Statistics Matter: How Data Impacts Play |
- Statistics Matter: How Data Impacts Play
- Legal advice needed. Publisher seriously failed our release and now our game is stuck with them. What can we do?
- Animate using Blender or Maya for Unreal Engine?
- The Surge 2: Behind The Scenes - The Evolution Of The Fledge Engine
- IGDA Launches Discord and Twitch Channel for Game Developers
- Marketing a game!
- Why I cancelled my game after over 4 years of development.
- Every Day is Indie Game Dev Day - The Making of Mekorama and Fancade
- Game writing outlook
- Not using an authoritative server?
- What games are using real-time CFD (Computational Fluid Dynamics)?
- Throwing around the idea of making a tile based 2D online multiplayer game. Which software packages should I look into?
- Godot or Unity for a 3D Game
- "Grunting" SFX Resources?
- Raycast Vs Physical Bullets - Which One To Use And Why In a Shooter
- Improving VR/AR Experiences through the Study of Visual Perception
- Why isn't there more verbal interatcion with video games?
- What iMac would be good for Unity?
- Unity 2d platform pathfinding: creating jumping paths
- Android game communication between server and application
- FMOD + Unity Tutorials
- Cocos-2d - Lua vs JavaScript as my first programming language?
- ZBRUSH 2020 NEW FEATURES - DEV UPDATES
- internships online?
Statistics Matter: How Data Impacts Play Posted: 29 Sep 2019 04:00 AM PDT |
Posted: 28 Sep 2019 01:56 PM PDT For obvious reasons I will not say who our Publisher is and the name of our game. I'm not here to make a scandal or to call out people. I'm just trying to figure out how to save our project and our tiny studio from collapsing. The only thing you should know - publisher is pretty well known and we didn't expect them to fail so badly at all. TL;DR: Our first game was picked up by a big Publisher, who inefficiently invested money in the marketing and failed everything about the release. Now our game is stuck with them as they just recouping their marketing budget and not willing to invest into porting our game to other platforms. So what happened? Dream-come-true scenario: Our first game ever, we made a demo, send it out to multiple publishers and BOOM a pretty big one offers us a deal! More then that - the publisher is not only well known but well know specifically for the genre we made our game in. Sounds like a perfect scenario, isn't it? What could go wrong with such an experienced Studio by our side? Well, pretty much everything went wrong, even those things you thought would be impossible to fail. I'm not going to go deep on details (even tho I really want to as I am angry as chili-bananas) because this may compromise both us and publisher. And I do not want that. The problem is that the Publisher is still recouping their (completely inefficient) marketing investment and we haven't received a single penny for our game. And obviously they are recouping it really slow specifically because of how foolishly marketing budget was spent. Important to know that they did not invest any money to production, we made the game completely ourselves. And now as they saw our game fail on the market they do not want to invest in porting to other platforms which cuts us off potential income and now we just have to sit back and watch how our game drowns. 2 years of production, personal money invested - oh boy, that IS a lesson to learn indeed. So the main thing I want to ask here is this: even tho there is no specific metric of GOOD or BAD job in the contract, is there any way to get out of this situation or at least put out of the contract some platforms that we didn't release on yet (iOS/Android and consoles)? So that we would be able to produce porting ourselves one day and at least have some income from the game with no need to send everything to the publisher. Thanks everyone in advance, I'm kinda glad I could just get it off my chest. P. S. Please note that this is my throwaway account and I really don't want to make any kind of scandal, most of the people who work for the publisher were very nice to us and helped a lot during the production. And we were not perfect ourselves, especially when we have failed all deadlines that were written in the contract. UPDATE: Thanks to each and every one of you for your words of support, for very interesting ideas and advises and for contacts of different law firms and lawyers. That was the main intention of this post and I am glad that I wrote it. I will now contact lawyers you suggested to see what can be done in my situation. P. S. 2: don't underestimate reddit and especially professional subreddits. I not only received a flow of important information and insides on how things work in gamedev, but also a huge blast of positive vibes which I really needed. Thank you! [link] [comments] |
Animate using Blender or Maya for Unreal Engine? Posted: 29 Sep 2019 06:24 AM PDT Hi there, Been using Maya LT for less than a year. So, now that Blender 2.8 has released, is it good enough for animating characters/enemies for Unreal? I ask because everywhere I've read online, it says that Maya has better and advanced animation tools compared to Blender. But I'm not making an animated movie, rather a game inside Unreal. So, would it be worthwhile to learn Blender and drop Maya entirely? [link] [comments] |
The Surge 2: Behind The Scenes - The Evolution Of The Fledge Engine Posted: 29 Sep 2019 01:01 AM PDT |
IGDA Launches Discord and Twitch Channel for Game Developers Posted: 29 Sep 2019 06:56 AM PDT I saw that there was a lot of interest last week in game development Discords here, so I wanted to let you all know the IGDA Discord is now live!
[link] [comments] |
Posted: 29 Sep 2019 04:19 AM PDT Hello, Redditors! My name is Danni and I am a marketing student. Because I love gaming and there is a significant lack of research in this marketing segment I've decided to write my thesis about Game marketing. However, the Belgian education system requires me to have a 'mentor' from a company in the related field. The mentor's role is to discuss my findings and share their opinion and insights on the matter. If you are interested or know anyone who might be please give me a shout out to find out more about the topic I have in mind. The paper will be confidential and written for your company and the topic can be adjusted to suit your needs. [link] [comments] |
Why I cancelled my game after over 4 years of development. Posted: 29 Sep 2019 12:03 PM PDT |
Every Day is Indie Game Dev Day - The Making of Mekorama and Fancade Posted: 29 Sep 2019 07:54 AM PDT |
Posted: 29 Sep 2019 12:41 AM PDT Hello there, I need some advice because I have a naive understanding of how things work around here in the game industry. Let's say I want to make it as a game writer. I need a masterclass portfolio to attract the big names in the game business, I know. What do recommend I have in my portfolio? I have ideas for a walking simulator that focuses on story and I have already started writing the script. Problem is, I just started learning UE4 and I know it will take time until I can do just the basic stuff. And in my country it's rare to find someone good at UE4 to hire. And basically I want to work with a team and make this game but I have no funds and it's assinine to think people are willing to help me make the game for free. Do you think I should stick to the script and try to market it to people willing to help me make it or should I continue learning UE4 and do it by myself? [link] [comments] |
Not using an authoritative server? Posted: 29 Sep 2019 09:54 AM PDT Hey everyone, Little question, I am trying to put together a casual multiplayer mobile game, however I am wondering if I really need to use an authoritative server. I don't plan to have a virtual currency or a virtual store and I think I am okay with the possibility of cheating as I could implement a report system or abnormal behavior detection to ban players. My game heavily relies on procedural terrains and it is expensive to run the physics calculations on the server. I would like my game to be as accessible as possible, therefore I am trying to find ways to cut cost down and allow more people to join a server. Do you think this is a mistake? [link] [comments] |
What games are using real-time CFD (Computational Fluid Dynamics)? Posted: 29 Sep 2019 04:52 AM PDT I chose to research CFD in relation to games for a university project, but when I'm trying to search for game examples I can't really find what I'm looking for. I'm not a huge gamer, but I assume there should be at least a couple games that do this. Could you please help me by giving examples of games using realistic physics based water (so it's not just looking like, but also behaves and interacts like real water)? The Focus is on real-time, interactive and game. Thanks in advance! [link] [comments] |
Posted: 29 Sep 2019 12:16 PM PDT I have very little game development experience aside from few simple games using GameMaker 1. However, I write code for a living, so I feel comfortable manually writing code whenever it is necessary. Also I cannot draw, so I was wondering if anyone has recommendations for how to find an open source/affordable commercial space themed art package(space ships, galaxy backgrounds, weapons, menu templates, icons, etc) that I could use and still have all rights to my IP. Thanks in advance for any recommendations. [link] [comments] |
Posted: 29 Sep 2019 08:25 AM PDT This has been posted here a few times, but I have a unique perspective. I know Godot and Unity pretty well. The amount of resources their are for each engine doesn't affect me. The difficulty of coding doesn't matter to me. I'm strictly asking about the performance of 3D games in each of the engines. I want to make a pretty looking 3D game with the skills I've been gaining in 3D modeling, but I prefer Godot to Unity. I feel that Godot is overall much cleaner and organized then unity which makes me typically develop games in Godot but I've also used Unity a fair amount. The one thing I know Godot lacks in, is with 3D. I know the 3.1 update improved upon 3D quite a bit, but I don't know how much. I would really like to use Godot but if it's considerably worse for 3D games, I'll definitely use Unity. Hopefully some of you can give me insight.(also I would use Unreal but my computer doesn't have the specs) [link] [comments] |
Posted: 29 Sep 2019 11:59 AM PDT Hey /r/gamedev, just want to ask if there are any free or cheap resources for "grunting" SFX? (both genders) Like getting hit or attacking for example. Thanks! [link] [comments] |
Raycast Vs Physical Bullets - Which One To Use And Why In a Shooter Posted: 29 Sep 2019 11:40 AM PDT |
Improving VR/AR Experiences through the Study of Visual Perception Posted: 29 Sep 2019 05:13 AM PDT |
Why isn't there more verbal interatcion with video games? Posted: 29 Sep 2019 10:41 AM PDT In GTA 5 you can shout at the cashier as you're robbing the place so that they give you the money faster. This is great immersion. Imagine a spell casting game where you have to actually say the spell to cast it. Why is the mic not utilized more? [link] [comments] |
What iMac would be good for Unity? Posted: 29 Sep 2019 10:36 AM PDT I'm interested in Unity and I even tried it a few years ago on my Macbook Air which, as you can imagine, ran fine, it just made A LOT of noise. So I bailed, in case the damn thing took off into orbit. Presently, I'm looking to get an actual iMac, rather than a laptop, to give it a try and eventually "get good at it". But what would be decent for what I want to do and specifically what specs am I looking for? I know you guys must get asked this a lot, so I apologise. [link] [comments] |
Unity 2d platform pathfinding: creating jumping paths Posted: 29 Sep 2019 10:02 AM PDT I need to create paths for the AI to jump from platform to platform, I think I know how to do it but this way feels convoluted and roundabout, and I feel like there has to be a batter way. Here is the current plan: Spawn some fake players on the end of each side of floating platforms (I have nodes to designate where these are), then simulate jumping with multiple different x and y velocities, using multithreading to give each fake player its own thread to speed things up. The x and y velocities used will be stored as the instructions, and if the weight of the jump (time taken) is under a certain amount, I will repeat this process on the node where the jump ended to get the valid paths back to the original node. I believe that this will work, but like I said there has to be a better way. The map is stored in a matrix and so far all nodes, walking and falling paths are created programmatically from that matrix. [link] [comments] |
Android game communication between server and application Posted: 29 Sep 2019 09:39 AM PDT Hello ! I have a problem developing my little game on Android. I would like to add multiplayer features like a ranking, but the problem is that I have no idea how to do it... I don't know what is used for the server side or how to make the app communicate with the server.... If a charitable soul would like to put me on the right path :D [link] [comments] |
Posted: 29 Sep 2019 08:59 AM PDT |
Cocos-2d - Lua vs JavaScript as my first programming language? Posted: 29 Sep 2019 12:19 AM PDT Hey everyone, I'm pretty new to game dev and programming. I'm thinking about trying out Cocos-2d because I've heard its a great engine. I've tried game maker and godot before. I think they're ok, but I'm wanting to try out as many engines as possible to see which would be the best fit for me. I'm wanting to make 2d games, mainly for Android. Unity is out of the question because my PC sucks lol. Cocos-2d has 3 options for programming languages: C++, JavaScript, and Lua. I'd love to learn C++ eventually but the syntax seems very verbose and unforgiving. I want to get a solid understanding of a simpler programming language before I dive into that one. A bit of backstory, I learned a "little" bit of Lua from using the Love engine a couple years ago (not much but I could draw a square on the screen and be able to control it lol). Never touched JS. I'm not interested in making web based games (which I know JS is known for) but at the same time I think JS is used more outside of the game dev industry than Lua. So I'm kinda torn. Lua seems to be the better language for me to learn first for game dev, but I feel like if I decide not to become a game dev long term then I'd have a better chance at getting a job by knowing JS. What are your thoughts/advice? All help is greatly appreciated. Thank you. [link] [comments] |
ZBRUSH 2020 NEW FEATURES - DEV UPDATES Posted: 29 Sep 2019 07:23 AM PDT |
Posted: 29 Sep 2019 03:28 AM PDT I'm going to college in a state in the US that has no opportunity for artists or game developers. Is it possible to find online internships for 3D game art/ game dev? if so, where should I be looking? [link] [comments] |
You are subscribed to email updates from gamedev - game development, programming, design, writing, math, art, jams, postmortems, marketing. To stop receiving these emails, you may unsubscribe now. | Email delivery powered by Google |
Google, 1600 Amphitheatre Parkway, Mountain View, CA 94043, United States |
No comments:
Post a Comment