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    Friday, September 4, 2020

    Feedback Friday #408 - Work In Progress

    Feedback Friday #408 - Work In Progress


    Feedback Friday #408 - Work In Progress

    Posted: 03 Sep 2020 08:09 PM PDT

    FEEDBACK FRIDAY #408

    Well it's Friday here so lets play each others games, be nice and constructive and have fun! keep up with devs on twitter and get involved!

    Post your games/demos/builds and give each other feedback!

    Feedback Friday Rules:

    Suggestion: As a generally courtesy, you should try to check out a person's game if they have left feedback on your game. If you are leaving feedback on another person's game, it may be helpful to leave a link to your post (if you have posted your game for feedback) at the end of your comment so they can easily find your game.

    -Post a link to a playable version of your game or demo

    -Do NOT link to screenshots or videos! The emphasis of FF is on testing and feedback, not on graphics! Screenshot Saturday is the better choice for your awesome screenshots and videos!

    -Promote good feedback! Try to avoid posting one line responses like "I liked it!" because that is NOT feedback!

    -Upvote those who provide good feedback!

    -Comments using URL shorteners may get auto-removed by reddit, so we recommend not using them.

    Previous Weeks: All

    Testing services: Roast My Game (Web and Computer Games, feedback from developers and players)

    iBetaTest (iOS)

    Promotional services: Alpha Beta Gamer (All platforms)

    submitted by /u/Sexual_Lettuce
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    I Released My Game's Demo as a Free Game on Steam, Here Are My Week 1 Numbers

    Posted: 04 Sep 2020 07:49 AM PDT

    Free Asset: 40 animations collection (walk, run, attack w/ different weapons, etc)

    Posted: 04 Sep 2020 06:15 AM PDT

    Feasibility of making a turn based 2D top-down strategy game as a part time solo dev

    Posted: 04 Sep 2020 06:38 AM PDT

    I have been working in Unity on the engine/early stages of a 2D top-down strategy game and just got to the part where I can start implementing the design instead of back-end stuff (for example grid, input, etc). I have a skeletal building placement system, a building selection system, and UI system. I have implemented some player/gameplay-level logic to track player resources based on buildings built, etc., as well. The general idea is that it is a turn-based city builder/resource refinement game. For example, you build buildings that accept resources as inputs and when you end turn, you get more resources, which you can use to build more buildings, etc. The game will also include a roads system that transports resources between buildings. I have already implemented building resource inputs and outputs and resource requirements for building buildings. Fleshing out the basic mechanics of the gameplay does not seem difficult, in terms of programming. I could even make the game real-time if I wished, just by putting the "end turn" function on a timer.

    Having said this, I now note that the design part seems pretty difficult. For example, I'm trying to figure out how to introduce challenge to the building process. It does not seem like the game would be fun to just wait several turns, place roads and buildings, etc... Other games typically use a financial system and the threat of bankruptcy (e.g., any traditional city builder) or a survival type system (e.g., oxygen not included), or just have a system without challenge, where the fun is in building a larger system (e.g., factorio).

    At any rate my question is just, do people think the hurdles I will encounter with this game are workable for a solo part-time dev? What are some challenges I might encounter that I am not aware of yet?

    Thanks!

    submitted by /u/shipshaper88
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    How To Create Solid Game Concepts

    Posted: 04 Sep 2020 07:42 AM PDT

    How to make solid game concepts

    WARNING! It's 1600 words......read at your own risk.

    Note: I'm a beginner game dev ok and whenever I've spoken to other beginner game devs, they seem to have trouble coming up with game ideas. However, I'm kind of on the opposite side of that. I have 30+ game ideas on the Pages app on my phone, with about 3 of them in a Game Design Document (We'll get to that later). What I'm basically trying to say is to take this "article" with a pinch of salt. Some of this may be debatable or just outright wrong but if you think something should be changed or improved, then post it in the comments. Anyway, ON WITH THE TALK!

    Introduction.

    So, you're a game dev. Well, let's rephrase that, you're interested in game development and design, either from a technical viewpoint or an artistic one (or any other field for that matter), and you've clicked on this post, see if I have some of that "secret sauce" that will just make amazing ideas pop right out of your head.

    I don't.

    Instead, I'm gonna tell you about my process about how I make solid game concepts that have the POTENTIAL to become solid games. The reason I just capitalised the word "potential" is that this is an article about making game IDEAS, not games themselves. How well you pull this game off will depend on the abilities of you and your teammates (If you have any).

    This will be structured into 3 phases/parts, the ideation phase, the refining phase and the summarization phase. Each part is kind of dependent on the previous one as a solid game concept needs to be solid and well designed in all the areas. So, on with the ideation phase!

    Ideation

    This is the phase when you have a fragment of an idea in your head. Whether that be an art style, a mechanic, a story, a character, a genre, an emotion. All these (and probably more) are great ways to spark creativity and generate an idea. These can come from a lot of things like researching different things that interest you, thinking quite deeply about everyday things or personifying different concepts and emotions just to name a few. Researching different games and prototyping mechanics from other games could help. Delving into the deep world of history, mostly religious history, has proven to be a great source of inspiration for me personally.

    Alternatively, there are many game idea generators that you could use to create some quick and quirky ideas.

    So, you have a tiny little idea. What do you do with it? Write it down as quickly as possible. I can't stress this enough. If you just leave the idea and think "I'll get back to that later", it'll change and won't be as good as it was. Recalling things alters them slightly, like dreams or a thing that happened a long time ago. You won't express the idea the same way and it may change how you feel about it.

    So, if you're driving or running or even eating for that matter, just whip your phone out (Pull over if you're driving, obviously) and write it down. If you have some extra time, expand a little and think up some stuff for that idea.

    Now, what do you do? Well, you kind of have two choices: You keep on expanding that idea and move onto the next phase, or you try and build up an "archive" of game ideas and repeat this process a couple of times until you get to the previous choice. The second choice helps to prevent "tunnel vision" by letting you explore different ideas whilst also helping to broaden your knowledge in other genres and themes.

    ONTO THE REFINING PHASE!

    Refining

    This phase is probably the most fun yet time-consuming one here. It's also probably the most difficult one to get right. This is the phase where you refine your concept. You start dreaming up a story, making a general description of the characters and setting and some of the main mechanics in your game. This is also where ideas may be discarded if they're deemed not good enough or doesn't quite work the way they thought it would.

    So, how do you start refining your idea? I start with establishing the experience or emotion I want to convey to the player.

    For example, your idea is a dark, gritty fps: You would probably want to show the player what war is truly like and all the death, horror and sadness war breeds. You'd want to include themes and objects that symbolise the emotions I just mentioned.

    It's kind of a craft/skill to be able to dissect games like that, but it's not one that hard to understand, so do some research about well-designed games and expert game designers themselves, that's what helped me learn about it.

    Next is the mechanics of the game. These are what the player does for fun, what the player will use to complete your game and should complement the game's themes and desired experience. The number and complexity of the mechanics depend on a few factors including your team size, the ability of your team and the scope of the project. These will generally dictate how the audience will perceive the experience you want to convey, linking to the previous paragraph.

    Examples of mechanics include sliding, grappling, time shifts, shooting, turn-based battling, taming creatures etc.

    A long list of Mechanics link

    After you've sorted the mechanics, it's time to make a story!

    That might sound scary but this is very subjective to the game you're making. An endless runner doesn't require as many narrative elements (if any) as say.....A lore-driven horror game or a post-apocalyptic RPG. This task may be best suited towards people with more artistic abilities, however, I'm a programmer and I can craft a pretty decent story so that might only really apply to people who lack quite a bit of creativity.

    A well-designed story is a craft in itself so don't expect to make a Stephen King novel for a little dark platformer. Although there are many games don't have many mechanics but their story is so well-crafted and thought through that it makes up for the lack of gameplay elements.

    Five Nights At Freddy's is a great example of this. It only has two mechanics: turning on lights and doors, and the ability to look through the security cameras. However, the story of this game is so deep and well thought out that it has sparked many YouTube careers and a large cult following.

    Oh.....and it was made by only one person.

    There are many papers and guides on how to create a compelling story for a game, here's a link to one I found.

    Next one is characters!

    This one is, again, subjective to the game but mostly the story of the game. A long and compelling story will need an interesting character that represents this. I'm terrible at drawing characters and designing them so I'll just leave a link to an article that explains it better than me.

    I'm sorry

    The way you design a setting for the game is quite similar to how a character is designed, so here's a link on the world and level design!

    Finally, Game Treatment!

    This is basically a mini-game design document (explained in the last phase). This should only take up about half a page to one page as it describes very briefly what your game is. This is quite useful when you're trying to get an approval of the concept by team members, or just to see how the game looks and reads in a formal style. It should also be clear, down to the point and easy to understand for people who might be interested in your project.

    Game treatments should (at least) include the following:

    • A brief description of the games premise, setting, characters and story

    • A brief explanation of the games objective, challenge and basic gameplay

    Another brief description of the gameplay progression for start to end.

    Summarisation

    Phew...that was long.

    Thanks for sticking around for this long.

    So, summarisation is where you put everything we just said into a Game Design Document! A game design document is a document that details most of what your game is gonna be about. AAA GDDs are pretty much novels, however, small indies will only really need a 1-3 page one.

    It's quite similar to the game treatment we made in the last phase, but it goes into a bit more detail and mentions stuff like development milestones, target audience and platforms. It should also include images to similar games and music and sounds you'd like to include.

    This is a one-page GDD that I found that's actually very useful and it's more of an essay which is much easier to write and read from.

    Now, once you've written the GDD, it's time to do the most important thing in this article: Put it away and don't touch it for at least two months. Don't think about it, don't read it again.

    Now, once you go back to it, you'll come back to it with fresh eyes, and will be able to see if your idea is worth making, or that you need to iron out some kinks in the idea before it's a valid idea.

    Conclusion:

    Just write down everything. Get anything interesting that springs to mind and jot it down. It's on record and it's not limited to your capacity to remember it, it's only limited to your imagination so go wild with it and make something incredible. It's also probably best to get more than one person generating ideas and making GDDs as you'll get a more varied selection of potential games to develop.

    I hope you like my "little" article on generating solid game concepts. If you think something I've said could be worded better or you'd like to expand upon what I've said, leave a comment and let everyone know!

    Thanks

    Josh

    submitted by /u/SquallySubset43
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    Game Loop Question: do you maintain two states?

    Posted: 04 Sep 2020 06:01 AM PDT

    How do most games handle their update loop? Do they update entities based on just the current state?

    e.g entity 1 depends on the position of entity 2, but the position may change any time during the update loop depending on things that happen to it, which could affect behavior in entity 1.

    If you had two states, you could update your current state based on the previous one so that this issue doesn't occur (with obvious downside). I assume most games just ignore this issue, as at 60 fps it doesn't matter really.

    But for example in a fighting game where determinism is key, it seems like there are state changes that would need to happen outside of the physics system that would have this issue.

    submitted by /u/10freekymen
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    I made a game that fits on a QR code and why that's both interesting and completely uninteresting.

    Posted: 04 Sep 2020 08:09 AM PDT

    How EXACTLY are the planets in Spore generated ?

    Posted: 04 Sep 2020 04:57 AM PDT

    I want to make a procedural planet system similar to the one in Spore, but I just cant find enough information about it. Does it use quadspheres? Does it use perlin noise or another noise system? does it have a LOD in the planet scene? how does AI navigation works in a sphere? What's their size (in-engine units, not compared to the character's sized or something like that)?

    submitted by /u/TheMasterOfficial
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    How would you create a fully path traced game like the Nvidia Marbles demo? Are there engines currently capable of doing that?

    Posted: 04 Sep 2020 06:33 AM PDT

    What techniques or strategies do you use to make elements of your game more scary?

    Posted: 04 Sep 2020 10:31 AM PDT

    Whether you're making a horror game or not, you'll probably come across some moments that need to be scarier than others in the game.

    What type of elements have you used to accomplish this?

    Design, SFX, camera angle, etc.?

    submitted by /u/RulesofAlchemy
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    Nier: Automata and the Art of Subversion in Game Design

    Posted: 04 Sep 2020 08:43 AM PDT

    How to Plot Equation that Loops Back on Itself

    Posted: 04 Sep 2020 10:14 AM PDT

    How to Plot Equation that Loops Back on Itself

    I want to add a path that looks like the following graph to the map on my game, but am not sure how to go about it.

    The equation for the graph is: x(x^2-4)=y(y^2-1)

    I 'm thinking I need to somehow add a time parameter that I can plug in and receive an (x,y) coordinate, which I think I remember doing in some calculus class, but I don't remember the details anymore.

    https://preview.redd.it/kd7570pfy5l51.png?width=1146&format=png&auto=webp&s=13758de211c9e2ded1fb1e8b329685d73967bcc8

    submitted by /u/_Viceadmiral
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    Are you making a PS1-inspired NON-horror game, or know anyone that is? Any classic 3D platformers out there?

    Posted: 04 Sep 2020 02:53 AM PDT

    I'm developing Psilosybil, which is a Crash Bandicoot-inspired 3D platformer with PSX-style graphics. I also know Cyreides, who has been making Zera, which is on the line of Spyro the Dragon and also sports a PSX aesthetic.

    I thought it'd be cool to map out other people with a similar project and maybe sketch out a little group or community of sorts.

    If you know about any projects which tick really any of these boxes

    • Classic gameplay inspired by beloved 90s titles
    • PS1, N64 or 32-bit era / early 3D inspired look
    • Cartoony, character-driven setting

    please let me know! Even a very partial match is interesting to me

    I already know about Griff the Winged Lion, but I believe that one's dead, and Delta Gal, which was just recently resuscitated afaik.

    submitted by /u/cancrizans
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    What are some good game engines?

    Posted: 04 Sep 2020 11:21 AM PDT

    So, I'm planning on making a low-poly style game, a zoo management game, to be more precise, and I don't know how to program. I only started 3D modeling like, 4 days ago, and I am very new to everything (the current name of the game is Low Poly Zoo. Yeah, not very attractive, but it is to the point.)

    I searched for good engines, but I can't really trust the sites. The one that caught my eye was Cryengine, but I'm not sure, since I'm new and know nothing. Also, I would like it to be starter-friendly, but also allow me to do more complicated stuff (text coding, and AI, but I don't know how complex those are.)

    I am planning for the game to be accessible for most people, and I hope to optimize it well. The engine also needs to be able to make AI, and some other things these management games need (differentiation of land, air and water, differentiation of different types of objects for different things [for example, aquarium walls are different than exhibit walls and aviary walls], AI for both animals and guests [as stated earlier], tasks the game would give, model variation, in-game money system [would it work like a points system?], etc.)

    Which engines would you guys suggest?

    Edit: Thanks for everyone who helped!

    submitted by /u/yaboyisnotme
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    Guide: How to set up your 2D render order in a future-proof way (incl. lighting & more)

    Posted: 04 Sep 2020 08:44 AM PDT

    A lens of the book The Art of Game Design in a real game context. Migth be interesting to see how that lens is interpreted and how it helps to improve a game. This blog post series is a public game design documentation of a game in pre alpha state.

    Posted: 04 Sep 2020 04:04 AM PDT

    Do you need formal qualifications to get a job as a game dev?

    Posted: 04 Sep 2020 10:41 AM PDT

    I hope this question is in the right place - I'm asking on behalf of my brother (and I am in no way educated on game development myself, so apologies for this!) who is an aspiring indie game dev and who works on numerous little games in his free time.

    My brother has been at a loss for how to go about getting a job in game development, and wanted to know if getting a degree/qualification in game development/game design would help improve his prospects.

    Since I've seen quite a few posts encouraging different routes (using portfolios and getting experience, getting some formal IT qualification beforehand, to just keeping game development as a hobby and going for something else), he's at a loss for what path to take.

    He's currently jobless but very talented (he feels as though he knows everything he needs to to get into game development) and isn't sure if going to university is really the best idea. Does anyone have any advice on how to get into a career in game development, or if it's really feasible?

    Thanks in advance and apologies again if this is in the wrong place - I'm just his sister trying to get in touch with people who may be able to help him. Thank you!

    submitted by /u/pingupom
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    Discord for Playtesting/Feedback

    Posted: 04 Sep 2020 09:18 AM PDT

    Hey everyone, I have a Discord for both developers and non-developers specifically for getting feedback on games.

    Developers can post their games to the relevant channels to get feedback from anyone who wants to test.

    I've noticed a lot of game-dev discords have feedback channels, but this provides a dedicated place for it and a place where non-developers are more likely to join. I've been trying to build up the community for a while, specifically trying to find more people who want to get involved and test out games. If you have suggestions on how to foster that better, or where to find people who may be interested, I'm open to the ideas.

    If you want to join or give feedback, here's the link: https://discord.gg/jk8DBaT

    submitted by /u/7ark
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    Lessons in Project Management

    Posted: 04 Sep 2020 12:34 PM PDT

    Big List of YouTubers/Press

    Posted: 04 Sep 2020 12:28 PM PDT

    does someone have youtube gaming/press email list?
    i found a small google doc, but maybe you have something else
    https://docs.google.com/spreadsheets/d/1MVrNBLVkL-VzKe4pFHHVx0bfCdInB3G2FVJbc9V4CUk/edit?ref=dtf.ru#gid=0

    submitted by /u/naprikol
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    Microsoft's Xbox Academy

    Posted: 04 Sep 2020 08:38 AM PDT

    Procedurally Generating Anime Eyes in Godot

    Posted: 04 Sep 2020 12:13 PM PDT

    Face's in text box's yea or nae?

    Posted: 04 Sep 2020 11:56 AM PDT

    I am working with an RPG maker MV game and i am using a lot of custom sprites. of course i don't have custom faces to show in the text box when people are talking. so I'm just curious what other people think.

    Option 2

    Option 3

    Option 4

    View Poll

    submitted by /u/AndracoDragon
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    how much money should go into a indie game??

    Posted: 04 Sep 2020 11:53 AM PDT

    hey yall

    I am looking to produce/invest ina indie game and wanted to know, what you conssider a fair ammount to prepar to invest

    I produce tv/films but was conssidering changinf to videogames

    any tips

    submitted by /u/Mrgolden007
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    » Bullfrog after Populous

    Posted: 04 Sep 2020 11:45 AM PDT

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