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    Friday, April 17, 2020

    Demonstration Shader CD Disk

    Demonstration Shader CD Disk


    Demonstration Shader CD Disk

    Posted: 17 Apr 2020 05:53 AM PDT

    Godot is now the most popular project on github under "game-development" tag

    Posted: 16 Apr 2020 04:26 PM PDT

    The unsung heroes of indie development.

    Posted: 17 Apr 2020 12:13 AM PDT

    At the beginning of this month I started inviting random Redditors to play my game and give me feedback. over the span of the following 2 weeks, my whole plan and concepts around what my game even is was torn down around me.

    That may sound like a bad thing at first, but these random redditors, after ripping it to pieces, showed me something I would never have been able to see. That the core idea game was really fun. But the things I had built around that core idea were... questionable at best.

    It was hard to hear their feedback honestly. But they put their energy into trying my game and giving me feedback, so I tried to take in every word.

    What followed was totally unexpected, and beautiful. These random people stuck around and started working together to cut out the bad parts and put all the good pieces back together, creating something similar yet totally different from what I had originally created.

    Honestly, they have helped guide me towards a far better game than I ever could have achieved on my own. They also motivated me to keep working on my game with them, insted of just launching and moving on to the next project.

    If there is one thing I have learned over this 2-week emotional rollercoaster, it's that the people who are willing to invest their time in testing indie games and giving feedback are some of the most undervalued heroes of the indie game community.

    It's very easy to rip apart someone else's work. But I have never seen so many total strangers stick around to put all the pieces back together again.

    There is no way I will ever be able to repay those amazing testers for what they did. But hopefully, I can pay this knowledge forward:

    Devs: respect and listen to your testers. They WILL make your game better than you ever could.

    Testers: you are the unsung heroes of indie development, Thank you for your service. We all know the names of the most successful indie games and their developers. But after this experience I wish I knew the names of the testers who made those games into what they are today.

    Edited spelling

    submitted by /u/Zagoalie
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    Y’all should know that the Harvard CS50 Introduction to Game Development 12-week course is free on edX

    Posted: 17 Apr 2020 04:27 AM PDT

    https://online-learning.harvard.edu/catalog/free - Here's the link (along with other courses)

    Hope it helps!

    submitted by /u/Rookier2
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    7 years ago I didn't have any experience in our industry, now my escape game enters Early Access. I'm thrilled and terrified! Here's my story

    Posted: 17 Apr 2020 08:32 AM PDT

    TLDR: I have a business academic background, I learned Unity by myself, I had the chance to work with awesome talents that made me what I am today. I just released my game, I've been dreaming about this moment for years… Mad Experiments: Escape Room is finally available on Steam!

    Hey there,

    I am Clem, a Frenchy game dev that moved in Montreal, Canada about 7 years ago.

    It may sound corny, but I left Europe back then because I had a dream, I wanted to work in videogames. After a few years in a big AAA studio, I decided that it was time to make things on my own.

    I live with this philosophy of work: keep total creative freedom, impact the world in a beneficial way and keep free time for my family.

    How to reach these objectives without taking a risk? Well, that's impossible… but this is the only path that will give me a real sense of fulfillment. This is a life where passion and work are intertwined, a life that I dreamt of when I joined the videogame industry 7 years ago.

    With the deep desire to improve the world around me one pixel at a time, I share my time on games for doctors and researchers in order to make patient treatments more efficient and enjoyable, especially for mental health issues and respiratory diseases.

    The other part of my work, way lighter, is the creation of cooperative multiplayer games with the first one being Mad Experiments: Escape Room.

    My background story

    As far as I can remember, I have always been a gamer. First, on consoles, then around 10 years old, I got my first PC (Pentium I with 32 MB of RAM FTW!).

    I discovered the world of multiplayer games. Warcraft 2 & 3, Starcraft, Diablo, CS, Battlefield, DAoC, WoW etc.

    I started to attend LAN parties of 100+ players at around 12 years old.

    I also had a group of friends that loved multiplayer games, and at some point we were doing LANs almost every weekend!

    During these years, I developed a deep passion for cooperative games because we were all together fighting for a common goal. The feeling was amazing and these LANs were filled with countless hilarious moments.

    (This period surely plays a major role in my decision 15 years later when I started PlayTogether Studio, an indie studio focused on cooperative games).

    After a few years of studying Business Administration (yes it is as boring as it sounds), I decided to go to Montreal with the only objective to get into video games. Back then my background was in Business so I used that card. It took me 6 months to finally land a marketing job in a 5-person indie team.

    Every day I got exposed to Unity and the code of the game, I also did my share of Game Design, UI, etc. That's the benefit of working all in one tiny room: you get to know everything that happens in the production!

    That helped me to understand the art of crafting small games more than any other experience.

    Indie world is a tough one, and only a few of us survive after the first year… The first studio I worked with didn't…

    I worked with other indies for a few years (none of them still exist). At some point, I felt that it was time to change my environment and got an opportunity at a AAA studio. It was crazy, the first days always are. I was used to working with a maximum of 10 people, now my team size was in the hundreds!

    I was lucky enough to be in a very friendly team where veterans would help (and sometimes mentor) juniors like me. I learned so much about everything, from game design and systems interactions to level art and level design.

    These years with indies and AAA forged me into what I am today.

    It took me a long time before getting the motivation and really allocate the time needed to learn and start to make small games.

    Now I want to use my knowledge from indie to AAA studios to push to boundaries of what games should be: a form of art that brings us together and makes us better.

    The Game

    The idea was born last year when I was talking with friends, organizing our next LAN. We realized that we were lacking cooperative games where the main mechanic is not killing/building/grinding. One of us threw the idea of an escape room and that was it. They didn't believe me when I told them I'll build a prototype. A few weeks after, I had a few things working. The basics of networking and a hard puzzle were there. We playtested and already I saw the potential for a fun co-op experience.

    So you have it: MEER is a multiplayer puzzle game, where a team of up to 6 players has to escape the madness of Professor Cheshire.

    With this pitch in mind, I worked months on the first room, switching between contract works in the medical research field and MEER.

    I released the game in closed beta first, the reception was great despite the bugs and some design issues with some puzzles and clues.

    Among the hundreds who played the game, some got heavily involved: bug finding, support, community support, and moderation. I'm still amazed by their commitment and support. From the bottom of my heart: Thank you, without you, the game would not be even close to where it's standing today.

    Mad Experiments: Escape Room is out on Steam!

    It's been quite a ride and there are still a few things to add like controller support, more localizations, relax mode (no time-limit) but that will be added in the coming weeks.

    Room 2 is planned for May/June, depending on the work I can do during these tough times.

    I'll be happy to answer all of your questions!

    submitted by /u/muclem
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    Hi, my first ever game just got published on Google Play! And here are some thoughts I want to share.

    Posted: 17 Apr 2020 11:33 AM PDT

    Hi,

    Just like some of you guys, a lot of my "projects" never left the idea/concept/prototype phase. So I decided for a few months ago, that I must get a hold of myself and finish whatever the game I was working on.

    Today my game got published on Google Play, and I had to scroll to the bottom to find it even though I typed in the full name... Anyway, the game took me roughly 4 months to make, from planning - designing - coding - making assets - optimizing - testing.

    The biggest problem was keeping motivation throughout the development. Many times I've found myself thinking "what's the point of all this, nobody likes it anyway", "for portfolio? Then why not just make something that looks fancy and shiny, it's not like they will download and play your game". After many wasted hours, I finally sat down and tried to work, but only to get frustrated on myself for not focusing or making much progress. The best method to regain motivation for me was to remember my origin, for example "why do I want to create games", "what is my ultimate goal". Taking a day off, lurking on this subreddit or other game dev subreddits, to be inspired and motivated by others' success / progress. There are so many really talented game devs here. I want to be like them. To achieve this, I need to start somewhere, and today is my first step.

    I made everything from scratch, made every asset myself (that's why they are so ugly). At beginning, I had so many fancy ideas I wanted to put in, but very soon I realized how much work it would mean for me as a single dev. I was taught many times that the planning is crucial for a project. Although I did put a lot of time into planning every detail of the game, I did not make an equally specific plan of the development itself, that was the mistake 1. The consequence of not having test plan, risk management plan and quality plan is that roughly 25% of the development time was wasted on debugging the code/functions, which could be avoided if I had properly tested them before. Another 10% was wasted on researching on how to do a specific thing in Unity. All the research should be done in the planning phase, not in the execution phase. I was far behind the schedule due to the wasted time, so I had to cut a number of planned features. For example, the sound part was skipped entirely, and the unlockable themes that should serve as the reward system.

    I also had a monetization model for my game, but at this point I'm just happy if someone is willing to play it.

    TLDR:

    The game took my 4 months to make as a single dev. The biggest problem was to keep motivation throughout the development. My advice is to take a break, look back at where you started and remind yourself what it is that you want to achieve. The two biggest mistakes were: too much time was put into the planning of the game but not the development, and wasting time on researching in the execution phase, which should have been done in the planning phase.

    Lastly, a self-promotion if allowed:

    The game is called Hamil's Cube and it is a puzzle solving game. The puzzles are Hamiltonian's path problem in 3D form, that are solved using Rubik's cube mechanisms (and other mechanism). It is completely free, no ads or microtransaction whatsoever.

    If you enjoy the game, please leave a review on Google Play. Your support means a lot to me.

    Thank you.

    https://reddit.com/link/g37p8s/video/tssqapnl9ft41/player

    submitted by /u/Neroro64
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    We open sourced for FREE our scene transitions framework. We designed it to be very beginner friendly and extensible. (Unity)

    Posted: 17 Apr 2020 05:21 AM PDT

    Coding Adventure: Solar System

    Posted: 17 Apr 2020 09:06 AM PDT

    I failed terribly at making a Kickstarter for my shadow government simulator. I wanted to share my strategy & backend data so you can avoid my mistakes. Let me know your thoughts!

    Posted: 17 Apr 2020 10:26 AM PDT

    Let's make Lightsaber in VR [Not Star Wars VR game, don't sue me.]

    Posted: 17 Apr 2020 10:58 AM PDT

    Here is Part seven of my new beginner tutorial for a small 2D platformer in Unity. In this Part, i will show you, how you can add a pause menu to your game.

    Posted: 17 Apr 2020 10:43 AM PDT

    How do you handle incorrect bad Steam reviews?

    Posted: 17 Apr 2020 06:30 AM PDT

    Many of us have been there. You check the Steam page of your game and you see that someone has added a negative review. Thoughts in your head start to flow - Maybe there's a gamebreaking bug? Maybe the player disliked the level design or controls? Maybe that one "meh" thing that you were too lazy to remake is a problem for another person? You read through the review just to find out that none of this is true. This player didn't get a simple piece of information and thinks you're the one at fault. Instead of following the steps you gave him he kept banging his head on the wall and left a bad review that his head is broken. You read it for a few times with an open mind trying not to be stubbornly defensive, but you see that this review really is misleading.

    What's the best thing to do now, what do you guys do to cope with this? Do developer responses help? Perhaps it's possible to somehow hype your fans to vote for the helpfulness of game's reviews? Is it not worth spending time on at all? Any other ideas that you had success with? :)

    submitted by /u/Ahimtar
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    Hello new gamedevs: You can learn to create 3D Art using Blender in just 2 hours!

    Posted: 17 Apr 2020 10:04 AM PDT

    What if I tell you: You can learn to create 3D art for your game in just 2 hours.

    Hard to believe right, I have taught many students online and in universities. In this tough time, I have decided to create Free Blender 3D Tutorials for new Indie game developers.

    Check out Make Indies on Youtube. I post a video every Friday and will be happy to answer your questions if you have any.

    Let's keep creating games and keep telling stories.

    Be safe!

    submitted by /u/makeindies
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    A strange question about modifying Config files

    Posted: 17 Apr 2020 09:44 AM PDT

    Hello! I am TheOtherGuy, here with a strange question.

    I am currently working with 001 Game Creator, and a secondary program called Reshader. The idea is to rewrite the config files (for the reshader), using a bat file (or whatever, as long as its a exe, preferable one that wouldn't interrupt the game) in order to change the effects mid game.

    So, my question. Does anyone know how to use a bat file to copy/rewrite a text file, or a lightweight program to do this?

    submitted by /u/SirEdington
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    How to deal with negativity?

    Posted: 17 Apr 2020 05:57 AM PDT

    How do you handle negative comments from people regarding your game or you as a developer?

    I know I should have thick skin and just brush off the negativity, but it's hard to not let it affect you mentally. It also doesn't help if there are 100 positive comments for each negative comment as your mind will linger only on the negative ones. I have read that many famous people don't read comments about them for this very reason, but as an indie dev it also feels important to know what is being said about your game.

    In my case, I have had a string of accusatory comments directed at me claiming that I stole someone's idea and that I am now profiting from it. In essence they are right since I was inspired by an old retro game and created a game that has a very similar feel to it, but also adds new elements the original idea. What they do not see is that I worked my ass off to make the game and then continue to work my ass off to bring it in front of as many eyes as possible. I also never hid that I was inspired by that game and my idea from the beginning was to create a modern version of that game with my own twist. At first I answered all the comments explaining my reasoning, but as similar comments keep popping up, I wonder if answering them is pointless and if I am just feeding the negativity.

    Sorry for venting... As a second question, do you think I did wrong by building a game upon an existing game's idea? Is there a clear acceptable line to mimicking another game?

    submitted by /u/throwaway9344000
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    What is the best game engine for your game?

    Posted: 17 Apr 2020 09:33 AM PDT

    I m confuse friend’s plz help me

    Posted: 17 Apr 2020 12:04 PM PDT

    Me and my one friend we are developing a game for android mobile. In this game there is 16 player. Our map has 70k vertices so I have question that how many vertices should each player's character have????

    submitted by /u/Hamitdes
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    An Easy Branching Dialogue System (Converting Twine to Unity)

    Posted: 17 Apr 2020 08:06 AM PDT

    Web Dev with a huge passion for FPS games now looking to invest some serious effort into learning a game engine. Which engine do you recommend out of thee two?

    Posted: 17 Apr 2020 07:57 AM PDT

    After some research I am looking into learning one of these two, leaning towards Godot due to open source.

    View Poll

    submitted by /u/tearzgg
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    Stuck On Scene Reload

    Posted: 17 Apr 2020 11:03 AM PDT

    Can anyone help please, I have a wave defence game where if you die you can choose quit or reset. Is there a way to reset the scene as it was when loaded in from for the first time?

    when I currently do it all my stuff gets reset and its stuck in a constantly loop of death screens but with the waves still playing in the background. Health is 0 so that's what keeps resetting it but everything else has become unassigned and i'm not sure what to do from here?

    submitted by /u/DrewWasTaken
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    I just posted my first YouTube devlog, about growing on Twitter - Would love your feedback on it!

    Posted: 17 Apr 2020 10:53 AM PDT

    Reminder: Ludum Dare starts tonight!!

    Posted: 17 Apr 2020 10:31 AM PDT

    Do you like videogame newsletters?

    Posted: 17 Apr 2020 10:15 AM PDT

    Hey, I was wondering about the utility of newsletters because I want to start an indie game and I was reading that newsletters are a good way to keep in touch with the community of your game, but I don't really know how to do it. I've used videogame newsletters in the past, but I've unsubscribed from all of them because I got bored, and most of my friends say the same. So I came here to ask for help (and to to start a discussion):

    1. What do you hate about video game newsletters?

    2. What would you love in a video game newsletter?

    3. Do you have a favorite one?

    I hope you can help me :)

    submitted by /u/pedro7666
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    CalArts has a free Game Design course

    Posted: 17 Apr 2020 09:37 AM PDT

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