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    Friday, July 13, 2018

    The story behind 'Journey' development

    The story behind 'Journey' development


    The story behind 'Journey' development

    Posted: 13 Jul 2018 07:24 AM PDT

    The GameDevs Fact Sheet

    Posted: 13 Jul 2018 09:40 AM PDT

    Anyone can give fluff saying to "keep trying!" and "do your best!". Although these are absolutely necessary to keep trying and doing your best, how about a fact sheet of knowledge gained throughout the years?

    PR/Social

    • Buffer = to queue up posts to multiple social medias at perfect timing. Free.

    • Facebook = still super popular in Asia. Don't forget it.

    • Twitter = awesome to reach in the dark to new people. Journalists use this as #1 src to reach out to them.

    • Gamasutra = free press releases that's strong enough to reach Google Alerts.

    • Discourse = the best forum, used in combination with Digitalocean VPN (later below)

    Dev

    • Unity = probably the engine of choice. You can get started fast and prototype fast with asset store goodies -- once your game is near-completion, swap out your asset store items to exclusive stuff. Free if new, not too bad $$ if experienced. A bit pricey if super experienced, but still worth it.

    • Visual Studio Community 2017+ = More feats than you could ever imagine. Free!

    • Web stuff? Website/API? Use Visual Studio Code (that's the name of the IDE). Super modular -- free!

    • POSTman = test POST/GET's np

    • DigitalOcean = best vps for the buck+features+simplicity. They recently doubled their specs.

    • DigitalOcean > Discourse (1-click installer) for the best forum mentioned above

    • DigitalOcean > GitLab CE = The best git server (don't use Unity services for collaboration).

    • Git Tower = best git client

    • WinSCP = FTP (FileZilla has sketchy stuff in installer)

    • PuTTY = SSH client. There may be better out there, but this is best so far I've found.

    • Notepad++ = Tons of misc programming notes for simple stuff. Can make a tab, close it, and it's still there when you bring it up without saving.

    Planning/Communication

    • Trello = planning, sort of like sticky notes. Keep it simple/high level.

    • Discord = communication and high-level planning. Permissions, roles, channels. Not just for gaming!

    • TeamViewer = Help set someone up with something via a remote connection. Or connect to your desktop from your laptop at a cafe.

    Media

    • StreamLabs OBS = Superior to any Twitch streaming platform. Native UI integration. Intuitive.

    • StreamLabs Chatbot = Automod stuff for Twitch

    • Audacity = free music editor. I don't know anything, but figured it out fast.

    • ShareX = Takes over print screen and creates an EPIC screenshot viewer/taker/cropper/editor/annotator/uploader. Totally customizable. Blur, highlight, short url, imgur, whatever.


    Gotta go! Hope this helps. I'm sure there's more. Add below~

    submitted by /u/xblade724
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    I like prototyping with hand drawn assets. Dot grids are a dream for laying out environments.

    Posted: 12 Jul 2018 05:02 PM PDT

    is studying computer science a good way/path to become a game designer?

    Posted: 13 Jul 2018 04:43 AM PDT

    hello reddit,

    so i have to choose my major.

    we do not have game designing majors in germany so i thought about starting with something else and i think maybe cs would be a good path for getting into the industry.

    i know the source engine, i rescripted some old beat em up games and did some (not good) pixelart i implemented into them.

    so i want to know if studying cs is a good path?

    also ive read that Jade Raymond started with studying cs.

    thank in advance for your answer reddit!

    submitted by /u/laffa-yett
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    Wich games have an interesting solution/ruling/design for a problem?

    Posted: 13 Jul 2018 02:59 AM PDT

    Sometimes you'll be playing a game and you'll stumble uppon a design choice that makes you go "Huh, neat!". A different solution to a known problem or a problem very specific to that game but solved in a cool way. What games out there made some great decissions about thier problem handeling and what games handled this poorly?

    submitted by /u/RoyalCake
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    CopperCube Game Engine 6.0 released - now free

    Posted: 13 Jul 2018 04:41 AM PDT

    Is World Machine still used to create terrains for game development?

    Posted: 13 Jul 2018 10:06 AM PDT

    I am planning to learn WM3 but there are no recent tutorials on it, all of them are pretty old. Is it still used? Or is it replaced by any other program? I've heard terrains can be done in Vue Studio as well. Help me decide to choose a program. Any related answers are welcome. Thank you.

    submitted by /u/SRJtheBoss
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    #LoveIndies starts next week!

    Posted: 13 Jul 2018 11:11 AM PDT

    Hi Devs, Hannah Flynn from Failbetter Games is organizing #LoveIndies 2018 and it starts next week <3

    The #LoveIndies Week is a community campaign, celebrating indie developers and their communities. For developers, it's designed to help us increase our reviews, ratings and word of mouth. For players, the message is: show your love for your favourite indie games by taking a moment to RATE, REVIEW and RECOMMEND. For influencers, it's a great time to engage your community, try some new games and connect with developers directly.

    Here's the document with all the details and assets to join the adventure.

    On our side we'll give away keys to our Twitter followers every day and share our players' reviews.

    Who's in?

    submitted by /u/PixelMatt
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    Blender Low Poly Terrain Modeling Tutorial

    Posted: 13 Jul 2018 10:23 AM PDT

    Starting salary advice?

    Posted: 13 Jul 2018 08:24 AM PDT

    I'm interviewing for a scripter position (questflow and NPC behavior, stuff like that) with a mid-sized RPG developer in a large city in Canada. I've never worked in the games industry, just modded in my spare time for the past 2 years and gotten pretty fluent with this developer's proprietary language.

    Anyone have starting salary advice if they ask at this stage? For a bit of personal context I've made 55K as a journalist in NYC.

    submitted by /u/smarmbot
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    Jan Willem from Vlambeer argues for making shorter games

    Posted: 12 Jul 2018 05:48 PM PDT

    I am making a game engine as portfolio, is this a bad idea?

    Posted: 13 Jul 2018 09:36 AM PDT

    First the video: https://www.youtube.com/watch?v=XgFlNAy5i0w

    I am a software engineer, mainly experienced with enterprise software. I want to get to the game industry, as an engine programmer or similar role. Since I don't aim for game design, assets or games doesn't seem like good items for a portfolio, so I started a game engine project.

    My scope is pretty small, I want to have a game engine that can be used to make a game functionally equal or compatible to Quake 2's first level. I am not there, but it is in a state which can support some platformers and such.

    I am wondering if this kind of work would be considered a good substitute for a portfolio by game studios because as far as I can see, almost all jobs require prior launched games.

    submitted by /u/enginmanap
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    creating a 2d camera centered on object in HTML5

    Posted: 13 Jul 2018 09:11 AM PDT

    Hey friends, Just wanting to experiment with an idea for a 2d tile world and moving around this world with a topdown 2d "camera" which is centered on an object in HTML5.

    There's loads of help available on how to setup a world like this, but having problems figuring out how to keep track / draw only a small portion of this world within the camera view, while being centered on an object. Any tips would be really appreciated!

    submitted by /u/wazoocakes
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    Efficient Indie tricks to get close to AAA Quality: Pizza Border Oriented Game Development!!

    Posted: 13 Jul 2018 07:15 AM PDT

    Porting code to work on linux (/ other compilers than VS)

    Posted: 13 Jul 2018 07:10 AM PDT

    I've been running this code on Windows for a long time now, based on TheCherno's old engine code.

    Runs well and compiles with no issues in VS, but in linux this is not supported (empty templates: template<>) since it's running a different compiler ofc.

    This is the code: https://hastebin.com/iyamamanak.cpp

    Currently i've just defined them all as separate functions: https://hastebin.com/ekovowuruc.cpp

    I'm just wondering if there is any other way to make it work like it was originally intended?

    submitted by /u/Pitj3
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    Jade Raymond on applying lessons from Assassin's Creed to her new project at EA

    Posted: 13 Jul 2018 09:54 AM PDT

    The original game was designed as a "sandbox for creatives" with the intention to "hand off the keys to other professionals"

    Ten years on since the original, and Assassin's Creed continues to be one of the biggest franchises in gaming.

    Its influence on the design principals at Ubisoft are apparent, and AAA games from other developers increasingly reflect certain traits that originated in Assassin's Creed.

    Jade Raymond, who was producer on the first game, shared her thoughts on why the franchise is so successful, and how that model can be expanded upon to find success with her new role at Electronic Arts.

    "I'm still surprised about how successful Assassin's Creed is and how it's taken on a life of its own," Raymond told The Guardian's Jordan Erica Webber during a session at Develop:Brighton this week.

    "When we started working on it, we did have a plan to make three games... and we also felt like since we were getting this great opportunity to create a new franchise from scratch, we really wanted to create a meta-structure story engine so the franchise could move on.

    "We spent a lot of time thinking about this: if we end up getting the three games we had in mind, what are we going to do so we don't get bored?"

    The answer, and the key to the continued success of the franchise, was to design it as a "sandbox for creatives".

    "I was really hoping we could hand off the keys to other professionals and they could really create their own thing within it," added Raymond. "So with Assassin's Creed, as long as we pick a pivotal moment in history, and you explain what was happening historically through the assassins, then it's an Assassin's Creed game... Basically, people can play within any historical period they want."

    Raymond said the lack of creative freedom afforded to collaborators contributing to an existing franchise -- whether that's a film, book, or sequel -- is what hurts projects, and Assassin's Creed was designed from the outset to avoid that problem.

    She is exploring this principal further in her new role as senior vice president and general group manager of Electronic Arts' Motive Studios, which she founded in 2015.

    "Now I'm working with a new team, we're trying to think about what is the franchise of the future, and we're trying to do something big," she said. "One of the things we're really thinking about is -- instead of a framework to hand off the keys to professional teams -- can we design a framework where it can be handed off to the fans?"

    In what Raymond calls the "network engagement model", developers can attempt to emulate the success of Star Wars by encouraging different levels of engagement with the brand.

    "It's probably the biggest franchise, not only from a visibility and monetary perspective; there's no way to escape Star Wars," said Raymond. "It could be Christmas and you see a Darth Vader Christmas tree. It doesn't matter what the occasion is, you're always going to be exposed to it.

    "There's no other franchise on earth with so many light ways to connect. Even if you're not a fan you can have a very light connection to Star Wars just because you've been exposed to it so many different times."

    The way we engage with games is changing, Raymond continued, and it's no longer just the hardcore fans buying the latest titles on release and playing them obsessively; like Star Wars, people are engaging with games on a lighter level.

    "If you look at what games have been traditionally in the big AAA space, you can compare it to a big entertainment event when we release these big AAA games," said Raymond. "There's a build-up and announcement trailers and the game comes out and everyone buys it... the analogy could be that's like going to a big rock concert. It's a big event.

    "Maybe as a gamer you all feel like you have to buy that game within those first two weeks, because that's kind of your cred as a gamer around the water cooler.... But the shift that's going on is games are going on from being that big entertainment event to being a widely shared past time."

    submitted by /u/Dark_Crystal_Games
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    The Case For Streamlined Fighting Controls

    Posted: 13 Jul 2018 04:45 AM PDT

    Roguelike Vision Algorithms - Adam Milazzo's Personal Site

    Posted: 12 Jul 2018 10:47 PM PDT

    Self-taught web developer looking to move into the games industry

    Posted: 13 Jul 2018 03:39 AM PDT

    Hey everyone, hopefully this is the right place to be asking this, but if not, please let me know and I'll delete the post.

    I've been working as a self-taught web developer professionally for about 3/4 years now. I specialise in ASP.NET C# and JavaScript frameworks such as AngularJS.

    Since I was a kid, I've dreamt of working in the games industry, but thought that it was just an impossible, unreachable dream job.

    Now that I'm older, I've realised that the dream might not be as unreachable as I first thought (with a lot of hard work), and have been studying and creating a small 2D RPG in my spare time.

    My question is, how difficult would it be for a passionate and eager web developer to move into game development (specifically programming) with the skillset that I have? And is it a good idea for me to learn something like C or C++?

    Has anyone else got any experience similar to what I've explained?

    Do employers in the videogame industry tend to look more for programmers with CS degrees? Or are they happy to take on junior self-taught developers?

    Really appreciate the help.

    submitted by /u/MacAny
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    Just added baked lightmaps to our vr game, thoughts?

    Posted: 13 Jul 2018 11:52 AM PDT

    A cryptocurrency project just announced something cool, would love thoughts on it.

    Posted: 13 Jul 2018 11:49 AM PDT

    I have been playing games since god knows when, and always interested in making my own, however, HTML pokemon mini-ports were my limit. Although I did help code and maintain skin-by-score that was a mod many years ago for counterstrike source, however that's a different story.

    I'm new to posting here, having just browsed for what feels like forever and enjoyed the data dumps and questions, plus community so please be gentle.

    I come with a question if that is okay and would like to ask all of you about how you see this playing out and if it is a potential positive or a negative and why?

    Has anyone seen the recent cryptocurrency project vgo and its case opening mechanic mini-game?

    In essence, you pay for a key to open a lucky-dip chest, getting a random chance at a rare or a common item, or skin as it is in this case. The "skin" can range from a few pence in value, up to their rarest one they have just released as £18000!!!! It's kind of like a WOW drop chance from a mob boss, o,r opening a FUT pack and the chances of getting a team of the week Akinfenwa, but for gun skins/weapon finishes.

    The reason i'm posting anyhow is they posted an article earlier and I wondered if some of you had thought about adding the ability to import a player based skin that they already own, in your titles?


    Imagine you played Pokemon gold and spent ages obtaining certain items, then after a couple of years you stopped playing and all that time was lost, as was the item. Imagine that the item was actually owned by you and was just in storage and not stuck to the pokmemon save file, so that you can use it in any other game that allows cosmetics. We as players that had left all those items behind, could now bring them to new games and you, as a publisher and developer, obtain a whole new player base that would never have tried the game but will because you allow them to use their own owned itams via adding an api.

    Imagine having your Fortnite pickaxes able to be used in say WOW instead of the pickaxe there or in GTA V instead of the standard handheld baseball bat? Or having a PUBG rifle skin allowed in your new top-down shooter, fighting of waves of the undead.


    They seem to have a large player base, or rather collector and trader base already, so it would be like opening the floodgates to 100,000 gamers to your new title just by allowing them to use their already owned ingame items(skins) in your game.

    It sounds amazing to me as someone that has never got too far into the publishing and developing state of affairs, just as a player.

    Thoughts?

    https://medium.com/@vgo_gg/the-vgo-manifesto-6eaeb8e8eff5

    submitted by /u/KeyR1
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    Thinking of making an asymmetrical multiplayer game and could do with input

    Posted: 13 Jul 2018 11:49 AM PDT

    So I have an idea for an asymmetrical multiplayer game because if it's not that it's a huge PvP game ala fortnight or pubg.

    I have much of it planned but I haven't really decided on an engine. I think UE4, but if anyone has suggestions then I'm happy to hear them.

    I'm planning 3rd person view points which isn't hard but I don't know about the networking side.

    Has anyone tried something similar?

    submitted by /u/Pondis
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    Does anyone know how to add screenshake in C?

    Posted: 13 Jul 2018 11:42 AM PDT

    I am trying to implement screenshake into my game and I can't figure out how to. I am using SDL2 with C. I am just wondering if there is a way to make all the sprites on my screenshake with out changing the position of each one of them.

    submitted by /u/YamiOG
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