• Breaking News

    Friday, October 23, 2020

    Some street vibes in our Social RPG game =)

    Some street vibes in our Social RPG game =)


    Some street vibes in our Social RPG game =)

    Posted: 23 Oct 2020 09:56 AM PDT

    Number of games released vs median earnings per genre (Steam)

    Posted: 22 Oct 2020 04:50 PM PDT

    Developer of action-roguelike Burning Knight puts entire game on GitHub

    Posted: 23 Oct 2020 05:08 AM PDT

    Links now work. Sorry ppl.

    The developer of Burning Knight stated "since the game did not do well financially, hopefully someone can find something useful and learn from it".

    Be sure to read through the honest Read Me text.

    Burning Knight trailer

    Original article with Burning Knight developer

    Burning Knight open source artcle

    submitted by /u/J_Winn
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    I wrote a tutorial on some elegant micro-optimizations. E.g. getting this to work without computing angles. Link in comments!

    Posted: 23 Oct 2020 05:42 AM PDT

    As a game dev or an aspiring game dev, are you hoping to create one game or several games?

    Posted: 23 Oct 2020 08:14 AM PDT

    In my mind I've always wanted to create the game, specifically fitted to my worldbuilding / story / art. I've pictured some sort of open world RPG since I was a kid. When I think about being a game dev, I think about gradually making this dream game come true. I have never given other games a thought.

    I know everyone's goals are different and after reading through a handful of threads I realized a good number of people make games because they have an idea for it and want to do it. I'm curious now, what are your goals as a game dev? Are you seeking to create the one dream game you've envisioned for a while, or just want to create whatever game that is fun and comes to mind? Or maybe some other goal?

    submitted by /u/pandaninjarawr
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    Part 2 : What to expect from a Steam launch for an indie with a Okayish couch co-op game. (Post launch)

    Posted: 23 Oct 2020 07:20 AM PDT

    Part 2 : What to expect from a Steam launch for an indie with a Okayish couch co-op game. (Post launch)

    Hello everyone!

    As promised, I'm back with more data after the launch week of our "Okayish couch co-op game" called Abracadabrew.

    Spoiler alert : this is not another success story.

    Sales

    During launch week, we sold 35 copies of our game. It's less than our pessimistic launch target. We thought we could convert more than 5% of our wishlists, which were around 1200 just before launch, but we were wrong. At this point, I'm not sure exactly why so I won't try to extrapolate on that.

    https://preview.redd.it/y1w47dkxpuu51.png?width=1066&format=png&auto=webp&s=0769d4efe2d7e4ff642688b6943323afa211da1c

    So the main thing I get from this experience is that it's not enough to make a decent game and launch it on Steam to sell hundreds of copies, even if you have a great art capsule, localization and achievements. There are a lot of variables to adjust to get some decent sales.

    https://preview.redd.it/etjh4f9zpuu51.png?width=583&format=png&auto=webp&s=af63d40ef907b93f728313126fa2490a312b1471

    What we learn

    - Gather lots of wishlists : Our Steam page was up for less than a year, we did not participate in any steam events and we didn't manage to get significant streamers coverage so we didn't had enough wishlists to be featured anywhere on Steam. I would suggest trying to be featured in Steam events and festivals. If you do an early access, do a few small sales before launch to gather wishlists, and try to get coverage on youtube.

    - Make a real market study : We decided to make a couch co-op game because we liked this type of game. Don't do that. Look into numbers, make a market study and go with a genre that is actually selling. A couch co-op game has many marketing problems, one of them is that streamers usually don't play them and streamers are a huge part of marketing right now. Military > Crime > Dark Fantasy > Survival Horror > 2D puzzle platformers > 4 local coop

    - Get and listen to the feedback : I think sales would have been better if some of our assets have been different. Some of our early players told us that the witches were not cute enough, but we didn't really had the time to change them. Looking back now, I think we should have listened to them. It's hard to get honest feedback when you don't have a community, and it was hard for us to find some. I would recommend trying your best to get as much real and honest feedback as possible and really listen to what the player tells you and change your game accordingly.

    - Launch wishlists bump : The exposition given during the launch week resulted in a wishlist bump. We gather 400 wishlists during this week, that is around 30% of what we had before launch.

    We are still really happy and proud of this release and we'll continue to maintain and improve the game, trying to sell some copies here and there in the next few years. And we are really humbled 35 persons found our game worth buying it.

    We will start working on a new project too, hopefully I'll be back in a year or two with an "overnight" success story :)

    The goal of this post is to be transparent and share numbers with the game dev community, I hope this is helpful to some of you.

    Feel free to ask any questions,

    Cheers!

    Brice from MijuGames

    submitted by /u/MijuGames
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    Happy Spooktober! Time-lapse from creating last scene- Hiding From the Unknown - UE4+Megascans+VirtualCamera - Community request for showing my workflow. Hope it'll help you somehow!

    Posted: 23 Oct 2020 02:28 AM PDT

    What is a good CODE ONLY game engine/framework?

    Posted: 23 Oct 2020 02:25 AM PDT

    I'm wanting to create games for PC and mobile devices and I always get the recommendation of using game engines such as Unity, Unreal Engine, Godot, etc. But in all honestly, I am not a fan of engines with a UI. I've tried many different code only game engines/frameworks such as Love2d, Raylib, LibGDX, HaxeFlixel, etc. These game engines/frameworks I've tried in the past are great in my opinion but I would like to know what you think is a good code only game engine/framework to use. Thank you! :)

    submitted by /u/stoiic1
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    I'm a bad programmer

    Posted: 23 Oct 2020 06:23 AM PDT

    It will be a long post.

    I started working as a game developer before my first year of colleague. In the comapny there was one senior and me. After some time senior quit, comapny added few mid-devs and we toghetere were in charge of creating a mobile game. Basicaly when I had half a year of commercial experience without any oversight I was in charge of development. In the meantime I was responsible for tooling, testing, devops(vms, docker etc) and other stuff. So here I'm 3,5 years later. The project has over 110.000 lines of code from which I wrote like 35% in which more than 70% is core stuff that everything is based on. And it is a garbage spaghetti mess. When I started I had not enough experience to do it right. After some time I started noticing problems and wanted to refactor them but there was always not enough time. If there was a bug in the code I was always ask to do the easier route of slaping some weird fix so that it would not require much testing because we need to work fast and release new features. Refactoring was not an options and the bad designed code was growing. Pushing code 1 hour before release was normal week to week - almost an tradition.

    Working here is starting to become more and more painful for my self-estime. I'm constantly looking at bad code I wrote and I'm almost forced to make it worse. We still pushing core changes after 3 years of development week to week. These core changes should be ready as fast as possible and require almost no testing. I warned management many times that if we keep pushing in this direction development speed will slown down and maintaining this code will be nightmare. Their are aware but still want to continue. This goes even futher because they want to start another project, use all the code from current project, slap some core changes, fixes and design magic and have another fully working product in 2 months.

    We racing againts big players in this bussiness that hire 500-600 people and we got at best times 4 devs. Most of heavy lifitng is done by 2 people(me and other developer).

    On the other side due to having full time job and colleague I didn't have much time to do my projects. Also I'm really BadTM at finishing projects so after 3,5 years I have mostly not finished halfass projects that I don't like to work on. I realized that most project that I would actually like to make are far beyond what is possibile for single developer and even if I could make them, most of them are not an original idea. I'm also BadTM at orignal ideas.

    So here I am. More than 3 years of development. Single bad coded game, no hope for my projects because most of them are too big for single person or just garbage ideas. Experienced only in 2D(single engine)/C#/Python. No opengl, no 3D experience, no chance to hire myself in some AAA comapny because from their perspective I have mostly no value. Compare to other students I have quite a big knowlage base. I know C# very very well, but because I worked on so many things and without oversight I don't have it really put togheter and I will lose in an interview with a person that worked for 3 years only as a game programmer, or devops programmer. Companies want specialized people not "know all and nothing" people.

    I'm thinking about leaving gamedev and doing more corporate bussiness stuff. I have close friends that need to do 1/4th of my work, ask me for help and advice and their are without any hassle making more money than I am and have way more stress free life. But if I do that I'm again starting from the bottom because for most of these companies, experience in gamedev would be not worth checking.

    I still belive that if I would get enough guidence and oversight from some experienced developer I could jump from mid to senior quite fast because I have the knowledge but I feel that every day I'm sliding towards just hating programming, gamedev more and more. Beliving in my own skill and knowledge is falling every day. I'm starting to think that I would actually not be able to write good code. I'm at this point in my life/career that I know enough to know how little I know, how many things there are to learn, how many design patterns to choose from and all of this have a infinite number of good and bad usecases.

    There is a lot of whinning here and zero usefull text but I'm writing this because maybe someone is going thru the same or was at some time in his life and is willing to share some advice. Peace :)

    Edit\\

    Also I feel like I'm doing a lot and not moving forward. Because I do different variations of the same stuff everyday. Fixing bugs and changing core code of a single product. But it is exausting and leaving me without enough energy to move forward even in my spare time.

    submitted by /u/serioushats
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    How to calculate the camera position for a 2.5D platformer? I'm seeking some advice from veterans that can help me make a better camera position.

    Posted: 23 Oct 2020 09:09 AM PDT

    I made this tutorial to help people create simple music for their games - quickly, easily and for FREE!

    Posted: 23 Oct 2020 09:09 AM PDT

    Question about accessibility (for disabled people) and the claim that 25% of gamers are disabled.

    Posted: 23 Oct 2020 10:28 AM PDT

    I released my first game on Steam a couple weeks ago. I've sold ~1,500 copies, nothing to brag about but I'm proud of it.

    A quadriplegic player posted on the community hub requesting that I basically change the core mechanics of the game, since it currently relies heavily on using both the mouse left click and right click (+ dragging), among other things.

    He insists the following:

    " about 22%-25% of gamers are disabled. That can break or make a company. The disabled gaming community is strong and you don't want to be on the non-accessible list. This is also a human right issue for us as well. Developers are supposed to make an effort. "

    How true is this? It feels awful to tell a disabled person that you don't have time to re-work the game, given that it's tiny and has almost no sales and was just a hobby project to begin with. To be fair though I should have considered the disabled community and designed the game with them in mind from the ground up. I just didn't think anyone was ever actually going to play it, lol, so I hard-coded the controls like an idiot.

    Anyway I'm curious to know if anyone has any insight.

    submitted by /u/SirWigglesVonWoogly
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    An intro video for my retro inspired game Humans Took My Neighbors

    Posted: 23 Oct 2020 12:33 PM PDT

    Do you need to have a company to get funding from publishers for your indie game?

    Posted: 23 Oct 2020 12:09 PM PDT

    Title says it all

    submitted by /u/mrnovembeer
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    Hello guys, I would like to know how feasible it is to make a game by hiring people

    Posted: 23 Oct 2020 05:34 AM PDT

    Hello. I'm at a crossroads in life, I originally planned on taking the "traditional" indie route: learning programming, art, sound, the whole shabazz, then making the game alone. But now I feel like it might be a better idea for me to work a different job (largely due to necessity) while improving my pixel art in my free time. Then years later when I have the funds, hire people to program it while I do my role. It makes sense in my head, but I would love to hear the advice of those more experienced. Is this irresponsible and infeasible? Is it way too expensive for one person to fund? I don't mind tough advice, so please tell me what you think even if it's "Get real, kid. I knew a guy who tried this and now he fights ducks for breadcrumbs. And everyone he loved died." And if you have any relevant resources, please share!

    Any input would be appreciated

    submitted by /u/murt98
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    How to make pong in one video Unreal engine blueprints tutorial

    Posted: 23 Oct 2020 08:59 AM PDT

    I did a video about how to make a computer voice sound effect

    Posted: 23 Oct 2020 11:07 AM PDT

    UE4 Advanced tutorial on Character and Character Movement component class. For all new users as well as intermediate users looking for some new knowledge on understanding the core mechanics of one, of most important classes in Unreal Engine 4. Hope that helps at least one person!

    Posted: 23 Oct 2020 03:54 AM PDT

    Question About Types

    Posted: 23 Oct 2020 07:16 AM PDT

    Is it good practice to be using uint16_t, int16_t, uint32_t, int32_t, etc., or should you stick to simply unsigned short, short, unsigned int, int, etc.?

    From my understanding, the XintYY_t ensures that it is exactly the size it's supposed to be, which is good for game programming purposes when it comes down to cross-platform compatibility. Looking at the type definitions, it looks like it's really just shorthand for the exact same type.

    submitted by /u/Rodeous
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    Writing an rpg about a tech-obsessed society going into a full on blackout.

    Posted: 23 Oct 2020 12:43 PM PDT

    In the game you can pick if you want prosthetics at the beginning that give you buffs in gameplay but at a price - they can short circuit at times making them useless until you repair them.

    I need a bit of assistance for character creation - should I do skill points or have them just have a select amount of points that they can be proficient in - so like how Outer Worlds has with their body - mind - charm stats with poor, average, above average etc. But with additional skills. So you could be above average at intimidation but poor or very poor at persuasion or high at persuasion but poor at medicine.

    Lemme know your thoughts, criticism is welcome and ideas are appreciated

    submitted by /u/Valuable_Socks
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    Budget pc for game development

    Posted: 23 Oct 2020 08:41 AM PDT

    I'm sorry if this is posted in the wrong place

    I'm currently in the process of making a game but unfortunately, my current laptop can't run the programs I used properly. I asked a couple of seniors in my college and all of them said I need to build a pc since making a game on a laptop would take forever.

    So, can anyone recommend parts for a budget pc?

    submitted by /u/toastyfruity888
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    Retro Game Builder is live on Kickstarter!

    Posted: 23 Oct 2020 11:55 AM PDT

    If you ever wanted to make SNES games, now is your chance! Retro Game Builder is live on Kickstarter. I personally am looking forward to this and I am hoping to use it to make a "Super" sequel to my recently created NES game.

    https://www.kickstarter.com/projects/andywest/retro-game-builder-create-snes-games-visually/

    submitted by /u/n8r0n
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    Will Lessons from Complex Video Games Ever Be Applicable in Real life?

    Posted: 23 Oct 2020 11:29 AM PDT

    Will Lessons from Complex Video Games Ever Be Applicable in Real life?

    https://preview.redd.it/8ruimhu4xvu51.jpg?width=4332&format=pjpg&auto=webp&s=3496146b165c0695ce01ca36c3c64aba6dcddd7b

    I recently downloaded the Paradox's Grand Strategy Collection bundle and started to play Stellaris. As a veteran Dota 2 player, learning new complex games never deterred me. Although, as I was going through the tutorial, I realized that these strategy games are remarkably intricate. To many, the complexity of video games must be an extremely steep learning curve. These games make an advance degree look like a walk in the park.

    I have been an avid Dota player since the first release in 2003. With over 7000 hours of experience, I still can't call myself a Master. Unfortunately, the knowledge I gained from these 7000 hours is of no use to me in real life. Though, I won't deny that it was amazingly gratifying to crush your opponents when you snowball to a beast.

    But back to the 7000 hours, a Master in Business Administration would take only 3000 hours to complete with an outstanding result. More importantly, you will get the title of "Master" when graduating. What an irony.

    We spend so much time learning the complexity of video games that it is now a full fledged, steaming business. I can't help but wonder how great it would be if the knowledge acquired from these games were applicable in real life. What if these games on the market had solid principles backing up the gameplay? Where players can relate in-game experiences to actual real-life experiences.

    What if, for instance, we implement the same complexity of Stellaris into a real-world economics game? We would have a potential 1.5 million players able to comprehend how the complex global economic system works.

    A critical success factor though, would be ensuring the game was fun to play. And this doesn't appear to be an easy task. We are talking, after all, of making a fun, serious game. Is it practical? Would it work?

    These questions, and a few others, are the driving force behind the development of Business Heroes, my attempt at making a fun, complex game with lessons applicable in everyday business life.

    Kindly share your thoughts, I would love to know what you think.

    submitted by /u/We_Visionaries
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    i want my art be in a game. im amateur but i work hard. lowpoly. need team or i get crazy :D ''

    Posted: 23 Oct 2020 11:25 AM PDT

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