Designing touch combat without overloading the player
ROADFORGE started with a control problem that appears simple on paper: a tank needs to move, steer, aim, fire, use special weapons and respond to threats. On a phone, those …
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ROADFORGE started with a control problem that appears simple on paper: a tank needs to move, steer, aim, fire, use special weapons and respond to threats. On a phone, those …
Everybody always says: keep it small. Keep it simple. Don't overscope. Let your game do one or two things. Only. And at first, I thought: yeah. That makes sense. Don't …
Hello i know this may be against some rules but i am currently working on a game and looking for active feedback on user experience perforamnce and these kind of …
Tjking wrote: they will be paid. This does not belong in Hobby Project Classifieds, then. Moving thread to Your Announcements. @tjking, you can also use our new Teams feature for …
You posted this not in recruiting, but instead in hobby projects. So we are confused, also you "are securing funding", but dont have it yet?Also you listed up just what …
KNIGHTFALL Seeking Game Developers & Creative Team Members KNIGHTFALL is a new original action RPG currently in the concept and pre-production stage. I’m looking to connect with talented game developers …
I'm a Quebec-based game designer / level designer currently developing a Combat Parkour game in Unreal Engine 5, and I'm looking for a 3D artist who is interested in joining …
A text editor that loads quickly is the only thing that comes to mind. It's the anti-IDE attitude towards things. Just browse the file system and open text files. A …
When working on a game project, there are often small tasks that take more time than expected, such as calculating values, converting units, checking text, formatting data, or quickly testing …
🏚️ HOUSE MISI The house has been abandoned for years. So why is someone still inside? You arrive at an old, abandoned house to investigate a case that was never …
Welcome to Ron.cool I've been building a lot of random things lately, so I decided to put everything I've made into one place. Ron.cool is basically my personal collection of …
When I first started working on HashForge, the idea was much smaller than what it has become. The original concept was simple: create a browser game where players could build …
Hey there, fellow sound designers! 👋BamSFX is officially opening its doors to new sellers. If you are a sound designer with existing sound effect packs, we want to hear from …
Learn how animation and cinematics can become part of gameplay in horror games by teaching mechanics, creating vulnerability, controlling tension, communicating danger, and influencing player behavior. Animation and cinematics are …
KOSMO ULTIMATE — Building My Own 2D Shooter in Godot Hey everyone! I’m currently developing KOSMO ULTIMATE, a 2D action shooter made with Godot. The idea is simple: survive waves …
Hi everyone, I run a browser gaming website called BunaGames, I’m interested in hearing from developers who publish HTML5 or WebGL games on external browser portals. From the portal side, …
TooOld2rock-nRoll wrote: I'm definitely not implementing volume (this comes next) and rigid body simulation, all objects are ideal particles for this conversation. That's some bad terminology if i can read …
@raynmetal just instantaneous force transfer? Ah there's no transfer per-se. It's just that you can treat all the forces acting on an object's centre of mass, as a singular force …
but if I consider many forces, it will require a liked list of some kind and You won't need to. Each force is a 2D vector, and each new force …
frob wrote: Alternatively, just apply additional velocity at regular updates and apply the velocity to the position each update. A different approach, gravity volumes allow setting regional values to gravity …
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