Today I released a game I've always wanted to play. |
- Today I released a game I've always wanted to play.
- Can anyone recommend some good tutorials on using physical art assets like clay?
- Devlog or not to devlog/devblog? What are the benefits and what are the costs? Is the ROI worth it?
- One of my biggest fears about becoming a game dev
- How to get into game design?
- From prototype to published. Today I released and wrote a small article about my experience making a small cute polished mobile game
- Question about making decent menus.
- How many redesigns have your characters had?
- Do you recommend setting up our own local Git server?
- What download numbers do I need to break the top 200 in the AppStore?
- Help with blueprint scripting in UE 4.18.2 for a survival game.
- Building a Card Game: Question about Class Structure
- What are some good resources for learning multiplayer?
- Digital Art Workflow
- Handling particle effects effeciently
- How do I throw out items of a Queue after a certain time?
- Coding or Drawing?
- Using Star Citizen as an example and not taking into account its current development stage, what exactly is its biggest technical hurdle to overcome to achieve ideal performance?
- Will Glow the Wisp - Retrospective
- A postmortem for my citizen science game
- Social media marketing: how do you budget?
- This is part 3 of my series on UniRx, a Unity framework for writing asynchronous code
- Place to hire 3d artists/animators?
- Unity users, what makes late-stage unity development difficult? Why is that final 10% hard to achieve?
- How do I operate a mailing list? What's a "press" mailing list?
Today I released a game I've always wanted to play. Posted: 07 Jan 2018 03:19 PM PST Five years ago was when I first played minecraft and started messing with redstone. 12-year-old me was inspired and awed by the simple, beautiful logic of the system. But as I started to try to do more and more complex things with redstone, I grew frustrated with its flaws and limitations. Redstone was painfully slow. It had a bunch of weird inconsistencies that worked the opposite of how you'd expect them to. And worst of all, it worked on a tile-based system: to move a circuit over by even just one block, I had to tear the whole thing down and rebuild it! That was when ideas of a better way started ruminating about in my head. For years, I'd start a new redstone project every few months, then grow frustrated by the shortcomings of the medium and give up. I'd daydream about a game designed for circuitry rather than having it tacked on. Then, three months ago, I realized I now had the skills to make it. So I did. Last week I started building the first really big project in the game: 128 bytes of addressed ram. You can see it towards the end of this album. The whole time I was working on it I had a big stupid grin on my face: it was the game I'd been waiting to play for five years! I couldn't stop myself when I screamed "I made a game! I made a game and it's really good!" This is why I make games. This is the feeling I know I'll be chasing for the rest of my life. I created an experience that didn't exist before. And I did a good job. I'm so happy right now. I feel accomplished in a way I haven't ever felt before. Anyone else know the feeling I'm talking about? What games have you made because you wanted to play them and they didn't exist? edit - since there seems to be an awful lot of interest in the game, I'll leave links to the trailer and subreddit here :) [link] [comments] |
Can anyone recommend some good tutorials on using physical art assets like clay? Posted: 08 Jan 2018 12:06 PM PST I'm currently learning unreal 4 and the bp system to eventually bring some of my ideas for games to life, but I don't have the time to also learn how to create 3d art assets nor can I afford to hire someone. That being said a childhood of model building and painting has left me quite skilled at creating physical models from clay and other various materials. I know this method has been used for a few games but I've not had any luck tracking down a decent tutorial for the process of getting those assets into a game. If anyone can point me in the right direction that would be great. Thanks. [link] [comments] |
Devlog or not to devlog/devblog? What are the benefits and what are the costs? Is the ROI worth it? Posted: 08 Jan 2018 07:38 AM PST What is your experience with maintaining or following devlogs? What inspired you to do so and what benefits from it have you reaped?
Most importantly, what have you learned from the process; what have you gained? Would you recommend creating one to other devs? [link] [comments] |
One of my biggest fears about becoming a game dev Posted: 08 Jan 2018 10:00 AM PST I love video games. From Skyrim to league of legends to civ to Fifa I love them all and would play them all day if I didn't have responsibilities. However I fear that if I do become a full time game dev, it would ruin my gaming experience when I go to actually play games because I'll focus on other things like how the dev programmed a specific part of the game and so on. To the game devs on this sub who share my passion for gaming, did anything change once you went into being a developer. [link] [comments] |
Posted: 08 Jan 2018 07:58 AM PST So, I am a senior in high school and am being asked by everyone and their dog what my plans for my future is. Which I promptly respond with an awkward smile and a "I don't really know." My passion is game design/development and I have been taking high school classes on the topic. I have never had so much fun in a class (even though teacher gives us 2 weeks to make each game and that sucks for me as I am too ambitious for that time frame.) So, my question is; what are good colleges/trade schools/etc that can help me perfect this skill? Or better yet, what would help me get hired? TL;DR What is the best way to get into the game design field? Edit: thanks everyone for the greatest advice! This really has helped me out. [link] [comments] |
Posted: 08 Jan 2018 11:09 AM PST Hey, /r/gamedev. Today I finally released a mobile game I've been developing in my free time. It's a fun little one tap arcade game with a cute aesthetic. It's not a huge project like some of the other stuff I've seen here, but I'm pretty happy with what I made. I wanted to make small polished games first before I try to tackle something large and unique. This was a great learning experience. I wrote a short article giving some details about how it looked at prototype, mid development and release. Any feedback and comments would be greatly appreciated. Thanks! [link] [comments] |
Question about making decent menus. Posted: 08 Jan 2018 08:52 AM PST So I'm new to game design and things in general, making graphics, all of that jazz... So to start my journey in GM:S 2, I've been working on a top-down twin-stick-shooter for a couple of months now, using inkscape with simple geometric shapes that use gradients for the graphics. This is fine and all, the game looks alright, but I can't seem to pin down how to make a decent menu. Everything I have tried doesn't look professional, and I'm not sure what to do, google hasn't helped either. So my question for you all is, what do you usually look for in a menu, what do you usually add and tweak to keep it looking professional? Sorry about the most likely stupid question, but I've been having a lot of trouble with this. ;) [link] [comments] |
How many redesigns have your characters had? Posted: 08 Jan 2018 07:47 AM PST Mine have had too many. I'm the artist for our 2-person team and I swear, I can't get our characters right. I don't know if its my lack of modeling experience (I started out as more of an illustrator, I'm way better with painting and pencils, and learned 3d about 3 years ago) or if making good-looking people is just really hard. I'm hoping this time I have it right, but I can't even show anything yet because right now they are still kind of in the terrifying 'half sculpted' phase. We've gone from super-simple to more realistic now after getting some feedback that people don't like the more cartoony look. We wanted to make them really customizable, so we stayed simple, but it didn't work. https://i.imgur.com/Uyzf8Br.png https://i.imgur.com/BbdnYUO.png I don't like these either, so I understand what people mean. They look like shit. But everything else about the art in the game has been so easy compared to character models. I'm not even sure if people REALLY want more realistic or if these just look like crap. Anyway, I'm on maybe round 4 of redesigns and I hope, hope, hope I have it this time. Is it normal to struggle so much with the character models? I still think this might be a symptom of my lack of practice in this area of art. (I hope) [link] [comments] |
Do you recommend setting up our own local Git server? Posted: 08 Jan 2018 08:22 AM PST We are a small team (6 developers) that has been using Github.com for quite a while. However, we are having issues with file size limitations and LFS and are considering just getting a small computer/server and run Git locally. As far as I understand, I could just run git init --bare and set up SSH on this machine (either running Linux or Windows) and let our computers connect to it locally (we don't need to access it from outside the office). Do you think this is a good solution, or is it too cumbersome to set up and maintain? [link] [comments] |
What download numbers do I need to break the top 200 in the AppStore? Posted: 08 Jan 2018 04:26 AM PST I'm going to be releasing my first app in the next couple of weeks (depending if I can get the Admob plugin working in Construct) and was wondering what download numbers do I need to be getting to break into the top 200, 150, 100 and top 50 AppStore slot for games? I recognise these are hard numbers to achieve, but we can all hope and dream can't we :) [link] [comments] |
Help with blueprint scripting in UE 4.18.2 for a survival game. Posted: 08 Jan 2018 10:10 AM PST Hi. I'm new at UE4 but am learning more and more every day. I'm in the beginning stages of a basic survival game and I'm running into an issue I don't know how to accomplish. I want to be able to swing an hatchet at a tree and whenever the hatchet's collision collides with the tree's collision, 1 wood resource falls onto the ground. Then after X amounts of hits. The tree converts to a blueprint of the same tree and it falls over and disappears after 10 seconds. This last part I have completed following this tutorial:https://www.youtube.com/watch?v=F_RS1vlBYXI And here is my blueprints for that: https://i.imgur.com/39rvpzJ.png I also have an inventory system in place from this tutorial:https://www.youtube.com/watch?v=N04oi8nllFU So here are the current questions I have:
Anyone know how I can go about this and/or show how I can blueprint this up? Thanks. [link] [comments] |
Building a Card Game: Question about Class Structure Posted: 08 Jan 2018 02:38 AM PST So I've been designing a new card game as a personal project and I've finally decided how I want the game to function (combat, progression, etc), but before I begin to code, I wanted to ask about structure. I'll be writing this in Java, assuming the basics, one enemy, one player and a deck of cards, what would be the best way to structure combat? Things I've considered:
Thanks for all your help! [link] [comments] |
What are some good resources for learning multiplayer? Posted: 08 Jan 2018 09:13 AM PST I've built lot's of working single player prototypes, but I have no multiplayer experience. I want to build a light-hearted 1v1 or 2v2 fighting game with Unity. Any suggestions? [link] [comments] |
Posted: 08 Jan 2018 05:01 AM PST |
Handling particle effects effeciently Posted: 08 Jan 2018 12:01 PM PST I have been working on a "little" game for quite awhile and its getting on to the nice touches part of development. Just so happens i would love to add particle effects. Thankfully the game is 2d so no need to get into 3d. My past efforts havent weilded great results and so far the big wall i keep hiting is the particles taking up to much space and processing power. So what are your thoughts on handling basic particle effects without imposing mamoth taskes on the cpu or ram (This game is not using opengl or similar ie there is no gpu processing) [link] [comments] |
How do I throw out items of a Queue after a certain time? Posted: 08 Jan 2018 06:01 AM PST So i have a struct for the position of my player and the time of recording so to speak that looks something like this(this is in Unity btw): Then I create a Queue and Enqueue the playerposition and the time every FixedUpdate... which looks like this: My Question is how do i Dequeue or remove an element if it is older than let's say 2 seconds? [link] [comments] |
Posted: 08 Jan 2018 02:40 AM PST In my foreseeable future i would like to make a game, but right now i have no useful skills to do so. This leads me to question: would it be better to learn coding/programming and pay someone to visualize mine or my teams game idea, or vice versa and learn how to animate and instead pay someone to code/program a game based on animations i have created? Long winded question and i realize making a game is much more complex in practice but im generalizing. [link] [comments] |
Posted: 08 Jan 2018 06:45 AM PST Hello, Star Citizen is a game that features a large persistent universe with lots of things going on at the same time simultaneously. It's incredibly difficult to run in its current stage, but, overall what is the biggest resource hog for this style of game? Is it the fact that there is no loading screens or is it the high fidelity graphics? Would this implementation be more feasible if the graphics were scaled back a bit? I thought about GTA 5 and their way of implementing the open world experience, but is there really a practical way of allowing a player to transition from so many different environments such as being inside a structure or vehicle, to standing on the surface of a planet to being able to transition into space seamlessly, I was thinking the only way a game attempting to do this on a much more massive scale, such as an MMO, would need to resort to certain trickery, but exactly what would be the biggest obstacle? Thank you in advance, I look forward to hearing everyone's input. [link] [comments] |
Will Glow the Wisp - Retrospective Posted: 08 Jan 2018 09:07 AM PST |
A postmortem for my citizen science game Posted: 08 Jan 2018 03:04 AM PST I made a set of puzzle games in 2016 as part of a citizen science project. I wrote a short postmortem in a paper for a conference, and an extended version with a short summary of the results. But you didn't come here to read papers, so what follows are the same general conclusions, but written especially for /r/GameDev. ~~~ The puzzles in our games are based on problems in quantum error correction. The player's job is to find good strategies. Most similar citsci games just have the player generate lots of data about how they play. This is then analyzed later (by the scientists) to find good methods. Quantum Moves is a good example of this. In my game I wanted to allow the player to be a bit more involved in the science. Partly because we had no clear idea of what we'd do with raw data, and partly because allowing players a deeper scientific experience would be cool. So we extracted no data, and instead encouraged players to think about and discuss their methods. This could be via the subreddit (/r/decodoku) or a Let's Play, or whatever. If we had players doing with our puzzle games what ThreesPorn does so well for Threes, then we'd have some great science going on. Initially, players did not want to describe their method. Instead they typically recorded their games and sent it to me (without commentary, other than maybe a few lines of explanatory text). So, basically, they just really wanted the standard model of citizen science games, where they just contribute data. In reaction to this, I made the game output csv files with a record of each game. This gave a simpler alternative to screen recording, while still being (relatively) human readable. Players would then be able to add their text commentary into this. The results were better, but really these files just became a conversation starter. Players would send in the data, I'd look at it and ask questions, and together we'd come up with an understanding of their method. Obviously this would not be a scalable approach, but the number of players with this degree of dedication was quite small anyway. If I were able to give my past self some advice, it would be to automatically take data from players. It is what they want from a citsci game, and so it should be what they get. I thought that not taking data, and having a project that purely allowed players to make higher level contributions, would be a good selling point. But it was attractive only to a small niche. I think we were quite successful in catering to that niche, but the thousands of other players deserved a rewarding experience too. Getting their data would have provided this, without compromising the goals of the project. [link] [comments] |
Social media marketing: how do you budget? Posted: 08 Jan 2018 04:41 AM PST Hi there everyone! I'm working at a startup indie dev and I'm currently trying to write some up some guidelines for marketing and social media. I've done a lot of community management stuff before, but not so much marketing, so there's some things I lack a frame of reference for. While I know from personal experience that a little goes a very long way when it comes to for example boosted Facebook posts, if you fine tune your targeting properly, but I do not know what is considered a "normal" monthlybudget per month. Here's where you guys can help me out. If you're a dev who does a lot of social media marketing, how do you calculate your budget? Thanks! [link] [comments] |
This is part 3 of my series on UniRx, a Unity framework for writing asynchronous code Posted: 08 Jan 2018 08:06 AM PST |
Place to hire 3d artists/animators? Posted: 08 Jan 2018 07:19 AM PST I am currently looking for a place where I can hire to 3d artists and animators for more complex creature models. I understand the unity store has a wide virety of creature assets, and my team will use some of them, however we are after some more bespoke & unique models for our game. They wouldn't be required straight away, however we would like to start to process of knowing where too look when we need too. [link] [comments] |
Posted: 07 Jan 2018 10:24 PM PST Whenever the question of what game engine to use comes up, invariably there will be talk about how Unity makes the first 90% easy but makes the final 10% push across the line hard. Now, I understand that this is true of all development -- "The first 90 percent of the code accounts for the first 90 percent of the development time, the remaining 10 percent of the code accounts for the other 90 percent of the development time" -- but the impression I get is that Unity particularly suffers. I haven't got much Unity experience and the only thing I can think of that might make this true is the binary scene file format making source control / collaboration difficult, though I understand this has a text setting now. What exactly is it about Unity that makes late-stage game development so difficult? edit: To clarify, I'm anticipating 'gotchas' and other edge cases specific to Unity that have added significant time or headache to the late stages of a project. [link] [comments] |
How do I operate a mailing list? What's a "press" mailing list? Posted: 07 Jan 2018 08:26 PM PST Hi I released my demo recently, and got a few signups for my mailing list. How often would you suggest I mail the people that signed up and what should the content be? Should it be like devlogs, or only important announcements? Also, how would a "press mailing list" be different? I got a mail from a website where they said they'd "like to be added to my press mailing list". What would I mail the press, and how often? Thanks! [link] [comments] |
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