🎉 Celebrating 25 Years of GameDev.net! 🎉
Not many can claim 25 years on the Internet! Join us in celebrating this milestone. Learn more about our history, and thank you for being a part of our community!
Developer Blogs
Welcome to "Goo Go"! Steam link
Control Goo using a triple jump and movement keys to overcome obstacles and climb higher and higher. This is a very challenging game that will test your skills, patience, and of course, your nerves.
Game Features:– Challenging but not impossible gameplay. Pers…
This article was originally published on GameDevDigest.com
Lots of great material to dive into this week. Enjoy!
Unity Tutorial: Particle Plexus (Part 2) - In the last part of this tutorial series, we setup the basis of our Plexus system. Lines were correctly rendered between particles, and we sampl…
So I made the decision to change the way i'm doing the game. I opted for a much more simplistic mini map representation of the game world and node based movement instead of tiles and open movement. Sadly to admit it's because I am a really terrible artist and I tried drawing some sprites and they l…
The idea, game design, monsters, and most models originate from Madraox.
The level is divided into four zones.
The earth zone contains rocks and a plateau. The fire zone is filled with volcanic activity. The dune-themed zone with some oasis in between. The th…I put all the code into one file. I also add some map themes. They aren't that great but they are just to get started with testing out the new map generation.
Feel free to make a few new maps or even make your own map theme. Let me know if you have any errors or suggestions.
https://github.com/L3g3nd…
This article was originally published on GameDevDigest.com
Some UX advice, cinematic breakdowns, code patterns, plus a lot more. Enjoy!
What makes a game cinematic? The answer is changing - The nun adventure game Indika is more interested in Tarkovsky than Bruckheimer
polygon.com
This is specifically the editor only for the game maps. I will be posting the game app later. I had to make a sort of proprietary editor specific for my game because of the unique way the game is played by a kind of node-based octo-directional movement. Please provide any feedback or problems you e…
I could not decide whether to release the content directly to the live servers. Then, I discovered a nasty bug on the live systems and decided to take two steps forward.
So, I released the raid to live.
You might remember the old Pit of Elements and Firebound Forge level.
They got a complete ov…
I started learning programming 5 years ago because it became clear to me by the advice of others that if I can't afford to pay someone to make the game, I have to make it myself. So, I started small with some arcade like games in some game engines and i've been practicing pretty regularly and learn…
This article was originally published on GameDevDigest.com
Get it while it's hot! Another jam packed issue of game dev content. Enjoy!
Voxel Displacement Renderer — Modernizing the Retro 3D Aesthetic - I’ve been developing a custom real-time renderer which uses very small voxels to produce a distinc…
It still takes a lot of time. Prototype or not. And compared to the last updates, this one is way more moderate.
Last time we've left of with the addition of immediate things to do, which begged the question of what to do next. Exploration was a big part of the concept, springing from its replay-abi…
Feeling lousy from long hours at work is rough. The health apps? Yeah, they were pretty useless for me. So, I thought, why not try something old-school to get back on track?
I stumbled on some research that hit home. It said mental health is tied to stress and overall physical health. As a programme…
My first attempt for switching the game's locale was to ask the player to restart the game after the locale change. In some applications this is common, since the effort to update every visible bit that might already have been loaded in a different locale, is relatively high - is it?
Ambitions Caus…- Fixed mesh at line edges
- Added option for cheap edge generation
- Added option to adjust normal vector
- Added option for custom planes.
- Enhanced prefab examples
You can find it in the Unity AssetStore: https://assetstore.unity.com/packages/vfx/magic-energy-line-generator-275055.
I have severa…
This article was originally published on GameDevDigest.com
Check out the latest tips on enhancing your game in various ways. Enjoy!
This Artist Added Custom Subsurface Scattering to Unity URP - And shared the nodes so you can recreate the setup yourself.
80.lv
It has been a long time since the last update.
Somehow it was predictable. In the last post (almost 4 years ago!) I wrote about some fixes and new features I wanted to implement for version 1.0.2 of the game. I wrote about the fisheye rendering correction, which was already implemented by then, and …
Ah, video games. They’ve come a long way from the pixelated pastures of Pong to the immersive worlds of The Witcher and Red Dead Redemption. But while the final product gets all the love and adoration, the real hero often goes unnoticed. No, it’s not the caffeine-fueled programmers or the sleep-dep…
The second half of this article was previously posted in the forum under the name The promise of freedom in story games with over 100 comments (from me answering questions).
Imagine a game where you inhabit a living breathing world with the freedom to go anywhere you want. Find your own unique solut…
The dynamic pathfinding layer is a combination of navigation and control logic. It's not like in navmesh. In the video, two layers play with each other. Without a player. This is done as an example, but the developer can add a third, fourth, etc. layer, can include agent reactions to the player, et…
Coming up late with the updates on this website, and only now managed to get a moment or two to post. So here we go.
Few months ago, well more than a few, had this idea of a game somewhat reflective of a lot of things centering around being a broke/broken dev. And as things turned out the way they d…
I wanted to improve the graphic quality for Merc Tactics by adding a SSAO shader and I looked into several techniques. The best quality implementation of this is GTAO. There is also ASSAO, which is used in the Godot engine. Unfortunately, GTAO is a bit too heavy weight and I want Merc Tactics …
Hello everyone! I'm developing a new game called Coin-Op Vice on my old text-mode engine. However, this is a pseudo-3D (2.5D) pixel art game with perspective. It turns out that a character-based ASCII engine can handle this task, it just needs a couple of upgrades.
Upgrade number one: custom fontEa…