I published a coming soon page for my game on steam one month ago. I want to share some data about traffic and wishlist. |
- I published a coming soon page for my game on steam one month ago. I want to share some data about traffic and wishlist.
- I received a lot of questions over the years about how to get featured in the Apple Store or Google Play. Today I decided to share what process I follow in this video.
- Becoming a Game Developer, am I doing it right?
- Godot Community Poll 2018
- Aclypse's “Hypercycles” (MS-DOS, 1995) is open-source under the GPLv3.
- What's it like to work as a web developer for a game studio?
- Blender 2.8 Eevee PBR Addon
- Can you create a full 2d RPG (think Zelda: A Link to the Past) with a large item database in LUA/Löve2D?
- Free Assets :) Please put my Voice in your game! CC:BY (Willing to record more)
- Giving Feedback
- Which GameDev companies offer summer internship opportunities?
- Looking for playtester for this board game
- Diablo: How does Blizzard handle all these extremely high numbers? Advice for dealing with insane complexity?
- Engine for Browser based MMORPG
- Creating the art of Sunless Skies
- I might want to do games-development. Is it worth it? Should I? x-post /r/cscareerquestions
- WebGL2 : 104 : Texture Arrays
- Teaser Gameplay Trailer of Tunnels Relased
- Exo TD - unique 3D space tower defense launching Early Access next week.
- Realism AND Performance: Is This Possible?
- Making a Roguelike in Game Maker Studio 2.
- Are there pros and cons to creating a complementary self-hosting server to be released alongside your game ?
Posted: 26 Jul 2018 03:27 AM PDT hey, guys My game is on the coming soon page of Steam for one month. I didn't do useful marketing. I just updated my trailer in the first week after I published the coming soon page. And I got about 6,100 impressions, 2,200 visits and 60 wishlists in the first week. After I published coming soon page for one week, I released my demo on itch.io. I posted an announcement in some places like FB, twitter, and forum on itch.io, /r/freegames and /r/freetoplaygames. Fortunately, leafo(the person behind itch.io) had put us in the Latest Featured Games section on the front page! To date, I got 22.9k impressions, 3,091 views and 838 downloads. But the wishlist additions didn't increase widely as I expected. So far, I got about 36,000 impressions 5,256 visits and 220 wishlists on my coming soon page. I have no idea that the data of coming soon page is good or bad. Mainly looking for more data points on this to learn what is a good data. Thanks for reading! [link] [comments] |
Posted: 26 Jul 2018 08:01 AM PDT |
Becoming a Game Developer, am I doing it right? Posted: 26 Jul 2018 07:20 AM PDT Hello guys, I'll try to not make this a huge wall of text so I'll just rush to the point and hopefully it's not as tiring to read: - 22 years old, graduated as a Software Engineer by the end of the last year; - started doing a Master more focused on Graphical Systems and Multimedia, realised it was pretty bad and although things were going well, I quit during the 2nd semester; - Tried to search for small Game Dev Companies in my country (Portugal), but since I couldn't find anything I just searched for more general IT roles; - Started playing with Unity, developed this kind of Flourish Simulator Prototype: https://imgur.com/QG3HzHN (trees grow, random dead trees and bushes spawn, stamina and money system, nothing special but it's something I guess); - Got a job offer for a "Big International Consultant Company" in France. Currently working there hoping this experience would enrich my CV but I'm currently sitting here with no project and noone really cares about me; - No longer have enough free time to play with Unity outside of work, so since I'm not doing anything I'm either going to try to see if I can work on my game(s) while "working" without getting fired, or quit the company and try to look for something more appealing, although chances look very slim. Taking all this into consideration, what would you do if you had taken my decisions? Should I keep on looking for a Game Dev Company that is kind enough to accept a Junior like me? Is there such a company? Should I buy one of those more detailed Udemy Courses and improve myself during "work-time"? I'm kind of lost, but pretty unhappy with my current state as it looks like I'm not improving myself technically anymore...just getting paid for doing nothing. [link] [comments] |
Posted: 26 Jul 2018 01:36 AM PDT |
Aclypse's “Hypercycles” (MS-DOS, 1995) is open-source under the GPLv3. Posted: 26 Jul 2018 05:24 AM PDT |
What's it like to work as a web developer for a game studio? Posted: 26 Jul 2018 11:16 AM PDT I recently applied for a job at an AAA studio as I want to be involved at some point in the gaming industry but not really ready for the kind of technical work, or schedules involved in making high-profile games. This is a front-end web development position that deals with the website facing side of their gaming services (think like Battle.net account management, or public forums and profiles- it's not at Blizzard, though). What I want to ask is, is being a web developer at a game company like most regular web dev jobs at other software companies? Or are web devs in game companies usually subject to the same high-pressure timelines and long hours as the game devs? [link] [comments] |
Posted: 26 Jul 2018 08:46 AM PDT |
Posted: 26 Jul 2018 05:35 AM PDT Hi everyone, I'm relatively new to game-development and thus far, all I did was create a bunch of classic game clones (I did Pong, Super Mario Land, albeit with much less enemy variety, Arkanoid and Pinball) in pure Javascript. They're all based on very simple shapes and colours and don't use sprites, but what I enjoyed was making the geometry work. Now I want to take it to the next level and as far as I can tell, I have two options:
The second option is a bit of a problem right now because I still have so much to learn in terms of skills that pay the bills, and there's a lot of overhead with a giant framework like Unity, let alone a completely new language. LUA at least looks very similar to JS and I'm assuming the concepts translate directly. Can anyone shed some light on how versatile and powerful those smaller game frameworks are? Ideally, I'd only write JS. *I'm choosing Unity over Unreal because I'm much more interested in lighter 2d games [link] [comments] |
Free Assets :) Please put my Voice in your game! CC:BY (Willing to record more) Posted: 26 Jul 2018 07:21 AM PDT |
Posted: 26 Jul 2018 10:44 AM PDT For most of my time working on games, I have tended to work on small teams. We often wear a lot of different hats, of course, but we each have the stuff we're good at and focus on. My area tends to be story, and I often find myself in the position of responding or giving feedback to people on their work. Do people have advice or tips for how to go about this? Specifically, how to talk to people about what they produce when their expertise in their field is (naturally) far higher than yours? Thanks! [link] [comments] |
Which GameDev companies offer summer internship opportunities? Posted: 26 Jul 2018 09:58 AM PDT Right now I am in the 3rd year of BS in Computer Science and I am mostly interested in pursuing game programming career. And I am looking for a summer internship (in 2019) in GameDev industry. So, do you know of any companies that offer such opportunities? I have done a bit of research by looking through the websites of several game companies so these are the companies that I was able to find summer internship programs in:
I am planning on extending this list with your help. [link] [comments] |
Looking for playtester for this board game Posted: 26 Jul 2018 11:24 AM PDT https://tabletopia.com/playground/chronicles-of-valor-cthpq0/play-now Free usage no account signup needed only a computer and a web browser. TDLR : 3 - 12 player strategy, story driven goal orientated board game. 12 fantasy creatures to choose from each with their own unique win condition and goal. If that isnt enough there are 2 alternative game modes which are king of the hill and Aritifcal Intelligence Co-Op Battle mode. Choose your story and your creature and rewrite the history books of this world. This game is a board game being designed with the intention that a group of 3 friends all the way of to 12 friends can sit down and have a 35-115 minute strategy battle. There are 12 creatures each containing a "goal" that if they achieve puts them one step closer to winning the game. The main phases that make up the game are Diplomancy ; where each player decides the person they would like to attack that round. Conspiracy ; where each player secretly chooses the player they would like to attack (even if it is the named player in the first phase ) with their face down token. Combat phase ; all players reveal their conspiracy round choices at the same time and combat begins by flipping up the face down card each player chose from their hand at the beginning of the first phase. All players refrence the 5 star chart to see how combat is resolved. Last phase is the End phase ; where all players roll a dice (d12) and the 2 highest rollers get a benefit that round. If there is a tie for the highest number reroll the dice. Finally after each phase has been resolved the next rpund starts. If there are no remaining opponents and only one person is alive then the game is scored according to the rules and a winner is declared. If by the end of predetermined rounds in the rules has gone through and there are atill opponents left then all points are accounted for and if there is a tie one final round of battle commences for the tied winners to determine a final results. (Sudden death) I will leave the rest of the explaining to the rules but that is the core of the game. [link] [comments] |
Posted: 26 Jul 2018 10:52 AM PDT If you've played Diablo 3, you'll know that over time, through stat inflation, the damage numbers as well as monster hitpoints have become insane. Blizzard has implement a system that's basically infinitely scaleable (infinitely as in, as far as any player could ever possible get), but that leads to numbers in the trillions being handled hundreds of times a second. Say I attack a group of monsters. My attack hits ten monsters. At the base, there's weapon DPS. More accurately, there's a random damage-number within a static range. Then the skill does a certain percent of weapon damage. Then the primary stat is added multiplicatively . Then elemental damage, a multiplicative % modifier is added. We're already talking about numbers well in the billions at this point. Then comes Crit-Chance. If it's a crit, it's modified by Crit damage. It might be modified and getting stronger by an epic gem. Or two, or three. More damage vs. slowed enemies. More damage vs. Demons. More damage at close range or more damage at far range. There might be a two thousand percent damage bonus through a set. Are those all if-statements? No way. The enemy might have certain damage reduction skills. There might be a shrine effect, there might be this, there might be that. By the time the (already very high) number is applied to an enemy, it's gone through at least a dozen modifiers. And this happens multiple times per second. This would be less freakish if it just happened on the client PC, but because Blizzard, in their infinite wisdom, have decided that you always have to be online, the same calculations have to happen server-side. For millions (or nowadays hundreds) players at the same time. I know, I know. This is what computers do best. Large numbers, tedious calculations in rapid succession. But Diablo numbers look like the NY stock exchange. And I thought Factorio was nuts... [link] [comments] |
Engine for Browser based MMORPG Posted: 26 Jul 2018 10:35 AM PDT Hi, I looking for engine for a turn-based browser MMORPG (for making game like Battleknight or Tanoth or Shakes and Fidget). In the past was a incredible engine called appainter, which perfectly fit my needs, but unfortunately it was on cloud and servers didn't exist anymore. I have experience with Javascript and PHP, but rather to work with existing engine and coding only new features and functions by myself, instead programing a whole logic from scratch. Less time to spent in programing basics = more time un game development. So, any tips? Thanks [link] [comments] |
Creating the art of Sunless Skies Posted: 26 Jul 2018 10:22 AM PDT |
I might want to do games-development. Is it worth it? Should I? x-post /r/cscareerquestions Posted: 26 Jul 2018 09:54 AM PDT Hi everyone, This is sort of a x-post based on my "question" in /r/cscareerquestions. I'm a Full-stack C# web developer, so I think I might have ample experience to write code for a basic 3d game.. It's just that whatever resources I use to learn unity development just is SOOOOO boring... I tried the Udemy course (you all know which I'm talking about!). It probably is super good for people with limited programming experience, or people who have no experience with C#, but as a rather experienced developer it just doesn't do it for me... I'll keep it simple.
I've been dabbling a bit with Unity, but even if I push myself to play with it, I feel like the eventual payback of getting a job as a games developer will be quite low compared to what I have now. If I want to get into games development, what financial payback can I realistically expect for the effort I would be putting into it? How difficult is it to land a job in games development? Do I need an extensive portfolio? Thanks, Joakim TL;DR: I might want to do games development in the future. How do I realistically get into it? What resources are available for an experienced developer that still will keep that person motivated to keep going? Also, I have the attention-span of a gold-fish. [link] [comments] |
Posted: 26 Jul 2018 09:47 AM PDT |
Teaser Gameplay Trailer of Tunnels Relased Posted: 26 Jul 2018 09:37 AM PDT Tunnels is my greatest project yet. You can find everything about the game here: r/TunnelsAplhaCommunity If you really interested please subscribe to the subreddit that would help me a LOT :) And please help me to make a great community for this is game and for the games in the future :) https://reddit.com/link/923tpr/video/mq3agze4ibc11/player Thank you for your time :) [link] [comments] |
Exo TD - unique 3D space tower defense launching Early Access next week. Posted: 26 Jul 2018 09:35 AM PDT |
Realism AND Performance: Is This Possible? Posted: 26 Jul 2018 09:27 AM PDT I'm actually talking about materials, 'cause I'm working on a 64km2 landscape with loads of mountains and I need to set up a rock material. My problem is: Textures are way too repetitive and I'm not sure if I should use procedural generation. Then there's also the thing about tessellation... makes everything more believable but it's quite performance heavy (and buggy). So the big question is: Can I achieve realism with steady performance? If so, what would be the most efficient way? Thanks for answers in advance! [link] [comments] |
Making a Roguelike in Game Maker Studio 2. Posted: 26 Jul 2018 09:16 AM PDT I'm making a Roguelike in Game Maker Studio 2 and I have run into a few problems.
These three are the main problems I'm faceing because there is little information I could find. If anyone has any links to guides or is able to give insight on these topics please comment below. [link] [comments] |
Posted: 26 Jul 2018 08:54 AM PDT The only prominent examples I know of are:
Both games comes with self-hosting servers that players can run and host game servers by themselves, even though they are packaged separately. I wanted to know the pros and cons of creating a server app that goes with a game, so anyone can self-host a server, and connect to the server with the game. If the pros outweigh the cons, why aren't they more prominent? But if the cons outweigh the pros, then I guess I could see why they aren't prominent. [link] [comments] |
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