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    Tuesday, December 5, 2017

    Hey you. Make the game!

    Hey you. Make the game!


    Hey you. Make the game!

    Posted: 04 Dec 2017 08:03 PM PST

    I just wanted to put this out there. Make the game! I hear so many stories and see so many people giving up on their games and starting something new and never actually finishing anything. It is so rewarding and so worth it to actually finish your game.

    It doesn't matter if your game only gets played by 10 people. It doesn't matter how bad it is. Just make it! Everyone's first game looks way worse than their newest one and that's okay, and it's awesome! I can guarantee you will learn SO MUCH from finishing your game, from getting feedback, to publishing. What you will learn will make your next game even better!

    So please. Finish your game. I really can't wait to play it! YOU. CAN. DO. THIS!!!!!

    submitted by /u/iceberger3
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    Potential tech which could generate realistic 2d arts from 3d assets

    Posted: 05 Dec 2017 03:35 AM PST

    To anyone interested in (semi)realistic 2d art style for your game, wanted to ask how useful you would find a technology that can generate professional 2d art from 3d images.

    This deep learning expert created an algorithm which takes 3d images as inputs and generates a 2d drawing.

    For example, the following 3d assets were used to create a 3d scene, then the algorithm converted it to 2d drawing:

    The algorithm is able to generate different art styles - sharp-edged black&white drawing, line art, blueprint, painterly drawing, etc.

    Following example shows a sharp-edged B&W drawing which could be more suited to 2d games like visual novel:

    http://www.daz3d.com/forums/uploads/FileUpload/0f/e0b60f3c9643633ddb7f2625b06085.jpg

    My question is, how useful does this tech seem to developers working on 2d games?

    I feel this could potentially save a lot of art budget for developers by buying pre-made assets on a hobbyist budget which can be customised using very accessible tools like Daz3d and converted to high quality 2d assets.

    submitted by /u/CaseOfInsanity
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    Animation Compression Library: Paragon Results

    Posted: 05 Dec 2017 07:26 AM PST

    Which language should I try for gamedev?

    Posted: 05 Dec 2017 10:51 AM PST

    I am looking for a language similar to Dart (or C#) good for game dev. Before I spent like a month working on a engine for 2d games in c# but then I came across a (I am pretty sure) unfixable bug. So now I am looking for a language with OpenGL bindings (I use Linux) to start making a new engine.

    By the way, no I don't want to use a existing engine, because I don't know why, the engine making part is really fun for me. I used Unity already a ton in the past.

    So should I just start learning c++? I have some experience with c, but I don't really enjoy programming in it as much as in Dart (or c#), is c++ different? Or is there some other good option?

    Thanks.

    Edit: Thanks again for all the responses, you guys are awesome.

    submitted by /u/Tygrak
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    Secondary platform for game development

    Posted: 05 Dec 2017 09:24 AM PST

    TL;DR: Did you know "non-mainstream;non-freemium" gaming platform where you earn some money?

    I've been looking for a secondary platform to release my first games. Just to be clear, market share doesn't matter that much, as long as I make some money (really, not much). I know that I can't go consoles because of the dev kit issue, and I don't want to develop for Android, iOS or Facebook because of their flooded markets and the freemium model (ok, and Apple's cost).

    I was thinking on Windows Phone or Blackberry maybe, or Tizen, although the whole "worst code I've ever seen" thing bothers me a little. I'm running out of options. I also considered something like Armor Games too, but I know this market is kinda dead and I don't know how to sell the games there (advice?).

    I really would love consoles, and I've heard about all those "GCW Zero", "JXD" and "GP2X", but seems like they are all focused on emulation or Android games.

    Am I missing something? Could someone give me a friendly advice or suggestion?

    Thanks!

    P.S.: I forgot to mention, I'm a programmer.

    submitted by /u/M-Ody
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    Game development programs?

    Posted: 05 Dec 2017 11:54 AM PST

    I am going to make a game which will be for my phone or my computer. I am going to use either python or vb net. I was wondering if there are good game development programs for either of these languages or should I learn a new language to make this game.

    submitted by /u/Urfmodeg
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    Ideally, what exactly the game loop in the main() method should do?

    Posted: 05 Dec 2017 05:52 AM PST

    I know that according to OOP, coupling should be reduced as much as possible, to increase maintanability and reusability. I'm a bit lost on what the gameloop should do with the renderer objects, physical objects etc. Can someone clarify this for me, please?

    submitted by /u/PradoEX
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    Balancing art direction and level design.

    Posted: 05 Dec 2017 11:48 AM PST

    Hello!

    So I have a question for experienced devs about how to navigate level design with art direction.

    A little background about the project I am currently on. I am working with a small group that has more experience with animation, motion graphics, and illustration. Most past projects taken up by people in the group are more short film/commercial work. My group's and my game experience is very limited.

    We are currently trying our hand at creating a runner game, with one level. I am the level designer, and I've created a greybox world, with just simple geo as collision objects. It plays and feels pretty good, and we are now moving onto to creating the art assets (mountains, tree, etc).

    At this point we are hitting a few bottle necks. Art direction and concept art have been producing content that is diverging from the world as it is currently built. This is despite the fact that I have provided layouts to be used with draw overs. When 3D models are produced and loaded with the collision objects, paths are radically different, and I am being asked to change the positions of paths and collision objects.

    It was my impression that the game play world is the most important part of this step, and that the art needs to be designed over it.

    While I understand there might be a little back and forth, I have also felt like I've redesigned the world 3 times over, all because of Art Direction, not game play. We also need to animate environmental elements, and implement them with the game play, but it is difficult to move forward when they are not approved by art yet.

    I'm wondering what is considered good pipeline boundaries. Should art direction be able to have unlimited revisions up until the end? Or should we be able to cut it off and call it done so the game play engineers can finish their work? The other reason I ask, is because we are budgeting to make more levels, and I want to get ahead of it, so it is not as expensive as this first one.

    I apologize ahead of time if the answers lay somewhere in the subreddit. I've done a search and wasn't able to see exactly what I was looking for. If you have a useful link to send me, I would appreciate it.

    submitted by /u/HowDoIIntoGameMake
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    How do you write shaders for scrolling 2D backgrounds?

    Posted: 05 Dec 2017 11:47 AM PST

    Supposing I have an image, that specifies the color for a given pixel. How do I get that image visible to the shader? Supposing this is a scrolling image. Do I check if it's all loaded into video memory? How often would I "recenter" the loaded part of the image, if the image doesn't entirely fit? Or should I just section a screen out of the image client-side, and pipeline it to the graphics card every frame? If my program took all the video memory, would that mess up other programs?

    Do I have to check if a graphics card supports fragment shaders, and write a second vertex shader to act as a fragment shader, if it doesn't?

    Do I load the image into a texture? A buffer object? An index buffer? A vertex buffer? Is one better for loading pixels to screen, and do I need to fallback to others if it's not available?

    Supposing I had 3 images, which I wanted to scroll at different rates to give a parallax illusion of depth? The furthest image could be opaque, but the nearer ones would need transparency. But supposing the lower half of the screen is always a single image, a race track or whatnot. Should I write a shader to combine 3 colors with transparency if it's above a certain Y-coordinate, and just blindly use 1 opaque color if it's below? I was told that logic messes up pipelines, so sometimes it's faster just to do the same "wasteful" combination for everything, than to try to switch from pixel to pixel whether to do that or the "efficient" opaque color picking strategy. Would I just write a smart and a dumb shader, and calibrate which one to use for every installation?

    submitted by /u/cyisfor
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    How to continue

    Posted: 05 Dec 2017 05:27 AM PST

    I hope this kind of post is allowed on here, but I would really appreciate some advice.

    So i'm working with 3 other people on a game now for about half a year. ( I worked on it for a year now to make sure the game is fun before searching for team members )

    About half a year ago, I was lucky enough to find a team through one of the recruiting subreddits. Since I don't have that much money to spare I recruited everyone with a rev-share contract. So far, so good. We found people who enjoy the game and play-test on a regular basis through our Discord channel.

    About a month ago, some stuff happened with my artist (can't tell much about it due to legal reasons) and he sadly had to leave the project after working on it for about 4 months.

    I started posting more job offers on the recruitment subreddits and other locations to find a replacement, but so far i'm out of luck. We still work really hard on the game and are gathering more and more people who are playing the game regularly and love it!

    We are now 1~1,5 months later and we still haven't find a new artist while the other assets are close to being finished. So that brings up the question: what should I do at this point? We really believe in this game and want to release it, but if we can't find another artist it will be pretty difficult to do so.

    I'm not sure if I can post anything related to the game or the job offer itself due to the strict guidelines, so i'm not risking it.

    I there any advice or tips that you guys mind sharing? Or maybe a similar story?

    submitted by /u/bladynator
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    Not a traditional "game" per se, but I built it in Unreal Engine: Virtual Reality "Reading Architecture" application

    Posted: 05 Dec 2017 11:22 AM PST

    5 Amazing Levels from 2017 | Game Maker's Toolkit

    Posted: 05 Dec 2017 10:51 AM PST

    Building a community and finding a niche

    Posted: 05 Dec 2017 10:42 AM PST

    Hey guys, I am looking for some tactics on gathering a small community around my game. The game is a hard-as-nails open-world platformer. Picture something like a I Wanna be the Guy/Super Meat Boy but more exploration, puzzle, and multiplayer elements. Like a "Platformer MMO". Greedy question - anybody know of any niche communities that would salivate over this? It is not quite ready to show but I think there must be a group of people that want a game like this as much as I do.

    As a kid, I was very active in the indie game community and spent a lot of time on Newgrounds/various forums and had a pretty good idea of the potential of those kinds of communities. There are so many new sites and ways to go about this now.

    My current plan is to have a website with a blog/forum, get involved with communities around games similar to this, and post regularly to a subreddit for the game. Then on release contacting reviewers/youtubers yada yada.

    I know there isn't a formula for "going viral", but got any tips for me? This is a passion project and making quick profit definitely is not a priority.

    submitted by /u/Josplode
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    Finding testers and getting feedback for your game - How do you do it? what advice do you have?

    Posted: 05 Dec 2017 09:51 AM PST

    Hello guys,

    To state my intentions, I'm writing an article for my blog/site about acquiring testers for game development projects. My overall goal is to drive traffic to that article when I post it (selfish me), but I hope that I can provide a solid product as well and learn myself.

    You all know the internet is full of information spread out over a sea of water 1 foot deep. It is rare that you find an abundance of information in 1 spot. I'm trying to do that on this topic.

    I have been researching different articles on the subject, and I have found some good stuff, but nothing is better than the folks who have lived it and have struggled through finding testers as a game developer. So if you have the time, tell me your story and your lessons learned! I want to know where you find your testers and any advice involving the whole process.

    I'll start with my own story. I've been programming for 6+ years on and off. Never finished a project till this year. I've been doing game development since march and I'm working on a game that I would hopefully like to release around Mar-May 2018.

    I have managed to acquire around 80 testers. This happened a few months ago when I released an alpha sandbox of my game to get some feedback on the controls. I bugged a bunch of family and friends at first, then I posted on Twitter and contacted all my indie dev contacts as well. I also used a few subs here on reddit which has proven to work very well. Those threads are:

    r/Testflight r/alphaandbetausers r/playmygame

    I posted to those threads a few times, but haven't in a while. I do have at least 20 people on my list directly from people who have contacted me because of my post on these subs. I will say, if I had been more persistent and posted once every month in those threads I probably could of gotten a bit more as well.

    When I sent the alpha to them I didn't get as much feedback as I had hoped. a handful of people gave me feedback out of the 80. It was a bit upsetting, but I get it, life happens and people are busy. Overall I was happy that I did get consistent feedback that I was able to apply directly to my game.

    I'm a few weeks from releasing a Demo, so I'm going to start making my rounds again to find more testers. If anyone has any advice, or popular forums, links that they have used in the past. I would love to hear it!

    Thanks for any advice!

    submitted by /u/discoveringmypath
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    Data and Insights from a Month on Steam

    Posted: 04 Dec 2017 04:28 PM PST

    I recently put my game of five years on Steam, and as I usually do with this sort of thing went on to record observations, make some deductions, and share anecdotal evidence and hard numbers.

    The full article is on Gamasutra and my blog (beware, it's 7,000 words xD) and as a summary here are a few of the graphs I put together for demonstration:

    Some additional discoveries since writing the article:

    • A 10% discount (from $20) during the recent Autumn sale resulted in an 80% increase in weekly revenue.
    • Steam wanted to feature my game in a curated spot on their front page during their busiest time of the year, but required that I discount by at least 25% in order to do so. (I already promised players that I wouldn't do this while in EA, so I had to turn down the offer, but it's an interesting data point.)

    Happy to answer any questions :)

    submitted by /u/Kyzrati
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    What are the "Mechanics" in a narrative-only game?

    Posted: 04 Dec 2017 10:20 PM PST

    Title, basically. I'm interested in what people would consider the core mechanics in a game without combat or a focus on gameplay. Major examples would be games like OneShot, To The Moon, What Remains of Edith Finch, etc.

    My current project has a heavy emphasis on a linear plot, above everything else. There is combat and minigames/puzzles/etc, but it takes a backseat to the tone, atmosphere and narrative.

    What I'm having trouble with is getting this across in a Design Doc and summaries, because usually you want to focus on listing and describing a major gameplay mechanic your game is centered around, but mine is centered around the narrative and atmosphere, and the gameplay is made to compliment and accentuate this, rather than vice versa as in most similar games (Bloodborne, Nier, etc.)

    submitted by /u/royal-road
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    The History of the National Committee for Games Policy (NCGP)

    Posted: 05 Dec 2017 08:03 AM PST

    How to think of Names?

    Posted: 05 Dec 2017 07:22 AM PST

    So I just started my first game and it's a pretty big project. I worked out the visual designs and the mechanics, but I can't seem to think of any ideas for the Names of characters, places and loot. Maybe it's because English isn't my first language so thinking of names doesn't feel natural. Do you have any pointers on how to do it? Should I be using some names from History and Myths (Note it's a fantasy game). Or would that it be too blend? I feel like games like Smite don't pack the same punch as games with original names. So how would I go about doing that? Maybe find some cool sounding Latin words and twist 'em up a bit? Or just act like I am having a stroke? "Maw of Malmortious" and "Blade of Drak'Mar" for reference.

    submitted by /u/NINJA_IGUANA
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    New arcticle about development of VR parks and their social role.

    Posted: 05 Dec 2017 06:43 AM PST

    When did you know it was time to start marketing your game?

    Posted: 05 Dec 2017 12:09 AM PST

    Hello r/gamedev! I'm brand new to posting here, have lurked for a long time.

    My question is simply: When did you know it was time to start marketing or showing off what you were working on? I am currently working on my first project that I plan to bring to the market. I'm currently in this struggle daily of "Do I make a GIF of this? should I post a SS of this? Should I show this to people?"

    I can say for myself a big piece of it is simply being afraid. I totally understand to just put it out there and see what happens. At the same time I feel like my game isn't quite up to par yet. I'm more than likely over thinking it. I wanted to get some other opinions on this and just see how everyone else handled it.

    submitted by /u/Koalahfied
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    Working on my first mobile game, I'm struggling to write clean code

    Posted: 04 Dec 2017 04:09 PM PST

    Hi everyone!

    I have been scrapping this subreddit for a few weeks now and I have found many useful informations to start to develop my first mobile game on Unity.

    The thing is that when I try to write some good, maintainable and reusable code, I always end up with one big controller containing 70% of the project and calling a few others classes. I don't feel like it's the way to go so I start everything over and it always ends with the same messy code.

    Is there any good resources about the patterns and the best practice to use or even a complete project of a game from which I could learn?

    Thx!

    submitted by /u/Hesal01
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    Chef Wars Postmortem -- What went right: Having a Universe File

    Posted: 04 Dec 2017 10:14 PM PST

    “Game over for VR” says the Economist in convoluted Jeremiad

    Posted: 05 Dec 2017 09:28 AM PST

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