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    1. Why do many games make you press a button before loading (after launch)?

      So recently I've been playing Destiny 2. After you launch the game you need to press "X" for the game to start loading (which takes multiple minutes, it's ridiculous). I've seen this in other...

      So recently I've been playing Destiny 2. After you launch the game you need to press "X" for the game to start loading (which takes multiple minutes, it's ridiculous).

      I've seen this in other games and I never understood the point. Yes I want to move past that screen, load the game and play it. Do you guys know why game developers do this?

      10 votes
    2. Programming Challenge: Make a game in 1 hour!

      Background There's been some talk on ~ before, and it seems like there are quite a few people who are either interested in, learning, or working in game development, so I thought this could be a...

      Background

      There's been some talk on ~ before, and it seems like there are quite a few people who are either interested in, learning, or working in game development, so I thought this could be a fun programming challenge.

      This one is fairly open-ended: make a game in 1 hour. Any game, any engine, don't worry about art or sound or anything.

      Doing is the best way to learn. Most people's first project is something overly ambitious, and when they find that it's more difficult than they thought, they can get discouraged, or even give up entirely. This is why the 1 hour limit is important: it forces you to finish something, even if it's small. When you're done, you can come out of it saying you made a game, and you learned from it.

      Chances are the game might not be fun, look bad, be buggy, etc. But don't worry about that, everyone's game will have problems, and if you do create something really fun or innovative, congratulations, you have a prototype that you can expand on later!

      "Rules"

      Like I said before, these "rules" are pretty simple: make a game in (approximately) 1 hour. You can use any tools you want. If you use external assets (art, sound), it's probably best you use something you have the rights to (see resources). If you're completely new to game development/programming, your goal could even be to finish a tutorial.

      If you're the kind of person who tends to get carried away with these things, you might want to post a comment saying you're starting, then another one once you've finished your game.

      Please share your finished game, I'm sure everyone would love to try them! If your game is web-based, it can be hosted for free on Github Pages or Itch.io. If downloadable, it can be hosted for free on Google Drive, Mega, Dropbox, Itch.io, etc.

      Resources

      Engines

      If you're a beginner, a good engine to start with is LÖVE. It's very simple, and uses Lua, which is very easy to learn.

      If you're familiar with another language, you could use a library to make it in that language. Some examples:

      C++: SFML, SDL, Allegro

      Javascript: kontra, Phaser, pixi.js

      Python: pygame

      Rust: Piston, ggez, Amethyst

      If you want something more complex, consider Godot, Unity, or Unreal.

      You can also try something visual like Construct, Clickteam Fusion, or GDevelop

      Art

      For such a short time constraint, I'd suggest you use your own "programmer art": just use some basic shapes. Your primary focus should be gameplay.

      If you think you have time to find something, try looking on OpenGameArt.

      Sound

      You can make simple sound effects very quickly with sfxr (or in this case, a web port of sfxr called jsfxr).

      27 votes
    3. Antichamber developer Alex Bruce talks about the process of developing and marketing his game

      Alex Bruce gave a pair of talks at GDC 2014 on the development process of Antichamber (trailer) In the first talk he talked about the journey from Unreal mod to full game, presenting at game...

      Alex Bruce gave a pair of talks at GDC 2014 on the development process of Antichamber (trailer)

      In the first talk he talked about the journey from Unreal mod to full game, presenting at game festivals, networking, the grueling work of getting the game to market, and the lessons he learned along the way:

      Antichamber: An Overnight Success, Seven Years In The Making

      In the second talk he went over the iterative design process, and how he tweaked things based on how people interacted with the game (spoilers):

      Antichamber: Three Years of Hardcore Iteration

      12 votes
    4. Any hobbyist gamedevs interested in working on a project together?

      I've been trying to get back into game dev recently and I'd love to work with someone if you're up for it. I'm also down to join existing hobbyist projects, although I have a thing I'm currently...

      I've been trying to get back into game dev recently and I'd love to work with someone if you're up for it. I'm also down to join existing hobbyist projects, although I have a thing I'm currently building at the moment.

      If you make games for fun and are looking for a partner, feel free to send me a PM or just reply to this.

      Similarly, I'd like to also suggest a Tildes ~LFG (looking for group) or other meeting-ish area.

      12 votes