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    Sunday, March 24, 2019

    I challenged myself in making a procedural dungeon generator from scratch without any googling

    I challenged myself in making a procedural dungeon generator from scratch without any googling


    I challenged myself in making a procedural dungeon generator from scratch without any googling

    Posted: 24 Mar 2019 12:53 AM PDT

    How detailed should my prototype be?

    Posted: 24 Mar 2019 06:24 AM PDT

    The purpose of the prototype is to see if the game is worth pursuing. Im planning on testing it out internally with my team and few external tester.

    I know it should include core game play, but how refined / polished should it be to get useful insights into whether or not i should pursue it? Does it need to reflect the final mechanics? Should i focus on animations as well?

    Any and all insight would be really appreciated.

    submitted by /u/Lonelystoner45
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    Gamedev Copywriting: Be Careful with These Buzzwords!

    Posted: 24 Mar 2019 09:59 AM PDT

    Happy weekend folks!

    More so than many other industries, marketers in video game sector are susceptible to using buzzwords and get backfired later.

    So, exactly what are buzzwords? Normally we consider them as some popular jargon that are hot topics of discussion, and represent some feature that many people desire at the moment. Taking a deeper look, though, we can see that their purpose is really to bring a product inline with trend, to make it fashionable, to make it align with as much market space as possible...

    Now you probably start to see the problem here. Buzzwords make a product conform with the crowd. So if your game is not meant to be like that, if you aim to target a niche, or if your USP (Unique Selling Point) is individuality and novelty, then buzzwords can actually hurt your brand.

    Let's look at it from a different perspective. In statistical text analysis, we have a formula called "TF-IDF" or Term Frequency - Inverse Document Frequency, and we use it to measure the importance of a term in a document. This formula basically does three things:

    1. Count the number of occurrences of a term (a word, a phrase etc.) from a document (a tweet, a reddit post, an article etc.)

    2. Count the number of documents that contain this term in a large collection of documents (all the tweets from a #, for example)

    3. Take the result from 1 and divide it by the result from 2.

    Why do we do this? Essentially, when a term is used often in a document, it has some significance; however, if the same term is used everywhere in every document, it becomes rather meaningless, such as the word "game" in every post in /r/games. By dividing the document frequency, we make these kind of terms less significant.

    Interestingly, human brains work very similarly. More frequently we hear a word or phrase, less meaningful it becomes and less impact it will have on our decision making next time we encounter it. And what do we call these words and phrases? "Buzzwords".

    Currently, there are some buzzwords that gamers are pretty fed up by:

    "Immersive" - every game is supposed to be immersive, don't you think?

    "Open-world" - More often than not, games that feature open worlds also feature empty, generic worlds.

    "Explore" - Very few games actually properly reward player exploration. I'd rather use the word "Discover", because it actually indicates that player will be rewarded for exploration.

    "Roguelike" - How many people do you know have actually played the game "Rogue"? This buzzword is trying to make a connection with Rogue but if people have no first-hand experience, they won't resonate the way the marketer hopes for. Same goes with "Metroid-xxxxxx".

    "Epic" - I see this a lot. It doesn't deliver any specific information about the game except narcissism. Nobody calls himself "epic"! It has to be a title granted by others after the product has made significant impact in the world years later.

    "Realistic" - Gamers today have already figured out that realism has never been fully achieved by any game. When they see this word, it automatically reminds them of all the disappointment they experienced in the past from games that claim to be realistic. True realism in games is actually the ability to induce an emotion which gamers felt in real life. It's not about graphics or mechanism. It's about emotion.

    "Survival" - It's been eight years since DayZ was popularized and people still use this as a selling point. Once a very simple concept of just trying to stay alive, now it has grown into bloated mechanisms like complicated health management, crafting, building, zombies, huge inventories, skills, leveling, pvp... When people see this word, "not another one of those!" would be their first reaction.

    Obviously there are many more examples of overused buzzwords that have lost their meaning. The key takeaway from this post is simply "don't be lazy". Using buzzwords is essentially trying to convey a ton of information without any effort. When you write about a game and find yourself using a buzzword, maybe take some time and analyze this buzzword and see what information you are attempting to deliver - and deliver it in a different way.

    submitted by /u/Rotorist
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    Architecture of a MUD/MMO

    Posted: 24 Mar 2019 06:03 AM PDT

    Hi r/gamedesign,

    not sure if this is the right place for this question: I want to write a simple text based MMO as a learning project (a MUD if you will). I want it to be very versatile in terms of clients, so i was planning to have it basically build as a database server with a REST API, is this a sensible approach? I hope that would allow for a lot of different client options, from web based, to anything self written by users. I would like to hear your input.

    submitted by /u/karlyan
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    Should I be concerned that I don’t find my horror game monsters creepy?

    Posted: 24 Mar 2019 08:11 AM PDT

    I'm making a retro-esque low-poly, pixelated horror game, partly because I think the pixelated style is a really cool approach to horror games, but I also started a more detailed horror game a while ago, but I think putting that on hold and doing this project will result in the other game being better, because I'll learn from it. Anyway, I started some monster design this weekend.

    Now, I love horror. As a kid I was scared very easily, but over time, I developed a passion for all things creepy. As such, I don't usually get scared by things that other people tend to. I've designed an experimental monster, but it honestly doesn't look creepy to me. I'm thinking this could be down to me not being scared easily or the fact that I designed it. However, part of me worries that it's just that my monster isn't creepy. The thing is I have no way of telling which one is the actual cause.

    submitted by /u/RobSka17
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    Advanced Map Shading

    Posted: 24 Mar 2019 09:50 AM PDT

    Where can I find out of a name is copyrighted?

    Posted: 23 Mar 2019 11:09 PM PDT

    Coming up with company names, but we want to make sure we aren't using any names that are already copyrighted. Is there some kind of search engine that can help me with that? Other than google.

    submitted by /u/Shy_Poke
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    Multiple behavior types in ecs

    Posted: 24 Mar 2019 08:52 AM PDT

    So I've been trying to wrap my head around how one handles complex logic in an ecs. It seems like every example I've seen are only simple things like arithmetic. Even with Unity's examples they are all Incredibly simple things. But let's say for example you have an idea of a "character entity" and all character entities in the world have a movement component.. and movement components can have different movement behaviors. In an engine like unreal engine , you'd just subclass the UMovementComponent, but you can't do that in ecs because components are just data. Or for example a weapon entity with different weapon types (like ranged or melee) , and different firing modes. Or animation graphs, so systems , etc. It seems like with quite literally any logic that is even remotely complex, you will have to fall back on an inheritance model. And I know a lot of people say "well don't use ecs where it makes the job harder", but then that will split your gameplay systems. Wouldn't it be better to just go with a component model like ue4 / guerilla games/ etc?

    submitted by /u/democharge530
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    Does anyone else try to fix a bug and take forever trying to fix it, and it turns out to be a simple fix?

    Posted: 24 Mar 2019 11:45 AM PDT

    I was working on making buttons for my game and was wondering why clicking the buttons wasn't working properly. It turns out that I flipped the x and y values for when I see if the box contains the mouse, so the button was actually flipped 90°. Does this happen to anyone else?

    submitted by /u/TheOnlyJolt
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    I made A.I. that can beat my own game!

    Posted: 23 Mar 2019 06:12 PM PDT

    What do I put on my game's business card?

    Posted: 24 Mar 2019 11:36 AM PDT

    So I'm going to be showcasing my game for the first time at a little indie showcase, and I'd love to make some snazzy business cards to get more attention for the game. Are there any articles on how to make a good business card (specifically for game showcasing), or are there any tips I could know? I might be overthinking this, but I've never done it before and want to make a good impression.

    submitted by /u/RetroNuva10
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    Advice on taking the summer off to focus on game dev (University student)

    Posted: 24 Mar 2019 11:33 AM PDT

    Hey r/gamedev, not sure if this belongs here but ill post it anyways.

    So quick backstory, I'm a first year comp sci student who has been working with Unity for some time now just having fun with making games for personal use only. Recently (about a month ago) I decided it was time to fulfill my childhood dream of getting a game on Steam and started development. It's coming along pretty well but with only an hour or two a day to work on it I feel like it will take forever to get done or I'll just end up giving up on it before it's complete. I'm fairly well covered financially (for university costs) and more worried about how this would look on my resume (for getting a full time comp sci job upon graduation) compared to getting a part time job in retail over the summer. I'd much rather do game dev because it's something I really enjoy but I'm wondering if creating something small independently can eventually turn into bigger future opportunities? I just don't want to hinder my chances of getting a solid job when I graduate. Will taking the summer off be worth it? Thanks in advance :)

    The idea of my game for whom it may interest:

    - 2D platformer adventure
    - Completely hand drawn assets (idk i think it looks more unique :p )

    - Acquire different spells from elements that can have synergy with each other (water/electricity type thing)

    - Overall story is a learn about your past and try to get home style

    Gif of gameplay (don't mind unfinished art): https://i.gyazo.com/9b3e3dc5832fa023d373cfbb8fea29ba.gif

    Planning on keeping it black/white but needs some polish on the art/animations

    submitted by /u/myWaifuJemal
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    Learn To Create Collectable And Droppable Items in Unreal Engine 4

    Posted: 24 Mar 2019 11:28 AM PDT

    In this Tutorial, we will learn how to create a collectable Fruits, which will increase player score points when collected, the player will also be able to drop the fruits which will be used later as a part of a system to exchange fruits for Heart parts. On a later video, fruits will be integrated into a tree system and the player will have to hit the trees to get the fruits to fall.

    Take Your Weekly Development Dose

    this Tutorial is a part of Clash of Engines Series, where we will develop the same game (a 2D platformer) using 4 different engines (Unreal, GM Studio 2, Unity and Godot), which will give you a better understanding of which one suit your need better. Only build-in or free extension will be used to give a closer look at what you get out of the box with these 4 amazing engines.

    hope you like it, and see you in the next part.

    submitted by /u/4Knights
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    been working on high-speed tools to build 2.5d worlds in gamemaker

    Posted: 24 Mar 2019 03:46 AM PDT

    Looking for Unity Tutorial

    Posted: 24 Mar 2019 11:04 AM PDT

    Probably it's asked too many times sorry about that. I'm looking for Unity Tutorial. Tons of videos on Youtube but i can't find whichone is the best, funny and effective.

    submitted by /u/teberzin
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    Intentional friction in Game UX Design

    Posted: 24 Mar 2019 10:18 AM PDT

    My article on 'Making Games Vs. Making Experiences'

    Posted: 24 Mar 2019 05:16 AM PDT

    The most AR like AR game: AR Sports! Beta test link below

    Posted: 24 Mar 2019 08:43 AM PDT

    Where can I download Renderware?

    Posted: 24 Mar 2019 08:37 AM PDT

    So, yeah, as the title says, I want to download Renderware game engine. I know that Renderware is an old and outdated game engine, but It recently interested me. Where can I download this engine?

    submitted by /u/iknowdawae101
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    Gamasutra: Robert Basler's Blog - DXT Texture Compression in 2018

    Posted: 23 Mar 2019 08:18 PM PDT

    Day-One DLC for a free game? Or just make it a paid game?

    Posted: 24 Mar 2019 08:02 AM PDT

    Thoughts?

    submitted by /u/RPGCodex
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    Need some advice with game engine

    Posted: 24 Mar 2019 07:32 AM PDT

    Me and 3 friends plan on making this 8 bit game in 3rd person. What engine should we use? For some background info, everything has to be in pixel 8 bit except the player, who is realistic. Any advice?

    submitted by /u/TheNeoticVigil
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    Help for a dash option

    Posted: 24 Mar 2019 07:31 AM PDT

    Hello, I'm developping a 2D platformer and I would add the possibility to dash and everything I tried didn't look as I was expecting. Can you help me?

    submitted by /u/Atarusse
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    Awesome "trigonometry for #gamedev" slideshow

    Posted: 23 Mar 2019 02:29 PM PDT

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