r/gamedev

I'm a solo developer that have ideas and want to develop a game for it. What is the most beginner friendly engine?

I studied game development and coding like 10+years ago but never officially worked on the field, just interning at some small startup.

I understand the very basics of coding and have played around with some game engine like RPG Maker or Construct. I can also do art and simple animations in Illustrator, Photoshop, and videomaking programs.

I want to make a 2d pixel art poker like game, and release it on Steam, but have no idea where to start. Any advice?

PS: Due to circumstances, I can only use my Android Tablet to develop, so any engine that is usable with Android OS is highly appreaciated. Thanks!

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u/Brief_Carrot — 5 hours ago

What are the legalities of using a real world person in your game?

If I’m making a game and it’s parody, tongue in cheek & I want to include a real world person in it, like Elon musk for example. Is that legal? It’s a parody of real life, so would that be ok?

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u/redonculous — 7 hours ago
▲ 26 r/gamedev+3 crossposts

Wild Willows: a cozy game about restoring ecosystems

Hi! I’ve been working on a game called Wild Willows, a cozy nature restoration game where you repair damaged habitats and bring wildlife back.

You start with an empty meadow and gradually restore it by planting things, changing the landscape, crafting habitat objects, and figuring out what different animals need before they’ll return. There are no timers or fail states, so it’s mostly about exploring, building, collecting, and watching the area slowly come back to life.

I originally built it as a desktop game, but I recently got the browser version running at wildwillows.app so people can jump in without downloading or paying for anything.

I’ve been doing a bunch of performance work on the web version this week too, so I’d especially love to hear how it runs on different browsers/computers and in different parts of the world.

It’s still very much an indie project I’m actively working on, so feedback is super welcome. Hope you enjoy it!

wildwillows.app
u/wildwillowsdev — 9 hours ago

Need Advice on A Future-Proof Laptop

Hey everybody! I’m currently in college for game development and I’ve been having a tough time narrowing down the best laptop to get at this moment that could last through the next few years. The curriculum involves Unreal Engine and Unity projects. My budget is $3500 and I currently have the Lenovo Legion Pro 7i at the top of the list. I’m looking for at least 32gb RAM. I’ve watched a few reviews on the MSI Stealth and HP Omen 16, but there’s some character flaws that kind of turn me off like people’s opinion on the build quality. I travel internationally a lot so that’s why I’m leaning towards a laptop. But, I am open to a mini PC setup with a portable monitor. Thanks in advance for any input!

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u/cyber_andy — 7 hours ago
▲ 18 r/gamedev

⚠️ Scam alert? I am getting a lot of PM in discord from accounts that 1-2 weeks old, asking about my game dev, and offering help.

Lately, once or twice a day, I’ve been getting pretty much the same approach from different newly created accounts. People start by asking about the game, how development is going, etc. Then they offer to help with this or that.

I even suspect that some of them could be someone’s AI agents browsing games on itch or Steam and then sending generative messages, fake project portfolios, or AI-generated artwork.

I am not posting chats or names, in case if these are stil humans :)

What do you guys think? Has anyone else experienced the same thing?

UPD: their avatars mostly purple.

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u/playsynapse — 9 hours ago

Do I need to be good at math just to make my own games

I want to start making games in the future and I was thinking that do I need to be good at math just to make game

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u/Immediate-Net-9664 — 14 hours ago
▲ 6 r/gamedev+2 crossposts

Creating an idle ARPG, where is the line between inspired and legal issues?

Currently I am in progress of creating a co-op idle RPG heavily inspired by Grimdawn.

My goal has been having actual depth to character progression, without co-op becoming a calculation for how much people are allowed to play without a friend falling behind.

The game I want is grimdawn, but mixed with the idle progression of Poe1 boat league.

Before I make a steam page and release anything publicly I wanted to make sure that I have differed things enough so that I wont have any legal issues.

How close is too close mechanics wise?

I have a similar dual class system, skills are in tiers and unlock as you invest in each mastery.

Each class mimics a similar mastery although they have different names.

Each class has similar skills, druid summons tornadoes ect.

If all skills have different names is that enough, or do they need to also be mechanically different. If I have an elementalist class with a party buff that hands out elemental damage similar to elemental exchange, is that ok? Can there be modifiers to that skill similar to the grimdawn modifiers? How many skills can each class have that overlaps with a similar grimdawn mastery before it becomes an issue?

Am I allowed to have all of the same damage types and resists? Obviously many games have lightning/fire/cold, but aether, chaos ect are pretty grimdawn unique.

If I use stats like offensive and defensive ability is that ok, as long as they are using a different calculation?

If I use items based on grimdawns item db, with the same stats, but different item names and values is that different enough?

TLDR: How closely am I allowed to mimic the mechanics used in grimdawn as an idle game, without it becoming an issue. I dont want to reinvent the wheel, just play a grimdawn like idle and couldnt find a game like that and now am making it.

Gif or what a battle currently looks like:

https://imgur.com/3bgrBZR

u/coolkirby — 9 hours ago
▲ 17 r/gamedev+1 crossposts

Piccolo's Special Beam Cannon using Niagara. Would you be interested in a tutorial?

Obviously there's a lot of charm to the original version, but I wanted to recreate the effect using particles and give it a bit of an upres. Would people be interested in a tutorial?

https://imgur.com/a/aNgTm7o

u/Special_Progress282 — 7 hours ago
▲ 20 r/gamedev

How do game devs come up with complex puzzles?

Say for example Lucas’s room in RE7, or Stay Out of the House by Puppet Combo… How do they come up with these elaborate puzzles? Do they take inspo from particular places or do they come up with the whole thing themselves? I feel I’m not logic-brained enough for this to do something like that from scratch unless I can figure out some kind of formula to follow

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u/peachfawn — 12 hours ago

Would this idea be a good concept for a game i was thinking about this?

i tried asking on r/gameideas they weren't very help full so please just don't beat around the bush and tell me

This would be a 4D game, kind of. Basically, it would be a puzzle game, but the twist is that every set amount of time, for example 10 seconds (I'm not sure what the actual time would be yet), the level would reset. However, when the level resets, you would see your past actions being replayed while you play through the level again.

The reset would happen over and over, and every time it resets, another version of yourself would replay everything you did during the previous run. To finish the puzzle, you would need to solve all of the objectives across multiple resets. The main twist is that your previous versions can help you complete the level.

For example, imagine there are three buttons that all need to be pressed at the same time to finish the level. You only have 10 seconds per version, so you can't realistically press all three buttons yourself. Instead, during your first run, you press button 1. The level resets, and your previous version now replays the exact actions you took, meaning it presses button 1 again. While that is happening, you can go and press button 2. The level resets again, and now your first version presses button 1 while your second version presses button 2. You can then go and press button 3. Now all three buttons are being pressed by different versions of yourself, allowing you to complete the puzzle.

That would basically be the main mechanism of the game. The example above would be a simple beginner puzzle designed to teach the player how the mechanic works. As the game progresses, the puzzles would become increasingly difficult. I haven't fully thought out the levels yet, but I think there could be some really interesting combinations and situations where you have to carefully plan out exactly what you are going to do across multiple resets.

When I say "hard," I don't mean difficult platforming or requiring really precise jumps. I mean mentally difficult, where you have to think about your actions several steps ahead and figure out how your different versions can work together.

Later levels could also introduce limitations to make things more complicated. For example, you could have a limited number of versions that you are allowed to create, meaning you can't just keep resetting forever. Another mechanic could be that if you touch one of your past versions, the entire level immediately resets. This would force you to carefully plan your movement and think about where your previous versions are going to be at each point in the level.

There could also be other mechanics built around the idea of interacting with your past actions. The difficulty could come from combining these mechanics together and forcing the player to think about multiple timelines at once.

That's basically the whole mechanism for the game. I think the main thing would be coming up with interesting puzzles that make good use of it rather than just making the levels harder through platforming or reaction time.

I hope my explanation makes sense. I'm not very good at explaining things, so if anything is unclear, comment and I'll explain it.

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u/wojbest — 9 hours ago

Game concept

I’m thinking of making a CEO Simulator game where the whole point is to feel productive without actually being productive.

You make strategic decisions, approve projects, fire executives, deal with investors/crises, and watch the company valuation go up.

CEO Simulator: All the responsibility. None of the work.

Would you play it?

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u/Yae_sakura888 — 8 hours ago
▲ 18 r/gamedev

I am stuck in a never ending cycle.

Disclaimer: I am French so the post might contain bad english.

I always wanted to get in gamedev but everytime i am starting a project i quickly lose motivation because there i realise that there is alot of things i can't do (level design, doing good scripts etc...) and i never know where and how i can learn thoses, also everything i am making look horrible to my eyes for some reasons and i can't get rid of that feeling.

It's like that for every single project i am making, gamedev or not.

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u/BlackMessa07 — 14 hours ago
▲ 0 r/gamedev+1 crossposts

AI for estimatng task complexity.

If you give a task to AI, and AI generates hundreds of files, and in the end says that this is just a mockup, and not a full implementation of the task, then the task is truly complex.

Has this ever happened to you?

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u/GraphXGames — 20 hours ago
▲ 13 r/gamedev

Do you think mass posting across multiple subs to pub a game is too pushy ?

Basicly, ill soon get my game's steampage and i was thinking on how to get wishlists. Do you think that doing pub post telling about the game, the dev process and posting the same post to a dozen relevant sub would be too pushy ?

How would you feel if u saw a post about a cool game, checked the profile and saw the same post was posted 10 times ? would that cool you off ?

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u/Nyxef — 18 hours ago
▲ 13 r/gamedev+1 crossposts

I designed a game around the things that made me abandon my other projects

My point in making this post is to hopefully help somebody find a pathway and/or the motivation to actually bring something they love to market, despite "failures" or a tendency to "give up".

I first installed Unreal Engine in late 2023 with the goal of creating a multiplayer, match-based, base-building capture-the-flag game. At the time, I had no formal game development experience, but I did have a programming background. Since then, I’ve sunk a massive amount of time into 3 development projects that I ultimately abandoned. My fourth and current project, ALL GAS, will be my first Steam release!

Every abandoned project wasn’t a failure though. Each one taught me a limitation. Eventually, I decided to start a new project with literally one goal. Release it. Don't care what it is, the only requirement is that I finish. So, I designed a game around what I knew I could realistically finish as a solo developer by specifically avoiding what caused me to abandon my other projects. And in doing that, I actually ended up with a game that I think is really fun. Most importantly, to me it actually feels like a game, not a "project"!

Here are each of my "failures", and what I learned from them to ultimately progress forward.

Project 1 – Multiplayer base-building capture the flag

This project was literally the one that taught me how to operate Unreal Engine. Terminology, how to use certain tools, etc. Importantly, it taught me:

  1. Animations, especially humanoid ones are an enormous amount of work for one person

  2. Multiplayer, let alone competitive multiplayer, is an incredibly ambitious first project for a solo developer. And, it's not something you just "add later".

I spent over 500 hours building the game as if it were single-player before seriously starting to add multiplayer. I always thought I could just add multiplayer later. Reason being, I was otherwise learning extremely quickly and things were working. By the time I actually got to it though, too much of the architecture assumed everything happened locally, and the project was effectively impossible to retrofit without re-doing everything. Painful, but learned a TON from this "failure".

Project 2 – Physics-based multiplayer sports game

For my second project, I intentionally avoided animations almost entirely. In the painful process of learning replication in my last project, I at least started this one with multiplayer in mind. The gameplay revolved around physics. It was actually very fun! Hard (as designed), but fun and aesthetically unique. I even got multiplayer working across the internet and tested with a few friends.

The problem was that the physics had to be perfect across every client, or it would never work work. In single-player, everything behaved exactly as intended. In multiplayer, small differences in physics simulation caused players to see slightly different trajectories, eventually (quickly) causing the entire match to desynchronize.

Server-authoritative physics solved the accuracy problem, but it completely killed the responsiveness that made the game fun. I know there are hybrid approaches to solving this, but at the time, it was a challenge I wasn’t ready to pour more time into.

Lesson learned: if physics are the core mechanic, multiplayer makes everything exponentially harder. I also learned how difficult UI design / development / debugging can be. I understand why the UI in many games (indie and AAA) are often terrible....

Project 3 – My “dream game”

This one is still very close to my heart, and I fully intend to come back to it someday. It was a cooperative exploration game in an infinite world featuring procedural generation, massive environments, unique mechanics, and procedural puzzles. Very cool atmosphere, too.

By this point I’d figured that cooperative multiplayer would probably be much more achievable than competitive multiplayer. A few imperfections wouldn't matter all that much like it would in a competitive match-based game. But, combining multiplayer with procedural generation, large-scale worlds, complex systems, and custom movement modes eventually became more ambitious than I realized it would be. There are some systems in here that, ever since I was a kid, I always wanted to see in a game and never have. And to a surprising extent, I was even able to make them work! A lot of the issue here was that it is simply just difficult (and not particularly fun) to test multiplayer games as a solo developer on one computer. And, it's even less fun to spin up a second computer for testing. It's even less fun than that trying to run multiple instances on one computer....

After putting well over 1,000 hours into it, I made the difficult decision to shelve it—for now.

Project 4 – Something I knew I could finish from the start

Before I even came up with the idea for this project, I gave myself one goal: Finish It.  I didn’t start with a genre, I started with a rule: "Avoid the two things I know will eventually burn me out". If I realistically want to finish a project:

  1. No multiplayer.

  2. No animations.

Those constraints eventually became ALL GAS. It's an endless traffic-weaving roguelike where you upgrade your car and modify your run as you weave through cars on a completely nuts road in the sky. The road is falling behind you and it's getting faster and faster (unless you sacrifice upgrades to slow it down). It’s a simple concept, but is extremely satisfying especially when playing with a controller. Skill is rewarded. Soon, it'll be even more fun with a steering wheel and pedals! 

Ironically, by deliberately limiting myself, I’ve made more progress than I ever did trying to build my “dream game” or the idea I had which caused me to stumble into learning game development in the first place. Similarly, I've produced some pretty incredible (and re-usuable, and sellable) plugins for Unreal Engine in the process. It was nice not to be burdened by animations or multiplayer, and it really allowed me to polish the game more than I ever thought I could. Still a lot more to do, but I'm quite happy with where I have gotten in the 5 or 6 months I've been working on it.

The limited scope of the game also allowed me to gain experience around other important parts of bringing a game to market. Things I never would have bothered messing with if I had any doubt the game would ever release, but did in this case because I knew my goal was attainable this time:

  • Steamworks platform - store page, review process, publishing builds, launching a playtest
  • Stats, achievements, leaderboards, cloud saves
  • Creating trailers / marketing assets / creating ways to record those things
  • Marketing
  • Full controller support, including UI navigation, glyph localization, and Steam input
  • Language localization
  • Building systems for future scalability
  • Custom subsystems and engine modifications to support all of those things

  

I’m curious - has anybody else come to a similar realization? What did it ultimately take for you to launch your first project, or for that matter, even start sharing it with people?

Also - if so inclined, please feel free to join the open playtest!

https://store.steampowered.com/app/4658550/ALL_GAS/

u/Calm-Promotion8358 — 13 hours ago
▲ 193 r/gamedev

A year ago I quit my job to make my dream game. Sometimes, it’s the right call!

About a year ago I quit my job because I was incredibly stressed and decided to go full time on Quantum Quartz, my “dream” game.

It’s a precision platformer, so basically the exact kind of game people tell you not to bet your financial future on. It has a very interesting main mechanic about switching platforms on/off.

I live with my parents, so I was lucky enough to be able to take that risk, but I still need money to live. I was burning through the savings from my previous job, so from the day I quit there was basically a timer counting down on me :/

Quantum Quartz hasn’t become some massive success. It’s doing relatively well, has a really nice little community around it, some speedrunners, and I’m extremely happy with where it’s going. But something unexpected happened.

Someone noticed the effort I was putting into developing and promoting it, and I ended up getting a job doing marketing for another indie game. My pixel art commissions have also been going really well, probably because of how the game looks on my portfolio. And now I can support myself and pay a programmer to work on Quantum Quartz with me.

For the first time since I quit, the timer is gone.
I know “don’t quit your job to make your dream game” is generally very good advice, and I’m definitely not telling everyone to do it. But I think sometimes we’re so afraid of encouraging bad decisions that following what you genuinely want starts sounding inherently stupid.

My game didn’t need to become a huge hit for pursuing it to change my life for the better. Now I just get to keep making the thing I love, and pour everything I can into making it amazing and most fun game I can think of, while also having fun doing my other game related jobs.

I really want to encourage anyone reading to take a leap of fairh once in a while. Don’t quit your job, its stupid, but if you have enough passion and you enjoy what you do you’ll eventually have success!!

TL;DR: Quit my stressful job to make a platformer while living off savings. The game hasn’t blown up (at all) but working on it led to a new job in indie game marketing, more pixel art work, and enough income to keep funding development. Sometimes following the thing you genuinely want actually does work out.

Quantum Quartz on Steam for context: https://store.steampowered.com/app/3824680/Quantum_Quartz/

u/Pack-O-Punch — 23 hours ago

Steam Page Repurpose for another game IF NOT YET APPROVED?

I have a silly quick little game I want to try to get in for the next Steam next fest (Aug 31st reg deadline).

I would be submitting the Steam Page today and hope it gets approved before Aug 31st. But say Steam rejects the page for w/e reason. This would give me less confidence I could make the Aug 31st deadline.

Could I then repurpose that game page (and $100 fee) for a totally different game (so totally different name + screenshots)? And it would be completely fine I assume (I would just join a diff Steam Next fest with this other game).

Thanks

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u/SlowAndSteady101 — 13 hours ago
▲ 30 r/gamedev

Do you think demo versions are necessary for games?

I've prepared a demo on itch. Do you still think game demos are a good idea? Do people discover the game's appeal through demos, or decide to buy it afterwards?

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u/CoMuCreator_Official — 22 hours ago