simplifying video game design with board games

i care a whole lot about user experience. it sometimes feels like that's all i think about when working on development. how can i make sure that a player feels like the game/menu interactions are intuitive and their goals are clear, while also using as little text as possible. video games are complicated... VERY complicated. and finding a way to achieve your grand creative vision for a huge…

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Developer makes the same game twice in Unity and Godot after struggling to choose an engine, delivering detailed comparison of the pros and cons

submitted by cm0002 to gamedev
64 points | 10 comments
https://automaton-media.com/en/news/developer-makes-the-same-game-twice-in-unity-and-godot-after-struggling-to-choose-an-engine-delivering-detailed-comparison-of-the-pros-and-cons/

moecs - easy to use Entity Component System crafted with Odin

submitted by heliodev to gamedev
1 points | 0 comments

I am building this ECS in my spare time. Complete description with examples you can find in readme on github.

github.com/helioscout/moecs

If you want the highest performance, it’s best not to use any ECS. I love ECS because it allows you to systematize and separate/parallelize logic/data, move each part of the game into its own system,…

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Godot: Keeping project files organized and avoiding duplicates

submitted by ViscloReader to gamedev
8 points | 6 comments

I’m working on a project that’s scaling up a bit fast in term of files and content. As such I need a way to keep these files organized.

The godot documentation recommends keeping resources and assets close to their scenes. I used to do the opposite, separating assets by type and linking them in my scenes.

Now, what the docs recommend…

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Started working on a boomer shooter rpg this weekend

submitted by Quokka to gamedev
43 points | 11 comments
https://quokk.au/static/media/posts/eZ/Kv/eZKv6shYTqiYhtL.mp4

Not sure how far I’ll go with this but I’m having a lot of fun so far. Shoutout to opengameart.org for all my temporary assets.

So far I’ve got dialogue via Dialogue Manager, NPCs, factions, enemies with different weapons projectiles & hitscan, and 8 directional sprites. Not bad…

Toyota Developing A Console-Grade, Open-Source Game Engine - Using Flutter & Dart

submitted by cm0002 to gamedev
43 points | 19 comments
https://www.phoronix.com/news/Fluorite-Toyota-Game-Engine

Well, here’s an unexpected combination… Toyota’s Toyota Connected North America unit is developing a console-grade open-source game engine. Making it even more unusual is their engineering choices of building around the Flutter toolkit and in turn the Dart programming language. This…

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Thorium Nova Discussions

Today, my writing is focused on my spaceship game, Thorium Nova. Over the last few days I've written several discussions about the behavior of ship systems. I'll link them here, for you to enjoy. Feel free to comment as well — anyone is welcome to share thoughts and opinions or ask questions.

Exocomps

Transporters

Docking

Tractor Beams (this one is an example where I realized some…

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