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    Tuesday, September 22, 2020

    Unity Tip: Bake objects into a single skinned mesh to allow for tons of animated guns (or other stuff I suppose) with a low performance cost!

    Unity Tip: Bake objects into a single skinned mesh to allow for tons of animated guns (or other stuff I suppose) with a low performance cost!


    Unity Tip: Bake objects into a single skinned mesh to allow for tons of animated guns (or other stuff I suppose) with a low performance cost!

    Posted: 22 Sep 2020 01:26 AM PDT

    What should you do when your game is trashed by streamers? Well, I made a drinking game and turned the hate into useful criticism.

    Posted: 21 Sep 2020 09:30 PM PDT

    How to Shoot Magic Orbs in First-Person (Unity)

    Posted: 22 Sep 2020 10:40 AM PDT

    I'm going to teach you how to make simple stylized 3D models with Blender, ZBrush & Substance Painter

    Posted: 22 Sep 2020 06:22 AM PDT

    Do you like Time Inversion? I made the latest Christopher Nolan's movie TENET into a game!

    Posted: 22 Sep 2020 10:49 AM PDT

    Frustrated and Lost

    Posted: 22 Sep 2020 10:59 AM PDT

    I work almost 50 hours a week at a job that has nothing to do with my actual degrees in music and game design. I've been trying to make a demo for the past year and a half but I've only got the main character modeled so far. I simply don't have the time to do everything from scratch within a meaningfully time frame. I'm talking modeling, texturing, rigging, animation, coding, sound effects, music, videography, etc. I have the skills to do all of it and I assume most people here do too and I applaud them. There are things I'll have to learn along the way, like making hair cards and cloth, but I just can't find that kind of time when I work that much, plus have people and a house to take care of. Not to mention the exhaustion after work.

    Maybe I'm just not that skilled or talented? I think like this a lot too, that everyone else, at least on here, has already done everything and I'm just no good at it. I've thought of finding someone to work with me but I simply do not trust that idea.

    I'm too old to switch to a job in games that probably pays less and requires me to move, so I'm stuck where I'm at. I make decent money, I was in poverty for a long time and got lucky finding a decent job.

    I have many other things I want to do with my skills as well, like make tutorials and create an album, I play multiple instruments.

    It's so exhausting for someone that simply won't give up, yet doesn't have time or talent as others do I feel like I'm in a prison with walls made of concrete and I'm trying to use a spoon to dig my way out.

    I feel really lost, stuck in limbo, and I'm trying to get over myself and stop reaching so high. I've thought, lately, to put the big game on the back burner and start creating simple tutorials. It would let me use different skills at once, give me good practice, and let me create and put something out there. I'm just worried that it means my game I want to create will be lost, and I'll always regret not finishing it and stay bitter towards our terrible country for it's war against the poor.

    Maybe, after writing all this, I've answered it myself. I guess the question i should ask myself is: What will make me happy, allow me to use my skills, won't take years to complete, and give me a sense of accomplishment with something to show for it?

    I can think of two things. 1. create tutorials 2. create an album

    submitted by /u/WhiteManInTheTub
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    How I decided to make a game inspired by HoMM and lost money (part 1)

    Posted: 22 Sep 2020 11:34 AM PDT

    How I decided to make a game inspired by HoMM and lost money (part 1)

    This story will consist of 3 parts, because I have released three games:

    • Beasts Battle
    • Necromancer Returns
    • Magicians Legacy

    HoMM II New World Computing

    The articles will contain figures for each game, how much I invested (spent) in it and how much I earned.

    I must say I am a fan of the Heroes of Might and Magic and King's Bounty series. I played almost all parts and addons, except HoMM7, because time goes by, life changes and there is no time left for games.

    I got acquainted with this series in the early 2000s – it was HoMM3 I played at school. Then I got into college, started to skip classes to play Heroes with friends on one computer, where the other player's turn lasted forever, and we never finished the game =)

    Since 2005, I started developing flash games, and the years went by. And then the year 2013 came, I decided to play HoMM 2 again. I was so carried away, even though I had finished the game before, this time I had an idea, why can't I make my own game with turn-based battles?!

    This article will focus on the first game Beasts Battle. I will tell you how it appeared on different platforms: Web, GooglePlay, AppStore, Steam.

    Flash version development

    I started development on April 14, 2013, made a hexagonal field like it was in Heroes 2 and added 2 types of units-warriors and archers. The units looked like hexagons with the number of troops and type. They moved around the field and fought each other.

    I worked on the game in my spare time within a year. At the same time, I stopped working on it 2 times for a long time. The time of development looked approximately like this:

    1 week - development of combat mechanics and then was a pause for a few months

    1 week - development of the purchase of troops, victory screens, etc. and then again there was a pause for a few months

    2.5 months of intensive work without stopping and the game is ready =)

    The idea was just to make battles like in Heroes and that's it. Without maps and taking castles and so on. I was going to make arenas with spells and different units. I wanted to do a minimum and then, if the game would have been liked by players, then I would have developed the idea and improved the game in the next parts. The work on the game can last forever, as many beginners like to do =)

    Beasts Battle (04.2013) Greenolor Studio

    Art

    After I finished the battle mechanics, I decided to show it to the artist and my friend NeexGames. He has his own hits (Heaven or Hell) and we have already worked on lots of other games.

    Heaven vs Hell NeexGames

    When I showed him my work, he shared his sprites of units from the game, so that I could add the animation to the battles and the game would become smoother and more interesting (instead of static hexes). Lucky for me, he agreed to cooperate, but only if I finish writing the game engine with all the screens, so that he would just make an art and insert it into the game.

    Beasts Battle (09.2013) Greenolor Studio

    Thanks to him, the game was improved, it became bright and juicy. He brought a lot to the concept, I decided not to make the stereotypical races and came up with something original, so the theme became "animals". But the demon race still appeared. I am very glad that he completely redrawn the "store" in the game the way I didn't plan it. I had to rewrite the mechanics of the entire store, but it's only for the best.

    Beasts Battle Greenolor Studio

    Testing

    I sent the game to get reviews in the flash games community (those times it was active and flash was alive!). There were a lot of comments and tips. And I spent about a month improving the game. And here's what was added to the game, although I didn't plan all of that because game development would have taken much longer:

    • Russian localization
    • levels of complexity
    • the game plot (I got bored while I was waiting for art so I decided to take a look at the game Kingdom Rush)
    • 2 campaigns instead of one (the artist also had spare time and decided to draw a hero for the race and the selection screen)
    • achievements
    • tutorial (well, of course it wouldn't be a good game without it, thanks gamers for reminding me).
    • Feedback helped a lot, and the game had become much better.

    Beasts Battle Greenolor Studio

    Balance

    I spent about 4-5 months working on game balance. And still the game was not balanced, if you read the comments. At first the game was difficult (after all, Heroes is a hardcore one), but then I made it easier and easier, because of the gamers` comments. But still, some creatures turned out to be cheap and strong, and some expensive and unnecessary. It was difficult to balance. I've played the game a hundred times.

    Expenses

    Time was the most valuable resource we spent. We agreed with the artist for a fixed price after the game was sold. The music was completely written for free by a novice composer, because he needed it for his portfolio. And he did his job well, lucky for us. I also ordered an art for the game ending for $20 and localization in English for $7. This was my first time spending money on freelancers. It was difficult to part with money. =) At that time my salary was $400 a month from my main job.

    Selling the flash version

    Developers used to sell flash games through the FGL platform, where the game was evaluated by moderators and then watched by sponsors. There were auctions between them for the game, if they liked the game of course. Sometimes no one paid any attention to the game at all.

    I put the game on this site for sale. And then came an exciting moment. I wondered if there would be any suggestions? =) Fortunately, there was a bid of $200 on the first day and $500 the next day from another sponsor. And that was it... 2 months of silence. I mailed sponsors, wrote to admins, how could nobody like such a good game with a good rating, there were no views at all! I put a lot of effort into getting the game watched. No one answered, and no one wanted to buy it, except the sponsor, who put in $500. I did all I could. The sponsor was the Armor Games Studio. Even on this site, there was such an opportunity as making the last call, notifying everyone interested that I was ready to sell the game. I wrote to them, you might want to get it for $800, if I last call will not help and we would be good? He said it was OK. I was very glad that he agreed, because I could pay the artist. In the end, the last call and 3rd sponsor puts up $1,000 for the exclusive. Armor Games immediately put in $1,200, I waited a couple of days and accepted the offer.

    Beasts Battle (2014) Greenolor Studio

    Web release

    On the sponsor's website, the game got a 50 points rating at launch, I was very upset, to be honest) But finally it reached 64 (which is OK), 694k views on the sponsor's website for a month and 600 favorites (it may look not so big, but I was very pleased). In general I was happy with how the game was perceived and the sponsor did too) The game met my expectations. After all, the game turned out quite simple, despite all our efforts. And I admit that the project was too hard for me, I barely managed to cope with it.

    After that, I sold my game with a certain license to several sponsors for a small amount.

    Summary of the Flash version of the game

    Two of us developed the game from the beginning to the release for a year. The game brought me $1,710.

    Mobile version development

    In the summer of 2014 I received a lot of comments from the web version from players about what I need to improve. I was very passionate about the project, was inspired and decided to port the game to mobile phones! In order to do it I decided to use the Corona SDK engine (now it's called the Solar SDK). I was good at the engine and spent 4 months porting the game to another engine and to rewrite everything in the new programming language. The engine, like Unity, Unreal and others, is a multi - platform, so I expected to post the game on GooglePlay and AppStore.

    Beasts Battle (2015) Greenolor Studio

    What's new

    I changed the balance of buying troops completely. The troops were the final ones in the store in the flash version. In the mobile version I added a new parameter "leadership" and now there are infinite units in the store, but you can hire a limited number. I also added a third campaign for the Boss, I thought it was an interesting idea, I made it just to have fun, but this campaign opens only after passing the main one. I also added the HotSeat mode, when you can choose any race and fight with a friend on the same device.

    I also added a hardcore mission to each campaign, it is even marked as a skull. =) Moreover, I updated the art to 720p from 640p.

    Since this is a mobile game, updates followed after the release. I added:

    • a new arena
    • a new unit for each race
    • a new achievement
    • artifacts for heroes

    Beasts Battle

    The mobile version release

    It was the year 2015. I released the game which was completely free, without any ads and donations. I really wanted to release a clean game, what were the chances I could do it again? =) Because everyone wants to make money. And I do too. =) But why would I do a free game without any ingame payments? I had a clever plan - I knew I was going to do the next part. I expected that since the game is free it will be downloaded, played and enjoyed. I would have traffic, fans, and communities that would switch to another game in the future.

    BUT! I was naive, because without marketing, no one knew about the game and nobody even cared. Sometimes gamers find it and even leave positive reviews. They write what needs to be improved in the game, what content to add and so on. This is nice and unexpected, because for me the game is quite simple compared to what came after it. =)

    Beasts Battle (2016) Greenolor Studio

    Development of the Steam version

    The year 2016 arrived and I decided to release the game on Steam, back then it was known as Greenight and I had to work hard to get through, looked for options, who would like the game and so on. When the game was approved, I created a Steam page. After that, I began to work on API to make leaderboards, achievements and others work. There were cards in the game!!! Now, in order to have them for your game you need to get high game sales.

    What's new

    • Multiplayer
    • 1080p graphics
    • Redrawn global map

    Yes, I added cross-platform multiplayer, a friend of mine helped me with this one. You can play on Steam with someone on your phone.

    Beasts Battle (2016) Greenolor Studio

    Steam version release

    I had the idea to release the game on Steam for free, because it is free on mobile phones, but I was dissuaded. They said that free games don`t get. And then I put the price of $1 for the game. After I added multiplayer to the game (it was an update), I raised the price of the game up to $2 - this happened about 4-6 months after the release.

    The game was released on June 15, 2016. In the 4 years the game was sold in 3,341 copies ($2,642). Among them 2,474 copies ($1,597) were sold during the first year, and 826 copies ($698) were sold during the first month. This is the total income from Steam. I don't deduct commission and refunds, taxes. So these numbers can be divided in 2. So these are the numbers.

    Total result

    This time I am in profit, if you do not take into account the spent time.

    Development of all game versions was from 14.04.2013 till 15.06.2016 (3 years).

    Game was released on the Web, GooglePlay, Appstore, Steam.

    $3031 profit for the entire lifetime of the game in release (2014-2020).

    This game helped me feel the market and find out how everything works from start to finish. It gave me a huge experience. After that I started the development of the new game - Necromancer Returns...

    Steam: https://store.steampowered.com/app/487030/Beasts_Battle/

    submitted by /u/J0xFlash
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    Background Art Tutorial

    Posted: 22 Sep 2020 06:44 AM PDT

    Porting Detroit: Become Human from PlayStation® 4 to PC - Part 1 - GPUOpen

    Posted: 22 Sep 2020 07:08 AM PDT

    Why do some developers make slightly different 3d models when making a mobile version of their PC game?

    Posted: 22 Sep 2020 12:03 PM PDT

    For example I notice League of Legends making their champion models in a bit lower quality as they develop their mobile version of the game (Wild Rift), why is this? Their PC game is not even that demanding as far as hardware is concerned. Is mobile hardware really that bad at handling graphics?

    I'm asking this because I'm buying a high quality model suited for PC game, but I don't know if there's something I need to consider if I want to use it for a mobile game as well. Are there some kind of specifications for a 3d model to run smoothly on a mobile?

    submitted by /u/PulseQ8
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    Spending too much time on game development?

    Posted: 21 Sep 2020 07:00 PM PDT

    Sometimes I spend an entire evening, or sometimes 2 days working minuscule bugs or on one thing. Anyone else get this? It's a bad feeling when you haven't got much to show for 2 days of work

    submitted by /u/LeytonMate
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    Epic invests $15M in Manticore Games, the creator of the Core game creation platform

    Posted: 22 Sep 2020 11:31 AM PDT

    Anyone with experience developing a game for a non-game company. I would like to ask some questions

    Posted: 22 Sep 2020 11:00 AM PDT

    is the humble unity bundle worth it?

    Posted: 22 Sep 2020 10:57 AM PDT

    DEVLOG 1- No Home For Icarus, a 2D Bullet Hell Resource Manager.

    Posted: 22 Sep 2020 12:34 PM PDT

    Help about 2.5d map and chara.

    Posted: 22 Sep 2020 12:34 PM PDT

    Hello, I did some test with gamemaker to create an isometric map and its working. Still have some issues like view... but the main issue for me may be this question :

    Can you use a 2d character in a 2.5d (isometric) world ? Does it look cool ? If you have exemple it will be great !

    Need to know because you can get ISO assets easily, even for free but it looks à lot more complicated with character x) + i am good with 2d management but 2.5d look harder !

    submitted by /u/odwinFr
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    Where can I find/buy well made 8-direction sprite sheets for a game character?

    Posted: 22 Sep 2020 08:17 AM PDT

    This is for my 2D top-down game. What I need is:

    • Top-down,
    • Not pixel art,
    • Smooth animations,
    • Does not need to be free, I am, of course, willing to pay.

    If there are any markets, websites, or even individuals whom you can recommend, that would be just great!

    submitted by /u/epiphanyatnight
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    Software for making fluid 2D Animations on vector characters

    Posted: 22 Sep 2020 06:03 AM PDT

    I'm starting to need actual animations for my game and wanted to try creating fluid animations for non-pixel characters like those in Night in the Woods or Hollow Knight. I'm considering using Synfig Studio (I like vector graphics a lot) or Godot Engine's built-in 2D rigging and animation system. Before doing a deep dive on either one of these, I'd like to know if anyone has any alternatives. What do you use for these styles of animations?

    submitted by /u/RitzyMage
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    Idle animation for my new game

    Posted: 22 Sep 2020 11:58 AM PDT

    They said i couldn't but i did

    Posted: 22 Sep 2020 07:58 AM PDT

    Anybody used Nakama before?

    Posted: 21 Sep 2020 07:37 PM PDT

    Has anybody here considered self-hosting multiplayer infrastructure, like Nakama? What was your experience with it? Anything to know before using it?

    submitted by /u/jodieeelu
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    We started an erotic short fantasy fiction (Twine) - how much story should there in between for you and why?

    Posted: 22 Sep 2020 11:25 AM PDT

    Phases of game development for solo developers

    Posted: 22 Sep 2020 03:50 AM PDT

    Hello r/gamedev

    Small background (you can skip if you want to): I have been a programmer for 3 years now, only recently started with game dev (Unity). I think I got a good hang of things, watching some good tutorials etc. But 3D modeling is something that I have no experience before, although I am making some good progress towards learning it.

    I am working (alone) on a game of mine. It's a 3D adventure game. The 3D models are going to be fairly simple with main focus on game mechanics and story.

    I find that programming the game mechanics/features is somewhat completely separated from 3D modeling (as it should be?). The thing I am looking for your input is to how to phase the development?

    I find it a bit tedious to go from programming to 3D modelling and back. It messes up the flow of things in a way. I rather focus on one aspect at a time. But I am worried that will this approach bite me in the ass in future?

    I have the core mechanics somewhat completed, but many features still missing. Should I finish basically everything in that department before going to 3D modelling?

    submitted by /u/KobeWithAccent
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    Software Suggestions for Note-taking

    Posted: 22 Sep 2020 05:07 AM PDT

    Hi there. Currently, I'm writing my notes for my game in a plain text editor and in draw.io. My goal with draw.io is to outline every step of the game (it's a metroidvania) in one big flowchart, but then I would like to link some steps to specific parts of game loops throughout the game. For example, if there was a step that said to kill a boss named "Bob," and I wanted to link that to "kill a boss," then I'd have to manually type in "kill a boss" in that box.

    Is there any pre-existing software that can do this?

    EDIT: I should note that I'm a very organized person when it comes to games, so I like to either have the proper tools to fulfill my needs, or I make them myself.

    submitted by /u/jwpjr567
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