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Developer Blogs
![JavaScript MMORPG from Scratch - Maiu online #2 - Monsters AI System](https://uploads.gamedev.net/blogs/monthly_2024_06/large.2324aeac650149c5a02704c6128c75dd.thum25.png)
Hello, Finally I finished work on first prototype of monsters AI module. Monsters have several states: IDLE, PATROL, DEAD, FLEEING, COMBAT.
Idle monsters are non active even when someone attack them. Patrolling ones are walking around and checking each 0.5s is they have someone to attack in a …
![Trying to figure out ways to avoid obstacles with this new vector based approach](https://uploads.gamedev.net/profiles/monthly_2022_03/thumb.b7fa15b7d37a4874a982f7f6864e98ee.hellobarbiedisplay.jpg)
A couple days ago I felt lost. And I still do. I had no idea where to start. Eventually I came up with this code. I`m creating an additional vector that points in the opposite direction of where the obstacle is. If I move using this vector I can make some room between the unit and the obstacle, whi…
![JavaScript MMORPG from Scratch - Maiu online #1 - Introduction](https://uploads.gamedev.net/blogs/monthly_2024_06/8a52d8404d9744528ce197c5f8ac79d4.image.png)
Hello!
Welcome in my first blog post on gamedev.net
My name is Rafal (Maiu) and this blog will be about me trying to show You how I am learning to write mmo game. This is my first game project and I don't have any prior experience with game development. I'm using babylon.js as a graphic engine and re…
![This could render XP progressions obsolete!](https://uploads.gamedev.net/blogs/monthly_2024_06/large.907ad28c0227410a9651e49b747edba1.devlog4.png)
This is a continuation of a devlog series for a prototype. For those who prefer video devlogs, here’s the Youtube version for you (long form). The below entry is more or less a summary of that video, and a bit more for devs.
Now back to the topic: For quite some time now it was bugging me how …
![Rolling Bombs: My First Year Into Indie Game Development Journey](https://uploads.gamedev.net/blogs/monthly_2024_06/large.650042c88e134cbf9d9f4fa1d58c8f31.BG_RB.jpg)
Hey everyone!
I’m thrilled to share the very first showcase video of my indie game, Rolling Bombs. It's been an incredible year full of learning, challenges, and creativity. This post is all about reflecting on my journey so far and giving you a sneak peek into what’s coming next.
The Game: Rolling…![Game Dev Digest Issue #238 - Building Quickly, Marketing, and more](https://res.cloudinary.com/practicaldev/image/fetch/s--3M0eT1OR--/c_limit%2Cf_auto%2Cfl_progressive%2Cq_auto%2Cw_800/https://gamedevdigest.com/assets/social-posts/issue-238.png)
This article was originally published on GameDevDigest.com
Some great practical advice on working efficiently. Also marketing tips, and more great content. Enjoy!
Let’s write a video game from scratch like it’s 1987 - I thought it would be fun to make with the same principles a full-fledged GUI appl…
![Super Cop dev blog](https://uploads.gamedev.net/profiles/monthly_2024_06/thumb.71cf4342b4404d2baeac1bd4fe694f94.694863.jpg)
Starting all documentation of the project within this bog. I picked this site to document my development because the name of the site says it for what it is ……and….actually because it has ads. This site is getting its money and it's obvious. I can trust that.
I will now sanitize my documentati…
![Vector based unit movement](https://uploads.gamedev.net/profiles/monthly_2022_03/thumb.b7fa15b7d37a4874a982f7f6864e98ee.hellobarbiedisplay.jpg)
Up to this point I have been using a unique code snippet for each direction of movement. These days I managed to switch to using vectors for movement. I have the same code for all directions now
float VectorX = NextNodeX - UpixPosX;
float VectorY = NextNodeY - UpixPosY;
float VecLength = sqrt(Vector…
![Goo Go - Test your skills, patience, and nerves!](/static/media/user/generic-user.png)
Welcome to "Goo Go"! Steam link
Control Goo using a triple jump and movement keys to overcome obstacles and climb higher and higher. This is a very challenging game that will test your skills, patience, and of course, your nerves.
Game Features:– Challenging but not impossible gameplay. Pers…
![Game Dev Digest Issue #237 - Graphics Programming, Animation, and more](https://res.cloudinary.com/practicaldev/image/fetch/s--ksIQYv_6--/c_limit%2Cf_auto%2Cfl_progressive%2Cq_auto%2Cw_800/https://gamedevdigest.com/assets/social-posts/issue-237.png)
This article was originally published on GameDevDigest.com
Lots of great material to dive into this week. Enjoy!
Unity Tutorial: Particle Plexus (Part 2) - In the last part of this tutorial series, we setup the basis of our Plexus system. Lines were correctly rendered between particles, and we sampl…
![Teaser: Desert of Pain](https://uploads.gamedev.net/blogs/monthly_2024_06/large.0821887630834bfdad44ff97208efc30.coverIndie.png)
The idea, game design, monsters, and most models originate from Madraox.
The level is divided into four zones.
The earth zone contains rocks and a plateau. The fire zone is filled with volcanic activity. The dune-themed zone with some oasis in between. The th…![Game Dev Digest Issue #236 - Cinematics, UX and more](https://res.cloudinary.com/practicaldev/image/fetch/s--EEXPdwOX--/c_limit%2Cf_auto%2Cfl_progressive%2Cq_auto%2Cw_800/https://gamedevdigest.com/assets/social-posts/issue-236.png)
This article was originally published on GameDevDigest.com
Some UX advice, cinematic breakdowns, code patterns, plus a lot more. Enjoy!
What makes a game cinematic? The answer is changing - The nun adventure game Indika is more interested in Tarkovsky than Bruckheimer
polygon.com
![Release - Run of Elements](https://uploads.gamedev.net/blogs/monthly_2024_06/large.782e8125dd944d3489171f7686537add.coverIndie.png)
I could not decide whether to release the content directly to the live servers. Then, I discovered a nasty bug on the live systems and decided to take two steps forward.
So, I released the raid to live.
You might remember the old Pit of Elements and Firebound Forge level.
They got a complete ov…
![Game Dev Digest Issue #235 - Rendering Tutorials, Physics, Community, and more](https://res.cloudinary.com/practicaldev/image/fetch/s--zpTsgZ91--/c_limit%2Cf_auto%2Cfl_progressive%2Cq_auto%2Cw_800/https://gamedevdigest.com/assets/social-posts/issue-235.png)
This article was originally published on GameDevDigest.com
Get it while it's hot! Another jam packed issue of game dev content. Enjoy!
Voxel Displacement Renderer — Modernizing the Retro 3D Aesthetic - I’ve been developing a custom real-time renderer which uses very small voxels to produce a distinc…
![Waterfalls and Ghosts│ Falterstone prototype release #4](https://uploads.gamedev.net/blogs/monthly_2024_05/large.dd0ccbf517764a1bacf616dd549715fd.004.jpg)
It still takes a lot of time. Prototype or not. And compared to the last updates, this one is way more moderate.
Last time we've left of with the addition of immediate things to do, which begged the question of what to do next. Exploration was a big part of the concept, springing from its replay-abi…
![Improving Localization](https://uploads.gamedev.net/blogs/monthly_2024_05/large.8f7d6013330e4d20a09cee73a59df506.cover-download.jpg)
My first attempt for switching the game's locale was to ask the player to restart the game after the locale change. In some applications this is common, since the effort to update every visible bit that might already have been loaded in a different locale, is relatively high - is it?
Ambitions Caus…![Generating Geometrical Structures - SoulerCoaster Release 1.5](https://uploads.gamedev.net/blogs/monthly_2024_05/large.14167d88643044649f3f64b4295474b2.card.png)
- Fixed mesh at line edges
- Added option for cheap edge generation
- Added option to adjust normal vector
- Added option for custom planes.
- Enhanced prefab examples
You can find it in the Unity AssetStore: https://assetstore.unity.com/packages/vfx/magic-energy-line-generator-275055.
I have severa…
![Game Dev Digest Issue #234 - Enhancing Your Game](https://res.cloudinary.com/practicaldev/image/fetch/s--gOI-ped8--/c_limit%2Cf_auto%2Cfl_progressive%2Cq_auto%2Cw_800/https://gamedevdigest.com/assets/social-posts/issue-234.png)
This article was originally published on GameDevDigest.com
Check out the latest tips on enhancing your game in various ways. Enjoy!
This Artist Added Custom Subsurface Scattering to Unity URP - And shared the nodes so you can recreate the setup yourself.
80.lv
![A Late, but Massive Update](https://uploads.gamedev.net/blogs/monthly_2024_05/large.a2c454f7f8ad4a1b8f73e1ad6f6aaad5.cover-blog.jpg)
It has been a long time since the last update.
Somehow it was predictable. In the last post (almost 4 years ago!) I wrote about some fixes and new features I wanted to implement for version 1.0.2 of the game. I wrote about the fisheye rendering correction, which was already implemented by then, and …
![The Magic of Pre-Production in Video Games' Development](https://mochigamedesign.com/wp-content/uploads/2024/05/OIG42-e1716219652906-720x405.jpg)
Ah, video games. They’ve come a long way from the pixelated pastures of Pong to the immersive worlds of The Witcher and Red Dead Redemption. But while the final product gets all the love and adoration, the real hero often goes unnoticed. No, it’s not the caffeine-fueled programmers or the sleep-dep…
![The Promise of Adventure](https://uploads.gamedev.net/blogs/monthly_2024_05/large.c065242595ae445f9420f2938cf37ed8.DALL-E-2024-02-03-13.46.56---Create-an-immersive-21_9-fantasy-game-illustration.-Visualize-a-man-fighter-and-a-woman-ranger--standing-back-to-back--lovingly-supporting-each-other-.webp)
The second half of this article was previously posted in the forum under the name The promise of freedom in story games with over 100 comments (from me answering questions).
Imagine a game where you inhabit a living breathing world with the freedom to go anywhere you want. Find your own unique solut…
![Testing the concept of dynamic navigation layers](https://uploads.gamedev.net/blogs/monthly_2024_05/large.e279dbee9a9d4c26bc160ace6573be82.MaximSnd_pack_of_big_evil_running_wolfs_wolfs_attacking_a_girl__0c39f443-0327-4baf-9ddc-d73459918374.png)
The dynamic pathfinding layer is a combination of navigation and control logic. It's not like in navmesh. In the video, two layers play with each other. Without a player. This is done as an example, but the developer can add a third, fourth, etc. layer, can include agent reactions to the player, et…