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  • Showing only topics in ~games with the tag "gamedev". Back to normal view / Search all groups
    1. Getting over that game making hump?

      Hey, so I'd really just like to get an idea that's been in my head for god knows how long out into a program, even if it's just a demo of what I've imagined. But I never had enough knowledge in a...

      Hey, so I'd really just like to get an idea that's been in my head for god knows how long out into a program, even if it's just a demo of what I've imagined. But I never had enough knowledge in a particular engine to just get the idea out. My main programming knowledge is from Java classes, and I've dabbled in enough in HTML/CSS, Javascript, SQL, Powershell, etc. enough to get through classes, projects, small scripts, deployments, etc, so I have programming experience from a conceptual point. But I've never really worked with GUI elements in a serious manner outside the Cocoa IDE handling all the heavy lifting. Any time I get the itch to tackle this I give GameMaker or Godot or something else a try via some tutorial, I never get to the end of it. I figured learning by example would help, but I forget most of the basics on how I'm supposed to set up an object or attribute... Then I try it the other way around where I try to learn it bottom-up and I get overwhelmed if I lose my way in the middle of a process... It's extremely frustrating, I swear I've been through this about three times in the last seven years or so.

      I'm curious, has anyone had this much trouble with this? What did you do, what was your in?

      20 votes
    2. Guess I'm still young enough to be angsty over a stupid game jam

      I was working on a VR experience showing wealth inequality in true scale. By a habby coincidence I discovered a game jam with the rather blatant title Fuck Capitalism Gamejam 2024 which just...

      I was working on a VR experience showing wealth inequality in true scale. By a habby coincidence I discovered a game jam with the rather blatant title Fuck Capitalism Gamejam 2024 which just happened to end in a time span where I'd might be able to finish off my game. So, great, now I have a deadline! I began to plan what I could reasonably expect to finish within that time frame.

      But today, I read the game jam page a little more closely. Turns out the deadline is for voting on the submitted games. The game jam had run out a long time ago. So, no deadline. And of course, I became aware that submitting it to said gamejam wouldn't have mattered much anyway.

      Guess I just have to keep working on the stupid project. Everything just feels so pointless, because, well, I guess it is. And trying to build up some pretend excitement gets a bit stale.

      Anyhow, how are you folks dealing with the good ol' what's-the-point-of-it-all feelies? Is life just a yo-yo movement between hopelessness and semi-engaged pretence of meaning, or are there other roads to travel?

      17 votes
    3. Take-Two publishes WARN notice about seventy layoffs and studio closure in Seattle, possibly affecting Kerbal Space Program 2 developers Intercept Games

      Take-Two posted a legally-required notice that it is laying off 70 workers and closing a studio in Seattle. This is part of mass layoffs announced across Take-Two. This has also been mentioned by...

      Take-Two posted a legally-required notice that it is laying off 70 workers and closing a studio in Seattle. This is part of mass layoffs announced across Take-Two. This has also been mentioned by Games Industry.biz, although without much more details than what I have here (at time of writing).

      The only Take-Two studio in Seattle is Intercept Games, who have been making Kerbal Space Program 2. We also know that Intercept had about 65-70 people working there (half of which were on KSP2, half of which were on an unannounced project).

      Various KSP2 devs have also posted on social media that they have been impacted by layoffs (not sure about the rules re: linking social media profiles, so I'll hold off).

      We may or may not have more news in the coming days. It's hard times in the industry right now, and my heart goes out for everyone affected.

      EDIT: From Game Developer:

      When approached for comment by Game Developer, Take-Two wouldn't confirm whether Intercept Games has been impacted by the cuts–despite multiple Kerbal Space Program developers indicating they recently left the studio, with one expressly stating they were "laid off." A company spokesperson did, however, explain that its Private Division publishing label will continue to support Kerbal Space Program 2.

      ...

      When pushed again on the current status of Intercept Games, Take-Two told Game Developer it has "nothing further to note."

      31 votes
    4. Game development book about creating open worlds, geography and nature?

      Sorry if this is not the right place to post this. I'm interested in a book about game development for the creation of world's, topics I'd like to see covered are: L-System Scene generator Fractal...

      Sorry if this is not the right place to post this.

      I'm interested in a book about game development for the creation of world's, topics I'd like to see covered are:

      Is anyone aware of any material that may help me learn about the implementation of said topics. They don't need to be fully automated like a scene generator. Understanding immersion would also be important.

      And perhaps while I'm at it if you have any favourite game development books I'd love to know them.

      13 votes
    5. Most essential assets for maps?

      So a recurring thing that's come up when discussing ideas for games with friends, or just thinking about ideas: what are the most absolutely essential graphical assets for building a world?...

      So a recurring thing that's come up when discussing ideas for games with friends, or just thinking about ideas: what are the most absolutely essential graphical assets for building a world?

      Obviously, the answer will vary heavily for each game, but for some types of settings, the basic "starter set" is pretty universal. For example, nearly all house interiors will have a bed, at least one type of table (almost always dining), and at least one type of chair that goes with the table. After those crucial basics usually they'll also have some sort of shelf, a dresser, and kitchen counters and a fridge. Outdoor tilesets in 2D pixel art games typically need grass or other ground tiles, path tiles, water tiles, at least one type of tree, and at least one type of rock. From that point, you can expand to include things like fences, buildings, benches, lampposts, etc.

      Trying to figure out a full list of assets needed for any game can be daunting, so I figure I'd ask for input on what you consider the most vital for various types of settings. Starting with the absolute barest necessities for building a basic map (so you can at least plot basic layouts and try to get a sense of the art direction), followed by the most commonly featured items. Could be for individual rooms, specific buildings (like gas stations or restaurants), or specific types of areas (jungles, farms, beaches, etc.).

      Side-note: yes, I know you can use placeholder assets. But it's also helpful to just have a general list of what basic items are needed for reference.

      7 votes