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    Wednesday, October 7, 2020

    I made a tutorial on how to write a custom water shader with depth sampling (info in comments)

    I made a tutorial on how to write a custom water shader with depth sampling (info in comments)


    I made a tutorial on how to write a custom water shader with depth sampling (info in comments)

    Posted: 07 Oct 2020 07:23 AM PDT

    PS4 Controller UI by me for you! Credit appreciated but not necessary

    Posted: 07 Oct 2020 10:16 AM PDT

    Fast Eulerian Fluid Simulation In Games Using Poisson Filters

    Posted: 07 Oct 2020 07:46 AM PDT

    Player Movement Unity

    Posted: 07 Oct 2020 02:25 AM PDT

    Spreadsheet of GameDev Salaries

    Posted: 06 Oct 2020 04:26 PM PDT

    If I'm using retro graphics, is it fine to use high-quality instruments for my video game soundtrack instead of retro?

    Posted: 06 Oct 2020 10:54 PM PDT

    I'm in the planning phase of a top-down RPG that will have rather basic early gen pokemon-like graphics. This is due to me absolutely sucking at art, and also because I have a lot of nostalgia for that kind of stuff.

    I'm a much better musician than I am an artist though, and I have a vast library of high-quality VST instruments. I also have the SoundFont libraries of most Pokemon games up to gen 5. So I'm kinda stuck between whether I should go full retro and nostalgia or make high quality, modern soundtrack.

    submitted by /u/HarleeDavis246
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    Giveaway - 3 Vouchers for 150 HQ Rock/Stone Sounds: Debris, Impacts, Rumbles and more!

    Posted: 07 Oct 2020 12:08 PM PDT

    Phone integration for a board or card game

    Posted: 07 Oct 2020 07:57 AM PDT

    I have been doing research on how to make board games using unity and unreal engine. I havent decided what I want to use yet.

    I have been searching around for any forms or anything for this idea I want to do.

    Basically I want to have a board game on my computer that I can play locally with my friends. But everyone's cards go to their own phone. That way only they know what cards they have. And they click on a card and activate it. Then it would send off their phone to the TV where the board game is. Is this in anyway possible with unity or unreal? Or something else maybe?

    I don't know why something like this hasn't been done before. (as far as I can tell at least)

    Any help will be greatly appreciated. Thank you!

    submitted by /u/trevor_wade67
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    Alternatives to singletons?

    Posted: 07 Oct 2020 03:53 AM PDT

    I've been spending the pandemic teaching myself the ins and outs of game development with the help of some informal paid courses and Youtube tutorials (And Unity.) I recognize the limitations of learning this way and really want to avoid picking up too many bad habits, so each time the courses introduce me to a new topic I spend a good amount of time looking around the internet until I feel like I fully understand the ins and outs, and pros and cons of it.

    One thing I've struggled with is Singletons. I don't fully understand why people hate them so much (Though I do get how they violate single responsibility and all that,) and I'm not sure of what to do to avoid them.

    I'm definitely not the type to singleton everything, but each of my feature sets in games I make tend to have a manager (a VFX manager, inventory manager,object pool manager, time manager, etc.) Those managers I've almost always made into a singleton as it's just so easy to communicate with them.

    A lot of the arguments against singletons say that they make it much harder to debug stuff, but I feel like being able to just make a direct call to my VFX manager and tell it to play a sound, or a direct call to my inventory and tell it to use an item makes debugging SO much easier.

    I also feel like in a lot of cases it helps me to maintain single responsibility. Rather than having an NPC have to do just about anything with items, if I want them to give my player something it's just a direct call.

    On top of that I simply couldn't think of a better option than to have some things be singleton. Why would I want to instantiate a new VFX manager each time I need it, or handle VFX in things that don't need to, or have more complex ways? Why bother with dependency injection if the only thing it would be needed for is to avoid a single design pattern?

    Am I missing something key here? Or am I just spending too much time reading blog posts against them and should just continue as I have been? Keep in mind I've been using Unity so some of my arguments may not be valid for people not using an engine, or using a different one.

    submitted by /u/yallneedjeezuss
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    which 3D Engine do i use to make low graphics Game?

    Posted: 07 Oct 2020 08:55 AM PDT

    I am a student, and i am learning game development rn, i never published a game so i was planning to publish one, i don't need a very high game engine without very high lightnings and graphics, the game i am planning to make is some kind of weird walking simulator at late night or in asylum, so that's why i need to give it a shitty graphics look , just a simple game engine, excluding Unity, UE4, Godot. Thank You

    submitted by /u/cherno_build
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    Pitching Your Game To A Publisher

    Posted: 07 Oct 2020 05:47 AM PDT

    How do big games spend years in the making?

    Posted: 07 Oct 2020 10:41 AM PDT

    So guys, I saw a post about Cyberpunk, and it said that it was annouced 7.5 years ago, and I'm really confused as to how that is possible. My biggest question is graphics and hardware. In 2013 we had very different graphics from now, so how is it that a game like cyberpunk which is a very demanding game can be announced when things like the latest CPU's and GPU's weren't even a dream?

    submitted by /u/GooglyEyedGramma
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    A newcomer’s retrospective on self publishing to Steam in 2020 | Part 2

    Posted: 07 Oct 2020 10:34 AM PDT

    This is a followup to my previous post A newcomer's retrospective on self publishing to Steam in 2020. It's been about two months and the experience has shifted considerably since that post so I thought I'd do a followup to share some of that.

    Brief backstory:

    I recently put my game, Power of Ten, up on steam. This is the first time I've put anything on Steam and it was quite a mixed bag when it came to my expectations and the reality. This isn't any sort of advice or should be used as any guideline, just my trying experience with this process.

    A very short about me to put this in context. I'm a UX designer, working full time, who picked up game development a little over a year ago. I've been working in my spare time on this game as a hobby but would love to, one day, make it a full time gig.

    My "Mild" Successes

    In the last post I talked about how I was at about 200 wishlists after a handful of weeks. I'm now at about 750. Which I consider to be mildly successful. I was out of town for a few weeks so I wasn't able to get as much done on the marketing side as I would have liked so I consider this milestone to be "mild" success.

    Two things have really driven wishlists. Reddit and Youtube. I've had two mid sized youtube channels feature my game and ended up contributing a lot of wishlists.

    I've have decent success on reddit every once in a while. But the odd thing is I've had far bigger successes in the past and I cannot seem to replicate that now. I'm unsure of what has changed, could use some of that bottled lightning now that I have a real call to action.

    I'm still posting on Twitter but my expectations there are very low. Twitter engagement is so low that I don't really see my own efforts there fueling much in terms of wishlists.

    The Demo Paradox

    Last post I mentioned that I wanted to do a stand alone demo because of a few indie devs have said it's the way to go if you want to maximize visibility.

    First mistake here I mentioned in my last post: I released the demo before learning about this as a part of the main application. It wasn't terrible… I got some traction out of it from the "free demo hub" but it wasn't much. But when it came to explaining this to Steam it caused a bit of confusion.

    Long story short I got it sorted out and they allowed me to create a stand alone demo application as long as I deactivated the other demo when I went live with the stand alone version.

    Second mistake: In the whole process of dealing with Steam support I kind of lost sight of what I had set my release date for (I wanted to release the demo ASAP so I set it for two weeks from when I made the page live). It ended up being right in the middle of being out of town. I didn't realize this until it was really too late and when I got back had to scramble to release it a few days later. Steam did end up sending a fair amount of traffic there and I got a bump in wishlists for the main game but I don't know how many people were sent there and thoroughly confused. My wishlist conversion (for the demo) may have suffered because of it.

    So while I probably got some visibility out of this tactic it was probably significantly dampened by my fumbling around in the Steam process. One significant thing that happened: I've had a consistent flow of new players. I've even gotten a couple of reviews on the demo, which is encouraging.

    Steam well wishes is running dry

    You can see from the page visit/impression charts that Steam is slowly weening my page off of showing the game to people organically despite the visits to the page remaining relatively the same. This tells me I'm going to be on my own from here on out. I'm going to have to find some sustainable way to drive traffic to my page.

    The challenge is finding a good balance between marketing efforts and development efforts on the game. Context switching there is pretty hard, they require very different mindsets and even though I have a lot of marketing experience from my day job I still have a lot of trouble trying to find a sustainable way to market my game.

    At the end of the day I still am enjoying this journey. This particular part is a slog compared to the sheer joy of just developing a game by yourself in your own little corner of the world but I still find it very interesting. I really enjoy the small community I'm building around the game and I hope it continues to grow.

    Feel free to ask me anything. There's a lot of details I left out and I'm happy to answer questions.

    submitted by /u/ajrdesign
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    In The Keep Podcast – #68 Robert Raulus & Mikko Tamper (White Hell)

    Posted: 07 Oct 2020 10:14 AM PDT

    Implosion particles/controlling particles with Custom Vertex Streams in Unity3D

    Posted: 07 Oct 2020 09:50 AM PDT

    I created a spreadsheet of Game Studio resources, now with Porting studios in addition to publishers!

    Posted: 07 Oct 2020 09:43 AM PDT

    Hey everyone!

    I've updated my resources list with links to Porting studios in case you need to get your game on consoles and you need a little help with it. There's a about a dozen on there who have experience across multiple engines and literally every gaming platform out there.

    For my next list update, I'm trying to decide what is more important, Co-development or Localization?

    Feel free to make a copy and keep for yourself to modify as needed. And feel free to ask me any questions you might have about gamedev, I recently have been doing a talk at Devcom and other places about the Art of the Pitch Deck with my friend Chris Wulf from Those Awesome Guys (He did a solo version of the talk at an event a few weeks back that you can watch here for free!).

    Alan's Game Bizdev Resource Sheet

    submitted by /u/heyitsreallyalan
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    Realms of Eternity : Laserswords

    Posted: 07 Oct 2020 09:07 AM PDT

    I wanna learn everything to become a indie dev/ game designer but i dont have a pc or laptop right now.

    Posted: 07 Oct 2020 12:41 PM PDT

    I just finally realize i wanna create my own videogame, i wanna create and design my own world, the thing is i dont have a pc or a laptop to start learning the basics... So what can i do these months until early next year? Where or what can i learn about videogame development/indiedev aside from watching game dev talks and tips or things like that if i cant transfer my ideas to a screen?

    What can i do for the time being? (sorry for my english its not my native language)

    submitted by /u/azizrl
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    Physical Retro Big-Box Printing

    Posted: 07 Oct 2020 12:40 PM PDT

    Ahoy there!

    Recently I tallied up the support needed to manufacture a physical edition of my game The Caribbean Sail.

    I want to have well made retro style big-boxes printed for it and though I've looked at some "collectors edition" websites that offer to do all the work for you, I'd rather source and assemble everything myself.

    Instead of going with the first supplier I find, I wanted to ask if any of you have done this before or could make a quality and cost effective recommendation. I'd also like to get an estimate on how much foil printing and embossing would cost.

    Thank you!

    submitted by /u/Victorian_Clambake
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    How to create UI shader (in shader graph) to desaturation or blur background scene content?

    Posted: 07 Oct 2020 08:47 AM PDT

    Hello, I'm wondering about creating a desaturation effect (grayscale) in my game when the user opens the "Pause menu" popup. I think that I can use a unity shader graph to achieve it but I have a problem because when I create i.e: blur shader and attach it to the UI image as a material it does not convert background scene objects only this one image.

    Is there any special option to set to achieve this kind of effect or it should be created in another way?

    Thanks! :)

    submitted by /u/wanakubwa
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    Path Of The Indie — Gathering The Party

    Posted: 07 Oct 2020 12:23 PM PDT

    Path Of The Indie — Gathering The Party

    Part 1/15

    https://preview.redd.it/u726paptypr51.png?width=1500&format=png&auto=webp&s=396d92aea644c26bf5390c05c77c7034452d3c2a

    Greetings!
    My name is Nikita Proskurin, CEO and Co-founder of Rummy Games team, and the Saturated Outer Space video game, and in within short stories I'd like to share:

    I'd like to share:

    1. My experience and concerns about starting and developing your own video game.
    2. My beliefs in creating and developing your game you definitely need a team of driven likeminded people with passion for video games and ready to work hard and learn hard.

    You might think that there would be plenty of rewards but the path is still not over yet. So we will talk about it later.

    How this text might be useful? This is an honest story of the path of the indie team with some plot twists. So if you are indie yourself or do some thinking about joining the game dev industry or just wondering how people create fascinating worlds from scratch I believe this case is worth a look.

    Disclaimer: I'm not going to tell you how to make video games but how I did experiments, what I learned from them, and my future approaches to management of an indie team while following the path.

    Life on the Ship

    A samurai has no goal only path!

    It all began in late February 2019.
    At that time I was eager to get into gamedev but with no luck. So I even wrote an article about my fruitless attempts and soon after I was introduced to the Director of educational program in Russia "Management of Game Projects" who assembled a "Rummy Games" team as a Mentor by the time of the first conference call. They invited me as well as I was looking for an internship in a game project.

    Of course, some of you would say that it's possible to start solo. I completely agree with them but when you have got experience in AAA-projects and looking for some fresh air. Or a genius-introvert. Or you found yourself locked in the basement for 4 years with enough food supply, laptop with up-to-date game engines, access to electricity and no internet to distract you. (Un)fortunately, not in my case.

    My basic premise so far is that being with no team behind your back is like being trapped in your own fictional world with unstoppable crunches and 0% of fun. Let me show what I mean by my series of stories.

    There were four of us from the start: Game designer, Narrative designer, Developer (plus technical design), Marketing Analyst (me). All of us had some sufficient background before but only Vlad was qualified to compile a working prototype which he had been making for the last 8 months in Blueprints of UE4 and had been looking for brothers in arm to proceed further.

    Our Mentor guided us in creating the Steam page of the game and helped to set up first milestones at the very beginning.

    Key feature of the game is deep interaction with HNPC (Hostage NPC)

    Key feature of the game is deep interaction with HNPC (Hostage NPC)

    The idea was to finish the game as soon as possible. First, to announce the game on Steam (in March 2019), and make up channels for promotion. Also, work hard after getting home from daytime jobs, force all decisions and prepare a playable build from the prototype in 6 months. Then, release in August 2019. As a result, get a sweet case in the portfolio for our CVs and move further. Everything is covered up.

    According to our plan I started the competitors' analysis and target audience research keeping in mind how the game should look on release. Rest began to write the plot, develop the mechanics and transform the prototype into the game.

    After 3 conference calls it became clear for us that we needed to bring some order into our chaotic activity. So I took responsibilities of a Project Manager: arrange and hold call-meetings with agendas and follow-ups in Google docs, track team's commitments and other common issues.

    Google docs is not suitable for such purposes so we decided to move to Jira and Confluence. Apart from the task management we also had to organize documentation of the project. These also fell into my hands as I had experience with task trackers and managing teams with dozens of people. Even though my expertise comes from a completely different sphere, business philosophy is quite familiar and people are people. If you respect your colleagues, take care of your team and do your best then congratulations you are a decent PM.

    As soon as we established our workflow we found a Sound designer who composed fabulous tracks for the game. He is a real catch, that's for sure!
    Unfortunately, due to some reasons unrelated to our project our Game designer left the project by that time. So the Narrative designer assumed responsibilities in Game design.

    That is how the story started.
    It covers the time from February to April 2019.

    The moral of the story: it's easier to start as a group if you choose the path of an indie-samurai. Gather into parties, cooperate with people who are on the same wave as you and have common views. Join existing teams, share your knowledge and bring new insights.

    submitted by /u/mvmvgames
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    Game freezes when animation is playing for the first time

    Posted: 07 Oct 2020 12:05 PM PDT

    I use spritesheets, a few particle systems and one 3D animated object.

    The problem is: when 2D animations are being played (walking, jumping, punching etc) the game frezes for 0.5 - 2 seconds when any 2D animation is playing for the first time. I thing it happens when animation Unity transfers animation to the RAM. Once all animations was used one time -- everything works fine without any freezing.

    So, how to solve that? How to move animations to the RAM before full game started? May there is a special option in Unity that I don't know.

    Thank you! (:

    submitted by /u/_less_or_more
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    How to transition from a functional alpha to a finished product

    Posted: 07 Oct 2020 03:18 AM PDT

    I've been working on this top down management game akin to a simpler version of Rimworld for a few months now. Everything functions, almost all of the game's content is done, but it's still very rough, especially audiovisually. The menus and GUI are particularly rough.

    Now that most of the content is complete, I'm feeling a little lost.

    What should I be thinking about as I try to transition from a functionally complete but rough alpha into a finished, polished product? What kind of process do you guys use to wrap your projects up in a way that leaves you satisfied?

    submitted by /u/unclesleepy
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    What kind of job is best to sustain me while I create games? "Serious"

    Posted: 07 Oct 2020 11:54 AM PDT

    Of course it depends on the person but I would like to be a full time indie game developer but from what i have seen the reality is just not there and if it is it will take a while. What job would you guys recommend to have that gives you time and is not to mentally straining so you can go home and work on your game?

    I have a stressful job that leaves me to tired to work on my game after work so when I have to discipline myself to do it and its only for like 10 minutes. Is there anything out there that is simple that leaves you ready to work on your game?

    submitted by /u/DarkCelestial
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