/r/gamedev
The subreddit covers various game development aspects, including programming, design, writing, art, game jams, postmortems, and marketing. It serves as a hub for game creators to discuss and share their insights, experiences, and expertise in the industry.
/r/gamedev
If you dont know Nintendo sued a game called pal world because it was Abit similar to pokemon and Nintendo won, I had this idea of a game that plays Abit like pokemon but I'm not sure if i should do it , I dont wanna get sued
looking for a commissioner for a single character model with textures
I’m designing a multiplayer open-world game entirely focused on mining, smelting and crafting. Since mining is the core gameplay loop, I want to make it as engaging and dynamic as possible. Currently, it works like this:
-Weak points appear on the ore (similar to Fortnite and Rust) but vary based on the ore’s rarity. Rarer ores have more challenging weak points, such as ones that constantly move.
-When players start mining an ore, a pressure gauge appears and passively decreases over time. Hitting weak points increases the gauge, while missing them slightly increases it but js offset by the passive decay. The goal is to fill the pressure gauge to break the ore.
Since smelting and crafting will also be a big part of the experience, I’m curious about what makes those mechanics fun and rewarding. What are some ways to refine the mining system or introduce engaging smelting/crafting mechanics that would enhance the overall gameplay loop?
Here's the trailer:
And the steam store page:
https://store.steampowered.com/app/3288420/Enhanced/
Thanks for spending the time!
So im trying to get into game dev, ive got quite alot of experience making games in roblox studio, but i wanna learn an actual game engine. Which is most similar? Scripting language ideally in C++ or C#, since i know them already.
I already released a few games on itch.io mostly for my friends, but I would like to know how and where can I get the community for my game. For example, on which subreddit should I post devlogs or updates/demos?
Do you get together and have a discussion about the intended direction of the game and then have people that can implement it for you? Or is it more, here's a little funding and hire someone type of scenario, or different again? Many thanks in advance
For a few months now, ive been thinking of creating a 2d maybe 3d visual novel about my characters. I have no experience making games, or any idea on how to make one. I do draw pretty good though.
The game is a tad bit ambtious but also simple, and id prefer having a team since im still a student who cant do everything on my own I want to save up some money, find someone who can code and other artists
But how should i start? Should i learn how to code? Find a game engine? Or find people who want to help me out with this?
Anyways, thanks for anything whos reading this, if someone might be interested in what the game contains/ the story or wanna help me out with this id really appreciate it
I'm looking for suggestions for sound libraries on an indie development budget, preferably royalty-free if possible. Attribute is no problem. Thanks in advance!
I've been looking for an AI tool to help me out with bulk translations. ChatGPT isn't really quite cutting it - not able to process stuff in bulk.
Found this tool - https://www.withkrew.com, which allows me to upload an Excel and bulk translate. Like write a prompt - Translate @ English into Mandarin. Works well for now, but was wondering if there are any other tools out there.
Anyone has any suggestions?
Hiii everyone! I am a very new, very amatuer game dev that is making a visual novel from the ground up.
Well, right now I'm trying to find community. Friends. People I can talk about game developing with and share memes about it. But I don't know how to do that
If you know a way to find friends, lmk.
I’m a seasoned game networking engineer, and I’ve always been passionate about creating shared online experiences where players can explore, compete, and make lasting memories together.
But lately, I’ve noticed that fewer and fewer teams are willing to develop online multiplayer games. Even some successful studios from the past are shifting toward single-player or small-scale co-op experiences.
This got me thinking—
Have players lost interest in large-scale online games?
Or has the high cost and technical complexity of developing these games driven studios away?
Or maybe a new game model has emerged that’s replacing traditional MMOs and large-scale multiplayer experiences?
If you're a developer, have you felt the same trend? What do you think the future of online gaming looks like?
Would love to hear your thoughts!
Is this even possible? Instead of using huge marketing budget to attract initial players to get enough people playing to make the online game viable, you use deepseek or similar AI engine to create actual players. This way any human player that signs up can instantly get a real immersive experience without having to wait for a game to reach the minimum number of players/engagement to be viable/playable.
This could cut down advertisement costs and also helps make the game accessible very early without a high marketing budget.
I was thinking about making an minecraft-like game, and seeing the mod community, i would love to import some modifications other people make in my game into official releases.
Either that, or make my updates "togglable" (for example, imagine being able to allow changes from version 1.18 of minecraft, but not allow the ones from 1.17 and allow only some features from 1.16)
As the title states, I am a complete noob when it comes to game dev, so I'm looking for an engine that's more on the beginner friendly side, if possible. I do have some ideas on what I want the project to be like to help you guys give feedback. I've definitely been going back and forth between RPGmaker and Gamemaker, but feel free to suggest something else.
Here's the basics of what I want the project to be like:
-The project is going to be a monster collector that looks like an old Gameboy Color game, similar to Pokémon Crystal or rom hacks like Emerald Seaglass. I honestly love those aesthetics and that will be a deciding factor in what I choose to use. From what I've heard, RPGmaker is relatively easy to learn but the majority of games it produces look very similar to each other, so I'm iffy on using it.
-The game will have an extensive elemental system, but I want to experiment with how stats interact with elements or types. The types will categorized as "physical" or "magical" on a type by type basis, similar to how old Pokémon games worked, but the twist here is that if a monster in my game (I'm still brainstorming what to call the monsters) shares a type with an attack, they instead default to which ever offensive stat is higher for that attack. The goal here is to help the game feel retro but still allow players to use what ever appeals to them and not have it suck. This is a bit of a spin on the idea of a "physical/special split", to use a term from the Pokémon fandom.
-To add on to the type system, I also want status ailments and buffs/debuffs to play a bigger role in a casual player experience. In a lot of rpgs, inflicting status effects or using moves that debuff your opponent aren't usually the most viable strategies to use. In terms of statuses, it's not uncommon for a boss to be immune to things like sleep, paralysis, burn, poison, etc., so using moves that inflict status effects are basically useless, since only mooks are affected by them, and why would you do that if you can just knock them out in a turn or two? Moves that raise or lower stats in battle are in a similar boat, especially debuffs, since it's a turn spent not dealing damage. While I know I can't find a perfect solution to this problem, an idea I've had is to include moves that interact with these mechanics, such as attacks that get boosted or get special effects when the opponent has a status effect or if the user was debuffed/opponent buffs themselves. Additionally, I definitely want to take some inspiration from Persona 5 and include a mechanic similar to "technicals", which is essentially a special type of crit that's triggered when a target with a certain status effect is hit by a certain element.
-I also want to include some modern (mainline) SMT influence and allow players to heavily customize their party and really make their monsters their own. Ideas I've been considering is using an alignment (Law, Neutral, and Chaos, possibly? I'll have to think about it) and "race" (I'll probably use the term clan or tribe in my project to avoid tasteless undertones. "Race" in SMT is basically a monster's mythological archetype and I'm basically using a version of it here) system to categorize monsters for use in fusion (fusion won't make hybrids of species like Pokémon Infinite Fusion, if you're familiar with that fan game) and breeding. I've also thought about an affinity or "skill potential" (in a similar vein to SMTIVA or SMTV) system that determines what types of moves (and the power of said moves) a certain species can learn or inherit, which is my way of avoiding players from making identical builds and slap the best moves on their teams and encourage creativity in team building.
I don't know how difficult those ideas would be to implement into a game engine without writing some new code to accommodate it, but do you guys know of an engine that would be the best at handling that?
I really appreciate you guys for reading this.
I've spent a lot of time and effort creating this 2D cube game, but there aren't many places to introduce it.
I'm also curious about how most developers promote their apps!
Would it be a good idea (or even possible) To reach out to a big streamer and offer them a deal for 50% of all the profits for you game if they promote it?
The name I chose is not being used by any steam pages, and doing a google search, I can only find a Roblox game using the name.
Am I okay to use the name?
I'm planning to do a card game in the style of yugioh/magic etc (it could be in 2D too) and I was wondering which enginee is better Unity o Godot.
My experience with Unity its a 3D interactive garage and some other small projects and with godot literally nothing, I've never download it before but I read its a good enginee for games and an easier way so I dont know exactly what to do.
Has anyone tried both for a card game or similar, which one do you think is better?
I'm in the stages of wrapping up a demo build, but I was wondering if there'd be some benefit to having two versions. The one available on Steam would be about ~30ish minutes of content, and the separate one I'd make available for streamers would potentially be around 2 hours.
Is this a normal marketing move? I think they might be better served with more gameplay for content creation purposes, but I think an earlier cutoff better serves the demo for players visiting on Steam. One concern is that players go from a streamer's video to play the demo themselves, and are upset it cuts off early.
Hello I am looking at getting into game development, I know that immediately jumping into developing your dream game is a bad idea. But in the long run I want to make a game similar to one of my favorite games of all time, the original dungeon defenders. I was wondering if experienced game devs think the scope is too ambitious for a solo developer. Any recommendations for what engine to use would also be appreciated. Also I already have some art skills when it comes to 2d art but it will likely take me a while to learn to translate those designs to 3d. Thank you in advance and have a wonderful day!
me and a friend are currently going trough game dev college and were wondering exactly how much use would maths and advanced calculus be actually of use in our fields, map design and gameplay design respectively, and i wanted to see from experienced devs what your opinions are about and if its valuable to teach that math in college or if we just power trough it to be of little use later on, thanks in advance!
I am entering the final year of my game development degree and have started a few game projects for my professional portfolio.
In my current platformer project I have been attempting to implement a particular climbing mechanic but I wasn't satisfied with the results. I found a tutorial online that seems to accomplish what I am trying to achieve but I'm concerned it would be dishonest to use it since I didn't develop the technique myself.
I have dissected the code extensively in order to fully understand how and why it works, so I'm not just blindly copy and pasting someone else's work. I'm also not trying to sell the game, just create a fully fleshed out game to demo and put in my portfolio. But I'm not sure if or how I should credit the tutorial in my project? I'm probably overthinking this but I was just hoping someone in the field could share the general wisdom on things like this?
I had a dream a few nights ago where I was playing a really cool game and I wanna make it in real life now but I know next to nothing about programming/game making so I came here to ask questions and learn some stuff. I've posted in other subreddits but I wanna cover all my bases lol
The game's basic premise is you're stuck in purgatory and you've gotta make your way through an infinite mansion (infinitely generating rooms that spawn in and as you enter the new room the old one despawns) fighting all sorts of demons/evil spirits trapped/possessing each large room. (rooms in purgatory are different then rooms we're used to, there's rooms that have 2nd and 3rd floors and multiple sub-rooms in one large room). Along the way you're given various objects that can help and/or hinder your Sisyphus-like task of exercising an infinite mansion. It'd be 3D world but all the assets would be 2D and hand drawn, like tables, bookshelves, etc.
I think I'd also like to make it multiplayer maybe? (but there'd be a single player option in the menu too if you wanna just play alone)
Any tips/advice/help would be awesome :D thanks for reading if you made it this far too :)
https://docs.google.com/document/d/11d-rfH3CSfj_6re2oc0d_MV9MeNQO9vQXEI5FQ_exuw/edit?tab=t.0
This is my idea for my game, its kind of based around my favorite games and I have no idea how to code, would anyone be interested in this type of complex tycoon style game? Write your review in the doc as i gave everyone edit permissions. Thanks.
Hey fellow devs! I’m working on a game and need inspiration for a map set in modern Japan. I’ve played games like Yakuza: Like a Dragon and Persona 5, but i need a few more if anyone can recommend me:)
I'm looking for books, courses, and, in general, any resources that will help me understand QA, game testing, also production management and producer tasks in depth.
I found a few books, but most of them are outdated. Something relatively new and still relevant.
Wrath of The Fallen
Ashes of Divinity
I only college and other institutions teach Unity or Unreal, but never the Source engine.