Recreating "Melting GPU" Glitch Artifacts in Unreal | Jam2go [21:14]
Recreating "Melting GPU" Glitch Artifacts in Unreal
Kitten Burst: https://store.steampowered.com/app/1592360/Kitten_Burst/Wishlist GANGSTALK: https://store.steampowered.com/app/3235140/GANGSTALK/Glitch Texture...YouTube
I spent 2 yeas on making my own game and it is now on steam and very cheaper
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Worker Cooperative Business Models for Game and Software Developers - An Unusually Insightful Seminar
Worker Cooperative Business Models for Game and Software Developers - An Unusually Insightful Seminar
Detailed and enlightening webinar exploring how worker owned software cooperatives function, best practices, potential pitfalls, and advantages. This talk features the insight of workers from coope...kolektiva.media
I spent 2+ years on making my own game and finally it is on steam and not expensive price
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.
I doubt it will be something great.
Well, but never say never...
Game Development hat dies geteilt.
The Godot Ultimate Asset Humble Bundle
The Godot Ultimate Asset Humble Bundle – GameFromScratch.com
A New GameDev Humble Bundle for Godot Engine developers, the Godot Ultimate Asset Bundle by Leartes Studios ONE WEEK ONLY!Mike (GameFromScratch)
Bloodthief Took Me 2.5 Years To Make - Blargis (YouTube, 25min)
This Game Took Me 2.5 Years To Make
➤ OUT NOW ON STEAM: https://store.steampowered.com/app/2533600/Bloodthief/In this devlog I talk about the full journey of finishing Bloodthief. Thank you fo...YouTube
Programming Space Game For X86 In Assembly Without An Operating System
Programming Space Game For X86 In Assembly Without An Operating System
In this video our hacker [Inkbox] shows us how to create a computer game that runs directly on computer hardware, without an operating system! [Inkbox] briefly explains what BIOS is, then covers ho…Hackaday
Learning Design Won't Feel Like Learning
Learning Design Won’t Feel Like Learning; Here's Why
🏥 support IGC on Patreon: https://www.patreon.com/indiegameclinic🕸️ everything else: indiegameclinic.comNB: please do not actually go on Mumsnet for any re...YouTube
How static analysis encourages developers to refactor code: Another look at Source SDK
How static analysis encourages developers to refactor code: Another look at Source SDK
Early morning. Fog blankets the mountain ranges. Wake up, Gordon. It′s time for us to go straight into the heart of darkness to free this world of the slumbering evil. Yes, and don′t forget your...PVS-Studio
[Question] What was your first created video game, and long ago did you create it?
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.
FREE SURVIVE! SFW Demo out now! Go get it!
SURVIVE!SFWDemo by 3mberGames
The title tells you what to do. My job is to make sure you don't!itch.io
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
Porting A Fortran Flight Simulator To Unity3D
There’s an old saying (paraphrasing a quote attributed to Hoare): “I don’t know what language scientists will use in the future, but I know it will be called Fortran.” The t…Hackaday
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.
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! 😀
SURVIVE!SFWDemo by 3mberGames
The title tells you what to do. My job is to make sure you don't!itch.io
I have a better link for you! 😀
SURVIVE!SFWDemo by 3mberGames
The title tells you what to do. My job is to make sure you don't!itch.io
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.
Unity Security Vulnerability: Developer Remediation Guide
A security vulnerability was identified that affects games and applications built on Unity versions 2017.1 and later for Android, Windows, and macOS operating systems. Download the patching tool here and read on for further instructions.Unity
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!
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.
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.
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!
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/usagishadeAlright, 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.
Introducing iiSU
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 revea...YouTube
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?
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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…
Condemned GDD
Condemned Game Design Doc Single player first person Indie Horror trapping the player in an abandoned building with a colorful maze filled with bizarre monsters. Escape and survive, or be devoured.Google Docs
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)
Make Your Own Game with RPG Maker
Make your own PC game with RPG Maker. Our easy to use tools are simple enough for a child, and powerful enough for a developer. Try it free today!www.rpgmakerweb.com
Some assets for games with FOSS engines are cheap on GOG right now.
VCMI / HoMM3OpenGothic / Gothic 1 and Gothic 2
Also Quake 1,2,3 and probably some more.
Heroes of Might and Magic® 3: Complete
Includes Heroes of Might & Magic III and its expansions: Armageddon's Blade and TheGOG.com
Chroma Squad - The Best Power Rangers Game Ever Made
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, but also an ingenious look at the production of a TV series. Rather than fighting evil as the Crayon Bo...Spectra Video
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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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
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.
[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___
A Survival Game by Daniel_Game_Dev
Manage your stickmen, fight monsters, run out of food, repeat. Welcome to survival... the dumb way.itch.io
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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
A Survival Game by Daniel_Game_Dev
Manage your stickmen, fight monsters, run out of food, repeat. Welcome to survival... the dumb way.itch.io
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?
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!
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.
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
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?
What Happened on Anthem - The Mark Darrah Years (Part 2 2017-2019) | Mark Darrah on Games [1:52:55]
What Happened on Anthem - The Mark Darrah Years (Part 2 2017-2019)
Get more access through Patreon: https://patreon.com/MarkDarrahOR Join the channel to get more access: https://www.youtube.com/channel/UCmQy_HWuQC5MB2AXgkWr-...YouTube
Producer Talks About What Really Happened to Anthem? - The Early Days (Part 1 2011 - 2017)
Get more access through Patreon: https://patreon.com/MarkDarrahOR Join the channel to get more access: https://www.youtube.com/channel/UCmQy_HWuQC5MB2AXgkWr-...YouTube
Combating headcrabs in the Source SDK codebase
Combating headcrabs in the Source SDK codebase
The path of GameDev is treacherous and unpredictable. Like any project, it is tested through blood and sweat, battling creatures born from the darkness: barnacles, leeches, and antlions. And this is...PVS-Studio
🎨 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…
A Survival Game by Daniel_Game_Dev
Manage your stickmen, fight monsters, run out of food, repeat. Welcome to survival... the dumb way.itch.io
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A Survival Game by Daniel_Game_Dev
Manage your stickmen, fight monsters, run out of food, repeat. Welcome to survival... the dumb way.itch.io
[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 🙏
A Survival Game by Daniel_Game_Dev
Manage your stickmen, fight monsters, run out of food, repeat. Welcome to survival... the dumb way.itch.io
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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
Digging into open-source Unity VR Games. Part 2: NorthStar
This is the second article in a short series that explores interesting VR games and showcasing code issues found within their source code using PVS-Studio. Meet NorthStar!PVS-Studio
Investigating the Original Artstyle of Borderlands | Luck Stat [18:18]
Investigating the Original Artstyle of Borderlands
The idea for the game that would become Borderlands was the dream project of those at Gearbox Software, however late in development the game received a drama...YouTube
Spooktober N64 Style Graphics Jam #4
Spooktober N64 Style Graphics Jam #4
A game jam from 2025-09-05 to 2025-10-31 hosted by StoreBoughtRocketGames. Do you have a spooky itch? Did you put halloween decorations up early this year? This might be the jam for you! That's right folks, it's the fourth Sp...itch.io
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How One Person Created Gaming’s Most Captivating Stories | ThatGuyGlen [24:15]
How One Person Created Gaming’s Most Captivating Stories
Get 90% off your own .fun domain for your first year by using my code: TheGuyGlen at https://get.fun/Support me on Patreon ► https://www.patreon.com/thatguyg...YouTube
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)
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.
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
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.
Dual Snake - The End of an Era! - Steam News
Dual Snake Today, with heavy hearts but immense gratitude, we announce the end of service for Dual Snake's online features. It has been 7 years and 7 months since our beloved two-headed snake was released on January 31st, 2018.store.steampowered.com
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
A Survival Game by Daniel_Game_Dev
Manage your stickmen, fight monsters, run out of food, repeat. Welcome to survival... the dumb way.itch.io
mögen das
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)
mögen das
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.
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.
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 😅
"There are only two kinds of programming languages: those people always bitch about and those nobody uses."
Bjarne Stroustrup
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.
GitHub - noidexe/top-down-action-rpg-template: Top down action rpg template for Godot Engine
Top down action rpg template for Godot Engine. Contribute to noidexe/top-down-action-rpg-template development by creating an account on GitHub.GitHub
The Origins of MachineGames (Riddick, The Darkness) - Noclip Documentary [32:26]
The Origins of MachineGames (Riddick, The Darkness) - Noclip Documentary
Support us on Patreon (get perks!) ► https://www.patreon.com/noclipor Join Noclip on YouTube (similar perks!) ► https://bit.ly/3nH3FUfSUBSCRIBE for More Free...YouTube
Digging into open-source Unity VR Games. Part 1: RocketMan
Digging into open-source Unity VR Games. Part 1: RocketMan
This is the first article in a short series exploring some intriguing VR games while examining code issues found with PVS-Studio. Meet RocketMan!PVS-Studio
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?
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.
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.
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.
dragon-donkey3374
Als Antwort auf laradev • • •Firstly, good on you for getting a game out there. I wish I could say the same for myself. However, looking at the reviews it seems to me that you may be better off trying to work on something less ambitious for where you are at.
It looks like you have a solid foundation to make a detailed, story driven game that is level /hub based rather than trying to create yet another open world survival crafting game.
It is such a flooded genre and you really need to develop something very decent in order to stand out or to even be considered.
Again, well done. I'm somewhat jealous lol but yeah.. Take my words as you wish.
Echo Dot
Als Antwort auf dragon-donkey3374 • • •I know the feeling, there is a city builder game I want to make, well it's in the cities builder genre, but that market is so flooded with excellent content that there's no point making it until I can figure out a way to make it stand out.
Somebody has already come up with the peak idea for a survival game which is to make it literally just War Of The World. I don't think anyone can beat that.
dragon-donkey3374
Als Antwort auf Echo Dot • • •This is going to sound contrary to my original comment but you could just make it for the sake of making a game. Or to see your idea realised. To have an accomplishment.
Extending upon my orginal comment, in one of the reviews to their game it said it has all the elements of a survival game but they are all poorly implemented. Makes me think, what's the point? Some one else after my comment mentioned they're a hack. Cloning the long dark. And it seems they're right.
It's all in your motive.
I think you should make you city builder game and I'd like to try it.
Fecundpossum
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.
mögen das
dhhyfddehhfyy4673 mag das.
Kissaki
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.