Custom Frustum Culling + Object Pooling. Demo with commented source code in comments. |
- Custom Frustum Culling + Object Pooling. Demo with commented source code in comments.
- I released my game without any marketing,here's the result.
- Decompiled Art 02 - Vegetation shader (tutorial coming soon). Meanwhile, here is a sneak peek at final result. Any feedback appreŃiated!
- Newgrounds is hosting a HaxeFlixel gamejam with a $1000 prize pool!
- Epic Games Publishing Announces Partnerships with gen DESIGN, Playdead, and Remedy Entertainment
- We're working a port of our game Attentat 1942 & I want to improve this branching "answer" mini-game but I'm not sure how apart from tackling speed of physics and how new bubbles show-up. Any suggestions appreciated. Thanks!
- Learning to Solve Programming Problems: Have We Flipped? Part 2
- 5 Critical Success Factors for Indie Game Development
- BSP Tree Dungeon Generation Algorithm
- Have you guys tried rom-hacking for fun?
- Handling Orientation changes in Android Native GLES
- How do mobile game apps get away from blatant copyright infringements?
- How to set up Kitbash 3d Savage kit using Blender and Unreal Engine
- Best GDC Programming talks ?
- What's the best Unity course for beginners?
- Should I be using XML for an adventure book game?
- It's been a short while, another tutorial! ( Shorter version on Channel) STYLISED BARREL Game Asset (FULL VERSION) -Maya-Zbrush-Substance Painter - I hope you pick up some techniques!
- How do I further reduce size of large, Unity WebGL build?
- RITx Video Game Design vs. Game Design and Development Michigan State Coursera vs. Game Design: Art and Concepts CalArts Coursera Specializations Thoughts?
- How much money do AAA publishers usually take?
- A cute little web game I made few months ago, can be great for these days :)
- When looking for game resources
- Video Essay on how The Binding of Isaac has influenced the roguelite genre
- Catch The Money - FREE Android Game
Custom Frustum Culling + Object Pooling. Demo with commented source code in comments. Posted: 26 Mar 2020 10:16 AM PDT
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I released my game without any marketing,here's the result. Posted: 26 Mar 2020 07:19 AM PDT I released my game! a week ago on steam with no marketing beforehand, Even though the tag is postmortem I know one week is not enough to do a postmortem, But there's so much to learn from my mistakes. My game is failure currently it has (54%) ratings. There are many mistakes in overall game design. I left my job in January 2020 and started work on 3 exciting projects, I decided to take a break for 3 months to make games and want to see how it goes, I am 23 so career-wise it was not a huge risk. I am extremely terrible when it comes to art design so I hired someone to make offices art for me. Out of these 3 games, this one is small in scale(others are tycoon and RPG). An external cost was around $200(including steam fees). I am not including my salary in it. I am learning game development since the last 5/6 years. I released my first game 3 years ago it was a okay game but I made more than $500 from it. Choosing a tycoon(complex) game as the first game was paid off in the long term. It was difficult at the start because I am a mechanical engineer so I have to learn everything by myself. It took me 45 days to make comic book tycoon, If I go exactly how much days I worked on it exclusively it will be around 30 days before launch. Mistakes I made I rushed game and didn't test it enough resulting in too many bugs at launch and ended up getting many negative reviews. I conducted a small beta test with few players on steam but many of those never gave me response after playing the game. I understand now why I didn't get feedback. It is one week since launch but I gave away only 5 keys. One is to beta-tester who gave me feedback after the beta. Another one too small time youtuber, I didn't give him a key because he is YouTuber but because he gave me feedback on the beta. Also, I gave him key 3-4 days after launch. I yet to any give the key to any curator group. No social media accounts, neither I made any post about the game on any platform. My expectations I had 650 wishlists when I launched game from data I gather the median game will see 0.4 sales for every wishlist in the first week according to the survey. The day when I launched my steam store page first day I got around 500 views and daily it used to get less than 100 views so I was expecting in my case multiplier will be much lower around 0.2 to 0.15. After going through other tycoon games on steam and considering the quality of my game(aesthetically) and time spent on it. Anything below 50 copies is a catastrophic failure and anything below 250 copies a disappointment in first month. You will ask why the figure is so low, well because part of me was telling me that game is bad and I am worthless pos and failure. I was anxious maybe that's why I was self degrading myself. Another mistake I made was when setting up a price, most of the tycoon games on steam are selling for $10+ but they have office customization etc mine don't so I decided to sell it for $5. I thought people will be more forgiving for a cheap game, but they are not(I know my game is not the best). Also discount was 18%. So why I did that, Why I didn't give to anyone after all first week is when you make most of the money. I did this because I deep inside I know my game is not polished enough and I am still hoping that no one makes any video on it. Launch with numbers Maybe I didn't mention it before but I released my game on 3:30 am and I was fixing bugs, adding features till 3 am. Also, I uploaded a final trailer on the same day. Also if you checked my other games you will see horrendous art most of those are placeholders I placed them just to set up page early as possible(Yes, I know it is a huge mistake). Back to the launch after I released it I went to sleep but couldn't able too. After 15 minutes I got my first review(negative) a few minutes later other 2 negative review's were posted. I don't know how but I was disappointed in me but those reviews still motivated me. Actually, I took criticisms very well then what I expect I could. I apologies to reviewers, made a post on the forum and started suggestion thread so I can gather feedback. I updated game as madmen, listen to all feedbacks by players, replied to almost all reviews. I fixed most of the issues mentioned in negative reviews but I don't expect them to change their review soon considering that they have over hundreds of product in inventory. Thing helped me was I was being honest, I admitted my mistakes, I was polite and tried to fix issues. Now coming to the important part I made $150 on day one. I made around ~$180 on day two and three(each). On the fourth day, extremely big YouTuber(3M) made a video on my game (GrayStillPlays) video has 310k views but he mostly makes fun of games he plays so I didn't expect much boost from it, I got 5k visit that day(30% boost from normal) but I sold almost double. At the time of writing this post, I made around $1500 gross and $1150 net(Steam's $100 is not included in it) and wishlist number is around 1k. So yeah I made many mistakes and I know considering other games it is a failure. The reason I posted this is at least someone will learn something from my experience and won't make the same mistake by rushing their game early. Now I skipped my plan to launch the next two games for a while. Launch week sale ends today so I don't expect I will make anymoney after this considering my review score maybe 10-30$ per day, But I am still planning to update game daily actually I took it as a challenge to increase review count positively;) PS: I am thankful to this whole community and redditors like u/justkevin and u/_Aceria, launch data they shared was extremely helpful and their success cheered me up whenever I was feeling down. Even I am not successful this time but I am sure one day I will. [link] [comments] | ||
Posted: 26 Mar 2020 05:13 AM PDT
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Newgrounds is hosting a HaxeFlixel gamejam with a $1000 prize pool! Posted: 26 Mar 2020 06:59 AM PDT
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Epic Games Publishing Announces Partnerships with gen DESIGN, Playdead, and Remedy Entertainment Posted: 26 Mar 2020 08:33 AM PDT
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Posted: 26 Mar 2020 06:44 AM PDT
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Learning to Solve Programming Problems: Have We Flipped? Part 2 Posted: 26 Mar 2020 11:56 AM PDT
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5 Critical Success Factors for Indie Game Development Posted: 26 Mar 2020 08:53 AM PDT If you could give someone advice on starting a company in this industry, what are the five things you absolutely must do to stay in business?:D I am sure that the tips you provide will help not just me, but everyone reading this post! [link] [comments] | ||
BSP Tree Dungeon Generation Algorithm Posted: 26 Mar 2020 09:57 AM PDT i'm trying to implement the BSP Tree algorithm to generate a dungeon, i tried to follow this (http://roguebasin.roguelikedevelopment.org/index.php?title=Basic_BSP_Dungeon_generation) but didn't work out as expected :( anyways i searched up a bit about it and saw this amazing repo (https://github.com/AtTheMatinee/dungeon-generation/blob/master/dungeonGenerationAlgorithms.py) now, at line 1855, i'm struggling to understand the split function, so if someone can explain it to me, i would be grateful...thanks in advance! [link] [comments] | ||
Have you guys tried rom-hacking for fun? Posted: 26 Mar 2020 09:56 AM PDT I wanted to just say this, hoping someone has before. Basically you take a editor go into a snes game and figure out the math, and do silly things. But ppl make their own games from it with similar engine. this is for megaman (NES), I could study the rom, and make changes. Is it still game dev? Is it reverse engineering? Per se, but is it fun? YES. I changed the text on animal forest. And learned where designs and icons were stored. You could even expand a rom, change its music and voice acting! For your first rom hack, just try to unload a level, and make the game crash, and even change the loading time. Its science to me. And it's important to try once in your life in my opinion. It might make you smarter at coding a game. [link] [comments] | ||
Handling Orientation changes in Android Native GLES Posted: 26 Mar 2020 11:47 AM PDT Hey All, I've been working on a android project and I set it up as a native activity using the native app glue. When my app gets a configuration changed or window resize event, I query EGL/NativeWindow for the new render dimensions. My expectation is that when I rotate my phone, the width/height values will swap but they do not change and my rendering surface gets corrupted. My question is, do I have to recreate the native window or EGLSurface or EGLContext or all of the above on config change events? I would hope I can keep the EGLContext to not have to reupload all my assets, but I can't find pointers online on how to handle this correctly. Any help would be appreciated. Hey, not sure if anyones done android dev before, but if i have a native activity and i want to handle orientation changes of my phone, do i have to recreate the EGLSurface everytime the orientation changes? do i also have to recreate the native window? cant seem to find good info online [link] [comments] | ||
How do mobile game apps get away from blatant copyright infringements? Posted: 26 Mar 2020 06:29 AM PDT
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How to set up Kitbash 3d Savage kit using Blender and Unreal Engine Posted: 26 Mar 2020 02:29 PM PDT
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Posted: 26 Mar 2020 02:29 PM PDT Hello ! Every so often people are asking on the sub which GDC talks are the most interesting, and the answers often revolves around talks about Design. However, I can't find many posts or answers about programming talks, I'd like to know what are interesting pieces of technical stuff you can get out of GDC talks, do you have any recommendations ? [link] [comments] | ||
What's the best Unity course for beginners? Posted: 26 Mar 2020 02:29 PM PDT Before I continue: sorry if this is the wrong sub, I honestly don't know where to post this. So maybe you noticed that thanks to our friendly neighbour COVID-19, the Unity Learn Premium platform Is free for 3 months. I've always been fascinated by game development but never had the chance to actually learn about it until now, the thing is that now I don't know where to begin. I think that the best starting point would be the Create with Code Live course but I'm not sure. Do you guys know what could be a good starting point for me? I'm an absolute beginner, like, absolute, I do know web development stuff (JavaScript basically) but that's it. [link] [comments] | ||
Should I be using XML for an adventure book game? Posted: 26 Mar 2020 02:26 PM PDT I'm a beginner learning Android programming. So, I'm using Java (not Kotlin since all the tutorials I'm finding are in Java) I wrote a Choose Your Own Adventure type of story. At the end of each of the 100 or so paragraphs I wrote, there are choices. In a book, you would just go to the paragraph for your choice, however obviously this is not a book. One of my issues is that some of the paragraphs are battle scenarios where you are given options (run, fight, special item if you found it previously etc). So, I figure whatever data format I use should also have a way of letting the program know which options should be shown onscreen. I don't know too much about XML but I was told that I would be able to do something like that if I converted my paragraphs to an XML file, and that would involve writing a separate app to create such a file. Does this sound like the way to go about it or is there another way? [link] [comments] | ||
Posted: 26 Mar 2020 03:51 AM PDT
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How do I further reduce size of large, Unity WebGL build? Posted: 26 Mar 2020 02:07 PM PDT I'm a new game developer. I made a platformer game and wanted to post it on game sharing websites with WebGl. The problem is that there are a lot of 3d, third party assets in the game with high quality materials, particle effects, and animations. The total size of the game is around 700 mb. Even after compressing it by making the video quality settings low, shader quality lower, script stripping, using brotli compression, disabling exceptions, and optimizing mesh data, I still can only get it down to 615 mb. This is too big for most game sharing websites, and even for Game Jolt which allows large files, it takes a long time to load and is laggy to play. I should note that I read a lot about texture crunching to reduce texture sizes, but unless I'm missing something, it seems that most of the assets I'm using don't use textures, but materials. Is there a way to compress materials in the same way? Is there anything else I can do to reduce the size of my WebGl build? [link] [comments] | ||
Posted: 26 Mar 2020 02:01 PM PDT I just wanted to know if any of you is taking one of those specializations and enjoying them or any general thoughts about any of them and which ones do you recommend taking. I did the first course in the RIT's Xseries but I didn't like it and I don't know if it's worth my time looking at the other courses inside the Xseries. The only ones I'd consider taking are Video Game Design and Balance, Video Game Asset Creation and Process and Gameplay Programming for Video Game Designers. Michigan State specialization looks good specially for me since I want to work with Unity (and the course does exactly that), but I honestly think that the only worth courses are Introduction to Game Development, Game Design Principles and maybe the Capstone Project. The CalArts Specialization is the only one I would consider taking completely, since it even has a narrative focus, but I don't know if it'll be too much on the art side. (I want to specialize in programming and general aspects of design). What do you guys think? Sorry for any bad English. This is not my first language. [link] [comments] | ||
How much money do AAA publishers usually take? Posted: 26 Mar 2020 10:10 AM PDT I just saw this announcement for the collaboration between Remedy Entertainment and Epic Games. In it, they state:
Now, personal feelings about the Epic Store aside, is this a very publisher-friendly split as they make it out to be or are they taking more than other publishers? [link] [comments] | ||
A cute little web game I made few months ago, can be great for these days :) Posted: 26 Mar 2020 01:55 PM PDT | ||
When looking for game resources Posted: 26 Mar 2020 01:49 PM PDT Is pre-existing code one of them? (For engines other than RPG maker) [link] [comments] | ||
Video Essay on how The Binding of Isaac has influenced the roguelite genre Posted: 26 Mar 2020 12:44 AM PDT
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Catch The Money - FREE Android Game Posted: 26 Mar 2020 01:38 PM PDT Hi! Recently I published my first Android game on Play Store. To play this game is very simple, all you have to do is to catch money in a briefcase and diamonds. In time, you can buy another briefcase, change by yourself the background of the game, to try the roulette to earn more money / diamonds or benefits in the game. Here's the link on Play Store: https://play.google.com/store/apps/details?id=com.amzgames.catchthemoney Hope to enjoy it. Amazing Games [link] [comments] |
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