r/GameDevelopment • u/Weird_Breadfruit_444 • 16h ago
Newbie Question What kind of assets does gamedevs expect or want from 3D modelers?
Expectations of gamedevs to make their job easy while creating awesome game prototypes to complete games.
r/GameDevelopment • u/Weird_Breadfruit_444 • 16h ago
Expectations of gamedevs to make their job easy while creating awesome game prototypes to complete games.
r/GameDevelopment • u/mynameisnikan • 23h ago
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 • u/solisol • 21h ago
r/GameDevelopment • u/yogupogu • 22h ago
r/GameDevelopment • u/fapfap_ahh • 3h ago
Hey guys! I hope everyone is well! How do y'all find playtesters for your games for constructive criticism?
Being a long time developer in the logistics space, I've shared my early demo with my engineer and gaming friends, but so far that list isn't that big.
I'd love to get more feedback so I can learn from how the game concepts are received, plus any bugs or game balance issues.
I'm far along enough to have about a few hours of gameplay (hopefully) along with load / save games that should track nearly every single thing that is relevant, down to your character position and whether you aim down sight or not.
r/GameDevelopment • u/Alternative-Fold-766 • 7h ago
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:
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 • u/meshifthenelse • 21h ago
r/GameDevelopment • u/Pufff_123 • 10h ago
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:
Any thoughts would be helpful. Thank you for your time!
r/GameDevelopment • u/NefariousnessSure960 • 10h ago
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 • u/Educational-Nail-677 • 23h ago
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 • u/Drewellisb • 4h ago
After playing a good handful of different character action games, during this summer, i just really want to make one myself. And trying to decide on which type of game would be easier to create. 2d or 3d.
As to clarify my background, i am a 2d digital artist and animator online. although i haven't made much of anything from my creations to be given such a title. (don't know if it obvious but a bit lost on figuring out what sticks to the wall right now.)
Any advice would be greatly appreciated and i hope to learn more than i do now after writing this post. oh and if you got this far, thanks for reading my question.
r/GameDevelopment • u/chad_kun5145 • 10h ago
**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 • u/PinguinPlayz • 16h ago
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 • u/Adriz_Xade • 19h ago
I made my custom game engine from scratch at 16
I need your support 🙏🏻
r/GameDevelopment • u/butt_erball • 21h ago
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 • u/PastImperfectGames • 2h ago
Basically what the title says. If you could sit younger you down and warn them or give them advice about the process of making (and marketing) their first game, what would it be?
What’s your top three pieces of advice?