A positive story about a nice game made without crunch. |
- A positive story about a nice game made without crunch.
- I finally figured out what is the killer feature of having custom level editor in game...
- How to add Steam wishlist button to steam page?
- 2D Dynamic Lights
- My gamedev journey has taken a huge toll on me. Next decisions discussion.
- Is email marketing still relevant? Or is more about discord?
- Any tips on how to meet publishers with already existing projects?
- Good engine for lower end PCs?
- We're putting a lot of effort into simulating 3D lighting in 2D environments, I hope it's worth it.
- Changes on Steam Discovery Queues
- Concept model melee weapons of the project Egress
- Hello GameDev! If any of you need combat audio, I’m sharing my combat sound effects pack for free. Includes 50 sounds such as punching, damage taking, sword clashing etc. Hope this is useful, Cheers!
- what should "word of mouth virality" look like?
- Currently working on it
- Should 2d shmup enemies have an AI or just follow a path?
- Inventory management and crafting with controllers
- How to get people on your game Discord.?
- Based on just this promo art, what do you think you are doing in the game?
- How much does free DLC boost sales?
- Good links on making a character creation mechanic?
- Ninjaman sees the end of production thanks to r/gamedev
- A short story two years in the making: how I grasped the power of FinterpTo
- Made Occlusion Culling with Portals for my game in Panda3D
- Looking for European Salary Surveys
A positive story about a nice game made without crunch. Posted: 12 May 2019 03:51 AM PDT |
I finally figured out what is the killer feature of having custom level editor in game... Posted: 12 May 2019 08:37 AM PDT I can publish new levels without need to test entire game. Even small fixes can break the game, for example changing color of the button (because you didn't notice that small IDE update this morning which actually did some paths change or whatever). When I do testing before release it could easily take day or two, but with level editor the only thing that can break is that one particular level which I've already tested. It doesn't affect anything else. [link] [comments] |
How to add Steam wishlist button to steam page? Posted: 12 May 2019 03:49 AM PDT |
Posted: 11 May 2019 10:23 PM PDT |
My gamedev journey has taken a huge toll on me. Next decisions discussion. Posted: 12 May 2019 10:40 AM PDT Hey, Just being anonymous and being able to share my life here is a blessing thanks Reddit. Aug 2012 I was in college when I met with a minor accident during workout and had a slip disc. L4 L5.After 6 months found my love for game development, still in college though but focused myself purely on game development. Teachers were kind enough to let me do me, although they couldn't help much. After graduation I joined my father's business because of family pressure and me wanting to be a good son that I am. Its a small printing factory, we print Tyvek wristbands and redemption tickets, now adding to that we also manufacture RFID tickets and RFID PVC cards. Which has nothing to do with gamedev thanks for still being with me. I pursued my self learning of game development, 3d art, 2d art, coding, shaders, ui, sfx, everything.So I made a RTS game " Ruse " based on mythological heroes and stories; which i never published. It took 1 year of my life and I couldnt finish it. It was a rookie mistake taking on a big first project. Then fed up with that failure, I made an arcade game called "Protect Thy Sphere Thingy", it was ludum dare game jam in 24 hours. Put it up on android and I made a whopping $127.08. Bought my mother a dress with that money. Then I thought I should get back on a decent project, (big mistake) started a game called " Survivalizm " Released in 2016. it was an animal Survival Open world simulator. I still was a rookie, made" the rookie mistake" again and 2 years have passed since college graduation. Still part time I still have a lot to learn about Game development. It failed BIG time. I tried to do everything and honestly couldnt do anything right. I was on it for a 1.5 years and I thought rather than scrapping it I should release it for myself and maybe I can still pursue it if I get some support.[Bigger mistake].It was the saddest point in my life. All that hate. Almost all of the development was on bed rest as Slip disc gets worse when my mood is bad.The game did sell about 200 some copies on Early Access on Steam. I have written on top of the description to not buy the game now.I want to take it off Steam but idk why i dont take it off. All that was happening now 2017 my Dad's business takes a huge loss and now under tremendous DEBT. Money lenderers coming in, Banks harassing us, Unsecured Loan guys threatening and what not. I asked my dad to sell the factory land and building to repay, but all of that procedure took too long, finalized in 2019 January and basically My mom, Dad and myself are near to depression.My mom and dad are old school so they show hard on the outside but I genuinely feel they are very sad and struggling. Okay back to gamedev, so during the crisis period I didnt make any games or even sat down to code. I was struggling find investors, parters, equity guys etc to get us out of debt. We are not out of it yet but I think we will be till 2020.All of that brings us to 2019. So in 2019 I picked myself up and started doing gamedev again. In the hopes I dont get stuck in this debt issue and make something of myself, but deep inside I also think that I may quit Gamedev if the current game that I'm making doesnt do well. Right now when i think i want to make a game it comes from passion however, money makes the world go round and the situation I've been in the past 2 years. Money is greater than God now. [Sad words I know !] This is my current project. Read only if interested. This is what I'm working on presently : Trailer :(link: https://youtu.be/ImV72b9kHQc) youtu.be/ImV72b9kHQc This isnt a plug for my game so reveal only if you're interested. Well I really dont know what led me to write this lengthy life story but wanted to write something about my game and this came out. I'm not particularly looking for answers but would want any of you guys to share what you're going through. TLDR: Sad life story from 2012 - 2019. Don't read if not trying to be depressed. [link] [comments] |
Is email marketing still relevant? Or is more about discord? Posted: 12 May 2019 05:30 AM PDT |
Any tips on how to meet publishers with already existing projects? Posted: 12 May 2019 05:22 AM PDT Hey, I run a game dev company and we work a lot with advergames. It's fairly easy for us to get new paid projects on that field since we partnered with agencies that do the searching for us, all we have to do is develop these games. But we are fairly new to working with publishers. Is there a way to find a publisher who already has a project planned and needs someone to develop it? If not, what are other ways of meeting a publisher who would like to fund a project? [link] [comments] |
Good engine for lower end PCs? Posted: 12 May 2019 11:29 AM PDT My dream is to make 2d fighting games but my computers not the greatest. What are some preferably cheep) engines that arent to demanding? [link] [comments] |
We're putting a lot of effort into simulating 3D lighting in 2D environments, I hope it's worth it. Posted: 11 May 2019 03:39 PM PDT |
Changes on Steam Discovery Queues Posted: 12 May 2019 04:01 AM PDT Hey guys, If you have a game on Steam and you look for metrics almost every day (I hope you do), you maybe saw a change in the numbers of visits from "Discovery Queue" in "Other Product Page" category. It seems that Steam doesn't show Upcoming games in Discovery queue anymore. Was does this means? You will get fewer visits and wishlists from this tool and you will have to find another way to get visibility from your upcoming game. The good news is that there is more space for the released games, you should gain visibility when your game will be available. If you want to check out your data and share them if us, feel free! The changes went live on May 9th. For us, between may 6th and 8th (included), we got 6.780 visits (432 from Discovery Queue) and between May 9th and 11th we got 4.189 visits (2 from discovery queue) [link] [comments] |
Concept model melee weapons of the project Egress Posted: 12 May 2019 09:49 AM PDT |
Posted: 11 May 2019 04:45 PM PDT |
what should "word of mouth virality" look like? Posted: 12 May 2019 09:53 AM PDT we recently released a small game, and given the current hyper-competitive market, we tried something a bit bold with our release strategy. we optimized our decisions toward removing every possible obstacle to the game "going viral" (free, no ads, on the web, no download/loading time, performant on every device, etc...). we then have payed app versions that offer the convenience of being an app, + a few premium features (stat tracking, achievements, etc...). because the difference between the free web version and the payed version is so small, we were fully prepared for 99.9% of people to be happy not paying for the premium version, and hoped that the paper-thin barrier to entry ("hey, check out this game I'm playing- just go to this website and you're playing") plus the game's natural appeal as an easily sharable concept would result in a player base with some critical mass. yes, I realize that's a risky basket in which to put all your eggs, but it's so competitive out there I figured we needed to try something bold to have any chance. Anyways- at what point should I concede that my second premise (the game has natural appeal sufficient to sustain word of mouth virality, given no barrier to doing so) just isn't true? Like surely, if I tell one person, and then it fails to go viral, I shouldn't yet hang up my boots. But is there an abstract number whereupon, if that degree of market penetration is met and it still fails to take, then I should move on and start focusing on another game? To make this more concrete- the game I'm talking about is twelvesmith, and we released just under a month ago. At its peak (two days after launch), it hit 2k users/day (and has since dropped to ~100/day). The reason launch was somewhat noisy was due to a minor push in twitter where we called on friends/family/other devs to help us spread it. So- given 2k/day has dropped to 100/day, is that a reasonable benchmark to move on from the premise that the game can sell itself? Or should we continue focus harder on other marketing pushes, to hit a greater critical mass to better test the game's natural virality? would love to hear from others whose games did hit a critical mass, and what that looked like! [link] [comments] |
Posted: 12 May 2019 12:00 PM PDT |
Should 2d shmup enemies have an AI or just follow a path? Posted: 12 May 2019 05:43 AM PDT I'm making a 2d shmup and I'm done with player movement/shooting mechanics. My next goal is to add enemies. I see two possibilities. One, make enemies follow a predetermined path(which is set up via some spline editor). This approach is quite similar to most sidescrolling shmups and most of the design revolves around creating enjoyable enemy patterns to master. This is also good for worm like bosses. The other approach is to write enemies like any other combat AI that will try to attack when the player is in range. This generates more emergent patterns but seems lackluster most of the time. I know that the choice will also depend on whether I want a top down shmup or a sidescrolling one. Since I don't have gravity in the game the code would be identical. But I haven't really played many sidescrolling ones. Thoughts? [link] [comments] |
Inventory management and crafting with controllers Posted: 12 May 2019 11:25 AM PDT What game does inventory management /crafting interfaces best for use with controllers Specially in RPGs where players may hoard a large amount of items and there would be many crafting recipes [link] [comments] |
How to get people on your game Discord.? Posted: 12 May 2019 11:18 AM PDT So I'm trying to build some hype around my next game. I have made a simple discord: https://discordapp.com/channels/577191819331371028/577191819964579844 I have added it as a link in my Steam store and on my homepage. Now how do I get people to visit it, and keep them interested.? I started to put announcement on steam, about how the game is developing, and adding some pictures. Do I also have to add a discord bot, or ... Any help would be nice.. [link] [comments] |
Based on just this promo art, what do you think you are doing in the game? Posted: 12 May 2019 11:16 AM PDT |
How much does free DLC boost sales? Posted: 12 May 2019 11:01 AM PDT A lot of developers release DLC months after a game's release to get it back in gaming discussion boards. For example, A Hat in Time's new level and added multiplayer support DLC has generated quite a few threads on /r/games and I'm sure other gaming websites. How much does free content really help with sales months or even years after a game's release? It seems indie developers are more likely to release free DLC for single player we local multiplayer games, but now I'm seeing big name developers releasing more free DLC in online multiplayer games due to the new microtransaction business model. [link] [comments] |
Good links on making a character creation mechanic? Posted: 12 May 2019 08:40 AM PDT This one's been stumping me, I'm building a game in unity and I want your character to be customizable so you can choose skin color, hair, eye color, etc. anyone have experience doing this? [link] [comments] |
Ninjaman sees the end of production thanks to r/gamedev Posted: 12 May 2019 10:22 AM PDT Hi guys, first of all our small team would like to thank all of you from r/gamedev feedbacking our screenshots, gifs and helping with questions when we were stuck or could not decide on a piece of art for our game. We are just four dudes from Germany working within game dev as recreation with no strings attached and create games we would like to see on the Play Store in our free time. This subreddit was a huge help for us and you guys were always friendly and gave constructive feedback. <3 Ninjaman is our latest free and skill-based Android game. Basically you tap the left or right side of the screen to jump up platforms as fast as you can. The faster you play, the faster you reach Ninjaman's incredible rage mode. During rage mode you can tap anywhere on the screen and jump to incredible heights while slicing some evil pigs on your way up! A platform seems unreachable? Ninjaman can dash THROUGH the edge of the screen while casually dropping a smoke bomb! But watch out, platforms will fall down inevitably. Better move fast! Look up Ninjaman on the Google Play Store and leave us feedback so we can further improve the game. It means a lot for us! Your Kathun Studios Team Here is a GIF, so you know what you are getting into: https://gfycat.com/easygoingantiquegemsbuck [link] [comments] |
A short story two years in the making: how I grasped the power of FinterpTo Posted: 11 May 2019 06:29 PM PDT |
Made Occlusion Culling with Portals for my game in Panda3D Posted: 12 May 2019 09:40 AM PDT |
Looking for European Salary Surveys Posted: 12 May 2019 06:47 AM PDT Hey guys, I'm on the verge of being hired on my first job! Aside the excitement I want to prepare myself for possible salary negotiations. Salaries remain a sensitive topic and not that much can be found out. QUESTION: (recent) documents, sources, websites that show salaries for a job as PRODUCER in game development, based on Western-European studios. Regards, Vega [link] [comments] |
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