Fake Steam Curators |
- Fake Steam Curators
- Free Texture Pack: Photo Based Materials 01 (link in the comments)
- How I am staying motivated through a boring code refactor
- A deeper dive into Mayhem in Single Valley's lighting system. Unity, 3D Environments, 2D Characters
- Steam Trading Cards: A Guide for Developers (2020)
- Share the GDC talk that completely changed your perspective on something in gamedev.
- r/deckbuildingroguelike
- is it ok if I'm still kinda lost?
- A high school teacher looking to provide testing opportunities for his students in October/November.
- Steam unveils new Points Shop - permanent feature.
- Advice for someone wanting to be independant
- Help with Stealth Elements in Text Based Adventure Game
- 101: Funding Your Indie Game
- Do you know what is the system used to connect and communicate devices used for Digimon V Pet?
- What is a normal visit/wishlist conversion rate for a "coming soon" indie game?
- Opinions on modern OpenGL vs Vulkan?
- How to juggle making and playing games (question)
- I want to implement an automatic deadzone/sensitivity system in my Unreal Engine games - is it possible?
- What are some nice "quick battle" UI styles for strategy games?
- As promised - here are some details about the Facebook Ad campaign for my Android game - Monster Hits. The campaign has been running for one day now. AdMob says there are 10 active users, Google play says 10+ installs.
- Frame Animation vs. Skeletal Animation for physics-heavy 2D action game?
- MY.GAMES Game Jam welcome party tonight!
Posted: 25 Jun 2020 08:02 AM PDT I'm not really a conspiracy theories guy, but I have a knack for recognizing patterns. I think the majority of Steam Curators are fakes created by one person (okay, maybe a bunch of people) to milk Steam keys from developers. Starting after releasing my game on Steam I'm getting dozens and dozens of particularly similar emails from these curators. Here's what's similar:
Maybe I'm overreacting and they actually do some useful job, but does the world really need this concept of "developers buying reviews"? The whole idea of Steam Curators seems useless to me. Another thing I'd like to point out to fellow developers is influencer impersonators: another category of 100% scammers who change a single letter in an email of some famous youtubers. Here's an example: https://twitter.com/OstrivGame/status/1254689178677325834 Never heard of all this stuff before releasing my game on Steam, so thought I'd start a discussion. Did you have any experience with the things I described? [link] [comments] | ||
Free Texture Pack: Photo Based Materials 01 (link in the comments) Posted: 25 Jun 2020 09:53 AM PDT
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How I am staying motivated through a boring code refactor Posted: 25 Jun 2020 11:49 AM PDT I reached a point on my project where the current organisation of things won't allow me to create a feature that I want. To unlock creating the feature, I have to go and refactor how the code is organised for each object/entity. Unfortunately the work is very dull. I try to avoid refactoring whenever possible as it has been a project killer for me multiple times in the past. My full time job is as a Software Engineer, so the last thing I want to spend my free time doing is cleaning up code. I'm currently about halfway through, and feeling very successful compared to past attempts. Some rules I followed this time to get through the refactor and stay motivated: a) Always keep the game in a playable state. This means no sweeping changes that break everything until the entire refactor is complete. Refactor one small section at a time instead of frontloading or batching refactor work. This means I effectively have two systems up and running simultaneously, one new and one legacy. While this is messy and more work overall, I personally find that having the project unplayable for long periods is a huge motivation killer. When the work feels too monumental, I tend to crumble and decide that this is not how I want to spend my free time. b) Work in many small sessions. I typically dedicate every Sunday to the game, but don't touch it during the week as I'm too tired from work and spend time with family/friends on Saturday. For this refactor I am breaking this rule and doing a small session every night. The way I motivate myself is I start by just opening the Unity editor, then rewarding myself with 10 minutes of random youtube videos or scrolling through reddit / twitter. After that I set a timer for 25 minutes, and promise myself I am going to give this my full focus for this duration and not check any social media, etc (pomodoro technique). I just do one or two of these sessions a night, but over a week they add up. c) Take a break from refactoring and work on other things in between each session. Because the game is in a playable state, I can drop refactoring for some time and work on some graphics, or polishing up some particles effects or something else. If I don't feel like working on the game at all, I do other things related to the game like look at other projects on here or on twitter to network and get inspiration. I look up tutorials on how to get certain art styles or game juice or really any informative or fun videos like devlogs. I read science fiction books for inspiration for the storyline, technologies, worldbuilding, etc. d) Share screenshots of the game and get motivated by the feedback people give. Honestly seeing all the lovely comments on here, twitter and tigforums are so motivating. The fact that other people care about something I am making is so huge, and really is my drive for why I make games. I read a few comments, get psyched up and crack through a refactor session. [link] [comments] | ||
A deeper dive into Mayhem in Single Valley's lighting system. Unity, 3D Environments, 2D Characters Posted: 25 Jun 2020 12:29 PM PDT
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Steam Trading Cards: A Guide for Developers (2020) Posted: 25 Jun 2020 05:16 AM PDT
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Share the GDC talk that completely changed your perspective on something in gamedev. Posted: 24 Jun 2020 10:33 PM PDT This doesn't mean it is the "best" talk you've ever seen. This is a talk that had a very different point of view from you or approached a concept in a completely different way. Despite the difference, you were still able to adopt their perspective and therefore grew as a developer. [link] [comments] | ||
Posted: 25 Jun 2020 10:03 AM PDT In face of the success of Slay the Spire, many games have been/are being made that also combine deckbuilding with rogue-like. I created the subreddit r/deckbuildingroguelike for players and creators of games of that subgenre alike. You can discuss deckbuilding rogue-likes there, find new games to play and show off the progress of your game. [link] [comments] | ||
is it ok if I'm still kinda lost? Posted: 25 Jun 2020 11:20 AM PDT hello, I'm a database developer that recently wanted to make games for a hobby :) I've been taking some udemy courses. but I feel that I'm low level in what it comes to C#. I'm using Unity. I wanted to know what courses maybe you could recommend that I could take to improve on my "object oriented" thinking since the ones I'm taking have me a bit lost on the programming part of the game (use of classes and connection between them, OOP programming). I took the courses from GameDev.tv and I was thinking if the courses of not game oriented C# such as from Mosh Hamedani could be good to take (even though they're not Unity related) any recommendations? I want to get better at it. :) [link] [comments] | ||
A high school teacher looking to provide testing opportunities for his students in October/November. Posted: 25 Jun 2020 10:01 AM PDT Hello, I'm a high school digital media teacher and I run a gaming club. I'm always looking for opportunities for the students to beta test upcoming games for feedback. The chance for students to interact with devs, provide opinions and find bugs, is great for them to work at being more professional, using industry language, practice writing and work on looking at things constructively. They are also aged 14 to 18 and the kids who take my class are often frequent gamers - So they might be perfect for your target audience. If you're interested, please shoot me a message and I'll provide you with my professional email address for further contact. I often post this message every few years in this sub and get quite a few responses and am not able to get back to everyone who is looking for feedback - So I'll apologize in advance if we don't get to you. Thanks. [link] [comments] | ||
Steam unveils new Points Shop - permanent feature. Posted: 25 Jun 2020 11:52 AM PDT
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Advice for someone wanting to be independant Posted: 25 Jun 2020 01:28 AM PDT Hey, I'm currently working for a big AAA Studio, where I'm a gameplay programmer and working with a custom engine. Some could call me experienced but for me, I don't feel like this. I dream of creating my own game and making my own game company. So I started working on my game, wrote my ideas after work etc and recently began working on it. But the more I work on it, the more I realize I lack knowledge. I'm trying to do stuff like procedural destruction, but struggle understanding algorithms for that. Am I aiming to high? I'm questioning myself, if I'm capable of those stuff. I've managed everything so far until now, but somehow I feel like I can't do this. Did you experience the same? What did you do? [link] [comments] | ||
Help with Stealth Elements in Text Based Adventure Game Posted: 25 Jun 2020 12:59 PM PDT Hi! I (16M) am a beginner in programming with Python. I am making a text based adventure game so I can learn how to program and design a game, as well as to build a portfolio. I'm building a small prototype of what I want my game to be. It's heavily inspired by Metal Gear Solid V: Ground Zeroes. Basically, it's supposed to involve real-time stealth mechanics. For example, here is the opening description: "You are in front of the enemy base. To the far north, you see two SOLDIERS are standing at the gate. There are also some BOXES to your northwest." Words that are in all caps represent what the player can interact with and such. What this is telling the player is that the the two soldiers at the gate are far enough to where they can't see the player. If they type "Northwest" or something, there will be a new description: "You quickly make your way and duck behind the boxes. The two soldiers didn't seem to notice you." And this is where I need help. I want the enemies to switch between two different states, which are "cautious" and "clueless". If the player rushes toward their position to the boxes (which are closer to the enemies) while they are in a "cautious" state, the enemy will see the player and go into combat alert. If they are in a "clueless" state, they won't see the player and continue doing what they were doing. It's simple stealth, but it's a start. What I want to know is how exactly to program these states for the enemies into the game. I've tried looking on the internet, but I think I would get the best results if I sought help for my specific situation. Especially since there I haven't seen any other text based game use these kinds of mechanics. Another thing I'm having trouble figuring out is how the game will deal with encounters. As I said, the enemies will enter combat alert when they spot the player, but they won't start shooting right away. In order to give the player time to type a command, I am planning on implementing an aim mechanic. Once the enemies are preparing to shoot, the game will say, "Zulu 10 beginning to aim" (Every soldier will have "Zulu" and a number so the player can identify them). Once the player types their command, such as "Cover behind boxes", and presses enter, whoever was aiming will now be firing. From here, the player can simply type "Shoot Zulu 10". But while they are shooting, the other soldier could've been aiming before and can now shoot the player since they are out of cover. This can add a lot of strategy to fights. This is similar to those puzzle games on phones where the enemies only move when you do, like Rust Bucket. I originally wanted to have a body-hiding feature, but eventually decided to have the enemies just deleted from the game once they're shot, like the original Metal Gear on the MSX. So to recap, here's what I need help with: - How to implement the two different "cautious" and "clueless" states for enemies. - How to have enemies keep switching between aiming, firing, and reloading everytime the player If anyone is familiar with Python, then any help would be appreciated. Thanks, Reddit! [link] [comments] | ||
Posted: 25 Jun 2020 12:21 PM PDT
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Do you know what is the system used to connect and communicate devices used for Digimon V Pet? Posted: 25 Jun 2020 08:25 AM PDT This devices can send and receive a little data and it seems that's a simples system used. But I can't find which system is this or how to copy it. [link] [comments] | ||
What is a normal visit/wishlist conversion rate for a "coming soon" indie game? Posted: 25 Jun 2020 12:02 PM PDT Hi, everyone. I am planning to release "Ecchi Jack" - an erotic anime-style gambling game soon. But I am not sure if my steam page is good enough or not. Right now my visit/wishlist rate is somewhere between 6%-8%. Is not it too low? How do you think? What is a normal conversion rate for indie? [link] [comments] | ||
Opinions on modern OpenGL vs Vulkan? Posted: 25 Jun 2020 11:50 AM PDT I recently started learning the pipeline for modern OpenGL, then came to find out about Vulkan. I have already made quite a bit of progress on my engine using modern OpenGL, but I am curious what the general populace of /r/gamedev prefers. I have heard Vulkan is a little more complicated to work with, but can also more efficient. [link] [comments] | ||
How to juggle making and playing games (question) Posted: 25 Jun 2020 03:00 AM PDT Hi! I've been making games since I was 8 years old but every time I needed to learn something new I ran into a problem where I had to choose between making a game by learning from tutorials or playing games (the problem being that I always chose to play games) I want to get out of this habit but I find it very difficult to just settle on making games, so I was wondering if there's something you guys suggest I should do, like planning out one or two hours every day where I'll be learning about making games with no option to do anything else. Do you have any suggestions ? :D [link] [comments] | ||
Posted: 25 Jun 2020 11:08 AM PDT I'm going to start learning C++ and Unreal Engine 5 next year in my free time. I have had an idea for an automatic deadzone and sensitivity measurement system for my future games for quite some time. Is something like this doable in Unreal Engine? Could I design my own code that could perform such a task? Basically I have about 10 steps of analogue stick measurement/testing logic that helps players set up their controls perfectly. It's all supposed to be an automatic, minimal effort system. How easy would that be to design and code? [link] [comments] | ||
What are some nice "quick battle" UI styles for strategy games? Posted: 25 Jun 2020 11:02 AM PDT We need help coming up with better UI for our battle screen and I hope you all can hope. Quick descriptionIn our game, battle is very simple: you give the amount or units you want to attack with and then there's immediately a result based on the opponent's army size and the amount of units you attack with. The reason for this is that battle is mostly "offline": your opponent is unlikely to be online at the same time you are. If this had been text based then it would have looked something like this: Due to the "offline" style of game play the amount you actually lose is fairly easy to predict and will only differ by a few %. There are no different army units. They may only differ in army race. Even so, all army races are roughly equal in terms of battle effectiveness. Current UI "Card battle" styleCurrently we display each army using cards on either side. The card displays the army race and the amount of units. "Your" card then moves and "hits" the opponent card for damage and then the "defending" army does the same. The "Win" or "Lose" popup is shown and the battle is over. So it's similar in how a simple card battle game typically animates their battle. Other possibilities that we've discarded:
Are there any UI styles we should investigate that we've overlooked? Any favorite battle UI that was both extremely simple and at the same time nice that works for a single unit on either side? Grateful for all ideas. [link] [comments] | ||
Posted: 25 Jun 2020 11:00 AM PDT
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Frame Animation vs. Skeletal Animation for physics-heavy 2D action game? Posted: 25 Jun 2020 10:48 AM PDT Long time developer just getting into game design here. The project is a Lovecraftian 2D action platformer. Game play will require strong physics and collision detection. As I'm educating myself and starting to play with the code, I need to decide whether to go with Frame or Skeletal Animation. My understanding based on what I've read: -Frame Animation is stronger for collision detection and physics -Frame animation is more time intensive Is that correct? How much more time intensive is Frame Animation? Are we talking a fractional increase in hours or something more exponential? Are the physics and collision detection disadvantages of Skeletal significant enough to justify expending the extra time? The physics need to be rock solid for this thing, and I'd like to know if that's a realistic aim if I go skeletal Any and all guidance/experience/information on the topic would be much appreciated! [link] [comments] | ||
MY.GAMES Game Jam welcome party tonight! Posted: 25 Jun 2020 04:25 AM PDT Hey guys, The MY.GAMES team just want to remind you all that our Games Jam kicks off from tomorrow, and we'd love to see as many of you involved as possible. We'll be hosting a virtual welcome party this evening, starting at 18:45 CEST, where you can get all of the information on the jam including rules and guidance. You can find out more information here. Our Head of Hypercasual Development Andrei Dubinin was also on the Level Design Lobby podcast this week discussing all things hypercasual ahead of the jam. You can find a link to the episode here. We're incredibly excited to connect with new and returning faces in the development space and look forward to seeing your unique ideas! All the best, The MY.GAMES team [link] [comments] |
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