26
27
27
29
submitted 2 years ago* (last edited 2 years ago) by Agoogaloo@sh.itjust.works to c/gamedev@lemmy.blahaj.zone

I made a arcade style shoot em' up receltyish, where you're a pirate that can grapple enemies at low health to blow them up and let you move faster. It's not too long, but I think what is there is pretty fun, and worth making into a full game, so I though I'd try and get some feedback and see what other people think of it. It's free on my Itch.io page if you want to try it out (also theres a giant crab boss at the end which is pretty cool)

28
68

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:

The games ranked by overall score

The game itself

A devlog looking back at my first jam experience

29
6
submitted 2 years ago* (last edited 2 years ago) by sleepybisexual@beehaw.org to c/gamedev@lemmy.blahaj.zone

Some background info. I have like no experience with programming. I know basic Linux and that's about it. I also want to start game development.

I'd like to learn some skills and the fundamentals so I can eventually move to a slightly bigger project.

From what I've heard I'm between gbstudio, tic 80 and Godot. Where do I start?

30
31

A few weeks ago, I started on a basic tutorial for developing games in Godot: “Ultimate Instruction to Godot 4” on YouTube by Clear Code. My goal was to not just finish the tutorial, but to build on it and create a small game with semi-professional standards. Here is said game, my first attempt not only at developing in Godot, but also my first attempt at creating a game.

If you know what you are doing, a playthrough is around 20-40 minutes, more on higher difficulties. On easy, it is possible to be reckless, while on higher difficulties, the game forces you to be quite considerate of your resources.

As this is my first game ever, I would greatly appreciate any and all feedback. I hope that, if you try it out, you will have as much fun with the game as I had making it!

31
29

If you dig action platformers or pixel art graphics, hope you check it out!

32
19
33
18

Many games support both keyboard/mouse and controller input. Many users (myself included) may wish to switch their input method mid-game, but what is the best way of handling this?

There are two potential solutions:

  1. Have the two input methods combine and reach a consensus (e.g. pressing W on the keyboard while moving the left thumb stick to the left will cause the player to move forward and left)
  2. Have only one input method work at any given time, but switch automatically depending on what the player most recently used.

Technically there is a third option, which is to have the user manually switch between the two input methods in a menu somewhere. I don't consider this a real option because the user experience would be terrible.

So, which solution do you think is better and why?

34
57
Implemented automatic door opening (files.mastodon.social)

In my initial implementation, doors opened when a character approached them (using a sensor collider). But it looked creepy 😅 Imagine simply walking past the doors and having them open unexpectedly.

In the current implementation, I analyze navigation paths to determine if characters pass through the door, and open it when they approach.

Additionally, I added small visual feedback for wall placement, fine-tuned navigation, adjusted controls, made a few QoL improvements, and fixed a bunch of bugs.

This is for my WIP open source life simulation game made with Bevy under the working title Project Harmonia.

35
13

Tried to adjust my mesh generation logic :)

36
12

I was wondering if there were some good resources for the concepts of a FPS inventory. My current idea to to just have a JSON file with every item having a "name" "type" "weight" and "count" propertys. I was thinking this would have the added benefit of using a single list that can be used for multiple menus(ie: healthpacks menu, ammo menu, etc)

Are they different approaches or resources for FPS inventorys?

37
35
38
17
Implemented door placement (files.mastodon.social)
submitted 2 years ago* (last edited 2 years ago) by Shatur@lemmy.ml to c/gamedev@lemmy.blahaj.zone

Boolean operations in 3D are quite heavy. But fortunately, each wall can be represented as two 2D planes.

To determine which 2D shape I need to cut from the mentioned planes, I add a special plane in Blender with "Cutout" name. This is what The Sims series do.

And for all doors located on a wall I triangulate combined vertices using earcutr. The library API doesn't fit well with Bevy, but it does the trick.

This is for my open source life simulation game made with Bevy under the working title Project Harmonia.

39
2

https://geartowarddev.xyz/posts/ New post on website talks about stuff and updates for the new game/Project ArizonaPunk

40
5

I wrote a Tutorial on how to create a SoulerCoaster in Unity.

41
11
Improved wall generation (files.mastodon.social)

I working on an open source life simulation game with the working title Project Harmonia using Bevy.

Now walls are separate meshes and take full advantage of ECS, including change detection to rebuild only changed parts.

The new approach also automatically fixed some bugs and enabled instant update of other walls that were affected by currently spawning wall.

42
13
Added UV for generated walls (files.mastodon.social)

I working on an open source life simulation game with the working title Project Harmonia using Bevy.

It was an interesting task and I learned a lot about how meshes are represented internally.

Initially I used 8 vertices for each wall. But then I discovered that if I needed a different color and normal for each side, then I needed a different vertex! So I reworked the mesh generation to make 20 vertices per mesh (for each side with no bottom).

43
18
submitted 2 years ago* (last edited 2 years ago) by GearToward@lemmy.world to c/gamedev@lemmy.blahaj.zone

I have finally finished made my website. Its not perfect but its decent at best to get my devlogs out there. So for the mean time i will be posting there instead of lemmy unless its for stuff like getting people to try out builds n such. But ill be posting links to my website when a new one comes. Website https://geartowarddev.xyz

44
16
submitted 2 years ago* (last edited 2 years ago) by GearToward@lemmy.world to c/gamedev@lemmy.blahaj.zone

After a bit, I got more motivation to work on my own game. It is a Cyberpunk Metroidvania. Story is still being made but it won't be very detailed. Very basic story. I am going for the mix of Dead Cells and Hollow Knight but the combat very close to Devil May Cry with weapon switching (Or styles). There isn't much to go through but just concept art and sketches. I'm making my own website so I can do a devlog on it. Very slow progress but I can't wait to continue working on this. More art here: MC: https://cdn.discordapp.com/attachments/868977206838321193/1196292661288636556/2024-01-14_21-01-1705288760.jpg?ex=65b7195c&is=65a4a45c&hm=9bc0c2a20b612aa37296e9fb5dbf69e72f0455403210653e4a8274bc9e00acb4& UI concept art: https://cdn.discordapp.com/attachments/1180669367244046357/1196556452265996331/2024-01-15_14-01-1705351670.jpg?ex=65b80f09&is=65a59a09&hm=4f177a463de342dd5c7fa0d7b46cd3b54abb4b687819b4e92c0f913ad0428b17&`___`^___^

45
35

The page was just made so not a lot of sign ups, but last year was a great success and I hope lots of people join this year!

https://itch.io/jam/games-for-blind-gamers-2

(I'm not an organizer, I just volunteer to help)

46
31

Hello all, I hope this doesn't count as spam or promotion. If that's the case please remove the post.

I finished a couple hours ago a little game for a jam, and I'd like to have some feedback on it.

It's a bullet hell game, where your ammo is also your health. Absorbing enemy bullet to multiply your own reserve is fundamental, as it will increase both shooting time, damage and survivability.

Some friends tried it and they liked it, but their opinion might be biased. Having strangers evaluate it might actually be better.

Here's the link if you have some free time, it's free! https://zenmar.itch.io/power-wings

Thanks!

47
43

Plus switching from the subscription model to a one-time fee for commercial PC-only license. Nice.

I enjoyed this part of the announcement:

We have seen other platforms making awkward moves with their pricing and terms, so we thought, what if we did the opposite

I wonder who they could possibly be referencing 🤔

48
10
katachi (katachi-two.vercel.app)

I've been working on this game as my hobby project the past week

49
19

I decided to stop abandoning projects and discipline myself on actually making one. I'll show more info soon

50
31
Bevy game engine 0.12! (www.youtube.com)

For people who want to read instead of making coffee while listening (or more details), the actual release notes: https://bevyengine.org/news/bevy-0-12/

view more: ‹ prev next ›

GameDev

4702 readers
1 users here now

A community about game development.

Rules:

More rules might follow if they become necessary; general rule is don't be a pain in the butt. Have fun! ♥

GameDev Telegram chat.

founded 3 years ago
MODERATORS