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## Popular Content

Showing content with the highest reputation since 11/14/18 in all areas

1. 30 points

2. 20 points

3. 12 points

17. 7 points

## GameDev - Dungeon Crawler Challenge - Part 4 (RIP)

I've decided that I simply do not have enough time to meet the requirements for this challenge. I've created all the assets, demo level, lighting and particle effects, movement, camera, ect... but I still don't have combat put in let alone an inventory, item, and stats system. With the deadline being February 16 2019 12AM UTC, that leaves me until Friday February 15 2019 5PM my time to finish which isn't going to happen. Most of today is booked up being Valentine's Day, and Friday I have other commitments. Either way, I didn't devote enough time to this challenge so better luck next time I guess. I'm looking forward to playing the entries that get submitted.
18. 7 points

## Dungeon Crawler - Stats and Injuries

Took me a lot longer than I wanted, but I converted the stats system from my JS prototype into UE4 blueprints. Why BP and not C++? I'm not really sure why, but that's how I did it. Looks very noisy. I'm not that great at making BPs easily readable and looking good yet, but I think I'm getting there. I think. I also added in the injuries, right now they just apply on some hotkeys without any modifications. It's better to see it in action though so I recorded a video. The music is just something I had laying around from another game I worked on. I'll need to make a track or two that matches this game's feel some time. My current plan is to finish the system by adding in treatments. Once that is up and going, I think I'll work on getting the rat mob in there. Then I'll start getting the system to affect the character. Not sure what I'll tackle after that. The major elements I have left to do is, all the mobs, the items/inventory/equipment, sound effects, music, and the dungeon generation. I suppose all the UI elements too, but I don't think I'll have time to do anything fancy, so I'm going to just put in some place holders. I suppose it's all really place holders right now, but maybe you know what I mean. I made a few item graphics too. The chest is actually two frames, one closed and then other open. If you can't tell what they are, I'll have to work on them, but they are a club, sword, dagger, cloth armor, leather armor, chain mail, plate mail, a potion, a scroll, a bandage (not toilette paper), thread, and treasure. So I'm a little behind where I thought I would be, but I still think I can get it done in time,
19. 7 points

## Happy New Year from GameDev.net!

Thank you and Happy New Year! I'd like to toast the GameDev community as we celebrate the end of 2018! As we enter 2019 and begin to celebrate GameDev.net's 20th anniversary I wanted to take the opportunity to say thank you. Thank you for being part of this community, for contributing to its growth and success, and for supporting GameDev.net as your platform of choice to learn, share, and connect with game developers and technology enthusiasts. You make this community what it is and your participation in it is invaluable for strengthening the community into what it is today. As part of our 20th year celebration and to share the stories of those who have shaped our community - the members - we're asking everyone to submit their GameDev Stories, big and small, by answering some questions about themselves and their participation and the impact and value GameDev.net has had on their lives. You can click here to submit your story. I think I can speak on behalf of the entire GameDev.net team when I say that we are humbled and have enjoyed being a part of our GameDev community and all of the great discussions, articles, blogs, and projects that have come out of it. In 20 years I have watched the games industry evolve from a world where a "game engine" was a new concept and into the powerhouse of creativity and technological change that it is today, and with that I am excited about the future growth and evolution of GameDev.net as the best game development community and platform. Again, thank you. And on behalf of all of us at GameDev.net, have a safe and Happy New Year! Kevin @khawk Hawkins GameDev.net Co-founder
20. 7 points

## How Linux Community Steals Proprietary Assets

There is no requirement for anyone to replicate the worst behavior on the internet. In general anonymous communication tends to get more heated because of it's nature. I think most people (including myself) have been guilty of bad behavior at times. However it's not something to strive for. I'm an American but I actually live in Russia and the vast majority of people here treat me well. There are low lifes in every country. If you want to associate with them and act like them, that's your choice. However I know that most people in Russia interact on a daily basis with a reasonably high level of civility. In general, you can choose to ignore the few that don't. And BTW I hope this burning hamsters stuff was simply a bad joke. Because to me that's way cruel.
21. 7 points

## GameDev Challenge Submission ( Frogger Clone )

My entry submission pages : PROJECT PAGE : BLOG POST PAGE :
22. 7 points

## Frogger GameDev Challenge - Part 10 - Post Mortem

Thankfully I was able to complete the challenge, and as rough as the game might be and look, I'm glad I finished it. Foremost I want to thank GameDev.net for even having these challenges! Even though I'm a bit of a last minute contender, I really do enjoy pushing myself to finish these projects. I want to give a special thanks to @lawnjelly for being the very reason I even bothered to try out Unity for the first time, and most of all for providing free assets to use which saved me! I wouldn't have been able to complete the entry on time otherwise. Thank you to all those that followed my progress too! I also enjoyed following all your entries as well. Post-Mortem What went right: 1. I would have to say using Unity turned out to be a great choice for this project. I normally will use my own engine, or just code from scratch using a library for challenges. I used this challenge as an opportunity to learn the Unity Engine, and it was very successful. I found it extremely easy to jump in and code my own scripts for the various parts of the game. I had to get used to the editor and how things are handled, but it all worked out in the end. 2. My game plan was very successful. With the limited time I had by planning out everything ahead of time allowed me to push through this project a fast space. 3. Templating everything worked amazing... I was able to stream-line every aspect of this game and because of how I setup the rows I could do min-max for distances, speed, variations in spawns, ect... but I didn't implement these features in the final release even though the capability is already there. 4. @lawnjelly's asset pack helped me complete this project. I normally set out to do everything myself graphic wise, but I ran into pitfalls both in terms of motivation and work related things. I only was able to create three assets, but by using his asset pack I was able to finish up the rest of the areas, and ultimately completed the challenge. 5. Building the full project took less than 15 seconds to complete. I was surprised how fast my builds happened. What went wrong: 1. Motivation would've been the biggest issue I had... No idea... Maybe I just wasn't feeling the project but anytime I had free time the last thing I wanted to do was work on the project. Thankfully since I committed to finishing this project I forced myself to pull through in the end anyhow. 2. Work... October and November turned out to be the most profitable month my company had in 2018, and I was busy working on several cases. This didn't leave me with as much free time, but with my motivation issue this wasn't a good combo! 3. Visual Studio debugger kept crashing my Unity... Not sure why but it was getting extremely annoying when attaching. 4. Unity wouldn't sync properly with Visual Studio on several occasions causing me to reload everything when trying to work in code with my scripts. 5. I wasn't able to create all the graphics and at the quality I wanted.. 6. Environment textures turned out very mediocre due to me rushing and using a sloppy method to generate these as PBR materials from pictures. The water could've been done a lot better and with motion, but again not time... Would've made way better textures from scratch. Project:
23. 7 points

## Cinematic Insanity

In the middle of last week I found out about Cinemachine. Something like yesterday, I also discovered Timeline. All in all, I'm pretty happy with what I've been able to achieve (even if the project is a criss-crossing maze of conflicting scripts and animations): Well, not so much "coflicting scripts", but I had to call it a day because both Unity and Visual Studio keep breaking. I can't help suspecting the newfangled Unity addons. Otherwise, even though I feel like I'm not going to finish in time, it suddenly seems that I at least have all the gameplay in place, as far as coding... Oh, except for the most basic part, of course, that is the movement. I've looked at it in the orthographic view, and there's really no rhyme or reason to how far the next jump is going to be. It seems I have to completely re-do it, except I have no idea how. 😞
24. 7 points

## Frogger - Post Mortem

Finally made a first release of my frogger game for the gamedev challenge yesterday: What went right Using Godot Engine. Godot and GDScript was very quick to learn and get started with, and is very good for these types of small scale games. Overall I preferred it to Unity which I used last challenge. Using skin modifier for modelling in blender. This enabled me to make game creature models fast, around a day for modelling, rigging, animating and texturing a model. Using 3d paint for texturing creatures. Having spent many months developing 3d paint, it is really starting to pay off in quick texturing of assets. Blender can do this texturing too, but the workflow is much faster in 3d paint. What went wrong 3d sound broken in Godot. I had to do some bodging to get any kind of positional sound working, and it is flakey at best. I hope they will fix this soon. Android support not yet working. My android hardware / emulator only seem to support OpenGL ES 2, and Godot only supports ES 3, up until the 3.1 release. I tried the 3.1 alpha but no joy as yet. Creating art assets took most of my time, approx 2/3 of the development time (I am not an artist!). Moving house - I only realistically had the first 3 weeks to work a lot on the game, so tried to finish as much as possible early up. I do not even have access to computer / internet at new house yet. Dealing with different aspect ratios. I don't really deal with this as yet, I may have to address this. Normal mapping the assets. I tried this on the cars but it is very finicky to get working right and I don't have much experience. Took a lot of time and the difference was negligable so I dropped it. Procedural terrain texturing. Implemented but was too slow in GDScript, so I precreated 5 terrain textures and just used them in the levels. Same algorithm was fast enough in Unity in C# so I think GDScript is several times slower currently. (However I do prefer the GDScript language to C#) No wheels on cars. This is just funny, I always intended to put them in but never got round to it!! Dropping lots of features due to lack of time. This is typical of gamedev in general, but luckily I had enough features to make it playable. There is already support for other pickups like score and poison etc, I just didn't have time to make the models.
25. 7 points

## What is "game design"? The purpose of this forum (READ BEFORE YOU POST)

This forum is for discussion about game design. A lot of people post questions here that do not belong here, probably because they think "game design" is a catch-all term for anything related to game development. IT IS NOT. The catch-all term for anything related to developing games is "game development." The catch-all term for someone involved in developing games is "game developer," not "game designer." Game design is a subset of game development (NOT VICE VERSA). Game design is "the act of defining a game in detail." Game Design is not "programming," and it isn't "graphic design." It's mostly ideation and communication. Please do not post technology questions or career questions or business questions on this board.

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