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gamedevdigest
April 19, 2024
Game Dev Digest Issue #230 - Keep It Simple

This article was originally published on GameDevDigest.com

Here is another week of tips, including some on keeping your scope achievable. Enjoy!

Nathan Tolbert pushes the limitations of new games on old consoles - Nathan Tolbert is a lead research software engineer at the National Center for Supercom…

277 views
HugoN
April 18, 2024
Steam communities detection and games tags analysis tool.

I have extended my steam similarity app to show tags popularity compared to their popularity among all studied games.

I also added communities detection between games. I used previous estimated similarities to create weighted graph of similarities and than I ran few communities detection algorithms …

357 views
LizardGamesStudio
April 18, 2024
A Story About Farting will be released on April 22!
A Story About Farting will be released on April 22! Click, fart and have a great time! 
 

Get ready for an extraordinary gaming experience that will make you laugh to tears and leave you smiling for hours! 🎮💨

Welcome to the world of A Story About Farting - a game that will transform your app…

374 views
Joey_JY
April 17, 2024
0417-Status update 1

Meeting details:

Divided different parts into different priorities.

Continue to design the level according to the current mechanism.

558 views
theaaronstory
April 16, 2024
Will the ice melt?│Crún devlog #3

First of all, would like to start by saying a big thank you to the dozen or so people who joined this project on the many platforms it was shown; you weren’t forgotten, so much so that this entry is mostly dedicated to those involved. Although, might be useful for other devs as well.

It was mostly k…

503 views
zmccurtain
April 16, 2024
Krilling Dev-Blog #11

Our steam page is finally up! If you are interested please go wishlist it here. Not much was done on my part this week so once again I will be talking about the side project of mine. For context feel free to read my previous posts about it. You can find my last one here.

So today I will be talking m…

586 views
dudelhov
April 15, 2024
Groundwork

This week was a little light for me as other classes’ final projects have begun, but I have set the groundwork for what I hope will become a fairly robust project in the next few weeks!

This week, I created a custom dice roller for a game of 1st edition pathfinder game I am playing. So far it isn’t …

5,424 views
Juliean
April 14, 2024
General structure and design of the Acclimate Engine [Part 3]

Welcome back. Last time, we looked at the runtime-extensibility of the Acclimate Engine (https://www.gamedev.net/blogs/entry/2277862-general-structure-and-design-of-the-acclimate-engine-part-2/.​ Now we are going to see, how this all applies to scene-managment.

The basics

In general, scene-managment …

840 views
Aressera
April 13, 2024
Rock Layers for Real-Time Erosion Simulation

In this blog post I will describe how my planet terrain erosion simulator handles rock layers and deformation of layers. Here is a picture of the current results:

You can clearly see the multiple layers and their deformation. Each type of layer has its own erosion intensity, which influences how the…

1,253 views
aigan
April 13, 2024
Health in games

The concept of health points comes from old tabletop games such as Dungeons and Dragons. It's a simple abstraction of the real world complexities. With computers keeping track of the game, it should be possible to do something much more interesting.

Health bar as user interface

For a typical action g…

7,632 views
enigma_dev
April 13, 2024
UPROPERTY basics in Unreal - How to write C++ variables for Unreal blueprint - Update 5

Update 5 How to write C++ variables for Unreal blueprint; UPROPERTY Basics

What's wrong with just putting EditAnywhere on everything? Here I explain the different mark up keywords for configuring UProperty variables for the editor.  

The reason you don't want to use EditAnywhere on everything, i…

1,097 views
gamedevdigest
April 12, 2024
Game Dev Digest Issue #229 - The Artistic Side

This article was originally published on GameDevDigest.com

A look at the artistic side of things. Enjoy!

Level up: exploring the artistic side of video game design - Existing in parallel to a world of hyperrealistic CGI is a growing segment of gaming using illustration and painterly art to make mesme…

1,125 views
Joey_JY
April 12, 2024
0412-First Demo Pre

We had 3 meetings to talk about the details of the concept and design the mechanism.

Then build the first demo of the game.

  • Functions: jump, movement, hook.
  • Animations: run and stand.
  • Music: Background music of the first level.
  • Level: Introduction level.

Next step:

  • Add background pictures
  • Add animations(ju…
1,016 views
quizimojo
April 10, 2024
Demo update!

As promised, the Quiz Quest demo is now fully updated with all of the shiny new features I mentioned in the previous post. Be warned, some reconnection issues may still occur. They are our top priority for the next batch of tech improvements. In the meantime, give the demo a play with your friends …

11,253 views
aigan
April 09, 2024
Systemic story game development 2021

Welcome to Adventure alpha zero 2021.

I have been thinking about this for 30 years. Especially the last two years. I have tried to find the complete and perfect way to write about this and it has held me back. I have to start writing for myself and accept that a lot of it will be incomplete and of l…

2,164 views
klg71
April 07, 2024
Teaser: Auditorium

I am currently reworking all dungeons for better visuals. I hope to develop most of them into multi-stage encounters.

To support this development, I need some changes in the game server.

The first raid I reworked is the Sludge Madness. I am adding a second stage to it. After the rework, I plan to hav…

14,449 views
JFoll0823
April 07, 2024
Finishing Up Supercharging

This week was not a big week for progress as we begin to wind down to finish up content on Conquering Ciros.  The last of the content I had to work on was finally finishing the Crystal Superchargement code.  Previously, the code for Supercharging had already been written but its implement…

2,524 views
zmccurtain
April 07, 2024
Krilling Dev-Log #10

With our Steam page getting ready to be released this is our last week of development. This week was mostly lots of bug fixes.

The one major thing I did was create the end cinematic. Our producer wanted the player to unlock an achievement when completing all of the scenarios, and then transform into…

2,367 views
aroldan
April 06, 2024
Dungeon Rogueler - Devlog #0

Hi everyone!

I've been thinking on start a project. It basically will consist of a video game with dungeon crawler genre mixed with rogue-like/rogue-lite. Why? Just because. It will be FPS and grid-based. I'm thinking on if it'll be turn-based or tick-based, I'm not sure about this yet.

I'm a few-wor…

2,516 views
gamedevdigest
April 05, 2024
Game Dev Digest Issue #228 - The Magic Behind The Engineering

This article was originally published on GameDevDigest.com

Some game dev tips before we head into the eclipse. Enjoy!

2D Water Shader Breakdown - I wanted to try out some 2D reflections and ended up with this water shader. Sampling the noise textures with pixelated UVs really helped to make it fit wi…

3,094 views
8Observer8
April 05, 2024
How to set up Box2D-WASM with importmap and Rollup for JavaScript

​Playground: https://plnkr.co/edit/BGNYcIJRiJXpd9N4?preview

GitHub: https://github.com/8Observer8/how-to-set-up-box2dwasm-with-importmap-rollup-js

glMatrix is just a bonus:

index.html

<!DOCTYPE html>

<html lang="en">

<head>
    <meta charset="utf-8">
    <meta name="viewpor…
34,463 views
MSRPP
April 04, 2024
SDL Benchmark tool updated

The tool for comparing 2D performance with hundreds of sprites has been updated to include the preview release of SDL 3.1.1 with the Vulkan renderer.

It compares SDL 1.2, SDL 2, SDL 3, HGE and SFML renderers.
The new addition of the Vulkan renderer helps old GPUs (Ryzen 5 2400G APU) to show a ver…

3,496 views
Aressera
April 04, 2024
Water Melts Snow

In my previous blog post I described a simple approach for handling snow accumulation in an erosion simulator. In this post I will present new improved results, as well as a mechanism for reducing snow accumulation in areas with significant amounts of fluid. Now it looks like this:

The most obvious …

3,227 views
SquallLiu
April 03, 2024
Unheard Engine: Adding refraction material & Efficient ray-traced reflection.

Quite a change since the last time! Added refraction material and efficient ray-traced reflection.

The RT reflection itself costs around 1.0ms @1440p with 4070Ti. Total rendering time is around 2.0ms now. Without a use of modern upscalers.

Both rendering take care of the blurry with low smoothne…

23,128 views
Calin
April 03, 2024
What happens when a resource patch runs out of resources

I started using state machines. You can see the result below

https://youtube.com/shorts/Vur448bRpXU?feature=share

41,451 views
kyanite6
April 03, 2024
Dungeon Generation

I created a procedurally generated dungeon map.

Some settings merging, letting the rooms generate to close to each other just making a bigger room

A setting to change the size or rooms. 

A Setting making wholes in the rooms giving them different shapes

15,657 views
Juliean
April 03, 2024
General structure and design of the Acclimate Engine [Part 2]

Welcome back. In last weeks entry, we looked at the base-layout of the Acclimate Engine's resource-system. This week, I'll be highlighting the runtime-part of the system - the diagram from last week still applys, so I won't be posting it again.

Runtime

Now to recap, the games resources are handled vi…

2,371 views
quizimojo
April 03, 2024
Tech update complete!

The latest batch of tech improvements was delivered by our developer last week. The gameplay and UI have been improved immeasurably and the weapons are now fully functional in the quiz rounds. Quiz Quest is really beginning to look and feel like the game I envisioned way back in 2020. Watch this sp…

2,058 views
Aressera
April 03, 2024
Realistic Snow Accumulation in Erosion Simulator

The last few days I added a simple approximation of snow accumulation to my full-scale planetary erosion simulator. It looks like this up close:

And far away:

The basic algorithm is similar to the “talus” or thermal weathering approach which I already use for ensuring that sediment does not exceed it…

1,954 views
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