When i turned 14, i started working on a 3d city building game for iOS. After >15k lines of code and 14 months of painstaking work alongside school, i had to cancel my game. |
- When i turned 14, i started working on a 3d city building game for iOS. After >15k lines of code and 14 months of painstaking work alongside school, i had to cancel my game.
- Free Low Poly City Buildings Assets! Get 11 Free buildings to use for a City
- Why does rendering/draw distance always work like figure 1 instead of 2 or 3?
- Making a RPG for a novice : Ok, it's quite difficult
- Feedback Friday #271 - Test Drive
- The VFX of inFAMOUS: Second Son by Sucker Punch's Matt Vainio
- The minds behind Uncharted and Firewatch talk candidly about surviving in the games industry
- Make Large Games More Understandable by “Sectioning” Them
- Loot boxes as a beneficial tool
- Followup- Finished my first game Catastrophy (feedback welcome)
- How does one determine their worth?
- Check my latest project, a starter kit to create a game leaderboard on Azure Functions using Node.js, Cosmos DB (with Mongo API) and a Unity C# client/SDK
- ECS and roguelike stairhopping
- What are some interesting camera mechanics for 2D platformers?
- About a month ago I found a site that was an in-browser engine that made 8-bit style games with no proper coding but forgot the name. Does anybody know it?
- What is a good Android tablet or cheap smartphone that has a G-Sensor for UE4 Development?
- Help implementing PhoneGap plugin...
- Working on a FPS RPG where guns are fairly deadly for both sides. Without requiring the player to save every 5 minutes, how do I make this not so painful for players?
- Lose The Cops [Escape from The City] Alpha version.
- Noobie Question (MoCap) - 360 degree object capture placed into Virtual World or Game
- Promoting your game on Twitter
- Using multiple phones as "controllers"
- IndieGiving 2018 has been announced.
- Having Trouble Getting Head Around ECS (Entitas C-Sharp)
Posted: 12 Jan 2018 05:56 AM PST TL;DR at the bottom. Demo video so you know what i am talking about: https://www.youtube.com/watch?v=r9ereTd7yqQ I had to cancel my game. I was super stressed yesterday, and have been a bit stressed and uncomfortable a lot during the last 14 months. I have been banging my head against the wall and ripping my hair out countless times. After 3 months of planned release, i was working all the time, and felt like new problems were popping up all the time. I really needed to move on, i had suffered months just to finish this game, but i couldn't. All the painstaking work, and i just canceled my game, and i feel so relieved that i did. But that 14 months of hard work wasn't for nothing. It was a huge learning experience on all aspects of Gamedev, programming, and problem solving. I was still pretty much a noob at swift (the programming language i used), but i would like to consider myself fluent in it now. So, what went wrong and how did development go? I had just turned 14, november of 2016, and i got an amazing idea. First i was super excited. The idea of a 3d city building game on mars on iOS sounded super cool. There are not many city building games on iOS, so mine might get a good amount of downloads, and colonizing Mars is a hot topic. I started developing the road system. Basically i hated how roads are usually tile based in city building games, so i decided to create curved roads as in Cities: Skylines. As i mentioned before, i was still pretty much a noob, so i asked Stackoverflow. . . . No answer, i guess my question was too complicated. So after reading a lot, and experimenting a lot, you could now make curved roads in the game. I thought that that would be the hardest part that i would face. So by making the road system i had already learned a lot, and development went great from then on, and there were only a couple times, when i found myself banging my head against the wall and ripping my hair out. At this phase most of the time i quite enjoyed developing the game. Then i had to create all the boring stuff. UI, Saving, Tutorial, Challenges... This is where i started to hate making the game, but i had to keep on going, i had to stay strong. One day future me would thank me of all the times i banged my head against the wall instead of giving up. So, I forced myself to get UI and saving work. I was already a bit stressed. Then I decided that i wouldn't work on this much longer. I decided that I would just quickly create the tutorials and challenges etc. Again, I forced myself to create those, but my mac was getting really slow, and so was I. I had to basically drag myself to just write a couple more lines. Then I realized, that the application, that i wanted to market as a game, wasn't designed and developed to be a game. What i created was not created with fun in mind, but with complicated mechanics and features. Heres a list of the things i used most of my time on. - Making a curved road from 3 points. - Making it so, that you can attach another road to the ends of that road whenever you want. - Intersections. - Double connected intersections, a road, that you can make go from any point of a road to any point of another road smoothly. Now, why would a gamer care about any of these in a CITY building game. In cities: skylines this is needed because that game has traffic, so planning your roads carefully is vital. In my game, you can just make one big road and put all the houses near that. So, i used a lot of time on features, that are completely unnecessary to the gamer. That time i could have used to make the game more fun. I will not rewrite everything and work on this game for another year, so i had to cancel it. I will start working on my next project soon, and i'm sure that i can finish it with all the experience i got. What i learned: When you start a new project, you should plan alot and think of everything you will need to create to make the game fun for the gamer. I as a programmer am interested in creating new and complex mechanics, but the player might find those unnecessary. Start with making a small prototype of the game. Refine and think about it until the game is fun. Then start working on the more complex stuff(UI, saving...) If you are working alone, really think if you actually can make the game alone. Plan everything beforehand. Use Unity(or atleast try not to use xcode.). I used swift and scenekit with xcode, all apple products, and they were unbelievably buggy. TL;DR https://www.youtube.com/watch?v=r9ereTd7yqQ I worked on a 3d city building game for a long time. It was too large for one person, and i didn't use enough time on game design and planning, so i had to cancel it. I learned a lot though, and i am happy that i kept on going, and feel relieved that i don't have to work on it anymore. [link] [comments] |
Free Low Poly City Buildings Assets! Get 11 Free buildings to use for a City Posted: 12 Jan 2018 02:35 AM PST Hey guys! Posted pack on my Twitter aswell, make sure to follow and share if viewing or downloading the models. Hope you like them and use them in anything! (If you use them send screenshots! I could use them to show on my twitter and share to other people your work) If you want specific models for your game I have a Patreon!, If you want exclusive models and for me to help with one of your projects, you could always check it out and support me, but everyone can support in there own way, retweeting and sharing my post will also help support me. Low Poly City Buildings Pack Pack Includes:
Previous Packs: Low Poly Medieval Building Pack All the models have 2 folders inside - Blend Folder for if you want to edit the model + FBX folder if you want to drag and drop it into Unity. Also added the Unity package importer, you can just double click it and choose what you need to import. License: CC0: Public domain, completely free to use in both personal and commercial projects (no credit required but appreciated). If you have any questions or problems tell me! I'll gladly help as soon as i can. If you want you can follow me on Twitter. Thanks a lot! And hope you guys like my pack I released, if anyone has any other packs that they want released, please post it here or give me a private message on Twitter, ill be happy to help. [link] [comments] |
Why does rendering/draw distance always work like figure 1 instead of 2 or 3? Posted: 12 Jan 2018 04:32 AM PST |
Making a RPG for a novice : Ok, it's quite difficult Posted: 12 Jan 2018 02:05 AM PST Hello guys. 8 months ago, I began my journey as novice game dev. Why ? because, like lot of people, I wanted to create my own big RPG (the biggest RPG of all time, because studio with +40 pro sucks). I abandoned my project the last september, because... well, it was difficult and I sucks in C# programming. But I miss my project, I like modeling with Blender, I like writting... So, I start the Ben Tristem's course about programing (my Achilles' heel). And here my problem : Making a pong/rocket boost game, a tower defense, don't delight me. (doesn't ? English is not my first langage). I try to be concentrate, but in fact, when I want to create something alone, my mind is blank. My problem is the managment of Unity's stuff when you create this sort of game. The only simple game I like creating is text adventure. It's my delemma. If someday I want to create my biggest RPG of all time, I need to create a tower defense game even if I don't like it. If i'm writting to you, it's because I want to bepass this step, and I want to submit to you my idea. Since I like creating text adventure, do you believe I will learn enough stuff if I create a super text adventure ? A simple text adventure, but with stat for the player, a inventory, a quest journal, a save & load system, and so on. And why not, ugly map world ? What do you think ? Does it hold up? Or, I can't avoid the tower defense step ? Thank you all ! Adarjes. [link] [comments] |
Feedback Friday #271 - Test Drive Posted: 12 Jan 2018 03:42 AM PST FEEDBACK FRIDAY #271 Well it's Friday here so lets play each others games, be nice and constructive and have fun! keep up with devs on twitter and get involved! Post your games/demos/builds and give each other feedback! Feedback Friday Rules: Suggestion: As a generally courtesy, you should try to check out a person's game if they have left feedback on your game. If you are leaving feedback on another person's game, it may be helpful to leave a link to your post (if you have posted your game for feedback) at the end of your comment so they can easily find your game. -Post a link to a playable version of your game or demo -Do NOT link to screenshots or videos! The emphasis of FF is on testing and feedback, not on graphics! Screenshot Saturday is the better choice for your awesome screenshots and videos! -Promote good feedback! Try to avoid posting one line responses like "I liked it!" because that is NOT feedback! -Upvote those who provide good feedback! -Comments using URL shorteners may get auto-removed by reddit, so we recommend not using them. Previous Weeks: All Testing services: Roast My Game (Web and Computer Games, feedback from developers and players) iBetaTest (iOS) and Indie Insights (livestream feedback) Promotional services: Alpha Beta Gamer (All platforms) [link] [comments] |
The VFX of inFAMOUS: Second Son by Sucker Punch's Matt Vainio Posted: 12 Jan 2018 08:30 AM PST |
The minds behind Uncharted and Firewatch talk candidly about surviving in the games industry Posted: 12 Jan 2018 10:14 AM PST |
Make Large Games More Understandable by “Sectioning” Them Posted: 12 Jan 2018 06:24 AM PST |
Loot boxes as a beneficial tool Posted: 12 Jan 2018 07:57 AM PST My general curiosity is on the possibility of using a loot box type mechanic (only obtainable via completing tasks) as a tool in educational software to keep children engaged. It's my understanding that, broadly speaking, the possibility of receiving a desired item provided by a loot box triggers a reward signal within the brain, regardless of the actual outcome. BF Skinner did some experiments that showed animals would stay engaged with a task, such as pushing a button, longer if a reward may or may not be supplied than if a reward were just provided every time. This reward trigger that occurs regardless of the actual outcome is a contributor to the addictive nature of things like gambling. My children use some educational software, such ABCMouse. Those like ABCMouse that provide any type of reward for playing the educational games, seem to rely on providing some time of currency (like tickets) that can be exchanged for specific prizes. It all got me thinking that, if knowing a reward is coming is less effective at holding a user's attention than the chance of a reward, could utilizing a loot box type system be beneficial in keeping children engaged in the educational tasks better, or would the gambling aspect potentially do more harm in the long run? [link] [comments] |
Followup- Finished my first game Catastrophy (feedback welcome) Posted: 12 Jan 2018 07:36 AM PST |
How does one determine their worth? Posted: 12 Jan 2018 11:04 AM PST About four years ago I attained an AA in comp sci with an emphasis in game development. Since then, I've been trying to make it as a solo indie dev. Things are going alright, but after I'm done with my current project, I think I'd like to try and join a team/become an employee. I work with unity and blender and feel like I'm a pretty decent programmer/scripter and not much worse at 3D modeling. I receive emails with job listings and I'm pretty confident I could fulfill most of the requirements. The thing is though, they often list compensation as "$50-100k depending on ability". Seems like kind of a big gap. Anyway, I was wondering if there's tools or some kind of guidance that can help a person determine their monetary worth. Thanks ahead [link] [comments] |
Posted: 12 Jan 2018 10:56 AM PST |
ECS and roguelike stairhopping Posted: 12 Jan 2018 10:38 AM PST So I have successfully created a basic ECS for my roguelike, but I've currently got each map having it's own entity system and moving from one level to another requires adding all of those components to the other entity system. It seems overengineered. Should I simply keep all entities in the same entity system? How do you separate which entities to update and which to not if you're only updating one level at a time? [link] [comments] |
What are some interesting camera mechanics for 2D platformers? Posted: 11 Jan 2018 06:59 PM PST I'm currently developing a 2D platformer and have been using Donkey Kong Country Returns as a great source of inspiration, especially for camera mechanics. The two main things I have adopted are:
What are some other camera mechanics that have worked well for platformers? [link] [comments] |
Posted: 12 Jan 2018 10:18 AM PST When you first open this page it has a default human sprite and cat sprite for you to use and you can see other games that people have made using the site. Does anybody know the name of it? [link] [comments] |
What is a good Android tablet or cheap smartphone that has a G-Sensor for UE4 Development? Posted: 12 Jan 2018 08:00 AM PST Ok so basically I need to get my hands on a tablet or cheap smartphone that has a G-Sensor/Gyroscope to begin work on a project that I am working on. I would use my phone but this is something that I will be taking to interviews and I would prefer to have a device just for the project rather then using my phone. My price range is around the £50 to £80 margin. [link] [comments] |
Help implementing PhoneGap plugin... Posted: 12 Jan 2018 07:55 AM PST I'm wondering if someone here can help me implement an admob plugin on my html5 app. A little bit of background on myself - I've zero experience deploying apps but I've now built a couple on my local machine using Construct 3. I now have an iOS app I want to deploy but I also want to monetise it - so I need admob banners implementing. I'm in no way comfortable with back-end coding and the terminology used confuses the hell out of me, but I have managed to install a native share plugin and build the app via PhoneGap Build - now I want to do the same with an Admob plugin. However this plugin is proving trickier and I can't seem to get it working. Can anyone give me a step-by-step guide of what I need to do to implement the plugin? The Git URL of the plugin I want to use is here: https://github.com/floatinghotpot/cordova-admob-pro The folder structure of my app looks like this: (http://i67.tinypic.com/wclaux.jpg) And the folder structure of the plugin downloaded from GitHub is: (http://i66.tinypic.com/2dqot91.jpg) I'd appreciate any help anyone can give me here. Thanks all :) [link] [comments] |
Posted: 11 Jan 2018 05:24 PM PST Think more along the lines of Fallout 4s survival mode. Where both sides do increased damage. Turning the game into a deadly race to see who could hit their Target first. My fear is the player could find this a bit off-putting, as most games herald you as a bullet sponge, while your enemies have armored made of whipped cream. As the title says, without making them save (or encouraging it) how do I make it less of a painful experience? I was thinking, having a setting that changes incoming damage, making the enemies more inaccurate, or making enemies less common. [link] [comments] |
Lose The Cops [Escape from The City] Alpha version. Posted: 12 Jan 2018 10:30 AM PST We have developed and uploaded our game to the Google Play Store. Please download this, play and give us feedback. This will help us to complete the game. This is our first game. We are really very confident with it. Also please suggest how we can promote our game. Watch the gameplay video here.. https://www.youtube.com/watch?v=Fw-1dx4g01s Thanks.. :) [link] [comments] |
Noobie Question (MoCap) - 360 degree object capture placed into Virtual World or Game Posted: 12 Jan 2018 06:27 AM PST Hey guys, I'm struggling to find the right "technology name" for what I'm trying to achieve. Basically I want to record video of an object completely around it from floor to ceiling while it's moving and then place that into a game/VR environment that someone can walk around and view for a project i'm looking into. I assume it's easier to make it as a 3D model but is there a term/word/tech for this exact thing? [link] [comments] |
Promoting your game on Twitter Posted: 12 Jan 2018 06:20 AM PST I wrote this article a while ago last year but am not sure if I've shared it here before and thought it could be useful to some. Marketing seems to be a common challenge for most Game Developers I know (I'm a game composer, not gamedev but work with many), and the number of under-utilised gamedev twitter accounts I've seen feels quite high! So, on my blog I've tried to pull together some ideas to help those starting out or wanting to engage with their audience more via Twitter. Some of these things may be quite obvious and it's not rocket science but I hope this blog may have some takeaways for some! How to Promote Your Game on Twitter And if you happen to want to find me on Twitter - I'm at [@ninichimusic](twitter.com/ninichimusic) [link] [comments] |
Using multiple phones as "controllers" Posted: 12 Jan 2018 06:01 AM PST |
IndieGiving 2018 has been announced. Posted: 12 Jan 2018 05:52 AM PST |
Having Trouble Getting Head Around ECS (Entitas C-Sharp) Posted: 11 Jan 2018 08:51 PM PST I've been looking at ECS and I guess I see its advantages but I just can't seem to get my head around the basics. Just as a heads up, I'm attempting everything with Entitas C-Sharp in Unity. So I tried to think of a way to get a basic First Person Controller to work in an ECS way but I have no idea how to handle that, especially the transforms and camera etc. This is what I had:
Is this the right approach and if not, how should I change it / handle it differently. I'm pretty sure it's just my way of thinking about it because I'm so used to OOPD. Thanks in advance for any help. [link] [comments] |
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