Feedback Friday #428 - New Insights |
- Feedback Friday #428 - New Insights
- How I shipped my game solo on consoles & how you can do that too (Q & A)
- A lot of people have asked me how to create simple stylized environments, so I decided to reach out to a very talented artist who was kind enough to make a breakdown for us using Blender, Zbrush & Substance. The best part, is that the entire video is 100% free on youtube. Enjoy!
- What's you biggest regret as a gamedev?
- Does learning Unreal Engine C++ help understanding classic C++ language?
- How can I create a community for my Indie game?
- How 'Cause and Effect' is vital to understanding great game feel - don't just add screenshake!
- someone wants to buy game rights?
- Questions to devs who went the publisher route
- I've just updated my creepy music box pack! It has now 27 dark fantasy tracks available to use in your games. (download link in the comments)
- Don't make players wait (design of wait-bars/timers)
- Successful indie multiplayer games?
- Does anyone take on contract work while building their games?
- Interviews of studios and developers : Backstage channel
- Enguageing with players
- What is your game art pipeline?
- Stylised Rock in Blender 2.90 & Substance Painter
- Can you recover from a failed launch ?
- When does a character's animation cycle become more work than it's worth?
- Designing platformer controls the right way
- How much knowledge is transferable from making a game and an engine with DirectX11 into UE4
- Looking for advice on good math books
- We made a procedural game board generator in Unity. Check it out! Available on Github
- Professional Level Designer wants to create tutorial/ give private classes
- After a long time, my first upcoming mobile game is near the start of the beta!
Feedback Friday #428 - New Insights Posted: 21 Jan 2021 08:07 PM PST FEEDBACK FRIDAY #428 Well it's Friday here so lets play each others games, be nice and constructive and have fun! keep up with devs on twitter and get involved! Post your games/demos/builds and give each other feedback! Feedback Friday Rules: Suggestion: As a generally courtesy, you should try to check out a person's game if they have left feedback on your game. If you are leaving feedback on another person's game, it may be helpful to leave a link to your post (if you have posted your game for feedback) at the end of your comment so they can easily find your game. -Post a link to a playable version of your game or demo -Do NOT link to screenshots or videos! The emphasis of FF is on testing and feedback, not on graphics! Screenshot Saturday is the better choice for your awesome screenshots and videos! -Promote good feedback! Try to avoid posting one line responses like "I liked it!" because that is NOT feedback! -Upvote those who provide good feedback! -Comments using URL shorteners may get auto-removed by reddit, so we recommend not using them. Previous Weeks: All [link] [comments] | ||
How I shipped my game solo on consoles & how you can do that too (Q & A) Posted: 21 Jan 2021 10:26 PM PST After a good launch for my game, i started to get some random questions from users across all the channels, but there were one user on reddit who had many questions and he sent them in a very nice and organized way (mostly asking about the Xbox and Nintendo Switch for each question), i did answer him. Although i own the answers, i did ask his permission to put his questions alongside my answers in public, just in case it can help someone. So, Enjoy it, and feel free to AMA. Q.1: Have you signed up as Individual or as a company? Or enrolled into Xbox Creator Program? Can you please share the overall process in a quick brief. - Singed by myself for both platforms, i only had to contact the ID@Xbox team, show them my game, they first didn't approve it as it was not polished enough, so i did try once more time after a couple of years, and then it was approved, and everything started from there. No not Creator Program, and tbh i don't even know what is Creator Program, will google it later. For Nintendo, I did reach out the Nindies guy who was always on the youtube videos and on twitter (he left by now, a new guy came, and that new guy just left a year ago or so). But in general, this is how i showed my game, just reaching out the nindies team leader. ================================================================================== Q.2: From which country you'd signed up? Is the Xbox Developer program available for developers all around the world? I'll signup from Pakistan - I did from China while I'm not Chinese, i would say Microsfot is the most open company, they don't have per region issues, like for example if you are in China and try to sort things with Sony or Nintendo, it won't be that easy...not at all. Because you've then to go through Japan office (due to region), but then you targeting the western market and English only game...it becomes a lot of communications and troubles. ================================================================================== Q.3: Can we publish any game on Xbox? Or first we need to get concept approval from Xbox and then we can start our development. Or does Xbox have any categories on which we can only develop our games? e.g. shooting, puzzle etc - While the certain answer for this question is not from me, but I would say any game. Xbox & Switch are platforms, mostly for gaming, despite the fact there are some apps in there (YouTube, Netflix,...etc.) so whatever your game genre or type is, I'm sure if they like it they won't mind it on their platform. ================================================================================== Q.4: Which Game engine have you used to develop your game? I am using UNITY. Is it good for Xbox or i've to consider any other game engine? - Unreal. Any Engine is good for any platform. Don't let the engine be your biggest issue, we're are in 2020, all Engines are great and most of them are cross platform. if you are not so confident about Unity, you can just remember it made Cuphead, Ori franchise, Max & Magic Marker, and many more Xbox exclusives. And if we start thinking about Unity games made for Switch, we will have endless list! Even more than Unreal based titles, as Unity already prove that it is super optimized engine for Nintendo devices since the WiiU and 3ds. ================================================================================== Q.5: Can you please share the list of Hardware that you used for Xbox development and testing? E.g. Does Xbox have their own development kit or we can test our game on any Xbox? Which Xbox you used? - Yes, i used devkits. With that said, i learned that any Xbox One (consumer device) can be turned to a devkit mode. I tested my game on Xbox One S & Xbox one X (the weakest and the Powerful one, so i can grantee the performance). For Nintendo, i can't explain what hardware i did use, but once you are approved you've access to the documentations where you can read about the different hardware types, and then you can based on your use and game type or development type request the hardware that you need. But all in all, for any platform, you need their hardware (aka devkit). And at least one device per platform. ================================================================================== Q.6: What are the main reasons for rejection from Xbox? And what factors do I need to consider while developing my game? - If you mean rejected as a project to be released on the platform, I guess when my game rejected first time, because it hasn't a "Full playable loop". Start, Play, End, Restart if you want. It was a punch of levels, not connected, no UI & lots of Debug menus. Xbox team (or any other platform) they need a very clean and clear vision so they can decide.. ================================================================================== Q.7: What kind of Legal document and other Document Xbox require? This will help me to save time by preparing in advance. - Most of the documents as far as i can remember, they send to you. You don't produce documents, you just read and sign (of course if you find it make sense and nothing against your goals or considerations). Xbox was the least demanding, Nintendo was fine, no magical papers were requested. But Sony for example would require your last fiscal year revenue breakdown and documents to proof that! ================================================================================== Q.8: Do Xbox have their own tools for leaderboard, cloud, ranking & in-app purchases? - Any Xbox player already know, all that called Xbox Live (which is a set of services), and most of the engines does have high level interface to deal with those services. Don't worry :) and there is always documentations and pages to help you, either at Xbox websites or at the engine (Unity at your case) site. For Nintendo it is different, i don't have any online features in my game, because online in Nintendo is treated differently, where any user on Xbox have online access and online features, in Nintendo the online features you purchase as a product (per month, per year,...etc.), so it is common to find many games doesn't have leaderboard or clouds save,...etc. But again, all engines already have the high level interface for those features, regardless you will support them or no. ================================================================================== Q.9: Can you please share the complexities of the Xbox development as you'd mentioned in your message? Like which development steps i can follow to avoid delays and rejections (Any Tips and Tricks) - I was already familiar with the platform[s] (remember I'm already a game engine programmer), but what was new and seemed complex to me was the "rules" of the platform. Those are things you must read about at your first days of developing for the platform, due to NDA i can't talk further about that. But what i meant by the rules it is for example how to save, when to save, for example a platform would give you limit/bandwidth for saving calls per second, where other platform won't care and give you unlimited calls. Or what is the status of a player while playing (online/offline), some platforms won't care, where others would care a lot about that. Can a player change account while playing or not, some platforms would require, where others would not even allow.....etc. those are thing that vary between the different platforms, and they were the reason for any rejection i had (the ignorance of the rules). Because even if your game is already complete and finished before the port, the port to a platform is not just hit "Build", you have to "re-adapt" the game for the platform. ================================================================================== Q.10: What advice would you like to give yourself, if you are starting today as an Xbox Developer? - Don't rush things. And try to "Understand" the reason behind any thing in the platform. If you just adapt the game for the platform rules, you will have lots of complications, because you could make something to fit a rule, but it break with another rule. If you understand perfectly the platform, and the reason behind everything, you will not suffer during development. ================================================================================== Q.11: What are the things you wished you knew when you were starting as an Xbox Developer? - as i said, the platform set of rules. It takes time to know them correctly. ================================================================================== Q.12: Can you please share any other tips and tricks or would like to add any point/Question if i am missing? - just focus on the game more than on what platforms you need to target. If your game is good, solid, bug free, the platform stuff won't take much time. Also some info about how to be recognized by platforms could be changed, I've been Nintendo developer for long time, even before the Switch device announced, and I've been Xbox developer since 2014 i guess, when the ID program was announced. So things might be different, might be easier or might be harder now, not quite sure. ================================================================================== Finally, few more points:
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Posted: 22 Jan 2021 06:12 AM PST
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What's you biggest regret as a gamedev? Posted: 22 Jan 2021 05:47 AM PST | ||
Does learning Unreal Engine C++ help understanding classic C++ language? Posted: 22 Jan 2021 09:38 AM PST I am an IT student, and we have a lot of C++. Doing it in codeblock feels kinda depressing and boring at times. I have done some small projects using blueprints, but was wondering. Do playing around in UE using C++ would help me better understand C++ and build some experience? And yeah, i understand that UE does some thing for you, and that UE C++ is a little bit different. [link] [comments] | ||
How can I create a community for my Indie game? Posted: 22 Jan 2021 10:10 AM PST Hi everyone, I'm new here and ,as a lot of you, I'm trying to make my first indie game. I'm not new to coding and I'm learning game design. In the last 2 years I have discarded many ideas but finally a couple of months ago ,after reading "The art of game design" of Jesse Schell, I found the idea I was looking for. So I was ready to start my journey, I started learning Unity, digital painting and 3d modeling but a couple of days ago I realized that to be successful (at least a little bit) I needed a community for my game and I was completely lost... I tried to search for information and the main way seems to be to use social networks like instagram or twitter. There are many videos on YouTube on how to grow Instagram pages using "methods" (choosing a topic and sharing multiple times a day) but I don't think this is really feasible for a solo game developer because we don't have ready-made images to share (at least in the beginning of the development, but when you have them, your game should be at least halfway through) and there is never enough time... I know for sure that it will take time (at least one year for what I have found) and I'm ready to put all my effort into it, be patient and I think the best thing I can do is to start as soon as possible. But what to share if there is no game yet? Random illustration and test animation? I know it's my first game and I don't have many expectations but at the same time I believe in it and I want to give it the best chance of success. So for those who have succeeded, how can I create a community for my indie game? [link] [comments] | ||
How 'Cause and Effect' is vital to understanding great game feel - don't just add screenshake! Posted: 22 Jan 2021 11:21 AM PST
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someone wants to buy game rights? Posted: 22 Jan 2021 11:46 AM PST has anyone ever received this kind of email? they are asking to buy steam game rights for my game. my game is in early access, i haven't finished it yet, but haven't been able to work on it since my stress got really bad. I'm not so interested in how much they might offer for it, I'm currently more concerned with other issues such as my responsibility to my audience, the agreement with steam, etc. [link] [comments] | ||
Questions to devs who went the publisher route Posted: 22 Jan 2021 04:19 AM PST Trying to get information from more experienced game devs here. My questions are:- 1) How did you pitch your game ? 2) At what stage of your development did you start pitching your game to publishers ? 3) How much does the publisher makes a difference to your game publicity ? 4) What kind of help can I expect from the publisher ? What did you request in your pitch ? 5) What do you think everyone should know about publishers ? 6) How did you make your game standout than the rest ? I know there is a lot of resource I can read on how to pitch my game but I want to hear the experience of others in here if possible. And forgive me if I sound ignorant in this post [link] [comments] | ||
Posted: 22 Jan 2021 07:54 AM PST
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Don't make players wait (design of wait-bars/timers) Posted: 22 Jan 2021 12:21 PM PST | ||
Successful indie multiplayer games? Posted: 22 Jan 2021 12:51 PM PST I'm considering making a competitive, PVP multiplayer game for my next project. (yes, I'm aware of the risks and difficulties of such a project). What are some examples of successful indie games in this space? I'm curious what other one person/small teams have done in this space and what I should align my expectations with and see what has or hasn't worked for others. If you know of any action, card game, FPS, strategy, or any genre etc. that focus on competitive PVP multiplayer gameplay and are made by one person or a small team and are or were successful, I'd love to see them! Thanks! [link] [comments] | ||
Does anyone take on contract work while building their games? Posted: 22 Jan 2021 12:39 PM PST I've been working for a three-person "for hire" studio here in Japan since 2010. We use to build Facebook games, but have since pivoted to educational games for children in the 2-5 age range (mostly mobile and web, some VR/AR). Because our studio is small, I'm quite comfortable with all aspects of the game development lifecycle - code, modelling, writing, marketing, audio/music, worldbuilding, localization, etc. Due to the pandemic, we have decided to finish off our latest project and move on in the next month or so. I realized last year that I want to build my own game and have been working on writing the game, picking out assets, etc. I really want to do indie, even just for a few months to finish this game but I'm concerned about income. Does anyone take on contract work while building their games? The only problem I can foresee with taking on contract work is I have little to no portfolio (currently going through the list of projects we've shipped to see which ones don't have NDAs attached) which might make it more difficult to get the larger contract gigs. [link] [comments] | ||
Interviews of studios and developers : Backstage channel Posted: 22 Jan 2021 12:02 PM PST Hi everybody, We have launched a new YouTube channel that proposes interviews of game studios and developers. It focuses on many aspects of video games development explained by well known studio's. We talk about challenges, teams, crunch, music, editing,... Nothing commercial here, we are just a bunch of gamers interested in the subject and who want to know more about the behind the scenes. So far we had : - Keoken Interactive (Deliver Us The Moon) - Charles Mc Gregor (HyperDot) - Luis Antonio (12 Minutes) - Tatiana Delgado (Call of The Sea) And other cool ones are coming soon. If you are interested in knowing about those games, check it out. The channel is called Backstage and is available here : (64) Backstage - YouTube We are interested in any feedback you may have. What is not good, what is ok and what kind of subjects would you like us to discuss in future interviews ? We would like to hear from you. Also, if you have a game in development , about to be released and want to talk about it, feel free to contact us on twitter (Backstage_itw) Cheers, [link] [comments] | ||
Posted: 22 Jan 2021 09:49 AM PST As a game developer what are some of the ways to engage with your players to keep them engaged with your game, while both in development and after release? [link] [comments] | ||
What is your game art pipeline? Posted: 22 Jan 2021 11:39 AM PST Hi! I'm curious about your game art art pipeline. I'm looking for an efficient and straightforward game art pipeline so I'm gathering some informations. Thanks! [link] [comments] | ||
Stylised Rock in Blender 2.90 & Substance Painter Posted: 22 Jan 2021 03:38 AM PST
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Can you recover from a failed launch ? Posted: 21 Jan 2021 01:38 PM PST I released my game last week and the launch numbers were quite catastrophic. I did the classic mistake of assuming that because the game I released 5 years ago was somewhat successful without any marketing, this one would be too.... wrong ! Since the release I sent emails to 120+ youtubers / streamers (big and small ones), 16 of them have activated the key and 6 of them have released a video. I have excellent feedback from the few influencers who played it (and i'm very thankful to them) but that's the thing... there are very few of them and it's not enough to build a player base or get other influencers to play it. I currently spend 1,5 hour every evening looking for new influencers and sending emails / reminders but it doesn't pay off and I'm wondering if I should double down on the pr efforts or rather move on and build better marketing from the start next time. Even though it was in my free time, I spent 3.5 years building this game and I believe it has a nice potential, specially on platform such as twitch or youtube. But I don't know how realistic it is to revive a game after such a bad launch. Edit: https://store.steampowered.com/app/1384820/Psychocat_The_Door/ This is the game, people who played it say it's MUCH better than what it looks in the trailer, but it's the third time I re-do the trailer and I have a hard time communicating the hook of the game (the reversed control mechanic) [link] [comments] | ||
When does a character's animation cycle become more work than it's worth? Posted: 22 Jan 2021 07:12 AM PST Having a good character cycle animation can add a great amount of detail which can really help create a more immersive experience for players. What would you suggest is a good starting point, nice to have/polish and when would it become overkill? Thanks! [link] [comments] | ||
Designing platformer controls the right way Posted: 22 Jan 2021 04:28 AM PST
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How much knowledge is transferable from making a game and an engine with DirectX11 into UE4 Posted: 22 Jan 2021 07:59 AM PST I've been learning UE4 for 3 months and I feel that to make a really great game you need more knowledge which Unreal doesn't give you cuz everything already made for you .Need math for a game here's math library, Don't wanna code here's blueprints, Wanna Code here's blueprint functions which you can call via C++ syntax. So my question Is there a point in making an engine and a game with DX11. I heard that by making engine I will learn a whole ton of everything but I wanna know how much of this whole ton of everything will be useful for UE4 because I'm not gonna finish game or engine with DX11 I just want to spend time learning how to make a game and an engine with DX11 and than go back to UE4 and actually finish some games in UE4. I really wanna know how much will I get for UE4 by making an engine. Thank you for taking the time to read this and for any responses. [link] [comments] | ||
Looking for advice on good math books Posted: 22 Jan 2021 10:10 AM PST Recently I've been watching a lot of videos about game engine and I would love to create my own 2.5 D engine (like wolfenstein 3d and it will be in C#). It s just for me it won't be a big project. But I think I lack some knowledge especially in math. The thing is I spend a lot of time on a computer for work so I would like to know if anyone know good math books oriented for game developpement so I can learn without being all day in front of a screen. Thanks a lot and sorry if my English is not good [link] [comments] | ||
We made a procedural game board generator in Unity. Check it out! Available on Github Posted: 22 Jan 2021 09:48 AM PST
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Professional Level Designer wants to create tutorial/ give private classes Posted: 22 Jan 2021 09:33 AM PST Hello everyone! I have been in the industry for a bit more than 5 years, I've got the chance to go in indie and triple a, I learned from closing a prod to starting a prototype. I'm a super passionate Level Designer, I gave classes in college and I love doing so. I work full time in a company but as a personal project I am thinking about creating online Level Design tutorials based on today's industry expectation and tools . I know what makes a good level design and the structure you need to start with when creating a level. I also know how to make a portfolio that will get attention depending on what is the profile of the company you are aiming for. I would also like to talk about the different industry jobs and interview professionals from different studios all around the world. On which platform should I do it? Thank you all for your help! [link] [comments] | ||
After a long time, my first upcoming mobile game is near the start of the beta! Posted: 22 Jan 2021 01:03 PM PST
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