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    Wednesday, January 2, 2019

    Newbies, game development is hard. Please don't take it for granted.

    Newbies, game development is hard. Please don't take it for granted.


    Newbies, game development is hard. Please don't take it for granted.

    Posted: 02 Jan 2019 12:41 AM PST

    I'm frankly tired of seeing posts like "AAA games today suck, I want to show them how it's done", as if they have some kind of natural talent that will overthrow developers that have 10+ years of experience.

    Even now, the current masters of our craft still don't consistently make products that the users universally love. That much is true, and there are many opinions that try to answer why. But just like any creative art, there is so much to improve on. There is no such thing as a perfect game, and if you play a game long enough, you WILL find flaws with it. That doesn't mean that the developers are doing a bad job, it just means there's a new set of problems to solve.

    Games are expensive to maintain, and they need to spend their resources carefully. By resources, I mean things like staff, software price, time before a deadline, etc. If they had an infinite amount of time and money, I guarantee you that you would see an MMO that is enjoyable to everyone, patches that come out daily, servers that never go down, and user experience at its highest.

    But there isn't. And you can't do that. Not until engineers find new, revolutionary ways to make games many times more efficiently than with what we have now, while maintaining the same level of quality and ability to expand. Despite what r/gaming thinks, companies aren't adding microtransactions and subscription models just to line their pockets.

    If you really want to help the industry improve, help us develop better tech. Make improvements to our current tried-and-tested tech that's showing its age, or even make replacements. Make tools that can help more people get into game development. Design better game systems or monetization models (and actually make a proof of concept, don't just write ideas down in Google Docs and pretend you're a game designer).

    And most importantly, communicate with others. Tell people about your ideas, don't hide them away. Share your prototypes on Github. Make friends in the developer community to work on things together. Stuff like this is what can push the industry forward, and you can't do that alone.

    Player standards are growing higher and higher, and our masters are just barely keeping up. They've poured their lives into their craft. Please understand that they're doing the best they possibly can, and understand that you're going to run into a lot of frustration on your own journey. It will take several years for you to keep up with them, so be prepared to put in the effort yourself.

    submitted by /u/MakorenWasTaken
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    What makes a game a tribute to something vs just being a copy of it?

    Posted: 02 Jan 2019 09:31 AM PST

    So I have seen a lot of times where a game is praised as being a 'love letter to' or the 'spiritual successor of' some well known title and this is seen as a good thing. Yet other times I have seen games criticized for being 'just a clone'. What makes a game a tribute to something vs just being a copy of it? When is it okay to pull inspiration from another source in the design process and when has it gone too far? I'm sure there is no cut in stone answer to this but it is something that has interested me and would love to heard the hive mind's thoughts on the subject.

    submitted by /u/Tom_Bombadil_Ret
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    How do I get over myself and break cycles of accomplishing nothing and/or abandoning projects?

    Posted: 01 Jan 2019 10:01 PM PST

    I've made a few games: a couple of small projects for game jams, a few simple projects, and work on a multiplayer game at my university. I have finished a few and abandoned most of my game dev projects. This has gone on for over 10 years as a hobbyist. Sometimes I feel I'm not cut out for it. I don't necessarily need to go full time in game dev (hobbyist is fine for me at this time), but I'm passionate enough about games that I can't just throw it out the window.

    I (and presumably many other devs) experience this cycle:

    • Get idea for game project
    • Draft ideas for said project
    • Start work on project
    • Go ham for a few weeks, maybe
    • Lose interest
    • Don't touch game for several weeks or months
    • Maybe come back once or twice
    • Have new idea. Abandon old one.
    • Feel like a failure
    • Repeat process

    Sometimes I rotate through several projects, but mostly I just stare at old work and never do anything with it again.

    The common advice I hear in this situation is to do small projects and game jams. The problem is I feel this is merely a workaround for the "losing interest" problem. I don't want to have a portfolio of a hundred games from game jams. I want to finish a 2-5 year labor-of-love hobby-time project that could possibly make a few bucks on the side. Or nothing. That's cool too.

    I have no delusions about making the next Halo (or whatever). I know I don't have the capabilities to make a massive open world game or anything like that. I know what my strengths and abilities are. I am not a total noob to game development with unrealistic goals. I'm well aware of my limits.

    In addition, when I go down to put in a session of development, most of the time, one of these things happens:

    • I realize that something about my tools frustrates me and I spend an hour researching alternatives, getting nothing done. I've jumped engines way more than is healthy.
    • I come across some aspect of development that feels like a chore and end up doing something else my game doesn't need.
    • I spend the entire session goofing around with random configuration settings and "testing" the game. (To be fair, sometimes this is needed to achieve proper game feel, so it isn't always a bad thing... but when done too often is a time waster)
    • I stare at colored rectangles and placeholder graphics for a few seconds to a couple minutes and feel so far away from where I want to be and feel like shit and go do something else instead.
    • Something that frustrates me sends me on a long tangent reading about everything I hate about that thing or writing about it or otherwise procrastinating. This happens a lot during my day job as well. D:
    • I just don't put in the time because I'm "tired" after work. I struggle with depression and anxiety, but not so severely that I can't function. I know I definitely have it in me to do stuff even when I feel like shit. Definitely kills the feelings of satisfaction though and makes me have no motivation.

    I know the tools are not perfect and are frustrating to deal with at times. I know it takes a lot of grit to push through the unpleasant parts to finish a project and that there are a lot of those in any project. I know waiting for "moods" is pointless and motivation is too fickle to rely on. I finish playing games most of the time (though I often lose interest around the 60 hour mark) and I enjoy the process of making games when I can see progress, which is basically any time I get into the zone. I have 40-60 good years of life ahead of me and I could make 10+ games in that time (while my brain still works well enough). I know I'm perfectly capable. Yet I have so much trouble actually getting into the zone and maintaining any semblance of consistency. I even know I'm not alone in this and I hope advice given in comments will be helpful to others.

    I need to get over myself, but I don't really know how. How do I break this cycle?

    submitted by /u/Beefster09
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    3D Game Tutorial in C++ from scratch 2: Creating 3D Engine with DirectX 11 API - Initialization - SourceCode on GitHub

    Posted: 02 Jan 2019 07:59 AM PST

    Professional 3d artists, how do you work on retopology?

    Posted: 02 Jan 2019 11:23 AM PST

    As the title says, i am curious how professionals work on retopology? i don't have money for zbrush (poor student lol) and im sculpting in blender where retopology is by making new vertices on top of high poly, and i wonder if this is universal retopology way or if professionals do it differently.

    submitted by /u/KonradGM
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    Pay difference from AR/VR Developer to Game Artist?

    Posted: 02 Jan 2019 09:27 AM PST

    Hey everyone. I'm a Developer/tech artist working on AR/VR applications and I'm trying to migrate my career more towards full time 3D artist for games.

    Having done some of my own research, I'm certain i'm going to have to deal with a fairly significant pay decrease. Currently I'm making 100k USD. I'm trying to paint a better picture for myself in terms of finances.

    My question for you all is. What is, in your experience, the pay range of a junior 3D artist / mid level / and lead?

    I appreciate the help.

    submitted by /u/Humblebee89
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    Simulating an EKG Waveform?

    Posted: 02 Jan 2019 08:42 AM PST

    I had an idea for a new look for my game's UI. I want to represent the player's stamina instead as a heart rate and display an EKG waveform on screen to represent how much stamina they've used via melee attacks, so the more melee they use, the faster the heart rate and more erratic the waveform will become.

    I don't need help with the mechanics for this, but how can I draw an accurate EKG waveform to represent the current heart rate? I usually only use primitive shapes and lines for my UI so I'm unsure how I could use those, if at all, for what I'm looking to do. I could just use several different animations for different levels of excitedness for the heart rate, but I want it to be a real-time EKG waveform if possible.

    Does anyone know how I can do this and make it look nice? If it matters, I'm using Slick2D (an LWJGL wrapper) for Java.

    submitted by /u/packetpirate
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    "The Power of our mind" - The Path Of Pain

    Posted: 02 Jan 2019 12:21 PM PST

    The Corona 2D game engine is going open source in 2019

    Posted: 02 Jan 2019 10:08 AM PST

    I created a Location Based prototype and now I'm asking the internet to shape the project.

    Posted: 02 Jan 2019 12:11 PM PST

    Hello Internet!

    I'm a developer and the last few days I created (out of fun/to learn new sdks) a working Location Based prototype project similar to PokémonGO. I added basic features like players are able to create/edit persistent stuff on the map and collect even more stuff from POI but... what now?

    It's not like I'm out of ideas (there are some nice games out there I would like to see in a similar way as a Location Based Concept and/or in World Scale AR) it's more like - asking for some value of interest - to get help to focus myself to the right direction. I'm not even sure if there is still an interest for such kind of apps/games because it's not easy to design something that will satisfy the player base evenly; PokémonGO, for instance, is not well received from players living in badly covered POI areas (it's probably unplayable).

    So yeah... My question is, what can I do with this basic blocky prototype? What kind of Apps/Games would you guys love to see if you are interested?

    Cheers :-)

    submitted by /u/CHaP235
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    Blender 2.8 Fast Carve : Circle Bool

    Posted: 02 Jan 2019 11:58 AM PST

    Free LowPoly Animated Dinosaurs

    Posted: 01 Jan 2019 06:45 PM PST

    Hey! As always, the packs are posted first on my twitter.

    Hope you like them and use them in any project! (If you use them send me screenshots! i'd love to see that)


    If you want all the packs in one file or specific models for your game i've made a Patreon!, and i would love if you could support me with a dollar there, it would mean a lot!

    Here's my website if you want to check it out, the packs are there too


    Preview

    Preview


    Includes:

    • Each dinosaur is rigged and has an idle, death, walk, run, attack and jump animation.

    • (FBX, OBJ and Blend formats)

    Download


    Past Weeks:


    Car Pack

    Platformer Pack

    Animated Robot

    Farm Buildings

    Medieval Weapons

    Animated Monsters

    Posed Humans

    Animated Knight

    Farm Animals

    Sci fi guns

    Civilization Buildings

    Animated Fish

    Modular Street

    Ships

    Modular Dungeon

    Spaceships

    Animated Zombie

    Animated Woman

    Animated Man

    Furniture vol.2

    Buildings

    Animated Animals

    Medieval Assets

    Animated Guns

    RPG Assets

    Junk Food

    Nature textured vol.3

    Public Transport

    Airplanes

    Cars

    Nature

    Holiday pack

    Pirate pack

    Animated animals

    Furniture vol.2

    Snow Nature

    Bushes

    Clouds

    Spaceships

    Suburban Pack vol 2

    PowerUps

    Food

    Potions

    Desert

    Medieval Weapons

    Guns

    Space

    Furniture

    Cars

    Nature Vol.2

    Nature Vol.1

    Houses

    Trees


    License: CC0: Public domain, completely free to use in both personal and commercial projects (no credit required but appreciated).


    If you have any questions or problems tell me, i also have my Twitter DMs open! I'll gladly help as soon as i can. If you want you can follow me on Twitter.

    submitted by /u/QuaterniusDev
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    Considering becoming a project manager for a game development company, what to learn?

    Posted: 02 Jan 2019 11:37 AM PST

    Hello everyone;

    I am considering an offer to become a project manager at a game development company. However I have no prior experience at the field.

    A little information about the company; main focus is mobile game development, however they also produce creative content for cartoons and other visual entertainments and also they also create creative content for marketing purposes too. As I said main focus is mobile game development.

    Companies strategy includes developing PC games in 1 year and start developing x-box and PS games in 2-3 years (RPG's and other big projects)

    Information about myself: my field is project management. I am a good project manager 98% of my projects have been delivered in time and achieved their goals. I have worked with creative teams, software developers and also I worked as a business development strategist. (Still working as a freelance consultant) I am more of a business oriented person rather than a game dev. After establishing a project management routine in the company I will be promoted to CEO. Reason they want me is because I can look things in a business oriented point of view and that I make rational not emotional decisions.

    I am a gamer I love dota, CS, aeo2, Witcher, gta etc. I have knowledge about coding in c# (it's not advanced) as I said I've successfully managed different projects and led different teams to accomplish our goals. Also I've consulted several startups during my career.

    Even though I am a strict manager, I always try to make empathy with my employees and go easy on them. If the job is delivered on time I always make sure they are getting rewarded. I am tired of working a corporate environment and would like to give this adventure a try.

    I am preparing myself for the task for the past few months and I would like to hear your thoughts, how would you game developers would feel if the project manager is not coming from engineering background, what skills would be important to manage game development projects, (as I said I am familiar with the process I even made 3 games in unity :) but don't have professional experience on that field.)

    What would be your suggestions I have 5-6 months to prepare for that task and as I said I am willing.

    tl;dr : My profession is project management I am a good project manager I got offered a PM job in a game dev company. But I am not a game dev. What would be your suggestions, what should I learn, what skills do I need.

    Thank you for your time. :)

    submitted by /u/egehonk
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    Star Control vs. Paul and Fred - Is this common?

    Posted: 02 Jan 2019 06:53 AM PST

    So I know I'm way behind with this Stardock vs Paul and Fred stuff but I was wondering if this is something that happens often, particularly in the Indy market?

    Only create (what I call corporate games) games for trade shows and alike. I had one marketing company want to assert who owned what, Informally they came up with them (or their client) owning the concept and any produced graphics while I own the code. I also have first right of refusal to any modifications that would be made to the games for future showing years.

    None of this was created with a lawyer, and at the end of the day I couldn't own the graphics (since they are proprietary to the end clent) the game concepts can't be owned (trivia, catch, guess type games) and to be honest I don't need the code, It's all code support code that I could recreate without the original.

    However after reading this Stardock vs Paul and Fred stuff I guess I should be more deliberate for future projects.

    submitted by /u/hossimo
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    how to change quality setting depending on the android device ?

    Posted: 02 Jan 2019 07:58 AM PST

    hello , i'am making my first game and i'am having some problems with low end devices , so i want to use 2 quality setting depending on the user device , i know how to use "QualitySettings.SetQualityLevel" , but the problem here is how to detect that the user have a low end device ? i thought about checking the fps but it would be too late right ? i thought about checking the resolution but some devices have a 1080p with bad graphic cards and some devices have 720p with good graphic cards ! so what would be the best way to do it ? thank you very much :D

    submitted by /u/khalilArt
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    Hard problems in procedural generation

    Posted: 02 Jan 2019 06:54 AM PST

    It seems to me that procedural generation should involve computationally hard problems, such as in determining whether a puzzle/level/whatever is solavable, or in determining how a player's solution compares to the best one possible.

    There is a paper know about on the NP hardness of certain Nintendo games. But this deals with an entirely theoretic constructs. I am more interesting in problems like these that are faced in the design of actual games, and how designers get around them.

    Does anyone have any resources they can share on this, or personal experience?

    submitted by /u/quantum_jim
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    "4. 3 Design: Spam" - that's what happens when i try to upload my game to ios

    Posted: 02 Jan 2019 05:05 AM PST

    Hello! I made my game without using any assets. Completely by myself. In fact, it is something like deathmatch or maybe a battle royale on airplanes in 3D. Apple did not miss it and wrote that this is design spam. Allegedly, such games are already enough in the store. But which ones? Can't we make games about planes? Or do they need an absolutely unique idea? Once in the store there is a game about battles on airplanes, then you can no longer make games in this genre? But this is some kind of nonsense. Or do I not understand something?

    submitted by /u/Cryziel
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    Pushing Boundaries: Animating Expansion Packs for The Witcher 3 Wild Hunt

    Posted: 02 Jan 2019 12:33 PM PST

    Voxel Characters!

    Posted: 02 Jan 2019 12:26 PM PST

    Hi everyone! Here are some voxel characters I created. I hope you enjoy them :]

    https://itch.io/s/16118/voxel-characters-sale

    submitted by /u/Kyroku
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    For open friendly discusion and help

    Posted: 02 Jan 2019 12:11 PM PST

    Hello,

    I hope that i hit correct group and make correct posting. I still not much understand how reddit works. Please im sorry for my not good English language.

    I would like to introduce our first try to create game under my lead?

    First test sceenshot (no it is not Enterprice class ship it fly in wrong direction. ;) )

    Player Main Base

    I am still begining game designer - i able do whole game concept, mechanics, story and trying create game document that is understandable for those who work on game. I am also team organizer.

    I now have two friends one is experienced profesional programer and it is his first time working with Unity 3D and learn how handle with it. My second friend is talented young graphic artist. You can see his work that is created from my drawings on paper and give him also some freedom imprint some of his idea style.

    I have another member that help us with some to start work on game, in later i count with him for testing and German language localization if he want.

    But I´m still not have experience what other people i will need and how working with googleplay and steam. On steam i seen something little. And i know that i will need some Law suit and finance accountant in future.

    Question is what i may seek and it handle some friendly advices, cooperations and maybe future work with us.

    This will be strategic game for fixed price and with only one small microtransaction about (1-2USD) but for fully play and complete game you no need it. This game is maked as "Phase One" i have further plans with it if we success and get sufficient money. This game will cost no more than 10 Euro. That is maximum price.

    My plan for release this game is: I woult like if it be playable on Android, Windows, Linux and iOS.

    Game will be playable offline, online you need only if you want update your game stats records to lader and compare with other players.

    Our goal is have our dream job, decent monthly wages to pay the bills and able get financess for next game and able start work on full time as regular jobs.

    What do you think about this? Any suggestions, informations or questions?

    submitted by /u/Manfromstars
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    Degree Advice

    Posted: 02 Jan 2019 11:53 AM PST

    I dropped out of university 3 years ago because I was studying something I had no interest in and had no will to study. This year I plan on re-enrolling in college with the intention of learning to code and design games and software. The college I want to attend has an AA in game design and an AA in Software Engineering. I plan on doing game dev in my spare time if I cannot find a career in the dev industry. Which of these programs would be the ideal degree for me? If I have an AA in Game Design, would a tech company look at that as something lesser than other programs? What did you do in college and how did it affect your growth as a dev? How did it affect your career? Thanks in advance.

    submitted by /u/DivineSasa
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    How I keep my upcoming game's community having fun while waiting for my game... (description in comment)

    Posted: 01 Jan 2019 09:23 PM PST

    Asset suggestions

    Posted: 02 Jan 2019 10:40 AM PST

    I'm looking to make a multiplayer horror game with one of the main mechanics being the game's internal voice chat. Currently I plan on making it cut in and out so that the players (being on opposite ends of the map from each other) will lose verbal contact with each other. I planned on using unity, so do y'all know of any assets that could help out with this? if not, is there any way I could go about making one of my own systems?

    submitted by /u/bugboy2222
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