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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!
Dieser Beitrag wurde bearbeitet. (3 Wochen her)


How static analysis encourages developers to refactor code: Another look at Source SDK



Als Antwort auf 𝔗𝚎𝚑 𝔅𝚊𝚖𝚜𝚔𝚒

What does create video game include?

A long time ago, maybe around 20 years, I did custom levels for RTS games and shooters. Earth 2150, Source engine, Serious Sam, Quake engine, etc. At some point I also did some 3D modeling. Then I participated in a Source mod community project, as part of a team; a Stargate themed mod.

More "recently", I created (an) Ultimate Tic-Tac-Toe (cross-dimension, cross-playing-fields tic tac toe), personal game jam project Energy Consumer (mainly a programming exercise given the limited time), game jam project with a friend Frogventure.

All other dabbling, interest, and ideas have not concluded in any significant development or products, partly due to lack of motivation and connection to people or people's interest.

Als Antwort auf 𝔗𝚎𝚑 𝔅𝚊𝚖𝚜𝚔𝚒

Not counting a few simple levels made for Duke 3D and Quake, my first game was as a student in Full Sail, in 2003, basically opposite of Defender. Your goal was to zoom around and abduct humans while tanks on the ground shot at you. You had to stay still for your tractor beam to work, and you could also fire lasers straight down. You got 3 lives and, I think, 500 points per human abducted, and 100 points per tank destroyed.


FREE SURVIVE! SFW Demo out now! Go get it!


After much hard work I am finally ready to show the world my demo! I hope you enjoy it! Follow me on Bluesky for more updates, and chances to win free copies of the full game on release!
Als Antwort auf Ember James

I've seen some of your posts, just a suggestion: don't make people search stuff, just put them right in the post

"more videos in my posts" - couldn't find any in your history

"follow me on bluesky" - couldn't find your handle

-> this is how people lose interest



Porting A Fortran Flight Simulator To Unity3D


Als Antwort auf cm0002

I initially thought “what a waste to port glorious Fortran to stupid Unity!” but this article was actually really amazing. Props to the developer.


SFW screenshot of my upcoming game SURVIVE!


Also check out my profile for the first very short game play video, found in the redgifs link. 18+ only!
Als Antwort auf Ember James

I decided to check the redgifs for more information on the game.

Idk what I expected thought it was really really really funny to see horror gameplay footage while a girl was having a FANTASTIC time with herself in the bottom corner.

Als Antwort auf Maven (famous)

That made me laugh too. I decided only to post the one video after that because it was just too much. haha

No need for preview videos anymore though, the demo is out now! 😀

3mbergames.itch.io/survive

Als Antwort auf xav

It's the only video in their account on RedGifs, that is linked in their profile description
Als Antwort auf xav

I have a better link for you! 😀

3mbergames.itch.io/survive



A code execution security vulnerabilty has been identified in all games built with Unity 2017 and later


Unity has been sounding the alarm about a code execution vulnerability that has been identified in all applications built with vulnerable editor.

EDIT: While the below text kind of still holds for Desktops, I've absolutely forgotten about Android. If you have an Android game, you should definitely patch, since the situation is kind of different there.

Also, if your game is registered as custom URL schema handler, it can lead to privlidge escalation, or maybe even be triggered remotely (through a malicious link), so Update.

While there's definitely no harm in patching, in my personal opinion, the situation is needlessly overblown. I have worked in offensive cybersecurity, and the fact that Unity game allows you to locally run a code that

would be confined to the privilege level of the vulnerable application, and information disclosure would be confined to the information available to the vulnerable application.


is not really exploitable. Since the attack vector is local, the attacker already has to have read/write/execute access to the application and your system, which usually means you have way bigger problems.

Not to mention that since Unity suffers with .dll injection vulnerability (which is what most mods are using), the attacker can do the same by simply replacing a .dll file of the game.

So, patch up if you can, but if you're not able or can't be bothered, in my opinion, it doesn't really matter. But please prove me if I'm wrong.

Dieser Beitrag wurde bearbeitet. (4 Wochen her)
Als Antwort auf Mikina

Apparently the biggest risk is that another malicious application could modify the intent urls of the runtime to pass extra arguments to the command line and run arbitrary code whenever you start a unity game. Apparently permissions could be escalated on windows but only if you registered the app as a custom URL schema handler

It’s an easy attack vector to drain crypto wallets!

Dieser Beitrag wurde bearbeitet. (1 Monat her)
Als Antwort auf Gamma

I see, but still - how is that different from a regular old .dll injection? Or, just replacing the .exe alltogether.

If you're at the point of R/W/X on a machine, then you have a lot of similar vectors of attack.

That is, assuming there's no privilege escalation, which the vuln report does not mention.

Als Antwort auf Mikina

The attack is through other unrelated apps that get installed, so if some shitty todo app gets compromised the rest of the games that use the unpatched runtime can be targeted. Yes, the risks are probably pretty minimal, but app permissions on android are not well-known for their sensibility.

Also on windows:

your Unity app could be vulnerable to privilege escalation if it is registered as a custom URL schema handler.
Als Antwort auf Gamma

Interesting, can you pass arbitrary command line arguments via a URL like that on Windows? If so, this could be catastrophic if all you need is a malicious link on any website to trigger it.
Als Antwort auf Gamma

I didn't want to take any Risks. So did the fix first thing in the morning and had QAs doing tests all morning. Pushed the fixed build after lunch. The fix was really simple with a Unity made tool. It was actually clear and understandable, unlike the messes Unity usually ships.
Als Antwort auf Mikina

Honestly, I am pretty shocked at how simple and easy it was to apply the patch. Kinda surprising from the Unity team, but a welcome surprise, to be sure.


Introducing iiSU


cross-posted from: lemmygrad.ml/post/9306468

The summary of the video states:
After such a long time, I finally get to share my biggest project with you all.

Big enormous shoutout to ‪@ThaddeusSilva‬ for composing the track for this reveal, as well as the other tracks used in this video!

Tracks featured:

youtube.com/watch?v=2tXiZQnPcf…

youtube.com/watch?v=z3ZbhbcScI…

Assuming you're reading this after watching the reveal, this is iiSU: a front-end / launcher founded by yours truly, with the same love and care you normally see in my video content. It was bound to happen eventually, and today marks the beginning of home launchers reaching new heights.

Front-end development is being led by none other than the legendary Huesos - prioritizing the dual-screen branch.

Huesos's Patreon: patreon.com/cw/SapphireRhodoni…

Back-end development has also initiated and we have more ideas brewing now that a full passionate and talented team is formed.

This is by far the most ambitious thing I've ever done, not to mention this is my first time even designing an app, let alone develop one from scratch. I hope you're as excited as I am, because there's still so much to share in the future!

For those who want to join the Discord, here's the invite link for you!

discord.com/invite/5JkBtVqd

You can reach me there a lot quicker if you have any questions or want to take part in the development process.

I've also created a paypal link for those who want to support iiSU and gain a few perks in the process, like early access when the app reaches its beta phase.
ko-fi.com/usagishade

Alright, that covers everything for now! I'll be seeing you a lot more often as I've got a lot of free time to pour into this.

Til next time!


So it boasts a cleaner UI and shows all your achievements. I think this is a ROM for the Nintendo Switch and Nintendo Switch 2. Like a tablet or phone launcher, I guess. Probably you can put this on a handheld PC as well (like a Steam Deck, maybe).

The app is developed for Android devices as well.

Your thoughts?

Maybe I missed something in the short video (which is two minutes long) but I'm not sure what this is exactly.



How Should I Finish My Game


I'm currently developing a short indie horror game for itch.io. I went to school for 3D animation and I'm fully capable at modeling, animation and all that. But I'm incompetent when it comes to programming. I tried Sololearn to see if I could learn c sharp, but I barely made it past the intro section. I also bought playmaker and Emerald AI hoping that would make it easier. But the documentation for playmaker is either limited or outdated. Emerald AI I do have a grasp on though. I wanted to code it myself, but based on my struggles, it seemed more and more likely that I'd have to get outside help.

I'd like to work on indie games with other people, but I've learned no one wants to take you on unless you can prove your skills in an already existing game. Which is a big reason for why I want this game made. I've signed on for many game jams only for my teams to flake out every time. I've met multiple coders on discord who were willing to help on my game in exchange for assets, who then ghosted me. I don't have much money these days, so hiring is both unrealistic and excessive for a game that I need for portfolio reasons (wish I had spent that playmaker money on this instead.)

The game itself isn't very complicated: player needs to flip four switches to unlock an escape door while avoiding patrolling enemies. So I don't think these coders were turned off by the offer, especially when I was willing to make all the assets for an open world game.

At this point, I just want to have a completed game. I loathe the idea of resorting to AI (especially as an artist) but if I can't find any other options, I may just have to go with it. I'd really rather it doesn't come to that, so I need advice.

How should I proceed from here? Would it be unethical to use AI to just do the coding and correct it here and there with what little coding knowledge I have? What should I do to get this game done?

Edit/PS: I could spend the years it would take for me to learn coding, but that's not my end goal. I want to be a game artist and learning to code seems like it would be a distraction from that. Is it wrong to think that way?

Dieser Beitrag wurde bearbeitet. (1 Monat her)
Als Antwort auf DesertCryptid

Do you have art samples and a spec for what you want to build? If it's small enough / straightforward enough that the code can be knocked out in a weekend, someone here might be interested in taking it on...
Als Antwort auf e0qdk

I can link the game design doc I put together a while ago. I can also link my demo reel which shows a bit of the game in it.
Game design doc: docs.google.com/document/d/1fo…

Demo reel (the game can be seen in the clips marked CH 05):drive.google.com/file/d/1TGbW5…

Als Antwort auf DesertCryptid

In my opinion, for your situation, AI is not going to help if you don't know enough programming ALREADY, what is probably going to happen is that you're going to achieve a certain progress and then get stuck.

I suggest you take a look at no code/low code solutions since your game does sound not too hard to make.

Take a look at rpg maker and construct 3

You'll be able to use AI for the scripting you'll need.

I had a friend use rpg maker with success in the first years of high school, before "the internet" was available, and he knew nothing about programming (he's now a doctor)




Chroma Squad - The Best Power Rangers Game Ever Made


Chroma Squad is a fantastic turn-based RPG that is both a loving homage to the Power Rangers. Rather than fighting evil as the Crayon Box of Justice, you instead play a manager of a new Super Sentai TV show hoping to become the greatest show on television. It's a formula that works fantastically.


Essential Facts About the U.S. Video Game Industry - by ESA


Saw this today and thought it was interesting.

Most surprising was ESRB claiming 78% of parents regularly use ESRB ratings and 86% use parental controls on their kid's console.

Maybe it's just that parents have gotten more technical and aware of bad content but it felt like every single child was playing mature games like GTA V back in the early 2010s. Nobody cared what kids were playing.

Another shocking stat was Dragon Ball Sparking Zero being the #5 top grossing PC/Console game in 2024. I know that series is popular but... How? There's been very little buzz around it.

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Als Antwort auf popcar2

Sparking Zero had huge buzz around it. It was hyped up as the successor to Budokai Tenkaichi. It was pretty popular on social media. It had meme-y meta moments like using Yajirobe online for a while. Huge playable roster really added to the hype. Dragonball is incredibly popular. Dragonball may actually be more popular today than the early 2000s. It's had a huge resurgence since the series canon resumed with the battle of the gods movie

Parents I know are very active users of parental controls from what I've seen

Dieser Beitrag wurde bearbeitet. (1 Monat her)
Als Antwort auf popcar2

I am aware of classifications and content descriptions. I'm not in US so the ESRB are not directly relevant but my local body does something similar.

I find the actual classifications to be a bit conservative so treat them all as advisory and make my own decisions. For example my son beat these (on easy) at four years old, I don't think we would have enjoyed them as much if we waited until fifteen:

On the other end of the scale I can use these descriptions to see that while Saints Row (2022) is tamer than GTA5 it is still going to have content thats a bit rough for an eight year old:

Parental controls are another question but I use then for time limits on his tablet and content restrictions on consoles and streaming services.

The way I have parental controls set up he has access to everything M or lower but MA15+ or higher requires a conversation.

They help inform my decisions but at the end of the day we are making our own choices within our household.

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[Devlog] The Blat Choice Invasion & Other Disasters!


Hey devs! Yesterday’s update brought pure chaos to the bunker:

Invading Monsters: Blat Choices may now invade your bunker… well, they could. RIP Batcroc Fly, gone forever thanks to an unexpected coding funeral 🪦🐊🦇

3 New Creatures: fresh nightmares to ruin your day.

Expedition Boat: now upgraded! More loot, more danger, still not cruise ship material 🛶

Shop 2.0: shinier, with more useful descriptions, and still designed to drain your gold 💸

Loot Areas: now drop money, food, and random junk. Basically a chaotic slot machine 🎰

Increased Difficulty: because suffering = content 💀

Stickman Upgrades: now with fancy colors so you can die in style 🌈

Audio Glow-Up: new sounds and music for maximum emotional damage 🎶

Visual Chaos: colorful texts, new backgrounds, extra unnecessary effects ✨

Bug Fixes: fewer bugs in the code, more bugs in the bunker

This update is packed with chaos, challenges, and laughs. Check it out and leave your thoughts, feedback, or survival stories on the game page! Every comment helps shape the next update.

👉 Play and comment here: https://danielgamedev14.itch.io/a-survival-game___

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💥 Chaos, Stickmen & Bugs: A Survival Game’s Latest Update!!!💀


Hey fellow devs! 👋

Just pushed a new chaotic update for A Survival Game and it’s packed with features… and disasters:

🐚 Blat Choices now invade your bunker (RIP Batcroc Fly 🪦 – code gods demanded a sacrifice)

🐉 3 new creatures to ruin your plans

🛶 Expedition Boat Upgrade – smoother sailing, slightly less chance of drowning

🎁 Loot zones buffed – now drop money, food & random junk

🛒 Shop v2 – prettier UI + better descriptions

🌈 Stickman upgrades with colors – because dying stylishly is important

🎶 New sounds & music – auditory chaos, highly recommended

💀 Slightly higher difficulty – because suffering builds character

This update also includes bug fixes, visual improvements, and a lot of chaos in code & gameplay.

If you like survival, strategy, and laughing at your own terrible decisions… or just want to see stickmen die in style, check it out:
🔗 danielgamedev14.itch.io/a-surv…

Bonus for devs: plenty of chaos in the code to inspire your next debugging nightmare 😉

#GameDev #IndieGameDev #Programming #ItchIo #ChaosGaming #IndieDev



Modding Ghost of Tsushima


I really want to be able to mod the subtitles in ghost of Tsushima, but as far as I can tell there are absolutely no Modding tools capable of this.

But I did manage to extract some of the files and found the subtitles I wanted to edit.

So my goal was to add german subtitles with the English ones and package them and put them back together.

This was my work around to having two sets of subtitles together on the screen at the same time. All I would need to do is edit the subtitle file and place the german subs.

But the subtitles are stored in .xpps format. And I could not find anyway online to extract it and package it.

Any suggestions?

Als Antwort auf pugnaciousfarter

Ah, sorry friend. It looks like xpps are generalized resource files (fittingly their magic is "KCAP", PACK backwards), and they have a complex schema because they store basically general relational data it seems. Reversing would take quite a bit of work with the information currently available. If it's any consolation, it seems like the merge may have been a bit of a monumental task to do correctly anyways given the enormous amount of metadata there is (just open up that file in a hex editor and see how small the text portion is, and how there appears to be multiple different metadata schema and sections). Sorry I couldn't help, it's a great idea.
Als Antwort auf GoogleBen

No worries. This was my first learning experience opening packaged files in a hex editor, so I have that for future.

Thanks for taking a look!

Dieser Beitrag wurde bearbeitet. (1 Monat her)


SideCiv


Hello,

I have been working on a game on and off. It's finally starting to shape up into something fun to play!

The game play is the old flash game 'Age of War' mixed with some Civilization inspired management. So far you can buy units and buildings, upgrade technologies, and fight a never ending onslaught of enemies.

My next plans are to implement a relics system, and starting to expand on traits.

Als Antwort auf JanMayen

Over the past week I've
- Re-worked the units and building into a more dynamic and less hardcoded system.
- Made some minor UI changes
- Started adding resources
- AI can now build buildings
- Added ability to destroy buildings, allowing you to free up tiles for future improvements
- Added end match information, along with a tracker showing upcoming waves and allowing for selecting rewards

Dieser Beitrag wurde bearbeitet. (1 Monat her)
Als Antwort auf JanMayen

This week I've

  • Made buildings generate resources on their own timers, allowing for future upgrading or modifying of buildings to produce faster, better, stronger
  • Re-wrote the unit script, it's 90% complete. Having some issues with projectiles and referencing deleted nodes.
  • Worked on the post-round screen, showing what levels are coming up and offering different rewards based on the round.
  • Started working on Events system, a set of narrative events similar to Crusader Kings series.
  • Units now wear the colors of their team
  • Slight UI changes and toolboxes added


What should I add to my HOI4-like/Pokemon-like game?


I am making a game similar to something like HOI4 with the differentiating factor being that it is situated during the Cold War, with power dynamics of both the Americans and Soviets vying for dominance while the non-aligned movement tries to balance on the fence between the two superpowers.

Unlike HOI4, there will be turn-based battles (kind of like in Pokémon, but without the catching part) rather than manoeuvring troops around a front. This means that my game will be decently different from all the Cold War hoi4 mods, have okayish controller support, and will also be much easier to program.

Currently, I'm planning to add three different navigable tabs: a political tab (where you can complete focuses relating to your politics, get advisors, see all your subjects, etc.), an industry tab (production/factories, trade, economic advisors, etc.), and a military tab (researching weapons, head of the army, etc.). There will also be a clock (similar to something like HOI4).

I'm thinking the political tab should mainly just be the focuses (see focus trees in HOI4) and advisors that give you modifiers like stability buffs and ideology support.

My questions are, what should I add to this game? What modifiers/stats should I add (something akin to stability, war support, etc.)? How should focuses work? What colour should all the territories be? What about the releasables (see African colonies, post-Soviet states, etc.)? How should modifiers like stability and war support and things like how much equipment you have in stock affect the turn-based battles?

Note that this game isn't meant to be realistic whatsoever, and I've already planned out a few focus paths (many of which are very out there...) for some of the major countries (subject to change, of course):
- West and East Germany: Race to unify the country under their leadership
- unified Germany (western bloc): democracy vs Kaiser vs cars over politics (German car company coup)
- unified Germany (eastern bloc): align with the Soviets vs independent foreign policy vs NEW POLAND (due to proximity with old Poland. As you can see, not being very realistic. Like at all.)
- UK: Holding on to the empire vs independence
- United States: Democracy vs military dictatorship vs capitalism over politics (a company takes over the government in a coup)
- Soviet Union: Towards de-Stalinization vs supporting Stalin's ideas, possible anarchist path?
- Yugoslavia: formation of the non-aligned movement, communism vs democracy vs monarchism vs sports over politics (coup by sports team or something? Not sure)

What other paths should I add? What should I change about these paths? What kind of modifiers/boost/war goals/etc should the focuses give you?

Als Antwort auf sbird

My immediate thought was this would be fighting the Cold War via Pokemon battles... as in, you explore the world, catch Pokemon, conquer new countries and catch more Pokemon there... You use Pokemon and their trainers instead of soldiers to fight the wars...



Combating headcrabs in the Source SDK codebase




🎨 I tried making a new cover for my indie game, A Survival Game…


It has:

chaos ✅

doodles ✅

monsters ✅

a random chicken in the corner ✅

Now the real question is… does it look like something you’d actually click on, or like a cave drawing made during a coffee overdose? 😂

Would love some feedback from you folks – roast it, praise it, or just tell me if the chicken deserves more spotlight. 🐔

👉 Game link (if you’re curious): danielgamedev14.itch.io/a-surv…

Als Antwort auf Daniel_Game_Dev

I think on steam i would scroll over it but it fits the vibe of an itch game and i would/am intrigued by it
Als Antwort auf zEKEfrieD

Yes! It's for itch.io! If you want to take a look and leave a comment on his page, I'd be very grateful ;) here: danielgamedev14.itch.io/a-surv…


[Request] Help me by recording videos of my indie survival game!


Hey everyone! I’m Daniel (14yo indie dev) and I’ve been working on my chaotic card-survival game A Survival Game.

I just released a big update and I’d love to see how people actually play it. If you enjoy trying out indie games, it would mean the world to me if you could:

Record a short video / gameplay session.

Share your first impressions, reactions, or even funny fails.

It doesn’t need to be professional – even a quick screen capture helps me understand how players interact with the chaos I built.

You can play it here: danielgamedev14.itch.io/a-surv…

Thanks a lot! Every video helps me improve the game and spread it to more players 🙏

Als Antwort auf Daniel_Game_Dev

This looks super interesting. I'll attempt to stream it on my Owncast tomorrow or Friday and record it and toss it on my Peertube. I already have some thoughts/suggestions from playing for like 5 min. 😀
Als Antwort auf ozoned

Thank you so much man! Seriously! This helps me so much! I'm glad you liked it!
Als Antwort auf Daniel_Game_Dev

Streaming live on stream.ozoned.net at the moment. If you're busy then I'll record it and post the video as well. Please note that these are my initial reactions, it's just an opinion, it's not right or wrong and it's supposed to be constructive criticism.
Als Antwort auf ozoned

Man, I don't know what to say, thank you so much!!! The stream was amazing!!!! This game is always getting more updates and I'm glad you liked it! Now I'm looking for more players and maybe create a community, the game is simple and buggy but I'll evolve it more and more! Thank you so much man! Have a nice day ;)
Als Antwort auf Daniel_Game_Dev

Thank you! It was a lot of fun! Definitely needs a lot of polish and more mechanics and things, but I think you have something quite interesting to start from. Remember though, you're going to get people that are just negative about it. It's YOUR idea, it's YOUR creation. It'll never be perfect, it'll never make everyone happy, and it doesn't have to be either of those things. Just keep doing you, and it'll be good. 😀
Als Antwort auf ozoned

Thank you so much for the kind words and encouragement! 🙏✨
I know the game still needs a lot of polish and new mechanics, but hearing that it was fun already means a lot. You're absolutely right — it’s impossible to please everyone, so I’ll keep building and improving while keeping the chaos alive. ;)


Digging into open-source Unity VR Games. Part 2: NorthStar





Spooktober N64 Style Graphics Jam #4


Come join us for the Spooktober N64 Stype Graphics Jam #4! Make some cool retro games and have some fun with us! There's a 50 dollar cash prize!

Als Antwort auf 𝔗𝚎𝚑 𝔅𝚊𝚖𝚜𝚔𝚒

Don’t get me wrong, rimworld is great. But the mechanics of the game are just a repackaging of Dwarf Fortress which was a labor of love by two people over many many years.
Als Antwort auf YtA4QCam2A9j7EfTgHrH

Friend, I don't normally come out swinging, but you're dead wrong. I've played both and there is a reason one is wildly popular and the other, cult status. It's the same reason x-com endures. You get attached to your pawns, because of the little touches, little individual aspects, that make them unique and endearing. Oh Mila started another social fight with Engie, well, she did insult her sandstone art as creepy. It is creepy, but her lovers funeral from the failed raid to get the relic of our religion was not the place to bring that up. Furthermore, all of this is accessible, on the surface, and a component of the game. However incredible Dwarf Fortress is, and it is, it never landed the, "why I give a shit about this character or that character." Just my take.
Als Antwort auf DaMonsterKnees

People can disagree.

I just found Rimworld derivative. It is objectively a better game (for most people) because it has modern UX and less complexity.

I just think that it isn’t visionary. The real weirdos are the Adams brothers that created the genre. (And I’m an old man that enjoys DF more, even if I have over a thousand hours in Rimworld)

Als Antwort auf YtA4QCam2A9j7EfTgHrH

Hundred percent this. Rimworld is a streamlined but pale imitation of the crunchy janky unmatchable experience of Dwarf Fortress. I played Rimworld a lot, over 900 hours. Until I realized all I ever did was play it for the mods. I did not like vanilla, the game is too arbitrary and annoying with its fetish for random events.

Whereas even when Dwarf Fortress bullshits things, it still feels like things happened behind the scenes to lead you there. DF is more about the simulation and the illusion of simulation, Rimworld is more about a man shoving dice up your ass and saying "I have decided you are having fun wrong, all your colonists now have exploding penis disease that makes them randomly die, at the same time that the digging raiders are sieging your base and there is a radiation storm and insectoid swarm so big your game is lagging, good day" and people just clap at that for some reason.

I always tweaked literally everything with Rimworld, with these absurd unstable modlists because the game was plainly unpleasant for me otherwise. This mod tweaks these two annoying game mechanics and has three dependencies, this mod tweaks this other thing and has one dependency, this mod... etc.

So half my play time was waiting for Rimworld's main menu to load, and the other half was always spent chasing cascading game-breaking bugs because the combination of mods I needed, to not hate the game, was never stable. So then I never touched Rimworld again, because I stopped pretending I was its target audience, I'm not. It's made for people with different interests.

With Dwarf Fortress, in the pre-steam versions, I only strayed from vanilla occasionally. The game was and is always good enough for me unaltered. Although admittedly I do like adding extra creatures, even back in the day with raw file edits, and Steam Workshop really makes that annoyingly easy. Wish the built-in mod managing UI was better, but then again, Rimworld's sucked too, and I always replaced it with a better one via a mod, and eventually an external program (rimPy) entirely.

Nope, I can never touch Rimworld again, it's not worth my time.

Als Antwort auf Nikkii

I completely forgot that I also always modded my rimworld. I don’t think I’ve ever messed with DF mods. But the game is janky enough to start with…
Als Antwort auf DaMonsterKnees

However incredible Dwarf Fortress is, and it is, it never landed the, "why I give a shit about this character or that character."


Oh my I disagree so much. I've not launched DF for a year and I can still rent about the stories of characters that I only know from their descendants and the legends.

Both awesome games no doubt

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Dev Retires “Dual Snake” Online Service, Migrating Features Into Offline


Over the years, our server has been racking up costs, and the now-unsupported software it was running on finally gave out.

All online services have now been migrated into permanent offline features. We made sure nothing was lost.

  • The Level Editor now saves levels directly to your disk […]
  • All community-created levels […]
  • All-time high scores have been immortalized […]
  • New high scores are saved locally […]


The game Dual Snake on Steam is free and was released in 2018.

Dieser Beitrag wurde bearbeitet. (2 Monate her)
Als Antwort auf Kissaki

Much respect to the devs for doing their best to transition actively to end-of-life and port functionality to the offline mode 😀


Devlog – Making Chaos More Efficient in A Survival Game


Hey folks,
I just pushed a new update for my little chaotic project A Survival Game (a survival card game with clueless stickmen). This time I focused on pacing and new systems:

Shorter Map → players were walking too long before hitting events. Now chaos kicks in faster.

Expedition Boat 🚤 → new system to send stickmen away for loot (high risk, sometimes no return).

Radio 📡 → call for resources (or just static). Simple mechanic but adds a nice “desperate communication” flavor.

+4 Stickmen → bringing the total of new recruits to 8 since last updates.

Shop Upgrade 🛒 → cards finally have descriptions, because apparently stickmen can read.

Visual polish ✨ → more effects, outlined texts, flashy cards.

Better Save System 💾 → now more reliable across HTML5, mobile, and desktop builds.

On top of that, I experimented with monetization:

PRO Mode DLC ($2.50) → lets players customize runs (extra cash, days, stick levels). Basically legal cheating.

Mercy DLC ($1) → adds 4 cards including one that lets you roll back to your last save after a bad decision.

Dev thoughts

The biggest design call was shortening the map. Initially I wanted long runs for tension, but players got stuck in “walking simulator” mode. Compressing it made the game more chaotic and fun — curious to see if players miss the old pacing.

Also, adding the radio was fun because it’s a very simple UI change, but thematically it feels huge (players love pressing buttons that might do something).

Questions for you

Have you ever shortened a game/map for pacing reasons? Did it improve retention or just upset players?

Any tips on balancing optional DLC in a small indie project without making the base game feel lacking?

👉 If you want to check out the game: A Survival Game on Itch.io



Simplest way to make a "Link to the Past" like game?


cross-posted from: lemmy.world/post/35297209

I'm looking for an engine/framework to make a 2d "RPG" (no leveling, etc, akin to Link to the Past).

I actually went to University for games programming, so I understand how games work, how to code them, etc etc. I work as a Test Automation programmer for websites, and I am doing some development on JS as well on a music toy. I am experienced with C#, C++, Java and JS.

The problem I've had in the past is that the frameworks promise the world, but everything I want to start working on is hidden beneath folders and folders of stuff, and the entry point to customize the correct parts seems obscured. Or, working on OpenGL etc are too basic with basically nothing out of the box.

I just want something that will say : here's your main, here's your player character, we've taken care of the collision detection and inputs and rendering, there's no gravity. Paint the tiles on this screen, and get going.

Like the level of expertise, customisation and entry point needs to be clear (or at least there is a guide to get started that I don't have to spend hours and hours on) and the business side is cut and dry and won't cost me to start deveoping. (flat X% after $Y in sales)

I don't mind having to learn a new scripting language as long as it's not drastically different to the object oriented languages I know already. (ie : nothing in Lisp)

Als Antwort auf Skullgrid

If you want to make a 2D Zelda style game, there's the Solaris engine, which is purpose built for that very task.

It's open-source and completely free to use.

Als Antwort auf ProdigalFrog

It uses LUA which is the laughing stock of the programming world and uses arrays that start at 1.

Edit: 4 people here use Lua.

Dieser Beitrag wurde bearbeitet. (2 Monate her)
Als Antwort auf ultimate_worrier

I've personally never seen that sentiment toward Lua. It's also used in Pico-8, and that's quite well regarded.
Als Antwort auf ultimate_worrier

Even in that link, there are just as many people praising it as there are damning it, which is fairly common for all languages, due to how opinionated people can be on that subject.

Based on the fact that you're downvoting all my comments in this thread, I would wager you are amongst those highly opinionated people 😅

Als Antwort auf ProdigalFrog

"There are only two kinds of programming languages: those people always bitch about and those nobody uses."

Bjarne Stroustrup

Als Antwort auf Skullgrid

You might like Love2d, it's a Lua framework that just lets you start coding, no editors or anything.

I just want something that will say : here’s your main, here’s your player character, we’ve taken care of the collision detection and inputs and rendering, there’s no gravity. Paint the tiles on this screen, and get going.


So are you looking for less of a framework/engine and more of a genre template thing? I'm not quite familiar with those, but Godot is a general purpose royalty-free engine, and I've seen templates before for a Zelda-style game, so that might be something worth checking out. It's pretty simple to extend or change what you need.


Als Antwort auf tomiant

Are you looking for more game documentary makers or perhaps something else? I can give you some suggestions either way.


Digging into open-source Unity VR Games. Part 1: RocketMan




How to get fully involved into game development?


After my previous post on this community, i read all comments and found lots of useful materials on gamedev.

For the firts couple of weeks i was completely involved into gamedev, learning, reading documetation, making project for hours every day. Next week i started to get bored with it. I was still making progress, but i just wasnt involved in it enough. Next week i got completely bored with it, and just left it. I tried to get back on track a couple weeks later, but wasnt successful.

I just cant find myself doing some work, like learning something new, for longer than two weeks. When i was younger, i tried to self learn programming, but couldnt to continue to learn for long. Now i know how to program, not because i personally was interested in it, but because i was taught it. Even if i will somehow learn to develop games, i dont think i will be able to work on same project for months or even years, which is always required to make good games.

Earlier i mentioned that i was bored, which is not what it seems it is. Making games is fun, and i want to do it. I just have a weird feeling, which i cant really explain what it feels like, and it prevents me from just opening the editor and continuing to work on a project i was doing last day, for unkown to me reason. Every time i boot my pc, i just look at that icon on the taskbar for a solid two minutes, until i decide to do nothing. Same thing at the next day, and a day after that, and then i just forgot i was actully doing that. I dont know why, but two weeks seems like the maximum i can spend on any big project, even if i am interested in it, and i know i have enough skill and time to complete it in reasonable amount of time.

So, what can you recommend me to do, to get me involved into game development, to get interested in it enough to actully commit enough of my time to make great projects?

Als Antwort auf gegil

I just cant find myself doing some work, like learning something new, for longer than two weeks.

So, what can you recommend me to do,


It's the same kind of discipline issue everyone has with other times with sports or other kinds of regular practice.

Reserve the time, "get there early", sit down, set an alarm if you have to and when the alarm rings you open your project and go from there.

You don't have to torture yourself though, if you find you're actually not having fun, it's fine to just do small prototype things and switch things up every two weeks.

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Als Antwort auf it_depends_man

The bad discipline is what really holding me back. I tried to fix it by various ways, but it all comes down to that nobody is watching me. If there is nobody to tell me that i am not doing what i have to do, i have no iniciative to follow alarms, schedules and other stuff, because nothing bad happens when i dont.

What you are saying about of torturing myself when i do stuff which is not fun, this is not exactly what you understand. There is boring and repetitive stuff which i really did not like doing. But most stuff i personnaly tried to get into is fun. Its just my laziness which overcomes the fun, and i dont know how to get away from it.

Als Antwort auf gegil

Take pressure off. Don't set targets, just solve one problem and if you're fed up, park it. If you feel good, solve or investigate another.

Avoid negative pressure and burn out. Little and often is the process. If you don't want to touch it one day, don't. It's cool.

Dieser Beitrag wurde bearbeitet. (2 Monate her)