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    Monday, June 8, 2020

    how do you guys feel about making games for yourselves?

    how do you guys feel about making games for yourselves?


    how do you guys feel about making games for yourselves?

    Posted: 08 Jun 2020 03:54 AM PDT

    Hi! This is kinda of a vague, ramble post so I understand if the mods decide to take it down. I was just curious if other users here had similar experiences :)

    I've basically wanted to make video games for as long as I knew what video games were, it's basically my life-long dream to be a game dev. However I turned out to be a very depressive and suicidal person and it has been so for years (I'm 22). So I don't think actually getting a job in this industry is an option for me anymore.

    To basically cope, I decided to start making a game strictly for myself - I don't expect or want it to go on steam or to gain any traction, I just do it because it makes me feel good to see it grow. It's really hard to stay motivated though, and I think about deleting it almost every day.

    I'm curious if anyone relates to this? If so would have tips to share about how to stay motivated? It's pretty ironic because I tend to be really harsh with my game project even though it's one of the only things I have going for myself

    submitted by /u/love_pepsii
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    Mobile developement be like

    Posted: 08 Jun 2020 12:34 PM PDT

    Dialogue System Inspired by Morrowind

    Posted: 08 Jun 2020 10:56 AM PDT

    Dialogue System Inspired by Morrowind

    M90 vs MORROWIND

    Hi everyone!

    I'm a game designer from Templer Entertainment and we are developing a restaurant management sim that has some story driven elements. Its a game thats been inspired by gems like Fallout 1& 2 and Frost Punk.

    Right now we are calling the game Midwest 90: Rapid City (M90)We wanted our players to have an conversation experience with NPCs that was more informative rather than a system that felt like a natural conversation that are usually found in modern games.Hence we build a system that was inspired by Morrowind.

    Here's a side by side comparison of both dialogue systems.

    For M90's system, we wanted players to have 3 basic questions that push the gameplay forward (in BLUE). These open up vital gameplay mechanics.

    However through answering the questions in BLUE, the NPC will introduced new "sub topics" (in GOLD color) that does not have any impact on gameplay other than informing the player about the world and possibly some secrets (like recipes for the player to craft). It's the players choice to explore those sub topics in GOLD or not.

    Please feel free to share what you thoughts are about the Morrowind dialogue system and our M90 system.

    submitted by /u/Freak2God
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    This is a longshot, but here goes. Looking to mentor some kids for video game art.

    Posted: 08 Jun 2020 11:26 AM PDT

    Please forgive me if this updates over time: I'm working on figuring this out as we go and this is literally my first draft for this effort. Thank you for your patience.

    In an effort to directly help under-served communities, I'd like to start mentoring kids that don't have a lot of access to technology education.

    The recent events in the headlines have catalyzed me into action, but my mind and heart has always been with this idea because it was part of my personal journey and struggle.

    My background: I'm a Latina, and 3D artist from NJ, entering my first decade in video game art.

    When I was growing up, there was a derth of art education when it comes to learning how to make video games, and more importantly there was no human being in my social circle capable of pointing me in the right direction.

    I'm in Seattle now, and the amount of education opportunity here reminds me often that a lot of people don't have access to someone like me that can help them on their art journey.

    What I Am Here For:

    - I'm looking for a few (3 or so) kids between the age of 10-15 that are looking to get into 3D art. This is a rough age range, but I figure this is about the time it would be good to teach a youngin' blender/Maya and Photoshop or get their traditional art skills squared away.

    - I am specifically looking for people in this age range because it's a critical age to get people the right advice. I was totally lost about what to do about college/education this age.

    - Folks of all backgrounds are able to hit me up. While I do want to make sure to specifically extend this service to kids from Black, Latin/Hispanic, Asian and other immigrant communities, I am completely open to helping my little brothers and sisters of Caucasian decent who are financially underprivileged. It's overlooked, but they often suffer some of the same hardships of access that me and other minority groups suffer from. I believe that financial hardship affects all of us and that struggle isn't trivial or based on racial lines. I want all of our ships to rise together inasmuch as possible, and yes, I am asking for a range of backgrounds for this program in an attempt to help as many different communities as possible. If I can expose a range of different communities to a person that has been mentored, my hope is to have the sentiment of helping others spread on through my mentee. My hope is to create a virtual Ponzi-scheme of free art mentorship.

    What I Would Do:

    - I specialize and am passionate about modeling props and characters. While I can help with very general knowledge topics (technical art, game design, map building, FX, ect), modeling prop/character students are the types of students I can mentor best. Also, this is the strict subject matter I want to spend my time mentoring in. Feel free to shoot your shot, though, I can give a mini-advice if I have time.

    - I can serve as a mentor, available to provide advice and feedback about video game art, help answer nuts and bolt questions of technology, reinforce production artist values, give realistic advice about education to, and provide links to resources for. There is SO much more art education available online than when I grew up, but some sources are better than others, depending on what the artist wants to learn. I can help with that, in my small way, having been exposed to so much of the games industry.

    - I would be available to answer questions via email or a slack or discord group. I have more support planned but I want to make my first steps very small and conservative to make sure I can handle the time investment.

    - When I have time, I would be able to provide feedback to any work they have to show.

    - My sole purpose is a springboard. I am not a full-time art teacher. I am not you, I can't hold your pencil. I am just here for support, motivation, direction, insight, advice. My hopes is that we are building the catapult together that will launch you into your future career.

    What I Need from Interested Parties:

    - A short bio about the person who's looking for this guidance

    - A place to view the artists' current work

    - Where you think you want to go with your career in art and video games.

    - A parent's or guardian's email address/contact info/correspondence channel to keep lines of communication open with them, and make sure important aspects of this mentorship is getting across to to an adult in this person's life.

    If anyone is interested, or knows of someone who can benefit from this, please respond via this thread or private messaging with more info.

    I appreciate your time and consideration. I hope what I'm trying to do makes sense, and has the potential to light more fires of mentorship across our industry.

    If anyone has any constructive suggestions, I would greatly appreciate them.

    submitted by /u/jengy_monster
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    Ever wonder how the pros approach modeling their stylized 3d swords? Well in this tutorial, you're going to learn the entire workflow from start to finish, from modeling blockout, to unwrapping, to sculpting and texturing, this timelapse commentary is packed full of incredibly useful info!

    Posted: 08 Jun 2020 08:42 AM PDT

    Hi guys ! I make Royalty-Free Music and here's my latest track : it's an upbeat retro gaming rock track, and it's totally free to download and to use, even in commercial projects ! Feel free to use it in your games !

    Posted: 08 Jun 2020 06:41 AM PDT

    Bob Nystrom - Is There More to Game Architecture than ECS?

    Posted: 08 Jun 2020 05:48 AM PDT

    Stumbled across this old but still relevant talk by the author of gameprogrammingpatterns.com, Bob Nystrom.

    Might be useful for beginners: https://www.youtube.com/watch?v=JxI3Eu5DPwE

    submitted by /u/DumplingSamurai
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    How Much Should Video Games Cost?

    Posted: 08 Jun 2020 09:11 AM PDT

    I’ll do a 5 second test on your game’s landing page.

    Posted: 08 Jun 2020 11:00 AM PDT

    Post it here and I'll have a look at it.

    I'm learning landing page Optimization and I'm interested to see if I'm able to describe in detail the game your making just from the top hero section of the website.

    I want to learn and get inspiration from your creations. But you'll get honest feedback in return as a potential customer.

    I am not a landing page expert. I'm learning myself. All feedback will be as a potential customer.

    submitted by /u/mza299
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    Discussion : Creating a community around your game / promoting your game.

    Posted: 08 Jun 2020 12:54 AM PDT

    Hey

    I believe this has been a common topic and a point of discussion for all gamedevs, where some gamedevs have been successful that they went viral or others had some sort of fan following.

    A regular indiedev who doesn't have a community or fans what shall they do, this is a discussion. I have shared the possible options and what I think about them.

    • Setting up a steam page (coming soon) does send you eyes on your page but we already know the statistics to that. You'll get 10k visitors out of which 10% may actually see your page and you'll get 2-5% wishlists out of the 10%.

    • Making a youtube channel is good but that still takes a lot of time and effort to actually gain a following. I have tried my luck with devlogs, it is a great way to keep track of your own development but it is not very fruitful in the hopes of getting new fans.

    • Making how to videos like some indie Devs are doing. I personally feel like YouTube for them is a side business altogether, they dedicate time to youtube just as they put some time in indiedev.

    • Twitter, reddit, instagram etc. Are great too but basically what I feel growing in social media takes a lot of time also it becomes a bit spammy, continuously posting same or similar posts promoting your game.

    • Asking / Finding a youtuber to play your game. This can do miracles if a youtuber finds your game and plays it. I personally feel you shouldn't pay for this as it won't be worth it. It will be better if some youtuber picks your game by themselves.

    • Find a local physical community. This is totally dependent on the demographic.

    • Going to an expo, out of the question now thanks to covid. Some expos have become digital now and that's a good thing. I personally don't know what's the expenses are now for them but earlier it was expensive and not many could go to such expos.

    • Please share in comments if there are any other ways to promote your games.

    submitted by /u/Iron4Blood
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    Game translation

    Posted: 08 Jun 2020 08:15 AM PDT

    Hello! If any game dev is interested, I can help translating games from english to romanian. Just DM me! Thanks for your time!

    submitted by /u/Haterul
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    This Month in Rust GameDev #10 - May 2020

    Posted: 08 Jun 2020 11:49 AM PDT

    NeoAxis 3D and 2D Game Engine - Go To Completely Free and Open Source. Please give attention this page

    Posted: 08 Jun 2020 11:27 AM PDT

    Free Part 2 Blender 2 8 3D Model Western stylised saloon complete beginners guide

    Posted: 08 Jun 2020 10:44 AM PDT

    Gamescom sponsorship prices, what do you guys think?

    Posted: 08 Jun 2020 07:56 AM PDT

    Who is the F who started the whole "to install our game engine, install this launcher so that it will then open to install what you actually want" instead of the old days of one single simple offline installer ?

    Posted: 08 Jun 2020 12:40 PM PDT

    INDIGO 2020 Online - Boost Your Game Business - https://indigo-2020.eventbrite.com/?aff=INDIGOk1

    Posted: 08 Jun 2020 12:36 PM PDT

    A question for solo developers. How do you decide which mechanics are better than others, without input from other's?

    Posted: 08 Jun 2020 09:58 AM PDT

    I know most of you are going to tell me that I should just be asking the public for their opinions. But I know there are other devs out there like me, who have a special vision and they would rather not share that until they feel its ready.

    I know it sounds arrogant, but i shared some clips of my game's level and ive seen a bunch of clones lately. Everyone is just kind of stabbing in the dark, and because of this i've already decided i'm not sharing until its close to be published to itch io. It will be my first completed game so I dont plan on charging for the demo. If there is interest I may attempt to crowdfund some music and graphics (as well as implement things like upgrades and storyline) and charge a few bucks for the full thing.

    My family has zero interest in what i do (well my partner is blown away i could make something so neat and believes i could make money from it, T_T), so its not like I can ask them, and all of my friends are back home in another country doing their thing and ironically enough, only a few of them are gamers and they only play console. The irony. (there are no plans to port it to console, but it is a hyper casual wave defense game with simple controls, singleplayer with a offline leaderboard, maybe in the future)

    So for one example that has been bugging me, I have 3 weapons planned for the beta. A laser, a bomb that you can just throw into orbit and a missile that has very little thrust but can be used to hit any spot in the map, with a little skill.

    Now, originally in my mind I wanted the missile to just accelerate rapidly from the firing point towards the target, but because its tied into the n body physics it obviously doesnt go in a straight line unless I really apply force to it. Which doesnt feel right to me. In my original prototype, you had a ship you could control, but I cut it out of this because I feel while its neat as heck there is already enough going on that the player doesnt need another level of crap to coordinate. So I thought if i could use a mini version of this and let the player control the missiles it would be neat, and it is. But again alot of players will find it fun, but it can be frustrating as well. So the question I had to ask myself.

    Do i implement the dumb fire mechanic, basically it accelerates and controls itself to hit the point that you clicked? Or keep the mechanic where you can control the missiles. Its extremely satisfying to shoot a missile, blow some shit up with your laser and watch the missile come in finish things off. But it takes skill, because again everything is running in a nbody loop. Nothing is traveling in straight line.

    This one was rather simple, I decided in the end it would fit nicely into a upgrade system. And that having different fire modes would add some depth to the weapons without adding a ton of work.

    But I have other game systems that im still working on that I have a hard time deciding which idea is better. I know I cant be the only person who suffers from this, how do other creators deal with it?

    submitted by /u/gamedevzer0
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    How do you de version numbering?

    Posted: 08 Jun 2020 09:25 AM PDT

    I know the standard big update = larger number for version, but is there an actual method to version numbering? In my case, I have had 5 Alpha updates, 1.0.0 to 1.0.5. What do I make my first public version? 1.1? How do you do your numbering?

    submitted by /u/Perfectsheep13
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    What data structure is used to store Minecraft worlds?

    Posted: 08 Jun 2020 08:49 AM PDT

    Sorry if this has been asked a lot, but when I google I just get write-ups on terrain generation.

    I'm trying to wrap my head around how the world is stored in minecraft. I've barely played but as far as I understand, the terrain is generated, but none of the blocks below are generated.

    As you dig down, a "chunk" of blocks are generated and somehow appended to the world data structure.

    This is where I fall flat, Is that new chunk of blocks referenced from the chunk on the surface in a tree structure, and then each newly generated chunk is branched from each successively generated chunk?

    Or is there a fixed size world array which has each block pointer nulled out until a chunk is generated?

    For the former I could see the tree becoming computationally complex to traverse, especially where adjoining paths meet but from different branches. On the flip side the statically allocated world map would be computationally efficient, but would take the most memory.

    Can anyone help me, or point me towards any articles?

    submitted by /u/ChrisRR
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    I made a 100% free, localization friendly pixel font with 1283 glyphs. Lets make our games more accessible! Link in comments.

    Posted: 08 Jun 2020 12:49 PM PDT

    Master's thesis proposal

    Posted: 08 Jun 2020 08:44 AM PDT

    Hello!

    I hope this post doesn't break rules of this subreddit, but I think it doesn't.

    Anyway, I'm currently studying CS and a semester ago I didn't know which direction of programming I should take until I took a course where the goal of the semester project was to implement a team of bots for UT2004 and I really enjoyed doing that. Then I tried some small projects in Unity and I realized that I want to be a game developer, because I have never enjoyed programming as much as when I implemented UT2004 bots and those small Unity projects.

    And now last year of my study is coming up and I have to choose what my master's thesis will be about. There are some topics listed at my university, but none of them is interesting to me and I have the possibility to propose my own topic.

    So to my question - Don't you guys have some ideas for master's thesis topics relating to game development? I don't care which "role" of game development the topic will be about, but I probably prefer AI the most.

    Thanks!

    submitted by /u/Hoostee1337
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    Multiple Recursive Portals and AI In Unity Part 1: Basic portal rendering

    Posted: 08 Jun 2020 12:28 PM PDT

    Help needed on school project! audiovisualizer doesn't work on Android

    Posted: 08 Jun 2020 12:06 PM PDT

    Help needed on school project! audiovisualizer doesn't work on Android

    Hi everyone,

    I downloaded this audiovisualizer from github https://github.com/hardcyder/Audio-Spectrum-Data-Sample and it works perfectly when i try it out in Windows,

    however as soon as i build the project to Android phone, the audiovisualiser stops working (it doesn't move when i speak or play a song).
    I can actually see in my Android debug log that my build does listen to the microphone so something is going wrong with getting the mic input to actually move the spectrumobjects.
    (no errors in my debug log so no clue as to why it isn't working!!)

    Since i'm building my own little project here's my project setup:

    https://preview.redd.it/jw22vntphq351.png?width=331&format=png&auto=webp&s=928d5b20d7360d5b0ef816e7b928d137f6ee2a49

    I'm basically working on a little Android AR prototype where as soon as you detect the Multitarget you will see unitychan surrounded by an audiovisualizer and when you talk or put music on the audiovisualiser moves.

    If i somehow fix this Android issue the next step would be to put the RotateWorld gameobject in the multitarget, but i can't figure out the right way to change the script so that the spectrumObjects will still be changed when there's audio input. I researched and watched a lot of video's on GetComponent or FindGameObjectsWithTag but i cannot make it work! :(

    Please help me with these 2 issues!
    Thanks a lot in advance!!

    submitted by /u/LuminaNoxx
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