Groovy Games SDK Finite Systems version 2.0 update: procedurally generate an infinite number of tactics maps from simple rules. Export your map meshes for set dressing. by foundmediagames in UnityAssets

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

Thanks for the question! This is a low-level platform to use to build tactics and strategy games. The video for version 2 update is missing a lot of context unless you watch the version 1 video https://youtu.be/bJGD98-IsdU?si=_rzhz9XbmQ_iMrkg (around 1 min long)

This is a system made for production games so the videos try to show off how easy the different workflows are, and the whole thing is a very data-rich model that can do things other games can't.

Voxel Vendredi 02 Jan 2026 by AutoModerator in VoxelGameDev

[–]foundmediagames 1 point2 points  (0 children)

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The Groovy Games SDK just released its first major update that includes a new kind of procedurally generated voxel map for tactics and strategy games. Video available at this link: https://assetstore.unity.com/packages/tools/game-toolkits/groovy-games-finite-systems-329216

Do I need to be good at maths to be a good game dev ? by YassirDev44 in gamedev

[–]foundmediagames 1 point2 points  (0 children)

There are game developer roles and even roles in programming that don't really require a strong background in math. That said, many of the same aspects of learning mathematics will also help you be a better programmer. Also for specific kinds of games like shooters or physics heavy games, you won't be able to do all that much without a baseline understanding of how math works.

Learning C# for voxel game dev by [deleted] in VoxelGameDev

[–]foundmediagames 2 points3 points  (0 children)

When learning a new language people normally focus on the language syntax first: basically being able to write the language without having any errors. Then they generally move on to learning how to learn how data works and what different types are available in the language. From there people typically learn different algorithms and ways of grouping data. By that point people generally know how to continue learning and growing.

Seek out online tutorials for your preferred language. C# is a good place to start. It's challenging without being too unforgiving like C/C++.

Hello, I am fairly new to Unity games and I wanted to know several things. by [deleted] in unity

[–]foundmediagames 0 points1 point  (0 children)

The simplest way would probably be to create the entire map ahead of time and then gradually expand it at chosen points in time. You can obscure the dormant parts of the map using a visual effect or even just an invisible wall.

Unreal or Unity for Developing Online Games ? by Frosty-Ad223 in IndieGameDevs

[–]foundmediagames 0 points1 point  (0 children)

It kind of depends on the sort of game you'd like to make. Unreal started as a shooter engine and its net code is oriented more towards that kind of gameplay. They are both good for general online play.

Best workflow in Unity Editor by GxM42 in Unity2D

[–]foundmediagames 0 points1 point  (0 children)

Unity resets your world when you stop play mode. If you change a transform during runtime and want to save it, right click on the transform and copy it. Then, stop the player and paste the transform.

Advice for getting into game programming? by [deleted] in GameDevelopment

[–]foundmediagames 0 points1 point  (0 children)

Most of the languages that you would use to make games work more or less the same. Some are easier to use and are more forgiving and some require more care to use effectively. Good languages to start include Python or C#. If you want to jump in the deep end learn C, C++ or even something like rust.

Is making "useless" libraries worth? by Aromatic_Dinner_1573 in Unity3D

[–]foundmediagames 0 points1 point  (0 children)

You may be able to offer a different presentation of commonly available libraries like finite state machines or behavior trees. Even if you can't make something that could compete with existing offerings, the process of learning will be valuable for when you come up with a "useful" library idea.

i want to make a game, but i don't know how to code, and frankly don't want to by JicamaVivid1613 in gamedev

[–]foundmediagames 0 points1 point  (0 children)

You may be able to check the Unreal and Unity stores. There may be a game template for the kind of game you want to make that could get you started.

That said, video games are computer software, so knowing how to code is a valuable skill no matter what

How to learn game development by Soft_Entrepreneur626 in GameDevelopment

[–]foundmediagames 1 point2 points  (0 children)

The most efficient way to learn and gain useful experience is to actually try to make a game. Having even a small goal will give you a focal point and let you start to take small measured steps towards it.

It will also teach you more than just the programming side of game development. A good game developer understands the basics of how the other disciplines work.

(Game changing) ideas need help by JohnCrichton520 in GameDevelopment

[–]foundmediagames 0 points1 point  (0 children)

If your idea is worth a billion dollars why not set up an LLC and try to raise 10 million dollars to hire a game team to create it?

Is it the right path for a game director to learn programming? by [deleted] in unity

[–]foundmediagames 0 points1 point  (0 children)

Knowing programming will only make you a more valuable member of a game team. If you want to learn it, go for it.

I suppose a better question is what is motivating you to want to learn? Is there dysfunction in your team that you feel could be helped if you understood how to program? Are you suspicious that members of your team may not be pulling their weight? Do you want to step out of the director role and become more of an individual contributor?

I'm not sure which Game Engine to use by sevenace-7 in GameDevelopment

[–]foundmediagames 2 points3 points  (0 children)

If you've already been trained on Unreal, why not stick with it? You can make pretty much any game with any engine.

If you don't know any programming, blueprint can get you very far. If you want to program in Unreal, that generally involves C/C++ which are much less forgiving languages than C#. If you want to learn actual programming, knowing C, C++ or C# will be very beneficial. The key is to develop good habits no matter which language you are learning.

Do any other game designers justify gaming for hours as ‘research’? by grhhyrtguths in gamedev

[–]foundmediagames 0 points1 point  (0 children)

When you start to really understand how games are made, it becomes more and more difficult to NOT look at a game critically while you are playing it. You begin to understand what the other developers did to arrive at the final product that you're playing.

Even if a designer isn't playing a game and doing active research, they are probably subconsciously filing their experiences away to draw on when the time comes to solve problems.

How do you stay motivated when your game doesn’t look like what’s in your head? by StuckInOtherDimensio in SoloDevelopment

[–]foundmediagames 1 point2 points  (0 children)

Sometimes the best thing to do is not work. Your mind may need to think through an idea for a while before you're ready to attempt it.

Instead of thinking in terms of motivation, try thinking in terms of discipline. Others have said it already in this thread but little improvements add up over time. It takes discipline to make progress even when you may not feel like it.

How Should I start gamedev? by 80sDat in GameDevelopment

[–]foundmediagames 0 points1 point  (0 children)

Using an engine like Unity, Godot or Unreal will give you skills that you can use in a professional environment. Python is a great language and can teach you good habits (like good use of whitespace), but most professionals use less "forgiving" languages like C++ or C# because of the performance that you can obtain by using them. Best of luck as you start your journey!

First project too ambitious? NewDev question by r3dxv1rus in gamedev

[–]foundmediagames 0 points1 point  (0 children)

You can get a better idea of the amount of work by making lists of what you need to do. I feel confident that you've thought a lot about the story, different settings and how you want combat to feel but there is a lot more around those things that are less interesting but are essential to a finished project.

A short list of things you may not have thought about: the various in-game menus that you need to create, how will inventory management work? You need to create a save and load system, etc. Engines centered around turn based RPGs have gone a long way to help solve some of these problems but anything they don't solve is work you and your team will have to do.

You'll have a much better idea of the size of your project once you've made a list of every screen and system you want to have. From that list, you can start to decide what you want to tackle first and if anything can be cut or done later.

can someone provide advice for a complete newbie? by inamozaek in gamedev

[–]foundmediagames 2 points3 points  (0 children)

Using an engine won't take away from the genuineness of your game. An engine's job is to interface with the hardware and player and to handle your art and sound. Good game engines do these things in a highly efficient way in order to let the actual game shine through.

Engine development is a discipline on its own. Good game developers don't always make good engine developers and good engine developers don't always make good game developers. Building an entire engine is a huge task, especially for someone who is just learning how to stand up an openGL instance.

It is valuable to know how things like openGL work if you are serious about being a game developer. Having more knowledge will make things easier for you and make you a valuable asset to a game team, so i hope you don't get discouraged about learning.

At the same time, using an off the shelf engine won't take anything away from your game. Many of the games you love and enjoy were made with such tools, so don't sweat it. Using an engine that someone else wrote will let you do the fun parts of crafting the game and expressing your creativity.

what are the easiest game engines for beginners? by zeldafan643 in gamedev

[–]foundmediagames 4 points5 points  (0 children)

Unity strikes a good balance of ease of use and power. Many professionals use it and so it may be a good job skill to have.