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How to flesh out a idea in a simple manner?


I tend to overthink alot and im not sure if my ideas are good enough for a game, most of them are incomplete ideas with plot holes and such in them.

I just want to know how to get a idea and expand upon it in a simple stress-free manner?

Als Antwort auf Grumpy404

Mind mapping might help. Here’s one approach: mindmapnation.com/books
Als Antwort auf Grumpy404

A Quick way to test ideas to see if they would be fun is by making a pen and paper prototype or making a MVP (minimum viable product) prototype in a game engine.

If you use a game engine to build your prototype - make it very simple, only basic shapes and focus on implementing your gameplay. (DO NOT fall into the pit of polishing it or ADDING NEW features).

Either way write a throughline/goal for your project (what you want to tell or achieve with your project) and prototype(draw it on paper first) a core gameplay loop that you think is fun and one that validates your goals. (Choose from an idea that excites you)

Then test it (however you can) and iterate based on your own input or others input.

And importantly DO IT, make whatever little shitty prototype you think of and share it with people! Get their feedback!! Your prototype will suck so hard in the beginning! (Mostly) But the feedback you get will help you make it awesome!

I can't help with making it stress free, I myself struggle with that. Just do it for fun, I suppose. If you start thinking about how to make money off of it or how it will revolutionize the world, then you'll never get to making the damn thing.

Hope this helps.

Edit:

Okay, so it just struck me. I think you have to focus on what excites you, because if the idea doesn't excite you, you are going to have a lot of trouble expanding upon it. It will also make it less stressful. So keep that in mind.

Edit 2:

A good way to build ideas is to copy others. See what you liked about someone else's game and think about how you would improve upon it in a way that would interest YOU. This way you have some boilerplate and an example to help guide you.

Dieser Beitrag wurde bearbeitet. (2 Tage her)


CtrlAssist v0.2.0: Controller Assist for gaming on Linux 🎮🤝


Excited to announce release v0.2.0 for CtrlAssist, adding rumble pass-through support and significant improvements to controller multiplexing! CtrlAssist brings "controller assist" functionality to Linux gaming by allowing multiple physical controllers to operate as a single virtual input device. This enables collaborative play and customizable gamepad setups, making it easier for players of all ages and abilities to enjoy games together.

🎯 What's New

Rumble Pass-Through


Force feedback can now be forwarded to paired physical controllers! Configure which controller(s) receive rumble effects—route them to Primary, Assist, both, or neither. Share every haptic encounter from turbulence, engine failure, and hard landings with your co-pilot. Even better: if a controller disconnects mid-game (swapping batteries, USB cords, etc.), CtrlAssist automatically recovers and restores all force feedback effects when it reconnects.

Smoother Input Transitions


All assist modes now feature improved synchronization for more natural gameplay:
- Joysticks snap cleanly: When assistance begins or ends, both X and Y axes update together—no more jarring diagonal-to-cardinal transitions
- Toggle mode syncs instantly: Switching between Primary and Assist now mirrors the active controller's complete current state, eliminating phantom inputs from buttons or sticks that were held during the switch

Better Device Discovery


Controllers device trees are now discovered more reliably, preventing edge cases where multiple similar devices could cause conflicts. This also improves device hiding and rumble pass-through selection.

🛠️ Under the Hood


  • Refactored input handling for consistency across all three modes
  • Fixed button mapping quirks across physical and virtual device boundaries
  • Improved error handling and logging for edge cases and issue reporting
  • More graceful shutdown on Ctrl+C with robust cleanup


📦 Install and Upgrade

cargo install ctrlassist --force

Full changelog available at the GitHub release page.

Note: If you have experience with Arch or modding SteamOS, I could use also some help in fixing/documenting SteamDeck support, as I've not the hardware on hand and most of my Linux development has been on NixOS and Ubuntu thus far:

Dieser Beitrag wurde bearbeitet. (2 Tage her)


What are the most simple free engines and tools for a beginner?


I belive i would like to try making games but my laptop isint that powerful. Its a thinkpad from like 10 years ago, i upgraded it to a 250gb ssd, and 16gb of low voltage ddr3, i also put linux on it to screeze out as much as possible. So i need something that will run but im struggling on choosing expecially sense i want to start for free. I want to start with something dead simple and work my way up.

What would you suggest and why so?

Als Antwort auf Grumpy404

since you haven't said anything about type of game, if you want to start at the dead simple side and visual novels sound interesting maybe look at Ren'py?

visual novels have less going on than a big 3d game, so if you want an easy start from 0 it should be as close as you can get. python is straightforward if you don't have programming experience, but otherwise is really commonly used so gives a nice basis for whatever else you want to do.

ren'py also has gotten plenty of commercial use if you wanted to go further in that direction. most big name vn games use it.



More about: Beyond the Iron Cycle


check the release post:
release-post

Beyond the Iron Cycle BTIC is fully independent project by one entity.

It is very hard to work and publish such a project as a single entity. Allthough the programming itself - on its own - is already hard, but the harder challenge is to publish the game as independent as possible - and when you know the project, you will know why this has to be as independently published as possible.

After trying several options (github, gibtlab, bitbucket, Savannah, http-hosters, ... - those are more/less: centralized/offering a lot of not needed features/unnecessarily complicated/hosted by toxic-entities like Microsoft/payed services) i think that lemmy is best platform and community to publish the project.

The code i wrote is really easy to check, if in doubt test this on some old laptop or raspberry pi - no strings attached.

Also i choose not to host this (very special) project continually, but until some (yet unknown) point in the future as limited downloads.

Until then, you will find the "release fountain"-post in the according community: lemmy.ml/c/btic

for some time i will answer some questions about the game here in the comment-section of this post.

thx, good luck and have fun!

Many things occur as a chance, but some chances may drift away in time and space and they will never come back.

[edit: typos, name hosting-options]

Dieser Beitrag wurde bearbeitet. (5 Tage her)
Als Antwort auf ENNIX

I'm gonna be honest, OP. The way you're doing this is going to be a VERY tough sell to basically everyone.

It's already difficult to understand what your game even is, and then when you add the fact that it's only available from time-limited download links embedded in obscure Lemmy threads... let's just say I'd feel more comfortable downloading software from a URL I found scrawled on the wall of a gas station bathroom than whatever it is you're doing.

You say that the code you wrote is "really easy to check", but where? It's not hosted on a public repo, so the only way for people to audit your code is by downloading your "game", which, again, is a tough sell when it could be literally anything.

If it walks like malware and it talks like malware...

Als Antwort auf very_well_lost

fry not sure meme, top text "not sure if malware, or actually" bottom text "masterpiece free&libre storydriven retrostyle-cyberpunk network-sandbox game written in posix shell and distributed via limewire.com limited-number-of-downloads tarball, also with purported binary distribution of alpine"

as a lemmy.ml admin the only way i can remove this post on !indiegaming@lemmy.world is to ban the user with "remove content" checked, which i am for now refraining from doing because i think they might actually be sincere.

however i strongly advise against running this, and therefore i removed links to it from lemmy.ml communities... while preserving one in their modlog (along with advice to OP) in case someone wants to audit it.

Dieser Beitrag wurde bearbeitet. (5 Tage her)


reWinWar 0.0.5 release. Computer opponent starts actually playing the game


The computer has taken its first steps toward actually playing the game.
At the moment, its logic is limited to land units (tanks and infantry). Aviation and naval forces are not fully implemented for the player yet either.

The AI can construct buildings and units (within its budget), move them through friendly territories, and attack weak neighboring zones when an opportunity arises.

For now, I’m postponing further AI improvements and shifting focus to the user interface. The goal is to complete the overall game structure and architecture. This includes the main menu, options menu, save/load system, and a basic sound system.

rewinwar.itch.io/rewinwar

Dieser Beitrag wurde bearbeitet. (6 Tage her)


release fountain : Beyond the Iron Cycle


#linux #gaming #indiegaming #cyberpunk #decentralization #free-and-libre #terminal #unix #network

release fountain : Beyond the Iron Cycle


check out the release post:
release-post

download:
limewire.com/d/LUrxA#ZfERLUVwx… (limited downloads)
sha256sum:
9cfb455a5ce72fd9fa9c9929cbb6ca6de6c120074da9921e5d656dbb7330e3bc hc-25-12-17.tar.bz2

game start:
POS: Pos: r=1.1 SNU; dlt=32.11; phi=45.06 - relay pod

. . . This is an automated beacon signal . . .

You managed to reach the relay-pod, right on the edge
of the estimated maximum extend of the Iron Cycle.

You need an operational hypercore to jump away from here.

Intermediate tasks:
- get&start the hypercore (hc-YY-MM-DD.tar.bz2)
- start a tor daemon
- contact the outpost pod [Sun, UTC 18-20]
- configure a tor-service (check MY_README)
- set up an url1 ([r][h])
- send a peer request to user1

[edit: title,link-target]

Dieser Beitrag wurde bearbeitet. (5 Tage her)


CtrlAssist: Controller Assist for gaming on Linux 🎮🤝


CtrlAssist – an open source project to bring more accessible, collaborative gaming to Linux! Inspired by PC gaming sessions with my own family, where both young and old relish exploring rich stories with immersive worlds (like Witcher 3, RDR3, Hogwarts Legacy, etc) but find coordinated combat or movement control too challenging to play solo, CtrlAssist lets you combine multiple controllers into one virtual gamepad, much like assist features on dedicated game consoles.

Whether your helping grandparents through tough boss fights, or co-oping with nieces and nephews to level age gaps, CtrlAssist aims to make PC gaming on Linux fun and accessible for everyone. While I’m certain similar utilities exist, I also just wanted a holiday hobby project to practice Rust development while scratching a personal itch.

Please give it a try, share your feedback in the relevant discussion categories, or check out the open issues if you’d like to contribute, help is always welcome!

#RustLang #LinuxGaming #Accessibility #OpenSource #CtrlAssist

Als Antwort auf BennyTheExplorer

Indeed it's just a placeholder logo until a real human artist would like to contribute, as I'm no talented graphics designer myself. I still think it serves a purpose to quickly and visually illustrate what the project does, as all of the key words and terminology used by similar efforts never reached a consensus or becoming a household names.

Xbox initially called this Copilot (lol, on brand), Apple calls this buddy mode, PlayStation just filled it under Access™, so something to link words to an intuition is better than nothing at the moment. If you have any suggested SEO for folks to find this is that's what their looking for, let me know. I've been in the trench for too long to know less technical jargon folks would use.

I'm also already transparent in using AI for rubber duck sessions in the public pull requests, so anyone agents AI would already probably object to its origins.

Als Antwort auf ruffsl

oh, my hand typing was atrocious, that's what I get for not voice dictating with my regular assistive tech.


I'm finally releasing my indie game demo. Here's the trailer if you're interested!


I posted here a couple years ago about my indie game, now it's finally releasing! Please check it out and wishlist on steam if it looks like your kind of game.

store.steampowered.com/app/399…

Dieser Beitrag wurde bearbeitet. (2 Wochen her)
Als Antwort auf Electric_Druid

A nice trailer, but there's a couple of things I found a bit off: the voice of the mage sounded too weak and distant, maybe the mic settings are too different, I don't know; I expected the mage to object after the last line of trailer 😅 still, it looks interesting


SwipeFury – The Swipe-and-Combo Game You Can’t Put Down!


Hey everyone! 👋

Check out my new indie game SwipeFury — swipe combos, fight waves of enemies, and see how high you can score! ⚡🗡️

Play it here: lly-boob.github.io/

Here’s a quick screenshot/GIF: [upload image or GIF here]

Would love your feedback and thoughts! Thanks! 🙏

Als Antwort auf Cornalo

If you interested by the game you can install it in browser it is free 👉👉lly-boob.github.io/


What game engine is the best for my laptop? and good for a total beginner?


Not sure if this goes her because im new to lemmy, but i have a snapdragon plus laptop, 16 ram, no gpu, i got this laptop recently when it was on sale for portability and because chromebooks are bad.

I want to get into gamedev and explore both 2d and 3d but im unsure what to try with my laptop as a newcomer not knowing much?

What would you suggest and why so? i need the simplest of the simple.

Als Antwort auf Grumpy404

Never ever get into godot.

It's extremely complex for a beginner and extremely amateur for an advanced game designer.

Honestly it's a failed attempt to make a foss engine to compete with bigger non-foss game engines. Any sane game developer knows godot can't really compete with them actually.

Many people (those who never actually attempted to work beside tutorial projects) will disagree with me cause "open source = good".

Als Antwort auf DoctorPress

You mention Raylib in another comment. I can definitely see that for anyone who wants a tilemap/pixel project or small-scope 3D... but even then it's likely to involve making boilerplate stuff, unless you can lean on libraries (which makes more sense if you know exactly what you're trying to make).

I've really only tinkered with Godot TBH, but lots of things are easy to do in the editor that would be something manual in Raylib. Considering both have bindings capability, Godot makes a lot of sense for the systems it has.

Even with my difficulty I'm not sure what's "complex" about Godot, I would agree some systems need more work (nobody stepping up, some requests rejected for being 'too niche') but that is something else entirely. Is the "complex" part that you want a framework rather than an engine?

Also "competing" is odd when one is free (and easy to run) while the other is trying to screw over its users. I would say it competes as much as it needs to. Any sane game developer probably isn't attempting to make a questionably-large-scope game. Especially if they can't even run the questionably-big engine on their hardware.

Als Antwort auf Grumpy404

My vote also goes for Godot. Godot is the "new Unity" and it has a lot of resources to help beginners get started. It is free so you can try it with no worries and take some other option if you don't like it. But if you are just starting game development there is "no wrong answer". You should just select one engine and try to finish a game with it.


Indie Studio Released 10,000 Game Assets To Help Devs Avoid AI


cross-posted from: piefed.social/c/Bside/p/154047…

Two-person indie studio Chequered Ink launched a pack of 10,000 game assets to "give budding developers an alternative to AI", which includes over 9,000 graphics for platformers, RPGs, puzzle games, board games, and more, as well as over 700 sound effects.
Als Antwort auf ColeSloth

Oh, alright.
Some of the other comments made me a little angry, that may have clouded my judgement on yours. So


Als Antwort auf Gamma

I guess just the color tag on the character is enough, though will likely need to manually enter the color-code each time (I have my own palette, even worse if I even need to change* it). Also neat that the outline can be change this way too (not shadow?), though seems a bit messy to stack these in BBCode.

I'm guessing custom effects might be the thing that would allow me to make my own color map. Not sure if that would always apply or if I'd have to wrap any icon in custom BBCode for that to apply, and either way still not textmesh (or label3d).

Also for my complaint on the node itself, I guess it's the same as a normal label with font scaling, just throws me off with the small default font size looking blurry in the editor (and existing fonts probably make more sense for smaller text, or even 2D text in general)

* shader globals don't seem to work here (unless I'm missing something), though also my palette is ordered (7x5) so a vertical list isn't great anyway. OTOH I did use 3-digit hex codes, so it's not difficult to type in (remembering/interpreting, not so much)

What’s your game about? 👀


No game yet (and maybe never), currently have mainly messed around with models+vertex colors (Blender, not good with that either), not quite happy with the gridmap node.

With my world so far I guess it has sort of a low-poly dream-core aesthetic, but without a pixel filter (nor textures mostly). Tile floors, purple sky and glowing moon, random stuff everywhere, and it's all on a floating island.

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Als Antwort auf insomniac_lemon

You could use the custom tag! You can do some crazy things with it, but a set color for a keyword wouldn’t be too bad: docs.godotengine.org/en/stable…

Interesting game, nothing wrong with some style exploration! Modeling stuff is still a bit magic to me


Als Antwort auf monica_b1998

More like a bug, I don't want the turning to stop for half a second despite me holding the arrow key


Preserving code that shaped generations: Zork I, II, and III go Open Source


When Zork arrived, it didn’t just ask players to win; it asked them to imagine. There were no graphics, no joystick, and no soundtrack, only words on a screen and the player’s curiosity. Yet those words built worlds more vivid than most games of their time. What made that possible wasn’t just clever writing, it was clever engineering.

Beneath that world of words was something quietly revolutionary: the Z-Machine, a custom-built engine. Z-Machine is a specification of a virtual machine, and now there are many Z-Machine interpreters that we used today that are software implementations of that VM. …



Does a MUD engine with support for time zones exist?


I'm pretty new to Multi-User Dungeons so i'm not sure this question makes sense. It seems like every MUD engine i've seen that mentions a day/night cycle makes no mention of localized time, or it being day in one part of a large world and night in another part at the same time.

I'm considering trying to make my own MUD, and this (along with localized weather) is something i'd want it to have. If no engine supports this, how hard should i expect it to be to make this work in an existing engine?

Is there anything else i should know, since i currently don't have much experience in anything more complicated than Inform6?

Als Antwort auf IndigoGolem

I... can't say I have any experience with MUD engines in particular...

... but in theory, it does not seem impossible, or even that difficult?

Basically, just have a preset world space that is cordoned off into strips, bands, and that functions as essentially an overlay layer.

Split it into 24 slices, give each slice an offset from "UTC" ... every time the ... "UTC" of this world rolls over another hour, iterate each local time zone between... sunrise, morning, midday, evening, sunset, night.

Something like that basic framework.

Hell, you could also vary the length of days, of each of those 'lighting condition states' by latitude, with another set of strips, and then use both of them together to come up with some kind of 'season' offset.

To maintain your own sanity, if trying to travel long distances or something, just convert everything to 'UTC' time, then calc travel time, then calc back to local time once you've arrived.

... And be wary of crossing the 'international date line'.


Localized weather is... well, it can be as simple as just having like, another grid splitting up the world into weather regions, and then you have something like a 'climatic zone index' that you assign to each grid square, and each climatic zone has its own lookup table of possible weather states, which have some weight value associated, and then just every hour or 6 hours or day or w/e, you randomly roll for a new weather state.

You could also get much more complicated if you want to simulate things like moving pressure systems that interact with significant terrain elevations, moving humidity patterns, ocean temperature circulation patterns, wind speed, etc...


I... am assuming this is either 2d or just like ascii character based?

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Als Antwort auf sp3ctr4l

No, because Dwarf Fortress isn’t multi-user and doesn’t fit into the same genre. It’s neither Multi-User or a “Dungeon”/“Dimension” that is implied with the name MUD.

A MUD is a living precursor to the modern massively-multiplayer RPG, but instead of graphics on a screen you read text descriptions.

Dwarf Fortress is a management simulation game that uses ascii characters to represent things.

Dieser Beitrag wurde bearbeitet. (3 Wochen her)
Als Antwort auf calliope

Ooooh ok.

So, maybe this is a bit of a stretch...

But would the modern, open source, Fallout Online, which basically takes FO1/2, rebuilds them libre from the ground up, and makes them multiplayer... would that maybr be closer to a MUD, like a 'Graphical' MUD, with sprites instead of ASCII?

I've not actually ever played DF, but I have seen that nowadays, there are... basically ways you can translate all the ASCII into sprites or tilesets.

dwarffortresswiki.org/index.ph…

I get that the MU is multi user, I've just also never actually played DF, did not realize it had not network able capacity, derp.

Or you could maybe even say that with like, PokeMMO, which roughly smashes all the GBA era pokemon games into a massive online framework... thats a sort of 'graphical' MUD?

Yeah as I said, I'm too young to have ever played an actual MUD, thank you for clarifying!

Dieser Beitrag wurde bearbeitet. (3 Wochen her)
Als Antwort auf sp3ctr4l

No problem! Obviously the OP can chime in if their game idea is different.

It’s complicated because MUD sounds like such a general term, but over time it became synonymous with something more niche: text-based games that in some way resemble the earliest multiplayer online game: MUD; also known as Essex MUD.

The main key to me is “text-based,” most of them didn’t use any type of character art like you’d see in Dwarf Fortress or nethack. The majority of what you do in an MUD is read sentences someone wrote of your current location or what you’re doing. It’s a lot like dungeons and dragons or interactive fiction.

You’re totally right though, in the most general sense, a lot of online games could fit into the general “Multi-user D-” term; in the early days of graphical MMOs, people called games like Ultima and EverQuest “graphical MUDs” for lack of a better way to describe them. Now we have “massively multiplayer online” to help.

So in the broadest sense, Fallout Online is a Multi-User something, but probably doesn’t fit with most people’s idea of a MUD.

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Als Antwort auf calliope

Ok ok!

So... Caves of Qud.

That game seems very much like a MUD to me... what I think of as the general style and kind of gameplay... but it is not MultiUser, its a bit fancier than totally text based... but it does very much do a whole lot of basically 'deep world simulation'.

I did actually play a tiny bit of Everquest, waaaay back in the day, maybe thats where I'm remembering the 'graphical MUD' term from?

Christ, was that before RuneScape even existed?

Oi, lol.

Dieser Beitrag wurde bearbeitet. (3 Wochen her)
Als Antwort auf sp3ctr4l

Yep, a multiplayer Caves of Qud sounds about right! People don’t tend to make complex graphical UIs on top of MUDs, because the MUD creator is more worried about other things. But the clients often have mapping or other features.

MUDs are also more friendly to play for blind people than a lot of games since they’re based on text.

Incredibly, EverQuest came out two years before RuneScape!

If you’re curious about MUDs at all, my favorite one from the mid-nineties (Alter Aeon) is still being run by players who love the game and seem like good people. I still play sometimes, it provides a different kind of gaming experience than the games we’ve discussed.

Als Antwort auf IndigoGolem

I used to play a modified circlemud 3.0

Iirc different "zones" could have different weather, though I can't remember if the they had different day night cycles, but even if they didn't that doesn't mean you can't make it work the way you want it to.

Not sure what you are planning but I may have a bunch of old zmud maps, and I have a spreadsheet and a .TXT document with a while bunch of items statted out that I would be willing to give to you. I might even be able to connect you with someone who last hosted/ran the one I played. Would have to see if they are still around



[Giveaway] Amnesia Fortnight 2017 Prototype Game Keys


Hey everyone.

I thought I'd share my extra game prototype keys here, as they would be more likely to be used by those who make game prototypes.

I'm not 100% sure these are all on Steam still, but they're free to try out. So have at it.

PLEASE comment on which game key you claimed so I can scratch it off.


I Have No Idea What I'm Doing -- VR game prototype
9MBIR-IP8QE-LHZDK

Kiln -- game prototype
6BRRR-IV6Q2-R75D7 ... 6HVIA-AJAV4-PQY2Z ... 677LM-6Z636-HGQBM

The Gods Must Be Hungry -- game prototype 9M23Q-GYW4C-W6J4M


Enjoy




DayZ creator says frameworks are the future of game dev


Rocketwerkz CEO Dean Hall and Floating Point Origin Interactive founder Felipe Falanghe sound downright giddy when they talk about the new C# framework named "Brutal." During a recent call with Game Developer, the brains behind DayZ and Kerbal Space Program couldn't stop making random asides to each other about what they've pulled off with the tool and how they've inspired each other's work.

Their joy was infectious because once you understand how Brutal functions, you realize every new feature is a bona fide accomplishment even for this pair of seasoned developers. "It's called Brutal for a reason," Hall said after Felipe compared working with it to the experience of sitting on a bar stool while all your friends using engines like Godot are sitting on a comfy couch.

Als Antwort auf cm0002

For someone like me, who was a bit lost on the meaning of framework, framework here is what you use to build an engine (I thought it's on top of the engine instead)

Also, the beginning of the article is a bit messy and the author jumps around thoughts, but it gets an interesting read, and they even talk about how to actually use AI for benefit instead of for multiplying bugs:

"It's hard for me to talk about it without sounding like a cult member," Hall said sheepishly, when describing how he uses ChatGPT while working in Brutal. But he and Falanghe agreed—using LLMs has made language-based coding an easier task.

Not that much easier, to be clear. They both said that when querying an LLM, they rarely copy and paste whatever code it generates. Instead they ask questions about C# libraries or Vulkan documentation, and the software is able to return high-quality answers. Answers that normally require programmers to sit down for hours to pore over documentation or scour ancient forums to find that one post with the solution (which was probably written in 2014).

"An LLM is essentially tokenizing language, then putting masses of vectors around that to build linkages between those tokens," said Hall. "What could be better than a highly-structured, in fact brutally structured language?" Vulkan and the latest version of C# are very "highly structured, with very clear syntax."

Developers critical of ChatGPT maker OpenAI should be able to replicate this process on open source models like DeepSeek, Falanghe said (though he hasn't tried this himself).

This process doesn't work as well with Unity and Unreal because they're both "highly spatial" as a result of their visual scripting tools. A solution for one game's problem may not work with another because of the different scripted elements. LLMs scouring the web can't produce consistent answers.

It is also the opposite of vibe coding, a method where programmers tell an LLM what they want a system to do and it generates code—and it isn't code completion, where AI tools "predict" what someone is typing and finish the string for them to speed up their workflow. The only thing the LLM does for Brutal developers is speed up access to information, letting them research without watching a 40 minute YouTube video.


Maybe we will finally see no-vibe solutions, like we saw no-code solutions 🌚

Als Antwort auf lad

When it comes to game development, engines usually have their own IDE and have many tools ready that make it so you don't have to code everything - in Godot, for instance, you can create AnimationPlayer and AnimationTree to handle animations.

Frameworks (MonoGame for C#, libGDX for Java, LOVE2D for Lua) can be understood as "pre-engines" or libraries for those coming off webdev, they offer lots of ready made functions to make your life easier (input handling, loading and handling most types of data, showing stuff on screen), but you'll still need to code pretty much everything else.

Als Antwort auf cm0002

Visual scripting tools like Unity and Unreal Engine were supposed to speed up development and let designers think more about their game and less about blocks of code. Why would we go back to a world where everyone's building their own game engines?


A number of reasons I can think of. \
One: debloat and performance. Unreal and Unity are extremely bloated. As much as I enjoy Godot, the bare minimum executable that it produces is over 20MB. Less bloat means less code being shipped which typically translates into better performance. \
Two: better control of what's going on. Sure, UE's source is open for you to peek in and see what's going on, but it has literal decades of baggage. Unity has its way of doing things and, other than plugins, you're stuck with it. The point that Dean Hall makes of these engines all working based on scenes^["If you take Unity or Unreal, you have this editor scene and push play, it becomes a game scene and everything in it is relative to 0-0-0 of that scene," said Hall. "That's how you draw things, and it's so ingrained that people have a hard time imagining something that's different." (...) The thinking wasn't "Unity can't do this, I need a tool that can do this." It was "our game needs floating origin to work this way, how do we do it?"] and not every game needing that is spot on. \
Three: Visual scripting isn't new and it leaves you stuck with the tool. There are several engines that offer visual scripting, some decades old (Clickteam Fusion, GameMaker, RPG Maker, Construct), being widely used for simpler games, but never for stuff that "thinks outside the box", so to speak.

Hall made a rather bold prediction: frameworks like Brutal, not game engines, will be the future of the game development.


I wouldn't go that far. A lot of big budget games will still use ready-made engines like UE and Unity simply due to cost and time, others will do things on their own "hard" way. CDProjekt ditched their own custom engine that powered Witcher 3 and Cyberpunk 2077 to work with UE going forward.

The only thing the LLM does for Brutal developers is speed up access to information, letting them research without watching a 40 minute YouTube video. (...) You can boil down Hall's theory about what he calls "the death of big engines" to this: if LLMs make language-based coding more accessible, than visual-based scripting loses its edge.


Not going to be the "death" of big engines because he's putting waaaay too much faith in people bothering to even search "how to do X using Y framework".

Hall's vision of the future game industry is almost the polar opposite of the one pitched by UGC platforms and AI boosters. Instead of a world where game development becomes easier through simplified tools, it becomes more accessible through easier understanding of language-based programming through LLMs.


In other words, it's a StackOverflow that won't berate you for "a stupid, repeated question" which should, in theory, help out with new stuff so long as it is properly documented, which seems to be the case with the Vulkan API



Umurangi Generation Review


Umurangi Generation is a photography game with a unique style and a strong message. It's fun to explore these bright and vibrant worlds taking photos and seeing all the unique things going on. It's like stepping into Jet Set Radio. But there's always the feeling of something more, and more important, going on behind the scenes.


Keyboard Football Game


Keyboard Football Game
codeberg.org/code_macabre/My_G…




My Games


My Games
codeberg.org/code_macabre/Game…


Is it possible for a kid to develop games ? I mean not the computer wizkid, but the average one who is simply fond of playing computer games ??
Als Antwort auf TheracAriane

Yes

Kids are smart and simple games are not that hard to make

Als Antwort auf TheracAriane

I mean, it depends on your expectations?

If the game engine is user friendly, like GameMaker for example, then probably a kid could make something pretty simple. I wouldn't expect a kid to know how to program something from scratch or for Pico-8 or something.



The 31 Devs Fired Before They Could Finish GTA6


cross-posted from: beehaw.org/post/23145539


Unity Prices Increasing


Als Antwort auf recursive_recursion

Because if you didn't already learn you should ditch Unity, they're polite enough to send you this reminder.


[Godot] The Kitty's Gauntlet


I made a YouTube channel for the kitty game so as not to fill catbox.moe with kitty litter (dev snippets) 😹

Props to the Titanfall modding community, this was super easy thanks to their excellent tooling... I was able to extract the map files from the game install and import them to Blender -> clean and export to GLTF -> import to Godot 🙀

Just for funsies... 🐱

youtube.com/watch?v=KL6u9yDZgw…

Als Antwort auf softkitteh

Mind syncing them to peertube? Makerstube would fit very well. It would also make it possible for people on the fediverse to follow.
Als Antwort auf onlinepersona

Hmm, I wouldn't mind at all, but I feel like it might be wasting their storage resources to share random dev snippets without any production quality (kitty litter 😹). If I were to make more quality stuff, like actual proper dev logs or something it wouldn't feel as wasteful...


Made a titanfall-esque movement system for my silly little kitty in Godot 🐱


Been using the Rust bindings for Godot and finally settled on a nice workflow with a good combination of Rust and Gdscript 😺 just wanted to share somewhere! 😸
Als Antwort auf softkitteh

I love Titanfall's out-of-mech experience, so this looks great. Don't forget the ground slides as well.

Even if you just made some time trial gauntlets, this looks like it would be really fun.

Als Antwort auf rustyricotta

Sliding is planned! Will likely be belly slides because I suck at animating 😺

I should probably try to replicate the gauntlet for funsies...



Game design is simple, actually - Raph Koster





I spent 2 yeas on making my own game and it is now on steam and very cheaper


A realistic open-world survival experience. After a harrowing plane crash, you find yourself stranded in the wilderness. Battling freezing temperatures and hunger, you face an unknown virus that slowly paralyzes muscles, leaving its victims motionless and at the mercy of the unforgiving cold.
Als Antwort auf laradev

Not this guy again.

Blatant poor copy of The Long Dark.

I won’t stop calling you out for being a hack.

Als Antwort auf Fecundpossum

The only connection between "game dev" and their posts has been "I made this" as well. Not about the dev experience or progress or anything like that. Just low-key ads/marketing, unfortunately.

IIRC and from the two or three previous posts I have seen anyway.




I spent 2+ years on making my own game and finally it is on steam and not expensive price


A realistic open-world survival experience. After a harrowing plane crash, you find yourself stranded in the wilderness. Battling freezing temperatures and hunger, you face an unknown virus that slowly paralyzes muscles, leaving its victims motionless and at the mercy of the unforgiving cold.



Gaijin Entertainment announced EdenSpark, an open source "AI-assisted" platform for making games | GamingOnLinux


EdenSpark seemed like a pretty exciting announcement for game developers and the open source community, until you read about the AI generation involved.

Announced today by Gaijin Entertainment they say it's the "first open-source platform that lets independent developers make their games accessible to console users hassle-free and truly own the code of their creations". A fair amount of the focus seems to be consoles but it will also support Windows too. However, since it's all going to be open source, I've no doubts people will quickly begin hacking away at the code to run it on Linux.

Als Antwort auf cm0002

Mostly negative experiences with Gajin.
I doubt it will be something great.
Well, but never say never...

Game Development hat dies geteilt.

Als Antwort auf cm0002

yeah, go ahead and popularize russian companies more.

Als Antwort auf cm0002

It's a bit of a pain in the butt to have to go through checkout for every single one of these and put in the codes, but it's a decent deal at least. I'll try and check out how well these actually work when I'm done.


Bloodthief Took Me 2.5 Years To Make - Blargis (YouTube, 25min)


store.steampowered.com/app/253…


Programming Space Game For X86 In Assembly Without An Operating System




Learning Design Won't Feel Like Learning


Als Antwort auf Gamma

I thought this was a good video about learning and hard vs soft skills!
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