I just want to build my hometown, doesn't need any functionality. Where do I begin? |
- I just want to build my hometown, doesn't need any functionality. Where do I begin?
- Been playing around with new Unity Terrain Brush Tools and want to share my short tutorial video
- Looking for talk about 3 common things in all games that create flow or make players want to keep on playing
- Music composing software
- “Skater” for 3DO M2 - animation environment test app
- Godot 2D Platformer Tutorial Pt 3 - Platforms and ground
- Advice on Marketing for Video Games
- PSA: Indie Publisher DANGEN Entertainment accused of not paying devs
- How do you increase organic downloads for mobile games?
- Please share your experience of porting a game through another company
- Encounter Design in Open World Content.
- anybody got any good godot tutorials?
- Anyone know any good free resources for learning blender to unity workflow?
- "Building Utility Decisions into Your Existing Behavior Tree" (from Game AI Pro 1)
- What would you say is a good conversion % from visits to downloads for a Steam free-to-play title?
- Moving from arcade to story driven games?
- Chasing Progress: How Different Unlock Systems Motivate Players
- Game world with too many stories to tell?
- Can anyone explain why Cuphead is so popular?
- Anyone had experience selling a title (or your company) to a bigger studio?
- For a grand strategy would you prefer isometric or 3d animated with a locked camera like civ
- Last chance to grab the free giveaway for the community & New Giveaway will be announced Shortly
- Need advice for a Spore-Hearthstone hybrid mobile game I'm working on
I just want to build my hometown, doesn't need any functionality. Where do I begin? Posted: 24 Nov 2019 01:38 AM PST So I've always had a dream of making a free-roaming game world of the area I live in. It doesn't need to have any functionality, no NPC's, or scripted instances, missions or anything like that. Just a static world that looks exactly like my hometown. I've used a lot of engines in the past, GEM, Cube2, Unreal, and some others. So I know my way around an interface. But what would be the best engine to make my wishes come true? Also, assets are going to be the main problem I've got no problems making my own assets, but are there particular engines that have a wider range of assets to import? Many thanks, [link] [comments] |
Been playing around with new Unity Terrain Brush Tools and want to share my short tutorial video Posted: 24 Nov 2019 09:52 AM PST |
Posted: 24 Nov 2019 05:36 AM PST I'm looking for a talk from 6-8 years back (could be ted talk or a lecture), where a female scientist of some sort talks about her research into video games and lists three things that creates flow or makes the player want to play more that all or most games have in common. I only remember that the first of these was progression or "the feeling of becoming rich" as I think she put it. Not sure if I didn't see the rest of the talk or have simply forgotten the other two items. But as that first item rang very true and has stuck with me I have now and then tried to find the talk, but without success. Do anyone here know what talk I am thinking of or have any suggestions on how to find it? [link] [comments] |
Posted: 24 Nov 2019 08:40 AM PST Can anybody recommend a good software to compose soundtracks and maybe sound effects as well? [link] [comments] |
“Skater” for 3DO M2 - animation environment test app Posted: 24 Nov 2019 09:04 AM PST |
Godot 2D Platformer Tutorial Pt 3 - Platforms and ground Posted: 24 Nov 2019 10:36 AM PST |
Advice on Marketing for Video Games Posted: 24 Nov 2019 10:12 AM PST I make 2D adventure games targeted towards casual gamers, and sell them through my own e-commerce website. I have tried putting the games on Steam, but the demographics didn't align for me and I failed to be greenlit, though I haven't tried Steam again now that the submission process has changed, because I'm not sure I want to break into the hard-core gamer demographic with my current games, as I am working on a full 3D adventure game that is more in line with what hard-core gamers are buying, and I don't want to tarnish my brand with that audience. I feel the current games have a market that could be as high as $500,000 per game (based off of other games in the marketplace), but right now I am kind of stumped on how to get them marketed. I have tried AdWords without much success, I spend about $300 a month on marketing through video ads on YouTube, with a 2 to 1 return on average (e.g. $100 in marketing, $200 in sales) however when I increase marketing past $300, to say $600, I don't see any increase in sales, which leaves me afraid of wasting money, I feel I'm missing something in my marketing strategy. The people who play the games are very passionate about the games and enjoy them a lot, I can't say I've had to issue a refund in more than 0.5% of sales, so I'm pretty confident the games are what people in this genre are looking for. (I'm not posting what the games are, as I don't want internal marketing and sales figures known to my user base, or to be public knowledge in general.) I am in no way adverse to spending thousands of dollars a month on marketing, if I knew there was going to be at least a 1 to 1 return ratio there. Any advice is welcome! [link] [comments] |
PSA: Indie Publisher DANGEN Entertainment accused of not paying devs Posted: 23 Nov 2019 02:56 PM PST Full thread: https://www.reddit.com/r/Games/comments/e054z4/publisher_dangen_entertainment_bug_fables_devil/ Make sure to read the hidden comments for the counter arguments against Dangen but I want to add some commentary from an indie dev perspective.
Not going to be logging in to this account anymore, so comment if you'd like to DM with info and I'll get in touch [link] [comments] |
How do you increase organic downloads for mobile games? Posted: 24 Nov 2019 07:24 AM PST Hi Guys, My studio has published a casual mobile game that has around 21m installs and around 1m DAUs. We are currently available in IOS and Android. We have done some ASO around game icons, title and descriptions. I am looking at new ways to increase downloads. Can you suggest some methods you use and how did it turn out? *Is it worth listing on other stores like Amazon , samsung etc? *Is there specific website where I should list it? [link] [comments] |
Please share your experience of porting a game through another company Posted: 24 Nov 2019 06:08 AM PST I'm curious about how porting a game through a company works. If you have experience with it, please share the entire process of contacting the company, signing a contract I assume, sharing the code, paying for and publishing the fully ported game. [link] [comments] |
Encounter Design in Open World Content. Posted: 24 Nov 2019 11:39 AM PST I was wondering if any of you folks have any resources on Encounter Design in open world content, I was able to find some resources in module based dungeon delving encounters but couldn't find a whole lot on open world encounters. I'm sure a lot of it can be filed under mission or quest encounters even in an open world, but was curious if anyone may have any more niche resources for open world. [link] [comments] |
anybody got any good godot tutorials? Posted: 24 Nov 2019 07:50 AM PST im a kid that want to make games so im trying to learn godot and i was wondering if any of you know about any tutorials or courses. thans [link] [comments] |
Anyone know any good free resources for learning blender to unity workflow? Posted: 24 Nov 2019 02:12 AM PST I'm struggling to find free resources for how to make and texture models for unity. Anyone know any good sources? [link] [comments] |
"Building Utility Decisions into Your Existing Behavior Tree" (from Game AI Pro 1) Posted: 24 Nov 2019 10:54 AM PST |
What would you say is a good conversion % from visits to downloads for a Steam free-to-play title? Posted: 24 Nov 2019 06:59 AM PST |
Moving from arcade to story driven games? Posted: 24 Nov 2019 04:33 AM PST So I have experience is making 2d arcade games, (platformers and such). Those games however have no storyline. Just a character interacting with a static level. What is the fundamental desing difference that allows a storyline (for example changing a part of the level after a particular interaction)? [link] [comments] |
Chasing Progress: How Different Unlock Systems Motivate Players Posted: 24 Nov 2019 05:00 AM PST |
Game world with too many stories to tell? Posted: 24 Nov 2019 04:53 AM PST Hi, this is my first post in this sub, please tell me if this post does not belong here. I would like to ask for advice regarding story design. I think it goes without saying that players engage much more with deep game lore of a handful of characters only rather than having too many characters with shallow stories. The question that I am unsure of, is whether a universe with large number of characters, each with their own lore, would cause the game to feel too busy. Like a world where you can recruit the NPCs, who have a common enemy, but have highly varying reasons to fight. The purpose of this design is so that the player can have a large number of quests lines in a way that does not feel artificial. Nonetheless, this has the unintended consequence of making the player feel as if there is too much going on, since each and every NPC has a different story to tell. Edit: If anyone has an example of this occurring in any title, please do post them below too! [link] [comments] |
Can anyone explain why Cuphead is so popular? Posted: 24 Nov 2019 04:26 AM PST I know this does not seem to belong here, but I would like to hear gamedevs' opinions. I just launched it for the first time, played for a few hours and ragequit, lol. In my opinion, it's far from being balanced. Boss battles when fought in regular difficulty are really difficult. The run and gun part also seems quite hard from the very beginning. Remember, the notion of flow in video games? https://geekyantics.files.wordpress.com/2014/04/game-zen-flow-zone-game-mechanics.jpg Well, Cuphead on that graph would skyrocket through the roof. Do you think game mechanics in Cuphead is good? I totally agree, that art, music, sound, the animation is 10/10, but as for game design, I would argue. Well, anyway, I would like to see what other people think, especially those who make games themselves. [link] [comments] |
Anyone had experience selling a title (or your company) to a bigger studio? Posted: 24 Nov 2019 07:57 AM PST Would be really interested to hear from anyone who's decided to sell their creation to a bigger player - was this always your end game? Did you seek out a buyer or did they find you? Is it even possible!? Background: For the party game that I've been working on, I've had strong feedback but realise it will require a big team expansion and a lot of man hours to achieve the polished, mass-market game which will generate strong revenue. Wondering if I should build a strong community around the rough v1 and sell the rights, OR go all in for v2. [link] [comments] |
For a grand strategy would you prefer isometric or 3d animated with a locked camera like civ Posted: 23 Nov 2019 06:51 PM PST I've been trying to get the motivation to get on coding my grand strategy game but don't know the overall style I want. I want this game to hopefully come out late 2020, maybe even 2021 I don't really have a true deadline. I'm a shit modeller but currently learning and getting better. Should I do isometric or 3d? Also from just a person playing those types of games in general which ones do you prefer? [link] [comments] |
Last chance to grab the free giveaway for the community & New Giveaway will be announced Shortly Posted: 24 Nov 2019 07:24 AM PST Advanced IK Foot Placement System Here : https://www.youtube.com/watch?v=wp88TPohGCo today is the last day to grab it for free on Our Discord Here also soon we will announce new giveaway for the community keep up the good work & good luck [link] [comments] |
Need advice for a Spore-Hearthstone hybrid mobile game I'm working on Posted: 24 Nov 2019 07:03 AM PST The idea for this game is simple but limitless: you combine any two creature to produce a new one. It's funny that something so simple as that will be so deep. I've made some simple calculations: if there would be 100 unique creatures which can be combined with 6 body parts (head, torso, arms, legs, back, tail), there would be 613,000+ possible combinations. Double that, you get 2,400,000+. So the thing which I've always wanted on a game, unique encounters every time, is closer to reality. However, working on a stats system is goddamn hard. Most of the formals and math work I've currently implemented are like 99% guesses of trial and error and see whichever matches closer to what I'm wanting. As of the moment, you only need to fill in three properties on a unique creature: weight, resistance and damage. Weight gives you health, but drastically affects arrival time i.e. the time before the first hit. It also gives some influence on attack speed and damage. Resistance gives you armor but also affects attack speed, which makes sense. The harder your armor, the slower you get. Not that "it's heavier". Think about if you have literal rock skin. Can you be agile with that? Anyway, lastly is damage, which gives you what's obvious. I originally made it part of weight but I'm thinking some creatures like the Phoenix may not have high weight but high damage. So the issue now is just distributing those stats to create final damage, effective HP (health + armor), attack speed and arrival time, and overall power. If anybody's interested, comment down your thoughts. [link] [comments] |
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