The human cost of Red Dead Redemption 2 |
- The human cost of Red Dead Redemption 2
- Wireframe - New magazine launching aimed at Game Devs.
- Crunch has always been a thing. A message from an exhausted dev, hidden in the DOS game dungeonkeeper.exe
- My game hit New Popular Releases on Steam after 24 hours from release. And that's why I want to warn you about something VERY important (so you won't repeat my mistakes)
- Game Engine programming enthusiasts?
- Quaternions and 3D Rotation, Explained Interactively - 3Blue1Brown
- Creating a proper Save system in unity
- Trying to find a game development article from way back
- Things that are easy to do but make your game a lot better.
- What platforms do you use to back up your game?
- How much time to invest per prototype?
- Level Design Case Studies: Trainyard and Cut the Rope
- How goes it? I'm in the process of updating to 4.20.3 in Unreal
- Epic Games Gets $1.25 Billion Investment From Seven Firms
- How do I sell a graphics-lacking game on Kickstarter?
- Good Engine for 2D water physics?
- Health System | Unity 2018 C#
- Happy Halloween everyone!
- Creating collision geometry
- A template and video demo of a hotloading system for Monogame or C# gamedev
- What's the best way to get play-testers?
- Here's a good reminder about what goes inside Rockstar
- I want to ask about how to describe a certain artstyle, for potential team-mates
- Playstation 4 Devkit Question - Can we acquire some as a remote company, across 12 countries?
The human cost of Red Dead Redemption 2 Posted: 26 Oct 2018 05:23 AM PDT |
Wireframe - New magazine launching aimed at Game Devs. Posted: 26 Oct 2018 02:07 AM PDT |
Posted: 26 Oct 2018 09:29 AM PDT |
Posted: 26 Oct 2018 09:40 AM PDT Dear devs! In April 2017 I decided that in order to become a programmer I need to make a game that will look nicely in my CV. I even didn't want to become a gamedev. It supposed to be a small warm up project that would show me if I can stand a long-term programming. Of course things got out of hand pretty quickly and here I am now, 1.5 years later with a finished product. I've read tons of valuable post in here, watched plenty of youtube videos (like we all!) in order to make the best game possible. Today, 24 hours after release my game is New Popular on Steam (at least in my region of Europe) (proof) and there's one thing I want to make you aware of (and you probably know that but tend to forget). Gamedev is a fantastic and inspiring and helpful community but in this whole process of making the game and marketing it we often forget that Devs are not your audienceSo you probably often read many posts about devs who had finished their projects and regretted not starting marketing early. I think we are all learning on their lessons and we got better in this. I'm sure of it because I'm in the same places as you. We like one another posts, share our work and give out insights. And that's all very nice. It's great that in such competitive market we still want to help but it seems that unfortunately many of us tend to think that if our post gets 10-30-50 likes on Twitter, if we copypaste the same post to different facebook groups then after the release things will somehow "click" and we get plenty of buys. But unfortunatly most of these people who likes your posts will not buy your games. They'll admire your work, sure. They may even share it. But there's so many games today, that physically we are not able to play them all. So if promote your work to the wrong audience, you'll have this false illusion that your game will get hundreds of buys after the release. It's possible, sure but don't forget that there are 30 other games competing you in the same day of the release (even if most are craps) and many other great titles left on the "maybe later" shelf. If you still have doubts think about yourself. How often do you, dear dev, like posts, gifs, trailer of other games and how often do you ACTUALLY buy it once it's released? Sadly if it comes to me it's less that 10%. Not because I don't want to support devs. I'll just won't have time for all that awesome games. (also I have too little money but shh) So how does that all relate to my story? Like all of you, I'd been posting on twitter, sharing, liking etc. But when it came to the release, only a little percent of sales were related to this sites. Yes, my game doesn't look that good so I got up to 10 likes per post. Also if after every post hunreds of people are screaming in the comments that they want your game then you're probably good (heck! You could teach us all!) but still you have to be aware that you have to actually reach to the gamers. If everyone is marketing the same way (copypaste posts on different groups - yes, I did that), does this marketing work? There's also this Networking thread with about 500 comments of people sharing their twitter accounts. How many these acounts you actually checked and followed? One final thought. I also failed. I'm in popular releases only thanks to one popular site in my country (not game related) on which I made a very popular post at the day of the release. This post got about 22k views but the conversion rate is less than 1%! Yes my game is maybe not that visually appealing and the genre is rather niche but I think it proves my hypothesis than most people will congratulate you but almost none will actually pay for your game. And it's not their fault! There's nothing wrong with them! That's how our overcrowded world works. We will never find enough time for all the things we want to do. And the worst thing is that even if I'm in popular releases of my region I still sold less than 500 copies (not sure now, because Steam is down) and that means it was still enough to be better than 30 other titles released the same day. So think that in order to make your dream come true you'll have to be in this 3% to have a moderate succes. Yes, I also know that the poor conversion rate might be due to the low number of viable reviews. So this is it. I knew I wouldn't make fortune so I'm actually proud after all the hard work. I hope I didn't sound too salty but it's really sad to read all these comments of aspiring devs whose games failed after X years of work. I also know that there are many things I could do better. I know that I chose the wrong audience, that my game is not that visually appealing but that was still enough to be in that popular. Do you think you will this 3% too? Ps. Sorry for my english but I'm not a native speaker. It was really challenging for me to write this and took me almost 2 hours but I really wanted to share my experience with you. I also didn't want to sound self-righteous, really. I think I'm very mediocre dev who has this one important insight that can be shared with world. For the reference, you can find my game here . Not sure if 4.50$ price was good decision but it was at least best price for my marketing "strategy" I will gladly answer to all your questions :) [link] [comments] |
Game Engine programming enthusiasts? Posted: 26 Oct 2018 07:47 AM PDT Are there any more Game Engine enthusiasts? [link] [comments] |
Quaternions and 3D Rotation, Explained Interactively - 3Blue1Brown Posted: 26 Oct 2018 09:53 AM PDT |
Creating a proper Save system in unity Posted: 26 Oct 2018 05:26 AM PDT I've searched the internet and i'm little confused there is playerprefs which is limited and not a good way for making save system ( however is good for basic stuffs) and there is json which is text based and i'm not sure is good. how do you implement save system? note : i know how to use json to save but i just don't know how to load because i can't really find where json files are stored so i might be wrong at some point i can use playerprefs to load but i don't want to use playerprefs. thanks. [link] [comments] |
Trying to find a game development article from way back Posted: 26 Oct 2018 12:34 PM PDT I remember reading a story, or an article, or a post, or something by a game developer who was talking about the perception of power regarding a weapon. Beta testers were giving feedback saying that a weapon was weak, but the spreadsheet math on the weapon in question said that it should be balanced. So the devs fixed it by making the sound effect for firing the weapon deeper and giving it more bass and this completely reversed the feedback they were getting from the testers. Would anyone happen to know what game this was, or have a link to the article/post/whatever I'm thinking of? My google-fu is failing me. [link] [comments] |
Things that are easy to do but make your game a lot better. Posted: 26 Oct 2018 12:01 PM PDT This is meant for everybody who got started with game development less than a year ago. Everybody else, you're welcome to correct me or add some additional advice on top. When I got started with game development, I had a pretty long phase where I was stuck making games at the same quality level over and over again. Usually they had pretty decent gameplay and a cool idea, but for some reason the games weren't very pleasant to look at or play for more than a couple of minutes. I still see a lot of games at this level, especially in game jams, which tells me I'm not alone with this. This is what I wish I would have known back then: There are a couple of simple ways to improve your game drastically with almost zero effort. (At the very least when your quality level is below a certain threshold.) Here you go:
In case you'd like to see an example, I made a short 6 minute YouTube video where I apply some of these tricks to a simple twin stick shooter game: https://www.youtube.com/watch?v=plj09H-aLOk
Is there anything else you would add to the list of things that are easy to do, but can have a massive impact on the feel of your game? Hope this was somewhat useful. Cheers. [link] [comments] |
What platforms do you use to back up your game? Posted: 26 Oct 2018 05:37 AM PDT Hello game developers! This is probably a trivial question, my apologies if that's the case. I've started working on a new game two months ago. Since the project was relatively small I used to back up all the data in my external hard drive but as the project grows bigger, this question started to pop up. What is your preferred platform to back up your game in order to keep everything updated and secured? I'm used to GitHub, but their free repositories options don't let you create a private one, and I don't want my game out to the public while I'm working on it. I also familiar with Google Drive, Dropbox... but as I said, these options are not optimal when your game starts to grow, since you need a lot of space to store all the data every time you want to update any changes. Thank you very much! [link] [comments] |
How much time to invest per prototype? Posted: 26 Oct 2018 10:22 AM PDT I've been jumping from one prototype to another lately but I'm starting to think that I'm not giving them enough time. In most cases it falls under two categories:
In most cases I spent around 2 days per prototype. Is that enough or too little? When should I show people my prototype? [link] [comments] |
Level Design Case Studies: Trainyard and Cut the Rope Posted: 26 Oct 2018 09:48 AM PDT |
How goes it? I'm in the process of updating to 4.20.3 in Unreal Posted: 26 Oct 2018 09:14 AM PDT Hey Devs, tried to find if this topic was covered elsewhere and didn't see anything but apologies if its old hat. I'm working on updating our game from 4.17 to 4.20.3 and it has given us some trouble but we are getting some awesome improvements to our huge world aspects. The new LoD proxy mesh generator will definitely improve the look of distant buildings, and there are more BP debugging tools in this version, which is handy. Is anyone else in the midst of updates / has already updated? Whats your experience or hows it going so far? [link] [comments] |
Epic Games Gets $1.25 Billion Investment From Seven Firms Posted: 26 Oct 2018 09:06 AM PDT |
How do I sell a graphics-lacking game on Kickstarter? Posted: 26 Oct 2018 12:45 PM PDT For some context to understand my issues, my friend and I have been working on a fairly large game in whatever time we could for a while now, and we are finally getting ready to put the initial work and idea into the public eye. However excited and confident I am in the engine work and project design we wrote up over this time I can't help but worry that we are doomed due to neither of us being artists. From looking at well funded kickstarters for other games I've noticed that the trend seems to be either:
For our situation we are in what appears to be an awkward spot of funding. The art style is well documented and planned out, but it is with the Kickstarter money that we are going to be able to pay for it. So how would we go about creating the page to demonstrate what we have done and plan, but also make clear that the open source models being used are only temporary and will be replaced given the funding? [link] [comments] |
Good Engine for 2D water physics? Posted: 26 Oct 2018 06:38 AM PDT Ive been working on a game for the past year or so using GameMaker Studio 2. Its a 2d cross-sectioned game detailing naval combat. A large mechanic of the game was going to be water flooded rooms and hulls, causing the boats to capsize or sink. Unfortunately it appears GMS2 doesn't handle rotating physics grids too well (30 frames drop with only 2000 particles). After consulting with the GMS2 community it seems that not many recommend using mass amounts of physics particles with it. Does anyone know of any engines that could be used for a 2d game with proper/dedicated water physics? EDIT: Heres a quick little video showing what I mean [link] [comments] |
Posted: 26 Oct 2018 12:34 PM PDT |
Posted: 26 Oct 2018 12:30 PM PDT |
Posted: 26 Oct 2018 04:53 AM PDT Is it OK to create collision geometry from say, a box and a cylinder or should I build a proper mesh that has connected vertices? [link] [comments] |
A template and video demo of a hotloading system for Monogame or C# gamedev Posted: 26 Oct 2018 12:18 PM PDT I recently got a proof of concept working where you can rebuild your game logic while the game continues to run, and as well change shaders while the game is running and have them swapped in. I've put this template projects up on github and there is a link to a short youtube video demoing what you can do. https://www.youtube.com/watch?v=D1708LklhW0&feature=youtu.be [link] [comments] |
What's the best way to get play-testers? Posted: 26 Oct 2018 11:56 AM PDT Hey everyone! So I'm getting to a point in the development of my game, where I'm thinking about starting some play testing. I'm about half way done with the project, but I've been thinking it might be good to start getting some of that final polishing done. My game has a pretty small base of followers, and I sent out a survey to them to see how many people would be interested in play testing, and there really aren't that many people who are. What have you all done for play-testers? My last game didn't have any, and ended up releasing with a bunch of issues, and I definitely don't want to repeat that. Should I just try to grow my fan base, or is there some better way to go about all this? Thanks for your input! [link] [comments] |
Here's a good reminder about what goes inside Rockstar Posted: 26 Oct 2018 11:44 AM PDT |
I want to ask about how to describe a certain artstyle, for potential team-mates Posted: 26 Oct 2018 11:36 AM PDT Within a few days, I want to submit a "Pitch" for a short project for the purpose of recruiting team-members through subreddits such as Inat and GameDevClassifieds. I want a certain artstyle for my game, but I don't know what that artstyle is called.Here are a few samples:- Garrison from BattleChasers NightWar and a screenshot from a game called Adventure Quest So....what is this artstyle called?? Comic Art?? Manga Art?? Hand-Drawn Art?? I know its not called Pixel Art. NOTE:- Just because I linked some high quality stuff doesn't mean that I'll want that exact quality. I'm more interested in the Aesthetics part. Thank you in advance!! [link] [comments] |
Playstation 4 Devkit Question - Can we acquire some as a remote company, across 12 countries? Posted: 26 Oct 2018 07:21 AM PDT We know that some companies are strict regarding the devkits being in a secure location such as an office. We are a remote company, and we will start porting some games to PS4, later next year. Have any of you acquired PS4 devkits for several engineers across different countries? Thanks in advance. Edit: 12 countries, work-from-home setup. Cloud CI and SCM. [link] [comments] |
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