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    Friday, December 29, 2017

    Movie Game Jam (Feb 2-12) - create a game inspired by your favourite movie scene!

    Movie Game Jam (Feb 2-12) - create a game inspired by your favourite movie scene!


    Movie Game Jam (Feb 2-12) - create a game inspired by your favourite movie scene!

    Posted: 29 Dec 2017 12:09 AM PST

    Hi fellow gamedevs!

    I'm hosting the Movie Game Jam from February 2-12 2018, where you create a game inspired by your favourite movie scene!

    There'll be ~$200 in game prizes, and YouTubers/streamers lined up to play your entries and give feedback. All skill levels and disciplines (art, music, code, design) are welcome.

    If this sounds like your kind of thing, you can join the event here (we already have 100 signups)!

    You can also stay updated via our Twitter!

    Hope to see you there :)

    submitted by /u/XAVIER_INDIE_GAMEDEV
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    Making Games More Replayable With "Shuffling"

    Posted: 29 Dec 2017 08:20 AM PST

    Found an interesting twitter thread where full time devs are talking about the support they receive from family (in terms of rent, etc)

    Posted: 28 Dec 2017 10:26 PM PST

    Generalized Pros and Cons for the most popular 2D graphic methods

    Posted: 29 Dec 2017 09:26 AM PST

    How much planning do you do, vs changing things on the fly?

    Posted: 29 Dec 2017 07:45 AM PST

    This probably mostly applies to solo devs like me, since a team would need much more organization and communication.

    I want to know how much planning & designing you do before coding. I'm very bad at it. Probably because I do this mostly for fun, and to practice programming. I don't really have a solid vision for a game before I start.

    Heres an example of my process for the current thing I'm working on:

    Ok lets get something displaying on the screen.

    • find graphics library, get it working, draw a background color and some rectangles on the screen. Success!

    Ok lets hook up input.

    • write code to allow keyboard / controller to move one of the rectangles around on the screen.

    Ok what if these other rectangles are bad guys that chase the player? That could be interesting.

    • write code that causes the rectangles to chase the player rectangle, and if they touch him, he loses health until he dies.

    Ok thats almost fun. Lets give the player a way to fight back.

    • write code so that one of the controller buttons fires bullets and kills the other rectangles.

    Ok thats fun, lets add walls and pathfinding to make it more interesting

    • code it up

    Ok what about additional weapons, and upgrades for weapons

    • code it up

    How about the further you walk way from the starting point, the harder the enemies get? so you basically have to grind a tiny bit near the start before you can progress.

    • code it up

    What if killing enemies makes them drop gold, and you can pick it up and buy more weapons at stores randomly placed around?

    • code it up

    ...

    Basically I have done this for a few years and now I have something that could kinda almost be considered a fun-ish game. I had no idea what kind of game I was making until it was almost done. How bad is this approach? I feel like its probably really bad.

    BUT I cannot stand planning. It feels like such a waste. I could sit there and plan out things for weeks, but as soon as I get into the code and start seeing my plans materialize on the screen, suddenly I dont like it and want to change it anyway. At every single stage in my development, my only "plan" is "what is the next fun thing I could add to the game?".

    I cant tell my friends that I'm working on a game because their first question would be "what kind of game" and I would have to say "I have no idea" haha.

    One big downside if my approach is I end up throwing away a LOT of code. I dont know how many lines my current game is, but I've probably thrown out 5-10 times that much to get to this point. For example I'll spend a few weeks coding up an entire weapon upgrading system and even put time into balancing it. It works and is fun and everything is good. Until a few other random features later, suddenly weapon upgrades don't make sense anymore so I delete all of that code. In my mind this is ok because my only goal is to make a fun game, not to have as many features as possible. If in that particular moment removing weapon upgrades improves the overall game, then I do it without looking back, no matter how much time I spent working on it.

    The thing is, I don't think I could have ever predicted that in the planning stage. Even if I sat at a whiteboard away from a computer for 4 months, I dont think I could ever have planned things out to the amount of detail where I could have known not to create a weapon upgrade system because of these 5 other systems that make it unnecessary. And again, once you see your plans actually working on screen, suddenly they dont necessarily make sense and you have a strong urge to change them drastically.

    Does anyone else have this same terrible approach to developing their hobby game?

    submitted by /u/beer0clock
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    Equilinox - Two Years of Game Dev - JAVA

    Posted: 29 Dec 2017 06:19 AM PST

    Oddly Satisfying Bug

    Posted: 29 Dec 2017 11:50 AM PST

    Releasing a Game - What Do I Need?

    Posted: 29 Dec 2017 04:14 AM PST

    Hello Devs!

    I'm about to start work on my first full game based on a prototype I've been working on the last couple of months, and I've the intention of releasing it some time in 2018 (famous last words, i'm sure).

    However, this got me thinking about everything else I need to do around the game, from social media and devlogs, to creating up a company and setting up for release on multiple platforms (Steam, GOG, itch.io etc).

    Having never been through this before, I want to be as well-prepared as possible, as early as possible. Do any devs have recommendations for things that they have found particularly useful in creating and supporting their game?

    My current, and incredibly short, list is (in stream-of-consciousness order, rather than priority):

    The Game Itself

    • Terms of Service and Privacy Policy

    • Steam Achievements (don't usually use Itch and GOG, do they have something similar?)

    Social Media

    • Website

    • Devlog

    • Twitter

    • Twitch (If I ever stream development)

    • YouTube (trailers, previews, new features)

    • Mailing List (part of the website but I hear that this has been quite successful for some people)

    Media Outreach

    • presskit()

    • Influencers (though how I get to them is another matter entirely)

    Business

    • Set up a company

    • Set up a business account

    • Create company branding

    • Licence clearance/royalties - engines, frameworks, assets etc.

    Release Avenues

    • Steam

    • GOG

    • Itch.io

    EDITED WITH SUGGESTIONS SO FAR

    submitted by /u/jelleyboy7
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    Recommended read: Zac Gage (Spelltower, Sage Solitaire, Really Bad Chess) gives advice for aspiring game devs

    Posted: 29 Dec 2017 07:39 AM PST

    How much does it cost to get an intro song for your game?

    Posted: 29 Dec 2017 08:20 AM PST

    Perhaps this is a bit of a stretch to look to as an indie developer but I guess it doesn't hurt to ask.

    I'm developing a visual novel and I've been considering a song for it. I want to know how much it would total to have the melody written, have lyrics for it, and then have a vocalist perform it. The song will probably be around 1 minute or 1 and a half, no more than 2. The answer is probably way out of my budget, but I'd still like to know if anyone's got any info on it.

    Thanks in advance everyone :D

    submitted by /u/HermesTr1smegistus
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    Considering getting into VR development

    Posted: 29 Dec 2017 08:55 AM PST

    So a few days ago, I was considering purchasing a VIVE so that I can create and test my own VR games, and if I can, maybe earn some money from them. The high price tag of the system was a concern, but since then I've received a windfall and now it is a real possibility for me. Does anyone with some experience in VR development have any advice for would-be newcomers to the platform? Is a VIVE the correct set, or would another one like the Oculus Rift be a better investment? Any help would be appreciated.

    submitted by /u/Keladinus
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    Arithmetic Accuracy and Performance

    Posted: 29 Dec 2017 06:39 AM PST

    I recently coded a game live on Twitch. Here are some highlights.

    Posted: 29 Dec 2017 06:04 AM PST

    Need Help w/ Simplygon!

    Posted: 29 Dec 2017 11:42 AM PST

    Hello devs! I'm in need of some assistance regarding Simplygon and/or the Simplygon plugin for Unreal 4. I have a character mesh that has many materials and draw calls. I need to process him through Simplygon's Remeshing and Material Baking features. I'm using UE4 and have the Simplygon plugin for it installed already.

    If there is someone out there that can help guide me through this workflow, I would be forever grateful! The online documentation and tutorials I've seen don't show the entire workflow. Any information is welcomed!

    Thank you!

    submitted by /u/Runaround5ue
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    Is there some kind of taboo against RPG having destructible environment or even objects?

    Posted: 29 Dec 2017 11:39 AM PST

    Just curious, it seems most games that have destructible environment/objects are action games. Even 2D games like Worm doesn't belong to RPG category.

    In many RPG the player's character would eventually reach Godhood and alike (dragonborn, Bhaal spawn, etc.), but objects that the player get to destroy are usually only crates, boxes, and wooden barricades (and siege weapons).

    You can defeat the almighty evil boss but you cannot break a bucket, let alone replicate NPC breaking wall in scripted event.

    Is there some kind of taboo or simply too system demanding for RPG to have destructible environment/object, even with 2D games?

    submitted by /u/sorrowofwind
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    Blog on how to port a game to Windows UWP in Unity 3D 2017.x

    Posted: 29 Dec 2017 11:33 AM PST

    How do you generate random game maps, so that the placement of walls are making sense?

    Posted: 28 Dec 2017 10:34 PM PST

    How do you generate random 2D game maps, so that the placement of walls are making sense? Like this

    Just curious of the idea/algorithm behind it, not necessary coding specifics.

    submitted by /u/FateRiddle
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    Feedback Friday #269 - Mad Science

    Posted: 28 Dec 2017 07:58 PM PST

    FEEDBACK FRIDAY #269

    Well it's Friday here so lets play each others games, be nice and constructive and have fun! keep up with devs on twitter and get involved!

    Post your games/demos/builds and give each other feedback!

    Feedback Friday Rules:

    Suggestion: As a generally courtesy, you should try to check out a person's game if they have left feedback on your game. If you are leaving feedback on another person's game, it may be helpful to leave a link to your post (if you have posted your game for feedback) at the end of your comment so they can easily find your game.

    -Post a link to a playable version of your game or demo

    -Do NOT link to screenshots or videos! The emphasis of FF is on testing and feedback, not on graphics! Screenshot Saturday is the better choice for your awesome screenshots and videos!

    -Promote good feedback! Try to avoid posting one line responses like "I liked it!" because that is NOT feedback!

    -Upvote those who provide good feedback!

    -Comments using URL shorteners may get auto-removed by reddit, so we recommend not using them.

    Previous Weeks: All

    Testing services: Roast My Game (Web and Computer Games, feedback from developers and players)

    iBetaTest (iOS)

    and Indie Insights (livestream feedback)

    Promotional services: Alpha Beta Gamer (All platforms)

    submitted by /u/Sexual_Lettuce
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    How was 2017 for your game development?

    Posted: 28 Dec 2017 07:01 PM PST

    2017 is nearly over. With indie games becoming more popular, we've seen more professionals and hobbyists creating great games.

    We're curious to read about what you and your teams accomplished in 2017!

    submitted by /u/megahexahedrongames
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    640k Really is Enough for Anyone

    Posted: 29 Dec 2017 10:28 AM PST

    There is nobody to vocalize characters in my indie game

    Posted: 29 Dec 2017 10:05 AM PST

    I am currently developing an indie horror game as a single person. But i just notice there is nobody to vocalize my characters. Is there someway of doing this without continuing to develop with more person? I am using Unity3D 5 as my game engine.

    submitted by /u/redditor1923
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    Some personal questions

    Posted: 29 Dec 2017 09:44 AM PST

    Hello, i am a freshman cse student in turkey, and i want to be a game dev for a living. I got some questions.

    1 - I want to make a game with my friend just for the experience. It will be a binding of isaac clone (because it has many coding challanges (i think)) Should i use Game Maker 2 (i already bought) or something like unity? Like i said, i want to be a game dev and i dont want to waste my time on things that wont help me later. Would i regret it if i choose GM2?

    2- I want to create it with local memes (Turkey has a lot of local memes if you didnt know) but i am kind of worried about, if i ever want to work on abroad and hand in this game to my employer, will this local meme kinda thing downgrade my game's quality in the eyes of the employer? Should i avoid doing things just for fun but instead focus on creating more public/profitable things?

    3- i want to use whatever i want in the game. Like OST's from other games. Should i be worried even if it is not for a studio and free.

    4- I want to start big even if it takes time, is it logical or i am going for a hunt as a fly? Because i don't want to do small and meaningless things and i think it can teach me everything throughout the journey.

    Thank you for reading, sorry for bad english.

    submitted by /u/DeuzExMachina
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    Does anyone have any experience selling on DLSite?

    Posted: 28 Dec 2017 11:54 PM PST

    I've been thinking of developing a hentai game catering to a specific niche and selling it on DLSite. There are some games catering toward the same niche and they seem to sell pretty well even though they are what you would call "casual indie game".

    I could use some insight from someone who has sold games there. How was your experience? From seeing their revenue share page they don't seem to be very good to me. (70%+ goes to them for cheaper games).

    submitted by /u/Dark_Ice_Blade_Ninja
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    An analysis on why Pacifism was fun in Undertale

    Posted: 29 Dec 2017 08:41 AM PST

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