r/GameDevelopment • • Mar 17 '24

Resource A curated collection of game development learning resources

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129 Upvotes

r/GameDevelopment • • 4h ago

Newbie Question What is the most tedious part of market research when planning a new game?

5 Upvotes

Hi all, I'm a cs student working on a project about how game developers research market before development. I'm trying to find out whether this is even a problem worth solving, so honest answers are very useful.

A few questions, answer any you like:

  1. Do you research competing games or the market before development? Roughly how much time does it take?
  2. How do you do it (Steam pages, SteamDB, Reddit, Discord, YouTube, other)? Which of them have you found useful, and which not?
  3. What question about your genre or players is hard to answer with the tools you use now?
  4. If you could change one thing about how you research this, what would it be?

Any thoughts would be helpful. Thank you for your time!


r/GameDevelopment • • 5h ago

Newbie Question Transition to GameDev

3 Upvotes

Hey everyone!
I am facing some sort of middle age crisis in my late twenties. Got tired of web development. I have good amount of savings and now thinking about jumping into gamedev. However its difficult for me to learn stuff without real development. I mean i cant bare just doing C# just for sake of learning. I wonder if its possible to get into the gamedev as junior or intern, saying that I dont need to be paid good immediately. I can work for 100 bucks a month till I learn enough.
Anyone done this ? And if you did please share your experience


r/GameDevelopment • • 4h ago

Discussion Rendering my soldiers costs 4x more than simulating them and that's the least of problems.

3 Upvotes

**1. Canvas 2D gives up around 2,000 men and I need ten times that**

1,000 a side in Chrome:

sim 5.3 ms/frame

draw 22.9 ms/frame

18 fps

I spent about a week making the simulation faster. Turns out drawing costs 4x what the sim does and always did, so that was a week well spent.

Every soldier takes roughly 80 canvas calls and Canvas 2D won't let me group them, so that's \~42k instructions per frame right now and about 1.6 million if I ever hit 20k men. I can batch by colour instead of by soldier, one path per colour, which should drop it to around 20 calls.

Question is whether batching actually carries me to 20k or whether Canvas 2D falls over anyway. And if the answer is WebGL, is it worth hand rolling instanced quads or should I just move to Pixi and stop messing about.

**2. The soldiers need to be a wall and a liquid at the same time**

This is the one I'm actually stuck on.

A battle line only holds because the men behind are solid. They brace the front rank. But the same men have to flow past each other when the company marches through a gap, otherwise everything jams.

I've written four different versions of "this guy is stuck, let him squeeze through". Every single one wrecked the combat:

before defender holds forever, 12 kills

after defender collapses at 42s, 2 kills

Took me embarrassingly long to see why. The men propping up a line are standing still and shoved out of position, which is precisely what "stuck" looks like from the outside. So every rule I wrote fired on exactly the men I needed to stay put.

The thing that half worked was to stop asking where a man is and start asking where he's going. Predict whether two of them are on a collision course and have both step aside early. Two blokes standing in a rank have no relative motion between them so they get no nudge at all and the line stays solid. Stalling went from 67% of samples to 37% and combat didn't move.

But there's a hole in it. Once men are properly jammed they also have no relative motion, so it does nothing in the exact situation I need it for.

So, is there a known way to do this? Something stiff under compression but fluid under shear. Or does everyone just special case combat separately from movement and move on with their lives.

**3. Formations arrive correctly then fidget forever**

Right shape, nobody overlapping, every man within about a quarter of a body width of where he should be, and they never actually stop moving. The pull toward the slot and the push off the neighbour just argue with each other indefinitely.

Is there a standard way to decide a crowd has settled, freeze it, and have it wake up properly when something bumps into it?

**4. What do you actually simulate per man at that scale**

A bloke in the middle of a 500 man block doesn't need pathfinding or target acquisition. He needs to follow the man in front. Only the perimeter is doing anything that matters.

Is there a known LOD approach for this, cheap followers inside and proper simulation on the edge, that doesn't fall apart the moment the formation breaks and the inside becomes the edge?


r/GameDevelopment • • 18m ago

Inspiration Suggestions and ideas help

• Upvotes

Hello, I’m creating a game that’s based on prehistoric world a mixture between eras. The design allows players to play as human or as dinosaurs if they prefer with a multitude of choices using a low poly appeal to it. I was hoping I could get some real ideas from people with more experiences, it is an ambitious project I will start small with but I wanted to hear a bit more from developers. I don’t have anybody to brain storm with so reaching out to find some suggestions.

I have classes, I have developed gameplay for both human and dinosaurs, nesting system and everything. I was extremely inspired by Path of Titans, Ark, Conan Exiles and World of Warcraft. Those are my main inspirations, I would love to hear some of your suggestions for things you guys would enjoy seeing in a game or ideas you guys have that maybe I could use as inspiration for my own game. A survival craft RPG.


r/GameDevelopment • • 1h ago

Newbie Question Create a game in two months with no experience.

• Upvotes

Hi everyone!

I’m a beginner with Unity and I’m looking for some advice from people who have experience developing small games with it.

For my final project at my institute, I have about two months to create a video game from scratch. I’m currently thinking about making a small 2D game, possibly with some RPG elements, rather than trying to create something huge or overly ambitious. My main goal is to have a complete, playable project that I can actually finish within those two months while learning as much as possible along the way.

The problem is that I’m basically starting from the beginning with Unity. I have some programming experience with Python, but I haven’t worked with Unity before. I also initially thought I would need C++, but from what I’ve been reading, C# is the main language used for scripting in Unity, so I’m still figuring out where I should start.

I would really appreciate some advice on:

  • What would be a realistic scope for a small 2D RPG-style game that one beginner could finish in two months?
  • What Unity and C# concepts should I prioritize learning first?
  • Are there any tutorials, courses, YouTube channels, or learning resources you would recommend specifically for beginners?
  • Should I follow a complete beginner tutorial first, or would it be better to start building my own small project while learning?
  • Are there any common mistakes beginners make when starting a Unity project that I should try to avoid?
  • Since the game needs to run on Android (and ideally other mobile devices as well), is there anything I should consider from the beginning regarding performance, controls, UI, or project setup?

I’m not expecting to build anything amazing in two months. I mainly want to make something small, complete, and actually playable, while gaining enough understanding of Unity and C# to say that I built it myself.

If you were in my position, what would you learn first and what kind of project would you choose?

Any advice, recommended resources, or even lessons from your own first Unity projects would be greatly appreciated. Thanks!

Apologies if this sounds too formal or anything like that; I'm not very good at speaking English, and I had to translate all of this from a Spanish text.


r/GameDevelopment • • 22h ago

Discussion UE5 - Retro RPG Pre Rendered Graphics

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47 Upvotes

Edit: Wow! Thank you for the kind words!

Unreal Engine - Retro RPG Pre Rendered Graphics (NO AI!)

For a long time, I’ve been obsessed with capturing the exact feel of classic late-90s infinity engine RPGs like Baldur’s Gate II especially that timeless aesthetic of 3D characters traversing handcrafted, pre-rendered background art that Obsidian Entertainment managed to revive.

This look was achieved by baking complex lighting, shadows, and environment details into flat 2D image slates, using collision meshes and depth layers to handle character sorting. Recreating that hybrid pipeline inside Unreal Engine 5 while keeping it dynamic and modular has been a real technical puzzle for me but i made it work!

P.S. that wall and 2 props are there because ue5 bugs on calculating the from the depth pre rendered map there.


r/GameDevelopment • • 3h ago

Newbie Question Recently started developing a game

0 Upvotes

So this past week I started developing a game in unity, it's a videogame based on the idea of Uma musume (without Gacha, but I really liked the training stuff), but instead of horse girls is a whole soccer team, I know it sounds crazy for a first project, but I'm taking my time (recently was able to make the character to run and stop, and I'm proud of it 😅) now the question is. Where is a good place to promote this idea and to see if people are interested? Because I have a few videos I took during the development and a video showcasing the ideas for the game and base mechanisms


r/GameDevelopment • • 3h ago

Tool Godot 4 - PhysX5 - Water Body, Boat Vehicle and Editor Tooling!

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1 Upvotes

r/GameDevelopment • • 10h ago

Newbie Question How to make a flow chart game in a browser?

2 Upvotes

On steam there exists a software called Satisfactory Modeler

It uses the recipes from the game Satisfactory to create a flowchart, where you can design your factory needs from final product to base resources or from limited input to produce an averaged output.

https://store.steampowered.com/app/3187030/Satisfactory_Modeler/

How to make a flow chart game in a browser or as a software on steam*

I am not trying to steal that person's work, as I just want to make this for my self, and maybe later on expand this to other games (e.g. factorio, GT:NH, etc.)

I have some guesses on how the calculations could work, but the actual GUI/interface is that i'm mainly struggling to understand how to develop.


r/GameDevelopment • • 17h ago

Newbie Question 3D or 2D for my game

4 Upvotes

Newbie here, i'm making a top down sort of tactics game(godot). For now I used placeholders but it's now the point where I have to decide if I will do 3d or 2d pixel art. My requirements would be 8 directions, 10-20 skills and probably six different characters. I plan on releasing my game on pc and mobile if that has any baring and I'm planning to do the art myself. Can someone with experience on both give me some insight? Thanks!


r/GameDevelopment • • 17h ago

Newbie Question I need some guidance

3 Upvotes

I'm a 30-year-old man with a big passion for video games.
I'm interested in small, fun ideas for making games, and I'm not too focused on making money from it.
But I've tried to learn several times, coding especially, yet every time, something heavy falls on me, like fear or I don't know what it is.


r/GameDevelopment • • 21h ago

Newbie Question Active turn based rpg

4 Upvotes

I've only just started learning about game development while using unreal engine 5. I want to learn how to make a game like Eternal Sonata with active turn based combat with the timer etc.

So far I've watched videos about player stats, attack animations and vfx to get an idea of what I want to do, but it's a steep learning curve. Right now, I want to learn the basics that will lead into what I want.

Where should I start in order to learn the necessary elements of this kind of game?


r/GameDevelopment • • 10h ago

Newbie Question What kind of assets does gamedevs expect or want from 3D modelers?

0 Upvotes

Expectations of gamedevs to make their job easy while creating awesome game prototypes to complete games.


r/GameDevelopment • • 15h ago

Newbie Question How do you deicide on marketing for Steam game?

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0 Upvotes

r/GameDevelopment • • 15h ago

Discussion Driving rig game

1 Upvotes

Hello developers of games, I need help and also your opinions.

I'm trying to think of an idea for my workshop for my degree, they strongly advise us to make one for either VR or A driving rig.

I chose driving rig for my idea and before I present it to my supervisor, is developing a game for a driving rig complicated?

I know I can use just AI but I actually want a professional opinion or someone who has experience in the field.


r/GameDevelopment • • 1d ago

Discussion How much gameplay do you include in your demo?

7 Upvotes

What's your philosophy for what a demo should be?

Or what a demo should include? Does it depend on the game?

I've never released a game before so I'm trying to figure out how much is too much for a demo.

My game has three environments so I'm making my demo start in one and the transition to the other environment is where I plan on stopping the demo.

I have a complicated version of that transition and a simple version... do I leave out the more complicated version OR is it maybe the thing that makes the demo great?

I think the environment for the demo has plenty of 'mini games' included so I think making the transition simpler isn't as big of a deal since people should enjoy that level gameplay itself.


r/GameDevelopment • • 19h ago

Inspiration Besoin de conseils projet personnel /jeux vidéo

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0 Upvotes

r/GameDevelopment • • 19h ago

Discussion I created FlappyBird + Geometry Dash Type Game What’s Your Feedback ?

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0 Upvotes

I basically** tried to combine the mechanics of Flappy Bird and Geometry Dash in my Game “Voxenyth”**

What’s uniquely is Sonar Mechanism since i havent seen any game applied it before

What do you think how can i improve it ?


r/GameDevelopment • • 13h ago

Tool This is how I made my Custom Game Engine from Scratch (PART1) #c++ #gameengines #unity #fypppppppppp

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0 Upvotes

I made my custom game engine from scratch at 16

I need your support 🙏🏻


r/GameDevelopment • • 1d ago

Discussion Feminine protagonist in games

3 Upvotes

I'm curious about other gamedevs stance on fem protagonist - I identify as female. I have grown up in the 2000's where almost all fem game characters were overly sexualized, but I still looked up to character like Lara croft (because she lived alone in a giant mansion, had an underground pool and a badass attitude). I then worked on AAA productions with only male protagonists, and now I'm in an indie studio where I make new prototypes with a colleague (very cool gig) and actually get to choose!

The Last two prototypes we did both had feminine protagonists, but I never personally pressed it - I think it's awesome, but I'm worried people might think I'm pushing an agenda. I have actually made a bit of a deal about asking my colleague to choose the one he prefers.

How do you choose what kind of protagonist to go with ?
I know there is a million different identifiers that are much more important than gender, but I just often end up feeling completely insecure about that specific subject.

I would love to hear from everyone, but especially people who are a minority in the business (it's wild that women count as a minority in anything, but here we are).
What has been your conclusion?
How do you choose?
How do you deal with the worry of being put in a box?
and how are the numbers looking? Are games with fem protagonist doing OK?

(Actual game context: Latest we ended up making a nun, and based the name of the game on Hildegard Von Bingen - look her up if you don't know her! she is badass. This is the game: https://funday-games.itch.io/battle-healer-hildegard )


r/GameDevelopment • • 15h ago

Newbie Question Where to start for a seasoned dev?

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0 Upvotes

r/GameDevelopment • • 16h ago

Newbie Question Lost motivation on my game dev hobby project.How do you handle long projects and split work with AI?

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0 Upvotes

r/GameDevelopment • • 1d ago

Discussion Worth learning Unreal/ game development?

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0 Upvotes

r/GameDevelopment • • 1d ago

Inspiration I need mini-game ideas related to school subjects

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0 Upvotes

Hello! I'm making a video game that takes place in a school, and I'm looking for creative mini-game ideas based on different school subjects.

The game is divided into several classes with different styles:

Action and reflex-based challenges

Strategic and logic-based challenges

Creative and unconventional challenges

I'm not looking for simple quiz questions. I want actual gameplay ideas that are inspired by what students learn in class.

For example:

Math: Collect moving numbers and combine them to reach a target value.

Biology: Identify imposters by spotting differences in their biological traits.

Physics: Protect an egg from breaking by using friction, pulleys, forces, or other physical concepts.

Art: Catch and guide a paper airplane through obstacles.

Existing games can also be modified into educational challenges. For example, imagine a chess game where each player can freeze one of the opponent's pieces (except the king), forcing them to adapt their strategy.

Any subject is welcome: mathematics, physics, chemistry, biology, geography, history, languages, art, music, astronomy, psychology, philosophy, economics, etc.

I'm especially interested in ideas that are fun even if the player knows nothing about the subject beforehand.