I make orchestral/ cyberpunk music that I'm giving away with a Creative Commons license. Feel free to use! |
- I make orchestral/ cyberpunk music that I'm giving away with a Creative Commons license. Feel free to use!
- Preview of the biome brush for player created levels in Jumpaï! What do you think?
- Hey Game Developers, I have struggled for a long time understanding what quaternions are, here is a short 12 minuet video that helped me grasp what exactly a quaternion is, and how they work! (I also posted this to the Unity3D subreddit)
- Starting a Game Company and Getting to Kickstarter With Zero Dollars
- Some free retro-sounding SFX for your game!
- Does anyone need any help?
- Beyond Dying Skies - GPLv3 - Open Game WIP
- Segments of game developers
- When making a skybox, don't settle for just one inverted sphere. Take the time to construct an entire skybox out of multiple entities and textures!
- Top ranked games with tons of ads, does that format work for indies?
- One of the first games I was proud to show off to people - a 3D game made with Visual Basic’s 2D GUI tools
- Rythm is Lava, puzzle platformer as well as much more (LDJAM)
- Eye tracking based LOD
- Shader Factory - Online GLSL editor
- Hi, Reddit! I wrote an article for you about our development process for our first game, with jokes, stories from my life, pics, gifs and results.
- character/art commissions
- Can you use sampled sounds for the Ludum Dare Compo?
- Best way to integrate story/dialogue writers, musicians, and programmers?
- Tips for better planning and organizing of an assigned team inside a small company?
- An Aspie Life Post-mortem (high school years 2013 - 2017)
- Game Engine - How do you recommend I tackle realistic satellite terrain views?
- What unexpected challenges did you encounter when you became a developer? Here's my take.
- Soundtrack Sunday #238 - Unique Instrumentation
Posted: 22 Apr 2018 07:02 AM PDT Hi /r/gamedev, I make orchestral/ cyberpunk music that I'm giving away for free under a Creative Commons license. Feel free to use them however you like! Fallen - Soundcloud link - Youtube link Flutter - Soundcloud link - Youtube link By Force - Soundcloud link - Youtube link You can download the audio files by clicking the download links on Soundcloud, or you can get the archive of all three wav files at this link. Edit: By request I'm adding some of the loops and clips I've made in the past. These are pieces from a song I abandoned a while ago- while the song didn't come together, the clips are decent and work well for looping. Pulse Wave (130 BPM) - full phrase Pulse Wave (130 BPM) - full phrase, no vocals Pulse Wave (130 BPM) - B Minor Pulse Wave (130 BPM) - F Sharp Minor One thing I like to do is experiment with combining genres, these are some clips from a song I released that combined traditional chinese instruments with electronic music. Dynasty (Full Song, 130 BPM, Soundcloud) Wav files for Dynasty: [link] [comments] |
Preview of the biome brush for player created levels in Jumpaï! What do you think? Posted: 22 Apr 2018 06:02 AM PDT |
Posted: 21 Apr 2018 12:19 PM PDT |
Starting a Game Company and Getting to Kickstarter With Zero Dollars Posted: 22 Apr 2018 08:26 AM PDT Hey everyone, Our game studio, Eleventh Hour Games, has very recently launched our game, Last Epoch, on Kickstarter. https://kickstarter.lastepochgame.com. As of this post we're at just over $50,000 and 1000 backers with 26 days to go to hit our 210k goal. It took me 11 months to build a team of over 20 talented and dedicated people to bring this vision to life starting with approximately $0. First off, I had to show to potential partners that I was serious about my endeavor, had good ideas, and a skill set of my own (web development/UX/UI personally). I spent time fleshing out what this game may look like but with plenty of space for others to contribute their ideas. A detailed Google Doc where people could make comments that didn't overwrite my writing worked very well. I wrote about who I am, overall vision for the game, details on game systems, my knowledge in the space, etc. I then went mostly to relevant subreddits and game forums with posts about the idea and did an incredible amount of digging and checking through people's reddit history - which admittedly is a little creepy but invaluable to the success of what I was able to pull off. I could find people in specific game reddits and go back through their history and very quickly see if they had other interests in things like modeling, development, music, etc. I could also tell by what they posted in the past if they're someone I believed would be a good fit for the team personality wise. You're probably wondering how long that took and the quality of people I was able to get interested. Well, with enough persistence I sent thousands of messages and talked with hundreds of relevant candidates. Our team now consists of professional game developers that have attended some of the top game development schools, a phenomenal composer with 3 bachelors degrees in music-related topics, an award-winning writer, and some absolutely incredible artists. We're located all over the world and work remotely with screen sharing programs and chat programs like Discord. But wait - why would these talented individuals spend so much time and effort creating something for no money? This part is actually easy - They're not people who work FOR me to create and bring this to life - they're people that work WITH me. Since day one I've told my team that this is not my product that they're working on - it's ours - and it is. Even though I lead the company, I put a ton of trust into the people I've assembled. I never overrule things, everything is up for debate, and most importantly we keep things fun and positive. We are working together on something we believe in to bring to people we know will enjoy it. It's funny… I strongly believe why we have been so successful up to this point is actually our lack of money being involved. When you take money out of the equation and just want to make something awesome, people aren't working to complete task A, B, C because that's what they are required to do to get paid - they're putting their best foot forward and making things that they think are awesome to show off and be proud of. That being said, we've split up equity in our game company for the core members that have been with us since the beginning. I've retained 35%, our lead developer has 15%, and 5 others have 10%. Making this decision was extremely hard as it is typical to split up equity based on what that skill set and experience can earn you in wages. Our network developer could more easily get a job that pays more than our story writer for example, so typically we think he should have more equity, though finding someone that can absorb someone in story as well as ours would be extremely difficult and they all put in the same incredible amount of effort. After weeks of debating I knew that the only way I could sleep at night was to split the equity almost evenly for our team which has returned ten-fold. The team was more than ok with the decision and energized - it kept a lot of tension out of the equation. We did have to hire a lawyer to write up an operating agreement and file the company many months after the project began. We have additional team members that have joined us over time. They know that we have no money and have been contributing to our game project for experience and to have a good time - though if there is any profit after core monetary needs for the game are met they will get paid before any of our core members. I hope that anyone looking to start something from nothing is able to pull from this experience. I'm more than willing to answer any questions you guys may have too! If you know anyone who's interested in video games or would like to donate please consider hopping over to our Kickstarter to help us out. Thanks, everyone and best of luck with your ventures! [link] [comments] |
Some free retro-sounding SFX for your game! Posted: 22 Apr 2018 06:32 AM PDT Hey everyone! I'm a super amateur sound designer (2 years of on-and-off experience), and I created a few SFX for a retro RPG styled game. This would be a good addition to your RPGMaker collection, and I hope you enjoy! If you do decide to use it, you don't have to credit me or anything. I'm just sharing this because I want others to find use of it and enjoy it. Depending on how well this all goes over, I'll consider doing more in the future License: Creative Commons; Go ahead and use it, you don't have to cite me. Link: https://drive.google.com/open?id=115v5d1EYQSiXUuf9yMq8jFINCzz9iWox [link] [comments] |
Posted: 22 Apr 2018 12:16 PM PDT I am looking to become a game developer myself and I want to learn some of the ends and outs of game making. So, I have an offer to help any game developers that might need my help. I have basic experience in game maker studio 1 and 2, some musical and pixel art skills, and basic sever planning skills. I can work from home for no charge under the condition that any team will be patient and remember the fact that I am a beginner in this field and things may come out slow or below par. If you are interested in hiring me feel free to direct message me or email me at Rjbeisner@gmail.com. [link] [comments] |
Beyond Dying Skies - GPLv3 - Open Game WIP Posted: 22 Apr 2018 07:59 AM PDT I have been developing an open source PC game for the last year. I am seeking ideas for future game play expansion. Here are the relevant links. All game content was created using open source tools! GCC, GIMP, Inkscape, Blender, Shotcut, Krita, LMMS and Audacity! So my question to you is, what kind of vibe are you getting from my current work and what do you want to see in a future release? What are some things that need to be improved? Many people immediately see "Minecraft" which is a fair criticism, but I am trying to go in a different direction with the gameplay. I picked the Minecraft terrain model because I wanted cheap destructible geometry. The game is written 100% in C++ and runs on Windows and Linux PC, and requires OpenGL3.3+. The game engine is licensed under AL2, game code is licensed under GPLv3. I have compiled on GCC 5.4 C++14 compiler without any compiler warnings. Future goals include getting an official build server and putting the game on Steam as free to play. Let me know what you think! Thanks! [link] [comments] |
Posted: 22 Apr 2018 12:34 PM PDT Writing my Bachelor Thesis and got a little bit stuck with the part of segmentation of game developers. Couldn't find any info on the internet, so maybe someone here could help? What are the segments of game developers? Like hobbyist, indies, pros, etc [link] [comments] |
Posted: 21 Apr 2018 12:43 PM PDT So in my days of game development I've seen a lot of people ask "How do I make a skybox?" and the general answer is usually "Flip a sphere inside out and give it a texture." ... That makes for a pretty lackluster sky in my opinion. I would personally use multiple entities to achieve a better and possibly animated effect. You could use an inverted sphere to start, maybe as the sky color. Bright blue on sunny days, almost black at night. Maybe another one of these in front for stars at night or something. Then you could create an entity that is a sphere with the bottom half and top 1/5 cut off. Then you could add an animated texture of some clouds to this. Or the mesh itself could be animated and move. You could even go so far as to move the individual vertices in order to make those clouds REALLY look like they're morphing around(World of Warcraft has clouds that look like this!) You could do multiple of these cloud layers. Different layers for different weather types. Don't limit yourself by using one sphere and a texture. Get creative! Build your sky as if it was just as precious as your main character! :) I hope this helps inspire some young blood into creating some beautiful skyscapes! If it does, please share your work!! [link] [comments] |
Top ranked games with tons of ads, does that format work for indies? Posted: 22 Apr 2018 12:04 PM PDT I recently checked out the top games in the Play Store and noticed quite a few of them are SUPER heavy in ads. An ad popped up after every attempt I made in those games, basically about every 20-30 seconds. My question is, would using ads like that be profitable for an indie game that isn't with a publisher? I noticed the majority of ad heavy games came from just a few publishers. The reviews were about 50% 5 star and 50% 1 star, with all of the 1 stars complaining about the ads. I'm curious if a game really is good enough will people push through the ads, or does the publisher have enough influence and advertising of their own to get the game on the top lists. [link] [comments] |
Posted: 21 Apr 2018 05:15 PM PDT |
Rythm is Lava, puzzle platformer as well as much more (LDJAM) Posted: 22 Apr 2018 11:40 AM PDT |
Posted: 22 Apr 2018 07:52 AM PDT I had an idea, that if an eye tracker is attached to the PC, that games could do LOD based on where you're looking. So that, for example, the textures could be of a lower quality wherever you're not looking at. I think this could drastically improve framerates. Has this already been done? [link] [comments] |
Shader Factory - Online GLSL editor Posted: 21 Apr 2018 10:41 PM PDT |
Posted: 22 Apr 2018 02:15 AM PDT Hi! I hope my jokes are fun, pics are nice and the text is beautiful. To be honest, I am not a 24\7 reddit user (but I think this article will take a role of a starting point), and I hope I am not violating any rules, since name of the game is hidden as hell. I post it on a Telegra.ph (it's a web-site to post articles and share them; just a white wall and text) (because I guess Reddit not supports gifs and pics in text post, which is necessary for my article, correct me please if I am wrong), so you won't encounter any ads, banners and so on. Here's the link: http://telegra.ph/What-may-happen-or-not-when-you-start-from-scratch-04-22 There's also a present for you guys at the and. For the fastest hands of the West. I will be here 24\7, so you can ask any question, and I will answer them... Immediately (you should read last words with an Arnold's voice, this will make you smile). Thanks! Good spring to all of you! [link] [comments] |
Posted: 22 Apr 2018 10:36 AM PDT Hello, I'm a freelancer illustrator from Brazil, and i'm open for commissions, for characters illustrations if you're interest send me a PM here, or telegram (HudinArt) or email for hud.sanos@gmail.com This is my potfolio: https://www.artstation.com/hudinsantos FULL BODY / POSE: Sketch: $35 (+$16 per extra character) Flat Color: $75 (+$35 per extra character) Full color: $120(+$65 per extra character) [link] [comments] |
Can you use sampled sounds for the Ludum Dare Compo? Posted: 22 Apr 2018 10:28 AM PDT For the Ludum Dare Compo, the rules state you have to generate your own sounds. Does that mean I can't use free/CC sound effect samples say, from like the Sonniss dumps here every year? I'd like to enter the Compo, but I wouldn't want to get disqualified for a technicality. This was the first place I thought of posting, since /r/gamedev is where I live, and it's more active than the ludumdare sub, since everyone's pretty much working on their game. [link] [comments] |
Best way to integrate story/dialogue writers, musicians, and programmers? Posted: 22 Apr 2018 10:16 AM PDT This is my first time making a game with a team of other people (informally). I'm the programmer, but I've also done a good bit with music before. Anyway, I was just curious if there are any general good practices about how to integrate a video game team. For instance, one question I recently had is should the story/dialogue writers write their stuff all on a word doc and integrate it later into the game, or should I build some kind of tool that exports his story as premade JSON, or is there something already like that? Any other general tips or links to resources are welcome! [link] [comments] |
Tips for better planning and organizing of an assigned team inside a small company? Posted: 22 Apr 2018 10:03 AM PDT Hello. I want to ask for an advice or tips for me, as I've been assigned to become a scrum-master of a cross-disciplinnary team inside a company I work. In addition, I'm still one of key developers, being responsible for our AI, Tools and lots of other core systems, with the team itself assigned to making the world of our game. Mobs, biomes, quests, etc. With the team being of 8 people, consisting of programmers, designers, level-designers, artists, I really struggle with planning and defining features, trying to account for time I have no idea how to (say, creating a 3D-asset, or the overall process of creating, say, a mob), organizing the process itself. The project itself is a sub-AAA (lots of ambitions, but on a small budget) sandbox/survival MMORPG. I've got pretty strong understanding of the scrum process itself, so it's not about "what is scrum", but rather how to do it properly. I want to gain as much info as possible, in order to fill the toolset that would work best for the team. Basically, I want to start to understand how to plan long/short term, how to organize the process so my colleagues would make the best possible stuff, and how not to spend days on plans that are unachievable or out of date at the moment they are done. Books, videos, texts, your own experience becoming one, etc? (Hopefully my grammar isn't that bad, I haven't written a sentence in english for a long time) [link] [comments] |
An Aspie Life Post-mortem (high school years 2013 - 2017) Posted: 22 Apr 2018 01:59 AM PDT Post-mortem An Aspie Life Well… 5 years. You can do a lot in 5 years! Including doing high school and making some games. So, now that An Aspie Life has been out for a few weeks, I feel it's time to look back on what got me to this point and talk about the development of An Aspie Life. It's the year 2013… I'm 13 years old. High school is a strange place and you get less time on breaks. Only about 45mins every day to do what you want. At my high school, the IT room at A11-12 was open every lunchtime. With nothing better to do, I followed a few friends into the IT room over the first few weeks of school. That's when I saw it! PEOPLE MAKING GAMES! From then on, I was making games and messing with animation every lunch for the next 5 years. In the video below, you can see where I learnt new skills over the years, that found their way into An Aspie Life. So, let's talk about An Aspie Life. I'm happy with it. It's in no way flawless, nothing is! My goal with An Aspie Life was a make a game that portrayed and emulated how I see the world with my Aspergers Syndrome. And I met that goal. In that way, it's a success. From a gameplay standpoint, it works well. The experimental gameplay mechanics were difficult to create. Trying to turn my symptoms into functional Gameplay mechanics that all work together was flipping hard. Some parts came out alright, others not so much. I believe the diary, sound sensitivity and time mechanics work well. While the chat battle's ARHHHHH they work, but not to the level I want it to. That would probably involve connecting the game to a database to have more responses. That would be time-consuming to set up, and not to mention would have been out of my knowledge when I started making the game in 2016. Apart from the mechanics… I'm happy with everything else. The art style and pixel art are what I consider the greatest success with the game. The purples and blues were inspired by the 80's and more precisely Blade Runner. The combination and layout of select colours adds to the beauty of each shot. While we're talking about blade runner, it also inspired me in how to improve my model making. Over the last 5 years, I've also been making models out of cardboard and clay. These would be made just for fun, or as concept art. Sometimes on characters or machines to get a 3D reference for animating. Back to Sprites and art. The final count is 4,181 sprites. 3,000 more than my last game and that makes sense, considering how much detail I put into the animation. Therefore, more frame's in each action. Arguably the greatest skills I improved when working on An Aspie Life was to do with art, colours and animation. Another thing I'm happy with is arguably the soundtrack. A massive thank you to J.W MUSIC's Joe Watson (https://www.joewatsonmusic.co.uk/) for composing the soundtrack to An Aspie Life. For weeks we were sending music to each other. I was sending examples of what I was looking for and he would send back what he'd cooked up. Most common soundtrack examples being Blade Runner (funny that) and Policenauts OST. So Again, a massive thank you to Joe Watson for helping me in this project. You can download the An Aspie Life OST here https://gamejolt.com/…/an-aspie-…/209217 Finally, let's talk about everything that happened outside of the game… Where do I begin. Marketing! The one job you must do, that's so repetitive you might as well have a twitter bot set up. This was the first game I tried to market 'correctly'. Overall it worked out, and drawing the advertisement was fun (if a little time consuming). I have learnt that when advertising, the time you post is key! In the AU you need to time your post to when American and Europe are awake. They were my target market, so to post when they are asleep doesn't work. I'm still bad at this but marking without a budget is down to luck and making sure your post is showing off the best you have to offer. Well, I think that concludes this post. Hope you all enjoy An Aspie Life. I might make a sequel In a few years' time, I've already got a few ideas. Video on past games --> https://www.youtube.com/watch?v=AEdeLodfhFs&feature=youtu.be [link] [comments] |
Game Engine - How do you recommend I tackle realistic satellite terrain views? Posted: 22 Apr 2018 01:02 AM PDT OpenGL - I've implemented a level of detail for my terrain that allows me to easily create worlds hundreds of miles wide, using a heightmap and a normal map texture. My goal of creating highly realistic terrain meshes are done, now I'd like to think of an on the fly way of texturing something like this: (https://www.telegraph.co.uk/travel/picturegalleries/5394619/Mediterranean-island-guide-Greece.html?image=5) Where I won't have to spend hours drawing intricate blend maps, as I have dozens of maps. Each map is 600x600 miles, and the lowest the view gets is about 50x50 ~ 30x30 miles, roughly 5 miles from the ground. Suffice to say it must be pretty detailed. I started with combining height and normal-based texture blending for basic things like the beach, stone, grass, and snow. However, I haven't a clue how I'd add textures for forests, and small towns, putting it all together to make it look like a convincing view of terrain from above. I also haven't the foggiest idea how I tackle level of detailing for its textures for something like this, I currently have each mesh triangle map directly to an entire texture and it looks absolutely dreadful as the LOD decreases. [link] [comments] |
What unexpected challenges did you encounter when you became a developer? Here's my take. Posted: 22 Apr 2018 07:50 AM PDT |
Soundtrack Sunday #238 - Unique Instrumentation Posted: 21 Apr 2018 08:25 PM PDT Post music and sounds that you've been working on throughout this week (or last (or whenever, really)). Feel free to give as much constructive feedback as you can, and enjoy yourselves! Basic Guidelines:
As a general rule, if someone takes the time to give feedback on something of yours, it's a nice idea to try to reciprocate. If you've never posted here before, then don't sweat it. New composers of any skill level are always welcome! [link] [comments] |
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