I asked 100 indie developers about community building. Here are the results. |
- I asked 100 indie developers about community building. Here are the results.
- I gave up on my indie dream, now I am a lot happier
- PSA: Reminder, not everyone is right handed.
- Materialize : Free PBR Texture Map Generator
- resolv v0.4 released!
- How to create your first audience for your devlog YouTube channel or devlog website?
- 3D Game Tutorial in C++ from scratch - Part 8: Creating 3D Engine - Pixel Shader - SourceCode on GitHub
- I tried to apply Roman Papush's advice during 1 week
- Making Simple Game Ai in Unity With Finite State Machines
- Updating your Mobile Game vs. Making a sequel?
- Creating Epic Isometric over the past 7 years. From initial concept to top seller in the digital tabletop market.
- Creating a multiplayer Diablo-style dungeon crawler - need help with tick rate and snapshot updates
- Where do i learn the C++ for getting started with SDL?
- In today's video, I show how to add guns to Survive Or Die!
- Looking to develop something small an easy for a beginner
- Creating Genji - Improving Character Controller - Part 2 - Unity Tutorial
- Is it possible to make beautyfull pixelart 3D graphics?
- Firebase Authentication + Real-time Database
- Best engine for beginner interested in making a fantasy survivial game
- This took me 2 hours. I don’t know why.
- HOW TO Export 3D models from Blender 2.79 to Godot Engine 3.1 (and set up the scene)
- Good beginner software?
- Minecraft-like world generation algorithms
- Books to read for Project Management
I asked 100 indie developers about community building. Here are the results. Posted: 31 Mar 2019 02:50 AM PDT |
I gave up on my indie dream, now I am a lot happier Posted: 31 Mar 2019 11:36 AM PDT About 2 years ago I quit my day job and went full time indie. I know, I know, but you only live once right? Well I developed and released 2 VR applications in that time, and while they did not sell very many copies it was a great experience and made me a much better developer. Pinning all my hopes of a financially secure future on striking gold with a killer game was incredibly risky. I did have alot of money saved up but I burned about 50k of savings from not having a full time income. It is also very stressful knowing what is at stake, especially after that first release when no-one buys the game and you brain has a mini crash from exhaustion. So now I am back in the real world doing a normal 40 hr per week day job. I am doing gamedev only as a hobby now, and I enjoy it ALOT more when there is no pressure to release, market, run social media campaigns and get torn to pieces by everyone. Just wanted to tell my story, it's not much but if you are thinking about taking the plunge PLEASE make sure you have some kind of financial back up plan in case it does not work out. The gaming market is incredibly competitive and it takes alot to get any kind of recognition. Good luck, and don't forget your chances of success are ZERO if you never try to begin with (and maybe like 5% if you do lol). Cheers. [link] [comments] |
PSA: Reminder, not everyone is right handed. Posted: 30 Mar 2019 03:28 PM PDT This goes for characters in your world but also for players of your game. For example, if you're making a first person game, you might allow for players to swap the character's dominant/primary hand. This is especially important as VR games become more popular. As a lefty who grew up really appreciating that Link is also a lefty, Skyward sword was a disappointment to me with motion controls (swinging your left hand causes link to move his right). Or here is another way to improve your game: By making 10% of the bandits in your combat focused RPG left-handed you naturally provide a bit of variety to the combat system. Ya'll are a creative bunch. I'm sure there are a ton of ways you can think of to add variety and richness to your virtual worlds (oh, and Immersion) by simply remembering to incorporate this one real-world detail: Lefties exist. Thanks for reading. [link] [comments] |
Materialize : Free PBR Texture Map Generator Posted: 30 Mar 2019 01:19 PM PDT |
Posted: 31 Mar 2019 08:51 AM PDT Yo! I'm SolarLune, and I wanted to write up a post about the new v0.4 release of an open-sourced golang library I made for game development named resolv. Essentially, resolv is a library for 2D collision detection and resolution (not physics, but just collision detection and resolution). I made this because collision testing is something most games implement in some manner, so these tools can assist with that. The main improvements this time around are switching to raylib for visualization, API improvements, and core function optimization. Check it out! https://reddit.com/link/b7p5a5/video/ei48fr0p6hp21/player For more 60FPS GFYs, check 'em out here. [link] [comments] |
How to create your first audience for your devlog YouTube channel or devlog website? Posted: 31 Mar 2019 11:11 AM PDT I would like to ask this question directly to indie game developers, who are already after some success with their channels or websites - and I would really like to be indie game dev specific. In present days it is very important to get some exposure on the internet to have at least small chance that anyone would even care about your game. For solo indie gamedevs this is often question of survival to the finish of their project itself. And often they need to make all of this just by themselves. I'm really interested in any kind of ways how to build your audience from scratch. And again - as a gamedev. If you can share with all of us what worked for you personally, that would be really awesome :) How was you able to find strangers and convert them to fans of your projects? (Btw. Hi, it's my first time posting here and I hope answers for this question can be useful for many who are starting with their indie way of life - same like me.) [link] [comments] |
Posted: 31 Mar 2019 08:47 AM PDT |
I tried to apply Roman Papush's advice during 1 week Posted: 31 Mar 2019 11:34 AM PDT "Working 1h per day, no matter what". And gosh... It's really, really effective. For many things, one hour is not enough. So I started working on mini features, bugs, "easy to do" models. All these things I wasn't doing because "Yes, it's easy but not now". The great advantage is that I know my game better and better. Even my old code, which I no longer dared to look at, seems more and more familiar to me. And I gain daily satisfaction. So big thanks Roman Papush. Your video really help me. [link] [comments] |
Making Simple Game Ai in Unity With Finite State Machines Posted: 31 Mar 2019 11:15 AM PDT |
Updating your Mobile Game vs. Making a sequel? Posted: 31 Mar 2019 10:53 AM PDT I noticed some mobile games make sequels (like Fun Run and Earn to Die), while others just do major updates to include new characters and levels. Why would a dev opt in to making a sequel instead? [link] [comments] |
Posted: 30 Mar 2019 07:36 PM PDT It has been a long journey over the past 7 years. The project was originally created to make my dungeon mastering easier in the weekly d&d/pathfinder game, it existed online in scanned sketchbook stills and was passed around in a shared pdf. image 1, image 2 , image 3 Initial sketching done around the gaming table then projected on the wall while describing each encounter area. Before the use of tools like roll20 and fantasy grounds. My background is concept art, I am used to my work being a stepping stone for something else, a finished model or a white box environment that needed more ideas drawn ontop. I am not used to my work being the finished product- but with the evolution of this project and asking what my players wanted in their sessions the sketches became usable assets, the sketchbook became the direct engine of the game, if I could scan it it was in. This was a huge boost to the speed at which I could build the world and library of assets. Keep the sketchbook aesthetic, use it as the theme of the entire project, once the pencils are finished the asset is finished. So I had loads of assets drawn and required 3 months of time to just focus on the project and realise what it could become, build out the set and get it in the hands of more dungeon masters. So I ran a kickstarter that let me work on it. How many stretch goals is too many? , I had no idea the scope so I just added everything I wanted to draw for the next 4 years. While we met our goal and then some, we did not unlock the majority of the project. But we had enough to begin to sell on storefronts so other dungeon masters could get to using the set and it took off, surpassing my wildest expectations and becoming a platinum seller at drivethrurpg It was then that one of my friends that reviews on his youtube channel suggested strongly that I should have a patreon and work on some of those unrealised stretch goals from the campaign, build a community and keep building the set. From day 1 of launching the patreon everything changed, the support and flexibility this allowed cannot be understated, the structure I went with was low entry $3 cost with multiple updates per month. With an option to pledge $6 more for behind the scenes early sketch concepts. The $3 dungeon master backer level is the engine of the project with the majority of backers on this level I make weekly monsters and map assets. Something happened 4 months in when I made the discord channel and got all the patrons in the same room. The community began to build and share maps. Better maps than I was making. Using the set to recreate the mines of moria, building huge castles and again, sharing them with each other. Where the project is heading, right now we have hundreds of active dungeon masters using the kits, building maps, sharing maps, making monsters. Here are the kinds of things that are being played now Image gallery The project mentality To stay true to my sketchbook feel, to maintain a source of new options for the players ( fresh monsters ) and to give the dungeon masters the tools to build their own world ( and share it with the rest of us). Just Keep drawing it. Initially the project was made to support my own campaign, it continues to surpass what I thought it would become. The new active, growing community has been the biggest asset. [link] [comments] |
Creating a multiplayer Diablo-style dungeon crawler - need help with tick rate and snapshot updates Posted: 31 Mar 2019 05:32 AM PDT So, trying to figure out how others are doing it. I have X players (let's say 2-4), and the server spawns enemies at random. A player is an entity with the basic information you might think it should have - location, hp, basic dmg, etc. But even without physics, it's a lot of information that needs to be passed from the server to the clients, so let's say that the server spawns 10 NPC enemies, so a snapshot should contain - 10 new enemies being spawned (let's call this 10 spawn events) and the locations of the rest of the players ("loc sync" events), and let's say that the players are in combat with 2 other NPCs, so I also need to pass "Hit" information from the server (NPC died\damaged from the player's hit) and so on. How do I store such a thing? I'm using a proto-buffer in order to serialize my class information to a byte[], so what I think I need is actually a new class, that calculates the diff between the current "known" game state (what the clients know) and the current state the server has. Or perhaps should I not send a difference between "known" server state and known client state, but more like a "current real state"(that the server decides upon) like locations of everyone and the state of each entity (in a combat, taking dmg, running, etc) Some design tips and specific information can be good :) I've watched a lot of videos and very "high level" lectures on the subject, but I really need some real world examples in order to understand it better. Thanks! [link] [comments] |
Where do i learn the C++ for getting started with SDL? Posted: 31 Mar 2019 08:40 AM PDT I really want to get started with making some stuff using the lazyfoo tutorials (first SDL the openGL). I want to use C++ since I have tried it before and I did appreciate the sophistication.I haven't done anything major with it , but I am familiar with the bare basics, or the syntax at the minimum. I need a recommendation from where I can learn enough C++ so that I can move onto SDL as fast as possible! [link] [comments] |
In today's video, I show how to add guns to Survive Or Die! Posted: 31 Mar 2019 08:38 AM PDT |
Looking to develop something small an easy for a beginner Posted: 31 Mar 2019 12:04 PM PDT So I recently have a bunch of free time on my hands now that I'm out of school and looking for a full time gig, studied Economics. I did some reading on simple game development an saw that there are a lot of free services that allow for easy games but was hoping i could be pointed in the right direction as to which platform/service would be best. Not looking to make anything crazy of a game just something that would allow me to get my feet wet and then grow from there. So any advice on what service/platform I should look at and what kind of game would help- I know this may sound broad but really just need some info on what would be best and maybe what to expect. Thanks in advance [link] [comments] |
Creating Genji - Improving Character Controller - Part 2 - Unity Tutorial Posted: 31 Mar 2019 10:57 AM PDT |
Is it possible to make beautyfull pixelart 3D graphics? Posted: 31 Mar 2019 10:52 AM PDT I played couple of old, 8bit era games and I'm impressed how good look their pixelart graphic even this days. I.e. Snatcher And I wonder is it possible to create graphic looks like detailed, old school pixelart, but in full 3d world? Of course we have plenty of indie games with pixel art, but all of them are 2D or 2D with couple layers. And their pixel art isn't really old school, because much of them ar "uglier" then NES games and use more complicated graphic then i.e. games from Atari 2600. They choosing own style and not trying to fallow old games art design. And we obviously have Minecraft and his fallowers. But Minecraft haven't really pixelart graphic, but simply combine lowpoly models and lowres textures. And we have at last games that trying to imitate comic book look, but mostly by adding cell shading effect. So is it really feasible to create game or animated movie in that style? I thinking about something in 3d world, where player can move freely protagonist and fpp camera, but scene always look like 2D picture, without feeling any depth. Do you think this would look good or it could be an interesting style? [link] [comments] |
Firebase Authentication + Real-time Database Posted: 31 Mar 2019 10:18 AM PDT Hey, I am having problem with the code below, I can't get the IEnumerator to execute. I am trying to save the user into the database when registers (In this case when signing in for testing), if anyone have a suggestion for other kind of solution, I'd appreciate that as well. [link] [comments] |
Best engine for beginner interested in making a fantasy survivial game Posted: 31 Mar 2019 10:02 AM PDT I have a of ideas and have basic knowledge of coding. What is a good engine for a survival fsntacy game (3d) that is easy for a new commer. I was thinking unreal, is the blueprint system good? [link] [comments] |
This took me 2 hours. I don’t know why. Posted: 31 Mar 2019 09:42 AM PDT |
HOW TO Export 3D models from Blender 2.79 to Godot Engine 3.1 (and set up the scene) Posted: 31 Mar 2019 09:34 AM PDT |
Posted: 31 Mar 2019 09:33 AM PDT My son has been working with scratch to design games. He's doing really well with it making clicker games and what not, but I feel like he could use a bit more of a challenge. Are there any beginner friendly programs out there that he could try? He wants to work in designing/building games when he grows up and is obsessed with level building games. [link] [comments] |
Minecraft-like world generation algorithms Posted: 30 Mar 2019 10:59 PM PDT Hello, I am planning on implementing a algorithm into my current game, which should generate a 3D world made out of block-tiles with some simple structures (landmasses resembling continents, mountains, caves, beaches, etc). Does someone know some good guides, or tutorials for getting into this topic? [link] [comments] |
Books to read for Project Management Posted: 31 Mar 2019 04:20 AM PDT Heyyo gamedev people. Don't know if there's been a post about this before, but what books would you recommend me to learn more about project management?. It can be specifically about game project management, but other related books that might be helpful is welcome. Thank you, and cheers [link] [comments] |
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