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    Monday, November 12, 2018

    Unity devs, how do you get arround multiple devs needing to work in the same scene?

    Unity devs, how do you get arround multiple devs needing to work in the same scene?


    Unity devs, how do you get arround multiple devs needing to work in the same scene?

    Posted: 12 Nov 2018 08:09 AM PST

    When art, sound, tech etc all need to add their own work into a scene. How do you work it so that they don't overwrite eachother's scene file.

    Other than the obvious wait till eachother are done and have pushed changes through git.

    submitted by /u/ThefitzyG
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    Lessons learned from a VR launch

    Posted: 12 Nov 2018 09:52 AM PST

    Hi,

    I'm a solo developer who's been working on a VR title for about 2 years and about 3 months ago, launched the game in Early Access on Steam.

    Feedback has been great but the game has suffered from a significant lack of exposure. I've sold around 120 copies of the game in those 3 months.

    I thought it would be good to leave my experiences here for others to build upon.

    I'll be going over what I did, and how I would have done things better.

    Build Up to Launch

    What I did:

    After working on the base of the game for so long and only showing it to personal friends (with potential bias), I of course had to do a few waves of alpha testing to make sure the game was 'fun' and didn't have any glaring holes in it. I had about 20 (wonderful) alpha testers that I found primarily through Reddit.

    I also made a few blog posts along the way.

    What I should have done:

    There's something here that I completely glossed over: Social Media. I had no presence, no build up - I was so focused on just getting the game to a solid playable state.

    I should have done at least weekly to bi-weekly posts about the game - images, gifs, videos.

    Those blog posts I made - I didn't even share them.

    Back then I also didn't have a Twitter account.

    In hindsight early presence is crucial, people keep track of your game, wishlist it, and are more prepared to purchase the game on launch day.

    You will also have a bigger audience to announce the game to at launch.

    Launch

    What I did:

    I set deadlines to launch and kept missing them. Then when I finally got there, I did a week of testing, and released. I was so focused on getting the game out that I released it the first day with a trailer I had from early alpha.

    One of the first messages I got was - is the trailer up-to-date? I worked on a new trailer over the next two days after launch - it wasn't great, but I thought 'it'll do for now'.

    What I should have done:

    I thought that getting it out there first and then marketing it was the plan. This was a terrible idea. The launch window is Steam's blessing to indie games - that initial boost of visibility is what you need to ride to then punch through the review threshold to give your game a visible score.

    That week of testing I did? Yeah sure that was necessary, but I would've added another week just to make an awesome trailer.

    I did revamp the trailer further on with a more professional looking one, but by then it was a little too late.

    A gameplay video is also a worthy addition - I made one later that was well received.

    What I did:

    I focused on support for the HTC Vive, I would add support for the Oculus Rift at a later date.

    What I should have done:

    With only HTC Vive support, I launched into only half the VR market. I should have spent the time to add proper support for the Oculus Rift, to reach more potential players and get those much needed early reviews during the launch window.

    Even after I added support for the Oculus Rift later on (after a few weeks), for some reason it took a bit of time before it was displayed to them on the Steam store.

    What I did:

    I sold the game at full price at launch.

    What I should have done:

    Launch with a discount - in hindsight, this is a no-brainer. You need those early reviews to create sustainable growth, and should take any marketing opportunity that is presented to you.

    Misc:

    - Use custom thumbnails for YouTube videos. I missed this (you need to verify your account first).

    - Different subreddits prefer different types of content, use gifs/videos/text posts where appropriate.

    - Set up a Discord server.

    - Don't be afraid to give out Press keys, and email everyone.

    TL;DR I wanted a slow, manageable start that I would build up on. Little did I know back then that the launch window makes or breaks VR indie games.

    submitted by /u/cjami
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    When working with code, Is it common have days when you can't figure out the problems that are plaguing your game?

    Posted: 11 Nov 2018 06:41 PM PST

    Because this certainly happened tonight. I feel like a total idiot in retrospect. Am I not researching hard enough?

    submitted by /u/VirtuaBlueAm2
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    Complex GOAP Enemy Examples

    Posted: 12 Nov 2018 09:05 AM PST

    I've been researching GOAP for the AI in my game, and I've been finding it difficult to find complex examples of the system. Most examples of actions have obvious prereqs and effect, like "Gather Firewood", or "Fire Gun", or "Find Weapon".

    I'm looking for examples of more complex AI. In the FEAR action planning PDF by Jeff Orkin many interesting actions for soldiers are presented such as "DodgeShuffle", "AttackFromCover", "DodgeRoll", etc (look at the PDF for more examples.

    I'm wondering what prereqs FEAR uses for those types of Actions, as in, what are the prereqs and effects for DodgeRoll and DodgeShuffle? What makes the Action planning pick one over the other?

    I don't want to copy their system, especially since my game is a lot different, but I'd like examples to give me ideas for more complex AI.

    Any resources or advice would be appreciated

    submitted by /u/Lucrecious
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    How does Hitman and Hitman 2(the recent games) have so many "fake" characters?

    Posted: 12 Nov 2018 10:58 AM PST

    They have lots of characters but they aren't skeletal meshes as far as I am aware, how do they do this?

    submitted by /u/mothh9
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    For anyone who's looking for Royalty Free Music, I've made some instrumental music which I've never used but might be useful for you.

    Posted: 12 Nov 2018 02:15 AM PST

    Hi, I just want to share some royalty free music that I've created a year ago. Originally, I was selling them for a dollar but I never made any profit from it whatsoever so I've just decided to make them completely for free. (Commercial or non commercial.)

    I do not know if it's going to be of any use for anybody though as it might not be suitable as a game soundtrack but hopefully, some creative person will think of a way to use it in their game.

    Anyways, here's the link to my SoundCloud - https://soundcloud.com/indieteur. I've made the music downloadable but they will be in mp3 format. If you wish to download it as wav file, you can go to my website - https://indieteur.com/music.

    Thanks!

    submitted by /u/URStudiosGame
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    UE4 FPS optimisation/profiling help (VR)

    Posted: 12 Nov 2018 06:48 AM PST

    Hey guys!

    So recently I've been working on a VR project related to architecture. Long story short, I've finished populating my scene and have all my assets set up, lighting baked, vr controllers/interactions set up along with some basic LOD's on the more complex objects and the standard occlusion culling.

    I'm getting very low fps counts in particular places. I come from an art background some I am not too technical especially when it comes to optimisation from the engines end. I've flipped through the different views available such as show shader complexity etc but nothing seems out of this world. I am using static lighting for literally everything other than two point lights which are acting as my sunlight (they're not overlapping or colliding with each other).

    My question is, what is the general process from here to identify issues in my scene that are causing a heavy impact on performance?

    Do complex colliders make a big impact?
    Does occlusion culling also cull the colliders?
    Does lightmap SIZE impact actual performance?

    https://gyazo.com/a1a8c7b56689034e547ea90fac170d76
    This is where I'm getting fps issues, It's a hallway with multiple rooms but as you can see, literally everything behind the doors are being culled (the green boxes).

    https://gyazo.com/1f9c1ebffba83ce97390a66c645df22f
    This is the main area which has great performance (Which I would have though struggled more with performance)

    Also i would love to know any tips/tricks when it comes to VR related to optimisation!

    I know that this is pretty vague but I am rather new to this so all feedback is welcome :)

    submitted by /u/huskoofficial
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    Diligent Engine release v2.3.b is out with Vulkan support on Linux and other improvements

    Posted: 12 Nov 2018 07:51 AM PST

    What kinds of techniques/technology are used in the game called Bad North to reach its look?

    Posted: 12 Nov 2018 10:02 AM PST

    Hi guys,

    I wonder what kind of techniques are used in that game:
    https://www.badnorth.com/

    I love how it looks, but I'm not enough experienced in graphics to be sure about the used stuff.

    1.

    So, for example, there are those troops in the game. They are probably 3D characters, but when you zoom in and you watch closely they seem to be 2D. How can you achieve that? A special combination of shaders and texture? Do you know any tutorials how can somebody achieve a similar effect?

    1. Or the meeting of the water and the island. There is a nice white wave effect on it. How was it made? I have guessed, but I'm not sure. Also, if you know, could you please send a tutorial?

    Thanks for any feedback! (and of course kudos to the devs)

    submitted by /u/Progorion
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    Is the book Animators survival kit worth it to improve pixel art?

    Posted: 12 Nov 2018 07:13 AM PST

    https://www.amazon.com/Animators-Survival-Kit-Richard-Williams/dp/0571202284

    I see this book recommended a lot. I am trying to get better at pixel art and pixel animations and I was wondering if this book would be helpful? I figured it would be an easy xmas gift to ask for but wanted to know if it was worth it for my needs. Any opinions would be great. Thanks!

    submitted by /u/tont0r
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    Monday's Practice Tips: Why Do I Need To Incorporate.

    Posted: 12 Nov 2018 07:50 AM PST

    Good Morning, GameDev, it's your resident Interactive Entertainment Attorney, Zac Rich from Press Start Legalwith Monday's Practice Tips.

    Disclaimer: Nothing in this post should be considered legal advice, everything posted here is my general opinion as the facts of your case may vary. These following practice tips are based on current United States Law, and while your country may differ, you will be subject to the law of the United States if you and/or your company do business or contract in the United States.

    Happy Monday GameDev,

    It's a brand new week, and it's time for some fresh Practice Tips from Press Start Legal. I have a few housekeeping items I want to get out there for everyone before we start with today's topic. Next week, there will not be a Monday Practice Tips nor an AMA, as I am taking my family on a cruise from Sunday to Sunday. Being one of 4 kids in my family around Thanksgiving is high drama time between my sisters and me, so my wife and I like to use this week (Thanksgiving week) as a way to escape that drama and travel. Don't worry Practice tips will return the 26th, and the next AMA will be the first Wednesday of December! As always, if you have any questions or concerns about your business in the meantime you can always reach us by e-mail at [Zac@PressStartLegal.com](mailto:Zac@PressStartLegal.com)

    Today topics is a high-level overview of why you should incorporate (with a surprise topic at the bottom). Now some disclaimers: 1. not every state is the same when it comes to costs of setting up or legal entity; 2. What entity you want to set up depends on your long term and short term goals; 3. I will briefly do a high-level tax look, but I am not a tax attorney or a CPA nor do I pretend to be so always check with a tax professional before making any tax-related decisions. I am not going to talk about single-member LLCs as that can be a practice tip all by itself.

    Should I incorporate?

    This is the most asked question I get during my AMAs. In short, the answer is always YES. For many reasons, but I am going to focus on what I think are the two biggest reasons you should incorporate for the purposes of this Practice Tip. The first is protection from personal liability. Right now, as a dev your thinking what liability, well if your taking out loans to pay for your business, renting office space, collecting customer data, marketing or advertising using e-mail, or any other type of business-related activity there is always some risk you're not following proper legal requirements (Can-Spam, Privacy Law/GDPR), you may have late payments on your loan or rent, and you could be missing out on tax incentives and rights offs for purchasing equipment or advertising etc. Doing all of these things in your own name can subject your personal assets to liability if something were to happen. Why would you want to put everything you work so hard to archive in your life at risk?

    The Second reason is who is going to take you seriously without a real company? This is not so much a legal element but a practice tip from what I've seen with my clients and my experience in this industry. It's not just who is going to take you seriously but what is your goal? What I mean by that is you can create a small LLC in your home state, but you want investors? You want to go to pitch events and pitch your tech to angel investors? Did you know most investors and most pitch competitions will not allow you to participate or hear your pitch if you're not a Delaware Incorporated entity? I am not talking about an LLC either, but most investors want you to be a Delaware S/C corp. So if your long-term goals are to go this route, then this is a huge element to think about.

    LLC or Inc.?

    This goes back to number 2 of why you should incorporate. What are your long term and short term goals? Are you a hobbyist looking to start your first game or are you not looking for investors and just want to see if you can make a go of it on your own dime? Then an LLC might be the right choice for you. Everyone's goals and needs are different. So what are the big differences between the two legal entities? I will give you a super high-level pro vs con for them if you want more information I'll gladly set up a free consultation with you to go over everything in more detail.

    LLC: PRO: Protection from personal liability, less record-keeping than a corporation, and responsibilities can be easily divided among its members, easier to setup (state depending) less costly than a Corp. Con: issues with raising venture capital or investor money, cannot issue stock, entire income of LLC members are subject to self-employment tax contributions,

    Corp PRO: Protection from personal liability, easy to raise capital, can issue stock, (if S Corp) profits pass through owners personal tax returns, seen as an established entity, unlimited shareholders. Cons: (If C-Corp) Double taxation, more expensive to set up, record keeping is most, annual meetings are required, (If S Corp) limited companies may be eligible.

    Not there is obviously a lot more than goes into this decision that these pros and cons but again this was a high-level look at why you should incorporate.

    Don't burn your attorney! – Extra Topic!

    I wanted to share a story every this SubReddit, I've been getting a lot of positive feedback from everyone for doing these AMAs and practice tips. I will tell you my driving force is to help the community, get my firms to name out there in front of all you, and get new clients. There is no point in hiding any of these facts, I find connecting with all of you one of the best ways to do business development, and I want to provide everyone who reads my posts with knowledge to feel confident in what they are doing, and at the same time know there is an outlet that they can turn to if they need legal help.

    My story goes like this. A Client reached out to me some time ago about registering a trademark. I explained to him the costs, and I suggested that he keep a retainer on file to pay for any responses required for office actions that may be associated with the registration. Now a simple note on retainers, lawyers cannot touch any of that money until we earned it, think of it as pre-ordering legal services. Unlike pre-ordering, if we didn't use the retainer (all or part) it gets returned to you, it's the law. So this Client chose to pay purely for the registration of the mark, which is fine we operate on what our Clients want us to do. Shortly after we filed his trademark application, he came back to us about registering his company in Delaware. My team and I did several consultation calls, was given the ok by him, and sent over a roadmap of everything that is required, the proposed legal time required, and the flat rate amount to accomplish everything. This Client took the work product we prepared for him and went to a self-help DIY business setup company to do it cheaper. Now, this is a get what you pay for the situation as the company screwed up everything the Client wanted, and at the same time, he received an office action for his trademark.

    Dealing with him left such a bad taste in our mouth for taking our work product to someone else, to the unprofessional e-mails he sent us when he received his office action that we withdrew from representing him. Gave him all his documents and sent him on his way. Now he's got issues, and because of the bridge he burned with us, he's going to pay someone triple to fix it all. Moral of this story, DON'T BURN BRIDGES WITH YOUR ATTORNEY, I know that movies paint us like a money hungry bad guys, but were not. Well, I am not. We are here to help, we went to school for years to have a degree in helping people navigate complicated laws. So don't be rude, don't be unprofessional, and good things will happen.

    submitted by /u/PressStartLegal
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    How do you know your game will be "successful"?

    Posted: 12 Nov 2018 10:30 AM PST

    I am an intermediate Unity dev and have been interested in creating/releasing a game on the Google Play or iOS App stores.

    I have spent a decent amount of time "planning" out games I'd like to make. Things like features, progression, potential monetization, etc.

    Sometimes I'll look to similar games in the genre that have done well (in this case Soul Knight which I love). I work full time and have a family to look after when I am not working. How can I possibly create a game in a reasonable amount of time (I don't want to spend a year of my free time on one game) and even be remotely close to the quality/success of these bigger games?

    I have set my expectations pretty low. If I end up going through creating this game idea that I have, I'd probably be happy if I got 100 reviews and a rating of >= 3.5/5. This would be good for experience, but would no way be close to good revenue (it would almost be better to just leave out monetization/ads).

    Is this why full-time working adults with families aren't indie game developers? lol

    submitted by /u/SuperGCNBoy
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    GuiltyGearXrd's Art Style : The X Factor Between 2D and 3D

    Posted: 12 Nov 2018 08:39 AM PST

    Using the Skin Modifier in Blender to Quickly Model Creatures

    Posted: 11 Nov 2018 09:02 PM PST

    Do you have any incomes during the open beta testing on Google Play?

    Posted: 12 Nov 2018 08:22 AM PST

    I'm a little bit worried.. I have launched open beta testing on Google Play 2 weeks ago and for now I have a little bit more than 10k installs. It's pretty good but the problem is - there are no IAPs. Totally zero.

    I know at this stage the main goal is the game testing (which is going very well, I got a lot of feedback and it's awesome), but I'm worried that there are 10k installs and even no 1 IAP in the game.

    Per analytics a got a lot of fails during the purchasing (for example for today I have 454 attempts to purchase something in the game but looks like it's hacked version because I tried to test it myself and it works (tested in the different countries by my friends as well so it should work)).

    Do you think the reason is the beta version of the game? Maybe Users think that it's only beta version and it's dangerous to purchase something inside that.

    What do you thing about it? Is it really problem or it may gone after the main release?

    submitted by /u/Feelnside
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    Version Control and Repos (Unity Projects)

    Posted: 12 Nov 2018 09:51 AM PST

    Good morning everyone! Going to be setting up a new project and wanted others opinions for version control and repo setups.

    I am fairly comfortable with Source Tree (using git and bitbucket), but I recall reading some time ago that Github was going to be integrated to Unity for easier project management, I haven't seen anything recent on this and was wondering if there are any solid setups ya'll can recommend outside of my normal Source Tree, feels very clunky sometimes...

    I do have access to an Edu domain so I can go for the Github subscription if someone has a good setup recommendation there.

    Any recommendations for a solo dev would be great!

    submitted by /u/Yonfire
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    Should I bite the bullet and get Unity Plus?

    Posted: 12 Nov 2018 07:48 AM PST

    Subject: Unity Plus subscription, which comes with year sub to their tutorial courses + one asset up to 90usd free + cloud/shmoud storage.

    I am no total beginner now, but still would greatly benefit from another tutorial course. Also I just got funding for a demo [about half a year of work and commissioning [hiring graphic and sound artists] expenses, so will start to work on that and 300USD asking price is manageable, if needs to. Question is - is it still worth it? How good are those tutorials as a structured learning material? They cost 144usd/year, so it sort of does makes a nice offer overall [144tuts+90asset+60cloud], but maybe I don't need that at all?

    Sorry, really rambling small talk question :]

    submitted by /u/olafsosh
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    Licensing proprietary tech based off of an engine I do not own

    Posted: 12 Nov 2018 07:14 AM PST

    If I am a licensee of a game engine, would I be allowed to license proprietary technology based off the licensed engine?

    Example, if I have technology based off of UE4 or Unity, can I license my tech?

    submitted by /u/albastine
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    Integrating Dear ImGui into Unity - A small preview

    Posted: 12 Nov 2018 07:42 AM PST

    Questions about the daily task of a game developer, work condition in a company

    Posted: 12 Nov 2018 01:19 PM PST

    Hello, I'm in high school and I wish to be a game developer.
    I'm curious about what does a game developer do at work, and also about the differences between someone working for a big-name company and a "small" one. Could you tell me more about it through these questions or just by sharing your experience? Anything is fine, Thank you ‼

    - Who you are working for, or worked for?

    - How is the environment, is it friendly? What about the working conditions? do you have deadlines? is it stressful?

    - Do you work in a team? If so, how is the task distributed? Do you mainly code new thing, or do you mostly spend your time fixing bugs? Is there someone to tell you what you need to do?

    - What language do you program in? What software do you use at work?

    - What kind of education did you have?

    - What were the requirements, qualifications for the job… did you have them?

    - What were the most difficult task given and how did you manage?

    - What do you like/dislike the most in your job?

    - If you could change something in the gaming industry what would it be?

    - Your salary

    submitted by /u/goofydoggu
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    Made a breakout game in 10 minutes

    Posted: 12 Nov 2018 01:17 PM PST

    Anyone developed a rail shooter?

    Posted: 12 Nov 2018 01:16 PM PST

    Hi all, Im working on a hardware project for an LCD television compatible Lightgun. To assist the promotion I'm thinking of creating a rail shooter game to go with it.

    Has anyone here done anything like a rail shooter and could recommend a good direction to go in? Perhaps a recommended framework? How long did it take based on your experience? Im guessing rail shooters are quite rare.

    I'm a C# programmer by experience.

    Thanks

    submitted by /u/MrLightgun
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    How to Conduct Playtests Like a Pro

    Posted: 12 Nov 2018 09:27 AM PST

    Knuckles EV2 Dev, how was your unit shipped to you in the US?

    Posted: 12 Nov 2018 01:04 PM PST

    I received my invite for the Knuckles EV3 controller this morning. A nice surprise since I didn't get in the EV2 test.

    Can anyone tell me what shipping method Steam used to send out the EV2 kits to devs in the US?

    Where we work, USPS and package services like FedEx and UPS delivery to different locations. If Steam used USPS I'll need to update the shipping address to a PO Box, if they used anything else I'm fine with the company address.

    submitted by /u/PretzelSoft
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