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    Thursday, January 21, 2021

    You know you're in deep dive research mode when you realize your last Google search was "number of calories in a rat" after coming back from a smoke break

    You know you're in deep dive research mode when you realize your last Google search was "number of calories in a rat" after coming back from a smoke break


    You know you're in deep dive research mode when you realize your last Google search was "number of calories in a rat" after coming back from a smoke break

    Posted: 21 Jan 2021 01:48 AM PST

    Oh dear God, what strange level of developer immersion have I reached in order to produce interesting content???

    submitted by /u/nrkyrox
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    Throwing my hat into the ring, OR: DONT Make Your First Game a Stupidly Big Project, Please, God No

    Posted: 20 Jan 2021 06:06 PM PST

    This whole post seems to have caught some traction, and I see myself in it and thought I might have a counterpoint.

    Normally, people posting their perspectives, advice, etc re: gamedev is nothing unusual, but it seems like A) this post has struck a chord with people despite B) implying the opposite of what is generally considered standard advice - to not bite off more than you know you can chew.

    Why do I care? Well, for context:

    My (solo dev) first released game took SEVEN YEARS before I finished - and I still hadn't finished everything I wanted to add before I decided to call it done.

    Am I happy with the final product? To be honest, yes!

    • At least in my view, it turned out really fun
    • I made some money off it
    • Generally, those people who have played it find it really fun. So that's nice!

    BUT: Do I think the past seven years were an efficient use of my time and effort?

    NO.

    Why do I say that?

    Let's flip the question: what metrics should I consider and grade my results against?

    • Did I make enough money? No. Blast Brawl 2 sold about ~$20k across all platforms, and that's after a ~$10k marketing budget was sunk into it. That's < $1.5k a year in net profit. Beer money, sure, but nothing sustainable.

    • Did I get enough people to play my game? Let's be real, getting in-person feedback on a creative product is its own kind of reward! And I gained a few passionate players who have emailed/messaged me about the game - which has been incredible! Really rewarding. :D But to put concrete numbers behind it, this was only like 15 people who I've actually made contact with - let's say ~2 per year.

    • Did I learn lots of new things? Oh, 100% - I learned tons of things about AI, gameplay design/implementation, ways to work more efficiently, the importance of having an efficient concept > implementation > assets > polish loop, launching on consoles, etc etc etc. BUT most of the most valuable learnings were from the realities of taking a concrete product to market - NOT anything tied to the actual specific design of my game. I could have made Pong++ or something and run into most of the same obstacles.

    So, you know, that's nice.

    But would I have had better net results if I had, instead of 1 "big" game across 7 years, done 7 "small" games, 1 each year?

    Almost certainly.

    Even if we assume that I wouldn't have gotten better at the whole launch thing across each attempt, I can't help but feel that at least one of seven tries would have turned out more impactful than the one attempt that actually, you know, happened.

    But there's a more fundamental, underlying point:

    YOU DON'T KNOW YOUR FAILURE POINTS UNTIL YOU EXPERIENCE THEM.

    I fucked up parts of my game's launch. I had an early access launch in 2016, that actually I think blunted my overall result since A) the initial build was pretty unpolished and B) I took FOREVER to push out new content that made things better. There are reasons it took me seven years to "finish" my game. This one failure spiral fundamentally curtailed the performance of my "one big game" when it hit the market, and I didn't really think things through when I actually went through the process of launching it.

    What's my point?

    In short: New, inexperienced developers do not properly understand the complexities and challenges of bringing a product to market (no matter what that product is) and thus do not understand their failure characteristics.

    • When deep in a project it's easy to lose track of how fun/polished your game seems to new players - maybe it's a lot less fun/accessible than you think, and won't actually grab people without extensive reworking!
    • You don't realize that launching on a particular console might require a fundamental restructuring that requires reworking half your project (cough Switch cough)
    • You don't understand you might be failing to do ANY real marketing and thus your game fizzles out on launch since it's not something so transformative that word of mouth alone causes it to become a big hit
    • etc etc

    And this, like, fuckin' doesn't even address how it's literally grueling to work on a long-form project for years and how the most likely outcome is abandoning the project before you launch, which undercuts your whole learnings since you give up before actually getting to the launch process, meaning that your next launch won't be informed by your prior attempt...

    In short: launch something small - hopefully several things small - so you do actually a good job launching that "big game" that requires a huge investment of years of effort.

    TL,DR: The advice that basically EVERY beginner gamedev is given - why, it just so happens to be RIGHT. Starting a massive project before you have experience on how to actually complete said massive project is a recipe for probable disaster - or at the absolute best, a really inefficient use of your time.

    And that's assuming you don't just peter out since working on a single thing for 4+ years is exhausting and frustrating to most people, in which case you're just not even getting the most critical parts of the experience

    submitted by /u/Torbid
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    Jumping on the bandwagon here: Newbies, listen to the established wisdom. I spent 7 years trying to make ambitious games to "break in" to the industry. I wish I spent 7 years making achievable games. The only time I tried to make something achievable, it paid off and I got a AAA gig.

    Posted: 21 Jan 2021 02:33 AM PST

    There have been a couple other posts about this post that was made extolling the virtues of "going big" with your first game and telling the newbies what they want to hear: "I did it! You can too!"

    Let me put it this way: That post gives terrible advice, as others have mentioned. But before I realized how hard it is to actually make a game (and I mean really make a game, not something that runs in PIE in Unreal), when I was younger and naïve, I would have eaten it up. That post is dangerous to anyone serious about wanting to "make it" in the game industry, since it tells them what they want to hear and ignores all the lessons I know I had to learn the hard way.

    This is a long post, and I imagine probably only 3 people will read it... but I feel I need to speak out.


    I've made maps and mods for other games since 2006, when I was barely old enough to follow a tutorial and learn 3DS Max. In 2012, I learned to program because I wanted to make my own game. A game I could sell. And once I sold it, I would park my successful self in front of AAA game dev companies, who would snatch me up as a great engineer/designer/artist/one-man-army.

    And boy howdy, how I wish I didn't do that.

    Other people told me at the time, "Don't get overambitious with your game! Make something simple!" So I started by making a Galaga clone in Unity with some cool steampunk assets I made. But the game I really wanted to make was a steampunk RTS with gameplay similar to space combat in the game Star Wars: Empire at War.

    Instead of publishing the Galaga clone and getting a portfolio ready, I instead decided it wouldn't be too hard to make it into the RTS game I wanted to make -- after all, if I released the Galaga clone, people might play it instead of the "real" game!

    So I ripped out the keyboard controls and the Galaga AI and made the thing fly to where you clicked. But then I wanted to make ships customizable. So I made a Kerbal Space Program-style "airship builder". And then I wanted to go in the first person as an airship commander and turn the game into a FPS/RTS hybrid.

    Bear in mind that this RTS game didn't even have any AI at this point. And here I was, overambitious and wanting to basically create a new genre.


    I went to Comic-Con while making that game, and I met a group of real-life game developers while we were waiting on a panel. They were working on the South Park game that came out a number of years back; this was circa 2013 or so.

    I asked them for advice to break in to the industry, and do you know what they said?

    "Make lots of games. Build up a portfolio." One of them specifically mentioned to look up Ludum Dare.

    Shortly after that Comic-Con, Ludum Dare ran their first event -- Mini Ludum Dare 44, with the theme "7 Day RTS."

    Wow, RTS, huh? I'm making an RTS! So surely, I would use this time to polish the RTS base I already had so I could take the advice of the actual game developers I personally met and talked to and release something... right?

    Well... no. I decided, "Hey, this is a good platform to experiment with my RTS/FPS hybrid idea!" So I made a FPS, and had struggles making the "RTS hybrid" part... so many struggles that I missed the 7-day deadline and spent a month on it. Bear in mind I was on vacation from school at the time and didn't have a job, girlfriend, or social life... so this was like 16ish hours per day solid of work. For a month.


    While I was working on that game, my friend messaged me with this great idea he had! He didn't want to actually make it, but I agreed it was a cool idea. But I already was working on this prototype, right? So I should focus on that?

    Well... no. I thought it was a cool idea, and this time I was smart enough to think "I should keep a record of what I've done!" But it wouldn't package, and I was too impatient to fix the errors. I uploaded the entire source code + assets to my GitHub account, except some files were too big so I left them out. I'm sure I'll never lose them and make all this worthless, right?

    You're starting to see a pattern here. I was laser-focused on "I'm going to sell this game, so I better not accidentally release part of it for free!" And then when I shifted focus, it was "only temporarily, lemme explore this concept and circle back," followed by never circling back.

    If I made my games achievable, just the bare minimum, I could have learned so much more. You notice I already realize I was running into errors with packaging the game, but instead of fixing them I just... ignored them. Because I was chasing my "better idea," the idea I was going to sell.


    So what broke the pattern? Well, nothing I did willingly. I started making a game in Unity, and I thought, "Wow, I've seen this same stuff 1000 times and it's getting pretty boring! But do you know what will never get boring? Procedural generation!" This was followed by realizing procedural generation in Unity was hard, and therefore the obvious solution would be to learn Unreal (despite having no C++ knowledge).

    So I remade the whole game in Unreal. And by "remade the whole game" I mean "made like 1/16 of the features I had in Unity followed by chasing the endless rabbit hole of procedural content." By this time I had school, a job, girlfriend, and social life, so gamedev was a lot slower. But it's okay because I'm an experienced developer now, despite not releasing anything other than like a dozen gifs to various subreddits of a game that barely worked outside of that gif.

    I took a class for school about game dev. The goal was to make a game by the end of the semester. I used it as a way of testing out my procedural generation code by making a 3D version of the algorithm mentioned here. If the link doesn't work (it isn't for me at the moment), just search "Becky Lavender Zelda Dungeon Generator" for the paper she wrote on it. She cites another paper whose name escapes me about generative grammars; I used both the methods to get my tech demo (and that's really what it was; there was no "game" other than "find the room that I said is the end") to work. My end goal was to merge this project with my commercial project; I built the generator as a plugin to facilitate that.

    And then my professor expected us to have a packaged .exe file to run and demonstrate. That's when I realized I had never successfully packaged anything before. I started running into cooker errors. I tore my hair out to get a build that mostly worked if you didn't stare at it too hard. But I got something submitted, and I put it in my portfolio.


    And it was the only thing on my portfolio. I realized that I never finished anything else.

    I started looking for internships, and I realized that despite doing game dev as a hobby for 7 years, I had nothing to show for it. Zilch.

    It's now that I realized my mistakes. I started doing Ludum Dares again, but I kept to the spirit of the competition and only worked for 1 weekend, after which I put the end result (finished or not) in my portfolio. I packaged early and packaged often. Pro-tip for Unreal Engine users: PIE (what happens when you hit the "Play" button) is completely different than a "real" build of your game, and things will break in the real build but are fine in PIE.

    All the while, I kept looking for internships. I got interviewed for a few (one of which hired me), and do you know what every single one of them asked me about?

    The stupid tech demo I made.

    They made me go through the algorithm to explain every step. It sounds complicated and impressive when you say it out loud, but really it's pretty simple (again, read those papers for the details). It was something I made for a school project, something that I could've made with basically no experience.

    And it got me an internship as an engineer at a AAA studio. I "broke in" to the industry.


    I was extremely lucky in my internship that my boss is one of the nicest people I ever met. He believed in me, mentored me, and I managed to wow people with my "intern project" -- so much that my intern project got polished and became part of a regular workflow (can't go into details here, sadly).

    Once my internship was up, I asked if I could stay on. My boss checked with HR and his boss (who was still very impressed at the time with my intern project), and they agreed that they could spare the headcount. I got hired.


    Was all that time I spent making useless projects wasted? No, not necessarily -- I learned a lot and I became a better game programmer.

    But at the same time I never took the advice I was given. Now I see a post on the frontpage which is giving newbies an "out" -- that their giant project isn't worthless, and that they should bite off more than they can chew because it'll work out.

    It worked out for me because I was very lucky. I was in the right place at the right time. But I'm still upset that I spent so long doing things with nothing to show but a single portfolio item and a baseless claim on a resume. I wish I had listened to that advice and done things differently.


    A small coda: I'm hesitant to talk much about my current job, because it is my dream job and I love it. But making a "real" game is harder than I ever thought possible. Things I never even THOUGHT about considering as problems are actually major problems. Any kind of commercial game needs more layers of complexity just to release than I ever DREAMED.

    Start small. Release for free. Don't commercialize until you're VERY experienced, with a proven portfolio.

    [/rant]

    submitted by /u/EnglishMobster
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    How do the best 2D platformers create movement?

    Posted: 21 Jan 2021 07:34 AM PST

    Hello! I'm new to game development & don't have coding experience. My goal is to create a 2D platformer. btw, I'm using Unity & C#. I thought creating the movement was a good place to start. The issue is I can't figure out how to do the movement right. I mean the way my favorite games (Shovel Knight, Hollow Knight, Spelunky 2) do it, where the movement feels very solid & consistent. I tried following a few tutorials on Youtube, but most of them do it using Unity's standard "rigidBody" physics, which doesn't seem right to me. I found this tutorial (https://www.youtube.com/watch?v=MbWK8bCAU2w) by Sebastian Lague which looks like it could be what I'm looking for, but the code didn't end up working (it caused the player box to jitter when colliding with the ground, rather than sitting flush with the surface).

    My questions would be:

    How do the best platformers do movement? What is the method of creating that type of movement called? Any advice or tutorials that could get me on the right track would be really helpful. If you have any other advice that you think could help me in creating games, I would really appreciate that too!

    Thanks for reading!

    submitted by /u/MasterFool7
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    Localizor: Hints & Tips

    Posted: 21 Jan 2021 03:21 AM PST

    Hello everyone. About two months ago I started to use Localizor to translate my game in several languages. Maybe many of you already know it, but for others it may be a new tool.

    [DISCLAMEIR] I'm not a super expert, I just want to give some guidelines based on my experience.

    Localizor is a web tool/community that allows you to translate the texts of your game into multiple languages. It is free for indies (less than 100 Steam reviews). I refer you to the site for the main operations of registration and page creation, it's nothing complicated. Below, however, I wanted to give some small tips for a more accurate usage.

    • Use the same Steam capsule as the image (if your game is on Steam) so that it will be recognized immediately.
    • Add any links to your socials so that users can find you to ask for info.
    • At the beginning I suggest not to make the page public immediately, but first share it with your community / friends, this is to start gradually.
    • Localizor has a beautiful feature (Request Context) that allows users to request an explanation, to better understand the phrase. This part is very important! You should try to answer as soon as possible, don't let too much time pass otherwise they will think the project is dead. I usually check for new requests no later than 24 hours. I always suggest to attach a screenshot because it "speaks" much more than a text with an explanation; moreover users will be able to better understand if there are width limits in the UI and then find abbreviations in case.
    • Sometimes try to export the work done, to check if there are particular characters you need to manage in the game.
    • You don't need to use long names as keys, they don't do much good because users have to read the text to be translated. I have even used numeric keys.
    • Make parsimonious use of the "Force Approve" command, better to let the users with their votes decide which sentence is best.

    Compared to hiring professional translators, it requires a bit of supervision on your part. It's worth it in my opinion though! I even found it fun.

    Thanks to Jonas Hovgaard (the Startup Company guy) for making this tool, vital for us indies!

    submitted by /u/CarloCGames
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    Realistic flock simulation ��

    Posted: 21 Jan 2021 11:05 AM PST

    Which games have you found to be a great study reference or showcase of techniques used in the trade, whether it be the lighting, level design or general polish and feel?

    Posted: 21 Jan 2021 10:57 AM PST

    For example, there are music albums that keeps on popping as references of sound mixing done right. Movies that always gets mentioned when talking about excellent cinematography.

    submitted by /u/Cojja
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    While we are all talking about Project Scope, can I get clarification on how big is too big?

    Posted: 21 Jan 2021 09:08 AM PST

    On mobile so I'm not going to link to the other threads, but obviously since that one post about following your dreams and doing what you want rather than making something smaller, there's been a lot of discussion on this topic.

    So, as a hobbyist who is both working full time and in school full time for a completely unrelated career I don't ever intend to leave, I'd like to get some details on how big is too big. I'm going to break this down into some more specific questions based off what I've read in these threads.

    1. What do experienced devs actually mean when they say "make pong"? Maybe this sounds dumb, but as a hobbyist I've followed tutorials to recreate ultra small clone games. Pong is one of them, something similar to Mario is another, flappy bird is another... but I haven't published any of these because A, the game already exists. I don't want to shove my clone junk out there, and B, even if it didn't already exist these are not games I would be proud of releasing and want associated with my name. I know I'm unlikely to get a very large audience from anything I release but I definitely don't want to cloud my image with what I perceive to be junk.

    2. How valuable is the publishing experience really? Of course it's valuable, but is it valuable enough to push something out there that you aren't proud of just so you know how publishing works? Same with marketing.

    3. Is there specific criteria for what actually makes a project too big? Originally when I saw the advice of scaling back, I assumed "too big" was essentially a finished product that isn't just a reskin of something that's already been done before. At some point while reading these threads I then started to question whether that was actually the case. It seems obvious to me that making an open world 3D MMORPG is too big for a first project, but a lot of people just say "don't make your dream game". What if my dream game is a single player side scroller, or a point and click game like Cube Escape, or a Visual Novel where the only gameplay is the branching paths? Are these still too big for my first real project?

    4. What are your thoughts on projects taking years to complete? Something that stood out to me was a lot of people discussing "oh this took me 4 years while this other thing took me 4 MONTHS which is much more financially viable" but I feel like this topic is much more nuanced than a lot of comments give it credit for. Is a game that took someone 4 years to complete when they were working on it part time really that big of a deal? Hypothetically it would have only taken 2 years if they were working on it Full Time and I don't typically see people complaining about that time range. What about people like me? Sure, I only work on my hobby projects part time but I would suspect someone who is working on their project part time when they only have a full time job still has more time than I do being in school full time and working full time. At best I would have a quarter of the time to use as someone who works on game development full time, most likely less. So if a project takes me 4 years when it would take a full time dev 1 year is that still an issue? Or is it more the amount of hour put into it rather than the time period it was completed in?

    5. Would you change any of your above answers for a hobbyist who literally just develops for fun vs a hobbyist that actually wants to put their work out there for sale, just not full time?

    Thanks for everyone's insights here!

    submitted by /u/Nahbichco
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    Does anyone here have experience with lakeshore engine?

    Posted: 21 Jan 2021 06:52 AM PST

    I found it on egret's chinese website here It's a "no programming needed" game engine made by the same people who created the animation tool dragonbones. I googled the name but found no mention of it on any english speaking website other than what looks like a changelog from 2016 that mentions english support or something. Has anyone here tried it? And is it any good?

    submitted by /u/amr5120
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    Do you have trouble finishing game projects?

    Posted: 21 Jan 2021 07:47 AM PST

    Hi. I'm still sort of new to gamedev. I've only been working on projects for about a year now. I had a lot of trouble at first even finding a program I could understand how to use. With programming languages, it made no sense to me and with drag 'n drop programs, I got overwhelmed by all the options/windows. But then I found Twine and I actually understand it to a degree where I can make games with it. I don't understand other people's questions about how to do specific things, but I can understand how to use it for my own game projects, if that makes sense.

    The problem I have is I'll put a lot of my time into working on a game, but then I lose interest before finishing it, and move onto a new project. It doesn't always happen at the same time. Like one game, I'm probably 90% done with and worked on it for months. Another is 70% done and I worked on it for weeks. I also have a lot of projects where I barely even started them. It's not that I don't understand how to continue the projects.

    I like figuring out how to do things with the program and it's fun seeing things work correctly, especially on first-tries. I don't know if my problem is about my interest in a project waning or if it's like a fear of releasing the games, then people not liking them? Or even, releasing them and then no one plays them. Whatever it is, I have 16 incomplete game projects in Twine right now. I have so many now that when I look through them, I really have to think to remember what each game was going to be.

    Does this happen to other gamedevs?

    How do you stay on one project and finish it?

    Does finishing one project help a lot with your ability to finish future projects?

    Does being part of a team help? I'm solo with art/programming and I wouldn't say I'm great at either, but I do have fun with both. I've thought of gamedev blogging, but then I wonder who's going to care about my game progress if I haven't released any yet. And then I wonder, how am I going to get anyone to play my games, even if they're free?

    submitted by /u/OwlLeft
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    create 3D models in the browser: A Full Live-Scripted CAD Kernel and IDE in the Browser (Cascade Studio)

    Posted: 21 Jan 2021 11:30 AM PST

    Program for animating 2D illustrations

    Posted: 21 Jan 2021 10:17 AM PST

    Hello!

    Far a game project (made in Unity) I'd like to animate 2D illustrations, including mesh deformation, bones and timelines (repeating animations etc.). Looking up tutorials on YouTube I found tons of different workflows, usually including After Effects, Blender and Spine. Googling a bit also brought up programs like DragonBones, Creature2D and Spriter, and the Unity Plugin Puppet2D.

    I would like to know what the ideal approach would be? I already animated a bit in Unity but due to the missing mesh deformations (I only used 2D Spriter, 2D Animation and IK) it's not really an option for our project. Spine Pro seems to be the ideal solution, but its pretty costly.

    I would have After Effects and Blender at my disposal already (and have lots of experience with Photoshop and Maya), DragonBones is technically free as well (as far as I can see) and Spriter or Puppet 2D would be cheap enough. Something like 2Dimesions/Rive isn't an option, since it's browser-based (I have a really bad internet connection atm and simply prefer desktop applications). Spriter seems to miss core functions, like the mesh/vertex deformation.

    I am searching for a functional solution - I don't mind paying money, but I want to know other peoples opinions first. I already browsed various reddit forums up and down, but all similar threads are years old and probably out-of-date in regards to their information. Maybe someone has a suggestion on what the ideal course of action would be!

    submitted by /u/Blaubeerchen27
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    First multiplayer game (HELP PLEASE)

    Posted: 21 Jan 2021 09:43 AM PST

    Hey! Thanks for taking the time to read this :)

    So I'm studying videogame development and I have this subject about multiplayer games. I'm now facing a project where I have to take a local multiplayer game I already did and make it online. I know how to send a JSON or any kind of information to a server and back, but I have no idea what kind of information I should be sending.

    My game is a 2D platformer where two players fight with a sword and a bow against some enemies.

    What kind of information would you send? If I send the values of each player (x, y...), I'm not really sure how to deal with animations. And if I send keypresses I imagine there will be some discrepancies between the two clients.

    Any help would be much appreciated!

    https://reddit.com/link/l23fy5/video/5npiv6s93qc61/player

    submitted by /u/damaca_
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    Best key distribution service - Keymailer, Woovit or Indie Boost?

    Posted: 21 Jan 2021 05:47 AM PST

    There have been a couple of discussions on here regarding this topic, but all are at least a year old, with the main one being over three years old.

    I know Keymailer was around first but a number of services have cropped up since so surely the new ones must be doing something better? I have read that some offer extra tools, like data analysis, profile searches and alerts etc. if anyone knows these are worth the extra costs.

    Im an indie dev in my spare time but work for a company that is also interested in these services. So, if anyone could give me an insight into their recent experiences, regardless of the size of your organisation, particularly on what you liked / disliked about each it would be a great help!!

    submitted by /u/Kvoth-
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    I created a searchable archive of the ~100,000 GameMaker games uploaded to the (now-defunct) YoYo Games Sandbox

    Posted: 20 Jan 2021 11:43 PM PST

    What are some things you would do in your games to create a better player experience?

    Posted: 21 Jan 2021 06:51 AM PST

    Outside of any suggestions people have with mechanics, design, polish, etc, I'm also wondering if devs have incorporated other things like methods of communication in game to get actual in-game feedback too, or anything along those lines. Thanks!

    submitted by /u/MarcoPoloStudios
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    Where to get feedback in a very early stage of the development?

    Posted: 21 Jan 2021 08:55 AM PST

    Hi there :) Me and my buddy are not creating a game directly but a little tool for gamers. We noticed that it's nearly impossible to get like "very" early stage feedback. We just want to be safe that we're developing in the right direction.

    Any ideas how we could get that feedback? We've tried several forums and subreddits but they keep removing our posts due to promotional purposes :(

    submitted by /u/Lastuard
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    How to learn about proper ways to model rewards, punishments, incentives, etc.

    Posted: 21 Jan 2021 08:40 AM PST

    I am creating a simple RPG style game/app and I realized I have no idea what I am doing

    I am trying to setup a system that has a similar feel to most RPGs. That is to say, my character will have attributes (strength, endurance, intelligence, etc). I will also have quests that upon completion the user will gain points for these attributes as well as monetary rewards. I am struggling to figure out how much they should gain for specific quests. For example, if they solve a really complex puzzle, I want to give them intelligence points.. but how many? How much gold? I know that in most other games when you level up, you can add points to the attributes of your choosing to make you better at certain things in the game. That's not what I am trying to accomplish.

    Basically, I am just looking for information around how to properly implement rewards, incentives, punishments. Is there a psychology to follow? Are there mathematical equations to follow? I have no idea what I am doing, haha.

    submitted by /u/msirelyt
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    I want to start a game studio but I don't want to program or doing the artwork. Any advice?

    Posted: 21 Jan 2021 11:56 AM PST

    I want to start a game studio but I only want to handle the business side. I'm not new to programming or design but I don't want to program or do the design. I just want to handle everything else that involves promoting the game and building a fan base.

    Any tips or advice you can give me?

    submitted by /u/Apprehensive_Let4397
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    Dont know what game to make based on my strengths

    Posted: 21 Jan 2021 11:55 AM PST

    hey guys , I need some help Ive been learning unity for 2 years now , and would like to start on a bigger project but have been having trouble figuring out what type of game . I want to focus on my strengths and the things i enjoy when making a game Mine are programming , modelling , game and level design and not things I dont enjoy doing such as , Animating , sfx . if anyone have any advice to give me , that would be great

    submitted by /u/fyfer97
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    Understanding AAA, Startups, and Mobile with Richard Khoo

    Posted: 21 Jan 2021 07:49 AM PST

    Creating heal ability sounds on a budget

    Posted: 21 Jan 2021 11:27 AM PST

    My own level is too difficult for me !

    Posted: 21 Jan 2021 11:25 AM PST

    Hey guys, I am a 15 year old who has recently got into gamedev. This is a small test level I created for my latest project. However, it seems too difficult even for myself. Any suggestions on how to improve my level design skills would be very helpful. By the way how do you like the looks of my project ?

    https://reddit.com/link/l25m1b/video/j76al535kqc61/player

    submitted by /u/Xatri007_games
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    Publisher Tip: Nail your product details in your pitch

    Posted: 21 Jan 2021 11:13 AM PST

    We loved all of the questions and feedback we received last week, so today we wanted to help indie developers with another important aspect of launching a game: Product details.

    The crown jewel of your pitch deck is your game, naturally. The first thing a publisher typically wants to learn about is the game itself. The material that follows is part of the diligence behind making a deal. In other words, if they like what they see about the game, they use the rest of the deck to vet the idea and the team behind it.

    Once you sell a publisher on the concept, you have to convince them that your team has the ability to bring it to life. Much of that happens in how you present your game.

    For the game-specific content, your deck should include the following:

    • Game concept
    • Launch timing
    • Game length
    • Game price
    • Platforms
    • Engine
    • Any planned DLC

    You should quickly and succinctly establish the premise and hook for your game. It is a strange challenge to condense the full vision of your game into a few sentences, and it may take some practice to get it right. Here's what you should keep in mind as you flesh out the concept:

    • Be brief, keeping your concept to one or two sentences
    • Articulate what the player does in the game
    • Communicate the personality and tone of the game
    • Avoid tying your concept to a mega-trend or a mega-successful game

    Here's a big test for your game concept description: Remove your game title from the description. Is it still unique or could what you wrote apply to several games because it is too general, broad, or generic?

    We'd love to hear your thoughts, and answer any questions you have on creating a hook for your game! We can also dive into the other points if you like, as there are several nuances for each of those.

    submitted by /u/IndieGameCoach
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