gamedev

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Game Development

Free Resources List

founded 1 year ago
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Public domain baby. Fill in those gaps in your sfx library.

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Make Godot maps in Trenchbroom or whatever else. There's a 3.x version available as well.

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BeamBrain here! If you know about me as a game developer at all, it's probably because you played Xenologist. My current project is something more ambitious - I finished most of my previous games in under a year, but I expect this one to take several years, and I'm doing it in part to shore up areas I haven't gotten as much practice in - those being level design and graphics.

The project you see in the screenshot above is a Zelda clone - more specifically, from one of the dungeons, the Phoenix Temple. I'm taking heavy inspiration from titles like Link to the Past and Link's Awakening, but limiting myself to four "main" dungeons and one final dungeon to keep the scope manageable. Gameplay will include the staples you'd expect of such games - venturing into dungeons, battling enemies, avoiding traps, solving puzzles, defeating dungeon bosses, and gathering new abilities that allow them to better fight and explore more of the world. Standard stuff, but I'm not looking to make anything groundbreaking, just competent and enjoyable - if I can make the Zelda clone equivalent of plombir, I'll be happy.

The game takes place in a fantasy setting in which the hero's homeland is invaded by a conquering empire. The empire begins digging into the earth and exploiting the land's resources, and in doing so, releases a corruption that drives the native creatures to mindless rages. The poison works its way so deep that even the land's guardian deities - the Minotaur, the Gryphon, the Phoenix, and the Unicorn - become maddened, isolating themselves in their temples, warping them into deadly labyrinths designed to keep out or kill the ones who they once protected. If a hero can defeat these gods in battle, though, they will return to their senses, and out of gratitude bestow the hero with a portion of their power. If anyone can gain the power of all four gods, they just may become strong enough to drive out the empire and liberate the land. And one young man, after ambushing an imperial soldier and stealing his sword, sets out to do just that.

I haven't thought about music yet, but I'm leaning more toward something in the vein of Brain Lord or other Enix RPGs of the era than the music style of zelda games from the era.

So, to return to the title: what the hell should I call this? I'm 7 months into development and still can't decide.

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It is split into chapters.

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submitted 1 year ago* (last edited 1 year ago) by [email protected] to c/[email protected]
 
 

I figured it would be a good idea to have a list of free resources for the community
If you have something to add to the list, leave a comment!

Game Engines

  • Godot is free and open source
  • Unity is free unless you make over $100k but is not open source
  • Unreal engine is free unless you make over $1 Million but is also not open source

Asset Creation

Free Assets

Misc

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It's of an area that's a hastily built lab in an old farm supply store

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It's about time

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So I'm making models for this game I'm working on. It's going OK so far, but I'm learning Blender at the same time, so it very often feels like I'm missing things that could make my workflow easier or that I'm not using the program to its full capabilities.

There are of course a plethora of tutorials, but they often don't feel relevant for what I'm doing (relatively low-poly tanks) or I have a specific question that they sort of answer, but it's in a context where I end up having to manually do a lot of fine-tuning to make the process work with what I'm doing.

Should I just start from scratch and spend a few weeks learning a bunch about the program that may or may not be useful to me? Carry on doing things the hard way? Is it all the hard way in the end?

I dunno, just feeling pretty out of my depth and questioning what I'm capable of.

For instance I just did UV layouts for my first model, (separated into several simpler objects, thankfully) and it took a long time of individually moving vertices on the map and copy pasting coordinates to get it comprehensible. I don't even know where to go from there. What if I want to do bump-mapping? What do I do when some of my objects have island errors when I unwrap?

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lets-fucking-go