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    Sunday, February 14, 2021

    Great GDC Talk about Marketing

    Great GDC Talk about Marketing


    Great GDC Talk about Marketing

    Posted: 14 Feb 2021 05:06 AM PST

    A refreshingly simple data-driven game engine built in Rust

    Posted: 14 Feb 2021 09:10 AM PST

    Understanding Physically Based Rendering in Unity3D

    Posted: 14 Feb 2021 10:02 AM PST

    I spent the last 7 months tracking down the FreeJack publisher to resume development and bring FreeJack back to life, and we finally agreed on the license terms.

    Posted: 14 Feb 2021 11:42 AM PST

    I spent the last 7 months tracking down the FreeJack publisher to resume development and bring FreeJack back to life, and we finally agreed on the license terms.

    We'd like an opportunity to tell our story. It's been on heck of an adventure and more to come as we drive this one to release!

    1. The Fork in the Road

    I'd always wanted to resurrect FreeJack; however, there were so many barriers that it always felt like it was an impossible task. I would find myself asking open-ended questions such as...where would one even begin? I do not speak Korean, I have no budget, I have no idea who the developers are or whether the source files still exist. That's the fork in the road essentially, one leads to hardship and a potential for failure, and the other, although more comfortable to walk, has no backbone.

    2. Pull the Trigger, Let's Go!

    It came to a point where I just decided to pull trigger, despite the known challenges. I purchased a LinkedIn premium account and began cold calling anyone that had anything to do with FreeJack when it was released in 2010, artists, developers, project managers, any type of role. Eventually I tracked down a third party contact that knew the former CEO of the publishing company and received confirmation that the files still exist. There are a lot of scammers in this world, so it's important to validate that what you seek is, in fact, what you'll get. Tracking down these guys would often feel like a lost cause entirely, but it worked out, and this was a great accomplishment for the FreeJack reboot.

    SIDE NOTE: My LinkedIn profile is quite strong, so cold calling developers and such was not out of the ordinary for my current status and profile. For others looking to repeat what I've done, make sure you're in a good standing before taking this approach.

    3. Negotiations Were Not Easy

    The back-and-forth e-mail initially did not go well. Cultural barriers did not make it easy; it got to a point where we broke off contact and needed to cool our heads for a few months. Naturally I am a pretty tenacious project manager, so I re-initiated contact and we decided to bury the hatchet for the sake of the potential reboot - i.e. let bygones be bygones. This is where we began to build a rapport and both teams eventually came to the realization that we have an equal love for FreeJack and its potential resurrection. This is the point when the back-and-forth e-mails turned into conference calls via Skype to discuss the licensing terms in more detail. This is important because my team cannot begin a crowd sourcing campaign without a general understanding of the licensing fee / royalties and, given that this is a ten year old game and no longer running, there needs to be some leniency in that department from the former publisher.

    4. Community Building

    During the negotiation phase I set out to build and release the infrastructure for FreeJack Online as a sign of good faith that, not only do we understand this world, but also that we're quite serious about giving this game a reboot. Utilizing previous scripts and templates that we'd developed, I took those and booted up two CENTOS 8 servers, reworked the FreeJack images, and transformed the base infrastructure into the following:

    https://freejackonline.com

    http://forum.freejackonline.com

    SIDE NOTE: Over the years I've somewhat attained a jack of all trades master of none title for this sort of work. I've had the pleasure and misfortune of dealing with so many different aspects of hosting and running private servers that I've more or less had a hand in all types of work, whether it was setting up and configuring VPS/Dedicated servers, artwork, websites, forums, account panels, MySQL tables, voice overs, animation, anything that comes to mind; I've likely had a hand in it. There's been times when I've been extorted with DDOS threats, some even reaching a point where we had to pay them off otherwise risk losing substantial revenue. Players hate downtime, I'm sure many of you know by now.

    5. License Terms Set

    Now we fast track to 14FEB2021, the negotiations between both teams have led to an agreement to proceed with the KickStarter campaign having set the target price for the source files and royalties. These negotiations will still continue; however, now our team will shift focus on the funding acquisition element knowing that we have the backing of the license holders to proceed with this endeavour. It's been quite a journey up to this point, and we're really only starting to scratch the surface. There are many barriers yet to climb.

    6. The Next Steps

    Since this is an older game we'll need to give it an overhaul; it was coded on the Gamebryo engine. Once the sources are provided we'll likely mine everything from the client and give the elements an artistic / aesthetic overhaul while retaining the original mechanics. We'll very likely have to rebuild the game using a newer engine like Unity or UE. Getting to this point, however, will require funding and so our primary focus over the next six months will be to plan and launch a successful KickStarter campaign through community support.

    7. Questions?

    If you have any questions let me know. If you'd like to learn more about FreeJack or our team feel free to visit our website listed above. Keep an eye out for our reboot! And if you played the game when it was hot in 2010-2012, feel free to share your experience.

    I'll be checking on this thread periodically.

    Best Regards,

    Major Vice

    submitted by /u/VixenVice
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    How I implemented Tactics Movement into my 2D Turn Based Tactics Game

    Posted: 14 Feb 2021 01:32 AM PST

    A way to make beautiful cards and other UI assets fast using only free tools

    Posted: 14 Feb 2021 09:50 AM PST

    How do you finish a game?

    Posted: 14 Feb 2021 06:02 AM PST

    It sounds so hard, man.

    First you need an idea, which are already extremely hard to come up with, then you need to design it, then do countless iterations until it's fun, and all through this you can't lose motivation or it'll all be a waste of time. How do you guys get around this? I haven't completed a game in 2 years, let alone even got far with one.

    submitted by /u/LeytonMate
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    Sculpting Human Head with Blender : Mouth

    Posted: 14 Feb 2021 07:02 AM PST

    How we did the tutorial system in Academia: School Simulator, Part 1: SSM

    Posted: 14 Feb 2021 07:11 AM PST

    Facial Action Coding System (FACS) Tutorials

    Posted: 14 Feb 2021 05:28 AM PST

    Hi all

    I hope that this type of post is permitted and apologise if I've misunderstood the posting rules.

    FYI, I'm working on a face-reading/FACS tutorial series that might be of interest to animators, particularly in relation to facial rigging:

    https://www.youtube.com/watch?v=64sOB5-PM10

    Best wishes

    Oli

    submitted by /u/Broad-Fuel4116
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    Ultima style map / artwork development

    Posted: 14 Feb 2021 06:20 AM PST

    Hey guys. I want to toy around with Unity and I was wondering how would you link a tile on a world map to a larger and more detailed 'local' map for that tile? because I want to create a large local map for each world tile so that each world tile can be visited and have something to do.

    Also, can anyone tell me which program to use to create artwork like in the style of early Ultima games? I am interested in how to make the water and trees from 4, and the characters and tiles from 6. Specifically 4 and 6. I'll provide a couple of links:

    https://wiki.ultimacodex.com/wiki/File:PenumbraU6.png

    https://wiki.ultimacodex.com/wiki/File:PirateCave.png

    https://wiki.ultimacodex.com/wiki/File:Slaughtered_Lamb.png

    https://www.mobygames.com/game/amiga/ultima-iv-quest-of-the-avatar/screenshots/gameShotId,512552/

    submitted by /u/Xix7678
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    What do you do when you hate what you made?

    Posted: 14 Feb 2021 08:57 AM PST

    A little over a year ago I decided to make a small horror demo and release it in October.

    My goals were to keep it simple and focus on one mechanic for about 30 minutes of playtime total. Not knowing what I was doing, I ran way over my deadline, which I suppose is to be expected.

    I find myself a year later with a more polished (visually at least) playable demo. When watching a friend playtest it, I got smacked in the face with the reality that it just wasn't fun (to play or watch someone play.)

    I find mysef wanting to redo the entire thing, or at the very least gut a large part of what I've done and start again. I could push through and art up what I have to a decent state, but what's the point if the underlying game isnt good?

    If I don't release something, it feels like I've put a ton of my time into nothing. Yeah, I know you learned blahblah, but really the end result is the same as if I didn't just waste my time with this.

    If I try to get an actual question out of this whiny rant, I guess it would be do I move forward with something I don't like or start over?

    submitted by /u/lroy4116
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    I left school at 16 will I struggle with the math involved with a game design degree

    Posted: 14 Feb 2021 09:24 AM PST

    Through courses I am now able to apply for a college degree will I struggle alot with the maths ?

    submitted by /u/FeelsBlue2
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    Hi devs, I made this tutorial where I show how to transform from normal Sprite to Pixel art in a easy way. Hope it helps! (Unity)

    Posted: 13 Feb 2021 07:26 PM PST

    How can I create a coupon code for my steam game?

    Posted: 14 Feb 2021 05:34 AM PST

    I am a new game developer who wants my buyers to use a coupon code to get 10% off on purchases for those who will come from my blog. Can I add a discount coupon in steam?

    submitted by /u/MuhtasirImran
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    UE4: Advanced FPS Tutorial - Part 2: Weapon Setup

    Posted: 14 Feb 2021 03:18 AM PST

    Grid like Background For Displaying Assets.

    Posted: 14 Feb 2021 06:39 AM PST

    TALKING ABOUT THE BACKGROUND USED IN GRIDSHOT

    So , I just started game-deving and I really would love to know how can I get those White and Grey looking grids for showing off my assets and functions ( like shooting a gun at a car ) without having to worry about frame drops that are caused by my world assets.

    submitted by /u/DR4GON_EMP3ROR
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    How is the basic Unreal Games structured?

    Posted: 14 Feb 2021 10:07 AM PST

    For example, how many stacks between the main thread and the update function? Ten, Twenty?

    submitted by /u/KaraP7911
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    2D Bosses

    Posted: 14 Feb 2021 09:57 AM PST

    Hey I'm making a 2D sidescroller fast-paced platform game cowboy themed and I don't know exactly how to make a boss/boss fight for this type of game since most of these games have creatures or animals and like bosses and enemies and in my game, the enemies are all human the same size as the main character. The enemies just jump, run and shoot, nothing special. So, how do I make an exciting and good boss to fight without seeming too exaggerated like being able to fly or something? The idea that I've been working on is that all bosses become a type of monster or creature related to the boss itself. For example, the first boss has a twin brother but he only appears in the middle of the game so in the first mission the boss is just one of the twins, which becomes a "monster" that is only half a body with two arms on one side and a leg (the twin being the other half) that reaches 99 pixels (the main character has 20). I know it seems very exaggerated for a cowboy game that does not address anything "fictitious" so to speak and the excuse that the game gives for this type of bosses is that as the main character was shot in the head and the bullet stayed there, he tends to "imagine" enemies like that. The main character also breaks the 4th wall on some occasions which may also be due to the bullet situation. The possibility of bosses being this way allows boss fights to be more diverse and exciting.

    submitted by /u/_skott_
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    Help with Game Maker tutorial

    Posted: 14 Feb 2021 09:22 AM PST

    I'm a GML and programming beginner and I'm following this tutorial by Shaun Spalding.

    I don't have a great grasp of it so far, but around the 10:45 minute mark, he starts talking about the variables used to make the player object face in the direction its moving when you let go of the direction key.

    I'm pretty sure I've written the exact same code for the player object (and scripts) mentioned in the video, but when I let go of the direction keys the player always faces right without fail. Can anyone help me?

    submitted by /u/CYDLopez
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    AUTODESK MAYA - How to make Realistic Character for FREE?

    Posted: 14 Feb 2021 08:49 AM PST

    What is a good pattern for interrupting the turn flow in a turn-based system?

    Posted: 14 Feb 2021 08:22 AM PST

    I'm currently working on a turn-based card game but I've had this question before when working on some of my first games too. I want to create a turn system where independent and self-contained events can happen at any time during a turn, based on the dispatch or signaling of game events.

    Taking a look at the current approach in a board party game like Mario Party, we see that most events happen synchronously after the action of a player, like say, walking by a NPC cell. In that case, the game controller is aware that action was triggered while the player was walking, and thus could expose a callback for the NPC to call when they're done with their actions, resuming the player walk from where it was interrupted. Meanwhile, no other events may happen unless the NPC is ready for it and is able to resume their own state after the new event ends.

    With that said, what I'm looking for is a way to avoid that synchronous behavior in order to make possible for effects and events to take place whenever. That way, it becomes possible for players to act during another player's turn, resulting in a more dynamic gameplay.

    For instance, in Mario Party, it's not possible to use an item unless it's your turn, which makes total sense. However, imagine there was a rare item that allowed you to reap 20 coins from other player whenever you please, even if it's not your turn. There isn't a turn phase that allows other players to use any items, so it wouldn't be possible. Even if there was such a phase, it would only allow for items to be used right then, and not later during other phases.

    An asynchronous behavior would enable for a stack of events to occur dynamically during a turn. However, the system would have to be carefully developed, otherwise it could be prone to infinite loops.

    My question however is how does a controller interrupts the flow of a turn (which is supposed to be synchronous) for events to take place at unpredictable times? My current guesses are: using state machines to handle the suspension and resuming of events/phases; or forcing every event/effect to implement methods that suspend and resume their own execution, be it with state machines or not.

    Do you have other suggestions about how this is done in existing games or systems?

    TLDR: What are patterns for implementing asynchronous events that interrupt a synchronous turn-based system?

    submitted by /u/MaisUmMike
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    How would you go about making a building generator

    Posted: 14 Feb 2021 07:55 AM PST

    so I'm making a game called yakuza raid (might change the name later) and it is a roguelike kind of game where most things are randomly generated. I've found dungeon generators but not building generators. How would I go about making them?

    What I the building generator to be able to do is:

    • Generate simple 1-2 story building with several rooms, possibly with a basement added there (but that's just a big square with the dimensions of the first floor without rooms and walls).
    • Keep the hallways between rooms realistic (ie squished together into a square losing no space unlike dungeons in classic roguelikes that often have thick walls filled with wasted space)
    • Generate furniture inside said building (simple stuff like a counter, chairs, and shelves for a shop or tables, chairs, desks, and couches for appartments or houses)
    • Keep the stairs to the other floors (if any) alligned with the upper and/or lower floors
    submitted by /u/PB_Dendras
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    Best plateform / system to host your game and online services? (Dedicated server)

    Posted: 14 Feb 2021 07:48 AM PST

    I have a multiplayer game and I don't really know where to host it and which Online service to use if you have any tips, advice or new services to propose.

    Key features: - Matchmaking - Party - Friends invite(via online system) - Leaderboard

    I will maybe make all the leaderboard and user information part myself with lambda and a database.

    Hosting service: - Gamelift(AWS) - Agones + Kubernetes(GCP), I love this project and work a lot with K8s but maybe overkill and time consuming.

    Online service for matchmaking: - Epic Online Service - Steam Service

    The Engine I'm using is Unreal Engine 4

    submitted by /u/Kubesssandra
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