I've made games for quantum computers AMA |
- I've made games for quantum computers AMA
- Hi guys - hope this helps anybody struggling with loop music for their game.
- HTC Vive Announces the VIVE Pro - CES 2018
- The hardest part of game dev for us? Being in a vaccuum.
- Tim Sweeney on the first version of the Unreal Editor
- Is 3 stars better than no stars?
- I released a game and it feels great! (Sharing motivation and insights)
- I made a Championship Manager-lite game with playable matches on mobile. After one month it has only made $3.
- Choosing a Game Development Laptop 2018 Edition
- Why We Canned a $2M App Business to Make Indie Games
- Interesting one from "Level Design in a Day"
- Data Analysis of the Titles of 5,820 Steam Games from 2017
- All your games inside your studio domain vs every game having its own?
- Settings that all games should offer
- Publishing my first game
- Using the creative art styles for games?
- Pitching a Game for Console - Is it worth trying to pitch it again?
- How to get your game out there?
- Game Cities: Those Handy, Simplified Urban Structures
- Voxel 2D planets using noise function
- Who should I go with to provide a network for a turn based strategy game?
- open source 2D sprite packer
- Archetypes in Dark Souls - After nerding out for a long time, I decided to finally make a video about Dark Souls, in hopes that someone finds it useful. Let me know what you think?
- Is UE4 a good place to start game development in C++?
- TUTORIAL - Integrate the Fuel System with Unity Standard Assets Car
I've made games for quantum computers AMA Posted: 09 Jan 2018 04:38 AM PST Prototype quantum processors are starting to be made. So we can start having fun with them! I've started by making simple games. If you want to know about making quantum games, quantum programming or quantum computers, let me know! My background is that I am a quantum computing researcher at the University of Basel. You can find examples of quantum games here and here. Edit: I might be slow at answering questions until I am back in the office tomorrow. [link] [comments] |
Hi guys - hope this helps anybody struggling with loop music for their game. Posted: 09 Jan 2018 02:49 AM PST |
HTC Vive Announces the VIVE Pro - CES 2018 Posted: 08 Jan 2018 03:45 PM PST |
The hardest part of game dev for us? Being in a vaccuum. Posted: 09 Jan 2018 06:13 AM PST I'm part of a tiny team of 2 people (more like 1.5 since I only contribute part time), and I've found that we are really in a vaccuum as far as how good or bad the game is. Where can we go for good, honest (and plentiful) feedback? Family and friends aren't great sources, I want someone who can tear us a new one. We also have a few dedicated players, but they are usually fairly happy and don't want to rock the boat. [link] [comments] |
Tim Sweeney on the first version of the Unreal Editor Posted: 09 Jan 2018 08:30 AM PST |
Is 3 stars better than no stars? Posted: 09 Jan 2018 02:50 AM PST What are peoples view on App resubmission, my app has a bunch of older mixed reviews with an average 3.3 rating, I have an update which I hope will get better reviews so do I use the option and reset my star rating or keep the existing stars? My thinking is; are people more likely to skip an app listing if it has no stars, or more likely to skip as they think ugh only 3 stars? [link] [comments] |
I released a game and it feels great! (Sharing motivation and insights) Posted: 09 Jan 2018 04:37 AM PST As the title states, I managed to release a game. I'm actually working on a metroidvania for the oversaturated market, and during development I ran into a few technical problems. To solve those problems, I decided to start another prototype to test out all thoses things which gave me a hard time, and as it turns out, that prototype just became a very real game. I released it to the (kind of crowded) google play store just a few days ago. Just seeing the game I made being hosted on a (commercial) distribution platform is a hard to describe feeling. Pressing the release button and than wait for the game to show up on the store... that made me feel like I probably never have before. I have to admit that I felt kind of burnt out. There are many reasons for that, like doing a day job I really started to hate quite some time ago, so doing what I actually felt is what I want to do came over me and released some kind of blockade I had for many months. It hit me so hard I had quite a headache for a few days. To give you a short overview, I'll write some sentences about the game. The game is about mining treasures in pits while being in constant danger due to big blocks of junk raining down on you. You have to balance your mining efforts to let that junk pile up for you to actually reach the exit. The gameplay naturally revolves around a risk and reward mechanic, since staying longer than you need will give you the chance to mine more treasures, while the junk piling up will bring you closer to the top of the screen, shortening the time you have to dodge what's coming from above. Credits you receive through mining equal the highscore you will achieve, while you will most likely want to spend them on upgrades to be able to stay alive and/or get more trasures in the following more difficult stages. If you die, you can spend most of your credits to get another chance, saving your upgrading progress. So the game basically supports a one-shot highscore hunting playstyle, as well as a more progress/survival oriented playstyle. Balancing those two took me quite some time, but it was worth every minute I spent on it. I went for a simplistic and kind of abstract artstyle. This was to be able to get the job done quickly on the one hand, and to make sure to not distract from the main gameplay on the other. Until now, the game sold full... 3 times. Do I care? Of course I'd like some more sales, but I won't expect anything better, since I conciously released it without doing any marketing. The process I went through is (or at least might be) worth more than a thousand sales. I now know I can do it. And I know that everybody else should be capable of putting out there games as well. I learned so much in the development of my game that I'll be able to apply to my team's main project, and most likely any other project I will tackle in the not so far future. So yeah... I don't really care! Why did I write this? To let you take part. And also to set an optimistic example. Others who write posts like this often feel like they've lost. Financially they might have lost, but the process of creation is worth all the hardships you go through, as long as you know how to appreciate it. (I do not mean to undermine cases in which livelihoods depend on the success. Many who try and fail are working a non-game day job - like me - and I'm mostly addressing these people.) Reading over this post again, it does indeed feel quite cheesy, but I think you get my point. I'll get into dev again right away and put out more games from now on! Thanks for reading. If you have any questions or comments, I'd be glad to hear them. [link] [comments] |
Posted: 09 Jan 2018 02:55 AM PST The game is called Footy Ball: Pass Pass Soccer and is available on the Apple and Google Play Stores. I am a solo developer and this is my first game, I learnt Unity to make this game.
Looking back I reckon it needed more:
Am I alone in this? I knew it would be tough, but never this tough. I will keep plugging away with some updates in the form of extra leagues and at some point I will try to do a graphical overhaul. Hopefully it will pick up at some point. :-) [link] [comments] |
Choosing a Game Development Laptop 2018 Edition Posted: 09 Jan 2018 10:27 AM PST |
Why We Canned a $2M App Business to Make Indie Games Posted: 09 Jan 2018 01:18 AM PST |
Interesting one from "Level Design in a Day" Posted: 09 Jan 2018 09:27 AM PST |
Data Analysis of the Titles of 5,820 Steam Games from 2017 Posted: 09 Jan 2018 09:07 AM PST |
All your games inside your studio domain vs every game having its own? Posted: 09 Jan 2018 07:37 AM PST Hey, guys We are starting a new project and, with it, a website for the game must be made. We also want to replace our old studio 'website'. One of our options is having each game in separate domains. So it would be something like:
However, another idea is to gather all these games inside our studio domain. Something like:
Do you think one is better than the other (maybe because of SEO or things like that)? What are your thoughts? Thanks in advance! [link] [comments] |
Settings that all games should offer Posted: 08 Jan 2018 10:24 PM PST I'm trying to brainstorm things that may not actually be necessary to the game itself, but are things that players appreciate. Many of them don't apply to certain games, but the individual creator can pick and choose for themselves. Please help me brainstorm more. * A key bindings or "controls" page where all keys can be changed * An in-game notepad where players can manage notes * Controller support * Volume controls with more than three sliders * Brightness settings * Monitor resolution settings * Graphics quality settings * Language settings * Ability to mute specific players * Profanity filter [link] [comments] |
Posted: 09 Jan 2018 10:59 AM PST I've just published my first ever game for android. I've always wanted to make games and got a real motivation when I played Flappy bird back in the days. So, I decided to make something similar and keep my scope small for this first game. After some time I lost motivation, had other obligations so the project dragged. The last month or so I have found the same motivation that got me started and I finally got back on tracks. I'm so happy that i managed to finish this game even though it's simple, I have learned a lot. The game was developed in libgdx framework. It was a very useful programming experience as well. As soon as the game was published, I've been given an opportunity to start game development studio as a startup in acceleration camp, so wish me luck. [link] [comments] |
Using the creative art styles for games? Posted: 09 Jan 2018 11:31 AM PST What are your thoughts on such styles? An example of what I'm talking about: https://imgur.com/TZ8Ofuq Which else creative art styles in games have you seen? (For an example: Cuphead game) Have you used some in your games or you're fan of more traditional styles? [link] [comments] |
Pitching a Game for Console - Is it worth trying to pitch it again? Posted: 09 Jan 2018 11:26 AM PST So the story is that around five months ago I tried pitching a game I made to be released on a games console because I liked the system and thought the game would be suitable for the system and part of the system's audience. However after getting an initial acknowledgement, I got radio silence, so it's safe to assume they passed on it. The game has already been published on Steam and has had semi-regular updates, so I was wondering if there was a chance to pitch the updated version with a different, more lengthier description? Or should I try some other way or is it not worth it? [link] [comments] |
How to get your game out there? Posted: 09 Jan 2018 09:06 AM PST Hey guys, so basically I've almost completed my first game and I'm at a point where I'm comfortable putting out into the public to start to build "hype". I've already created a new Twitter page and posted some screenshots there (@KingOfQuestion5) but I have no idea where to go from here. And tips on sites I should write emails to, subreddits, etc? [link] [comments] |
Game Cities: Those Handy, Simplified Urban Structures Posted: 09 Jan 2018 08:30 AM PST |
Voxel 2D planets using noise function Posted: 09 Jan 2018 11:45 AM PST Not sure if this is allowed here, correct me if It is not. I'm creating a 2D space game where the map is made up of square tiles. I would like a noise function that I can use to generate circular planet, by circular planets I mean 'circles' made out of squares [basically like a circle in minecraft]. The planet's radius should be of all different sizes. The reason I want to use noise is that I want the user to be able to generate a map with a seed so they can generate the same planets again or create a random map. [the planets should be randomly distributed, not uniformly spaced] How would I implement this using noise so that it procedurally generates distinct, individual circles? Thanks! :) [link] [comments] |
Who should I go with to provide a network for a turn based strategy game? Posted: 09 Jan 2018 11:22 AM PST [question] Hi, I'm working on a multiplayer turn based strategy game and I'm not sure if I should hire a server service. recommendations I've had so far are for Ocean digital or Amazon. or should I just buy a cheap computer and leave it in my living room? or something? I'm based in Richmond BC Canada, near Vancouver, working out of my bedroom in a small apartment so the noiseis a bit of a concern for me. [link] [comments] |
Posted: 09 Jan 2018 11:00 AM PST I've spent the past few weeks working on a 2D sprite packer i forked, (fixing bugs, removing duplicate code, improving caching, make the interface more like a professional tool, etc). But now that I've added the features I needed, it occurred to me that I'm really just wasting time working on this rather than my own game. So I figured I'd post it here and hope someone adopts the codebase... [link] [comments] |
Posted: 09 Jan 2018 10:44 AM PST Hey everyone! You can check out the video here: The idea here is that after chatting with a lot of people who are captivated by Dark Soul's rich and meaningful world, I've concocted a theory about one of the reasons it connects with people. My hope is that other game devs find this insight helpful, and that it helps me build Over The Moon's brand a bit. Also, I'm testing a theory, and I'm very curious if my description overlays on top of your personal experiences. It might not --- I'm quite curious to hear if it does! [link] [comments] |
Is UE4 a good place to start game development in C++? Posted: 09 Jan 2018 04:10 AM PST I have some prior experience in c++ (about 1 and a half years) but have never developed a game with it. Would starting developing games with Unreal engine be a good choice. Should I maybe start with another engine or maybe use a framework? Or is developing games with c++ not recommended? [link] [comments] |
TUTORIAL - Integrate the Fuel System with Unity Standard Assets Car Posted: 09 Jan 2018 09:45 AM PST |
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