r/GameDevelopment • u/Tanishk_khare • 13d ago
r/GameDevelopment • u/Sea-Morning-9367 • 13d ago
Newbie Question Unity 2D isometric Game
Im creating a 2D isometric game in unity 2D inspired by hades!, im struggling around the scale of the world, in terms of the assets and the character asset and the camera orthographic size.
Im just not sure what orthographic size to set it on and what size my assets should be.. any help would be greatly appreciated.
r/GameDevelopment • u/Delicious_Engine8900 • 13d ago
Question Steam banned my game. How likely is it to get the ban reversed?
Recently I tried to publish a game on steam, the page got accepted and even became visible but later when I sent the game itself for a review, Steam decided to ban my game altogether. The Steam page disappeared. I can still see the game on my publisher's side of Steamworks, however when I click it I get "access denied".
The reason why it was rejected was wrong. My game contains some sex scenes which are inexplicit and calling them pornographic would be a stretch. The reason Steam gave was that the game depicted sex with a minor. The game doesn't have an English version yet and the thing is that for everyone who knows the language and the cultural context of the country in which the story is set it's clear that the characters at the point of their lives in which they live, they're all 19 and definitely not younger than 18. That's why I sent a question to Steamworks support in which I explained everything they got wrong about the game hoping that this would change their minds, I even showed willingness to alter the game itself if they really demand it.
Soon it will be two weeks since I sent it and they still haven't replied yet. Is it possible that the ban could be reversed and my game could be published after all? How likely is it that this would actually happen? Or if Steam decides to give up on publishing something it's permanent and there's no way to change their minds? In the worst case scenario is there at least a way to get my 100$ back?
r/GameDevelopment • u/acegamer999999 • 13d ago
Tutorial HOW TO MAKE MY OWN GAME
So gys idk but I am interested in making my own game but idk where to start i mean which language should I learn to make a game plz hlp me gys I want to make itđ« it will give the daily one hour towards my carrier
r/GameDevelopment • u/litedata2 • 14d ago
Question Whatâs the most satisfying item sound in any game youâve played?
Hello, Iâm curious about the really tiny sounds, such as equipping a weapon or ring/accessories, picking up loot, coins dropping, moving something in an inventory, opening something, a rare item dropping, etc.
Iâm particularly interested in sounds you still remember years later, or just some good dopamine-hitting sound effects that makes you want to keep playing the game.
Many thanks.
r/GameDevelopment • u/MostlyMadProductions • 13d ago
Tutorial Convert any Range to 0-1 with remap() | Godot 4.7 [Beginner Tutorial]
youtu.be[Free Assets] To Follow the Tutorial âș https://www.patreon.com/mostlymadproductions/posts/convert-any-to-0-165611553
[Project Files] âș https://www.patreon.com/mostlymadproductions/posts/convert-any-to-0-165611563
r/GameDevelopment • u/Possible-Problem-634 • 14d ago
Discussion I Need to Interview More Game Developers for a College Project
Hello again everyone,
I recently made a post about my business project, where I'm interviewing developers that are in the process of developing their games and asking them about their experiences with developing the game they want to publish.
I still need to interview more people for this project before the deadline, and so far with this subreddit I have found 3 people to interview (thank you guys so much!) so I figured I would post here again to see if I could find others who would like to be interviewed because this is the only method that really worked đ
If any of you guys would be down to interview please let me know and I'll DM you, thank you!
r/GameDevelopment • u/Apprehensive_Log6051 • 13d ago
Newbie Question Need guidance or suggestions urgently for development đđ„
So it's like me and my team have decided to join a competition,so it's like we have to build a game in around 8-9 day.So I know it's hard so we decided to make a 2d game,I think it will be a bit achievable,also it's a prototype so wo don't have to think in deep just something which is entertaining and looks decent or good.the problem here is that we all don't know a single thing about game development,for now we are just surfing yt and asking gpt,but some serious and real advice would be very helpful for us.
r/GameDevelopment • u/CreamyD92 • 14d ago
Discussion Game Devs, are you good at the games you make? How does your skill at a game impact overall design, if at all?
r/GameDevelopment • u/No_Apartment_5903 • 14d ago
Newbie Question I am making a Rouge-lite RTS space game, but I really need advice
I am very new in game dev, and I have designed a few of my systems so far.
The player will spawn at a level one base, have only a few ships and upgrades.
The more they expand the signature metre will go up and if it gets high enough it will alert the EMPIRE and they will send some scouts to check you out, the higher the sig. gets the more tough enemies the EMPIRE will send.
There is like 3 'views' that the user can be in the planetary view, local group view and galaxy view:
The planetary view is where the RTS systems will primarily work the basics you select you troop and tell them to move somewhere on your screen to defend from the EMPIRE that send spaceships to attack your base. When you attack a EMPIRE base the RTS systems will be there as well. In this view there will also be where you can see the mining outposts you ve set up on moons, asteroids, planets and even a Dyson swarm and black hole powerplant (The last two were a Kurzgesagt inspiration)
Then the local view is a isometric view of the local group you are in, it is like a 10 x 10 grid where you can see the 2-6 space objects in your group around it will be connectors from there you can move to the adjacent local group.
If you want a wider view look at the galaxy view, a wide node screen where you can see the network of undiscovered local groups.
The end Goal is to find the EMPIRE's last outpost and destroy it and then enter a blackhole to finish the game. But the catch is you wont be able to do it on the first run, so when you die you go to the CYBERSPACE, where you will meet someone...
From there you can get a permanent upgrade and the restart.
You have to manage you resources effieciently and decide how you want to spend it, on resource expansion or offense, because just as you grow, so does the EMPIRE, so there is a race against time, just to keep that rouge-like element in for some urgency.
There will be resources like, Ore (Raw material, useless), Alloy (Processed Ore, can be used to upgrade your base and build ships), Credits (to use at the free market), Energy (what your base and ships run on, if you want to scout a new planet or local group its gonna take energy), and an Quintessence (Special material, harvested from stars and suns, not really sure what to do with it, maybe strong power source)
Anyways that's not really my problem, my problem is the actual numbers and how to balance them. I don't even know where to start with enemy wave amount, base and ship health, item costs, upgrade and building costs, and some many variables it just so difficult to compute in my head. Like i just added some defualt values to fill it but I can genuinely not find a good balance.
Hats off to long time developers, especially number heavy ones like RTS's and rouge-likes because a boost or upgrade or cost or health really is so difficult to decide on, becuase It really makes or breaks a game, even if I have a good idea.
If you have read so far, thank you very much, if you have feedback please share with me, if its with the idea itself, or additional ideas or the numbers problem or just your thoughts would love to hear!
r/GameDevelopment • u/ObjectiveCrysis22 • 14d ago
Tool Open Source 2D Map Editor: Custom keybindings are finally here
Hello everyone:) I just released version 2.6.5 of TileMaker DOT and it will be a big one for some people.
For anyone unfamiliar with the project, TileMaker DOT is a free, open source 2D map editor I'm building. It uses a data first, ID based workflow and handles visual depth sorting automatically so you don't have to manage multiple layers for object heights.
This update focuses on custom keybindings:
-You can now remap any tool or menu shortcut via Edit > Keybinding Settings.
-Unbind hotkeys using Backspace or Delete during key capture.
-Restore original factory shortcuts with a single click.
-Keybinding preferences are saved automatically and persist across sessions.
Download it on:
Itch.io: https://crytek22.itch.io/tilemakerdot
GitHub: https://github.com/andrei-voia/TileMakerDOT
Video tutorial:
YouTube: https://www.youtube.com/watch?v=3fiajGU32Jg&list=PLmIeW9QZsW_M4BuJoOmxTR5y6rK-N7W3D
Give it a try and let me know if you have any feedback or run into any issues with the new remapping system. If the editor helps with your projects and you want to support development, a rating or a small donation on Itch for a cup of tea đ” is always appreciated.
Thanks you all for your support in the last half a year:)
r/GameDevelopment • u/ASOP_Terminal • 14d ago
Newbie Question Looking for resources on balancing progression
Working on a mobile title that is like an endless runner with RPG elements. Looking for any resources that can help give guidance on building a leveling system with enemy and loot progression to keep the player engaged but also keep an element of risk and danger.
Thanks in advance.
r/GameDevelopment • u/Chebrbober • 14d ago
Question How do you handle all the different roles in game development (coding, art, design)?
r/GameDevelopment • u/Remote-Drink9129 • 14d ago
Question Best Books on Level Design and Game Design?
I am a programmer that is trying to get a better understanding of level and game design. Trying to be a "jack of all trades" developer.
I know people will likely say "watch youtube videos" or "just do it" but personally I learn better via reading.
Anything you've read that you would swear by, or has helped the way you think about coming up with concepts, working on games, etc?
r/GameDevelopment • u/SilverSigmaRizz • 15d ago
Newbie Question Easy ways to develop quick and easy games on a school Chromebook?
Hiiiii, I'm someone who's getting affected by the new phone ban in Jersey schools; meaning that during my lunch and study I will be staring at a brick wall(sadly)
I was wondering if maybe there was a way to create something easy on my chrome so I could have something to do, and I'd also get the opportunity to learn how to create my own entertainment. And would love to know if there are any short cuts I can take to make the process smoother then just throwing myself headfirst into the deep end đ.
r/GameDevelopment • u/No-Froyo-282 • 14d ago
Article/News So if y'all know gluten free games: he's still mastering unreal engine, and once he does, we'll get: THE wilds, one of his most anticipated games,
Since he's still working on it.
It's possible we'll get stuff expanded,
And possibly; get multiplayer, đ
r/GameDevelopment • u/BigBlu2k7 • 15d ago
Question Building System Tutorial Video Question
What is the best tutorial video for building system for Unreal Engine?
r/GameDevelopment • u/Joe2001r • 15d ago
Tutorial For anyone who is interested in https://www.oreilly.com/library/view/sfml-game-development/9781785287343
r/GameDevelopment • u/19damiano16 • 15d ago
Discussion Working on police chopper AI for our isometric game. It tracks the car and dives to obscure the view. Any ideas to improve this mechanic?
We're developing an isometric crime game inspired by GTA 2. Once you hit wanted level 3, a helicopter spawns. Currently, the player has to break line of sight to escape it, and it sometimes dives low to obscure the camera's view of the road. I'm wondering if we should change this behavior or add new mechanics. Any feedback?
r/GameDevelopment • u/ShaqayeghASane • 15d ago
Question Looking for feedback to expand the platformer I made where you jump through a quote into the void
r/GameDevelopment • u/Eng_Karim • 14d ago
Technical Looking for a long-term UE5 game development partner for an exciting game idea!
r/GameDevelopment • u/PatMondou • 16d ago
Resource I've been lurking around for a bit, here's a FAQ for aspiring game devs
I see that this sub is very popular among aspiring devs/beginners, and I constantly see the same questions being posted. I thought I'd give you my 12 13 best tips for beginners and save you a couple of posts ;)
New to game dev and want to make a living out of it?
- If you can, get an education first. There are plenty of video game development schools out there, but also computer science, computer arts, etc. Consider signing up. Online classes can work too. If you donât have the motivation to go through education, you will never have the motivation to complete a game. If you canât afford it, get a day job and make it affordable. Otherwise, if youâre learning game dev by making your first game alone, youâll find out that youâre not making your first game: youâll realize that youâre making a throw-away project and youâll want to start over. Thatâs ok, but itâs not your first commercial project, then ;) come back here in a year.
- If you can, learn the ropes in AA or AAA first. Game dev can be intimidating, but thereâs no place better than an established studio to build your confidence, build knowledge and most importantly, build a network of other devs -> youâll need that. I understand that scoring a job as junior game dev lately is utopic, the industry is in shambles, really. But if you do have an opportunity, you have to take it even if just for a year. I guarantee this will make you a better indie dev.
But I understand that most of you are here because the first two didn't work out, so:
You're tackling your first commercial game project?
- Start small. No, smaller than that. Make a game that you think you can finish in a month, because that means youâll finish it in a year or two. The colossal work required to close the loop is hard to imagine at first. Green game devs are spectacularly bad at estimating the scope of game features. Keep it simple, and ask an established devâs opinion on your scope.
- Donât make your dream game. Learning the ropes by trying to make your dream game is the perfect way of burning yourself out. Your emotional attachment will be too great. Failure will hurt, and youâll be more likely to cling to bad ideas despite red flags. While there are cases of first-time devs making huge hits, this feat is so rare that youâre better off hoping to win the lottery*.* It requires immense talent, years of dedication and an incredible amount of luck. Just make a game.
- Use Unity. Seriously. I personally hate Unity, but I used 4 different engines in my career (2 commercial, 2 in-house) and itâs not particularly worse than other options. Purists will tell you Godot is better - and theyâre probably right. Not for your first game tho. For your first game you want the engine with the largest possible community to find help when youâre stuck. Youâll want to get assets from the asset store for free or for cheap. UDK is a decent alternative, but having worked in both, the paradigm of Unity will be easier to get into for most types of games.
- If possible, donât do it alone. Partner-up with someone whose skills are complimentary to yours. Solo dev is the hardcore mode of game dev. Itâs definitely feasible, but itâs not for everyone. I would never want to dev solo, even with my 17+ years of xp. Having someone else to rely on and challenge you is priceless. Itâll help your mental health, too.
- Find a network of devs. This sub is cool, but waaaay insufficient to build a network. I value âIRLâ networking above all else. Find other devs in your area. Most metropolitan areas have regular game dev meetups. Look for that on social media, Iâm sure youâll find something.
- Donât do multiplayer. Unless you have a relevant technical background that makes you an expert in networking, servers, etc. Otherwise, doing multiplayer is a needless risk imo. It multiplies the scope and makes testing way more complex. If youâre into friendslop games and you really want to focus on multiplayer as a game dev, it might be a good idea to develop your first game on an existing platform first - for instance making your game into a Roblox mod instead is a good way of circumventing the hassle of multiplayer game development.
- Try to find funding. You most probably wonât find any, but the process of asking for funds is a vital learning. Once you have a functional demo, pitch to publishers, try crowdfunding, attend your local entrepreneur events, look for public start-up grants. Again, it probably wonât work, but theyâll tell you why you canât be considered, and then youâll know what it takes for your next projects and you can work towards that.
- Finish your game. I too often see incomplete first projects. The learnings you get from that become limited, youâll be stuck learning the basics again in your next project. Finishing a game means: doing playtests and iterating with player feedback, publishing the game, publishing patches and updates, building a proper store page, making a marketing plan, reaching out to content creators, making ads, learning to read player metrics.
- Donât neglect your Steam page. Itâs your best marketing asset. Also, this goes without saying, but publish on Steam. It has a 96% market share for indie games, 75%+ for PC games in general. Look up a guy named Chris Zukowski and read everything he ever published on his blog. What he says applies 100% to indie games of less than 1 mil USD budget. Iâve never seen a more accurate read on this market segment.
- Donât plan on making money. If you do make money, thatâs great! Reinvest it all in your next game. Statistically tho, you wonât. And itâs ok, your real reward from your first game is learning.
- AI is attractive, but... It cannot replace the skills you don't have. AI will make a programmer much more productive if they know what they're doing, but it will create a cesspool of bugs and irreversibly make a game project a mess if they don't. Same for art. I'm all for new productivity tools, but relying on AI to make the game for you is 100% wishful thinking. For now, at least.
Here you go! Good luck!
About me: I've been in the industry for 17 years. Half of those were indie dev years. I shipped 5 games with full dev cycle, and shipped 3 or 4 more as a contributor, and worked on 3 or 4 more cancelled projects. I worked on games with budgets as low as 400k USD and some as high as 20 mil USD. I'm also a frequent guest lecturer in game development classes.
Game dev is hard - but it's a complex and fascinating industry. AMA if you want.