The best talk on indie gamedev I've ever seen - How to Consistently Make Profitable Indie Games by Ryan Clark |
- The best talk on indie gamedev I've ever seen - How to Consistently Make Profitable Indie Games by Ryan Clark
- The TRIBES Engine Networking Model
- I have released my 1641 instrumental pieces free under creative commons 3.0 by (Free to use in your games, vlogs, films or what ever. Just credit me Antti Luode) (If you can not, that is fine too.)
- In depth: Procedural water paint stains
- How can I make something simple look not so simple?
- What percentage of playerbase actually use a level-editor?
- GDPR and gaming analytics
- How to you deal with a similar game release?
- Neural Networks 101
- I need advice...
- Chairs...
- Met a Game Developer Who Didn't Want to Be Inspired by Another Game's UI - Why Do You Think?
- finishing up a new wii homebrew game, got a few questions
- 35 key insights on state of gaming industry, game analytics and monetization, game services and diversity in gaming industry today as gleaned from GDC 2018
- Indie Dev Spent $140,000 To Make New Game, Has Made $0 So Far
- Do you guys have a pre release polish checklist?
- Why don't newer game iterations implement their older features?
- Rotating screen points
- What collages should I apply for GameDesign?
- Music/Sound Asset Creation Worksheet
- Easiest framework to rapidly prototype a game?
- Interested in starting an indie project and have a few questions.
- WIP Wednesday #91 - Operation Desert Storm
Posted: 03 Apr 2018 11:45 PM PDT |
The TRIBES Engine Networking Model Posted: 04 Apr 2018 05:48 AM PDT Link to the paper (PDF warning) This is, probably, one of the most influential papers that has been written about online multiplayer to date. Tribes was one of the very first, if not the first, to have things such as rollback and client prediction. All of the previous games such as Quake and Unreal Tournament sent over the entire game state to the server every tick, but Tribes did things differently. While it is not a great resource for starting on networking, it is a must read if you are interested and know some of how networking in games work. [link] [comments] |
Posted: 03 Apr 2018 02:20 PM PDT As featured at rpgmaker: https://rpgmaker.net/forums/topics/23343/ As used in games: Chicken Farm 2k17 (steam). Starship theory (Steam), Taphouse VR (steam), Park Bound (steam), Dominion Void by Forcebox Games, Space Colonizers Idle Clicker incremental (Android beta), Space Bob vs The Replicons (In development), Dot Hopper, Bubbles Pang (Android), Tiltroid (Android, early access), Timing Jump Jump and Colorfall (Anrdroid) and other web games. Plus games now in development.. As used by youtubers such as Kyle Le with 30 million views and 100k subs: https://socialblade.com/youtube/user/kyleledotnet My Soundclick: http://www.soundclick.com/bands/default.cfm?bandID=1277008 All songs on my Google drive (you can download them with one click by painting over the songs and then right clicking on one of the songs and choosing download) (I update this folder with each new instrumental piece) https://drive.google.com/drive/folders/0B1t5awWiDLZhMXBmT0M5Mm1nRG8 Torrent with 1369 instrumentals: https://drive.google.com/file/d/0B1t5awWiDLZhc0hKcjJYVEsySE0/view?usp=sharing Pass it around! You need a bittorrent client to download the instrumentals in the torrent: My blog where I release the songs and FLstudio project files for them: http://anttismusic.blogspot.fi If you want to donate money. Do so by pressing the paypal donate button at my blog: [link] [comments] |
In depth: Procedural water paint stains Posted: 04 Apr 2018 08:10 AM PDT |
How can I make something simple look not so simple? Posted: 04 Apr 2018 07:39 AM PDT I don't know if this is the right place to post this, but here it goes. Does anyone have any tips or perhaps some visual tips on how can I make this following picture look more detailed, give it more of a 3d feel, give it more depth, but at the same time keeping it simple and keeping it 2d. Also I don't want it to look like the generic wooden background ones (talking about ball labyrinths). [link] [comments] |
What percentage of playerbase actually use a level-editor? Posted: 04 Apr 2018 05:39 AM PDT Any numbers on this? Disregarding special cases like Super Mario Maker & Little Big Planet I would guesstimate that it's really low, less than 10%. I'm making a sim/citybuilder and one of it's features will be a mapeditor, but I fear that I'm spending way too much time polishing the editor when so few people will use it. On the other hand I'm really enjoying the work and since I plan to use the editor to make the actual campaign levels, I don't feel that it's time wasted (though perhaps misspent). Bonus tip: working on your tools allows you to take a break from the game you're making while still technically working on it. [link] [comments] |
Posted: 04 Apr 2018 06:09 AM PDT We are working on a small smartphone game, to be released later this year. The game has RPG elements, so getting the game design right means balancing a lot of numbers. Now I'm wondering how we can collect this data while being GDPR compliant. (We are located in the EU and will target gamers in the EU, so this is a requirement). We need to answer questions like:
What I'm not interested in and what I don't collect is personal data like
The game doesn't have user accounts, there is no registration needed. I plan to collect the data by sending events like "Player <ID> has found 250 gold" where <ID> is a randomly generated UUID that is stored only on the device and cannot be seen by the user. The server that receives these events can tie the string of events together to answer the questions above. Here's the challenge: Is this considered as personal data? I think it is, as the ID of the user uniquely identifies the user (For the definition of personal data see https://ec.europa.eu/info/law/law-topic/data-protection/reform/what-personal-data_en). So what if a user requests a copy of the data collected about him? I'd like to say that we cannot provide it, as it has been anonymized. There is no practical way either for him nor for me to look up the ID. However, in theory it would be possible to "de-anonymize" the data by retrieving the ID from the installed app. So are we forced offer the option to retrieve the ID from the installed app, just to make it possible to de-anonymize the data, so that a user can retrieve a copy? My conflict is that technically it looks like the collected events are personal data, because of the user ID. But in reality, it's nothing "personal" like location data, names, payment data, whatever online shops and social networks collect, it's just a log of game events. If we are required to send this data back to the user, we would probably leak implementation details of the game, things that we'd rather keep hidden from competitors and from users to not spoil the experience. Further, I'm not sure if this data collection must be opt-in, or if we can require the data collection for all users. Just hoping that enough players are kind enough to share the game data doesn't seem viable for me - if we don't have enough game data, we cannot balance the game, so I assume that the collection is a legitimate business interest for us. I'm a bit surprised that I didn't find any articles or blog posts on this topic online. It's less than two months until all game companies that need to balance games for EU gamers need working solutions. Is anyone else here in a similar situation? What do you do? [link] [comments] |
How to you deal with a similar game release? Posted: 04 Apr 2018 09:52 AM PDT We are a small indle team that working on a game more than half year. Recently we found out a similar game, with same background and core mechanism, be released by the end of next year. The art style, background story and other details are different. I believe that our game still have some feature that provide different experience and better gameplay. However they are a bigger company that provide higher quality graphic and music. So, how would you deal to such situation? Continue development? Player must compare two games and affect on the profit. Shift the background and core mechanism? I believe the current is the best match. Any change will cause negative effect on the gameplay. Give up all the work and start planning on new game? We are a small indle team, that is very hurt. P.S. I am not native in English, please forgive my broken English. [link] [comments] |
Posted: 04 Apr 2018 10:51 AM PDT |
Posted: 04 Apr 2018 10:01 AM PDT So I want to make a game based off an RP (Role-Play) that me and my best friend did. The only problem is that she wants control of the writing and story as well as full credit for it if I do (she was trying to flesh out the story more then I was). On top of that she knows nothing about game design and I'd be doing all the actual work ei: models, animation, texturing etc. Would it be good to do this? [link] [comments] |
Posted: 04 Apr 2018 11:33 AM PDT So after releasing my second game End Space, starting to look at how to improve my workstation. Just ordered a standing desk (used to have one and loved it) and now looking at chairs. I want a chair that I can sit in for hours where I don't feel like I need to stand, but at the end of the day I can sit and recline in and still play a game without the feeling of sitting up straight and being at work. What are your favorite chairs to use for game dev but also gaming? (No racer style chairs) [link] [comments] |
Met a Game Developer Who Didn't Want to Be Inspired by Another Game's UI - Why Do You Think? Posted: 04 Apr 2018 11:21 AM PDT Hi everyone! Hope you're having a good day. Recently I went to a small indie game developer event and was trying someone's game out, essentially a side-scrolling space shooter. I gave them some feedback on the game and especially the UI. I suggested they should look at games like FTL for some inspiration and ideas how to improve their UI's design - since the games had fairly similar design and aesthetic. They told me that they have the game but don't want to play it as they don't want to be inspired by the game's UI design. As someone who's making their own game, I'm always taking inspiration and borrowing design ideas from other games, if games have already solved a game design problem then I want to take it, improve it and tailor it to my game to save me time and to improve my game. Obviously it's their game and they can do what they want, if they're happy then I'm happy. But have you come across other developers like this? Have you felt/Do you feel like this? Why do you think they feel like this? [link] [comments] |
finishing up a new wii homebrew game, got a few questions Posted: 04 Apr 2018 09:06 AM PDT |
Posted: 04 Apr 2018 01:25 AM PDT |
Indie Dev Spent $140,000 To Make New Game, Has Made $0 So Far Posted: 04 Apr 2018 04:36 AM PDT |
Do you guys have a pre release polish checklist? Posted: 04 Apr 2018 10:28 AM PDT I am looking to release my second ever game and was wondering if you guys had any advice on final touches you put on a game right before you send it out. This game is made for mobile but advice for the other platforms are welcome as well. [link] [comments] |
Why don't newer game iterations implement their older features? Posted: 04 Apr 2018 09:49 AM PDT I just watched this video, and was really surprised by the lack of features in the modern game. Of course Far Cry 5 has new innovations, but I couldn't imagine it being that difficult to implement past features in the upgraded engine. Is there any logical reason for this? I was assuming it was a design issue, but a lot of these don't really seem like that. Thanks! [link] [comments] |
Posted: 04 Apr 2018 12:37 PM PDT Hi, I'm trying to rotate world points relative to the camera but I don't know how to. I convert the world points to local points (relative to the camera) but I don't know how to rotate the points correctly so that it looks like the camera is rotating. Please tell me how to rotate the local points correctly (so that it looks like a normal 3D engine) [link] [comments] |
What collages should I apply for GameDesign? Posted: 04 Apr 2018 12:03 PM PDT First a little background: I have been in love with game development for about three years wanting to create a game has always been my dream. In the last two, I have started to program and design small games which eventually lead to a significant project where I built an arcade machine and a game for it. I was able to show this off at my school and get credit for it as an independent art project. Now that I am nearing the end of my junior year of high school I have been looking a lot at colleges that have game design programs. I am ok at programming, but designing games has always been my passion in game development. I have been looking at UC Irvine witch as an undergrad game sciences program. I have also been extremely interested in DigiPen Institute of technology. It has a Game Design and Computer Sciences Undergrad that seems impressive. I know a college degree in this industry can take you only so far it's more about your portfolio, and it seems to me DigiPen builds that portfolio over the years you attend. Question: What colleges would you all suggest, and what do you think about the two I listed? [link] [comments] |
Music/Sound Asset Creation Worksheet Posted: 04 Apr 2018 11:54 AM PDT Hey everyone! I'm still pretty new to Reddit and to Game Dev, but I wanted to share my worksheet I developed to help communication between developers and composers/sound designers. In this video, I go over the worksheet I created and how it helps me to keep track of everything I need to be working on. I'll probably update this thread as I get more experience, but this should help people starting out who want a solid framework for talking with audio people. https://reddit-uploaded-video.s3-accelerate.amazonaws.com/t2_14nvcj%2Fw44bal68uxp01 For anyone interested in using the worksheet, I'm making it available at this link. Please just make a copy of it and modify it in your own Drive! Thank you! https://docs.google.com/spreadsheets/d/1q2zVl24XOzg2S6FvmPH0OGqlBMKqCnSQ6eFTPmkMGzg/edit?usp=sharing If you have any questions, either PM me here or on Twitter @stephentanksley [link] [comments] |
Easiest framework to rapidly prototype a game? Posted: 04 Apr 2018 12:28 AM PDT Some information:
Thank you for any advice :) [link] [comments] |
Interested in starting an indie project and have a few questions. Posted: 04 Apr 2018 11:40 AM PDT I've never been involved with making a game before but I've had a lifelong fascination and I've decided to try to make something out of an idea I have. I have a bit of programming experience and need to learn more anyways so it should be a good chance for me to learn. In the simplest terms, it would be a top down basebuilding and party building/dungeon crawling game. I'm looking for suggestions about what engine is appropriate for a beginner. I'm thinking 2d would work best for me because of the lack of experience unless making something 3d is easier than I imagine. And if I had an engine decided, where exactly do I begin? What is the first step to making the core of a game? edit: thanks for the answers so far. [link] [comments] |
WIP Wednesday #91 - Operation Desert Storm Posted: 03 Apr 2018 09:21 PM PDT What is WIP Wednesday? Share your work-in-progress (WIP) prototype, feature, art, model or work-in-progress game here and get early feedback from, and give early feedback to, other game developers. RULES
Remember to use #WIPWednesday on social media for additional feedback and exposure! Note: Using url shorteners is discouraged as it may get you caught by Reddit's spam filter. [link] [comments] |
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