• Breaking News

    Tuesday, October 1, 2019

    Microtransactions in 2017 have generated nearly three times the revenue compared to full game purchases on PC and consoles COMBINED

    Microtransactions in 2017 have generated nearly three times the revenue compared to full game purchases on PC and consoles COMBINED


    Microtransactions in 2017 have generated nearly three times the revenue compared to full game purchases on PC and consoles COMBINED

    Posted: 01 Oct 2019 03:36 AM PDT

    The Unity execution order diagram

    Posted: 30 Sep 2019 06:22 PM PDT

    Writing a medium-length RPG from a writer's perspective

    Posted: 30 Sep 2019 12:12 PM PDT

    I'm trying to make a comprehensive list of stores where us indie devs can self-publish our games, can you help expand this list?

    Posted: 01 Oct 2019 05:22 AM PDT

    Over on my website I'm writing an article, more like a living document, where I want to keep track of all the game stores available to indie devs for publishing.

    I've added information like the cost, link to where the publishing instructions are, my experience with the specific store where available and when I published my game on the store.

    I want to expand this list to have it as complete as possible, thus I'm calling on all indie game devs: If you know of a store, and you have a link with the instructions on how to publish a game on said store, could you comment on this post so that I may add it to my document and benefit everyone on here?

    Thank you!

    submitted by /u/taranasus
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    Pixel Adventure (Free Game Assets) has been released. Link in the comments

    Posted: 01 Oct 2019 10:24 AM PDT

    A study of Sonic Battle's 3D renderer (GBA) - The complete series

    Posted: 01 Oct 2019 06:58 AM PDT

    Free Unreal Engine 4 Marketplace Content for October 2019

    Posted: 01 Oct 2019 07:33 AM PDT

    Withholding information from the player in a strategy game (research)

    Posted: 01 Oct 2019 10:31 AM PDT

    tl:dr - Do you feel like it's a good idea to let a strategy player invest time in researching tech, with no guarantee that new tech awaits?


    I've been putting some thought and planning into a turn-based strategy game, and wanted to get some feedback on an idea that I've been thinking a lot about.

    One thing about strategy games seems to be how you manage your finite resources, one of which is your time. How you spend your actions/turns makes a difference.

    What if you are spending your time, but with no guarantee on a return?

    There are some systems that come close to this, and my best example is exploration. (Make sure to read through it, as i already see the problem.)

    When a player is exploring a map, there is no guarantee that they will find what they are looking for (if it is a specific resource.) They may not find it, and may reach a dead end. They have spent time moving the unit to no fruition, and must spend time returning them back.

    The problem with this example is that something is still gained (map knowledge.) This is also (usually) a finite time sink, as even if there are no resources/enemies /etc to find on the map, you will still find the limits and know that there is nothing further to explore.


    Finally, to my application of this problem.

    The reason I ask is because the player finds new technology in this game (new methods of production/items to produce, usually.) These can be found naturally during production with luck, or a unit may be dedicated to research in a profession to find new technology.

    The thought I had was that normally research is either generalized or specific. For example, let's use a blacksmith.

    If you found a new type of weapon, or a new material to work with, the blacksmith could focus their time on attempting to recreate it/find a way to use it. What if they have no reference point?

    They could be assigned to generalized research, and try to 'invent' something never seen before. They don't know if there is anything left to find (or that they are capable of) so they may be investing their time in research that is never going to come to fruition (either due to lack of skill, or lack of new tech.)


    This is realistic, but do you think it is still a positive game experience? Normally tech trees are very specific, to allow the player to progress towards their desired win conditions. I guess I'm going for more of a 'simulation' type game, as most everything (production, research, construction, etc.) is of variable chance/time based on luck.

    I wanted to get some feedback on the idea, but haven't been able to condense this down into a clear idea. I also haven't found any similar examples in other games to compare it to.

    submitted by /u/DerivativeSavant
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    When to double down on your game or cut it loose?

    Posted: 01 Oct 2019 12:12 PM PDT

    I'm at a little bit of a cross roads with a game I've been developing for 4-5 months and I'd love to hear thoughts from this crowd. There's basically two paths I'm considering (maybe there's more but this is what's currently in my head):

    1. Move to Steam Early Access and plan for a long haul marathon of adding content and features over the course of "however long it takes" and aim for something that feels worth $15-20.
    2. Spend a few more months polishing and expanding the current content slightly until it feels worth $5-8, release it and move onto a new project.

    Some background on why I'm considering these options:

    This is my first real shot at game development. I've dabbled a bit before but this is the first time I made something substantial with my efforts. I'm very happy working on the game and I decided to start sharing some of my progress on twitter.

    That seemed to go pretty well. People really liked the art in general and I doubled my "following" since I started tweeting about it (which wasn't huge but it felt substantial). Which I thought was cool and I decided to start gathering some of those that seemed very interested and let them play the game. So I reached out to some of them and invited them to a discord server where I gave them access to a demo/prototype of the game. My expectations for this were probably a little high here as I expected a flood of feedback from a handful of people, but in reality got very little. Eventually I opened the "floodgates" a little and got a few people with good feedback. It was usually very positive, but it felt like people didn't get really hooked in. They played for a bit, had some fun so they told me it was fun but didn't really see much point to go back and play more.

    I opened up the gates a bit more and made the project public on itch.io and it was picked up for a few days on the front page under "fresh games" this got a few hundred people to download it and I received similar feedback. That felt good... but again I feel like people don't see much point in playing the game for very long and people didn't even have to pay for it.

    So with that feedback I'm going back and forth about what I want to do for the future of the game. My initial plan was #1 where I blow out the content of the game but I'm wondering if the game is only worth being a small experience and I should try to finish it up and not get lost in the weeds for too long. Ultimately what I'm wondering is if the little bit of validation I've got is worth sinking a ton more time into. I do want to release this game but I'm trying to figure out the scope vs my initial expectations.

    I can link the game if people want but I don't want this to seem like a promotional post so I'll wait to see if anyone feels like that would help.

    submitted by /u/ajrdesign
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    How do you draft your dialogue tree? I find it to be a gigantic mess

    Posted: 01 Oct 2019 05:53 AM PDT

    I used MS Word but then the page isn't wide enough

    I used excel but then the cell hides the rest of the words.

    What I want to do is that a single question gives you several choices and different response leads to different questions and so on and so on.

    What software or management techniques you guys used?

    submitted by /u/Kisunagi
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    Working on an incremental game based on righteous Cats and Gangs.

    Posted: 01 Oct 2019 11:47 AM PDT

    https://i.redd.it/fftojhrv3zp31.png

    Several months ago we began to develop the idea of ​​an idle mobile game, where the mission is to do justice by throwing out the gangs that have taken over the city. For this, the player will have to assemble his own crew to fight against the other stray cats and finally, face the leader of each territory and take away all the stolen money and recover the neighborhood.
    As the territories are conquered, the righteous leader will acquire characters with greater abilities, who will recover the stolen money, divide it among the inhabitants of the town and continue fighting until the city is liberated.

    What do you think about the idea?
    - Now we are working on the fights and the neighborhoods where the gangs are.

    submitted by /u/Bigfoot-Gaming
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    Creating grand strategy

    Posted: 01 Oct 2019 05:38 AM PDT

    I cannot decide which engine I am going to use. I mainly consider either UE4 or Unity due to rich community support. I am aware that grand strategy often tend to become CPU heavy, so UE4 seems obvious choice because of its compiled C++ scripts, however, Unity seems to have overall better documentation and community support (and C# is easier to implement, at least for myself).
    P.S I know there is duplicate for this, but my question is different in a way that I am CS major, so C++ is not something totally new for me (although i would prefer C# for simplicity in most cases and have more experience with it)

    submitted by /u/greycardinal_
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    The most advanced pixel art waterfall? (and how to make it: sprites, particles, shader tricks)

    Posted: 01 Oct 2019 09:07 AM PDT

    This waterfall is a combination of sprites, shaders, and no less than 13 particle systems!

    https://imgur.com/gallery/6fwt85h

    I wrote this devlog explaining how you can apply the same pixel art shader techniques in your project. It's an older devlog of mine, but it's one of the more useful things I've written and I don't think it's ever been shared here since I just started using reddit: https://forums.tigsource.com/index.php?topic=59805.msg1395839#msg1395839

    This devlog is a little hand wave-y at times, so I'm happy to answer any specific questions in detail here.

    submitted by /u/lunoland
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    Test iOS App without Developer Account — iOS Free Certificate

    Posted: 01 Oct 2019 10:59 AM PDT

    Switching from plane to path-constrained movement and back, keeping velocity.

    Posted: 01 Oct 2019 05:38 AM PDT

    In need of a mid-tier publisher for mobile hyper casual titles

    Posted: 01 Oct 2019 10:03 AM PDT

    I already got people for my top 1% games that get fantastic CPI and retention BUT who is publishing/buying games with good but not fantastic KPIs?

    Or maybe I just need to self publish..

    submitted by /u/IneedAProgrammer
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    An interesting interview about the importance of IP and Branding in your gamedev journey

    Posted: 01 Oct 2019 04:33 AM PDT

    Simplest way of making 32 bit heigtmaps (using all 4 rgba channels)

    Posted: 01 Oct 2019 01:01 PM PDT

    Hi, does anyone have any suggestions of a simple tool for making terrain heightmaps that can export using all the colour channels for a higher resolution? Thanks

    submitted by /u/h30201
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    How to implement unique behaviour in an ecs

    Posted: 01 Oct 2019 12:48 PM PDT

    Hey,

    I am currently working on an simple ecs in c++ and I wonder on how to implement unique behaviour and how to create unique Entitys. For example I want the to move the player everytime a key is pressed. Just for that I have to create a system which cares only about the player. How do I tell the system which entity should be the player? I could create a player component and iterate over all entitys to find the one with the player component. And just for one player I have to create a new array of components. Is there a better solution for this with less unnecessary overhead?

    Thanks for all answers and have a good day

    submitted by /u/The_true_king_of_ooo
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    high schooler looking to interview someone working in gaming industry

    Posted: 01 Oct 2019 12:12 PM PDT

    I'm working with a high schooler who has a senior year capstone project about working in the gaming industry. For the project he has to interview someone with experience in the industry. Preferably we'd like it to be a video chat but a phone call would work as well. Let me know if you are interested. Thanks

    submitted by /u/Ricepancakes
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    Steam has a lack of data scientists - an analysis of the Steam 'More Like This' change of September 12.

    Posted: 30 Sep 2019 11:41 PM PDT

    How To Create RPG Systems - Part 14 - Starting The Combat System

    Posted: 01 Oct 2019 04:58 AM PDT

    The Indie-O-Calypse with Jason Rohrer

    Posted: 01 Oct 2019 02:58 AM PDT

    I'm making a legend of Zelda fangame and I'm looking for someone to help with ue4 blueprints.

    Posted: 01 Oct 2019 10:18 AM PDT

    So basically I need someone to help my friends and I build the mechanics of the main items: clawshot, bow, Gale boomerang, whip, bombs, and other various items from the legend of Zelda games. I can make most of the movement and hud blueprints so no need to worry about those. Thanks. (I have a discord server)

    submitted by /u/SilverString402
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