Karoshi: Japan's Dark Secret. Translated literally as "overwork death" |
- Karoshi: Japan's Dark Secret. Translated literally as "overwork death"
- I took this sub's advice and made a small landing page + teaser trailer for the platformer mobile game I'm working on. I would appreciate your thoughts on the page, and especially the the trailer.
- What goes into getting a license for publishing a fan game?
- Looking for an ECS library for C#
- What is Fun AI? With Strategy Game Designer
- A question regarding Feedback Friday
- We finally released our debut game, A dungeon crawler for GearVR!
- Is it a bad idea to use mostly purchased assets from the Unity Asset Store in my commercial game?
- Smooth, spline-based steering for 3D Navigation
- What is a good project to put on a resume that would really impress a company/interviewers?
- I need some information for a task I'm doing in my game dev college course.
- From Prototype to Kickstarter - the story of a free game with over a million plays.
- I find this fascinating - short video on some strategies developers use to make AI. Who knew AI is supposed to let the player "cheat" a little?!
- What are the best genres of games for indie teams that don't have artists and writers?
- Analysis of the AI of Total War Strategy Game
- Aleron's Lie: New Teaser & Screenshots
- Lazerena VR First Look (Freetime Project)
- How Bendy and the Ink Machine presents itself to be Repetitive without being Repetitive.
- I'd like to make a 2D plant growing simulator (simulating the growth of a plant) can I get some advice please?
- How I made gesture recognition and won in GitHub Game Off
- Unity | Setting Up Character for a 2D Game | Pt 1 | Moving & Animating
Karoshi: Japan's Dark Secret. Translated literally as "overwork death" Posted: 01 Feb 2018 06:53 AM PST |
Posted: 01 Feb 2018 07:10 AM PST I'm referring to this post I made a few days ago where I got incredible marketing advice pertaining to launching a new game: https://www.reddit.com/r/gamedev/comments/7tpdhz/i_have_a_full_time_job_a_young_son_and_not_a_lot/ I really REALLY wanted to avoid doing any of that marketing stuff and just concentrate on the actual development of my game. The more I thought about it though I realized it's important to take some basic steps to at least setup a simple landing page and email collection. These emails will be invaluable when I launch simply because now I'll have someone to tell. I decided to take a few days off actual develpment and get my ducks in a row for a landing page, trailer, and email collection. From the previous post those seemed like the most important aspects to hash out. Anyways, here's the landing page: Accelebot. I would appreciate any and all feedback. Thanks for all the combined advice! EDIT: the transparent part of the image was in front of the video controls not allowing them to be clicked. It's fixed. [link] [comments] |
What goes into getting a license for publishing a fan game? Posted: 01 Feb 2018 12:18 AM PST I don't mean like those Pokemon Rom hacks that get shut down as soon as they're published, but like Pokemon Go, The Walking Dead Series, Naruto games, etc? Do the game studios contact the studio / creator of said shows? Or is it opposite? I don't intend on making a fan game but I'm interested in the procedure. EDIT: Hi all, thanks for all your answers. I didn't word the question that well & I apologise. I meant to ask about how games such as TWD, Naruto games, etc came into fruition. Did the game studios contact the creators of shows & proposed making them a game, or vice versa. Luckily most of the comments answered thst question so thank you! I'll try make my questions clearer next time. [link] [comments] |
Looking for an ECS library for C# Posted: 01 Feb 2018 01:27 AM PST I've got a good bit of experience with libgdx and ashley on Java, but as I use C# at work and I'm becoming increasingly more comfortable with it (and .net core being open source now) I'm looking into building something in C# (I'm not planning on using Unity though, I like building a lot of the plumbing myself). Ideally whatever I use would be usable in a .net core project but that can be a problem for another day if there's a nice option now that doesn't support it. I've had a look around and found a few options:
I'm sure with enough effort I could make any of these work for me, but I guess I want to know if anyone else has built an ECS based game in C# successfully and has any recommendations. [link] [comments] |
What is Fun AI? With Strategy Game Designer Posted: 01 Feb 2018 12:05 AM PST |
A question regarding Feedback Friday Posted: 01 Feb 2018 11:38 AM PST I am hoping to finalize a functional build of my current game in time for Feedback Friday this week. I'm using a version of Game Maker Studio that only allows for the export of either an installer or a .zip file. My question is which would you guys prefer? Do you have a preference on where I host the file? [link] [comments] |
We finally released our debut game, A dungeon crawler for GearVR! Posted: 01 Feb 2018 11:33 AM PST |
Is it a bad idea to use mostly purchased assets from the Unity Asset Store in my commercial game? Posted: 01 Feb 2018 01:24 AM PST It's my first 3D game, and I know next to nothing about 3D modeling, animations, etc. What are the pros/cons of using just purchased assets? Are there any potential legal issues? I will, of course, credit the creators (in addition to paying for the assets). But I was wondering what the consensus is around here. Is it considered a cop-out to skip out on custom asset creation? [link] [comments] |
Smooth, spline-based steering for 3D Navigation Posted: 01 Feb 2018 05:40 AM PST |
What is a good project to put on a resume that would really impress a company/interviewers? Posted: 01 Feb 2018 09:05 AM PST Starting Spring 2019, I'll be going back to finish my bachelors in CS. I'm currently reviewing what I learned in the first two years or so of college, so I'm programming very small, simple games and such. I'll be using what free time I have this year to learn and progress as much as I can on my own before I start back at school. While I probably won't be able to do much aside from learning fundamentals for several months, I'd love to at least get started on considering personal projects that could make me stand out to game companies. I was hoping some of you may have advice as to what type of projects might really catch a company's eye, or what can make a personal project so impressive. I should have at least two years or so to work on it in my personal time. Hopefully, maybe a professor wouldn't mind taking a look at it as well once I'm back in school. Any advice is highly appreciated. [link] [comments] |
I need some information for a task I'm doing in my game dev college course. Posted: 01 Feb 2018 01:31 AM PST We're currently working on making a fighting / beat 'em up game, and the task is to ask people they look for the most in a fighting game. I'm gathering research for a task for m college coursework, so it would be highly appreciated if you could respond and give feedback. I'm mostly looking at fighting games like Streets of Rage, Castle Crashers, mostly sidescrolling beat 'em ups but feedback for 1v1 fighting games like Street Fighter and Mortal Kombat is just as helpful. [link] [comments] |
From Prototype to Kickstarter - the story of a free game with over a million plays. Posted: 31 Jan 2018 06:30 PM PST The full blog post formatted with gifs and pictures is available on my blog: http://david.fancyfishgames.com/2018/01/from-prototype-to-kickstarter.html This is the story about the development of my latest game, Aground. From an uncertain prototype, to getting mixed feedback, to getting an amazing response on free game portals, to launching a kickstarter to fund a paid version of the game. I'm still not sure if the game will be successful, even though it has won top monthly awards and has over a million plays (and is by far the most played and highest rated game I have released), but I'm definitely hopeful now - and in a way, making a game that was enjoyed by that many people is a success itself. I hope this blog post has insights that other developers can take away, including how important it is to find your audience and not give up on your project too quickly (there is something to be said about moving on if a game is a bust, but sometimes sticking with a project has rewards too). [link] [comments] |
Posted: 31 Jan 2018 04:57 PM PST |
What are the best genres of games for indie teams that don't have artists and writers? Posted: 01 Feb 2018 11:51 AM PST I'm part of an indie team and we don't know what genre we should pick, the problem is we don't have artists or writers.What are some genres that have an emphasis on game design and programming ? [link] [comments] |
Analysis of the AI of Total War Strategy Game Posted: 01 Feb 2018 11:17 AM PST |
Aleron's Lie: New Teaser & Screenshots Posted: 01 Feb 2018 10:34 AM PST Hi everyone! We have just published a new Teaser for our upcoming Drama Mystery Video Game "Aleron's Lie": https://www.youtube.com/watch?v=ikf_bRpXWbY In this Blog Post you'll find more information and screenshots: https://risinglanegames.com/2018/02/01/alerons-lie-new-teaser-screenshots/ [link] [comments] |
Lazerena VR First Look (Freetime Project) Posted: 31 Jan 2018 11:39 PM PST |
How Bendy and the Ink Machine presents itself to be Repetitive without being Repetitive. Posted: 01 Feb 2018 09:45 AM PST |
Posted: 01 Feb 2018 09:42 AM PST I'm an amateur, self-taught python and C# programmer with no prior experience of ever making a game (I only code for fun, and made some reddit bots using those languages) and had an idea in mind but don't really know how to properly organize myself to do this. I hope I can get some good advice in this subreddit, if I'm in the wrong place let me know. :) So I was thinking of trying to get a simple simulator going. Basically, you simulate the growth of a plant and make it seem as fluent as possible. Here's the game "Plant Tycoon" so you guys can get an idea on what I'm thinking of: https://www.youtube.com/watch?v=mZbl_D-JBdQ As you can see, you drop water into the dirt + a seed. The plants then slowly start to grow from a tiny sprout to a fully grown and mature plant. The awesome thing is that you can watch the plant grow every single frame from start to finish in a very dynamic, visually pleasing way. I was thinking of trying something like this myself, except for making the plant growth more dynamic. Meaning that it's not just a sequence of pictures that go from A to Z and make the plant look exactly the same every time. No, I'd like the plant to grow with a set of parameters, and then fully grow from there. This way, the resulting plant morphology is the result of parameters and a small simulation, not just expanding pixels. I hope I was able to illustrate this the proper way. :) I would really appreciate any help I could get. I was thinking of using C# for this, and I'd like to stay away from Unity if possible. Please let me know any thoughts or criticisms that you might have.
Thank you in advance, seriously! [link] [comments] |
How I made gesture recognition and won in GitHub Game Off Posted: 01 Feb 2018 01:53 AM PST You can see source code in GitHub To develop my own system of gesture recognition I was inspired by doodle from google to Halloween 2016. I did not get the gesture recognition code from there, so I decided to create my own version. To recognize the gesture, you need to solve two problems:
To solve the first problem I used a function to drop "unnecessary" elements from an array of points (setting an tolerance of about 20 allows you to get quite suitable results). The next step is to determine which figure our points are similar to. Smart people from the University of Washington developed for this library $1 and $p (for figures with one and several lines, respectively), using the method of "cloud of points". But, as experiments have shown, the library does not know how to determine that the gesture does not resemble any of the templates. I decided to use a simpler, but very effective method. The program abstracts from the real coordinates of points and remembers only the direction of motion (-1, 0, 1 vertically and horizontally); if two adjacent directions are the same, then the second is discarded. Already on the basis of these directions and prepared templates, the program decides what gesture was drawn. The game was assessed quite positively: among 209 games, it took 3rd place in the category Gameplay, 10th in the Innovation category and the 20th for the overall impression. [link] [comments] |
Unity | Setting Up Character for a 2D Game | Pt 1 | Moving & Animating Posted: 01 Feb 2018 03:15 AM PST |
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