Screenshot Saturday #474 - Visual Impact |
- Screenshot Saturday #474 - Visual Impact
- Testing Auto Interpolation AI with DainApp. It generated 10 new frames. What do you think about it?
- GDC 2020 has been Postponed.
- sfxia: a tiny sound generator
- Klein: A SIMD-optimized C++17 Geometry Library
- The new VR Game we’re developing! Feedback appreciated
- Post mortem: free arcade game on steam.
- Screenshot Saturday when your game has “basically two possible screenshots”
- How would you describe the core game loop for Disco Elysium?
- Hi! I'm looking to get in to game development since it's something I've always been interested in, but I'm 34 and have been working in an unrelated field for almost 15 years. Could you offer some advice?
- In light of GDC cancellation, Wings Interactive and several industry partners organize a GDC Relief Fund for struggling indie developers
- What does everything think about Dreams (PS4)?
- Reflection about mis-uses of street art and graffities assets in video games
- Resources for creating an Orwell-like game?
- Monetization of long play sessions?
- how do you compete with a game that has much better visual assets?
- Choose your weapon, sir
- Hope this helps some of you guys
- What's the best GDC alternative to pitch early stage games?
- The impact that Steam Curators can have on your game
- Best way to learn video game development.
- Best game engine for Linux with free drivers?
- Understanding Dreams | Rethinking Game Design, Creativity and the Future of Art
- I've implemented "invisible walls and roads" to allow me to use the existing pathfinding methods to prevent characters from walking through walls and other visual obstacles. It affords you the same functionality as the normal walls and roads, but without displaying anything on the screen.
- What platform are you interested for game dev
Screenshot Saturday #474 - Visual Impact Posted: 28 Feb 2020 08:07 PM PST Share your progress since last time in a form of screenshots, animations and videos. Tell us all about your project and make us interested! The hashtag for Twitter is of course #screenshotsaturday. Note: Using url shorteners is discouraged as it may get you caught by Reddit's spam filter. Bonus question: Are you the type of person that generally reads most of a game's tutorial text/instructions? [link] [comments] | ||
Testing Auto Interpolation AI with DainApp. It generated 10 new frames. What do you think about it? Posted: 29 Feb 2020 08:47 AM PST
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Posted: 29 Feb 2020 06:56 AM PST
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Klein: A SIMD-optimized C++17 Geometry Library Posted: 28 Feb 2020 11:01 PM PST Hey /r/gamedev I wanted to share a passion project of mine that I've been putting together in evenings and weekends the past few months. For background, I've been a graphics and game engine developer for about a decade now. About a year ago, I encountered Geometric Algebra at SIGGRAPH 2019 and was intrigued by the ideas presented. I had always heard about GA as just an equivalent but possibly easier to understand formulation of the quaternionic algebra. I was surprised to learn that GA is, in fact, far richer! More than just handling rotations and screw motions (rigid body motion), it handles projections, intersections, joins, and a fair bit more. Furthermore, it unifies the implementation such that all those actions (rotations, projections, intersections, etc) work equally well on points, lines, and planes. One persistent challenge historically with GA was making it performant. After a bit of work, I now have an implementation I believe is significantly faster than libraries like GLM because the entire codebase is organized around SIMD from the start. SSE3 (the default if you include Klein headers) has 100% market penetration at this point on the Steam hardware survey, and I have additional optimizations for SSE4.1 as well. I don't have complete feature parity with GLM yet, but already, Klein supports a number of operations I've found useful in my game engine that is unsupported by GLM, RTM, MathFu, DirectXMath, etc. So with that, I hope you'll consider giving Klein a try :) It's MIT licensed, and I really just want others to benefit from the formulation in the same way I did. You don't need to understand Geometric Algebra to use the library, but perhaps the library can help you learn GA! If you want to learn more about GA in general, the project site has some information, and also a few really handy references I refer to all the time. If you have questions, or feedback, or requests, I'd love to hear them and answer to the best of my ability. I'm generally happy to answer PMs or offer advice to people interested in graphics engineering in general. Thanks for checking out Klein! [link] [comments] | ||
The new VR Game we’re developing! Feedback appreciated Posted: 29 Feb 2020 09:42 AM PST
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Post mortem: free arcade game on steam. Posted: 29 Feb 2020 07:39 AM PST I thought some people may find it interesting how a simple, free arcade game lifecycle looks like if the game is not promoted actively and how the impressions convert to clicks and then to downloads in case of such games. The game I made is totally free, i.e. no microtransactions or paid DLC. I made it a) for fun and b) to learn how steam stuff works (was my first game published there) and c) to verify if the engine I used will be stable. I wrote it in python, in a completely new 2D games engine which is still pre 1.0 The game is a top-down space shooter, kind of an old school bullet hell. It is extremely hard. Takes about 1 hour to complete it but requires about 15-20 hours to actually learn all enemies and their movement patterns to get to the last stage and kill the final boss. The game was published in October 2019. I have not spent anything on promotion. I gave access to all steam curators who requested, and sent out keys using Keymailer to all who requested. Since the game is very difficult, I announced a contest: $25 giftcard to whoever completes the game first (BTW someone eventually did, which I find amazing :)). I have published a few patches and minor improvements over the course of 2 months after the release then stopped working on it. It's safe to say that the game became "dead" after about 3 months. Here's the post mortem statistics: Total impressions on Steam: 9,793,947 (90% in the "free to play games center") Clicks: 268,922 (click through rate 2.75%) Lifetime free licenses: 9,159 (A free license is a grant of a product to a user, but does not necessarily mean the user downloaded the product) Lifetime unique user: 5,593 Average time played: 1 hour 5 mins Median time played: 6 minutes (!!) Play time distribution: 10 minutes 38% 30 minutes 17% 1 hour 0 minutes 10% (well below average as compared to other Steam games) 2 hours 0 minutes 5% 5 hours 0 minutes 2% 10 hours 0 minutes 1% 20 hours 0 minutes 0% The game got 30 reviews out of which 80% were positive. Negative reviews complained about "XP grinding" and slow pace in the early stage of the game, which I think is a fair point and a lesson learned. Conclusions: The median time and average time was not surprising. The game is very difficult and you die a lot in the beginning, the game takes a lot of effort to master, and bullet hells aren't very addictive types of games, so most people just get bored and quit. Another thing that wasn't surprising was the sudden drop of installations after about 3 months. When Steam stops promoting your game, and it did not manage to get a criticall mass of attention (no snowball effect) then it will never come back. Things I did find surprising:
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Screenshot Saturday when your game has “basically two possible screenshots” Posted: 29 Feb 2020 05:57 AM PST Regarding Cultist Simulator, Weather Factory recently described it in a tweet as "the game with basically two possible screenshots". Now Cultist was of course a successful game, but that characterization is accurate. Video games are generally speaking a strongly visual medium. This is advantageous for things like Twitter (or even reddit), where easily digestible visual content has a tendency to rise to the top. This has spawned traditions like Screenshot Saturday on most social media, including this subreddit, to leverage this advantage for some exposure. While this benefits most games, it's not as effective for something like the above. I'm struggling with the same issue myself in that my game has perhaps 3 possible screenshots. There is a fair bit of art, but despite that the thumbnails will look nearly identical. I was wondering how other people have handled this. Do you just not participate in these hashtags? Do you post screenshots anyway, despite the lack of visual diversity? Do you do something else entirely? [link] [comments] | ||
How would you describe the core game loop for Disco Elysium? Posted: 29 Feb 2020 08:28 AM PST | ||
Posted: 29 Feb 2020 07:57 AM PST Some of my main concerns are, am I too old to be making a shift like that? I dont have relevant experience or schooling, what are some good ways to break in without school / how important is school, actually? I know developing a project on your own is a good way to show potential employers what you're able to do, but I kind of dont know where to start, would you suggest finding someone to work with, or really just solo it? Please dont think I'm not willing to put the work in to learning what I need to, I'm highly motivated. This is the field I've always wanted to get in to, but when I graduated high school in 2004, the gaming industry was much different than it is today, and I know its a significantly more viable career path than it was then. Just wanted to make it clear that I'm not looking for an "easy" way in, just, what actually should I do? Thank you! [link] [comments] | ||
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What does everything think about Dreams (PS4)? Posted: 29 Feb 2020 06:19 AM PST I have seen some pretty impressive stuff being made with the game will full fledged games and remakes. Recent news reported one creator was offered a real job based on his Dream creation. Will this give birth to new generation of game developers? Wonder if Media Molecule will allow games to be monetised in the near future. [link] [comments] | ||
Reflection about mis-uses of street art and graffities assets in video games Posted: 28 Feb 2020 10:42 PM PST
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Resources for creating an Orwell-like game? Posted: 29 Feb 2020 09:16 AM PST I've been really into investigative games lately, like Orwell, Her Story, and Return of the Obra Dinn. I want to make a game similar in style to Orwell or Her Story where the player is using a database or operating system the whole time. I've never done this before. I've only ever worked on 3D games or 2D platformers. Are there any resources that can help me get started, like tutorials or articles? I don't even know how to refer to this style of game or what I should look for. Is Unity even the best option for a game like this? I've never been particularly comfortable using Unity's UI functions, so any help there would be greatly appreciated. Thank you! [link] [comments] | ||
Monetization of long play sessions? Posted: 29 Feb 2020 01:25 AM PST Morning everybody, I have two questions! 1.) Our physics puzzle game on android has average daily playtime per active user 13,7 minutes which seems quite high at least compared to our previous game which had it around 7 minutes. Is it actually high when compared to a puzzle genre?
We currently have in between level ads showing after every 4 minutes and rewarded video ads for level hints. Currently impressions per DAU is aroung 2.7. We also have IAP to remove ads + costume pack. Thanks in advance! :) [link] [comments] | ||
how do you compete with a game that has much better visual assets? Posted: 29 Feb 2020 06:41 AM PST one of the things ill do is targeting different audience (which means their audience + more audiences of different types) another thing is that ill add unique features so that our games will be different and another thing is that ill make my game work very smooth even on very bad PCs. but honestly how do you compete with game that has better visual assets? theres no sweet-talking it, i can produce code and assets but my assets will never be as good as their because thats not what I specialize at, and it would take ages as well. [link] [comments] | ||
Posted: 29 Feb 2020 06:31 AM PST The question is related to a problem I am facing with Game AI. A bot is a unit able to act independently and attack using the best strategy. With weak bots they're behavior is easy: one attack for ranged and one for melee. My problems are related when the bot is really strong and has, as consequence, many attacks, such as: - strong attack - medium attack - ranged attack - magic / special attack - use medipack The function able to return the right weapon to use should consider multiple variables (target distance, target power, current health, projectiles available to say something) and, at first, doesn't seems something general enough, neither simple. I was wondering if you know some approach that would help the implementation of this "evaluator": maybe there's some mathematical tool (games theory, maybe) that could lead to an elegant and general "right weapon evaluator" [link] [comments] | ||
Hope this helps some of you guys Posted: 29 Feb 2020 06:17 AM PST
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What's the best GDC alternative to pitch early stage games? Posted: 29 Feb 2020 12:12 PM PST Hey gang, Many devs were excited to pitch at GDC and saved for months. We can't get a plane ticket refund, at most we can switch it. What's the next-best investment summit to pitch disruptive early stage games? We are doing our research and will be happy to share what we find to any colleagues here. [link] [comments] | ||
The impact that Steam Curators can have on your game Posted: 29 Feb 2020 12:03 PM PST
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Best way to learn video game development. Posted: 29 Feb 2020 12:02 PM PST I plan on going to college to pursue a degree in Computer Science but I want to also pursue a career in Videogame development. I am also happy getting a job in normal software development since I understand it is a very competitive job market. But from what I can see, the computer science degree doesn't tech you videogame development (obviously). So what is my best course of action in terms of learning video game development, or rather, learning how to take the skills learned from the computer science degree and use them on videogame development. From what I can see my college doesn't offer classes for videogame development. Would self teaching be my best method? Any advice is appreciated :) [link] [comments] | ||
Best game engine for Linux with free drivers? Posted: 29 Feb 2020 11:57 AM PST I wanted to use unreal engine buy it needs vulkan which needs nvidia drivers on my device, so I need ideas to maybe change to a more free engine if possible. Thank you guys for the help [link] [comments] | ||
Understanding Dreams | Rethinking Game Design, Creativity and the Future of Art Posted: 29 Feb 2020 11:14 AM PST
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Posted: 29 Feb 2020 11:13 AM PST
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What platform are you interested for game dev Posted: 29 Feb 2020 11:08 AM PST So where do you want to upload your game to. Ps5 Xbox series X Nintendo switch/lite Mobile Steam Epic Games [link] [comments] |
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