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    Thursday, December 5, 2019

    Efficient voxel drawing

    Efficient voxel drawing


    Efficient voxel drawing

    Posted: 04 Dec 2019 09:56 PM PST

    What to do when you don't know what to do - My experience transitioning from making small games to larger projects

    Posted: 05 Dec 2019 04:11 AM PST

    Every large scale, ambitious project ever undertaken by an indie game developer has always started with the Fire.

    Yes, fire with a capital F.

    You imagine a world that you would create, a world that others would enter with a sense of wonder. A world that players would find joy in interacting with. A world that tells a story that leaves the player in awe.

    You get to work, leaping through the grassy meadow of your rose-tinted imagination, laying out the groundwork for this massive project, the next Minecraft, Braid, or Fez.

    And then the Fire smolders.

    You've laid out the groundwork, but your game is not nearly polished enough to show anyone. That's what you tell yourself anyway. Just another couple of months, and it will definitely be done. Then I can release it on Steam and watch people enjoy it.

    A few months go by, and your game is just as far away from release as it always was. You even added 50% of your projected development time to the original estimate; it wasn't enough.

    The classic advice given onto to new indie developers is this — Make a lot of small games, get comfortable at making small scale projects, and don't really think about developing anything with a scope that you can't handle. And to be fair, that is really, really good advice.

    For beginners.

    At some point down the line, making small games only improves your skill at making small games.

    Smaller games, regardless of the effort it takes to make them, will still be small games, with limited scopes of worldbuilding, mechanics, interactions and commercial success.

    So how does one transition from making small games to something larger?

    I don't think that there is always one correct way of doing things. But what I do know is what I have learned from my own experience of launching a small commercial game, and then deciding to hard-mode it and make the jump to making something much, much larger.

    [Writer's note: I waffle on here about my own experience launching my game, which, for time's sake, I've removed from this reddit post. If you'd like to read the full post, you can check out the full medium article here (which is completely free)]

    ...After finishing my older game, this new larger game seemed like a daunting task. But I was excited. I had the Fire, and the spurred me on for the longest time. I didn't have a concrete plan but I had a very good idea of what I wanted to make.

    And then came the Dip.

    Essentially, the Dip is the time during any project or task when the initial passion dips, and all you're left with is the work, which ceases to become fun. This is when most people quit and give up.

    However, the book talks about sticking through the Dip. More often than not, successful people don't just continue working, despite feeling unmotivated, but lean into the Dip, and aggressively push through it. If you get past the point where most people quit, then you've already done more than most of the population, and you work is quite likely higher quality.

    The reason I mention the Fire and then the Dip is because they are inevitable if you're working on a larger project. Going from making a small game to a larger one is not a linear jump, its exponential, and managing your sanity is extremely important, or the product suffers. Planning, management and iteration are extremely important skills that can take you a long way towards building and perhaps more importantly, finishing projects.

    In order to go from beginner to intermediate in this industry, at some point, you have to commit to making a larger than average game. If you've never made one before, it is going to be difficult and require a lot of will, especially if you're going at it solo, but it is simply a case of higher risk for a potentially higher reward.

    Making small games is very good advice for a beginner, but if you want to attempt to make something larger, you're essentially are going to have to commit to it, because you're definitely going to encounter the Dip.

    There are a few ways in which you can alleviate the existential dread that comes along with any undertaking of a large scale, where you don't see results until the final stretch.

    Plan as much as you can. Establish a deadline that isn't too far away, but not looming either and take each day as it comes, while having a set of milestones for the future.

    You're going to add, remove, change, and iterate a lot, more than you have ever done before. And that is fine; it is part of the process, and makes your game better in the long run.

    Get ready to dump features you had big plans for. You don't have to completely get rid of them though, you can always deliver them to your players with content updates, post-release.

    All in all, if you want to build a larger game, you're going to have to commit to the dip at some point. But given enough time, a good vision, and a healthy dose of luck, it should be worth it.

    submitted by /u/Techteller96
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    Why are there so many solo game devs?

    Posted: 05 Dec 2019 05:50 AM PST

    If we are all here and like making games, why are we solo?

    I say "we" because I didn't manage to collaborate with someone either.

    submitted by /u/eyalhazor
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    Question about typography in games(and its use in story).

    Posted: 05 Dec 2019 09:13 AM PST

    Most story based games rely on text to convey dialogue/exposition. It's kind of sad that most games present the text in a boring way.

    I absolutely adore the little touches some games add to the text(ex: Celeste). The separate colors for different terms, the cute effects - etc breathe life into the dialogue more than any amount of VO could accomplish. I've also seen some games go even farther and animate the text in a way that it becomes a part of the story. The dream sequences on Lost Odessey do this and I think it absolutely mails this.

    Some text based games also control the text scroll speed intentionally. If down well, it can lead to a feeling of incredible suspense.

    I know this is a rather oddly specific topic to talk about but I can't find any GDC talk or similar resource on this topic. I'm sure that the type of Dev who puts time for little touches like this would be passionate about it. If any of you worked on a similar system, I'd love to hear your thoughts.

    submitted by /u/Krons-sama
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    /r/gamedev Forgot what Game Development means

    Posted: 04 Dec 2019 01:51 PM PST

    I've been subscribed to /r/gamedev since many years, and it pains me to say this subs has become unbearable. We are spammed 90% of the time by this type of content "Free 3D Assets" "1000 songs Christmas" "Free Texture 2D Medieval Pack" "Free Udemy course Part 1" "Pack of Low Poly Models" "Free Marketing Advice" "8g of Free sound Effect". At this point we could rename this sub /r/AssetsForGame or /r/FreeMakertingForArtist it would make more sense. This sub has become a marketplace for assets and not a sub where we can discuss about actual Game Development, show-off our games, share WIP/devlog.

    And even if we could be interested by those assets, we would have to scroll continuously through thousands of posts before finding (or not) what we are looking for. This is plain non sense.

    Don't get me wrong, I like these free resources but when we browse GameDev it's not the content we expect to see. I know where to find effectively Assets of quality when I need them : Assets Store, 3Docean, AudioJungle (envatoMarket...). These Assets Posts should belong in a weekly pinned posts where every one can see them if they feel like it, so others Questions/Discussions and actual Game Dev post could be seen without being buried by hundred of assets promotions.

    I uploaded a starter Pack summarizing this situation, but the mods took it down after 1 hour despite 100+ upvotes. To me this reflects the state of this sub. This place has become unreadable, mods are letting spams spreading and are actively banning contents people actually enjoy : Game Development. Even my mail inbox with 13 000+ unread messages feels less spammy than this sub.

    submitted by /u/AnonymousDevFeb
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    Unity Tip #3 - See Private Variables without using SerializeField in Unity

    Posted: 05 Dec 2019 11:39 AM PST

    Customized Character animations

    Posted: 05 Dec 2019 08:34 AM PST

    Hey!

    So I am trying to do something for a game of mine but have no idea how I should do it. I am making different sprites and such so that a player can make it's character customized, so it would use different sprites, I am also not exactly sure if I am doing that the right way for what I need it haha. So I am drawing for example different heads and different colors of it, then different pants, hair, shirts and the shirts, pants and hair color would be able to be changed by a slider in game or something like that while the skin color would be a sprite that changes color, the head sprite would also have like hands and a body attached so that if for example a shirts is shorter you can see the char's hands and so on. Now what troubles me is how do I deal with animations with the customized character? Do I have to draw them seperatly for each character body? I'm sure there has to be a better way. Thanks!

    submitted by /u/vidovicborna
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    AAA Audio Designer with many years experience, taking a break from AAA dev. Willing to give FREE audio direction on your project. NOT SELLING ANYTHING. Just ask me for advice.

    Posted: 05 Dec 2019 07:34 AM PST

    Been in AAA since the early 2000s. Been fortunate to work on some of the industry's bigger franchises.

    Taking a breather from AAA to learn some Unity, work on some other non-game related projects, and catch up on some games I've been putting off playing, before heading back in-house in the late-Winter.

    I've been mulling over the idea of going freelance, but am feeling non-committal, and I don't really know the indie market.

    So I've been watching many many dev-vlogs to get a feel for the audio needs of the indie community, and whether or not I can make a living offering my services... and I'm seeing a need for guidance. Whether you're a lone-wolf developer, or you've got a small team of passionate volunteers (ie: no money), I am interested in helping you out. Time permitting, which right now, it does.

    I am NOT looking to do your sound design/composing. If you have budget and want that done, sure I'll jump in. But my MO right now is consulting, for people/teams with low/no budget. Send me your trailers/vidcaps etc, and I'll give my feedback and guidance where I can, or have your projects sound people reach out for advice/feedback. On the freezle, no strings attached.

    PM me.

    Cheers all.

    submitted by /u/togna_bologna75
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    Do I really need to put an ! mark above NPC-s if the player must talk to them in order to proceed?

    Posted: 05 Dec 2019 02:04 AM PST

    I am working on an action platformer with rpg elements. In some case the player has to talk with an NPC to get a key or a potion in order to proceed. The maximum amount of NPC in any area is usually maximum 2. In case you must talk to them there is an option right at the beginning of the dialogue to ask them for help for your current objective.Yet some people have trouble doing it, and we even get the feedback from multiple places that we should somehow show that those NPC-s are important (?), e.g. we could add an ! mark above them.

    Should I really do that or is it a feedback I can just ignore?I mean our game is mostly mainly about jumping and fighting, but... the complexity of these dialogues are really simple compared to other games focusing more on rpg-s. Adding the ! mark feels really weird to me, but I don't want people to give up on the game just because they did not realize that e.g. they have to ask for a key from the only NPC in an area.

    submitted by /u/El4th
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    Can I get any tips on how to become a composer?

    Posted: 05 Dec 2019 10:09 AM PST

    Im planning on making my own game (solo or I might have a friend or two who could join me) and I really want to get into music composition.

    To anyone who is a video game music composer or knows about it, how do I go about learning how to compose music?

    Should I learn how to use FL studio, bosca ceoil, etc.?

    (I can play piano, guitar, ukulele, but I havent looked at music theory since I was a child)

    Should I be learning about music theory?

    Should I write stuff on piano first?

    Is there any youtube videos on how to convey a feeling/mood through a song piece in video games? (eg. for a level )

    I would really appreciate any tips or starter points from any of you guys to help me on my way.

    submitted by /u/Sonic_The_Margehog
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    Indie Game Developers - What is your experience with changing the name of your game?

    Posted: 05 Dec 2019 03:19 AM PST

    We're developing a project.

    As of the present moment, we don't have a title, so we're using a working project title: 'Project Mira'

    We also want to get a steam page up, but we're unsure if we should do that with a unconfirmed title.

    What are your experiences with changing the name of a game on steam and on your social medias as soon as, say, 3 months out from release?

    submitted by /u/CanalsideStudios
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    CC-0 Bow Pack (Download in the comments)

    Posted: 05 Dec 2019 04:07 AM PST

    Devs who make video dev logs, what does your pipeline for the video look like?

    Posted: 05 Dec 2019 09:59 AM PST

    I'd like to make a dev log in order to track my progress better, but I don't want to spend a ton of time on it. Do you just start recording your whole screen while you're working and then edit later? Do you typically add commentary afterwards? What programs do you use to edit? How much time do you spend per week on editing/commentary? Any tips?

    submitted by /u/briercan
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    From Shore to Horizon: Creating a Practical Tessellation Based Solution

    Posted: 05 Dec 2019 09:21 AM PST

    Godot 2D Platformer Tutorial Pt 4 - Jump and pickup

    Posted: 05 Dec 2019 12:07 PM PST

    How to do a mockup of a gameplay

    Posted: 05 Dec 2019 11:31 AM PST

    Hello,

    I am currently working on a game that has specific gameplay (final fantasy turn per turn, but that could be played in multiplayer). I would like to do a proof of concept of the idea, and I was wondering if there is any tool that could help to create a mockup of how the interface of the game would be (like a mobile application mockup).

    Do you know if such tool exist or POC just has to be implemented in any high-level language fastly (which seems like a waste of time to me) ?

    submitted by /u/FreeYourSoul68
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    Help finding games that combine 2D sprites and 3D items/parts

    Posted: 05 Dec 2019 11:25 AM PST

    I recently looked into Bad North art and was fascinated just how efficiently they made their units. Specifically, they use one sprite/sprite sheet (that gets mirrored depending on where the character is looking) and 3d items like spears or shields attached to it. It accomplishes the 3d effect from the distance perfectly and creates a very unique look on top of it.

    Can you help finding more examples of efficient use of 2d sprites in a 3d environment? Especially for things like units or characters. Would also love to see some resources for efficient game art if you have any advice on that :)

    submitted by /u/Nordwolf
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    Release the source code for Star Wars Jedi Knight: Dark Forces II (Sith Engine)

    Posted: 05 Dec 2019 11:25 AM PST

    Hello all!

    A petition is open to release the source code for Jedi Knight Dark Forces II, would you help by signing it?

    http://chng.it/wDN22P7X

    Thank you.

    submitted by /u/sithmartyr
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    GCAP19: Tony Albrecht - Monitoring Performance on Massive Games.

    Posted: 05 Dec 2019 10:49 AM PST

    How do I balance status effect VFX visual clutter vs. giving the player all the information he needs to succeed?

    Posted: 05 Dec 2019 10:39 AM PST

    Looking at a status effect system for a game I am working on and one of the programmers posed some questions to me:

    • How do status effects stack?
    • How are status effects visualized?

    At first I felt like 'Yeah they stack, and every single one has a visual indicator.' but he countered with 'What does it look like if an enemy has every single status effect at the same time?'

    As a player, what do you feel like you 'need' to know at all times? If an enemy is frozen, on fire, poisoned, stunned, feared, taunted, marked, damage boosted, damage drained, etc. etc. any number of possible situational modifiers, what do you personally want to know?

    Should it show only the most recent status effect? Status effects cant be mutually exclusive since then you couldn't buff yourself and also get set on fire by an enemy for example.

    submitted by /u/madmuffin
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    Endless Memories: Akiiyama Developer Interview

    Posted: 05 Dec 2019 10:10 AM PST

    New article with an upcoming studio: Homunculus games, Akiiyama. He's working on the title Endless Memories which was a successful Kickstarter. He goes into detail on his take with game development and how important it is to talk about your title from Day 1.
    http://destinygamingblogs.com/homunculus-games/

    submitted by /u/soniclinkerman
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    Steamworks.NET working in Unity Editor, but not in the build - any ideas why?

    Posted: 05 Dec 2019 10:04 AM PST

    Hi!

    I am trying to prepare a build to work with Steam, but it doesn't want to work.

    The game works fine in Unity Editor. Steam Manager is enabled and Steam detects the game that I'm playing - everything seems fine.

    Once I create a build of the game, and try launching it, the game just turns off after a second of black screen.

    I checked the output.log and there's no errors. Just the usual debug messages.

    Has anyone ever encountered anything similar? I'm slowly losing my mind, as there's nothing for me to chew on. No error messages, nothing in output.log but the game won't launch (windows). The only thing worth noting is that I have been successfully creating steam builds in the past, but I have recently deleted content from my game to prepare a demo version. That's when all of this started to happen.

    Any pointers, advice or suggestions would be great! Thank you!

    submitted by /u/bulka_tarta
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    Free Material Pack: Concrete (Link in the comments)

    Posted: 05 Dec 2019 09:47 AM PST

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