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submitted 1 year ago by lilith267 to c/gamedev

I was wondering if there were some good resources for the concepts of a FPS inventory. My current idea to to just have a JSON file with every item having a "name" "type" "weight" and "count" propertys. I was thinking this would have the added benefit of using a single list that can be used for multiple menus(ie: healthpacks menu, ammo menu, etc)

Are they different approaches or resources for FPS inventorys?

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submitted 1 year ago by TheLongPrice@lemmy.one to c/gamedev
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Implemented door placement (files.mastodon.social)
submitted 1 year ago* (last edited 1 year ago) by Shatur@lemmy.ml to c/gamedev

Boolean operations in 3D are quite heavy. But fortunately, each wall can be represented as two 2D planes.

To determine which 2D shape I need to cut from the mentioned planes, I add a special plane in Blender with "Cutout" name. This is what The Sims series do.

And for all doors located on a wall I triangulate combined vertices using earcutr. The library API doesn't fit well with Bevy, but it does the trick.

This is for my open source life simulation game made with Bevy under the working title Project Harmonia.

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submitted 1 year ago by GearToward@lemmy.world to c/gamedev

https://geartowarddev.xyz/posts/ New post on website talks about stuff and updates for the new game/Project ArizonaPunk

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submitted 1 year ago by klg71@lemmy.world to c/gamedev

I wrote a Tutorial on how to create a SoulerCoaster in Unity.

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Improved wall generation (files.mastodon.social)
submitted 1 year ago by Shatur@lemmy.ml to c/gamedev

I working on an open source life simulation game with the working title Project Harmonia using Bevy.

Now walls are separate meshes and take full advantage of ECS, including change detection to rebuild only changed parts.

The new approach also automatically fixed some bugs and enabled instant update of other walls that were affected by currently spawning wall.

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Added UV for generated walls (files.mastodon.social)
submitted 1 year ago by Shatur@lemmy.ml to c/gamedev

I working on an open source life simulation game with the working title Project Harmonia using Bevy.

It was an interesting task and I learned a lot about how meshes are represented internally.

Initially I used 8 vertices for each wall. But then I discovered that if I needed a different color and normal for each side, then I needed a different vertex! So I reworked the mesh generation to make 20 vertices per mesh (for each side with no bottom).

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submitted 1 year ago* (last edited 1 year ago) by GearToward@lemmy.world to c/gamedev

I have finally finished made my website. Its not perfect but its decent at best to get my devlogs out there. So for the mean time i will be posting there instead of lemmy unless its for stuff like getting people to try out builds n such. But ill be posting links to my website when a new one comes. Website https://geartowarddev.xyz

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submitted 1 year ago* (last edited 1 year ago) by GearToward@lemmy.world to c/gamedev

After a bit, I got more motivation to work on my own game. It is a Cyberpunk Metroidvania. Story is still being made but it won't be very detailed. Very basic story. I am going for the mix of Dead Cells and Hollow Knight but the combat very close to Devil May Cry with weapon switching (Or styles). There isn't much to go through but just concept art and sketches. I'm making my own website so I can do a devlog on it. Very slow progress but I can't wait to continue working on this. More art here: MC: https://cdn.discordapp.com/attachments/868977206838321193/1196292661288636556/2024-01-14_21-01-1705288760.jpg?ex=65b7195c&is=65a4a45c&hm=9bc0c2a20b612aa37296e9fb5dbf69e72f0455403210653e4a8274bc9e00acb4& UI concept art: https://cdn.discordapp.com/attachments/1180669367244046357/1196556452265996331/2024-01-15_14-01-1705351670.jpg?ex=65b80f09&is=65a59a09&hm=4f177a463de342dd5c7fa0d7b46cd3b54abb4b687819b4e92c0f913ad0428b17&`___`^___^

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submitted 1 year ago by ericbomb@lemmy.world to c/gamedev

The page was just made so not a lot of sign ups, but last year was a great success and I hope lots of people join this year!

https://itch.io/jam/games-for-blind-gamers-2

(I'm not an organizer, I just volunteer to help)

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submitted 1 year ago by Wild_Mastic@lemmy.world to c/gamedev

Hello all, I hope this doesn't count as spam or promotion. If that's the case please remove the post.

I finished a couple hours ago a little game for a jam, and I'd like to have some feedback on it.

It's a bullet hell game, where your ammo is also your health. Absorbing enemy bullet to multiply your own reserve is fundamental, as it will increase both shooting time, damage and survivability.

Some friends tried it and they liked it, but their opinion might be biased. Having strangers evaluate it might actually be better.

Here's the link if you have some free time, it's free! https://zenmar.itch.io/power-wings

Thanks!

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submitted 2 years ago by TeaHands@lemmy.world to c/gamedev

Plus switching from the subscription model to a one-time fee for commercial PC-only license. Nice.

I enjoyed this part of the announcement:

We have seen other platforms making awkward moves with their pricing and terms, so we thought, what if we did the opposite

I wonder who they could possibly be referencing 🤔

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katachi (katachi-two.vercel.app)
submitted 2 years ago by odama626@lemmy.world to c/gamedev

I've been working on this game as my hobby project the past week

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submitted 2 years ago by GearToward@lemmy.world to c/gamedev

I decided to stop abandoning projects and discipline myself on actually making one. I'll show more info soon

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Bevy game engine 0.12! (www.youtube.com)
submitted 2 years ago by barsoap@lemm.ee to c/gamedev

For people who want to read instead of making coffee while listening (or more details), the actual release notes: https://bevyengine.org/news/bevy-0-12/

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submitted 2 years ago* (last edited 2 years ago) by elfkan@kbin.social to c/gamedev
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submitted 2 years ago by TheLongPrice@lemmy.one to c/gamedev
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submitted 2 years ago by Ockniel@lemmy.world to c/gamedev

This was a fun game to make, it's short, and you'll probably finish it in an hour or so. I think it's good some good scares and tricky puzzles! If you try it out, let me know!

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Undercraw (www.penny-arcade.com)
submitted 2 years ago by DannyMac@lemmy.world to c/gamedev
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Unity apologises. (www.pcgamer.com)
submitted 2 years ago by cypher_greyhat@lemmy.world to c/gamedev
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submitted 2 years ago* (last edited 2 years ago) by TeaHands@lemmy.world to c/gamedev

Usually coats $19.95.

I slept for most of this offer apparently but it's still available for nine and a half hours as of time of posting! You can claim it with your Itch account then download it later.

As the man himself says, "Get all my game assets in a single bundle, great for learning new engines 👀"

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submitted 2 years ago by P03@lemmy.world to c/gamedev

Looking for good resources on scanning mostly flat textures. Tried to use a photograph of a tatami mat and had a lot of problems with the lens distortion. I don't own any professional photo equipment so I have to use my Pixel 6 camera. I have a couple of Ideas but I'm not really sure how to tackle the problem. Using a 3d scan app / photogrametry could be an option, but I have yet to find a fitting application. Another approach could be using a handheld scanner, but the surface has to be relatively flat. A brick wall for example would be problematic.

What is your folks workflow for capturing textures?

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submitted 2 years ago by the_artic_one@programming.dev to c/gamedev
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submitted 2 years ago by erlend_sh@lemmy.world to c/gamedev

Eldiron is currently under active development and a v1 is planned for 2023. Eldiron is open source and licensed under the MIT.

Features of v1

  • Support games similar to Ultima 4 / 5 or any game which uses a rectangular grid layout.
  • Either render tiles directly or in 2.5D using the built in raycaster. Games can switch between the two modes at runtime or display both at the same time (for example use the tiles view as a mini-map).
  • Eldiron comes with integrated tile-maps or your can use your own square tiles with up to four levels of transparency.
  • Single-player or multi-player experiences. Eldiron has a sophisticated multi-threaded server architecture to allow for as many player or NPC characters as possible.
  • Procedural dungeons and regions using a dedicated node system.
  • Cross platform. Eldiron is written in Rust and can nearly run everywhere, i.e. on the Web, macOS, Windows, Linux, iOS, Android etc. Eldiron Creator can run on any desktop.
  • A sophisticated behavior node graph makes creation of AI behavior for NPCs easy. The node system is backed by a full-featured scripting language.
  • Eldiron Creator has editors for tile-maps, regions and node based graphs for character behavior, systems (like crafting), items and the overall game logic.

Retro top-down and isometric perspectives as well as low-poly meshes will be supported post v1.

Join the community on Discord to get in contact.

Goals

  • Being able to create games similar to the RPGs of the 80's and 90's.
  • Support single-player or multi-player games and even MMOs.
  • Over time support more perspectives like top-down and isometric.
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submitted 2 years ago by AeonFelis@lemmy.world to c/gamedev

I have this idea for a certain game development tool, but before I start another side project I want to check if something similar already exists.

An important part of game development is fine-tuning numeric values. You have some numbers that govern things like character motion, weapon impact, enemy AI, or any other game mechanic. For most of these there is no "correct" value that can be calculated (or even verified!) with some algorithm - you have to manually try different values and converge to something that "feels right".

The most naive way to fine-tune these numbers is to have them as hard-coded values, tweak them in code, and re-run the game every time you change them. This, of course, is a tedious process - especially if you have to go through long build times, game loading, and/or gameplay to reach a state where you can test these values (that last hurdle can often be skipped by programming in a special entry point, but that too can get tedious)

A better way would be to write these numbers in configuration file(s) which the game can hot-reload - at least while in development mode. That way you can just edit the file and save it, and the game will reload the new values. This is a huge improvement because it skips the building/loading/preparing which can drastically shorten the cycles - but it's still not perfect because you have to constantly switch between the game and the configuration file.

Sometimes you can use the game engine editor to tweak these while the game is running, or create your own UI. This makes the context switches hurt less, and also lets you use sliders instead of editing textual numbers, but it's still not perfect - you still have to switch back and forth between the game controls and the tweaking interface.

Which brings us to my idea.

What I envision is a local fine-tuning server. The server will either update configuration files which the game will hot-reload, or the game could connect to it via WebSocket (or some other IPC. But I like WebSocket) so that the server could push the new values to it as they get updated.

After the server deduces the structure of the configuration (or read it from a schema - but providing a schema may usually be a overkill) you could use its webapp UI to configure how the values would be tweaked. We usually want sliders, so you'll need to provide a range - even if the exact value is hard to determine, it's usually fairly easy to come up with a rough range that the value must be in (how high can a human jump? More than 5cm, less than 5m). You will also decide for each slider if it's linear or logarithmic.

The server, of course, will save all that configuration so that you won't have t reconfigure it the next time you want to tweak values (unless there are new values, in which case you'll only have to configure the sliders for them)

Since this would be a server, the tweaking of the values could be done from another device - preferably something with a touchscreen, like a smartphone or a tablet, because tweaking many sliders is easier with a touchscreen. So you have the game running on your PC/console, gamepad in hand (or keyboard+mouse, if that's your thing), and as you play you tweak the sliders on the touchscreen until you get them just right.

Does anyone know if a similar tool already exists?

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