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22 votes
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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 -
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 IP 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 -
Warner Bros. shuts down three game studios, cancels Wonder Woman title
26 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 -
Swedish studio Liquid Swords confirms layoffs after pledging to implement 'sustainable work model'
6 votes -
I don't want to be this kind of animal anymore | Disco Elysium analysis
17 votes -
Paradox Interactive announces a binding agreement to acquire developer Haemimont Games, which will become a wholly owned subsidiary
14 votes -
Electronic Arts slashes BioWare after ‘Dragon Age’ sales miss
26 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 -
How do save systems shape games?
5 votes -
The three types of detective game
7 votes -
The making of Minecraft
9 votes -
100 Slaps: The breaking news the games industry ignored in 2024
9 votes -
Why Majora's Mask's blue dog took twenty-five years to win the race
13 votes -
Wurm Online is a cosm of desolation and decay
7 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 -
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 -
raylib v5.5
9 votes -
Thunderful Games announce 100 layoffs and cancel projects – say they'll publish more games by other studios, but fewer of their own
5 votes -
picoCAD is a fun, easy, and accessible tool to make lowpoly models
22 votes -
How Fallout's Timothy Cain would make the worst RPG ever
5 votes -
The case for left-handed representation in gaming
Hi and hello all and fellow southpaws, With the increasing option to pick from genders between characters (unless heavily tied into story and designed that way) it feels like the next option would...
Hi and hello all and fellow southpaws,
With the increasing option to pick from genders between characters (unless heavily tied into story and designed that way) it feels like the next option would be to have left-handedness become an option.
As a lefty I always felt a little "left" out (pardon the pun) in games as soon as I saw a gun or weapon being held in the "wrong" hand.I know CS2 makes the option available if you dig a little, which is a great start.
So my question is, do you know of any other games that deserve a call out for already having this? Games that might need this (character fantasy) or just a shout out in support of the idea, feel free to discuss below.
Cheers!
26 votes -
What is the key 'gameplay loop' in a MUD game?
I'm currently building a basic MUD as a (very productive so far) learning exercise. Obviously MUDs have the same mix of appeals as other RPGs do: exploration, progression, combat, PvP, online...
I'm currently building a basic MUD as a (very productive so far) learning exercise.
Obviously MUDs have the same mix of appeals as other RPGs do: exploration, progression, combat, PvP, online community etc.. But what in your experience is the key mechanic the game needs to nail to keep you coming back? When a MUD clicks with you, what itch is it scratching?
All examples welcome, even those that are not MUDs but may be applicable to MUDs.
22 votes -
Twelve years and $700 million later, what's going on with Star Citizen's development?
36 votes -
Ask the Developer Vol. 13, The Legend of Zelda: Echoes of Wisdom — Part 1 & 2
10 votes -
Show Tildes - Gametje
27 votes -
An astrophysicist attempts to measure the physics of Outer Wilds
23 votes