• Breaking News

    Wednesday, July 17, 2019

    I actually feel like a real game developer now.

    I actually feel like a real game developer now.


    I actually feel like a real game developer now.

    Posted: 16 Jul 2019 08:37 PM PDT

    Probably almost no one will read this and that's fine. I just wanted to write out my thoughts and this seemed like a good place to do so, considering the topic. And hey, maybe someone will read it and they'll get a little boost of motivation (which is a lie, more on that later).

    Why do I feel like a real developer now vs some other time previous to now? Tomorrow, I'm releasing my second game.

    It's probably not going to be downloaded by very many people. Or any, outside my friends whom I've badgered into downloading it. That's also fine.

    This game wasn't about hitting a million downloads. Or even 100 downloads for that matter. It was about seeing if I could do it again. It was about gaining gamedev XP. About making a second fully fleshed out game.

    And tomorrow, that finished game count goes to 2. So I've proven to myself that it wasn't just a flash in the pan. This is something I want to and can do again. So I will. I have no idea how long the next game will take me. It doesn't matter at this point. I just know that I'll finish that one too. And maybe it'll have more of a chance of helping me along to that dream of "profitability". Or not. Doesn't matter. I'll get there someday.

    On motivation. Motivation is a lie. Motivation only gets you started. You need discipline to make it to the end. This game has really taught me that. Far moreso than my first game. Not that this game was particularly high on the work scale. I just hit a major slump in the middle and had one helluva time finishing it.

    It was only supposed to take a week. It's been like 2 months. Most of that time was spent not working on it. I didn't have discipline. But I do now. I can't even really tell you how I flipped that switch in my head. But now I'll never let it go the other way.

    That's it, I guess. Thanks for reading.

    Well then... This got a lot more attention than I could have ever hoped it would. Thank you all for your upvotes, comments and interest. I've uploaded the 1.0 version and rolled it out to production. At the time of this edit, the store page still says beta but according to Google, it can take a few hours for the store page to be updated. I've been reading all the comments and will start replying to them after I hit save on this edit.

    So, without further ado, here's the link: https://play.google.com/store/apps/details?id=com.FweberpGames.DerpyBird

    Please leave a rating. It really helps get the game in front of more eyeballs. Do try to keep in mind that this game was supposed to be a week-long project made by one guy in his spare time when leaving your rating. But, also, be honest. It'll help me improve on future games.

    submitted by /u/pentiumwetwired
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    I'm working on an unlock tree for a fish keeping game. Its quite large so after the first round of Reddit feedback I made the backing image to break it into areas. The fish specific areas will contain the unlock, each area will contain a mix of species specific unlocks and broader unlocks.

    Posted: 17 Jul 2019 07:06 AM PDT

    Godot Engine - GSoC 2019 progress report #1

    Posted: 17 Jul 2019 08:27 AM PDT

    Introducing my new site, Open Music Revolution - free music for everyone (including game devs!)

    Posted: 16 Jul 2019 10:32 PM PDT

    Hi everyone,

    As a music producer for almost 10 years now, I have always wanted to have my own website for music licencing. I have been lucky enough to be able to make a living from stock music (I'm one of the top 10 authors on the site AudioJungle), but I know this isn't going to last forever.

    So I decided to take a big risk and explore a new licencing model. Free music. Yep - free music for virtually any internet-based content creation. You can use this music with peace of mind on your YouTube channel, indie game, podcast, or even KickStarter.

    Visit the site here: https://openmusicrevolution.com/

    So far there are about 10 tracks available, which I put together from unfinished projects. However I am going to be experimenting working full time producing music for this site, so expect a new track every day or so, at least for a while.

    I will also be inviting a few friends to contribute their music as an experiment (hence the phrase 'composers around the world').

    Full disclosure - obviously I need to find some way of making this work financially, so I will of course be experimenting with ads in the near future, and possibly native advertising. But I think that's a pretty fair trade-off for free music. There is also an opt-in function for a mail list that informs you every time a new track goes up. Pretty handy, right?

    Right now the site is pretty basic and may have some rough edges here and there. That's where you guys come in. I'd love it if you guys gave it a visit and downloaded some stuff to test out the system. Let me know how it goes. If you need clarification on the license terms - click the green button on the home page.

    Credit would be awesome to help the site grow, but it's not currently mandatory.

    And one last thing: feel free to request genres / styles for upcoming music, and I'll keep it in mind for new material

    Thanks for reading guys and I hope you enjoy!

    James

    submitted by /u/VenomSX
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    I think some of you guys that work in Blender and Unity3D can find this VERY useful (especially if you are struggling with properly exporting textures from Blender for the Unity Standard Shader). Cheers .

    Posted: 17 Jul 2019 08:20 AM PDT

    Get your Game Dev underway. Just 5 minutes of fun is all you need to deliver!

    Posted: 17 Jul 2019 03:28 AM PDT

    TL;DR: Focus on delivering a 5 minute game. Then expand. Like MVP but for Games. What is your goal?

    Charlie Cleveland (@Flayra) created Subnautica and also Natural Selection (1 and 2). All games I enjoyed.

    In a recent video (and GDC talk) he discussed the concept of not trying to design an entire game in one shot. Instead focus on just the first "5 minutes of fun" that a player could have in your game. You don't need to think much further ahead than that.

    Like a car driving down a street at night (said Charlie) - you can see just a short distance ahead in the headlights. By the time you reach a point, the next steps are visible and obvious.

    For Subnautica, he said the team did:

    5 Mins - Atmospheric Menu music sets the tone (no gameplay)

    20 Minutes - Find some treasure chests in fixed locations, underwater with awful art. The game has a counter and says "you won"

    As time went on, the slices of fun got bigger and bigger because they could leverage existing systems to give the player more value. Watch the video for more!

    For those who have done this process, what were your first 5 / 20 minutes of fun?

    And for those aspiring developers like me, what do you plan to make yours?

    submitted by /u/RecallSingularity
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    making some progress with the graphics of our game

    Posted: 17 Jul 2019 09:41 AM PDT

    Steam Dev Question. Early Access to Full Release. Does it increase/refresh visibility?

    Posted: 17 Jul 2019 08:15 AM PDT

    Hi everyone! This is my first post on this sub so please forgive me if I messed something up. I currently have had a game on steam for about a year set on early access. I had a small community give input where input was needed and overall had a pretty good experience with it. For the past few months I have quietly been working on the game and haven't posted many updates since then. The game has been massively overhauled and is nearing a release date for the end of September.

    My question is, when I go into my steamworks settings and launch the game as full release instead of early access, will it bring in fresh visibility like it did on its first early access release? I plan on working a lot more with the marketing, but my budget doesn't actually allow that besides things that I can do for free.

    Thanks!

    submitted by /u/Zoltoks
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    Music in an IF game -- Totally worth it

    Posted: 17 Jul 2019 08:16 AM PDT

    Nearly 2 years ago, I asked this community if music was a worthwhile investment for an interactive fiction game. That was 2 years and over an hour-and-a-half of music and sound effects ago (the composer, Ivan Oberholster, actually found me through this thread) -- and I'm happy to report that Yes! Music is absolutely a worthwhile investment.

    Even in a fully text-based game, well-composed music does an enormous amount to enhance the mood and feeling of the gameplay in a way that I didn't fully anticipate. (This feels obvious in retrospect, but I wrote a reading game... and wouldn't expect to have music with my novels...)

    You can see the results of this odyssey and evolution here: https://store.steampowered.com/app/1073840/Nocked_True_Tales_of_Robin_Hood/

    submitted by /u/Schneiderghost
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    SpriteStack Update 3.0 and Steam release

    Posted: 17 Jul 2019 09:08 AM PDT

    SpriteStack is a voxel editor suited for pixelartist where you draw your model layer by layer. I have made a significant update which is summarized in this video

    New main features:

    • The new smoothing algorithm makes the voxel models with curvaceous shapes look round as they should - this is especially great for orgranic stuff like animals or people.
    • A lot of editor upgrades - basic shapes, clipboard, selection tool, symmetry origin and proper palette management
    • Faux perspective to render sprites in a fashion that is iconic to some grid turn based strategies and city builders
    • Disable color limit to get ultra smooth lighting and clay style render or stay with palette matching to get cel-shading/pixelart effect.
    • On top of MagicaVoxel import there is Qubicle support too

    I am setting 20% discount to celebrate the update which is available on:

    I am happy to answer any questions. I am based in Europe so I might get back to you in the morning.

    submitted by /u/rezoner
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    Offbeat skills that benefit your Talent Stack™?

    Posted: 17 Jul 2019 05:29 AM PDT

    The idea of a talent stack is that you can combine ordinary skills until you have enough of the right kind to be extraordinary. You don't have to be the best in the world at any one thing. All you need to succeed is to be good at a number of skills that fit well together.

    The wider your talent stack, the 'luckier' you get. Have SQL db knowledge? That's going to make you luckier. Navigate Photoshop and Adobe After Effects like it's nothing? That's going to make you luckier.

    What other skills/talents do you possess that have benefited your gamedev endeavors? Outside of the Big Three (coding/art/music). example: familiarity with LegalZoom for setting up LLCs, obsessive knowledge of the Victorian Era, book layout design chops.

    submitted by /u/YinglingLight
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    I made a universal Game Launcher/Auto Updater for any application

    Posted: 17 Jul 2019 12:11 AM PDT

    https://github.com/teSill/UniversalGameLauncher

    A fun little project from the past few days which I'll still be updating, but it's ready to be used at the point that it's at right now. It's quite easy to set up and customize to your needs (just modifying field values in Constants.cs to match your own), but for visual changes (besides the logo and background), you'll need to jump onto the Editor of Visual Studio.

    Hope someone will find use in it!

    The application is a Windows Forms App written in C#, Visual Studio 2017.

    submitted by /u/Temsei
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    Techonogically speaking what makes devil may cry 5 animation stand out?

    Posted: 17 Jul 2019 10:37 AM PDT

    How did they reach such quality not many games have? What animation tricks did capcom use? What software. Is it purely art skills or also some tech advantages? Why can't many action games emulate this style?

    submitted by /u/Tigraxe
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    Blender to Unity (Blender 2.8) w/animations & code (Beginner) - 2K@60

    Posted: 16 Jul 2019 05:02 PM PDT

    What Is Unit Testing? (And How To Use It In Unity)

    Posted: 17 Jul 2019 08:36 AM PDT

    Any advice to optimize our game.

    Posted: 17 Jul 2019 03:31 AM PDT

    Hi Guys sorry to bother you with a standard issue. But we are really new in optimizing a game. If you have any particular suggestions to our case that would be awesome. Since googling brought me to a lot of cases which just confused me more and more.

    • So here is the deal.. We have a room with low poly(~2000vert) decors(20 decors in each room), each decor has one texture(512x512)
    • we also have 8 cats walking there with skinned mesh(6000vert) and one texture(512x512)
    • we use very basic diffuse shader.
    • no lights sources in the game.. ambient
    • Since cats move and decorations can be moved as well, we cannot have any static object in the room..
    • mipmaps are disabled for all textures.

    for now all works fine on all devices..

    https://i.redd.it/pcm1wmbdcua31.png

    but we want to develop feature where camera goes up and shows several rooms, each with its own decorations and cats. Something like this

    https://i.redd.it/t16qunmfcua31.png

    So please help us... what are the best practice for optimizing this mode?

    This mode is for navigation only and is not the main view of the game, so we can disable moving decorations, maybe can set to static.

    Thank you in advance!!

    submitted by /u/FalseLudologist
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    A quick overview of how I implemented inheritance in my ECS framework (see post)

    Posted: 16 Jul 2019 11:24 PM PDT

    Technical artist, or combining CS and art question

    Posted: 17 Jul 2019 07:55 AM PDT

    Hello!

    So, for now I have a bachelor in computer science and I am planning to have a master degree next year. For now my main experience in CS was data science field: I worked on DS startup in Kyiv and now working as a trainee in Paris at the same position. I really like this field but still I always wanted to do some art work, not only math and technical stuff.

    So now as I'm thinking on my masters I was wondering if I could find some career option combining artistic creativity and technical and mathematical skills. First thing I encountered is technical artist and animation.

    Do you guys know any opportunities that can give me what I want? The thing is I'm already 21, I need to work and get money, so I really don't have a lot of time to completely reeducate myself, that's why I want something that will use my CS background.

    Also, is it worth to move to such fields from data science?

    I live in Ukraine so it would be a huge plus if the master or career opportunity is located in Europe.

    Will be super grateful for any advice, so thanks in advance :)

    submitted by /u/chelicerae-aureus
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    Travelling to Expos in far away lands, or other side of the country. Hints and Tips? Seeking help.

    Posted: 17 Jul 2019 07:54 AM PDT

    Hi r/gamedev,

    I'm at a point in my game development that I am looking into different expos, mostly on the North American continent. I'm trying to figure out the budget for that and what is reasonable. I'll need to travel by air.

    My main sticking point at the moment is I don't have a laptop that is beefy enough to run my game properly. I do have a desktop but it's big and heavy.

    These are some of the ideas I can think of:

    • Ship the desktop, although it's heavy and expensive and I'm worried it'll get smashed. I do have business insurance that covers loss damage outside of the office.
    • Buy a powerful laptop... $$$ and won't likely have much use for it afterwards. Could sell it?
    • Renting... from the looks of it would be really expensive and not likely worth it, even from off site vendors.
    • Lease/Borrow Maybe I could get a loaner from a computer company (HP,DELL) ? Is that a thing? As a sort of promo for them, not sure if they are interested as I'm just a small fry.

    Any thoughts on the matter would be greatly appreciated.

    submitted by /u/quantumduckstudio
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    I have implemented support for NPC daily routines and better exporting in my story and content planning tool

    Posted: 16 Jul 2019 04:15 PM PDT

    Recruiting for RPG project

    Posted: 17 Jul 2019 11:19 AM PDT

    Hey Everyone, I am making a game called Bolster Story. I need some teammates that are familiar with Blender, Godot Game Engine, or Art. We have a forum, wiki, and chatroom to collaborate. Bolster Story will be an RPG with a Shinto theme and Gameplay similar to Final Fantasy and Zelda; Turn based battles, and open world exploration. The story follows Chouko, the main player, as she fufills her duties as a Shrine Keeper, cleaning up the trail of mayhem a Moth monster leaves behind, spreading dark entities and monsters in the Shrine Grounds.

    Please take a look at some of our artwork and music here: http://risingtide.international/tunes/

    and here: http://board.risingtide.international/showthread.php?tid=11

    submitted by /u/kazunanakama
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    Does anyone know any good grid not-puzzle games?

    Posted: 17 Jul 2019 11:04 AM PDT

    Hi,

    I'm NOT looking for puzzle games. I'm looking for casual games that are based on a grid.

    submitted by /u/jpmdodv
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