Godot 3.0 beta 1 is there, right in time for Ludum Dare |
- Godot 3.0 beta 1 is there, right in time for Ludum Dare
- "Why do indie developers sign with publishers?" - PC Gamer
- Game is due out on Steam in less than 24 hours. Bricking it.
- Ludum Dare this weekend! Who's joining?
- What I learned after 1.5 years of development of game
- Merry Christmas from Devdog: Launching A $35,000+ Unity Christmas Giveaway Calendar
- How to make realistic and deep 2D enviroments?
- Help regarding projectiles and authoritive server
- What’s It Like Making Indie Games For The Nintendo Switch?
- Need ideas on score in game
- What it feels like being an indie game dev
- GameDevTycoon: iOS Release - Day 1 Analysis: A Rough Start
- Alternatives to Khan Academy for gamedev?
- Loot Boxes and Game Developer Remuneration...the small guys
- Secure Table Displays for conventions
- Tonight @ 7pm EST - Live streaming Unity 3D workshop with James Simpson (aka - Dr. Unity) More details in comments
- Made a concept and simply want people thoughts.
- Testing and Game Development
- The Entity-Component-System - C++ Game Design Pattern (Part 1)
- When to go for publisher?
- Ludum Dare game jam process
- OPENTYPE font
- American 4D stream ! Come hang out and build 4D boxes
- Game Art and Design Courses/Institues
Godot 3.0 beta 1 is there, right in time for Ludum Dare Posted: 30 Nov 2017 06:51 AM PST |
"Why do indie developers sign with publishers?" - PC Gamer Posted: 30 Nov 2017 03:30 AM PST |
Game is due out on Steam in less than 24 hours. Bricking it. Posted: 30 Nov 2017 08:17 AM PST I am in the storm before the storm. I have no idea what will happen when we hit new releases. It's such a risky business not knowing whether you are going to sell 50 copies and slide into oblivion or jump into "popular" with 5000. I'm getting a lot of key requests, trying to validate everyone at the moment. Not many scammers so far - though a lot of people have started to get cheeky, asking for "a few keys" so they can do a giveaway. Not sure this really helps. That's probably the least of my worries considering Steam still haven't finished their review and signed off on us actually being allowed to launch. Just thought I'd let you all know I am panicking. Edit: Game is in the comments [link] [comments] |
Ludum Dare this weekend! Who's joining? Posted: 30 Nov 2017 03:54 AM PST I don't see a Ludum Dare #40 post here yet, but seeing how it starts tomorrow, can we get a roll call? If you're not familiar with Ludum Dare, it's a game jam where you make a complete game in a weekend. You can work individually and do everything from scratch in the 48 hour compo, or you can work as a team and/or use premade assets in the 72 hour jam. More details here: I've participated in 6 jams over the past three years and they are great learning experiences. I always feel a great sense of accomplishment when I have a complete game at the end of the weekend. I don't usually finish very high, but it's a good opportunity to try out new ideas or genres. If you're going to join, here are some tips I have:
Good luck to everyone who enters. If anyone plans to livestream over the weekend, let us know. I might stream a bit, but typically I join in and code alongside others in their streams. Have fun this weekend! [link] [comments] |
What I learned after 1.5 years of development of game Posted: 30 Nov 2017 05:30 AM PST My way to gamedev was pretty spontaneous and spiky. Many years ago (almost twenty) I wrote some basic games in QBasic. Unfortunatelly - friend of mine tear it apart with critique (games is very basic and critique is constructive enough, but taken as jokeish harassment - trolling). He do not know, that they made by me and I hear all what he wishes to say. Many years later, when this story is forgotten and emotions diminishes I decide to write many other games. Some small prototypes (for me only). Two years ago I see "Indie Game: The movie" and it motivate me to learn and write (again) the game. When comes name "BoomTris" - I stick to it. Learning new engine (Unity 4) was very interesting and self motivating task. And after half of year of development and random blog of Ducat - I meet an artist-modeller. He can make good 3d models and flatten them to 2d with normals. And year after it we developed game head to head. But after that, when I wishes to finish game he decline to make some changes/additions. And propose revenue share 50/50 (he only work on models). I'd like to share revenue, when it will (occasionaly) arrive at hands, but can not move further with some changes. I wishes bosses to be composite and need models of ships to be split. When he declined to do it I made it myself, but it does not look as good as his. After some time (1-2 month) of struggling with assets and fixing tedious bugs in complex code I decided to take rest. After 3 months of relaxation from project it was continued. But without artist, that can made changes in art (same style) I definitely lost motivation. Tried to redo art by buying some assets, but it not fit properly. And game is doomed. Reading author of Spelunky: "Just ship it" and decided to ship game in current state and going on. What went right: * Fun when developing game. Trying to make all mechanics to fit together, playtesting and cyclic prototyping with balancing is very fun.
What went wrong: * Does not write contract with artist, in which all revenue share and responsibilities was written. After he decided to stop making additions I will tight bound by hands. Game was written about his art style (and he dictate it) and now I should replace it with external content or buy freelancer to replace it. Maybe in sequel I will use new assets on engine of game (and write contract with freelancer for it)
As said Dennie Ritchie: "Does not write program as smart as you can. Because debugging is twice as hard. And if you use all you intellectual power to write one, by definition you can not debug it". And strange bugs in Unity physics - boxes fall apart. I was introduced rubber banding for it (switch kinematic on/off when box falling/staying still)
But after trying to figure out card mechanics (which part where to spawn) - dig myself into different genre (cards), that I not ready to work with. And linear weapons does not fit altogether. Ship is too big to hit smaller with linear beamers, and bosses does not come to live. After half a year game was pretty fun to play, but after year after it has only basic mechanics of falling towers. And it discouraging. *Trying to upgrade engine. During development unity evolve to 5.6 and further and I decide to move to it (to use async load and another cool features). But many assets broken in new version and authors forget about them. Not so many, but game FX wise assets is broken. It eaten two months of game development and motivation.
Good ones is outnumbered them, but one toxic man can broke as many motivation as can take 10 good one. And I find that 150 people like to buy my game after release (with old graphics). Months later visibility diminishes and no content upgrade or writing changes can bring many voices. After year and half I take down game from greenlight and after that read - steam pushes last greenlight games to steam in packs. Good lesson - to wait some longer. But one thing I wishes to say: developing game was fun adventure And now I write another one. But do not know when to say about it on indiedb. Thank you for reading this post. It's was very interesting to write (recalling all good and bad moments of adventure). Wishes you best of luck and happy to see your comments about my mistakes. [link] [comments] |
Merry Christmas from Devdog: Launching A $35,000+ Unity Christmas Giveaway Calendar Posted: 30 Nov 2017 04:56 AM PST |
How to make realistic and deep 2D enviroments? Posted: 30 Nov 2017 02:08 AM PST Hi guys, i searched everywhere but i couldn't find an answer to this question so i'll ask myself. How do game devs achieve those deep realistic locations in 2D games? For example Machinarium's or Dragon's Crown locations aren't nothing like Mario locations. I want to do a 2D enviroment more similar to Machinarium or Ori etc and not similar to Mario. But still being a platform not a point and click like Machinarium. Thank you all. [link] [comments] |
Help regarding projectiles and authoritive server Posted: 30 Nov 2017 02:57 AM PST I'm creating an online game with (hopefully) 128 players. I understand that when a player shoots a rifle where the bullet is instantaneous, then the server must move the players back to the time when the shot was fired on the client and ray cast to see if anyone was hit. Im having a hard time understanding what to do if the player fires a rocket which takes time to travel. Should the server be moving the players back to their locations every frame as the rocket travels? That seems very expensive...also players can construct walls in my game, what happens if another player built wall in the path of the rocket? The client wouldn't see the wall built and would see the rocket keep going. Whereas the rocket on the server would hit the wall. Also since the wall shouldn't have been built yet at that point in time then I guess that has to be disabled too? brain implodes [link] [comments] |
What’s It Like Making Indie Games For The Nintendo Switch? Posted: 30 Nov 2017 03:51 AM PST |
Posted: 30 Nov 2017 03:15 AM PST Hello! I've been working on 2D platform shooter game, it has already few minor releases which were tested by around 20 people. It got really nice and positive feedback but a lot of them mentioned it would be nice to have score. Game has randomly generated items who give you power ups/downs, enemies are spawned around you and when you kill them they have chance to drop heal, key or essence you have to use to fill generators. What would you recommend, what will have an effect on score beside killing enemies? What does/did have an effect on score in your game? Thanks! Edit: There is also leveling system and 4 spells, maybe the points could scale based on player level or if you are under effect of spell (which is basically buff for a certain amount of time). [link] [comments] |
What it feels like being an indie game dev Posted: 30 Nov 2017 11:26 AM PST First I want to let you know who I am and where I come from. I'm a solo game dev, have studied Game Design for a couple of years, released 2 games on XBLIG, 1 game on iOS and a boat load for free on PC/MAC. I started by using Game Maker, moved to C# and XNA, and finally switched to Unity3D a couple of years ago. Most of the time I've had a job and worked on my games on the side. I've been consulting for a couple of projects, making some money. During my 7 years as a gamedev, I've gathered enough revenue equal to a month of salary. Ok, lets move on - where am I now? Now I'm doing this full time. I've been working with a semi popular prototype I made a couple of years ago, and spent almost a year making the real thing. I do a couple of devlog videos, write an occasional article, shares a gif or two on Twitter. I am supported economically and emotionally by the love of my life. I've tripled my subscribers on Youtube, gathered a couple of followers on Twitter, Instagram, Facebook, shared blogs on GameJolt and Itch. Bought the domain name and setup IndieDB, and tried TIGSource for a while. So what's the problem? I constantly feel like I'm not getting anywhere. Getting seen is the most important part, because if no one sees your game, it doesn't really matter how good it is, right? I constantly try new ways of getting attention (to the best of my knowledge), but nothing seems to be working. I don't have previous successful titles to lean on, I don't have fans from before. I still feel like I'm on the start block, just not getting the hang of how this is supposed to work. It feels like everyone else is passing me, and that I'm stuck alone at the start. Every night I have trouble sleeping. I stress about features that are not in the game yet, I stress about features that are in the game but probably not good enough, or if they play well together. My sleep cycle is FUBAR. I barely get any quality sleep because of the stress. I don't have enough money to buy the things I feel I need. I don't have the skills to market my game. I don't have a publisher backing me up, and I still haven't figured out if I should try to get one. Since I'm not bringing any money to the table, I constantly stress about the economy at home. I have the best partner in the world, and she is constantly supporting me, telling me that I will bring my share of the money whenever I can. I get the feeling that her family thinks I'm leeching on her, and I get the feeling that my family thinks the same. I avoid buying things for myself and try my best to stay as cheap as possible until I can get a revenue stream again. Every day it feels like I'm one step away from fetal position. The game is slowly getting to a stage where I can release it, and in a month I will release a demo according to my time plan. I'm fully capable of getting there in time, but the release is increasing the stress even more. You only get one chance at this, so everything must work. I stress about the platforms. Which one first? All at the same time? Will the trailer be good? Will players like the art style? The mechanics? My take on the rogue like genre? Early access? I constantly tell myself that this first year will be the worst - when there's no revenue stream and you are starting from the bottom. The next project will be easier. That's what keeps me going right now, and I really hope it's true. It probably will, if I by some magic find a way to get the game out there, to get it displayed somewhere, and if people are interested in it. Being a solo indie dev is the hardest part I've ever done in my life, and it has almost broken me apart as a human being. But I must keep fighting. This is what I've dreamt of doing for so long, and during my good days, this feels too good to be true - working with your biggest passion in life - getting people entertained by your product that you've put your heart and soul into. Thanks for reading. If you are interested in becoming an indie game dev, know what you are getting yourself into. [link] [comments] |
GameDevTycoon: iOS Release - Day 1 Analysis: A Rough Start Posted: 30 Nov 2017 08:04 AM PST |
Alternatives to Khan Academy for gamedev? Posted: 30 Nov 2017 08:57 AM PST I took the computer programming course in Khan Academy and absolutely fell in love with their challenges and it worked amazingly in helping me learn JS (and I actually managed to learn a little SQL too). The way it just lets you do all the coding but to accomplish a specifc and simple objective almost felt like a game on its own. I was wondering if any other websites allow the same sort of challenges as khan academy to help me learn (hopefully ones more pertaining to gamedev) [link] [comments] |
Loot Boxes and Game Developer Remuneration...the small guys Posted: 30 Nov 2017 02:36 AM PST |
Secure Table Displays for conventions Posted: 30 Nov 2017 08:46 AM PST Hello! Does anyone have any experience secure tablet displays suitable for conventions? I'm bringing a mobile game, but I'd like to leave a secure, overnight display for people to play with unattended, after hours. So far I've found these two that seem suitable: Has anyone had any success with these or have any other suggestions? Thanks! [link] [comments] |
Posted: 30 Nov 2017 08:34 AM PST |
Made a concept and simply want people thoughts. Posted: 30 Nov 2017 01:13 AM PST It was 1 am and I decided to put an idea I have had for awhile into text, I don't have any dev skill so I won't be doing anything with it, though I would love people to share their ideas (tried to do so on r/gaming but no ones commenting on it after an hour, only fluxing in the up/downvote) after a mod told me I might have better luck getting people involved, I figured why not. Again, I'm no dev just a guy who put an idea in his head into a very basic and rudimentary concept. Game Concept: Current name: Project Cold Stuff Type of game: Open world(Possibly Linear), Fantasy RPG with heavy emphasis on choice cause and effect (both long and short with more "collateral" damage emphasis from choices) and story (similar to how Witcher 3 handled choice) Game location: Snowy forest/ mountainous region with villages and small towns. Heavy on valleys and climbing with very little in terms of huge open space. As well as a separate large city area that has some outlying farmland to travel to. A brief summary of the idea (as well as notes of subjects): MC is cursed and seeks a way to lift the said curse. The curse is never exactly defined within the game, but is similar to Dark Souls 'hollowing'. The cursed bear a mark upon their right shoulder that looks like a (Note: Still searching for a good symbol for decay to use as a base anyone know of any? A symbol that means fading to nothing or falling into ruin would work as well). The cursed are slowly stripped of all emotion over time, it first begins with simple things such as anxiety, sadness and progresses into happiness, anger, and love until they are unnaturally calm all the time. The cursed cannot truly die (hence similar to DKS) and each 'death' quickens their loss of emotion. (Note: Should the player be penalized for each death within the game? ((I.E the player has died 5 times and thus suffers a debuff when talking with NPC's such as merchants or attempting to seduce out info that a player who hasn't died doesn't suffer?)) Should the player who dies be rewarded in counter-balance for dying? ((I.E they can talk to normally aggressive animals and recruit them or maybe just make them neutral? If so how many times would they have to die? When does the buff/ debuff no longer stack? What is the limit on creatures? Should it be limited to weaker creatures like wolves or can it affect stronger ones?) The denizens of the world don't understand how the curse occurs, thus curse-bearers are basically considered plague-rats and killed/ captured upon being discovered. Most lords have the curse-bearers burned at the stake to appease the gods, as many believe the gods are angry with men. (Note: How heavy should this be shown? Should a burning body be seen in every village or should it be on in the small towns or the main city?) All the while the land is strife with war as this mountain region is a perfect way to attack both sides and thus both sides want to secure it (Note: Should the player be able to affect the war ((Beyond the obvious side quests))?) (If the player can affect the war, to what degree? Should it just be small skirmishes, the fate of a small village, etc, or the decisive choice of which side wins the front and maybe even the war?) Main Character: Likely want him to be a very bland looking character to represent it affects "everyone" Maybe have him be a farmer or other commoner type of background? (Note: I was thinking possibly you could choose from set "professions" to base your early game stats such examples could be blacksmiths apprentice, hunter, farmer, trader, bard-in-training, etc. For the basic craftsmen, fighter, jack-of-all-trades, money maker, and conversationalist options generally found in RPG's. ((Of course, this can be expounded upon down the road as it is just a concept)) However, I want what makes him interesting be more backpedal, like his personality. I want him to be a very choice based MC, a template so to speak with dialogue options to represent that. I want the character, and in turn, the player, be rewarded for actions and words (or punished of course) to create an attachment to the character. A basic idea of how the game could start: This would depend upon which of the basic backgrounds you choose, the one I chose here is a possible one for the "Hunter" (warrior) background. The game would open up with a cutscene of a man covered in furs with a bow and quiver strapped to his back and a hunting dagger on his waist. Slung across him is a knapsack to carry his supplies needed. (food, hunting gear, wrappings for transport, etc) The MC would be walking among rows and rows of snow-covered trees, with mountain peaks visible within the cracks of the treeline to give the player a taste of the scenery before giving control to the player. This would be a very short cutscene so the player can jump right in without a bunch of unnecessary exposition thrown into their face, exposition which can easily be given later on in dialogue. The player would receive their first quest, to hunt an animal. You would have the skills for basic tracking, and thus the player, well, tracks. The player would follow it around for maybe a minute tops depending on the players speed on finding the correct tracks (Note: A good way this is done I find is the game theHunt: call of the wild where the player looks for tracks, blood ((if shot)) dung, and later on disturbed vegetation and broken branches to find their prey) You would then have to find the beast (in this case likely a deer for an easy starter hunt) and sneak up on it. It would be in fact possible to scare off the deer and thus repeat the process of tracking it if the player fails to kill it after a third go through of tracking, the player will loop around through set areas until the player lands the kill. Upon killing the deer a (skippable) cutscene will trigger of the player skinning and cleaning the animal. After which the player will the be tasked with returning the corpse to the village which would be the standard fare of meeting different townspeople, learning the different markers for different things like merchants, blacksmith, etc. Differences between the five choices The different starts you choose will have great impact throughout the game, especially if you progress them. If the player started, as say a trader, they could maybe open up a store that would slowly generate income as time passes, you could hire a shopkeeper, guards to prevent theft, locks, etc to upgrade your shop. As a hunter, you could maybe take on 'legendary hunts' that could gain you fame. Bard could write a legendary play or song. Blacksmith could make a legendary armor/ weapon. So on and so forth (Note: All of these would be quests, and you would, of course, need certain prerequisites to get them) Of course, you can do all five within the game so long as you put the points into the required skill trees as time passes. Leveling: So I'm stuck between either it being skill tree based or simply XP gain equals specific new skills as you level said tree. Personally, I am a fan of the former the most as it allows me to make my character, my character, though then the question comes to how diverse and heavy should it be. In my own preference, I like both Skyrim and Fallout New Vegas as examples of the former as they show a more casual version and a more thought intensive version. The other however is a pretty standard fare in say MMO's, you reach level 50 in assassin you get this skill, good for you. Between the two examples of the former, I preferred Skyrim from an ease of life standpoint, though I found NV's more rewarding thus at this moment I am leaning towards it being a more thought intensive, and thus level limit, system for skills. Perks: I feel perks are best a mix of earned and unlocked. Most perks, for example, should be tied to the basic leveling system while others are tied to actions. For example for the 'action' perk earning, the player has drunk 100 bottles of alcohol within an in-game period of 24hrs. This would unlock them the iron gut perk that reduces the effects of poison and toxicity for example. Meanwhile, the player could still unlock the 'resistance' perk that reduces the debuff of certain status effects, of course between the two iron gut would be better for poison and toxicity (perks do stack of course) Music: I feel the best type of music for this game that takes place in empty-seeming yet crowed snowy mountains/ forest would be something low and slow for general traveling to fit the atmosphere of the world, meanwhile when in the main city it would be a faster, more orchestral piece to fit the bustling of the city. Fights I believe should give the player a sense of trepidation, fights in this game are meant to be sort of life and death until late game thus it would be fitting if it gives a sense of uneasy urgency. Major Systems within the game: Smithing The ability to smith new gear and weapons. Better gear requires certain skill levels and perks, also allows making of consumable trap items, etc Hunting Acquire pelts, meat, rare crafting supplies, etc. Affection System Including romancing, pricing with merchants, entire populations and factions opinions of you. It is possible to be attacked on sight with a low enough affection Karma System Based on cause and effect, X= Save little girl Y= turns out she was a monster in disguise and slaughters a village. Z= Karma becomes the survivors spread the notion you are a bringer of disaster and thus lose affection with W (Villages, certain people, etc) Curse Level The point to which the curse has progressed. Certain buffs and debuffs scale as this progresses further to an unset limit. Unlocks the ability to use certain skills and limits others. Unlocks certain dialogue while closing others. Curse Focusing Leveling certain curse tied abilities with the ghost of the manor. These are unlockable regardless of curse progression level Dream Similar in purpose to the hunter's dream in Bloodborne, here you have a permanent early game 'safe place' within the world. Here is the 'ghost of the manor' a spirit who is tied to the curse bearers and provides room and board as they search for a cure. Here you can store gear, smith new gear, focus your curse, etc. (Note: You can also purchase property in the main world of the game, smith gear at workshops, etc, it simply is a place you can 'do it all' so to speak)((You also don't have to come here to level up with the focusing curse exception as that would be on the menu)) (More can be added) Important inspirations I have for the concept: The original idea stems from The Witcher 3: Hearts of Stone DLC, or more specifically the mission involving Olgierds wife, Iris in the former estate of the Von Everecs. Something about the scene in the bedroom between Geralt and Iris's wraith inspired this all. The next inspiration obviously comes from the Dark Souls franchise, where the MC is desperately trying to release themselves from the curse, as every swing contains a sense of urgency in it (great swords are a prime example as your character gives their all to swing their blade) Another is what I have seen of Hellblade: Senua's Sacrifice. The MC is meant to be tormented by his curse in a semi-similar way to the voices, though in this case, it will be nightmares and dreams while he sleeps and not voices in their head 24/7. Sometimes the MC benefits sometimes he won't. Anyways give suggestions of what I should add or change, not like I can make a game myself, after all, don't have the talent for it honestly, but I can at least put my thoughts to text. [link] [comments] |
Posted: 30 Nov 2017 07:57 AM PST What kind of testing do you perform during development for your games? What is the breadth and depth? What would you recommend? I started researching the subject and it seems like game development might not involve as much automated testing as you would see in other areas. Is this true? I was debating whether or not I should attempt Test Driven Development for my next project and would find any sharing of your experiences and methodologies most helpful! [link] [comments] |
The Entity-Component-System - C++ Game Design Pattern (Part 1) Posted: 30 Nov 2017 07:57 AM PST |
Posted: 30 Nov 2017 06:05 AM PST Help me to decide when find a publisher for new game. Indie route is pretty difficult (marketing and pr part). Does it need to be in alpha, or beta? Or production ready (gold)? Thank you in advance [link] [comments] |
Posted: 30 Nov 2017 09:36 AM PST So I'm hoping to participate in my first game jam this weekend, since the 40th ludum dare is happening this weekend. But I don't really know how this works. I've searched their website, but I'm still super confused. Could someone inform me of the process? Is it a physical conference type thing? Do you do it yourself? I'm just super confused point me in the right direction [link] [comments] |
Posted: 30 Nov 2017 03:54 AM PST Last time I ask about making bitmap font in game Maker but recently I font about OPENTYPE SVG fonts and image fonts in this we can make font from images we make in Photoshop or affinity designer but I can not find proper method or software for this I found one software 'Fontself' this is extension for Photoshop but I mostly use affinity designer or affinity photo so I need some alternative and if anyone knows about how to make font from PNGs please guide me and anyone with some knowledge about Graphical font is useful for me please guide me in this. [link] [comments] |
American 4D stream ! Come hang out and build 4D boxes Posted: 29 Nov 2017 10:58 PM PST |
Game Art and Design Courses/Institues Posted: 30 Nov 2017 05:13 AM PST I am a 4th year B.Tech student from India (Mumbai/Kolkata), and wish to transition into the gaming industry. I really want to do a Game Art and Design course from a proper professional institute. Please suggest me institutes that provides such courses with industry exposure. Thank You. [link] [comments] |
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