The Door Problem |
- The Door Problem
- How much is the Front Page worth?
- Anyone interest is watching someone make a game?
- What do you look for in voice acting recordings?
- I've come to realize I'm bad at networking. Live in a game dev hotbed, people wondering why I don't have job yet. How to do this effectively and proactively?
- Why are barely any PC games (and big engines like UE, Unity) using checkerboard rendering like PS4P/XBOX?
- [C#]2D MMORPG Tutorial - EP8: GUI & MENU MANAGER
- The best board games of 2017
- Trying to decipher this failure
- I open sourced a project demonstrating AI behaviour trees I made on Unity last year. It's not pretty to look at graphics wise, but hopefully it could provide some value in the code.
- Has any of Nintendo's engine or game source code ever been released, open-sourced, reverse-engineered, or leaked? It would be interesting to see how they do things compared to other development communities.
- Do people even play free (not freemium) games?
- Machine Learning/AI centered game
- Is it best to keep your game a secret until it's close to a beta?
- Moving from Programming to 3D Modelling
- What Mobile Measurement Platform do you use? What are some really powerful features in your MMP?
- How many concurrent multiplayers are allowed in google play game services realtime?
- Dear solo game developers who do both art and programming...
- Where to publish games
- Can you help choose me - finish and publish old project or work on a current game?
- What do players find boring when they pick up a new game?
- Any meetup of fellow gamedevs at Pax South 2018 in San Antonio, Texas this year ?
- Android Debugging with Visual Studio Code
Posted: 28 Dec 2017 05:58 AM PST |
How much is the Front Page worth? Posted: 28 Dec 2017 08:53 AM PST I still haven't written up a full post-mortem for Fictorum, partly due to the fact I've been struggling with what exactly to write. However, I figure with us hitting the front page of reddit and "Most Viral" on imgur the other day, I'd write about the effect it had on our sales.
I posted a simple Christmas Tree gif wishing everyone a happy holiday on imgur and r/gamephysics on the morning of December 23rd.
The post did surprisingly well. Here are some stats from the post: Image views: ~1.2 million Time spent on the front page: 4.5 hours Highest rank: 12
Sales The Steam Winter sale started on December 21st and netted us a few dozen sales on the first couple days. How much did the front page post boost us?
Let's look at some pretty graphs.
And to show December 23rd in closer detail:
And finally a comparison to release to put it into scale:
The tail on sales was significantly longer than I thought it would be after leaving the front page—Our sales over the next two days were about triple the amount of our best days during sales. We also received about 800 wishlist additions
So the post gave us our best month by far since our launch month, and while we will still be working our day jobs, I figured it'd be nice to put some actual numbers on a front page post.
To the big question, what's our total revenue been over the past week? I'm happy to report it in meme format.
Not quite enough money to poop on my boss' desk, but a nice Christmas bonus to us.
Thanks for reading! source article: https://www.gamasutra.com/blogs/GregoryCurran/20171228/312348/How_Much_is_the_Front_Page_of_Reddit_Worth.php [link] [comments] |
Anyone interest is watching someone make a game? Posted: 28 Dec 2017 11:00 AM PST Hi guys, So I'm a software developer but I have a bachelors in Game Development. Is always been on my bucket list to make a finished game but as plenty of you guys know that's easier said than done with work and family obligations. So I've decided to start recording my sessions and putting them on YouTube. The idea is to put some ownership on myself and make deadlines that I need to meet. This isn't a view or sub grab, it's more so I can get some feedback and advice from experienced developers as I build. I decided to work on a game I started 3 years ago in Unity when I finished college. Would anyone be interested in seeing such a series? BTW I haven't uploaded anything yet. I just want to know if it's a good idea. [link] [comments] |
What do you look for in voice acting recordings? Posted: 28 Dec 2017 07:27 AM PST I'm a developer, but my skills of programming aren't where they need to be to become a gamedev. I do however have a background in theater and radio (albeit, college radio). How would I go about offering my voice to indie devs, and what kind of recording equipment should I expect to buy to ensure good quality? [link] [comments] |
Posted: 27 Dec 2017 03:08 PM PST Live in bay area, level designer. Went to GDC, made a bunch of great new friends+contacts. In this sense, networking has worked out great - I tend to work best through casual nuanced encounters, and have grown a large local friend group through that over the past year since moving here. I'm very much someone that I've learned tends to make an impression when in-person... if I get to that point. So I've focused most of my professional networking to facilitate that. The problem is, most of the connections I made last year at GDC were very much all in the same shoes as me - not established yet, or they worked abroad (can't get work visas at entry level) - so not helpful for current job seeking. In person networking is also very slow to build a network, and only works locally outside of GDC. All the design jobs locally have almost always been for mid/senior level roles this past year so I've been almost exclusively trying to apply for positions out of town/state. I've also tried to attend local networking events but haven't been able to since this past year I worked evenings - though that is changing in the new year. I'm planning on going again but felt like I wasn't getting much out of the meetup group I had attended when I first moved here. I was on LinkedIn today and noticed one of my connections commented on a post. The post was this entry level designer trying to break in upset at not making it past an interview round. Huge outpour of support from devs in the comments. It was for a role at a top company that I know I applied for (and was ignored) - his LinkedIn was full of spelling errors, he wasn't local to the state, and his resume had half as much experience/project work as me. The big difference? At least 5-6X the number of connections as me, and a game focused degree. It's clear the weak link is my networking but I'm not really sure what steps to take to be more effective at it. I feel confident in myself if I get in-person, but the reality of where jobs are located that hire in this industry make that hard or impossible. What kinds of steps did you guys and girls take to network to land your first industry position? How long? I'm pretty sure my resume/portfolio isn't the weak point as I've had great feedback from devs over the years - most saying it is better than theirs were when they got in. But I can't even get callbacks despite trying to connect with HR or people hiring for positions I am applying for. Am I doing the right steps but just need more time? This past year is the first year I've spent trying to really push my networking and it feels like I don't quite know what I'm doing. Maybe I'm in a good spot and just need to snowball more connections to actually land interviews. [link] [comments] |
Posted: 28 Dec 2017 08:54 AM PST Many PS4 Pro games seem to use that feature. And looking at PCs and weaker platforms like the Nintendo Switch, I wondered why Unity or Unreal don't have such features. Unity recently got built-in dynamic resolution, but that's far from the improvement that checkerboard rendering would bring. [link] [comments] |
[C#]2D MMORPG Tutorial - EP8: GUI & MENU MANAGER Posted: 28 Dec 2017 11:51 AM PST |
Posted: 28 Dec 2017 11:28 AM PST |
Trying to decipher this failure Posted: 28 Dec 2017 02:13 AM PST While browsing Gamasutra for game deconstructions like for Arena of Valor (check it out), I came over a postmortem for a game called Patchman. While the game doesn't appeal to me, I got curious about how the game only managed 25 sales and what makes a game take off. Particularly, all of the social media posts from the dev including on reddit, have 0 engagement rates. What exactly makes a cult classic and why do some games take off? Why is the audience sometimes turned into a frenzy and sometimes, there's no answer. I am also investigating the success of the Doki Doki Literature Club, Stardew Valley or Undertale in comparison with all the failed indie games. Link to the article: https://www.gamasutra.com/blogs/DaveyKerr/20171226/312235/BEHOLD_Indie_gamings_greatest_failure.php [link] [comments] |
Posted: 27 Dec 2017 02:09 PM PST |
Posted: 28 Dec 2017 09:51 AM PST After playing the latest Zelda game I played through Ocarina of Time again, and it got me thinking about the engines of each game with one being state of the art and the other being an old modified version of the Super Mario 64 engine. I was thinking it would be interesting to see how development was done on some of the original 3D games for the Nintendo 64 and how it compares to modern development, but then I remembered that it's Nintendo and I'll probably never learn about any of it unless I was a Japanese game developer that was lucky enough to get a job there. This was the best place I could think of for asking, but has any of Nintendo's proprietary information ever been released to the public in any way? Old source code to dig through would be cool, but even historical information like what they named the in-house engine, was it component/tree-based, what tools they made/used, how they developed scenes, etc. would be really interesting to learn about. [link] [comments] |
Do people even play free (not freemium) games? Posted: 28 Dec 2017 02:04 AM PST Let's say I want to make a fun game that people will enjoy. It's not part of some established brand or universe. Let's suppose it's just a hobby, so I don't really care about the money and don't want to spend a lot on marketing. Is making this game free a good decision if I want to get as many players as possible? I get a feeling that people are pushed off by free games as if they naturally lack in quality or something. But that's not all. For example, I wishlist lots of free games "for later" on Steam, but never get around to playing them. The same applies to paid games, of course, but at least I see them in my library, and when I don't know what to play, I can just go through my games list and pick something I haven't played yet. By releasing a free game I also miss out on sales, which also help in broadening the player base. Potential players won't get emails saying that "the game you kinda sorta want is on sale!!!" if the game is free. It seems that all that's left is to hope that a game is interesting enough for people to play it immediately, but I don't think that's realistic. It would be interesting to get your opinions. If any of you have done something similar, I'd be grateful if you shared your experience. [link] [comments] |
Machine Learning/AI centered game Posted: 28 Dec 2017 09:11 AM PST Good Morning Reddit, I've been really intrigued by AI and the absolute lack of decent AI in video games, where the difficulty of a game comes from either bullet sponge designs, complete BS bots (instant headshot, always knowing where you are, etc) or by massive resource advantages (EVERY RTS EVER). I've been really interested in developing a game where AI is the main focus, and that the game evolves with the player to adapt to them and their play style, however I'd like to get some more experienced developers advice on this before I start actual development. The current idea I have is to use Unity engine and Tensorflow for the AI. I need the AI to not be dependent on a single GPU company, and the engine to do a good job of integrating this. My programming experience is very limited in python, but there is a good programming club here on campus that I really believe could contribute to this with the right leadership. Gameplay wise I'm thinking of a shooting game, with a focus on fast paced gameplay, but also unique weapons that can do things such as create walls (like Mei in Overwatch), speed up or slow down players, and other things to encourage play styles and ensure that gameplay doesn't get boring, or too reliant on twitch shooting and cover based snoozefests. So what are you thoughts, suggestions and ideas about this? Searching through the subreddit I've found very little about AI and machine learning in general. [link] [comments] |
Is it best to keep your game a secret until it's close to a beta? Posted: 27 Dec 2017 06:56 PM PST Just as the title, is it best to keep the game a secret until close to beta or slowly show it off with dev updates and screenshots? Been working on a game with my bro for about 5 years. Be started with a small idea and over time with the kkills and software we have learned over the years we have made many changes to it and have a more prototype game. Only close friends have seen it and have tested it, Would it benefit to make it public and show off what we have and what we have done over the years with dev updates videos and such? [link] [comments] |
Moving from Programming to 3D Modelling Posted: 27 Dec 2017 08:02 PM PST Hey guys, I'm a programmer by trade and I've started down the path of gamedev just a short while ago. I'm working on making an engine and then eventually a game. I know that I want to move into doing 3D stuff down the line. I wanted to start learning and practicing 3D modelling now so that when it got time to do that for real I would have experience and not get held up. I was curious what software most professional 3D modelers/artists use and on what platform. Do you guys mostly do 3D on Mac? Windows? Do you use a machine that supports a stylus like a surface book? I'm curious about a surface book because I'm looking into grabbing a laptop that could fulfill the need for a good programming machine and a good 3d modelling machine. If most of the modelling work is done on an apple machine then I might look into a higher end macbook with a dGPU. I'm hoping someone can give me some good information on this topic. [link] [comments] |
What Mobile Measurement Platform do you use? What are some really powerful features in your MMP? Posted: 28 Dec 2017 03:52 AM PST We use Appsflyer. It seems good, but we think they're overpriced. They claim that only they pass granular campaign name, ad set name and other granular facebook data. Is this true? Any additional info about costs would also be helpful. We're currently on a 5-4-1 plan (Cents) for Upto 5k, Upto 25k, beyond 25k paid installs. We don't get organic installation reports with this. Uninstall data too. Does your MMP do a good job tracking uninstalls? Thanks! [link] [comments] |
How many concurrent multiplayers are allowed in google play game services realtime? Posted: 28 Dec 2017 02:38 AM PST Hey guys, So, I was just reading the google play game services realtime multiplayer manual and i just saw these lines:
I want to ask what exactly does this convey? Does that mean only 8 players are allowed in a single game session or a room ? Or Does that mean only 8 concurrent players all over the world playing that game are allowed? Please clarify Thanks in advance [link] [comments] |
Dear solo game developers who do both art and programming... Posted: 27 Dec 2017 03:20 PM PST Hello, I'm currently studying to be app developing programmer to join a company for stable income, learning 3d modeling as well. Whenver I try to move on to 3d modeling after doing hours of programming, it just doesn't feel right. It's like I'm still in that "logical" programmer mode and it doesn't feel that easy to be more artistically creative compared to the day when I've just studied 3d modeling without any programming work. I kind of force myself to change my mode into that "visual creativity" of art in order to bring out good ideas for modeling. Will this ever get better? It feels like my head is getting messed up and programming is sipping away my artistic visuals... [link] [comments] |
Posted: 28 Dec 2017 01:48 AM PST I'm just about finished a game I've been working on but I'm not sure where to publish it. This is my first game so I'm not sure how this part works. One more thing I am trying to spend the least amount of money as possible so keep that in mind. [link] [comments] |
Can you help choose me - finish and publish old project or work on a current game? Posted: 27 Dec 2017 08:57 PM PST When I read "How to finish the game" from Derek Yu - author of Spelunky, I decided to let go my old project (too many bad moments when developing it and lack motivation) and published it in the current state (mostly playable). But after some time people become interested in it and reach me. I decided to move to Steam and announce it. And indie.db rating grows up to 716 from 7k. Unfortunately, I currently work on another project and wish to complete it at January 20-30. I hope you can help me to decide which project to choose as a priority to work with. Thank you in advance. [link] [comments] |
What do players find boring when they pick up a new game? Posted: 27 Dec 2017 08:40 PM PST I am developing a visual novel. It is a dating SIM with two protagonists: Male and Female. I am writing out the story right now. It takes place in a somewhat futuristic world. It is a dialogue driven with multiple endings. The thing is how do I make a dating SIM very impressive for the player. What makes a game world captivating, so that the player would not want to leave? [link] [comments] |
Any meetup of fellow gamedevs at Pax South 2018 in San Antonio, Texas this year ? Posted: 28 Dec 2017 02:02 AM PST Any meetup of fellow gamedevs at Pax South 2018 in San Antonio, Texas this year ? A few years back there was a meetup but don't know if people are planning anything this year. Would be cool since everybody is in the same town. [link] [comments] |
Android Debugging with Visual Studio Code Posted: 27 Dec 2017 04:38 PM PST |
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