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    Friday, October 19, 2018

    Procedural Voxel Terrain - Open Source

    Procedural Voxel Terrain - Open Source


    Procedural Voxel Terrain - Open Source

    Posted: 19 Oct 2018 05:35 AM PDT

    Steam devs speak: Maximum profits for Valve, minimum responsibilities

    Posted: 19 Oct 2018 07:59 AM PDT

    Engine for CRPGs?

    Posted: 19 Oct 2018 01:10 AM PDT

    Are there any flexible engines for making CRPGs like dnd games such as Baldurs Gate, or Divinity Original Sin as a couple examples?

    The more flexibility the better, so if you can edit/delete/create new classes that would be great, or editing the combat ruleset, new spells, etc.

    If not, what do you think would be the best way to create such a game? With Unity 3D? What would be the best tutorials for exactly this (making a crpg)?

    submitted by /u/DiligentArrival
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    Am I crazy for wanting to open an indie studio?

    Posted: 19 Oct 2018 11:00 AM PDT

    I've got plans in motion to eventually go full time game development, and in a few years employ a small studio of 3-5 people (including myself) making niche VR games. No aspirations of AAA whatsoever, don't intend to ever grow to that level.

    One of the reasons I want to make this company is that its really important to me to not be one of those companies that is part of the problem - the reason I didn't go into AAA dev myself. I want 40 hour work weeks, minimal-to-no crunching, health benefits - the stuff people just expect everywhere else outside of this industry. I want to provide a stable company that thinks about long-term sustainability, for both myself and the well-being of my employees. I'd like to be secure enough that people don't have to always worry about if they're losing their job next month. I have a wife and two kids to support, and can't afford to be a starving artist - and I wouldn't want that on my employees either.

    But I look around and all I see in this industry - from indies, to mobile, to AAA - is doom and gloom. I feel like I missed the boat on this by a couple of decades, and maybe the tail end of the 90s would have been the best time to do any of this. It seems like every other week there's another studio closing, and I fear that one day mine would be just another casualty. And the market is so bloated that even if you ignore shovel-ware or asset flips, there are a lot of high quality titles coming out all the time, and its increasingly harder to stand out. Its really something that when you ask people successful in this industry on how to replicate success, it boils down to "be lucky".

    But then I learn about smaller studios, like Spiderweb Software, who are doing their own thing and making a comfortable living. Maybe the noise is just so loud because people only complain when things are bad? Maybe there is some room for a small, planned, reasonably risked company to succeed?

    Or maybe I'm just nuts and should just forget about all this garbage instead?

    submitted by /u/DOOManiac
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    What marketing content works best for early stage awareness?

    Posted: 19 Oct 2018 09:15 AM PDT

    The rule of thumb is to start marketing as soon as possible, but when you're in the very early stages of development, what are some tactics that work well? Posting to subs/forums, teaser trailers, early development screenshots, YouTube dev videos, streaming, etc?

    I'm at the point where I have enough resources to put together a teaser video, but not sure what best practices are here.

    submitted by /u/AMemoryofEternity
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    Is there a way to tell how long to work on a specific small part of your game?

    Posted: 19 Oct 2018 05:31 AM PDT

    When you're making assets, code or pretty much anything you need for your project, how can you tell that you're spending too much time on something? Is there a generic method to know wether something is worth to keep working on it or if it has become a waste of time?

    Here is an example (Skip this part if you want).

    Here is a rock that took me around 15 minutes to sculpt and almost 3 hours to retopologize (I'm probably very bad at this).

    Here is the same rock, placed on the map I'm making. That single rock is about 20m high (or roughly 6 story tall).

    If I wanted to make 20 more rocks of different shapes, that would probably take me around 60 hours, or a bit more than a month given my current pace (I'm working between one and two hours a day). It feels ways too much but since I'm making a VR rock climbing game, rocks are supposedly an important part of the game so maybe it's normal, I have no way to tell.

    I gave an example to illustrate my question but I guess I'll run into this problem again in the future, so how do you decide how much time to spend working on something?

    submitted by /u/HungryProton
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    Game Asset Pipeline Stylized Rock : Sculpting

    Posted: 19 Oct 2018 07:28 AM PDT

    Projectile prediction for AI; Need help calculating power to account for spinning

    Posted: 19 Oct 2018 12:05 AM PDT

    Hey guys, so I'm working on a game where the player flicks to throw an object and land it in a hole (cornhole)

    It's 2D top down, and the physics are real simple - I have the direction of the throw, the speed of the throw, and the height of the throw.

    For each update step, for physics I do position += direction*speed, and height -= gravity; y = height until height is 0 and then it has "landed"

    I'm working on the AI right now, and working on calculating the direction+speed based on where the AI wants to throw it. After a days worth of work, I was able to get it by setting a certain height value, figuring how long it would be in the air for, and then adjusting the speed to go the distance to the point by the time

    Sample Code:

    const timeInAir = (height / physicsConfig.gravity * 2) const direction = target.subtract(position) const speed = direction.magnitude() / timeInAir 

    All is well on that front, but the catch is the player can also add a spin to the bag. I was able to work it out, the curve works by rotating the vector by a spin value

    velocity = velocity.rotate(spin*delta()) 

    And then on the AI side, I rotate the throw direction vector by the spin factor * timeInAir, and it lands on the line just fine

    // Not sure why timeInAir is divided by two, but it works direction = direction.rotate(-spin * physicsConfig.spinX * (timeInAir/2)) 

    NOW MY PROBLEM:

    The projectiles fly and land on the direction vector, but because they're curving, they're coming up short. Image of what is happening where Target is where I'm calculating to, red line is if it flew straight and black lines what's happening with spin

    Here's an actual example of the AI throwing with spin: https://gfycat.com/PartialOpulentBushbaby blue/red dots on the board are where they are aiming

    I need to adjust my speed calculating to take into account of the distance lost from curving, but I'm at a complete loss on where to start. Any ideas or pointers would be greatly appreciated !

    submitted by /u/iams3b
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    Puzzle game involving Boss Battles suggestions?

    Posted: 19 Oct 2018 08:52 AM PDT

    Hi everyone, for a project i'm currently working on i was researching around the internet for some good puzzle games involving boss battles ( preferably without combat dynamics). Any suggestion? Thanks in advance

    submitted by /u/DJShizu
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    Smoothing hex textures on a map: some results

    Posted: 18 Oct 2018 02:39 PM PDT

    Practice by making a game of each genre!

    Posted: 18 Oct 2018 07:07 PM PDT

    Hey guys, in my quest to be a better gamedev I'm thinking about creating a series of mini-games, each one with a different genre, like "platformer", "racing", "puzzle", "card game", etc. with the objective of learning the core skills that compose the development of each genre

    I would set a time limit of 30-45 days for each (in my free time), documenting and sharing the process and valuable lessons.

    Do you think that is a good idea for practice?

    If more people were interested in this, we could organize non-competitive month-long Game Jams where the theme is the genre and the objective is to discuss, learn, share and, of course, finish the game.

    _o/

    submitted by /u/salycrafts
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    Discord Sever for Game Developers

    Posted: 19 Oct 2018 11:37 AM PDT

    Hey all! I mentioned this around two months ago and we had a ton of people join, many of whom are active members now.

    The people on the server are super friendly and are always happy to help. This sounds a bit cheesy, but the server is built around the idea that all game developers are equal developers. We ask new members to leave their ego at the door and to be willing to discover new things and simultaneously be open to helping other members out.

    There's a strong focus towards C# and Unity/Monogame, but we have members who are also web devs, musicians, software devs, and artists.

    For anyone who's interested here is a link to our discord server. There's 100 invites on it, if they get used up and you can't join, feel free to Pm me.

    Hope to see you!

    submitted by /u/JumpyDingo
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    What are some of your favorite moments/features in 3D Platformers?

    Posted: 19 Oct 2018 11:25 AM PDT

    Hey there Reddit! I'm the world designer and environmental artist for a 3D Platformer which is currently in development.

    We feel 3DP's have had kind of a rough history, with some really good ones (Banjo-Kazooie, Mario Odyssey), but also some not so great ones (DK64, Croc). We're trying to look at the 3DP's that we really enjoy, as well as others, to make sure our game doesn't turn out to be empty, boring, frustrating, etc.

    So I come here to ask you all to share your favorite parts of 3DP's! Maybe it's the moveset in Mario Odyssey, or the exploration in Ratchet and Clank. (Also feel free to give an explanation on how that feature of the game works so well)

    Thank you for your time!

    submitted by /u/RetroNuva10
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    Interview with Amandine Coget on Engine Development

    Posted: 19 Oct 2018 10:55 AM PDT

    Hey Gamedev!

    We just published an in-depth interview about game engine programming with Amandine Coget, a game engine developer who previously worked at DICE on the Battlefield series. She talks about the Frostbite engine, good usability practices, and the different GUI management methods in engines.

    If you want a quick look, check out her video story as well: https://youtu.be/_DZsOfBZiaA

    submitted by /u/Isetta_Engine
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    How do you get a variable's value 2 frames ago?

    Posted: 19 Oct 2018 10:47 AM PDT

    How do you reach to youtubers?

    Posted: 18 Oct 2018 08:25 PM PDT

    Okay so I was trying to reach to youtubers recently, wanting them to play my game, and the unfortunate truth I discovered is that it is almost impossible. I've sent about 30 keys through e-mail and about 40 keys through keymailer co, and got 3 let's plays with 50-60 views in total. The sad reality of it all, is that let's players want to play popular games, so it becomes kinda like a vicious circle - you need let's players for your game to be popular, but they are ignoring you because it's not popular yet.

    Or maybe I am doing it wrong?

    Here is the e-mail I'm sending:

    Hello! I've watched your channel and saw that you enjoy tactical/strategy games, so I think you might enjoy my indie game called ****.

    It's a *** game, inspired by ***, and it is coming to Steam Early Access on ***.

    Here is the store page:

    link to the store page

    If you are interested, feel free to make a video about the game!

    Here is the press key:

    key

    Best regards

    ****

    ***@gmail.com

    What are your thoughts on this?

    submitted by /u/OlegKazakov1990
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    My newest mobile game is ready for launch but I'd like to try taking it to a couple publishers. Should I release it before I hear from them?

    Posted: 19 Oct 2018 01:24 AM PDT

    My newest game is nearly complete and I'd like to take it to Voodoo and Ketchapp. They're going to take a week or 2 to respond I'd imagine. Since I highly doubt such big companies would pick up my game I was just going to release it under my own account and then transfer it to them if they want to publish it.

    Does anybody with experience know if this will hurt my chances of getting picked up by one of them?

    Also if you have any general tips on getting published or could recommend me some other publishers that would be greatly appreciated.

    Thanks!

    submitted by /u/TheRetroGamingGuys
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    How much money would pixel artist/ animator cost?

    Posted: 18 Oct 2018 11:58 PM PDT

    I bet it varies but I'm looking for input from other people who maybe have hired someone to do this. Do game artists usually provide animations for things as well or is that an entirely different realm? I'ma start developing a game in my free time soon and I have a pixel art style in mind. I'm focusing on coding and can do music , but I'd need someone to handle the art. An action platformer consisting of 5 worlds and 3 levels within them is the scope I'm imagining right now. Thank you for looking at this!

    submitted by /u/Yummy275
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    Do Game Jams have a negative effect on the game market?

    Posted: 19 Oct 2018 09:16 AM PDT

    While I do like the general idea of game jams, I can't help but wonder if they contribute in some way to the flood of unpolished and low quality games that hit the markets everyday.

    I'm aware that some decent games wouldn't exist without game jam events. But I have to ask if those few positives outweigh the mass of other games.

    submitted by /u/ManicD7
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    I wanna make something that is mechanically like a walking sim (Firewatch) for my masters. Looking for a Unity beginner book to help me with this, but most books I find are centered around 2D development. Advise please.

    Posted: 19 Oct 2018 05:27 AM PDT

    Just to add, don't need a book that is centered around c#, I want the focus to be on 3D Unity, if something like this even exists...

    submitted by /u/__Some_person__
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    Feedback Friday #311 - Wondrous Worlds

    Posted: 18 Oct 2018 08:02 PM PDT

    FEEDBACK FRIDAY #311

    Well it's Friday here so lets play each others games, be nice and constructive and have fun! keep up with devs on twitter and get involved!

    Post your games/demos/builds and give each other feedback!

    Feedback Friday Rules:

    Suggestion: As a generally courtesy, you should try to check out a person's game if they have left feedback on your game. If you are leaving feedback on another person's game, it may be helpful to leave a link to your post (if you have posted your game for feedback) at the end of your comment so they can easily find your game.

    -Post a link to a playable version of your game or demo

    -Do NOT link to screenshots or videos! The emphasis of FF is on testing and feedback, not on graphics! Screenshot Saturday is the better choice for your awesome screenshots and videos!

    -Promote good feedback! Try to avoid posting one line responses like "I liked it!" because that is NOT feedback!

    -Upvote those who provide good feedback!

    -Comments using URL shorteners may get auto-removed by reddit, so we recommend not using them.

    Previous Weeks: All

    Testing services: Roast My Game (Web and Computer Games, feedback from developers and players)

    iBetaTest (iOS)

    and Indie Insights (livestream feedback)

    Promotional services: Alpha Beta Gamer (All platforms)

    submitted by /u/Sexual_Lettuce
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    5 Places to Find Mobile Game Beta Testers

    Posted: 19 Oct 2018 09:45 AM PDT

    Pixel Prophecy makes extremely underrated and underviewed ludem dare videos, he narrates and tells the story of his game jam endeavours in such a brilliant way

    Posted: 19 Oct 2018 05:24 AM PDT

    Help! Where to turn for old school game dev

    Posted: 19 Oct 2018 05:18 AM PDT

    I have a younger sibling who's showing interest in game development and they really want to learn to make a really old school (like 1980s 8bit style) game.

    I want to support them and try and find out about how people made games back then but I have no idea where to look.

    Any tips or advice? What languages were used back then?

    Thanks!!!

    submitted by /u/hayds33
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    How to make a Jazz Potato?

    Posted: 18 Oct 2018 10:24 PM PDT

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