![Community banner](https://programming.dev/pictrs/image/e8f38616-231d-4d3a-a077-6a3179b61a11.png)
![gamedev](https://programming.dev/pictrs/image/b73f1844-55ce-4466-b109-0ee095ebc914.png?format=webp&thumbnail=48)
Game Development
- I spent a 2+ years and all my personal savings making this game (alone). I love survival games, but I also like cooking... so how about survival game with realistic cooking & eating animations?
Here is the Steam link if anyone interested in: https://store.steampowered.com/app/3054440/The_Short_Snow/
- Steamworks Quick Tips - Steam Game Recording and Steam Timeline API
YouTube Video
Click to view this content.
- How to Sell Visual Novels at Conventions
How to Sell Visual Novels at Conventions
This is a guide on how to set up and run a booth to sell games and merch at a convention. Super useful if you have never tabled at a con before:
https://arimiadev.com/how-to-sell-visual-novels-at-conventions/
- Unity Geometric Mesh Generator - Looking for Testers
Hello Community I've recently released an Unity asset to create geometric meshes. Geometric Line Mesh Generator I still have plenty of vouchers available. If you would like to test this asset feel free to comment. I will pm you the voucher code. You can find a demo video on youtube.
- Let’s make games open source, so future generations can enjoy themjairajdevadiga.com Let’s make games open source, so future generations can enjoy them
As platforms evolve, old games become unplayable. Open sourcing them will help us preserve them for future generations.
A lot of old games have become unplayable on modern hardware and operating systems. I wrote an article about how making games open source will keep them playable far into the future.
I also discuss how making games open source could be beneficial to developers and companies.
Feedback and constructive criticism are most welcome, and in keeping with the open source spirit, I will give you credit if I make any edits based on your feedback.
- 5 features I include in all my games | Speed features, a screenshot feature, saving & loading game state, debugging entry points, and various playgrounds
(I didnt write the article, thats just the title)
- Has Nintendo shut down a game because it cloned the gameplay of one of their games?
I'm developing a game that very closely mimics the gameplay of the ghost minigame from Nintendo Land. I'm not including Nintendo characters, names, etc.
Is there any precedent of Nintendo going after people for something like this?
- Anyone interested in a book club?
So I'm reading The Art of Game Design: A Book of Lenses by Jesse Schell and I'm quite enjoying it. I don't really have anyone else in my life who shares my game development interests so I thought it might be fun to put together some kind of regular discussion. I've got a pretty long reading list, would nice to have someone to talk to. Thoughts?
- A lesson learned: Without experience, overambition, over-eagerness and burnout can become very real very fastabnormalhumanbeing.itch.io How To Smile - Prototype Release Log - How to Smile - Now that you can(?) by AbNormalHumanBeing
Ah, what should one do after finishing their second game and doing well at their first game jam ? That's right: Just join the next jam , start work on a completely overambitious project, fail to intro...
cross-posted from: https://lemmy.ml/post/16304403
> cross-posted from: https://lemmy.ml/post/16304400 > > > cross-posted from: https://lemmy.ml/post/16304397 > > > > > Check out a story about thought processes going awry after ecstasy born from early successes and personal issues hitting. > > > > > > Still, I decided to release the result of my work so far as a prototype for Fuck Capitalism Jam 2024, to be worked on in the future until it is done. Alongside part 1, which was basically developed within the time frame anyway, and is more than fitting for the theme as well.
- My first game just entered Open Beta Test - turn based strategy with toy army men - Bedroom Battlegroundsstore.steampowered.com Bedroom Battlegrounds on Steam
Strategize epic battles and conquer opponents in the imaginative settings of a child's bedroom. Recruit units, move them around the battlefield and use their unique abilities to outsmart your enemy. Experience the joy of childhood warfare again – play now!
Hello all, I'm happy to announce that I've just opened beta test for my first Steam game release, which will be available between 30.05 and 02.06.
This is a turn based strategy game, where you play with toy army men trying to conquer your opponent on the other side of the room. Available in single player mode against the AI, or local multiplayer, also via Steam Remote Play.
Steam page: https://store.steampowered.com/app/2776110/Bedroom_Battlegrounds/
I'd be very happy to hear your feedback, which you can send over here, or through a dedicated feedback form. https://forms.office.com/r/nvt7vAz9kF Your feedback will play a crucial role in enhancing the game before releasing the demo for the upcoming Steam Next Fest, and subsequently full version of the game later this year.
Looking forward to hear your feedback. Happy conquering!
- Developing 'Hi-Fi RUSH' Backwards and Finding Our Positive Gameplay Loop
YouTube Video
Click to view this content.
- Game design. The Horizontal Slice
YouTube Video
Click to view this content.
I saw this posted by Grumpy Gamer, who highly recommended it. So I took a look.
Amazing video. Totally worthwhile. The rest of his videos are great also.
I'm making a P&C Adventure, and this really helped me focus on "the horizontal slice" in my early stage of development.
- What is a collision?www.sassnow.ski What is a collision?
From Mario bouncing off a Goomba to two cars bumping into each other in a racing game, dealing with collisions is such an integral part of most video games that we often take it for granted.
- How does someone change the Alt-key behavior under Windows?
d package int poll_win_RawInput(ref InputEvent output) nothrow @nogc { MSG msg; BOOL bret = PeekMessageW(&msg, null, 0, 0, PM_REMOVE); if (bret) { ////Some code that supposed to swallow WM_SYSKEY and the likes, but does not work as intended//// DispatchMessageW(&msg);//In the aforementioned block ////Function that optionally gets text input messages//// switch (msg.message & 0xFF_FF) { ////Regular user input handling via RawInput and some legacy stuff + XInput handling in separate function////
Since it's for games, the default Alt key behavior is undesirable for me. It makes my test application hang and make error noises since it doesn't have a menubar. I checked whether my window had a flag that enabled the menubar or not, but couldn't find it. - Steam Best Practices: Developing an audience while developing your game - GDC 2024
YouTube Video
Click to view this content.
- [Noclip] Embracing Chaos - How Hyper Light Breaker Survived 2023
YouTube Video
Click to view this content.
- Did video game investment hit rock bottom, and is it ready to go back up?www.gamesindustry.biz Did video game investment hit rock bottom, and is it ready to go back up?
After the annus horribilis that was 2023 and with the rough start that in many ways characterized 2024, it's probably f…
From GamesIndustry.biz
- Screenshot Saturday!
Share some progress, text or screenshots of some development on your game!
- (android) Any good board game tutorial you could recommend?
I'd like to start developing a board game I love playing. There's an iOS implementation of it, but none for android. I don't even know where to start and which principles I could possibly follow. I've been working as a (business) software dev for the last 20 years, so I have some clue about programming.
I don't want to care too much about the graphics, it's the computer opponents and the game rules I am interested in.
No language constraint ;-)
- GameMaker in 2024 Road Mapgamefromscratch.com GameMaker in 2024 – GameFromScratch.com
The GameMaker 2024 developer roadmap was just released. Adding prefabs, plugins, Javascript and maybe C# support
From GameFromScratch.com
- What's the best game engine for me?
Hey folks! First time poster and keen to get involved with the community.
I'm looking to all of you for any recommendations for an engine that'd suit what I'm looking to do. First and foremost, I have next to zero experience in developing, coding and all that jazz but once I know what engine to work with I'm keen to get to learning.
What engine would most suit a RPG game that's 2.5D isometric view, is kind to new developers and has a whole load of reference material so I can teach myself as I go?
I'm fully aware that y'all probably need more information to work on so I'm happy to answer any questions that'll help narrow down what I'm after.
Thanks!
- Essence of Grimm - My first tutorial bossm.youtube.com Essence of Grimm - Tutorial Boss Cave Trouw
First look at the tutorial boss I'm working on for The Dusty Old Game JamMusic Credit: Ancient War by Makai Symphony https://makai-symphony.com/
This is my entry to The Dusty Old Game Jam. It's the first real boss fight I've ever made, and I think it's coming along nicely.
This is just the first encounter with the boss. Subsequent encounters start the fight immediately. Also got a cool jump attack, and several variety of regular attacks working since I recorded this the other day.
P.s. sorry if the quality is bad. I used OBS to record this, welcome to any suggestions of something else that will get me higher quality video.
- The GBA Game Jam 2024 is back after a 2 year hiatus!itch.io GBA Jam 2024
A game jam from 2024-05-17 to 2024-09-08 hosted by exelotl, destoer, evanbowman, Nikku4211, Pyro_Pyro, Jono Shields, GValiente, Xilefian, kva64 & avivace. The full-scale GBA game jam is back after a two-year hiatus! You have 3 months to make something cool that runs on the Game Boy Advance, using wh...
- Just placed 3rd at my first game jam!
Had to share with this community, I decided for my second game to just rip off the band-aid and I entered a game jam targeted at beginners. I placed 3rd - with 1st and 2nd going to more seasoned game developers. I never imagined that, going in, I would be on the pedestal. I just have to thank everyone that participates in game development and indie gaming as a community - including you, reading this.
If you are curious and want to check it out:
- Screenshot Saturday!
Share some progress, text or screenshots of some development on your game!
- Lifetime of a gamemastodon.gamedev.place Boozook 🦀 :playdate: (@boozook@mastodon.gamedev.place)
Lifetime of a game: Developer — “From start to latest patch” Publisher — “While the sales are at an acceptable level or the terms of the contract have not yet been fulfilled” Gamer — “Since I found out about the game and while I come back to it and play!”
Developer — “From start to the latest patch” ;
Publisher — “From deal to while the sales are at an acceptable level or the terms of the contract have not yet been fulfilled”;
Gamer — “Since I found out about the game and while I come back to it and play”.
- My idea for Vdl, Assembly of Vidya: A common runtime VM for vidya, supporting a postfix stack language ---- basically, PostScript for vidya of 'Vidya Description Language', an standardized one!
I began programming when I was 16 and like most people my age (31) it was with some gaming-related DSL. Personally for me it was GML. I made a tetris game which my younger brother played to death but ever since the closest interest I have to vidya is Ncurses and X11. Which makes me think, why is there not such standard for vidya?
So hear me out. We need to make common runtime VM for vidya. Standardized. And it will sport a post-fix language like PostScript. You can learn more about PostScript here.
PostScript is the predecessor of pedophile language, like
cat
a PDF file and you'll see. Except pedophile language allows of binary blobs. PS does not. There's a lot of differences.Pedophile and PS are 'page description languages'. Another PDL is ROFF, what UNIX manpages are written with. Launch loonix via WSL2 (I know none of you game devs run loonix natively! You won't be able to work!) and bring up a manpage like
man awk
. ROFF was why UNIX was written!So I say, let's make a 'vidya description language', you could just use PS itself with addition of:
- Input
- 3D shapes
And Bob's your uncle (am I using this phrase correctly?). PS is a Turing-complete language, it has control structures and you can make a 'game play loop' with it (basically a non-halting decidable TM).
So this language will execute on a runtime VM, a stack VM of course, and this VM is common across several hosts. Just like Java's VM. In fact, Java's VM is already a 'common runtime vm' for vidya right? This time we'll have something more specific.
So this VM will execute the same VDL (Vidya Description Language) code the same across different hosts. Linux, Windows, MacOS, Haiku, Solaris, MacOS, Plan 9, BeOS, BSD, iOS, Android, FireOS, etc. Also it could target various APIs e.g. Meta, Vulkan, OpenGL etc.
I know Unity already has such runtime. But VDL and VdlVM will be more of an 'standard'. In fact, we would develop the 'standard'/specficiation first, then we'll develop the software. We would make one implementation, but someone else could make another implementation, both compliant and compatible! And our implementation of VDL and VdlVM would be FLOSS, released under GPLv3 --- but Johnny Schlomo can make a super duper closed-source implementation!
So you may look at PostScript and say, damn man, I can't code in this language! Well my good man it's not meant to be coded in directly. That's what I mean by 'assembly of vidya'. It's a language other engines and runtimes target. This is called a 'terese' syntax. The aim of a terse syntax is to have non-binary ASCII text as a portable way to move your code around. In fact, VdlVM does not need Vdl to function. VdlVM reads from binary cishet files, not directly from Vdl files.
Thoughts/critiques/appendages? Would really like to know what you think of this idea. I would implement thi,s, but as I said, it's an standard. An standard needs a community. An standard needs a publicity. An standard needs design. This is not a one-man job. If you would like to develop this standard with me, let me know (chubakbidpaa [at] riseup [dot] net). We can make a mailing list (Discord is for babies!).
Thanks.
- Screenshot Saturday!
Share some progress, text or screenshots of some development on your game!
- Game feel demo made by the former Dead Cells leaddeepnight.net Game feel demo (v2)
Source code Download (Windows) Use original ENJMIN 2019 version This prototype is not exactly an actual game but a tool to learn game-feel techniques. It was designed to show the impact of small details on the overall quality and feeling of a game. You can enable or disable individual game features ...
Note theres a bug where if you disable ctrl queue mouse controls dont work
- Unity 6 Preview Released - The Final Before the Run-Time Fee!
YouTube Video
Click to view this content.
- Screenshot Saturday!
Share some progress, text or screenshots of some development on your game!
- [LogLog Games] Leaving Rust gamedev after 3 years
LogLog games explain why they'll stop using Rust for game development after 3 years, and caution why they think it's the wrong tool for the job.
- Dominion of Darkness - simulator of the Dark Lord/Lady - please for feedbackadeptus7.itch.io "Dominion of Darkness" - interactive fiction, story of the Dark Lord by Adeptus7
Text-based Simulator of the Dark Lord/Lady. Use your armies, cunning and magic to conquer Free Peoples.
(I am an author of this game. I am not a shill, game is 100% free, there is no premium content, full game is avalaible without paying - this is work of passion and feedback is my main motivation).
"Dominion of Darkness” is a strateg/RPG text game in which the player takes on the role of a Sauron-style Lord of Darkness with the goal of conquering the world. He will carry out his plans by making various decisions. He will build his army and send it into battles, weave intrigues and deceptions, create secret spy networks and sectarian cults, recruit agents and commanders, corrupt representatives of Free Peoples and sow discord among them, collect magical artifacts and perform sinister plots. Note – one game takes about 1 hour, but the premise is that the game can be approached several times, each time making different decisions, getting different results and discovering something new.
Game is avalaible for free, online: https://adeptus7.itch.io/dominion
I am constantly improving the game, adding new content and mechanics, so Your feedback would matter.
If you are hesitant to play the game, I invite you to watch/listen to the reviews:
Indie Sampler (video): https://www.youtube.com/watch?v=LM6f4UCEgWU
[BOKC] BlancoKix (video): https://www.youtube.com/watch?v=lgNpSKToOSg
And here is the source code: https://www.mediafire.com/file/vvnouok03mop8n7/Dominion_of_Darkness_1.7.html/file
- [Brackeys] The Future of Game Development
YouTube Video
Click to view this content.
TL;DR: Brackeys is back and will start making new videos for Godot!
- Screenshot Saturday!
Share some progress, text or screenshots of some development on your game!
- Is there any demand left for 'game systems developers'? As in, people knowledgeable on Win32 or POSIX API, PE/ELF, Compilers and Interpreters, etc, when it concerns games exclusively? (+UNIX engine?)
I don't think my knowledge is complete about Windows side of things (PE and Win32 API, MASM, VC++ etc) so I never dared apply for such jobs. But I have never seen one either. I think it theoretically should exist. The systems side of gaming, especially developing a portable framework, developing retargetable, optimizing compilers which prioritize game dev, these are all roles that should potentially exist. I was wondering, if they exist, is it worth building up exclusive skills that would attract recruiters? Mind you that I live in a country that is adversary to the US (very much so) and a US company is not going to hire me for remote development, rather, all I can wish for are smaller developers, indies and European (especially Eastern European) developers. Local developers are another issue, I am a college dropout and I get a feeling that local developers (who mostly make shitty phone games, similar to South Koreans and the Chinese) would not wish to hire a college dropout for such critical task.
That is, if any of these local, or European, or East Asian developers even need someone of this skillset. I once went to interview for a local game dev, and that was back in 2015-2016, I saw a bunch of young men and women (much older at me at the time, not so much now!) sat around this large table, with workstations in front of them. The owner gave me a tour of 'the office' (aka the room) and most of them were running Android Studio on Windows. There was another group running Unity. Another group had a 3D software open. I did not recognize the rest of the toolchain people were using.
All I know is, unless for a large gaming conglomerate that builds its own engine, there's no need for a systems developer in the gaming space.
Correct me if I am wrong here. I have been jumping from discipline to discipline ever since I dropped out due to bipolarity (I gave a girl a flower, she mocked me, I got embarrassed and dropped out, true story). I have managed to learn a 'good' amount of POSIX API. You can see my works here.
TL;DR: (apologies if it got long)
Do smaller devs need systems experts, and is it worth investing time in learning Win32 API and how PE works and learn MASM dialect of x86-64 Assembly (I know AT&T)? Would I be able to find a job in the discipline --- as someone who is extremely untalated in graphic and sound design etc?
Apologies if this question gets asked a lot (if it gets asked).
PS: I was reading 'Game Engine Architecture' by Jason Gregory, and I realized it is completely within my power to cook up an engine that targets Direct Media Layer using LibMesaGL (OpenGL for Direct Media Layer). Do you think it's worth doing it? Does the world need another engine, this time targeted at UNIX systems like Linux, MacOS and BSD?