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    Sunday, January 28, 2018

    Are there some examples of games that became commercially successful long after initial release?

    Are there some examples of games that became commercially successful long after initial release?


    Are there some examples of games that became commercially successful long after initial release?

    Posted: 28 Jan 2018 09:26 AM PST

    I recall that Silent Hill 2 wasn't particularly popular when it came out, but nowadays it is revered as one of the greatest games of all time. Similar things have happened with films and movies. Now that games are 'timeless' (ie. instead of production of them ending alongside the death of the console they released on, they are being ported to new consoles or released on platforms like Steam) are there examples of games, particularly indie games, that released to lackluster sales but had success for some reason down the line?

    submitted by /u/connortdev
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    How Do I Get People To Play My Game ?

    Posted: 27 Jan 2018 05:58 PM PST

    English is NOT my first language so .. there will be grammatical mistakes, just saying. HI, my name is mohammed and i like to play any/all types of games .. so i wanted to know more about the development process and i found it to be fascinating and that's why i'm currently developing a top down game. i figured out the idea of the game pretty early and it's really good ( i asked like.. 40 people and almost all of them said that it's good .. BUT I THINK THAT IT'S GODDAMN AMAZING ..maybe i think so because it's my game :D ). anyway i started modeling and i'm slowly getting good at it while i'm learning more about UE4. i have the patience necessary to develop a game BUT .. i'm really scared that nobody will even try to play it .. no one around me (including the people i asked about the idea of the game) are pc or console gamers .. so what can i do once i finish making the game to put the game out there and give it some popularity ?

    EDIT: The support on this is incredible .. thank you to everybody who upvoted and commented I promise that i will make the game free and post about it here when it's done so that you guys will be the first to play it And i made a twitter account just so you guys can see what i'm doing its here ; https://twitter.com/GetorixGames Again .. thx

    submitted by /u/ThatDudeIsSmall
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    Some rough Indie Game Marketing Notes that might help you :) Cheers!

    Posted: 27 Jan 2018 08:39 PM PST

    Best GPU for a game dev PC?

    Posted: 28 Jan 2018 09:08 AM PST

    I wasn't sure if this was the correct subreddit to post this in, but I'm building a PC to do some game development on and some casual pc gaming. What is the best GPU to consider for this kind of PC? I'm also kind of on a budget too (yes I'm aware that GPU prices are nuts as of now thanks to bitminers)

    submitted by /u/JayHolder
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    Why do many developers use in-house game engines?

    Posted: 28 Jan 2018 12:56 AM PST

    Many large scale, blockbuster video game developers tend to use proprietary game engines, built from low-level to suit their needs. NieR:Automata, for instance, uses Platinumgame's own graphics engine and animation designer. Also, Battlefield 1 uses EA's own Frostbite engine. Are there any significant pros to doing so? There are many versatile engines available for use out there - such as UE or Unity. I assume that creating an engine specifically for a certain game will eliminate unwanted functionality and thus improve performance, but is that boost really worth THAT much? Furthermore, 'open' engines such as Unity tend to be developed for more than a decade, and doesn't this mean better stability & compatibility when compared to a 1-2 year old proprietary version? I was quite surprised when I found out that an in-house engine was made for Automata, despite the dev team's low budget.

    submitted by /u/MusicOfMusiX
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    Are there ways to get smooth sub-pixel movement without breaking the pixel grid?

    Posted: 28 Jan 2018 10:14 AM PST

    I've been making a game where the character does not move at a speed of one pixel per frame. This causes the character to move 1 pixel on some frames and 2 on others. My understanding is that the original mario bros on the nes did the same thing, however, I feel like my game does not feel as smooth, example. Is there something I can do about this, or is it just nostalgia clouding my memory.

    submitted by /u/man_bear_piggy
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    Development with older hardware.

    Posted: 28 Jan 2018 02:39 AM PST

    As I'm currently spend some time on commuting on train everyday, I thought it may be a good idea to take my laptop with me and (finally!) start with (2d) game development (hobby-wise). It's specs are as follows:

    • Intel Core2 Duo Processor U7500
    • 1 GB DDR2 SDRAM
    • 100 GB Hard-drive (~30 GB free)
    • Intel Graphics Media Accelerator 950
    • Windows Vista Buisness 32bit

    I thought about Unity, as I already know some Javascript, and heard that Unityscript is similar. (Currently won't be able to just try it, as I'm still missing a cable to connect it to the internet). So, can I expect to use Unity with this hardware, or are there any other options that would be more suitable, preferable with a language that is close to Javascript? I heard GML is also close, but it seems to me that something like Unity will be more flexible.

    submitted by /u/SendmeCacti
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    What game assets should I make? Any suggestions for what the community is interested.

    Posted: 28 Jan 2018 02:10 AM PST

    Artist 3D/2D. I'm leaving in 6 months to join the army, however, i'd like to set up an additional stream of revenue. The idea here is to create an asset or set of assets to sell via various vendors so when I come back I'll have an additional source of revenue to support my late game career. I'd like to find out what would be something people would be interested in purchasing (car, building, creature, environment pack etc.)

    submitted by /u/Confero_Platina
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    Making good looking 2d-sidescrollers

    Posted: 28 Jan 2018 04:43 AM PST

    Does anyone have any form of advice on how to make good looking sidescrolling games (Terria-like). Any of the following are appreciated:

    • Tutorials generally on how to do 2d game art (but more conceptually, how do design the stuff alltogether; not a specific tutorial on how to use this or that tool)
    • Pictures/videos/names of other good looking 2d sidescrollers
    • Your own advice

    Specifically I am making a tile-based world, but also general advice is welcome.

    submitted by /u/topotheo
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    Wasn't that working yesterday? (just sharing some thoughts)

    Posted: 28 Jan 2018 10:04 AM PST

    Hi fellows! I'm working on my first game,(solely) and I know that according to everyone in the internet I made a bad choice on choosing what to start game development with. A 3d RPG. I have put 5 months of work in it, (actually I've started working on it 7 months ago, but I've took breaks of a total of 2 months because I've burnt out after working for 12-14 hours a day for a prolonged period), and a week ago I came back continuing development.

    Allright, so everyone says that first you should make a prototype of a game, program the minimum functionality required for a game and use placeholder graphics, and test all the cool ideas you have, and tweak stuff. So I thought of starting out development by first programming all the usual necessary stuff someone expects from an RPG, just get them to function, and then trying adding special features. But boy, RPGs have so many different 'basic' things that require! A combat system that involves at least swords, shields, bows and arrows, inventory, quest system, saving and loading, NPC and monster AI, etc... So after 5 months of work I "did" the different basic systems everyone expects from a game of such kind. But before moving on to play testing and trying and adding "special" features, I decided to do Regression Testing, to see if anything of the older stuff broke by the newer stuff I added. Truth be told, I found many bugs, and it was expected and I've been ok with it, but there are 2 things I'd really like to mention.

    1. One of them is looking some of my old code. It felt embarrassing. I noticed things that could be done in a shorter and more readable fashion, other parts were hard to understand even for me. And I wasted a whole day trying to find out why the journal entries for a placeholder quest weren't showing after saving the game, exiting it, and then loading the save, only to eventually discover that it wasn't a problem with the code itself, but the script execution order.

    2. Another thing I'd like to mention is that feeling when a certain part was working fine yesterday, (yesterweek,yestermonth), but now... not! And you're like "Where did this bug come from ? I was sure that this was working correctly just ... ago."

    I don't know if you will find interesting, I just wanted to share this story, and I don't have any close up buddies interested in gamedev to talk with. :)

    submitted by /u/Alithinos
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    Indie game dev CRM system?

    Posted: 28 Jan 2018 06:05 AM PST

    Hello there, We are small game dev studio about to release an Alpha of our upcoming PC game.

    We have an email list of about 1,000 people who signed up for the alpha and we need to email them keys and track their response, I.e. some will download the client and create an account, others won't and we will email them again after a few days.

    We can generate the keys ourselves.

    So basically a very basic CRM system, perhaps we could even do this with google docs... any ideas are welcome.

    PS We are not on steam, not currently anyway.

    Thank you, any ideas are welcome!

    submitted by /u/LiquidMetal2064
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    Prototype of our game for the gamejam ... I'll send the finalized version soon

    Posted: 28 Jan 2018 11:25 AM PST

    Poly Help

    Posted: 28 Jan 2018 05:49 AM PST

    What poly count would all of you recomend for assets, and I mean like anything (trees, guns, players, etc)

    also would you say 2,421 faces, 5,484 Triangles for a grenade is a lot? cause I just made a grenade model but i'm not really sure what poly count to shoot for.

    Just a random thing if you were one of the people i had help me with my footstep question, thanks, it helped a lot in testing.

    submitted by /u/UNIVERSAL_ACE
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    My first Substance Designer material, free download! Would aprecciate your critique

    Posted: 28 Jan 2018 08:20 AM PST

    I need a software to create 3D maps

    Posted: 28 Jan 2018 09:10 AM PST

    Hey, what's up?

    I bought AGFPRO in 2014, a software to create 3D maps for games, but it isn't what I need. I'm searching for something that allows me to create maps (mainly cities) without modeling every building.

    So, do you guys know a software like that?

    Thank you :)

    submitted by /u/PxLucasF
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    Expired IP opportunities?

    Posted: 27 Jan 2018 06:51 PM PST

    Anyone know a source to find known (well known or even slightly known) characters, stories, franchises, etc that are now public domain. Or maybe they are about to be public domain in next few years? I've seen sources to find expiring patents but it would be awesome to see known IP you could legitimately build a game around (without massive licensing costs).

    submitted by /u/jonathansheklow
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    Game Development – Online Courses for Making Games and Apps

    Posted: 28 Jan 2018 12:16 PM PST

    Does anyone know of a good program to make procedurally generated textures with besides Genetica?

    Posted: 28 Jan 2018 12:12 AM PST

    This is the only program that I've found that seems like it's meant for making textures, and it's a bit obtuse to use and costs a lot of money.

    I'm looking for something that basically just lets me plug in noise and get a texture based on whatever kind of noise I put in. This is basically what Genetica does with a node editor, although what you actually get out of it is not exactly what you would expect.

    At the moment, I'm trying to make textures for my game's randomly generated terrain. I've got the terrain generation part down, but I don't have all of the textures I want yet. I'm looking to at least make some kind of passable textures for testing purposes.

    submitted by /u/DRoKDev
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    Has anyone here ever licensed code you've written to a startup/company?

    Posted: 27 Jan 2018 05:49 PM PST

    Quick backstory: Over the last 1.5 years, I've been messing around with Unreal Engine 4 to make a game that is in a small market. If things go according to plan, I will have the game posted on Steam this March.

    A guy contacted me about my project. He's in SF and runs an early stage startup developing similar games. He wants to license some of my code for use in their game, and have me as an advisor on their team. My project would be left under my control and be fine to release to Steam. He described their project as targetted at a subset of players that he didn't think I was targetting (I am). He mentioned payment and stock options in return for my code. He specifically wants one of the strongest selling points that I have going for my game that puts it above the competition.

    Pros:

    • Money.
    • Possibly more money from being an advisor on their team.
    • Possibly more money from stocks (seems unlikely).

    Cons:

    • Their team will likely have more time/resources to iterate on their game than I will mine (I have a full time job outside of this + parenting), so mine might get left behind.
    • I feel that I already have the connections to push my project fairly far, and it seems that the only way his project would gain credibility would be at my expense.
    • Although he was under the impression that our target demographics don't overlap, they do.
    • He suggested the partnership would be mutually beneficial, but I'm not 100% sold that it would be. I don't know how our projects would differ once he has what I have, and there might not be a reason for someone to buy my game if they own the other game.

    Other:

    • The market is becoming saturated (at least 3 similar games are on Steam now, and I know of 2 more outside of mine planned to release in 2018), so cashing out might not be the worst idea ever. On the other hand, the features I have could put me in a dominant position, and none of the competition looks nearly as good as mine - my testers are very inclined to agree.

    So, has anyone ever licensed code that you've written to another company? What sort of terms should I be bringing up (lump sum up front, or percent of sales, or something else)? I'm trying to think of what would make it worth it for me to give them what they are looking for, but I'm drawing a blank. Any advice would be cool.

    submitted by /u/CodeLicensingQuery
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    Where to get hires textures (doesn't have to be free).

    Posted: 28 Jan 2018 09:29 AM PST

    I want to buy some really hires nature textures, but I'm not sure what sites to look on. I want textures that cover a decent amount of ground (like a 5ft2 patch of dirt rather than a 1ft2 patch of dirt) and at really high resolutions like 4k or 8k.

    Any ideas where to look, or even a better place to ask this?

    submitted by /u/skeddles
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    Soundtrack Sunday #226 - Back In Style

    Posted: 27 Jan 2018 08:19 PM PST

    Post music and sounds that you've been working on throughout this week (or last (or whenever, really)). Feel free to give as much constructive feedback as you can, and enjoy yourselves!

    Basic Guidelines:

    • Do not link to a page selling music. We are not your target audience.
    • Do not link to a page selling a game you're working on. We are not your target audience.
    • It is highly recommended that you use SoundCloud to host and share your music.

    As a general rule, if someone takes the time to give feedback on something of yours, it's a nice idea to try to reciprocate.

    If you've never posted here before, then don't sweat it. New composers of any skill level are always welcome!


    Previous Soundtrack Sundays

    submitted by /u/Sexual_Lettuce
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    How do multi-API and cross-platform (PC+Console) renderers work? (And how to make one)

    Posted: 27 Jan 2018 03:11 PM PST

    All cross-platform engines solve this somehow. How can you do it elegantly and still utilize the system specific features?

    Let us use Doom (2016, released on PS4, XO, Windows) as an example. The game's renderer definitely supports OpenGL and Vulkan for PC and for consoles I assume that the system-specific API is used, so DirectX (probably?) for Xbox and GNM or GNMX for PS4. That is 4 different rendering APIs, some high level and some low level, some object-based and some a state-machine, some capable of parallel rendering and some not, not to mention different shading languages. Oh, and don't forget vendor specific optimizations for PC.

    An even crazier example is Battlefield 3, which released on both what was then current gen (Xbox 360, PS3 and Windows with DX10) and next gen DX11, so several platform with very different capabilities (Cell processor of PS3, Compute shaders for DX11...). So this game's renderer differed a lot based on the target system.

    I assume that one way of doing it would be to make a custom rendering API that can use any of the system-specific APIs under the hood. But some of the system APIs are very different and provide different features that can be used for more performance.

    I'm asking because I'd like to make a similar abstraction for OpenGL and Vulkan. I already use an abstraction instead of some OpenGL functionality (shaders that auto-recompile, Pipeline state objects...). Since I want to expand the abstraction and make it more Vulkan-like, I figured I might as well include a Vulkan backend. I'd also like to try using a FrameGraph-like system, which could in theory make utilizing Vulkan for parallelization of rendering and overlapping of graphics and compute easier.

    Edit: Another resource on this is Designing a Modern GPU Interface, which suggests creating a stateless API.

    submitted by /u/Kvaleya
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    Random Encounters: Good? Bad? Obnoxious?

    Posted: 27 Jan 2018 08:01 PM PST

    It seems like random encounters are disliked for the most part, possibly considered lazy game design, and whenever someone defends them it's usually something like "they're not that bad". I was thinking they can be good to give a feeling of suspense (not knowing whether you will be attacked or not), but I'm still mulling this over.

    How do you feel about them?

    submitted by /u/Interrogatoire
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    Let's Make Paragon An Unreal Engine Community Project! PETITION LIVE

    Posted: 27 Jan 2018 05:10 PM PST

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