• Breaking News

    Monday, October 19, 2020

    Life's getting pretty tricky with the pandemic, but I'm still managing to get you guys free tutorials whenever I can this month! In this tutorial, you're going to learn the basics of creating 3D Characters, from a very talented artist. As usual, its all completely free. Enjoy!

    Life's getting pretty tricky with the pandemic, but I'm still managing to get you guys free tutorials whenever I can this month! In this tutorial, you're going to learn the basics of creating 3D Characters, from a very talented artist. As usual, its all completely free. Enjoy!


    Life's getting pretty tricky with the pandemic, but I'm still managing to get you guys free tutorials whenever I can this month! In this tutorial, you're going to learn the basics of creating 3D Characters, from a very talented artist. As usual, its all completely free. Enjoy!

    Posted: 19 Oct 2020 05:55 AM PDT

    I am more or less new on reddit, been using it for a couple of months now, and i am getting messages like this all the time. Is there a way to autoblock spammy messages like this, obivious scams and stuff like that

    Posted: 19 Oct 2020 03:54 AM PDT

    Path of the Indie - Unfolding the Development

    Posted: 19 Oct 2020 12:17 PM PDT

    Path of the Indie - Unfolding the Development

    https://preview.redd.it/nyfmbk7yo3u51.png?width=1500&format=png&auto=webp&s=248cd2bf54bcae46414b6bbbf45c374b080d769f

    Part 3/15

    Greetings!
    For newcomers here is the first post where you can find who I am and why these articles might interest you.

    Disclaimer: I'm not going to tell you how to make video games but I will share my experience and learning process of managing an indie team while following the path.

    Combats lacked VFX in early prototypes

    That's a great plan, Walter. That's f\**in' ingenious, if I understand it correctly. It's a Swiss f***in' watch.*

    The Big Lebowski

    Right after the first game conference (in the previous article) we had to identify:

    1. What was horrible? How was it supposed to be changed?
    2. What was absent? How to implement it?
    3. What was worth keeping due to its potential?
    4. What could be cut off painlessly?

    To answer all those questions we had in our arsenal the list of reviews from the DevGamm conference and, of course, the roadmap. Back then we had two versions of it at our disposal: the real one for internal use and the attractive (read 'fake') one for public presentations.

    We decided to do some serious feature-cutting and remove at least half of the content. While lacking expertise in important remaining aspects, we began the quest to acquire some in 3D-modeling, code writing, animation and marketing.

    We used such resources like:

    1. Freelance platforms, forums and job sites
    2. Asked our mentor from the educational program to look through students
    3. Searched among our friends and contacts

    It took us 2 months, dozens emails sent to friends and acquaintances, a few announcements made on gamedev forums and the networking power of our mentor.
    As a result, we managed to get onboard two experienced Programmers, a novice 3D-modeler, a Marketing Specialist, and found by a fluke a Level Designer and Game Designer with proficiency in localization in English and Chinese.

    Was it difficult to scout? I would say 'no' but it did require a lot of patience and clearly specified responsibilities awaiting for 'fresh blood'.

    Was it difficult to get through responses? No but we weren't overwhelmed with applications, of course.

    Did it become harder in managing the team that grew up twice its size? To some degree. We created a few subject-related chats in telegram which I took under my moderation as a PM. One was for different kinds of announcements and general talk, another was for marketing and rest were dedicated to content, art and music. We set two conference calls per week. I prepared agendas for each, wrote down the results, created tasks in Jira, filled up the data in Confluence, saved documents on shared Google Drive and sorted all up to make the workflow easier for each member.

    Each member of the squad can be followed by only 2 HNPC (Hostage NPC)

    In July 2019 newly joined developers analyzed the insides of the project and reported back with a disturbing sentence "we need code refactoring" which stood for rebuilding the architecture and moving from Blueprints to C++. We had no choice and put that in action.

    We carried out SWOT analysis and established that our game would be story-driven and all the mechanics and the visuals designed around the narrative. However, we still needed to determine the core loop gameplay because, mildly speaking, using "profound lore" is not quite an original approach. We began to create levels and game design drafts. The concept was revised and became more detailed. It was still far from actual documentation but we caught the essence.

    By that time, we established unspoken rules which I suppose made us act like a dream team. These followed by the series of administrative documents: our charter, company policy and the list of employees. Our obligatory 'welcome task' includes a first insight into these guidelines.

    Tasks for the team were based on a working version of the feature list which appeared to be efficient as it facilitated planning conference calls, marketing activity and made the overall workflow more transparent.

    Our project was growing to something bigger although it had been conceived for learning and practicing at the very beginning. All members of our team as of the end of the summer in 2019 were aware that the development process would take much longer than it had been planned. To recap, we aimed to release the game (at least in Early Access) in August 2019 within 7 months of work. We had loads of enthusiasm but few free time in the evenings. The prolonged period for development wasn't frightening to us. It is not the first time in gamedev history…

    https://i.redd.it/e5wgj9ipp3u51.gif

    At that moment the founders came up with the idea to transform this "gathering in a garage" into something serious that could actually sell itself. We all agreed to create a real thing as an objective. Not something to mention in the portfolio but to be our springboard for becoming a real developer studio.

    This part covers the time from June to August 2019.

    The moral of the story: the project was being developed as a product as well as our team had improvements in infrastructural and organizational perspective which allowed us to gain new levels afterwards. It took us certain steps to leave the unknown and enter a new stage of the indie path. Those steps were:

    - Testing the build and key feature of the game during the conference showcase
    - Accepting that almost everything was terrible and had to be remade
    - Identifying how good the idea worked on attracting new people to work with us
    - Applying principles of interaction between team members which have minimum administrative costs
    - Converting our dreams into something feasible and venturing forth to the goal of making them true. So, we decided to start our own studio.

    Part 1 — Gathering The Party
    Part 2 — Our First Game Conference

    submitted by /u/mvmvgames
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    8 Steps to create web AR experiences with Unity (link in comments)

    Posted: 19 Oct 2020 08:41 AM PDT

    Around 50-60 of my original music compositions and songs in the metal genre with elements of retro electronic music and chiptune over the past 7 years. All of them are available for free under Creative Commons, and free to use for any purpose, including commercial. Enjoy listening.

    Posted: 19 Oct 2020 09:50 AM PDT

    How are hard games like Dark Souls, Cuphead, Noita etc playtested and balanced?

    Posted: 19 Oct 2020 07:49 AM PDT

    Are they even, at all? It gives me the impression that it would be hard to accurately balance and play test with a broad audience and I feel they just do what the designer wants and see what happens at release.

    I remember reading a Hollow Knight postmortem and I believe they didnt balance or playtest, they just designed the world and enemies however they liked.

    submitted by /u/serocsband
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    Low pc and dev engine

    Posted: 19 Oct 2020 01:12 PM PDT

    I have extremly low pc and want to make a game. (Game would be 3D)

    I can run unity buuuut i heard that the unpaid version has a pretty bad reputation= people wont play it bcs they will think its bad since made in unity.

    I cant run Unreal Engine (UE should have a lot easier coding) and i dnno what to use. Please help me

    submitted by /u/pusinkabymble
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    Playing a multiplayer game without active servers

    Posted: 19 Oct 2020 12:21 PM PDT

    I hope this is the right sub for this: Is there any way to play a game without any active servers? I don't know much about game development but I assume a lot of the games data is stored on the players computer and I still have all the game files. The engine is OpenGL/Voxlap.

    Edit: changed design to development

    submitted by /u/GlitteringAttorney4
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    Can someone explain how or why Unitys new input system is great?

    Posted: 19 Oct 2020 09:11 AM PDT

    The past month I've been struggling to understand it, and dont get me wrong I can definitely seen the upsides, but it's very very confusing and a bit lucrative to use. I almost wonder if I should switch back to the old input system because it's actually driving me insane trying to use it effectively. I'd almost rather write my own input manager based off the old system than use this because I dont see the point. What's the events for? How do I use it? Why is using the isTriggered bad? Why do I need to check for a float instead? Why does my character jump when hes supposed to be casting an ability with a compound hotkey?

    None of these questions are ever answered and the Input System docs come off really sarcastic and they jump around a lot with no real in depth idea of how to fine tune the controls, and it doesnt even touch on the event systems. Nor does it mention how to turn a camera with the got dang mouse input. /endrant

    As far as I understand, unity already allows for game controller inputs doesnt it? Are strings really that terrible? What am I missing from this input enigma that I'm just too casual to understand?

    submitted by /u/Kapuccino
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    Programming Gorillas (classic turn-based artillery game) in the first step, then implementing machine learning to teach gorillas to effectively throw bananas at enemies.

    Posted: 19 Oct 2020 09:00 AM PDT

    Hi everyone,

    I recently made a project in which AI learns to play Gorillas game (a turn-based artillery game where two gorillas are throwing explosive bananas at each other).

    If you are interested to see how I did this project, here is the video:
    https://youtu.be/ySANlOrdsQE

    Long story short, after making the original game from scratch, I implemented artificial intelligence using a simple neural network with 3 inputs, 16 hidden nodes and 2 outputs. To train the neural network, I applied a polynomial regression to the previously collected data.

    The game is programmed in Javascript using Phaser and Tensorflow JS, so it can be run directly in a browser.

    The complete tutorial with the simulation can be found on my official website:
    https://www.askforgametask.com/tutorial/machine-learning/gorillas-ai-bot/

    Finally, the source code of the prototype can be found in this repository:
    https://github.com/ssusnic/Machine-Learning-Gorillas

    Thanks for reading.

    submitted by /u/ssusnic
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    Using game engines other than Unity.

    Posted: 19 Oct 2020 10:46 AM PDT

    Looking for some general opinions.

    I have been using Game Maker Studio for a while and rather enjoy it. I have also gotten some recommendations to try out Godot. I know I am going to learn unity sooner or later and I wonder if it is worth continuing to use game engines other than Unity once I learn it.

    I know there is no substitute for my own trial and error and I know that a lot depends on what type of game I am making. I just wanted to see what some other opinions were and potentially same myself a few hundred hours.

    Edit: a better question might be: what kinds of questions would I be asking myself when deciding what game engine to use other than just 2D vs 3D.

    submitted by /u/Chalandria
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    Can't find any tutorials for this kind of outline shader through youtube or any websites. The most popular one on youtube is really cheap and only looks good for pixel sprite... So, I struggle to make this shader which could attach on fullrect sprite. (Not compatible well with some weired shapes...)

    Posted: 19 Oct 2020 03:49 AM PDT

    FPS Single Player Top Down View - Level Design Process

    Posted: 19 Oct 2020 01:18 PM PDT

    I made some mistakes that resulted in restarting my project twice, so I tried to work out where I went wrong and how I could avoid this again in the future.

    Posted: 19 Oct 2020 09:21 AM PDT

    Nintendo Switch item list

    Posted: 19 Oct 2020 12:42 PM PDT

    So I need a list of /give commands for the Nintendo Switch that actually work. I've been trying some and I haven't been able to use things like andesite or spruce wood.

    Anything helps, thanks!

    submitted by /u/strippedtieyo
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    Looking for good resources on Agile in gamedev

    Posted: 19 Oct 2020 12:19 PM PDT

    Anyone knows good books, youtube videos etc. on Agile in game development? Possibly something more advanced and deep, as I already know a thing or two, but want to get even deeper and improve

    submitted by /u/Nozynski
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    Quick reminder: Animation layers can lead to some awesome results when used correctly! Check out the beginner friendly tutorial in the comments to gain a full understanding of the 6 available settings for each animation layer!

    Posted: 18 Oct 2020 05:12 PM PDT

    Computer Games Programming course vs Computer Science course?

    Posted: 19 Oct 2020 12:06 PM PDT

    So I am doing a computer science course at my university in which we learn Java and Python, and then I think choose one to focus on, but there is also a games programming course which learns C++ as well as working with game engines. Obviously the games programming course is the better choice for specifically games, but I chose CS instead because it's more of an all around subject which could potentially still lead me into game dev.

    My main question here is, do you think I am better off doing the CS course or would the games programming course have been better for future game dev employment? I followed advice that said to go with CS instead because it looks better on a CV and it is good to choose something less specific than just game development, but I am worried about only learning Java and Python.

    submitted by /u/MelonHeadSeb
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    Endemic Consequences

    Posted: 19 Oct 2020 11:59 AM PDT

    A game idea inspired by the accidental plague outbreak in World of Warcraft in 2005. In the beginning, it will be portrayed as a normal MMORPG Fantasy game. A project that will take years to complete and hopefully (if it goes as planned) will repeat.

    In the beginning there would be a period of economic peace. But after about a month of letting players level up, get their own places to stay, whether that be out in the country or within a major city. They can join player-created guilds and do multiplayer missions and such. After a developer-chosen time a developer-chosen location will be selected to start a virus. All this information will be hidden from players and hopefully the entire point of the project in the beginning.

    Depending on how the virus acts, it will be spread to players, npcs and animals. As time passes the virus will be hidden on the players, npcs and animals for certain amounts of time, depending on the race of the creatures, and then will become prominent. It will make the creature sick and will becoming slowly less contagious as it kills them.

    The major twist in this project, as players are supposed to PREVENT the spread of the virus; is that when your player dies, you have to completely restart. You can go to your death site and get your inventory items back. Though this involves the risk if getting the virus again. It CAN die not being able to sustain itself within a dead body.

    Spreading to other creatures is easy, as after a period of time of being near one it can spread. This risk rises exponentially when physical interaction occurs. I.E. item trading, running into each other, fighting.

    As more and more players and creatures are infected, it spreads throughout the world. The entire project ends after a period of time, if either the virus has been eradicated, or the virus still prominently exists.

    submitted by /u/Uncooked_wonton
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    If I want to become a game developer, should I get a computer science degree or computer engineering degree?

    Posted: 19 Oct 2020 11:58 AM PDT

    Does streaming on Steam, in your experience, affect sales?

    Posted: 19 Oct 2020 05:48 AM PDT

    Curious if I should broadcast or not

    submitted by /u/GlorifiedPig
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    Is it possible to make too much marketing?

    Posted: 19 Oct 2020 11:38 AM PDT

    Cyberpunk made so much marketing and deals that makes me think they know it'll be "not good enough" so they're milking not existing product. What do you think?

    submitted by /u/yoathel
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    Please give me a simple game idea

    Posted: 19 Oct 2020 11:18 AM PDT

    I have to pitch a game idea to my lecturer in two weeks and all my ideas in my head are far too complex for the assessment (I am studying games design at University btw). My heads went completely blank so I thought I would come on here and look for help. The game is being developed on Unreal 4 and has to be made in 12 weeks. Any replies are much appreciated, thanks! :)

    submitted by /u/MrOWNAGE95
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