• Breaking News

    Tuesday, January 30, 2018

    Godot Engine News - Godot 3.0 is out.

    Godot Engine News - Godot 3.0 is out.


    Godot Engine News - Godot 3.0 is out.

    Posted: 29 Jan 2018 03:00 PM PST

    Just finished my first game ever, i feel amazing.

    Posted: 30 Jan 2018 07:54 AM PST

    I spent the last two days coding a basic text adventure game given to me by a Unity course. I went on my own way with the story and structure. I loved every second of it and i cant wait to make more advanced projects!

    Just wanted to share the completion of my very first project :D

    submitted by /u/NinjaX567
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    Breaking Down the Best World in Rayman Legends | Game Maker’s Toolkit

    Posted: 30 Jan 2018 09:03 AM PST

    PixelArt Tutorials - Medical Beds, end of my short sci-fi genre

    Posted: 30 Jan 2018 07:53 AM PST

    Anyone else been getting a lot of refunds citing "no Russian language support?"

    Posted: 30 Jan 2018 04:53 AM PST

    During the winter sale I had quite a lot of sales from Russia. Questionable amounts within one hour spans.

    Now a month later I'm noticing 20% of those sales were refunded and cite "no Russian language support." The store page is in English and the Russian language isn't check marked.

    I suppose a heap of refunds is better than a heap of negative reviews.

    Back when the game was first coming out, I did hire a Russian language translator who then never did the translation and ran away with the money. I was forced to release the game with minus one language. Its now 2 years later and no one cared until now.

    Anyone else have a similar problem?

    submitted by /u/ravioli_king
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    My brother and I made an unmonetized mobile game, and it was recommended that we post about it here!

    Posted: 30 Jan 2018 01:01 AM PST

    My brother and I made the game over the entirety of 2017, as something of a hobby to work on together. It's made using unity, and we spent maybe 150 hours all totaled. We've put it on the google play store, and also used our apple account to put it on the app store. Just saying this for context, I'm not providing the name of the game or links.

    We decided not to monetize the game because we'd rather the player not have to deal with ads than get whatever money we would get from putting in mtx/ads. That's kinda why I ultimately did post it here, because since there is no business model to the game, I had no worries that you guys would take this as "advertising", which I really do not mean for it to be! I want to see what you guys think... have you ever thought of not monetizing your game? Ignoring the money lost from not having ads/mtx (which is a very real issue, and this question is very hypothetical), is there any value that's added to gameplay by not having a business model?

    Gif of gameplay: https://i.imgur.com/fKhcY0A.gif

    I'm not really posting this to get people to play it. The gif itself portrays the game pretty well, although it is a bit smoother and more polished than the gif gives it credit, so there's no real need for you to play it. Just wanted to see what you guys think! I've actually been looking at a lot of the stuff posted here for the last few months, so I thought it would be cool to give this posting thing a go!

    submitted by /u/Doge_McLol
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    How Our Artist Interpreted Crappy Programmer Art

    Posted: 30 Jan 2018 10:57 AM PST

    Hi GameDev,

    Me and some of our team participated in the 2018 Global Game Jam. In the crazy rush I created some of my worst art and our artist created some of her best! I think it's neat to see the very first concepts and the final after a solid 2 days of development.

    Game Jam Art Magic

    submitted by /u/tiny_phoenix
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    We are Scirra, the company behind 2D game development engine Construct - Ask us anything!

    Posted: 30 Jan 2018 05:22 AM PST

    Anybody had success with promoting game on Android Play Store?

    Posted: 30 Jan 2018 06:45 AM PST

    I just published my first game today and have been busy thinking of ways to get the game noticed and featured for the New and Noteworthy section in the Android Play Store.

    I've done most of what the blogs out there suggests. Which is have eye catching art, banner, description, etc...

    Now what else can I do?

    submitted by /u/tekkena
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    Great examples of modern RPG/JRPGs?

    Posted: 30 Jan 2018 08:42 AM PST

    Hey there, fellow game devs! A lot of my influence comes from the old RPG classics, but I can't help but wonder how other new games out there have tackled modernizing these old systems. Since I've started working on games in my free time, I really haven't had a chance to play anything new (an irony I'm sure you're all aware of, haha).

    Anyway, I'm almost certain I've missed some great hidden gems over the years, and I'd love to add some more great references to my library of games. I especially love UI systems that seem to disappear (the best kind), if you can think of any specific examples within modern RPGs. :)

    Thanks again guys, and happy deving!

    submitted by /u/JessJackdaw
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    what are implications of having nsfw and sfw versions of a game?

    Posted: 30 Jan 2018 04:55 AM PST

    hello, i am working in a videogame that can be done either nsfw or sfw, it's about a succubus that can suck life by kissing (sfw) or by u know (nsfw), i think it has a lot of potential in the nswf market but i also think it has a lot of potencial in the swf market, so...,, do you think it's a bad idea to release both versions? why?

    submitted by /u/pervertedkingdom
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    Licensing HTML5 games built by emscripten?

    Posted: 30 Jan 2018 11:17 AM PST

    Hiho,

    Is someone familiar with (non-exclusive) licensing HTML5 games, that are created with emscripten? I want to use a certain C++/OpenGL enginge to create mobile, desktop and WebGL games. I'm afraid that not having direct source code access(well, still C++ access) might be a dealbreaker for most platforms, but maybe someone made some experiences with that.

    submitted by /u/I_like_big_boots
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    Should graphics programmers learn art?

    Posted: 30 Jan 2018 05:10 AM PST

    Good day,

    I'm a programmer who wants to specialize in graphics(shaders, particles and other VFX, maybe also animating). I already know OpenGL and some 3D basics and can create ugly models and animate them. Is it recommended to also learn "real" art skills(drawing and proper 3D modeling)? Is there a position for someone doing "art programming", or is it mainly an artists job?

    submitted by /u/I_like_big_boots
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    Trying to work out what the minimum spec recommendation for my game is.

    Posted: 30 Jan 2018 08:33 AM PST

    What is the base setting people use to set their minimum requirements for game?

    Would the minimum quality for 'playable' be: 1366x768, 30fps all settings low, no AA?

    As I have worked out that a mobile i5 with an Intel hd4000 can manage that 95% of the time.

    I know everyone has their own definition of 'playable' but surely there is a standard baseline somewhere.

    Its a 3d racing game.

    Thanks.

    submitted by /u/cowbap
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    Quality Assurance for Game Development

    Posted: 30 Jan 2018 09:52 AM PST

    https://qualityassurancetips.wordpress.com/

    Hi! We are two college students who do QA (Quality Assurance) for two teams in our workshop class. Our plan with our blogs is to inform others on everything we've learned on our QA journey. We've learned quite a bit about QA over the past year from personal experience while simultaneously talking to industry professionals and veterans and are super excited to share this info with you all!

    submitted by /u/Luke_and_Cole
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    How to reward the most active players of the community?

    Posted: 30 Jan 2018 05:38 AM PST

    I've been hired as a community manager for this small indie team and we have been playing with many ideas on how to facilitate the positive feelings in the community and reward the most active guys for their efforts. I do however now struggle to come up with some realistic yet enjoyable rewards that we could give them. For instance, we are planning to use community's help to get our wiki updated which would require several people to work on multiple pages. Obviously it's a lot of work so we must have a some kind of reward for them. So far I have these ideas:

    • Game copies
      • Special in-game items that would make them stand out
      • Something in-game named after them
      • Trips or real life stuff (mugs, posters, invitations)
      • Mod rights

    We are a small team so we can't do much, but perhaps any of you have good examples of how you rewarded your community for being active? Thanks a lot.

    submitted by /u/LosBuratnos
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    Hi r/gamedev, I'd like to introduce you to Gameumentary - we produce video game documentaries

    Posted: 30 Jan 2018 09:15 AM PST

    Hi r/gamedev I'd like to introduce you to Gameumentary, a games journalism outlet created by myself, Nick Calandra (@nickjcal) and our Lead Media Producer, Kyle Bailey (@kyleofthebeard) that produces video game documentaries.

    With the approval of the mods, I thought I'd reach out to you today as we'd like to spread what we're doing to more game developers as we continue to share a bunch of different stories from around the industry. Our docs are slightly different from what you might find on NoClip as we tend to try and not focus so much on just the development of games, but the story of the people behind them. Their background, how they first got involved, etc.

    We have a very small reach since none of the team came from already established sites like IGN, Gamespot etc. I was previously the owner of OnlySP (Only Single Player) from 2012-2016 before I sold the site to try and make this documentary thing happen.

    I've been writing about games since I was freshman in highschool back in 2009, and I just graduated this December with a bachelor's degree in multimedia journalism.

    We've been around since January 2017 and ran a successful Kickstarter in August 2017 to fund several different documentaries covering a wide range of stories. Before that we traveled to Seattle in March 2017 to film a doc on Runic Games with no funding, and later did a second in Boston with The Deep End Games before launching our Kickstarter campaign.

    Here's a list of what we're currently working on:

    Darksiders, Airship Syndicate / Battle Chasers: Nightwar, Gunfire Games - and we'll be filming documentaries on Helm Systems (small indie developer in Miami working on The SoulKeeper VR) and Kingdom Come: Deliverance this Spring.

    In February we'll also release a profile on Joe Madureira.

    We've already released documentaries on:

    Runic Games, Perception, Jesper Kyd, Outpost Games (SOS) and we did a couple smaller features as well.

    One of those features was a conversation with former members of Visceral Games about their memories from working on Dead Space, and another was a 45 minute conversation with Bill Gardner on designing the opening level to the original Bioshock.

    Here's a link to our channel where you can find all of our content: https://www.youtube.com/channel/UCJS-pvsdN8JBnyPpV47gLSg

    Thanks for taking the time to read this if you did and I hope you enjoy the stories that we've already told, and hopefully you'll check out the stories we have yet to tell.

    If you have any questions about anything feel free to leave a comment and I'd be happy to answer! Or you know, if you think you have a cool story worth sharing we'd love to hear from you too!

    Here's our Twitter if you'd like to connect! https://twitter.com/gameumentary

    submitted by /u/WingsFan242
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    Dynamic Camera Techniques In Video Games!

    Posted: 30 Jan 2018 12:04 PM PST

    Are there any tutorials for dynamic camera techniques for video game cutscenes? I can't seem to find any. I want to do this sort of thing, as I don't often see this sort of thing. I'm looking for tutorials for Unreal Engine 4 specifically. Or are dynamic camera techniques for cutscenes a little too demanding?

    submitted by /u/Deinonychus40
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    How do you know when you're ready to sell yourself?

    Posted: 30 Jan 2018 11:36 AM PST

    I just finished my first year out of college. I have a bachelor's degree in computer science and currently work for an international company doing R&D. However, I've written several games already and video games will always be my passion.

    I've written a few games from scratch and created a Smash Brothers clone using Unreal Engine. However, I still feel like a novice when it comes to higher level game programming techniques, such as hitboxes and raycasting. There isn't a doubt in my mind that I need to be working in the game industry, but I want to make sure that I'm completely prepared to break in.

    My question for anyone currently in industry: How did you know you were ready?

    or better yet...

    What would an excellent portfolio look like in your eyes?

    submitted by /u/sinrin
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    2017 Summer Trip across China: Chinese Indie Games, Publishers, E-sports, VR & More!

    Posted: 30 Jan 2018 11:32 AM PST

    I'm trying out an experimental narrative game on Twitter using poll answers to decide where the story goes. Vote to play! ��

    Posted: 30 Jan 2018 11:29 AM PST

    I want to get into game design. How do I proceed?

    Posted: 30 Jan 2018 06:39 AM PST

    Hello everyone, thank you for clicking on the 6000th post about how to get into the game industry. I've read through many of them but I still had the urge to write one myself. So basically I never really new what to to after school and now after I graduate, but I always had a passion for playing games and now that I spent some time on it: making games. I am currently working on a bachelors degree in media studies (communication studies + all sorts of digital media basically) with a personal emphasis on games. I participate in the workshops my local "GamesLab" offers and I made it through three 48 hour GameJams as a Game Designer. I really love creating the concept and idea of a game, as well as planning the workflow and coordinating different parts of the dev team.

    Now my question is: How do I proceed? With my degree, I am probably an oddity in the game industry so I think it would be good if I worked on some sort of portfolio. How would I go about this? Make small games with an emphasis on mechanical design and user experience and write game design documentation to go along with it? Maybe get into an internship first before trying to get an entry level job?

    Im grateful for all of your ideas :) Cheers Jankaron

    submitted by /u/Jankaron
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    There was a shift in user experience in video games back in the early 1990s, where game developers started to split the Options / Settings menu into its own submenu / selection screen. Why is there a reason not to put the Options screen back before the player starts the game?

    Posted: 30 Jan 2018 10:02 AM PST

    This is about the Options / Settings menu screen, and the user experiences it entails. I'll be referring to that menu screen as the Options menu.

    A well-known example is the NES classic, River City Ransom, released in 1989. Back then, the game would first show the Options menu before the players were able to start the game.

    This means, the players are forced to change their Options first before gameplay.

    Sometime after that, games started to show up with the Options menu delegated into its own submenu. One example is Sonic Pinball, released in 1993. Players have to do additional actions / button inputs in the game to reach the Options menu. Usually, this happens during gameplay, or after when the game starts from the very beginning.

    This paradigm shift where accessing the Options menu screen requires 1 or more additional button inputs hinted at some point in time, developers were receiving feedback that players just wanted to play the game, jumping straight into the action. Which was indeed the case, when Nintendo and Sega were marketing to the players that players should jump straight into the actions.

    This is also when the term, "jump into", was coined for marketing and press release purposes, happening some time in the early 1990s.


    Now, moving back to the modern, 2018, I wanted to question about why we no longer try to force players to go through the Options screen the first time they boot up the game, just before they start their main gameplay.

    I was thinking about the UX and the reasoning behind why this shift occurred, and why it's not as popular as it was before to shift it back.

    I also had some thoughts that I may have not gotten the time period for the paradigm shift to occur correctly, and that it may have happened in the past, much earlier than 1989 on old platforms I never touched upon, like the Commodore Amiga and ZX Spectrum eras.


    With all that said, should we developers look into enforcing Options menu to be shown the first time they start the game that was unpackaged / finished downloading a mere 1 minutes ago?

    Or course, the Options menu will no longer boot after the 1st time (through detection of a new save file, a new profile, or some other means). It was just a UX question I find pondering whenever I wanted to try implementing in-game menus.

    submitted by /u/asperatology
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    Knitted Fabric / Substance Designer

    Posted: 29 Jan 2018 10:26 PM PST

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