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    Sunday, March 11, 2018

    Creating Strong Video Game Characters

    Creating Strong Video Game Characters


    Creating Strong Video Game Characters

    Posted: 11 Mar 2018 08:04 AM PDT

    I want to start my own local gamedev club, help!

    Posted: 11 Mar 2018 07:23 AM PDT

    I'm looking to start up a small private game developer club, and am looking to set up some guidelines / rules for joining the club.

    What are some guidelines I should establish, in regards to intellectual property, general non-disclosure, inclusion in projects, etc.? I would want there to be some sort of agreement given to all members to sign, so that all members & the club can be protected from general legal issues that could potentially arise.

    For example, while it should be a casual environment, I would want a written agreement that there is no expectation to share rights to a project unless you've contributed content to it (could call it co-working perhaps?), and obviously stealing a project is not acceptable!

    If you've ever started up a club like this, I would love your input! Thanks!

    submitted by /u/mattyalanestock
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    Water Shader made in Godot 3 (MIT licensed)

    Posted: 11 Mar 2018 08:42 AM PDT

    Which platform should we release our demo on?

    Posted: 11 Mar 2018 06:35 AM PDT

    Hi there, my team just completed a demo of our tactical rpg (for pc). Which platform would be the best to release it on? For example, itch.io, Gamejolt, indieDB and Steam. Or should we have the demo available on all of them?

    submitted by /u/nytebytenu
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    Which site should I upload my game on?

    Posted: 11 Mar 2018 10:06 AM PDT

    Its just a small web browser game that is suppose to be free (school project), wondering which site would be the best for someone that is new to this, Im considering using something like kongregate, itch.io or maybe even Newgrounds.

    All I really want is feedback and being able to share the game with my friends easily.

    Game is made in Unity so I guess it will use the WebGL thingy.

    submitted by /u/filipanton
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    The importance of visuals to appeal to publishers

    Posted: 11 Mar 2018 05:39 AM PDT

    In the near future I'm planning to start contacting indie publishers to request support for my game in progress. Not necessarily money (although that'd be great), but any kind of support: advice, marketing, QA, etc.

    I'm aware of certain best practices for that, especially for the first contact. Something like that: a concise, direct e-mail, with a short, to-the-point description of the game, a gif or a trailer, and a link to the game itself.

    I'm wondering about how good the game should look for this first contact. When releasing the game to an audience of players, it's extremely important that the game looks visually appealing. But is it also the case when contacting publishers? I expect they mostly receive unpolished prototypes, and that as professionals they can focus on the main ideas and see the potential beyond the initial demo, regardless of the appearance (unless appearance plays a critical role in the gameplay of course). On the other hand, they are human beings and will inevitably be influenced by the visuals.

    In my case, I have a playable prototype, and I'd like to see if I can gather support before starting to spend money on artists. I just hope it's the right strategy.

    Does anyone here have relevant experience, on both sides, and could give his two cents about the importance of sending a pretty, polished prototype in this situation?

    submitted by /u/jerome_renaux
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    Structuring a cross-platform engine

    Posted: 11 Mar 2018 08:17 AM PDT

    I'm toying around with a little C++ game engine that works on Windows. I've decided that this would be a great opportunity to get to know other platforms so I began to port it to android. Before I jumped straight to porting, I've created a little sample application drawing with OpenGL from native C++ code. This helped me to understand the basic build process for this platform:

    1. Generate the JNI header from the Java classes that has native methods declared

    2. Compile the native source into a shared object, link the used libraries with it

    3. Generate the resource class from the android manifest XML description

    4. Compile java sources, then translate them to Dalvik

    5. Build the .apk, this packages the built native and java files

    6. Memory align and sign the app

    After I've thought about it for a while, I've realized that if I want to use the engine purely from C++, I'd have to provide the java sources and the JNI glue from within the engine. That means that building the engine shouldn't produce a library, but a sort of .apk that acts like a library. Then I need to link it with a C++ object that comes from the end-user (who uses the engine to create the game).

    I have put the main function into the engine that calls a function named start(). That is to ensure that even if it's an android app, the java code can call back to it (so it's sort of a "cross-platform main" that doesn't actually execute first).

    My problem is the building/structuring part. Can I produce an APK (or something that can be turned into one) that contains the engine and java wrapper code, and can be linked with user code that calls into the engine to produce a final game? Or am I approaching this from the wrong direction?

    submitted by /u/LPeter1997
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    Some Questions for Balancing of Futuristic RPG

    Posted: 11 Mar 2018 10:59 AM PDT

    Hi, i'm currently working on a futuristic/cyberpunkish rpg with some survival aspects (to add a bit of realism to the game). At the moment there's only one playable race - "the human" - but i would like to add a robotic race and probably a humanoid alien race (which is not hostile towards humans) sooner or later. This leaves me with a few questions for the balancing aspect of the game in terms of survival difficulty. The Human has 5 ressources which have an impact on the gameplay: - Health, hunger and thirst : If any of these drop to zero you die. - mental health : can affect your intelligence stat if it reaches a low value, which makes some tasks harder. - energy : will affect your strength and dexterity stat.

    Now my question is, since robots don't need to eat, drink or sleep, what other ressources could i implement so that survival isn't to easy as a robot? I thougt the human energy could be equivalent to the charge of the robot and maybe the robot would have to refill his oil tank or coolant/cooling liquid once in a while but that still leaves the robot with only 2/3 ressources to the 5 of the human.. I hope some creative minds of yours can help me out.

    submitted by /u/HS_Erik
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    What makes you decide a new game is worth your time (e.g. Rimworld influenced game)?

    Posted: 10 Mar 2018 11:36 PM PST

    I'm a small (actually, solo) developer working on various prototypes for games and was hoping to get some opinions from some other gamers and gamedevs if you have time.

    If there's a game that already does its genre very well, what things make you decide that an upcoming similar game is worth your time investment? Just as an example, I think Rimworld is an amazing colony management game in the dwarf fortress style. I think one of the big things that make it worthwhile over dwarf fortress is accessibility. It's way easier to learn how to play than Dwarf Fortress. What kind of things would another colony management game need to do to make it worth your time to play when Rimworld already exists? Just a different theme (e.g. a space station), etc.?

    Another example would be Terraria followed by Starbound.

    From a more abstract level, I guess my question is: if you already really, really like playing game A, what kind of things would in-development game B in the same genre and style need to bring to the table to make it worth your time and interest to play? Just a new theme/setting, an amazing new hook/feature, fix the small, annoying things in game A, etc.?

    Thanks for any help!

    (One of the prototypes I had was a space station colony management game, but with Oxygen Not Included out and Starmancer signing a publishing deal with Chucklefish, I'm hesitant to pursue that prototype further. Made me a sad because I personally enjoy space themed games and really enjoy Rimworld and it was my favorite prototype).

    Edit: I just wanted to say thank you to everyone for their input. I really genuinely appreciate it and would reply that to every comment individually but did not want to be too spammy. I am taking into consideration everything I read.

    submitted by /u/reqursion
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    Job Simulator Co-Creator Alex Schwartz On Making Hit VR Games Look Easy

    Posted: 11 Mar 2018 08:23 AM PDT

    Top Down 2D (or "may as well be 2D") car handling

    Posted: 11 Mar 2018 10:10 AM PDT

    Hey guys, we're beginning to prototype a top down 2D vehicle game and I'm looking for inspiration regarding controls and "feel."

    What games have done top down car controls and handling well?

    submitted by /u/Astrimedes
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    Real-Time GI and PBR

    Posted: 11 Mar 2018 10:00 AM PDT

    Hello, r/gamedev! I'm interested in learning how to implement using C++ and OpenGL the kind of realistic graphics seen in Unreal Engine 4 and other modern game engines. However, i'm lost as to where to start (e.g what algorithms to use for real-time GI, etc). If you guys could point me to some resources, i'd be very grateful.

    Thanks!

    submitted by /u/mrdoge10
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    Could I Load Interstitial Ads on Game App resume?

    Posted: 11 Mar 2018 07:37 AM PDT

    I have read that isn't allowed show interstitial on App opening and could cause Admob account ban, but there isn't any info about load interstitial on App resume. I wan't to know if I could show Interstitial ads on App resume.

    tnx

    submitted by /u/russelrossi
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    I need some help with importing assets from Maya to Unity

    Posted: 11 Mar 2018 10:41 AM PDT

    Hi so I'm working on a low poly game level demo for a project at school and I'm not sure if what I'm doing is correct. I'm making my assets in Maya and when I import them to Unity my batch count jumps up by a few. For example as a test i made a cube with one shader and the Unity batch count jumps up by two without me even adding that cube to the scene. I'm currently sitting at 151 batches. Is this a lot? I currently have about 85 assets created but the batch count appears high.

    Edit: https://imgur.com/5aMSGRR

    submitted by /u/VRising
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    Anyone have luck translating/localizing your game for different countries or languages and selling them on non-English distribution platforms?

    Posted: 11 Mar 2018 10:20 AM PDT

    I'm planning on making a game for the educational market and I speak a second language, Chinese. I wanted to know if there are any online Chinese language (or even other languages) game distribution platforms that people have had luck with.

    Also, how does targeting different languages work in the Google play store. Should I just upload my game in multiple languages to the app store, or is there anything to do with regions/languages?

    submitted by /u/pm_me_gold_plz
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    Writing 'Nothing': Storytelling with Unsaid Words and Unreliable Narrators (GDC16 talk)

    Posted: 11 Mar 2018 09:46 AM PDT

    The nitty gritty of multiplayer databases & security?

    Posted: 10 Mar 2018 06:04 PM PST

    I'm currently building a multiplayer card game in the r/Godot Game Engine. The general idea is players go into a matchmaking lobby and then get paired into their own rooms. I have actually managed to learn how to do much of (if not all) of the logic surrounding the actual game.

    I am however a bit overwhelmed when it comes to keeping track of the players and the idea of security that comes with it.

    What I've come to understand (vaguely) is:

    You send data over (apparently JSON is used for this a lot?)

    You store /fetch data to/from an SQL Database that is running on the server. (Note: I've worked with sqlite before so I have some idea of databases I think)

    There are authentication keys (or certs? Not sure if this is an either/or OR both kind of deal).

    Monetization isn't important at this moment but I'd like to keep it in mind as an option. (Tangent on this, I'd imagine one way a lot of games might handle this is payment -> tokens, tokens stored in database, when purchasing tokens from database are consumed?)

    I'd majorly appreciate it if someone could give me or direct me to a primer on all of this to help me get started.

    Thank you for reading.

    submitted by /u/AlexAndThunder
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    Finally, the first punch has been thrown! - Vagrus Pre-Alpha Combat Demo - Feedback appreciated

    Posted: 11 Mar 2018 10:53 AM PDT

    My game made in unity 3d. Need some opinions, what do you think? And any suggestions would be awesome. Any devs interested in helping me and making a team?

    Posted: 11 Mar 2018 09:42 AM PDT

    How do people feel about finding various music assets for their games?

    Posted: 11 Mar 2018 09:38 AM PDT

    I am a graphic designer and musician that has been working on a project for a few months now and it got me thinking. I create my own music for my games and I wondered how other developers and programmers acquire their music. I am a freelancer and was wondering if their is a need for a musician making custom tracks for various games and developers. I wanted to ask reddit how they felt about this and see if it could be a possible side project for me and to help out the development community.

    submitted by /u/Joshav52
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    Standard workflow for beginning to construct a game?

    Posted: 11 Mar 2018 09:13 AM PDT

    Howdy! I can't seem to find a clear answer on this anywhere so I thought I'd ask on here and see if anyone could help.

    I've been practicing with Unity for a while now and I feel like I have a pretty decent grasp on how to use it as a tool. I understand the logic and the syntax behind coding in C#, how to work with scenes, how the keep objects from being destroyed, etc… However, there's one thing about game development that I really haven't been able to grasp, and that's where to start. And, by that I don't necessarily mean a game design document, but rather the actually construction process.

    Should I start with the main menu, then the first level/scene, then the menu, etc… Should I start by making controls? By making any files/scripts that will be used by all or most scenes? I've seen the concept of a state machine tossed around, but I don't know how to make one or how it fits into the overall process.

    I really can't figure out how to structure the development process. I would imagine that I'd start by creating some foundational building blocks and then building upon those, but I just don't know what they are. Can anyone here help me out? Is there a common strategy or standard workflow to starting to build the game itself? Any that you prefer yourself?

    Also, are there any folder structures or files that are pretty much standard to create?

    I'm a super structure and organization oriented type person, so I feel pretty lost without some sort of road map. Any help at all would be greatly appreciated. Thanks in advance!!!

    submitted by /u/EcComicFan
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    Free to use Music for Game Development - CC4

    Posted: 11 Mar 2018 09:02 AM PDT

    Hey everyone! Ever need good quality music for a video game, but don't want to spend money? I write music that is free to use. Check out some of these tracks and see if they fit what you're looking for. Free to use music Creative Commons 4.0. If you have any suggestions for music you would like to see in the future, please let me know!

    Orchestral:

    https://youtu.be/afy3QlrKFS4

    https://youtu.be/IhgO4beUyFI

    Electronic:

    https://youtu.be/r3iBgm04f1Q

    https://youtu.be/svrxXoCMlL8

    Hip Hop:

    https://youtu.be/_CasXSQgglU

    https://youtu.be/anYuCQ8Y7Xc

    Ambient:

    https://youtu.be/qUmaQGyk9Jc

    If your still looking for more music, feel free to check out my channel and browse my free music library!

    https://www.youtube.com/c/gravitysound

    submitted by /u/CanadianHerb
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    What's some simple UE4 games/scenarios to make or tutorials to follow to build my skills?

    Posted: 10 Mar 2018 09:13 PM PST

    I love learning by creating and find it boring learning theory without having an end result to play around with.

    I'm looking for some simple games/scenarios to recreate to maintain/build my skills. I already have a basic understanding, but ideas at every level are welcome. I don't mind diving in the deep end.

    Some things I've already created include: Third person incremental game; 2d side scroller with obstacles, enemies; Abe's odyssey style of getting AI to follow you and then releasing them to a target.

    Any ideas appreciated! If you can point to a youtube tutorial that would be awesome!

    submitted by /u/squidjibo
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