Using Voronoi graphs to generate world maps:
A great look at how Unexplored 2: The Wayfarer's Legacy uses Voronoi graphs to create more natural and realistic looking generated maps:
Admiring the Game Design in Hyper-Casuals:
Publishing 101: Should You Partner with a Game Publisher?
Gamedev.world has started streaming
I made a blog! "Replacing a live system is really hard" https://aras-p.info/blog/2019/06/21/Replacing-a-live-system-is-really-hard/
My takeaway from #NarraScope:
1. Make games about stuff you care about. It will resonate with people.
2. Do your research when depicting trauma and marginalization, especially with #steampunk narratives.
3. Everyone has a story to tell. We'll never have too many games, just like we'll never have too many poems.
4. Open source your writing tools. Someone else might use them.
Our latest featured article offers some great advice for setting up your Steam page correctly:
Happy 20th birthday to GameDev.net! 🎂 🎉
A huge and humble thanks to all of the founders, staff, moderators, and members who have (and continue to) make our community great. ❤️
So! After some years of being fairly "unofficial", Unity editor for Linux is more official now. You can just get it via Unity Hub, like regular Windows/Mac editors. https://blogs.unity3d.com/2019/05/30/announcing-the-unity-editor-for-linux/
Are you creating or modifying Meshes from code in #unity3d? We might have some API improvements planned for that, feedback is welcome. See google doc: https://docs.google.com/document/d/1I225X6jAxWN0cheDz_3gnhje3hWNMxTZq3FZQs5KqPc/edit# and forum thread: https://forum.unity.com/threads/feedback-wanted-mesh-scripting-api-improvements.684670/
Nathan Madsen shares his thoughts on how to get exposure and build your personal brand as an audio professional:
Latest featured article on building a save system in Unity:
My new blog on using Instancing in Unity to render enemy health bars in one draw call: https://www.stevestreeting.com/2019/02/22/enemy-health-bars-in-1-draw-call-in-unity/
There was quite a lot of interest in this, so I spent far too long writing this up today 😂 Please boost to make it worth my while!
Deep dive in the archives, in this 2003 article Steve Pavlina describes the differences between "shareware amateurs" and "shareware professionals". Other than the dated "shareware" terminology that has gone the way of the dodo, the advice is still pretty on point today!
A simple format for archiving design decisions:
Thanks to our friends at Fishing Cactus for taking the time to share their approach! :)
Our latest featured article shows the workflow of creating a spaceship model for upcoming game Infinite Fleet:
Got something similar to share with the wider #gamedev community? We'd love to provide a platform! You retain full rights to your work, everything is properly attributed, and we do not require exclusivity. :)
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