Changes to Steam's algorithms hurt indie devs |
- Changes to Steam's algorithms hurt indie devs
- My take on handling weapon collisions. I generate a mesh collider using the positions of the tip and hilt of the sword from the last and current frame.
- Blender 2.8 tutorial : Draw on Mesh with Python
- What is a good place to have a game dev blog?
- Is it OK to make a subreddit for your game?
- I recently finished creating my first game. Where should I post it so that I can get feedback on it?
- Havok physics documentation/list of known issues available?
- I decided to change Pudji. Making use of unity's sprite shapes and particle forcefields.
- Legal question about promoting your game/service as compatible with another product.
- From idea to App Store pt2: Multi-disciplines of game development & "Juicing" (discussion podcast)
- Sharing my Ambient/Orchestral Compositions, Free to use for your Game Development CC BY 4.0
- Space LLC solo mobile game revenue breakdown 1 month after release
- How should I structure code for a dialog system (Unity)?
- Is it possible to switch from a top-down 2D perspective to a 3D one?
- MPaliens - arena shooter for 2-4 players.
- How to make a turn based game more interactive?
- Mobile Legends Lost Lawsuit against Riot
- Screenshot Saturday #418 - New Look
- What makes for good unlockables?
- Multiplayer network: Using RabbitMQ
- Need advice picking the best AI technique for a 3D Stealth game
- Are names of worldwide/national days copyrighted?
Changes to Steam's algorithms hurt indie devs Posted: 02 Feb 2019 09:50 AM PST On October 5th, Valve introduced changes to Steam's algorithms that resulted in less traffic to many games that aren't top sellers. This is hurting indie developers now, and I think we are only just beginning to feel the impact. [link] [comments] |
Posted: 02 Feb 2019 09:21 AM PST |
Blender 2.8 tutorial : Draw on Mesh with Python Posted: 02 Feb 2019 07:31 AM PST |
What is a good place to have a game dev blog? Posted: 02 Feb 2019 06:55 AM PST I am writing about my attempts to become an Indie Dev and am looking for a good place to post. I made a blogspot blog but I think the chances of people stumbling upon it are really low. What would be a good place to post, like weekly updates on what I've been working on. It should be a place where people can easily comment on it because I am looking for feedback. If I were doing a vlog youtube would be such a no-brainer, but what would place is there for plain text with pictures? Someone mentioned to me that this would be a good place, but I can't find any "classic" blogs here. Any suggestions? Thank you! [link] [comments] |
Is it OK to make a subreddit for your game? Posted: 02 Feb 2019 03:30 AM PST So, i'm beta-testing this game and the gamedev doesn't want to create and/or mod a subreddit because he thinks it goes against reddit's self-promotion rules. So is it OK? [link] [comments] |
I recently finished creating my first game. Where should I post it so that I can get feedback on it? Posted: 02 Feb 2019 11:36 AM PST We were asked to create a game in our Grade 12 computer science class and now that it is finished, I was looking for a place online where I could post it and ask for feedback. More info on the game below. Anyways, I've seen sites like itch.io and gamejolt.com but I wasn't sure where to post and which one has more active users. Can you guys tell me where I should post to get the best feedback on my game? Once I get an answer, I will make another post with a link to the game if you would like to try it out (yes it is free, this was a school project). The Game: The game was made by myself and one of my friends. I did all of the art + some of the coding while my friend worked mostly on coding. This game was made in approximately 3-4 months. The game is called Reign of Raiders. You play as a character named Ray, who raids banks and steals money from 5 major bank locations (The names and logos of the banks are based on real banks that you would most likely find in Canada). In attempt to stop you from raiding, the captain of the banks warns you to stop your ways, or face a great danger. NOTE: Gameplay was the main focus of the game but I will still accept criticism regarding the story. Armed with a gun, your goal is to quickly bypass security guards, or kill them. But be warned! There is only so much time before the SWAT team arrives! Once inside each bank, make your way towards the vault and escape the bank with your collected gold. Don't be too greedy though. Collecting too much money at a time can slow you down. Once outside, you can head to your home base where you can buy and upgrade power-ups and bullets to help you on your raids. [link] [comments] |
Havok physics documentation/list of known issues available? Posted: 02 Feb 2019 08:30 AM PST Hey everyone, I'm just doing some snooping around and trying to get a better idea of how Havok performs. I'm not able to find any documentation on Havok though. Does anyone know if there are any known issues related to Havok? My reason for asking is because I wonder if Havok actually does have an issue running in games that are performing above 60Hz. Theres a list of games that seem to have stuttering/microstuttering that are utilizing Havok, aside from video examples of how the physics can wig out and cause games to run all weird. My most recent issue was playing Destiny 2 on a 120Hz monitor. As I would play, the game would get progessively choppy 10-20 minutes into my session, yet I wasn't able to reproduce this issue in an area that didn't have any combat/characters dying/etc. However, the issue would go away if I set my monitor to 60Hz. It was only after I found this out, and my experience with Skyrim/Bethesda games at 120Hz, did I become curious, and found out in the process that Destiny 2 is using Havok for its physics, clothing physics, and some scripting. Another recent game is the Crew 2, and that game was locked at 60 fps for PC. So yes, does anyone have documentation or knows if this is actually a thing? Or am I just seeing things that aren't there? Thank you. [link] [comments] |
I decided to change Pudji. Making use of unity's sprite shapes and particle forcefields. Posted: 01 Feb 2019 09:17 PM PST |
Legal question about promoting your game/service as compatible with another product. Posted: 02 Feb 2019 10:37 AM PST For example my game is going to be generically compatible with youtube, spotify, or any music player for windows pc. My game literally just uses windows audio source to listen in on any audio playing. How can I make a trailer/promotion for my game demonstrating it's compatibility, highlighting youtube and spotifiy, without opening myself to legal issues. I know I could just say in normal text print, compatible with "x y and z " but I would really like to just show a split screen of spotify or youtube running next to the game as part of the trailer/promotion. Is this possible without getting an agreement from those companies? [link] [comments] |
From idea to App Store pt2: Multi-disciplines of game development & "Juicing" (discussion podcast) Posted: 02 Feb 2019 05:44 AM PST |
Sharing my Ambient/Orchestral Compositions, Free to use for your Game Development CC BY 4.0 Posted: 02 Feb 2019 07:16 AM PST Hello GameDevs! I am sharing my Ambient and Orchestral music with you all, free to use for your game development. Soundtrack type music, great for background music in your games. Professionally Mixed and Mastered to industry standards. Creative Commons BY 4.0 Orchestral: https://www.youtube.com/watch?v=BnWpusFljAk https://www.youtube.com/watch?v=BVC73mCYc30 https://www.youtube.com/watch?v=60qNM5LSuxY https://www.youtube.com/watch?v=afy3QlrKFS4 https://www.youtube.com/watch?v=IhgO4beUyFI Ambient: https://www.youtube.com/watch?v=DgPlYQW-CXA https://www.youtube.com/watch?v=ezbt_OQ2J0M https://www.youtube.com/watch?v=GVW9y1i5iMI&t=6s https://www.youtube.com/watch?v=aecMJrUmHM0 https://www.youtube.com/watch?v=avu4tiuXv_4 Excited to see what you all can come up with! Cheers! [link] [comments] |
Space LLC solo mobile game revenue breakdown 1 month after release Posted: 01 Feb 2019 06:59 PM PST I am the creator of a mobile idle incremental game called Space LLC. It is for both iOS and Android. It took me 1.5 years to complete. I worked almost everyday 3-4 hours a day to finish it. It was written in Unity with C# and uses web services for the back end. My day job is a web developer using C# so Unity was the best option for me. I wanted to give a realistic breakdown of my cost to make the game as well as time vs my first month revenue. Everything will be a rough estimate for simplicity. License/Web Hosting Fees Yearly: $695 Cost of Development Marketing Cost First Month: $300 Cost of In Game Artwork: $3000 Cost of In Game 3d Models: $2000 Cost of Unity Plugins: $1000 Coffee: $500 Android Test Phone: $300 iPhone Test Phone(Already had): $0 MacBook Required for iOS Builds: $2000 Total Cost of Dev: $9750 Development Hours: ~2200 I wasted a ton of money on custom assets I did not end up using because they didn't meet my quality standards. Most of them came from Fiverr attempting to find an artist that had a good quality for their rate. I ended up getting my best work from 2 artist I found here on /r gameDevClassifieds They were a million times better than Fiverr and I highly recommend anyone to use reddit over Fiverr. I also could have saved a ton of money by using assets from the Unity store which I ended up doing more towards the end. A lot of how I built it when I started vs how I would build it now would have saved me a ton of money. I think just using asset from the unity store would have gotten the development cost down to 3-4k. The game uses Unity ads as well as has IAP. The ads only happen around every 4 minutes and there are ways to reduced the number of ads you see. A large part of my revenue has come from IAP. Users are able to buy pets and in game currency. There are only 6 purchasable items. I spent about $300 this month on market, with a very very low amount of clicks. 90% of my downloads has come from reddit post promoting my game. I would suggest against using Facebook, as I got only a hand full of clicks for +$200 spent. I pretty much lived and breath development for this game. I have no kids, no pets, no wife. All my free time was devoted to building the game. I am currently working on adding multiplayer so I'm still very active even after the release. I'm honestly not sure if these numbers are good or bad. I don't see a lot of post on revenue and cost so I wanted to give at least my perspective. My game is not something unique but it did take a long time to build. I have learned a ton from building it as well. I'm happy to answer any questions people might have and provide any other analytic data I can. Total First Month Revenue: $381.36 https://i.redd.it/iqb7v1q9k2e21.jpg https://i.redd.it/vj5arsiyj2e21.jpg https://i.redd.it/2fn0e1rzj2e21.jpg Downloads by Country Android https://i.redd.it/nd5zkb78f3e21.jpg iOS [link] [comments] |
How should I structure code for a dialog system (Unity)? Posted: 02 Feb 2019 04:43 AM PST So i'm working on a dialog system for my upcoming semester of Uni and was wondering if i was taking the right approach. Right now it works just fine, being able to speed up the rate that characters popup by pressing a button, having dialog options that work and being able to go from one "dialog chain" to another. it''s probably a bit hacky, but it works. My main concern is that, as it is right now, there's a "manager" script that handles the logic for typing up the words, opening the dialog box, etc, and a "npc" script that holds a specifics NPC dialog, conversation options, etc that goes on the npc gameobject. is this the right approach or should i have a "god" script that has EVERY single piece of dialogue and i just reference that appropriately? like instead of 10 different npcs with 5 dialog chains id have a single object somewhere with 50 dialog chains and just call on that and all the npcs have are appropriate references? So npc A would call dialog chain 8 and 9 out of "god's" 50 instead of 1 and 2 out of his 5. Any other suggestions and input would also be appreciated. [link] [comments] |
Is it possible to switch from a top-down 2D perspective to a 3D one? Posted: 02 Feb 2019 09:31 AM PST For example let's say you have a 2D top down perspective kinda like in Earthbound and when you get into a battle, it switches to a 3D perspective. Is it possible? Do I need a certain game engine? I am not an expert in game making so I hope this is okay if I ask a question. [link] [comments] |
MPaliens - arena shooter for 2-4 players. Posted: 02 Feb 2019 09:05 AM PST MPaliens - arena shooter for 2-4 players.https://i.redd.it/yb67wrreo6e21.gif Hi! My name is Alexandr and i try to create games! :D Demo available on itch and gamejolt . Features:
https://i.redd.it/iwvxjwqfo6e21.png And little more about the game) I try to create simple and understandable gameplay with interesting elements. For more action i added shooting when player slide on the wall. When player can't take first weapon.He running on the map for take another gun and use traps. https://i.redd.it/y7aq3y3cr6e21.gif To diversify the game I try to added different mechanics. Shot from teleport or bullet reflexion by the knife and other. https://i.redd.it/mytn0u2cs6e21.gif https://i.redd.it/wgq0n9scs6e21.gif Thank you for attention) You can see this game itch or gamejolt. [link] [comments] |
How to make a turn based game more interactive? Posted: 02 Feb 2019 02:12 AM PST I'm making a Pokémon style turn based rpg as a student project. I'm done implementing the core combat and networking aspects. However, the professor I'm under wants me to make the game more interactive. Right now, the game plays exactly like a mainline Pokémon game. That is:
In the end, it only involves clicking one of several buttons every turn and my professor's unsatisfied with that. However adding realtime aspects to the combat would mean rewriting the networking portion. I have thought about it and came up with the following ideas:
Which one of these options is the better approach? [link] [comments] |
Mobile Legends Lost Lawsuit against Riot Posted: 02 Feb 2019 12:08 PM PST Hello gamedevs, I read about Mobile Legends losing thier case to Tencent(riot's parent company), and had to pay around $2.9m. [link] [comments] |
Screenshot Saturday #418 - New Look Posted: 01 Feb 2019 08:07 PM PST Share your progress since last time in a form of screenshots, animations and videos. Tell us all about your project and make us interested! The hashtag for Twitter is of course #screenshotsaturday. Note: Using url shorteners is discouraged as it may get you caught by Reddit's spam filter. Bonus question: Is there a major genre of games you have never played? [link] [comments] |
What makes for good unlockables? Posted: 02 Feb 2019 11:37 AM PST This is something I've been thinking about lately. We all know those slightly damp-feeling unlockables you get in games sometimes, like "you unlocked artwork in the gallery"... What makes an unlockable feel meaningful, or like a worthwhile reward? What makes a reward feel lame? [link] [comments] |
Multiplayer network: Using RabbitMQ Posted: 02 Feb 2019 05:30 AM PST Hi, I need some help. Started working on a multiplayer server for my game. At the start, I've used some socket library, defined every type of message and handled the connections and everything myself. And then I thought of something - why not use RabbitMQ? Instead of creating socket connection to each client, I can just define queue for each client. Rabbit can handle a huge load, and I can use it to establish connections between my server and clients easily - I just need another server to handle incoming connections from each user and tell them where to subscribe (which queue). All of my clients publish in one channel for the server, but my server publishes for each client on a specific queue. Am I missing something here? Will rabbit give me fare performance? I'm not expecting it to be the best solution, but it sounds much easier then defining everything by myself. [link] [comments] |
Need advice picking the best AI technique for a 3D Stealth game Posted: 02 Feb 2019 12:00 AM PST Hello there! I am currently developing a third person stealth game with two friends as a passion and learning project and I am looking for advice on which AI technique to use for the project. I do have a lot of experience with the Unity engine and I have used it to make some smaller projects before. Since I am currently also doing a master of science in engineering / computer science degree I can create the Enemy Guard AI + Stealth system for our game as a study project with around 180h of expected work in the spring semester (I am willing to invest more than that though!) and probably a follow up in the fall semester. I'll try to describe our AI in FSM terms. This is not supposed to be comprehensive: The Guard AI would probably consist of 4 sub-state-machines (patrol, investigate, attack, get help) with the following states:
I am 100% sure that the number of states will increase / change with time but this is a rough estimate of what we want to do. I have taken a look at several AI techniques so far (GOAP, FSM, Behaviour Trees, Utility based). All of them seem to be in my time/skill scope and I think that all of them could be used to handle our requirements. I do however have no clue which of these techniques would work best for what I am trying to do or if there is in fact something like the "best approach" at all. Since I don't want to decide for something and then hit a wall after spending a lot of time on it I would really like some advice on this. Did anyone here implement something similar in the past? What approach did you take and how did it work out? Any general advice about stealth / ai systems? TL;DR: I am developing a Stealth focused game and could use some advice about which technique to use for implementing the AI. [link] [comments] |
Are names of worldwide/national days copyrighted? Posted: 02 Feb 2019 01:23 AM PST There are a lot of cool names that could be used for games, like "The Earth Day", "Trivia Day", "Yoghurt Day", however I'm not sure if they are available to use. The Earth Day f.e. is a whole event organized by Earth Day Network, not just a given name of a day in the year, but they don't outright tell you if the name "Earth Day" is copyrighted or not. Do you have any knowledge about this? [link] [comments] |
You are subscribed to email updates from gamedev - game development, programming, design, writing, math, art, jams, postmortems, marketing. To stop receiving these emails, you may unsubscribe now. | Email delivery powered by Google |
Google, 1600 Amphitheatre Parkway, Mountain View, CA 94043, United States |
No comments:
Post a Comment