- I made a short video essay on video game camera design! Cameras in video games often don't get the credit they deserve. Here's a video where you can see some basic stuff that you can do to make your camera feel better in your game.
- Announcing the winners for the first round of Morrison Rothman's Jump Start Program! Free (yes, seriously free) legal work for indies! Also an AMA with Video Game Attorney and My Lawyer Friend!
- Rapid level design workflow for Tomb Toad
- Unreal Engine 4's blueprints have inadvertently put me off from using the engine
- Procedural generation with Godot: Creating caves with Cellular Automata
- I´m releasing my Melee Weapons Pack for free - 10 models with 2k and 4k PBR textures.
- Found a cool interactive tutorial for learning synths
- It took me three months to make this text based horror game game.
- The Adventure of a Ninja
- Solo devs, what is your least favourite part of development?
- My Game Dev Process of 3D Modeling Kitbashing - Giant Robot Creation
- Is source a good starting engine for game development?
- Is commissioning someone to do 3D models of characters to use for a game you want to release for profit acceptable?
- I followed this guide for making a trailer for your indie game, please check it out and give me some feedback.
- When is revenue share acceptable?
- Game Dev Podcasts?
- How big oversaturation is in gamedev? Why less than 1% of people who are actually trying to be successful are successful?
- I'm looking for info on indie development grants! - A team of students at my university are developing a VR video game and I was hoping to find someone who has experience with this sort of thing
- A few questions on commissioning the art for my game
- Whats new with LibGDX since 2015?
- Patreon experience for Indie game devs?
- Digital Dragons 2019 videos are up on YouTube
- A Tale of Two Data Sets – Data in Game Development
- Need advice or help building multiplayer tron lightcycles game
Posted: 10 Jul 2019 02:03 AM PDT |
Posted: 10 Jul 2019 10:49 AM PDT Last month we announced the beginning of our "Jump Start Program." As stated, each month we will be selecting three developers to help pro bono (free). We will work with each one to complete the legal needs smaller dev teams often cannot afford such as the drafting of freelancer agreements, creation of partnership agreements, terms of service agreements, privacy policies, and non-disclosure agreements. While we hope to eventually expand this program and offer it to more and more developers each month, our primary goal at the program's inception is to ensure that we are only taking those we are able to advise and consult with the same level of care and diligence we would provide any other Morrison Rothman client. Further, the Jump Start Program is also aimed at promoting diversity in the gaming space. In order to accomplish this, greater weight will be given to studios who exhibit a commitment to diversity either through their work or their studio's leadership. All that said, please give a huge congrats to our first three winners! Anthropic Studios - Way of Rhea - https://twitter.com/anthropicst, a side scrolling puzzle game where you can only interact with obstacles that match your current color. Heartstrings Studios - Witch - http://twitter.com/heartstringsdev - It's a JRPG, set in a world where a living god who claims to have given magic to the world now feels that his gift is being used against him, and outlaws anyone that uses it. TRAILER: https://www.youtube.com/watch?v=Ol69VhPLW-8 Friendly Fish Games - "Hush: In Search of Dominic Ward" Trailer at http://www.hush-game.com/, a co-op VR escape room game game Congrats again to the first class of the JSP! If you weren't selected this time, please feel free to resubmit. Please submit the following to Noah@morrisonrothman.com to apply:
Now that said, let's get rolling with the AMA! **DISCLAIMER:** Nothing in this post creates an attorney/client relationship. The only advice I can and will give in this post is GENERAL legal guidance. THIS IS ATTORNEY ADVERTISING. Prior results do not guarantee similar future outcomes **My Twitter Proof:** https://twitter.com/Morrison [link] [comments] |
Rapid level design workflow for Tomb Toad Posted: 10 Jul 2019 11:02 AM PDT |
Unreal Engine 4's blueprints have inadvertently put me off from using the engine Posted: 10 Jul 2019 09:54 AM PDT I don't have a problem with blueprints, and I understand their use. They can be used for people learning game programming or for fast iterations of small things. I have just started trying to learn ue4, and the community and documentation revolves around blueprints around 90% of the time. I'm a c++ developer, and I don't personally use visual scripting. Everytime I try and find anything online, it's in a blueprint. I've tried excluding blueprint from my searches but sometimes I get less than two pages of Google search results. A lot of tutorials are in blueprints, some of which only have blueprint tutorials with no c++ equivalent. Unreal engine is so abstracted from everything that my c++ skills only help so much without going through the code and documentation. Unfortunately the community seemingly revolving around messy blueprinting has made this experience way harder than what I believe it should be. I've even seen answers to questions on the c++ section of the unreal forum, given in blueprints. I don't want to use them but it feels so difficult to find things that aren't blueprints. [link] [comments] |
Procedural generation with Godot: Creating caves with Cellular Automata Posted: 10 Jul 2019 07:31 AM PDT |
I´m releasing my Melee Weapons Pack for free - 10 models with 2k and 4k PBR textures. Posted: 09 Jul 2019 11:01 PM PDT https://i.redd.it/29jcng360f931.png Hi I´m Jav. I´ve made a 10 melee weapons pack and I´m releasing it for free. A mix of weapons from a baseball bat, an axe, hammer to swords and more. These models have a low polycount but a stylized look thanks to a nice normal map baking and detailed PBR textures. You can preview some of this weapons on sketchfab or see a short video here. An important note: ---------------------------------------------------------- TEXTURES: 2k - 4k PBR. The textures are organized on 3 sets:
POLYCOUNT: SIZE: 1.5+ Gb. I hope you enjoy it.
https://i.redd.it/x0zu23ky0f931.png [link] [comments] |
Found a cool interactive tutorial for learning synths Posted: 10 Jul 2019 06:38 AM PDT |
It took me three months to make this text based horror game game. Posted: 10 Jul 2019 07:33 AM PDT This game has gone through development for three months and I am just glad to have finally finished it. This game is a decision-based horror game that has multiple endings, this is my first attempt at a decision-based game and I was worried at first as I had multiple outcomes (endings) to develop within this game. One thing that helped me develop this game was using a checklist that was stored on a google drive. This checklist contained all the tasks I had to do and allowed me to plan everything before development, this helped me get through the complex areas of developing this game. Game description Its been a long time since the death of your best friend Marcus, however a series of disappearances in your local town make you question whether Marcus is seeking revenge from his tormenting bullies. The game [link] [comments] |
Posted: 10 Jul 2019 07:55 AM PDT Hey everyone! Check out the trailer for my first game! Its a 2D pixel platformer and its free! Download links are in the trailer's description. Hope you like it! [link] [comments] |
Solo devs, what is your least favourite part of development? Posted: 10 Jul 2019 03:05 AM PDT |
My Game Dev Process of 3D Modeling Kitbashing - Giant Robot Creation Posted: 10 Jul 2019 09:33 AM PDT |
Is source a good starting engine for game development? Posted: 10 Jul 2019 07:59 AM PDT So i get started on game development and is source engine good option? [link] [comments] |
Posted: 10 Jul 2019 06:07 AM PDT Hey, all. A little bit of background: I want to make and sell my own games. Currently, I'm a 2D artist and make mostly environmental 3D models, so my 3D character modeling isn't nearly as well developed as my other skills. I have basic coding skills, enough to make something playable. I'm starting to consider commissioning a 3D character modeler to make characters when I need them. But, would the artist need to be paid after the release and payment for the characters? Or is the payment towards the commission the only one? Or does this depend on that artist's involvement in the game? Hopefully I made that clear, just wanting to make sure I got the legality of this information before finding out the hard way. [link] [comments] |
Posted: 10 Jul 2019 03:32 AM PDT How to Make an Indie Game Trailer | Game Maker's Toolkit: https://youtu.be/4CSYA9R70R8My first gameplay trailer for Akurra: https://youtu.be/wdGlMnawAJc The music was created by my friend who is also creating the music for the game. I cut the video to go along with the music, and also cut some of the music to match the pace and certain parts of the video. For example towards the middle of the video when it goes black and fades in with the strange god, I removed one section of the song and put that part of the music in it's place. I think it ended up coming out pretty decently, and the advice from the Game Maker's Toolkit was invaluable. I also "faked" some content that I wanted to show off that is not in the demo, but I will implement fully in the future. I think this is important for a trailer, and you need to do this in order for people to see your vision if you need to do crowd funding. I recently spoke to one of the devs from Laser Fury, a beautiful looking indie Kickstarter project that ended up being canceled. He said that one of the issues was that there wasn't a lot to show off for their Kickstarter. So I've realized it's really important to show a variety of environments, mechanics, characters, etc., even if you have to fake / cheese some things that you will implement in the future (The mechanics of what you show don't *actually* have to work :D). The good news is, it looks like some of those guys have moved on and are now working on Flynn: Son of Crimson, which we see posted here often, and looks absolutely stunning. The public demo for my game is now available. I'd love to see what everyone thinks of it. You can download it now from our Discord, or sign up for our mailing list and I'll be sending out an email later today. [link] [comments] |
When is revenue share acceptable? Posted: 10 Jul 2019 06:58 AM PDT I know revenue shares as a means of payment is pretty much frowned upon here, and most places, but I wanted to start a discussion. When do you feel it's acceptable to offer rev share? What stage should the game be at? Etc.. [link] [comments] |
Posted: 10 Jul 2019 09:17 AM PDT Does anyone know of any game dev podcasts out there? Ideally looking for the sort of thing that talks to people in the industry about the behind the scenes, full of jargon and insights etc. So many podcasts out there interviewing actors etc about their craft but I think game Dev is equally as interesting! [link] [comments] |
Posted: 10 Jul 2019 08:39 AM PDT |
Posted: 10 Jul 2019 12:25 PM PDT We are a team of over 30 students and non-students based out of a so-cal university developing a 20-30 minute immersive narrative VR experience. We are looking at costs to rent a mo-cap studio, professional sound designer etc - basically anything we don't have access to at our University or through local businesses. We do have a few thousand dollars in the budget but could definitely use more. Specifically we are applying to the unreal indie grant but haven't found much else that applies to us. If anyone has any advice, recommendations or resources, that would be incredible! [link] [comments] |
A few questions on commissioning the art for my game Posted: 09 Jul 2019 09:10 PM PDT So before I get anywhere near finding an artist to make the assets for my game (because I have the art skills of a kindergartner frankly) I want to make sure I have all my ducks in a row. I'm in the process of creating the Game Design Document that will include a list of all assets required for the game. More or less I need to know how detailed that needs to be and what size I should ask for the sprites to be made for the detail they will require. To be more precise here are my questions: 1.) Most of my monster designs are based on creatures of mythology and urban legend, if I provide a detailed description with some reference pictures will this be enough for an artist to create the assets or should I also seek out a concept artist? 2.) For the monsters of my own design will a detailed description with maybe some reference pictures of aspects of the creature I want be enough? Or should I at least seek out concept art to be made for these specifically? 3.) My game is a top-down turn based RPG but I would like to add a parry mechanic to the turn based combat. This means that while the dungeon crawling itself doesn't need to have as detailed sprites, when you're in combat they need to have animations detailed enough for the moves to be telegraphed for you to time your parry. Because of this I was wondering if I should have one size for the pixel art in top-down mode and a larger size for the pixel art while in combat encounters or is having two different pixel art sizes in the same game going to look awful? 4.) Building off of question 3, how should I determine the exact sizes I'll need for these sprites? Would 32x32 in top-down and 64x64 in combat give me the detail I need? 5.) When I get down to the tilesets I'll need for each dungeon, as an example, would this be enough for an artist to go off of: "The first dungeon will be themed after a decayed stone medieval castle, and the tileset will require walls with lit torches on them, doors, floor, wooden chairs, wooden tables, and bookshelves." This is a very over simplified example but I just want to know if this is in the right direction or if I'll need to add more detail. If I put this in the wrong place please direct me to where I can ask these questions and if you took the time to read this post thank you very much. [link] [comments] |
Whats new with LibGDX since 2015? Posted: 10 Jul 2019 10:51 AM PDT I read a book by the creator of LibGDX and learned a lot back in that time, but I stopped once I started my job and till this day I always wanted to get back into LibGDX. I noticed it got acquired, wondering whats the quickest way to dive back in considering I already learned it once before. Any major changes(I saw 3d games with libgdx for example) or things I should know in general, I would like to start with a basic side scroller using box2d, back in the day I liked the youtube channel dermetfan, Any (up to date) book or youtube resource for diving back into action? I am skimming through the wiki right now and I remember doing it so in the past so its a bit dry for me, looking for newer resources. I do plan on deploying to iOS and it sounds like its possible, but not sure how supported it is, is there anything similar to libGDX with more support and Android/iOS compatible just in case. [link] [comments] |
Patreon experience for Indie game devs? Posted: 10 Jul 2019 10:29 AM PDT Hey fellow game devs, I was looking into using Patreon for my next indie game and I was wondering if some of you here had some stories to tell about their experience with Patreon. I'm not only talking about the financial aspect, but also about the general influence it had on your game project. Like for example the feedback you got from the community or the motivation/stress of having to showcase your progression. Many thanks in advance. [link] [comments] |
Digital Dragons 2019 videos are up on YouTube Posted: 10 Jul 2019 10:24 AM PDT |
A Tale of Two Data Sets – Data in Game Development Posted: 10 Jul 2019 10:19 AM PDT |
Need advice or help building multiplayer tron lightcycles game Posted: 10 Jul 2019 09:59 AM PDT take a look at this singleplayer tron: https://github.com/JDStraughan/html5-lightcycles I'm trying to make this multiplayer, but I'm having trouble understanding what the backend and even the front end would look like. When asking for help before, I was told that on the backend, I would only need to keep track of speed, direction, and position. This is the best advice I've gotten so far (I thought I would need something similar to javascript's canvas on the backend). The backend is python/django, and I'm using django-channels/websocket. I also need advice or help understanding the problems that come with making multiplayer games, like dealing with latency. is there anything else? So far I've just got a very simple lobby created. I need help on where to go from here. thanks in advance! [link] [comments] |
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