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    Wednesday, August 15, 2018

    How Music Was Made On Super Nintendo

    How Music Was Made On Super Nintendo


    How Music Was Made On Super Nintendo

    Posted: 15 Aug 2018 07:40 AM PDT

    9.99, 14.99, 19.99, How do we decide our indie game's worth?

    Posted: 15 Aug 2018 09:27 AM PDT

    If you just want to give your thoughts on pricing feel free to just read from "In Conclusion" down

    So, with a realistic release window coming up on my game, I'm always constantly thinking about pricing indie games and how many factors go into it. But honestly, the trends some of the consumers go with concerns me.

    Particularly 2 recently released games that I played; Dead Cells and Death's Gambit are 24.99 and 19.99 respectively.

    I've beaten both, I would say Dead Cells took me a bit longer to beat, but the actual play through was less than an hour, so the majority of that was... playing the same content, where as Death's Gambit took me around 7-8 hours but was mostly all new content.

    My case and point, is that Dead Cells, despite its actual content time being relatively short is being praised almost unanimously, where as I've already read reviews for Death's Gambit saying "For 19.99 this is too short".

    It concerns me that people feel between genres that there is a certain amount of play time "owed" for a certain price point. "It's okay for a rogue like to be short as I die a lot but am consistently progression" at the same price point but not for other genres. As an adult, I'm finding I know longer feel the value of a 40 hour AAA RPG for 59.99, where as when I was a kid I had a lot of free time couldn't buy games left and right, I honestly want it to be over in two days tops.

    There's also the other conception which Octopath Traveler challenged that a pixel art game should not charge a AAA price.

    Finally, another game I'd played recently, Hero U- Rogue to Redemption, a somewhat successor to the Quest for Glory series, was in my opinion and very stale game. You play over the course of 50 days and short of 3 plot points that only cover less than 10 of those days, the rest of the day you are pointing and clicking on things to grind skills- what's worse if you don't consult a guide you can miss 2 of these plot points altogether and get a "bad" ending, so you could potentially spend over 40 of the 50 days oblivious to anything going on but you attending mundane classes. This game in my opinion graphically looks considerably worse than both of the prior examples, and yet, charges 29.99. The argument of the creators made when questioned about this (in comparison to other better looking games that were less costly) is that they have priced their game at a level that will allow them to possibly make a sequel and also, well survive. And I totally understood that.

    In any business, the goal isn't just to bring in what you spend, Walmart and Amazon aren't charging you the price they pay, they are making profit on everything they sell. The goal is to make a profit, and I've kind of realized us indies are in such a saturated market full of consumers that deem 8 hours of game time for 19.99 not enough that pricing a game at that level and it being anything short of spectacular can be a death sentence.

    Honestly I've gotten into the mindstate as an indie developer that "anything good is a win", most indie devs who are serious about it work twice as hard than they'd have to at a corporate job and yet don't get to live half as comfortably, and sadly we have to try and package as much of the galaxy into our games as we can while still pricing them at a point where, unless we're really lucky, won't allow us to make the next title while taking care of financial business.

    In Conclusion: So sorry for the long winded post, what are you thoughts on pricing? When is 9.99, 14.99, and 19.99 (chose these price points because they are IMO some of the more common/expected) warranted respectively and does the consumer community still undervalue the worth of indie games?

    TLDR: 2 games of different genre's, one is more expensive than the other but is shorter content and praised, the other, a different genre is longer content wised and deemed too short for the price, how do we price our games effectively and does the indie economy undervalue our creations?

    submitted by /u/chibi_tris
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    Epic Games launches new learning platform providing free video tutorials

    Posted: 14 Aug 2018 03:33 PM PDT

    Open Source Non-Euclidean Game Engine & Demo. Ideas for a full game?

    Posted: 15 Aug 2018 12:30 AM PDT

    shiva 1.0 release: Modern C++ Engine with modularity and runtime extensibility (MIT)

    Posted: 15 Aug 2018 02:37 AM PDT

    Free SFX library for anyone interested

    Posted: 15 Aug 2018 12:02 PM PDT

    After releasing my latest audio library "Nocked", I decided to put together a free library of select sounds for any designers/developers/ideaists/creative folk who can use 'em:

    Eiravaein Works - Freebies

    https://i.redd.it/a518n5um1bg11.png

    May they be useful!

    submitted by /u/MrKyle_EW
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    Writing Shaders In Unity - Post Processing Shaders - Beginner Tutorial

    Posted: 15 Aug 2018 11:59 AM PDT

    Sphoxie Post-Mortem and more!

    Posted: 15 Aug 2018 09:31 AM PDT

    A long time ago I released a game called Sphoxie on the Apple app store and I had started working on my next game in the UDK but suddenly the Unreal Engine 4 was released so I had to learn that, it was so shiny and fresh. I figured the fastest way to learn would be to remake one of my games and I choose Sphoxie because I believed having controller support would let it show it's true colors.

    I started and all was going well but then I started a new job and lost a lot of my free time and energy and managed to get the game 90% complete but that last 10% took forever but here we are after more than 4 years.

    I released Sphoxie on Steam, the process seemed intimidating at first but was quite breezy. I tried getting released on GOG and Indie Humble store but they politely said no however I put it up on itch.io for fun.

    I managed to sell an amazing 51 copies, I have accepted that my game is not attractive but I love it none the less. I spent 200 bucks on marketing, on facebook and a community forum, the community forum was way more worth it in the end.

    I appreciate the journey and regret taking so long but life, what can you do?

    Here's a video of the post mortem where I show some technical stuff I dealt with and just express my final thoughts on everything.

    https://youtu.be/eZdh_Tks39U

    So whats next? Make more games of course! I've already started my next one and will make sure that it won't take forever and a half to complete, I have made some life arrangements to make that easier.

    My "new" game will be a remake of my very first game but for PC, Bizango Blast, a physics destruction game (think angry birds but in 3D)

    https://youtu.be/9A4pHfT5YdY

    In the video I explain what I've made so far and my doubts with the art style. I hope you enjoyed this or at least learned from my mistakes.

    Happy game making!

    submitted by /u/archerx
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    Underwater World Shaders - Unity CG/C# Tutorial (Part 6 - Depth Based Underwater Effect) (High Quality Video Tutorial)

    Posted: 15 Aug 2018 08:08 AM PDT

    Walk Monster - How The Witness tested walkable spaces to avoid physics bugs, weird collision geometry, and unintended player-reachable areas (x-post from /r/programming)

    Posted: 14 Aug 2018 01:43 PM PDT

    How to come up with an idea that people would actually enjoy

    Posted: 15 Aug 2018 12:39 PM PDT

    I know this sounds like a stupid question, but I can't, for the life of me, come up with a unique or interesting game idea/design (targeting mobile right now). I've made several games that I thought were addicting, but most people found it boring. And completely abandoned games half way through because they didnt seem interesting enough. How do I come up with a good idea. Whats your process? I was thinking about targeting the most searched keywords on the Play Store but that would result in the same games.

    submitted by /u/avagantamo
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    NVIDIA Open Sources Material Definition Language SDK

    Posted: 15 Aug 2018 01:33 AM PDT

    Making Games with JavaScript and Phaser

    Posted: 14 Aug 2018 08:48 PM PDT

    im looking for voice actors for my hoor/visual novel game

    Posted: 15 Aug 2018 12:47 PM PDT

    looking for 2-3 voice actors for my horror visual novel comment bellow if your interested also I got two early access codes left message me or comment down below saying you want one be the first to do it and you get the code he roles are gonna be the shadow which is a figure of darkness which I imagine having a really deep voice and there is the teacher which you know could be male or female I don't show him in the game I just show his speech lines most of these lines are not long if you would like to contact me for one of these roles go ahead I plan on being the role of the main character so that is that and also I will make more early access codes only for people who work on the game like art or voice acting or even fan art

    submitted by /u/Sleepingbrine
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    Flaws Of Point and Click Adventures

    Posted: 15 Aug 2018 12:21 PM PDT

    How to Make PLAYABLE Maps - Developer Talk with Dredile - YouTube

    Posted: 15 Aug 2018 05:42 AM PDT

    Texturing in substance painter Part-01 / Tracer gun/pulse pistols

    Posted: 15 Aug 2018 11:20 AM PDT

    I have created my first logic, puzzle game called snakelogic. What would you change to make it more addictive?

    Posted: 15 Aug 2018 11:19 AM PDT

    Music for a low price

    Posted: 15 Aug 2018 11:19 AM PDT

    Hello /r/gamedev,

    I'm a 16 year old part time game dev / vg music composer.

    If you'd like I can make some music for your game, unfortunately my portfolio is kinda broken, but I'll put the link here as soon as I can fix it up.

    I can work for free but 5-10$ would be great for me. I don't know how much other composers want but, you decide.

    Thanks for reading!

    submitted by /u/BobblyPop
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    iGPU Laptop for indie dev?

    Posted: 15 Aug 2018 11:05 AM PDT

    Hi, I'm an indie dev who looking for a new working laptop. The one I'm currently aiming for is a Thinkpad T480s (I just love it) with the following specs:

    Intel Core i7 8650U 16GB DDR4 512GB PCIe SSD Graphics Intel UHD 620 

    This model does have a MX150 gpu option but sadly it's not available in my region. So the only choice for me is the intel uhd620 igpu and that has me concerned:

    - Will the uhd620 be enough power for making indie 2D game (with GMS2, most of the time) and sometimes lowpoly 3D mobile games (with unity, but rarely)

    Thank you!

    submitted by /u/mikuinu
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    Game pitch - ask for help

    Posted: 15 Aug 2018 10:28 AM PDT

    Hi. Could you help me with game pitch? English is not my native language so I am sure what I have written is less than perfect. If anyone could spend some time correcting language and stylistic mistakes please take a look here: https://docs.google.com/document/d/1Gjqzz5SpzicCxpURLgz97KtO_3ATBFeTmEDytU3I3Do/edit?usp=sharing

    regards, Mariusz

    submitted by /u/surmariusz
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    Creating Realistic Facial Expressions for Video Games

    Posted: 15 Aug 2018 10:25 AM PDT

    Can someone give me a few insights about the gamedev field?

    Posted: 15 Aug 2018 09:54 AM PDT

    Hi! Newcomer here.

    I'm a Information System student in Brazil who has somewhat experience with Unreal Engine 4. Right now, i'm 3 semester from graduation and still not sure about what i wanna do with all the knowledge i got from college. To summarize, i have worked a while as a Laravel (PHP) backend dev, but to be honest it wasn't a great experience since i hated also having to do FrontEnd stuff with javascript (i hate javascript with a passion). In the meanwhile, i always did stuff with Unreal, just for fun, since i didn't had the spare time to deep dive into stuff. That was until a few months ago when i decided to leave my backend dev job and do freelance stuff just so i could find what i really wanted to do.

    This way i had time study Unreal, and started taking it a bit more serious. After a while, i got myself a Rift and decided to try developing stuff for it. I got everything i knew about Unreal and started reading/watching stuff about VR. This was when i kinda decided to enter the field as a VR Dev.

    Thing is: i don't have a team.

    Guys, i'm a coder, i'm not a really creative guy to make Models, Art, Sounds, Design and UI.

    What i'm really good at is thinking code and how to achieve code related stuff.

    This is one of things that really makes me scared of keep going with gamedev (Unreal Engine in particular), since:

    • I live in a country where GameDev is little to non existent (especially in the VR department).
    • I don't really wan't to have to learn how to do other stuff just so i could have a decent profile. This would bring me back to doing stuff i don't really enjoy.
    • Most companies don't want a junior dev, they wan't people capable, with years of experience.

    Can someone who felt like me before share what you did and how?

    Thanks for reading this!

    submitted by /u/vferreirati
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