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    Sunday, March 1, 2020

    Principles of Animation- Squash & Stretch

    Principles of Animation- Squash & Stretch


    Principles of Animation- Squash & Stretch

    Posted: 29 Feb 2020 09:26 PM PST

    If you are curious about VFX, I recreated the Dragon Ball Aura Effect in Unity and made a tutorial too. Link in comments.

    Posted: 01 Mar 2020 04:33 AM PST

    Porting our game to the three major gaming consoles

    Posted: 01 Mar 2020 03:26 AM PST

    Porting our game to the three major gaming consoles

    The game running on Switch, PS4, XB1

    We just completed the work to port our upcoming game, HyperParasite, on the three major console systems: Xbox One, PlayStation 4 and Nintendo Switch.

    We are planning to write down a full detailed post-mortem about the project once it launches, but in the meantime, we thought it would be nice to share a few information about the porting process, so here we go.

    Please note that when it comes to closed platforms like these, you are asked to sign NDAs, so there are things we can't talk about. We'll try to give as many information as possible without breaking any NDA we signed, so bear with us.

    Also, forgive us for the lengthy post...

    TL;DR

    • Porting your own game on the three major gaming consoles can be a daunting task
    • It requires lots of time and resources
    • If you still decide to do it, plan everything in time
    • Set aside at least 3 months for the whole thing
    • Playing your own game on a console is cool!

    Getting our dirty hands on the devkits

    Xbox One

    We've been in the ID@Xbox program since late 2015. We were working on another project.

    In order to receive the devkit, we compiled the form here and waited patiently. A couple of weeks later, we received an email confirming that we got accepted into the ID@Xbox program and would soon receive two devkits.

    It took us a few weeks to complete all the paperwork and actually receive the devkits. Unfortunately, at the end of 2016, the game was scrapped. In February 2017 we started working on a new project, HyperParasite. We still hadn't returned the devkits, so we just pitched HyperParasite to ID@Xbox and got immediately approved. Since we already had the devkits at the studio, this time we just had to do the paperwork and were able to start working right away.

    Since we first received the devkits there have been two major hardware updates: Xbox One S and Xbox One X, so a few months ago we asked ID@Xbox if it would be possible to receive updated version of the devkits. They were so kind to send us both Xbox One S and Xbox One X devkits for a limited amount of time, so we can test the game on recent hardware that players are currently using.

    Nintendo Switch

    In order to be able to get a Nintendo Switch devkit, you need to register on the Nintendo Developer Portal, but it's not enough. In fact, once you register, you won't be able to see the Nintendo Switch section of the portal. We registered to the dev portal, and we also talked to a Nintendo representative at an indie event in Barcelona, Spain we attended back in 2018. He liked HyperParasite and suggested us to send a pitch deck to the Nintendo Developer email address.

    We sent the pitch document and in less than 48 hours we got accepted into the Nintendo Developer Portal – Switch section. We were then able to buy a Nintendo Switch devkit, which arrived a few days later.

    Please note that we know of a few other fellow devs which were not so lucky; they had to pitch their game several times, and it took them months before they got accepted. Some other devs, on the other hand, never received an answer.

    PlayStation 4

    For an indie developer, the PS4 devkit is probaly the hardest to get their hands on. In fact, just to be able to browse their dev portal, Sony requires you to be a registered company (sole proprietorship is also accepted) and have a static IP address. Those are two things that should be quite common even if you're a small indie studio, but that may not be the case for the average solo indie dev.

    Once you get access to the dev portal, you still have to pitch your game and hope it gets greenlit. We pitched HyperParasite and got accepted the same day, so we were able to ask for the devkit. They were so kind to loan us a PlayStatio 4 Pro devkit for a few months.

    Engines

    We used Unreal Engine 4 to develop HyperParasite. When you rely on a commercial engine like Unity or UE4, it usually does all the heavy lifting for you, and such is the case when it comes to porting.

    Just like for the platforms themselves, you have to sign NDAs to get access to an engine's platform-specific code. That's because they need to include code from the various platforms' SDKs, which is covered by NDAs.

    With UE4 and Epic, the process is quite straightforward: they put up an online form you can compile to request access to their platform add-ons. We never worked with Unity and consoles, but we downloaded their platform add-ons just for study purposes, and we can say their process is also quick and easy. For some platforms, you may be unable to use automated systems and so you need to contact account managers and representatives to be able to access specific engine-console code.

    Getting help

    Although we have quite a few years of experience and shipped titles under our belt, we never directly worked on consoles before HyperParasite, so it was a first time for us.

    The first impact with UE4 and console code was quite rough. In order to compile for consoles, you cannot use the regular UE4 version you download from the Epic Launcher; you need to download and compile the engine sources. That was not a problem for us, we never use the Launcher version anyway (we use C++ with UE4 and had to do some engine mods for our game, so we're used to work with the engine source code).

    The thing is that the vast majority of UE4 developers are using Blueprints for their games; also, console-specific forums are available only to registered developers who signed NDAs, so those forums are a bit empty, and asking for help there can be a frustrating experience.

    In more than an occasion, we had to come up with our own solutions to problems we expected to be well known and documented, and this took quite some time. We also had to change engine code to accomodate for some platform requirements, which is not something you would expect to do from a commercial engine that offers out-of-the-box solutions.

    Again, this is not a major problem, but porting the code to each subsequent engine and cherry-picking lines of code from one version to another is not so pleasant.

    We know that a good practice is to lock the engine version you'll be using to develop your game and only update to a new version when it's absolutely necessary, but there are a couple of considerations :

    • console-specific code needs to be updated, because platform SDKs gets updated often, and while they grant you a few months of tolerance when it comes to publishing with a certain SDK version, chances are you'll be in need to update the SDK, and thus the engine version
    • we didn't need any specific new engine feature coming with UE4 updates, but there were some nasty bugs and problems that got fixed along the road, so we were forced to update the engine version

    Start early (if you can)

    This may sound weird, because you usually start the porting process once a project is completed or near its completion. We talked to some companies whose core business is porting other people's games to console, and to take on a project they demand it to be 100% completed. This is totally understandable, but if you plan to do your own porting, and if you have resources enough, we strongly suggest to start early.

    There are three programmers in our team, and one of them has been constantly testing the game's builds on the three different consoles for all the duration of the project. This helped us spot critical problems in time and fix them right away, instead of going back into a huge code base upon project completion. Even if the majority of the heavy lifting is taken care of by the engine itself, there are a myriad of small things that platforms request you to do in certain ways, and if you ask us, we prefer to know them beforehand and take action.

    Of course, not all small teams may have the resources to dedicate to frequent custom console builds during the lifetime of a project (let alone solo devs), but if you decided to do your own porting and have the chance, do yourself a favor and test your game on the devkits from time to time to avoid surprises.

    Requirements

    Getting your game up and running on a console is a nice and satisfying experience, but it's just the first step on a long road. Each platform comes with its own rules (or 'requirements') for quality standards, user experience, branding, etc.

    Once the game is ready, you must go through each platform's certification process. This can be a daunting task, especially if you haven't checked the requirements while working on your game and you are approaching the porting process after the development of the game itself.

    For example, a couple of features you have to pay particular attention to are online multiplayer and in-app purchases; if your game needs these features, there are a lot of requirements, best practices and standards to adhere to. In our particular case, HyperParasite doesn't have either, it's designed to be a premium game with local co-op, so we were really happy to skip all the hassles that come with online stuff and payments (user data handling, privacy settings, server connections, security etc.).

    Our suggestion here is to have a look at the various platforms' requirements and documentation, even if you're not doing the porting yourself or if you want to think about it later; you will save yourself hours (if not days or weeks) of work and refactoring.

    Certification

    When you're pretty sure that your game adheres to all the requirements, it's time to submit it to the certification process (or 'CERT'; it goes by different names, according to the platform you're targeting).

    Basically, you submit your game and the platform holder verifies that it's compliant with all their quality standards. This process can take several days (usually a week, but it really depends on their timeline, capacity and your game's features and needs).

    Even if you've been overzealous and followed the requirements to the letter, set aside at least one full month for certification; chaces are you missed that little rule, forgot to do something or misinterpreted one of the requirements, so the certification team will reject your game and send a report about what needs to be fixed/changes in order to pass certification. This ping-pong thing between you and the CERT team can go on for a while, until your game is finally ready for realease.

    Because of this, consider planning for certification in time (especially if you already have a release date set in stone). Also, some platforms have their own full process for release, which includes not only CERT, but also some marketing program. This means that you need to follow their timing and schedule, so plan accordingly. A good rule of thumb is to set aside at least 3 months for porting, certification, publishing).

    Are we done yet?

    No. The technical aspect of porting your game on a console is just the tip of the iceberg. Once the fun part is done, prepare for a full immersion in bureaucracy.

    You also need to set up a store page for your game, decide which countries your game will be available in, apply for age ratings and set a release date. Once it's all ready, your store page needs to go through certification as well.

    Besides all the paperwork needed to access devkits and SDKs, you also need to take care of the publishing process. This can include, among other things, preparing a ton of media assets (screenshots, trailers, box art and other platform-specific stuff).

    If you're thinking about reusing those nice screenshots you put up on your Steam page, we got some bad news for you. In fact, you need specific screenshots and trailers for each platform, or you won't pass the store page certification.

    If you're showing your game's GUI in screeshots and trailers, make sure that if any button icon appears, it's from the right platform. This can be a lot of work: capturing screenshots and trailer clips can take quite some time. Also, box art and other platform-specific images are required to be of precise dimensions, ratio, file format, etc.

    Some platforms require your trailer(s) to be full HD (1920x1080), others 1280x720. You also need to use a particular codec and bit-rate.

    Age ratings is another topic in itself, and it may vary if you're game will be pulished in digital or physical form. Nowadays most platforms allow you to auto-certify your age ratings through IARC, which is a pretty fast and straightforward process (if you're going to only publish your game digitally). If you want to release on disc (and in other country-specific cases), you still need to receive ratings from authorities such as PEGI and ESRB. In such cases, our suggestion is to plan for at least a couple of weeks once you submit your game to the rating authorities.

    If you're planning for a multi-platform, unified release date as we are, good luck in making all ends meet. Again, if you planned for this early, it's easy, otherwise it can be a nightmare.

    Review Codes

    Have you already contacted press, influencers, curators, youtubers and streamers to announce your release date and ask for a review? Did you ask platform holders for review codes? No? Too bad.

    Platform holders grant you a limited number of review codes for various purposes (press outreach, giveaways, etc.), but you have to ask for them in time, because it can require quite a few days to receive them so, again, the imperative here is planning early to be able to distribute review codes around and get those important videos and articles about your game out on release day.

    Conclusion

    If you read so far and are thinking that it's a lot of hassle, you're totally right. That's why most indie devs rely on publishers and companies that take care of the whole console porting and publishing process.

    But we can tell you this: nothing beats the feeling of turning on a gaming console, seeing yor own game listed among all others, playing it and thinking "Whoa, I did this!".

    submitted by /u/Troglobytes
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    Burnt out

    Posted: 29 Feb 2020 04:42 PM PST

    Throw away as I don't want anyone from my studio to find out, as they are fairly well known and I don't want this to bite me in the ass, but if I don't scream. I don't know what I'll do.

    I've literally only worked in the field I have for 5 years. I feel everyone has more experience than me. I've shipped once. Years ago. Everything else has been scrapped. I've just made what feels like waisted work. Got let go and rehired and now...

    I just suddenly can't. You feel me? My work suddenly isn't what it used to be. I'm tired. I have no interest in my work anymore. I feels worse than a job. I feel physically sick most days.

    I'm under contract but I want to quit. I want out. I want to be able to see my family more. I don't want this hell I've forced myself into because 20 year old me thought games sounded cool.

    I don't want to work in the hellhole of an industry. I feel worthless. It's sucked all the joy from me. I feel like I'm not living. I don't know if I want to be living if this is my life and it's just this job. And don't get me wrong. I love my current team, but I just feel like they're asking so much, and we're not Even in crunch.

    I wanted to spend today with my dog. Go to the park or some bullshit. I get the message that they need more from me, last minute. Due tonight.

    Like I just. Can't.

    I realize this is a ramble. I'm just breaking.

    submitted by /u/burnout5k89
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    How Crash Bandicoot Hacked The Original Playstation (2020)

    Posted: 01 Mar 2020 07:32 AM PST

    We published good games on Steam (97% upvotes for 137 reviews, and the sequel is 100% upvotes for 53 reviews), any tips to enhance sales?

    Posted: 01 Mar 2020 11:13 AM PST

    We're a two-person indie studio and the percents above are the proof we made a good game (right?) which is amazing and makes us very proud and happy with our games.

    The games are a point & click escape room adventures (it's not a promotion post so I'll not share the names I guess)

    Players who play our games just love them and we get heartwarming reviews and feedbacks, BUT we sell 1/2 a day...

    Maybe Steam not reveal our game to the masses because the short playtime... the first is 25 minutes total and the second is 1 hour and 40 minutes total

    What do you think?

    Have any tips for us?

    Maybe even contacts that we can pay them?

    Any tips will be much appreciated. Thanks a lot!

    submitted by /u/galhajaj
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    Working cross-platform CMake + SDL/GLFW + OpenGL example?

    Posted: 01 Mar 2020 09:44 AM PST

    I've been developing games in Rust for the past few years, which has a very useful package manager. Setting up a project with OpenGL just requires adding dependencies to a file and everything is automatically done.

    I wanted to go back to C++ to apply some principles of Game Engine Architecture by Jason Gregory to my game programming, and I got started with an old project, with CMake and SDL2. Turns out, what I wrote for Mac was not cross platform, despite using cross platform tools and libraries.

    When I look at CMake examples online, they also often only work on Mac or Windows. Is there an example that I'm unaware of that sets everything up related to OpenGL in Windows and Mac and Linux?

    submitted by /u/RaptorDotCpp
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    I am working on a game where light and gravity are simulated, but I ran into a strange problem - the image looks blinking, although in fact there is not a single frame where there is no light. It’s just an eye effect, you can’t find a frame on the video where there is no light, but it seems that it

    Posted: 01 Mar 2020 06:42 AM PST

    A couple of newbie questions about creating story-driven game

    Posted: 01 Mar 2020 04:07 AM PST

    So I want to create a 2-3 hours visual-novel/adventure type game. Imagine something like investigations sections in Phoenix Wright games. It feels like one of the easiest type of game to create in terms of coding, especially for a beginner, and best suited for my skills, since i'm an artist. I did a couple of small flash adventure games in the past and just completed a Udemy course on Unity, so a had a grasp how to do it (at least i hope so). But I never did something bigger than 10 minutes experience, and I always brute-forced a lot of stuff. So I feel like if I do that in bigger game, it's gonna be a mess. My main concerns are:

    1. How to deal with text? My idea is to make a script that can generate a bunch of text-fields and and other stuff like controllers for sprite changing, animations and etc. Then I will put my story text in those text-fields and control the flow of the dialogues in Unity inspector. From tutorials that I've seen it looks like a way to go. But this way all my story gonna be split between multiple game objects, which feels like a mess. So if someone dealt with this stuff, is it ok? Or, maybe I should look into getting my text from an external XML file?

    2. Translation into multiple languages. I really don't get how to approach it. What is the standard/basic concept behind it?

    3. And my biggest concern. Like any other story-driven game my game gonna have a lot of triggers, like, for example, if you get a new item or get to the certain point in the story, you unlock a new dialogue option for a character. And there will be a lot of those triggers. So my idea is to create one big "MasterTriggerScript" where I'm gonna have a lot of bools, that I'm gonna check when conditions are met throughout a story. But again, it feels kinda too stupid, and brute-force'y) Is there any better way to implement this? My guess is, since any kind of game have those triggers, there is should be some better system for stuff like that, but I couldn't find any info about that.

    submitted by /u/DirOff
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    i tried to find the game mechanics but i couldn't get much from it can anyone help and if there is any kinda error

    Posted: 01 Mar 2020 11:32 AM PST

    file:///C:/Users/Rania/Downloads/gamecode-html.html

    submitted by /u/ranyyya-rany
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    Re-uploaded my Portal Shader & Sprite deformer tutorials for Unity ! Hope you'll enjoy it

    Posted: 01 Mar 2020 11:25 AM PST

    trying making games

    Posted: 01 Mar 2020 11:20 AM PST

    (sorry my English I am Brazilian) hello every one because off indie game documentary I start to see peoples making games after I start to see games jam and I now wish to try making games for fun but I don't know anything for programation or pixel art 2d anyone has good tutorial

    submitted by /u/temshy
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    A question from a complete beginner about picking an engine for a farming game

    Posted: 01 Mar 2020 11:20 AM PST

    Hey everyone I want to develop a Harvest moon style game for windows. I wanted to know what would be the best engine to learn in order to make that happen. I have some experience with RPG maker MV but I'm not sure that is the right choice and I don't want to get too far into the project before i find out it was a bad starting point.

    Thank you in advance

    submitted by /u/Metitwank-esquire
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    I would like to help beta test some games is there anywhere I can sign up to help beta test games.

    Posted: 01 Mar 2020 11:17 AM PST

    Mobile games or pc games

    submitted by /u/Teetehi123
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    Newbie: Gamedev project - 3D game Vs 2D game? But I can only do 3D assets.

    Posted: 01 Mar 2020 11:12 AM PST

    Well, after years I still haven't decided. I have tried myself at 2D game development in Godot and other engines and I liked it. My problem though is that I can not draw. Pixel art felt way too difficult to me also. Then I tried 3D in Blender. I have been practicing modeling for a quite a while now. Mostly static inorganic low poly stuff. Some of the stuff I have posted over time was definitely likable by people. One thing I know for sure - my asset pipeline has to have some kind of 3D modeling, whether low poly or voxel for example. So, I have better abilities for 3D assets. I played around with 3D portion of Godot as well.

    The question is whether I should go for 3D development or 2D? Let's focus on productivity only. I want to be realistic. I know that 3D engine has more complicated camera / physics / navigation / etc. It takes more effort to populate maps as well. But in 2D you have fake depth / layering to hide things / shooting projectiles can be complicated. I already gave up on 2D isometric as the work on engine side seems to be massive, so if I go 2D I will use top-down / 3/4 view.

    On the assets side I can go two ways: Full low poly - pixel art texture 3D VS Voxel art rendered to 2D pixel art

    Which approach would be more productive long-term do you think? The genre I am going for is survival horror shooter / adventure.

    (I use Godot engine now)

    submitted by /u/Alastor001
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    GORILLA TOWN month two marketing efforts and outcome. Early Access nets us a sweet $46.

    Posted: 01 Mar 2020 11:05 AM PST

    This is a follow up from last month about our marketing efforts and Steam traffic numbers. It became a fairly popular post for a couple of days and there was a lot of feedback on what was (mostly) wrong with our game as well as our efforts to reach people.

    Last month:

    https://www.reddit.com/r/gamedev/comments/exdpe5/steam_stats_for_our_first_month_of_gorilla_town/

    About the game:

    GORILLA TOWN is a 2d artillery game inspired by Qbasic Gorillas. You are a giant gorillas that throws bananas and blow up robots in the 1920s. The game comes with a single player story mode and local couch 2-4 player multiplayer.

    Steam:

    https://store.steampowered.com/app/1217560/GORILLA_TOWN/

    It's been a hard pill to swallow to know that years of effort on a passion project can, once released into the wild, can go pretty much unnoticed - or that you picked the wrong platform, or have a very niche set of players and our competing against 1000s of other games. We never set out to make it rich or anything - maybe to have some beer money and the satisfaction of knowing we put something out in the world. Nobody quit day jobs, and nobody is going to get to.

    As a hobbyists, it's hard not to take the criticism (and praise) personally, as it is a direct reflection of our talents. There is no management or marketing team or anyone else to shoulder any blame.

    When you ask for feedback over the internet, you are going to get it. All of it. But, we got somewhat over the butt hurt and pressed on.

    Early Access

    We decided to move from "coming soon" to "early access" so we could get a boost in visibility and also We have enough in terms of single player and local multiplayer that it feels like a complete game - but we are now in the process of building out online multiplayer as well. Some of our conclusions from later beta testing were positive, but the one thing everyone asked for is the ability to play online. So, with that, we released on Feb 6th with the promise of online play to follow by August of this year. Again, we are two guys working in our free time so every feature takes a lot longer than we usually expect, so having months of buffer is necessary.

    Early access the first couple of days was AWESOME and exciting. So much more traffic to our store page with dozens and dozens of additional wishlists and sales. People from all over the world showing interest. Russia, Finland, China, Japan. For two guys from the midwest, it's been incredibly exciting to know that there is *some* interest and it spans the globe.

    January wishlists: +45

    February wishlists: +160

    While we haven't had a lot of sales (18 units!) - the biggest percentage of those have not been in the United States. Our biggest percentage has been in Japan, of all places. So maybe there is a market for this type of game, and we should capitalize on it by having it translated.

    Outside of early access, we have made no external marketing efforts via the usual free channels that have been described here umpteen times - and it the act of moving in to Early Access netted us more interest than any of those efforts from the first month.

    Refunds hurt my soul, not my pocket book.

    Unfortunately, several sales were refunded - each refund, while being a small financial hit, is more of a emotional hit than anything. When someone picks "Too Difficult" or "Not Fun" from the refund options, you want to be able to reach out to these people and ask what you could do better - since that is the intended spirit of Early Access, but you have no way to reach out to these people unless they reach out to you. You can't keep people from refunding, but it would be beneficial to have some quality feedback as to why they picked up the game in the first place and then put it back on the shelf.

    So, we've made $46 so far. It is beer money. Shooting for $47 next month..

    We've taken some of the criticisms from last months post and have updated some graphics and posted clearer screenshots. We still need to come up with a better trailer, but we are finding that to be a struggle to show what we need to in that coveted 60 second window.

    Chins up!

    submitted by /u/Saltallica
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    Sprite editor / animator?

    Posted: 01 Mar 2020 10:16 AM PST

    I'm looking for a program that I can take a sprite of lets say a male character ( 4 directional ) and swap different weapons on him. ( weapons having 4 directional views as well ) Any advice on what I can use?

    I'm using unity 2D and would like the character to be able to equip / un equip these weapons and it reflects in game.

    submitted by /u/Lamas-Gaming
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    What is the most important phase in the game development cycle?

    Posted: 01 Mar 2020 10:11 AM PST

    I am in my second year at college studying Interactive Media and Games. I have just started my final major project and I would like to know what the most important phase in the game development cycle.

    Any responses and help would be hugely appreciated.

    submitted by /u/RyanLynchie
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    Prototype play testing, feedback and getting noticed

    Posted: 01 Mar 2020 06:24 AM PST

    Hi guys, people who have released games or are going to release games, how did/do you go about getting your prototype ideas tested or getting feedback.

    I'm in the very early stages of developing a game, working towards a prototype before I go any further I want to hand it out to people to see if it will be worthwhile moving forward in development.

    I've looked at many different sources, the current trends, similar games or games with similar concepts, the space is not saturated but it's in an increase.

    I wanted to make something different than the norm but how do I know other people will like the concept other than getting people to play it or look at it. But how do you get it in front of said people to play it.

    If you're interested, the game is a single player RPG like set in modern times, control is much like divinity original sin, the combat will be turn based to set up your actions but all the actions will happen real time after each character has chosen their actions. I've been toying with making this game for the best part of a decade and finally bit the bullet after getting bummed out with work and started development on the prototype.

    TLDR I'm making a game and want people to tell me if it's good!!

    Thanks for reading :)

    submitted by /u/2sleeves1sock
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    Question regarding game development

    Posted: 01 Mar 2020 06:13 AM PST

    I have no knowledge in programming but I have a background in 3D. My question is : Is it advisable to create the assets in another program like Maya or Blender and then import the assets into a programming software such as Unreal or is it better to just start the assets in Unreal?

    Also, just a side note, anyone have any particular course or guide to programming in Unreal? Just in case I cant find a programmer, I might just look into Unreal programming itself since the idea I want is 3D.

    submitted by /u/waku2x
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    What is a good alternative to scriptable objects for storing game data in Unity?

    Posted: 01 Mar 2020 06:12 AM PST

    My current architecture is based on loading initial values from Scriptable Objects(SO). I use these SOs to populate the UI(sliders, etc) on various scenes. I then manipulate values in the SOs during gameplay to update the UI and save them out to file as JSON. The next time the game loads I want to now fill the SO with values from the saved json file.

    While I am able to save out the values I am unable to deserialize them back from json. And since my SOs are nested and with dictionaries I can't use Unitys built in JsonUtility for serialization.

    I am currently using Json.net but it is unable to deserialize back into an SO.

    What is considered a good alternative to storing game setup data as I sadly need to move away from them so deserialization works.

    submitted by /u/abhi3188
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    Does anyone know excellent talks about creating an active game-dev community in cities, meetups/organizing etc?

    Posted: 01 Mar 2020 09:36 AM PST

    Oslo is a city where we have a fair number of game developers, but our culture of meeting other developers and learning and sharing knowledge has some ways to go.
    Video game talks are now shared all across the internets and are often a good way to get a conversation going and to get new impulses, so having a "watching party" and discussion after is the main idea.

    But to start and have a community that thrives and becomes active, is luck, skill, and process.
    To kick things off, I thought it would be great to be a bit meta - finding talks about how others
    came together to organize game-dev events for their city and tips&tricks on how to do it well,
    then have a brainstorm for ourselves to figure out how we as a group can organize ourselves to the same effect.

    Anyone know of great talks on the topic of organizing monthly game-dev meetups - please share.
    If noone knows - then you can still follow this thread and I'll update with what I found while searching for such talks myself.

    Thank you for your time.

    submitted by /u/havchri
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    Free Blender 2.8 Model a Lightsaber Beginners Project Limited Places

    Posted: 01 Mar 2020 05:42 AM PST

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