How Donut County's hole works. A look at faking physics behind an unusual game mechanic |
- How Donut County's hole works. A look at faking physics behind an unusual game mechanic
- Scam Key Requests on Steam: Who Hides Behind Fake Emails
- Boyfriend Dungeon's Kickstarter: Week 1 Social Stats (They were funded within 6h of launching the campaign and share which marketing methods worked and which didn't)
- 80lvl stealing posts?
- Paradox Interactive explains how the developer/publisher selects, nurtures and launches its games, from Crusader Kings 2 to the Pillars of Eternity franchise
- I made a video exploring various game design decisions I've made throughout development, and why I made them. More info in comments.
- Modeling a fantasy medieval townhouse in Blender 2.79 | Part IV | Full-length/Uncut | Commented
- Pro Studio Wants To License Our Asset. How Much Should We Charge?
- How big is too big for my tilesets?
- Is there any evidence that demos for games can cause fewer sales?
- Using the iPhone X and ARKit to map the player's face to an in-game 3D Character's face
- The Story of Why I Left Riot Games - Barry Hawkins
- Prototype vs Vertical Slice vs PoC vs etc vs etc vs etc
- 3D Noise Flowfield - Unity/C# Tutorial (Part 3 - Particle Movement)
- A tabletop designer describes design choices for fantasy Angel vs Demon dungeon crawler!
- I got a problem: I’m not an artist!
- Last week I posted a research article about the reload mechanic. Here is how we ended up implementing it
- Web hosting and domain provider for basic developer website? UK preferred.
- Blender 2.8 Screencast Keys Addon
- Guide on how to make a randomized spawning system in Unity
- Question about IA vs IA fight outcome
- Rendering objects with a fragment shader?
- Examples of Game Design Document?
- Need suggestions to improve Steam page
How Donut County's hole works. A look at faking physics behind an unusual game mechanic Posted: 30 Aug 2018 10:09 AM PDT |
Scam Key Requests on Steam: Who Hides Behind Fake Emails Posted: 30 Aug 2018 11:42 AM PDT |
Posted: 30 Aug 2018 02:39 AM PDT |
Posted: 29 Aug 2018 06:19 PM PDT Hi! i wrote a blogpost recently that got copied by 80lvl without asking me, ive heard its happened to a couple other ppl too. To be honest it probably got way more views than it would have otherwise but it just feels kinda sleezy that they copied without asking. And I think most ppl just read it there without visiting my own site. Has this happened to anyone else? Should I just let them have it and enjoy the attention or try to get it taken down somehow? How would I do that just use their contact form? [link] [comments] |
Posted: 30 Aug 2018 09:33 AM PDT |
Posted: 30 Aug 2018 11:06 AM PDT |
Modeling a fantasy medieval townhouse in Blender 2.79 | Part IV | Full-length/Uncut | Commented Posted: 30 Aug 2018 10:58 AM PDT |
Pro Studio Wants To License Our Asset. How Much Should We Charge? Posted: 30 Aug 2018 08:25 AM PDT My spouse works for a small organization that owns a large real estate/recreational asset. I got wind of a studio that was developing a game and casually mentioned to her colleagues that I thought their asset would make a great addition to the game. They asked me to reach out to the studio, and to my surprise, the studio is very interested in including our asset in the next release. We are starting to talk about digital assets required to put our real estate asset in their game, but have yet to discuss licensing fees or similar. Roughly where should I be aiming for this? What about terms -- territory, length, media? This is a sports game that will likely see an updated version every year. For reference, I have worked professionally on music licensing deals before, so am only half in the dark on this. [link] [comments] |
How big is too big for my tilesets? Posted: 30 Aug 2018 07:35 AM PDT I'm developing a mobile game and right now my main tileset is already 110 x 1012, is this too big for a tileset? I'm only going to get more and more tiles so I was wondering if I should be splitting them up or how should go about doing that? How big is too big and what's the optimal size? [link] [comments] |
Is there any evidence that demos for games can cause fewer sales? Posted: 30 Aug 2018 04:31 AM PDT I constantly hear it repeated time and time again. "If a game provides a demo, it reduces piracy, but also reduces sales, because people can try it before they buy it." Personally i don't think this has much credence for a number of reasons, such as steams 2 hour trial period, and the fact that games like DOOM have a demo but sold well. What do you think? [link] [comments] |
Using the iPhone X and ARKit to map the player's face to an in-game 3D Character's face Posted: 30 Aug 2018 07:14 AM PDT Does anyone know if it this is possible? The idea is that the player can make different faces which would get mapped onto a 3D model in-game (through Blendshapes). All I've seen so far are demos of devs achieving this in-editor using an external app but I haven't seen anything where the iPhone X's AR data gets sent from the game back to the game itself to be mapped onto a 3D model in-game. Any code snippets, tips, anything would be much appreciated! [link] [comments] |
The Story of Why I Left Riot Games - Barry Hawkins Posted: 30 Aug 2018 01:09 PM PDT |
Prototype vs Vertical Slice vs PoC vs etc vs etc vs etc Posted: 30 Aug 2018 01:02 PM PDT Hey dev squad! I am hoping to start some discussion around defining the terms in the title. How do you guys define a prototype vs a proof of concept vs a vertical slice vs whatever other term. I am a unity developer and over in /r/Unity3D people will post something and call it a prototype or a demo but the results can often vary greatly. Some have fluid animation, other are maybe ugly but playable/can be completed. It seems these words mean different things to different organizations and individuals and I would love to hear everybody's thoughts on what separates each of these concepts. What do you think? To offer my own opinion: My initial thought is that the words don't really mean much at all unless they are defined by the organization already and what is actually important is the objective you are trying to achieve. If I want to prove that shooting is fun in my game, I would build a small game where I can aim and shoot (and also have something to shoot at. targets or badly made bad guys, for example). Would that be a prototype in your opinion? Or something else? [link] [comments] |
3D Noise Flowfield - Unity/C# Tutorial (Part 3 - Particle Movement) Posted: 30 Aug 2018 12:41 PM PDT |
A tabletop designer describes design choices for fantasy Angel vs Demon dungeon crawler! Posted: 30 Aug 2018 12:38 PM PDT Hi guys! I am a few years into development of Deliverance, a co-op fantasy Angels vs Demons dungeon crawl board game. (Just an FYI, I'm not going to Kickstarter anytime soon - likely at least 6 months away from doing that) Most of the time, in board games or other pop-culture, Angels are treated using a strange combination of random mythos, religious texts, and random ideas that sounded cool at the time. Because there is a lot of random stuff out there on this, and I am building a world with my board game, I thought you guys might like to read why I made the choices I did as a designer. I appreciate knowing why designers of my favorite games made their choices, beyond the basics of making the game as accessible as possible for different groups of people. Though my game is a fantasy, there is a ton of rationale behind my choice to have angels represent humanity in likeness and other areas (Male & female, for example). There was enough meat to the art behind my game that I published a blog today about the reasoning behind the artistic direction for the Angels, which serve as player characters. I'll link it below, but I'd like to share a quick summary of what is there for those that don't want to be clickbaited: The main question I try to answer is "What do Angels look like?" I also go into detail on how angels think, what they are, and more. Here is a general list of the main headlining topics with a clarifying sentence or two: What is an angel? We define an angel as a supernatural being that acts at the direction of God. Their home is Heaven, and they exist in a spiritual realm that exists in our midst that we cannot directly see (though we can sometimes feel it). They are incredibly powerful, and serve in many capacities: warriors, messengers, helpers, and more. How do angels think? In Deliverance, angelic stances are specifically designed to point to their creator. They aren't meant to bring the angels glory, but to glorify God. That doesn't mean that they have to look soft and weak… They can look mighty, beautiful, fearsome, dangerous, etc. and still point to God in their demeanor and stance. What do angels look like? Even though Deliverance is a fantasy board game, we have chosen to design Angels to reflect the likeness of humankind. We believe that most people relate a whole lot better to a human-looking angel rather than a monstrous angel with white eyes, a classic renaissance-style angel, or an angel whose face is totally concealed by a hood. Male Only, or Female too? There is no real consensus on the existence of female angels. The three that are named in the Bible, along with other encounters with angels, are men (Lucifer, Michael, and Gabriel). Some hold to the belief that angels are non-gender beings. The truth is – we don't know! Whatever the case may be, we have chosen to represent both men and women as angels based on the following Biblical verse: Zecheriah 5:9 (Women with wings, flying... sounds angelic enough!) What powers do angels have? We also have many examples in the Bible of angels possessing powers over the elements. Some of these are listed below: (Fire, water, wind, trained in the art of war, Satan gets his butt kicked by Michael in the end... lots of great proof included that shows all this) What about the angel's halo? The halo's origin is found within Hellenistic and Roman art. There is actually no scriptural basis for a halo, but we have decided to include them! It is a fantasy game, after all. We have taken the idea of a floating circle of light above the head of an angel and turned it into a floating crown that is also tailor-made to fit the angel's look and style. What about weapons and armor? The angels are all fearsome warriors in their own ways, but display many different body types. They are perfect in every way, and very different according to God's design (just like normal people). The angels are made up of many different ethnicities, because our world is a diverse place full of many beautiful people groups. If earth is a sort of mirror for what Heaven is like, then there must be just as many different ethnicities represented up there! The armor styles of our angels pay homage to various cultures of the earth from various time periods. What about angel wings? There are so many wing types out there for angels. Some types of angels have 2 wings, some have 4, some have 6, and the artistic styles that convey these beautiful creatures are all over the place! In Deliverance, we have opted to use the wing of a common Sparrow. This serves as an anatomically correct wing style, and we add a bit of exaggeration for awesomeness. While I won't bore you with the details of what I actually told my artist, I'll highlight a few insider points: (Read the article for the points plz) Crazy epic angel descriptions listed in this section from Ezekiel 1:5-12 and Revelation 4:6-8. If you guys found that interesting enough, you can read the blog in its entirety (which has more content than this in each of these sections) AND see a pic of an angelic art piece at the link below: [link] [comments] |
I got a problem: I’m not an artist! Posted: 30 Aug 2018 12:04 PM PDT Hey guys, before I tell you what my problem is, i want to tell you a few things about me. I am a beginner in gamedeveloping. I know the basic stuff in unity 3D and I want to develop games for myself (at the moment) because I don't have a team or the time to develop a complex game and have no idea about marketing etc. I'm a software engineer so I would consider programming as my strength. But the problem is that I'm not really artistic. I have ideas, f.e. my first project is a 2d Plattformer (yes I know, the market is full with that) and the protagonist is a Viking (Vikings era in general is the setting). I have ideas about power ups and bosses and what my character can do etc. So far my test projects were with SNES sprites from different games, so it looked a bit messy but it worked. My main problem (and I think not only mine) is that I'm not an artist. I tried learning pixel art but my success is stagnating. I want to develop this project but without sprites or 3D models it's impossible. I read that I could hire some artist, even /r/pixelart linked how to do that. But I'm not sure if I should do that because I don't know the price. I mean if I would try to sell my product then I would consider this investment but I want to make this game just for fun you know? Have you any idea what I can do? I'm for sure not the only one who has to face this problem. What have you done to overcome this? The next problem is that I'm not a musician either but I want to solve the other problem first. Thank you very much for your help and for your attention. Have a nice day. [link] [comments] |
Posted: 30 Aug 2018 12:02 PM PDT |
Web hosting and domain provider for basic developer website? UK preferred. Posted: 30 Aug 2018 11:52 AM PDT I'm looking for web hosting, with the choice to buy a .com domain name from the host too. *That's what she said. [link] [comments] |
Blender 2.8 Screencast Keys Addon Posted: 30 Aug 2018 11:51 AM PDT |
Guide on how to make a randomized spawning system in Unity Posted: 30 Aug 2018 11:26 AM PDT |
Question about IA vs IA fight outcome Posted: 30 Aug 2018 10:59 AM PDT Hello, first of all I apologize for potentially poor english and maybe this is the wrong section to post this. I recently started working on a solo-RPG on unity. It is simple : you and other characters are wandering on a hexagonal grid, which represents the world. Each entity has a level, and stats such as strength, agility, intelligence, etc... The different characters interact with each other : for example, the king will be threatened by thieves, and he will be protected by guards whose only goal is to kill "evil people". When you start a fight against another character, you play a sort of game of chess against him. The pieces are determined by your stats (for exemple, the king has a high "leadership" stat, which allows him to play a lot of pieces ; but he has poor agility, so his pieces cannot move quickly). So, if you are low level, you shouldn't duel the king : it would be a sort of game of chess but with you having a single pawn and him having the classic piece set. [Obviously, those examples are extremely caricatural] Another key concept of the game is the "determinism" : that is, the only random elements are those of the creation of the world (terrain, characters, etc). The rest is only based on those elements and the rules (I'm going to use a seed system just like in Minecraft). So the complexity of the game comes not from the randomness, but from the variations caused by the player's decisions. Problem : how do I make 2 AI characters fight against each other ? Without randomness. (That is, if you reload the game, the outcome of a given fight should be the same) A way to do that would be to make the 2 AI play the "chess game". However, the turns would get really slow with 20+ entities on the grid, battling each other... So, that means the fight must be instant, and only based on the stats of each character. But this is really flawed : for the loser, there is no point in fighting against higher level characters, as he's assured to loose. That way, the board is just going to be a huge mess where characters constantly run away from the higher level characters. But obviously, I don't want that : I would like fights where we're not sure who is going to win. So, the fight has to be instantaneous but not random, and the result of the fight should be expectable in most cases (for example, a farmer should never be able to beat a guard...). This might sound a bit paradoxal to have a non-random game with "expectable-but-not-sure results" but I'm convinced people thought about that before me. Any ideas ? :) Thanks for reading. [link] [comments] |
Rendering objects with a fragment shader? Posted: 30 Aug 2018 12:18 AM PDT Hey guys! So I'm about a week into learning shaders right now and was wondering if it is a bad practice to use a fragment shader to draw a couple of hundred objects (if any)? The game looks kinda like this. Everything here is rendered within a single pass of a shader, no textures or geometry involved, I only pass objects positions and life time value as uniform arrays. The "drawing" logic of red dots and blue lasers is pretty simple but still I have to use for-loops which, as far as I know, are best to avoid. I have a suspicion that it might be wiser to use a vertex shader to render primitives and then apply effects to them with a fragment shader, or am I completely off the track here? Any help or links to some educational material on the matter would be great. Thanks! [link] [comments] |
Examples of Game Design Document? Posted: 29 Aug 2018 04:34 PM PDT Does anyone have some examples they have found of well done GDDs? I am interested in seeing the formatting, organization, depth, etc... of a well laid out GDD. I have found a few articles here and here, however, some visual examples would be great. Any links would be very much appreciated! Cheers! Edit: Links fixed. Found this GDD text only template here. [link] [comments] |
Need suggestions to improve Steam page Posted: 30 Aug 2018 09:06 AM PDT Hi, before starting new sales I would like to refresh the Steam page of my game, Nirvana Pilot Yume. In particular I would like to add a few animated gifs. Any advice / best practice / link to games that did it well? Also, do you think I should update the Steam capsule images with something else? Thanks! [link] [comments] |
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