WIP Wednesday #124 |
- WIP Wednesday #124
- S.O.L.I.D Design Patterns - Unity - Single Responsibility Principle
- Bloodstained: Ritual of the Night - Iga's Lair - An alternative path to game creation
- 1 week post-release on Google Play (Some juicy numbers)
- What helped you being productive or more organized?
- What makes a single player game (any genre) great? Or what are the factors that contribute to make a single player game good?
- How do you guys come up with names for your games?
- Pricing Your game for flash website ( exclusive contract )
- Online wizard/questionnaire that suggests an engine to use
- Im looking for input and advice for geolocation game
- Making a grid for 2d map areas
- Tips on my first portfolio
- Software people use for 2D games dev? (not engine)
- The feeling you get right after finishing a gamejam is exhilarating
- I'm writing my project using C and SDL. Will there be much hassle to get to run on Mac, Windows, and Linux?
- How does one build hype for one-click/highscore-based games?
- VDP-16 Tiny web framework for 16-bit style games (2 tilemaps, sprites, raster, mode 7, no bitmap)
- I'm about to commit to a large project
- Indie devs, how long did each part of your games take?
- How do you deal with seeing other people making game using the same open source assets as you?
- Console Hacker: a retro-console styled hacking game
- Do you have some good tutorials about texturing?
- What advice would you give someone who is about to apply his first game to publishers?
- What Storage Format to use for Map Editor?
Posted: 14 Aug 2019 06:58 AM PDT What is WIP Wednesday? Share your work-in-progress (WIP) prototype, feature, art, model or work-in-progress game here and get early feedback from, and give early feedback to, other game developers. RULES
Remember to use #WIPWednesday on social media for additional feedback and exposure! Note: Using url shorteners is discouraged as it may get you caught by Reddit's spam filter. [link] [comments] |
S.O.L.I.D Design Patterns - Unity - Single Responsibility Principle Posted: 14 Aug 2019 08:06 AM PDT |
Bloodstained: Ritual of the Night - Iga's Lair - An alternative path to game creation Posted: 14 Aug 2019 05:43 AM PDT |
1 week post-release on Google Play (Some juicy numbers) Posted: 14 Aug 2019 12:57 AM PDT Hey everyone, I absolutely love reading through similar posts to this, so I'm really pleased to be in a situation that I can share similar data! What we released: We launched 'Long Keith The Sausage Thief' on Google Play last Monday (5th August 2019). We got no featuring (We applied but didn't get any). It's a simple game, based on Snake, but with reversed mechanics. Instead of growing longer when you eat apples, you're a sausage dog that gets shorter when he eats sausages. He's a nervous dog with a growth condition - the more nervous he gets, the longer he gets. Sausages calm his nerves and reduce his size. Juicy Numbers: New Users: 696 in 8 days Monday 5th August - 123 Reviews: 49 (Average of 4.8 stars out of 5) Monetisation: Marketing: Adverts: Organic traffic: App Size: 94mb A-B Testing: Happy to answer any questions and share any more data, thanks for reading! Edit: Dev time was 150 hours of code, and same for art. 7 months of 5 hours a week (We both have full time jobs) [link] [comments] |
What helped you being productive or more organized? Posted: 14 Aug 2019 10:35 AM PDT Being a solo developer occasionally put me in a situation where the lack of supervision or feedback can drift away the overall progress and focus of a project. Lacking real world experience of a more experienced/seasoned individual or company, how should i deal with this type of situation? Maybe there are some practices or methodologies that can be used, agile development, kanban, scrum, or something like that, but... can they be applied in the same manner to a (solo) game developer? What would you recommend? Thanks in advance guys, love what I've being reading in the community for a long time. [link] [comments] |
Posted: 14 Aug 2019 10:43 AM PDT |
How do you guys come up with names for your games? Posted: 14 Aug 2019 07:47 AM PDT Hey guys, I've been having a really hard time settling on a name for my game. How do you guys come up with good names for your games? I'm making a department store management simulator where the customers are always unreasonable and upset (much like real life) and the employees are all robots with a suppressed urge to end all human life. I'm looking at making a satire of working in a department store and how awful it is. Any ideas? Some ideas that have been thrown out: "The Customer Is Always Right" "Paper or Plastic" "Clean Up On Isle 9!" [link] [comments] |
Pricing Your game for flash website ( exclusive contract ) Posted: 14 Aug 2019 09:25 AM PDT Hello everyone Just wanted to know if anyone ever worked with armor games or have any background about their game Pricing. [link] [comments] |
Online wizard/questionnaire that suggests an engine to use Posted: 14 Aug 2019 10:06 AM PDT I might be wrong, but does anyone remember an online wizard posted on this subreddit some time ago that asked a series of questions and suggested an engine and resources based on the answers? Could someone link it to me if they have access to it? [link] [comments] |
Im looking for input and advice for geolocation game Posted: 14 Aug 2019 10:06 AM PDT This is the game before the game. It will be for android and is geolocation game. Im working out the logic for it now with some pseudo code. Im hoping some people may have some advice or ideas on how to do things better. I really want to use android studio but the download says 4 hours and never finishes. Bad satellite internet in my mountains. Anyway here: Areas Lat and x are same Y and long are same [-1,1 ] [0,1 ] [1,1 ] [-1,0] [ 0,0] [1,0 ] [ -1,-1] [0,-1 ] [-1,0 ] If player_lat increases movement is east playerX += 1 If player_lat decreases movement is west playerX -= 1 If player_long increases movement is north playerY += 1 If player_long decreases movement is south playerY -= 1 If player_lat and player_long increase movementIsNorthwest, playerX and playerY += 1 If player_lat and player_long decrease movementIsSouthwest, playerX and playerY -= 1 If player_lat increases and player_long decreases movementIsSoutheast, playerX += 1 and playerY -= 1 If player_lat decreases and player_long increases movementIsNortheast, playerX -=1 and playerY += 1 If playerX == 1 and playerY == 1 area is woods1, inWoods is true, set area img to woods1.png If playerX == 1 and playerY == 2 area is field1, inField == 2, set area img to field1.png If playerOutOfBounds reverse last movement with - 1 (for now) Continued for each of 9 areas. This is just working out the first problem, updating the players in game position via gps. It meant to be an offline game, so any suggestions for an easy geolocation API thats beginner nice and well documented with normal people speak would be happy for! :) My options for development are html5/js and sketchware on android or aide on android, unless someone knows another way that wont need the big download. I did manage to download android studio command line only utils but most tutorials i find are very ide specific (android studio). [link] [comments] |
Making a grid for 2d map areas Posted: 14 Aug 2019 09:02 AM PDT Im working on a simple geolocation game with a predefined game world that the player navigates in the real world. Its geo, so yeah. But... My need is a grid of areas. To practice im just doing 3 by 3. My pseudo code is like this: if playerMovement is north, y += 1. So i need a grid of x,y but how to make this grid? X. 1 2 3 1 2 3 1 2 3 I know that is wrong. But how do i write it in a way that works with : if player moves east the playerx += 1 and such? I know this is a super silly question and ive done this before a long time ago but im getting back into programming and now i cant wrap my head around it. When i look it up, i see negatives on the left if the axis and bottom of the y axis. I know its simple but my mind isnt doing it :( [link] [comments] |
Posted: 14 Aug 2019 06:40 AM PDT I contacted an indie company for an internship and they are interested based on my programming/ai skills. However i also mentioned my art background and they asked to see my protfolio. Considering how art is what im most passionate about, i want to submit the best portfolio I can, encompasing my 3d, illustration and graphic design works. Here are some questions I have:
Thanks in advance! [link] [comments] |
Software people use for 2D games dev? (not engine) Posted: 14 Aug 2019 03:44 AM PDT I am starting to learn game dev (with Godot) and was wondering what software people use to create the art etc. Like people use a specific pixel art software or just use Photoshop/Illustrator for those?! And what about animations? I just want to make sure I'm using/learning the right software while I'm learning the engine. [link] [comments] |
The feeling you get right after finishing a gamejam is exhilarating Posted: 13 Aug 2019 09:18 PM PDT I had just submitted an entry to an Unreal Engine game jam and even though the entire time i was thinking "oh god why do i keep doing this to myself, this is like the 5th time i've done this.." But once you upload that game that looks nothing like what you had in mind when you came up with the idea, it just feels amazing and it reminded me of why i do it in the first place. I guess i also do it to feel some sense of validation since I've never published a commercial game and all my projects am working on are taking forever, so it's nice to force myself to finish something for a change. I recommend participating in any jam if you've never done it before, the experience is worth it. [link] [comments] |
Posted: 14 Aug 2019 11:13 AM PDT Just a small question. I'm finally at a point where i need to care about my platform. I have written the code on my Ubuntu machine, are there any resources on making sure I can get my project to run on all there OS's out of the gate? [link] [comments] |
How does one build hype for one-click/highscore-based games? Posted: 14 Aug 2019 07:24 AM PDT What I mean is, how in the world do people channel traffic (let alone make money) to their one-click, highscore-based games, by which I mean very simple games with an instantly graspable gameplay loop, no levels and usually only one action - like Stick Hero, Timberman, 2048, Threes (and yes, we all know about the Flappy thing also being in the category so let's not spell it out ;)). These games have basically no "action" in them and yet somehow they gain hundreds of thousands or millions of downloads. How do you build hype for games like this? It's not like people are going to swarm you after you spam twitter with your fantastic 2048/Threes gameplay. These don't seem to have any appeal for any press/youtubers to get coverage either as they don't present anything interesting in a non-game form - only after you actually play can you see that they're relaxing/suitable for short bursts of play/fun to interact with for a while. But how do you build the interest for people to actually download them? I don't mean to sound derogatory to them, quite contrary - I like these simple games myself, they have their place in the market but even if I myself made, say, Timberman first, I'd have no idea what to do about it to gain any traction - let alone go viral the way it did. [link] [comments] |
VDP-16 Tiny web framework for 16-bit style games (2 tilemaps, sprites, raster, mode 7, no bitmap) Posted: 13 Aug 2019 08:51 PM PDT During the past months I've been developing a framework called the VDP-16, aimed at developing a fantasy 16-bit console hardware, running in a browser. It's heavily influenced by Sega's System 16, the Mega Drive and Super Nintendo, but really it takes a bit of everything from the era, and simplifies it so that the main, unique fun and challenge of coding on these machines remain, without the not-so-fun stuff (assembly language, coprocessors, port IO, etc.). Compared to other fantasy consoles, you have no bitmapped mode (writing single pixels) and limited VRAM bandwidth, so you'll have to compose with a simple but powerful set of tools which will give your game a recognizable 16-bit feel. I wrote this in order to teach the basics of video games in workshops. You can code a full platform engine in around 200 lines of Javascript, all from scratch, with the only things being provided to you are primitives to draw a map/sprite and read/write map memory. Now I have a lot of fun coding my own little games with it, and I have some future for the framework so I would like to make it available for people to try. Intro screen: https://twitter.com/f_bron/status/1097795157385039872 https://brunni132.github.io/vdp16-samples/ -> demos (with link to doc) Capabilities (in a nutshell):
It doesn't include an UI like other fantasy consoles and the documentation is still very lacking, it's aimed at developing with a real IDE. You check out, run `npm run dev` and then as you edit the source code and save, the game is refreshed automatically. Later there will be a sound and VRAM editor, so that you don't have to go through this `gfx` directory anymore. Doesn't work on the iPhone/iPad yet. https://github.com/Brunni132/vdp16-starter-project -> starter project https://brunni132.github.io/patrickball/ -> tiny game made some time ago to test the capabilities and what could be done in 2 days Feel free to give it a try. I want to polish this over time, but I would love comments from other people to better orient the development! Thanks in advance. [link] [comments] |
I'm about to commit to a large project Posted: 14 Aug 2019 09:25 AM PDT Hi, I'm an indie developer with a team of 6 people. We have a rough idea that we are willing to work with but it would be a huge workload, taking about 2 years. We haven't worked together before and don't have much experience in general. We're pretty young so there aren't going to be much costs apart from the costs directly in relation to the game. Any tips that would help? Things we should expect? Things we should avoid? Legal advice? Any help is much appreciated! [link] [comments] |
Indie devs, how long did each part of your games take? Posted: 13 Aug 2019 05:45 PM PDT Coding, finding/sourcing/making music, characters, backgrounds, worldbuilding, etc. I'm making a game, feel like I'm making good progress, and looking to see what the average time for other indie devs has been. FWIW, I'm making a Metroidvania, 2.5D (because I found out I'm not good at hand drawn animation), probably in Unity. Anyway, fire away! [link] [comments] |
How do you deal with seeing other people making game using the same open source assets as you? Posted: 14 Aug 2019 02:20 AM PDT I know I am not an artist and I know I want to actually make a game. So no programming my own game engine, no doing the arts from scratch. But it feels so weird when I see other people making game using the same open source/free assets as I do. Anyone have this experience before? Any advice? How do you deal with this? Did you pivot? [link] [comments] |
Console Hacker: a retro-console styled hacking game Posted: 14 Aug 2019 04:21 AM PDT Hey there! I'm currently making a console and retro styled command based hacking game. The mechanics: all you need to do is using the right command. But if you don't know the commands there is the help option. Graphics: literally none. It's only a console, the least that you can expect is ASCII art. The only page where I will post updates is a Facebook page. I plan a reddit page too. [link] [comments] |
Do you have some good tutorials about texturing? Posted: 13 Aug 2019 05:19 PM PDT Many tutorials don't really talk about good practice in texturing. Most of them just cover how to do it in a certain program. But I would love to see more talk about the resolutions, what to split to give it more details, what color so it looks good on the engine or how to texture a large object without rising the resolution to 4k. [link] [comments] |
What advice would you give someone who is about to apply his first game to publishers? Posted: 14 Aug 2019 05:49 AM PDT I'm pretty confident in the game itself, but I do realize that my pitch could be off point. Unfortunately not every developer has been blessed with good trading skill, right? Should I make a website dedicated to the game? Make it for myself, or fake the team/backstory? If you are nobody at gamedev, will they even consider reading your pitch and trying the demo? How difficult is to get the publisher attention for a solodev? Please, share your experience. [link] [comments] |
What Storage Format to use for Map Editor? Posted: 14 Aug 2019 05:12 AM PDT I am creating my own Map Editor for a 2d Platformer and wanted to know what sort of storage format to use (XML, JSON). [link] [comments] |
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