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    Tuesday, June 25, 2019

    450 FREE SFX (~4GB) for your next project (sci-fi, horror, ambience, field recording, foley, music loops and more!)

    450 FREE SFX (~4GB) for your next project (sci-fi, horror, ambience, field recording, foley, music loops and more!)


    450 FREE SFX (~4GB) for your next project (sci-fi, horror, ambience, field recording, foley, music loops and more!)

    Posted: 25 Jun 2019 08:36 AM PDT

    What I learned from 1650+ hours of indie gamedev over 365 days! ����

    Posted: 25 Jun 2019 03:46 AM PDT

    TL;DR: Some business decisions are hard to make however zooming out to see the big picture helps remain on track. Streaming gamedev takes time but also made it possible to remain focused on the indie adventure, shares my experiences - good and bad, and has inspired others to start their projects.

    Introduction

    From June 1st 2018 to May 31st 2019 I logged 1656.25 hours in my indie gamedev adventure aiming to be financially sustainable from my games and products. These hours are in addition to a full-time job and regular sleep schedule. Nearly all of this adventure is streamed on https://www.twitch.tv/timbeaudet almost daily; every morning for 3 hours from 6am-9am ET.

    The majority of my time went into a game for 8-months which wound up placed on hold due to business decisions and lack of confidence in selling, it became too risky for further investment. It took a few months of skill building and planning to realize that project failed, for now, because my vision was too zoomed in on the single project and not the business as a whole. When it came time for art my abilities were too limited, and lack confidence in returning the money spent.

    Streaming has been wildly successful for my adventure as I have fostered an amazing and supportive community where developers can ask questions and get assistance. There has been 130 hours spent creating a custom bot and overlay to make the stream unique and engage or entertain the viewers with mini-games and events.

    Game jams, (LudumDare and Alakajam) took 67 hours which is less than 0.5% of my indie adventure time. Although to be completely honest, game jams have been less of a focus and becoming more of a chore. While I enjoy the idea and process, I've realized it doesn't help my adventure. That said, at half-a-percent of overall time, I think spending more time jamming is not going to hurt.

    Working on a custom engine takes time. I spent 254 hours (15% of my total time) working on this. While it takes more time and effort than using existing technology, I typically enjoy the process. However with my goal of becoming a sustainable indie developer the overall percentage must be reduced, so I am aiming at less-than 10% overall time as goal.

    Breakdown by Project

    • 800 hours creating a online-multiplayer racing game.
      • Was providing a lot of fun in playtest, but wound up too big and grand a vision for present abilities.
    • 300 hours spent managing company related stuff.
      • Planning projects, building skills, creating a time tracker, tracking finances, market research.
    • 130 hours spent improving the twitch Stream with a custom bot/overlay.
    • 80 hours spent on a FREE game for Halloween
      • The focus of the project was skill building art abilities and created in 3 weeks.
    • 350 remaining hours in the long tail of projects:
      • game jams, planning, Patreon campaign, creating YouTube devlog.

    Breakdown By Development Role

    I am a programmer though trying to improve at other areas of game development like art, marketing, business, and etc. Spending time not programming has been a bit of a challenge, although in the last couple months of skill building there has been less time spent programming compared to art.

    • 1000 hours programming
    • 200 hours art
    • 171 hours business management
    • 119 hours attempting marketing
    • 74 hours for the long tail of other tasks; play testing, design, web-developing, audio

    Final Conclusions

    Less time spent in custom engine work will focus more efforts on games, aiming for less than 10% overall time. Streaming has been very successful for keeping motivation high and maintaining a set schedule. It also adds pressure to move forward and remain free of distractions. Sometimes business decisions are hard to face. Placing a project on hold is not easy but doing so allowed me to regain focus on the bigger picture and start with smaller risks/investments.

    submitted by /u/timbeaudet
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    Steam 2019 Summer Sale For Game Developers

    Posted: 25 Jun 2019 11:09 AM PDT

    Procedural generation of narrative/story?

    Posted: 25 Jun 2019 07:14 AM PDT

    I'm looking into this more as a curiosity than an actual job/profession oriented space.

    I've recently watched a gdc talk where simulation and a few other methods were discussed that essentially drums up a story outline procedurally (and in the case of simplistic narratives, whole stories).

    The main process that was indicated basically consisted of a state machine where actions were edges between states represented as nodes in a graph. Each trajectory through the graph produces a story. The simulation essentially consists of an initial state and randomly selecting an edge to take. This simulation can be restricted by prioritizing certain edges to hit beats. And in others additional edges and nodes can be included to get the story back on track if you diverge too far from an ideal ending node.

    This all seems kinda eerily familiar (and the talk sorta mentioned this connection) to how stories are told in a roleplaying game like dungeons and dragons. In fact, theres even tables that dms can roll on to procedurally generate a bullets points list for an arc to their story (granted these are a bit limited and good dms will flesh them out with personalization). But the framework seems to exist.

    Further games like mysterium the board game also uses something similar - the story is generated by abstract images that the players wrap around in their heads to create a narrative.

    This got me thinking about what exactly the limits of procedural narrative generation are. For one, its hard to go from these sets of states and bullet points to actual concrete narrative in the form of well written sentences/paragraphs. I think there are a few games that have tried it but its a largely new frontier that has a lot of technical challenges and shortcomings atm. But it should be possible to design the game in a way where thats not needed.

    Procedurally generate narrative bullet points and then use them in an manner that allows the player to connect the details.

    We see this already to an extent in so many games but i think theres room to go. One of the things that people tend to neglect when going this route is including meaningful dialogue and narration. But it should be possible to use your bullet points and sets of states to input text in a wide variety of story template snippets that construct a more fulfilling narrative?

    Tl;dr: while true procedural generation of narrative/story is a bit far away from realization, theres an existing framework that should be possible to extend to mimic it to a high degree of success in the right genres.

    I guess im mostly thinking out loud but also looking to see if anybody has any input or knowledge about this emerging area of procedural generation?

    Thanks for reading!

    submitted by /u/scarletmagi
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    Audio game development. What programming language should I choose?

    Posted: 25 Jun 2019 05:25 AM PDT

    Hello.

    I'm blind.

    There are audio games for the blind.

    I should briefly describe this for your understanding.

    Let's take, for example, such popular video games as Grand Theft Auto, Call Of Duty, Mafia, etc. But as I said above, this is video games.

    If you remove the video from these games. Leave only the sound. What will we get?

    I can play these games using 3D sound.

    I can understand where the enemy is with 3D sound.

    I can aim at the enemy. In video games there is one drawback, the sight has a height parameter.

    This is how audio games work.

    We have a playing field, a game maps. We can navigate this map. We can shoot at enemies, aiming at 3D sound.

    Such games are developed with the help of the BGT sound games engine. But this is not ideal, and now developers are switching to other programming languages.

    What programming language can I use for my tasks?

    C++ seems like the perfect option. But if I want to develop applications with C++, even using libraries, I'll spend a lot of time learning C++ before I can start developing simple applications.

    Python. Among the blind developers at this time Python is very popular. Most blind developers advise using Python. But I saw only a few games that we got in the end.

    Python pushes me off first of all by the speed of code execution.

    You can say: "If you are not satisfied with the speed of Python code execution, optimize it with cython", etc.

    But I'll answer: "I don't want to waste time optimizing the performance of my applications."

    C#. Very good language. I like the C# syntax.

    But I cannot use Unity, it's not accessible to the blind. I can use monogame only.

    For this reason, I'll need to use libraries such as OpenTK.

    What should I choose? Does it make sense to use C#? Maybe it makes sense to learn C++ and use C++ and Python in conjunction?

    Thanks in advance!

    submitted by /u/Jonikster
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    GameDevJobs.io - New Site. Pulls jobs from company websites.

    Posted: 25 Jun 2019 09:05 AM PDT

    Just finished remaking https://gamedevjobs.io It's different from most job sites in that the jobs are collected automatically from company websites. Check out the about page to see all the companies it's pulling from.

    Hope people find it useful. Let me know if you have any suggestions.

    submitted by /u/dotd0td0t
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    A simple animation webtool I created for my indie monster card game - Ploxmons.

    Posted: 25 Jun 2019 10:06 AM PDT

    Deciding resolution for a modern 2D game

    Posted: 25 Jun 2019 06:38 AM PDT

    Hi all,

    I am working on a 2D top down game similar to Zelda a Link to the Past. I am having trouble deciding which resolution is best for me.

    Initially I was going to do pixel art, but then I learned that if I want it to be able to look good on 720p and 1080p resolutions (which seem like the best resolutions to support for modern games), the biggest I could choose is 640x360 to keep it pixel perfect(as that is the biggest integer factor of both 1280x720 and 1920x1080). This resolution seems too small for my game. Is pixel perfect always the best way to go, or is there a compromise strategy that only stretches a little but still looks good?

    My other option is to not do pixel art and instead just draw detailed 2d drawings. If I choose to do this, should I draw sprites fit for 1920x1080 and scale them down for 1280x720? or draw them for 1280x720 and scale them up to 1920x1080. Or another solution?

    Ideally I just want my game to look good. I really like how the recently released Cadence of Hyrule looks, but I can't tell if it is pixel art or not or what it's original resolution is (and if it is being stretched or if it is pixel perfect). Does anyone have any solutions they prefer?

    Thanks in advance!

    submitted by /u/hershicon
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    Currently I am 14, I have been doing game development for 5 years now, and I think I finally have enough knowledge to create my dream game. The game is a work in progress, looking for feedback.

    Posted: 25 Jun 2019 08:48 AM PDT

    Million particles with collision, using Godot, support WebGL (demo with source)

    Posted: 25 Jun 2019 01:28 AM PDT

    I designed a Free to Play Game in 7 Days all on camera in this short video.

    Posted: 25 Jun 2019 11:01 AM PDT

    Please enjoy this somewhat intense fast pace video of me designing a game from scratch. Using my personal techniques and style I've developed over a long career of crunch mode and essentially industry wacko bullshit.

    https://www.youtube.com/watch?v=dyb8eSRiZik&t=21s

    https://i.redd.it/30gv6abzlj631.png

    submitted by /u/T_Lawless
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    What are some limited scope 3D game projects that I can create to learn game development?

    Posted: 25 Jun 2019 04:01 AM PDT

    Hello. I would like to start learning 3D gamedev. I think the best way for me to learn is to just dive in and start building projects and learn as I progress. I need some ideas on small projects that can fit within the scope of a single person's work. I'm quite interested in urban and sci-fi settings so please suggest along those lines.

    submitted by /u/DefinitelyADumbIdea
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    What would be the math (or pseudocode i guess) required to create a 2d plane like this

    Posted: 25 Jun 2019 06:44 AM PDT

    Build a Backend REST API with Python & Django – Advanced 2019-1

    Posted: 25 Jun 2019 10:25 AM PDT

    Hello everyone, we updated 'HexWorld' to v1.1 and now you can also create hexagonal maps.

    Posted: 25 Jun 2019 05:40 AM PDT

    can i trademark mechanics?

    Posted: 25 Jun 2019 09:04 AM PDT

    I have a game with really easy, fun and unique mechanics, but problem is that it's really easy to copy and i'm scared that bigger companies (like ketchapp) will steal my idea, how can i protect mechanics in my game from stealing?

    submitted by /u/yoathel
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    Maya rigging for unity

    Posted: 25 Jun 2019 12:20 PM PDT

    I'm trying to bring my character, created, and rigged in Maya, I'm new to unity and would like to learn as much as I can. I'm having issues, I'm not sure how to bring/convert the rigged pistons in the neck, chest and stomach areas into unity. Is there a resource or tutorial out these that I can learn to make my robot a player character in unity? The pistons use Maya aim constrains and a few set driven keys, I also have set driven keys for the double joins in the elbows and knees.

    https://www.youtube.com/watch?v=qm3M4iHSvGc

    https://www.youtube.com/watch?v=QZizjZV1LF8&feature=youtu.be

    Thank you.

    submitted by /u/Matt4mus
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    Character controller not working in unity

    Posted: 25 Jun 2019 12:17 PM PDT

    Ive tried 3 different character controllers for a 2D sidescroiller, trying to get my character to move.. However despite having no errors from unity, or from the code itself i cannot control my character at all when pressing play... i have checked the "input" settings in Unity and they are fine..

    I can provide the codes used if need be, but the third and final one i used as a test was a one made by brackeys that i copy/pasted in so i have a feeling this may not be a code issue... Either way i am pretty new to this so i appreciate any help you can provide

    Thank you :)

    submitted by /u/Tangoman12
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    This tutorial will cover the earlier steps of the first person level design process. I'm drawing from my previous experience in both architecture and level design. I will also share some of the common roles that are involved when it comes to creating a level in a game studio. Full video in comments

    Posted: 25 Jun 2019 08:28 AM PDT

    How I plan to start game development. Is this a good idea?

    Posted: 25 Jun 2019 12:04 PM PDT

    So I'm gonna be going into college soon and it's still gonna be a while before I can do my major for game design. So I thought up a plan for what to do until then.

    I've decided after learning from tutorials to learn how to make a game. I will create a 2D platformer room, I will work on this room and add stuff to it until I actually have a game up to the standards I want. Then leave it and create another 2D platformer room to create something else.

    I'm going to do this to make my ideas into something playable, to get experience creating different game mechanics, and so I don't start with the mentality of "okay time to make an entire game" and then fail when I get overwhelmed.

    So I want to know if you guys think this is a good idea or am I gonna somehow cripple myself for the future?

    submitted by /u/spence0770
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    Anyone knows how dvoshansky's Flying Face was made?

    Posted: 25 Jun 2019 07:16 AM PDT

    Recently, I found out about Flying FAce aka Flappy Bird on Instagram. Was doing research on google but dont seems to find any resources in making games on instagram. Hope someone here will point me to some relevant resources or articles on it! Thank you!!

    submitted by /u/bianfusia
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    DTG Remake Development Status Report 25.06.2019

    Posted: 25 Jun 2019 11:01 AM PDT

    A* pathfinding issues

    Posted: 25 Jun 2019 10:56 AM PDT

    I'm assuming, as it's my first time visiting let alone posting to this discord, that this is okay, if not feel free to remove.

    I am attempting to replicate the Runescape style of movement. Tiles on a grid, click to move, player model avoids obstacles while strictly following the centre points of each grid and finishing on the centre point of a grid.

    However, when I play with it, testing it works consistently, I notice that occasionally the player does not stop on the centre of the grid, or sometimes it doesn't even go even partially onto the correct grid and stops the grid prior.

    I am too inexperienced with the concept itself to start altering everything, but I do understand the concept itself (f cost, g cost, heap ordering etc etc)

    This is a unity project and i will attach a link to the project for examination. Help is greatly appreciated.

    https://drive.google.com/drive/folders/1so24aSUCRWSRynpEo8ZLGNdKHkncQ589?usp=sharing Navigate to the test folder within the assets folder, not directly to the scripts folder. The scripts folder is the final destination for scripts that are working properly.

    Edit: replaced github link containing a .7z file with a google drive link that contains the uncompressed folder.

    submitted by /u/kensarto
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    How does a sword slash's momentum work?

    Posted: 25 Jun 2019 10:12 AM PDT

    Right now my aim is to make something like Katana Zero with added stuff, but I'm still confused on how the character moves when he attacks in that game.

    I mean, should I apply a bit of thrust/movement vector a bit before the sword slash, or right when I do the slash? Also, is the slash animation as short as around 0.2s?

    submitted by /u/FantasyBorderline
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