• # Celebrating 20 Years of GameDev.net

This week, GameDev.net celebrates its 20th birthday. To the GameDev.net Community and the games industry, I wanted to say Thank You for the last 20 years of inspiration, education, and friendship.

1. Past hour

3. ## [Rev-Share] Artist and/or game designer wanted for VR spell creation game

Hey man! Saw your video. Pretty cool game-mechanics. I'm more of a 3D / 2D artist - would like to participate - your gig seems pretty interesting to me. here's some of my works - I can do modelling, texturing, some animation, UI and motion design, and stuff like that. Let me know if you're keen to chat. Cheers.
4. Today
5. ## I Am Overburdened

The player takes the role of an artifact hunter, who has a surprisingly large carrying capacity, embarking on a quest to search through dungeon after dungeon for mystical artifacts and answers, in a world where magic has long been forgotten… Run focused campaign, playable in short bursts. Fill a huge inventory having 20 slots. Find more than 100 crazy artifacts, all of them unique. Learn the ins and outs of an RPG system which feels approachable and fresh, but familiar and deep at the same time. Crawl in procedural dungeons generated from hand authored layouts. Collect details about monsters and artifacts in your journal. Unfold a funny story, packed with vicious evils, puns and jokes. Immortalize your best playthroughs in the “Hall of Fame”. What is this 20 slots, 100+ unique artifacts RPG nonsense? Simple, your “hero” does not get more powerful magically by beating some orcs to death and he is not a wizard either. In the world of I Am Overburdened the art of magic wielding was lost, but legendary artifacts and relics retained their power. If you equip these you become stronger, sometimes immeasurably, and you may even learn reactive skills and otherworldly abilities, but no sane person wears two pants…
6. ## spirit engine development

As someone who has worked with multiple and also on multiple engines (some even from scratch) I'd say that it is not the engine that takes the most time and money to develop, but the tools. Based on your original post - what matters for the engine is the workflow, not the resulting graphics (some engines, like my Skye Cuillin (shameless self promotion) allows user to specify custom render passes, use custom shaders, use both - geometry and voxels, and so on. It is the toolset that makes it advantageous for me (over other engines) and it is time consuming for me to develop. What would your engine bring new to the market of 'how you create a game in it'? (Just to note here - my engine doesn't bring new ways of creating game to market, I'm just making one that fits projects I'm working on - and adjust tools for that).
7. ## Error LNK1168

Most likely you didn't close the last run of your program and the compiler can't write the new version out. Check your taskbar. Maybe check task manager also.
8. ## Error LNK1168

Don't try to edit an EXE file. You should be editing source code, not object code.
9. ## Error LNK1168

how do I fix this problem?
10. ## Error LNK1168

(I deleted the path and changed the filename for simpler reading.) Looks like you're trying to edit an EXE file.
11. ## Gorgon Update #2

This is another small update that fixes a couple of bugs in the editor. These issues were not logged in the issues page on the github repo, but a description can be found in the change log on the releases page. To get the latest version, go to the Github Releases page and download version 3.0.72.168. View the full article
12. ## Getting into Concept-Writing, Strategy or Consulting

To the contrary, the programmers are the highest paid, because their work makes it all possible.
13. ## whatsapp security

OK, just adding a social media connection, then. There can be danger in doing even just that.
14. ## Error LNK1168

I get the following error using vs2017 Severity Code Description Project File Line Suppression State Error LNK1168 cannot open c:\users\owner\documents\visual studio 2017\Projects\Debug\Win32Project1.exe for writing Win32Project1 c:\Users\Owner\documents\visual studio 2017\Projects\Win32Project1\LINK 1
15. ## RIP Level 1.5: Battle Unit Zeoth

Battle Unit Zeoth came out in 1990 for the Game Boy. his was a favorite of mine growing up. It’s a short game, but it was nice to put in and play every once in a while. And I played it several times over and over again. Which is why I decided to select this game to be one that I cloned in my quest to become a better game developer. I made some 4 color graphics for this game: the main character, enemies, items, bullets, UI elements, and the level graphics. Like before I tried to spend very little time on the graphics because this part of the plan I’m only supposed to be working on the programming side of things. The graphics and other parts of game development are later on. Like before I played the game several times to get down all the gameplay mechanics that I would need to replicate. The player actions, the item interactions, the enemies, and everything else. This time though, I was a lot better at it and missed far less than on previous times. Like before I worked through each thing one at a time until I was done. How the camera acted was important to the game play, it needed to follow the player with some limits. While before, I had done a lot of child blueprints, in this one I did more and that made things go a bit quicker. Also, I tried things a little differently, not all of it was good. This was a fun challenge. This is the last one for the first level of the RIP method. The next level is to make games with an additional game mechanic. I have chosen Arkanoid with enemies instead of blocks.
16. ## I'm in need of a character creator (Black Desert/City of Heroes)

1. How would one go about gaining access and a license to use images from a character creator as simple as that of Black Desert or City of Heroes? Reallusion, Mixamo, MakeHuman. Are not really my cup of tea. I want something simple with limitless character creation potential. Not to be used in a video game, rather for taking still shots to be sold as part of board/card games, cover art, etc. 2. The next question is, is it possible to get this in the context of a 3d world? Ideally licensing through NCSoft or Pearl Abyss would be the way to go. That said, getting ahold of either company is near impossible.
17. ## Bits & Pieces Music

Hey again, everyone! So I've got 2 things to share: 1.) I finally have a very small side-project with my music! It's for a short RPG and I'm very excited to be getting the experience of making some music for a game! 2.) I have another new track ready for you, called The Path to Victory: Enjoy!
18. ## how to unload the script from memory to properly write the implementation of reloading scripts

Thank you very much for your reply, Sharingan. I decided to make a trigger, turned off all scripts. Thank You for your explanations, I will think how to do it. require("lualoader/mod") model = MODEL_HOTRINB function main() while lualoader == nil do wait() player = findplayer()-- получить игрока if keypress(VK_H)-- клавиша h. then loadmodel(model) while keypress(VK_H) do wait(1) end while not availablemodel(model) do wait(1) end x,y,z =getcoordes(player) y=y+10 car = createcar(model, x,y,z) releasemodel(model) setarmour(player, 300) printmessage("create car and give armour ", 1000) wait(1900) end end end Thank you very much Warframe for such a detailed full answer. Yes, You are absolutely right, each lua script has its own state and then, each has a main function. Yes, it can not stop the endless loop in lua scripts, complete the flow. This is a very good way that You suggest, you need to analyze it carefully to understand it better.
19. Yesterday
20. ## spirit engine development

kk, have a potential investor lined up... and its nextgen stuff for all u passionate ones
21. ## white dragon finger paint

That's more like a dry smashed serving of instant Ramen noodles without the flavor pack.

23. ## Did I really remake Minecraft?

Hi Prinz Eugn, thank you for the feedback regarding the screenshots. They are mostly placeholders currently because I still wait for the textures for the characters that some freelancer is creating for me. I obviously can't make screenshots where the characters are just plain white. Nevertheless, your feedback helps a lot. What do you mean, the game I describe here is not what you are reading about on the website? I agree in terms of images, but what is wrong with the texts? I really like the earth-like planet, it looks beautiful overall, maybe some textures can be replaced like the podzol in the forest, but apart from that it really looks great. Yes, it looks like earth and therefore kind of like Minecraft, but I will add more planet types and show those more prominently. I have added some new screenshots of villages and stuff on the store page recently.
24. ## GameDev - Critique/ Book of Alex

The first two screenshots look pretty generic but from the gifs onwards they are pretty cool, specially the movement, to make easy hit effects i suggest using typing flowing out from the enemies or from the protagonist's attacks, like magic particles but with letters
25. ## Sky Scattering - Hosek-Wilkie is the last known technology?

EA Put out a nifty, and fairly complete overview of their sky/atmospheric scattering/etc.: https://www.ea.com/frostbite/news/physically-based-sky-atmosphere-and-cloud-rendering And the PDF link: https://media.contentapi.ea.com/content/dam/eacom/frostbite/files/s2016-pbs-frostbite-sky-clouds-new.pdf Here's their froxel fog for near rendering too, as a bonus: https://www.ea.com/frostbite/news/physically-based-unified-volumetric-rendering-in-frostbite
26. ## Cycling strategy game

Bicycles and strategy? say no more! Just take a page from real life and introduce the mechanic of... DOPING!!! Dope your player so much that he can perform at peak power but not so much that he will die of cardiac arrest! the trill! the risk! But seriously, a tactic cycling game sounds very weird, i can think of this: the scenario is divided in squared areas, or rectangles since its a race, and every area has a percentage of risk and a percentage of speed, meaning that the most risking areas can provide speed boosts but you risk the bicycle getting damaged, the player has to choose a route with minimizes the risk but maximizes the speed, and if several cyclists happen to be in the same area at the same time their speed decreases but the risk is the same The other side of the strategy would be to buy stronger but slower parts for the bicycle or weaker but faster parts, this would allow to traverse areas with a certain level of risk with no risk at all obtaining a boost from the area even if the bicycle is slower, then the real strategy would come from selecting the area less likely to be occuppied by other players to avoid the speed penalty
27. ## My new Game Survival Taxi

i did not play the game but the screenshots look like there is not a clear route, mabe adding some floating icons above it? if the game is about carrying a passenger it would make sense to know the main route, the important part is that it can also allow to take detours without getting lost, which improves the gameplay as the player now has options, what about leaving helpful items outside the main route? to reward exploration
28. ## How to avoid open-world grind?

-Turn grinding into a source of consumables widely used by the player, like having one-use spell enhancers/barriers dropped by different enemies or healing items that have low healing but can be spammed, of course, those items should be on their own dedicated button to prevent turning their use into a chore - Make grinding have more than one reward, specially turn the grind into some short term objective AND the standard long term one Example, you need 100 tortoise pelts to trade for Unstorable Pouch, or you need to hit 1000 times with your stick to upgrade your Stick Mastery Technique, then, killing tons of enemies is a must but is also very boring, to avoid that you give your character a power bar that can store up to 5 special power strikes and every power strike has to be charged by killing 5 enemies, killing 100 enemies every time is a chore but 5-25 is not so much variations: Have a tree that feeds on the essence of defeated enemies, more essences give better fruits have merchants or the state pay for every monster eliminated the aforementioned consumables Based on this imagine you go on a quest to fetch the All-Seeing-Eye but the road is plagued by scorpions and tortoises, you kill the enemies and obtain fire barriers, water shoots and refill your power strikes to spam everything against the Fire Cockatoo guarding the eye, then you go back to the town and deliver the pelts required for the Unstorable Pouch, cash in your reward from killing monsters and feed essences to the tree to receive some healing fruits, this way a fetch quest is still a fetch quest but not as boring as it could be
29. ## spirit engine development

Modern Game Engines are 1kk+ lines of code. It's required up to million dollars and several years of full time development. Or really passionate developers. So many just for DX/GL demo with dummy Tools and Utilities.
30. ## Tone mapping options/ correct?

Thanks @Hodgman. For now I used the uncharted 2 variant and tweaked its values for the night scene. Will look into HDR at a later stage. This is now:
31. ## Suggestions needed for "Humanitarian game" mockup!

fetch quests are a given, x person forgot his medicine/money/phone/pet
32. ## Turn based statistics driven strategy game

The statistics by themselves would be VERY boring to see, its better to visualize them in some way like small icons popping up around the map for stuff lice crime or poverty and then having the excel sheet to consult the specifics Lets say your map is 100 squared areas and there is a crime icon popping up every time the crime rate increases, so, if the crime rate is 5% you would have 1 icon popping up every 50 seconds, if it increases to 10% that would be 2 icons every 45 seconds, 90% would be 18 icons every 10 seconds and so on The idea would be the sensation of urgency, like its alive and beating faster, same with the other statistics, you could have the roads giving a sensation of movement that speeds up when comerce is booming, buildings that get specific color when developed towards certain industries and the map could start as gray or white to give a clear impression of growth, the main idea is to make the map look alive in a technical way
33. ## Any other Angelenos?

I just moved to the city and was curious if there are any other L.A.-based game devs on this forum?
34. ## MMORPG Brilliant Game Idea.

Too late bro, the game was already made, here is the trailer https://www.youtube.com/watch?v=fXgZGZMaUks

36. ## Leaf

Set in the post-apocalypse, you play as one of the few remaining androids roaming the earth along with the remnants of human society. As a detective, you solve various cases around the last few human settlements still in existence, and follow an over-arching plot centred around the morality of sentient machines. The project is still in its infancy at the moment, and most of its design is not yet solid.
37. ## The Delicious Pseudocode of an English Muffin

Deliciously understandable.

39. ## spirit engine development

Hi, I am not a programmer but I have an inspiration for an advanced game engine and I am wondering if it is possible, more focused on a vibrant high then realism. If it could be done with technology and programming today it would be the nextgen of engines. Please email me at rhythmbad@hotmail.com for more information or if you might be interested in creating it.
40. ## Challenges of 100 Players

A modern data center is generally well connected. Cogent will charge you maybe $2k/month for 10 Gbps unmetered backbone bandwidth. If you have 100 servers full of 100 players each,$2k is not going to be your biggest worry 😄 If you host in Amazon, yes, you will pay through the nose. That's how they make their money! Action games, in general, don't do well on AWS, for two reasons. One is the bandwidth cost (streaming in general has this problem, no matter whether video, or gameplay) and one is the virtualization jitter. Depending on where your server instance is placed, you may get smooth-as-glass performance, or you may have noisy neighbors and suffer 100 millisecond interruptions with some frequency. Not being able to know whether to blame the host, or something else, is a terrible handicap when trying to debug gameplay lag reports.
41. ## GameDev.net will be 20 years old on June 15 😮

These have been really cool to read, so thank you all for posting! I hope more trickle in over time. When did you join? 5pm PST June 15, 1999 when we redirected Sweet.Oblivion and the other game programming sites to the GameDev.net server. @Myopic Rhino, @Nick Murphy, and I had been running SO for about 2 years or so. SO was a merger of our individual sites. If I think all the way back to the very early formation of the universe, I think it was originally @Myopic Rhino's idea to collaborate. What brought you here? A passion for games and the technology behind game development, particularly in graphics and gameplay/simulation. My roots go back to learning from the 1990s demo scene and mode 13h. Who needs more than 320x240? Why do I participate? To give back. To learn and be inspired by the many who participate. To keep this community thriving.
42. ## This is how we screwed up a game release & wasted 2 years of its unreleased life

Well, thanks for the advice
43. ## Early idle game concept looking for ideas

For the attack, the player sets some grid points as attack areas and the units will go there to attack, he thing is, you set a large amount of attack points, like 20 or so, and the points will have priority tiers, this is, they will attack in the 1 points and if those points are free of enemy units they will move onto the 2 points, then onto the 3 points and so on, and of course, they will go back if enemies are detected in the previously cleared point, this way the player can set a large amount of routes for the troops and just let them move as they are produced

45. ## Challenges of 100 Players

High data transfer cost is another challenge. Say you are transferring more than 150TB a month. AWS will charge you at \$0.08/GB data transferred. https://aws.amazon.com/blogs/aws/aws-data-transfer-prices-reduced/ 9MB a seconds is around 30GB an hour. That's about 2.5 dollars an hour. (30*0.08).
46. ## Celebrating 20 Years of GameDev.net

Congrats on a huge milestone! A wonderful site and resource to many over the years.
47. ## How to create neon typography in 3D

Neon signs are very important and very attractive for advertisements.I want to design a 3d neon sign having smooth edges and round shape.I use Adobe Photoshop for this purpose. Does any one have suggestions about different best tools to make this creativity except Adobe Photoshop?
48. ## Action revenge game with a neo-noir concrete jungle urban theme setting

If you have a strong idea and connection to your neo-noir setting, try to let that inform your choices with both gameplay mechanics and the narrative. If the noir part is the important part, I would go with the brain implant route and make him an adult from the beginning maybe an ex-soldier or former criminal. As classic noir generally is about criminals or soldiers or violent men somehow. Loss and revenge, all that stuff. Trying to change your nature. So the brain implant one and two consciences struggling is very noir. If you have a stronger neo scifi element the changing body option seems better. Or if you attached to a specific gameplay mechanic let that inform your decision. But always pick the one you like the much, that makes the writing process easier I find.

50. ## how to unload the script from memory to properly write the implementation of reloading scripts

As you always have the problem in a multithreaded environment, you need to have some kind of trigger state that will end your loops. For example while(!loopClose) { ... do } This state should be something global and properly synced e.g. through interlocked arithmetic. Then you need to end in your main functions body, that function should maintain a second state that indicates if reload was triggered. If so, loop again and start all the state mashines again, otherwise leave and shutdown the application
51. ## Is using babylon.js/webgl/websockets as a mmo game engine practical?

If you just look at initial cost structure and then make a conclusion without evaluating the many many other variables that determined that initial cost, then sure "ya got me" but it feels like a big oversight. World of Warcraft were one of the first to market ( MMO ), which are always the ones that pay the biggest price. I would be okay with the 2009 version of WoW. Many technologies and libraries are put out now that would otherwise would have to be paid and built for back in those days. My game won't be focused on having tons of highly detailed content for many different (classes * races). No custom game engine, rendering is already available, lots of plug and play. I can purchase bulks of same design models / textures on unity game store for a few hundred which would of costed hundreds of thousands back in the day I like your comment on the WebSockets and assuming its speed is negligible to UDP, that sounds great.
52. ## Celebrating 20 Years of GameDev.net

Major congratulations are in order for this life achievement! You are awesome and that goes also for the members of the community, old and new! Here's to 20 years more and beyond!

• ## ARKit 3 with AR Foundation in Unity

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