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8 votes
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Game Programming Patterns - State
11 votes -
Introducing Clay - High performance UI layout in C
12 votes -
Ideas for a side project I'm working on -- an RPG to help me curb my alcohol consumption
Preface: I am familiar with Habitica. This idea would probably scratch a similar itch, but I'm also using this as an opportunity to sharpen my Rust skills. My idea came about when I was trying to...
Preface: I am familiar with Habitica. This idea would probably scratch a similar itch, but I'm also using this as an opportunity to sharpen my Rust skills.
My idea came about when I was trying to find out some new tactics to curb my alcohol consumption, which isn't quite out of control yet, but I don't want to tempt fate.
I've also really liked the progression aspect of RPGs. What if I could gamify my quest to not drink alcohol and make it sort of a fun, unique RPG experience at the same time?
In the broadest sense, it would go something like this:
- You open the game up, ideally each day. You are instantly prompted: "Did you drink yesterday?" (and perhaps it will go back a few more days if you skipped).
- For each day you answer "no", you are rewarded with some sort of tokens, credits, etc. -- currency to play the game. If you answer "yes", maybe you get penalized somehow.
- Then, you pick up your journey, which is sort of a standard RPG experience -- fighting battles, buying gear, learning spells, leveling up, advancing through the world, you name it.
- The game should get progressively more difficult, but should not have an ending, as "quitting alcohol" does not have an ending either. At the same time, it should scratch the RPG progression itch.
The initial game concept I came up with is just one that I see as the quickest way to get this off the ground, which would be something CLI-based, where you are presented with a menu ("visit shop, enter arena, view equipment" etc.). You spend battle tokens to enter into arena battles, which reward experience points, money, and gear. You level up, work towards a build (there needs to be a way to respec because restarting isn't really an option), and progress through the arena.
In total, you would probably spend less than 5 minutes every day playing the game, which is by design. It should be an every day habit. But, there should be enough entertainment value that, if I'm not getting those sweet battle tokens by not drinking, I'm missing out on experiencing the game (or, I could lie, which defeats the purpose of the app).
So that's where I'm at right now. I'm really interested to hear your thoughts, ideas, critiques, etc. before I spend a free weekend building out a concept.
Some questions in particular:
- I was leaning toward just building this in CLI because it will be extremely simple. It could just be a matter of STDINs. However, I'm open to other Rust-based options. Is there a good Rust UI toolkit or web framework that is worth looking into that would make this a little more modern?
- What about game features? What could make this a really fun experience, while also balancing the whole concept of being built around your life and your habits?
In the end, this is a deeply personal project that would be built, first and foremost, for my specific needs. But that's not to say I couldn't build it with some scalability in mind. Rather than asking about alcohol, perhaps the "habits" can be customized, and so forth.
Anyway, have a great weekend!
23 votes -
Moving my game project from C to Odin language
15 votes -
Gamedev in Lisp. Part 1: ECS and metalinguistic abstraction
9 votes -
Crafting a 13KB Game: The Story of Space Huggers
29 votes -
Scaling One Million Checkboxes to 650,000,000 Checks
22 votes -
Game simulation programming: Continuous time
7 votes -
Picotron is a Fantasy Workstation
23 votes -
Game Development Career Advice
Hi, I'm curious if anyone in this group has achieved success in game development, whether that's carving out a career or earning any amount of income from it. I'm currently working as a software...
Hi,
I'm curious if anyone in this group has achieved success in game development, whether that's carving out a career or earning any amount of income from it.
I'm currently working as a software developer, but my passion lies in game development. I'm all too aware that achieving any measure of success in this field is next to impossible. Hence, I'm reaching out here, hoping to gather insights and advice from those who have walked this path in the past, or those who are currently walking alongside/behind me.
One of my specific questions is about the types of games I should focus on creating. Specifically, I've heard differing opinions on whether it's more advantageous to develop a series of small games with advertisements for mobile platforms or to invest in larger, premium games for platforms like Steam. Can anyone share their insights or experiences regarding this dilemma? Is there a clear advantage to one approach over the other?
Currently I am using godot to make a larger scale game, but I am considering switching to defold and making smaller scale games with ads.
I saw some folks here discuss making games for the playdate. How much should one consider targeting niche platforms like this? Some of the users I saw discuss this seem to have had good success.
Some general questions: How did you break into game dev? What were you doing before? Do you see game dev as a viable career, only as a source of side income, or is it just a hobby?
Any guidance or experiences you can share would be greatly appreciated.
17 votes -
Show Tildes - Gametje
Gametje Hi all been working on this project for a while in my spare time. I wanted to share it with this community to see what you all thought. What is it? It is a set of online games (currently...
Gametje
Hi all been working on this project for a while in my spare time. I wanted to share it with this community to see what you all thought.
What is it?
It is a set of online games (currently only 2) which can be played in person with a central screen (like a TV) or remotely via video chat with screen sharing. Essentially there is a host screen and then each player has their own player screen (laptop or phone etc). It is playable in 8 languages at the moment (feel free to request any others!) It also has an integrated ChatGPT player which can be turned on/off in game settings if you prefer to play without it. There are some game mechanics to identify a ChatGPT answer which can yield some funny reactions if you choose a human's answer! It has Chromecast support and works well on Amazon Fire sticks. Visually, it is still a little rough around the edges as frontend design isn't my forte but the core concept is there. I have been play testing it with friends but have not shared it publicly yet.
Why is it called Gametje?
I have been living in the Netherlands for some years and my original motivation for starting this project was to create a game that supported languages other than English. I wanted to incorporate something Dutch into the name.
tje
is one of the diminutive endings in Dutch. It is usually meant to soften a word or make it "smaller". So Gametje ->a little game
.Where can I try it?
You can either create an account (user/pass with email confirm) or try it out as a guest (navigate to either game, then choose
continue as guest
). Currently it is free to host a game. Happy to hear any feedback (both good and bad). Hopefully the host provider I am using to run the game will hold up.Thanks!
17 votes -
Announcing the MonoGameJam5
9 votes -
Beyond 'Killzone': Creating new AI systems for 'Horizon Zero Dawn'
4 votes -
Rewriting wipEout
22 votes -
A peek into the MTG Arena rules engine: "On Whiteboards, Naps, and Living Breakthrough"
18 votes -
The SDL3 Audio Subsystem
10 votes -
Commander Keen's Adaptive Tile Refresh
18 votes -
Godot 4.1 is here, smoother, more reliable, and with plenty of new features
16 votes -
Solarus, a lightweight, multiplatform, free and open-source 2D game engine
19 votes -
Dev snapshot: Godot 4.1 beta 1
17 votes -
Patching Salt Lake 2002 to run on modern systems
6 votes -
Why I decided not to do Emrakul, and how we shipped it anyway
10 votes -
Leaderboards aren’t just for games: A pep-talk to inspire developers
3 votes -
Open source is democratizing video game development
6 votes -
Foone reverse engineering SkiFree, one function at a time
@foone: OKAY SKIFREEThis is a game originally from 1991, developed by Chris Pirih, and included on one of the Windows Entertainment Packs. There's a modern 32bit version by the original developer, on the official site:https://t.co/Yoj7PDmkcV pic.twitter.com/ETQa1wdqqR
8 votes -
I'm hosting the MonoGameJam4, starts early January
6 votes -
Announcing LittleJS - The tiny JavaScript game engine that can
10 votes -
Despite having just 5.8% sales, over 38% of bug reports for the game "ΔV: Rings of Saturn" come from the Linux community
32 votes -
Ludum Dare 49 - Theme: Unstable
8 votes -
Announcing MonoGameJam3
5 votes -
Whose bug is this anyway?
7 votes -
Fixing Mass Effect black blobs on modern AMD CPUs
12 votes -
Chopper Commando Revisited
3 votes -
Godot Editor running in a web browser
8 votes -
The GGPO rollback networking SDK used in games like Skullgirls and Fantasy Strike is now available under the MIT license
7 votes -
Sonic Battle (GBA) Renderer Series
6 votes -
Dolphin Emulator dev diary: fixing the most curious Wii game
16 votes -
Decoded: Rogue
7 votes -
Game Frameworks: What are people using for game jams nowadays?
Hi, I've been mulling ideas about a game for a while now, I'd like to hack out a prototype, and my default would be Love2D. (As an aside: one of the things I like about Love2D was that you could...
Hi,
I've been mulling ideas about a game for a while now, I'd like to hack out a prototype, and my default would be Love2D. (As an aside: one of the things I like about Love2D was that you could make a basic 'game' in a couple of LoC, and it was 'efficient enough' for what you got. Perhaps the only gripe I had with it was that it didn't output compiled binaries (I mean, you could make it do that, but it seemed like a hack). I think Polycode seemed to be a semi-serious contender, but last I checked (a year or two ago) it's pretty much as dead as a doornail. Some of the other alternatives I remember seeing (Godot? Unity?) felt too much like Blender.
So I've been wondering, it's been a while since I've been keeping tabs on the 'gamedev community', so I don't know if there have been any more recent development in that space.
So I guess my question is: What are people using for game jams nowadays? Preach to me (and everyone else) about your favorite framework and language :)
15 votes -
Announcing the Unity Editor for Linux
9 votes -
The Meaning of Anti-Aliasing: What is it Used for? Main Algorithms
7 votes -
RustConf 2018 - Using Rust For Game Development
7 votes -
How we fit the NES game Micro Mages into 40 Kilobytes
14 votes -
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:
Javascript: kontra, Phaser, pixi.js
Python: pygame
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 -
How Unity’s new ECS expands your optimization space
4 votes -
js13k - a contest to make an HTML5 game in under 13 KB
9 votes -
Epic Announces Unreal Engine Marketplace 88% / 12% Revenue Share
9 votes