Live data from Hacker News

Making Games on Your Own as an Engineer

blog.eyas.sh

61–68 of 68 posts

Re: Making Games on Your Own as an Engineer

#61

Earlier quoted context omitted.

Also: https://opengameart.org (open art collection) https://www.beepbox.co (music sequencer) http://www.roguebasin.com/index.php?title=Finding_graphical_... (tilesets) http://grafx2.chez.com/ (pixel art program) http://www.wings3d.com/ (3d modeler, easy to use) http://spiralgraphics.biz/packs/ (tiling textures)

Seeing posts about Wings3d makes me miss Nendo and what it could have been. I had so much fun playing with that over a decade ago. I just hated that many times it'd end up crashing or a subdiv gone wrong would ruin the model and it had limited undo. I tried Wing3d, but somehow it never felt the same.

Never heard of nendo, I will look it up. I had to take courses in school using Maya and Blender. I was terrible at both, but had a little more success with Wings3D. I have heard Blender is better now (this was the early 2010s).

Re: Making Games on Your Own as an Engineer

#62

Earlier quoted context omitted.

(not your parent poster) I used P5.js for an Asteroids clone and an add on (P5.game) for a Galaga clone. Both had good primitives and it wasn't too hard to write a game-tick for-loop that ran the game logic.

Thanks for the recommendation! I'll check them out.

Yep! Just a heads up that last time I checked, p5.play had an issue with images/sprites for versions of p5.js newer than v0.5.4 October 01, 2016. [1]

As a workaround, I just stuck with v0.5.4 and was happy with that. I was pretty happy with the documentation for both.

[1]https://github.com/molleindustria/p5.play/pull/140

Re: Making Games on Your Own as an Engineer

#63
post #18

I've written some learnings after shipped my first game: https://ruoyusun.com/2018/06/15/guide-for-non-game-dev.html As a professional software dev, I've noticed that while both game dev and software dev are "writing code", they are done in a very different way. As a software dev, the value proposition is more or less clear before you start writing code. As a game dev, you can only start to see your value proposition…

As a professional software dev who has approached gamedev a few times, I finally realized it was a theater stage and not a simulation. Every time I tried to start a game I wanted to make a simulation. I dove into graphics more, I realized it was all puppets and cutouts on a string, not some grand design.

Re: Making Games on Your Own as an Engineer

#64
post #63
post #18

I've written some learnings after shipped my first game: https://ruoyusun.com/2018/06/15/guide-for-non-game-dev.html As a professional software dev, I've noticed that while both game dev and software dev are "writing code", they are done in a very different way. As a software dev, the value proposition is more or less clear before you start writing code. As a game dev, you can only start to see your value proposition…

As a professional software dev who has approached gamedev a few times, I finally realized it was a theater stage and not a simulation. Every time I tried to start a game I wanted to make a simulation. I dove into graphics more, I realized it was all puppets and cutouts on a string, not some grand design.

That’s a good way of putting it.

The best graphics abstractions allow artists to pretend they’re working with just another pencil or brush. To them, it should be as non technical as possible. Without tools a perfectly functional physics system is useless since it’s only simulation. There’s no content.

You’ve effectively created a new world for the artist to operate in, but have given them nothing to use. “You need a stage to act? Well there’s a tree over there...”

They’re really good at technique and learning things, but they tend to build the work around those techniques and limitations. The tools you give them focuses their energy in the places you want. The absolute best graphics programmers get this too, and it can all end up a creative and cohesive show if done properly. There are many games that intentionally limit the art in some way to create a theme. A way to get a bunch of artists in the same creative space.

The actors work together with the crew and backstage in the best shows. And that’s a game. A tight dance between the artists and technicians. Personally that’s where my love for it comes. Putting on a good show is hella fun. And artists respect tech. They may not get it, but they always respect it. Unlike business.

When you’re alone you have to do the same dance.

Re: Making Games on Your Own as an Engineer

#65

Earlier quoted context omitted.

Did you use a libary or anything like that? Or the API's directly? I love the idea of being able to do more with tools I'm comfortable with :D

I've done two major things, both using a 2d engine because I don't have the resources for 3d modelling: first one was bootstrap with a custom theme on the user layer, phaser.js on the rendering layer. The interesting part is I was able to use the phaser render to texture function to have dynamic maps integrated in the html layer, and ship preview in the ship theme selector. I can send you source and everything, the g…

Nice! I've built a little game in Vue.js (IP wasn't mine and it never launched), but I found that the CPU usage was heavier than I'd like it to be when functionality became non-trivial (many things moving at once). Maybe I modelled it badly though.

Can you give more detail on how you hooked vue into phaser? I'm really interested in whether that would have fixed the issues I saw.

Re: Making Games on Your Own as an Engineer

#66

Earlier quoted context omitted.

I've done two major things, both using a 2d engine because I don't have the resources for 3d modelling: first one was bootstrap with a custom theme on the user layer, phaser.js on the rendering layer. The interesting part is I was able to use the phaser render to texture function to have dynamic maps integrated in the html layer, and ship preview in the ship theme selector. I can send you source and everything, the g…

Nice! I've built a little game in Vue.js (IP wasn't mine and it never launched), but I found that the CPU usage was heavier than I'd like it to be when functionality became non-trivial (many things moving at once). Maybe I modelled it badly though. Can you give more detail on how you hooked vue into phaser? I'm really interested in whether that would have fixed the issues I saw.

> Can you give more detail on how you hooked vue into phaser?

there's many details that might not work for every game, starting from how the game structure is organized (it's the same for both games, except for the library bindings) - for the Vue Game:

- Vuex.Store contains the game world state

- The game has a management phase and a combat phase

- During the management phase you manipulate from Vue components the world state (economy, units, groups, movement orders etc)

- During the combat phase, the UI doesn't provide feedback for the whole world state in real time; the unit groups within a playfield get removed from the global store, moved into a local 'combat' structure, a new phaser scene with a different Vue component root gets drawn, the combat plays out, the effects on units are moved from the combat structure into the VuexStore world

- The combat effect at phaser level are simulated, targets, shooting, damage is all calculated ion the game frame update

- The combat updates are sent with an action to the vue combat component data structure in packets - unit health changes, units killed, unit without ammo etc are collected and the state sent about every second

- The Vue components that represent global unit health and ammo have transitions whose start and end point depends on the relevant stat, so that the damage or supply usage doesn't just change every second, but gets interpolated

> many things moving at once

to answer at this specifically:

- On the phaser combat render side, there's a fixed pool of tweenable effects (i.e. shoot trails); rendering every single shoot animated was too much, especially for not accelerated mobile browser (like chrome/ios - idk if it's still not accelerated today, but back then was a issue) - so even if there's a thousand shoots flying around, only a hundred or so are rendered, picked at random (and nobody ever noticed)

Re: Making Games on Your Own as an Engineer

#67

I’ve been working on a game mostly solo now for a bit (my wife helps a bit with level design). It’s a stab at third person dungeons and dragons style play. Working on it is a lot of 7 day weeks and questions that you have to answer for yourself and the technical challenge feels really great. This build is really out of date, but if anyone is interested I’ll post a link. I’ll have a significantly updated one up someti…

That looks pretty cool. An up to date link would be cool. Maybe do a show HN post for it when you're at the next update too?

Re: Making Games on Your Own as an Engineer

#68
post #67

I’ve been working on a game mostly solo now for a bit (my wife helps a bit with level design). It’s a stab at third person dungeons and dragons style play. Working on it is a lot of 7 day weeks and questions that you have to answer for yourself and the technical challenge feels really great. This build is really out of date, but if anyone is interested I’ll post a link. I’ll have a significantly updated one up someti…

That looks pretty cool. An up to date link would be cool. Maybe do a show HN post for it when you're at the next update too?

Thanks. A show hn is definitely tempting
Post reply on HN