward to it!
Our last posts consisted of us going over Status Effect variables. In this one, we just have a few remaining variables to discuss,…
[This article was originally posted in The Gamedev Guru's Blog]
You are leading a team of a handful of programmers and artists to port a good-looking PS4 VR game to Oculus Quest. You have six months to complete it. Well? What's your first move? Let's bring Unity Addressables to the table.
…Some may argue that hyper-casual is probably one of the easiest genres to analyse when it comes to game design. Some may argue that hyper-casuals aren’t worth analyzing because it’s a trend that will die soon. I beg to differ, and I wonder who are these people and why do they argue so much?
I…
When it comes to video games, immersion is one of the more popular topics among game critics and players alike, and for good reason. When you ask people why Marvel’s Spider-Man is such a joy to play, it shouldn’t surprise you if at least one of them tells you that the game “makes you feel like S…
The following article is about how we have balanced units in our space sci-fi RTS, Five Nations. Five Nations is a futuristic real-time strategy game that follows the events of a mind-bending opera of space about the survival of humanity. As a game designer working on an RTS, the most d…
This essay is a critique of the popular indie title Hollow Knight (with the free Lifeblood, Grimm Troupe and Hidden Dreams DLC). It was written mostly for my own benefit in exploring different games and learning about game design. However, I hope that a few other people will also…
Grant Shonkwiler worked as a producer on Fortnite, Doom, and Rage. In this talk he chronicles his journey from college, to lead designer on small mobile games, and finally into the AAA space. He also got the crowd to scream... in a library!