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    Saturday, November 28, 2020

    Screenshot Saturday #513 - Bold Colors

    Screenshot Saturday #513 - Bold Colors


    Screenshot Saturday #513 - Bold Colors

    Posted: 27 Nov 2020 09:29 PM PST

    Share your progress since last time in a form of screenshots, animations and videos. Tell us all about your project and make us interested!

    The hashtag for Twitter is of course #screenshotsaturday.

    Note: Using url shorteners is discouraged as it may get you caught by Reddit's spam filter.


    Previous Screenshot Saturdays


    Bonus question: What is your favorite seasonal food?

    submitted by /u/Sexual_Lettuce
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    Thought some of you could find this helpful. Making your games approachable and avoiding antiquated game design

    Posted: 28 Nov 2020 10:08 AM PST

    Official BaaS (Backend as a Service) Discord for Multiplayer Gamedevs

    Posted: 28 Nov 2020 04:29 AM PST

    Hey folks, I posted a ~year ago about a BaaS Discord server as a niche Discord to discuss multiplayer services such as PlayFab, GameSparks, Photon, etc, because it's way too hard to compare. Also, all the reviews I could possibly find were scarce and possibly sponsored; there's no way to actually compare to ask real people with real experiences! This is why this server was made.

    Well, we've grown significantly to the point of calling it "the" official BaaS Discord and wanted to repost with more info this year:

    Within, we have official reps from the following companies/services:

    • Epic Online Services
    • GameTech (Amazon AWS)
    • Braincloud
    • Photon
    • XtraLife
    • AcceleratXR (AXR)
    • PlayFab (Microsoft)
    • SmartFox Server
    • Agones (Google)
    • AccelByte
    • Nakama
    • UETOPIA (Unreal)

    To top that, we also have several channels that don't have staff, but a strong community, such as for GameSparks.

    We've also been adding for years to the biggest comparison sheet of BaaS you will ever find with many of these companies listed above:

    https://docs.google.com/spreadsheets/d/1x0eok6EZzigar_K3QNdzTYNhp5NLywLGqBuopKiVzao/edit#gid=0

    We're in Discord at https://discord.me/baas - ask questions, chat with official reps, chat with other mp gamedevs, compare, or even post jobs.

    This is a completely community-driven community of passionate gamedevs.

    submitted by /u/xblade724
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    Multiplayer 3d game development stream with Unity and Mirror

    Posted: 28 Nov 2020 11:33 AM PST

    How Microsoft Flight Simulator Recreated Our Entire Planet

    Posted: 27 Nov 2020 11:51 PM PST

    Is there a demanding enough market for assets to solely create them w/o making games?

    Posted: 28 Nov 2020 06:00 AM PST

    How do you come up with good game concepts?

    Posted: 28 Nov 2020 09:26 AM PST

    I make mostly arcade'y games, and I usually try to come up with game ideas by thinking about mechanics, and then trying to combine them into something that would make sense. 'Racing + throwing a ball, what kind of game could that become?'

    However, I feel there's more original, stronger ideas to come up with if I would use another starting point. So I wonder, how do you guys do it?

    Do you start with a theme? An art-style, maybe? A real-life concept? Do you copy/combine things from other games (nothing wrong with that)? Do you start with a brainstorm and writing down anything you can think of, or are you more 'targeted' from the start? Do you ask yourself 'what kind of experience do I want to create', or is that more of a incidental result than a starting point for you?

    Bring it on! I want to learn new ways to come up with good game concepts! :)

    submitted by /u/bazkie_bumpercar
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    Looking for devs to help with a documentary

    Posted: 28 Nov 2020 11:42 AM PST

    I am currently a fourth-year film student and stuck in my house doing all online classes and not actually making anything. I've decided to go on my own and make a project that I have been wanting to make for a couple of years: a documentary about game development. I have been playing games for most of my life, and these past few years I have been researching more and more into how studios are exploiting their workers and have been for years.

    I am looking for game developers (preferably in Toronto) that are either looking for work in the industry, have just started, have quit or been laid off. I would be extremely grateful if I could hear your stories and potentially get them out there to spread awareness for how poorly workers in the games industry are treated. I understand that employers can be very harsh when their employees speak out, so if you would like to remain anonymous, or want to share your stories but have concerns, please DM me and we can discuss further.

    submitted by /u/runningfree1999
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    Florifer's devlog+demo right now!

    Posted: 28 Nov 2020 05:59 AM PST

    Question on the Humble Bundle Royalty Free Music pack

    Posted: 28 Nov 2020 12:01 PM PST

    If you include music from this bundle in your game, are there any issues or restrictions with other YouTubers playing your game (with this music) on their channel?

    submitted by /u/SidFishGames
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    Software for 3D scenes generation

    Posted: 28 Nov 2020 11:33 AM PST

    I'm looking for software that can help me with my Unity 2D game. Goal is to render 3D scenes for 6 vs 6 battle arenas and use them as 2D background. Units are going to be animated sprites. To visualize what I mean look at Disciples 2 combat screenshots: mountains and sky as back plane, trees and buildings as middle plane and ground texture as front plane. I'm not really a 3D modeler, so ideally such tool would allow to construct scenes with pre-made building blocks.

    I went through extensive research, but I still don't know what would be the best choice. FlowScape on Steam is the closest thing to what I'm looking for, but it's limited: few assets, impossible to retexture things, impossible to export scene to other software, bugs. I'm also aware of terrain generation tools like World Generator, Vue, Gaia for Unity, but haven't try them. I have budget to buy such tools, but I need more information to decide.

    If you worked with any of this, would you suggest it for my goals? Do you know other software I should take a look at? Should I just learn Blender for more manual approach?

    Thanks!

    submitted by /u/ceres_g
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    No map, no "quest", no non-diegetic instruction. Bad idea ? Good idea ? Things to avoid ?

    Posted: 28 Nov 2020 05:00 AM PST

    Hello everyone !

    So I'm making my first game, it's very ambitious and I probably won't get even 10% of it done, but I still like to work on it, and most importantly to think about it. It's a 3D exploration/puzzle game (probably with some platformer parts), and I would like to have the UI as minimal as possible in general, and more precisely no UI at all most of the time.

    -> No minimap, and probably no map at all, but the player would be able to get to know the terrain thanks to a fairly small environment, and a lot of very recognizable landmarks. That would engage the player a lot more, and allow them to get lost, which would be an important part (to find various hidden places, as well as to just wander, enjoy the landscapes)

    -> no obvious quest, no menu to find what you have to do : the puzzles would all be made obvious by their disposition in the virtual world (I say puzzle but I mean enigmas, like finding a place with an obviously missing object that you have to find, even some written enigmas "find the place where the rocks don't sleep" or whatever that would be organically linked to the map you have to explore etc.)

    As someone who doesn't have a lot of gamedev experience (but trying to use that to make something different), I'm wondering what the caveats would be things to avoid/to do, if some games (especially in that genre but not only) already have that approach...

    Would love to hear thoughts in general, thank you !

    submitted by /u/VincentAalbertsberg
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    Unity Reload / Ammo Tutorial

    Posted: 28 Nov 2020 10:09 AM PST

    I secretly entered my own game jam, and made a video out of it

    Posted: 28 Nov 2020 10:07 AM PST

    I created an «Outer Wilds» clone while learning Unity

    Posted: 28 Nov 2020 06:11 AM PST

    Drew McIntosh's Blog - A Pre-Post-Mortem About Marketing (5 Lessons Learned)

    Posted: 28 Nov 2020 09:31 AM PST

    Splice samples for videogame sfx are not allowed, even though the website provides hundreds if not thousands of sounds made for that.

    Posted: 28 Nov 2020 09:12 AM PST

    Start advertising/boasting side events included in the game

    Posted: 28 Nov 2020 05:18 AM PST

    This is going to be a long take. Grab a coffee and read through.

    What if side narratives are given the same attention as a 4k or RTX sticker? So, a metric boasting/metricising side narratives. (I.e. 100+ unique narratives, handcrafted story driven events.) NOT quests. It's best to differentiate between experience enriching quests (where you learn about a city, a country, a people, your character or side character) vs material quests. Hence, I propose something like Side Narrative as a marketable form.


    Consider the following: No Man's Sky vs Rockstar/CD Project Red. My aim is to make the richness of experience be something tangible, not just for players, but for developers and project managers.

    You can go deep or you can go wide. (The best try to do both simultaneously.)

    Will there be spammers/fakers? Of course. Will the discussion and development develop further, leading players to be more discerning about quality of game they are getting? (Hopefully)

    What we(I) want from a story based game is to feel like an early explorer, undercover reporter, anthropologist. Not a tourist. We want our actions to matter, and the devs achieve that by fleshing out cities & characters. Consider:

    You passing by a suburbia.

    You passing by a suburbia knowing x guy on the blue house is cheating on his wife, working at the local mine, kids are going to x uni.

    Rockstar, CD Project Red, SquareSoft, Atlus (Persona series) they each try to replicate a lived-in city.


    Here's a simple ratio for internal use/development:

    Event:Space You can strike a good balance, and have something to target and dedicate funds to. You can identify weak areas (sparesley event populated area. Either develop or cut from project.)

    Events = vessels.

    There's Main narrative events = story driving vessels And Side narrative events = fleshing out fringe cities/neighborhoods/main characters in optional ways

    Side events help flesh your cast of characters, perhaps even leading to optional character development, the background of the place you're visiting, the nature or meaning or implications of your quest (otherwise we feel like we're saving braindead NPCs, or saving for the sake of saving) etc.

    Side events can be:

    • boobytrap-like: (works better when you know the player has no choice but to land there), examples: hospital. (It may be a game mechanic to land at the hospital after injured. Interesting characters/leads can be found there. Cops, dying person with a wish, insurance seller, convicts, families (you look at a neighborhood with a different eye once you know x family's husband is having an affair, works at y mine (you'd go at his request and find clues towards another part of the town (maybe something shady with water supply, maybe what you find saves the industry, whereby the rest of the miners can still work, and have a banquet for your sake, you can push the event anyway you want, mayor, cops, affairs, etc.) kids go to z school, in whose parking lot at night there's a quest where you find an ex-convict, leading to an optional inter-city quest etc.)

    • semi-automatic: (a loot "taunting" the player visibly w/o a straight-forward way to reach it, which would lead you to pass say, under a train bridge where X event can trigger. Finding a lost luggage, old man letters, a noise, a "trail of clues", avoiding x etc. Passing by a bus station (high school kids talking about a celebrity in the neighborhood that had Xyz valuable thing lost, taken, etc.) Passing by the finance sector. Passing by the Police sector. Passing by metro station. Shop is out of x, your best bet is to get to "the main source", leading you towards a ship deck adventure etc.

    • Event dependant, i.e. "wrong place, wrong time", being accused of x, witnessing a robbery/chase in the making, exploring a disco, stumbling during a festival, religious ceremony etc )

    • Self-brought. These are for the perfectionists out there. The best ones are events that give a player a deeper appreciation or understanding of the background of the city.

    How to streamline: Have a main city hub - niche scene division. (Main city: main boulevard, city square, popular, easy to come by bars, shops & locations, finance and banks HQ, cops, mayors, big industry, big shots in the city.) The niche scene: Discos, parking lots, train tracks, your Sunday churches, after school, sport courts, boxing gyms, libraries, hoods etc. Your top attraction cities ought to have both. Your smaller cities, the ones you stumble out of curiosity on a map, at the barber, from a tv from a bar or newspaper article at a hotel, adjacent table at a pizza joint, they can be peppered by a smaller event/size ratio.

    Metricising events can make that "elusive" quality of some games turn to a metric one can react, aim for and respond to. This is another way of boosting time spent on a game w/o needing to succumb to gambling (which is a direct sign you don't have content to keep your audience engaged.) You can even "sell" this as a feature, as good, solid "quests" (properly done I'd label them side narratives) are pretty much a standalone game. (With its own protagonists, aims, even mechanics.)

    Thoughts? (I know it's not ground breaking, just wanted to move the dialogue towards a quality we take for granted from some game dev companies.)

    submitted by /u/Pure-Seaworthiness-2
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    How to add interactive elements to a video

    Posted: 28 Nov 2020 08:22 AM PST

    Hi all, my question is how do I convert video 1 to video 2?

    (Video 1) https://youtu.be/RsId5akRRy0 (Video 2) https://www.loom.com/share/cdd10c7246854be38f91aa54fd246773

    submitted by /u/rishabhbohara
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    Level Design Advice

    Posted: 28 Nov 2020 08:14 AM PST

    This seemed like the most appropriate subreddit to ask this on, but I am looking for some ideas on the level design for my game. In short, it is a self-moving sidescroller set in underwater caves. You only have up and down controls, but the player character slowly spins on its axis, so directions change constantly. The basic idea of the game is to try and navigate through caves with obstacles and gather a type of currency system; all the while trying to control the weird mechanics. Attached are some pictures of what I have so far (I have only been working on the technical aspects and really only have a rough level layout). Any type of advice or help with the designs and mechanics of the levels themselves would be awesome!

    https://i.imgur.com/vga3bx4.png

    https://i.imgur.com/3Q8SmXO.png

    https://i.imgur.com/lABEDCF.png

    submitted by /u/ComprehensiveAd3348
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    A video explaining how I generate procedural Islands for my game with simplex noise and falloff height maps. Hope you can learn something useful from this. Not exactly a tutorial, but more like an introduction to procedural generation.

    Posted: 27 Nov 2020 04:52 PM PST

    Vertical slice or keep greyboxing?

    Posted: 28 Nov 2020 02:17 AM PST

    Hi gamedev, I've been working on a game for a couple of weeks and have about 10 minutes of slightly buggy gameplay but for the first time in a while I feel like i've actually landed on a pretty fun prototype.

    I'm really happy with how fast it's come together for a change but my question is about my own practice moving forward.

    In your experience, should I:

    1) Make this 10 mins of the game look and play as close to the finished product as possible? (Create a vertical slice) and then perhaps search for a publisher or a platform holder deal? (Like Xbox games pass or Apple Arcade)

    2) Keep greyboxing until I have a finished rough draft of the game and THEN think about funding or revenue?

    I'm currently unemployed due to the pandemic and am searching for regular work as I make this game. I don't want to rush into anything so I'm asking here and a few friends what they think my next move should be.

    Thank you for your time!

    submitted by /u/googleback
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