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    Monday, September 2, 2019

    My Game Was Stolen! Here is a Twitter Thread with All The Proof! Please Spread Awareness Against Reskinners >:(

    My Game Was Stolen! Here is a Twitter Thread with All The Proof! Please Spread Awareness Against Reskinners >:(


    My Game Was Stolen! Here is a Twitter Thread with All The Proof! Please Spread Awareness Against Reskinners >:(

    Posted: 02 Sep 2019 06:22 AM PDT

    https://twitter.com/dariusguerrero/status/1168507408101994497

    It includes all the evidence that the fraud thief of a developer extracted the source code of the original game, illegally stole assets, and tried to claim the reskinned game is okay and is his. The thread also also includes communications with the thief (where he agreed to take it down in 48 hours) and then the thief changing his mind in the end and keeping it on. We gave all the chances...

    If you love indie games, please retweet this thread. Spread awareness. Support creators.

    You can also report the fake game and the thief as a copycat/impersonator/reskin/spam game on the app stores. Fake devs need to know what happens when you reskin another indie dev's game.

    submitted by /u/Hypogeusia
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    There's a deal on game dev books atm, wondering what you guys think?

    Posted: 02 Sep 2019 12:26 PM PDT

    Control: How a Single Senior Artist Built the Brutalist Material Library

    Posted: 02 Sep 2019 11:05 AM PDT

    DystopiaSim - Text Based Dystopian Government Simulator

    Posted: 02 Sep 2019 10:30 AM PDT

    Hello, r/gamedev

    I am currently working on a text based dystopian government simulator. It probably sounds a bit niche, and it is.

    The game is inspired by Warsim - The Realm of Aslona. If you haven't checked out that game and you're a fan of simulation and text based games in general, I highly recommend it.

    I've set out to create a game that allows players to build themselves up from a lowly newly appointed senator to placing their party in power, and ultimately placing themselves as supreme ruler.

    My goal is to make the game engaging with lots of options and choices and continually update the game with community suggested features as time goes on.

    The game is written in Python. I started the project to learn more about Python and implement what I've learned. Unfortunately, being new to programming, I haven't quite figured out how to implement certain features and my code is no doubt pretty terrible.

    I know there are better ways to do things and so many features I want to implement but I am fully aware of my limitations.

    With that being said, I need feedback and other brains to accomplish what I want to accomplish. I'm looking for contributors and suggestions. Feel free to clone the project and check it out. I've included the necessary python packages in the readme.

    If you would, please check out the project here

    I have outlined the current state of the game there as well as my future goals.

    I don't intend to make money off of it but more or less to make the game a reality.

    Thank you for taking the time to read this or check out the project and hopefully as I learn I can be a help to someone else here as well.

    submitted by /u/geniusraunchyassman
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    Organisation tips for your gamedev!

    Posted: 02 Sep 2019 11:38 AM PDT

    Hey, I wanted to share some organisation tips, that I found useful while developing my game. I hope this can be of use to some of you and I will definitely be carrying on with these methods for my future games.

    Find what's best for you

    One thing I have learned over the years while working on Yes, Your Grace is the importance of a good timeline. I'm not talking here about any timeline, but the one that works for you! I have tried many approaches to organising my tasks from using notebooks, Trello boards to spreadsheets, calendars and sticky notes. There are so many options out there to keep track of what needs to be done and when, that all you have to do is to find one that works best for you. If you find that the Trello board you made a few months ago is not getting updated and the task list is not getting smaller, instead of punishing yourself for it, try a different approach. Everyone is different and if you are working on a big project, organisation is very important so take some time to make sure you have a timeline that works well with your schedule.

    Don't be afraid of spreadsheets

    I am currently using Google Sheets to keep track of my tasks. It's easy to use, I can mark colours, dates and customise it as much as I like. A simple timeline works best for me. My tasks are usually big and take a few days to complete so a weekly task list is perfect. I also use a notebook, to jot down smaller tasks I need to tackle right away. Because the timeline is online I have access to it from everywhere and I can share it with anyone too (very useful if you are collaborating with others).

    If you would like to get a template to get you started (and see how you can use it), head over here.

    DONE IS BETTER THAN PERFECT

    Having a timeline is one thing, but sticking to it is another. Most people working in game development take longer than they anticipated to complete their tasks, and that's normal. This is because it's very difficult to predict how long certain tasks will take, especially if you do them for the first time. Making a timeline for completing the whole game is not an easy task, but doing so will help you tremendously.

    Slips happen! Especially in game development and they are unavoidable. One thing you can do to try to avoid them is to let go of the idea that every little bit of your game needs to be flawless. It's better to have a game that's done, rather than perfect, especially in the early stages of development. Having a working demo is way more important than having nicely animated notifications.

    The prototype background was in the game for a long time, but it helped to get a feel for the events.

    Sometimes things take longer, and then what? The way I work with all parts of the game is that if I'm starting to get a feeling that the task will take longer, I will work around it to just barely get it finished and working, rather than getting it perfect - after the planned time I have a cut off point and I just move on to the next task. I am trying to be very strict with that too. Yes, this means unfinished backgrounds and lots of bugs, but at least there is something that is working. I then return to the things that need the most work at the end and polish them as much as I can, in the time I have. Game development is an iterative process, going over and over things is better than trying to get it all impeccable the first time. If my approach was to make things perfect, then I would probably still be working on my first background!

    Well... this was a lot of words! I hope this helps any of you with organisation of your work and motivates you to keep going! Let me know in the comments what sort of timeline do you use and how do you stay on track!

    Rafal.

    submitted by /u/bulka_tarta
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    S.O.L.I.D Design Patterns - Unity - Interface Segregation Principle

    Posted: 02 Sep 2019 11:25 AM PDT

    Our journey through game development

    Posted: 02 Sep 2019 09:13 AM PDT

    This holiday weekend has been a whirlwind. My kids (twin 14 year olds) are finishing up some google play store assets for our latest game dust and diamonds while we chat about the past year making this game.

    People often ask how I was able to get my kids into game development. Truth be told they got me into it. Our first game was a family project we did together in 2016. I took a week off work and we made a game. The game was flawed in many ways, so we had to take it down; but making it was a blast. It was my first time using Unity and my 10 year olds at the time had to explain how to do so.

    So what do I recommend to parents that ask about how to teach their kids to program or make games? I keep coming back to one concept, focus leisure to be based on creation over consumption.

    My children were probably about 2-3 years old when we first started preparing them for this concept. Maybe younger. Around this time we started doing paper mache with them. At this early stage they learned that some projects take a long time. We would put a layer of paper mache on the model then let it dry for a day. This would mean the truck or animal they were making would take a week or more to complete.

    As they got older we did many more projects. Some classics were stop animation with their legos (take a photo then move the scene, then take another photo, creating a full video) as well as a trebuchet.

    When they were around 6 years old we introduced them to Scratch. This provided them a great foundation for programming constructs such as sequential execution and loops. As they continued to improve we hopped over to Khan Academy's javascript instruction.

    When they were 8 or so a friend recommended GameMaker studio which had many fantastic tutorials such as bounce the clown (the first game they ever made). The next year they asked about Unity so I installed it for them and bought them some Udemy courses to use.

    So, it has been a journey. These kids are ridiculously talented and more capable than I. It is easy to see what they make and think, wow they are so naturally talented, which to be fair they are! However as a parent I think any of us can nurture what our children enjoy and coach them in a productive direction.

    I write this to other gamedevs who have kids or anyone that is thinking about starting gamedev. Perhaps you can see our journey and take something from it.

    Please feel free to AMA, if you have a question for one of the kids they are ready to answer as well!

    submitted by /u/CaptainWiggly
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    Pre-rendering' as a throwback art style

    Posted: 02 Sep 2019 07:41 AM PDT

    What's your opinion about pre-rendered 3D assets in 2D games for modern indie titles, think Donkey Kong Country 1-3 (including characters) or classic Resident Evil / Dino Crisis? Briefly summarised, low-poly meshes exported as frame-based sprite animation with fixed lightning and a simplistic / reminiscent texture style, mainly for avoiding uncanny valley aesthetics.

    Could this be a 'timeless' style like pixel art or is this just tainted by late SNES / PSX nostalgia?

    submitted by /u/pxlhstl
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    wishlists/visits ratio

    Posted: 02 Sep 2019 06:24 AM PDT

    Hi game devs,

    I opened my steam page a month ago. It is roguelike rpg. I believe my game on steam has low wishlists per visits. People are talking about 10-15-20 percent. Mine is below 5 usually. Is it related to game genre or trailer, images etc? What can i do to improve it?

    submitted by /u/RayFreestar
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    An indie game developer discovering the world of user acquisition and advertising (with numbers)

    Posted: 02 Sep 2019 09:03 AM PDT

    Devader Released! 9 years of messing around completed

    Posted: 02 Sep 2019 05:09 AM PDT

    Advertising my game

    Posted: 02 Sep 2019 08:38 AM PDT

    I was wondering if anyone has has any success marketing in large cities, by walking around downtown areas with a large sign or chilling at a busy intersection?

    I was debating making a sign with a direct link to a landing page and then following it up with another sign expressing that I'm not homeless, I just want them to buy my game >_>. I am really having a heck of a time generating interest in my platformer. been on the store for two days and so far only 3 followers and 24 wish lists. I suppose i should also mention the game is currently set to coming soon*

    submitted by /u/Amkzul
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    Emotional Narratives in Games - Gamescom 2019 Interview

    Posted: 02 Sep 2019 02:34 AM PDT

    Just released my first game on Steam today, any tips for release week/month?

    Posted: 02 Sep 2019 09:35 AM PDT

    So I just released my very first game on Steam!

    I've found many great posts and got a lot of helpful tips from the r/gamedev community, which really taught me a lot and helped me release a better game. So thank you for being awesome!

    Now I'm sitting here wondering, is there something I can do post launch to increase my exposure or make my game better? Any tips? :)

    Here's a link to my game on Steam if you're curious.

    submitted by /u/IC_Wiener
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    My first game in Unreal Engine! Feedback needed.

    Posted: 02 Sep 2019 11:55 AM PDT

    Hi! I just made my first game. If you could download it and give me some feedback real quick. Thanks in advance!

    https://ellepelle36.itch.io/jumpjumpjump

    submitted by /u/EllePelle36
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    Indie marketing is a fool's errand

    Posted: 01 Sep 2019 01:57 PM PDT

    Let me give you some context before I get ripped to shreds by the opinionated. If you're an established studio, has influence, or have a lot of money to spend then this won't apply. I'm a first time indie dev and I had a modest production budget for my indie game (~10k USD, plus marketing). I suppose most of us in this subreddit would be similar or worse than my situation…right?

    Why social media don't work
    Social media works if you already have followers. Who's reading my posts when I have no followers? Ooo got a retweet of my #gamedev #indiedev #indiegame post.. oh it's a bot. Facebook is somewhat better. Find a popular indie group and get a decent number of eyeballs on your post. I had a few 10k views posts, but they didn't amount to any sale. But there are people out doing it well. The successful social media accounts are not really about the product is it? It's about humor, it's about user content, it's about engaging your followers on a consistent basis. So, do I to become a social media manager or do I want to make a game?

    Why devlog and newsletter don't work
    Who reads devlogs? Other devs and people who are SUPER into your game. The latter probably already wishlisted/pre-ordered your game. I wrote an entire series on my game. I covered things that no one covers, like multiplayer command engine, cross-platform networking, high-level module architecture. I posted it in this subreddit as well, no one cared. Ok the one Japanese developer who PM'ed me and we chatted on twitter.

    Oh, every article, presentation, and vlog asks you to have a mailing list. I have it smack at the top of the game's homepage. Newsletters go out whenever there is a major update. ~15% open rate on a miniscule subscriber list. So, do I want to be a writer, or do I want to make a game?

    Why exhibits don't work
    I've exhibited at 3 different exhibits now. I had a great booth, turnout was great and people liked my game. The best exhibit I sold 12 copies, which paid for my meals for the day and a taxi ride home. Most exhibitors don't even bother trying to sell anything. Granted, these were small exhibits that were low cost. Maybe a flagship indie exhibit are different? Nah, can't afford them. So, do I want to be a tradeshow salesman or do I want to make a game?

    Why publishers don't work
    I have cold called no less than 20 publishers, and I was aggressive with few of them. Spent a lot of time writing pitches and doing presentations. Rejected by all of them. Indie publishers get hundreds of pitches but only take on a few projects a year (<10). To them it as an investment. They want low risk and high return. They want a popular genre, they want team with great pedigree. Convincing them to work with an unknown solo dev is almost impossible. So, do I want to spend time hustling or do I want to make a game?

    Why PR, marketing agencies, and ads don't work
    I've approached a few indie PR/Marketing agencies and talked to a few individual/freelance marketers. The ones that I can afford have the same structure, you pay them few thousand dollars (some accepted rev share) in exchange for the occasional social media post and mass mailing the press. These are the people that will take your money without consideration of any result. They don't provide any metrics to whether what they were doing were effective or not. The reputable one that do care was too expensive, and rejected my game anyways because they believe my game is too small for their time investment. Hey, at least they were sincere.

    As for ads, they are not a low capital marketing solution. It needs long term investment and constant experimentation and refinement. On top of that you need a specific type of game (e.g. F2P). It's fairly well documented in this subreddit. 1 2 3 4 5

    So, do I want to be a marketer, or do I want to make a game?
    Your game either sells itself or you need to do marketing. You need time, people or money to do marketing well. Just pick one. I can only dedicate time, and I learned that the time investment in marketing is SIGNFICANT, on the order of more than a third of your overall time. I've spent the last month doing nothing but prepping marketing and PR material for the mobile launch of my game coming in a few days. I think it's a fool's errand. But I'm tired and I have to launch. In the end, all things considered, being an indie dev is not really just about making the game is it?

    OK fine, it's not all hopeless. There is some combination of indie game and team structure, and other marketing mediums that will work. Like this guy which Indie Boost seemingly worked for him for some reason. Or you know, make one of those "I quit my job" posts :P. Being my first indie game it's a bit too late to learn all of this. It's like my first Barb in Diablo 2. I used a purple unique bow as main weapon until I reached act 4. Hey, it did good damage, ok?

    TLDR; The amount of time put in to marketing a game as a solo dev really makes me wonder if gamedev is really about making a game…

    submitted by /u/Ninja_Gah
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    I’ve been told this track of mine sounds like it would be in a game of some kind so I figured I’d post it here. Many thanks if you take the time to listen:)

    Posted: 02 Sep 2019 11:07 AM PDT

    Made a tutorial for a simple implementation of a grappling hook

    Posted: 01 Sep 2019 08:00 PM PDT

    Creating Concept Art by making a 3D Painting Overlay for an Indie Game

    Posted: 02 Sep 2019 10:45 AM PDT

    So im writing a proposal plan for a project i have to make and i cannot thing what risks and contingencies come with making developing a project.

    Posted: 02 Sep 2019 10:43 AM PDT

    So i have to write a proposal for my final year project and i have to write a section on what risks could come up withing the development of the project and what contingencies i could take to stop them coming up or combat them.

    so far they have said i cannot put time management as a risk as its far to common and the only other thing i have down is over scoping the project.

    submitted by /u/SLRedSix
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    John Carmack on Work-Life Balance

    Posted: 01 Sep 2019 07:03 PM PDT

    A question about horror

    Posted: 02 Sep 2019 10:18 AM PDT

    This is related to game design. Specifically to horror/terror.

    Do you think its better to show the monster or not?

    My friend said that its not a good idea to Not show the monster and let the imagination create it,since it would require a good imagination for that to happen.

    Do you think its good to show the monster? Or not?

    submitted by /u/JuhpPug
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    should a video game character go to the bathroom ?

    Posted: 02 Sep 2019 10:12 AM PDT

    I am working on a realistic survival game (not graphically real) I was wondering if I should add a bar that has a relation with the hunger and thirst.

    well there is no good way of saying it... I want to add a poop and pee bar in my game, should I do it or no?

    submitted by /u/abooof_games
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