Indie Dev Legal Tips |
- Indie Dev Legal Tips
- Lucky dude spent $18 on Pornhub ad with 2 installs, and I spent $240 on Google Ads with same result ¯\_(ツ)_/¯
- Don't second guess. Don't self-eliminate. Just do it.
- What is the best engine to use when making a top down turn based rpg?
- What are the cons for "Beer for developers" DLC on Steam?
- Is anyone making text based games ?
- Programming self-study: games and applications
- Best ways to promote a game?
- 3D Modeling from Maya to Zbrush for Gamedev Assets
- How to best handle player's climbing walls / obstacles.
- I want to make games but I get so demotivated because I'm so bad at the artistic part
- Need some guidance and tutorials
- Decide the next spell I develop
- UE4.22.3 Raytrace | Arrival Cinematography | Animation, Lighting Training | RTX 2080ti
- Is there a place to really find collaborators?
- The Fall & Rise of Hitman (Documentary)
- How we created a wind cascade effect in Unity that uses multiple spine objects
- Mixamo To Blender 2.8 Tutorial - Fuse to Mixamo to Blender (May be good for game animations)
- INNER - A game I made in 3 days.
- So..heard you need a composer ;)
- Art of an Indie Game - Episode 4: The UI
- What are some tips for creating a good game development tutorial?
- Making a game prototype for a niche genre (compared with universal genres, such as the FPS)?
- Question about Steamworks and Tax. Putting the game online.
Posted: 29 Jul 2019 02:10 AM PDT Hi r/gamedev! I'm a video game lawyer (doesn't ever seem like a real thing when I say it) and also an indie dev. I'm about to start shooting a YouTube mini-series that aims to give indies a crash course in the legal side of game development. I'm very passionate about helping indie developers keep one eye on the legal side of video game production, particularly when engaging with publishers or investors. We often see indie devs giving away far too much of their intellectual property or getting caught in unfair agreements that bind them to a particular publisher for subsequent games made by them. As a developer myself, I know how heartbreaking that can be, particularly after working on a game for so long! So my question is, what would you like to see in this series? I'll be covering things like the basics of intellectual property, video game tax relief and company structures for investment etc. but I'd be interested to hear if there are any other requests. Thanks! EDIT: Wow, thanks so much for all the fantastic feedback on the series! By the sounds of it there is a lot of interest in:
I'll work in your feedback into the episodes I have written so far. A lot of people have expressed an interest in the tax side of things. This is more of an accountancy kind of thing - whilst lawyers tend to generally be aware of tax provisions we generally cannot give advice as we are not specialised. However, I do know an accountant in this field who I think would be keen to make a guest appearance in one of the episodes so we can definitely discuss this at some point. I'm hoping to make it as enjoyable/straightforward as you can with law and if the first few episodes work well I'll keep putting them out! Hoping to film in August and get the first episodes out early September. Thanks again for the feedback! The skeleton channel is hosted here if you want to get notified when the videos start going up: https://www.youtube.com/channel/UCaFjir9FSSCo_mTD2IBLsew [link] [comments] |
Posted: 29 Jul 2019 03:56 AM PDT |
Don't second guess. Don't self-eliminate. Just do it. Posted: 29 Jul 2019 04:00 AM PDT In my (admittedly brief) time on r/gamedev, one trend I've noticed with the posts is the surge of "where do I start" posts. It's hard not to notice, and I commend those who are bold enough to ask for pointers. But I feel that getting pointers on technologies and methodologies for game development is only a small piece of the puzzle. The REAL kicker for a project with the scope of a functioning game is figuring out how to start and keep yourself going. I can't speak for everyone on how exactly to achieve this, as everyone has different motivations and reasons for starting gamedev, but I can attempt to shut down quite possibly the biggest enemy of anyone attempting to start gamedev: Self-elimination "I'm not good at math." "I'm not good at coding." "My ideas aren't original enough." "I'm stuck and don't know what to do." Have you ever said these things or anything like them? If you have, you're self-eliminating. You're throwing in the towel. You're giving up. You're bowing out. Whatever phrase you want to use, that's what it is you're doing. And my message to you is this: cut that shit out. You came to gamedev wide-eyed and full of dreams. You wanted to bring a vision to life. Even if you didn't feel it or notice it, you wanted to make something happen with your ideas. If you didn't, you wouldn't even have thought of it. It just wouldn't have occurred to you at all. And as far as I'm concerned, that wish, that burning desire to create, is all you need to gamedev. That self-elimination you were doing? It's rooted in stuff that is utterly irrelevant to your competence or validity as a gamedev. Why? Because gamedev, and programming in general, is a discipline rooted in knowledge. You get better at it by learning more things about it. There is no mechanical or physical skill involved in designing Mario's jump, or Mega Man's Buster, or Doomguy's shotgun, or Wing Commander's spaceships. Physical or mental handicaps to gamedev are almost nonexistent. In fact, I'd argue that handicaps aren't a thing for most disciplines. What really separates a gamedev from a hopeless dreamer is their willingness to learn and experiment. This learning and experimentation can take many forms. Sometimes it's reading books or articles. Other times it's scouring documentation and wikis. Sometimes it's making your game crash for the hundreth time and tracking down every last error in the compilation logs (goodness knows I'm well-versed in that). And sometimes it's just watching a gamedev log on YouTube and seeing how other people do what you want to do. Whatever form that the knowledge you gain takes, recognize when you are gaining it, and apply it to your efforts. And if you feel that a lack of aptitude in coding and math will hold you back? Guess what my worst subject in school was. If you guessed "math", you're right on the money. I hate math. I hate algebra, I hate trig, and I certainly hate calculus. I was never any good at it, and I still struggle with it. Yet I use algebra and even trig on a regular basis on my current project. Why? Because at the end of the day, mathematics and the inner workings thereof is simply knowledge. It's just information. Even if you don't understand the nuts and bolts of it, you can at least regurgitate it. Plus, the thing about programming? It's not nearly as math-intensive as you think it is. If you can pass a high-school math course, you can code. And if you need more advanced math? Just go ahead and use it. Remember, all math is just knowledge. Anyone can gain knowledge. TL:DR To be good at gamedev, my advice is to learn and experiment. Nothing can hold you back but your own inhibitions. [link] [comments] |
What is the best engine to use when making a top down turn based rpg? Posted: 29 Jul 2019 10:42 AM PDT |
What are the cons for "Beer for developers" DLC on Steam? Posted: 29 Jul 2019 12:09 AM PDT Hi, We started a series of point & click adventure games, the first game is for free and the second is premium A kind dude asked me to add a "Beer for developers" DLC so the first game will not disappear from his library after uninstalling it I've seen lots of devs doing so on Steam There's any reason not to do it? Until now I've managed to think on pros only - extra money, an increase of visibility on the store (we can put it on sale one in two months, where the main game cannot be on sale), let fans show their appreciation maybe... What are the cons? What do you think? Thanks! [link] [comments] |
Is anyone making text based games ? Posted: 29 Jul 2019 06:45 AM PDT Is anyone making text-based games, I have already published one text-based horror game and working on another one is there anyone making a game in this genre? [link] [comments] |
Programming self-study: games and applications Posted: 29 Jul 2019 02:25 AM PDT |
Posted: 29 Jul 2019 10:59 AM PDT Hello, I am a solo, indie, free time, game developer wanna be and just managed to upload my first game to Google Play. The question is, what do i do next? I shared it on my facebook page and got like 50 downloads from friends and coworkers. I am now looking into some paid ads and i'm not sure what is the best platform to use and how much would be safe to invest. I think reddit ads have a bigger exposure than facebook but are more expensive. Also, are the ads from games worth a second look? I am leaving the link to the game here. I know it's not much but it's honest work. https://play.google.com/store/apps/details?id=com.Tiberius_Games.Save_Us Thanks [link] [comments] |
3D Modeling from Maya to Zbrush for Gamedev Assets Posted: 29 Jul 2019 09:21 AM PDT |
How to best handle player's climbing walls / obstacles. Posted: 29 Jul 2019 01:23 AM PDT One of the things I've been struggling with is how to best implement a player climbing system for a multiplayer game. I know of two methods of doing such a thing ( as illustrated in the following images ) https://i.redd.it/sj19m558b7d31.jpg https://i.redd.it/ajikrc4ab7d31.jpg I believe each has their own pros / cons. Method1:In the first method, the player's position is locked at the start of the animation, while an animation is played of him climbing ( which will result in him leaving his bounding box). Is really simple to implement from a programming / art perspective because the animator can animate knowing the exact height of the wall ( different animations can be done for various heights ).The problem I see is that it requires more animations, and the moment the animation ends, the player's position snaps to the final spot. In multiplayer, this could lead to some lerping issues ( ie. some of the blend frames will have the player's mesh out of the bounding box while the player's origin lerps to the new spot ). Method2: Second method involves updating the player position WHILE he's animating.. Trickier to program I think.. My best method would be to simply SetPlayerOrigin each game tick ( instead of applying forces; which is much more difficult to calculate the exact velocities needed to place the character at the precise position ). Does anyone know how multiplayer games like PUBG / Left4Dead does it? Is there another method I'm missing? [link] [comments] |
I want to make games but I get so demotivated because I'm so bad at the artistic part Posted: 29 Jul 2019 06:15 AM PDT does anyone else have this problem? I'm a decent programmer and have an inexplicable drive to make video games, but every time I try, I give up after trying to make any kind of art. I've watched probably hundreds of hours of blender tutorials and have spent a good amount of time in the program, but I just can't seem to make anything worth using. I can see what I want to make in my head but I can't seem to do it properly. I will go through cycles of having a fun idea for a game to make, prototyping it, getting to the point where I'd actually need to make some decent art, then getting completely demotivated and giving up. are there any others like me here? how do you deal with being terrible at the artistic side of things? [link] [comments] |
Need some guidance and tutorials Posted: 29 Jul 2019 11:17 AM PDT Hi everyone, I am relatively new to gamdev and I started a small project, it's a story driven RPG game like early FF games and a combat system similar to Chrono Trigger. But since all I know to do are writing and coding (to some extent) and some pixel art (low-intermediate level), I wanted to learn some 3D making, I want to learn to do those low poly 3D environments, similar to Albion online or runescape (maybe?). So, what I seek are links to tutorial on how to do stuff, or help me with terms (like does this style has a name). Here is an image for reference : https://imgur.com/pAJFWbD [link] [comments] |
Decide the next spell I develop Posted: 29 Jul 2019 10:35 AM PDT I'm creating a ARPG (topdown ) type of game, Can you guys tell me what spell from other games your enjoyed, and the one with highest vote will be the next skill I try to implement in my game? thanks :D [link] [comments] |
UE4.22.3 Raytrace | Arrival Cinematography | Animation, Lighting Training | RTX 2080ti Posted: 29 Jul 2019 07:57 AM PDT |
Is there a place to really find collaborators? Posted: 29 Jul 2019 09:49 AM PDT I mean, its not worth looking if youre just going to find a bunch of false leads, etc. However, collaboration is something that should work. For example, if one person has a good sense of fun or appearance or how to execute (code) a game, and finds the other two, and they can make a simple contract on dividing any profits and credit. 1) does this already exist (in a meaningful way - not just a classifieds which is basically a crap shoot often enough, or seems that way) 2) what would be required to have it function. For example, you would probably need a simple resume (or something you could show right off the bat) that would demonstrate 1) your abilities that you claim to have; 2) that you are trustworthy in forming a partnership with possible future returns. Then you would have to have a way to confirm each person was who they said they were (so they couldn't just lie about their resume, which is the case on hire-a-coder websites, unfortunately, like upwork). [link] [comments] |
The Fall & Rise of Hitman (Documentary) Posted: 29 Jul 2019 06:44 AM PDT |
How we created a wind cascade effect in Unity that uses multiple spine objects Posted: 29 Jul 2019 12:35 PM PDT Hey all! We came up with a (in my opinion) creative solution to our "wind" problem in Rise of the Makers (game we're working on). Our engineer u/vovo801 came up with the idea, which I had also used a similar idea in an unrelated UE4 project several years ago, and it immediately "clicked". u/vovo801 then created the code and set up the game objects you see in the below images. The current setup looked like this: https://media.giphy.com/media/kc0MYbRbWrlt6NdsqF/giphy.gif We had dozens of spine objects, each with an idle and wind animation. They all looped the idle animation and played the wind animation randomly (within some parameters we set beforehand). The results were chaotic, as you can see, and they didn't really mirror natural movement when placed alongside each other. We came up with a solution that allowed us to move an invisible game object around the scene that had a collider attached to it, and the collider would fire a "play wind animation" trigger when it collided with the appropriate spine objects. The solution was creatively simple, so I figured I'd break down how we did it for anyone else looking to affect spine objects (or any game object, really) in clusters. So step 1: We've created a prefab in Unity called WindTriggerParent, and it has two children. The parent game object has a movement script attached (explained below) and the WindTrigger child object has a box collider (set to trigger) and a WindTrigger script (also explained below). We attached a sprite render component to it as well just so we could visualize its movement for testing. The other child object - Destination - is just a transform position. It's just meant to mark the end point of our collider's movement. https://i.redd.it/edccv30cnad31.png The idea is that the collider will spawn in a certain spot (we can move it around in the editor like any other game object), then it moves toward the destination point. We are able to customize the collider's speed, easing, number of loops and type of looping. Here's a breakdown of our WindTriggerMovement.cs script, placed on the WindTriggerParent game object: https://i.redd.it/84gz1yzfnad31.png We use DOTween to move the collider, which has lots of useful features (such as the LoopType and Ease functions). There's a free version on the unity asset store: https://assetstore.unity.com/packages/tools/animation/dotween-hotween-v2-27676?aid=1100l355n&gclid=Cj0KCQjwsvrpBRCsARIsAKBR_0KHHj_nCRwBjyr6As95xvRePHgBzm0Wr2c2Mvk0pAP9rRyuLl7KUloaAlusEALw_wcB&utm_source=aff Here's a screenshot of the child game object WindTrigger: https://i.redd.it/81e2ixqinad31.png And here's the WindTrigger script that's attached to that game object: https://i.redd.it/e599kt5mnad31.png At this point, our trigger and collider are set up and working as intended, but now we need to do some work on the Spine assets in order to get them to interact with our collider. For this, we've created a SpineProp.cs script. Here's the inspector's item list for additional reference: https://i.redd.it/myue6kypnad31.png And finally, here's the SpineProp.cs script. This file has some code in it that isn't required to have this running, which I tried to outline in the previous image. https://i.redd.it/pl7uujhrnad31.png And the resulting wind effect here: https://reddit.com/link/cjg6l3/video/q7rn3qnunad31/player From this point we are able to see how our animations react when cascaded and can make adjustments accordingly, which our spine animator has already begun doing (and the new animations are noticeably better than the ones linked even in my above video because I haven't had time to swap the new anims in Unity). Additionally, we have a couple more things left on the to-do list to make this foliage feel great, such as including the shadows in the animations and also not starting all the animations at the same time (you can see their idles all playing at the same time). If you guys are interested in hearing more about the game, I'm also working on finishing our website at www.riseofthemakers.com. Emphasis on the WIP - I could be breaking certain pages even as you're clicking through it. :) We're looking for a capable AI engineer and Spine character animator if you guys know anyone! Thanks for reading, and I hope this helps someone in some way. [link] [comments] |
Mixamo To Blender 2.8 Tutorial - Fuse to Mixamo to Blender (May be good for game animations) Posted: 29 Jul 2019 12:32 PM PDT |
INNER - A game I made in 3 days. Posted: 29 Jul 2019 12:30 PM PDT |
So..heard you need a composer ;) Posted: 29 Jul 2019 12:26 PM PDT Why not get a composer who can do both compose AND sound design....AND INTEGRATE IT? Check out my YouTube channel. (Working on a legit website, but need more portfolio pieces) :) Www.youtube.com/farthestempiresoundworks [link] [comments] |
Art of an Indie Game - Episode 4: The UI Posted: 29 Jul 2019 12:26 PM PDT |
What are some tips for creating a good game development tutorial? Posted: 29 Jul 2019 12:25 PM PDT |
Making a game prototype for a niche genre (compared with universal genres, such as the FPS)? Posted: 29 Jul 2019 08:22 AM PDT I am sure everyone who has ever visited this forum has played an FPS, RPG, etc. These game genres are so popular that many game engines even include default templates to get started with them. For example, Unreal's First Person blueprint starts with a gun already set up with projectiles ready to fire. However there are some more niche kinds of games out there. For every movie creation game there are probably 100 FPS games. There are more freeware FPS games than there are movie creation games in total. Here are a couple examples:
It is very easy to find tutorials for an FPS game which go step by step but it is harder to find tutorials for say a movie creation game. However my theory is that some of the steps should be easier for niche games. For example if there are only 2 dozen games in a genre, it's way easier to make a unique film maker game than a unique FPS, just because a lot more ground has already been covered with FPS games. On the other hand you have to figure out how to make props, environments, etc. editable by the player, like a builder game. How should someone go about prototyping a more niche genre? I am thinking about doing this:
Any opinions on this process? Thanks [link] [comments] |
Question about Steamworks and Tax. Putting the game online. Posted: 29 Jul 2019 11:08 AM PDT Hi guys; I'm ~halfway through a game I am making on Unity, and I plan to eventually upload it onto Steam, in order to 'motivate' myself, I have paid my upload fee and want to start building the store page. Issue is, I got about half way, and it was mentioning the Tax and that it was an offence to mislead, I'm not a company atm, just a... semi motivated amateur, and I don't want to be on the hook for anything...legally? Is there anything to worry about? Would I start needing to send anything/bookkeeping , or have I overthought this? [link] [comments] |
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