• Breaking News

    Saturday, February 2, 2019

    Changes to Steam's algorithms hurt indie devs

    Changes to Steam's algorithms hurt indie devs


    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.

    http://www.gamasutra.com/blogs/ErikJohnson/20190129/335035/The_State_of_the_Algorithm_Whats_Happening_to_Indies_on_Steam.php?elq_mid=89128&elq_cid=27997656

    submitted by /u/malvo331
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    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.

    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!

    submitted by /u/BambooHutGames
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    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?

    submitted by /u/certaintwentythree
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    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.

    submitted by /u/Quest4Amythest
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    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.

    submitted by /u/cidcaldensfey
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    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?

    submitted by /u/ManicD7
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    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!

    submitted by /u/GravitySoundOfficial
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    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

    https://i.redd.it/nhwbj8m9f3e21.jpg

    submitted by /u/X51rocketextreme
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    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.

    submitted by /u/Thalefeather
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    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.

    submitted by /u/NderCraft
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    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
    MPaliens is 2D arena shooter for 2-4 players with different weapons,jump pads,traps on a various maps.

    Demo available on itch and gamejolt .

    Features:

    • Local multiplayer for 2-4 players.
    • 17+ weapons.
    • 4+ skins.
    • 6+ levels with different mechanisms.
    • Walljump, slideshoots, teleportshoot and other different mechanics.

    https://i.redd.it/iwvxjwqfo6e21.png

    And little more about the game) I try to create simple and understandable gameplay with interesting elements.

    Wall jumps

    For more action i added shooting when player slide on the wall.

    Slide shot

    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

    Surprise!

    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.

    submitted by /u/TeckaAG
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    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:

    1. Each player (or ai) selects a command for the turn.
    2. The commands play out one by one.
    3. Rinse and repeat until one player can't fight. 4.There's also overworld exploration but I get the feeling that the professor is uninterested in that.

    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:

    1. Let the player move around the Pokémon and determine whether a move hits by checking if the enemy is in the attack hotbox. This shouldn't be too hard to handle but making the ai do this properly would be annoying.

    2. Make the player play some sort of minigame to determine the power of an attack. It can be a qte where that depends on the attack. A lot of jrpgs do this(ex shadow hearts, legend of dragoon) and would be easier to implement than the previous idea.

    3. Change the combat mechanics with something more involved but still keep it turn based. Ex: card games.

    4. Ditch the turn based aspect and go for real time combat. While this would solve the problem, I don't have the time to rewrite the whole code. I only have 1 week remaining and it is just not feasible at this point.

    Which one of these options is the better approach?

    submitted by /u/Reihado
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    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.
    I read that Mobile Legends income exceed the $200m, how come they lost the lawsuit and still operating as if nothing happend ? Am I missing something here ?

    submitted by /u/Xakiru
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    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.


    Previous Screenshot Saturdays


    Bonus question: Is there a major genre of games you have never played?

    submitted by /u/Sexual_Lettuce
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    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?

    submitted by /u/MikeLaraman
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    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.

    submitted by /u/Saikodan
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    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:

    • Investigate: "Alert", "Investigate Anomaly / Noise", "Search for player", "Watch the back of other guards" and "thrust spear into possible hiding locations"
    • Attack: "melee attack", "flank", "block", "dodge", "secure exit", "ranged attack" and "wait"
    • Get help: "fetch more guards" and "fetch hunting dogs".
    • Patrol is simple enough

    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.

    submitted by /u/Arahain_
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    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?

    submitted by /u/G_Rej
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