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    Tuesday, April 2, 2019

    Unreal Engine 4.22 released

    Unreal Engine 4.22 released


    Unreal Engine 4.22 released

    Posted: 02 Apr 2019 09:04 AM PDT

    First week on Steam vs 1 year on Itch.io

    Posted: 01 Apr 2019 10:23 PM PDT

    One year on itch.io

    One week on Steam

    I'm not complaining, but what the hell? Steam seems to be throwing pretty good amounts of traffic at it with the release date still 3 weeks out. This seems to be contrary to everything I've read about Steam these days.

    This is vs 1 year of me trying to market the game on itch.io, with youtubers covering it (one with 200k views). Again I'm not complaining but it seems all my shitty marketing efforts were just a waste of time.

    Assuming this isn't some fluke I think this means the advice to put up your Steam page ASAP could be wrong. It might be better to wait until the game is close to completion so that you can have a great trailer and screenshots. I expect the traffic to the steam page is going to go down (and hopefully back up on release), but it seems the way Steam users react to your steam page can cause steam to "like" your game and show it to a bunch of people for you.

    submitted by /u/iemfi
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    I've been building a code-based GUI library for Unity; here's a little worldspace demo.

    Posted: 02 Apr 2019 11:05 AM PDT

    Any legal danger of accepting design ideas?

    Posted: 02 Apr 2019 09:42 AM PDT

    So I watched this video by Austin Mcconnell about why movie studios make it a point that they will not read your screenplay. It's not because they're lazy or ass holes, it's because they don't want to be sued if they ever come out with a movie similar to your pitch. Apparently even having a similar character name to someone in your screenplay can cause grounds for a law suit. The only reason I was wondering is I have a game Idea, and I was planning on streaming the development from start to finish, and chances are (assuming people watch), I would probably here and there take ideas from chat which could end up being whole game mechanics. I would like to keep all the streams saved on twitch so there would also be a recording of the interaction.

    I assume there is most likely no danger of getting sued, but if that's true, then what happens when you have a designer on your team with no contract, and they basically designed the whole game but only on paper, and you made the game? If there is no danger in getting sued for the first question, then could you technically rip off the designer and not pay them? Not saying I would, just a hypothetical I was wondering about. I suck at design, so I definitely value designers haha.

    Thank you for reading my stupid paranoid question!

    submitted by /u/rpg877
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    Im writing my own engine and I try to follow the windows settings where relevant. Do the big engines do this, and if not should I bother?

    Posted: 02 Apr 2019 03:48 AM PDT

    The settings I so far are reading from windows are:

    • dragdistanceX
    • dragdistanceY
    • DoubleClickTime
    • timeFormat
    • dateFormat
    • thousandsSeparator
    • decimalSeparator
    • titleBarHeigth
    • Keyboard layout (keybind for international keyboards)
    • Save game directory
    submitted by /u/mrlarsson2
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    Unity Grass Geometry Shader Tutorial at Roystan

    Posted: 02 Apr 2019 11:48 AM PDT

    What are the underlining principles of making an Open World in game development.

    Posted: 02 Apr 2019 08:44 AM PDT

    My question may not be that transparent.

    But I'm curious as to how you would built an open world efficiently for a game.

    For example, would you model your entire world, including static and dynamic objects, in a 3D Graphics Suite (blender, maya etc) and drop that into the engine........

    OR

    would you model just the world with all the static objects including buildings or trees, terrain and the sorts..... and then model dynamic objects seperately (e.g Buldings with doors that have interaction, certain objects that are intended to be kinematic and other stuff such as vehicles and the likes)...

    Then drop the static world into the engine.... then dropping in the dynamic objects at their special locations and scripting them accordingly...

    I may not be so clear.... I don't feel I am... But any input is greatly appreciated.

    submitted by /u/dankcova
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    Blog post on automatically comparing renders between game versions?

    Posted: 02 Apr 2019 05:32 AM PDT

    A few years ago I remember reading a blog post where a game dev set up their testing environment to automatically take renders of in game assets. They would then automatically be compared for differences between versions so the devs would be alerted of any unintended consequences and mistakes they make. I remember the game took place in space but I haven't been able to find anything wherever I've searched for it. Does anyone know where I could find that?

    submitted by /u/Rafael09ED
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    Whether or not to move forward with my game?

    Posted: 02 Apr 2019 11:53 AM PDT

    I really wasn't sure if I should post this here or in r/gameideas, but finally settled on here because it's also somewhat about development and marketing.

    TL;DR: A game I'm 6 months into developing appears to be similar to a game currently in development elsewhere. I know very little about the game other than the main premise. My main premise is the same. Should I move on?

    So I have been working on a game for about 6 months now. I have spent the past 6 months learning a lot about Unity and pixel art, practicing like crazy, fleshing out the story/characters/world, prototyping the more basic components of my game, and dabbling in my game's art. Due to some recent medical issues, I'm unable to work or drive and I'm cooped up at home pretty much 24/7. I'm taking advantage of this opportunity to really commit to my game and work on it full time.

    Now that I'm getting more serious about my game and devoting more time to it, I have been getting more and more nervous about it. At first I was making my game because I just genuinely wanted to play it and because I love programming and haven't had a reason to do it for the past couple years. But over the months of working on it, I started thinking more and more about actually wanting to release it and sell it when I'm done. So that brings me to my problem.

    My game is very similar to a game that I know is already in development elsewhere. Initially, major inspirations for my game were Harry Potter and Stardew Valley. Sound familiar? Chucklefish is currently making Witchbrook, which is supposedly Harry Potter meets Stardew Valley. When I originally began imagining this game, I hadn't even heard of Witchbrook yet, but now I have and I'm very worried about my game being too similar. I have developed my story far beyond just being similar to Harry Potter or Stardew Valley at this point, but I am worried they are too similar from the outside. I know that game ideas are a dime a dozen and most people would probably say to just scrap it and move on, but I am just so conflicted.

    I do have other game ideas and I have some ideas for games I could make in the same universe, but they just don't have the same charm and I just keep coming back to my magic school. My main question is, how do you decide if a game is too similar to another and you shouldn't make it? The problem is that Witchbrook has released very little information so far, so it is really hard to say what would end up being similar and what wouldn't. Currently both of the games are casual pixel art magic schools. The ideas I have for it are unlike anything I've seen from any magic stories in books, movies/tv, or games (though I really only play games in a very specific category).

    My game mechanics and story point are very different to SDV and HP, but I have multiple things I'm very worried about...

    1. I love SDV so much and I don't want to feel like I stole anything from Chucklefish. It almost feels like they deserve to make the game more than I do.
    2. I am terrified that if I move forward, I will have a ton of the game done and then Witchbrook will come out or release more info and I'll discover that a lot of the game is the same and I have to scrap everything.
    3. Even if the games aren't too similar, I don't want them to come out around the same time and get totally swept over by Witchbrook. I want to at least give myself a fighting chance of being a successful indie dev. I don't want to screw myself from the beginning.

    Some reasons I really want to make my game anyway...

    1. Ever since fleshing out my story and art style, I can't help comparing it to what I've already seen of Witchbrook, and I can't help feeling disappointed at the idea that I will only able to play WB instead of my game. Mine feels more magical (but of course I'm biased).
    2. Everything has been done and no matter what I choose to do, SOMEONE is bound to have done something similar. So if I'm going to be doing something similar anyway, shouldn't I do the one I feel I can do better?

    I'm sorry this has been so rambly. My brain has been going in circles for weeks debating this and I finally decided to just ask for some perspective. If you've read this far, thank you.

    submitted by /u/StarlitMystic
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    What Video Games Can Do as a Medium | The Language of Games, Art, and Interactive Storytelling

    Posted: 02 Apr 2019 11:40 AM PDT

    Check out a great series of tutorials from @RustyHazelden on Pixar's #RenderMan and Autodesk #Maya. An easy to watch introduction to 3D animation and visual effects.

    Posted: 02 Apr 2019 08:13 AM PDT

    Unlock the secrets of Pixar's RenderMan through a series of in-depth tutorials that focus on rendering an animation in Maya with photo-realistic materials and dramatic lighting. In this tutorial series, visual effects artist Rusty Hazelden takes an animated shot from start to finish, and reveals all the techniques used to create the final animation with Pixar's RenderMan for Maya.

    https://youtu.be/D0PmsO3Tzc4?list=PLhpS_PlWwViZAbc2924SFjZQJvk25JBYn

    https://i.redd.it/px4zjjbt9vp21.jpg

    submitted by /u/_Poutine
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    Thoughts on mocap for cutscenes?

    Posted: 02 Apr 2019 10:11 AM PDT

    Sure, it's a realitvely large investment, both monetarily and time-wise, but in the longrun seems like it will pay off.

    I've been looking into xsens for my mocap solution, as it seems better to log large chunks of motion data and then disect it for certain animations. As it stands, my project has been whittled down to 5 or 6 main scenes, but they carry a great weight of the game's tone. I'm wondering if I'm going to waste a few grand or if the result will truly make that much of a difference?

    TL;DR: would my time be better spent doing frame-by-frame animations for character cutscenes, or learning to use mocap for future applications?

    submitted by /u/sandinlowplaces
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    How do you deal with collaboration ?

    Posted: 02 Apr 2019 02:32 AM PDT

    Hi everyone,

    I was wondering how you guys are dealing with collaboration.

    I am getting to a point where I will probably need to work with others on a project. I wonder how all this is organized.

    Should a legal structure be created? Do contracts have to be drafted? How can we ensure that one member does not scam the others if the game generates revenue?

    Please share your knowledge and experience on the subject.

    Thank you.

    submitted by /u/wbulot
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    Has anybody used the game-ready SpeedTree assets ?

    Posted: 02 Apr 2019 09:17 AM PDT

    SpeedTree's website and FAQ doesn't help much. They are nebulous when it comes to communicating how it works, what is what, etc. I have some questions, if you know the answers, please post.

    1) Do I need a subscription to be able to use the game ready trees that are sold separately at SpeedTree's website ?

    2) Are the trees sold individually delivered in an industry format so as to customize them within the software of my choice ?

    3) What's the difference between Hero and Desktop versions ?

    4) The packs that include several trees doesn't notice wether they are Hero or Desktop. What are they ?

    5) What's the real difference between SpeedTrees ver 7 and 8 ?

    submitted by /u/Alithinos
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    Hyper Light Drifter and Wordless Storytelling (13 mins).

    Posted: 02 Apr 2019 12:44 PM PDT

    New Making Stuff Look Good In Videogames - Distortion FX with Unity's Post-processing Stack v2

    Posted: 01 Apr 2019 01:28 PM PDT

    Accidental research: Demo time limit

    Posted: 02 Apr 2019 12:05 PM PDT

    My indie game has a pre-release free demo with built-in time limit. Well, had. Few weeks back I made a bug that disabled it - there was no time limit in demo, the only limit was lack of the base station and saves.

    Today I found that out and checked the stats in similar periods:

    • With time limit: 254 demo downloads, 198 wishlists, 77,9% conversion ratio.
    • Without time limit: 304 demo downloads, 334 wishlists, 109,8% conversion ratio.

    Seems I'll be leaving the demo without time limit. I still wonder how did I get >100% conversion, but the numbers are there.

    submitted by /u/koderski
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    3rd Invasion Game intro v2

    Posted: 02 Apr 2019 11:59 AM PDT

    How to add "Upcoming" title to steam? Any tips of what assets should I prepare for that? Any advice or source would be great. Thank you

    Posted: 02 Apr 2019 07:42 AM PDT

    Request for guidance on the direction of a survival game

    Posted: 02 Apr 2019 07:25 AM PDT

    Hi everyone

    I am a sole developer and have been working on a game for close to a year and a bit. I see it as an multiplayer, action and survival game. It is set in a post apocalyptic dystopian world decimated by pollution, wars and artificial super intelligence[ASI], currently controlled by the same computer. However it also sends drones to hunt down humans. Players job is to survive and also improve the world they live in.

    Player can walk around, jump, shoot, use mortars and grenades, collect health packs and all the usual stuff. Player also need to maintain their health by collecting enough oxygen tanks and other necessities, stay out of sight of drones, form teams and attack computer network centers of the ASI, stay out of natural hazards like radiation/toxins etc.

    The game server has been developed and is functioning well. The game mechanics are nearly complete. However I am at a stage where I need to start modeling the characters. I was excited when I could toss a grenade and shoot it to make it fall far away :-)

    So I come here for some guidance. - What are the chances of a game with the above theme? Is dystopian/post apocalyptic done to death?

    • I am thinking of styling too and I like the a mix of steam punk and gothic look. What do people think of a dystopian survival game with steampunkish look?

    • At first I am mainly aiming for PC but have the touch controllers builtin already. Is that a reasonable platform to start at - PC?

    • Also, once I have a few models and some environment - I would love to open and let pre-alpha testers start breaking it! Any suggestions there?

    If anyone has guidance / advise that I haven't even thought of asking, please share. I am new to gamedev - just under 2 yrs. I should have followed the wise advise of - release a small game first. Instead I went for something big :-) Thankfully I did stick to it and am enjoying working on it still.

    Any advise greatly appreciated. Thanks all

    Also if my post violates any rules, please let me know. I read the guidelines and my post seems ok to me. That doesn't mean much but...

    submitted by /u/thule_arch
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    FREE (CC0) 14 Dark Sci-Fi Sound Effects

    Posted: 01 Apr 2019 08:58 PM PDT

    Hi /r/gamedev. I just started getting back into doing some audio/music work and I ended up with a mini-pack of some pretty neat dark sci-fi sound effects.

    I thought I would give them away for free to you all! Mostly because I also want feedback on whether you like them or not and to see if you think there's any fit for them.

    I'm releasing them as CC0 which means you can use them any way you like, no need for attribution, but it would be fun to see if anyone finds a use for them.

    Made with:

    • Reaper

    • Tyrell N6 Synthesizer

    • Cheap microphone

    These are pretty dark and grungy, a lot of mechanical clackering, broken electronics, some pad hits, some basic ui sounds. Enjoy!

    Download link: https://www.dropbox.com/sh/kkfz3ga63jk2l11/AACQyiPUXfkQWcsyzBq5wBbaa?dl=0

    submitted by /u/hekdev
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    Help getting started with libraries and engines

    Posted: 02 Apr 2019 09:03 AM PDT

    I have been interested in Game Development for as long as I can remember, but I am having a lot of trouble incorporating tools and libraries into my development work. Then I get overwhelmed because crap is way harder than it needs to be.

    I want to take advantage of what's out there, but I don't know what tools and libraries are going to be best for the type of work I want to do.

    TL:DR - trying to develop games but want guidance for good libraries/engines/other tools for a programmer. Come brag on your favorite resources!

    My stats:

    • Java is my programming language
    • Open to Android or PC development
    • Targeting a 2D game, likely with a top-down view
    • Strong preference for free engines/libraries
    submitted by /u/BrokenStar412
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    Hard surface modeling techniques in #Maya with @RustyHazelden

    Posted: 02 Apr 2019 05:13 AM PDT

    Check out a new tutorial series that provides artists with an introduction to the powerful NURBS modeling tools available in Autodesk Maya.

    https://www.youtube.com/watch?v=03ttuJDpDvM&feature=youtu.be&list=PLhpS_PlWwViZens8675TbrjkJTGTidjPJ

    https://i.redd.it/cufkhxdkdup21.jpg

    submitted by /u/_Poutine
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    RPG Class Colors?

    Posted: 02 Apr 2019 08:54 AM PDT

    I'm mostly interested in the Mage, Rogue and Warrior classes. Google'ing brings up several different answers.

    What colors do you associate with each of those classes?

    submitted by /u/J_Winn
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