• Breaking News

    Thursday, August 27, 2020

    My water shader is now on github under the MIT license (link to the repository in the comments)

    My water shader is now on github under the MIT license (link to the repository in the comments)


    My water shader is now on github under the MIT license (link to the repository in the comments)

    Posted: 27 Aug 2020 07:47 AM PDT

    A quick how-to for creating a VR accordion

    Posted: 27 Aug 2020 08:23 AM PDT

    Finally learned how to control character animations with 2D blend trees and you can too! (Tutorial in Comments)

    Posted: 26 Aug 2020 03:17 PM PDT

    Package of over 150 low-poly space themed 3D models, public domain!

    Posted: 27 Aug 2020 10:51 AM PDT

    Hey everyone! I haven't submitted anything here for a while because honestly I don't like promoting my own stuff and might feel people don't like seeing it either - hah.

    I've created a package of over 150 models for space themed games, it includes terrain, modular space station components, spaceships, characters, a monorail (heck yeah) and more. Included in 5 popular 3D file formats plus 2D renders in both isometric and side views.




    License: CC0 (public domain), completely free to use in personal, educational and commercial projects (no permission/credit required). Download includes license file.

    submitted by /u/KenNL
    [link] [comments]

    Voxel Plugin 1.1 is out!

    Posted: 27 Aug 2020 10:12 AM PDT

    20 weeks of gamedev challenge

    Posted: 27 Aug 2020 05:44 AM PDT

    I decided to start working on a 20 weeks of gamedev challenge(starting this Sunday) and i welcome everyone to join me, whether you want to learn a new engine, get started in gamedev or just for fun to test your limits!

    It will go as follows:

    The main idea:

     The idea is to create a game each week, simple as can be to get more experience in game dev(and game design) and learn the engine better Create a game each week, finished or not. After all games are "sent" review them(including everything, from looks to the code itself) and make sure to write what you think and learn to improve! this is not a competition(nor a game jam) but rather a challenge. you get a week, to both not burn yourself out and so you wont give up on other stuff in life(like sleeping/work/food/family/relationships/relationboats and more) Rules(sort of, you don't have to follow them): \- If you don't finish a game in time, stop working on it and "close" it! \- if you missed a week due for whatever reason, just skip it, you may go to it once it is done if you want \- You may use any assets you want, if you publish make sure you have the rights to use the assets! \- You have to code and build everything from scratch, you may use existing scripts and scenes you made during the challenge \- You can team up if you want, this is not a competition tho, but do try your best! \- If you feel sick or burned, take a break! give up a week if you feel like it \- Have fun, don't finish the challenge if you don't have fun making these games anymore \- You may play the game you are making during his week, but no adjusting numbers or play testing games from previews weeks(you gonna do that in the end) \- You may use any engine you want, or framework, or mere language. Game types: // Engine setup 1. Idle/Clicker 2. Puzzle game(can be trivia or a logic game) // Collision and physics 3. Racing game 4. Platformer 5. Fighting game // Timers and turns system 6. Rhythm 7. Cards 8. JRPG/Tactical(turn based/timer based like GDquest's tutorial) // real time combat 9. "Metroidvania"(focus a bit on level design) 10. Shooter(any type of shooter: side/top down/3d) // Because why not(can be counted as sort of a break) 11. Sandbox // Procedural Generation and Random number generators 12. Rouguelike/lite(procedural generation) 13. Survival(procedural generation) // Enemy AI 14. Tower defense 15. Beat-em up 16. Stealth // Controlling AI from user input 17. Real time strategy(RTS) 18. Programming game(a game where you write pseudo code) // Multiplayer(and fun - end of challenge) 19. Coop game(can be online or couch) 20. Party games 

    I will be starting the challenge this Sunday(30/08/2020), and will be tweeting/posting here each week with the game type(or you can follow the list's order).

    Feel free to ask me any questions if you want, I will answer gladly and would love to see other people's creations!

    submitted by /u/Rusty_striker
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    I tried 3 different marketing methods, here's how they worked!

    Posted: 26 Aug 2020 07:30 PM PDT

    I tried 3 different marketing methods, here's how they worked!

    My game is coming out in 7 days (Early Access) and I've been pushing the marketing stuff hard for the past month. I've tried the following methods:

    Woovit (Key Distribution) at a Starter Level Sub ($59 a month)

    A Reddit Ad Campaign ($50 investment for 1 week's ads)

    A DRM Free Demo on Itch.io

    I'm also at somewhat of an advantage because my alter ego is /u/GuyWithRealFacts - a relatively successful reddit novelty account. I've tried advertising it there too (I'm also timid to advertise there because I like that account to be used for only what it was made for).

    Here's my Marketing Trend:

    https://preview.redd.it/q20qpbxwegj51.png?width=774&format=png&auto=webp&s=ab6fa9257e9715f70be88abd8c93311e337048f6

    Woovit: I went live with CD Key Distribution on Woovit on September 12th. I got a nice little spike of traffic over the next two days before fading back down to normal levels. Well, I was sure I'd be able to expect some bigtime hits from youtubers making incredible videos of my game, I just had to be patient!

    ...No major youtube videos have come from Woovit. I gave away about 40 keys to folks and I've received 6 videos back, the largest of which had about 20 views last I checked. Woovit makes its creators make ONE video for every THREE keys that take or they lose their accredited status. I should have right around 13 videos by law of averages. Dang!

    Reddit: I Launched my Reddit Ad Campaign (A Brand awareness campaign that directed clicks directly to my Steam Store Page. Here's how my ad campaign has performed.

    https://preview.redd.it/okarypsffgj51.png?width=1785&format=png&auto=webp&s=f2d18d411364f8b1ac5466385d8a3220c3d52a63

    I'm paying a pretty awful $.68 per click. I've spent around $30.00 for 12k impressions. With reddit ads you tell them how much you're willing to pay per 1000 impressions. I decided on $3.50 with a $10.00 daily budget. After I get my $10 worth of impressions, my ad goes away. There's no "getting lucky" here. You get what you pay for. I'm sure my ad is visible for all of about 3 minutes.

    The ads looked like this. I'm no genius at writing promo copy but I don't think they're HORRIBLE...

    https://preview.redd.it/7co9ta0yggj51.png?width=729&format=png&auto=webp&s=19a84fad7973cef2a9e5280cd4e051cee591fc2b

    Advice was to not target huge subs like /r/gaming, so I went for smaller subs like /r/roguelikes and /r/indiegaming figuring I'd get more of a focused audience. This ad campaign went live on the 23rd. That spike is all I got out of it (about 27 additional hits that day, before fading into no big deal).

    My last attempt at marketing was a free, DRM free Demo on itch.io. I had to make a special build of my game for this, and so I spent the night doing that a couple of nights ago. I launched it hoping to get some immediate traffic from the new releases section but I got all of ONE download.

    Who'd have thought I'd have to MARKET the Demo that I wanted to use to market my game. I'm dumb for not thinking of that.

    So... what's that huge traffic spike on the 17-18th? It must be a youtube video right?? Nope. That's traffic from a /u/GuyWithRealFacts profile post talking about a Steam Key Giveaway to my followers. The dotted line on that graph is the prior week and is from the same thing.

    I'm not willing to flood that account with marketing, I've worked too hard to build it to what it is today and the readers there don't want to to turn into an advertisement. So that's going to be a very limited tool going forward.

    TL;DR - Marketing is turning out to be pretty hopeless on a low - no budget hobby level. I have 130 wishlists, one week from Launch. I've tried making organic reddit posts, I've e-mailed youtubers, I've touted the game naturally where I'm able, and I'm just getting nowhere.

    The game's not like... ugly or repulsive or anything, so I don't blame a 'bad first impression' so to speak. I really don't know what to blame.

    Anyhow, thanks for coming to my Ted Talk I hope this is helpful info to you folks!

    GWRF

    submitted by /u/GWRFGameDev
    [link] [comments]

    This is a Level Design by me. Based on one-page designs by Stone Librande. If you are interested in doing something like this I would recommend looking him up on youtube and checking out Edward Tufte for how to communicate through visuals effectively. PDF vector version: https://bit.ly/32pPxEp

    Posted: 26 Aug 2020 02:24 PM PDT

    Lucia - an open source audio game engine written in python

    Posted: 27 Aug 2020 08:06 AM PDT

    Hello.

    According to statistics, about 2% of the total population have vision problems. According to the World Health Organization, there are 285 million visually impaired people in the world. 39 million blind and 246 million having low vision.

    These people can play video games with 3D audio. For example, in shooters, they can hear the enemy and use the enemy's 3D sounds as a guide for aiming.

    But there are developers who develop audio games for the blind and visually impaired.

    If you don't know how blind and visually impaired people use computers, then you can read this:

    https://www.freecodecamp.org/news/a-vision-of-coding/

    https://www.vincit.fi/en/software-development-450-words-per-minute/

    Blind developers developed an audio game engine with Python.

    I invite you to familiarize yourself with the capabilities of this engine, and if you are a Python developer, help us with improving the code and new features.

    Link to Github:

    https://github.com/LuciaSoftware/lucia

    Link to discussion on Audiogames forum:

    https://forum.audiogames.net/topic/31079/lucia-opensource-audiogame-engine-written-in-python/

    If you want to try audio games, visit the website:

    https://audiogames.net/

    Thank you!

    submitted by /u/Jonikster
    [link] [comments]

    Blender 2.91 Sculpting Features : Boundary Brush

    Posted: 27 Aug 2020 10:19 AM PDT

    I've been structuring my projects "by type" for years, and i wanna try the "by feature" approach, can you share yours or link some articles/repo ?

    Posted: 27 Aug 2020 08:25 AM PDT

    Hi,

    For years, this has been my go-to structure for any game i made, considering 90% of my work is making small mobile games, this was kinda ideal, but lately it gave me so much issues when i started working on a slightly bigger game, but the other problem too, is that i found myself re-creating the same thing over and over again for almost every project, many times i just open an old class, copy the code and refactor it to fit the new class, but that is also considered extra works (right ?), ideally, i shouldn't have to re-create a new character movement class ever, unless i am adding a brand new feature, and even with that, the new features should extend the old class, and not directly modify it, which is also another mistakes that i've been doing.

     

    So in the past few days i've been doing lots of research and stumbled upon the SOLID principles, which seems good enough, its also crazy that i've been using them all the time but without correlation with each other, nor a "set of rules" that i'll try to follow no matter what, which will always result in a bad-structured projects.

     

    Anyways,

    so for programming wise, i think i can figure it out and start following better convention, but atm, am kinda "scared" to change my 7 years old project folder structure, and i hope i can see some examples/advice from you.

     

    but before that, here is an overall idea of what i thought it can be a good structure for my next game:


    Keep everything I create inside a folder sitting on top, in my older example this would be the "0_TheGame" folder.

    Now instead of creating a folder for every major type, i will create two main folders:

    • Universal

    • Specific

     

    The Universal folder will supposedly contain general helpers and reusable "stuff", that can be drag & dropped into any game, a bad example that i used to always have in my older projects is the re-creation of some of the math stuff, for instance, there were a time where i needed my a player effect to have a lineRenderer that does a BezierCurve, for that i created a PlayerEffect class that finds the LineRenderer and then have a Method that calculate the Bezier Curve.

    The better approach would be to have a Universal/Math/Curves.cs which has nothing to do with MonoBehavior btw, and just call its static instance to correctly calculate the curve for the line.

     

    Now i think this is a good starting point the Universal folder, my fear is with the Specific folder, i know every game is different (hence its specific), but is there some general rule of thumbs for me to follow ??

    For example should i put all the Managers together ? or instead split those even more, so for example should i have a folder called Manager that has GameManager, LevelManager, UiManager, DataManager, etc...

    Or i should have folders that matches these so it would be /Levels, /UI, /Data, etc..

    But let's take the UI for example, a game has plenty of that, there is the "Overall UI", like the main screen, the settings, etc..

    And there are the more specific UI, like Enemies health bar, Player new ability, level-specific HUD, etc...

    Should these be put in the /UI folder with their respective sub-folders ?

    Or should i have for example an /Enemies folder, and inside it put another /UI folder ?

     

    Also, it is common to have the same folder names repeated many times but under different parent ?

    An enemy will have "graphics & scripts & prefabs",

    but the same goes for the player or the NPC, so is it okay to have N number of "graphics, scripts, prefabs" as sub-folders ? and by "okay", i mean, is it common ??

     


    Thanks !

    submitted by /u/alaslipknot
    [link] [comments]

    Any good fonts that pair well with pixel graphics? (Besides a pixel font)

    Posted: 27 Aug 2020 11:06 AM PDT

    Hi everyone, I'm trying to find a cleaner, more readable font that pairs well with pixel graphics. I don't really like pixel text because sometimes it isn't very readable, or gives off too much of a unprofessional vibe.

    The contrast between pixel graphics and clean, sleek UI and font might be too large but I think it could work. Any suggestions? Thanks!

    submitted by /u/sugoikoi
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    Fundraising with Free Assets?

    Posted: 27 Aug 2020 09:30 AM PDT

    In a few months' time, I plan on releasing a promo trailer for my fighting game. The trailer's main purpose is to finally be able to have something presentable enough for fundraising. With that money, we can make more assets to replace our free placeholders and have the budget for the rest of the game. Herein lies the question: is it acceptable to use these free placeholders in my trailer? (while giving credit, of course)

    The things that come from me and my team are the programming, the character models, the music, and the UI elements. But I'm using some free textures to complete the feel of the game. If I can show off the game while still using these textures, I should be on track to get the trailer out. But if not, I'll need to adjust my plan.

    Any thoughts would be appreciated!

    submitted by /u/Sep_M
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    HTML5 on consoles

    Posted: 27 Aug 2020 03:06 AM PDT

    I developed my last game with NWjs/html/webgl/javascript and my biggest issue with the tech is that I could not port my game to consoles. I was wondering if this might be more feasible with the new consoles coming out. Maybe someone here has access to devkits and knows more about the systems.

    submitted by /u/marcgfx
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    Hello dear friends, the objects I created now with download !!!

    Posted: 27 Aug 2020 12:33 PM PDT

    Decorations for tile sets

    Posted: 27 Aug 2020 12:29 PM PDT

    I've been trying to decorate my very plain ground tiles with some foliage, but they keep replacing the ground tiles. Is there a way around this? Because I've been trying for the past hour.

    submitted by /u/TheSpoonkMan
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    Doug Teaches Unreal Engine Lesson 3 - Blender Static Mesh Destructible M...

    Posted: 27 Aug 2020 11:52 AM PDT

    Free Daggers that you can use anywhere you want

    Posted: 27 Aug 2020 11:52 AM PDT

    Does anyone have a good website for free or paid mask textures?

    Posted: 27 Aug 2020 11:30 AM PDT

    I was wondering if anyone has a good website for free or paid mask textures?

    What I mean with mask textures: Anything from neutral colors (Black to White), with random shapes, gradients, grids, shapes, etc.

    submitted by /u/EliasWick
    [link] [comments]

    Enrolled in a game design program at uni. I have a question related to order of priority when developing a game. What is the feasible order when designing a game? Coding first? Asset creation first? How do you tackle developing a title?

    Posted: 27 Aug 2020 11:25 AM PDT

    I tried to be specific as possible. I am learning all sorts of new skill sets from these classes, things I never done before, but I have been gradually building confidence in them as I go along.

    Right now, I am taking a lot of art design stuff, so while it's fresh and while I get more and more familiar with illustrator, it seems to me that creation of my own assets would be the more reasonable choice given where I am at in the program at the moment.

    So for me, it looks something like:

    -Have the concept

    -Have a rough draft of the main story beats

    -World building ( I am including maps in this)

    -Have an art style in mind

    -Asset creation (item pictures, character models, terrain, etc)

    -sound design

    -coding

    -etc

    Is this a reasonable order of things to tackle? Is it a bit too early to work on assets when I don't have a skeleton of a code? I haven't got far enough to understand what comes first, the code or the art, and how to intermingle the too (applying code to your actual graphics.)

    Thanks for any help you can provide. You guys are really legit and I like browsing the stuff here.

    submitted by /u/BlackIronSaturn
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    I want to make something out of only hexagons, is there any good software for this?

    Posted: 27 Aug 2020 11:00 AM PDT

    I just want to drag and snap some 3D hexagons to form some shapes. Is there any good software for this? Should I just use blender? Should I just make my stuff in Unity?

    submitted by /u/YeeOfficer
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    New game

    Posted: 27 Aug 2020 10:51 AM PDT

    Hi, I've started on a new game about strange mythical creatures and had a question, what kind of creatures would you want to be able to walk around and/or live around with? What engine should I use for the best aesthetically pleasing environment?

    submitted by /u/Arachnophobie-Freak
    [link] [comments]

    Suggestion for 2D Top-Down Assets

    Posted: 27 Aug 2020 10:34 AM PDT

    Hello,
    As a beginner indie developer I need help in finding 2D top-down assets for my game. I have seen many tilesets, like old 2D zelda style or Binding of Isaac, but what I really need is "true" top-down, like Hotline Miami or Darkwood. I have searched https://opengameart.org/ and https://craftpix.net/ but with no result.

    Can someone suggest website or asset bundle where I can download or buy some.
    Thanks in advance! =)

    submitted by /u/Amfibrachy
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    What free / inexpensive tools save you time during development?

    Posted: 27 Aug 2020 06:37 AM PDT

    I know there's a lot of tools out there and they can vary depending on what you're doing, but I'm looking for anything you have had experience with that makes your process more efficient, saves time, etc. Links to the resource/tool appreciated! Thanks.

    submitted by /u/RulesofAlchemy
    [link] [comments]

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