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    Thursday, November 26, 2020

    50 Years of Gaming History, by Revenue Stream (1970-2020)

    50 Years of Gaming History, by Revenue Stream (1970-2020)


    50 Years of Gaming History, by Revenue Stream (1970-2020)

    Posted: 26 Nov 2020 04:05 AM PST

    Voxels + Water in Unreal 4.26

    Posted: 26 Nov 2020 08:34 AM PST

    The Stanley Parable: Ultra Deluxe devs created a "neural network" that generates infinite promotional content

    Posted: 26 Nov 2020 09:32 AM PST

    New Website for Public Domain 3D Models

    Posted: 26 Nov 2020 11:02 AM PST

    I published a website a month ago to share my CC0 3D Models. Now that the collection has grown a bit I thought I'd share it here!

    Here's the link: https://www.3dmodelscc0.com/

    Here's some info about the site:

    - Completely public domain 3D repository.

    - Currently, the library consists of 69 (:D) 3D models.

    - Almost every model is textured with 4K resolution textures.

    - As an Indie game developer myself, I try to target mostly game developers needs.

    - All objects are in .obj format.

    Why tho?

    I do 3D models as a hobby and I hope to do that for my living someday. So while I practice getting better in modeling and texturing, I'll share my works for others to use. It'll work like a portfolio for the future.

    I hope you'll find some use for my assets! Oh, and if you have some suggestions on what type of models would be useful feel free to comment and I'll take some notes! :)

    submitted by /u/eperezki
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    How Microsoft Flight Simulator Recreated Our Entire Planet | Noclip Documentary

    Posted: 26 Nov 2020 07:42 AM PST

    Which game genre do you think players are more interested in?

    Posted: 26 Nov 2020 09:42 AM PST

    I think a lot of genres are over-saturated now, so which genres do you think are a good compromise between not being over-saturated but also being "popular"?

    I recently started game developing! And when (i hope) i will be able to make good videogames, i have some game ideas that aren't bound to a certain genre, because right now i mainly defined the story and style.

    So, which game genres do you think can be interesting for a lot of players? (of course this will change by the time i will be able to make good videogames, but i wanted to discuss it anyway)

    submitted by /u/OutstreamWeeb
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    Genre-Bending: How to stand out from the masses!

    Posted: 26 Nov 2020 10:17 AM PST

    Genre-Bending: How to stand out from the masses!

    With heaps of new games coming out each day, developers face major challenges when it comes to standing out from the crowd. This post is one part 'food for thought' one part 'self-reflection', as I have just pressed the release button on my first long-term solo project: Imagine Lifetimes.

    Tip 1: Pop a baby

    Surprise your audience! As a solo, hobbyist game developer working a day-job on the side, time and other resources are limited. I've always dreamt of being able to make my own games and have them be moderately visible, but how in the world would that be even remotely possible? How do I make my game stand out when there's literally buckets full of games released each day?

    Over the years as I worked towards a playable build and released my demo, I somehow managed to get *(lucky)* a decent amount of YouTubers, big and small played the demo build. What drew them to the game? How could one solo inexperienced night-time developer end up on channels like jacksepticeye, Markiplier and GrayStillPlays?

    Here's what I think worked for me, hopefully it is of some value for your own projects! (let me know)

    Tip 2: Visual Communication

    One of the very first sequences I created back in 2016-2017, Imagine Lifetimes starts with a visual queue that's hard to ignore. Yes, a sperm cell impregnates an egg cell at the start of the game. It's little things like these that surprise people, after which they'll tell their friends about that weird game.

    Tip 3: Humor

    This all very much depends on your genre and project, but nothing beats a healthy dose of humor.

    Tip 4: Bend Your Genre

    Just because years of video-game culture suggests a genre is supposed to be 'this' and contain at least 'those features', doesn't mean you have to adhere to all that. I find that taking your genre and throwing all those 'rules' out the window is a great way to find something unique. Life simulators for example tend to be heavily focused on stat-building and endless tweaking of meaningless numbers.

    That's the exact opposite of what I wanted to make, I attempted to create a simulator that focuses on concepts, underlying ideas and philosophical themes. Don't be afraid to bend & break your genres!

    Tip 5: Stream-ability

    Stories. That's what YouTubers and Streamers do, they tell stories. In the case of let's play videos, they tell stories based off what they can do within your game. In this example, the player is prompted to choose their crush. One of the options available turns out to Mrs. Robinson, that's right, the teacher.

    This sets the premise. In addition there is no time limit to making this particular choice. There's space for the streamer to do their thing, the audience is entertained, eyeballs are pointed at your game.

    Tip 6: Personality

    The final tip of this brainstorm has everything to do with who you are as a person. Why are you doing this, what are your motivations? If you can somehow make players feel this throughout their time playing your game, you've established a valuable connection. In the final release of my game, I'm surprising both long time fans and newcomers with a backstory that completely changes what they thought they knew about Imagine Lifetimes. They truly get to know me and my work. That's the goal.

    Final thought: Take a risk or two, life is too short to stick to the norm. I've tried to apply all of the above in the launch trailer for Imagine Lifetimes. Also, I just launched my game! <3

    Imagine Lifetimes - Launch Trailer

    submitted by /u/frycandle
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    How to make a browser-based online multiplayer game in 48 hours

    Posted: 25 Nov 2020 07:30 PM PST

    Looking to create a GodotEngine game with Steamworks support? Check out the comprehensive and well documented open source free GodotSteam module.

    Posted: 26 Nov 2020 09:26 AM PST

    How are dialogues and scripted cutscenes arranged in memory and on disk?

    Posted: 26 Nov 2020 06:31 AM PST

    A dialogue system is just a state machine which progresses from one state (current dialogue) to the next state (next dialogue) based on some conditions and some user inputs. Same with in-game cutscenes (mostly) because they usually tie in with the dialogue system. I am thinking of VN style dialogues used in RPGs.

    How is the data for these systems arranged on disk i.e. the database and how is it represented in the memory while the game renders the dialogues/cutscenes?

    • How is localisation handled?
    • How is logic handled? E.g. if the player has the blue orb, the NPC should say "Thanks" instead of "Did you get the blue orb? No? Find it in bla bla bla palace".
    • How are gestures handled? If the NPC needs to take 2 steps away from the player and when the NPC stops, it says something, how is this serialized in the dialogues?
    • How is display information handled? In most VNs, the dialogue line is accompanied with the portrait of the speaker in some mood (like happy, sad, tearing, angry, etc.) and the portrait elements of the corresponding mood are displayed. Where is this info stored? With the dialogue files?
    submitted by /u/IronicallySerious
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    Should I bother with x86 installer?

    Posted: 26 Nov 2020 09:52 AM PST

    Hi,

    Its not that big deal to build for x86 as well as x64, but its still one more distribution to take care of, and can confuse users who need to pick the right installer (or bloat the installer if you want to create unified installer that handles both).

    So I was wondering if at this time and age its even important to include an x86 distribution or if that's just a relic of the past, or alternatively, if maybe I should only distribute x86 instead of x64?

    Would love to hear your opinions in general on this subject :)

    Thanks!

    View Poll

    submitted by /u/NessBots
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    People seemed to like the last one, so here's a devlog explaining the procedural level generation for my tactics game!

    Posted: 25 Nov 2020 09:31 PM PST

    Is there demand for a GOOD game designed for children 3+?

    Posted: 26 Nov 2020 06:43 AM PST

    Is there demand for an indie game specifically designed for young children, ages 3+?

    I'm an aspiring gamedev and for the past year I have watched my 4 (now 5) year old learn how to play video games. From these observations, I've determined that very few games are specifically designed for young children. My hypothesis is that there is a market for a well-designed indie video game for children ages 3+. If I find there is enough demand for such a game, I'm strongly considering creating it!

    If you are extra busy, just answering the three required questions would be super helpful! If this sort of post isn't allowed, I'm terribly sorry.

    https://forms.gle/vWvDDf3k2gBrXXst6

    submitted by /u/coreyndstuff
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    Classic Postmortem: The Making Of Myst

    Posted: 26 Nov 2020 06:36 AM PST

    How did Hitman Blood Money simulate an entire crowd in 2006, on PS2/xbox hardware?!

    Posted: 26 Nov 2020 12:18 PM PST

    This is so impressive, they also respond slightly to the player.

    https://www.youtube.com/watch?v=iNC2X9r0oGY

    I couldn't find info anywhere. Does anyone know how this was actually accomplished?

    submitted by /u/Substantial-Guava
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    Indie VR game looking for reviewers, do you guys have any advice/experience to share?

    Posted: 26 Nov 2020 11:21 AM PST

    Hey awesome community, we are trying to find reviewers for our upcoming title, a VR Rhythm game to be launched on Oculus Store and Steam. Among all the questions that we have, there are two main ones ATM:

    1. what would be the best time to engage the reviewers: is it around the Beta release or more towards the launching date?

    2. where to find the reviewers and what kind of reviewers to consider: gaming websites, Youtube streamers, etc?

    If you could give us any advice or share your experience/contacts - that would be really helpful!

    submitted by /u/Cyberspline_games
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    Advice for Securing Internship

    Posted: 26 Nov 2020 10:52 AM PST

    I started game development on the January of this year, and suffice to say I haven't looked back and nor do I intend to. I'm in my second year of my undergraduate program right now, and since tis' the season Activision, Blizzard and other big player's start their internship applications, I was hoping for some advice on the matter.

    Well one thing I wanted to make clear was that I am not applying this year. What I hope is to apply next year, and hope against hope to get selected. So I wanted to ask all the developer's out there who have some experience with the aforementioned situation. And if you are reading this and you have had the opportunity for such an internship, then please, I beseech you to share your experience in the matter with your junior.

    Thank you for your time and consideration.

    TL;DR: Please, if you have any experience and opinions on the issue, I would really appreciate some advice on the steps to securing an internship in a place like Activision, Blizzard, etc.

    submitted by /u/JasFreak
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    A Simple 2D Physics System For Platform Games

    Posted: 26 Nov 2020 02:33 AM PST

    Why do the Pokemon games define almost every previous game?

    Posted: 26 Nov 2020 09:51 AM PST

    So I learned that data miners for Pokemon Ultra Sun and Moon found out that there was going to be sequels to X and Y. The only question I have is why do they have the names of all previous games up to the GBA games defined? To me, it's a waste of space, especially for a game that likely isn't in a playable state.

    Copying items and Pokemon makes sense, but why the names of games?

    submitted by /u/CAT-CENA
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    Problem with semi-transparent rendering and lighting

    Posted: 26 Nov 2020 05:58 AM PST

    I am writing my own game/engine and I'm facing a problem. I have a lot of semi-transparent things such as the water surface, particles, (stained) glass, etc. They need to be lit like any opaque thing, otherwise you'll have e.g. glass that makes everything behind it brighter when it is lit while the rest is dark.

    While I know the ambient and diffuse brightness of the scene before rendering it, I do not know whether you are in a dark cave or next to a light source, so just using the sun light for that does not work.

    So I am pretty sure I need to do the same post processing lighting calculations (sun light, volumetric ambient lighting, etc.) for semi-transparent pixels that I do for opaque pixels.

    However, when I do this I run into another problem. If there are 2 or more transparent things behind each other, this breaks when they are lit differently, e.g. by shining a flashlight at the rain in front of the water surface in the background. I implemented multiple render passes to solve this, but this still has a limitation (2, 3, or 4 transparent things, based on the settings) and it is pretty slow.

    I am using order-independent transparency rendering (weighted sum of colors based on depth) because I cannot order everything by distance, especially not the particles.

    The tutorials I could find are very basic and I don't know what to look for specifically. Can anyone point me in the right direction here?

    I am basically out of ideas, the only thing I could think of would be rendering the semi-transparent objects grouped by type and do lighting calculations for each group, i.e. water first, then particles, and so on. But I don't know if this would be much faster or look better.

    submitted by /u/Beosar
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    What can i do right now to start learning how to design video games?

    Posted: 26 Nov 2020 09:06 AM PST

    I am willing to work hard and stay consistent to what i want.

    I have a strong aspiration to create a game and be good with game development.

    But as of right now i have absolutely no knowledge on what to do.

    I have a computer but i don't know how to use computers very well.

    I have over a housand dollars saved up from my part time job.

    Aside from going to a good school what can i do now to start learning? Should i buy a coding book for beginners? Or get a better computer? Should i just study on my own everyday until i get better? Do i get a game engine right away ?

    submitted by /u/Ruka_ushibaru
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    Giving away a bunch of development assets in a festive game jam if anyone is looking for a break from their normal project!

    Posted: 26 Nov 2020 02:19 AM PST

    Should I add in sound effects and music to my game or should I make the levels first?

    Posted: 26 Nov 2020 07:58 AM PST

    So I'm ready to start designing levels in the game I'm making, but I don't know if I should add in my music and sound effects first or wait until I'm done with my levels. Any suggestions?

    submitted by /u/BLSturton
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