I created a bomb plant inspired by Zelda (description in comments) |
- I created a bomb plant inspired by Zelda (description in comments)
- Finally working vehicle animation and movement for my VR Outrun project!
- I started work on the tint system in-game. Still has fine tuning to be done.
- Here's the new gameplay video of the game we are making with Unity3D
- Some chaotic deathmatch rocketry in Biodome in my upcoming game Aerobots VR!
- How to choose a name for your game :)
- Hi! it is my first time posting here. Right now i am working on enemy ai in platformer game. What do you think?
- Game pricing on Steam: $4.99 vs $5.00
- Satisfactory, factory building sim, sells over 500,000 copies in half a year as Epic Games Store exclusive
- RRPG - Working on dungeons, does the style fit or not?
- Do you need permission to set your game in a real-world location?
- Seeing a game worse than yours being more successful
- Help: how do I find a point's neighbors on a grid?
- Lessons I've learned making a game from the ground up as a sole developer
- Please help with this survey
- What do you guys think about remote development for games?
- I'm looking for stuff to 3D model. What would you like to see if you were to browse a 3D art store?
- Looking for a portfolio review!
- Publishing to Switch?
- A Deep Dive into How Games Are Selling - Your thoughts on this?
- I need some quick advice
- What are the small 'demotivation' energycells that go up against?
- Academic Survey of Video Game Mods and Modding Communities
I created a bomb plant inspired by Zelda (description in comments) Posted: 04 Jul 2019 08:22 AM PDT |
Finally working vehicle animation and movement for my VR Outrun project! Posted: 03 Jul 2019 06:53 PM PDT |
I started work on the tint system in-game. Still has fine tuning to be done. Posted: 04 Jul 2019 08:49 AM PDT |
Here's the new gameplay video of the game we are making with Unity3D Posted: 04 Jul 2019 05:57 AM PDT |
Some chaotic deathmatch rocketry in Biodome in my upcoming game Aerobots VR! Posted: 04 Jul 2019 11:46 AM PDT |
How to choose a name for your game :) Posted: 04 Jul 2019 06:53 AM PDT I've been working on my next game for almost 2 years now, and having written countless prototypes (in JavaScript, then in LibGDX, then in Godot, then in Unity, and finally in Godot again) and design documents and drawn a zillion mockups and even created interactive visualizations, I've found it perhaps the hardest to find a name for the game. Of course I wanted THE PERFECT NAME. After some weeks I had an idea which seemed okay and it wasn't yet taken (I've tried to google the name with all the usual typos even), but I wasn't 100% satisfied with it, only maybe at 80%. I constantly tweaked it, modifying my satisfaction score +/- 10 percents, until finally I realized I would never achieve the 100%, and I shouldn't let this be a blocker any further. So I've registered the name as a .com domain name before I went to bed one day. By morning I realized I should've also reserved the name on social media -- but then it was too late: the name has already been registered on Twitter by someone else, "curiously" not 2 hours after I've registered the domain. Obviously the registrar company was monitored by some shady person, who has quickly registered the name on Twitter, hoping that I'll be forced to purchase it from them. I didn't. (The Twitter account in question has been banned since, without me having to do anything, probably because this behavior wasn't the only trickery the villain must have been practicing.) But now, a few minutes ago I have come up with THE PERFECT, 100% version of the name, a new name -- which of course I won't be disclosing at this time -- and I shall remember that:
Why? Because registering a name on social media doesn't cost a dime, so scoundrels use bots and other automated methods to do their dishonest scouting, but as registering domain names isn't free, they cannot just spend money in hopes that it might turn into a profitable investment for them. Let's hope I won't forget the perfect name until I'm able to do all what I've preached above, and I also won't be tricked by fate. Wish me luck! ;) [link] [comments] |
Posted: 04 Jul 2019 12:14 PM PDT |
Game pricing on Steam: $4.99 vs $5.00 Posted: 04 Jul 2019 10:37 AM PDT I'm planning to release a game in a few month, and I'm wondering about the whole pricing and "99 cents" thing. I am assuming we have full control over our release price. I'd like to release mine for $5.00 flat, as I hate the deceptive 99 cent marketing gimmick. I'm wondering:
[link] [comments] |
Posted: 04 Jul 2019 04:46 AM PDT |
RRPG - Working on dungeons, does the style fit or not? Posted: 04 Jul 2019 08:15 AM PDT |
Do you need permission to set your game in a real-world location? Posted: 04 Jul 2019 08:11 AM PDT Like if you set your game in NYC, do you need permission/licences to recreate the city? Not brands and product placement, but the actual city itself. please feel free to laugh at me if this is a dumb question. [link] [comments] |
Seeing a game worse than yours being more successful Posted: 04 Jul 2019 12:42 PM PDT TL:DR; have you seen a game that you feel is worse than yours but it's more "successful"? How does that make you feel/ what do you do? I feel bad using the term "worse" because not only do "bad games" and "asset flips" still have work put in to them but "worse" is also subjective. But I was scrolling through steam and I saw a game that has 500 reviews and is sitting at very positive. I watched the trailer and I'm... sad? Upset? Disappointed? I'm not sure. What I say next is probably biased since my game is my game and I know the work and effort I put into it and I'm viewing their game as a complete outsider but maybe I just want to rant. First of all my game graphically is superior, this is subjective I know, but I worked hard to achieve a certain style and cohesion between everything, admittedly I bought 3d models off the Unity Asset Store, but all the shaders I made and the graphical flare I made were made with those 3d models in their style in mind. My game is more appealing to look at - for me. Their game uses the default unity shader. Secondly my game absolutely blows the other games customization out of the water. I support custom skins, hats, outfits, weapon models, gun sounds, kill styles, crosshairs, custom music, custom maps with bot support out of the box, custom laser colors. You can even have free range of how you hold your weapon - completely freestyle with 3 axis draggable position and 3 axis draggable rotation. My music is bomb, subjective again, but theirs sounds pretty stock in the trailer. My networking seems better based off the trailer as often times in their trailer when an someone dies it either happens too early, as a spectator someone may die before the other players shot is shown for the spectator, or very delayed. The only thing that their game has going for it that mine doesn't is how "meme"-y it is. Their genre is a battle royale while mine is an instagib game akin to Ratz Instagib. You could argue their game is more fun than mine but you'd have to play both games to know, and it's still subjective, and my game only has 18 reviews - so no one is downloading it. I don't know... I know they put work into their game and all the success they've had is deserved. I just don't get why my game wasn't successful and it just kind of feels bad. Rant over. [link] [comments] |
Help: how do I find a point's neighbors on a grid? Posted: 04 Jul 2019 11:17 AM PDT |
Lessons I've learned making a game from the ground up as a sole developer Posted: 03 Jul 2019 04:07 PM PDT I've been working on my game, The Last Boundary, for... 20 years? Actively it's more like 4 years. But it's taken me 25 years to get to this point of a playable build of my game. My first game, really, after 25 years. It's not even finished, but I can see an end (I don't think it's very good either, but gotta finish what you start). I'd made demos before, and a few half-finished, some barely started games. But this time I stuck with it. Originally, The Last Boundary was supposed to be a galaxy-spanning Grand-Strategy Game with pretty 3D graphics. Now it's a completely different style of game with 2D graphics. My goal has always been to use as few libraries as possible, and to learn everything and implement everything myself. Yes, it's not a great way to make a game, everyone knows that already, I knew before I started, so it's not a lesson. Lesson One - 3D is Hard3D Engines are hard to make by yourself. It's definitely possible, I got really pretty far on my first attempt, but I never would have been able to finish it. The reason I got so far is perseverance and the amazing internet being full of tutorials. Game Design Patterns was a big help, Learn OpenGL was also a fantastic starting point. Originally I was making a networked game, so Gaffer On Games and Beej's Guide to Network Programming were everything I needed aside from some reference docs. The availablility of C++ Reference online and OpenGL make everything easy. At some point, you need to get some proper books and you'll need to find access to academic papers online as well (The Dragon Book and papers on various algorithms that I needed to implement). Anyway, I had to drop 3D because I couldn't architect my way through it properly. Here, the availability of other engines source code is a big help because you can see how they structure their games. In the end though, I'd gone too far to fix what I'd created, and I lost hope on the 3D, so tried again with a 2D engine. Lesson Two - Learn to RTFMWhen you're making your own engine, you quickly find that the available tutorials online really aren't enough. These are people who, I find, generally don't know much more than you, they're maybe a baby-step in front. So they can describe how to get a thing you want, but don't really know why it works, or what else could be done. So get comfortable reading the reference pages and manuals of your technologies. Next, learn to read and understand specifications (the OpenGL specs are a fun one), you can't understand how to load a .wav file if you don't read the specs. Lesson Three - Architecture is Important The people using Unity engine or whatever have it easy. All the actual hard thinking has been done for them. Architecturing your game engine is the most important part. It doesn't matter if you've got really pretty 3D graphics if you can't get it to the video card quickly. Knowledge of optimisations are a big help here. My 2D engine can submit the entire screen in a single upload to the video card, because of the way I architected it. Lesson Four - There's more than GraphicsSound is a big part of games, you overlook it too quickly. Sound effects and music need to be folded into your architecture just as elegantly as the graphics. User Interface and how it connects to the game logic needs to be considered. How will your data flow through the engine, how will the different components communicate with each other? Lesson Five - You can't get by on Programmer ArtThis one sucks. Your programmer art is shit, and your game looks 10x more shit because of it. You need to get to a point where you can make passable graphics. For a lone developer, this is another bit where 3D Is Hard, it's a lot harder to model a good looking tank than it is to make a 32x48 pixel tank. I still suck at pixel art, and I've unfortunately chosen a genre that means I need a lot... (PM me if you're keen on being an artist for my game, we won't make any money, but I'll split it with you). Lesson Six - Start SmallI made a networked, multiplayer pong, and a simple shooter before I started work on The Last Boundary. I needed to work my way up with small games, to get my engine built up gradually. This allows you a few things. Keeps you motivated, because you have "finished" games. Keeps the engine small, because pong doesn't need much graphics (for example), which allows you to make architecture corrections as you go a lot easier. Lesson Seven - You can't do everythingI originally wanted to have no external dependencies, except OpenGL, if you can call that a dependency. But how do I load a .png file? Read the specs... okay, I can do that, no problem. But how do I load a font file. Read the specs... holy fuck. Impossible. There's no way a lone developer could implmement their own font loading without spending a lot of time on it, more time than I wanted to spend, more of my code would be loading fonts than displaying them. Maybe I could've got by without fonts and just used bitmap fonts, probably could have, but I have a dependency on FreeType now. Alright, loading .WAV was easy. Now... music, create some music, hmmm... 30Mb music files. Looks like I need to use .OGG. Read the specs, that's another one I won't be able to do on my own easily. May as well use OpenAL now, seeing as I'm using OpenGL. Those are the dependencies my game has, OpenGL (but I load it myself, no GLUT or anything), OpenAL, FreeType 2, Ogg + Vorbis. I'm happy with that, but it would've been good to not need anything, but it wouldn't have been possible. I should re-iterate, if you want to make a game, don't do it yourself. Use an engine, or a library like SFML. Doing it my way, I think, is a lot more fun, and I feel like it's more gratifying. But I would've been on my 6th game now, instead of not even finished my first, had I used an existing technology. Lesson Eight - Some things are surprisingMy engine has far more code in the UI than it does in the whole graphics pipeline. In fact, I think the UI has more code than the rest of the game. All those little things that make a UI usable are tricky to implement. Networking is more difficult than I thought. Sockets are odd things. You'll spend about the same amount of time making your game as you will making the tools needed to create the game. I created a wxWidgets application that I use to author the content of my game. Also, it takes a lot of code. I've got about 72000 lines right now. For what it's worth, I've implemented all of the following for my game and engine:
For some more info, I used only Open Source or otherwise free software.
Also, it would be great to get some feedback on my early build of The Last Boundary. [link] [comments] |
Posted: 04 Jul 2019 04:36 AM PDT I am currently studying Archival Administration at Aberystwyth University. As part of my course, I am undertaking a research project under the supervision of Dr Sarah Higgins. This project aims to explore possible alternative methods of preservation for online multiplayer video games, before our videogame history is lost forever. The aim of the questionnaire is to measure the opinions of multiplayer games developers on the subject. I would be very grateful if you would take the time to complete my questionnaire. It will take approximately 10 minutes to complete. There are no right or wrong answers. The link to my questionnaire is below. [link] [comments] |
What do you guys think about remote development for games? Posted: 04 Jul 2019 12:51 PM PDT Lately, I have been thinking of working on a game but remotely, probably using GitHub, Cloud project management and source codes, etc. Somewhat like a DnD party with players from all over the world. If anyone is already into something of that sorts, what's the process, difficulties and advice. Also how did you find people to work with you? [link] [comments] |
I'm looking for stuff to 3D model. What would you like to see if you were to browse a 3D art store? Posted: 04 Jul 2019 08:46 AM PDT Hey! So I'm currently trying to build up my portfolio for game studios. But I have no idea what would look good for my portfolio. I am still trying to practice modelling human, so for the mean time. I'll try and model objects and such. Any suggestions? [link] [comments] |
Looking for a portfolio review! Posted: 04 Jul 2019 12:12 PM PDT Hi all! I graduated about six months ago, and I am looking for entry level work in the industry. I've branded myself as a level artist, but I have a fairly broad base of knowledge, and I'm up for learning anything. As I'm sure you are all aware, it's tough to find that first job! I've been applying for work online, with little success, and I think I am in need of some fresh eyes on. Any feedback is welcome, but of particular interest is whether you guys think I should take a break from applications to re-work my portfolio, or if I should power ahead with applications. Alternatively, you could just stroke my fragile ego and tell me that I'm great, that works too. This is my online portfolio: maxkbennett.com [link] [comments] |
Posted: 04 Jul 2019 08:25 AM PDT People on Twitter are telling me I need to get my game on the Nintendo Switch. How do I do that? Assume the game is already ported and all the technical details sorted. Now what? [link] [comments] |
A Deep Dive into How Games Are Selling - Your thoughts on this? Posted: 04 Jul 2019 11:36 AM PDT |
Posted: 04 Jul 2019 11:35 AM PDT Hello fellow programmers :) I am a self-taught programmer and mainly focused on game programming so far. I am currently pursuing a degree in media production and work as a development tester in the gaming industry. Therefore most of my programming efforts were focused towards game programming, I learned C++ and C# and did most of my stuff in unity and unreal. Now my question is, I decided to not try and fiddle my way into bigger gaming companies since (guess what) working in games sucks! (at least in the big companies) Therefore I wanted to ask, how rare are jobs for Unity developers really? Across the board, not only games. And, how bad is it to get into these jobs without a degree in CS? Job boards are not telling me enough regarding actual available jobs and the relative number of applications per vacancy. Because my other option would be frontend web development, which would be a totally legit path with my current degree program. But I'd rather develop stuff in unity and C#, web would only be my fallback option in which I would need to get a lot better to be operational. I am very thankful for any insight into that tough topic :) The only real insight I've found was people SAYING at meetups that they are always looking for game devs, which is somehow a very relative statement and doesn't really say much and the only numbers I've found were from a British IT job board, sorting jobs by title and Unity devs were 0,008% of their entries, which again is tied to one country, one board and a specific naming for the task..... [link] [comments] |
What are the small 'demotivation' energycells that go up against? Posted: 04 Jul 2019 07:35 AM PDT If you're working on a game, or thinking of making one, what 'part' of the development does make you feel overloaded and think 'that's gonna be a problem...' I'm very curious to any of your answers, also state what type of game you want to/are working on! I'm currently working on a horror game, everything seems to go fine, only problem I currently see that slightly demotivates me is how abnormally annoying it is to make animations and 'correctly get them in ue4, eveb with the help on this subreddit it didn't work so I literally Can't focus on my core gameplay mechanics (crouch, climb, etc) Another thing I have in mind is music and sound effect, It kinda feels cheap to get then from internet and having different types of sound effects on a game. I really want to know yours tho, anyone, I love reading. [link] [comments] |
Academic Survey of Video Game Mods and Modding Communities Posted: 04 Jul 2019 07:32 AM PDT Hello! We are three researchers from Computer Science at Aarhus University, Denmark. We have a strong interest in how people modify (dev, hack, mod, enhance) video games and how they share their work with the gaming (modding) community. To study this, we have developed an online survey and would like to invite you to participate and contribute. Our research and the survey focus on how you go about using and/or creating mods and the skills and motivation at play when creating and using game modifications and enhancements. Your participation and contribution is highly valued and plays an important role in developing a fundamental understanding of creativity and practices around video game modding. Thank you so much for your time and attention. Sarah-Kristin Thiel, Henrik Korsgaard and Peter Lyle PS: please feel free to leave comments regarding the survey or questions that you might have in this thread [link] [comments] |
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