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    Thursday, June 28, 2018

    What I've learned in my failed 1.5 years of gamedev, and a message to anyone starting up

    What I've learned in my failed 1.5 years of gamedev, and a message to anyone starting up


    What I've learned in my failed 1.5 years of gamedev, and a message to anyone starting up

    Posted: 27 Jun 2018 07:59 PM PDT

    Since late 2016, I've been trying to make a game (RPG, the details aren't very relevant). The story came to me while watching a stream; several other games I had played left me in awe and I wanted to create an experience of my own. Taking from Toby Fox (the creator of Undertale), I installed GameMaker Studio and got working: I rushed through the Pong and Mario examples (mistake no. 1), then went right on to my game. My excuse was "I knew programming" (mistake no. 2) and I went right to developing my game. The first couple days went okay, with decent progress on the intro. And from there, it went downhill.

    Progress became exponentially slower. After a couple weeks I still wasn't done the intro. I ended up moving on to the battle system (mistake no.3). Progress only deteriorated further and I did not have one moment in which I enjoyed developing my game. This went on until early 2018. Tired of GameMaker and with very little progress over a year later, I decided it was time to scrap what I had and move on to Python, a development environment I was much more comfortable with. I began writing my own engine, originally based off of Pyglet, then PySDL2. For every ounce of progress I achieved, another ounce of clutter came in to rip at the structure of my engine. As 2018 went on, I gradually moved my focus to other projects (while still convincing myself I'd have time for my game).

    Eventually, enough evidence had stacked up to tell me I needed to stop development and throw the game into the fire. I probably had enough evidence within the first couple weeks of having the idea, but the mistake that put a brick under the breaks was overconfidence. I thought my idea was great, I planned to have 8+ hours of gameplay and "just couldn't" abandon it so easily. I felt I needed to get it done as soon as possible, and if I did not release it within ~2 years time I would be too busy to finish (mistake no.4).

    After finally dropping my project, along with realizing the stupidity of my old ideas I've also came to a few other important conclusions. First of all, notice the pattern:

    Toby Fox (creator of Undertale): Started as a joke sequel to a joke Earthbound mod (UnderBound), then eventually evolved into its own game which became today's Undertale (It is possible Toby had already planned to make a full game by that point - it's a little difficult to tell as Toby deleted his original post).

    Markus Persson (creator of Minecraft): Created a small dwarf-fortress inspired 3D sandbox with a few different materials; eventually, after tremendous feedback this evolved into Minecraft and also led to the creation of Mojang.

    Andrew Hussie (creator of Homestuck, not a game but my point still applies): Began with only a rough idea of the story ahead for Homestuck; eventually, the viewercount went from thousands to millions and the webcomic went along with the ride.

    Garry Newman (creator of Garry's Mod): Started off by messing around with Half Life 2 by adding ropes and some custom weapons. Eventually, more complex features were added (eg. A spwanmenu that allowed you to place props and entities), a couple of custom maps were thrown in and Garry's mod was released as its own game on Steam. Unbeknownst to him at the time, GMOD has now sold over 10 million copies and is one of the most successful games on Steam.

    I could list several more examples, but my point is: most solo-dev games started off with small plans and and without intentions to sell big or sell at all. If you're getting into development and you have even an idea for a large game , Don't start yet. Make a mod first. Make and finish at least 5 projects that people like before even considering it. "Oh, but I've done 3 projects in Python with an overall line count of 2000, I'm differ- " Wrong, Wrong, Wrong, Wrong, Wrong. You are no exception. Making games is entirely different then programming. Making test games is entirely different than making real games. One day, you'll start a project, it'll get good feedback and it'll evolve into something larger. If you want to start a large project without any base to work from, this shouldn't be a huge struggle and you should be able to make very good progress within the first few weeks. By that point you'll have had more than adequate experience. You may criticize my example of Toby Fox, as he's stated multiple times he had very little programming knowledge when creating Undertale - but he had made and shipped multiple Earthbound ROM hacks beforehand, some of which have had huge success. So do yourself a favor. Don't be overambitious. Don't waste the most precious resource of all - time.

    TLDR: If you're a single developer starting up a large game, think twice, make sure you have enough experience and think about making smaller projects or mods first. You aren't special nor an exception.

    In the meantime, this is where I get off. sorry

    EDIT: Thanks for all the feedback and stories. It always makes me feel a touch better when I find someone else with the same experiences. I'm sticking to source modding and mapping for a while now (I may still tinkle with my Python engine and see if I can get it functional).

    submitted by /u/jman005
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    Free legal AMA, with your pal, VGA! Come ask anything that your heart desires about the world of video game law or otherwise.

    Posted: 28 Jun 2018 10:37 AM 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!

    Now that said, let's get rolling!

    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 and therefore will be discussing American law. Prior results do not guarantee similar future outcomes

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

    submitted by /u/VideoGameAttorney
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    Epic Games Announces $1 Million in Unreal Dev Grants

    Posted: 28 Jun 2018 09:07 AM PDT

    Picking a launch date advice

    Posted: 28 Jun 2018 08:39 AM PDT

    I'm the lead of Kitfox Games and someone asked me this weekend how I pick launch dates, or when to reveal a new trailer etc. So I put together this list of just timing variables (assuming 'press' refers to streamers, youtubers, etc):

    1. Basics: Don't launch the same day (or ideally week) that a giant title launches. Even if it's a 100% different audience, AAA 80-hour games exhaust press and they need time to recover.
    2. Basics II: Double-check that your press-email date is ALSO not on a big AAA 80-hour game launch day. It will have trends or controversies to report on, probably, even if press are done reviewing it.
    3. Workdays: Emails are most likely to be read on Tuesday, Wednesday, & Thursday.
    4. Events: Avoid sending during or just before or after big press events (E3, PAXes, Gamescom)
    5. Embargo Buffer: I always put in an embargo, between emailing and the actual launch (any trailers are unlisted on YouTube). Give 1–2 weeks warning if press needs to write/record something new (review, interview, etc), and 3–5 days if they can basically copy/paste a video link. There's bureaucracy for many of these folks, with editors, approvals, etc.
    6. Why Embargo?: It's not being arrogant, it's polite! Allows press to be timely in coverage without rushing to get it out ASAP. Be sure to include a time of day (I tend to use 10am EST, which is within both North American and European work times).
    7. Newsworthiness: Game release > Game announce/reveal > Crowdfund succeeds (a lot?) > New trailer > Crowdfund launches. If your crowdfund isn't getting attention before launch, you probably gotta wait until you hit 100%+ and try again. People love success. :( Sorry. :(
    8. Timeliness: It's harder to get coverage for something far in the future… the more immediate your game is, the more exciting it is to cover. So maybe don't announce a date at all, if it's forever away.
    9. Holidays: Don't plan to email them or expect them to work on holidays! In the Western world that means over Christmas break (second half of December) and in the US, also the week of Thanksgiving (Nov 19–23 in 2018).
    10. Plan B: If SURPRISE! truly huge news item occurs (like Iwata dies) the morning you intend to email press, and it's not E3 tomorrow, put off sending by a day. Take a breath.
    11. Competition: Maybe don't launch the same month as a game that is in your genre/aesthetic/target audience but way better OR has tons more marketing. Even if it doesn't get THAT much coverage, it'll probably get more than yours during launch month.
    12. Uhh almost forgot: Launching a game during a Steam sale is also bad!

    Hope it helps!

    submitted by /u/kitfoxgames
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    Sketchfab 3D Model Store Launches Out of Beta

    Posted: 28 Jun 2018 07:49 AM PDT

    Google Play Store’s Algorithm Changes. Anyone noticed anything for their apps?

    Posted: 28 Jun 2018 08:56 AM PDT

    Hi guys,

    So it's reported that a lot of indie developers have been noticing huge drops in the installs that they been getting from their apps on the Google Play Store over the last week. To be honest, I only have a couple of games on Google Play Store that I am actively promoting with paid advertising while I am trying to build up an audience and hopefully start to increase in the rankings for keywords so I haven't noticed much of a difference myself. I was wondering if anyone that has some big apps out on the Google Play Store market have noticed this drop off in organic downloads due to the very recent search algorithm changes? Some developers calling it the App Store pocalypse! But in all seriousness, I am hoping it's now not even more difficult to actually get organic downloads from the Google Play Store. I would be interested to know if anyone has had any major issues?

    submitted by /u/FlatheadStudios
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    I talked with Co-Creator on our game about how we made our bosses and what we learnt.

    Posted: 28 Jun 2018 03:32 AM PDT

    Tips and help with steam capsule art

    Posted: 28 Jun 2018 09:23 AM PDT

    HI this is my first game I'm putting on steam and I was wondering how does capsule art differ from other art? Is it going to be significantly different from my logo, box art, and art in my press releases? Are there any good ways to structure it compared to the other art? Any tips when making it like how busy or simple should it be? Should I make it completely different than the other art? Basically any tips or wisdom would be greatly appreciated!

    submitted by /u/MentallyFunstable
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    Gift ideas for a Game Dev?

    Posted: 28 Jun 2018 06:44 AM PDT

    My little brother's birthday is coming soon and I wanted to get him something related to game development.

    He actually enjoys making games more than playing video games and he's only about to turn 16.

    Thanks for the help :)

    submitted by /u/konello
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    Is RPG Maker MV the right choice for the game I want to make?

    Posted: 28 Jun 2018 11:47 AM PDT

    I'm planning on making a narrative-driven game, with branching dialogue and story paths. I don't plan on having any action or combat mechanics, except for maybe some few stealth sections.

    Programming isn't really an issue for me. I am a web developer fluent in JavaScirpt. I have no problem using C# as I have a working knowledge of it.

    I'm creating a prototype in Unity right now and I have already gotten the character to move.

    However, I'm not sure it's worth the effort of using Unity over RPG maker if I could easily make the same game in RPG maker with the same assets. I'm a busy guy who already programs all day for his job. And I really want to focus the limited time I have to work on it on making sure the writing and story-design is good.

    I've used both Unity and Game Maker Studio 2. I know that GM:S has a drag and drop mode, but I haven't used it because I'm not sure it could handle the game I want to make.

    Part of me is aware of the stigma RPG maker games face. And I'm not sure if RPG maker will ever have support for PS4 and Switch. But another part of me just wants to focus on the story and design. And I'm planning on releasing it for free on Steam so that more people would play it, which hopefully would make them more open to trying out an RPG maker game.

    Should I just settle for RPG maker or is it not worth it? Is Unity overkill for the game I want to make?

    submitted by /u/T-Dot1992
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    Swift Learning Partners

    Posted: 28 Jun 2018 11:43 AM PDT

    Hey All,

    I've been wanting to learn programming for a while now, but have always had life and motivation getting in the way. I now have a more flexible schedule to take the time I need to learn, but still find myself stalling with the problem of where to get started and staying on track.

    I figured a great way to tackle this problem would be by finding a partner/friend at the same learning stage to hold each other accountable for our goals.

    My intentions in learning programming are to start developing mobile games and hopefully generate cash flow from those games that will allow me to pursue game development full time and start focusing on more ambitious projects. I'm 23 living in Arizona and very business oriented with a degree in Finance.

    If you're interested shoot me a PM.

    And if any more experienced programmers have any guidance on the best way to get started from here I'd love to hear from you.

    submitted by /u/GetGlad27
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    Gamasutra: Vlad Chetrusca's Blog - Thousands of indie android devs on the brink of extinction after Play store changes visibility algorithm rules

    Posted: 28 Jun 2018 11:36 AM PDT

    Where do you advertise your game?

    Posted: 27 Jun 2018 03:57 PM PDT

    I've developed a simple game, an MMO for PC to be specific. Where do I advertise it? I dont know anything about advertising. Could someone please suggest some websites or forums where I can post advertisements?

    submitted by /u/Zunix9
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    I'm looking to make a GPS-based Android game that uses Google Maps. I probably won't need anything other than an interface, so no 3D graphics. Might use phone's camera as well. Any engine recommendations for that kind of project?

    Posted: 28 Jun 2018 11:07 AM PDT

    I'm very familiar with Unity in C# but I wasn't sure that was going to be the right engine for this project since it's not really graphics or physics oriented. I don't know anything about that Android Studio. Would that be what I want? Any other suggestions?

    submitted by /u/AnomalousX12
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    Split a spritesheet into different images with a 1px buffer?

    Posted: 28 Jun 2018 07:16 AM PDT

    I've looked online for decent tools to split spritesheets, there are plenty, but there are not any that I've seen that take into account a 1 pixel buffer (both x/y) between each image on the spritesheet.

    Unity does, but it only pseudo splits them, you can't extract those images to separate PNG's (at least, to my knowledge).

    Any help would be appreciated!

    submitted by /u/ToyaDev
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    Handling keys for Kickstarter backers

    Posted: 28 Jun 2018 04:51 AM PDT

    If you happen to run a successful Kickstarter campaign and end up with thousands of backers, how do you handle distributing the keys? This gets more complicated if you offer the choice of what platform they want to receive the game for. Do you simply email every single one asking or is there a smarter way?

    submitted by /u/Sersch
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    How did you indie Californians file for LLC? We're looking at Nevada but seeing conflicting information.

    Posted: 27 Jun 2018 06:43 PM PDT

    Hi guys,

    So recently we got 2 publishing deals, however they're requiring us to form LLC before publishing. The problem is that we don't have the money to pay for the California LLC fees and we've been looking at forming in Nevada.

    We've been seeing people saying that in California you cant do that (figures). Anyone have any experience in this?

    submitted by /u/lifeboundd
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    General Questions - Google Play Console

    Posted: 28 Jun 2018 10:20 AM PDT

    I'm having a little trouble finding answers on a few very basic things regarding the play console. Documentation seems mediocre, but I suppose it's possible the issue is with my search skills as well...

    Anyway, here goes... The first and most basic question I have: I notice that there are two places to "create" an entry for my game; one is "Game Services", and the other is "All Applications". My assumption had been that "Game Services" is just for things like play login, leaderboards, achievements, etc. But what threw off my assumption is that there's a "publish your game" button which clearly states that "the game will be available to the public in a few hours" after you click it. This, depsite the fact I haven't actually uploaded an application anywhere just yet. What's the relationship between "All applications", and its publish button, and "game services", and ITS publish button?

    My second question is: can I publish the app in a way that only testers can access it from the play store, and not the general public?

    submitted by /u/aggressivemute
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    We recently reviewed Smoke and Sacrifice and were fortunate enough to secure an interview with Solar Sail Games co-founder and lead artist Tancred Dyke-Wells (@TancredArt). Could be an interesting read for any budding game developers/artists.

    Posted: 28 Jun 2018 09:48 AM PDT

    How many of you are making a game without a game editor?

    Posted: 27 Jun 2018 05:25 PM PDT

    I saw the IDE thread and wondered how text-only people go. Are you building your game without a game editor application (a Unity/Unreal-like GUI where you drag and drop things into your scene)?

    I've done personal stuff with just code, my scenes were simple functions, tuning was ini files, hotloading was reimporting my ini files on modification (and, I think, reimporting python modules).

    I keep thinking it would be great to have a scene defined as a single Lua file (a big table). Probably can merge more easily (or easily write merge tools), obvious conversion to runtime, don't need to use a mouse to edit. Mouse positioning could be done within a running game (with clickable gizmos, etc).

    Do you skip the game editor to avoid the mouse or because you haven't got around to writing an editor?

    submitted by /u/dddbbb
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    Zombie Killing Simulator Gameplay Trailer. What do you think? (Steam link in description.)

    Posted: 28 Jun 2018 09:34 AM PDT

    How to make pixel portrait using Piskel Edit & Photoshop(3 mins Timelapse)

    Posted: 28 Jun 2018 05:40 AM PDT

    Anyone know a good tutorial on how to create a fully animated controllable 3rd person character in Unity3D

    Posted: 28 Jun 2018 09:22 AM PDT

    Ive got the model, and animations, but I don't exactly know how to get them into a playable character. I cant find a simple, straightforward guide on this, they all seems to be linked to something unrelated.

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    submitted by /u/Qwerty177
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