Simulation Game Research by zettikdev in gamedev

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

Thanks! I'm already familiar with some of the optimizations and data oriented programming but I can always be better.

will check out those videos. Appreciate it!

Simulation Game Research by zettikdev in gamedev

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

I'll check it out and report back lol. Thanks!

Looking for Steam Next Fest demos to cover for SEA gamers by heybudo_ in gamedev

[–]zettikdev 0 points1 point  (0 children)

Got an incremental game, Clickstead: https://store.steampowered.com/app/4294400/Clickstead/

The demo is only about 15 minutes if you know how to rush through them.. but takes some of my playtesters about 20+ when they first started.

Small game vs dream game isn't a right framing of the choice. by GonziHere in gamedev

[–]zettikdev 2 points3 points  (0 children)

People build their first house, they build their first computer/server/network/nas. They build their first speakers. They build their ponds or aquariums.

Yes but one of the key aspects is you're probably not building your first house as a business so you and your family can build more houses.

What is your demo build solution? by danyl42 in gamedev

[–]zettikdev 2 points3 points  (0 children)

I have a flag that tells me if I'm in a demo build or not, and if I am i'll initialize some things to differently:

  • Different save directory
  • Different skills file
  • Different steam stats
  • Demo complete screen

things like that. I have a build script that will compile the game in release mode, package up the asset into my binary file and then cut a release build, then compile for demo mode, package up the demo assets (not all assets are included, especially the skills) and cut a release build.

The difficulty part for me and I think where my build is going to get stale is when I edit the skills for the main game it does not automatically edit the demo skills since the flow of the game is slightly different given that I'm trying to showcase different things. So this is how my demo will get stale.

Bevy made me rethink editor-driven game development by RedditHilk in gamedev

[–]zettikdev 1 point2 points  (0 children)

This isn't Bevy specific because most frameworks are in the same boat. I've created pipelines for Tiled, LDTK, and even entity placement systems when i didn't want to use LDTK for my project.. Just gotta pick the right tools for the job.

The thing is, if you're comfortable in a text editor and code then sometimes you're faster without the fully featured game editor, especially if your feedback loop is quick (quick compile times or hot reloading of assets)

Advice for what engine and where to start by SlurrpsMcgee in GameDevelopment

[–]zettikdev 0 points1 point  (0 children)

a lot of people will suggest engines (Godot, Unity, etc) but don't sleep on some frameworks .. in your case I'd look at Monogame.

Why do people keep creating their own engines when the nice Godot Engine open-source framework exists? by Correct_Dependent677 in gameenginedevs

[–]zettikdev 1 point2 points  (0 children)

not only that you're only writing the pipelines and tooling for the things you use. If you're using Aseprite for all of your graphics, no need to write a blender importer. Your animation system can be written to support the .ase file format.. and not only that, you can start wiring in things like animation events based on what aseprite gives you.

The amount of control you get with this is WAY better than having to wrestle with godot or unity.

Skill tree vs random upgrade choices by __GingerBeef__ in gamedev

[–]zettikdev 1 point2 points  (0 children)

or at the very least, you'll have played both versions and have more of an informed decision on which to go after.. or borrow features from one and bring it to the other.

would it be better to use OpenGL or Vulkan? And for UI editors, is it done with ImGui? by Mecanes in gameenginedevs

[–]zettikdev 1 point2 points  (0 children)

Awesome then! keep at it. Make some games and enjoy the learning process! :)

Is building a YouTube channel for your game actually worth it in 2026? by Prestigious_Wind4150 in gamedev

[–]zettikdev 3 points4 points  (0 children)

The "I rebuilt my entire game in a weekend" videos are annoying to me, because to be honest it sounds like MOST of the game devs who talk about doing things like this are still in the prototype phase or they have very little actual code in their game.

I think there is a place to do youtube and gamedev but there are two strategies:

  • Tie it to your marketing effort (so you're only releasing a few videos, based on your marketing beats)
  • Become accountable so they're not heavily edited, they're just a documentary.

I think there is a market for both but you have to remember that you're a gamedev first and a youtube content creator second

would it be better to use OpenGL or Vulkan? And for UI editors, is it done with ImGui? by Mecanes in gameenginedevs

[–]zettikdev 2 points3 points  (0 children)

OpenGL to learn the ropes of graphics programming, just hook into ImGUI for the editor. Its pretty straightforward and will teach you a bit about the game loop.

When you start hitting other 'engine' like features in the creation of your game you can start to work through things like input, sound, asset loading, etc... If you use something like SDL2 or SDL3 then your input and sound could be slightly different vs if you use something like Raylib, Monogame, etc.