Our 1 year journey of art & design from a 48h prototype to Apple's Game of The Day |
- Our 1 year journey of art & design from a 48h prototype to Apple's Game of The Day
- Markov Chains for Procedural Buildings [Article + Source]
- Kickstarter lessons learned from a 300% funded solo game
- I created an intro for the boss in my demo level!
- How do you expose your game?
- I need some advice on a coding recruitment test I'm doing
- Would it be possible to create something similar (100% destructable voxel world) in unity or UE4?
- Help With FB ads
- Apple Arcade - what do game devs think about it?
- Game Development Is Ridiculous (Spooktober, Raidborn Development)
- Where to start with my first game
- 7.5 years of mobile games downloads in 2 minutes (bar chart race)
- Adventure Quest Demo
- Using AAA game sounds in my own game
- Game devs of reddit, learning 2d or 3d first?
- Old school browser strategy game in Go ?
- SKALD RPG on Rock Paper Shotgun!
- Unity to adopt Nvidia RTXGI as its new global illumination solution, replacing the discontinued Enlighten middleware
- Age of Empires like strategy game...with the possibility to edit all assets/animationx the way you like, create your own civilisation and use it in Multiplayer game
- I have a dream...
- Composer Available for Commission
- Storyline as a Service?
- The BEGINNING (Intro Cut-scene) of Hippoxxus!!
Our 1 year journey of art & design from a 48h prototype to Apple's Game of The Day Posted: 31 Oct 2019 05:49 AM PDT |
Markov Chains for Procedural Buildings [Article + Source] Posted: 30 Oct 2019 03:13 PM PDT |
Kickstarter lessons learned from a 300% funded solo game Posted: 31 Oct 2019 09:15 AM PDT For all fellow indies out there: [link] [comments] |
I created an intro for the boss in my demo level! Posted: 31 Oct 2019 11:35 AM PDT |
Posted: 31 Oct 2019 09:51 AM PDT How do you guys expose your game to the world? Do you have a marketing strategy? If so, how do you come up with one? We would love to hear! [link] [comments] |
I need some advice on a coding recruitment test I'm doing Posted: 31 Oct 2019 01:36 AM PDT Hey there, I need some advice on a recruitment test I'm currently doing because I'm at a point where I'm seriously thinking about quitting it. Some background: I'm 22, nealy finished with my Bachlor's degree in some form of informatics and currently looking for a full time job. I'd like to work in games 'cause they are my passion, but I don't have to. So I applied at this game company as Junior Programmer, we had a telephone interview and after that they sent me their recruitment test. They gave me instructions what I had to do and graphical assets and I had to write the code to turn this into a game. I have one week to do this. Cool. Especially because they said in the telephone interview that this will take 3-6 hours. Then I opened the instructions pdf and was totally buffled. The game should have a randomly generated isometric 2D map with obstacles, line of sight constraints, etc. (I can't go into details as I'm legally not allowed to share this). On top of this map, groups of characters should move on specifically calculated paths (which might overlap) + the player actions, effects, etc, etc. Oh yeah, and they want me to write a full documentation on my code, why I chose these alogorithms and so on. I'm now >15 hours in, the algorithm for the 2D map is somewhat ok - some parts are missing and others won't be achievable without a hilarious amount of time and planning (+ I added some constaints myself so that this algorithm won't turn into a complete fucking monster). And I'm just talking about the generation of the map here - I haven't even started on the actual gameplay or even on the pathfinding system. Plus the code is in a "at least it works"-shape, totally not in a "I can submit this"-shape. This is the point where I'm really frustrated. What kind of person can do this in 6 hours? Or is it just me? Am I unjustifiably crying? Am I straight up dump or just unbelievably slow? Hell, I even took a day off today to work on this. (Yes, I've read the instructions 10 times. What I describe is exactly what they demand.) I'm somewhat torn between my frustration that they said this should only take up to 6 hours and the thought that this would also be good practice for me. Has any one of you experience with recruitment tests in the industry? Is this standard? Because I'm close to cleaning up the code and submitting what I have now. I don't see why I should sacrifice a whole week of work (or even more) for their test when they said in the first place that they can't pay me the ~50k I'd like to earn. So, what would you do in my position? [link] [comments] |
Would it be possible to create something similar (100% destructable voxel world) in unity or UE4? Posted: 31 Oct 2019 10:35 AM PDT |
Posted: 31 Oct 2019 07:29 AM PDT Hello guys, I'm trying to increase my page's followers on Facebook using ads with interests such as "Indie Game". Have you had any luck with this? How much did you have to spend? Because to me seems that you need to spend a fortune to get people in developed countries to see your ad! Any tips are welcome. [link] [comments] |
Apple Arcade - what do game devs think about it? Posted: 31 Oct 2019 08:19 AM PDT Is anyone working with Apple Arcade or has thought about it? Can you tell me anything about gamedevving for it, or how they feel it will do? It's interesting for me how iPhone must be the single largest game market and there is so little talk about it here. [link] [comments] |
Game Development Is Ridiculous (Spooktober, Raidborn Development) Posted: 31 Oct 2019 11:32 AM PDT |
Where to start with my first game Posted: 31 Oct 2019 11:16 AM PDT I want to start making games but I'm new to the scene. I want to start with something small and "simple". I think that the easiest genre for a beginner like me to make would either a point and click, roguelike, or platformer. However I am open to suggestions. What would be easiest to make and how would I go about doing it. I would prefer to use cheap and simple methods like free software and making my own sprites/models. Edit: I don't know what platform(pc or mobile) would be better to start with so I'm open to suggestions. Also, are real-time-strategy and tabletop easy to make? [link] [comments] |
7.5 years of mobile games downloads in 2 minutes (bar chart race) Posted: 31 Oct 2019 04:03 AM PDT |
Posted: 31 Oct 2019 10:37 AM PDT a small demo of a project I have been working on for the past year give it a try and tell me what you think! [link] [comments] |
Using AAA game sounds in my own game Posted: 31 Oct 2019 10:27 AM PDT It's more of a copyright question. There are some sounds in a AAA game that I find funny. Also, I know some soundboard apps distribute ripped assets of commercial games for free. Is it legally allowed to do that ? [link] [comments] |
Game devs of reddit, learning 2d or 3d first? Posted: 31 Oct 2019 10:21 AM PDT I started learning the basics of Unity since I had heard that it was best for beginners. I tried to find which type of game would be best for me to learn first, but it was to no avail. I want to create VR games someday, so I don't know what to start with. Should I start 2d platformers or 3d games? [link] [comments] |
Old school browser strategy game in Go ? Posted: 31 Oct 2019 04:12 AM PDT Hi, I'm looking into building an "old school" strategy browser game. I have the old Empire Universe, Ogame, Travian etc. in mind. I'm best at Rails for web applications at the moment but I would like to build the game in Golang. Does it seem possible or should I use PHP since those games were all built in PHP ? If I can do it in Go, are there any weak points or possible security breach I should look for as a beginner in Go ? I would like to avoid building something that is easily breakable. Thanks! [link] [comments] |
SKALD RPG on Rock Paper Shotgun! Posted: 31 Oct 2019 04:07 AM PDT |
Posted: 30 Oct 2019 10:23 PM PDT |
Posted: 31 Oct 2019 11:49 AM PDT |
Posted: 31 Oct 2019 09:46 AM PDT Hey there! I'm Paan. Paan is a musician and a gamer dreaming about something more... I grew up playing games. I playe....no wait. I don't want to go into a story of where my journey began, cause I'm here to figure out where it's going to go. I'm a musician and I love games. I can't stop thinking about what I want to do. What is the point of life if you can't do something you enjoy. Music and games has a very strict connection. The don't work without the other, and I don't really work without either, so I figured I should try to figure out how those two can be more that just things in my life. I want them to be my life. A Community. A Team. A bunch of friends and a big family. A shared goal and shared journey. To build and to learn along the way. I'm looking for all of this. I don't that's about to be served. I want to make the dish and cook it and the whole thing. I want to be the chef, the cook, the cleaner and the waiter. I want the lows and the highs, together. If you're still reading I just graduated highschool and I just got employed at a job that I only see as something to do until I figure out what and how I'm really going to do for a long long time. I want to work with a team on a game and I'm not really into programming and not really good a digital creation. My strengths are music, ideas and leadership. There's a lot of small things needed in games, not just the few ground things that makes a game work. I don't want a game to work, I want more that that. I want to make the cake, a cake with not just one flavour, but with a touch of everything for everyone to enjoy and then I want a piece of it too. A game doesn't only need music though, it has sound effects, voices and other things, so me being musical isn't enough of course, and me saying that I have a bunch of ideas doesn't give anyone with hope of a dream coming true any comfort. I'm not just looking to make a dream come true. I need to stay on the ground and think about reality. I need to learn more than just music. I need to be of value and for that I need to learn more. Where should a sound designer/music composer begin efficiently and learn? Tips very appreciated and wanted. What I want in a game: I'm very interested in getting to know people with an ambition and a "dream" of something similar :) Thanks for reading and I hope you have a good day, morning, evening or night, [link] [comments] |
Composer Available for Commission Posted: 31 Oct 2019 09:38 AM PDT |
Posted: 31 Oct 2019 09:38 AM PDT Hi all, Thought of this with my friend last night - basically we were talking about how every year, Call of Duty is awesome but call of duty is call of duty (except MW3 which sucked), and that things incrementally get added on but there's several base mechanics that'd stay the same. My thinking is, if I were to make a game/new game process, what would people think of the idea of Storyline as a Service? Basically, every single release would happen once a year with patches and with new storylines with the new releases every year like video games do, but instead of going ignant and paying $100/game, pay something like $5/mo for specific games. It's not a Netflix type deal where you get every single game on the planet for a lot more money, but a platform with the same game developers for that kind of money. Is this a good idea or is this already done/stupid? [link] [comments] |
The BEGINNING (Intro Cut-scene) of Hippoxxus!! Posted: 31 Oct 2019 09:14 AM PDT |
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