• Breaking News

    Sunday, August 23, 2020

    I prided myself on working on my game almost non stop for 3 years. I became so burned out, I couldn't work on it for months. Coming back I forgot the controls, the core systems, the level. This break I fought so hard against might be the single best thing that could have happened to the project.

    I prided myself on working on my game almost non stop for 3 years. I became so burned out, I couldn't work on it for months. Coming back I forgot the controls, the core systems, the level. This break I fought so hard against might be the single best thing that could have happened to the project.


    I prided myself on working on my game almost non stop for 3 years. I became so burned out, I couldn't work on it for months. Coming back I forgot the controls, the core systems, the level. This break I fought so hard against might be the single best thing that could have happened to the project.

    Posted: 23 Aug 2020 01:07 AM PDT

    I can't begin to tell you how much I wish I had taken a long break sooner. I've had feedback from players before, I have begrudgingly implemented it. But never before have I taken a solid enough break that i came back and experienced it for what it TRULY is with my own eyes.

    I was developing this game for myself, someone who played it nearly every day for hours. I had a TOTALLY skewed vision, I was adding things to make it more complex and nuanced because I personally had mastered all the controls and mechanics and had long forgotten what is "normal" and "familiar" to most gamers.

    I over-scoped, added many features and complexity purely for the sake of additional complexity. Before the game ever came out I started working on features more suited to a sequel than an original IP.

    The funny thing is, i've played others' games and thought, "WTF are you doing!? This part of the game is way to complex, you're taking away from the meat and potatoes!". It never occured to me that I was doing it myself, I never realized how much you can lose sight of what a game should be if you always have it on your mind.

    Have you ever played a complex game with rave reviews, but couldn't play it longer than a few minutes, thinking to yourself, "I don't care how good this game might be, this is a nightmare i'm over it. " If you don't take a break, you will be the maker of that game.

    So if anyone out there is reading this, burning daylight many months or years into their projects thinking that if you never take a break that will give you an edge. My advice to you is firstly get a bit of player feedback, then take a well deserved break.

    Take a couple months off. Go camping, pick up a new hobby or a few new TV series and binge them. Learn to cook a new type of food. Exercise. COMPLETELY REMOVE YOURSELF FROM YOUR PROJECT.

    Don't take a week off, take enough that the usability issues your plat testers experience, you start to experience. Partly for your sanity, but you will also finally see your game for what it TRULY is. Bloat and all.

    This is one of the most valuable things you can do later into development if you're working alone or on a very small team. You will not only save yourself many months of trying to make the game for yourself fun, but you will save yourself months of inevitably having to take that crazy, over the top stuff out, if you ever even see it for the cancer that it is.

    Edit: Removed "take a 2 month break" out because all of Notch's alt accounts are chewing me out for being a poorly managed lazy fuck up.

    submitted by /u/IllTemperedTuna
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    Thoughts on Jai/Jonathan Blow's programming language designed for game dev?

    Posted: 23 Aug 2020 07:28 AM PDT

    Been following Jonathan Blow's development of his new language JAI for more than a few years now and I'm curious what the community at large thinks about it, especially game devs since that's the target audience for the language. I'm really interested in how C++ replacement type languages (rust, go, nim, D, etc.) are impacting the state of gamedev since C++ is so ubiquitous in the industry and it seems like it has been since the dawn of time.

    Some key features just for a quick summary

    • C++-like syntax
    • Designed for easy refactoring
    • Arbitrary compile time code execution (like, really arbitrary. This feature has been shown off by running an entire complex game at compile time without a single hitch)
    • Manual memory management with some key quality-of-life features like pointer ownership within structs, builtin support for custom allocators, a defer keyword, etc.
    • Focus on data-oriented programming, notably with ability to align arrays of structs as structs of arrays without any massive syntax overhead

    I'm aware it's not actually available yet but I think it's in beta now so it could be available sometime in the near future (so not *quite* vaporware). I wish there was more written content to show off but most stuff about the language, especially recent developments, is tied up in Blow's own compiler hacking and engine programming streams.

    Thoughts?

    EDIT: I forgot to mention the compiler is super fast. Like <1s cold compile times on 40k+ LoC projects. This is also a major selling point.

    submitted by /u/NotQuaggles
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    Looking At Your Own Work?

    Posted: 23 Aug 2020 09:34 AM PDT

    We all know that feeling of looking back at our old code and thinking to ourselves, this guy was an idiot. I mean its all because we learned a few things over the course of development, but I want to know what the biggest thing you learned during the course of one game was. I'll have mine in the comments.

    submitted by /u/5c0urg3
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    GPU-based "beveling" for mesh generated from dual contouring (tech details in comments)

    Posted: 23 Aug 2020 05:32 AM PDT

    Losing motivation for game development

    Posted: 23 Aug 2020 04:00 AM PDT

    Hello everyone. I've been going through a bad period of game development lately. Lately I notice that I am losing interest in developing video games, although I have ALWAYS liked that. I don't know what's going on, but I don't think it's a good thing, also because, every day, it's like my mind is saying "You don't like it" when I always have. How can I solve?

    submitted by /u/Level_Improvement247
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    How to abstract time in a video game?

    Posted: 23 Aug 2020 09:05 AM PDT

    Hello I'm looking for books or blog posts that explain the different strategies and trade-off to abstract the time, to relate it to animation of entities, gamespeed, framerate and possible lags. Thank you.

    submitted by /u/fenchui
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    Gamesfromscratch - Make games in Rust with Bevy Engine

    Posted: 23 Aug 2020 10:09 AM PDT

    Key Scammer Sheet (Collaborative Resource)

    Posted: 23 Aug 2020 09:39 AM PDT

    Hey all!

    I recently released a game on Steam, and not a few days later I was getting emails from "streamers," and "curators," wanting to play it.

    After doing some research on some of them, I found out a good bit of them were scammers, and initially I gave them keys without looking into them first.

    Needless to say, a few days later I saw a few sites giving away keys of my game for stupidly low prices. Thankfully I have good records of the keys I give out, so I just banned the keys of people who I thought were scammers. And double luckily I didn't give out more than a few keys.

    However I was only confident in banning a few, particularly the ones I saw from this tweet:

    https://twitter.com/dashrava/status/1106163744030244864/photo/1

    So I decided I wanted to make a public, collaborative resource for people to know what "streamers," or "curators," are scammers.

    Here is the link:

    https://docs.google.com/spreadsheets/d/1JjwlM68c89zElgRQl7dVsj5fO6xqDih969MF3QxsQeg/edit?usp=sharing

    If you want to add a person to this list, either dm me, tweet at me (or dm me on twitter), or comment below. I am afraid of making editing privileges completely public because I can foresee scammers removing themselves off this list or manipulating it in some way. If you contribute a lot of people though or prove yourself in some other way, I can give you free editing privileges.

    I am excited to see this resource evolve, grow, and help people!

    submitted by /u/heurlectic
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    I'm starting a typescript game dev series

    Posted: 23 Aug 2020 09:38 AM PDT

    Hey!

    The series is focused on writing well structured code and gradually adding complexity as you add more functionality.

    So instead of giving you a set structure that you can use for your own projects, I'm trying to teach you how to naturally build your own structure while you are creating a project.

    Link: https://www.youtube.com/watch?v=N3ZuSxKN1XE&t=2404s

    I still have to learn a lot about making sure my voice sounds clear and keeping my arguments concise, I'm practicing and I'm trying to improve :)

    Let me know what you think!

    submitted by /u/ItsaMeLazydps
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    How do you get people to download your binary?

    Posted: 23 Aug 2020 01:13 AM PDT

    Hello everyone,

    For the past few days I have been trying to get the general audience to play my game. I have a prototype on Itch.io. Since the game is built on Unreal Engine 4, it requires people to download a binary installer that includes Unreal Engine's prerequisites as well as the game. Understandibly, people are reluctant (actually, unwilling, to be honest) to download a binary for an unknown game from an unknown developer.

    How have you dealt with this problem and gotten people to try your game?

    submitted by /u/laurensb88
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    Xbox creators program game submission question...please help!

    Posted: 23 Aug 2020 09:16 AM PDT

    What does The access policies document is not present in the config set. This document is required for all publish operations.

    It's In a red box at the bottom of my submission screen.

    What is this and where can I find it? Thanks so much!

    submitted by /u/Fortnite301
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    Is there a tool to visualize ingame productionchains?

    Posted: 23 Aug 2020 05:07 AM PDT

    So I'm looking for a tool to visualize productionchains in a game. To make balancing easier.

    I've put all data into excel but getting an overview is hard. Tried using a family chart program to see the flows and it's better. So my question is if anyone knows of a tool to visualize this? Where you can see input and output, set production times etc.

    Any tool or tips how other people have managed this is very welcome.

    submitted by /u/Leandia
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    UAlive - Bolt with Inheritance and Live/Compiled C# Generation

    Posted: 23 Aug 2020 12:20 PM PDT

    Newest Devlog Video (ButtonManMayor devlog 4)

    Posted: 23 Aug 2020 08:35 AM PDT

    Trying something different on Unreal

    Posted: 23 Aug 2020 12:15 PM PDT

    Make a game from SCRATCH using Unity and Photoshop (02/??) - Drawing a crumbling floor tile

    Posted: 23 Aug 2020 12:13 PM PDT

    I made a tutorial to help all the game devs with building a landscape with World Creator and bringing it to Unreal Engine 4

    Posted: 23 Aug 2020 12:12 PM PDT

    What makes and original idea?

    Posted: 23 Aug 2020 06:13 AM PDT

    As indie game devs I think it's a fair statement that most of us have been inspired by games we've played or at the very least heard of (thanks GMTK). Unfortunately this means we run a fine line between inspiration and replication. As such, my question to you all is what makes an original game idea? Where do we draw the line between inspiration and spin off?

    submitted by /u/pg9294
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    How to market your game with low/zero budget?

    Posted: 23 Aug 2020 04:37 AM PDT

    Hi everyone!

    I am a game dev student. At the moment I am working on my first personal game project.

    While working on the game I am trying to research my game marketing options. I am not able to spend much on marketing other than buying a domain name. Looking at other indie games I am seeing the use of Reddit, Discord and Patreon but I don't know what the best options are.

    So I want to ask all of you on r/gamedev what platforms you use and other general tips you might have for me and others.

    Your help is appreciated!

    submitted by /u/WeirdXR
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    What is the best way you've found for following along with dev tutorials?

    Posted: 23 Aug 2020 12:06 PM PDT

    I recently bought a second monitor so I can have my windows for the game engine and scripting in one window, and then in my other window I have my windows for tutorials and documentation. However, even with this setup, I'm having some problems here and there. How do you guys usually follow along with all this?

    I feel like, with gamedev especially, it's very difficult because:

    A.) We have to follow along with someone else's coding habits which might take time to get used to (and just given the diversity of the internet, you will probably be watching different content from multiple people)

    B.) we are also usually learning alongside whatever engine or language we are using so we have to pick up on a lot of unexplained stuff (for example, I had no idea what [,] meant in C# when I first saw it in a tutorial, even though I know how [][] works in C)

    and C.) game dev requires a ton of complicated applied math concepts. I have a bachelor's in CS but I was expecting it to be more math heavy while I was going through school. I wish I knew that beforehand so I could have taken more math courses. (However, I will say that there is NOTHING better than constantly smashing your head against something you once thought too intelligent for yourself. You should have seen the smile on my face when procedural generation and iterative math just clicked for me, I had the hugest grin for days thinking how I could use all this new knowledge.)

    So what are some tricks or practices you guys use for learning new material alone? I was thinking of trying out watching a tutorial 3 times (once to familiarize myself with what to expect, the second time to code alongside the tutorial, and a 3rd time to take notes and try to explain and understand the logic.) But this would mean it would take me 3 times as long to get through something.

    submitted by /u/Bullfrog-Hefty
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    First Level Design

    Posted: 23 Aug 2020 12:02 PM PDT

    First Level Design

    I've recently started my journey as a hobby game developer and I've been following GDQuest's First 2D Game with Godot tutorial and I've been having a blast.

    I just finished the 2nd part of the tutorial in which you design an actual level at the end. I decided not to copy what the tutorial made and, instead, designed my own very first level.

    https://preview.redd.it/y9rp4reyusi51.png?width=908&format=png&auto=webp&s=aa36b8f5ba0fb5dc95db14f567236f45ea7df2f8

    You start out at the top left corner and, to continue, need to be able to jump. Then you're introduced to your first enemy. That follows a little platforming with no risk, if you fall you can just try again and then you fall to the last part of the level.

    You first have to show your mastery of the platforming with actual risk, if you fall you lose. You're then met with another enemy and finally there's a small challenge where you can only get all four coins if you jump on top of the enemy at the right moment.

    What do you guys think? I'm really happy with what I came up with, as simple as it is. This is such a rewarding hobby, I'm having a lot of fun :D

    submitted by /u/Kimgss
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    Made a game development timelapse while learning about post-processing

    Posted: 23 Aug 2020 08:15 AM PDT

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