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    Tuesday, July 2, 2019

    The Addictive Cost Of Predatory Videogame Monetization (The Jimquisition)

    The Addictive Cost Of Predatory Videogame Monetization (The Jimquisition)


    The Addictive Cost Of Predatory Videogame Monetization (The Jimquisition)

    Posted: 02 Jul 2019 07:20 AM PDT

    Polished the Hook Tongue Mechanic of my Game ��

    Posted: 01 Jul 2019 12:02 PM PDT

    Share the progress of my game! It is based on RPGmakerMV, all the artwork is made by myself. ;D

    Posted: 02 Jul 2019 04:31 AM PDT

    RRPG - 2nd day in dev, tried to improve the sword slash in the past hours

    Posted: 02 Jul 2019 09:15 AM PDT

    Back to the Future or how we build a Retro-wave game and took top 40 in Steam (Yet).

    Posted: 02 Jul 2019 11:16 AM PDT

    We are a very small group of independent developers and we LOVE making games. It's our passion. And our best project for now is Music Racer - the game about our distant past, race and music.

    https://i.redd.it/3gfzgmtkkx731.jpg

    The idea of Music Racer in retrowave spirit wasn't born in one instant moment, it was slowly rised by that part of our subconscious, which keeps the Retrowave in it.

    Retrowave has that special atmosphere of it because of its massive cultural influence as music, MTV, cars, hopes for the best, and of course the epic movies. Especially Retrowave was massive and distant for us, Russia-based developers. We had this isolation thing, we were howling for cultural difference.

    https://i.redd.it/wm7cf5zakx731.png

    And the game, that was first planned as Racing Spaceship, became Music Racer. Surprisingly, people responded and we've got 5 millions downloads on Android, 40k donwloads on Steam and we took top 40 of Steam.

    Inspired by that, we feel that we can't bring down nostalgic fans of 80s and we are pushing the evolution of our baby further.

    https://i.redd.it/p7h9qiydkx731.jpg

    Basically this game is about racing with rythm of chosen music track from your devices memory or by Youtube search. You choose your retro car, track, song and try to keep up with rythm for accumulating points (tokens).Looking forward to the next post.

    submitted by /u/Zaaki_Racer
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    8 Years ago I got my first job in the Games Industry working in RuneScape Customer Support. Now I'm about to release my very first game to the world on Xbox One, PC and Switch!

    Posted: 02 Jul 2019 12:13 PM PDT

    I'm excited, nervous, and another third feeling that is pretty indescribable!

    TL:DR

    The game is called Must Dash Amigos and is due to launch on Xbox One July 16th! A PC version will follow soon after and a Nintendo Switch launch should hopefully happen before Christmas this year. Like I said in the title, this is the first game I've ever launched and just me and my buddy made it (I mainly code, he mainly does Artwork).

    There's an Xbox One Announcement Trailer on YouTube and you can now wishlist the game on Steam too (I'm not sure if I'm allowed to add links, sorry).

    - - - -

    A more detailed history of my personal journey for anyone that's interested:

    I was actually training to be an Architectural Technician throughout my late teens / early twenties. That went belly up during the recession (2008) here in the UK and my whole office was made redundant before I could finish my studies. Finding another role had been fruitless after months of looking, so I thought screw it, and decided to retrain in something I enjoyed more - which at the time was 3D Modelling (I was really into Architectural Visualisation). This meant going to University for the first time at 26 years of age. Because I had gotten made redundant in September, a lot of courses had already been fully stocked and so my options were pretty limited. I was fortunate enough to be guided towards taking a Computer Gaming & Animation Technology course, because "they do a bit of 3D Modelling in that" - which was good enough for me! I loved gaming too but for some reason had never considered a career in it. Anyway, I was committed to giving it a shot, so I packed up everything and moved down to Cambridge.

    Fast forward about a year and I hadn't done a single minute of 3D Modelling, but I was having a blast at Uni, and I was learning tons about the entire game development cycle. Towards the end of the year I was doing a part-time job at the Uni (late shifts) and just so happened to get chatting to a careers advisor that was supervising one night. She asked me if I'd ever heard of a company called Jagex, that were based in Cambridge - and recommended I check them out. I did just that, and the very next day I emailed them to just let them know who I was, the course I was taking, and whether they could add me to a candidate database for when I finished my studies. They replied quite quickly and told me about a student programme they ran that offers people work experience for a year, and encouraged me to apply. Again, I'm a go-with-the-flow kinda guy, thought "OK then", and put my application in. Apparently they would get upwards of 500 applications to this scheme, so I had low expectations of succeeding. They initially narrowed candidates down via an online assessment, if you made it past that stage you were invited in for a full assessment day (tests, group activities, 1-to-1 interviews, etc), and it was only after that stage they would make their placement offers. I was fortunate enough to get offered a placement (IIRC there was about 20-30 of us in all) so I feel extremely lucky given the amount of competition there was. I spoke to my Uni, who gave me their blessing to take a year out and off I went to work for Jagex in their Player Support department (essentially Customer Service) on RuneScape.

    Jagex was pretty incredible really, and I instantly felt like I had finally found what it was I wanted to do as a career. Skipping ahead a bit, I picked up more responsibilities in my role, taking on Bug Tracking for example, which eventually led to me being offered a role as a Quality Analyst on a permanent contract towards the end of my placement. I decided to accept the offer, and ended my studies prematurely (I felt it was too good of an opportunity to turn down). After spending a couple of years in that role, I then went to work as a Software Test Engineer for Microsoft, working on Forza Horizon 2 - which was just amazing. I had such a great time there, but sadly had to leave that role sooner than anticipated due to personal family issues (I was on 1 year contract but left after 7 months). I did still get my name on the credits though which I'm incredibly chuffed about!

    After a brief hiatus from the industry, I returned again in 2015, back where it all started - at Jagex! I got hired as a Senior Quality Analyst, and after about a year moved into a new role as an Associate Producer. Jagex ran a great scheme called TAPP (Thursday All-day Personal Projects) which meant you could do as you please for the entire day (within reason) every couple of weeks. This was to encourage people to skill up or get creative – which I absolutely loved. It was during this time that I started to mess around with game development, initially in Unreal before moving onto Unity (the Unreal learning curve was too steep for me). Later that year, Jagex held their very first Game Jam for staff, and I convinced my pal that we should work on a game. We'd talked about making games for years (going back to 2012) but never got off our asses to do it. So we came up with an idea, and entered the Game Jam as a two-man team. We were pretty committed too, I think we got maybe 10 hours of sleep each over the space of 4 days, and came out the other side with what we thought was a pretty terrible prototype. Amazingly, during the review day it got quite a lot of positive feedback from our colleagues, and I think someone described it as "having a charm" to it. The prototype was missing so many elements from our vision though, and we really wanted to see it through to the end, so we sought permission from Jagex to continue developing it in our own time - which they kindly agreed to (waiving the IP of the title).

    Fast forward 4+ years, and after countless hours spent during the evenings & weekends, a fair few all-nighters, and showcasing the game at many events, we are almost at the finish line! It's hard to describe the feeling I have right now really….I suppose it's a mixture of relief, exhaustion, pride and vulnerability all rolled into one.

    I have been obsessed with games since the days of being glued to Sensible Soccer on the Amiga at 7 years old, so it feels absolutely amazing to now be releasing my very own game. I wish I had began my gamedev journey at an earlier age to be honest, but I'm not actually sure I would have coped without the fantastic tools and online community that are available these days. Either way, I'm still thrilled with the progress so far and that I've arrived at such a monumental personal milestone.

    Holy smokes, you deserve a high five if you read all of that! Thank you for taking the time to read, I hope it was at least mildly interesting :)

    Ben

    submitted by /u/miniBeast_Ben
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    WBOIT in OpenGL: transparency without sorting

    Posted: 02 Jul 2019 08:20 AM PDT

    Starting to add ambient animations with some little creatures moving around in our town!

    Posted: 01 Jul 2019 07:12 PM PDT

    About two years ago I left 13 years of AAA work to become a solo dev. I wanted to share my reasoning.

    Posted: 02 Jul 2019 07:51 AM PDT

    Hi, I searching for tips to make a good monster fighting x visual novel game. Actually I'm not even sure I know what I'm talking about.

    Posted: 02 Jul 2019 10:02 AM PDT

    Hi again,

    Recently I find a fanfic crossovering two show I like, then I've heard of the original version of said fanfic being written on a forum as a choose your adventure kind of story. So I though "I'm trying to start creating games as a developper/programmer, but story telling and everything isn't my best. So what if I try to make something with this fanfic". Beforehand, I've looked if anyone tried to make something like that out of the same fanfic, but it seems not to be the case.

    But before working on a prototype and sending it to the original author for approval, I still have to come up with the gameplay. Since a simple visual novel is boring at time and the story does involve lots of monster fighting, how could I combine those?

    I'm not looking to make an RPG (turn-based or anything), but an actual VN, but how can I add monster fighting in a VN ?

    Do anyone has a suggestion ?

    submitted by /u/Forummer0-3-8
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    Paradox Interactive: "The 70/30 revenue split is outrageous"

    Posted: 01 Jul 2019 08:18 PM PDT

    I got sick of everyone using square grids for their strategy games so I made a web app to easily generate and abstract almost any regular polygon grid into a square grid

    Posted: 02 Jul 2019 11:56 AM PDT

    Here's the link to the tool. I may change where it's hosted and I'll update this post with the new link if I do, but for now git pages is fine.

    The idea behind this project is the observation that any regular polygon grid tends to form a repeated pattern in both directions, meaning by chunking tiles together you can treat it the same way as a normal square grid. The tool does all the annoying trig for you and puts the results into a dictionary you can copy and use for your own games. I found it to be a vast improvement over traditional solutions for hex grids, and allows for all sorts of exotic layouts. I hope this will encourage people to be a bit more creative with their games, and inspire people to make some neat stuff by removing the hassles of dealing with complicated grid layouts.

    In the future I'd like to add pentagonal and other irregular polygon grids. The underlying chunk based approach works for those, however easily calculating tile position and rotation does not and would need to be hand calculated, in addition to me having to write several wrappers. I threw most of this together in about 3 weeks of on and off work and wanted it out the door ASAP so I could move on to other projects, so it's not as polished as it could be and a little hacky under the hood, but it does what it needed to.

    If you have any questions, or want me to add a certain grid as a pregenerated button, feel free to ask, though I'd prefer you send me the inputs for it.

    submitted by /u/Programmers_Delight
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    UE4 Raytrace Archviz Interior Tutorial | Realtime GI, Reflection, Shadow | no bake | RTX 2080 ti

    Posted: 02 Jul 2019 09:43 AM PDT

    What makes a horror game good and bad?

    Posted: 02 Jul 2019 07:51 AM PDT

    As a future game developer, and as a big fan of horror games, i was wondering what really makes a horror game good? And what makes it bad?

    submitted by /u/texel7
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    What's a good format to store Level Data?

    Posted: 02 Jul 2019 11:05 AM PDT

    I'm creating a 2D platformer in Java, and it's relatively simple, only as complicated as the original Super Mario Bros. I wanted to make a separate program first that will act as a level editor so I can have fun making levels in my own easy to use editor rather than hardcoding levels. Now the wall I've hit is that I'm unsure what format to use in order to save levels.

    Initially, I was considering using a simple text file so the level editor will translate the blocks I place into their corresponding ID's on the text sheet (solid blocks have an ID of 1, Lava has an ID of 2, power blocks 3, etc) But this might get a little hectic if I start creating a lot of levels.

    Is there a better (but still fairly simple!) way to store levels? I don't want to delve into binary, since this is gonna be a fairly simple project I'm looking to finish in a week so I don't want to do anything too complex.

    Also, as an additional question, how do developers avoid players changing data in their levels? I assume there's always a way to edit level data and all high-quality games do is just make it difficult, but what are common ways to save levels in games such as Minecraft or the original Mario bros? Thanks!

    submitted by /u/ItsChrate
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    Teaching VR

    Posted: 02 Jul 2019 10:25 AM PDT

    Hi everyone!

    This coming Fall I will be my first VR course as a professor and I wanted to reach out to you all for recommendations of books, videos, web series, etc that pertain to 'learning' VR and VR essentials. I have a really good idea of how to teach game design and interaction essentials and have worked in VR but teaching is a whole other ball game. Thank you for any help and guidance!

    submitted by /u/phazero
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    When you realize how much work writing dialogue an be...

    Posted: 01 Jul 2019 05:57 PM PDT

    Best Engine for Porting?

    Posted: 02 Jul 2019 09:49 AM PDT

    Hi! I'm currently working on a 2.5D game of sorts (think Pokémon: Soul Silver and Octopath Traveler) and am interested in working on porting to consoles as I work, without a publisher. Does anyone have any suggestions for engines that would make the process easier? I have basic experience in programming, but I haven't decided on or learned any engine yet. Any advice is helpful!

    submitted by /u/ronathon3364
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    Diving into the world of game design.

    Posted: 02 Jul 2019 07:36 AM PDT

    I am a 24 yr/o women. I was thinking of going back to school for game design. Is it too late?

    submitted by /u/Itsdigitbug
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    How to become known?

    Posted: 02 Jul 2019 12:11 PM PDT

    Hi guys, I've "just" started making games and I made the Facebook and Instagram profile of the "studio" (later I'll make the YouTube one). The problem is that I don't know how to become known, how to gain followers (possibly without spamming everywhere) and stuff like that. Can someone suggest me what to do?

    submitted by /u/iknowdawae101
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    Asset pack for 1$

    Posted: 02 Jul 2019 11:59 AM PDT

    I just released my asset pack with 40+ assets for 1$: https://jeikobu.itch.io/cartoonassets

    submitted by /u/Jeikobuu
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    Does anyone have an advice for an aspiring developer?

    Posted: 02 Jul 2019 11:52 AM PDT

    I really want to get into game development, and I'm genuinely interested in video games and development, though I've got virtually no experience developing games. Anyone got any advice?

    submitted by /u/vootamon
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    Game Development Question

    Posted: 02 Jul 2019 11:50 AM PDT

    Hi Guys,

    I'm looking to gather some info on game development. (1) What's the length of a game development cycle like or how long does it typically take from start to finish? (2) What are common sales figures with a 12 month period for a new game after it's complete and published to a store page? If anyone could lend me some answers I would be greatly appreciative (even if it's a redirect to a helpful article or source). Thanks in advance.

    P.S. If it matters, I was thinking of an indie game of good quality that would theoretically gain hype and sell well.

    Dubois, Pepi

    submitted by /u/Feenx_sama
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    I added a parallax background to my game. How does it look?

    Posted: 01 Jul 2019 05:49 PM PDT

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