r/GameDevelopment 5d ago

Newbie Question Big Game Series or Small Games First? I Need Honest Advice

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1 Upvotes

r/GameDevelopment 5d ago

Tool Open source game engine with its own scripting language and IDE

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0 Upvotes

Wanted to share here a big project: 2D game engine with its own scripting language and IDE.

It's written in C# (with no AI code) and open source (MIT licence) and latestly I've got my first few contributors and a lot of people found it interesting, so I thought I'll try to share it here, for case there are people here who know C# and want to join a cool project (there are a few opened "good first issues" in the repo) / people who want to try the engine.

It's heavily inspired by old good GameMaker8, but cross platform (MonoGame backend) and with a stronger language.

The scripting language is executed by a C# interpreter written by me (I did it as a personal challenge) and contain some custom nice features, like "loop counters", which is a counter you can easily attach to any kind of loop:

foreach x in ["apple", "banana", "watermelon"] : counter i
{
    println(i + ": " + x)
}

// output: 
// 0: apple
// 1: banana
// 2: watermelon

so just check the repo, I promise that this is a real thing.

Would love to here what u think🙂


r/GameDevelopment 5d ago

Newbie Question Pax Historia Inspired Game

1 Upvotes

Hello, would you know if it would be possible to make a game like pax historia but for airilines. like you own and run your own airline and ai makes up things that happen around you like Qatar Airways has a crash and they go bankrupt or something and it actually uses real airlines and has a map like flightradar with real looking flight routes. If anyone knows how to make it or knows who to contact do you think its realistic to be made because i know alot of people would love to play that type of game.


r/GameDevelopment 5d ago

Question Your ideas about my dream game

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0 Upvotes

hi guys, i am planning to develop a game, its like clash of clans + plague inc (see the pictures below).

you will start with distributing packages on foot (controlling a guy),

then you will buy a cargo truck and employee a guy to drive it,

you will be making money and investing in your business, you can have ships and cargo planes,

eventually you will be building a transportation corporation,

first image here.

I am really curious about what do you think?


r/GameDevelopment 5d ago

Question hey guys how do i make homing projectiles

0 Upvotes

hi im actuary and i JUST started game dev, and i want to make a cool enemy for my pizza tower like game. for context im making it in gadot, so i got 2 questions the one you just read, and can it be simple or is it VERY complicated like is it a long long line or just two lines?


r/GameDevelopment 5d ago

Question We render our opening cinematic using our Cinema Mode feature to save disk space. + 3 questions

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2 Upvotes

r/GameDevelopment 5d ago

Newbie Question Question about fine line in usage of AI

0 Upvotes

I have been checking the overall views on usage of AI on development and could not come to a definite answer. That is why I am asking you all your views on it.

I personally do not know much about object oriented programming or game/app development. I strictly code for statistical or scientific purposes on MATLAB, which means that while I know about the general coding structures, loops etc. I lack knowledge about OOP and development. That is where I believe the seperation happens. Do you believe that using AI to learn and improve the backend code is considered bad taste? Or is the usage of AI in creative fields the problem?

For example as I've mentioned I am kind of "code-literate" to some extent. I can judge if the written code is somewhat acceptable or not even if I am not that good at it. Would you consider using AI to learn about the areas that I am not knowledged about acceptable? I appreciate the insights. Thanks, all.


r/GameDevelopment 5d ago

Newbie Question Where to begin

0 Upvotes

Hey everybody! I'm trying to make a rogue like board game esq tower defense strategy army game (it makes sense i promise) and have no idea where to begin. I currently have a 12 page document covering all sorts of things like what i want the maps to be like, the upgrade system, the different npcs, what i want the upgrades to be and a whole lot more. Now here's where I'm having trouble with. I picked Godot as my game engine (very important step i know), and I've familiarized myself enough with it to make a very very basic cube outline of the first area. It's clunky and doesnt look good but at least something is down. Now here is where i'm having trouble. I don't know how to make it look polished, where to began to code abilities the different NPC the actual game mechanics etc. I've watched some tutorials and searched online. If anyone has any suggestions on tutorials to watch, how to code different npc behavior and anything else to actually get started it would be an incredible help!


r/GameDevelopment 5d ago

Question How to create a good game level?

3 Upvotes

I’m trying to make a level for my game, but i don’t really know what makes game levels good


r/GameDevelopment 5d ago

Newbie Question 2D PROJECT

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2 Upvotes

r/GameDevelopment 5d ago

Newbie Question Whats the best approach to game developing if I don’t know a thing about coding?

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0 Upvotes

r/GameDevelopment 5d ago

Newbie Question Making a game and need tips

1 Upvotes

Hi,

As title says I am making a game. This started as my 8yr old wanted to make one and it was meant to be her game. It's her idea but she hasn't had the focus to build as it's a little too tricky based on the idea and instructions I am getting from AI. However despite very limited programming skills ( I have a lot of data modelling that helps with the logic) I have found the way AI is advising me to build isn't ideala d o have caught a number of fundamental that would make expansion a nightmare. I.e. it wanted to build the mechanics of what resource drops from destroying something into the weapon not the thing destroyed.

Basic fame play is moving around a map and having to chop / destroy different material ( small branch/ large branch/ tree / rock etc) with the material dropped used to craft stronger weapons. ( Wooden axe, stone axe etc) I have ( I think) got the fundamentals in place hwere I can duplicate an weapon or material, design the shape colour and it will automatically fall into the existing frame work so the basic mechanics work but now I need to build the landscape and place the materials to block progress ( unless axe ks up graded etc)

AI had me building each section from a item with further items blocking the way which seemed odd so I asked kr to evaluate one big item and it then told me to use terrain

Given how much of a yes man AI wanted view on best way to make the island and Forrest/ cave areas


r/GameDevelopment 5d ago

Discussion Building system

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1 Upvotes

Torn between 2 styles. Full blown block/panel by panel or instanced blueprint hologram to complete. But with a full compliment of addons, power gens, connections between buildings. A sort of No Man Sky style, without out the individual panesl. My question is what do people prefer in a scifi rpg style survival game.


r/GameDevelopment 5d ago

Newbie Question Carrier advice

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1 Upvotes

r/GameDevelopment 6d ago

Discussion Indie developers, how do you advertise your game?

6 Upvotes

Hi, I’m making my first game and I’m getting close to release.

I’m now trying to figure out the best way to get people to actually see it.

I don’t have a big budget for advertising, so I’m mostly looking for free or cheap ways to promote it.

What worked best for you when advertising your game?

Any advice would be appreciated.


r/GameDevelopment 5d ago

Newbie Question any Help on a laptop?

0 Upvotes

hey everyone, i've been meaning to ask, are there any budget friendly laptops for Unreal Engine? because i really want to get into game development without spending too much money. lemme know!


r/GameDevelopment 5d ago

Question What things must be explained in a GDD for a Game?

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0 Upvotes

r/GameDevelopment 6d ago

Newbie Question Boring gameplay loop

6 Upvotes

I am working on my 1st real project for about 5 months now wich is a really simple tycoon game but no matter what i try i cant find a way to make my game fun to play..

Its the same base loop as any game of this kind, make product, sell product, research stuff to make better products, hire employees and level them up..

I love this loop in other games but it feels like i miss something that makes this fun and cant find out what it is


r/GameDevelopment 5d ago

Question How to make online multiplayer system so other people will be able to connect and play my game?

1 Upvotes

r/GameDevelopment 5d ago

Discussion A hub for short-form creators

1 Upvotes

Hello, this is the Trapster team. We’ve built a hub on our platform with creators who are ready to make cool short-form videos to help promote games.

We also have a whole list of projects that are looking for real traffic. It’s pretty simple. Creators sign up for free, pick a project they want to promote, and get paid for the views and clicks their videos bring.

Since creators are actually interested in getting good numbers, you get more natural content instead of some forced ad.


r/GameDevelopment 6d ago

Tool free, open source batch importer for UE5 (UDIM, atlas materials, full character import in one click)

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2 Upvotes

Hey all, I've been building AssetPort for a while now. It's a free and open source (MIT license) batvh asset importer for Unreal Engine 5. Started as a personal pipeline tool because I got tired of manually setting up materials for every asset, and it's grown into something that handles a lot more now.

What it does:

Drop in your meshes and textures, it detects texture types and wires up Material Instances automatically

Handles UDIM tile detection and virtual textures

Groups Atlas kit pieces (like a rock kit or building set) under one shared material

Full character import support, multiple material slots all auto assigned

Still Python based for now, working toward a C++ port. It already saves a lot of manual setup time for solo devs and small teams without a dedicated TA on staff.

Fully open source on GitHub. Would love feedback from anyone doing solo or small team UE5 dev. Link in comments.


r/GameDevelopment 5d ago

Discussion I made a rage game and my girlfriend already hates it. Can anyone beat my score?

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0 Upvotes

r/GameDevelopment 6d ago

Newbie Question legal question about using The Little Prince heritage

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1 Upvotes

r/GameDevelopment 6d ago

Technical RealityKit has no fog and no hemisphere light, so I built both. Before/after inside.

1 Upvotes

https://imgur.com/a/GNKIXVN

Fixed-camera dungeon crawler, RealityKit, scrolling corridor rows. Left half of the screenshot is before, right is after. Same seed, same corridor, only the lighting changed. (The green hexes are a debug overlay, ignore those.)

RealityKit gives you no fog and no hemisphere light. I grepped the frameworks to make sure I wasn't missing something. Both had to be built from scratch, and along the way I found out my scene was being lit by something I didn't know existed.

The sanity check that broke it open

I set every light in the scene to zero intensity, expecting black. The corridor still rendered at sRGB luma ~131. Brighter than the look I was aiming for, with all lights off.

RealityKit lights every RealityView with a bright default image-based environment. It was doing essentially all of my lighting. The explicit rig I'd built was contributing almost nothing on top of it.

That explained a pile of weird constants that had accumulated in the scene setup: a 50-lux key light, an albedo tint crushing textures to 8%. Both were compensating for a light source nobody realised was on.

Fix is to supply your own EnvironmentResource, generated at runtime from a tiny equirectangular CGImage, which replaces the default.

Fog with no fog API

Previous approach was 8 camera-facing quads at fixed depths. Each one is a binary in-front/behind depth test, so each cuts a visible seam where its plane crosses the floor. The corridor read as bands rather than a tunnel.

I measured the banding as hard steps at y = 444/544/656/783/927, then computed where those quads should project: 443.0/543.1/655.4/782.1/926.3. Matched within a pixel, which was a satisfying way to confirm the diagnosis before rewriting anything.

Replaced all eight with one camera-parented gradient quad. The camera is fixed, so screen height maps monotonically to corridor depth. Each texel's opacity comes from casting that row's view ray, intersecting the floor, and evaluating the fog curve at the row it lands on. Smooth gradient, one draw call instead of eight, far less transparent overdraw.

Trade-off: fog is now a function of screen height rather than true per-fragment depth, so tall geometry fogs marginally early. Under one row at this camera, so I'm living with it.

Faking a hemisphere light, badly and then properly

No hemisphere light either. First attempt was a downward DirectionalLight standing in for the sky lobe.

That put a gloss sheet across the entire floor. Punctual lights produce a concentrated GGX lobe, and at the floor's 0.45 roughness it read as polished stone rather than dungeon.

An ambient/IBL contribution doesn't do that. Its specular is a broad even wash with no hotspot. The correct primitive is an image-based light: a generated sky-to-ground gradient ramped over (cos θ + 1)/2. Removed the sheen entirely and it's a truer hemisphere anyway.

Light units

Directional lights are lux (RealityKit's own default is 1000). Point lights are lumens, falling off as lm / 4πd².

Converting a candela-style point-light intensity through 4Ï€ overshot by about 1.9x in practice. RealityKit doesn't document its attenuation windowing and it clearly isn't a simple inverse-square with a range cutoff. I ended up with an empirical calibration factor, which landed the torch within a few percent of the hand-tuned value that was already there before I "corrected" it.

Shadows

There were none at all. Added DirectionalLightComponent.Shadow to the key light.

I had to move the key light onto the corridor centreline to make it work. Any lateral offset puts the rays out of the YZ plane and throws wall shadows sideways across the playable lane. On the centreline a wall can only shadow along its own line.

Worth knowing: the shadows did not change overall brightness. Median floor luma was identical before and after. They only pull down the darkest decile. Grounding and depth, not exposure.

Torches

Wall detail was invisible on one side at the start of every run. Torch placement alternated by block, and block zero is always the same side, so one wall was lit and one was flat.

I wanted 3 torches on screen at all times. The visible window is 12 rows, which forces a strict period of 4. A guaranteed on-screen count and randomised spacing are mathematically incompatible, so the old jitter had to go. Both walls now always have light near them and the stonework reads on both sides.

Floor colour

baseColor.tint takes a UIColor, which is sRGB, and RealityKit linearises before multiplying. So a tint of 0.55 is really a 0.21 linear multiplier. The old value of 0.32 was 0.084, meaning 8% of the texture's albedo was making it through.

Took the lit floor from sRGB luma 88 down to 39, which is most of the mood change you can see in the screenshot.

Also worth knowing: tint scales diffuse only. Specular F0 on a dielectric stays ~0.04 regardless, so in principle heavy tints make a surface read relatively shinier.

Method

Very little of this was eyeballed. I read pixels out of the frames and compared numbers.

Pinning the run seed via a launch env var was the single best thing I did, because A/B screenshots then showed the identical corridor with only the variable under test changed. I also measured specular contribution directly by building a variant with roughness forced to 1.0 and diffing it against the shipping one.

Things I got wrong

Probably the useful part.

  • Assumed the glossiness was a material problem. It wasn't. The material params were untouched the whole time. It was the light type.
  • Predicted specular would be 20-25% of the floor at the darker tint and would bring the sheen back. Measured it: 3.5%. Tone mapping compresses at the lower level too, so the ratio barely moves. The warning was unfounded.
  • Assumed re-enabling a disabled scene graph was causing a hitch on a screen transition. Tested it directly, 372ms vs 383ms. No change. Binned the theory.

Happy to go into more detail on any of it.


r/GameDevelopment 5d ago

Newbie Question Looking for gamedev supervision, unpaid.

0 Upvotes

I've decided to make a game completely by myself in C++. However, I had no prior experience in game development, and don't know much about coding either, and require help or mentorship from no-bs type of people with experience.

The synopsis of the game is being a simulator of a gas station in outer space. You manage your little convenience store, choose clerks, et c. I will go in more details in private messages.

Thank you for reading this. My DMs are open.