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I just added a watch together feature to The Hideout 🎉 You can sync YouTube videos in a room and watch together in real time ⏱️

It works alongside the games, so you can hang out, watch stuff, then jump into Mafia 🕵️ or Chameleon 🦎

Link: joinhideout.vercel.app

Feedback welcome, this one’s fresh 🔧💬

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submitted 2 days ago* (last edited 2 days ago) by H1_To@lemmy.today to c/gamedev@programming.dev

Quick intro for anyone new 👋

The Hideout is a browser-based place to play social deduction games with friends or randoms.

What’s in right now:

🕵️ Mafia roles, night/day, voting, chaos

🦎 Chameleon fast bluffing, one player doesn’t know the word

🌐 Public & private rooms

🚫 No downloads, just click and play

It’s meant for quick games, late-night sessions, and arguing over who’s sus.

👉 joinhideout.vercel.app

Feedback welcome. I’m actively building this.

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submitted 2 days ago* (last edited 2 days ago) by MurrayL@lemmy.world to c/gamedev@programming.dev

Pretty interesting deep-dive from Zach Barth (of Zachtronics) into how this mostly-forgotten randomised adventure from 1997 works under the hood.

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made this over the weekend, also i've never posted on retrolemmy before so i was looking for something cool to share. ten levels of clunky dodging and positioning and sound effects. its free have fun, windows and linux versions available

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Quick update:

We just added two social deduction games to The Hideout:

Mafia – full roles, night/day cycle, voting, and chaos

Chameleon – fast bluffing game where one player doesn’t know the word

Chameleon is great for quick rounds or warming up a room, Mafia is for longer sessions and big groups.

Both are live now. Jump in, break things, and tell me what sucks or what should be added next 👀

joinhideout.vercel.app

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submitted 6 days ago* (last edited 6 days ago) by paahtimogames@mastodon.paahtimo.games to c/gamedev@programming.dev

Amazing video by @RYStorm about how to document your game in game and why you should do it!

Documenting in game will make finding data easier.

-Gyms allow you to test player controls and movement
-Zoos are for displaying art assets and other sound and VFX elements.
-Museums are for technology and systems.

https://www.youtube.com/watch?v=5PJRCz0t7yY

@gamedev

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Getting some acceptable performances, 6minutes for 300³ voxels and 16k triangle.

Had to put an end to this project for uni but the end goal is to make each model a single fourier series which can be quickly evaluayed in an SDF renderer.

Everything was coded in C with raylib for rendering

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CtrlAssist v0.4.0 introduces demultiplexing functionality along with enhancements to the system tray and rumble targeting. The updated README now features FAQ and Cookbook sections with practical examples, such as the "Double Agent Tag Team" scenario, where a single assist controller uses a demux to help multiple primary players across separate mux instances, and the "Couch Co-Op Swap" scenario, in which two players take turns assisting each other using toggle mode, with force feedback following the currently active controller by default.

While controller demultiplexing was a requested feature from a prior release, I didn't have a concrete use case until I found myself helping a pair of youngsters play couch co-op multiplayer games with each other. Instead of needing separate assist controllers for each player, otherwise charging/pairing four controllers in total, being able to unicast between mux instances with a single assist controller made juggling both inputs much simpler. Then after being roped into the "It Takes Two" session myself, I found being able to swap primary and assist players outright much simpler when both helping and playing, allowing the Helpee to also aid the Helper when it really does take two.

New Features

Demux Operation Mode

CtrlAssist now supports demultiplexing (demux), allowing a single physical controller to be split into multiple virtual gamepads. This complements the existing multiplexing (mux) functionality and enables more advanced input routing scenarios.

Demux Modes:

  • Unicast (default): Routes primary controller input to the currently active virtual gamepad. Cycle between virtual gamepads using the reserved Mode button.
    • Assist multiple players across separate mux instances
  • Multicast: Broadcasts primary controller input to all virtual gamepads simultaneously.
    • Replicate controller input for advanced input multiplexing pipelines

Active Rumble Targeting

A new "Active" rumble target has been added as the default option for mux operations. This routes force feedback to whichever controllers are currently active according to the selected mode:

  • Toggle Mode: Rumble follows the currently active controller
  • Priority/Average Modes: Rumble sent to both controllers, same as before

Expanded Documentation

The README has been significantly expanded with:

  • FAQ Section: Addresses common questions about who CtrlAssist is for, why it was developed, game compatibility, supported controllers, and running multiple instances
  • Cookbook Section: Provides practical examples demonstrating complex multi-instance setups:
    • Couch Co-Op Swap: Two players alternating assistance
    • Double Agent Tag Team: One assist controller helping multiple primary players

Breaking Changes

  • The rumble target enum options now defaults to "Active" instead of "Both"
  • Configuration file format has been extended to accommodate separate mux and demux settings

Installation

CtrlAssist v0.4.0 can be installed via:

  • Cargo: cargo install ctrlassist --force
  • Flatpak: Download the bundle from the releases page and install with flatpak install
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submitted 3 weeks ago* (last edited 3 weeks ago) by Quetzalcutlass@lemmy.world to c/gamedev@programming.dev

A single subscribed mod can now provide multiple builds targeting different game versions. This is tied to the existing branch system originally used for betas. Subscribers will be automatically given the mod build that matches their installed game version.

This means that when a player downgrades their game to an old version, they'll automatically be switched to the last version of all subscribed mods that supported that version of the game.

This should save developers, mod authors, and players a huge headache due to not needing to worry about updates breaking everything (provided the developer has enabled and set up the relevant feature sets, which TBH looks a little fiddly).

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submitted 1 month ago by BrikoX@lemmy.zip to c/gamedev@programming.dev

Economic integrity is what makes progression in online RPGs mean something: a level playing field where items and advancement are earned through gameplay and skill, not purchased, botted, exploited, or obtained by socially engineering a studio's customer support department.

References: https://pubsonline.informs.org/doi/abs/10.1287/isre.2020.0416

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Elder Scrolls 6 (programming.dev)

What do you think is most likely to be taking them so long?

Hardware/software/other technical aspects:

  • keeping their software in sync with new hardware - obviously (?) it's going to be a 64-bit game, but maybe there are other aspects to it, for instance, adapting the maximum quality of textures, meshes, shaders, animations and what have you to be appropriate for today's computing power (CPU, GPU, new PCIe standards, etc), considering how long ago the game's development began.
  • game engine - are they making something from scratch, reusing older assets or "borrow" for instance UE5?
  • other?

World building aspects:

  • there are tons of loose ends to tie up or to build upon from previous games - did they not have plans for a sixth game when Skyrim released and thus were left clueless on how to develope the story? Most unlikely...
  • are they taking time trying to incorporate fan theories and stories?
  • resolving contradictions from previous games?
  • other?

Political aspects:

  • the acquisition by Microsoft?
  • internal strife?
  • budget?
  • other?

Other aspects:

  • "simply" fine tuning to achieve perfection?
  • all of the above?
  • none of the above?

Context: I have never ever participated in game development ✌️

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Announcing the release of CtrlAssist v0.3.0, which introduces significant new features and usability improvements. CtrlAssist brings "controller assist" functionality to Linux gaming by allowing multiple physical controllers to operate as a single virtual input device. This enables collaborative play and customizable gamepad setups, making it easier for players of all ages and abilities to enjoy games together.

Major Features

System Tray Interface

This release introduces a graphical system tray application that provides desktop integration for managing controller multiplexing. Users can now:

  • Configure primary and assist controller assignments via dropdown menus
  • Start and stop the mux without using the command line
  • Adjust settings through a context menu interface
  • Receive desktop notifications for status changes
  • Persist configuration across sessions

The tray interface supports live reconfiguration of device-invariant settings (mux mode and rumble target) while the mux is running.

Multiple Hiding Strategies

Controller hiding now supports three distinct strategies:

  • None: No hiding, manual configuration required
  • Steam: Automatically manages Steam's controller blacklist via config.vdf modification
  • System: Restricts device permissions system-wide (requires root access)

The Steam hiding strategy enables proper functionality in sandboxed environments without requiring elevated privileges, addressing a key limitation for Flatpak users.

Live Runtime Updates

The mux runtime now supports dynamic reconfiguration without restart for:

  • Mux mode changes (Priority, Average, Toggle)
  • Rumble target adjustments (Primary, Assist, Both, None)

This functionality is available through both the system tray and programmatic (D-BUS) interfaces, allowing users to adapt behavior during gameplay sessions.

Flatpak Distribution

CtrlAssist is now packaged as a Flatpak application with:

  • Automated GitHub Actions workflow for release builds
  • Desktop entry and metainfo for application catalogs
  • Proper sandbox permissions for device access
  • Support for Steam configuration modifications within the sandbox

Flatpak bundles are automatically built and attached to GitHub releases.

Additional Improvements

  • Configuration persistence to $XDG_CONFIG_HOME/ctrlassist/config.toml
  • Controller selection by name with best-effort matching across sessions
  • Enhanced documentation with installation instructions for both Cargo and Flatpak
  • New pixel art banner and application icon (via Aseprite)
  • Improved force feedback device recovery after disconnection
  • Better error handling and user feedback throughout the application

Installation

CtrlAssist v0.3.0 can be installed via:

  • Cargo: cargo install ctrlassist --force
  • Flatpak: Download the bundle from the releases page and install with flatpak install

Full installation instructions are available in the README.

Breaking Changes

The --hide flag now requires an enum value (none, steam, system) instead of being a boolean flag. Users upgrading from v0.2.x should update their scripts accordingly:

  • Previous: ctrlassist mux --hide
  • Current: ctrlassist mux --hide system
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submitted 1 month ago* (last edited 1 month ago) by sbeak@sopuli.xyz to c/gamedev@programming.dev

Hi all, I'm currently working on a hobby project currently titled "Prometheus and the Gods" (but will be changed at a later date to reference the duck), where you are tasked by Prometheus, the Titan who stole fire from the gods, to infiltrate in the worlds of the twelve (Greek) Olympian gods and steal their power for the humans (e.g. mastery of the seas from Poseidon). In addition, the player is a duck, which is kind of fun.

The game will mostly be about solving puzzles and going through obstacle courses, rather than real-time combat. The player can interact with "totems" to use the powers of what Wikipedia calls "nature deities": Helios, the all-seeing Sun god, Achelous, the river god of the largest river in Athens I think, and the four Anemoi, the winds (N/S/E/W)

I've got the basic movement down, and I think I have done a decent job at making pixel art for the player, character sprites, and the world. However, I'm not very good at level design at all, and the levels that I have added (tutorial + meeting the four winds) aren't all that fun to play, they all are either a) too easy b) way too difficult or c) just boring/uninteresting.

I am looking for someone who has any skill in level design, and ideally some experience with Godot as well. (two programmers are better than one!) This is a hobby project that won't be making any money though, so this isn't a job or anything, just a bit of fun. No set schedule or anything.

the project's repo if you want to look at what I have so far: https://codeberg.org/sbird/prometheus-and-the-gods

Previous posts on the game for reference:

https://lemmyverse.link/sopuli.xyz/post/30189374

https://lemmyverse.link/sopuli.xyz/post/29809327 (older post, player is not a duck)

~~Note: there does appear to be a "find a team" community, but there's only four posts, and it looks like it died a year or so ago...~~ cross-posted in the "I Need a Team" community

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As the title says. Working on making a GDExtension to add a custom archive format to export to instead of PCK or Zip. Main reason is the format I am adding is not only compressed with ZStandard, which I know Godot supports already, but is also a format my studio made for our previous projects before moving to Godot.

Already have the library for it ready and implemented in C++ I just need to figure out the entry point into Godot's virtual filesystem and the export/pack loading process. So that way, when exporting we can choose our format like how you can with pck and zip. And so "load_resource_pack" from the ProjectSettings singleton will recognize the custom format and load it.

Struggling to figure out how pck and zip are being hooked into this system.

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I tend to overthink alot and im not sure if my ideas are good enough for a game, most of them are incomplete ideas with plot holes and such in them.

I just want to know how to get a idea and expand upon it in a simple stress-free manner?

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submitted 1 month ago* (last edited 1 month ago) by ruffsl@programming.dev to c/gamedev@programming.dev

Excited to announce release v0.2.0 for CtrlAssist, adding rumble pass-through support and significant improvements to controller multiplexing! CtrlAssist brings "controller assist" functionality to Linux gaming by allowing multiple physical controllers to operate as a single virtual input device. This enables collaborative play and customizable gamepad setups, making it easier for players of all ages and abilities to enjoy games together.

🎯 What's New

Rumble Pass-Through

Force feedback can now be forwarded to paired physical controllers! Configure which controller(s) receive rumble effects—route them to Primary, Assist, both, or neither. Share every haptic encounter from turbulence, engine failure, and hard landings with your co-pilot. Even better: if a controller disconnects mid-game (swapping batteries, USB cords, etc.), CtrlAssist automatically recovers and restores all force feedback effects when it reconnects.

Smoother Input Transitions

All assist modes now feature improved synchronization for more natural gameplay:

  • Joysticks snap cleanly: When assistance begins or ends, both X and Y axes update together—no more jarring diagonal-to-cardinal transitions
  • Toggle mode syncs instantly: Switching between Primary and Assist now mirrors the active controller's complete current state, eliminating phantom inputs from buttons or sticks that were held during the switch

Better Device Discovery

Controllers device trees are now discovered more reliably, preventing edge cases where multiple similar devices could cause conflicts. This also improves device hiding and rumble pass-through selection.

🛠️ Under the Hood

  • Refactored input handling for consistency across all three modes
  • Fixed button mapping quirks across physical and virtual device boundaries
  • Improved error handling and logging for edge cases and issue reporting
  • More graceful shutdown on Ctrl+C with robust cleanup

📦 Install and Upgrade

cargo install ctrlassist --force

Full changelog available at the GitHub release page.


Note: If you have experience with Arch or modding SteamOS, I could use also some help in fixing/documenting SteamDeck support, as I've not the hardware on hand and most of my Linux development has been on NixOS and Ubuntu thus far:

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I belive i would like to try making games but my laptop isint that powerful. Its a thinkpad from like 10 years ago, i upgraded it to a 250gb ssd, and 16gb of low voltage ddr3, i also put linux on it to screeze out as much as possible. So i need something that will run but im struggling on choosing expecially sense i want to start for free. I want to start with something dead simple and work my way up.

What would you suggest and why so?

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submitted 1 month ago* (last edited 1 month ago) by Lembot_0006@programming.dev to c/gamedev@programming.dev

The computer has taken its first steps toward actually playing the game. At the moment, its logic is limited to land units (tanks and infantry). Aviation and naval forces are not fully implemented for the player yet either.

The AI can construct buildings and units (within its budget), move them through friendly territories, and attack weak neighboring zones when an opportunity arises.

For now, I’m postponing further AI improvements and shifting focus to the user interface. The goal is to complete the overall game structure and architecture. This includes the main menu, options menu, save/load system, and a basic sound system.

https://rewinwar.itch.io/rewinwar

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CtrlAssist – an open source project to bring more accessible, collaborative gaming to Linux! Inspired by PC gaming sessions with my own family, where both young and old relish exploring rich stories with immersive worlds (like Witcher 3, RDR3, Hogwarts Legacy, etc) but find coordinated combat or movement control too challenging to play solo, CtrlAssist lets you combine multiple controllers into one virtual gamepad, much like assist features on dedicated game consoles.

Whether your helping grandparents through tough boss fights, or co-oping with nieces and nephews to level age gaps, CtrlAssist aims to make PC gaming on Linux fun and accessible for everyone. While I’m certain similar utilities exist, I also just wanted a holiday hobby project to practice Rust development while scratching a personal itch.

Please give it a try, share your feedback in the relevant discussion categories, or check out the open issues if you’d like to contribute, help is always welcome!

#RustLang #LinuxGaming #Accessibility #OpenSource #CtrlAssist

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submitted 1 month ago* (last edited 1 month ago) by Electric_Druid@lemmy.world to c/gamedev@programming.dev

I posted here a couple years ago about my indie game, now it's finally releasing! Please check it out and wishlist on steam if it looks like your kind of game.

https://store.steampowered.com/app/3993180/No_More_Mages/

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