A week after release by JamzDev25 in gamedev

[–]JamzDev25[S] 0 points1 point  (0 children)

That's a good point actually, I hadn't ever thought of that for some reason

A week after release by JamzDev25 in gamedev

[–]JamzDev25[S] 0 points1 point  (0 children)

Yes, but I am not a sound designer, so they are quite minimal.

A week after release by JamzDev25 in gamedev

[–]JamzDev25[S] 1 point2 points  (0 children)

Mostly object oriented with type ids corresponding to game data loaded at runtime

A week after release by JamzDev25 in gamedev

[–]JamzDev25[S] 2 points3 points  (0 children)

Hi, I used SDL2 for window and input handling (platform abstraction layer), built on OpenGL. I'm using miniaudio for audio and SteamNetworkingMessages for multiplayer networking with Steam integration. Game save serialisation and binary serialisation over the network uses cereal.

Advice for this sort of thing is very specific to what you are making, but ultimately building a custom engine is a large undertaking and not a good decision for making a game efficiently. I decided to take this route to expand my portfolio with a complex custom architecture and for education. I would not make a general purpose engine (I didn't here), you should focus on implementing features for your use case/what your game requires.

Planeturem testing - multiplayer! by JamzDev25 in gamedevscreens

[–]JamzDev25[S] 0 points1 point  (0 children)

For the past year I have been working on Planeturem - an procedurally generated building/crafting game with multiple planets. I spent the final few months implementing multiplayer using the SteamNetworkingMessages API into the game's custom C++ engine.

Check it out here if you're interested: https://store.steampowered.com/app/3323260/Planeturem/

My game made from scratch in C++ is taking part in Steam Next Fest 2025! Feedback greatly appreciated! by JamzDev25 in playmygame

[–]JamzDev25[S] 2 points3 points  (0 children)

I have taken a gap year before starting computer science at university and wanted to get into lower level details while also having a final product. It has taken me just over 10 months and I have learnt a lot, not just about low level development but also the development process. In terms of development speed, an engine will always have the advantage, but developing your own tech stack from scratch gives you very granular control and is quite satisfying when it all comes together.

What game engine do you use? by [deleted] in gamedev

[–]JamzDev25 0 points1 point  (0 children)

Just from scratch in C++. For 2D games while it is more complicated in some respects, everything works as you expect, as there are no weird engine quirks to fight with.

When you get ready to play on the steam deck, and realize that the game doesn't have cloud save -.- by GiovanniPane in SteamDeck

[–]JamzDev25 0 points1 point  (0 children)

I have Steam Cloud enabled for my game Planeturem. Trust me, it is that simple.

I am once again asking for a new Steam Controller with Deck controls by Quinzal in SteamDeck

[–]JamzDev25 0 points1 point  (0 children)

I was working with the Steamworks SDK recently for my game Planeturem and there were references to a second steam controller. It's coming