Screenshot Saturday #495 - Special Effects |
- Screenshot Saturday #495 - Special Effects
- Engine Usage Breakdown for GMTK Jam 2020
- 5 Tips to stay Motivated during Indie Game Dev - comment if you think I missed something. Also, I want to build up an audience for my Future Indie Games, so please Subsgraphix to my channel :P
- Having a successful launch has been my worst experience in ten years of hobbyist gamedev
- Rejected from an interview for a technical role because I didn’t sound excited enough.
- Hey, guys. Just curious, what made you decide to make a game in the first place? Money? Fame? Or simply, you want to tell a story?
- Game Testing Software
- I prepare a demo video of our first hypercasual mobile game Shooting Race(still in progress and have a long way to go). We are so excited about it. What is your first thoughts and feedbacks? We would like to get your expert opinions.
- Around 50-60 of my original music compositions and songs in the metal genre with elements of retro electronic music and chiptune over the past 7 years. All of them are available for free under Creative Commons, and free to use for any purpose, including commercial. Enjoy listening.
- I made a website to track time on projects (gamedev or any kind)
- Unity Material Creator Tool
- Yuzu Early Access 804 Samus Suit Super Mario Odyssey Skin Mods Gameplay
- Optimized way of handling lots of enemies in a Tower Defense game?
- RPG Profession/Tradeskill System
- Anyone who entered the GTMK 2020 Game Jam, how was your experience?
- Help with budget and way to get money so that I can fund my games and publish to steam.
- Just released 10 Songs in a Brand New Batch of 100% Free Music for you to use in any of your projects!
- Stuck C#
- What is the best way to create a Utility AI in Unity?
- Hey all, what type of game is best for a beginning programmer to create?
- Gamedev Patterns and Algorithms with TypeScript. Game Loop (Part 1/2)
- Making a space shooter using FPS style camera
- I am finding myself frozen in my project by holding myself to the same standards I had early on. I'm a bit burned out, I can't juggle multiple things with enthusiasm any more and I find myself sitting around doing nothing rather than taking baby steps towards finishing. Anyone have advice?
- The 100 Day Project - Blender
Screenshot Saturday #495 - Special Effects Posted: 24 Jul 2020 08:25 PM PDT Share your progress since last time in a form of screenshots, animations and videos. Tell us all about your project and make us interested! The hashtag for Twitter is of course #screenshotsaturday. Note: Using url shorteners is discouraged as it may get you caught by Reddit's spam filter. Bonus question: What is the most amount of times you have replayed a single player game? [link] [comments] | ||
Engine Usage Breakdown for GMTK Jam 2020 Posted: 25 Jul 2020 02:23 AM PDT
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Posted: 25 Jul 2020 06:27 AM PDT
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Having a successful launch has been my worst experience in ten years of hobbyist gamedev Posted: 25 Jul 2020 10:54 AM PDT I started making games around ten years ago. It started as a fun way to learn programming. I've now been programming professionally (not in games) for several years but I've always kept a gamedev project on the side that I've been tinkering with. Over the years, I've dreamed of quitting my job to go "full-time indie" but I knew I'd never have the financial stability of a regular programming job. I always thought, if I get the chance, I'm going to seize it. Recently, I launched a small free game that did really well. It was getting played by 100x more people than all of my previous games combined. As soon as it started gaining popularity, I started a mailing list for a sequel. I thought, this is going to be my chance. Every single day for weeks after the launch, I did the following:
I was, a bit obsessed. It wasn't healthy. I found myself getting extremely demotivated and distracted from work. I consider myself to be a pretty stoic person - I don't feel emotion very easily. Despite that, reading comments was an emotional roller coaster. Just seeing that there were new comments would get my heart pumping. If I read a positive comment, my mood stayed the same. If I read a negative comment, my mood dropped and it would stick with me through most of the day. I had to continuously remind myself that players didn't think of writing comments as talking to me. They were talking to themselves, other players, or the game itself. It didn't matter that 90% of the comments were positive - that last 10% got to me. In contrast, some of the best gamedev experiences I've had was making small prototypes, showing it to young players in-person, and seeing them get really excited about them. That kind of experience doesn't happen online, no matter how much praise a game is given in comments. Right now, my mailing list for playtesters for the sequel is sitting at 400 signups. This is a really solid foundation that could be used to build a playerbase for a successful launch. This is the chance I've been dreaming of for 10 years. Now that I have it, I have absolutely no desire to pursue it. I haven't touched gamedev in about a month. When I resume, I think I'll go back to making prototypes - learning how to build complex systems without worrying about turning them into commercial games and cultivating players and sales. I'll just build things for the joy of building them. Thanks for reading. This is a post on a throwaway account to serve as a cathartic exercise. I also want to know, have you experienced these same feelings? [link] [comments] | ||
Rejected from an interview for a technical role because I didn’t sound excited enough. Posted: 24 Jul 2020 02:53 PM PDT Throw away because this is a small industry but I thought devs should be updated on the current standards. Flare!! "We want flare!" I was in a vid meeting with like 5 people and almost in the middle of explaining how I engineered a game in the past, the founder of the company says he wants to chat one on one. Cuts everyone else off and says he "feels like he gets the impression I'm bored with the company" I think he was saying I didn't sound excited enough? I suggested "maybe I should take improv classes to help my expression" and he pretty much lit up at that idea ha ha. As if game dev wasn't complicated enough, now working on a team needs to be a performance piece? I guess a lot of companies are thinking they make a game/ reality TV show, Tic Tok videos but for me I was thinking "bullet dodged". I do find the whole experience to be hilarious and wish I had the interview recorded to share because it was pretty much a scene from the movie Office Space or Silicon Valley. I kept thinking of the scene from Office Space where the manager at Chotchkie's had to talk to the girl about "her flare" and expressing herself but that made even more sense than this. Like who am I supposed to be performing for? We don't have customers ha ha. [link] [comments] | ||
Posted: 25 Jul 2020 08:19 AM PDT For me, its simply because it is my dream to become a game developer, since I was 9. Self thought myself every possible skill set related to game development. I want to tell a story and produce an awesome in-game experience at the same time. Wanted to be a comic artist but with the many ideas and story to be told, I choose game development instead. [link] [comments] | ||
Posted: 25 Jul 2020 09:35 AM PDT Hi everyone. I'm currently planning on making a Unity plugin or general software with the objective of improving testing for indie developers. I have some ideas but I would like to hear from you:
If you have any other comment feel free to say it, I'm totally open to suggestions. Thanks in advance! [link] [comments] | ||
Posted: 25 Jul 2020 10:51 AM PDT
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Posted: 24 Jul 2020 05:35 PM PDT
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I made a website to track time on projects (gamedev or any kind) Posted: 25 Jul 2020 06:44 AM PDT | ||
Posted: 25 Jul 2020 07:46 AM PDT
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Yuzu Early Access 804 Samus Suit Super Mario Odyssey Skin Mods Gameplay Posted: 25 Jul 2020 11:26 AM PDT
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Optimized way of handling lots of enemies in a Tower Defense game? Posted: 25 Jul 2020 11:03 AM PDT Hey there! Just a quick question, is there any way to make a TD game have lots of enemies at the same time without hurting perfomance? I remember reading about a way to do this, by making an object that manages all enemies, or something like that, but I can't find any info about it. If anybody could give me a hand, I'd be thankful! [link] [comments] | ||
RPG Profession/Tradeskill System Posted: 25 Jul 2020 07:15 AM PDT I'm looking to add a tradeskill into an RPG video game I'm making. My first real experience with this was WildStar. I remember I enjoyed the tradeskills so much because it provided a casual, rewarding experience. The gear from tradeskills was actually worth it while leveling! What are some of the best examples of this you've seen? and what should I consider when implementing this feature? Sorry these questions aren't terribly specific. I'm just looking for general advice on this feature. Upsides and downsides. [link] [comments] | ||
Anyone who entered the GTMK 2020 Game Jam, how was your experience? Posted: 24 Jul 2020 09:04 PM PDT I unfortunately missed the event. Apparently it was currently the largest online game jam ever, and I would like to know how development went for those who entered. How was the GTMK 2020 game jam? How was your experience of developing a game under 48 hours? Did you manage to finish and submit your game? If so, what is it about? What did you think about your own game? Did you learn anything new from development? Are there other entries that you have played and would like to share? [link] [comments] | ||
Help with budget and way to get money so that I can fund my games and publish to steam. Posted: 25 Jul 2020 06:33 AM PDT First of all, I am just a game dev with a bit of skills, and just a teenager. But I am working on a game which I think is significantly much better than my first game. I plan to make more games but I want to publish it to steam in the future. I plan to make my game free, since of course I'm not a pro yet. But how would I exactly make the money to publish the game in steam?? Here are some possibilities and weaknesses. I hope you all can help me. Method 1: just collect money overtime. Disadvantages : I am never going to be able to collect that much money because all my money is either spent already on my education or food when I go to school. Also, I will be doing online class for a year so my parents don't have any reason to give me money. I also recently bought 2 games so I doubt they will give me money again. Method 2: I heard that people can give donations to games in itch.io, which is the platform I plan to submit my games first since it's free. Disadvantages: I doubt my game will even reach the hot pages. Method 3: actually make a good game and set up a kickstarter. This seems to be a hard choice right now. Disadvantages: I will actually have to make a full game, which I don't think I can do with my skills as of now. And also because of my limited resources, I can't make animations because I don't have any good software, I can't draw because I don't have a digital pen for my iPad. My computer is also not the best performing computer. I am not going to be able to get good sound design since I'm not a sound designer. To fix this I could either hire one and get an enthusiastic helper to help me with my project with no pay. Also, based on my current game ideas the best business model would be free to play. I also plan to release short games for free. And I don't plan on publishing paid games. Method 4: setup a patreon. This is the hardest method, since I don't actually plan on becoming a full time dev. I can give just about 2-5 hours of my time everyday on game dev, if it's not a school day. Take note : this is all to gain an audience and obtain experience, and teach myself marketing so that in the near future, I can make a successful game. I plan to do that by releasing my game on a lot of platforms, so more people can see my games. As of now, this is a hobby which I thoroughly enjoy, and plan to make it a job in the future. That is if I can accomplish the goal of getting more resources and experience. But I don't plan on treating such a fun hobby as a serious job right now, because I am still young and still financed by my parents. Also if such a fun hobby can help me get funds for future games and ps5 then why not take it more seriously. Please game devs of reddit, if you have any advice please drop it in the comments. [link] [comments] | ||
Posted: 25 Jul 2020 10:09 AM PDT
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Posted: 25 Jul 2020 09:49 AM PDT I'm very stuck on this code. I want it to add audio to my puck in an air hockey game and it's not working and nothing I do helps. It just causes more errors: public class AudioManagerScript : MonoBehaviour public AudioClip PuckMovement; private AudioSource audioSource; private AudioSource audioData; private Rigidbody rigidBody; public float speed; public float currentSpeed; public float defaultSpeed; public float defaultPitch; private void Start() { rigidBody = GetComponent<Rigidbody>(); audioSource = GetComponent<AudioSource>(); } void FixedUpdate() { speed = rigidBody.velocity.magnitude; } void OnCollisionStay(Collision col) { if (audioSource.isPlaying && speed >= 0.1f && (col.gameObject.tag == "Ground")) { audioSource.Play(PuckMovement); } else if(audioSource.isPlaying && speed < 0.1f && (col.gameObject.tag == "Ground")) { audioSource.Pause(); } } void OnCollisionExit(Collision col) { if(audioSource.isPlaying &&col.gameObject.tag == "Ground") { audioSource.Pause(); } } void Update(){ audioSource.pitch = defaultPitch * (currentSpeed/defaultSpeed); } void OnCollisionEnter(Collision col) { if(col.gameObject.tag == "Ground" && rigidBody.velocity > 0) { if(audioSource.Play(PuckMovement)) { audioSource.Play(PuckMovement); } } else{ audioSource.Stop(); } } [link] [comments] | ||
What is the best way to create a Utility AI in Unity? Posted: 25 Jul 2020 03:50 AM PDT So as far as I understood it here you have data from 0-1. I have e.g. the distance from the opponent and his target with a max. Range and if the distance is over the maximum distance then it is 1. Then the target life from 0 - 1 and the own one. My goal is to create an AI that, depending on the level of aggression, is more careful or less so that it chooses the appropriate actions and so that all actions can be chosen and not get lost. And it should be modular. But how do I put all these actions to the Enemy can use.
How do I do that programmatically in Unity? So how do I evaluate which ability is taken and should I ask for a new action every second? [link] [comments] | ||
Hey all, what type of game is best for a beginning programmer to create? Posted: 25 Jul 2020 09:48 AM PDT A platformer, FPS, RPG? I'm just starting out with game development and I don't want to do something too complicated/ambitious for my skill level. Languages I'm (kind of) familiar with: C, C++ Platforms I'm working with: Unity, Godot, GDevelop 5 [link] [comments] | ||
Gamedev Patterns and Algorithms with TypeScript. Game Loop (Part 1/2) Posted: 25 Jul 2020 09:40 AM PDT
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Making a space shooter using FPS style camera Posted: 25 Jul 2020 09:21 AM PDT Going to try out an xwing/tie fighter style shooter.. would you suggest using a FPS camera style with a cockpit HUD overlay? Almost like Titanfall combat if the Titan was flying around.... [link] [comments] | ||
Posted: 24 Jul 2020 07:59 PM PDT So where my mind is right now this second, and has been for a month as I take a "break". I'm going to do some super awesome water shader and effects that have to be amazing, so that if the project fails, I can use it in a portfolio to help me get a job and earn a living again. I also think it would be awesome if I record myself as I make the shaders and effects as I think it would be really neat to help educate people how these effects are made, as well as a great portfolio piece. No fancy edits or voiceover, just a one shot of the creation of the shaders and effects to implementation into the game. Once THAT'S done, I will have been recharged doing art for a while so I can go back to coding and I can implement some key features that I hope will make my project really shine along with the kick ass new effects. EVERYTHING is vital right now, EVERYTHING is high priority, and all of it is in my head and I can't focus and check things off the list. For a while now I've let myself take a break and try to let a bit of sanity come back after being perpetually stressed for a long time, but it's time for me to go back to work. But the moment I think about my project the mountain of what needs to be done reappears and my brain shuts off and tells me to take another day off so i'm ready for the grind again. This isn't the first time this has happened, eventually my brain will turn back on, and I will work like a fiend again for months on end. I just wish I knew what to do so I can accelerate the getting back to work part. It feels like the more random things pulling me in random directions, the longer it takes me to recuperate and my brain won't let me forget about the project so i can focus fully on just making some effects, or I start overthinking about the tutorial about how they are made. TLDR: How do you other solo devs focus on the trees for the forest once you're deep into working on your project and things aren't exciting anymore and you're burned out from being burned out? [link] [comments] | ||
Posted: 25 Jul 2020 08:34 AM PDT |
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