Developers share their most memorable dirty coding tricks |
- Developers share their most memorable dirty coding tricks
- Raph Koster explains why things are the way they are with microtransactions and loot boxes
- How do you guys come up with ideas for your games?
- Places to practice games develop
- A little text based tutorial for Unity on how to create simple main menu
- What do marketing agencies do that I cannot do myself?
- Are non-playable prototypes a trap?
- Things I learned from showing my VR game at an event
- Any suggestions for development order?
- Using premade assets - what are your criteria?
- Just need help being put in the right direction for resources for Unreal
- Released my first JRPG game - GoblinQuest
- The Poor Man's 3D Camera · Evan Todd
- What locations in Canada are rich with game studios?
- Developers, how do you decide what to name your project iterations?
- Join Jenn Sandercock from Inquisiment as she discusses good game design, Edible Games, the consequence of baking cake at work, and much more.
- Free 2D Pixel Art Graphic Pack for your Game Dev project
- Assuming time and money weren't an issue, what is your dream game to make?
- Game development website
- 3D Root Bone Issue
- Educational trivia game - question about questions
- Redesigning the Save Slot Selection Menu in Reynald's Expedition!
- How Doom influenced my abstract shooter: D.O.T
- Any hints or experiences, regarding the ratios between In-Game-Currency, In-App-Purchases and rewarded Videos?
Developers share their most memorable dirty coding tricks Posted: 29 Nov 2017 08:54 AM PST |
Raph Koster explains why things are the way they are with microtransactions and loot boxes Posted: 29 Nov 2017 02:28 AM PST |
How do you guys come up with ideas for your games? Posted: 29 Nov 2017 06:21 AM PST I love to program games and the like, but when it comes to coming up with an idea that I would like to pursue, I hit a wall. Coming up with things that are new and fresh is very hard for me. Any suggestions? [link] [comments] |
Places to practice games develop Posted: 29 Nov 2017 08:48 AM PST I'm going to be starting games develop in college next year (hopefully) and I would want to know some places where I can practice skills that would be useful for then Thanks in advance [link] [comments] |
A little text based tutorial for Unity on how to create simple main menu Posted: 28 Nov 2017 01:37 PM PST |
What do marketing agencies do that I cannot do myself? Posted: 29 Nov 2017 03:17 AM PST I know how much it is stressed that dedicating budget to marketing is crucial for a game's success. However, most marketing agencies are focused on US or Europe level of prices, which I won't be able to afford living and working in a third-world country. Because of this, I am interested in doing all marketing myself. I see the following possibilities:
I think I've got skills in each one of these things. I'm only concerned about the last one (as I understand, it's difficult to get even a good game reviewed anywhere) but on the other hand, I've heard that reviews don't generate lots of sales by themselves, so they may not be as important. Considering all of this, which aspects of marketing are missing here? What can a marketing agency do that I can't? I'm interested in any thoughts and suggestions. Thanks! [link] [comments] |
Are non-playable prototypes a trap? Posted: 29 Nov 2017 05:06 AM PST tl;dr: can prototyping non playable concepts become a trap to never release a game? I am still on the very early stages of learning 2D development, and release a few silly games even while considering it was not exactly what I had in mind, because I learned that never finishing a project seems to be the main problem faced by beginners. There were many ideas (NPCs, plausible procgen cities, etc) that I left behind while developing them because I wasn't technically ready, or the code developed so far wouldn't accomodate well those ideas. I took note of them and plan to make different prototypes to each one of them to experiment not with playability in mind, but the technical aspects of it. Is this a common trap to never release a game? I see here in there some games under development that has been going on for years, each update is about something fancy, but never get fully released because there is no meaninful gameplay, so I wonder. EDIT: I suppose it is a common practice to try a non-playable prototype of a particular idea before working on the playable prototype itself, so please correct me if my assumption is wrong. [link] [comments] |
Things I learned from showing my VR game at an event Posted: 29 Nov 2017 06:36 AM PST |
Any suggestions for development order? Posted: 29 Nov 2017 07:07 AM PST Hello, I plan to start making a game soon, or as soon as possible, so I wanted to ask if anyone who's already more experienced has any suggestions or tips with what to start/when i should do which part, for example if I should do background art before character sprites and when the soundtrack should be made etc. thank you! [link] [comments] |
Using premade assets - what are your criteria? Posted: 29 Nov 2017 05:56 AM PST It may be OK to use premade assets which are specifically for the purpose, but would you use them? The way I see it, I would choose an asset pack that probably very few use, if I ever had to use them, because if you use popular assets in your game, then the people playing it would see it and be reminded of another game with the same assets. That may or may not be a good thing; it may also make them think the production is of low quality, or something similar. Thoughts? [link] [comments] |
Just need help being put in the right direction for resources for Unreal Posted: 29 Nov 2017 07:49 AM PST I'm not very good with game dev but I've spent a lot of time building on Second Life. I've been writing stories and RP'ing in my game's universe for over a decade now and just want to put it all down on paper so to speak. Basically what I'm looking for are:
I'm not looking for anything serious right now. I'm just really itching to build my cities and terraform instead of doing it on Minecraft. Please help me out here [link] [comments] |
Released my first JRPG game - GoblinQuest Posted: 29 Nov 2017 07:40 AM PST I'm happy to announce that I've completed and released my first JRPG game, Goblin Quest. It took me about 4 months of dedicated work. I am a perfectionist and did not want to release this game short of being a polished product. But I realized I was spending far too much time on it, and it was becoming too emotionally draining. I decided to just release it in its unpolished state. I am mainly a programmer, but a majority of the time was spent on non-programming tasks, such as UI, map design, game design, scenario creation, sprite editing, selecting the art, balancing and play-testing. I built it using JavaScript and the game development framework Phaser. This was not built using RPG Maker. A lot of the programming was hard-coded such as collision detection, map-region detection, and the battle engine. This game is 24MB?, broken down as follows
Please be patient as it might take a while to load at first. But as the data is all stored in the cache, this will load faster later. ** Controls**
You can play it for free here https://greendragon.itch.io/goblin-quest I put my heart and soul into making this game as good as possible. I spent countless hours on it, and have published it for free. While you are not required to, I would greatly appreciate a donation in Patreon https://www.patreon.com/green_dragon Features
The highest attention to detail was used in making this game.
Tilesets The game uses the following tile-sets which were accessed from OpenGameArt
Enemies The enemies were taken from the following Open Game Art packages
And some more OGA sets Game Mechanics
I did extensive play testing for quality assurance. Are there bugs in this game? No doubt about it. Can you crash the game, walk through walls, or get stuck? Yes. But the game is huge, and I simply do not have the time to playtest all of it. Basically, do not try to break the game, do not walk on the edges, etc. Is the story bad? Yes, but I do not know how to write. I tried my best with it. The dialog might sound bad, but I tried to give characters relevant things to say. I am primarily a programmer Here are the spreadsheets I've used in the game https://docs.google.com/spreadsheets/d/1QVwxGTk_VlmJ9GNJ0UCebLD5HVhTVjWXqQwRWkXC5wg/edit#gid=0 https://docs.google.com/spreadsheets/d/1HkMfDo7EGHvLV44VpKP58SSLCCqz9Q67Q_bZD33GShg/edit#gid=0 I plan on posting this onto some other subreddits such as r/snes, r/jrpg and r/rpgmaker Edit: I developed this locally using Python's SimpleHTTPServer. Apparently filenames there are not case-sensitive, whereas files on an actual website are. Changing the names of my audio files to reflect their exact names fixed the sound problem. The music now works. [link] [comments] |
The Poor Man's 3D Camera · Evan Todd Posted: 28 Nov 2017 01:57 PM PST |
What locations in Canada are rich with game studios? Posted: 29 Nov 2017 10:25 AM PST I'm selecting universities In Canada to apply to for computer science. Other than the academic reputation and employment reputation of the university, I'm particularly concerned about the location. I'd like to be in a region where I can get good job opportunities for game dev. What locations would you suggest I look at? [link] [comments] |
Developers, how do you decide what to name your project iterations? Posted: 29 Nov 2017 09:39 AM PST What I mean is, what constitutes increasing the version number like 1.1, 1.2, 2.0 etc? I have a hard time deciding when I've done enough work to stop, save, create a new version and what not. I know this is important for many reasons but I find it infinitely easier to just save consistently instead of creating different versions. [link] [comments] |
Posted: 29 Nov 2017 07:10 AM PST |
Free 2D Pixel Art Graphic Pack for your Game Dev project Posted: 28 Nov 2017 08:24 PM PST Hello people! New here :D I'm a pixel artist and I decided to give away some of my work for free. I used to sell it on marketplaces, but I realized there may be a better way to go about it, so I just created a page in Patreon where I will be uploading some stuff for everybody to download. I think it may be a better way to grow an audience, for it seems more sincere and it gets me closer to the people that will be using my designs. This time I'm releasing a complete pack of graphics to create a platformer game. There's no need to pledge or even sign-up into my Patreon page. DOWNLOAD Platformer Dungeon Kit LICENSE: CC BY 4.0 And of course if you want you can support me in my Patreon page. I will be uploading assets regularly. Enjoy! [link] [comments] |
Assuming time and money weren't an issue, what is your dream game to make? Posted: 28 Nov 2017 08:35 PM PST Been lurking about a year now, and I haven't yet seen a post asking about what you aspire to as a dream game. Let's fix that. :) So, What game idea keeps you up at night, what story do you want to tell, what mechanic is underutilized? What is your dream game? I'd love to hear! [link] [comments] |
Posted: 29 Nov 2017 11:32 AM PST Today we launched our official website, and we couldn't be more proud. Still, we always strive to do better so we were hoping to get some feedback on our game's website. We are still really early in our development proces, but we've heard it's important to market early on. Right now there's little content, so there's that, but what could we do better? Thank you in advance! [link] [comments] |
Posted: 29 Nov 2017 11:26 AM PST About a year into development of our 3D third person game. Our main character is using animations to drive his movement, based on his hips movement. The issue is that the main character doesn't have a Root Bone, which means our animator is running into issues with having additive animations play that have hip movement. IE Player running, an interact animation plays that has hip movement, players movement gets messed up because of it. A similar issue happens anytime we want to snap the character into an animation pose without moving the player position in the game world. We have been thinking about putting a root bone in on the character, but we think that would involve rexporting tons of animations and resetting up a bunch of our animation controllers, so a pretty painful process. Does anyone have any advice on the subject before we go done that path? Thanks! [link] [comments] |
Educational trivia game - question about questions Posted: 29 Nov 2017 03:34 AM PST I am working on the development of an educational quiz about my country. The thing is, the game, or more specifically, the questions need to contain statistical data about the country (this condition needs to be met to get the money). Does anyone have any idea how to prepare questions that would meet the conditions? Maybe even a specific question type? Currently the idea is the following: Around 80 % of the questions are going to be general questions about the country (the fun part). The statistical questions are going to be introduced as questions with a slider, where the player would have to guess the right value. Doing so they would get double points. Each game round will have one or maximum of two slider questions (again, so the player wouldn't get bored). So, yeah, I need more ideas to make the game more dynamic, so if anyone has something to chip-in... I would really really appreciate. Thank you! [link] [comments] |
Redesigning the Save Slot Selection Menu in Reynald's Expedition! Posted: 29 Nov 2017 11:03 AM PST |
How Doom influenced my abstract shooter: D.O.T Posted: 29 Nov 2017 11:00 AM PST |
Posted: 29 Nov 2017 06:49 AM PST Hi everyone, maybe I'm just googling wrong (keywords), but somehow I wasn't able to find valuable input. I'm currently working on a quiz game for iOS in which you can buy second tries for in-game currency. I'm currently working on my economics and am wondering: Are there any experiences or good reads/talks about mainly the ratio between the reward for a rewarded video and an in-app purchase. So basically I'm asking myself: If a user gets 20 coins/diamonds/... awarded for watching a rewarded video, what would be a reasonable amount of coins/diamonds/... for spending 1 US$/1€. (The problem escalates further, as the exchange rate between US$ and in-game currency is not fixed, but depending on the IAP price.) Bottom line: I want neither the IAP, nor the rewarded video to feel invaluable for the user. I'm open to all suggestions and available guides / talks that I may not have found. [link] [comments] |
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