Blender 2.8 Beta Released |
- Blender 2.8 Beta Released
- I've been learning about tessellation shaders and felt inspired to make a peeing in the snow simulator
- How big of scope should a solo dev's first commercial PC game be? What are some examples?
- 8 months developing my first game... Finally I've won money :D
- Indie Developers - How much documentation do you do?
- Feedback on RTX Plug-in Project Idea
- Taking Back What's Ours: The AI of Dishonored 2
- Feedback Friday #317 - New Inventions
- Websocket for realtime communication.
- Enemy AI Imagination...
- Got an email from indieboost, is it legit?
- Photo-realism attempt in Unity
- Don't know what glad does :(
- Do you know any examples of good powerup countdown?
- The Long Road to Surrogate - A Personal Post Mortem
- How to hire an Artist
- Maintaining a list of renderable sprite data
- Kengine 4.0 released: a type-safe and self-documenting implementation of an Entity-Component-System
- What Only Video Games Can Do as an Artform | The Language of Games and the Future of Interactive Art
- Would you be interested in an Indie Community "gift exchange"?
- Evaluation Station
- Website Builder with Forum, Blog, etc.
- Parallel Smoothing (preferably lossless)
Posted: 30 Nov 2018 03:18 AM PST |
Posted: 30 Nov 2018 11:17 AM PST |
How big of scope should a solo dev's first commercial PC game be? What are some examples? Posted: 30 Nov 2018 07:18 AM PST I keep hearing "make small games." Well I've made some small mobile and browser-like games, you know what I mean, a few screens and maybe only one or two game mechanics. I'd like to build something that feels "substantial" if that makes sense. I'm not looking for to make a ton of money or trying to make a huge MMORPG, but I was wondering how much of a game do you have to make before you can say "I feel ok charging $5-10 for this?" [link] [comments] |
8 months developing my first game... Finally I've won money :D Posted: 29 Nov 2018 12:50 PM PST |
Indie Developers - How much documentation do you do? Posted: 30 Nov 2018 10:13 AM PST Hey r/gamedev, so I was wondering how much documentation that most indies actual write out. Currently I've filled out most of my GDD, but I am not sure if I am going to finish writing a TDD as well. I usually write pseudo-code while I am on the bus or at work and implement it when ever I get the chance at home. So, like I said, I am just wondering how much other indie devs actually do for documentation of their game. [link] [comments] |
Feedback on RTX Plug-in Project Idea Posted: 30 Nov 2018 05:48 AM PST Hello everyone, We're a team of student developers from Breda University of Applied Sciences (former NHTV) and we're developing a concept for a Maya plugin that we would like to create for our third study year. [link] [comments] |
Taking Back What's Ours: The AI of Dishonored 2 Posted: 30 Nov 2018 09:11 AM PST |
Feedback Friday #317 - New Inventions Posted: 30 Nov 2018 05:44 AM PST FEEDBACK FRIDAY #317 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) [link] [comments] |
Websocket for realtime communication. Posted: 30 Nov 2018 10:07 AM PST So... I'm about to start playing around with Websocket for realtime game client server communication. I'll be using Unity for client and Go for server. Both have Websocket frameworks like Websocket-Sharp and Gorilla. So my question is, do I need websocket server and client in both server and client side or just in the server side? [link] [comments] |
Posted: 30 Nov 2018 06:57 AM PST A few months back I worked on a VR game and primarily worked on the enemy AI, ragdolls, all that jazz. After reading some reviews, and playing some more a few months later, I realized that my enemies were very boring indeed. And so I wanted to so facilitate a brainstorming session to create a list of interesting behaviors for enemies of all types for an upcoming game. I also want to make sure that my core AI code (which I hope to release at some point), can support the myriad of behaviors needed to create such gameplay. Thanks in advance! [link] [comments] |
Got an email from indieboost, is it legit? Posted: 30 Nov 2018 08:33 AM PST Is this site legit: They feature a bunch of livestreamers but I don't think they have any affiliation with that site, do any of you have any experience with them? [link] [comments] |
Photo-realism attempt in Unity Posted: 29 Nov 2018 11:33 PM PST |
Posted: 30 Nov 2018 11:55 AM PST I'm a bit new in making computer graphics. I am currently using OpenGL in this project. I am following the instructions from this website: https://learnopengl.com/Getting-started/Creating-a-window After days of figuring out on how to set up my project, I hit a final roadblock with glad. I have downloaded it and know where it is located in my mac, but I have no idea how to use it. Should I move glad to my project directory? I don't have a clue what I'm doing at this point. Could someone enlighten me? [link] [comments] |
Do you know any examples of good powerup countdown? Posted: 30 Nov 2018 09:02 AM PST I'm working on a small prototype and have a couple of temporary powerups players can get. They last short, like 20 seconds or so and once they wear off players become very vulnerable and it can decide between life and death in the game. The game is very dynamic, so players have no time to look to the side and watch the timer. I would like to somehow show that the timer is running out around the player's character. The game is played in 3rd person, so you can see your avatar on the screen. I'm currently using a simple numeric countdown hovering over the player's head, but it feels too simple. Are the some interesting ways to show that powerup is about to run out that you know of from some games? [link] [comments] |
The Long Road to Surrogate - A Personal Post Mortem Posted: 30 Nov 2018 03:37 AM PST In order to avoid confusion it's important to note that Enshrouded World, Enshrouded World: Home Truths and Surrogate are all the same project just at different points in the development timeline. I've already come this far, why stop now? This was the guiding question over the last year during the ever increasing perilous late hours spent on Surrogate. The question is in fact far removed from my true motivation which had spawned an unhealthy ambition and tenacity for pushing myself to the limit with the goal of perfection. My true intention was quite naive and hardly original, attain a level of financial success and fame. The desire for financial success stems from the reality of being an unemployed student living with a low income parent however the need for recognition is far more personal. I was stubborn enough to spend eleven thousand hours developing Surrogate, writing around sixty thousand lines of code, recording my own voice acting and performing each line of dialogue with the necessary expressions to capture facial animation data. The Long Shadow I started with FPS Creator in 2007 at age nine and in the early years of secondary school learnt how to use more complex development tools including the idTech 4 and Source SDKs. Video games were always a comforting escape from living in a bleak dysfunctional household ruled by addiction where denial and secrecy permeated every room. It's no surprise to me that I had such a great interest in game development from an early age. I have always been an isolated, noncompetitive and detached person with trouble relating to others as their lives and families in particular seemed so different. Combined with a penchant for cynicism, hypervigilance and a generally serious approach to life I've been unable to lose this negative perception of myself. I very much wanted the game I would develop to be successful and provide me with some level of fame and admiration as a way to supposedly solve the many issues I had to deal with. It wouldn't be until two years after starting development that I would be prescribed an SSRI for social anxiety and slowly improve my confidence and self-esteem however the wish for recognition never really went away. It was March 28, 2014 when I got my hands on the recently released Leadwerks 3 and a notebook for recording my world-shattering ideas. The process was not as elegant and intuitive as I thought it would be with many months spent on establishing ideas before discarding them in a sudden change of heart. There are some ideas from that time that remain in Surrogate however they are few and far between. I'd spend most days working on Enshrouded World in some capacity growing more content with every passing hour that brought programming knowledge and more importantly the sweet taste of achievement. I had developed a routine of spending so much time developing the game that my school work was being neglected. How would I describe the last four and a half years? Undeniably lonely and morose. There was certainly a sense of great satisfaction when it came to accomplishing the ambitious tasks I had given myself however the isolation of creating a game alone always crept up. It wasn't until the latter half of the development that I was beginning to question my motives for embarking on this difficult and tiring goal. Perhaps the answers were too much to bare? Or perhaps the countless hours of work were a distraction from thinking of asking such questions and so would keep any negative thoughts and emotions at bay. I've found that it's hard to see work as an addiction when you're in the middle of achieving a goal, that it's only made clear upon introspection after the task is complete. A Naive Beginning When I started working on the game I had next to no knowledge on game engines beyond royalties and certainly no knowledge of how rare the success I wanted was. Leadwerks had no royalties which was enough for me to choose that over all the other available game engines. It wasn't until the last quarter of 2014 that I had settled on an idea which laid the foundation for what Surrogate is today. Being a private person working on my own I was sealed off from comments both positive and negative that would have not only guided me in a better direction but also allowed me to gauge interest from the gaming community. Regardless this was a period of great learning and iteration that in my mind was working towards a game that was worthy of a player's time. Looking back on the design decisions made during this period I can certainly say that I've improved and learnt the value of pacing as well as cutting content. At the time my focus was on throwing as many features and levels into the game as possible. This meant the player would spend twenty minutes walking through bland corridors where the cast of characters would be introduced. That was followed by a brief experience with the hovercraft in the tutorial which required players to collect plants before returning inside again for some more wholesome walking. It wasn't until the end of 2017 that many of the necessary alterations were made to drastically improve the experience. A Concentrated Dose Of Failure If any point in time can be described as the worst period in the development it would be the entire year of 2017. It began with being unable to pass through Steam Greenlight at a time that saw thousands of entries being granted access to the Steam storefront. I was determined to launch the game properly with a marketing agency supporting me once Steam Direct was made available. That became the next major downfall however as countless issues and miscellaneous bugs were persistent in every single playtest conducted by the agency. The worst part was the members of the press who had been contacted were playing the game in a broken state and as a result only one review was posted that was severely negative. The result was I had spent $5,000 AUD on the marketing that resulted in no publicity beyond the negative review and certainly no additional traffic or sales. As an unemployed university student this hit me pretty hard, I had put all my eggs in one basket and failed. In addition to the review granting Enshrouded World a 4% score the game appeared on YouTube in the "Attack of Crap Games" series amongst others with a consistently negative reception. Balancing University work and the game development was always a challenge for me and at the end of the year I was unable to sustain both of them. As I was handling all the bugs and engine issues that the marketing agency was reporting my studies were neglected and I ended up failing two of the four classes I was taking that semester. In order to graduate at the expected time I had to complete a summer course in January 2018 and use Enshrouded World for a credit transfer. My low GPA and almost empty bank account continue to remind me a year later of the most challenging and discouraging time in the development. Once More, With Feeling Following the many disappointments of 2017 I was determined to continue working on improving the game until it was in a completely working state. The game was altered far beyond just ensuring that it worked properly with many new additions added and equally as many unnecessary aspects removed. While 2018 has certainly been a more positive year I can't help but feel the outcome is bitter-sweet. Firstly in order to separate this overhauled version from Enshrouded World the title was altered to Enshrouded World: Home Truths however there remained to be no interest. Following a quick post on an indie game promotion Facebook group there was an overwhelmingly negative response particularly surrounding the trailer. Thankfully one commenter was willing to playtest the game and provide some extremely helpful feedback and critique that pushed me in the right direction. Once those features were included which most notably were the wider range of enemies, multiple vehicles and customisation the game was released as a separate application on Steam titled Surrogate. The interest and feedback for Surrogate has been almost completely non-existent thus far which leads me to believe that perhaps continuing to update the game beyond the first Steam release in October 2017 was a mistake however only time will tell. For the moment I'm hoping the project is at least enough to catch someone's interest on a resume and have finally decided to move on which I believe is the most healthy option I can take right now. Was it worth it? So after an incredible amount of time, money and energy has been placed into this game while neglecting many other facets of life did I receive the adulation I was yearning for? No. It is difficult to be sure about the appropriate measure of success when considering the obviously massive amount of time and effort that has gone into this game. There is no doubt that the development caused much stress and frustration over perfectionistic details. This makes it all the more disappointing that the game has been lost under the mountain of daily releases on Steam. Faced with such a result I certainly can't help but feel disappointed though remain aware of those who are quick to assert I expected too much especially for my first game. What I'm left with is the knowledge of an unpopular game engine (Leadwerks) and a language just as unpopular (Lua) both of which I'm certain will not be used in my career. Even now I continue to hold onto my hope that the wishes I've had these past several years will come true whether through a new project or somehow with Surrogate. If you're interested in learning more: Surrogate - From the Archives provides access to a vast collection of behind the scenes and removed content from the 4.5 years of development. Surrogate and Surrogate - From the Archives are available on Steam and Itch.io. [link] [comments] |
Posted: 30 Nov 2018 10:56 AM PST I recently started working on a game project (https://schifty.itch.io/strategy-runner) and I am looking for an artist to help me out. I'm trying to get the project Kickstarter ready within a year! I need somebody who has talent and at least some experience making games with Unreal. Does anybody know how to recruit? Where should I start looking? How should a appropriate contract look like? Should I hire full-time or should it be a contractor? I have only a small but reasonable budget for that and would love to get some insights from experienced indie devs! [link] [comments] |
Maintaining a list of renderable sprite data Posted: 30 Nov 2018 04:22 AM PST I'm using my own game engine to develop a 2D game with potentially lots of renderable sprites on screen, e.g. NPC sprites moving about on a top-down map. These could be in the order of thousands. What I'm after is a reasonable approach to update a list for GPU consumption with sprite instance data. So, to clarify, the pipeline is:
What I'm currently thinking is to maintain a hash of the entire instance data buffer so:
Would you do it differently? If yes, how? EDIT: Each instance buffer element uses up 16 bytes of memory [link] [comments] |
Kengine 4.0 released: a type-safe and self-documenting implementation of an Entity-Component-System Posted: 30 Nov 2018 02:09 AM PST |
What Only Video Games Can Do as an Artform | The Language of Games and the Future of Interactive Art Posted: 30 Nov 2018 11:38 AM PST |
Would you be interested in an Indie Community "gift exchange"? Posted: 30 Nov 2018 11:34 AM PST tl;dr: Contact us about your game! If you're interested in an indie game community gift exchange, head to our Discord. Stay awesome! Hey everyone! I'm the creator of some indie game press outlets called Indie Game Riot and Indie Revolution Expo. First thing: Our main goal is to help spread the word about amazing indie games, so with that said, we are always looking for new games to cover, people to interview, etc... PLEASE FEEL FREE TO CONTACT US! Second thing: We also have a Discord where you can chat with the IGR team as well as others who are involved i the industry or are simply fans of indies! Currently, I'm gauging the interest in doing a kind of "gift exchange" (via our Discord) between the community where participants will be randomly paired with another and swap keys for games they have made OR if the person happens to be a musician, artist, etc... they can swap something that they have created as well. If the person isn't a creator, they can swap another gift instead. If you're interested, head to the Discord channel and let us know! Last thing: The indie game industry is awesome, the community is awesome and YOU are all awesome. Keep up the great work everyone! <3 [link] [comments] |
Posted: 30 Nov 2018 07:41 AM PST We've grown past 60 members now! For those who do not know yet Evaluation Station is a Discord server for people who want feedback on their games and people who want to test freshly made games. If you haven't joined yet, now's the time, help us build a strong community! [link] [comments] |
Website Builder with Forum, Blog, etc. Posted: 30 Nov 2018 10:57 AM PST Hey guys, just got a domain name for my game's website and was trying to figure out which website builder to use that best fits my needs. Would love to hear fellow devs' opinions and experiences with this I'm basically looking for a website for my game that has all the normal stuff such as a home page, etc (but also comes with an easy to set up blog (for tutorials + stuff), and potentially a forum (and if the blog is easy to format/post code blocks and pictures to, that would be a big plus) I think ease of use and ability to customize are the most important to me though. I don't really have the time to write HTML/CSS, etc to make the website look awesome, but I do want the ability to keep it from looking generic Thanks in advance! [link] [comments] |
Parallel Smoothing (preferably lossless) Posted: 30 Nov 2018 10:39 AM PST I've been scratching my head trying to solve a problem I've put before me. I have a grid-based world. In the world I have values in each cell. I want this value to slowly average out. Something like this: The number below each area is the sum of all values in the area. This was done by hand and the solution I'm looking for doesn't have to reflect this 100%. I'm just looking for a uniform spread that ideally is lossless, but I can work with a tiny loss each step if that's the best I can get. My first attempt was to simply average and floor every 3x3 point around a cell, which resulted in the following: This kinda works, except as you can see, the sum of all values fluctuates. It starts out nicely, but then breaks down which leads me to believe I might be on the right track, but I'm missing something that prevents the values from spiking. Here's how a sampling is done so that's more obvious: This is intended to run in parallel, which makes things a bit more complicated. I've been searching around to see if anyone has solved a similar issue in the past, but I haven't been able to find anything. [link] [comments] |
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