First app launch terror... |
- First app launch terror...
- I don't understand procedural Quadtree-based terrain rendering
- Programming, art, game design, composing... most important skill is motivation
- SDL C++ Classes
- Screenshot Saturday #377 - Hidden Surprises
- A little guidance on the future
- App monetization: alternatives to ads and IAPs
- The Beauty Of Persuasive Design (User Interface Design)
- The Paradox Podcast - S02E04 - Are Paradox Games TOO Hard? by Paradox Interactive
- How do you record high quality gifs at a low memory cost?
- Looking for a sports(basketball) team logo maker / pack for upcoming sim game.
- How to implement inter-NPC conversation in a text based RPG?
- Creating a game with MonoGame and C# Live!
- Should you go to game school? Thoughts from a recent graduate.
- Experience Getting A Composer, As An Indie Dev...
- Development Stream: Custom Scripting Language For Game Engine!
- How do i get experience as a game tester?
Posted: 21 Apr 2018 02:40 AM PDT So my first game has been complete for about 2 weeks now. All the last little bits of tweaking have been done. The press release is 99% complete. The AppStore graphics are all ready to go. The only thing left to do is buy a domain and put up a mini website with a bit of copy and download links. And I'm stalling and stalling and doing anything other than sorting the website and submitting the game for approval. Because I'm terrified. Because I know once I launch the game it will just disappear into the fog. Because right now it has the potential to take off (it won't) but the reality is it will simply fade away like 90% of other apps. I'm willing to do all of the marketing an indie can do - press releases, guest blogging, YouTube vids, social media etc... but the stark reality is I'll be lucky to get a couple of thousand downloads - even a couple of hundred. I'm guessing it's pretty common to have pre-launch nerves and there's no other thing for it than to just launch the bloody thing. Anybody else have pre-launch terror? [link] [comments] |
I don't understand procedural Quadtree-based terrain rendering Posted: 21 Apr 2018 09:33 AM PDT I have read the following literature on the subject: https://www.gamasutra.com/view/feature/131841/continuous_lod_terrain_meshing_.php http://chrisbrough.com/project/2012/04/Quadtree-Level-of-Detail-for-Heightmaps/ https://pdfs.semanticscholar.org/0b0b/121b30440c959b58444683c8f4b18246eed0.pdf Watched the following videos: https://www.youtube.com/watch?v=rtFe0fmqhO4 https://www.youtube.com/watch?v=HlopyYFkZiw https://www.youtube.com/watch?v=AT7h8pYJRiw And, my journey with trying to grasp and implement a quadtree terrain rendering system began over 2 months ago. So far, I still have absolutely no idea what I'm doing, where I'm going wrong, or what even I'm not understanding. I don't even know what questions to ask. But, I'll try anyway, since this thread wouldn't have any purpose otherwise. 1.Is Quadtree 3D terrain rendering only intended as a way to introduce LoD? 2.If so, would it be a better idea to have procedural terrain generation done in 2 layers?
3.Is the Quadtree updated literally every frame?
I hope I can get some help on here, even some extra literature to read up on, or a working example I can explore could be very useful. [link] [comments] |
Programming, art, game design, composing... most important skill is motivation Posted: 21 Apr 2018 09:24 AM PDT I first started developing games when i was still at school. I could easily dedicate a lot of my free time to projects i was working on over months. As i got older and started studying i did less working on personal projects and played more online games instead. Things didn't change much when i started working in the game Industry as a programmer and honestly i didn't believe that i could ever bring up the motivation again to dedicate myself to a personal project. A few years fast forward, i became Father. The same year i started working again on a bigger game project in my free time. And i didn't quit. I'm working on it for 2.5 years now. And i'm certain that i will need at least two more years. I'm also certain that i will bring up the motivation to finish it. I feel like i have the same motivation i had back then, or even more. But now i'm also good at Programming and decent at the other gamedev skills that i improved on through experience. [link] [comments] |
Posted: 20 Apr 2018 05:28 PM PDT |
Screenshot Saturday #377 - Hidden Surprises Posted: 20 Apr 2018 08:02 PM PDT Share your progress since last time in a form of screenshots, animations and videos. Tell us all about your project and make us interested! The hashtag for Twitter is of course #screenshotsaturday. Note: Using url shorteners is discouraged as it may get you caught by Reddit's spam filter. Bonus question: What is one game you wish never got cancelled? [link] [comments] |
A little guidance on the future Posted: 21 Apr 2018 10:25 AM PDT Hi /gamedev, I'm a tough point in my life and realize the passion and dream I chase is no longer sustainable. I am a 29 year old professional athlete and I can't do it forever and didn't go to college after high school to chase my dream. I have now decided to chase my second passion and that is gaming! I have been looking at full sail for the game development degree and know that it's costly and realize what I am getting into, for the most part. My question is: Being 29 years old is it worth doing an accelerated program like full sail or going to a community college first and then a state school for computer science? Can I jump right into a state school? I'm looking for any and all guidance. All of it will factor into my final decision. Things to mentions, I am a hands on learner and do better by doing and learning from mistakes, I am in a comfortable position financially, I just quit my job 9-5 job and hired a tutor and have been busting my ass to get a refresher on my math. [link] [comments] |
App monetization: alternatives to ads and IAPs Posted: 21 Apr 2018 09:01 AM PDT Hi. I'm working on an alternative monetization platform for apps and games, and we're trying to answer some questions about our potential users. We're looking for people who are or have developed games with a free-to-play model, and how you've monetized your products. What is your current monetization strategy? How effective has that strategy been in your game? Is there anything specific about your game that you think made it difficult to monetize? If you're already using ads, what pain points did you encounter when embedding them into your user flow? Have you explored any non ad-based or in-app-purchase based strategies? [link] [comments] |
The Beauty Of Persuasive Design (User Interface Design) Posted: 21 Apr 2018 06:33 AM PDT |
The Paradox Podcast - S02E04 - Are Paradox Games TOO Hard? by Paradox Interactive Posted: 20 Apr 2018 11:00 PM PDT |
How do you record high quality gifs at a low memory cost? Posted: 20 Apr 2018 05:52 PM PDT Pretty much what the title says. I've seen twitter accounts that post all these long high quality gifs that have so much going on, while whenever I record a 3 second gif of a game with minimalistic graphics, it saves it on 20MB at the very least. I'm currently using gifcam. Any help? [link] [comments] |
Looking for a sports(basketball) team logo maker / pack for upcoming sim game. Posted: 21 Apr 2018 09:17 AM PDT The way I imagine would be some sort of emblem shape + figure + colors that users can customise and choose. But I'm not picky. Any suggestions? [link] [comments] |
How to implement inter-NPC conversation in a text based RPG? Posted: 20 Apr 2018 02:06 PM PDT Making NPCs talk to each other in a voiced game is pretty straight forward- whether it's NPCs talking randomly that you might or might not overhear (people talking in markets in Skyrim) or your presence initiating conversation to make sure that you do hear it (NSF guards talking about JC Denton in Deus Ex). However, it seems to be pretty hard to implement a similar syatem for text-based games. Does any game exists with text-based conversation system that implements inter-NPC interactions like this? The only thing slightly similar to it that I can think of is multiple people jumping in a conversation initiated by the player in various JRPGs (like Golden Sun). But it required active action by player (initiating conversarion) and misses the whole point. EDIT: I should point out one oddity of the Deus Ex example above in that the first time we hear NSF guards talking, they are around the corner and not actually visible to us. In a top down game, this would be easy to implement with text appearing above non-visible enemies (hidden in fog of war or something) but how to do it in first-person viewpoint (like Morrowind)? These are the corner cases (pun slightly intended) that are making my head hurt. [link] [comments] |
Creating a game with MonoGame and C# Live! Posted: 21 Apr 2018 08:47 AM PDT |
Should you go to game school? Thoughts from a recent graduate. Posted: 20 Apr 2018 01:37 PM PDT |
Experience Getting A Composer, As An Indie Dev... Posted: 20 Apr 2018 05:27 PM PDT How did you get a composer for your game? Were they a high caliber one, or a family member/friend? How much did they charge and how much royalties do the get? What was your experience like? I would like to know, because I would love to hire someone like Brian Tyler or Tom Salta, and my friends aren't composers. [link] [comments] |
Development Stream: Custom Scripting Language For Game Engine! Posted: 21 Apr 2018 02:10 AM PDT |
How do i get experience as a game tester? Posted: 20 Apr 2018 07:54 PM PDT I'm trying to get my foot in the door as a tester, but apparently there's no such thing as an entry level tester. How do I approach becoming a tester with experience with something like Confluence and JIRA? [link] [comments] |
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