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    Thursday, May 10, 2018

    How Great Games Beat The Grind

    How Great Games Beat The Grind


    How Great Games Beat The Grind

    Posted: 10 May 2018 06:06 AM PDT

    Anyone else get addicted to their own game?

    Posted: 10 May 2018 03:01 AM PDT

    I've been building my game app for about 4 months and all the time playing it and refining it here and there, but the core/bare bones of the game was built in probably less than two weeks. The rest of the time has been spent on other things like learning how to use phonegap and create signing keys etc. All the while I've been playing the bare bones game I made.

    For the last 6 weeks or so I've been playing for a couple of hours a day. It's an incredibly simple game and I just get lost in it.

    Anyone else do this with their own creations or are you sick of your game by the time you're ready to launch?

    submitted by /u/Bootfit
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    Dispelling GDPR myths: no need to spam your mailing list with re-consent!

    Posted: 10 May 2018 04:34 AM PDT

    From the UK's official GDPR-enforcing body, the ICO:

    https://iconewsblog.org.uk/2018/05/09/raising-the-bar-consent-under-the-gdpr/

    "Some of the myths we've heard are, "GDPR means I won't be able to send my newsletter out anymore" or "GDPR says I'll need to get fresh consent for everything I do."

    I can say categorically that these are wrong, but if misinformation is still being packaged as the truth, I need to bust another myth.

    Myth #9 We have to get fresh consent from all our customers to comply with the GDPR."

    submitted by /u/tmachineorg
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    Buying 3D assets

    Posted: 10 May 2018 06:16 AM PDT

    I'm a newbie in Game Development so I don't know many insights of it, but I have noticed that not many developers buy 3d models, even if it's a lot cheaper. I consider buying a few items, so I need other opinions. So why do some people avoid using purchased assets in games?

    submitted by /u/dov86
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    What makes Fortnite so popular amongst casual gamers? What has this game done to tap into such a huge user base, where other games have failed to do so?

    Posted: 10 May 2018 11:40 AM PDT

    I wanted to pose this question in the game dev sub, because I actually wanted some thought out answers from a designers/developers perspective.

    I have not played the game. I know it's a free to play battle royal title with a base crafting system. What made this game so damn popular amongst the casual crowd? Was it strictly the free to play model? The art style? Gameplay? Did it piggy back off of PUBG's success?

    I don't want to make any loaded assumptions without first asking what you all thought of the phenomenon. It's something I've never seen before in gaming, and as someone just starting their career in the industry, I'm excited, yet cautious as to where this will take us.

    submitted by /u/hippymule
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    Google Play Instant leaves closed beta, now open to all gamedevs

    Posted: 09 May 2018 09:28 PM PDT

    ‘It’s very David and Goliath’: Inside the growing effort to unionize video game developers

    Posted: 09 May 2018 01:29 PM PDT

    Game Audio Analysis - Episode 5: Five Awesome Examples

    Posted: 10 May 2018 10:23 AM PDT

    Hey everyone! I hope your week is going well. I just posted a new Game Audio Analysis video. I thought some of you may enjoy it and I'd be curious to hear your feedback!

    https://www.youtube.com/watch?v=waJCSobKbrM

    submitted by /u/mikethalbain
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    Help us with gamedev knowledge sharing!

    Posted: 10 May 2018 07:42 AM PDT

    Hi there!

    Game Industry Conference - the biggest gamedev event in Central&Eastern Europe just opened the call for speakers. We are proud that we are different from most of other events. What is most important for us is the quality of the talks.

    We want hardcore, advanced ones, not the basic "how to make your first game" or "my life story in 15 slides". We don't have sales pitches or sponsored talks! We want to really teach game developers how to make great games.

    We also don't hide behind a paywall, you can attend the talks even for around 8 dollars a day. And soon we will announce various options for scholarships to attend absolutely cost-free (or almost cost-free).

    Our goal is the growth of the community!

    This is how our program looked last year: https://gic.gd/agenda-2017/

    If you are interested in sharing your knowledge, check this out: https://gic.gd/speakers-submission/

    Also more info here: https://gic.gd

    submitted by /u/najeli
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    Curated lists of lectures from game conferences on business, marketing, and more

    Posted: 10 May 2018 09:08 AM PDT

    Hi all,

    My firm has been working on putting together some free resources for developers and one of the first things we've done are curated lists of conference lectures on YouTube. There is a lot of content out there so finding the good stuff is sometimes hare. These lists are growing as we have time to review content and add them to the list so none of them are "done". Below I've posted a link to each playlist and listed some of the videos in each. We try to keep the lectures recent (last two years) unless something is just evergreen. I hope these help and if there's one we missed let me know. Like I said, we're updating them as we get time and we're certainly not finished.

     

    Indie Game Marketing

    • Get Journalists to Cover Your Game: Lessons from No Man's Sky - GDC

    • (Opportunity) Cost Effective Marketing & PR for Indies - GDC

    • Marketing Indie Style - GDC

    • The 5 Pillars & Pitfalls of Indie Games PR - GDC

    • The Design & Marketing Of Nuclear Throne - GDC

    • Marketing Fundamentals for New Developers - GDC

    • Making Your Indie Game Visible in 2017 - Casual Connect

    • Is My Game Suitable for Influencers? - Casual Connect

    • Growth Hacking Tricks for Non-Technical Marketers - Casual Connect

    • Why Branding Matters in Gaming - Casual Connect

    • Why Social Influencers are the New Celebrities - Casual Connect

    • Engaging Players in the Era of Marketing Overload - Casual Connect

    • Understanding Influencers to Scale Your Publishing Business - Casual Connect

    • Building Appstore pages and promo videos that don't suck - Pocket Gamer Connects

    • How much is enough? Planning a marketing budget for mobile games - Pocket Gamer Connects

    • How to be a success in mobile game development without a publisher - Pocket Gamer Connects

    • The dos and don'ts of YouTuber influencer marketing - Pocket Gamer Connects

    • Making games for YouTube - GDC

     

    Indie Game Law and Business

    • Practical Law 101 For Indie Developers: Not Scary Edition - GDC

    • 10 Secrets to Avoid Complete Commercial Failure in Game Development- GDC

    • Top Mistakes Developers Make BEFORE Entering into a Publishing Agreement - Casual Connect

    • The Good, the Bad and the Ugly of Working with Third Party Licenses and IP - Casual Connect

    • Steam Business Update - Casual Connect

    • What Do Publishers Look For and What Should a Developer Look For - Casual Connect

    • The Ins and Outs of Leveraging Hollywood IP for Games - Casual Connect

    • How to Exit the Ramen Stage – Funding Options for Game Companies- Casual Connect

    • Creating Value Through Business Development - Casual Connect

    • Survival of the Indies- Casual Connect

    • Advantages and Disadvantages of IP based Games - Casual Connect

    • Licensing and Merchandising Advice for Game Developers - Casual Connect

    • Pitching Indie Publishers – The Hip Source of Project Funding - Casual Connect

    • Game Finance Models – Pros & Cons of Different Prevailing Structures - Casual Connect

    • Building a Thriving Game Business with Google - Casual Connect

    • Intellectual Property - Casual Connect

    • The Key to the Gates of Hollywood: Achieving Success in IP-Based Games - Casual Connect

    • New Business Models in the Publisher Developer Relationship - Casual Connect

    • Understanding Distribution in the Video Game Business - Producers Guild of America

    • So You Want To Be an Indie - How to Start an Indie Game Studio

    • Licensed games masterclass - PocketGamer Connects

    • Skybound's Dan Murray on working with IP - Survival 101 - PocketGamer Connects

    • 6 legal areas no mobile game developer should ignore - Pocket Gamer Connects

    • What is the role of a modern mobile games publisher in 2017? - Pocket Gamer Connects

    • Find the perfect match: Business development for indie developers - Pocket Gamer Connects

    • The benefits and pitfalls of working with an existing IP in games - Pocket Gamer Connects

    • Understanding the data from Steam Spy - Casual Connect

    • The benefits and pitfalls of working with an existing IP in games - Pocket Gamer Connects

    • What market trends and developments in the app stores mean for indies - Pocket Gamer Connects

     

    Indie Game Development

    • Everything I Said Was Wrong: Why Indie Is Different Now - GDC

    • Running a Post-Apocalyptic Indie Studio - GDC

    • How to Survive in Gamedev for Eleven Years Without a Hit - GDC

    • What Do We Mean When We Say Indiepocalypse? - GDC

    • Small Teams, Big Dreams: How to Build a Small Team to Do Great Things - GDC

    • Crash Course in Building Your Indie Game Studio - Casual Connect

    • Indie Survival - Casual Connect

    • Real stories from the smallest studio in the top 25 mobile grossing charts - Pocket Gamer Connects

    • 4 tips on becoming a profitable indie game developer - Pocket Gamer Connects

    • The keys to indie game developer survival - Pocket Gamer Connects

    • What market trends and developments in the app stores mean for indies - Pocket Gamer Connects

    • Planning for the next four years after releasing a mobile indie success - Pocket Gamer Connects

    • Boom and bust: Trends in mobile game publishing - Pocket Gamer Connects

    • Why is Canada good for indie developers? - Pocket Gamer Connects

    • What strategies should matter to indie game developers - Pocket Gamer Connects

     

    Self Publishing

    • How to Make and Self-Publish a Game in 12 Months - GDC

    • Successfully Publishing your PC Games in China - Casual Connect

    • 5 Reasons to Bring Your Game to Russia: Opportunities for Publishers - Casual Connect

    • Free Tools and Strategies for Publishing Your Game Globally - Casual Connect

    • Regional Publishing for Social Casino - Casual Connect

    • SEA's Publishing Powerhouses - Casual Connect

    • Steam Early Access Done Right - Casual Connect

    • Understanding Influencers to Scale Your Publishing Business - Casual Connect

    • An indie survival guide to self-publishing in the mobile free-to-play world - Pocket Gamer Connects

    • Building Appstore pages and promo videos that don't suck - Pocket Gamer Connects

    • To self-publisher or find a publisher: Questions developers should ask - Pocket Gamer Connects

    • How indies can thrive in the modern mobile business - Pocket Gamer Connects

    • How to be a success in mobile game development without a publisher - Pocket Gamer Connects

     

    Now, if you've gotten this far I'll add a shameless plug. We've started a new talk show on Twitch focusing on the business, marketing, and licensing side of the industry. We go live every Thursday at 3:30 EDT / 19:30 GMT. Check it out if you're interested.

    submitted by /u/LdmthJ
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    Monogame.net seems down, how to install it?

    Posted: 10 May 2018 06:14 AM PDT

    So, I've been trying to install Monogame for a couple of days now, but the website (monogame.net) seems to be down.

    Got the source code from GitHub but I can't seem to be able to install it into my system. I'm trying to figure out how to get it working so I can follow some tutorials. Maybe I could add it as NuGet packages, but still the VS template is missing so it's harder to follow track of the tutorials that assume you start from the template.

    Any ideas? Thanks

    submitted by /u/Attanar
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    Does anyone know a good tutorial for how to 3D model game-friendly hair?

    Posted: 10 May 2018 02:13 AM PDT

    It's not as much the modeling part, but the texturing part I'm looking for. I have no idea how to begin UV mapping a hair object.

    I found one tutorial for a game-ready hair on YouTube, but it only showcases an addon. Is an addon recommended for this anyway?

    submitted by /u/itsgallus
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    How to make a "fair" online shooter.

    Posted: 10 May 2018 01:13 AM PDT

    I have a multiplayer shooter game, in which, just like other shooters, there are new players who are playing a match for the first time and there are experienced players (who also have managed to unlock the most powerful guns which give them a one shot kill).

    The problem is this unfairness, when a new player who barely has any skills and a simple gun is put against an experienced guy, who also has a powerful gun.

    Rage-quits and not a fun experience.

    I believe there are people who have made and played more games than me and there must be solutions to this problem already being used, among which I am aware of these two:

    1) Matching players with players that are at the same skill level (not always possible, and hence WILL result in bad gameplay experience for many).

    2) Make all weapons just the same power. But that is boring.

    I would like to know how to approach this as I clearly feel there is something which I am missing here.

    submitted by /u/JustGoodThings
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    What do you think of Python?

    Posted: 10 May 2018 12:12 PM PDT

    It's the only one language I know pretty well but I don't really know anything about game dev. I wanted to build a game (nothing big really, a simple 2d game). Should I use Python for it or do I learn another language like C++ or Java? I'm not sure because I've read a lot of comments that python is reaaally slow for those kinds of things

    submitted by /u/KhalisiBornInFire
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    What sort of skills should I expect from a 3D Artist?

    Posted: 10 May 2018 12:04 PM PDT

    For my game I have been in desperate need of 3D models. I am a programmer and have been developing my game by myself for a while using Unity and so I am unfamiliar with the process of working with others to get the assets necessary to make a complete game aside from purchasing them from the asset store. I looked into what an ideal game dev team consisted of and it mentioned a dedicated Artist is crucial; however I am unsure as to what to expect from someone if I were to hire them to be an Artist for my studio. I'd imagine I would expect them to be able to create decent models and decent textures to apply to those models.

    submitted by /u/yehmum
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    Can i have some tips on how to be a good game director?

    Posted: 10 May 2018 11:54 AM PDT

    I am working on a game and would like advice. This is my first game and I don't want any of my teammates hating me or my work ethic. And maybe also some best practices for being a game director and other general tips.

    submitted by /u/Dwarfinator1
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    Looking back on the development of Uncharted 4

    Posted: 10 May 2018 11:49 AM PDT

    How the QUBE 2 devs built a better massive 3D puzzle labyrinth

    Posted: 10 May 2018 11:45 AM PDT

    Is this the end of Ads for mobile games?

    Posted: 10 May 2018 05:27 AM PDT

    The GDPR requires that your user needs to accept the "user agreement" for showing ads, even if they are non-targeted.

    But the scary part is that you can't just limit that to Europe. Since the users can travel abroad, you need to make your "agreement" screen appear regardless of location. But if you make that available worldwide, chances are you will lose like 90% (or more) of your monetization, since almost all users will decline that, and YOU CAN'T close your app if they do, because this is against the GDPR aswell.

    What am I missing here? As a new and unexperienced dev, I'm totally lost about releasing my first game...

    EDIT: Seems like some companies will block all EU users. Where will this end?
    https://www.techrepublic.com/article/to-save-thousands-on-gdpr-compliance-some-companies-are-blocking-all-eu-users/

    submitted by /u/Sombernaut
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    How difficult should arcade games be?

    Posted: 10 May 2018 05:25 AM PDT

    As a game developer I've found it really hard to find the right difficulty level for my games because as a gamer I've always been really good at mastering a game quick and so if it's too easy for too long, I will quit if I cant skip the easy parts.

    Also, due to playing games competitively, all my gamer friends are also really good gamers, and so when I have them beta test my games they are always too easy for them as well.

    However, I've seen the general consensus on my recently released game is that it's still way too hard and that seems to be causing a low retention rate. So it's too easy for the best players, but too hard for the majority...

    So, going forward to my next game, how can I find the right difficulty level? Are most players expecting extremely easy games?

    submitted by /u/MadeWithRealLemons
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    This is why I use SDL2

    Posted: 09 May 2018 02:36 PM PDT

    Thanks to all your feedbacks and advices, I've been able to add cool features in "3 seconds". The graphics are still very poor but the gameplay is getting better. I will provide a link in tomorrow FeedbackFriday thread. Thank you everyone.

    Posted: 10 May 2018 10:49 AM PDT

    It seems that the bot doesn't want to let me publish the link of the game on kongregate nor a screenshot of it.

    Anyway, here's a list of what has been added to the game:

    - slowly moving turtles

    - heavy rocks

    - 9 levels

    - better visual effects

    - spinning blades

    - life (time) bar

    - negative clocks

    - Multiple clocks at the same place followed by a "drought" zone

    - and of course, the ghost mode :)

    submitted by /u/axenlader
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    I want to make a game for my Raspberry Pi, how do I get started?

    Posted: 10 May 2018 10:28 AM PDT

    I have a Raspberry Pi, and I have toyed around with it setting up some emulators and such for it. I figured it would be fun to try and get my own game running on it. Any resources on how to get started doing this? I'd like to use C/C++ but Python would work too I suppose.

    submitted by /u/ineedanid
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    Programming Techniques to add to bullet hell?

    Posted: 09 May 2018 08:26 PM PDT

    Hello,

    I decided to make a bullet hell for my Unity portfolio, and I'm making decent progress. I currently have object pooling, quad-trees, projectile emitters, and sin / cos attacks. What are other features & programming techniques that I can add to the game and show code snippets of?

    submitted by /u/game_coder123
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