An open letter to game developers |
- An open letter to game developers
- Drawing tile maps in 2D games
- Write-Up For Super Lucky's Tale Endless Lava Biom
- Game Development is Helping Me Cope With Depression
- Someone made a game using my engine, and is now making $10/day. AMA
- Artificial Intelligence systems in Unreal Engine 4 (and other game engines in general)
- New game, classic hardware: Developing Tanglewood on a Sega devkit
- Creating interactive worlds
- We lipsynced our entire demo in a super short amount of time using the software/plugin Unigayo - here's the result!
- Attending PAX DEV? Stop by our 10:30 talk tomorrow: "How To Mix 3rd Party Assets Without Your Game Looking Terrible"
- So, where can i learn to make good pixel art?
- Artist that wants to help make a gacha game
- Nearing completion on my game, and a bit unsure of what to do as far as terms of service, LLC, etc.
- What is more important, aesthetics and narrative or mechanics?
- Offering to make your Video Game Music for Free
- Running the Halo Multiplayer Experience at 60fps: A Technical Art Perspective
- "How to Survive in Gamedev for Eleven Years Without a Hit" - Does this still apply to 2018?
- Irrlicht: how to enable shadows of all nodes in scene manager?
- Why do games cast bitmaps of shadows instead of projecting the obscuring geometry onto surfaces?
- I am proud of my hover/info system, so I thought I would show it (Potato quality warning)
- Engines that use C++
- Playable demo of the game I'm making for Daydream, plus fixes to the code from last tutorial!
An open letter to game developers Posted: 27 Aug 2018 05:14 PM PDT To whom it may concern, I am writing this open letter specifically to game developers because gaming has and always will be one of my biggest passions. Firstly, i'd like to thank you for creating games that i and so many others get completely lost in. Thank you for allowing us to be apart of these incredible worlds and beautiful stories. I am excited to see where you will all take us in the future, whether that be new stories, new play-styles or new genres all together. The future of gaming is exciting and bright. I'm mainly writing this out of slight frustration, but i am trying to put myself in others shoes. I have a rare heart condition called Long QT Syndrome. Very loud sudden noises & jump scares can cause my heart to go into an Arrhythmia - which is a dangerous heart rhythm. This can lead me to blacking out / fainting or could lead to a cardiac arrest. Of course other things can do this too but nothing that relates to gaming, really. I can't play horror games, obviously. So i don't. But i have been playing regular adventure games and have still come across the odd jump scare. Which for me, could kill me. Sometimes when it happens, i can feel my heart racing and i can feel myself going dizzy. Its horrible. Alot of games usually have disclaimers for things like flashing lights for those with photo sensitivity issues / neurological disorders (like epilepsy). It is very, very rare that i see a game that has jump scare warnings. Obviously from horror games, you expect that stuff. Which is why i don't play that genre. But if i am playing an adventure game, i'm not expecting a jump scare. I'm not asking you to change your game. I'm not asking you to reconsider jump scares. I am only asking for one thing: Please can you put a disclaimer somewhere in your game description? Thats all i'm asking. A simple "May contain jump scares" would be more than sufficient and would save alot of people having to go through similar issues. A simple disclaimer would allow people to clearly know if a game is safe for them to play. Heart conditions are something that people really don't look into and it sucks because so many people live with heart conditions that don't even know it. I know i may get responses like "just don't play games" or "research the game first". Firstly, i'll never stop gaming because gaming is literally my escape from the world. And yes, i have tried to research games but never get any clear answers because literally nobody talks about this type of issue. I just hope that i can be heard and that game devs can at the very least consider what i am saying. I'm sorry if i have offended anyone, asked too much or have come across as entitled. I'm not meaning too at all. I appreciate you reading this post and i appreciate your thoughts on this issue. Thank you. Yours faithfully, Lou. EDIT: Also, i'm talking about intentional jump scares that the developers put in on purpose. Of course people can be scared by anything in game, but i mean specifically for these intentional jump scares. EDIT 2: just to clarify; i am not asking for anyone to add / change anything to the games. I am simply asking for a warning in game descriptions (like on the steam store) Example: "blah blah is an action adventure based on blah blah blah. Warning: May contain jump scares". LAST EDIT: please read my final comment (links to single comment on this post) https://www.reddit.com/r/gamedev/comments/9au7dk/comment/e4yma1i?st=JLDOY5H9&sh=a33276e1 My grammar also seems to have ruffled a few feathers. I'll be the first to admit that I am not the smartest. Just so there is a clear understanding: I have far more important things to worry about. If you want to correct me and help me out, thats amazing and I thank you. But to comment in a sarcastic / mean way only shows who you are as a person. Shame that we can't all just be constructive without the nastiness. [link] [comments] |
Posted: 28 Aug 2018 07:21 AM PDT |
Write-Up For Super Lucky's Tale Endless Lava Biom Posted: 28 Aug 2018 09:32 AM PDT |
Game Development is Helping Me Cope With Depression Posted: 27 Aug 2018 11:23 PM PDT Hi guys. long time lurker and newbie gamedev here. I just recently started my foray into game development after a really bad bout with depression. My long-time girlfriend left me, My job is pretty monotonous,I felt like my life was stalling and that I was stuck in a dark tunnel with no light or end in sight. It was then that I turned to my love of video games to help me cope and decided that this was as good a time as any to finally start my journey into game development. I've been interested in it for such a long time and video games have played such a big part in my life growing up and even now as an adult. I have to say that game development has been a wonderful outlet for me to escape, theres a state of flow here that once you get really into your work, the outside world just seems to melt away and your thoughts and feelings about anything other than your project are put on the backburner. It has also given me a huge appreciation for the amount of work, thought and effort that goes into every game out there (Shout out to all the hardworking devs out there). I'm just a week into learning godot and GDScript and just recently bought the gamedev.tv udemy course. It's been going great so far and I cant wait to be able to finish my first game. Sorry for the long rant guys I just wanted to let you all know how awesome the community is here and how much help you guys have been for me. From the bottom of my heart thank you and game on. [link] [comments] |
Someone made a game using my engine, and is now making $10/day. AMA Posted: 27 Aug 2018 06:13 PM PDT Hello everyone! I wanted to share my small victory with /r/gamedev I made a game engine/platform called modd.io where anyone can make their own games in browser. It's been around for about a year, and for the first time, someone is actually making money with it. (omg) The game is called Farmerz.io (link: http://www.modd.io/play/Farmerz) It took the developer one day to build the game, and 4 days after the launch, he's earning about $10/day. With the dev's permission, here's a a snapshot of his daily revenue report: (screenshot) Feel free to ask me any questions. Thanks! [link] [comments] |
Artificial Intelligence systems in Unreal Engine 4 (and other game engines in general) Posted: 28 Aug 2018 10:28 AM PDT |
New game, classic hardware: Developing Tanglewood on a Sega devkit Posted: 28 Aug 2018 04:23 AM PDT |
Posted: 28 Aug 2018 09:52 AM PDT Games with AI that interacts with each other through systems feels more realistic when there are many inputs to the system but outputs don't matter as much. What I mean by inputs is ways that you can trigger systems (i.e. putting the guards on alert in MGSV). My definition of outputs is just the reactions and responses that components of the world have to inputs. Take HITMAN 2016 for example. In certain levels you can pull the fire alarm. This just puts everyone on a high alert without knowing your location. It is the same response as if you shoot in a crowd or get into a open fight with guards. The fact you can use the fire alarm makes the world feel more immersive and it doesn't matter that the AI response (output) is reused. I would argue that devs creating games meant to be systemic and immersive should do the following. When creating interactions try to make your outputs as generic as possible (without making them stupid) and pushing in as many inputs as possible. I feel like a system with 3:1 input:output is more immersive than 2:2. This saves resources and can let you add interaction for more things with less work. Fin Any thoughts?? Counterpoints? [link] [comments] |
Posted: 28 Aug 2018 08:52 AM PDT We wanted to step up our animations this time around and lipsync always seemed like such a cool feature to have, though the task seemed daunting to say the least! It made lipsyncing a possibilty for us, thought this might be cool for you guys to take a look at! Our trailer: https://www.youtube.com/watch?v=7pKIX3oiEmA Gdc talk: https://www.youtube.com/watch?v=9-iMqakd_DQ [link] [comments] |
Posted: 28 Aug 2018 11:52 AM PDT |
So, where can i learn to make good pixel art? Posted: 28 Aug 2018 11:33 AM PDT Ok, i was watching some videos by Heartbeast where he does pixel art. He makes some incredible doodles with his MOUSE, which to me sounds bonkers and is able to create some amazing art in pretty much seconds. Is it only talent or do you have any resource/advice to become better at it? As reference, this is the best i could make after about 20 minutes of hard work lol : Gif [link] [comments] |
Artist that wants to help make a gacha game Posted: 28 Aug 2018 11:13 AM PDT I'm an artist who is right now looking for a programmer to collaborate with! I really want to make this gacha game thats kind of like an anime gacha game ? Where you collect anime characters or creatures. Already tried making one of my own games but I just can't program at all! So frustrating! Thats why I'm looking for a programmer that could help with this! I don't even want pay as long as I have some control over how the game looks [link] [comments] |
Nearing completion on my game, and a bit unsure of what to do as far as terms of service, LLC, etc. Posted: 28 Aug 2018 06:53 AM PDT I've read the game dev attorney thread, but is there some way I can take care of the legal basics without spending money? I'm a solo dev with a day job, and I want to release my game on Steam. I don't expect a huge number of sales or anything like that. Thanks in advance for any replies. [link] [comments] |
What is more important, aesthetics and narrative or mechanics? Posted: 28 Aug 2018 10:27 AM PDT Hi guys, I have a question. When you have a story driven game, what is more important, mechanics or aesthetics and narrative? let me elaborate, if a game has a great and original story, interesting characters and a unique art style, does it need to have new, unique mechanics or can it have established mechanics and not innovate on that front? Tell me what you think guys [link] [comments] |
Offering to make your Video Game Music for Free Posted: 28 Aug 2018 10:26 AM PDT Hello all! I am offering to write video game music for your upcoming project for free. Why am I doing this? I am looking for more projects to work on so I have more to add to my portfolio. I have been writing and producing music for well over 10 years and have gotten into video game music in the past year or so. I would like to get better at the craft and in turn, help out the community that has shown me support and love. I have hand picked a few tracks that range from a variety of genres to showcase my versatility in writing music. Tracks: Hip hop: https://youtu.be/3frhbmws9uI Ambient: https://youtu.be/qUmaQGyk9Jc Electronic: https://youtu.be/r3iBgm04f1Q Orchestral: https://youtu.be/afy3QlrKFS4 Rock: https://youtu.be/hAms1YoKMUc If you are looking for more examples, check out my full Music Library: www.youtube.com/c/gravitysound I hope we can create great things together, Cheers! [link] [comments] |
Running the Halo Multiplayer Experience at 60fps: A Technical Art Perspective Posted: 28 Aug 2018 12:33 AM PDT |
"How to Survive in Gamedev for Eleven Years Without a Hit" - Does this still apply to 2018? Posted: 27 Aug 2018 06:55 PM PDT How to Survive in Gamedev for Eleven Years Without a Hit After reading the other post about the Post Indie Apocalypse I wondered if the talk I'm linking still aplies to 2018. Are new Game Developers just hoping that their first/second game will be a hit on the start? Are we seeing similarities with a Gold Rush where devs release a game and expect instant ROI? Shouldn't devs understand that an investment of many years on one game doesn't assure instant ROI or riches and try to fail faster and get their product in the hands of players ASAP? Would that improve their chances? English is not my first language, sorry. [link] [comments] |
Irrlicht: how to enable shadows of all nodes in scene manager? Posted: 28 Aug 2018 03:11 AM PDT Hi folks, Is there a way or a flag to automatically enable shadows to all nodes in a given scenery manager? At the moment I can cast shadows from all nodes but I have to keep calling the same function addShadowVolumeSceneNode(); over and over again for each of the scene nodes. This is ok for a small toy code, but as your code increases in complexity and size, it may well not be ideal. Here is the code I am playing with: #include <irrlicht.h> #include "driverChoice.h" Thanks! [link] [comments] |
Why do games cast bitmaps of shadows instead of projecting the obscuring geometry onto surfaces? Posted: 28 Aug 2018 07:36 AM PDT It seems that the shadows in most games are produced by creating a depth map from the perspective of the light. Couldn't one also use the obscuring geometry to project shadows as polygons onto the surface of other objects that can be rendered without producing artefacts in the shadows? Is this too slow or just not desirable or already in common use? [link] [comments] |
I am proud of my hover/info system, so I thought I would show it (Potato quality warning) Posted: 27 Aug 2018 11:49 PM PDT |
Posted: 28 Aug 2018 07:07 AM PDT Many studios that have an in-house engine use C++ and require their programmers to have experience in it. I would like to start practicing but I can't think of any publicly available engines that use it. [link] [comments] |
Playable demo of the game I'm making for Daydream, plus fixes to the code from last tutorial! Posted: 28 Aug 2018 06:11 AM PDT |
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