GameDev

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A community about game development.

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More rules might follow if they become necessary; general rule is don't be a pain in the butt. Have fun! โ™ฅ

GameDev Telegram chat.

founded 1 year ago
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Many games support both keyboard/mouse and controller input. Many users (myself included) may wish to switch their input method mid-game, but what is the best way of handling this?

There are two potential solutions:

  1. Have the two input methods combine and reach a consensus (e.g. pressing W on the keyboard while moving the left thumb stick to the left will cause the player to move forward and left)
  2. Have only one input method work at any given time, but switch automatically depending on what the player most recently used.

Technically there is a third option, which is to have the user manually switch between the two input methods in a menu somewhere. I don't consider this a real option because the user experience would be terrible.

So, which solution do you think is better and why?

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In my initial implementation, doors opened when a character approached them (using a sensor collider). But it looked creepy ๐Ÿ˜… Imagine simply walking past the doors and having them open unexpectedly.

In the current implementation, I analyze navigation paths to determine if characters pass through the door, and open it when they approach.

Additionally, I added small visual feedback for wall placement, fine-tuned navigation, adjusted controls, made a few QoL improvements, and fixed a bunch of bugs.

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

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Tried to adjust my mesh generation logic :)

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

Are they different approaches or resources for FPS inventorys?

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Implemented door placement (files.mastodon.social)
submitted 7 months ago* (last edited 7 months ago) by Shatur@lemmy.ml to c/gamedev@lemmy.blahaj.zone
 
 

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

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

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

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

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

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

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

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

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

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

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

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

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

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submitted 8 months ago* (last edited 8 months ago) by GearToward@lemmy.world to c/gamedev@lemmy.blahaj.zone
 
 

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

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

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

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

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

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

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

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

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

Thanks!

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

I enjoyed this part of the announcement:

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

I wonder who they could possibly be referencing ๐Ÿค”

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katachi (katachi-two.vercel.app)
 
 

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

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

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

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

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Undercraw (www.penny-arcade.com)
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Usually coats $19.95.

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

As the man himself says, "Get all my game assets in a single bundle, great for learning new engines ๐Ÿ‘€"

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