• Breaking News

    Wednesday, April 18, 2018

    Blender Game Engine has been removed from Blender 2.8

    Blender Game Engine has been removed from Blender 2.8


    Blender Game Engine has been removed from Blender 2.8

    Posted: 17 Apr 2018 11:37 PM PDT

    How do I help my child pursue his dream to become a game developer?

    Posted: 18 Apr 2018 11:38 AM PDT

    My 8 year old son has consistently said that he wants to make video games when he grows up. I don't know almost nothing about coding. What is a good way to help him begin to learn the skills he would need? I found code.org has some resources for students, is that a good place to start?

    submitted by /u/_No_No
    [link] [comments]

    My first level created in the Unity - Haunted Mines

    Posted: 18 Apr 2018 11:17 AM PDT

    DeepMotion: AI Driven Motion for Games

    Posted: 18 Apr 2018 09:23 AM PDT

    Free LowPoly Animated Fish Pack

    Posted: 17 Apr 2018 08:16 PM PDT

    Hey guys! As always, the packs are posted first on my twitter. Hope you like them and use them in any project! (If you use them send me screenshots! i love to see it)


    If you want all the packs in one file or specific models for your game i've made a Patreon!, and i would love if you could support me with a dollar there, it would mean a lot! But i will always make free packs too. Here's my website if you want to check it out, all of the packs are there too.


    Previews


    Includes:

    *7 Models (Blends, OBJ and FBX)

    With swimming animations.

    Download

    You can use all of my models if you participate in this Ludum Dare! (though they are only allowed in the JAM category)


    Past Weeks:


    Modular Street

    Ships

    Modular Dungeon

    Spaceships

    Animated Zombie

    Animated Woman

    Animated Man

    Furniture vol.2

    Buildings

    Animated Animals

    Medieval Assets

    Animated Guns

    RPG Assets

    Junk Food

    Nature textured vol.3

    Public Transport

    Airplanes

    Cars

    Nature

    Holiday pack

    Pirate pack

    Animated animals

    Furniture vol.2

    Snow Nature

    Bushes

    Clouds

    Spaceships

    Suburban Pack vol 2

    PowerUps

    Food

    Potions

    Desert

    Medieval Weapons

    Guns

    Space

    Furniture

    Cars

    Nature Vol.2

    Nature Vol.1

    Houses

    Trees


    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!

    submitted by /u/QuaterniusDev
    [link] [comments]

    Long time no talk! VGA here with privacy expert Shaq Katikala to answer all your legal questions about gamedev, video game privacy (GDPR, COPPA, etc.), and winning in Fortnite.

    Posted: 18 Apr 2018 12:38 PM PDT

    For those not familiar with these posts, feel free to ask me anything about the legal side of the gaming industry. I've seen just about everything that can occur in this industry, and if I'm stumped I'm always happy to look into it a bit more. Keep things general, as I'm ethically not allowed to give specific answers to your specific problems!

    Shaq (/u/quantumlawyershaq) works with our firm, but he also has one of the most impressive resumes in privacy you'll find. Shaq was Counsel and Assistant Director of Technology at the Network Advertising Initiative, the premier self-regulatory trade group for privacy in online advertising. While there, he conducted in-depth privacy assessments on over 100 major technology companies, including Google, Microsoft, LinkedIn, and Oracle. He led several working groups, drafting guidance and codes of conduct affecting multi-billion dollar industries. He, unfortunately, does not go hard in the paint though and isn't that Shaq.

    DISCLAIMER: Nothing in this post creates an attorney/client relationship. The only advice I can and will give in this post is GENERAL legal guidance. Your specific facts will almost always change the outcome, and you should always seek an attorney before moving forward. I'm an American attorney. THIS IS ATTORNEY ADVERTISING. Prior results do not guarantee similar future outcomes.

    My Twitter Proof: https://twitter.com/MrRyanMorrison

    submitted by /u/VideoGameAttorney
    [link] [comments]

    Hiring & Marketing Notes From East Coast Games Conference

    Posted: 18 Apr 2018 12:34 PM PDT

    I attended the ECGC today and went to the 9:00 am talk with Epic Games hiring manager/recruiter about hiring and the 2:00 pm talk with Sergey & Epic about marketing. I thought some people here may find my notes useful!

    Breaking In w/ Emily Gulrian

    • Not Cut and Dry
    • Job is not same as career
    • Epic is game dev & tool company
    • Having a job doesn't make you an artist - making art makes you an artist
    • Don't wait!
    • Do research to find info on companies
    • Improve! Don't stop.
    • Have to have solid examples, a good portfolio
    • What are you good at? Don't be a jack of all trades.
    • Research salary & payment / benefits, cost of living
    • Know what motivates you
    • Don't go into game industry for money - go into insurance, etc
    • Know what you want: structure, innovation, etc
    • What do you need? Strong portfolio, passion, and culture fit
    • Make resume simple: email, jobs, portfolio, etc should be clear
    • Internships are great!
    • Keep info relevant.
    • Best stuff on portfolio only--don't include old things, it makes you look bad
    • Prepare for interview--social situations, not just interview questions
    • Projects, projects, projects
    • Never stop learning
    • Keep good habits to keep yourself healthy & on top of things
    • Only include things you know

    Question: Would a commercial indie release sub for professional experience, even if it's not financially successful? Resounding YES.

    Hiring process at Epic

    • epicgames.com/careers & @EpicTalent
    • Portfolio review by HR
    • Portfolio review by Expert
    • Skills test
    • HR phone interview
    • Expert phone interview
    • On-site interview

    Marketing with Sergey, creator of Steam Spy

    • Steam is biggest game service in West (China has a bigger one)
    • 22,482 games released total, 7,696 in last year (2017)
    • Top 100 games account for 50% of revenue

    • 9500 median owners for game

    • 5000 for indie games

    • 1500 for indie games in 2017

    • $5.99 median price for game on Steam

    • $3.99 for indie games

    • $2.99 for indie games in 2017

    • $150,000 for top 2000

    • $160,000 for top 2000 in 2016

    • 2000 indie games in 2015

    • 13624 in 2018

    • 65 million own indie game

    • 24 million own five or more

    • $20 and $60 best price points (by profit/sales)

    • 64% of Steam users speak Chinese

    • 18% English

    • 13.9% from US

    • 23% own games in US

    • US is biggest market, followed by Germany

    • 2017 best year for Valve

    • Most games fall at tail end, driving down average

    • Direct smaller effect than Greenlight

    • Consoles very profitable for indies

    • Nintendo Switch is like mobile marketplaces

    • Discoverability #1 problem for indies

    • Steam has terrible discoverability

    1. Press
    2. Advertise/market ASAP, don't want until before release
    3. Have a plan for release
    4. "Network like hell" - Attend PAX, E3, etc
    submitted by /u/veiva
    [link] [comments]

    Writing a Good Horror Game

    Posted: 18 Apr 2018 05:06 AM PDT

    Hello, everyone! My first post!

    This'll be a bit of a wall of text so I put a tl;dr at the end.

    So I'm a game design student in college and I'm in my final year and we're supposed to make a game from (mostly) scratch to graduate. I wanted to do story based game rather than a small gimmicky mobile game like my teachers suggested. I decided to make a horror game (the team is just me) and in terms of scope I decided to limit myself to about the length of the Outlast 2 and Resident Evil 7 demos were.

    However, I'm falling short on the story. I have a basic premise and some ideas but since I haven't done a story heavy game before I'm not entirely sure how to implement what I have nor actually any input on how good what I already have would be. Stuff is vague so far and I would like to keep character animation to a minimum since animation isn't my strong suit. Those who've played Silent Hills' P.T. or the RE7 demo would know how dread and tension can still be created without having too many animations in place and that's what I would like to go for. However I feel muddled and confused @.@ Only other restriction is that I have to use Unreal 4. Thankfully blueprints are helping with coding so far and I know how to work the engine so fighting with how things work in Unreal shouldn't be a thing. Posting here to see if I can find anyone to discuss with and bounce ideas off of. If it's someone with experience that would be even more amazing!

    Tl;dr: Game design student trying to make a small horror game in 6 months along the lines of the RE7 demo or Silent Hills' P.T. in Unreal 4 would like help figuring out the plot and sequence of events.

    Thank you for reading!

    submitted by /u/EHowardWasHere
    [link] [comments]

    How can I appeal more to a Japanese audience?

    Posted: 18 Apr 2018 01:37 AM PDT

    I write mobile space shooters and the biggest audience I have is Japanese players.

    As they're retro style shooters, there's not much text, but how can I tailor my games better for Japanese? Should I be localising it fully with text or switch everything to graphic icons on the menus and remove in game text? what language do Japanese gamers expect, is English normal for them?

    submitted by /u/andymcadam3
    [link] [comments]

    Wired: The Teens Who Hacked Microsoft's Videogame Empire

    Posted: 18 Apr 2018 12:31 PM PDT

    The details of selling a game yourself?

    Posted: 18 Apr 2018 06:31 AM PDT

    Selling a game on your own website is definitely attractive, be it as a primary mode of distribution or secondary alongside Steam/GOG/whathaveyou. I'm wondering about some of the details involved in doing this, and hoping some people on here can share their experiences and recommendations. More general "here's how I do it" accounts are also appreciated.

    1. Financial backend: Paypal seems the popular choice, though I've heard horror stories about it (IIRC Minecraft's millions got held up by it at one point). Is there even a real alternative? I'm talking direct purchases of a game, not general "pledge your support" stuff like Patreon/Makersupport.

    2. Level of DRM: Excessive DRM like forced online for a singleplayer game are obviously bad, and usually hurt paying customers more than anything else. For services that rely on official servers (like skins in Minecraft) user accounts are the obvious choice. For something purely offline (which is where my current game is headed) the only option I can think of are serial keys.

    3. What information to keep: When a user buys a copy of a game, what information should be kept about the user? You obviously want to respect your users' privacy, at the same time remembering their E-mail could be useful to allow them to request a re-send of their serial if they lose it. Is this enough? Or is it better to have fully-fledged user accounts like many big companies do?

    submitted by /u/MadronCollider
    [link] [comments]

    Producteev Services Discontinuing on May 11

    Posted: 18 Apr 2018 06:31 AM PDT

    Procedural Audio Question: Why do interactions between sound objects increase non-linearly whereas physical object interactions have a linear relationship? [x-post from /r/proceduralgeneration]

    Posted: 18 Apr 2018 12:17 PM PDT

    Hoping someone here has knowledge of this field, or can direct me to an appropriate subreddit (the procedural generation sub downvoted it and didn't answer)

    In this presentation, Andy Farnell states that:

    "As game worlds increase in size, sound interactions increase polynomially (best case) or factorially (worst case)"

    He also touches on this in his book, Designing Sound. However, he states that the relationship between the interactions of physics objects is linear as the number of objects increases.

    Can someone please help me understand why this is the case? I'm thinking this may be to do with the difference in the number/behaviour of particle interactions of physics and sound objects, but I'd be grateful if someone could help me understand this, thanks!

    submitted by /u/anco_vinyl
    [link] [comments]

    CC 3.0 Licensed Music For Your Games

    Posted: 18 Apr 2018 11:57 AM PDT

    How do I get from "here" to "there"?

    Posted: 18 Apr 2018 07:55 AM PDT

    TL;DR It feels like I'm learning to read, which != learning to write. It feels like I'm in a catch-22 where I need to jump into my idea to learn programming basics, feels like I need to learn programming basics to jump into my idea, at an even basic level.

    So, I'm a 3D modeler who wants to begin making my own game in UE4, which (in my book) means learning C++ and Blueprints. I want to make a game in the mechanical vein of XCOM (top down, turn based, operates on a grid). I've got a pretty clear vision in my mind that I'm enthusiastic and passionate about, but that's the easy part. Learning to comfortably write code feels like a massive hill.

    At first, my mindset was: UE4 documentation's great, I'll wing it and google everything I need to. I've worked in some past projects in third person action games and the blueprints were all pretty intuitive, even to me! Should be straightforward, right?

    First bump. Unreal doesn't have a turn based template, Turn Based grid based games aren't exactly a saturated market, and the videos with the best google SEO were in italian.

    Alright, so there's no comfy default preset to jump in like I'm used to in UE4, so to me the logical next step was to hit up the Unreal Marketplace and find a toolset that fit my bill, so I could dig around in the code, try to understand and reverse engineer how they did things, then set off on my own path. Found this, paid for it, it actually seems pretty well made, open up some blueprints and...

    huh

    okay

    That's just the blueprint for moving. That's a lot. Even just the bit solely dedicated to movement was pretty dense, with a ton going on.

    That's a pretty big step apart from what I'm used to, where you just tinker with settings and then play, but the issue wasn't even size. The node names involved didn't feel intuitive. I can look at that movement blueprint and discern that, okay, you're locking rotation to the Z axis, and establishing controls to the pawn on a 2D axis for forward and right, which can just be inverted to backward and left later.

    Alright, so I figured I'd try a more formal education style, and hit up Pluralsight, where I have an account. They have a "Blueprints and C++ course" which made me happy, but it immediately says "hey you should probably take the C++17 course before doing this". Sure, prerequisite learning is completely reasonable. So I hit up the C++17 course, which immediately says "hey you should probably take the C++11 course before doing this". Sure, preprerequisite learning is completely reasonable. So I hit up the C++11 course. It explains concepts, it gives demos where she shows you a program she wrote, and sort of shows how they can break and whatnot, but even as I near the end of that course, it feels like I'm nowhere close to being able to manually write from scratch. It feels like I'm better at reading C++, but like, it's all purely console applications about writing down people's names and a number. It felt like I was getting buried under all of the syntax and terminology and the idea of writing anything from scratch got pretty "Deer in headlights" pretty quickly. Maybe the problem is that I'm marathoning every concept at once like a Netflix show instead of letting basics sink in, but I was trying to copy her code and make sure that I understood it on a basic level. The problem, at least to me, is that I felt like I was doing dictation work, not actually learning to write.

    Anyway, I talked around, and felt like the problem was that I didn't have a context to want to write the code I was learning. I knew some basics for how to write a console application, but feel completely apathetic to it...? People kept on saying "try to think of some problem to solve", and it's like, I don't know? I could write a program that says "hey what's your name and phone number" and then spits it back to you, but that feels like I'm no closer to understanding UE4.

    Somebody mentioned codingame.com, which was actually nice for a minute. It gave a context, something to work on, but was still writing C++. The thor game felt pretty intuitive, I was able to plan out what needed to happen even before I looked at hints to confirm, which felt pretty good, but then once you finish the thor and mountain game, all other games lose the hint/solution functionality completely. Which felt like being punted off a cliff.

    So, frustrated, I rummaged around /r/gamedev search, read the FAQs, read the article where the guy said "for the love of fuck please don't start with C++ (but I know you will anyway)", ended up in /r/learnprogramming, read the FAQ there, watched this, and now I'm back to square one, where it feels like diving into my project and letting the passion carry the process of learning programming is the way to go, but also how the fuck do you write this shit and read blueprints oh fucking god what

    I feel a bit lost here. I'm driven, I'm in a financially sustainable situation with all of the time in the world, and google is a wonderful place, but it feels like the arbitrary nature of syntax and phrases is this massive barrier to entry, and that doesn't even cover the UE4-specific syntax and whatnot too. It feels like I know what I want to make, but can't even take a step towards making it, however bad the first try would be.

    I don't know. I want to do this, very much so. It just feels like my approach is wrong.

    submitted by /u/TheFatalWound
    [link] [comments]

    How hard would this concept be?

    Posted: 17 Apr 2018 11:01 PM PDT

    I have a simple concept. It's a parliamentary politics game, basically you choose your party and make decisions that impact various variables (budget, popularity, party loyalty) and such. If all goes well you get reelected, if not you lose. The most complex version I've imagined is just more variables being effected by your decisions. That doesn't sound too hard, but my only experience is a couple years of Java in high school and being familiar with Unity. How would I even go about getting this started or even if I should? Thanks!

    submitted by /u/caesar15
    [link] [comments]

    Recommend me some good sites for retro game mechanics?

    Posted: 18 Apr 2018 03:22 AM PDT

    I'm looking for examples on things like the alien dive bombing movements in Galaga, or the ghost AI in pacman, or level generation for Centipede. that sort of thing, old style arcade games. Doesn't matter what language the examples are in, just looking for a good resource.

    submitted by /u/andymcadam3
    [link] [comments]

    Indie Devs: Stop Trying to Assemble a Team

    Posted: 18 Apr 2018 10:22 AM PDT

    It seems that a common first move in the game development scene is either to look for team members, or attempt to market your services to other teams. If you're just starting out, and looking for your indie dev dream team, I have some golden advice for you: stop looking.

    It seems counterproductive, doesn't it? You want to build a team, so you've been posting on Facebook groups and discord servers. You've been messaging everyone you can find, attending game jams, and handing out business cards at events. You're confused as to why no one seems to want to work with you, and the only thing that makes sense is to keep looking.

    If this sounds like you, it's time to take a step back. Work on your craft, but work on other crafts as well. You don't have to be a one person show, but you should try. Make something simple. Learn the basics of sound design, artwork, programming, level design, and anything else you can think of. Make something small that focuses on your main craft, and is interesting enough for others to come to you instead.

    In learning additional skills, you will know how to better communicate to your team. You might also learn how to spot talent, or even find a new skill for yourself that you didn't know you had. You'll become more valuable to individuals and studios alike. You'll learn how to integrate your talent with the work of others.

    Again, this doesn't mean you should try to be the best one person team that ever existed. It's merely a suggestion for those who are seemingly stuck in a rut. If team building isn't going well for you, there are other things to try. Accept help when it is offered, but don't depend on other people to move forward.

    submitted by /u/NonageGames
    [link] [comments]

    Explaining Level Design and Spaces - Meta-Game Framework

    Posted: 18 Apr 2018 09:05 AM PDT

    16 Free High Resolution Wood Textures

    Posted: 18 Apr 2018 08:32 AM PDT

    Does Guns of Boom use P2P or Game Severs for Multi-player service?

    Posted: 18 Apr 2018 08:28 AM PDT

    Techniques for building a multiplayer community. what works?

    Posted: 18 Apr 2018 12:29 AM PDT

    I'm working on a Multiplayer game. I want more people to play, because that's what my gamers\customers want.

    What are some techniques that work?

    I was thinking about key give aways, at the same time as a twitch stream where gamers can join our dev team in playing.

    submitted by /u/MuletTheGreat
    [link] [comments]

    How does open world games are lit?

    Posted: 18 Apr 2018 07:41 AM PDT

    Ok so i am using unreal engine 4 and i have quite noticed that no matter what engine i use there is always a GPU problem because it just cannot handle that many dynamic lights. So we use static lights which are baked but when it comes to games like GTA5, Sleeping dogs, Watch dongs, Assassin's creed syndicate I get really impressed and appreciate the hard work that they put into which leads to my main question, How do they do it? I mean seriously if more than 3 dynamic lights overlap each other than GPU gets its mouth and hands full to render but in open world games there is already a sun/moon light doing its job then player has his own flash light and then there is flickering electric lamp pole on street while a car with its lights on passes by!

    How do they do it? What's the trick? I mean there are lots of dynamic lights they all overlapping moving etc in the game and GPU never breaks a sweat. I also had same doubts for the game the sims 4 because what i noticed was that its shadows were not dynamic but was something totally different even if the light was movable which i cam to a conclusion that its a very advance type of scripted static baked light because only sun light had shadows. But that's just for that one game. What is up with the AAA open world titles? I atleast want to know what the trick is.

    submitted by /u/sanketvaria29
    [link] [comments]

    No comments:

    Post a Comment