• Breaking News

    Friday, December 1, 2017

    The 40th Ludum Dare starts tomorrow! Come join the coolest jam in gamedev. Here's the keynote to get you hyped.

    The 40th Ludum Dare starts tomorrow! Come join the coolest jam in gamedev. Here's the keynote to get you hyped.


    The 40th Ludum Dare starts tomorrow! Come join the coolest jam in gamedev. Here's the keynote to get you hyped.

    Posted: 01 Dec 2017 05:16 AM PST

    Godot.online now ready for use, use godot engine directly on your browser

    Posted: 30 Nov 2017 10:52 PM PST

    I Read "Unity 5.x Animation Cookbook" So You Don't Have To

    Posted: 01 Dec 2017 06:52 AM PST

    I didn’t check the box to include “DirectX”, so now I can’t release my game

    Posted: 01 Dec 2017 05:34 AM PST

    Update: Steam replied this morning and sorted us out pretty unexpectedly, I am having a massive roller coaster of a day now. Sorry for the post being a bit whiny, Its probably one of those posts I should have written to get it off my chest, and then kept to myself.

    Dear dev friends,

    I have had a very bad night. I am an independent game developer, and today my first ever production, a culmination of 4 years of work by myself and 2 friends, known as "Empires of the Undergrowth", is due to go on sale on Steam. Unfortunately, that doesn't look very likely at this point, and if there is one piece of advice I have taken from the indie dev community it's that "you only get one launch, so make it count".

    Well, it looks like we cocked that one up, but if Battlestation: Harbinger and Dimension Drive taught me anything, it's that when things don't go your way, you can always have a good old moan.

    I will start at the beginning. In late 2013, myself and two friends decided we wanted to make a game. The plan was to bring an ant-themed real-time-strategy (RTS) to mobile devices, developed from the ground up with our own custom-built engine. It was a bad plan. Our 2015 Kickstarter campaign to fund the game failed. Luckily we were saved just in time by a grant from the UK Games Fund, which helped immensely in guilting our super talented lead programmer into abandoning his escape plans, and sticking with our project. We ran a new Kickstarter in 2016 for a PC version, built on Unreal Engine 4 with shiny new graphics and got funded. To be honest, we bit off a bit more than we could chew with this project, especially as 2 of us had to dev on top of our day jobs, and so as the money started to dry up, we realized we needed to make a beeline to early access. We planned out an elegant early access launch, something that felt complete on its own, but with more modules to come. We are all very proud of what we have created, and over the last month we have been running a closed beta campaign with some fantastic people, getting things as smooth as possible for launch.

    On the 26th of November, 5 days before our planned release, we submitted our game to Steam for "review". At this point I have to concede at least some responsibility for our predicament, probably most of it, perhaps even all of it. The review process is required before Steam will allow us to sell the game through their store. In hindsight, of course we should have done it 2-3 weeks before, but there are 3 compelling reasons that made me completely relaxed about the whole thing.

    • 1. We were under the impression that a review usually takes 2-3 days, so I am assuming we will be done in a couple of days because surely they would never reject our masterpiece.
    • 2. We have been running a closed beta through steam for the past month with no issues whatsoever (Youtubers with new content up right now are all playing via Steam).
    • 3. Last week I watched Jim Sterling's coverage of the Steam title "Integrity", and my mind was completely set at ease with regard to their vetting process.

    So as you might have gathered by now, our submission was rejected. I can't go into details as to the reason as I signed an NDA with Steam and I don't want to tread on their toes. I'm going to say it boils down to "not having clicked the right checkboxes in Steamworks" (Steamworks is the developers' end of Steam). Now I'm a big fan of Steam, they have made everything nice and simple for us, I think their policies surrounding 3rd party key distribution are truly forward-thinking and I am under no illusions as to who's job ticking the "checkboxes" was: ours… But still, we could have really done with a human touch today guys. It would have taken a mere moment for the reviewer to resolve the problem; they knew we were set to release today and the consequences of failing our review. It feels like we are being punished far too severely for this oversight.

    So where are we now? Well, being rejected seems to send our re-review to the back of the queue, and there isn't really anyone to speak to regarding the potential wait time. The problem is that we planned our release for today. It feels like everything has been building to this moment, but that moment has been ruined: We produced a trailer, press releases, and messages to all of our loyal backers pointing confidently to the 1st of December. We even asked content creators with beta access to hold off on posting videos until the 30th of November so we could take advantage of traffic from them at the right time (which, fantastically, everyone stuck to).

    Maybe it doesn't seem like a big issue to you, "if your game is half decent, a few more days won't matter" you might say, but for myself and the rest of the team this whole ordeal is pretty horrific. The only thing that is curbing the feeling of dread at the moment is that another store front, itch.io, responded to our panic and is helping us to make sure everyone who wants to play today, can play on today, even if they can't do it through Steam.

    Edit: The game is going to be out on Steam on the 1st as planned (albeit about 8 hours later than expected). I have to hand it to the Steam team here, we messed up hard, and whilst I think there could have been a bit more communication, they really came through for us this morning. I can only assume we were bumped up the review queue.

    submitted by /u/JeffNevington
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    Do yourself A Favor - Update Your Design Doc

    Posted: 01 Dec 2017 09:29 AM PST

    Folks,

    Background - I am a game developer and teach game development in high school. I have been working over 9 months on my current project. It is a rogue-like-like involving time travel. It started out as a way for me lean the engine better for my class. I now plan to release it on steam in Fall 2018.

    What I wanted to post about today was I took a few hours this morning to update my Game Design Document. This project has gone through a ton of changes and has a ton more to go. I always tell my Game Design classes they need to have one so once this project was more than a prototype I created a design document. I based mine on the GDD template from Alec Markarian and Benjamin Stanley. It's a great template that is easy to use and straightforward.

    I can hear some of you say, "I don't have one or need one. I am a solo developer." Well I have worked for 15 years in software and have been developing games since I was 12 and NEED this document on my solo project. You just can't remember everything.

    *Things Updating Your Design Document Does: ** Brings your project up to date * Gives you some time away from the programming or art * Energizes you * Focuses you

    So take a half hour today and update or start your game document, it might make all the difference.

    M

    submitted by /u/typewritermark
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    How we used homemade Houdini design tools to create platform levels with a unique but consistent look in KIN

    Posted: 01 Dec 2017 06:17 AM PST

    Just sharing one of our secrets. We use PowerPoint to make game art. Who else does this?

    Posted: 01 Dec 2017 04:57 AM PST

    I fucked up and have been posting in the wrong place. Steam Community Hub vs Greenlight

    Posted: 30 Nov 2017 11:45 PM PST

    I've been posting announcements to my Greenlight page for almost 3 years. The game has been approved for 3 years. I just found that my game has a blank community hub page.

    Should I have been posting to the hub this whole time?

    Do you know what the difference between the two is?

    submitted by /u/MuletTheGreat
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    Neon Challenge: Submissions Open - $20K on the line!

    Posted: 01 Dec 2017 03:26 AM PST

    We have not build a tutorial for our game. Some people don't understand the gameplay, so we did a video. We think more weird games like ours should do this.

    Posted: 01 Dec 2017 07:29 AM PST

    Free Low Poly Nature Pack (Great for LudumDare use)

    Posted: 01 Dec 2017 10:47 AM PST

    Hey guys! Posted pack on my Twitter aswell, make sure to follow and share if viewing or downloading the models. Hope you like them and use them in anything! (If you use them send screenshots! I could use them to show on my twitter and share to other people your work)


    If you want specific models for your game I have a Patreon!, If you want exclusive models and for me to help with one of your projects, you could always check it out and support me, but everyone can support in there own way, retweeting and sharing my post will also help support me.


    Low Poly Nature Pack

    Preview - Side by Side

    Ingame Preview 1

    Ingame Preview 2


    Pack Includes:

    • 9 Bushes
    • 9 Flowers
    • 1 Grass
    • 4 Mushrooms
    • 9 Stones
    • 9 Trees

    All the models have 2 folders inside - Blend Folder for if you want to edit the model + FBX folder if you want to drag and drop it into Unity.

    DOWNLOAD HERE


    License: CC0: Public domain, completely free to use in both personal and commercial projects (no credit required but appreciated).


    If you have any questions or problems tell me! I'll gladly help as soon as i can. If you want you can follow me on Twitter. Thanks a lot! And hope you guys like my pack I released, if anyone has any other packs that they want released, please post it here or give me a private message on Twitter, ill be happy to help.

    submitted by /u/Sonicay
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    What animation type requires less processing power?

    Posted: 01 Dec 2017 10:31 AM PST

    Originally I was considering using pixel sprites for art and animation, which if I did it right could lend itself to the general theme and atmosphere of my game. Though now I'm wondering if pixelart would be too taxing to the programming, or rather limiting to the file size for the game. So I was looking into other types of animation. I don't really want to cut too much (though I'm sure I will anyways) from the game. Any thoughts?

    submitted by /u/clubtalltails
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    The Business of making games

    Posted: 01 Dec 2017 06:05 AM PST

    Where did you find participants for your game testing?

    Posted: 01 Dec 2017 03:30 AM PST

    Hello All.

    I'm an intern at a small indie developer, and one of my current tasks is to find participants for their upcoming prototype test of their game.

    I've already posted on their social media and a few relevant subreddits. After a couple of days, I tried moving on to some forums and a couple of discord servers, but I feel like I might have overlooked someplace obvious.

    Where did you guys find testers and how did it go?

    submitted by /u/vBadena
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    The Paradox Podcast S01E05 - What does it cost to make a video game? by Paradox Interactive

    Posted: 01 Dec 2017 09:19 AM PST

    Feedback Friday #265 - Free Arcade

    Posted: 30 Nov 2017 08:02 PM PST

    FEEDBACK FRIDAY #265

    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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    My Java OpenGL Game Engine

    Posted: 01 Dec 2017 11:52 AM PST

    I was interested in how game engines work and so I created one in Java. I designed it to be able to be used by people learning to program and were interested like I was. Let me know what you guys think and what I should work on next.

    https://github.com/graytonio/OpenGL-Modular-Game-Engine

    submitted by /u/graytonio
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    Am I late? or Google released a contest for Indie Game devs!!!!

    Posted: 30 Nov 2017 11:47 PM PST

    How to have fluid animation steps when the world is not a grid? I.e. stopping on the proper frame

    Posted: 01 Dec 2017 11:14 AM PST

    Is it possible to have animations end on a clean frame (i.e. suppose you stop walking and want to just be on the standing frame), in a world that is NOT grid-like? If the world is a grid, it seems simple, you move one in that direct and run the entire walk animation. If you can move in a continuous world, then animation may simply be based off time and the direction you are moving or performing your action. In that case, if you stop the action, it seems impossible to make sure it ends on the correct frame.

    submitted by /u/awhoof
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    Dynamic Animation Retargeting in Unity (2D)

    Posted: 01 Dec 2017 10:29 AM PST

    With the new flow of games and Steam improvements to engagement and visibility, I think its worse than ever before

    Posted: 01 Dec 2017 07:53 AM PST

    Here you go - https://imgur.com/a/7w37o

    I find it absolutely ridiculous, after 24 hours to only have ~500 views on a "visibility round".

    Also I don't even know where this is shown. A view could also mean someone searching something and getting our game at the bottom of a list.

    We only stayed at recently update for about an hour, and after that views kept decreasing.

    Our game just went through a major re-haul, we transitioned from Paid to Free and we did a marketing relaunch.

    We have no way that we can see conversation rates until the actual download, and things have been quite depressing over the last 24 hours.

    We believe that Steam really need to find a way to help developers, not make their job even harder.

    What do you guys think? Do you trust the system anymore?

    submitted by /u/Franches
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    Floatlands - Live streaming art collaboration, 3D modeling & drawing

    Posted: 01 Dec 2017 03:17 AM PST

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