r/gamedev 16d ago

Announcement Spelkollektivet Fundraising

Upvotes

https://gofund.me/d82ac92d7

We have no connection with Spelkollektivet. But I have met a bunch of people who have gone there for short or long term stays to work on their dream of being a full time indie.

It would be a shame to hear this unique gamedev haven lost its building. If you can support it, do so. If not, spread the word.


r/gamedev 20d ago

Announcement r/gamedev Policy on AI Use

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AI is one of the most contentious subjects in game development right now, and we regularly see posts reported or discussions derailed simply because AI was involved somewhere in the process.

We want to be clear about our position: r/gamedev does not prohibit the use of AI, and using AI does not automatically make a post low effort.

This is not an endorsement of every AI company, model, or use case. Legitimate technical, legal, economic, ethical, and creative concerns exist around these tools, and those conversations are welcome here. Our stance is that AI is a tool used in game development, and we care more about the quality of what someone contributes than the tools they used to get there.

Why we take this position

  • AI is already part of game development. Studios are adopting AI-assisted tools across programming, prototyping, production, QA, localization, research, and other workflows. Adoption varies from studio to studio, but this is no longer a hypothetical technology sitting outside the industry.
  • Knowing how to use these tools is increasingly becoming a professional skill. That does not mean every developer needs to use AI, or even like it. It means understanding where these tools are useful, where they fail, and how to evaluate their output is becoming relevant knowledge for people working in the industry.
  • Banning discussion or use of AI here could actively disadvantage developers. Part of the purpose of r/gamedev is helping people learn from each other and understand how the industry is changing. If studios adopt a technology, preventing developers from discussing or learning about it would make this community less useful to the people we're helping.
  • Policing AI use is not realistic anyway. Moderators cannot reliably determine whether someone used AI to draft, edit, translate, summarize, research, debug code, or otherwise assist with a post. We are not going to moderate based on whether something “sounds AI-generated.”
  • "Mandatory disclosure "is not realistic either. Modern tools blur the line between traditional software and AI assistance. Trying to decide exactly when autocomplete, translation, editing, summarization, or an LLM crosses some disclosure threshold would create rules we could not enforce consistently.

So the rule is straightforward: we are not policing AI use itself. We are moderating the contribution.

AI-assisted does not mean low effort

If someone uses AI to organize research, analyze data, improve their writing, translate something, help with code, or communicate an idea more clearly, that does not erase the work behind the contribution.

If a developer spends time gathering useful data and then uses AI to help turn that information into a readable post, the important part is still the data, the methodology, and what the community can learn from it.

Ask whether the information is useful, whether the conclusions hold up, and whether the post contributes something worthwhile. Those questions matter much more than whether every sentence was manually typed from scratch.

Low-effort AI content is still low effort

This does not mean pasting generic AI output into the subreddit suddenly becomes valuable content. Posts that are spam, fabricated, mass-produced, engagement bait, repetitive, or promotional material disguised as discussion can still be removed.

The reason is not that AI was involved. The reason is that the content is low quality.

The same standard applies to something written entirely by a human.

AI is a valid game development topic

Developers are welcome to discuss AI in the same way they would discuss any other technology affecting game development. That includes how it is being used, where it works, where it fails, what it costs, how studios are adopting it, what it means for employment, and the legal or ethical questions surrounding it.

You are allowed to be enthusiastic about AI. You are allowed to be skeptical of it. You are allowed to think a particular workflow is useful, terrible, unethical, inefficient, or overhyped.

What we do not want is every thread that mentions AI becoming the same argument about whether AI should exist at all.

If a thread is about an AI coding workflow, discuss the workflow. If someone presents evidence that AI slowed their production down, discuss the evidence. If someone claims every studio is using a particular tool, challenge that claim.

Let the actual discussion happen.

Attack claims, not developers

Someone saying they use AI is not an invitation to attack them. Someone saying they refuse to use AI is not an invitation to attack them either.

Debate the technology, the workflow, the economics, the evidence, the ethics, the legal questions, or the conclusions. Personal attacks, harassment, dogpiling, or repeatedly derailing discussions because of someone’s position on AI are treated the same way we handle that behaviour anywhere else on the subreddit.

AI is not a source

There is a difference between using AI to help communicate information and using AI as the authority behind that information.

If you make factual claims that can reasonably be sourced, be prepared to support them. “ChatGPT said so” is no evidence, and tools can absolutely be wrong.

At the same time, polished or AI-assisted writing is not evidence that the underlying information is fake. If someone’s numbers are wrong, challenge the numbers. If their methodology is weak, challenge the methodology.

Challenge the claim, not the fact that a tool may have helped write the paragraph.

Self-promotion rules still apply

AI companies, products, and services are not exempt from the subreddit’s existing rules.

If you represent a commercial interest, the same expectations apply as they would to anyone else. AI also should not be used to mass-produce promotional posts or disguise advertising as organic discussion.

The technology may be new. The rules around spam and promotion are not.

The bottom line

You do not have to like AI. You do not have to use it. You are free to criticize it, avoid it, experiment with it, learn it, use it professionally, or decide it has no place in your workflow.

We are not going to prevent developers from learning about or discussing a technology that is rapidly becoming part of professional game development. Doing that could actively hurt the developers this community is supposed to help.

What we do expect is that people engage with each other like respectful, mature adults. Disagree with the technology, the workflow, the argument, or the evidence. Do not turn that disagreement into hostility toward the person on the other side of it.

Use whatever tools make sense for your work. Bring something useful to the conversation, treat other developers with respect, and allow room for disagreement. That is what we care about.


r/gamedev 22h ago

Discussion My game was reverse-engineered and uploaded to Douyin/TikTok before it even released

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I'm a solo indie developer, and I've been working on my game entirely by myself.

I released a demo on Steam back in July, with the full game planned to launch in about two months.

Yesterday, I found out that there are already two separate pirated versions of my game on Douyin/TikTok Mini Games.

This wasn't just someone copying the idea or taking some assets. They reverse-engineered the actual game, changed the name, modified parts of it, removed all of the developer information, added a huge amount of ads, and published it as their own.

They also managed to access content that was supposed to be for the full version. That part is partly on me.

The demo and the full game were being developed from the same project, and instead of completely removing the unreleased content from the demo build, I only made it inaccessible during normal gameplay. I thought that would be enough, but clearly it wasn't.

So that's definitely a lesson learned. From now on, I'll be separating the demo and full-version content properly instead of leaving unreleased content inside the build.

What makes this more frustrating is that the full game is still about two months away from release, so some content that was never supposed to be available in the demo has already been extracted and used in these pirated versions.

I'm still going to continue development as planned, with some adjustments so the final release is different enough from what has already been taken.

I've already submitted official infringement complaints to Douyin, but I still don't know whether they will actually result in these games being taken down.

If anyone is willing to help report them as well, I'd really appreciate it. At this point, I at least want to get the pirated versions taken down.

I also wanted to ask if anyone has experience with getting this kind of copied product removed.

What would be the most effective way to get these games taken down?

If anyone has dealt with a similar situation before, especially with Douyin/TikTok Mini Games, I'd really appreciate any advice.


r/gamedev 2h ago

Discussion Be wary of ai scammers

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Hey y'all just wanted to call out. Got an email from an obvious scammer who is scraping github with personalized ai messages about a marketing platform. Stringing them along currently but roi ask was responded with a screenshot of a search bar with 12 million leads lol.

Fair warning, if the only info on someone you can fine is an vaguely alt name with just a github resume and an Instagram, stay clear. Hope ya see this bud, you are a bad person.


r/gamedev 17h ago

Question Steam Can't Approve my Multiplayer Game- because they don't own the game on Steam?

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Alright so basically:

- I've submitted my game's build to steam twice now.

- The multiplayer features (built with the P2P Facepunch C# Library made by Garry of Garry's mod fame) don't work unless you own the game on Steam, as proven by me having to invite team members to the Steamworks so they have actual authority. It works automatically from there.

- Steam has denied the game twice, reporting the known issue of multiplayer appearing to not work. I've submitted a ticket asking how to fix this and I got hit back with "thank you for the additional info, we'll test your next build" (this was between builds 1 and 2 submitted)

- I'm not sure what to do, I know hypothetically I could override the steamid within the facepunch library to be Spacewar (as everyone owns it)- but as far as I'm aware Valve does not allow that and you're not even really supposed to use it while testing.

Has anyone had experience with this / knows how to give the playtesters Auth or otherwise fix this issue?


r/gamedev 1h ago

Discussion I looked at the puzzle games with the biggest revenue gains on Google Play US in August — merge & match still dominate

Upvotes

I pulled the top 10 puzzle games with the biggest revenue gains on Google Play in the US for August 2026.

The top 10 were:

  1. Candy Crush Saga — $2.7M (+17.2%)
  2. Gossip Harbor — $2.3M (+19.1%)
  3. Royal Match — $1.7M (+11.4%)
  4. Royal Kingdom — $1.5M (+23.2%)
  5. Match Factory! — $551K (+14.2%)
  6. Gardenscapes — $543K (+10.9%)
  7. Homescapes — $526K (+17.2%)
  8. Piggy Kingdom — $515K (+45.4%)
  9. Flambé: Merge & Cook — $422K (+23.3%)
  10. Foodstars: Merge & Cook — $362K (+144.3%)

A few things stood out to me.

Candy Crush is still at the top, while Dream Games has two titles in the top 4 with Royal Match and Royal Kingdom.

But what I found more interesting is that merge and match-style games still dominate the list.

Foodstars: Merge & Cook grew 144.3%, while Piggy Kingdom grew 45.4%.

It's a very mature category, but relatively familiar mechanics are still producing meaningful growth.

I'm planning to track this monthly to see which games keep growing and which ones are just having a temporary spike.

For mobile game developers here: are you seeing the same thing? Are merge/match mechanics still performing this well in your own data?

\Revenue figures are estimates based on third-party market data, not developer-reported revenue.**


r/gamedev 9h ago

Discussion Not a game dev but

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I just remembered out of nowhere that when I was a kid I used to think games would have to have every possible frame pre rendered in the game
Like every possible combination of things and angles and places were already rendered as basically a flat full screenshot that gets loaded when the circumstances are met
No clue why I got this idea


r/gamedev 4h ago

Question I want to turn my 3 volume book series into a visual novel.

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Hello everyone! I am making this post because I have a very random but important question. So last year I had just finished the third and final volume of my book series named Moonlit Kyoto, and I couldn’t be prouder of it. However, I think it could be much more than just a regular novel. I would like to turn all three books into on big Ren’Py visual novel with different endings and it has achievements. However, I want to ask something. I really don’t like dealing with social media, and always having to make sure I’m uploading and keeping a steady viewer base. Could I theoretically after I finish developing it, just upload it straight to Steam for $5 without advertising it? I would also release it to Itch.io just to get extra players. Though I’d be developing it with Steam in mind. And yes, I’m aware that it won’t get me much sales or players, but if anyone played it at all I’d be very happy. Either way I’ll be developing the game for myself, so the extra money and players would be a bonus. Thanks for listening, and maybe I intrigued you with my idea.


r/gamedev 16m ago

Discussion Hi guys, I created a website about 7 years ago in which I host all my field recordings and foley sounds which are all free to download and use CC0. There is currently 150+ packs with 1000's of sounds and hours of recordings, loops and foley all perfect for Gamedev. (August/September update).

Upvotes

You can get them all from this page here with no sign up, no ads or newsletter nonsense. Just scroll down a little bit until you see all the packs.

24 packs added for August/September including Loops, Foley, Sound effects, a lot of live recordings from around the world and some other experimental packs I had fun playing about with. Packs including recordings from Kosovo, Cairo, Dublin, Madrid and the Sahara desert in which I got to record a live Moroccan band playing into the night. I also got to record some Traditional Irish music sessions while in Dublin and have posted some of the recordings! Theres also lots of leftover foley and SFX from some past games that were not used including Character voices in the style of Sims and Animal Crossing, Monster Growls and Grunts which is my personal fav and Polar Wind ambiences along side lots of other SFX and foley. For experimental percussion sounds I made one shots from the sound of pistachio shells and another pack from the sound of pebbles falling onto tin cans which could be useful for anyone who enjoys organic or experimental percussion in the productions. There also some other loop packs that I messed around with such as 8bit Bongo percussions and an old pack of Synthetic guitar loops that i recently came across again. Hope these can be useful to someone out there.

With Squarespace it does ask for a lot of personal information so you can use this site to make up fake address and just use a fake name and email if you're not comfortable with providing this info. I don't use it for anything but for your own piece of mind this is probably beneficial.

Feel free to use anything you like, everything is CC0, so no need to credit me or the site. Just grab what you need and make cool stuff. I'd love to see what you create if you feel like sharing!

If you'd like to see what other people have said about the samples you can see here in a recent post I made in a different subreddit.

Join me at r/musicsamplespacks if you would like as that is where I will be posting all future packs and little behind the scenes videos. If you guys know of any other subreddits that might benefit from these sounds feel free to repost it there.

Phil


r/gamedev 1d ago

Discussion How do I stay motivated when it feels like an AI could have one-shotted my current little indie game?

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I mean there's some art that's uniquely mine, and I've learned a lot along the road. But it takes so much effort to do it on your own compared to the tools that exist out there. I use them at my job, and I've used them in my free time. But I always wanted my game to be, well... mine. Understand all the aspects, and every little decision that went into it. I worry that it isnt worth doing, or that it'll never even see the light of day. I worry that some day soon, a lot of simpler games like mine will be replaced by games produced in a single day by gen AI. AI always seems to get little details wrong that can be frustrating to fix, of course... but what they can produce is good enough for a lot of people. Its just... more than a little sad, I think. Gamedev is what I wanted to do for me. If I didn't have to work a job that I dont really like just to pay the bills, thats what I would have done. But this just feels like its taking the wind out of my sails. How are you guys coping?


r/gamedev 3m ago

Question Should I publish this game I made?

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So I made an idle game that sits in a corner of your screen. Rocks fall into a portrait arena and player installs various turrets to damage and break them into smaller pieces. The bottom has a slit filter that only lets small enough rocks go through it.

The turrets have 5-10 upgrades, ranging from AOE, attack speed, range, targeting priority settings and more. But it's not a lot of content, especially as compared to other idle games.

I made this project in the last 4 months trying to learn game development in Godot, and I find myself watching the screen for long times because it feels like ASMR to watch those rocks break into pieces slowly. This made me think, should I publish the game to steam (with some more polish ofcourse)?

I'm totally new so could use some advice. Thanks!


r/gamedev 10m ago

Discussion Should I try a different approach?

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Hey everyone! This is my game AxeSlinger! Currently nobody really plays it or has yet to really play it but I’m hopeful! :D is there anything particular that steers anyone away from this? It’s a movement based FPS that costs less than a sandwich. Much love:)


r/gamedev 22h ago

Question starting a game development master at age 42

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Hello game dev community, I'm starting my master finally ate age of 42 in digital-game design and development, coming from experimental film-making, as worked many times as a visual designer too.

I kind of have a mix feelings regarding starting late, since my life circumstances lead me to start both my bachelor later, at age 31 due to my health package I was born with, than after finishing at age 36 during the covid times was a bit difficult to move forward in life even though I moved to another country afterwards, health incidents visited me, and moved back home and now I'm soon stepping into a new territory.

I would be focusing on one project for my master, which no idea how and where I will go with this after the two years, but wanted to ask about my options for jobs, and what skills I should focus in or polish in case I want to make a living in the gaming industry.

since I came from the film medium, I'm really good in everything story telling, I also worked on a 3D projects with blender, but I'm by no mean a 3D artist, and I wish to learn game development with Godot beside Unity which we will learn in the master.

I wish if you would advice me in which waters to put my feet into so to be much more skilled for the future job market.


r/gamedev 10h ago

Discussion How much inspiration can I draw from an 'older game'.

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Hi,

I've been working on a prototype for a few days now, which is quite heavily inspired by another game released 10+ years ago. While it is (will be is more accurate) different enough not to be just a reskin or a mod, the inspiration is really quite clear. I'm wondering what the general gamedev community thinks about this.

I think the games FTL: Faster Than Light and Void War are a comparable situation (although I'm obviously not yet at the quality of those games). Void war obviously takes heavy inspiration from the now 10+ year old FTL, but the reaction to Void War was overall very positive and no one took the similarity in a bad way.

What do you guys think makes a game that takes such heavy inspiration from another game's systems, different enough not to be seen as a 'ripoff' or copy?

For me, I think it's the quality of the game of it's own and what it adds/changes to the core systems, but I'm not sure if the age of the game is a factor.

EDIT:
I'm having the most trouble on the UI side of things, as both games rely quite heavily on it and it's tied closely to the core gameplay. That's why I drew the FTL - Void War comparison as they also look quite similar.


r/gamedev 1d ago

Discussion More than 16k games have been released on Steam this year. This number shouldn't discourage you and here's why

Upvotes

There's this misconception among indie devs that by publishing a game on Steam you are competing with each one of those 16k released games.

Assuming your game is decent, you are only actually competing with the top 1% of games in your specific genre. That makes it closer to a few dozens depending on the genre.

Most players spend their lives playing just 1 or 2 types of games. True "generalist" players who play everything are rare. Like with other things they buy, people prefer the reliable option over the risky unknown one. Your goal as a dev is not to make the "perfect game" that will attract an audience that isn't yours. It's to make a game that can become part of the reliable options that people who already play those games want to try. What you wanna get is their attention, not the whole market's.

Some might argue that "more games being released means more bad games yes, but also more good games that compete with yours". That's GOOD. You should PRAY that more good games are released.

The whole concept of playing games is to get dopamine hits (sorry). When a game gets released and it's really good it draws more people into that genre and gets people "addicted" to that genre. They start scanning Steam for similar games and that's where your game enters the stage.


r/gamedev 13h ago

Discussion losing my game dev skills

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i recently showed an old friend some blender stuff i've made. my life wasnt stable so i dont remember this, but she remembers when i used to make really intricate 3D models at 14. i am over twice that age now. my eyesight is deteriorated and i find it more and more difficult to make creative things, only the dev parts of game developing. but originally i've always loves the art/creative part of game dev. now im thinking to properly show what im doing i might commission and i feel sad cuz i see this as a self-expression venue (its a hobby project) so i'd like to know any advice about how to satisfy my passion for game dev while realising i used to be someone else


r/gamedev 8h ago

Discussion Week #2 - First beyond horrible demo video (no art for now and frame rate of mash potatoes)

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(sorry if long. These are almost going to be my journal entries)

I will stop with self deprecation starting now. So I made this just a video because I felt it wouldn't be worth even make it a downloadable deal.

Though this looks...well like it does, the concept of me getting them to have random hair (green on head) and end with different defeated body was HUGE for me.

I would say that the gameplay is almost the vessel of the story/animation/visuals. Hear me out with this.

If I could explain the game in gameplay/vibe it would be the gameplay of "no more heroes" and lollipop chainsaw, with the art of a 90s Nickelodeon cartoon. There's a lot of art, and will have a video with all of current art/concept/animatics.

So this game would be called a hack n' slash, and spent a lot of time getting a hold of many hack n' slash based games. The gameplay works great with a barber trying save people turned into hairy monsters.

I love hack n' slashes, but at one point I find myself pounding on a singular button to try and get to the next part of the story rather than wanting to continue the game. It was much more the story for me.

I find once you play one, you basically played them in all (not trying to be mean). For me it's usually:

- New level and using new concepts/combos

- Then going back into pressing the same button a bunch of times.

So much of this game is visual based and is the game I've always wanted to play. Though I do want to make a profit once this is done, it's a something I would be happy just playing.

We all know we need more single player games as well.

We'll see everyone next week (if that's ok with the mods. As long as I have major news and not just text. I won't go "worked a lot this week." I'll have stuff to share)


r/gamedev 11h ago

Question 3D modeling in gamedev

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I'm looking to make a 3D top-down game in a couple of years from now. That'll be around the time that I release my current project. In the meantime, I'd like to start learning some things on the side.

I'm no artist and would likely hire 3D modelers; however, what I've learned from my current project is that even when hiring artists, I need to have some understanding of how things work to implement it properly in an engine. I.e. sprites and unity for a 2D game.

I'm looking to hear from folks on what they found to be useful resources. Any specific YouTube channels, online courses, Reddit communities, etc that I can start getting more familiar with.

Edit: to add a bit more, I've seen some things about faces and verticy counts but I have no idea what is efficient. Same with AI, how can I tell if a 3D artist I've hired is using AI (I don't want that in my games)?


r/gamedev 15h ago

Question Former copywriter to game narrative writer?

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I’m a Junior copywriter (unemployed rn) in creative advertising. I got into this job because I thought it’d be as creative as I thought it would be, and it’s a fine job when you find the right team and place to be sure. But that’s more rare these days I hear. I was recently at a place where I met a couple former copywriters, art directors, creative directors that pivoted into other careers that were more fulfilling to them like gaming. I didn’t get a chance to chat with them much, but it was cool to hear.

Is it possible advertising creative or copywriting into writing for gaming? I also was in creative production before; filmmaking, script writing, editing, etc. I’ve always been a writer and a big reader. I love stories, world building, narrative writing, but curious what everyone’s thoughts are (and if you recommend it)


r/gamedev 2h ago

Question Disagreements are spoiling the atmosphere, AITA?

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Hi. I'm a Gameplay Developer in a startup studio working on a pretty ambitious project. I'm gonna try to stay as vague as possible while conveying the issue.

I have 2 game development degrees and almost a decade of experience making games (just none released commercially). The one thing I didnt have when joining this studio is familiarity with Unreal Engine which is relevant to the project.

As I got familiar using UE over time, there was a growing (though reluctant) reliance on my experience and understanding of technical design of game code and architecture, since I'm the only person at the studio who specifically studied Game Development.

Recognizing that need, I put myself forward to the technical lead position but was rejected because "it's too early for such roles, we will hire experienced people from the industry for that when the time comes".

And yet lately, I see that one of my colleagues who is (still) studying CS, joined the studio a few months before me and has worked on UE longer is silently promoted to lead developer. I like the guy personally, but he struggles a lot with setting up and enforcing code standards, or coming up with scalable code architecture, and relies on me heavily for those things (or fumbles it by himself and I have to redesign it after). I have even been teaching him things about UE for the last months despite him working on it longer than me.

That said, he still knows some things I don't about debugging and setting up subsystems, again, due to having had more time to fiddle with UE than I did.

I don't know why, but this is bothering me more than it should, and I'm not sure what to do about it, if anything. I don't mind being passed over for promotion considering my lack of professional experience, but having to work with someone who will get the lead programmer credit while I inevitably end up doing the work stings.

Am I justified in feeling this way? And if not, how can I relax myself about it so it doesn't bother me as much?


r/gamedev 6h ago

Question Marketing a Mobile Game

Upvotes

With my brother we are launching a mobile game in November. Why launching a mobile game now? When we started seemed like a good idea, then it took us ages to finish, I'm a dev my brother is the artist and we work on weekends mainly.

So we are launching mobile. Any advice on the marketing/user adquisition?

We are building social media, not sure if is that useful on mobile games. At the moment we are contacting blogs and influencers with the game info and no much more.

Should we hire a company to do it for us?

Instagram for the curious: https://www.instagram.com/sailndig


r/gamedev 17h ago

Discussion Character Movement using Keyboard/Mouse in TopDown/Isometric Action Game

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As I know, there are two common methods to control isometric action game character using Keyboard/Mouse. I want to know which one is more popular nowaday.

  1. Use WASD (ZQSD in some keyboard) for character movement and click mouse to interact or attack. (Old school RPG style)
  2. Use mouse to click the destination and let AI (not gen-ai :p) find the path and move character to the location automatically. Keyboard might use for dash or trigger attack skills. (Like UE's Top/Down game template)

If there are many different attack skills like Diablo / WOW / Lost Ark in my game, I guess I have to choose the second method. We don't want player hit the keyboard like play piano, right? But my attack logic is relatively simple. So both methods should be "workable".

If both are workable, in your opinion, which way is more "modern" to nowaday players? Any other suggestions?

(I actually use second method in my current game. But when I add GamePad support in it, the logic become more and more complex and make me rethink about this question. You know, WASD is logically similar to GamePad and should be easier to work with GamePad if player has both device connected.)


r/gamedev 14h ago

Discussion What would be the most "efficient" way to rig a Human character to use custom anims + assets ?

Upvotes

Hello,

I have created two body meshes: one male and one female.

They are low-poly meshes, designed with an old-school PC/PS1 game mindset: disjointed arms and wrists, low polygon count, 256x256 textures, etc.

I would like to be able to create my own animations, but I would also like to have the option of using animation asset packs from other creators if I need them.

I am using UE5 as my game engine and Blender for 3D modeling.

Is there a specific rig/workflow I should use to make this easier?

I was initially thinking about using the UE5 Mannequin rig, but it feels a bit overkill for characters with this kind of low-poly style. I also don't think it comes with animation controllers for Blender, and I assume I would have to use Unreal's Animation Sequencer to create animations. I've never used it before.

On the other hand, the UE5 Mannequin is a widely used rig and has a huge amount of animation assets available, which makes it quite appealing.

I was also considering buying Auto-Rig Pro, which seems very convenient. It comes with animation controls for Blender, so I could animate in an environment I'm already familiar with. I don't mind paying for it, and from what I understand, it also includes an Unreal Engine exporter and retargeting tools.

So, what would you recommend for this kind of workflow?

Would it make more sense to use the UE5 Mannequin rig, Auto-Rig Pro, or something else entirely?

Thanks!


r/gamedev 9h ago

Question Tips to start making an indie horror game?

Upvotes

I'm not really thinking of monsters, more like doki doki literature club or omori where the mood slowly derails and bits of the characters/past is unveiled

The theme I'm going for is God and suffering blah blah blah but with a mundane vibe. Like a routine that slowly gets ruined.

I want the game to be like you as the character being a moveable pixel but you can interact with other characters and actual cutscenes have actual art and animation. Think danganronpa.


r/gamedev 3h ago

Question Can anyone with Windows help me?

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So I downloaded a .rlMotion animation file off of Reallusion that I wanted to use in blender, as its the only motion capture I could find that fit what I was looking for. Come to find out .rlMotion files can only be opened in iClone which is a windows only software...

I just want to download this motion capture animation and switch out the characters to my own in blender.

I looked into virtual machines but it wont work for iClone.

I am new to Reallusion and made the mistake of buying this animation before knowing how this all worked.

Can anyone convert this .rlMotion file into a .FBX or .OBJ file for me?

I would greatly appreciate it! Thanks!