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12 votes
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What game invented jumping on enemies?
16 votes -
Who was the first video game boss? (And why do we call them that?)
10 votes -
Is Anarchy Online the worst MMO ever?
12 votes -
Do Starfield's pipes make any sense?
16 votes -
Paradox Interactive's return-to-office policy may be driving employees away from the studio
25 votes -
Split Fiction's writing is bad, so let's fix it | Semi-Ramblomatic
10 votes -
Minecraft’s problems aren’t just the new features
28 votes -
Ubisoft's colorblind simulation tool, Chroma, now available for public use
29 votes -
The origins of Dwarf Fortress (episode one)
30 votes -
When Playdate stopped being fun
41 votes -
Blizzard reportedly receiving new StarCraft game pitches from well-known Korean developers
9 votes -
The best game animation of 2024
16 votes -
The design of puzzles
12 votes -
Video game workers launch industry-wide union with Communications Workers of America
65 votes -
Dudelings: Arcade Sportsball postmortem and FOSS announcement
6 votes -
Housemarque's next game, Saros, would never have been possible if the studio remained independent, according to its CEO Ilari Kuittinen
5 votes -
Two Split Fiction players invited to Stockholm to see Hazelight Studios' next game after beating rock-hard secret level Laser Hell
10 votes -
[SOLVED] Bug: Text labels disappear in settings menu
I'm touching up a game with a dev who is getting their code ready for a FOSS build of their game. One of the more persistent bugs is something weird in the settings menu, where an option is...
I'm touching up a game with a dev who is getting their code ready for a FOSS build of their game. One of the more persistent bugs is something weird in the settings menu, where an option is focused and checked off, the text label disappears. Color override doesn't seem to affect the behavior, but if I go into the game editor and uncheck Clip Content and Follow Focus, the behavior flips and now it's focused and UNchecked text labels that disappear. I'm putting feelers out for advice on the usual haunts, and I thought I would ask here too.
Godot version is 3.6, the only modification is that it uses Godotsteam.
5 votes -
Google is bringing every Android game to Windows in big gaming update
26 votes -
Intel XeSS 2 SDK released for Arc GPU
7 votes -
‘Pokémon Go’ video game maker Niantic acquired by Scopely for $3.5 billion
27 votes -
Have you made a video game? Can I play it?
I've had some ideas for a game simmering for a while now and I've finally committed to learning Godot to see what I can put together. I'm still in need of some inspiration, though, and I know...
I've had some ideas for a game simmering for a while now and I've finally committed to learning Godot to see what I can put together. I'm still in need of some inspiration, though, and I know there's a few folks around here who have made games. Complete, polished, sketchy, half-baked - doesn't matter! - I'd love to see what people here have come up with!
49 votes -
Playdead Studios co-founder Dino Patti alleged he was threatened with an intellectual property suit from fellow co-founder Arnt Jensen after things "went downhill" between them
5 votes -
Danish toymaking giant Lego has said it wants to start to bring video game development in-house
19 votes -
The Balatro timeline
59 votes -
Godot 4.4 release - A unified experience
20 votes -
The making of Animal Well | Documentary
24 votes -
127 rapid-fire questions for Split Fiction's Josef Fares
8 votes -
How to fix the biggest problem every realistic shooter has
8 votes -
The Digital Antiquarian: Half-Life
13 votes -
Tactics fans: What do you think of turn order?
I've mentioned a few times I'm working on making a tactical RPG engine, and I'm finally at the point where I'm doing the actual important part of determining turn order. It's a harder design...
I've mentioned a few times I'm working on making a tactical RPG engine, and I'm finally at the point where I'm doing the actual important part of determining turn order.
It's a harder design decision than I thought, so I thought I'd ask for opinions.
I'm trying to make a game in the style of Shining Force, where the turn order is determined by a unit's status. There's quite a few games like that, but I'm wondering if that design is actually good. The thing that makes that style of game good is that they're actually fairly easy, and the "noise" of stat-based turn order, where you can't depend on a specific turn order, seems to make the game harder. Or at the very least, it closes the door on more precise tactics. I've had plenty of experiences where I thought a unit was safe because they had enough HP for one more hit, and the enemy ended up hitting them twice before their turn came up.
In reality, I'm actually pretty set on keeping this in my engine for better or for worse (boy, is it hard to resist expanding scope), but I'd be interested in hearing some opinions nonetheless
18 votes -
Josef Fares' last game sold 23 million copies, but he insists success hasn't changed Split Fiction – can Hazelight Studios recapture the magic?
10 votes -
GDC 2025 survey shows PC game development growing with lots interested in Valve's Steam Deck
27 votes -
How UI helps you hate breakable weapons a bit less
15 votes -
Before FNAF: The strange beauty of Scott Cawthon's other games
3 votes -
The three types of detective game
7 votes -
The making of Minecraft
9 votes -
Introducing Clay - High performance UI layout in C
12 votes -
Why Majora's Mask's blue dog took twenty-five years to win the race
13 votes -
CobolCraft — A Minecraft server written in COBOL
24 votes -
Which game has the best dodge animation?
12 votes -
How Balatro was made and why the creator expected to sell only six copies
14 votes -
What it's like to release a game on Steam
12 votes -
RollerCoaster Tycoon was the last of its kind
21 votes -
Bungie uncovers an issue in their distribution of random weapon perks in Destiny 2, detailed and interesting write up of the fix
35 votes -
Fallout's Timothy Cain talks about encumbrance in games
16 votes -
Reddit is hosting a hackathon for indie developers - Nov 20th to Dec 17th
15 votes -
Scaling pixel art
25 votes -
picoCAD is a fun, easy, and accessible tool to make lowpoly models
22 votes