Da índia surge um developer que dá algumas dicas acerca dos Game Design Docs:
#1 always make a revision history and table of contents
#2 use mockups sketches references
#3 create asset lists
#4 customize your GDD
#5 update your GDD
+infos(o video): https://youtu.be/dgaUiGF9mkI
A malta da Synty Store disponibilizou mais um pack de batalha e desta vez com referência à primeira guerra mundial. Para se ter acesso a este pack é necessário já ter o pack de guerra e o custo final de tudo é de:
POLYGON – War Pack – 80 euros
POLYGON – War Map – WWI – 18 euros
Assim e pelo POLYGON – War Map – WWI:
POLYGON – War Pack
+infos(War Map – WWI): https://syntystore.com/products/polygon-war-map-wwi
+infos(War Pack): https://syntystore.com/products/polygon-war-pack
Um conjunto de objetos para ajudar no desenvolvimento de videojogos do género RPG, da lista consta:
2D Characters Male
2D Hand Painted Mine Tileset
2D Hand Painted Snowland Tileset
58 Fantasy RPG Items
Souls RPG Graphics – Town Tileset
Souls RPG Graphics Tiles – Grasslands
Ancient Game SFX Pack
Clean City Game Assets
Cute RPG UI Kit
Dark RPG Chiptune Soundtrack Bundle
Dwarves vs Elves RPG Sprites
Elemental Magic Sound Effects Vol 1
Elemental Magic Sound Effects Vol 2
Fantasy Character Bundle
Fantasy RPG Items Vol 2
Farm & Fort Tileset & Icons
Forest Isometric Block Tileset
Frozen Village Isometric Block Tileset
Hand Painted Extra Objects Tileset
Human Fantasy Animated Pack
Inventory Sounds Pack
Japanese Bar Interior Assets
Japanese City Game Assets
JRPG Character Pack
JRPG Music Pack
Lighthearted RPG Location Soundtrack Bundle
Lighthearted RPG Soundtrack Bundle
Medieval RPG UI Kit
MMORPG UI Kit
Monster Creature Animated Pack
Monster Creature Super Mix
Osaka City Game Assets
Pixel Art Beach Tile Set
Pixel Art Forest Road
Pixel Art Medieval Fantasy Characters
Pixel Art Medieval Interiors
Pixel Art Medieval UI Pack
Pixel Art Old Castle
Pixel Art Town
RPG Inventory – Fantasy Battles Axes
RPG Inventory – Fantasy Bows
RPG Inventory – Fantasy Daggers
RPG Inventory – Fantasy Potions
RPG Inventory – Fantasy Spears
RPG Inventory – Fantasy Swords
RPG Music Pack – Complete Collection
Side View Animated RPG Battlers
Souls RPG Graphics – Desert Tileset
Soul’s RPG Graphics – Sprites
Spells & Ability Icons
Tyler Warren RPG Battlers Pixel Style
Warrior Adventure Game Characters
Está a decorrer uma campanha com referências a cursos para aprender a programar jogos e a desenvolver. Da campanha surge a lista de:
Applied Computer Vision with Unity and Azure
Battle Royale – Multiplayer Projects
Build a Micro-Strategy Game
Build an RPG Adventure in Phaser
C++ Programming for Beginners
Create a 2D RPG with Godot
Create Your First 3D Game with Unity
Develop a Puzzle Platformer Game
EasyAR and Marker-Based Apps for Beginners
Godot Game Development for Beginners
Humanoid Animation Tools for Beginners
Intro to Game Development with Unity
Intro to Multiplayer Game Development
Learn C++ by Making a Text-Based RPG
Player Authentication with Azure PlayFab
Python Programming by Making a Game
Real-time Strategy Project – Unit Movement
RPG – Multiplayer Projects
RPG Development with Phaser
The Complete Blender Course
The Complete Procedural Terrain Generation Course
Tile-Based Math Game Project
Turn-Based Game – Multiplayer Projects
Unity 2D Projects – Super Plumbers
Unity Cinemachine for Films and Games
+infos(a campanha): LINK
ps_ eu até achei interessante esta campanha por causa de alguns dos cursos que ele tem, contudo uma análise com mais critério apercebi-me que afinal estes cursos são cursos que fazem parte de um pack mais completo da malta da zenva.com nomeadamente do percurso Strategy Game Development Academy e que prefazem um total de 12 cursos online
Tiny/weirdo game engines:
Game engines that let you make a full game, but often within a particular style, ethos, framework, or with other limitations. Generally quick to pick up and work with, made for accessibility.
- Flickgame – A truly tiny engine, link frames to other frames. Share online or export.
- GB Studio – A drag and drop gameboy interface that lets you do some scripting. Export to html or an actual gameboy rom!
- Bitsy – Bitsy is a simple sprite-based editor that lets you build rooms & worlds. Walk around and talk to people and be somewhere. Has a strong community.
- Borksy / Bitsy HD / bitsy hacks / bitsy mixer template – Hacks that extend the functionality of bitsy in various ways.
- Flicksy – A tool for drawing and assembling graphical hypertext games – lets you import drawings!
- Mosi – Similar to bitsy, but with more color & sound support, and more advanced scripting options.
- Bravitzlana – A tool for making small interactive scenes (3d! kind of) that you can share with people.
- PuzzleScript – An open source, HTML5 puzzle-game oriented editor.
- Dungeonscript – Puzzlescript, but first person
- RPG Paper Maker – An extremely cute jrpg-focused engine that lets you place flat sprites in a 3d world. (free, but $70 if you sell your game commercially)
- Flatgames / Flatpack – Flatgames are as much a concept as engine (2d, a raw combination of movement, art and sound), but Flatpack bundles those ideas up into a tool that you can import into Unity or run on Android.
- Tiny Game Maker – For small, one screen games without programming.
- Kooltool – An experimental game making tool which has Kidpix vibes.
- The Unfolding Game Engine – One to watch (in early access right now). A “paint a world” engine that lets you make your world while playing it. 2.5d.
- Multiverse – Not out yet – a storytelling and game making tools/game.
- Bitmelo – A game editor and engine for making small pixel art games. In early access, exports to HTML5.
- Sok Worlds ($3) – A truly wild game/tool where you make and explore 3d collage worlds (images from the pixabay API, but there are over a million to choose from.).
- Sok Stories ($3) – A drawing-based way to make and share games.
- Playscii – Also an ascii art and animation program, but the game mode documented here: http://vectorpoem.com/playscii/howto_game.html
- Wick Editor – Also an animation program- a friendly flash-like for multimedia projects that allows interaction and game-like play.
- Unicorn Console – A “a quick and dirty engine … with a resolution of 400×240 pixels.”
- Vipercard – An open source reimagining of 1987’s Hypercard.
- Twine – An open-source tool for telling interactive, nonlinear stories. Has a big community and multiple versions and themes.
- Choicescript – Like Twine, but for more traditional CYOA gamebooks-with-stats. Tight community on the forums.
- Tiny Choice – The tiniest of twine-likes, written in the browser.
- Inform – A design system for interactive fiction which has been around for a while!
- Ink – A narrative engine designed to slot into a game engine.
- StudyCrafter – A scratch-like platform where you can play, share, and create interactive projects, on the browser or offline, and collect data from players.
- Inklewriter – The “baby” Ink, runs in browser and great for CYOA, same UI as Sorcery!
- The Adliberum Engine – (Free but on Steam, early access) Make text adventures, muds and text-powered roleplaying games.
- Yarn Spinner – The friendly tool for writing game dialogue.
- Cheap Bots Done Quick – A site where you can make a twitterbot today.
Indie/open source bigger game engines:
Indie and open source game engines with more flexibility and power than the little engines above, and generally also another layer of complication. (Perhaps most useful for if you are concerned about free but closed-source engines like Unity.)
- Superpowers – HTML5 2d + 3d engine, coding in Typescript.
- HaxeFlixel – Cross-platform development, open source
- Godot – Perhaps the most complete and well documented open source engine, for 2d and 3d.
- Heaps – A free and open source cross platform graphics engine written in Haxe.
- DOME – A framework for making 2D games using the Wren programming language.
- luxe – In development: a 2d-focused engine, code in Wren.
- LITIENGINE – A free and open source Java 2D Game Engine.
- Starling – A Cross Platform Game Engine.
- LÖVR – An open source framework for rapidly building VR experiences in Lua.
- Ren’Py – Free, open source cross-platform Visual Novel development engine.
- Adventure Game Studio – Free engine for making point & click adventure games.
- Amulet – A free Lua-based audio/visual toolkit suitable for small games and experimentation, with online editor.
A fantasy console is like a regular console (machine specs, dev tools, community), but without hardware. It is like an emulator for a machine that never existed. Generally, these are in the form of an application.
- Pico8 ($15) – probably the most popular fantasy console for game dev, pico8 has harsh limitations but that are intentionally chosen. code is written in lua. export to standalone HTML+JS or PNG (fantasy cartridge, need pico8 to play)
- Tic-80 – coding in lua and moonscript. export to html or .tic.
- Pixel Vision 8 (free, pro version is $30) – a no-console fantasy computer, navigate like the familiar icon-based desktops you know.
- LIKO-12 – Entirely open-source and free, written in Lua. The dev says: “Why did I develop this? Because I wanted to buy PICO-8 but that’s not possible without credit cards (no internet shopping in Syria)”
- Pix64 – an extremely tiny fantasy console (64×64 px).
- Homegirl Pro – A fantasy console with a very different vibe! This one dispenses of pixel nostalgia and is modeled after a Commodore Amiga. Coding in Lua.
- VectorBoy – Again, a fantasy console that breaks the mold – VectorBoy uses straight lines to emulate vector graphics.
- VVpet – A fantasy console for LCD virtual pet games
- Voxatron – ($20, come with Pico-8) Fantasy Console for voxel (3d pixel, kind of?) games.
- LowRes NX – BASIC programming on iOS, as well as desktops.
- Pyxel – A retro game engine for Python
- Zany80 – A fantasy console designed around the Z80 processor.
- Riko4 – A Fantasy Console intended as a tool for pixel art game development.
- ECoS – A modern fantasy console with Entity-Component-System modular architecture.
- Nano JAMMER – A truly tiny console that runs in the browser and integrates into Google Drive. Code in the nano programming language.
- Rewtro – A wild little console that runs games encoded in a very small amount of data, meaning they can be printed as qr-codes.
Didn’t find what you were looking for? Just into fantasy consoles? More of them detailed here: https://github.com/paladin-t/fantasy
Neat Unity extenders:
Tools or plug-ins that change the experience of using Unity.
- Oikospiel-tools – Trigger-based tools for Unity for crafting games without programming.
- Unity Bitmap Drawing – A library for adding real-time drawing to your Unity project.
- Clayxels – Adds tiny voxels that seamlessly blend together like clay.
- unity-wave-function-collapse – Bitmap & tilemap generation from a single example.
- Tessera (5$)- 2d / 3d wave function collapse generation.
- Borderless Unity Windows – A tiny tool for making Unity frameless apps from script.
- First Person Drifter – The original drifting game controller. Download an updated package for Unity 2019 from me here.
- Unity Recorder – An editor-only tool that captures video and animation data during gameplay.
- Bobbin – A small Unity editor tool that can automatically download and import anything with a URL into the project.
- Meshedit ($35) – A Unity extension that lets you create and texture models from scratch.
- Doodlestudio 95 ($45) – A FUN drawing and animation tool for Unity.
- Raymarching Toolkit ($75) – A Unity add-on for editing raymarched scenes live.
- Path Creator – Path creation asset for Unity game development
- NaughtyAttributes – Create powerful inspectors without the need for custom editors.
- UCLA Game Lab Mesh Creator – Extrudes 2D drawings into 3D objects.
- Rhythm beat mapper ($45) – Synchronizes gameplay to music in your video game.
- JPEG-MP4-Compression – recreates the effect of JPEG/MP4 compression as a PostProcessing Effect.
Tools or plug-ins that change the experience of using Godot.
- WAT – An automated testing framework for Godot built entirely within Godot itself
Maps, place, & levels:
Tools for making maps & levels – some of them simply visual, others generate data.
- Tiled – The standard free, easy to use and flexible level editor.
- OGMO – A free, open source, project oriented level editor.
- Tilesetter – Tileset designing made easy.
- SPARTAN Procedural Tile Generator – A pixel art drawing and animation tool specialised in creating tiles and animated sprites for games.
- Medieval Fantasy Town Generator – Generates a random medieval city layout of a requested size & can export to JSON.
- City Viewer – The city viewer to see the above/other maps in 3d!
- One Page Dungeon – A very simple one page dungeon generator.
- Map Generator – A cellular automata tool for building custom maps, envisioned for use in tabletop roleplaying games.
- Paper Dungeon Maker – A very little map generator with optional csv output.
- RPG Map II – A tabletop oriented map editor with clean and simple design.
- Snazzy Maps – Nice map stylings for Google Maps.
- Google Earth Studio – Automate flying about the world.
- Topo Topo – Get a little square of 3d elevation data, anywhere.
- Nototo – Build and visualize all your notes, as a map
- terrain.party – nice interface for getting terrain heightmaps anywhere in the world
A ler: What is the best game engine for your game? e What is the best game engine: is Unity right for you?
Encontrei estes post do site gamesindustry.biz, cuja autora é Marie Dealessandri, e que apresenta uma discussão interessante acerca de software para o desenvolvimento de videojogos:
What is the best game engine for your game?
What is the best game engine: is Unity right for you?
+infos(link1): What is the best game engine for your game?
+infos(link2): What is the best game engine: is Unity right for you?
Chamada de trabalhos até 26 de abril, sendo que os temas são:
Games Done Quick
Educational dimension of game jams and hackathons
Incentives and rewards in game jams and hackathons
Game design issues in game jams
Learning in game jams and hackathons
Game jam and hackathon attendance: who and why?
Game jam and hackathon impacts
Rapid game development
Game jam and hackathon methodologies
Game jam and hackathon resources and assets
O Kenney, para comemorar os 10 anos, tem um conjunto de assets (para ajudar no desenvolvimento de videojogos) disponivel e a titulo gratuito para quem os quiser :D
A promoção termina hoje dia 21 de março… mais uma 10 horas. (em setembro do ano passado ele tinha libertado estes mesmos assets :P )
A PlayStation Portugal apadrinhou mais um evento para incentivar a produção nacional de videojogos.
“Dreams: PlayStation Portugal promove Game Jam a criadores sob o tema “O que é ser português?”
Dreams chega à PlayStation 4 e permite aos jogadores construirem os seus próprios sonhos. Os fãs mais criativos de Dreams podem ganhar 500 euros na Game Jam Online da PlayStation Portugal
Estudantes e entusiastas criativos participaram num concurso para a produção de experiências dentro do jogo. O vencedor criou um jogo baseado no histórico Martim Moniz e o cerco de Lisboa.
Antecipando o lançamento de Dreams, a PlayStation Portugal promoveu a realização de uma Game Jam, incentivando os criadores nacionais a colocar a sua criatividade à prova com uma experiência interativa sob o tema “ser português”. Para tal teriam de utilizar as poderosas ferramentas do novo título da Media Molecule para criar personagens, níveis e interações.
A Game Jam Online decorreu durante o fim-de-semana de lançamento de Dreams (14 de fevereiro) e tinha como prémio um saldo de 500 euros na sua carteira PSN para compras na PS Store. Os melhores trabalhos do concurso foram mostrados durante um evento de lançamento de Dreams, realizado no 1UP Gaming Lounge em Lisboa, que contou com alguns game developers portugueses.
O vencedor da Game Jam foi o projeto “Moniz Run”, desenvolvido por alunos da Universidade Lusófona de Lisboa, que desafia os jogadores a encarnarem o histórico Martim Moniz na sua conquista histórica de Lisboa frente aos mouros. Outro projeto disponível foi o “Croquete Simulator” do game designer português José Castanheira, oferecendo aos jogadores a oportunidade de controlar um… croquete por uma mesa de repasto repleta de chamuças e canapés… Também Filipe Pina, da Nerd Monkeys, contribuiu com o projeto “Templo das Lamúrias”.
Dreams chegou à PS4 e apresenta o espírito “Jogar, Criar, Partilhar” com todas as ferramentas que os jogadores necessitam para criar videojogos, níveis, homenagens, desafios e as menos prováveis experiências que pode encontrar, tudo graças à criatividade da comunidade. E para mostrar todo o potencial do editor, que se espera intuitivo, a Media Molecule criou uma aventura no modo história e outros níveis, recorrendo apenas e em exclusivo à caixa de ferramentas do jogo. E por isso é que contém o selo “Made in Dreams”. Ou se quisermos, “realizado em sonhos”…
O estúdio oferece também um formato narrativo, totalmente em português, chamado O Sonho de Art, que serve no fundo para compreender algumas das mecânicas possíveis de criar, enquanto conta a sua história. Neste caso trata-se um antigo músico de jazz enquanto sonha sobre a sua vida, situações do passado e do presente, descobrindo que precisa de corrigir a sua ligação com os seus membros da banda.”
+infos(fonte por Rui Pereira): LINK
Encontrei este canal no youtube que fala acerca do negócio dos Indie Games.. são entrevistadas várias pessoas que falam da sua experiência nestas áreas :) aparecem também alguns especialistas que referem umas coisas catitas.
“A channel dedicated to helping indie devs and small to mid size game dev studios master the business side of making video games. Bringing together top game developers to talk about the mistakes they’ve made, their triumphs and what they’ve learned. Focusing on how to create a hit game, get it funded and developed and then discovered.”
+infos(Business of Indie Games): LINK
Não é todos os dias que encontramos um DevBlog e ainda por cima de alguém que é português e que está a desenvolver projetos para múltiplas plataformas (videojogo).
Tão bom que é ler isto (2016):
We are starting a development blog for Decay of Logos, our first independent game. It will be available on desktops and consoles, it’s made with Unity and powered by Amplify Creations leading post-processing and texture virtualization tech. We will post as often as possible and we would love to hear from you, feedback and questions are welcome.
Decay of Logos is an immersive action/adventure third-person RPG influenced by Nordic folklore and by J. R. R. Tolkien’s high fantasy. The gameplay is heavily inspired by Dark Souls and The Legend of Zelda, with focus on exploration, combat and resource management. It draws its visual inspiration from movies like Princess Mononoke and games like Shadow of the Colossus.
You play as a girl on a journey with her companion, a mystical Elk. They fatefully meet after her village is destroyed by one of the King’s sons. Battered and oblivious of the culprit behind the attack, the girl will not rest until she has her revenge. During her quest she will unveil secrets about the King and his sons, slowly realizing that all is not what it seems.
André Constantino, our game designer and programmer, started a prototype back in 2014 as a personal project in his spare time. Later that year, he had the chance to demo it at ComicCon Portugal and the reception was great and inspiring.
In 2015, Amplify Creations gave him a chance to have a team by his side, and they are currently working hard together to make Decay of Logos a reality.”
O jogo tem de nome Decay of Logos e vai estar em breve disponivel para múltiplas plataformas.
+infos(o blog): https://decayoflogos.com/
+infos(o jogo): LINK
+infos(o estúdio): http://www.amplify.pt/
Uma referência a ser explorada relacionada com o desenvolvimento de videojogos com o motor Godot. O autor dos vídeos também apresenta/debate o desenvolvimento de jogos noutros motores como é o caso do: unreal, gameguru.. o canal não é exclusivo do tema de videojogos.
Um local para obter (comprar) mapas para o desenvolvimento de videojogos..
e outro para texturas (algumas gratuitas):
+infos(rede social): https://www.facebook.com/traditionalmaps/
+infos(loja texturas): https://www.gametextures.com/
Gostei da seguinte partilha..
Hey game devs, I would like to share my story of a game launch. I would like to tell about traps, lie in wait for indie-developer while he works with publisher.
Story of my game has started in 2015 – I’ve started learning Unity3d, and as a result I made my first (actually, second, which I’m not shy to show) game: Out of Brakes – runner, where player drives a car and must avoid obstacles, while speed constantly increases:
Out of Brakes gameplay
Development took about a year. Then I decided to launch it by myself: I thought I made super-duper-awesome game, killer of Crossy Road and so on. I thought I didn’t need a publisher and game will be a hit as soon as I press “Publish” button. Well, that was a good experience: I could throw a stone in the ocean storm – the impact would be the same as self-launch. This experience was very helpful, and I started to think more practically: we often hear success stories from here and there, and we think we can repeat them easily, missing a lot of details and complexity by the way, focusing on results – success.
Thus, wiping tears from face and analyzing situation I understood 3 things:
Safety in numbers – develop game by yourself – it’s fun, but not very productive
I need a publisher – he can value the game unprejudiced, and advice on what should be improved, he can create a marketing strategy and increase chances of featuring
I need to continue creating games in the same genre and setting – this shortens development time and produces results quicker, thereby decreases risk of fails
I took these points into account while developing next game – Blocky Racing
This time the game was developed by two people, game was based on original Out of Brakes – this allowed us to focus on gameplay, and evolve runner into racing game with tracks, rivals and car’s upgrades. When development was done, we started looking for a publisher.
Eventually, triumph of indie-developer: after dozens of press-releases, negotiations and rejections the publisher was found, agreement signed, game released and even featured in AppStore – we were over the moon! But, as we soon discovered, fly of ointment awaited us in the future.
Few words about publisher: Malaysian publisher NexxStudio (http://www.nexxstudio.com), that specializes on mobile casual games. To all appearances NexxStudio consists from one person – Mr. Ken Neth Wong.
After the game launch (January 2018) pace of work increased: work on bugs, work on new features and so on.
As well, we were waiting for 2 months period from launch date – approximately at this time publisher should send us first Report about income and expenses, and we could get our first earnings. And from this point the most interesting part has started: publisher began to delay with Reports. At first, he wrote that Ad Networks didn’t provide him data about earnings still, then – that he was on game conference and didn’t have time to calculate income, then – that he was super busy with launching of another game and so on and so on. At the same time, we actively worked on patch releases: “make haste while the sun shines” – said publisher… we awoke in September of 2018 – we realized we needed help.
We found a lawyer, and when she read the contract, she became horrified: neither point of contract defended developer’s rights, and on the contrary: 100% points of contract defended publisher against developer.
In this situation the lawyer advised us not to make any sudden moves, and try to negotiate. Pace of development started to slowdown: publisher was giving us the runaround about Reports, we were promising him new builds. At the same time NexxStudio got notification from developer of another mobile game: they claimed, that title Blocky Racing breaks their TM of game Blocks Racer, and that we should remove or rename our game.
We started work on new patch: we were changing title Blocky Racing to Blocks Racing, and publisher was assuring us that he will prepare all Reports, calculate all earnings and send us our share. He sent us advance $4k as a gesture of goodwill. We listened open-mouthed, launched a patch, after that publisher got in touch with us a few times, and in December of 2018 even wrote, quotation:
“I’ve missed the few deadline that I’ve set and given you. Can you give me one more weekend to address it? Otherwise we will terminate the contract and in turn you are free to republish it (you will still be entitled to the money owed to you). Hope that’s a fair self declared ultimatum”
Of course, the weeks went by – no more actions from publisher’s side, and he stopped communicating with us at all.
From this situation we draw a few conclusions:
Draw up contracts with a lawyer – it helps to avoid many problems
Discuss list of changes you have to implement before launch, and state them in the Agreement: publisher promised us that we would launch the game in 2-3 month period, but in reality it took a whole year, and most of the time we were waiting for his feedback
Know all the answers – when you see problems, don’t work by inertia, do something over inaction
Sadly, but there are a lot of bad people in the world – they don’t play by the rules and we need to keep this in mind
Thus, it’s been over a year from the launch date. The game hasn’t been updated for a long time, monthly earnings drop to $1.5k.
It has been an apathy period, I thought I need to condone with failure, and move forward: do the things I like, develop new games and choose publisher smartly next time. Gross income, based on data from App Annie is about $50k. This is not the amount of money to go to Court – I thought.
But, at some point of time I realized, that this is MY game, MY intellectual property and MY wasted time, and I realized it’s worth fighting for.
I want to achieve next:
NexxStudio should remove game from stores and stop benefit of my game
NexxStudio should pay our share from game earnings
Popularize consequences of my work with NexxStudio
Our lawyer worked up next strategy:
Send Claim Letter to NexxStudio: we notify Mr. Ken Neth Wong, that he violates the Agreement, and if he does not perform his duties during a month, we break the Agreement unilaterally
If NexxStudio ignores Claim Letter, we break the Agreement and notify publisher about this
Agreement states that all claims should be considered only by California Court, USA. In this case we need help of Law Firm from USA, which could act on behalf of my name against NexxStudio, and proceed affair to the Court as a last resort
What NexxStudio is doing with developers is a fraud, and we are looking for Malaysian Law Firm to help us to expose this and stop it
Two first points of strategy are already done, and didn’t give any result. I would not like to apply this affair to the Court, because it could take a lot of time and money, but I want to get what I have fairly earned. And I want to stop NexxStudio from making money on developers, like me.
I’m convinced of one thing: the worst scenario, that could be – is doing nothing. I hope this post will draw attention of developers, like me. I’m asking you to help me spread this information. I think, this experience could be helpful for everyone. Thank you all very much!
+infos(fonte reddit.com): LINK
Uma colecção interessante de tutoriais acerca do uso do motor de videojogos Godot “Curso Godot – Conceitos Plataforma”
Fica o link para esta possibilidade..
Este blog parece sobre o uso do Unity mas também sobre o desenvolvimento de videojogos :)
Tem um posts interessantes sobre retirar melhor performance deste game engine :)
“Unity Cheat Sheet and Quick Reference 2018”
Os temas são:
MonoBehaviour Event Execution Order
Vector Quick Reference
Input Quick Reference
+infos(o pdf): LINK
Uma página com um referencial sobre o uso do software do Godot game engine.
acerca: “Making Your First Game” – 6 videos
pela malta do Extra Credits..
Making Your First Game: Basics – How To Start Your Game Development – Extra Credits
Making Your First Game: Practical Rules – Setting (and Keeping) Goals
Making Your First Game: Minimum Viable Product – Scope Small, Start Right
Making Your First Game: Launching! – How to Market Your Game
Global Game Jam 2017: Keynote Address
Fail Faster – A Mantra for Creative Thinkers
acerca: “Take a deeper look at the principles of Game Design.” – 87 videos
pela malta do Extra Credits..
“Art” Is Not the Opposite of “Fun” – Why Analyzing Games Makes Them Better
A Case for Board Games – Why Board Games Help You Make Better Video Games
Accretion – Design by Landfill: A Longterm Strategy?
Achievements – Creating a Meaningful Meta-Game
Advanced Social Curve Design – Empowering the Community
Aesthetics of Play – Redefining Genres in Gaming
Affordances – How Design Teaches Us Without Words
Asymmetric Play – Can One Game Cater to Many Playstyles?
Awesome Per Second – Don’t Waste Time
Backtracking and Level Design – Making a Way Out
Balancing an MMO Ecosystem – Getting a Mix of Player Types
Balancing for Skill – The Link from Optimal Power to Strategy
Bartle’s Taxonomy – What Type of Player are You?
Big Bad – I: The Basics of Villains in Video Game Design
Big Bad – II: What Makes a Good Villain?
Choice and Conflict – What Does Choice Mean in Games?
Choices vs Consequences – What Player Decisions Mean in Games
Collectible Games – I: How Can We Make Good CCGs?
Collectible Games – II: Monetizing Our Collecting Urges
Collectible Games – III: What Makes a Good TCG or CCG?
Combining Genres – How to Pick the Right Design Mechanics For Your Game
Comedic Games – Can We Make More Funny Games?
Competitive Storytelling – How to Create Narrative in Multiplayer Games
Counter Play – Making Multiplayer Fun for the Opponent
Cutscenes – A Powerful (and Misused) Narrative Design Tool
De-Gamification – Flexibility to Play Your Way
Depth vs Complexity – Why More Features Don’t Make a Better Game
Designing for a Touch Screen – What Games Play Best on Mobile
Designing for Youth – Making Games for Players Under 14
Differences in Scale vs Differences in Kind – Keeping Players Interested
Digging Deeper – Do Games Have Less Value than Other Media?
Easy Games – What Happened to Hardcore Games?
Energy Systems – How Casual Games Suck You In
Exit Points – Putting Down the Game
Exploration in Games – Four Ways Players Discover Joy
Fail Faster – A Mantra for Creative Thinkers
First Move Advantage – How to Balance Turn-Based Games
Future Proofing Your Design – Looking at Hearthstone and Planning Ahead
Graphics vs. Aesthetics – Why High Resolution Graphics Aren’t Enough
Historical Games – Why Mechanics Must Be Both Good and Accurate
How Much Agency Do Games Need? – Choices in Linear Games
How To Start Your Game Narrative – Design Mechanics First
Humane Design – Games Must Be Good to Their Players
Idle Games – How Games Scratch Your Multitasking Itch
In Service to the Brand – Why Bioshock Infinite Failed
Intermediate Social Curve Design – Introducing Cooperation Rewards
Intrinsic vs Extrinsic – Designing Good Rewards in Games
Like a Ninja – What Makes a Good Stealth Game
Making Your First Game: Basics – How To Start Your Game Development
Making Your First Game: Launching! – How to Market Your Game
Making Your First Game: Minimum Viable Product – Scope Small, Start Right
Making Your First Game: Practical Rules – Setting (and Keeping) Goals
Mechanics as Metaphor – I: How Gameplay Itself Tells a Story
Mechanics as Metaphor – II: Creating Narrative Depth
MMO Economies – Hyperinflation, Reserve Currencies & You!
Negative Possibility Space – When Exploration Lets Players Down
Non-Combat Gaming – How to Make Social Mechanics Fun
Open World Design – How to Build Open World Games
Overlooked – The Hidden Potential of Hidden Object Games
Overwatch and Asymmetric Character Design – The Challenge of Varied Playstyles
Overwatch and Asymmetric Level Design – What Makes the Maps Fun?
Pacing – How Games Keep Things Exciting
Perfect Imbalance – Why Unbalanced Design Creates Balanced Play
Plan, Practice, Improvise – Understanding the Three Types of Play in Games
Playing Like a Designer – I: Examine Your Experiences
Playing Like a Designer – II: How to Analyze Game Design
Power Creep – The Trouble with Expansions and Time
Power Creep in Hearthstone – What It Teaches Us About Games
Quest Design – I: Why Many MMOs Rely on Repetitive Grind Quests
Quest Design – II: How to Create Interesting MMO and RPG Quests
Simulation Sickness – Causes and Cures for Game Headaches
Social Difficulty Curve – Easing Players into Communication
Spectacle Creep – When Sequels Try Too Hard
Speedrunning – Games Done Quick and Developer Tips
Starting Off Right – How the First Five Minutes Draw Players In
The Feeling of Agency – What Makes Choice Meaningful?
The Fighting Game Problem – How to Teach Complicated Mechanics
The Illusion of Choice – How Games Balance Freedom and Scope
The Magic Circle – How Games Transport Us to New Worlds
The Pre-Production Problem – How to Improve the Planning Process in Game Design
The Role of the Player – The Player is Both Audience and Storyteller
The Skinner Box – How Games Condition People to Play More
The Uncanny Valley – Why More Realistic Characters Look Less Human
Tutorials 101 – How to Design a Good Game Tutorial
What Is a Game? – How This Question Limits Our Medium
What Makes Us Roleplay? – Why Game Worlds Feel Real
When Difficult Is Fun – Challenging vs. Punishing Games
Um tutorial/introdução que explica a construção de Graphics Shaders
“A Castle Jam é uma residência artística orientada para a criação colectiva de jogos digitais e analógicos. O evento decorre de dia 29 de Março 8PM a 31 de Março 8PM, decorrendo ao longo de cerca de 48h contínuas. Existem 15 vagas para participantes para a Castle Jam, providenciando-se acesso a duches e uma sala de descanso (os participantes devem trazer os seus próprios sacos de cama e produtos de higiene). Queremos sublinhar que a tua participação não está garantida por ter inscreveres neste formulário, uma vez que esta está sujeita a um processo de seleção, que decorrerá dia 16 de Março 2019.”
“As inscrições fecham à 00h do dia 17 de fevereiro e ainda temos 20 vagas para preencher!
– Inscrições validas para todas as idades
– Temos montes de prémios, ainda uns quantos por anunciar.
– Todas as refeições e snacks garantidos de borliu!
– Cafézinho do bô, Redbull pra todos…
– Salas para dormirem
– Internet toda XPTO
– Segurança all the time
– Estacionamento que nunca mais acaba
E acima de tudo, um ambiente único do qual vais querer fazer parte!”