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4 votes
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Game UI Database
9 votes -
The time is right to re-evaluate open worlds. We can do better
16 votes -
The art of the demo: Drama from game mechanics in The Last of Us Part II
3 votes -
Gamedev from scratch 0: Groundwork
5 votes -
How Zelda's puzzle-box dungeons work
9 votes -
Developer of Hive Time reflects on the release and their pay what you want model
7 votes -
The Digital Antiquarian: Master of Magic
4 votes -
Inside Hades - 3D modeling and rigging
5 votes -
The Digital Antiquarian: Transport Tycoon
4 votes -
Unity Technologies announce 'Open Projects', building games in Unity that are open source
7 votes -
The rise and fall of Britain's bedroom coders | Design Icons
9 votes -
Deciding between Godot and Unity
Hey, all. I'm back four weeks to the day after you guys gave me a lot of great advice about potentially making a 2D RPG out of my tabletop RPG. I decided to try both Godot and Unity given what...
Hey, all. I'm back four weeks to the day after you guys gave me a lot of great advice about potentially making a 2D RPG out of my tabletop RPG. I decided to try both Godot and Unity given what people told me and I completed two tutorials for each over the last few weeks. After completing these two tutorials, I have some questions that I hope maybe some of you can answer to help me choose between the two.
TL;DR at the bottom. This is a long post.
For context, here's the tutorials I did:
Godot - https://www.davidepesce.com/godot-tutorials/
Unity - https://learn.unity.com/project/ruby-s-2d-rpgTo be frank, the Unity tutorial wasn't really an RPG. There were no stats, no quests, XP. It was much more of an adventure game. That's fine, it still gave me a lot of time inside the engine to learn a lot of basics.
So, working with each one had it's own up and downs.
Unity's use of an external scripting program seemed to hurt me quite a bit, from simple things such as forgetting to save before going back to Unity (I did this way too much) to having to declare public variables in the script and then filling them in the Unity GUI rather than just doing it all by script. The editor itself also seems to be kind of heavy, I was get the spiral beach ball for a second or two every time I went between the script editor and Unity and I have a machine that can edit 8K video without proxies. These general load times and stuff like that seemed to come up regularly. Tilemapping in the tutorial didn't include autotiling, I assume Unity has this somewhere built in? Or do you need to purchase an asset to get this functionality?
On the plus side, Unity overall seemed easier to use for a non-programmer. A lot of things are done through the GUI. Animations seem easier to handle for sure. The Unity tutorial was also more written for someone that hasn't coded much as it explained what specifically the code was doing (so I assume more resources for Unity will be helpful in that way that perhaps Godot will not).
For Godot, GScript was easier to use than C#, but I do feel like it was easier to get my head around prefabs in Unity than the Node system in Godot. The Godot tutorial took almost twice as long as the Unity one, but I don't know if that's because Godot is more difficult or the combination of the Godot tutorial being more thorough (I feel like I mad an actual, if very uncomplicated game, plus I did Godot first, which probably helped me just learn more about scripting and thinking like a programmer that I took into Unity). The node/scene system seemed more difficult to get my head around than game objects and prefabs. That said, my Godot program felt very tight. There weren't things happening that I was having a tough time explaining or figuring out why they weren't working quite right, at least at the graphical level (this might have more to do with the Godot tutorial using 8-bit graphics and Unity using a more modern sprite look). Having the scripts in the editor meant I never ran into a case like in Unity where I couldn't attach code to a game object because it was failing to compile, but it was failing to compile because it wasn't attached to a game object (that headache took at least a half an hour to sort out).
Overall, I was able to finish both tutorials mostly understanding what the code I was given was doing and was able to edit it to get some different affects and kind of just play around. So, on that level, I'd say they're about equal.
One big thing I want for sure out of the engine we use is to be able to handle a lot of conversations and variables there from. We're hoping to make a "choices matter" (TM) game, and very story/dialog heavy. Ink seems like a good plug-in to do this in Unity, but implementation doesn't seem easy (though I did find a pretty good looking tutorial that may help de-mystify). Godot seems to have some assets available for handling dialog trees, but i haven't had a chance to really dig in to them yet. So, that could definitely be a decider for me: which engine has assets that make a dialog/choice heavy game easier to make.
While I had originally thought about making a tactics RPG for this project, looking around at both the Godot and Unity scenes, it seems like few people are making these types of projects that are giving out free advice on how to make them work in those engines. After talking with my team (I have a team!, see my post from a while back), it seemed like a good idea both to keep the game within the scope of a novice, but still tell the story we wanted, to do a skill role system instead. Since this came from a tabletop session anyway, seemed to make the most sense to do skill rolls rather than develop a whole combat system.
TL;DR - Looking for advice on which engine, between Godot and Unity, would be handle a 2D RPG that relies on a lot of dialog and choices along with skill rolls for the gameplay. Thanks in advance!
12 votes -
The Digital Antiquarian: X-Com
6 votes -
Hyperbolica devlog #3: Rendering hyperbolic spaces
8 votes -
Deltarune status update, September 2020
11 votes -
Turning my tabletop game into a real video game
So, I am a filmmaker by trade. I understand scripting, pacing, etc. I also have been doing a lot of tabletop design, running a campaign for years with continuity, recurring characters that I...
So, I am a filmmaker by trade. I understand scripting, pacing, etc. I also have been doing a lot of tabletop design, running a campaign for years with continuity, recurring characters that I design from the ground-up (excluding the rule system, so just all the dungeons, NPCs, plot devices, etc).
With covid, film production has really slowed down and I have some time on my hands, so I thought about trying my hand at video game making, something I have honestly toyed with for decades, but never did too much of. I did have a brief window in the 00s when I had RPG Maker and I made some demos that my friends enjoyed, but that's about it.
So, given that my programing knowledge is super limited (I took a few Java classes over a decade ago and used to do HTML in the 90s), my graphics making abilities are near non-existent (I'm good at motion graphics, but not pixel design or 3D graphics), but I have what I think is a good plot, characters and game design, what should be my first steps in trying to make this a reality? What engine should I use? I have no problem buying, for a couple bucks here and there, other people's art and what not. Ideally, probably make a 16-bit esque RPG, like FFIV, Earthbound, etc. but perhaps with more of a BioWare, "choices matter" type dialog/questing system.
I don't expect to set the world on fire, but I do want to make what would be considered a decent looking first effort from a one man novice that, if nothing else, would be a fun experience for me to make and something fun to give my players as a gift (as we are reaching the end of the story of our campaign). And maybe, why not, something I could release for the broader public if the core is good and it's worth me hiring a few more people to help me polish it. Maybe it won't. As a filmmaker, I know how bad first films are, and a lot of times they are just learning experiences that you keep on a hard drive locked away somewhere. So, trying to be realistic while excited.
Appreciate advice.
14 votes -
Making Civilization Revolution work on consoles - A chapter reprint from the new book Sid Meier's Memoir!: A Life in Computer Games
6 votes -
How an alleged dick in a 'Halo 3' trailer started an emergency at Bungie
11 votes -
Eastshade postmortem - A look back at the five-year development of the open-world adventure where you play as a traveling artist
9 votes -
Massive Nintendo leak reveals early Mario, Zelda, and Pokémon secrets
21 votes -
Major videogame developer partners with philosophy department
4 votes -
Fixing Mass Effect black blobs on modern AMD CPUs
12 votes -
How Hypnospace Outlaw captured the 90s internet aesthetic through creative self-sabotage
2 votes -
Chopper Commando Revisited
3 votes -
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 -
The remarkable story behind Command & Conquer's remastering
4 votes -
Hyperbolica devlog #1: Non-euclidean geometry explained
4 votes -
How we can understand ourselves through games
4 votes -
Unity Learn Premium is now available to everyone at no cost
6 votes -
OpenMW 0.46.0 released (FOSS engine for TES:III Morrowind)
8 votes -
Large overview of game design/development information, tools and other things
https://twitter.com/TychoBolt/status/1182541355337289728?s=20 Found this on twitter, user TychoBolt compiled this list. There's a lot of information on many topics, as well as a ton of links to...
https://twitter.com/TychoBolt/status/1182541355337289728?s=20
Found this on twitter, user TychoBolt compiled this list. There's a lot of information on many topics, as well as a ton of links to tools that aid in level design, narrative and more.
He also compiled this 122-paged guide on level design; full of tips and tricks for designing levels. I've looked through it for a bit and found quite a lot of interesting information, so I'd reckon this is a valuable asset to anyone developing/designing games.
https://twitter.com/TychoBolt/status/1272578494543904771?s=20PDF available here: https://docs.google.com/document/d/1fAlf2MwEFTwePwzbP3try1H0aYa9kpVBHPBkyIq-caY/preview?pru=AAABcufoPRw*FOD948Ah7NzrIiGTixO_PQ
7 votes -
The mysterious origins of an uncrackable video game - Atari 2600 game Entombed
17 votes -
Godot Editor running in a web browser
9 votes -
Godot Editor running in a web browser
8 votes -
What casual games are like for someone who doesn't play video games
6 votes -
The untold history of Arkane, developers of Dishonored, Prey, Ravenholm, and more
10 votes -
How Prince of Persia defeated Apple II's memory limitations | War Stories
7 votes -
The making of Doom 64
6 votes -
A first look at Unreal Engine 5, including a real-time demo running on PS5
32 votes -
Tech analysis: Unreal Engine 5 on PS5 - Epic's next-gen leap examined in-depth
5 votes -
Unreal Engine 4.25 released!
7 votes -
World of Warcraft's game director Ion Hazzikostas on how the game's culture has evolved with the internet
6 votes -
Indie GameDev provides an interesting insight of how their seemingly popular game performed poorly on launch
13 votes -
Croteam: Croatia's game dev pioneers
5 votes -
How would you feel about companies releasing "game concepts" for you to test?
What is a "game concept": visually-unpolished but functional game costs little compared to the full product only basic UI and UX solid, release-worthy mechanics released publicly in order to test...
What is a "game concept":
- visually-unpolished but functional game
- costs little compared to the full product
- only basic UI and UX
- solid, release-worthy mechanics
- released publicly in order to test a particular kind of gameplay (standalone, not part of any other game)
- retracted once the testing period is over
- testers get 50% off purchasing or updating to the polished, complete game (possibly also in-game perks)
Pros:
- game design team gets to test quirkier ideas without the investment of a full game
- mostly prevents flops (idiocy and hubris can still lead on)
Cons:
- players have to pay in order to participate (fewer players will want to join)
- game is retracted after testing is over (may cause player discontentment)
The essence of early access. Relevant to titles anywhere between AAA and indie (though more suited to AAA). Good early tests generate publicity. Bad tests are not as bad a publicity due to disclosed status.
Thoughts?
14 votes -
Anatomy of a DOOM Eternal fight
3 votes -
"Invisible" sound design in Breath of the Wild
9 votes -
How guards in stealth games see and hear, and how different solutions lead to different game experiences
4 votes -
Against the hegemony of hit points - Games don’t necessarily need less violence—but they do need more varied approaches
7 votes