I quit my job today to make video games full time |
- I quit my job today to make video games full time
- GameDevs who make your own music- how did you get started?
- Important tips from somebody who recently released a year long project onto Steam Early Access!
- My quest for fun tactical spellcasting combat - a game design post-mortem (or, how I started making a roguelike and ended up with a match-3 puzzle)
- DOOM: The GameDev Challenge
- First Ever New Game Developers Game Jam!!
- I'm a video games marketer, and I've decided to start sharing my know-how. I've made a tutorial video - Video Games Marketing 101: Launching Your Game
- Inverse Kinematics and Continuous Collision Response in Typescript + WebGL
- What is your opinion on Indie Game Marketing Companies?
- Do you need to be a programmer to get into Game Dev?
- Killing the Walk Monster - Casey Muratori
- Should a vertical slice be single player or co-op if you have both in your game?
- What are the pros/cons of handpainting normal maps vs generating them for 2d art?
- Looking for ressources to learn HLSL
- How To Create RPG Systems - Part 10 - Vendor Data On UI
- My friend made some cool music! If interested hmu
- Here's how I made the custom built AI for my chess variant sandbox game.
- How developers and composers find each other
- Clothing/Armor animation method
- Is it worth it to sell your game through Steam?
- Question regarding possibility of virtual ecology in online game.
- Help creating a 3D illusion with 2D Tiles.
- Converting from full time dev to part time dev
- Story-based game - how to develop compelling puzzles/steps?
I quit my job today to make video games full time Posted: 12 Aug 2019 05:11 AM PDT |
GameDevs who make your own music- how did you get started? Posted: 12 Aug 2019 02:07 AM PDT I have always done art and simple stages of game development since I was young. I, however, never learned how to make any kind of music! I always really wanted to learn how to, at least, make simple music or loops I could use for my games. I felt like with art this was so easy, with digital art I could just open the program and start drawing, then learn more later. With music; I've watched tutorials for hours, gotten confused about terminology a million times; and ended giving up on 4 different kinds of music-making software, simply because I couldn't figure out how to make them do.... anything! Looking up art tutorials was so much easier as well. So GameDevs who make your own music: How on earth did you get started?! Do you have any software you recommend? Tutorials? EDIT: I didn't expect so many helpful replies! I'll be writing replies ASAP. Thank you all for the helpful advice, tips and tricks! There are so many recommendations and advice for beginners like me. I hope other people will find this helpful as well. Thank you so much! [link] [comments] |
Important tips from somebody who recently released a year long project onto Steam Early Access! Posted: 12 Aug 2019 10:11 AM PDT Hey r/gamedev! During the past year and half I've worked on a game and it has now just released on steam early access. I wanted to give a list of broad gamedev tips for anyone making games! 1. The first idea ain't always the best idea/Don't start on large projects when you're new In my game, weapon objects don't work the way you think they would. As in, you don't pickup a weapon object and then have it during the game. Instead, you have one weapon object the whole game, but its variables change whenever you "pickup," a new weapon. This has lead to TONS of frustration during the project, but I've had to leave it in because I would have to change a ton of scripts and systems to fix it. The reason this is in the game at all is because I started the project when I was relatively new to gamemaker and games coding, this was the first idea I came up with for the weapons system, and it stuck. If you think a project will take awhile and you're new, do some smaller ones first and learn so you don't also make these mistakes. And even for veterans, this is another reminder to think of alternatives to the first ideas you come up with for systems. 2. Polish + game feel make the world go round You've probably heard of this tip a million times, but its worth saying a million times more. Polish takes you FARRRRR, especially for action games. It was Jan William Nijman who told to world to "just fill your game with love and tiny details." Every particle effect, sound effect, animation, screenshake, shader, tween, and explosion makes your game feel and play a lot better. 3. Game developers are a helpful, validation deprived bunch Every game developer could go on and on about all the tips and tricks they've used in their games, and almost every game developer doesn't have a proper non-internet outlet to say all their ideas. If you reach out to basically any game developer who isn't literally Shigeru Miyamoto, they would love to tell you anything and everything they know. Twitter is a beautiful helpful place, if you have questions for any individual developer, they want you to ask them. What got me started in sound design was reaching out to Joonas Turner, creator of Torment X Punisher and sound designer for other various indie games, and asking him about tips for gun sounds. He responded, and his advice helped get me in the sound artist mindset during the project and that allowed me to create the game that you can play today. 4. If you're putting your game on steam, start the steam process EARLY I swear every step for getting the game on steam took longer than I thought. First, if you have the resources to, you want to make an LLC to prevent legal troubles. That takes a month or two by itself, and during that time you also will have to make a company bank account. Then you have to wait for all the contract and tax details to be processed on steam's end once you fill those out. Then you gotta do all the artwork and stuff for your store page if you haven't already. Finally, you have to submit your game build, which might take a week or more if it isn't accepted the first time. Overall, I would expect 3 months for the whole process, its more likely to be 2 or so, but plan for three just in case. If you already have an LLC or don't plan on making one, expect about a month. Heres a link to the game for anyone interested! Its completely free. https://store.steampowered.com/app/1116860/The_Gun_Knight/ Thanks for reading, and good luck with your gamedev adventures! [link] [comments] |
Posted: 12 Aug 2019 05:24 AM PDT |
Posted: 12 Aug 2019 09:58 AM PDT |
First Ever New Game Developers Game Jam!! Posted: 12 Aug 2019 12:39 PM PDT Hey Reddit! Welcome to the first ever NGD Game Jam held from the 25th of August to the 1st of September. It will start 12pm GMT and end at 12pm GMT. This game jam was originally a event for the New Game Developers Discord Server but has now expanded to Itch.io and, as the name suggests, its aimed at beginners and inexperienced game developers who want to expand their knowledge of the games industry. You can find the rules within the jam on Itch.io and just as a disclaimer, you can use any engine or just write it in pure code. I hope to see your submissions!! https://itch.io/jam/ngd-game-jam [link] [comments] |
Posted: 12 Aug 2019 09:11 AM PDT |
Inverse Kinematics and Continuous Collision Response in Typescript + WebGL Posted: 12 Aug 2019 05:10 AM PDT |
What is your opinion on Indie Game Marketing Companies? Posted: 12 Aug 2019 04:38 AM PDT Hi fellow game devs, I want to come right to the point, would you hire a marketing and pr firm for your indie game studio ans why? If yes, what would you expect? I am a passionate hobby game developer but my main occupation is marketing and I wanted to know if their is a way i can combine those two passions of mine. I would be really grateful if you guys could let me know what you think about that and what your expectations would be in case you'd hire a firm. Thank you [link] [comments] |
Do you need to be a programmer to get into Game Dev? Posted: 12 Aug 2019 11:34 AM PDT So I've always wanted to make video games. But I've never been the type to do the Programming part of a game. I've always been interested in creating characters and story development and level design, really creating the world of a game and ideas & mechanics. Is it possible for someone like me to make it in this industry or am I dead in the water unless I learn programming and become more self sufficient? [link] [comments] |
Killing the Walk Monster - Casey Muratori Posted: 12 Aug 2019 09:08 AM PDT |
Should a vertical slice be single player or co-op if you have both in your game? Posted: 12 Aug 2019 08:55 AM PDT I've not made a vertical slice before and was looking for an answer to this and any other tips you may have <3 [link] [comments] |
What are the pros/cons of handpainting normal maps vs generating them for 2d art? Posted: 12 Aug 2019 11:04 AM PDT ^ All in this post. Trying to decide which route to go for my assets. [link] [comments] |
Looking for ressources to learn HLSL Posted: 12 Aug 2019 08:22 AM PDT Good morning everyone, I've been experimenting with Monogame for while and I've been wanting to experiment with 2D HLSL shaders for a while. But everytime I make some research, it seems there aren't a lot of ressources, documentation and examples for a beginner (especially for monogame), and when I find some it's mostly some basic stuff, but nothing to learn from the bases to the more advanced stuff, all I can find is for GLSL. Of course I know about RB Whitaker's Wiki because of all the Monogame ressources, but that's pretty much it. (And the MSDN docs pretty much lists the available functions and semantics but that's it) So I was wondering if any of you had good websites or books to help me fully understand HLSL ? Thank you and have a nice day. [link] [comments] |
How To Create RPG Systems - Part 10 - Vendor Data On UI Posted: 12 Aug 2019 10:13 AM PDT |
My friend made some cool music! If interested hmu Posted: 12 Aug 2019 09:33 AM PDT |
Here's how I made the custom built AI for my chess variant sandbox game. Posted: 12 Aug 2019 07:08 AM PDT |
How developers and composers find each other Posted: 12 Aug 2019 08:56 AM PDT As part of a sort of informal "research" project, I would love to hear from this community about how they have gone about finding composers to work with. As far as I can tell, there are five possibilities, though I'm probably missing some. As a composer, I've only had success with the first option, but I would love to hear your personal experiences, either as the developer or the composer.
[link] [comments] |
Clothing/Armor animation method Posted: 12 Aug 2019 12:24 PM PDT I've posted this question to Unity2D yesterday as well, but I was hoping to get insight here since I haven't got an answer. I'm using the latest version of unity (2019.2.0f1). I apologize if this isn't appropriate for the sub. I'm new to unity and I've started working on a project. I've made sprite sheets for 3 clothing sets ( with 2 variations for male and female characters ) and I've been working on animating them on top of the player sprite. There are 4 animations for moving and 4 idle animations. The player sprite itself is divided into parts: head, body, arms, hair, and eyes. My method so far has just been adding the body and arms as properties for the armor animation and it looks good(ish) but I'm worried about efficiency. So far I've been using layers on the animator with each clothing set as it's own additive layer and every update it runs through all the clothing layers, setting only one weight to 1 and the rest to 0. It's running fine now, it's only 3 sets after all but my end goal was 15 (and possibly more eventually) and this method doesn't seem to scale well (the animation drop down menu is already very long! Plus if I want any set to be used for any future animations, that's even more) but I don't know enough about unity to be sure it will affect performance that much. I wanted to know if there's an obvious solution I'm not thinking of or a different method. I don't see a way around making all 240 clothing animations needed of course, but should I not be attaching them to the player object directly? Before I looked into animators and blend trees, I was just cycling through the sprite sheets (clothing was divided on two sheets: male and female) and finding what to render that way. All the sprites were labelled like "<gender><number representing direction><number representing step in animation>". It seemed more inefficient at the time, but now I'm curious if that was the way to go with my goal. I'd appreciate any advice on the matter, or any place to research more! I've watched a few youtube tutorials but all the ones I've seen had no armor to equip/only one set that changes color. Thank you for your time/insight. [link] [comments] |
Is it worth it to sell your game through Steam? Posted: 12 Aug 2019 12:22 PM PDT Forgive me if it's a silly question... I'm building a browser game (and I intend to convert into a native desktop application to offer that as an alternative). From what I understand, the value of Steam is that it takes care of stuff like...
I don't mind building this myself since I'm a web developer anyways. So, in my case, I don't really see the added value of Steam. Especially given that they take a 30% cut of sales. Am I wrong? What am I missing? Thank you :-) [link] [comments] |
Question regarding possibility of virtual ecology in online game. Posted: 12 Aug 2019 12:14 PM PDT Hello, I have very little game development experience but i've been coming up with ideas for games for a long time and would like to give it a shot some day. I was a huge fan of Ultima Online in the late 90's, early 2000's. UO launched with a virtual ecology which for an MMO that came out in 1997 is almost unbelievable. It didn't work out, but that's a different story. My ideal game is something like UO with a virtual ecology and a real player run economy that is inextricably tied to the ecological sources in the world. A virtual ecology on a multiplayer game I would imagine is extremely network intensive which is multiplied for every player that joins. Here's my question: How feasible would it be to have a separate computer/processor/thread doing all of the ecology calculations and then only sending the necessary info to the players clients? I.e. COULD you have a complex virtual ecology within a game that also has real time combat/action on a persistent online server that hosts say 60+ people? I am thinking of something like this: Ecology sim is constantly running the simulation. Say a rabbit is born and roams around eats some grass and is eaten by a wolf without any players nearby, ideally none of that info will make it to the server. When a player's network bubble reaches the zone their client sends out a packet to the eco sim server requesting an update. The eco sim then updates the players client with current information as to the current ecological state of the area (rabbit carcass at x/y, wolf with x calories in it's stomach, etc). Let's say the player then hunts the wolf down and kills it. Their client then sends that info to the eco sim and it updates itself. One issue I am imagining could be problematic is the sheer volume of resources that must be accounted for like grass and other herbal foods. Would something like this be feasible in say, Unreal Engine 4? I imagine plenty of multiplayer games already work like this but I could be mistaken. Thanks for any help or insight! [link] [comments] |
Help creating a 3D illusion with 2D Tiles. Posted: 12 Aug 2019 12:00 PM PDT Hello /r/gamedev I am aiming to create a isometric map with a set of 2D tiles. I have only done about 2 hours of looking around before I posted here but.. My first thought in Unity was using Panels and assigning the tile on each Panel, and while that would work I worry about how effiecient that would actually be. So my next thought was Isometric tiles and whilst that seems to be everything I want, sadly my tiles are not isometric. Is there a tool or method for converting 16x16 tiles in to Iso tiles with 45 degree angle? Did some quick research and came across Blender and thought maybe I could just 3D cube models bounce as .fxb use those. What would be your approach to this situation? [link] [comments] |
Converting from full time dev to part time dev Posted: 11 Aug 2019 09:50 PM PDT I've finally made the decision to commit to doing game dev. Trying to work on a game in my spare time while working full time as a regular developer was not happening. However, I wanted to play it safe based off all the posts I've seen from others, so I decided to see if my current company was willing to let me switch to part time. They were more than willing to keep someone who in their eyes is a good employee even at just part time capacity. So going forward I will be three days a week working as a regular dev and two days a week getting guaranteed time on my game. I feel like this is an option that people don't really talk about or mention very often but is the best of both worlds (while transitioning at least). I get guaranteed time to work on my game and learn new skills while also keeping a guaranteed paycheck that I can still live on. [link] [comments] |
Story-based game - how to develop compelling puzzles/steps? Posted: 12 Aug 2019 11:44 AM PDT Hi everyone! So, I'm a writer by profession and have a few stories that I'd love to build into games. I've done mini projects before and feel prepared to take on a more "medium" sized game with 3 main stages. The way the story works is there's 4 MCs, one of which is trapped and can see/comment on the other three. MC1 is no trouble since he's largely narrative in purpose and is the connection between the other three. However, MC2, MC3, and MC4 each have an area that they have to "get through" in order to reach the end and pass the narrative baton onto the next character. The each have themed levels based on their favourite video game types (a security gate at the border, a jungle with old ruins, and an island stranded in the middle of the ocean). Somehow they have to recover their memory of MC1 - MC3 in the jungle does so by completing riddles with the old stone statues in the jungle - in order to help MC1 advance in his situation. However, I really can't find a good way to do so at MC2's security gate or MC4's island without doing a Lt Serge style set of switches or creating fetch quests. I would love advice on how to build better playable sections that fit a story. (Also this game is not being made for profit, as it intended to be a free-to-play gift for a video game community I'm a part of. Don't worry - I'm watching my copyrights.) [link] [comments] |
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