- Hi guys, here is over 1GB+ of free ambient sound recordings from a shopping centre/mall. You will hear the coffee shop kiosks, the arcade machines around the mall, people passing in conversation and all other general ambience you can expect in a busy mall environment. Hope you find the useful.
- Marketing efforts - week 1 in review: wishlist conversion, steam traffic and more
- Fighting Game AI
- Amazon Game Studios Has Laid Off 'Dozens' Of Employees
- How exactly would you go about texturing the outside of a building like this?
- Art test
- Do you ever worry about fans playing too much of your game?
- Any good tutorials out there on inplementing 2d perlin noise?
- Teaching medical descision making through text-based adventures, need some advice!
- Created a system for pokemon style cutscenes in my game!
- Need some advice on implementing a mechanic that replays a player's action.
- Thinking about making a 3D game with 2D sprites - Doom II style
- How to make a networked game?
- Wanted to share some really basic and minimalist UI i made. Do you like it?
- Making some new card art for Alluris!
- I create free PBR game engine
- How much does a beginner- intermediate game developers make in a year?
- Visual studio question -> stop outlining for comments?
- Fiber-based job system with extremely simple API
- Why failing your Kickstarter might be a good thing
- Looking for advice for getting into the industry from a traditional software engineering background
- Any good way to get me to stand out as an applicant in game art job postings?
- Is there a better Steamworks/Steampipe tutorial... than Steam's?
Posted: 16 Jun 2019 06:42 AM PDT |
Marketing efforts - week 1 in review: wishlist conversion, steam traffic and more Posted: 16 Jun 2019 06:25 AM PDT Hi /r/gamedev! Two weeks ago I've created the Steam Page for my next game and after one week the results were abysmal. We managed to get about 189 wishlists in a week and almost no traffic. I was aiming to get about 1000 in order to have any decent chance of success and I decided to step up my marketing game. In was estimating that, given how things were, I would have about 446 wishlists at launch and I'll make about 1000$. I closed the week at 489 wishlists and wrote about my marketing efforts to reach this! There's also a document that I'm using to track my data and do the estimates (they are based on Grey Alien Game's wishlist conversion posts). You can read the blog post on what I did to increase my wishlists by 158% and what I did to get there here (who wrote about the game, how much traffic steam gave me). This is the document I use for estimations (you can make a copy and adapt it to your needs). I'll be doing posts like this on my blog every week so I can keep a track of everything up until launch. In case I don't reach my target, at least some of you can learn something from the data and hopefully do way better than me! Thanks you! [link] [comments] |
Posted: 16 Jun 2019 07:05 AM PDT Looking for advice on the best way to implement a simple fighting game AI with one hit kills. Probable actions only 2 attack types(regular and hard), blocking, back away. Want to make it a little bit challenging so looking to have something that's more than just a random FSM. Looking at a game like Nidhogg or Samurai Gunn without the platforming. Was going to start going towards a utility AI and maybe some machine learning(once I figure out how). Any advice? [link] [comments] |
Amazon Game Studios Has Laid Off 'Dozens' Of Employees Posted: 16 Jun 2019 05:39 AM PDT |
How exactly would you go about texturing the outside of a building like this? Posted: 15 Jun 2019 10:06 PM PDT |
Posted: 16 Jun 2019 10:54 AM PDT Hello I have a question. Sorry for the noob question but I've never heard of that before and it's my first time applying for a job in a game development company. Thanks [link] [comments] |
Do you ever worry about fans playing too much of your game? Posted: 16 Jun 2019 09:02 AM PDT As developers, do you guys ever feel uncomfortable when people perhaps play too much of your game? I'll admit that it feels good when you see people racking in the hours, but I also get a little bit disturbed when people start getting 40+ hours a week on a game. I've noticed this from the hour count on reviews or frequent posters on the Steam forum. I definitely design many of my games for replayability, but they're sort of intended for players to pace out across several weeks, not days. [link] [comments] |
Any good tutorials out there on inplementing 2d perlin noise? Posted: 16 Jun 2019 12:51 AM PDT I'm trying to make a low poly world generated with perlin noise in a procedural manner. Anyone know wolf any good tutorials for this? [link] [comments] |
Teaching medical descision making through text-based adventures, need some advice! Posted: 16 Jun 2019 10:22 AM PDT Hello! I'm looking at trying to teach clinical descision making to medical students and junior doctors with more interactivity than simple quizzes. Currently the gold standard is Sim training, essentially roleplay scenarios, which is very labour intensive. This is where /r/gamedev comes in! Essentially what I'm thinking is to make essentially text-based 'games' like the old choose your own adventure books. Currently I'm thinking of implementing it as a sort of state machine where the state may be something like "59 year old man with chest pain presents to A&E", then the player actions either reveal more information about the current state (e.g. take a blood pressure) or trigger a transition to a different state (e.g. give IV fluids -> raise blood pressure). However, given that the core idea isn't exactly new just applying it in a different area, it's probably a solved problem in the games world. So I thought I'd ask the people who might have done something similar! If you've any ideas about how to implement/model this, or any suggestion of tools/methods I'd be very grateful! Caveats:
[link] [comments] |
Created a system for pokemon style cutscenes in my game! Posted: 15 Jun 2019 05:17 PM PDT |
Need some advice on implementing a mechanic that replays a player's action. Posted: 16 Jun 2019 06:28 AM PDT I'm trying to figure out the optimal way to replay a players actions frame by frame from start to finish. From what I know, recording and replaying inputs would probably be the best method. But what's the best way to do that? My first instinct is to keep the number of used buttons to a minimum, and recording every entry in an array or data structure. But it feels like that would balloon in size extremely quickly. I'd appreciate any advice. [link] [comments] |
Thinking about making a 3D game with 2D sprites - Doom II style Posted: 16 Jun 2019 04:16 AM PDT Hello, I am very new to game development and quite a beginner at coding (the only knowledge I have was back when I was doing WireMod E2 contraptions in GMOD, so I do know how to work with basic IF statements and functions). Since I'm starting out, I was wondering about which game engine should I consider/be best for for what I'm thinking about doing. The catch is that it is not a typical 8-bit/MS-DOS game. I'm thinking about making (animated) 2D sprites in 8K @ 480fps in a 3D world (I'm still wrapping my head around if it would be noticeable/be worth it on 8K monitors) While I thought about making it a singleplayer experience, I do plan on having multiplayer and a level editor (for both SP & MP) paired with the regular 3D stuff (visual effects, dynamic lights/shadows/[path tracing, if that's even possible for a game like this], etc)... Even though I was thinking about making it lightweight, it would still be great if the code could be executed fast to minimize loading times for simple stuff like scripts, etc... So to put it simply, which game engine paired with which scripting language would be the most optimal for a game in this style? (I don't mind learning C++ and going with Unreal Engine if that would be beneficial in the long run in terms of optimization, etc... I'm ok with spending time and learning things, even if it is very difficult) Obviously, I'm just a very ambitious music producer filled with unrealistic and wild ideas, but hey, let me know if I'm way out of my head. :') (I'm considering working on it during my free-time) [link] [comments] |
Posted: 16 Jun 2019 08:22 AM PDT I have read many tutorials about socket programming and types of servers, and set up a socket connection already, so I do have a small working knowledge of the things involved. In the future I would like to set up a very small game to work where the server updates everyone simultaneously after both players have confirmed that they have made their moves, and are ready to continue. Would server lockstep be the way to go with this? I'm using Unity, but I would like to set up the server/client in C, as that's what I've been learning sockets with. Is this possible, being that C# is what I'm using in Unity? My questions are: 1. People say to set your game up to be networked before you start developing the game itself. What does that mean? 2. How do you set up the game to be networked? [link] [comments] |
Wanted to share some really basic and minimalist UI i made. Do you like it? Posted: 16 Jun 2019 11:45 AM PDT |
Making some new card art for Alluris! Posted: 15 Jun 2019 05:17 PM PDT |
Posted: 16 Jun 2019 11:28 AM PDT Hello everybody! I write open source graphics engine. The main point are free to everyone, open source, the maximum transparency of the architecture and high-quality rendering. If you have fun writing game engines you are welcome. Language: C++. https://i.redd.it/nb26j4qvir431.gif Key features at this moment:
[link] [comments] |
How much does a beginner- intermediate game developers make in a year? Posted: 16 Jun 2019 10:44 AM PDT |
Visual studio question -> stop outlining for comments? Posted: 16 Jun 2019 09:52 AM PDT Hello dear community So in short: I use a lot of shortcuts (thanks to streamdeck) including collapsing and I just hate it also collapses my comments, which kinda defeats the purpose of collapsing code in my opinion. Is there a way to disable automatic outlining for comments (or prevent from comments from collapsing?). I have googled it for 2 days now from time to time as it keeps annoying me and I like to structure my code "beautifully". Also, removing the collapse region doesn't work as automatic outlining makes it a collapse region again the moment you remove it... (and manually outlining just would take too much time) screenshot for clarifying: if I collapse all: https://i.imgur.com/FTgZiYk.png but what I want when collapsing all: https://i.imgur.com/O5AfiUz.png Thank you! [link] [comments] |
Fiber-based job system with extremely simple API Posted: 16 Jun 2019 05:32 AM PDT |
Why failing your Kickstarter might be a good thing Posted: 16 Jun 2019 09:16 AM PDT Originally posted on Gamasutra This article is dedicated to all entrepreneurs, game developers, and just creative passionate people. Is it a sad story about failure, or just another tale about recognition and success? That depends on what you take from it. Okay, bear with me. My name is Aiaz Marx. Originally from Russia, I moved to Spain about 4 years ago and I've lived here ever since. Now I'm 20. Last year I finally graduated from high school, but because of the economic situation in my family, I couldn't go to college. A normal person would try to find a job and hope to enter the next year, right? Well guess what? I was always far from normal. I decided to take the difficult path of becoming a successful game developer from nothing, in just one year! I know what you think. Don't be judgy. So, I convinced my parents to give me this time and I started my journey. Escape.First of all, I had to improve my pixel art, coding and storytelling skills. But the hardest thing for me to learn was to share my work and take critique for my games... and there was a lot of it. Believe me, being a solo dev in the Russian internet community is like surviving a zombie apocalypse. So after months of trial and error, in December, I finally found a good idea for a game and escaped from my soviet bunker to Twitter and Tumblr. It was a truly pleasant experience, and my small community was gradually growing. Soon I managed to find an editor and release my first demo on itch.io. Recognition.Two weeks later I received this life-changing message: "Hey, just letting you know that Jacksepticeye just played your game." This can't be true, right?! I immediately checked my YouTube feed and indeed... there it was - a full 50 minute long play of my humble 2D horror story-driven game! My heart was pounding, my hands shaking. I posted this on my Tumblr and in just a few minutes I somehow got a response from Jack himself! https://i.redd.it/i33pe51hsq431.png Needless to say, it was HUGE for such a tiny solo dev like me. Financial success?A celebrity playing your game. Check! Now it's time for Kickstarter! I had it all planned out. My Tumblr and Twitter communities were growing fast. If I release a new demo, even cooler than the old one, and translate it into three languages, I would easily reach my $3,000 goal! On June 1st I launched my game ironically called "Dead Dreams"... and it flopped. Remember all these people who didn't believe in your success? They were right. The next two days were some of the worst days of my life. I realized that my Kickstarter page looked very poor, as well as the game trailer. I suddenly felt a crushing weight, as if a giant rock was on my chest. I couldn't eat. I was in constant pain and suffering from anxiety attacks. I no longer believed in my project or my abilities to make good games. I was disappointed in myself. Nonetheless, I spent this time trying to fix my errors. I put too much work into this project and couldn't just let it die. My worst fear was that this feeling could last forever... Days like these, you'll need support, but please don't put your frustrations into public view. People may feel pity for you, but trust me, it will make things even worse and can irreparably damage your image. Instead, think about taking a long walk. Acceptance.On the third day, I accepted my failure and started to realize that it actually wasn't one! And I was finally feeling better. First of all, the fact that your Kickstarter has failed doesn't mean your project is bad. Take a fine look at their website and you're going to find a handful of great games which couldn't reach their goal. You're not alone! A successful project's average goal is $5,000 and the truth is a lot of them were funded by the financial support of the creator's family and friends. In many cases, the creators themselves will pledge a significant amount of money to save their campaign. So if you're like me and can only count on your community - chances of failing are much higher. Realization!The dream of becoming a game developer has changed me for the better, regardless of the results of my Kickstarter campaign. Through this experience I learned to:
Don't forget, your followers are here to stay! And now you have a bunch of friendly contacts who could help you out in the future. But most importantly this "failure" made you stronger. You reached the bottom but managed to heal your wounds, learn from your mistakes and get back on track! Be proud of it! Don't depreciate this experience! So now you're back on track, but really it's just the beginning of your journey! I recommend that you don't get too fixed on your project and take some time off to think it all through all over again. Let's take another long walk. Do you still want to finish it? Here are some options:
It's hard to be a solo dev. When you have an experience like this, perhaps it's time to think about working with other people. Reach out to your contacts, maybe they could use some extra help. And if you've got an idea for a new project - build your own team! Conclusion?Of course, after all, this is just my experience, but I hope you'll find it helpful. I'm still working on the game and there is no pressure, just enjoyment. I wish for you to feel the same. I'm 20 and my dreams aren't dead. Pun intended :) [link] [comments] |
Looking for advice for getting into the industry from a traditional software engineering background Posted: 16 Jun 2019 08:42 AM PDT Perhaps youve seen this before but a bit of back story on me: I went to school and obtained a Computer Science degree from a reputable University. I've been in industry with a solid job for about two years now. My whole life I've been immersed into story-telling and world building and since right around graduation my interest in using my skillset to make games has grown - certainely peaking recently as I turn 24, realizing, apart from it being a great job in the day-to-day, I dont much care for what my company does. Ideally, I'd like to take a role working at some studio leveraging my current skills and learning alongside that role, then pausing everything or balancing alongside my current role to start fresh with other game related skills. My question than falls as: What sort of roles are available to a traditional engineering skillset in the industry? I went to school to build software, not to make games - that focus wasn't there yet - What sort of recommendations do you have for someone in my position? What considerations might someone like me be missing here? I'm eager to learn more and I thank you in advance for any thoughts! [link] [comments] |
Any good way to get me to stand out as an applicant in game art job postings? Posted: 16 Jun 2019 08:31 AM PDT Just graduated with a degree in illustration (insert jokes about art school here). I'd ideally like to do concept art. I feel like I've been taking the right steps to get a job. Ive been reaching out to the few contacts I have in the field, applying for every job posting under the sun, trying to go to conventions ect. But I feel like it's not enough. My resume is pretty typical of a recent grad so I really don't have experience to make me look like a stand out candidate. Is there any good way to stand out amongst other applicants? I was told maybe to include/make art (fanart?) from products whatever company I'm applying to makes. I'm worried that would come off as cringey or something. There was a guy who bought a billboard to advertise he was looking for a job. And while I wouldn't necessarily go that far with it I am looking for something. Something that makes me memorable. Because so far I've had 0 luck getting any response or calls for interviews. [link] [comments] |
Is there a better Steamworks/Steampipe tutorial... than Steam's? Posted: 15 Jun 2019 09:58 PM PDT I don't understand why Steamworks/Steampipe has to be so unintuitive. When you log into your dev account to enter all the important information, they have a whole system set up on the website (which is already a really confusing mess with WAY more info and tabs and branches and options than should be needed) but when it comes to uploading the actual build, you have to download an SDK and copy/modify actual fucking SCRIPTS and .bat files and depots just to upload a single build? [link] [comments] |
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