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    Thursday, August 15, 2019

    Gamedevclassifieds success story: I did not quit my job at all, and this didn't take 15 years! FlowScape, a magnificent 3D Bob Ross-esque tool, is available on Steam. I helped with the data systems, bug fixes and overall feature implementation.

    Gamedevclassifieds success story: I did not quit my job at all, and this didn't take 15 years! FlowScape, a magnificent 3D Bob Ross-esque tool, is available on Steam. I helped with the data systems, bug fixes and overall feature implementation.


    Gamedevclassifieds success story: I did not quit my job at all, and this didn't take 15 years! FlowScape, a magnificent 3D Bob Ross-esque tool, is available on Steam. I helped with the data systems, bug fixes and overall feature implementation.

    Posted: 15 Aug 2019 05:26 AM PDT

    Experience and Numbers as an Indie Contracting an Artist

    Posted: 15 Aug 2019 03:05 AM PDT

    Hey all,

     
    I just hired an artist last week and thought you all might be able to learn from my mistakes and successes. These are just my opinions, so take them with a grain of salt.

     
    Quick Facts

    Posted Listings (all free): r/GameDevClassifieds, DeviantArt, Polycount, UnrealSlackers

    Listed Posted: 2 Days

    Applications Received: 50 Applications, 12 were satisfactory

    Avg Price Per Satisfactory Splash: $240 ($375 without outliers removed, $100 min, $1500+ max)

    Listing: HERE

     
    On Price

    Generally as artists get better they realize it and charge more as you can see HERE. But note that there are plenty of great artists with a specific style that are surprisingly affordable. I think the increase you see at 7 is due to a lot of smaller studios applying for the job that were charging higher rates. Only about 10% didn't list a price, so asking for a bid I think is the right way to go if you are unsure what a fair price is.

     
    On Listing

    Letting people apply via discord or email got a bit messy with gathering data and comparing artists quickly. If I did it again I'd use a google form. Almost every artist could start immediately so that was a wasted question. The amount of detail in the listing seemed to be perfect from my POV, most artist appeared to have read it (brief enough) but did not need to ask further questions (detailed enough). Doing this work before hiring instead of after, saved both parties a lot of headaches I think. I got 27 Applicants from DeviantArt which surprised me and it did not seem like location had an impact on quality which surprised me as well (I expected better quality from Polycount than DeviantArt due to how professional each site looked).

     
    On Process

    I immediately got back to people so they knew what to expect, 48 hours of keeping the applications open after I found a handful I like, then a week after that to make a decision. After I started getting the first drafts back from the hire and knew I wouldn't need to start going down the list I let everyone know the position had been filled. From my past jobs I've declined 100s if not thousands of candidates so I'm used to it but it's never easy. Note that you're showing them respect by letting them know instead of wondering. On top of that they may be hires in the future and most certainly have artist friends, so I recommend giving this dignity even if you don't want to do it.

     
    Tips for Developers

    Lay out expectations as clearly and concisely as possible.

    Linking to a single place like a GDoc was useful in case you need to post updates

    Don't be afraid to ask for bids to figure out what the market will offer

     
    Tips for Artists

    When applying for a contract, simple is best. Maybe a sentence about how cool X is in the Game and then the info asked for. A two paragraph piece on your preferred payment methods and milestones is not needed at this point if its not asked for.

    If you want to spend extra time, highlighting which pieces of your best match their request can ensure they don't miss it. I almost missed out on some awesome art by one person because I didn't realize the site was organized into folders.

    Make sure your email works. 4 people had the email bounce back on me believe it or not.

     
    Happy to try to answer any questions in the comments. Got any other tips for people looking for artists?

    submitted by /u/StBlueFire
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    100+ Totally Free Music Tracks CCBY License

    Posted: 15 Aug 2019 09:53 AM PDT

    Game Design: Yahtzee opened my mind that games of pure chance can have a huge player skill component

    Posted: 15 Aug 2019 11:23 AM PDT

    All my life I've always had a strong preference for games that have a very strong skill component. Perhaps it's from my very analytical background - 10 years of software engineering in the video game industry working on AAA titles will do that. Ten years of "in the box" thinking. I've always dismissed games of pure chance like monopoly. After all, isn't it up to the dice? The optimal strategy under the official monopoly rules is to buy every property you land on - even if you have to mortgage properties - and build 4 houses, never hotels, causing a housing shortage and locking up the board. No decisions, just brain dead rolling the dice. The most random game I enjoy is poker as player skill invisibly is a gigantic factor. I'm on vacation with my boyfriend and his family. Their favorite game they love to play every night is Yahtzee. Playing it with them over the week has completely changed my viewpoint on games of pure chance.

    Yahtzee appears to be a simple game. You roll five dice up to three times making "poker" hands with the dice - 3 of a kind, 4 of a kind, 5 of a kind (a Yahtzee), full house, small and large straights, adding up all dice with particular faces (making up the top), and a "chance" roll of adding up all the die faces. You have 13 rounds. Each of the thirteen scoring categories has different points (small straight 30, a large 40, etc.) and bonuses - such as getting 35 extra points for "making your top" and 100 bonus points for the second and additional Yahtzees.

    On the surface Yahtzee seems simple. Video poker fans will realize Yahtzee is very similar. There is an optimal strategy on what "hands" or dice to hold and which ones to reroll. Yahtzee is more complex in that it's like playing video poker with an ever changing pay table. It's like playing 13 fully shuffled hands in one game of video poker and if you hit any full house you won't get paid again for full houses until those 13 hands are over. Five of a kind being the exception where if you're on a hot streak the additional ones are worth even more. At the end of the day though a changing pay table is still computable and there is still a 100% definitive "optimal" play if you want the highest average score in the long run.

    The key component with Yahtzee is it's a group and iterative game. Fully understanding that is where strategy and player skill come in even though Yahtzee is a game fully left to chance. If your goal is to win the current game you're playing in then strategy is a lot more dynamic and nuanced, influenced by the actions of the other players despite being unable to affect the other players' game states.

    If you're going for an optimal average score you're probably not going to win any game of Yahtzee. This was the key point I've overlooked my entire life of gaming. According to Wikipedia there is a 66.26% chance of a zero score on Yahtzee following the optimal strategy. If you have five players in a game then there is roughly an 87.4% chance that someone is going to be scoring an Yahtzee. (1-(.66)5 = 87.4%). With how far a single Yahtzee sets one player ahead this mere fact with the number of players involved means the strategy to win that particular game may be different. Two player games sure going for the highest average score is probably the best strategy. 8 player games? Maybe an "all Yahtzee" high volatility strategy is your only ticket to obliterating the group. It's almost certain someone is going to get an Yahtzee that game. Later in the game if everyone is doing poorly then going for a highest average score is probably the best move. A winning player has to be adaptive when playing Yahtzee.

    I didn't realize it at first but Yahtzee has a lot of player skill poker like elements. If you can influence your players to make mistakes then you can jump ahead massively. For instance, on the first roll of a new game if a player gets 11166 optimal strategy calls for keeping the pair of sixes and rerolling the 1s and and not keeping the full house. You can put your player skill of charisma and deception and suggest to another player "Nice! You just made your ones! Are you going to go for Yahtzee now?". Or alternatively - "A full house on the first roll? That's lucky! Better take it now before your luck runs out." I've found that there is massive deception potential in Yahtzee I never considered! Yahtzee is chock full of opportunities to influence others - "maybe you should take your zero on Yahtzee as you'll probably not get it" or "15 is a good chance score - it's better than taking that zero on your 1's", etc.

    Yahtzee has opened my mind to games of pure chance actually having a ton of hidden player skill. This past week being on vacation I went from dreading playing a "brainless" game of chance to really throughly enjoying it and having my mind be completely open. As I've dived deep into thinking about Yahtzee I've noticed my relative rank in games has been getting better and better.

    When it comes to game design and development I'm looking at games of chance in a new light and with new inspiration. I won't be so quick to dismiss games of chance in the future.

    submitted by /u/IncendiaryGames
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    Australian video game start-ups.

    Posted: 15 Aug 2019 08:28 AM PDT

    Hi, I recently posted about a game I was planning to make on r/roguelikes and got a good response for a text-only post. I have since on-boarded two contributors, Mark, a talented animator and artist, and The Bard (https://www.youtube.com/user/BardicBroadcasts), a YouTuber and writer to help with PR, game design and writing. While we are sticking with the original plan to make a 1st-person, grid-based, rogue-like with competitive elements we are overhauling the original design to incorporate the wisdom of the entire team.

    I have been setting up the business side of things and have found that there is a significant lack of information about the legal and tax implications, particularly from an Australian point of view, and next to no government assistance available. I still want to make the game, but I have something a bit different in mind now for the business in the long term.

    I want to make hypotheses and a collection of guidelines for how to start off as a video game start-up in Australia (e.g. targeting niche markets with a clearly identifiable usage gap), how to confirm that there is actually a market for your product, and how to effectively promote a title. I plan to develop my game against this philosophy, release it, and then perform a detailed postmortem analysis of it's commercial performance, or lack thereof. The information I collect will go into a guide to operating a video game business from Australia, and perhaps form the basis for a future consulting capacity.

    The ultimate aim would be to use part of the revenue generated from our first product to make revenue equity investments in Australian video game start-ups that demonstrate a willingness to apply the model we develop. In this way, we might be able to assist Australian developers to compete in the global video game market, and increase the amount of talent available to local businesses, all the while continuing to grow our own company.

    I'm posting on the off chance someone with influence in the Australian industry will see this and was interested in collaborating with our business. This might take the form of industry partnership, mentorship, or even financial assistance to help us get the project off the ground. But I'd love to hear the thoughts of anyone else who happens to be interested, or just wants to make contact.

    The original post about the game was made here:

    https://www.reddit.com/r/roguelikes/comments/clple5/roguelike_firstperson_dungeon_crawler_mashup_with/

    Best regards!

    submitted by /u/rogueascensiondev
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    Help understanding screen-tearing

    Posted: 14 Aug 2019 11:08 PM PDT

    Hello! I'm currently working on a game using Java, LWJGL and OpenGL, but my question is more general than that even. When I run my game with v-sync disabled, I experience screen tearing, and although v-sync solves the problem, I see other games 1) capable of running without v-sync and without screen-tearing. In this case, I believe an implementation of a frame cap chosen by the player can work, but 2) these same games can run with uncapped frame-rates and still not have screen tearing (at the very least, not often enough to bother a player). In my project, screen tearing is something that always happens when v-sync is disabled.

    I've read about the causes of screen tearing, and I think I understand why it happens, but what solution(s) exist beyond using v-sync or some other frame cap? How can a game run at whatever FPS the computer is capable of spitting out without there being screen-tearing?

    submitted by /u/Shift_Underscore
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    What shall we do with the RTS Genre?

    Posted: 15 Aug 2019 05:10 AM PDT

    Hey fellow Game Developers and Friends!
    We thought about something and it doesn't let us sleep very well.
    With all these throw-assets-together RTS Games released on Steam and other Platforms, plus the current state the RTS Genre is in, what do you think is needed to breathe a bit of life into the Genre? What would you expect of such a new RTS Game?

    We want to be part of the Discussion and know what you are thinking about this or if you're working on a "solution" to this "problem".

    submitted by /u/TinyStateGames
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    We just added a new kind of Mist. It is REALLY dense, we like it. Any thoughts?

    Posted: 15 Aug 2019 11:21 AM PDT

    lets hypothesize, what would you need to make a modern, non-magic, non-scifi, maybe exaggerate stuff, type of RPG?

    Posted: 15 Aug 2019 03:07 AM PDT

    where would you set it?

    Modern would mean 0-100 years ago.

    what aspects would you focus on?

    i'm not making an RPG. I couldn't make one anyways.

    and in this hypothetical, budget could be $10k - $100m.

    submitted by /u/rreighe2
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    UE4 - Midnight Escape (Short Film)

    Posted: 15 Aug 2019 10:29 AM PDT

    Should I make Low-Poly models or High poly?

    Posted: 15 Aug 2019 08:33 AM PDT

    Hello, I have made simple 2d games like pong and super Mario clones but I want to go 3d. I use Blender. I am currently not good in modelling so at start should I try with low poly or High poly? Or tell me about each others PROS AND CONS. Thanks in advance

    submitted by /u/Joyjan1234567
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    3D Modeling - Working on hard Surface Model for an Indie Game

    Posted: 15 Aug 2019 09:46 AM PDT

    How do you make sure, you make a game that sells?

    Posted: 15 Aug 2019 06:52 AM PDT

    Like you I am a game developer myself. I have created 2 games, Ellen (2D Pixel Art Horror Game) and Deer Man - Storytelling Experience In VR.

    I'd like to ask fellow devs, How do you make sure you are making something that people will like to buy and play your game?

    What is the most important part of the game to you: Is it the story, mechanics, marketing, audience, interaction. Maybe a combination?

    Share your thoughts...

    submitted by /u/makeindies
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    Composing

    Posted: 15 Aug 2019 09:25 AM PDT

    Hi all! I would like to start making music for games. I'm a guitar player with a bit of experience in composing and recording with Ableton and Mixcraft. Otherwise I don't know anything about making music for games, except for the book 'a composer's guide to game music' by winifred Phillips, which I've just finished. Are there any other must read out there?

    For me, the first thing to do for now seems to make demo's. I was wondering if it is possible to delete the music for a certain game and implement my own, for the sake of practice? Phillips talks about Wwise, FMOD and XACT. Can these programs do this? And does someone have experience with these programs? I don't know which one I should use... Can I make integrated music such as layered music without having a game to try it with? For the other composer's, how did you guys start?

    I would very much like to here your thoughts on all this!

    Thank you!

    P.s. I'm new on reddit so I don't know if this fits in this subreddit

    submitted by /u/Klnl_Klsl
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    App not a game

    Posted: 15 Aug 2019 11:29 AM PDT

    I am interested in developing an App for the PlayStation that would be in the same category to allow streaming such as twitch, youtube, Dailymotion, etc... I am not sure if this is an app or a built-in function of the PlayStation and if it is can another service be added? I have been looking for days about this but have not been fruitful in my search to figure out how this would be managed.

    submitted by /u/f3rr311
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    What are modern integrated GPUs capable of?

    Posted: 15 Aug 2019 11:17 AM PDT

    Hi!

    So, I like to do game dev for fun. Mostly lower level OpenGL stuff. Of course, as a one man hobby show I generally keep games simple and 2D. But I technically do have the know how to give my GPU a good beating.

    I'm currently looking for a new laptop and right now both my PC and my laptop have an Nvidia GPU. So I never had to worry whether or not what I'm doing is even in the ballpark of what my hardware can do.

    Proper GPUs in notebooks are expensive. I don't play that many games anymore but I do like some programming in the couch when my fiancee watches a show or something. It's kinda how we compromised on how we want to spend our evenings. I'm on the couch with her but on my laptop.

    So right now I'm questioning if I even need a proper GPU in my laptop. But I have a hard time figuring out what I could still do as a "couch project" with the integrated GPU.

    I do know that the Intel GPU in my current laptop supports pretty much all of OpenGL. But when will it give up? I assume everything I could possibly do in 2D will run at 60 FPS, right? What about 3D? What games could I potentially play on 60 FPS with kinda okay-ish graphics (not because I want to play them but because it's easier as a reference than certain GPU features or certain techniques like illumination models)?

    I assume some of you professionals might have thought about this already or did some experiments with your own games.

    Thanks for your time!

    submitted by /u/Asyx
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    How to create water flowing through the pipes?

    Posted: 14 Aug 2019 11:42 PM PDT

    I need to create a game like WaterPipes/Plumber(see below) on Unity. In these games water flowing through the pipes and reaches some container. In some game a frame-by-frame animation used for water flowing through the pipes. I do not like this approach and I'm asking how can I create this water flowing without frame-by-frame animation on Uinty?

    Check this games

    https://www.youtube.com/watch?v=NLUZncPJ6JU

    https://i.redd.it/jqlmol666kg31.png

    https://i.redd.it/k7la2m666kg31.jpg

    submitted by /u/YodaGrandMaster
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    I want to create a simple text adventure game but don't know what to base it on. Does anyone have any good ideas?

    Posted: 15 Aug 2019 09:16 AM PDT

    Getting started in GameDev

    Posted: 15 Aug 2019 09:02 AM PDT

    Hi all

    English is not my primary language so I am sorry in advance if the text below seems to written by an idiot.

    Well, the reason why I'm writing this is written in the title. I am an absolute beginner in coding and game dev in particular. I recently did a few of FrontEnd like JS+html+css but I got bored with it. Also, I know basics of Python (I doubt whether reading A Bite Of Python gave me at least a bit of so-called "basics") but I am sure I don't conform requirements needed for game dev. I will be glad if you don't hesitate to give me a detailed list of knowledge I must obtain to enter game dev and relevant books (learning programming through guides in YouTube and online courses sucks).

    Thanks for your attention.

    submitted by /u/Mahpela
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    Steam's 'Follower' counts - hidden in plain sight.

    Posted: 14 Aug 2019 07:55 PM PDT

    Recommendations for c++ game dev resources

    Posted: 15 Aug 2019 08:45 AM PDT

    I'm a life scientist that is going to be starting a CS masters in the fall (taking some prereqs). I have been working through a c++ game dev book that taught me the basics of the language and how to make simple text based games. I'm nearing the end but there is no explanation on the next steps to learning how to make more complex games. What are some good resources to learn specifics of c++ game development such as: adding a GUI/art/sound, appropriate structure of game code, etc. I don't want to be a full time game dev in the future, this is just for fun/educational.

    submitted by /u/cytotech1
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    Is anyone familiar with URHO3D?

    Posted: 15 Aug 2019 08:36 AM PDT

    In my quest to find a framework i like, for migrating my java/libgdx game to so that i can finish it, I've been looking at urho3D. From what I can see, it looks like one to add to the final list but, I'm wondering if anyone knows of a good project setup utility, or a ready-to-go 2D project template? With LibGDX you just run the setup utility and off you go. All of the other frameworks I've looked at so far are more fiddly to set up.

    Monogame isn't too bad to set up via Visual Studio, but it looks like you still have to do some manual config before you can get going. I just want to quickly set up a project and get coding, which is how I'm used to working (One of the good points about Engines like Unity etc).

    submitted by /u/biffbaff64
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    80 LV Publication - Modular Blockout, Vertex Paint, Decals

    Posted: 15 Aug 2019 08:09 AM PDT

    Publisher wants to censor fart noises in a trailer. Are they right?

    Posted: 15 Aug 2019 07:55 AM PDT

    Soon we are going to send a press release and trailer for our upcoming game. The publisher wants to send a censored version for the trailer - with fart noises obscured(not even in a funny way). Our game has a super cheesy setting: flying naked trough space station to save cows with a toilet plunger as a weapon. Upon many requests and our derailed sense of humor, dashing has the farting sound. It fits the overall theme and rest of the sound design. Since the introduction, we had only positive responses.

    You wouldn't blip out burping in Rick&Morty trailer. Or vomiting in Eggggg. Are they trying to be politically correct too much?

    Here's how it sounds in normal gameplay https://www.youtube.com/watch?v=eBUJLClrISQ so as you can see it's integral.

    submitted by /u/dx0ne
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