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    Friday, November 22, 2019

    How did you implement your achievement system?

    How did you implement your achievement system?


    How did you implement your achievement system?

    Posted: 22 Nov 2019 05:50 AM PST

    Currently I have the following idea, which seems the most logical. During the lifetime of the game there is an Achievement Manager running on a separate thread which keeps track of all the criteria for every achievement that exists within the game. Of course on startup it will read existing achievement data so it knows the progress and completion state of the achievements.

    Then, as the user plays the game, whenever an action is taken that could contribute to the progression or completion of an achievement, a message is sent to the Achievement Manager thread which will process it and broadcast a response if necessary; for example when an achievement is completed or progress is to be displayed to the user. If something must happen, say an enemy spawn or a toast in the UI, the relevant component will be notified of this and react accordingly.

    To me this makes sense, however as I've never really created an achievement system before, there are some elements of it I'm questioning or unhappy with. As an example, there are so many events that can trigger a change in achievement progress; collecting an item, a duration of time has passed, damaging an enemy, being damaged yourself, activating an ability... the list goes on. So in my code I have notification messages everywhere telling the Achievement Manager that something regarding an achievement has changed. It's only a single line: "AchievementManager.update(args)", but this line is in so many places because there's so many achievement criteria to take into account that it really seems to pollute the code. Is this expected and I should just have to deal with it?

    Also, I currently have every single criteria in the same class and it feels weird having this single class keep track of everything; time the player has spent running, how many gems they have collected, how many times they've activated a specific ability, etc. So I thought about making it abstract and creating subclasses for different "types" of achievements (such as the examples above). So we could have an ItemCollectionAchievement class that is handling 20 different achievements, with members such as "coinsCollected", "keysCollected", "gemsCollected" etc. It sill feels strange to be grouping items that do not have any relevance to each other in the same class but I can't think of another way to handle it.

    I'm just looking for a bit of inspiration or confirmation that I'm heading in the right direction with this, so if anyone has stories of their own achievement systems that they wish to share some high level implementation details on, I'd really appreciate it.

    submitted by /u/CalamityCrash
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    There's so many devlogs out there, do you follow any of them? If yes, what makes them appealing? What value do they bring to you?

    Posted: 22 Nov 2019 04:39 AM PST

    What is fun about having a finite inventory size? Why not do infinite?

    Posted: 22 Nov 2019 09:21 AM PST

    I am struggling with this thought a lot while trying to do inventory design. I feel like a lot of inventories are designed in a way that is just 'how its done' without consideration for what this game needs or what players really want or need. Its too full of biases or preconceptions on what an inventory 'is' instead of what it 'should be.'

    I'm struggling with infinite vs finite, why do inventories have limited size? What experience or gameplay loop is the developer trying to influence by limiting inventory size? I feel like the only purpose of a finite inventory is to force the player to return to some kind of shop or game hub periodically. Why do we want to force/encourage that behavior?

    Inventory management isn't fun. Its tedious busy work. Is there a way to eliminate it? Automate it?

    submitted by /u/madmuffin
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    A simple Unity tutorial for using cinemachine and camera animations!

    Posted: 22 Nov 2019 11:11 AM PST

    What makes exploration in games interesting for you?

    Posted: 22 Nov 2019 08:42 AM PST

    I'm currently working on a game that is focusing on exploration and I was wondering what makes exploration fun for you? Discovering new bioms? New enemies? Finding new story peaces or new items etc?

    submitted by /u/beeberbar
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    Screen capturing software for screen

    Posted: 22 Nov 2019 09:11 AM PST

    I want to record my prototype to post it on Reddit, Twitter, etc etc. I've never done such things so after some research I've came up with the combo OSB + Sony Vegas, but the final product has no the best quality, what softwares do you use for recording your games?

    Thanks in advice

    submitted by /u/Lumso
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    BodyPix: Real-time Person Segmentation in the Browser with TensorFlow.js

    Posted: 22 Nov 2019 07:14 AM PST

    Question re: Publishers and Publishing Networks

    Posted: 22 Nov 2019 08:12 AM PST

    Hello /r/gamedev

    I've been working on a game for the past year or so on my own, and I've always thought it's future was in crowd funding and self-publishing (i.e. Kickstarter). A thought occurred to me last night though, which brings me here:

    What if my game isn't self-published?

    I have to be honest, based on this article (https://mailchi.mp/755a1387233d/what-marketing-tactics-should-you-actually-focus-on?e=b455e11b82), I am Level 0. I've never released a game before, and I'm still learning some hard lessons about what it takes to finish a game. I'm doing everything solo from modeling, rigging, and animation, graphics, textures, as well as all of the coding. I'm developing in C# using Unity.

    With that being said though, the more I think about it, I realize that a publisher might have access to networks and resources that I simply don't have, like professional artists, sound designers, asset libraries, and more.

    My game isn't ready to show the greater public yet. I feel like first impressions are a big deal, especially when my goal has always been to prepare a Kickstarter campaign to fund the last phases of development (content generation, marketing, infrastructure, etc.), so I'm not comfortable enough to show anything here yet.

    However, I do believe my game is ready to show professional publishers though, as I believe much of the game's full potential can be seen now, even if it is still rough around the edges and lacks content depth. With access to funding, assets, and talent, a publisher could be exactly what I need to get my game across the finish line.

    So, where do I start? How do I find these people, outside of attending the GDC? My city doesn't really have many meetups for game developers (although the business software sector is actually very active). I'm trying to keep an eye on meetups in my area but I feel like that's just a dead end. Do I need to consider traveling to a larger city center for meetups there (closest large city to me is Toronto).

    Thanks for any tips you guys can give.

    submitted by /u/dropship_games
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    Game designing or programming

    Posted: 22 Nov 2019 11:06 AM PST

    Right now I'm confused between what to major in among these two, the first gives a bachelor of fine arts and the other gives a bachelor of science, I'm wondering which is more versatile for video game and the (not so) growing job market in general?

    submitted by /u/YouarethisIlikethat
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    How to design a multiplayer server for an agar.io-like browsergame?

    Posted: 22 Nov 2019 09:48 AM PST

    After finishing the offline part of my game, which basically works like agar.io, I wonder what's the best way to implement the server. Is it good practice to serialize entire sprite objects and send them to all other clients? Does the client game loop update the sprites or should the server handle all of the updates and then just push them back for rendering? I would also appreciate links to articles or tutorials regarding multiplayer game server design. Thanks in advance :)

    submitted by /u/samYemmY
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    Where can i sell my 2 player word connect game?

    Posted: 22 Nov 2019 07:06 AM PST

    I want to sell my multiplayer word game. Not from assetstore or codecanyon etc. I wanna transfer the game to another playstore or ios publisher account.

    submitted by /u/ahmtdnz
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    Blender 2.8 Texturing with Alpha Tutorial

    Posted: 22 Nov 2019 12:43 AM PST

    The making of Lineage2M sound

    Posted: 22 Nov 2019 06:45 AM PST

    Simulating Behavior Trees - A Behavior Tree/Planner Hybrid Approach (from Game AI Pro 1)

    Posted: 22 Nov 2019 11:02 AM PST

    Anyone know about racing game handling and controls? Have a few ?’s

    Posted: 22 Nov 2019 05:26 AM PST

    What service do you guys use to save user progress in the cloud for windows store games?

    Posted: 22 Nov 2019 02:43 AM PST

    We are planning on porting our android game to windows store(desktop store). We use google play services to save user game progress in the cloud so they can load the game in a new device is there a similar service provided by microsoft ?

    submitted by /u/coolfrog39
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    Has anyone released a web game on GameArter.com?

    Posted: 22 Nov 2019 08:33 AM PST

    If so, how'd it go? Would you recommend it as a platform or are there better web portals out there you'd suggest?

    submitted by /u/Bug5532
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    Michigan Winter Cabin Timelapse in UE4

    Posted: 22 Nov 2019 08:13 AM PST

    Time lapse of an environment created inside Unreal Engine 4. Created using assets from the VR title Unhallowed: The Cabin. Final Result at 10:15. https://www.youtube.com/watch?v=ofE0EZlP0I4

    Michigan Winter Cabin #treefortstudios

    submitted by /u/vrtf
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    GameDev.tv Community Podcast Episode 39 – GameDev Loadout with Tony Chan

    Posted: 22 Nov 2019 07:22 AM PST

    Having trouble easily hand-editing JSON files with game data in them (silly question)

    Posted: 21 Nov 2019 10:27 PM PST

    I've recently figured out how to use JSON files for game data.

    My question is a bit of a silly one, but it involves a frustration I've run into.

    Say you have a JSON file that, for example, contains all of your game's items in a structure like this:

    https://d1mod045iitmc1.cloudfront.net/wp-content/uploads/2017/02/jsonSample.png

    Say you have tons of items stored in this file, hundreds for instance, and later on in development you decide you want to add a field to all of your items at once, like one called 'rarity' or 'durability' or something of the sort.

    How would you go about doing this? Is there an easier way developers do this without just hand-adding a new key-value pair to each dictionary in the file line by line? (Do people just use keyboard shortcuts or code snippets to streamline this process?)

    I'm using the Godot Engine, and using Gdscript with VSCode as my text editor, with the VSCodeVim extension (I haven't gotten a complete hold on the Vim keybindings).

    Thank you for any help! Sorry that the question is so silly. My Google-Fu was failing me when I tried to find a good solution to this.

    submitted by /u/EvaExotica
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    Feedback Friday #367 - Insider Insight

    Posted: 21 Nov 2019 08:06 PM PST

    FEEDBACK FRIDAY #367

    Well it's Friday here so lets play each others games, be nice and constructive and have fun! keep up with devs on twitter and get involved!

    Post your games/demos/builds and give each other feedback!

    Feedback Friday Rules:

    Suggestion: As a generally courtesy, you should try to check out a person's game if they have left feedback on your game. If you are leaving feedback on another person's game, it may be helpful to leave a link to your post (if you have posted your game for feedback) at the end of your comment so they can easily find your game.

    -Post a link to a playable version of your game or demo

    -Do NOT link to screenshots or videos! The emphasis of FF is on testing and feedback, not on graphics! Screenshot Saturday is the better choice for your awesome screenshots and videos!

    -Promote good feedback! Try to avoid posting one line responses like "I liked it!" because that is NOT feedback!

    -Upvote those who provide good feedback!

    -Comments using URL shorteners may get auto-removed by reddit, so we recommend not using them.

    Previous Weeks: All

    Testing services: Roast My Game (Web and Computer Games, feedback from developers and players)

    iBetaTest (iOS)

    Promotional services: Alpha Beta Gamer (All platforms)

    submitted by /u/Sexual_Lettuce
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    Getting over failure?

    Posted: 21 Nov 2019 12:16 PM PST

    I spent about 2 years making a game and it completely bombed. A big part of my self image was making that game, and it bombing felt like a reflection of me as a person. Making it was the worst period of my life for many reasons, so I mentally couple game development itself with being completely miserable. I feel like a loser for my game failing and feel scared to work on games again, but it's what I want to do with my life. Anybody gone through something like this before? Any tips?

    submitted by /u/Fantastic_Steak
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    Is there point in being solo game developer without artistic skills?

    Posted: 21 Nov 2019 06:06 PM PST

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