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    Sunday, July 15, 2018

    Mobile-gaming titans keep ripping off indies

    Mobile-gaming titans keep ripping off indies


    Mobile-gaming titans keep ripping off indies

    Posted: 15 Jul 2018 05:59 AM PDT

    Beware: Amazon DIRECTLY selling digital downloads of pirated games.

    Posted: 14 Jul 2018 01:49 PM PDT

    UPDATE: Amazon has taken down the fraudulent Lords of Xulima game.


    Saw this on GameDealsMeta, posted about on PCGaming.

    Amazon is DIRECTLY selling pirated downloads on their site. Here is an example. Notice that it has the correct game developer listed, but the seller is "Sold by Amazon Digital Services LLC", thus no way to spot any hanky-panky.

    This thread on Restera goes into more detail. Someone bought the game and found files identifying it as coming from GoG, but the game had been wrapped in a custom installer. Presumably the pirates submitted the game as a publisher and Amazon waved them through without doing any follow up.

    I also checked Numantian games's Buy section of their website, but there is no Amazon button so this doesn't seem to be legit.

    Piracy on Amazon isn't new, but usually it can be identified trivially because of the seller's shifty-looking name. Here Amazon is verifying it's legitimacy and that just blows my mind.

    submitted by /u/groinkick
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    Jon Blow's Design decisions on creating Jai a new language for game programmers

    Posted: 14 Jul 2018 10:27 PM PDT

    Godot's Visual Shader Editor is back

    Posted: 14 Jul 2018 08:11 PM PDT

    Do achievements destroy the intrinsic motivation to play games?

    Posted: 15 Jul 2018 10:54 AM PDT

    I've been doing some reading on dopamine and intrinsic/extrinsic motivation, working on a paper about what compels us to play, and I came across on article which claimed that achievements are a form of extrinsic motivation, meaning that instead of playing for the fun of the game, you're playing to get the achievements and when they run out, the player will stop.

    I've never been one to particular care about achievements or trophies (I've probably only got 100% on about 3 or 4 games in my life), but I'm currently playing Binding Of Isaac (and have been for years). I truly do enjoy the game, but I don't think I'd keep playing if I ever managed to unlock everything.

    What do you think? Do achievements help or hurt a game?

    submitted by /u/justking14
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    Week One of the Awful Game Jam 2018

    Posted: 15 Jul 2018 07:50 AM PDT

    What will modern AI do to the games industry?

    Posted: 15 Jul 2018 07:05 AM PDT

    Saw a promotion on polygon for Game Design Training- is this legit?

    Posted: 15 Jul 2018 08:05 AM PDT

    Thinking about majoring in Game Development, is it a good choice or a waste of time? All info appreciated.

    Posted: 15 Jul 2018 11:32 AM PDT

    Pretty much title. If anyone can share their experiences during and after graduation, how long it took to find a job, if the courses really helped you build up your skills from nothing, anything really.

    submitted by /u/Daydays
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    Item Rarity in RPGs

    Posted: 15 Jul 2018 12:16 AM PDT

    Problem: You're playing New RPG 2: The Grinding, and Cedrick the Wizard of Bilgenforth wants seven rat tails for his evening stew. No problem, just go into the sewer and skewer some rats. Only problem is, some rats don't seem to have tails, or our intrepid heroes are too squeamish to collect them. Either way, it turns out you only get a single rat tail for every 30 minutes or so of gameplay, and it (seems) more or less up to chance whether you get them or not. So 3-4 hours later you trudge back up to Cedrick smelling of... well, sewage only to find that he's long since given up on the stew since you took so long in the sewers, and he's made a sandwich instead. He supposes he can use the rat tails in the future, but he can only part with 10 gold for your troubles.

    Silly story aside, this is a problem I've been experiencing quite a bit while playing games, and now that I'm working on a sort of RPG in my spare time, I've spent quite a bit of time thinking about how to fix it. RPGs, by their nature, usually have lots of items and monster drops, and there are quests or crafting recipes that need you to collect them for in many games. But for some reason, it seems to be a fairly common occurrence that some of them are just ridiculously rare. Here's where the question sort of splits into two different questions:

    1.) Most of the games that have stuck out in my mind as being particularly frustrating about this are Japanese, even if they aren't traditional JRPGs. Most recently I've seen it in Shining Resonance Refrain, but I also remember it being a thing in Dark Souls 3, Rune Factory and its sequels, and the Xenoblade Chronicles series. Of course, special mention goes to the Monster Hunter series and those ridiculous plates. Now, I personally don't know much about Japan or its culture, so I'm curious if this is something that Japanese gamers like or prefer in their games, if it's something that gives them a feeling of pride and accomplishment? Personally it just frustrates me as I'd like to have a pre-determined path to getting the items I need rather than relying on the cruel RNG gods, but I can understand how someone of a different temperament might find the grind relaxing. Also, this isn't solely the territory of Japanese games: Horizon Zero Dawn has some issues with item rarity, but from my experience it's a bit more common in Japanese games. I could just not be playing/remembering the right games.

    2.) Assuming this is "bad" or "lazy" game design, or at the very least you personally don't like it and want to fix it, what are some ways that you might do remove this problem from your game? For the sake of discussion, pick solutions that are something you might add to fix an existing game given to you by a colleague you can't stand: something like "don't use a traditional item system to begin with" is a perfectly valid design choice, but it's not really in-line with my goal here.

    Suggestions:

    • Duplicator: An NPC or object that you can take items to and trade in gold/time/other items to duplicate any item you own. Some measure of rarity could be used to determine how many resources you'd need to duplicate the item. On the upside, this method leaves the rest of the system intact, so players who enjoy farming for random, rare drops can ignore the duplicator and just do that, while players who are impatient can go trade their souls to clean up their quest log. The downside is that for incredibly rare items, you still have to be able to find the first one. Also, it would take quite a bit of balancing to make sure players can't duplicate some seemingly innocuous item and break the game.
    • Special Merchant: Probably the simplest solution, just have a hidden merchant that charges an arm and a leg for you to buy special resources. The upside to this is that players have a pretty consistent way to find any items that they might need. There seem to be a lot of downsides, though: All your lovely quests could devolve into "Go to guy, spend money, close quest." There should be a lore reason why Cedrick can't just go buy the rat tails himself, as well as extra care taken to make sure the merchant's wares don't have any spoilers.
    • Bounties: You could file a "bounty" with the local monster hunting guild that would guarantee you receive the item you need, but at the cost of not being able to find any other drops while doing so. An example: Cluckfaces drop talons, beaks, and feathers. Beaks are rare and have a drop rate of 2%, talons are slightly more common at 10%, and feathers have a huge 50% drop rate. Alternatively, you could file a bounty on Cluckfaces that would make them drop hearts 100% of the time, but not drop any of their normal drops. Then the monster guild would trade you say 25 hearts for a beak, 15 for a talon, and 5 for a feather. The downside would be that while farming beaks you couldn't accumulate talons and feathers, but then you have a much better estimate of exactly how long it would take you to get the beak that you needed.

    What are some of your other ideas for how to mitigate really rare items? Do you think any of these ideas would improve the experience if executed well, or do you like the RNG-based system as is?

    submitted by /u/basstabs
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    Playing a video in an OpenGL window using hardware acceleration?

    Posted: 15 Jul 2018 10:30 AM PDT

    Hi

    I am looking for a way to play video's in an OpenGL(glfw) window. I want the gpu to decode it and display it in some way(via a texture?) But I don't know how to do that, I probably need a video library or something for opengl, but I don't know exactly what I am looking for. Can anyone help me on how I play hardware accelerated video in an OpenGL window?

    Thanks!

    Edit: It needs to atleast support Windows And Linux, but preferable(not required) also Android.

    submitted by /u/timl132
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    Blender Modeling Tip : Link Objects

    Posted: 15 Jul 2018 01:06 AM PDT

    Stuck in a loop.

    Posted: 15 Jul 2018 11:54 AM PDT

    Hey!
    I started remaking one of my oldest game ideas in my lisp like programming language, Aria, using my custom 2D game framework inspired by Love called CLove - written in C hence the 'C' :) -.
    I post pictures and links to my streams on twitter, https://twitter.com/Murii5.

    submitted by /u/Murii97
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    What do you think of my game's name?

    Posted: 15 Jul 2018 11:25 AM PDT

    Hi, sorry, if this seems like pointless question, but it's important to me. I'm currently working on a project, and i'm planning to promote my game's twitter on many different forums, but I need to name game before doing anything. So I thought of - Own the Record. Now it would be pointless to give any feedback on the name, if you don't know what's the game even about. So I've wrote a short description:

    So basically you've got 18 different arcades with their own simple 2d game. People come and some of them set records in the arcades, and you got a timer in which you have to re improve the record on those specific arcades. At the end of the day devil spawns and searches for arcades with scores which you couldn't beat and destroys them. You lose the game when your store has got left less than 5 arcade machines. Your purpose - survive as many days as possible.

    Now I know that the game's concept is pretty complicated, but bear with me.

    I think "Own the Record" is the right name, because overall game goal is to maintain and over beat the records that other people set in your store. And it just represents the purpose of the whole game. What do you think?

    submitted by /u/TerraStudio
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    Just put my game on Steam, now getting emails from shady key sites.

    Posted: 14 Jul 2018 08:56 PM PDT

    I got emails from YourSteamKey and Orlygift claiming they can help my game reach a wider audience if I used their services. I don't plan on replying to them because those sites look very shady to me. Am I wrong to do this?

    I was wondering how you guys deal with people/sites trying to scam keys? Any other sites or individuals I need to be aware of?

    submitted by /u/Predalienator
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    Anybody here know much about developing for Raspberry Pi's?

    Posted: 15 Jul 2018 08:12 AM PDT

    So, I know that Raspberry Pi's can run Linux, and I'm currently using Construct 2 (will be upgrading to 3 soon) and I know that NW.js can export to both 32 and 64-bit versions of Linux. I'm not really sure how Pi's work yet as I'm also soon getting one of them, so I was just wondering if anyone has tinkered with it at least.

    submitted by /u/Silicad
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    Soundtrack Sunday #250 - Unique Sounds

    Posted: 14 Jul 2018 08:51 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:

    • Do not link to a page selling music. We are not your target audience.
    • Do not link to a page selling a game you're working on. We are not your target audience.
    • It is highly recommended that you use SoundCloud to host and share your music.

    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!


    Previous Soundtrack Sundays

    submitted by /u/Sexual_Lettuce
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    How do you handle story buildup?

    Posted: 15 Jul 2018 07:58 AM PDT

    Whenever I get ideas for a story I always seem to think about either endings/story beginnings first. I end up with a story that has an interesting ending or prologue (or both) but I never seem to have a clear idea about what should take place in between. Say a story starts with a character getting more and more involved in huge conflict that ultimately results in an epic war between two sides. How do I make the buildup to that point interesting and believable?

    What I have in mind right now is that the character will travel through various unimportant villages/areas until he gets to the next big story area where bigger story events happen. But I think that this approach has pacing issues and results in a boring story. How can I improve this?

    submitted by /u/Krons-sama
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    What do you guys think is the best way to create terrains for Game Engines?

    Posted: 15 Jul 2018 12:43 AM PDT

    After seeing renders from Vue using terrains made in World Machine 3(with Geoglyph IDE), I was amazed. But it doesn't seem like anyone use those now. All the contents on them are from 2014-16. So I am really confused! It'll be great if help me out here... Thanks!

    submitted by /u/SRJtheBoss
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    How to tell when a prototype is fun?

    Posted: 14 Jul 2018 02:59 PM PDT

    Hey there r/gamedev, I asked this question in r/gamedesign already but I'm hoping I can get some more ideas here. Sorry if you've seen this already.

    I've been prototyping various aspects of my game for the past few months. I have some novel mechanics for my game that I don't think have ever been tried before. My prototypes are always bare in the graphical and auditory areas, since I'm focusing on mechanics.

    I demo frequently, and I get a lot of good feedback. I typically I hear things like, "oh that was cool," "I really like how you did that" and "this is amazing." But I can't help shake the feeling that no one actually finds it "fun." Like no one ever asks to stay in there and play around longer, or to try again to get a better score, etc. I find that when I play it myself I enjoy my mechanics but I don't necessarily find myself wanting to play this more than something on my Steam library.

    Is it just because it's a prototype? Would adding visuals and audio make it fun? Or should a game be fun purely from the mechanics? I imagine it's different for each person, but I'd like to hear your take on it and what metrics you use to decide you're happy with a prototype and can move on.

    submitted by /u/Chilly5
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    Hi I want to start coding but I want to finish a game first or at least a couple or one (at least), which coding language should I learn?

    Posted: 15 Jul 2018 09:13 AM PDT

    I really want to make simple mobile games as I want to try out and some in my spare time. What coding language should I learn first? Is Python a good coding language to start with(I heard it was one of the easiest to get into coding).

    submitted by /u/Warpig956
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    Any tips on prototyping a game based around atmosphere?

    Posted: 14 Jul 2018 07:38 PM PDT

    I am very new, and keep hearing people say that you should prototype your game and get it to be as fun as possible at its core before focusing on art, music, etc. However, I plan on making a game which's soul purpose is its ambience and mood, as well as discovery and puzzles. I know that the level design is important and should be done first, but how much emphasis should I put on art when that is one of the main aspects of the game?

    submitted by /u/TheMrFoobles
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    If copyright has expired is it safe for use in game design?

    Posted: 14 Jul 2018 06:45 PM PDT

    I've been researching a potential theme to apply my game prototype toward.

    There are a bunch of old books and stories who's copyrights have expired..

    Does this mean I can leverage them without legal concern?

    For example from the Brothers' Grimm fairy tale Rapunzel (1812)

    Disney created tangled based on the story... Am I also free to use this story then?

    What of character names? Are those individually owned potentially?

    How do I validate these items and topics before going to market?

    submitted by /u/N8turalistdev
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