Game Development

1956 readers
28 users here now

founded 6 years ago
MODERATORS
26
 
 

A comment on one of those "What's a good game concept you wish existed?" posts got me thinking. It described a game where you start out as OP and slowly lose your stats and gear as the game progresses. They suggested a Fallen champion type theme. This got me thinking about roguelikes, speed runners, and hardcore mode together. If a roguelike added a hardcore mode where you create a character and the character is deleted on death, that wouldn't last very long. However, if the hardcore mode was flipped and a new character had every stat and item maxed out then the player would almost certainly beat the game. Now the goal is to see how many times you can beat the game without dying. The catch would be each time you beat the game you are allowed to reduce your stats or delete your gear. This will mean a Run tracker would be impressive for 2 reasons: how fast it was and how little gear was used. The hardcore aspect would take into account the number of runs risked with the same character. If the amount of power reduction was capped for each run then it would take a few times to get low enough to be impressive and each consecutive run gets more and more risky. Anyway, this seems anxiety-inducing enough to be fun to play and watch. Then the "God Gamers" (ft. Sp4zie) would compete with each other to see how weak you can be to beat the game.

Xposted on the other site

27
28
1
Bevy 0.12 (bevyengine.org)
submitted 2 years ago by Shatur@lemmy.ml to c/gamedev@lemmy.ml
29
30
 
 

Anybody have tips for planning linear/dungeon maps? I'm currently trying to create a metroidvania map and so far, I've done a rough map of my start and my hazard areas. I'm mainly concerned with how to guide players through the map with minimal ui aid, but any help is great!

31
32
 
 

cross-posted from: https://hexbear.net/post/757879

Video is 7:25 minutes long. Check it out.

Does anyone plan to get Assassin's Creed Mirage as well? Anyone else a fan of Assassin's Creed like I am?

33
34
 
 

Unity frustrates devs with extra fees.

35
 
 

"SAG-AFTRA is standing up to tyranny on behalf of its members,” stated president Fran Drescher.

36
37
 
 

Just out of curiosity: is anyone here using Love2D and Lua for game development? I have some experience with Unity but sometime ago started learning Love2D. Lua seems to very simple language to code in and since Love2D doesn't have any graphical UI it sort of forces you to make everything work through code. As a beginner hobbyists, I really love this.

I'd love to hear your thoughts about Love2D and what it's capable of. Currently I am interested in doing asmall Snake-like puzzle game and a demo for classic Ultima type crpg. Not really full games, but I am sort of interested in seeing how well certain concepts and ideas work in practice. Lua seems to be very good for doing just that.

38
39
 
 

Can you guess what the theme of the level I'm working on it?

Wishlist us today and make a dev team happy!
https://store.steampowered.com/app/2069260?utm%5C_source=fediverse
@gamedev@lemmy.ml @gamedev@kbin.social #indiegame #games #gaming #WishlistWednesday

40
 
 

Hi Devs,

I engineered this platform to support building multiplayer games for competitive gamers. Game development uses JavaScript for both client and server, and focuses on Trivia and Board game genres, but all played in real-time.

The platform manages all the functionalities outside of your gameplay and user interface, which includes: networking, matchmaking, rankings, timing, replays, deployment, and many other features.

There is an SDK and Simulator that helps speed up development tremendously, but you as a developer will remain focused on authoring gameplay via the JSON game state and displaying the changes to that state on the browser.

Many hours were spent ensuring the website is supported on most devices, with tough resiliency to ensure users can get back into matches when traveling on degraded cell service. This will allow perhaps having a battle royale with 100s of people playing in a single match of a trivia game. It always bothered me how online trivia games only allowed up to like 8 or 16 players.

I'm about halfway on my roadmap, but the core foundation of the platform is settling in. Now, its time to expand into the more community focused features.

That is where you can help, by pushing the limits of my systems. Break things, enhance things, all is welcome.

The platform behind the website will be open-sourced in the near future, but you can access the ACOS simulator and existing games on GitHub.

Play or develop a game on: https://acos.games/

Read the documentation at: https://sdk.acos.games/

Learning to code? We can help you build your first game. Simply join us on Discord. https://discord.gg/ydHkCcNgHD

Happy Coding!

41
42
43
44
 
 

cross-posted from: https://lemmy.ml/post/1442017

An important part of working with Vulkan and other modern explicit rendering APIs is the synchronization of GPU/GPU and CPU/GPU workloads. In this article we will learn about what Vulkan needs us to synchronize and how to achieve it. We will talk about two high-level parts of the synchronization domain that we, as application and library developers, are responsible for:

  • GPU↔GPU synchronization to ensure that certain GPU operations do not occur out of order,
  • CPU↔GPU synchronization to ensure that we maintain a certain level of latency and resource usage in our applications.
45
1
Gbstudio (www.gbstudio.dev)
 
 

A handy tool for developing vn style games for the Gameboy and Gameboy colour.

Great for people starting a game dev journey.