• Breaking News

    Wednesday, July 18, 2018

    Former Valve employee tweets his experience at Valve

    Former Valve employee tweets his experience at Valve


    Former Valve employee tweets his experience at Valve

    Posted: 18 Jul 2018 02:34 AM PDT

    How to post about your game without being flamed (or deleted)

    Posted: 18 Jul 2018 08:46 AM PDT

    I've seen a lot of interest in marketing related content on here lately and wanted to share some quick thoughts on which subs you should post your game to & how to do it. A lot of subs have strict rules about self promotion, so I included some thoughts about common pitfalls to avoid as well.

    For examples of modest success, I made this post and this post about our upcoming game Card Crusade that have been relatively well received (~60k views) and have been pretty much the sole basis for our play-testers list (besides friends and family).

    Anyway, the case for posting on social media has been heavily restated in the last couple of months so I won't belabor it here. This is purely meant as a helpful overview or quick reference.

    Oh, and I listed the subs in order of most to fewest subscribers.

    -----------------------------------------------

    r/gaming (18m subscribers)

    This is the biggest gaming subreddit with the most potential for capturing gamers. If you never post to r/gaming, you are missing out on tens of thousands of potential sales.

    What won't work: blogs, self posts

    What will work: memes, interesting/awesome/clever game play gifs(Seriously consider posting memes as a legitimate, professional marketing strategy.)

    r/games (1m subscribers)

    Very different audience than r/gaming -- these are the core gamers who are much more interested in discussing and discovering new games than the casuals. This is the most reliable place to post your blog, as long as it's something interesting and not just a devlog update.

    What won't work: memes, most self posts

    What will work: game announcements, in-depth analysis of a particular genre, game, or game mechanic (and of course mention your game in the comments).

    r/gamedev (268k subscribers)

    You're not actually allowed to announce game updates and do regular marketing here -- plus, game devs are probably not your core audience anyway, so I wouldn't focus here too much.

    What won't work: memes, game announcements

    What will work: post-mortems, tutorials, motivational posts, anything that has to do with free assets (seriously you guys lose your minds over free assets)

    r/androidgaming (127k subscribers)

    Android gamers are, as a rule, cheap. The majority belief of this sub is that game devs are always trying to squeeze money out of gamers with unfair IAPs, asset flips, and misleading marketing. They also love modding: for example, the top post of the last month is someone playing minecraft on their phone with an Xbox controller. If you hooked up a controller to your phone and made a video of you playing your game, it would almost certainly stay at the top for a few days.

    What won't work: long form posts, shameless plugging

    What will work: memes, mods, anything derogatory about IAPs (just search for Pocket City there), a tasteful game announcement

    r/indiegaming (109k subscribers)

    This is an EXTREMELY visual sub. If your game is visually appealing, you could make a gif of some cool new thing you added and post it there once a month.

    What won't work: low quality content (including memes), anything that requires reading

    What will work: videos/gifs/screenshots that show off something visually appealing

    r/iosgaming (59k subscribers)

    There are two types of post on this sub: game requests and game announcements. That means there's room for creativity here. I bet you $5 that an interesting post that follows the rules and is NOT either a request or an announcement will get to #1. Otherwise, you can play it simple by commenting on peoples' request threads and posting about your game (not more than once a month, probably less depending on how active you are).

    What won't work: blogs, memes

    What will work: game announcements, maybe an interesting game play gif if you are careful about the self promotion rules

    r/roguelikes (30k subscribers)

    Obviously, only post here if your game is a roguelike. This sub has a lot of interesting discussions about specific roguelikes and game mechanics. As you might expect, this is an extremely text-heavy sub -- almost all posts are self posts.

    What won't work: pissing off the hardcore roguelike fans by claiming your game is a roguelike when it's not

    What will work: tastefully promoting and discussing your game as a roguelite in a modestly self-deprecating way.

    -----------------------------------------------

    Hope this helps. Let me know what you think!

    submitted by /u/chalcidfly
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    Unreal Engine 4.20 Released

    Posted: 18 Jul 2018 09:23 AM PDT

    Article from Riot Game's Team on how they handled Anti-Cheat in League of Legends

    Posted: 17 Jul 2018 01:36 PM PDT

    We're three months into Early Access on Steam, here are our stats so far

    Posted: 18 Jul 2018 05:40 AM PDT

    Intensely Practical Tips for Growing an Indie Studio

    Posted: 18 Jul 2018 10:35 AM PDT

    Attitudes within the industry

    Posted: 18 Jul 2018 10:21 AM PDT

    Hey guys I have worked in a dev studio for 3 years now and for the past 2.5 there has been some foul attitudes developed among the team. A couple of guys in the team seem to think they are better than everyone and everything the company produces and it's really dragging the rest of us down to hear how terrible they think our work is every time we finish a project. It's only from a couple of people in the team but we are only a team of about 10 so it has a big impact on us all. I've tried speaking to my manager and various managers about the company and it doesn't seem like anything is getting done. I am wondering if any of you guys have encountered this type of thing at another studio as I've heard it can be common in the games industry? I want to leave for another job but I'm concerned it could be common place as this is the first studio I've been at!!

    Hope this type of discussion is okay for here as I wanted to get perspective from other people in this unique industry we are in :)

    submitted by /u/GemmaTheSavage
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    Here's a post with GIFs and detailed explanations of every shader and effect in Sausage Sports Club!

    Posted: 18 Jul 2018 10:20 AM PDT

    Please Back Up Your Project Files Right Now

    Posted: 17 Jul 2018 05:20 PM PDT

    Developing my first game for release solo was going too smoothly, which resulted in an accidental deletion of my UE4 project around 1 week out from publishing to Steam. With all of the original assets safe, the process of rebuilding levels and UE4 Blueprint logic is in motion.

    While feeling sick after deletion, I have now realised that it has enabled me to rebuild the game to a standard higher then I was prepared to before. I had previously uploaded a project build to Google Drive as backup 4 months prior, however I had lapsed and paid the price while thinking of purchasing and external back up drive just in case.

    Back Up your projects now, even if you think if you will be fine. Use Cloud systems Use git Use External Drives

    Game Dev is a learning process, so I am happy to have learned this lesson earlier rather then later.

    submitted by /u/mrtoillet
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    Where did older games get their stock sounds from?

    Posted: 18 Jul 2018 12:37 PM PDT

    Games from late 90's/early 2000's have a surprising amount of stock sounds in common. I want a sound design that feels like that era, but searching for "old stock sound effects" just doesn't turn up old stock sound libraries. Modern stock sounds (anything after early-2000's) I find on random websites all feel too clean and high quality.

    Where should I be looking to have access to the exact same stock sounds old developers had?

    submitted by /u/maskedbyte
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    State of Game Engines as of 2018

    Posted: 18 Jul 2018 12:33 PM PDT

    Hey all, with this new release of Unreal Engine 4.20 , I wanted to talk about the state of game engines or custom game engines as of 2018. Would there even be a point of creating a custom game engine now? It seems that the only games that use custom game engines are essentially "grand fathered" in, and many studios are in fact ditching their old tech for Unity or UE4 (like telltale games).

    submitted by /u/democharge530
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    How to manage loot tables or enemy stats outside of scripts.

    Posted: 18 Jul 2018 11:03 AM PDT

    I can't balance my game with the data spread out in my scripts. I need to see things side by side. I found https://www.youtube.com/watch?v=mAeTRCT0qZg Uses Excel to CSV. Is this a good option or is there something better? I just need to read the data at start.

    submitted by /u/Torrentula81
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    Defining data layout in data-driven design?

    Posted: 18 Jul 2018 05:48 AM PDT

    Working on a multiplayer ccg. I'm using a component-based system. Each card has a skill array, each skill is a dictionary.

    This is an example skill:

    {"listening": {"type": "trigger", "event": "OnDeploy", "zones": ["units"]}, "components": {"draw": {"amount": 2}}} 

    It has two primary keys:

    • listening: This key defines type of response (trigger, constant, activated), the event it listens for, which zone it has to be in to actively listen for the event.

    • components: This has a set of keys which are used to plug into a pre-defined method, passing in its argument dictionary.

    This skill text is "When you play this card to the Unit zone, draw two cards". This is one of the more "simple" effects in the game.

    I've been going back and forth over some ideas on how to lay it out, for example should the inner dict values be an array or not, something like this:

    {listening: ["trigger", "OnDeploy", ["units"]}, "components": {"draw": [2]}} 

    Being a data-driven game, I would like to give users (and any future designers) the ability to create custom cards easy and my two thoughts are:

    1) Format the JSON Data in a way to reduce unnecessary nesting or over the top keys. The array idea here was to treat them as psuedo methods (key[parameters]) for example.

    2) Keep the JSON file itself pretty complicated but release a partner tool to generate custom cards for you (since components all reference pre-defined behaviors, defining this tool shouldn't be too hard).

    I'm just wondering if anyone else have any related advice?

    submitted by /u/AlexAndThunder
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    Question regarding art and animation of 2d game Ori and the Will of the Wisps?

    Posted: 18 Jul 2018 10:27 AM PDT

    https://www.youtube.com/watch?v=2kPSl2vyu2Y

    I've just watched the trailer and was astonished by the beautiful visual and graphics and was wondering how they've done them.

    1. I'm guessing the character models are 3d models done in sprites. Is it possible to reach this type of quality starting out as 2d model instead of 3d?

    2. What about the environmental design? Are they all 3d as well for visuals and animation?

    3. I'm trying to achieve this type of quality in terms of visual and graphic by sticking with 2d in terms of model and animation other than adding realistic effects and lighting using other assets. Is it possible?

    submitted by /u/sTaPlEsss123
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    Question on Quest Data Structures and Organization

    Posted: 18 Jul 2018 12:57 PM PDT

    Right now my team and I are working on implementing/improving our Quest Class in our Java-Based RPG, and our current idea is to store our Quests as Data Trees with each Node being a Dialogue Tree and the edges being actions/objectives.

    Is this a good way to implement Quests into our game? Any tips or advice will be helpful, we're still in school and this is our first project.

    submitted by /u/shtevay
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    Free instrumental pieces under Creative Commons 3.0 for games

    Posted: 18 Jul 2018 08:38 AM PDT

    Unity - Tips for making an editable Mesh at runtime?

    Posted: 18 Jul 2018 12:18 PM PDT

    Hi,

    What I'm trying to do is an editor for in game objects.
    To have as much detailed editing ability as I would like to have I decided to make an algorithm to edit/generate a Mesh Object and to set all the vertices and triangles myself.

    What I already can do is generate a custom plane with a given vertex array by storing the number of rows alongside the vertices.

    The only tricky part is to generate the triangles and connect the vertices in the right order.

    My code looks pretty much like this:
    Mesh createMesh(Vector3[] vertices)

    {

    int rows = 6; // hard coded to 6 for testing.

    Mesh mesh = new Mesh();

    List<int> indices = new List<int>();

    // loops every vertex except last row

    for(int i = 0; i < vertices.Length - (vertices.Length / rows + 1 ); i++)

    {

    // only if not last vertex in row.

    if ( ((i+1) % (vertices.Length / rows)) != 0)

    {

    indices.Add(i);

    indices.Add(i + 1);

    indices.Add(i + 3);

    indices.Add(i + 1);

    indices.Add(i + 4);

    indices.Add(i + 3);

    }

    }

    mesh.vertices = vertices;

    mesh.triangles = indices.ToArray();

    mesh.RecalculateBounds();

    return mesh;

    }

    }

    The challenging part that's still ahead of me is connecting my "first" row of vertices with the "last" row to make a zylinder for example.

    Since I haven't found much on the internet I just wanted to ask if anyone of you has ever done something like this yourself or has experience in something like this?
    Tips on how to solve something like this or just your general opinion on my implementation are appreciated. :)

    submitted by /u/breyf
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    Promethean - AI-powered environment production plugin for video games

    Posted: 18 Jul 2018 12:16 PM PDT

    Balancing Blueprints and C++ (Epic games official documentation)

    Posted: 18 Jul 2018 12:04 PM PDT

    Original video game metal music (8-bit, metal, electronic metal) around 60-80 songs

    Posted: 18 Jul 2018 06:04 AM PDT

    Hi, I'm belarusian composer working with combinations of metal genre and different styles of electronic music, may be some of my work will be useful for games, all of them under Creative Commons licence, and you CAN use it for commercial stuffs. Here is around 60-80 original instrumental songs.

    First of all a lot of them are combination of 8bit, chiptune, retro video games elements, like this:

    https://www.youtube.com/watch?v=n5N1d54M_Vk

    https://www.youtube.com/watch?v=gge6TUwkIsM

    https://www.youtube.com/watch?v=Vo-odtGW60w

    Another part is combination of electronic and metal genre common for space, cyberpunk and other themes:

    https://www.youtube.com/watch?v=2uGf8-vfFLI

    https://www.youtube.com/watch?v=QMNVzocGgJ8

    https://www.youtube.com/watch?v=I2BjMPDWe4o

    And of course some more aggressive metal stuffs:

    https://www.youtube.com/watch?v=2NNtIYmCBGI

    https://www.youtube.com/watch?v=96jynJwSZSk

    All you can download from bandcamp (any quality):

    https://degitx.bandcamp.com/

    or torrent (magnet):

    magnet:?xt=urn:btih:a58b7b47c87a32fb305d07f3dfaf4fd24923dabc&dn=DEgITx (FLAC lossless) (3.97 GB)

    magnet:?xt=urn:btih:29ebe63feb8be91b6dcff02bacc562d9a99ea864&dn=DEgITx (MP3 32k) (730MB)

    submitted by /u/DEgITx
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    Read AMAs with producers and designers of games like Dune, Disney’s Aladdin, Total Annihilation, Dungeon Siege, Tomb Raider, Ecco the Dolphin and more.

    Posted: 18 Jul 2018 08:11 AM PDT

    The first season of the Big GameDev AMA (https://moleman4.com/ama/) is over, you can check the questions and answers here:

    ************

    Chris Taylor, lead designer of games like Total Annihilation, Dungeon Siege, Supreme Commander, founder of Gas Powered Games and former general manager of Wargaming Seattle.

    AMA thread: https://www.reddit.com/r/IAmA/comments/8vtq0l/im_chris_taylor_lead_designer_of_games_like_total/

    ************

    David Bishop, worked as a producer or designer on games like Bombuzal, Dune), The 7th Guest, Disney's Aladdin), Jungle Book), Cool Spot and the mobile versions of Plants vs. Zombies, Peggle and Bejeweled.

    AMA thread: https://www.reddit.com/r/IAmA/comments/8ybf5j/im_david_bishop_ive_worked_as_a_producer_or/

    ************

    Dominic Wheatley, founder of Domark Software (later changed name to Eidos plc). Set up Eidos US office in San Mateo. Launched Tomb Raider at E3 in LA in '96 when CEO of Eidos Interactive.

    AMA thread: https://www.reddit.com/r/IAmA/comments/8xdihp/im_dominic_wheatley_founder_of_domark_software/

    ************

    László Szenttornyai, game designer and project manager of games like Ecco the Dolphin, former technical director at Appaloosa Interactive. He got SEGA to spend millions on advertising one of their games.

    AMA thread: https://www.reddit.com/r/IAmA/comments/8ub8ts/im_l%C3%A1szl%C3%B3_szenttornyai_game_designer_and_project/

    ************

    Steven Sargent, aka Sarge, a producer with over 25 years of experience building and directing talented teams to deliver world class entertainment products. He has successfully shipped to market over 70 titles.

    AMA thread: https://www.reddit.com/r/IAmA/comments/8tb7jf/im_steven_sargent_a_producer_with_over_25_years/

    ************

    Who and what would you like to ask if you could choose any developer or producer?

    submitted by /u/The_Big_GameDev_AMA
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    Views on React-Native for simple mobile games?

    Posted: 18 Jul 2018 11:55 AM PDT

    I've been making a game in react native, nothing too complex. I was wondering if anybody had any views on the framework or any opinions on it for simple game dev?

    I've seen a few article's which seem to have made good games with it as below:

    https://madebynathan.com/posts/2018-02-12-what-i-learned-while-making-a-game-with-react-native/

    https://hackernoon.com/how-i-built-a-super-simple-game-using-react-native-67bdade50373

    I would imagine you could make a game such as 2048 on this frame work.

    Where would you land on making something like a simple 2D platformer? As much as it is doable I would imagine that Unity would preferable?

    Just wanted to get a read on what everyone thinks of this. Thanks, Ed.

    submitted by /u/thelynched
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    Help on Tile Sizes for Pixel art game

    Posted: 18 Jul 2018 05:23 AM PDT

    So I'm building a topdown pixel art game in the style of classic Gameboy style like Pokémon for example. And I've been working on building 16x16 characters. But I wanted to start working on building the literal ground and floors of the world. What would be good sizes to work with to achieve that simple Gameboy graphics style so I don't mistakenly create unnecessary huge tile pieces. I'm building it in GMS2, and making the art assets in a separate software.

    submitted by /u/Kiplon92
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    New developer help and resources.

    Posted: 18 Jul 2018 07:23 AM PDT

    I'm brand new to programming and mobile game development and I have a lot of questions but I don't want to clog up these forums where a lot of experienced programmers/developers are with my really basic questions. Is there another subreddit where I can ask really basic questions or is it still appropriate in this subreddit?

    submitted by /u/Judas2021
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    How do you get content for social media?

    Posted: 18 Jul 2018 07:13 AM PDT

    Hey all. I'm curious. What's your work flow for getting content from your game for social media? As a hobbyist I find that I spend a lot of time recording, converting, resizing, etc for a single post. Is there a quick way that you use to quickly post? Or is it just a time consuming process that has to be done?

    submitted by /u/Squirrel09
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