Dynamic lights are expensive, using sprites with a modulate blend material you can multiply screen colors behind the sprite and use depth masking to fake a light radius, cheap and can work surprisingly well. #screenshotsaturday#UE4#gamedev#indiedev
Using modulate blending, make sure you clamp the result in a range above 1 for this to work right. Modulate blending without depth testing is also great for various glow effects. #screenshotsaturday#UE4#gamedev#indiedev
Here's a more practical example, core of the sprite is not being masked by depth so it's always visible, depth masked glows around geometry look pretty convincing as impressions of lighting. #screenshotsaturday#UE4#gamedev#indiedev
Tried a little experiment I had in mind: create a shader that implements a dissolve based on dithering. Not perfect, but I got it running!
Made with #unity3d's ShaderGraph (more details in thread) #gamedev#unitytips
This is a technique I've seen in a couple of recent games, including Mario Odyssey. Whenever Mario is obstructed or faded when camera is too close, dithering is used for these half-transparencies. Like here 👇🏻
Here's a couple of pics of the effect again. I have hand-drawn the texture, so it's not the best pattern ever :)
Не, ну а чо, я тоже тред хочу (как будто это кому-то интересно).
1 лайк = 1 факт из жизни девушки-лид-гейм-дизайнера браузерных социальных игр.
Like&share friendzzzz #геймдев#тред#геймдизайн
1. Первое умение, которое приходится в себе развивать - умение спорить, настаивать и доказывать, почему нужно сделать именно так, а не иначе. В принципе,иногда это компенсируется тупой доебчивостью- садишься рядом с программистом и не уходишь, пока он не скажет ЛАДНО ОК ВАЛИ ПЛЗ
2. Наше ЦА - тетёньки-американки за 40, и если ты думаешь, что ты их понимаешь - то ты их ничерта не понимаешь. Даже если ты пытаешься представить и проролплеить свою жизнь через 15 лет, ты все равно думаешь "Какого черта тебе надо, вот же тебе сценарий про детей и еду, не?"
1. Ads are not fitting the gameplay:
It's is a pretty demanding game in terms of focus. Oddly enough, a bit like programming. And I know how irritating it can be to be interrupted during a programming session
2. I earn nothing from Ads:
OK almost nothing, less than one euro per day.
Hard to know exactly why as the revenue model is based obscure or hidden rules.
I guess it's mainly due to the fact that the game is too niche and will never reach millions of daily active players.
I think I've figured out the underlying mechanism behind Skinner Boxes. Turns out compulsively pulling a lever is the result of a survival skill and fundamental building block of general intelligence. Furthermore, ALL games are gambling. Here's why: #gamedev#showerthoughts
As a game designer and realist, my interest is understanding how things work. For the last two weeks I've been on a thought journey that began at loot boxes, went through matchmaking systems and ended in the realization of what the mind is actually trying to do.
Gambling is generally defined as involving money. This is wrong. Money has value arbitrarily, and anything can be defined as having value. Games are great at assigning value to new symbols, e.g. ladder points and different gear rating. Gambling is an intelligence process.
A toggle feature which could hover over the player. Whichever way the audio is coming from the waveform reacts. Would be no different to hearing directional footsteps. Perhaps a The Division tracking HUD for inspiration?
the starting point for this one is just a scrolling foam texture over a solid color alpha blended over the background.
there are lots of good stylized water tutorials out there, like this one by @minionsart :
next step is to add foam around the edges. i use a slightly different method here than others i've seen because instead of using the raw depth, i calculate the world-space position of the ground and then compare the water's height to that. if they are within a threshold it's foam
Writing Myths #3 Writing Portfolios are the magic way into the industry!!
Get a portfolio said the writing panel/advice/speaker in what is the latest throwaway simple advice that instantly builds a career…. So, let’s talk about them.
1)Portfolios are NOT magic. Simply having one doesn't get you a job. Tey are a tool to be used in chasing work and an increasing number of employers ask for them. Having one can be very useful, but just putting some bits of writing in the same place does not = instant career.
2) People tend to read your email first, then your c.v. and then portfolio. Mess up stages 1, or 2 and 3 may well not matter. Always rework your email, c.v. and portfolio for EVERY application. Focus on what matches that job/company.
I made a list of tips for showcasing a game to help me (and maybe you) in the next #GameDev event! Follow the #thread! #indiedev
1. Try to bring a second monitor or rent it from the event. Use it to show trailers or slideshows while someone is trying out the game or you work on fixing a crash on the main one. Boosts visibility if all you have is laptop too.
2. Tailor your swag and presentation to the audience. Business people like numbers and emails, gamers prefer gameplay, stickers and Steam keys.
People always give me a long, confused stare when I tell them @sellingsunlight is being made with RPG Maker, not Unity.
Let me explain you how we're accomplishing this result with such a nimble engine.
First, credit where is due: @Quxios made tons of plugins that will help you improve RPG Maker's look, and you can use them for free even in commercial projects! 💕
We use Qmovement for pixel movement/collision maps, QYscale for the perspective effect and Qsprite for animations.
So, first step: we scan our art assets. Chiara (instagram.com/chiaraboscaro/) paints everything by hand on a single sheet of paper, because that's easier for her.
Here is a scanned background.
During my portfolio reviews this year, one common point of feedback I found myself giving artists was that their pieces didn’t tell a story. I wanted to elaborate a bit in the Twitterverse, please feel free to add your POV #GameDev (1/n)
Generally, when you begin to think of the story behind your piece, it will begin to inform the choices you make during it’s production. The creativity behind the history of why something exists ca easily play into the technical benefits (2/n)
Beyond just making a knight character, and focusing on the construction of armor. Where does it come from? Have they been in battle? Is it a standard issue, or personalized? Etc. This can help give construction details to the armor itself (3/n)
I wanna write this series for my Patreon about all the Prototypes I ever did, what I used, what I've learned and how you can do that too.
So I crawled threw all my HDDs, picked 1 gif of every project and wrote a short note. Here it is, 39 Prototypes in 1 Thread, enjoy #gamedev
(1/39)Cube - 2012
My first own Project wasn't even a Game, it was more a "concept"... a pretty bad concept. It was Minecraft, just in isometric perspective. This project never made it into anything and all thats left of it, is this screenshot ;)
(2/39)Konstru - 01/2014
I would say this is my first real Game. The idea behind it was to create something like Harvest Moon for the Phone. It came pretty far! Ive created a whole building and character system for it and it even had some Premium currency (Diamonds) in it ;)
You’ve all heard stories about crunch being bad because of burnout, diminishing returns on productivity, mental and physical health, and it being a ‘management problem.’ But one issue I would like to mention, which doesn’t get brought up often IS….
Crunch doesn’t solve the actual problem. Crunch is a short term solution for a long term problem that is backed by all of those bad habits mentioned above. So, while you can get pressured into working overtime to finish a task that was never planned for, and it’ll get done…