Adding colorblind accessibility with an effortless shader |
- Adding colorblind accessibility with an effortless shader
- "What sort of game does the gaming industry *need*?" and other questions
- About to Start My First Big Project, Tips and What to Look Out for?
- What are the realistic financial details / amounts in starting a game using a service like AWS?
- Does anyone know why my ragdolls act like this?
- Aesthetics/theme/style: how do you choose and does it even matter?
- Looking to Collaborate on a small Phaser.io game for Github's November Game-off
- Designing games for children: Important things to consider?
- Interaction System (E03) - Polishing and automatic doors! | Unity 2018 C#
- Gamemaker Studio 1.4 v Gamemaker Studio 2
- My game ideas inevitably turn too complex with work. What can I do about it?
- Git Repo Timelapse: 5 years of indie development!
- Should i switch from 3D to 2D?
- Hi I need help with my 2048 game!! made in Unity
- Balancing tips?
- Best UK Game Development Courses?
- How to convey dangerous objects to player
- Soundtrack Sunday #266 - Infinite Loop
- Using maths to smooth a hard stop within the same time-frame
- When to use dynamic and static lib in game engine
- Needing some advice for going into a game art major!
- Should I include video files in my press kit?
Adding colorblind accessibility with an effortless shader Posted: 04 Nov 2018 01:33 AM PDT Not long after I published a public demo of ΔV: Rings of Saturn I got a message from player noticing that due to colorblindness he cannot distinguish between broken (red) and working (green) system. Honestly, it never occurred to me that my game will have a colorblind accessibility mode. I did some research on r/ColorBlind - while full-blown accessibility mode should involve changing some basic concepts behind the HUD display, I found that simple color remapping works for almost everyone. And that remapping can be done with a really simple shader. Since it just few lines, I'm sharing it here: This is written in Godot's shading language, but I'm certain the concept is trivial to implement in any engine - it just shuffles around colors after everything is rendered on screen. There is no real reason your game should not have colorblind accessibility mode like this (unless you have better one already, or you developed Obra Dinn). Adding this to ΔV took me just a couple of minutes, and I'm certain it won't take any longer for any project - and this produces a win-win scenerio: colorblind people get to enjoy your game more, and you get additional audience. TL;DR: You can add a colorblind accessibility to any project in minutes with simple post-process shader. [link] [comments] |
"What sort of game does the gaming industry *need*?" and other questions Posted: 04 Nov 2018 12:16 AM PDT Hey there Reddit. How ya doin? First post here. Anywho, I'm an aspiring indie developer, and the title of this little thread is a question I've asked myself for awhile now. I know what kind of games I want to make, and I am also aware of what kinda games are popular due to those good ole market trends. But what games *should* we be putting out there? What kinda games do we *need* out there? I think an obvious answer would be "Our best" or "Something you love", and I agree with both of those. However, two of the reasons I chose to get into indie development are: First, to create meaningful experiences to people similar to the ones I grew up with. And second, to somehow impact the gaming industry. The first is totally subjective, but what would achieve the second? Would it be an artistic game? A game with phenomenal mechanical gameplay? A deep, driven narrative? A combo of these three? What are some examples to look towards for inspiration? I know that this post is kinda dumb, but I'm not sure how else to ask this question or how else to start the topic. I'd love to hear people's thoughts on what the *perfect* "industry smashing" game would be. Cheers. [link] [comments] |
About to Start My First Big Project, Tips and What to Look Out for? Posted: 04 Nov 2018 04:53 AM PST ANY answer to ANY of the questions are welcome, you don't have to answer all of them After 3 games that all took 4-6 months to make i will start my first big project which i suspect will take 2 years. For the next 2 months, i'll plan it from 0, from my mind into a notebook. I have a mechanic and the overall of a story in my mind. Of course, it probably is going to take a lot more than 2 years. I think I know how to manage my project. I am a solo developer. I'll do everything. Please answer ANY of the questions i have
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What are the realistic financial details / amounts in starting a game using a service like AWS? Posted: 03 Nov 2018 09:10 PM PDT Take for say a CCG clone like Hearthstone or MTGArena, etc. The cost of the game in terms of development time seems tiny and inconsequential when compared to the huge financial cost of maintaining dedicated servers - even on a cost effective platform like AWS. This is before you talk about games where latency matters and having multiple dedicated server locations would compound the cost. I see a problem here: games like these make money and obtain a dedicated userbase by being f2p/premium. Additionally if you have crappy servers, you aren't going to obtain a dedicated userbase - network issues are often cited as one of the main reasons players quit multiplayer games (old or new). This means you need to be able to shell over the cash to support high traffic flow on release before you've actually obtained money. Plugging in low bounds for the kind of server (I think) you'd want to be able to support said userbase into AWS's cost calculator roughly corresponds to 8-20k / month. Now you'd probably upscale and downscale this as needed after your initial month release as your playerbase grew, decreased, or remained stagnate. Now this isn't some obscene amount of cash, you should probably be able to float this until your premium services in your game start producing money for you (which would only take 1000 users spending $20/month to do so), but it does raise a question to me that is disconcerting. Say you had a game where latency mattered including data access time, you'd be duplicating the cost of storage on the servers for the most part, and you'd pay additional fees for the IT service work involved in maintaining and setting up servers in multiple locations. Essentially what I'm getting at is: are f2p/premium multiplayer games where latency is an important factor, out of reach from a financial point of view for indie developers? Disclaimer: Networking is my least knowledgable area of CS, so I might be missing some finer points entirely; there's also a chance that there's workarounds in terms of payment structures that can accommodate new games (e.g. possibly a payment/server plan that upscales and downscales the amount of storage/cpus/etc you use as your load changes). [link] [comments] |
Does anyone know why my ragdolls act like this? Posted: 04 Nov 2018 01:23 AM PST |
Aesthetics/theme/style: how do you choose and does it even matter? Posted: 04 Nov 2018 01:38 AM PDT I'm working on a top-down sword fighting game. There'll be a dueling mode, a free-for-all battle royale mode, and a story mode. Single-player, or shared-screen two-player if the controls end up being comfortable on a controller. Right now it's keyboard only. Originally, I envisioned this as a "realistic" medieval sword combat game, with steel swords and armors. Accordingly, the working title was simply "Swords", anticipating a magic-oriented game on the same platform that I plan to do next, which would be "Sorcery". "Swords & Sorcery", you know. There's no art assets whatsoever yet, and swords are brightly colored to indicate their "sharpness" (i.e. damage potential). The effect is a bit like a lightsaber battle. It'd be easy to change the color palette to a vaporwave aesthetic. Or perhaps a Tron-like style. Then I might rename the two-game bundle to "Hack & Slash", with this swordfighting game being the "Slash" portion. Then again, Star Wars is so damn popular, why not go with light-sabers? Maybe call it "laser swords" to avoid copyright/IP problems. Assuming the underlying game is exactly identical between these options (medieval, vaporwave, Tron, Star Wars), how do I go about making this decision? If the art quality is at the same level for each of these, how might the choice of style or theme affect how the game is viewed or received? Any ideas? @mods: I don't know if this post fits better under "question" or "discussion". Let me know if you'd like it changed! [link] [comments] |
Looking to Collaborate on a small Phaser.io game for Github's November Game-off Posted: 04 Nov 2018 10:14 AM PST Hey everyone! I am looking to put together a small team to take a shot at creating a game for Github's game-off event. I organize a free open source programming/developer community called SkillCamp, that helps developers get involved in open source projects and learn along the way. We saw that Github was hosting this game-off event and thought that it would be a fun project to collaborate on. We currently have a few people interested, but collectively have very little experience in game development. I wanted to reach out to reddit and see if we could find a few more people willing to help out with the project. If you have experience with game development and would be willing to mentor, that's awesome! If you have no experience with game development and want to learn with us along the way, thats awesome too! Any help or contributions would be amazing. Art, music, programmers, mentors etc. The idea we have been playing around with so far: A Phaser.io based game called "Project Kepler". The premise is something along the lines of a space sim / survival game (kind of a space themed cross between Don't Starve and Stardew Valley). The player, possibly on a search or a habitable planet, gets stranded on an alien planet and has to learn to survive by collecting resources, growing food, upgrading equipment etc. Game ideas are welcome! If you are interested in contributing, giving advice, or just following along, join up on our Slack channel and say hello! [link] [comments] |
Designing games for children: Important things to consider? Posted: 04 Nov 2018 09:39 AM PST Just wondering what goes into designing a game for children (aged 8-12) [link] [comments] |
Interaction System (E03) - Polishing and automatic doors! | Unity 2018 C# Posted: 04 Nov 2018 08:19 AM PST |
Gamemaker Studio 1.4 v Gamemaker Studio 2 Posted: 04 Nov 2018 08:08 AM PST If four people with talent and an idea come together, three have GMS 1.4 and one has GMS 2, do three upgrade, or does one get the lesser version? We aren't exactly overflowing with cash, but we could make it happen if GMS 2 is really all that much better than 1.4. [link] [comments] |
My game ideas inevitably turn too complex with work. What can I do about it? Posted: 04 Nov 2018 06:37 AM PST I'm a new developer, who also sucks at art, so I like to stick to as simple as I can get, both in mechanics and assets. But whenever I come up with an idea that looks simple, I inevitably make it too complex for me to make once I start fleshing it out. Is this a common pitfall for noobs? I'd welcome any advice. [link] [comments] |
Git Repo Timelapse: 5 years of indie development! Posted: 04 Nov 2018 02:41 AM PST |
Should i switch from 3D to 2D? Posted: 04 Nov 2018 06:08 AM PST I'm a programmer and already have experience in frameworks like SFML or allegro ( used exsiting art). after that i've traveled to unity completed one 3D project all of it by myself from art to code etc..... it was a top down car game that drift and move in a city and collecting scores and avoid cops, game looked acceptable ( many people even said its good ) also I've managed to optimized so that even mobiles can run it smoothly. Now my question is since i know modeling , little texturing , coding 3D games , optimizing should i continue developing 3D games? or i should switch to 2D? i thought myself i can focus more on content on 2D but there is big problem : 2D ART i know literary nothing of 2D art and there is alot of topics that i should tackle like sprite animating ( thats the worst part ) 2D lighting etc... so what do you think? 2D harder art + simpler code vs 3D smipler art + little harder code ( this is just for me ) Note : i know rigging and animating too but not in a acceptable quality which i can make it acceptable in afew days of practice. Thanks. [link] [comments] |
Hi I need help with my 2048 game!! made in Unity Posted: 04 Nov 2018 09:26 AM PST Hi how can I access a videoclips array with a modular class like this I need to have a list of all tiles created or a dictionary and filter through using the tileID. When I find that title ID, I can then call the PlayAnimation method and only that instance of the tile will play. How can I achieve this? here is my code in github https://github.com/PequeCeci/2048Game [link] [comments] |
Posted: 03 Nov 2018 07:15 PM PDT So, I've pretty much completed the mobile TD that I've been working on for a few months, and now it's balancing time. Honestly it's a nightmare. Every time I change something it feels like it creates a new problem. A quick rundown of what I need to balance. 7 Enemy types. I need to balance hp, damage, and gold given per death. 30 Waves. Each wave spawns enemies at a set interval until the wave duration has ended (1:30). The enemy spawned is chosen by a weighted random algorithm. So for example, early waves have 100% chance to spawn the weakest enemy, and 0% for every other type. Also early waves have a longer spawn interval, starting at .5s, gradually speeding up to .1s by the last wave. 5 tower types. Each tower has 3 stats that can be upgraded, with 5 different levels of each upgrade. For example, Lightning Towers have 5 levels of damage, 5 levels of firing rate, and 5 levels of "chaining". The upgrade cost goes up for each upgrade (level 1 to 2 only costs 100, while the final upgrade of 4 to 5 costs 1000). 10 different spells, also each with their own 3 stats that can be upgraded. Basically the same upgrade system as the towers. At this point I'm basically just playing through the game over and over, and changing things as I feel like they need to be changed. However, it's just so many moving parts that it feels overwhelming. Anyone have any tips? Maybe a philosophy/system overall for balancing that feels less like randomly trying different numbers and seeing how it plays? Here's a couple of images to get a better idea of my description of the game, plus the stats I have to balance. The artwork is mostly cc0 stuff as I am not an artist. [link] [comments] |
Best UK Game Development Courses? Posted: 04 Nov 2018 05:11 AM PST Hi all I want to go to university to learn game development/programming but I am finding it difficult to find which ones are good, can anyone help me with this? [link] [comments] |
How to convey dangerous objects to player Posted: 03 Nov 2018 05:02 PM PDT |
Soundtrack Sunday #266 - Infinite Loop Posted: 03 Nov 2018 08:06 PM PDT Post music and sounds that you've been working on throughout this week (or last (or whenever, really)). Feel free to give as much constructive feedback as you can, and enjoy yourselves! Basic Guidelines:
As a general rule, if someone takes the time to give feedback on something of yours, it's a nice idea to try to reciprocate. If you've never posted here before, then don't sweat it. New composers of any skill level are always welcome! [link] [comments] |
Using maths to smooth a hard stop within the same time-frame Posted: 04 Nov 2018 07:44 AM PST |
When to use dynamic and static lib in game engine Posted: 04 Nov 2018 03:46 AM PST Speaking of game engine architecture, which component of the engine it is best to use and not to use Dynamic libraries in 2018. Check this too I have seen renderer is written years ago as static! does static still better than dynamics in 2018 take in your consideration performance and agile as well I know difference between static and dynamic and their benefits but I have no previous experience in game engine programming so i cannot tell which component need to be static or dynamic [link] [comments] |
Needing some advice for going into a game art major! Posted: 04 Nov 2018 01:10 AM PDT Hi guys! I've been thinking about this a lot recently and looking at similar posts but still can't really decide what to do, so I hope someone can help me. I'm currently a high school senior looking into game colleges specially for a game art/animation degree. I'm strictly focused on the art side of creating video games, not so much the design/level-making side. I'm thinking about applying to Digipen for Digital Art/Animation, Ringling for Game Art, and maybe SCAD for their Game Development major. I have also applied to my local state school for studio art. So far, Digipen is looking a little bit better to me than Ringling, and it is certainly within a more reasonable price range (even though it's still extremely expensive). I don't come from a rich family by any means, but I think I have a good shot of getting a few scholarships and grants. I would just like to know if I'm setting myself up for failure here. Are any of these schools worth it for getting into the art side of the game industry? Have any of you attended these schools and can share your experience? I am completely open to any suggestions for other schools or anything else you would like to say. Thanks! (Sorry this post is so long, I just wanted to include all relevant info about my situation.) [link] [comments] |
Should I include video files in my press kit? Posted: 03 Nov 2018 10:45 PM PDT So I'm working on a press kit for the upcoming release my game, and the two 4K trailers have ballooned the Zip file to 686 MB. Should I remove them from the Zip, and simply include links to the trailers on YouTube instead? It seems that this was the path Blizzard took with their recent announcements. What do you guys think? [link] [comments] |
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