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    Wednesday, January 10, 2018

    How To Make a Simple Multiplayer Online Car Game with JavaScript

    How To Make a Simple Multiplayer Online Car Game with JavaScript


    How To Make a Simple Multiplayer Online Car Game with JavaScript

    Posted: 10 Jan 2018 09:16 AM PST

    How to actually finish your first game this year: Make a simple game

    Posted: 09 Jan 2018 06:19 PM PST

    If you are a struggling game developer working on your first game, you have probably already heard the same advice: keep your first game simple. However, nobody really defines what simple is.

    I have released 5 games across Mobile and XBOX 360 and specialize on compact play experiences. If you have trouble figuring out how to scope your game down so it is simple, I came up with a list of things that will make your game much bigger and harder to release. Avoid these if you want to keep thing simple.

    Please note that this list is NOT a list of game types you should never make. Just don't attempt them if you want to try and release your first game:

    Anything with a story This might be heartbreaking for you if the reason you got into gaming was because of all the rich lore, stories, and characters in classic RPGs. However, putting together a coherent story is hard skill to learn all by itself.

    Trying to juggle characters, a mult-act-structure, a climax, resolution, and themes while at the same time trying to wrangle the technology to accurately portray these things is like trying to assemble a ship-in-a-bottle while navigating a real ship in a hurricane.

    During development you are going to run into conflicts between your story and your game play in the form of ludonarrative dissonance and you will have to redo your gameplay or story or both. DO NOT ATTEMPT for your first game.

    Games with Puzzles If you were inspired to make your own game because of Braid, Limbo, Talos Principle or even new ones like Gorogoa, watch out. Puzzles are very very tricky to make because they have to be hard enough to be challenging but not so hard that people put your game down. To thread this needle you will have to constantly test your game with users who have never played it before and re-calibrate each puzzle to make it the right difficulty. This means that you will have to constantly rework your game in order to make it fun. Making a puzzle-based game is actually like making a game composed of several little games.

    Dialog This ties in with games with story. It is a slippery slope to narrative town when you have dialog because as soon as your characters open their mouth, they start telling stories.

    Multiplayer Although super fun to play, you are going to spend a lot of time trying to balance the rules to feel fair. The only way to test your game is to find people to play against each other and that is just another burden that will slow down your development. Also releasing your first game means it will be hard finding just one person to buy it much less enough people to play against each other.

    Networking Writing networking code is hard and you will spend a lot of time getting it right before you even start work on your game. Also, networking code probably means you are making a multiplayer game or an MMO. See "Multiplayer" and "MMO"

    *Open World * If your game isn't fun in a single room, it isn't going to be fun in an open world. Learn the basics of how to make a game fun first then go open world in your sequel. All an open world means is that you have to make a whole lot of content so it doesn't feel like players are exploring a barren landscape.

    AI The trouble with AI is that it can suck infinite development time with only minimal improvements. Instead, try to focus on games that allow you to get away with just setting enemy behavior to run around randomly or in a straight line towards the player.

    Procedural generation Same deal as AI. You can sink infinite time here with minimal improvements each iteration. If you really need to vary your world, set it to random and call it a day.

    A Platformer (both 2D and 3D) I know Super Mario Bros. seems super simple, but it is not. Creating a platformer that "feels" good is very very difficult. You will spend so much time trying to get the physics to feel right. If you miss the mark, your game will feel extra horrible. Don't try it on your first game.

    A game that takes place on a circle It is a beautiful motif but it is a trap that can lure you into extra development time. Any game that is fun on a circle is also fun on a straight line. The controls on circular games are really tricky and don't ever feel right.

    Cutscenes These seem harmless. But, if your game necessitates a cutscene, it indicates that your game has a narrative. Worst of all cutscenes beget cutscenes. So if you have an intro cutscene it also means that you will have to have an ending cutscene and then you will also have to build content to fill the time between the beginning and the ending. See "A story."

    A boss This is another secret indicator that your game has a narrative. A boss means that you have some content leading up to it which means you have to ramp up tension to the boss. And you will have to have a climactic victory animation after the boss. Furthermore, boss fights are kind of like their own puzzles where you have weak points to trigger, and tells, and multiple forms.

    Levels Levels mean manually created content that players will run through at a fraction of the time that it takes you to create it. You can spend months making something that a player can consume in less than 30 minutes. Instead of levels, think in terms of algorithmic waves. Each wave is slightly harder than the next because you tie the difficulty (enemy speed, hit points, damage dealt etc) to an ever-increasing functional curve. But don't go too crazy with the algorithm, see "Procedural Generation"

    An MMO See every single one of these points listed above.

    submitted by /u/zukalous
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    The rise, fall, and rise of MDickie—or, how to be the best worst game developer

    Posted: 10 Jan 2018 08:22 AM PST

    Advice for a novice.

    Posted: 10 Jan 2018 07:07 AM PST

    So I started learning how to Gamedev from 0 knowledge. In my case I chose Unity and I understand a lot of things of it already (been on it for like only a month tho) I like using the program and all but the programming (C#) part feels like a big, BIG wall to climb for me. For example, I follow the steps of the tutorial for a simple 2D racing game, make it work and then when I go ahead and think "ok, let's do a simple Pong game, just make the rackets move for now", open the scrip and suddenly.. blank. And I find myself looking for a solution that only ends up being a copy of some other script. My question here is: Is this the right path on learning how to program, I mean keep doing simple games even if I end up copying the scrip because I'm full blank. Or there are some tips you can give me on how to learn that aspect of GameDev. Coming from a man that just finished Political Science on college learning to program feels really hard for me since im not used to that kind of.. thingy.

    submitted by /u/Calamar14
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    Animation Compression Library: Release 0.6.0

    Posted: 10 Jan 2018 07:17 AM PST

    Learning resources for a Management Sim

    Posted: 10 Jan 2018 04:37 AM PST

    Hey /r/GameDev

    I have been looking for learning resources for making a management sim type game, similar to game dev tycoon, punch club, domina, etc.

    I have been coming up woefully short with lots of information on making things like RPGs, A million for 2D sidescrollers and 3D action games but no one seems to have made a very concise series for setting up a game like football manger (Which is what I am trying to clone)

    anyone know any resources?

    Thank you!

    submitted by /u/Neonhowl
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    Transitioning from Early Access into 1.0 - looking for advice

    Posted: 10 Jan 2018 05:56 AM PST

    I'm currently preparing a launch plan for the transition out of early access into full release on Steam. I read a lot of postmortems and stuff that's out there but I'd be interested to know what you're personal experience was. What would you make different and what has proven to be just the right choice? How much has getting rid of the "early access" tag influenced your sales?

    Thanks in advance, looking forward to hear your stories. <3

    submitted by /u/SomniumCH
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    Looking at making a free football (soccer) game for my first ever game. Do I have to make up team names or can I use the official ones?

    Posted: 10 Jan 2018 06:49 AM PST

    Seeing as I won't be making money from this game, would I be able to use the official team names? So for example Manhester Club instead of Manchester United?

    Also, seeing as I'm just starting out, and I envision this to be a top-down game, would you lot suggest unity engine for something so simple?

    I'm a student game designer. I have never published a game before and have never used anything other than unreal engine to make a simple shooter.

    Thanks!

    submitted by /u/espiix
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    What is the name of this low-poly art style for a 3D game?

    Posted: 10 Jan 2018 07:20 AM PST

    I know it's low poly, but I've seen many variations of low poly. I'm specifically talking about the low poly art style where each triangle in every mesh pops out to your eye by even the slightest change in angle.

    https://i.imgur.com/6eh5P5U.jpg

    https://i.imgur.com/8rHeUjV.jpg

    submitted by /u/I_cut_my_own_jib
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    8 Part Pixel Art Character Creation Guide

    Posted: 10 Jan 2018 11:12 AM PST

    WIP Wednesday #82 - January Jams

    Posted: 10 Jan 2018 11:06 AM PST

    What is WIP Wednesday?

    Share your work-in-progress (WIP) prototype, feature, art, model or work-in-progress game here and get early feedback from, and give early feedback to, other game developers.

    RULES

    • Do promote good feedback and interesting posts, and upvote those who posted it! Also, don't forget to thank the people who took some of their time to write some feedback or encouraging words for you, even if you don't agree with what they said.

    • Do state what kind of feedback you want. We realise this may be hard, but please be as specific as possible so we can help each other best.

    • Do leave feedback to at least 2 other posts. It should be common courtesy, but just for the record: If you post your work and want feedback, give feedback to other people as well.

    • Do NOT post your completed work. This is for work-in-progress only, we want to support each other in early phases (It doesn't have to be pretty!).

    • Do NOT try to promote your game to game devs here, we are not your audience. You may include links to your game's website, social media or devblog for those who are interested, but don't push it; this is not for marketing purposes.

    Remember to use #WIPWednesday on social media for additional feedback and exposure!

    Note: Using url shorteners is discouraged as it may get you caught by Reddit's spam filter.

    All Previous WIP Wednesdays

    submitted by /u/VarianceCS
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    Need some help with Gamedev.

    Posted: 10 Jan 2018 05:51 AM PST

    Ok, so here's the backstory:

    I'm currently learning Python with my dad, but I hate the projects. He says that I have to do an dumb project, like a mathtrick.py, but it looks boring. My goal is to be an gamedev and learn game designing, but it's going way too slow. Also I'm having a hard time trying to find hardware for gamedev, can anyone help?

    submitted by /u/Drblackcobra
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    3D Environment - Unreal Engine 4 - Underground Shelter. Aspire to become a great game dev !

    Posted: 09 Jan 2018 06:47 PM PST

    Need help on coding enemy behaviors(C++, SFML)

    Posted: 10 Jan 2018 09:29 AM PST

    I've been coding using C++ and sfml for about 3 years now and I've set myself a personal project that consists of a top down shooter with a few objects that have different behaviors:

    1. A homing missile object that performs a dumb seek to the player.
    2. A Turret object that fires on the player when in unobstructed line of sight.
    3. A collectible that wanders normally but flees from the player when within range.
    4. An enemy which seeks to the player with avoidance of other objects(i.e. other enemies, walls, etc.) being taken into account.

    It's my first time exploring behaviors and while I managed to get dumb seek/flee working, I don't know how to get the other behaviors working never mind have the behaviors mix.

    If someone could point me towards some tutorials or sample code it would be a big help.

    submitted by /u/Daz105
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    8BP, a BASIC gamedev library for Amstrad, now with github download (Spanish)

    Posted: 10 Jan 2018 05:27 AM PST

    Graphical 2D techniques for thesis

    Posted: 10 Jan 2018 03:33 AM PST

    Hiaay,

    I'm currently in my last year in a computer science program with a specialization in game programming.

    Times are nearing my thesis and I got a couple of ideas.

    I'm also currently developing my next game at the same time and I want my thesis to be useful for the game at the same time, to save time.

    The game I'm working on is a story-driven 2D platformer with a VERY simplistic artstyle with a lot of graphical techniques to spice it up.

    So I'm thinking about techniques that can be both benefithial for my game and still a good thesis subject.

    Some ideas I have;

    • Dynamic Animations

    I'm sick of animations taking so fucking long time to produce. Even sprite-animations are time-consuming. So i want to make something that cuts the development-time of animations by a fucking million. Like auto-generated animation from a few keyframes or maybe just fully automated with customization. Almost like jelly. I don't know excacly but something along those lines. The disadvantage with choosing this is the fact that I have a small amount of knowledge of animation techniques in general. The advantage would be that it could potentially decrease the development time of my game.

    • Interactable Particle System in real-time

    I've been very interested in PS's but I haven't found a way to make them optimized enough to be able to interact with them in real-time. Like for example; think a game with a lot of bullets flying and enemies jumping all around the place. I want for example a fog/smoke effect to interact with the moving enteties without being a complete frame-bottleneck. The advantage of this is the fact that it would fit perfecly in my game.

    • Other Interactable Enviroment Things

    I want to make other enviromental systems that are interactable with game-enteties.

    Some examples would be grass, snow and maybe water.

    The disadvantage is the fact that some of them could be of a too small scope and some of them would't impact my game in any great extent.

    Do you have any ideas for interesting graphical techniques that could be interesting in 2D and also give cool results in my game?

    Doesn't need to be graphical either, if you have some interesting ideas for dialog-tree or dynamic stories, that would be even more interesting to hear.

    • Simon

    edit: sorry for errors, im on my phone. is it possible to change the flair? .^

    submitted by /u/GoodGuyFish
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    Genetic algorithm to develop character skins.

    Posted: 10 Jan 2018 06:14 AM PST

    How would I go about figuring out a genetic algorithm that triggers a away for my sprites to have different appearances.

    What should I learn ? Is there something already out there I can use?

    Thanks

    submitted by /u/thedangler
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    Cost/Reward balance in games

    Posted: 10 Jan 2018 08:17 AM PST

    I've been googling around for information about how to balance the cost (in-game) of an item or building with the reward/bonus that such item or building might give you, but to no avail so far. Does anyone here have any good resources they know of that covers this? I am ideally looking for something that covers this more from a numerical standpoint, but any information will help! Thanks!

    submitted by /u/hobofreddy55
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    How are Gamemaker Studio's tools for 2D Android development?

    Posted: 10 Jan 2018 08:04 AM PST

    Hi, for the past couple of months I've been working on a 2D game for android that uses the phone's accelerometer (picture your typical android game where your input is the phone's orientation like say, a driving game). I wanted to see how Android development worked and did it with Unity. I had some problems at the end (not Unity's fault, just my inability to use its physics system properly xD)

    Lately I've been thinking about trying a different engine to see which one works better for this situation and Gamemaker seems interesting, specially considering it is more focused on 2D.

    I wanted to know if its tools will let me use, for example, this: https://docs.unity3d.com/ScriptReference/Input-acceleration.html and how are the android development tools compared to Unity.

    And by the wat, would you recommend me to stick with Unity for 2D android development? Or is there any other engine that you would recommend?

    I've been thinking about trying UE4 out (in general, not for the android game) because I'm better at C++ than the languages Unity has, what do you think? Should I try to "master" an engine like Unity before? Make some simple 2D games before jumping into Unreal? I'm basically a bit lost about what should I do with the little free time I have regarding game development. Is there any post/article you would recommend reading for someone in my situation?

    Anyways thanks for your time and have a nice day!

    submitted by /u/mbdavid297
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    Monotonous ambient horror sound

    Posted: 10 Jan 2018 11:24 AM PST

    There's a specific noise I want to use that's present in many games, mostly of the horror genre. It's a soft, but ever present, monotonous hum that usually accompanies the player while exploring the interior of an abandoned building. Most recently I heard it in Fortnite: Battle Royale whenever you enter an enclosed structure. I'm sorry I'm being so vague, and hopefully this is an appropriate sub to post this question in. Thank you.

    submitted by /u/blewws
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    World design

    Posted: 10 Jan 2018 11:22 AM PST

    Hello, I'm building a space shooter game (like sky force) for mobile using libgdx. So far I have a section in my world for drawing simple obstacles coming down from that part.

    Atm I'm thinking to put a scrolling background and generate obstacles all on that section (maybe depending on time). Is this the correct way to do this? Or would you have an active world existing in the background and pan the camera through the world?

    submitted by /u/fappingOnTheLawn
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    Are there any investors who also have portfolio of investments on indie games?

    Posted: 10 Jan 2018 11:19 AM PST

    Well, i am wondering if there are investors looking to invest in games rather than apps startups. Do any of you guys have any experience with them? I tried searching it up on google and all but couldn't able to find it exactly. I doubt that a startup investor would be willing to invest in a game since it is completely different arena. However, almost every AAA studio have big financers but what about indies?

    submitted by /u/Me_you_who
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    Ethical dilemma: "copying" a game that was never released

    Posted: 10 Jan 2018 10:46 AM PST

    TL;DR I'm "copying" the general concept (and some concepts) of a game that wasn't released, and I'm not sure how this is going to impact the game if I ever release it

    I'm writting this post because I'd like to get differents points of view besides mine. When I found this game (let's call it X) a few years ago, I fell in love with it instantly, mainly because it was almost identical to an idea I already had (it was kind of weird also, because of the similarities, but I know this is how ideas work, and I'm sure a lot of you must happen the same at least once in your life). This game was everything I wanted for a videogame, since ever. So when I found out there was a kickstarter, I backed it without doubt. The kickstarter was very successful. And then, the developer started to disappear, make excuses, and delay updates. I was patient, I waited year after year to its release, but it never saw the light of the day. To this moment, the game hasn't been officially cancelled, there are one or two update every six months aprox, and we haven't seen real gameplay yet. A lot of backers even think it's a scam.

    Having lost all my hopes, a few months ago one thought crossed my mind: why not making it myself? And that's what I started to do. And so far it's going really great. I'm confident with my skills, I learned a lot from my previous mistakes making other games and I really think I can finished it.

    To be honest, I don't care much about having a lawsuit or anything (because several reasons: I highly doubt X is already patented, there are just some ideas or general concepts copied, there are no art or text copied and the similarities are mostly unavoidable and related to the genre), nor I care if X is released before I finished my version (because I would finally have the game I always wanted to play, and I would have learned a lot doing it).

    But here is the problem: I don't know how people are going to take it. I know that "ideas are worthless, implementation is what matters", but is impossible to not link it immediately with X. There are not going to say: "oh, it looks like X", but "this is X with other name". Mostly because there are no other similar games in the market, and the concept is pretty unique.

    So, how should I deal with this? Is bad press better than nothing? Is being labeled like a copy going to ruin the game? So far I don't have much to show, but I know that when I do it, I'm going to have to deal with a lot of criticism and skepticism. If I ever going to run a kickstarter (which probably I'll do) I'm going to be sure of having a nice working demo, because I know that people are not going to buy my promises (and it's ok and totally understandable), and of course, try to be the most honest and communicative I can.

    This is a game that I always wanted. It's game that I know a lot (or a least, some) people want. And most important, is a game I believe in, and a game that needs to be out there and to be played.

    PD: I don't want to mention the game because I don't want to generate fake expectatives.

    submitted by /u/dreaminblack
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