Designer-friendly Database Tool for Pokémon-like Game

I’m programming on a game that relies on a database for a lot of the creatures and items in the game (think Pokémon). Currently, we have a Google Sheet that the designers are making. They will be using it to populate all of the items necessary for the game, so it acts as a ‘source of truth’. However, to translate this into the database (SQLite) we’ll need to write some code to pull the data, format it and put it into the database. The maintenance of this will also be pretty annoying, as we already need to maintain the database schema and the code representation (Unity C#).

Before writing this code I’m exploring other options. I’ve looked into Microsoft Access (and similar programs) but they seem to be geared towards making applications now and don’t have much in the way of SQLite integration. I’m leaning towards using a visualiser tool like DB Browser for SQLite or SQLiteStudio, but the lack of cloud syncing might mean a janky solution with Google Drive or AWS.

I’m looking for a solution/tool that:

  1. will be accessible for game designers (who have little to no SQL experience, but willing to learn)
  2. will keep changes between designers synced
  3. will be easy to manage and maintain for the codebase and SQLite database.

Is there anything out there that does this? I realise some compromises will have to be made for both areas but has anyone had experience with this?

Thank you!

web browser does not show image for sleuth game?

My teacher gave me this assignment for something called a sleuth game. I go to the website here: sleuth game

basically I go to this website and I download the puzzle and before I start working on it I try to open it in the browser yet all the web browsers firefox, Edge, Brave all of them show the same thing:

web browser hung on loading not doing anything

please help if I don’t work on this damn thing, I’ll fail

Smooth out movement of the snake in a 2d Snake game

I am working on a 2-D snake game in C++ with the SFML library. I would like to smooth out the movement of my snake as it looks extremely choppy currently.

How the Snake moves

The snake is made up of a list of parts. If I want to move the snake, I simply remove one part from the back (.pop_back()) and then add a new part in the front accrding to the velocity. This works perfectly. The speed of the snake must be the same as the distance between the parts. So if the distance is 15, the will be 15. But a speed of 15 is extremely high, so I need to only update the snake every few frames or use sf::Sleep(). Since the snake moves such a high distance every frame, the movement doesn’t look smooth at all. And since the speed must be equal to the distance between the parts, reducing the speed doesn’t work too. How can I come about tackling this?

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First-person camera script for space game jitters when rotating diagonally

I am working on a first-person shooter that is set in space. Since its set in space, the characters must be able to rotate in 2 directions at once. Currently, I am using 2 transform.rotates which causes my character to jitter whenever you try to move horizontally and vertically.

Edit: my current idea is to combine the two-axis(x and y) into one rotation

public float mouseSensitivity = 100f; public float xRotation = 0f;  // Start is called before the first frame update void Start() {     Cursor.lockState = CursorLockMode.Locked; }  // Update is called once per frame void FixedUpdate() {     //horizontal     float mouseX = Input.GetAxis("Mouse X") * mouseSensitivity * Time.deltaTime;     this.transform.Rotate(Vector3.up, mouseX);     print(mouseX);     //vertical     float mouseY = Input.GetAxis("Mouse Y") * mouseSensitivity * Time.deltaTime;     xRotation -= mouseY;     transform.localRotation = Quaternion.Euler(xRotation, 0f, 0f); } 

Thanks

Why do game engines define the a certain way to do things and not allow a lot of flexibility?

I understand that game engines have their own level design methods and different implementations of levels but why don’t they allow full control of the level design to the game developer? Without actually stating that, "The game developer should do/ use this to get this." rather than "Use these tools to get this done. Have full control over your product." ideology?

I guess its because not all game developers are interested in dealing with low level aspects of the game development phase but wouldn’t it be more efficient if the user can optimize certain aspects of the game to better suit for their product? For example, a mesh object, resource submissions, or other areas which game engines define a certain method?

I am looking for a game to ease my friends into role playing [closed]

Let me start with saying it’s been many years since I played D&D. I have a group of friends that meet every week to play board games like Descent, Heroquest, etc. The thing is, none of these friends have any experience with role playing, as you probably know, the idea of acting like they are the character is hard to overcome at first. Not to mention, their imaginations are definitely out of practice.

I know there are a lot of new games out, ones that have tiles, cards, etc, but still allow you to role play. I figure something like this would help ease them into the genre. At least this way, they wouldn’t have to imagine every little detail right off the bat.

If you have any suggestions, please let me know. I would greatly appreciate it. Thanks for your time.