• Breaking News

    Saturday, August 31, 2019

    To anyone who doesn't know him yet. Thin Matrix has one of the greatest devlogs on youtube. Deserves even more recognition!

    To anyone who doesn't know him yet. Thin Matrix has one of the greatest devlogs on youtube. Deserves even more recognition!


    To anyone who doesn't know him yet. Thin Matrix has one of the greatest devlogs on youtube. Deserves even more recognition!

    Posted: 31 Aug 2019 09:51 AM PDT

    Wife's bday is Sept 1, so missed it for 10yrs becuz at PaxWest showing other people's games for work, this year she celebrated with me by showing OUR game.

    Posted: 31 Aug 2019 08:36 AM PDT

    boss fight in progress!!

    Posted: 31 Aug 2019 11:15 AM PDT

    Game Developers! Sharing my 4.5G Audio Library free to use in your games. Includes 110+ Music tracks and 7 Sound Effect Packs. Features download all option. Cheers!

    Posted: 31 Aug 2019 11:51 AM PDT

    Steam Follower Count Analysis: September 9-13. Median game has 13 followers, bottom 80% account for 1.20% of followers

    Posted: 31 Aug 2019 09:29 AM PDT

    Hi all, this is the follow-up to last week's very well-received Steam follower analysis.

    This week I'm examining the Sept 2-6 releases again, and seeing how the results have changed. I'm also looking at a new week, Sept 9-13.

    If you want an explanation of the methodology and justification of the analysis, please check out the link to last week's post.

    Here's the datasheet: https://docs.google.com/spreadsheets/d/1HzJWXOvWhyH0hTaARD5-6JbKsDY1HeCwFC6ZE6fMeHw/edit?usp=sharing

    Results:

    September 9-13

    The follower counts for this week were even more stratified than last week (Aug25 data period in brackets):

    • 103 games launching (106)
    • Average followers: 1035 (796)
    • Median followers: 13 (14)
    • Top 20%: 98.80% of all followers (98.21%)
    • Bottom 50%: 0.22% (0.33%)

    September 2-6: Aug 25 vs Aug 31 data:

    Advancing the data collection period forward by a week showed 19 more games in total, but some high-follower game release date changes (Last Oasis being delayed) which more than offset the extra games. Actual followers were down due to this, but overall results were consistent.

    Analysis:

    There was a hypothesis from last week's commenters that the results were caused by Summer, and specifically that there were so many hobbyist titles being released at that time. Instead, I think that these results (although only one week) show that hobbyist titles are consistent, and that when some AAA games are included (eg. Greedfall, Gears 5) the results for Hobbyists are actually worse (at least when looking at % of total followers).

    Games which didn't have the precise Steam release date shown (eg. were manually overriden to show 'coming September 2019' instead of 'September 13') were not collected by SteamDB and thus not included.

    Based on very rough revenue estimation, the average Steam release (looking at September 2-6) will fail to even make its $100 Steam Direct fee back (via the $1000 recoup).

    If a competitor wished to take half of Valve's 'follower' share, they would only need to secure about 1-2 individual releases per week onto their own platform and away from Steam. By launching one game per day (the top 7), they would have 86% of Steam's follower share. When considering the fact that these top games also sell at higher prices, the actual share of wallet in favour of the competitor would be even higher. When considering that these top games usually have their own independent marketing/publicity campaigns, and can thus drive their own traffic to your store if they were secured, the advantages multiply....

    Discussion:

    I wanted to conduct a bit more analysis this week, looking at the characteristics of every single listed game's store page and seeing if there was a correlation between certain features being there or not (eg. Discord channel link, active discussions) and high/low follower count... sadly I'm out of time (and need to work on my own game!) so will have to do that in a future week instead.

    The fact that the results are pretty consistent demonstrate that the core methodology and findings from last week are accurate, which is good though.

    Datasheet link: https://docs.google.com/spreadsheets/d/1HzJWXOvWhyH0hTaARD5-6JbKsDY1HeCwFC6ZE6fMeHw/edit?usp=sharing

    Discussion and sharing of this analysis welcome!

    submitted by /u/RichardEast
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    You absolutely NEED to know the basics of Version Control. Here's my 3-part video tutorial on what Version Control is, how it works and how to use it (git & github).

    Posted: 31 Aug 2019 07:18 AM PDT

    I made a post talking about version control a week and a half ago and was surprised at how many people were either unfamiliar with it or just didn't use it, citing how difficult it is to work with (as opposed to copying files over to a USB stick or Dropbox).

    To show people how easy it can be, I made a brief 3-part video series that will teach you everything you need to get started using Git and Github to keep track of your project (in less than 45 minutes in total).

    If you ever felt overwhelmed by what seemed like complexity of git, this video series is for you. Give it a watch and let me know what you think:

    Part 1 (Version Control & Git): https://youtu.be/kP2SBofBOPk

    Part 2 (Github Desktop - GUI): https://youtu.be/Yyu_Pp91S9Q

    Part 2 (Command Line & Git LFS): https://youtu.be/0DvVgAYP_Go

    submitted by /u/AMastryukov
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    Working on a remake of Chrome's t-rex game. Here's some concept art

    Posted: 31 Aug 2019 11:54 AM PDT

    "Improve Your Crappy Programmer Art Enough to Get By" - A series of videos for beginner artists.

    Posted: 30 Aug 2019 06:54 PM PDT

    Edit: Im working on improving the audio quality, I know its quite bad. Next video should be drastically better in terms of the audio.

    Link to Video

    This idea of this series is that solo devs who are forced to do their own art but arent artists need different kind of info that most people looking for art tutorials. They often want mainly tips that can be applied without months of practice and learning, or reading a book or studying all sorts of stuff.

    That is what I intend to provide. The video is long, feel free to jump the speed up to 2x or at least above 1.

    I have enough info to fill like 50 videos, but I dont know when Ill get around to it, if ever. If people seem interested, ill be more likely to do more I suppose. Anyways, if you like my video, Smash that lawyer, delete my like button and hit my notification bell up? I dunno, sorry Im new to this whole youtuber thing.

    Edit: Im very open to hear suggestions and questions, but like Ive said, I cant promise Ill get around to it.

    submitted by /u/LuminousDragon
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    First time playing my fighting game with 4 players!

    Posted: 31 Aug 2019 11:13 AM PDT

    Will my genre of choice be played at all?

    Posted: 31 Aug 2019 07:10 AM PDT

    Hey Gamedevs!!!
    I am planning to make a Restaurant Business Sim game with a lot of detailed mechanics in UE4, and I wish to publish it on steam. You start with a food truck or small diner and you expand your restaurant, start new establishments across the globe and compete and make deals with competitors. Its gonna have a lot of real-life elements in it and the main goal is to have a monopoly on the entire restaurant market across the world. Different decisions lead to different outcomes and one would need to put a substantial amount of hours into it and it has an aspect of skill involved. This is quite similar to RTS (A genre which I love!!!) but the main problem is that I've heard that RTS is dying and many people don't play it anymore. I would be disappointed to see my game unplayed at all... Any advice???

    submitted by /u/Sergeant_Quickscoper
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    Mixing Non-Linear Audio in Unreal Engine Using Sound Classes and Ducking

    Posted: 31 Aug 2019 10:25 AM PDT

    Motivation Tips?

    Posted: 31 Aug 2019 10:19 AM PDT

    I find it really hard to stay motivated and work on my game at times and I'm curious, do any of you have tips or things you do to stay motivated. I'm at a point in my project where it's really hard to move forward like trying to push a boulder up a steep hill and it's gotten stuck on something. I'm just curious how other developers get past this and if there is any trick to it.

    submitted by /u/Anon_Rin
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    Booth poster design - feedback welcome

    Posted: 31 Aug 2019 12:30 PM PDT

    Hey r/gamedev, I've been working on this project for a while, called Shark Castle - it is yet another platformer with puzzles, and some sequences reminiscent of point and click gameplay. I figured this might be a good place to get input on this booth poster design before I think about getting it printed (it's significantly down-resed from the full size version).

    A bit about the game, for context: You play as Finlay, a sentient shark - you can travel through pipes, but you are vulnerable to toxic pollution. You must find and use resources to neutralize polluted pipes, clean up your castle, and rescue your goldfish, and other friends.

    Hopefully this isn't tagged as targeted advertising. Feedback welcome on the content and design.

    https://i.redd.it/ukc49vbf3uj31.jpg

    submitted by /u/SublunaryStudio
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    Has anybody ever made anything substantial without creating art?

    Posted: 31 Aug 2019 12:26 PM PDT

    I like making games. I have all kinds of ideas and projects I would love to do. I have a solid understanding of programming, and I know how to get the most out of a game engine. I can't make art. It's not in my repertoire, and to develop the skills I would need to make art for my projects would probably take years. I've tried using assets that are free or cheap (I can't afford much for my hobbies), but I don't see it being realistic to use only freely available assets.

    My question is am I wrong? Has anyone ever made a game or a project with assets they bought or downloaded? Do you have any advice for a hobby guy with zero art capabilities?

    submitted by /u/fudge5962
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    Question about how often and how fast updates/ patches should go out for an indie game.

    Posted: 31 Aug 2019 12:23 PM PDT

    So I was on twitter and keemstar had funded a "storm area 51 game" that was very clearly made as a cash grab, so i go and look at gameplay and the steam page and i see the guy developing it has released 39 updates, all of them fixing one or two things at a time, in a month.

    So seeing that i thought that was pretty weird so i tweeted about it and the developer got mad at me and said that other developers, big and small, are lazy or need to "work harder", seeing that it just felt like this guy has a huge ego and doesn't want to think of his game as a cash grab.

    anyway i got the game for free as a code cause they tweeted it out and the game is super poorly made, buggy, uses stock sound effects and unity assets and the guy says it's a finished product.

    so tl;dr: is releasing 40 updates in a month a normal way of releasing updates for smaller indie devs? i've asked friends who are into/ have done game development stuff and almost all of them agree it's a bad way of developing a game and it's easier to do updates in larger batches rather than daily small ones.

    submitted by /u/AppletoAnswer
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    As a gamedev, do all of you also thin kdifferent when playing games?

    Posted: 31 Aug 2019 12:18 PM PDT

    I just love playing games and seeing creative use of certain mechanics etc. We as gamedevs have an 'advanced' eye compared to the average gamers.

    I myself work on unreal engine 4, and I just get like hyped when I load a game of Ark and see 'something_Blueprint' in the loading bar, I mean I love playing any game and thinking about the development of it but the one on the same engine is a whole new cook.

    When I play ark I always see how they used the blueprints system to their adventage. I love it honestly just every bit of 'action' in the game immediately ringing a bell to me, eitherway ark is a very unoptimized mess because Afaik, they don't make childbp's so any dino are copied and pasted to other maps...

    submitted by /u/Tornado_Hunter24
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    Any ideas for 3d monsters in first person shooter?

    Posted: 31 Aug 2019 12:11 PM PDT

    Guys.i am working on a first person monster shooter game 3D with mysmall team of 3d and 2d designers moderators. but i am out of enemy ideas. Can you guys give me some ideas for creatures?
    Benefits:
    Not make a too op monster (high speed, health, damage at the same time)
    Not to make an annoying little b*tch (Low hp, high damage, lots of them)
    Not make a boring monster (High hp, low damage
    )Not make something speedy so players rage (SONIC SPEED, FLYING)
    Pls send me balanced monsters that are not impossible to make in UE4

    submitted by /u/kamalyaka
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    Free Low Poly stones

    Posted: 31 Aug 2019 12:04 PM PDT

    How does moving a part of your model around increase poly count?

    Posted: 31 Aug 2019 11:15 AM PDT

    I've been working on a rapier for a game on Roblox that I'm helping a friend with, and when I tried to fix an issue with how the blade aligns to the handle, the poly count increased. Roblox lets you upload meshes, but only if the mesh has 10,000 tris or less. It accepted the mesh before, but then when I fixed the issue it said it had 11,600 tris, and after trying again without unioning the blade (so it's easier to move the whole thing) it said the poly count increased to over 14,000 tris. How does this happen and why does moving an object increase it's poly count?

    submitted by /u/bombergirl97
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    The Rogue Scavenger | Dev Log #1 on how did I come up with the idea and the Game Design behind it. (The Rogue Scavenger is a RogueLike Space Ship Shooter Game)

    Posted: 31 Aug 2019 11:13 AM PDT

    How Hideo Kojima Designs Games | The History and Design Philosophy of Metal Gear Solid

    Posted: 31 Aug 2019 11:05 AM PDT

    Looking to give my music to Game developers

    Posted: 31 Aug 2019 11:05 AM PDT

    Hey!

    Currently, I'm sitting on a lot of music. Some released, some not. I really want to spread my music in the video game industry. I make a lot of ambient and EDM that I think would fit well in some games. If you're interested in using my music feel free to email me at: themorethanevers@gmail.com or go through my website.

    Feel free to browse my Soundcloud and my latest release on Spotify.

    If there is anything specific you are looking for feel free to reach out to me!

    Thanks,

    Themorethanevers.

    submitted by /u/themorethanevers
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    Searching for a conference talk about building niche rpg game and "surviving"

    Posted: 31 Aug 2019 10:56 AM PDT

    I'm searching for a conference talk where a guy (about 50 years old) talks about how he built his own RPG title in the 90s and how he managed to "survive", basically to this day, still developing and refreshing it. It wasn't about making a lot of money by a team, but about (if I remember correctly) just one guy developing niche rpg game before indie games were even a thing.

    It seems to me this could be a GDC talk, but I can't find it on youtube. I'm pretty sure I found this talk somewhere on reddit in this year.

    If anyone have seen this, could you post link or maybe some other details?


    Edit: Here it is: Failing to Fail: The Spiderweb Software Way

    Thank you, Reddit!

    submitted by /u/maln0ir
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    Designing an attack that is stronger based on enemy DEF

    Posted: 31 Aug 2019 10:09 AM PDT

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