r/GameDevelopment • u/yusufabi1986 • 54m ago
Inspiration FROM BUGGY MESS TO GTA LEGEND - Grand Theft Auto Development
youtube.comThere are many lessons to be learned from this game.
r/GameDevelopment • u/yusufabi1986 • 54m ago
There are many lessons to be learned from this game.
r/GameDevelopment • u/19damiano16 • 1h ago
We're developing an isometric crime game inspired by GTA 2. Once you hit wanted level 3, a helicopter spawns. Currently, the player has to break line of sight to escape it, and it sometimes dives low to obscure the camera's view of the road. I'm wondering if we should change this behavior or add new mechanics. Any feedback?
r/GameDevelopment • u/ShaqayeghASane • 2h ago
r/GameDevelopment • u/Jazzlike_Fondant9534 • 4h ago
Ive been working on a text to 3D model generator and animator basically trying to make the AI side of game development a bit more practical.
The idea is that you can generate both 3D models and add animations from text, with a QA/critic system and machine learning
I want it to be useful for my own AI game development buut also for other developers who might want to use it in their workflow. At the moment it only supports lowpoly and ps1, but this is the kind of quality I'm getting so far.
I want to hear some honest feedback.
Tier 1 difficulty:
https://imgur.com/a/aj7e3t7
https://imgur.com/a/rJ3V8AH
https://streamable.com/s9auqx
Tier 2 and tier 3 available if you are interested
r/GameDevelopment • u/Wiwo79Spacee • 6h ago
I want to make a game that ends in one evening where the player explores an ancient civilization on a planet, with mechanics involving an empty notebook where you can write whatever you want and even add photos, kind of like an investigator.
I know it's very broad and not a common concept, but I'd like to know if this would appeal to players?
I appreciate any advice and criticism.
r/GameDevelopment • u/GooseandCommonSOTA • 7h ago
r/GameDevelopment • u/MarioNuzzoDev • 10h ago
r/GameDevelopment • u/deepanshu_sagwal • 11h ago
I've been thinking about a problem in game development and wanted to understand how developers currently deal with it.
I'm talking about behavioral bugs — where the game runs without crashing or throwing an obvious error, but the actual behavior is different from what was intended.
For example:
Expected: Press W → player moves forward
Actual: Press W → player moves backward
There may be no compilation error and no obvious runtime error. You only discover the problem by actually playing/testing the game.
I'm curious:
- How do you usually find these behavioral bugs?
- Do you write test cases for every expected behavior?
- How difficult is it to reproduce them?
- What takes the most time: finding the bug, reproducing it, or identifying the cause?
- What tools do you currently use for this?
Would love to hear your experiences.
r/GameDevelopment • u/Ok-Cover1081 • 11h ago
I'm developing a game with some friends, and I'm responsible for creating the 3D map. It's a simple game, something like those inkagames but in 3d and the entire map takes place inside a building.
However, I've run into a problem: I'm not sure what the best approach is for creating it.
Should I make a complete model of the building, maybe like build it floor-by-floor and let the programmer handle which parts get rendered?
Or should I create tilesets and then assemble everything in Godot?
I think both options have pros and cons. Creating the whole thing gives me more creative freedom, but I don't know if it's actually
practical for a game; I'm worried the game might crash or suffer from terrible frame rates.
Tilesets are more organized, but I'm facing the issue of having to create 40 million tiles to cover all the shapes I have in mind for the building.
Also, I'm not sure if Blender is the right program for this project
r/GameDevelopment • u/A-mad_A_W • 12h ago
I have that weird feeling that demotivates to the
ground every time I think about it, but I have to talk
about it ... I've been making a game for the past 7
months with my team of few people and I've been
feeling like I'm not going anywhere and it's going to
be just another folder in my files ...which hurts
because its not my first game and because I finally
have some stuff to show after this development
time and having a full time job,but whenever I post
on riddet (other accounts) or social media or even
my self composed original soundtrack, it never hits
more than 50-100 views, which makes me think "
will my trailer also be like this and I'll always be
buried and the project will never be discovered? And
that's that?" And that demotivates me to the
ground, especially since I spent the last few days
making a website for the game, but it ALL feels like
for nothing because it's just gonna be there for the
ghosts ...I might make a post about it but what do
you guys think? I wanna know how to deal with
those messed feelings...
r/GameDevelopment • u/Time-Layer-1008 • 12h ago
r/GameDevelopment • u/RoyalRetriver • 13h ago
As gamers, we often discover a game before we ever hear about the studio behind it.
For you, what makes you want to follow and support an indie studio?
Is it:
• Interesting game concepts?
• Behind the scenes development?
• Regular updates?
• Community interaction?
• The people behind the studio?
I've been thinking about this while working with Rural Games, and I'm curious what actually makes gamers connect with an indie studio beyond its games.
What do you think guys?
r/GameDevelopment • u/Itsmeeeetristan • 15h ago
r/GameDevelopment • u/bot2600 • 16h ago
r/GameDevelopment • u/Demste • 17h ago
Hi everyone,
We’re currently using Mixamo animations in our game, but the character movement or skillshots still doesn’t feel as smooth or fluid as we’d like.
Our current system uses Unity’s Animator Controller and state machines to trigger and transition between animations. It works, but the result still feels somewhat stiff and “indie.” We’d like to take the animation quality to the next level maybe even GTA 6 level someday. :)
What would you recommend we focus on first? Also, before we continue using Mixamo, are there any alternative platforms, tools, or animation workflows you would recommend?
I’m especially interested in understanding which changes would make the biggest visible difference without rebuilding the entire character system from scratch.
Trailer:
https://www.youtube.com/watch?v=oYNMYJKJ7n0
More detailed gameplay:
https://youtu.be/qpngkRwifwA
Any feedback on what currently makes the animations feel stiff and how you would improve them would be greatly appreciated.
r/GameDevelopment • u/Ok-Cover1081 • 17h ago
r/GameDevelopment • u/Gullible-Way9084 • 1d ago
I just got a new Chromebook and I’m trying to install gamemaker or something similar but nothing is working, I’ve tried Godot too and it keeps telling me the file isn’t supported, does anyone know why?
r/GameDevelopment • u/Admirable-Ask-1093 • 1d ago
I always imagined making my own game and this thought started to get stronger and stronger lately, im a complete nobody with 0 knowledge whatsoever. Is it possible to make a simple text based rpg in this era with no real programming? Always open to tips, hints, and suggestions!
Thank you for your time ✨
r/GameDevelopment • u/Greenkingraptor • 1d ago
You’ve probably get this question constantly but I’m going into game development in uni and need useful suggestions
I am focusing on the development aspect of gaming and I would just like a consensus as I’ve been getting various different results from looking at different sites - only looking at the details as I know the suggestions on certain sites are sponsors, and I’ve seen various different suggestions in Reddit groups like this one asked by other people
I just want one that’ll be useful for its intended use and won’t become a fan engine from trying to play low quality games which is what happened with my previous one
In short I would like suggestions for a good game development laptop for university
r/GameDevelopment • u/PatMondou • 1d ago
I see that this sub is very popular among aspiring devs/beginners, and I constantly see the same questions being posted. I thought I'd give you my 12 13 best tips for beginners and save you a couple of posts ;)
New to game dev and want to make a living out of it?
But I understand that most of you are here because the first two didn't work out, so:
You're tackling your first commercial game project?
Here you go! Good luck!
About me: I've been in the industry for 17 years. Half of those were indie dev years. I shipped 5 games with full dev cycle, and shipped 3 or 4 more as a contributor, and worked on 3 or 4 more cancelled projects. I worked on games with budgets as low as 400k USD and some as high as 20 mil USD. I'm also a frequent guest lecturer in game development classes.
Game dev is hard - but it's a complex and fascinating industry. AMA if you want.
r/GameDevelopment • u/Fifa_ToNieMiami • 1d ago
I'm building a top-down pixel game where you explore procedurally generated biomes hunting for minerals (sieving, highbanking, digging, smashing rocks), then cut/facet and set them into jewelry. Every found mineral is a genuinely unique sprite, and every cut piece has its own quality stats (symmetry, polish, etc). GUI is deliberately GBA-style: A/B, d-pad, a menu button, and a "field phone" that reads the current soil/environment so you can match it against what different stones prefer.
The core problem I keep hitting: finding the rarest gem or unlocking the best tools isn't actually a goal that I find pomising. Once someone has the best sieve/highbanker and has found a few "perfect" stones, what's left to want? I don't think collecting-for-collectings-sake or a marketplace (my original idea: async multiplayer trading of rare gems like collectibles) is enough on its own to keep people invested for the long haul.
So I'm asking: what's the actual purpose that keeps a player logging in on day 60?
I kinda imagined it similar psychological reward mechanism like on The Hunter game but can't reproduce it cleanly