- 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.
- Thoughts on Jai/Jonathan Blow's programming language designed for game dev?
- Looking At Your Own Work?
- GPU-based "beveling" for mesh generated from dual contouring (tech details in comments)
- Losing motivation for game development
- How to abstract time in a video game?
- Gamesfromscratch - Make games in Rust with Bevy Engine
- Key Scammer Sheet (Collaborative Resource)
- I'm starting a typescript game dev series
- How do you get people to download your binary?
- Xbox creators program game submission question...please help!
- Is there a tool to visualize ingame productionchains?
- UAlive - Bolt with Inheritance and Live/Compiled C# Generation
- Newest Devlog Video (ButtonManMayor devlog 4)
- Trying something different on Unreal
- Make a game from SCRATCH using Unity and Photoshop (02/??) - Drawing a crumbling floor tile
- I made a tutorial to help all the game devs with building a landscape with World Creator and bringing it to Unreal Engine 4
- What makes and original idea?
- How to market your game with low/zero budget?
- What is the best way you've found for following along with dev tutorials?
- First Level Design
- Made a game development timelapse while learning about post-processing
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. [link] [comments] | ||
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
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. [link] [comments] | ||
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. [link] [comments] | ||
GPU-based "beveling" for mesh generated from dual contouring (tech details in comments) Posted: 23 Aug 2020 05:32 AM PDT
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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? [link] [comments] | ||
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. [link] [comments] | ||
Gamesfromscratch - Make games in Rust with Bevy Engine Posted: 23 Aug 2020 10:09 AM PDT
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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! [link] [comments] | ||
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! [link] [comments] | ||
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? [link] [comments] | ||
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! [link] [comments] | ||
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. [link] [comments] | ||
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
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Trying something different on Unreal Posted: 23 Aug 2020 12:15 PM PDT
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Make a game from SCRATCH using Unity and Photoshop (02/??) - Drawing a crumbling floor tile Posted: 23 Aug 2020 12:13 PM PDT
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Posted: 23 Aug 2020 12:12 PM PDT
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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? [link] [comments] | ||
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! [link] [comments] | ||
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. [link] [comments] | ||
Posted: 23 Aug 2020 12:02 PM PDT
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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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