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    Monday, March 30, 2020

    Auto Road/Bridge/Gate System for a City Builder. Contextually builds dependent on the environment.

    Auto Road/Bridge/Gate System for a City Builder. Contextually builds dependent on the environment.


    Auto Road/Bridge/Gate System for a City Builder. Contextually builds dependent on the environment.

    Posted: 30 Mar 2020 07:22 AM PDT

    I made flappy bird in 20 minutes using GameMakerStudio 2. Probably not the best game I ever created since it was rapid, but I learned alot through it.

    Posted: 29 Mar 2020 10:32 PM PDT

    How Much Money I've Made From Game Development

    Posted: 30 Mar 2020 04:42 AM PDT

    Studio Whip is Looking for Playtesters for our Graduate Capstone Game

    Posted: 30 Mar 2020 08:11 AM PDT

    Studio Whip is Looking for Playtesters for our Graduate Capstone Game

    My name is Zachary Karlins. I am a student at The University of Central Florida, specifically at FIEA (Florida Interactive Entertainment Academy). FIEA is a graduate game design program where students learn game design principles in a simulated studio environment. The faculty members have years of industry experience in renowned game studios. The first semester is dedicated to each track art, production, and programming to learn about their specific principles. As the first semester begins to wind down, faculty start an interview process for students interested in leadership positions for the capstone game design project that is the thesis for the graduate students. This year FIEA has a total of four teams, each with the same leadership team structure, Project Lead, Development Director, Design Lead, Art Lead, and a Programming Lead. The students who get leadership positions are then put into teams, and those teams then draft the rest of their team similar to a fantasy football draft. In the Spring and Summer semester, the teams then begin their capstone project where they create a full game.

    I am the Project Lead on one of the four teams that FIEA has this year. Our team has come up with our game concept and hook. We have been working on the game since the beginning of December. Now we have completed pre-production, and we are into full-fledged production. The FIEA Capstone process has monthly milestones and will be ending at the beginning of August. Our Vertical Slice, which I can link below, was in February. Historically a lot of FIEA games end up making it up on Steam and win awards at GDC. The capstone experience is huge at FIEA and was created to prepare all of the students to enter the industry soon after.

    After some team brainstorming sessions lead by our Design Lead, we came up with a dark horror game named "Wick." Wick is a 3D stealth game in which you play as a candle named Jean Wick (we are very excited about our character's name), players will need to use their melting wax to deceive enemies to prevent them from putting out your light. We are very excited about our game and where it is headed. When creating the design for our game, we were heavily inspired by Little Nightmares for their dark and creepy tone and feel. We have continuously looked at that as our way to ensure we are always striving to make the player feel scared and tense while playing the game. I will post some photos from the engine below.

    Typically FIEA capstone games always have big playtesting events where they get as many people as they can to play the game and give feedback. Teams can then take that feedback into consideration as they finish up the development of the game. Because of the Coronavirus, we have now been forced to work remotely at home. Which also means it is almost impossible to hold playtesting events for the next few months. However, we still really want feedback from players so that we can continue to make a well-rounded game. What we are doing is going to be releasing builds for players who wish to play our game. Most likely through google drive. We want people to fill out a google form that I will post below so we can get an idea of how many people are interested in playtesting and giving feedback. Thank you so much for reading! I hope everyone is staying safe and playing a bunch of games! Check out some of our pictures and progress from our development.

    If you are interested in playtesting our game in the future fill our google form survey! - https://forms.gle/FX9XkWfTHV7QSHnN8

    If you interested in what we do at FIEA here is our website: https://fiea.ucf.edu/

    Studio Whip Vertical Slice: https://youtu.be/njebWYvmm5c?t=8152

    Here are some pictures of our development!

    https://preview.redd.it/kdmmf6w0rtp41.png?width=2560&format=png&auto=webp&s=04590bb165a95f5ca41dacbc16ddd7a727d0d47e

    https://preview.redd.it/taeyfyv0rtp41.png?width=2560&format=png&auto=webp&s=6e275950e363df53780fcef8d2ba2c7db3a66791

    https://preview.redd.it/2if447w0rtp41.png?width=2560&format=png&auto=webp&s=0278f432e037aaf29d29c37bf581152c60e12c7e

    https://preview.redd.it/mknjs0w0rtp41.png?width=2560&format=png&auto=webp&s=199d6230e6f1cf1b374aa91ad85f6bdc0d61d0b9

    Our characters!

    Our Protagonist - Jean Wick

    Antagonist 1 - Legiones

    Antagonist 2 - Mara

    submitted by /u/StudioWhip
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    Just a friendly reminder to back your stuff up

    Posted: 30 Mar 2020 08:46 AM PDT

    Not much of a post with a lot of content.

    I was always someone that thought that these kind of things would happen to someone else and that my drives were bulletproof, but recently I had a disk failure and I was really lucky I use to back my most important works on Git and on a different HDD.

    Back your s*** up, you never know when you're gonna regret it if you don't!

    submitted by /u/Ertielicious
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    I made a simple dismembering mesh tutorial from scratch. The link project are available in my website, and you can download and use it for free in your projects.

    Posted: 30 Mar 2020 03:43 AM PDT

    The Holy Bug ...yes its a bug

    Posted: 30 Mar 2020 06:08 AM PDT

    From ambient to electronic, I released 61 songs in different genres under the Creative Commons 4.0 license (All free to download and use)

    Posted: 30 Mar 2020 09:31 AM PDT

    Download link: https://onemansymphony.bandcamp.com/album/royalty-free-soundtrack-collection

    Patreon Link If You'd Like To Support The Project: https://www.patreon.com/onemansymphony

    A month ago, I announced that I released 49 songs in different genres and they were all free to use and download as well. Since that time, I kept building upon that library, and now it consists of 61 songs in total currently. By the end of April, I'm foreseeing that the total number will be increased to 100 songs. I'm also planning to get more active on Patreon as well, so if you have any ideas on how I can make it more useful, please feel free to share with me.

    You can find more information about the license by following this link. If you have any further questions about this project or the songs, I'll be happy to answer them.

    submitted by /u/Imightberobot
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    Best way to make a 2D multiplayer playing card game

    Posted: 30 Mar 2020 12:24 PM PDT

    Hey everyone.

    I'm trying to figure out the best way to approach making a multiplayer playing card game. I'd also like to have it accessible in the browser like a web app rather than having people download an app to make things easier for them. I'm a Computer Science grad so I've had a fair amount of programming experience among solo projects and assignments so learning a new framework isn't an issue.

    Some things I'd like to know are

    • What's the best framework to design the game in. (Attempted doing it in Angular and Unity already but don't know if it's worth sticking with)
    • What should I look at for the multiplayer networking aspect
    • What would be the difficulty in this project (Just for my peace of mind)

    Any kind of information outside is appreciated as well. Thanks for reading and any help.

    submitted by /u/Akil313
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    My first published game made in Godot (available also on android)

    Posted: 30 Mar 2020 10:59 AM PDT

    Tutorial/Devlog - Moving from GameMaker Studio to Monogame Part 1: Setting Up a Shared Project

    Posted: 30 Mar 2020 10:57 AM PDT

    How to avoid procrastination NOW!

    Posted: 30 Mar 2020 12:58 AM PDT

    Now, we have plenty of time due to Corona. We have time to learn that new programming language, that new tool, to work on that project. However, we tend to procrastinate.

    As a software engineer, I have been there myself. Netflix, videogames, YouTube seem to be more interesting. But now that you have the time, work on yourself, become an expert in your field.

    These are the quick tips:

    • Use a timer technique (such as Pomodoro)

    • Write down the small tasks you will do in a piece of paper

    • Work in each small task during the day

    • Do not multitask

    • Leave your phone in another room

    • After working, give yourself a break watching Netflix or videogames

    Comment below if you are also procrastinating and not getting things done these days.

    submitted by /u/carlosperez1697
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    To people who make games solo, do you use your own name or made a company name?

    Posted: 30 Mar 2020 10:35 AM PDT

    Currently working on a first project that I'm planning to publish (previous ones were just for my own enjoyment and for friends) and I began to wonder about how I should go about naming myself. It will affect many things such as - what name shows up when you load the game - my website name - what I will use while registering myself as a business (for tax purposes) - what will be known and remembered as a brand (marketing)

    Do I use my first and last name (like Bennett Foddy does)? Do I make up a company name (like Daisuke Amaya who published Cave Story as "Studio Pixel")?

    What did you choose and why?

    submitted by /u/lactosefreemilkyway
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    My first gamemaker game seems promising

    Posted: 30 Mar 2020 08:05 AM PDT

    Thoughts as I release my first game. Development Steps and Ideas for the future.

    Posted: 30 Mar 2020 08:58 AM PDT

    Hey everyone, I hope your day is going great.

    I want to discuss a bit about scope, development process and steps I took to get my game Deck Defenders (it has a free demo if you want to try it) published on itch.io. It's important to note I'm an experienced developer with another release (a client's) on Steam which was very well received. This one though is 100% self funded.

    I'll do a list because I love lists. These are my steps and thoughts about them:

    1. Look for an idea. I took months thinking of what to do. I play a lot of gamejam and indie games to learn new ideas and new ways to approach games, and I found this little gem called Dungeon Defender on Itch. It's a card based tower defense. Very very basic, 2D, not much quality of life like speeding up the towers, very little interaction with the game... So,
    2. Planning what features I wanted for sure in my game and how to approach towers. I really wanted to create something similar to that idea because I love Tower Defense games and I love Card based games. A mixture of both just seemed natural. And I did: Speed controls, deckbuilding, precise card controls and a LOT of player freedom.
    3. I decided to start and stream development after a few months have passed. Streaming actually helped a LOT with motivation, quite recommended!
    4. CODE CODE CODE. The issue and why I separate step 4 from the rest is I wanted to add a full fledged in-game level editor and that, sadly, couldn't happen. The bugs were rampant and it took me about 3 weeks to scrap this idea.
    5. Decide whether I wanted to post on itch or Steam. I decided for itch while I see if there's interest for the game, and if there is I'll post on Steam.

    Making marketing materials is another interesting part I want to discuss.

    1. I made my own trailer (here) using Unity's Cinemachine system but I'm left to wonder, is it good enough? What do you all think?

    2. I took the art I'm already using for the card backs, asked an artist to give me a wireframe/idea and then set off to create the logo myself. Then asked for feedback from the community in my stream/family/friends, who all took me to the final 2 or 3 versions, with this logo and background basically encompassing all of the effort. I cut and choose in PS which layers I want depending on the occasion.

    Thank you very much for reading. What are your thoughts on my process? What would you have done differently?

    submitted by /u/nomadthoughts
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    day 1 - adding a mechanic a day

    Posted: 30 Mar 2020 12:34 PM PDT

    Where can I find information about how slot machine games are made? (I've read the FAQ.)

    Posted: 30 Mar 2020 12:33 PM PDT

    I've been curious for a while about how slot machine mobile games are made and would greatly appreciate any insights. I've searched around and have only found very simplistic tutorials that don't scale well.

    I'm interested in learning everything about them from how they're rendered to how statistics are applied to determine outcomes and pay tables.

    submitted by /u/Art_Pixel
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    Help making anticheat for cod 1.1

    Posted: 30 Mar 2020 12:19 PM PDT

    Hello everyone , im glad that you are reading this, im looking for someone who can help me with this thing. I play an old videogame which has no anticheat on it, so I was wondering if someone from here could have or could help me make an "anticheat" for it. What im looking for is:

    -To scan all running process and save them in a encrypted file (so he can´t edit it)

    -To get a file list and subdirectories list of file path.

    -To copy the config files they have (config_mp.cfg)

    -To make they cant inject dll in .exe.

    -Save all files from before (configs,process running,file list) into a zip encrypted.

    Also make a tool to decrypt those files.

    Thanks in advance and I realy appreciate your help!!! :)

    submitted by /u/chumbero_loco
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    My first game!

    Posted: 30 Mar 2020 08:19 AM PDT

    My first game!

    Hi! I wanted to share with you a little gameplay of my first game ever created called "Bastard Little Zombie", a very difficult 2D platformer/puzzle/trial-and-error.

    Bastard Little Zombie - Gameplay

    If you're interested the game will be coming to Steam! Go wishlist it!

    This is the link:

    https://store.steampowered.com/app/1273890/Bastard_Little_Zombie/

    submitted by /u/AlbertoTirelli
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    What Social Medias does an Indie Game need and when?

    Posted: 30 Mar 2020 11:52 AM PDT

    All my indie game has at the moment is a devlog blog. If I would like my game to be on a larger scale, what other social medias should I have and when should I have them? How early into development should my store page on itch and/or steam be set up? This is a question I've been puzzled on ever since I started indie developing. I think that it would seem official to have a Youtube channel, a website, etc. But I realised people might not care about things like a website. Thoughts?

    submitted by /u/Runn12
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    I have 7 years of experience as a mobile game developer and thinking about moving to PC. Any suggestions?

    Posted: 29 Mar 2020 11:21 PM PDT

    Hello, game devs!

    I'm working with mobile games as a game designer and programmer for around 7 years now and I'm thinking about moving my future projects to PC. Taking the technical stuff aside (different UI/UX design, ergonomy, different kinds of controllers, etc.) is there any tip I can get about marketing it, store publishing, contracts, and marketing research?

    I feel that mobile stores are more straight forward on publishing and with many different stores on PC that's kind of overwhelming for me.

    I've done some research on Steamworks and Epic models, and went after similar games and ideas on SteamSpy to look for which tags they used and how has it been for them saleswise.

    About postmortems, I'm used to looking after and reading them on Gamasutra whenever they publish a new one, so I think that will help me get in the new market with fewer surprises.

    But since I've never got the chance to have any input about the subject directly from the community, I thought it'd be good to try it once. I just hope not to be violating any rules around here.

    Thanks in advance!

    submitted by /u/Phyrolito
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    My App

    Posted: 30 Mar 2020 11:47 AM PDT

    Nintendo are vetting the game me and my friends have been working on for the last few years. I could really do with the views and feedback!

    Posted: 30 Mar 2020 07:52 AM PDT

    For all the Game Producers out there interested in helping out other Producers!

    Posted: 30 Mar 2020 11:34 AM PDT

    Currently, a few experienced Game Producers and I are looking into helping out other Producers and game developers who have been a part of the insane crunch periods and the stress that comes with it for themselves and their team(s). Let's be honest our development teams are the most important people in a game dev company.

    We believe that management have a responsibility to create productive and pleasant work environments without working people to death! We make fun products, why shouldn't it also be fun to make!

    It will however, often fall to the Producer to move on this as they are the magic link between Management and the Development Teams.

    However, we believe that it's possible to do it in an effective manner that benefits literally everyone in a game development company.

    We believe that because we have all helped do exactly that in our own respective work places and completely eliminated crunch time. It IS possible.

    Reason:

    One of the main reasons currently, is that Producers are often ill-prepared for the role (I know I certainly was), as there's no real education in Game Producing. Usually you start out in another role; QA, Game Designer, Programmer, in Marketing etc. and you have to fill out a leading role with no experience, knowledge or general know-how on how you actually motivate, inspire, lead people and plan stuff for big projects.

    You learn by trial and error… lots of error. And in that process induce more crunch, stress, overdue deadlines, anger bosses - the list goes on. This is the process I, and most other Producers go through until they get good… the hard way, by years of experience.

    We humbly ask your help:

    Right now we need some help from you, the Producers out there!

    We're investigating which challenges, problems, pulling-out-grey-hair situations you all experience / have experienced in everyday life. We're looking for success stories, non-success stories, anecdotes, fun stories, sad stories etc.

    If you have time for a skype call or similar to talk about your Producer challenges it will be IMMENSELY appreciated. We also happily start out with a chat, email correspondence or other if you're more comfortable with that to start. Everything we talk about will be anonymous of course, if you prefer.

    Let me know if you're interested in helping us and the other Producers and game developers out there 🙂

    Thank you in advance!

    submitted by /u/Gooducer_Dennis
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