Feedback Friday #424 - Spectacular Finish |
- Feedback Friday #424 - Spectacular Finish
- My friend and I argued about this lately. What do you think about this platformer mechanic? Does it looks fun to you at first glance?
- How do you finish a game without having a mental breakdown?
- I created a main menu for my android endless rider game
- "AI + Physics" Motion Capture: Turn 2D Videos into 3D Animations - You asked for less self-penetration !
- How to make a Third Person Game - Camera & Movements | C++ 3D Game Tutorial Series - Part 26
- Why programming brings out the hero in you - Sharing positive thoughts about one of our community's favourite pastimes while so many of us are stuck away from friends and family!
- How to use Touch with NEW Input System - Unity 2020 Tutorial
- PixelCraft: A Pixel Art Editor
- Setting up Firebase Realtime Database with Unity
- How to import character directly over gameObject (unity)?
- My new project on Unity with C# Job System is already available on google play.
- free game assets I made (Is just four sprites and is pretty simple) cute little monster
- Help me choose my Main Menus background.
- Problem with matchmaking
- 3d multiplayer game fps shoot control
- We made a game about making pizza to celebrate holidays!
- 7 lessons from 7 years of indie game dev. Lesson 5.
- 7 lessons from 7 years of indie game dev. Lesson 4.
Feedback Friday #424 - Spectacular Finish Posted: 24 Dec 2020 08:33 PM PST FEEDBACK FRIDAY #424 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) [link] [comments] | ||
Posted: 24 Dec 2020 10:31 PM PST
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How do you finish a game without having a mental breakdown? Posted: 24 Dec 2020 07:57 PM PST So a little bit about my story. I learned programming as a hobby in September 2018, found it to be really fun and wrote some code in C# in my spare time. Later I found out about Unity and that I could make games using the very language I got used to. So March 2019 I started learning, made a couple of small things (pong, tetris following tutorials), then I decided I was ready to make something on my own. Fast-forward to today, December 2020 and I finished a whopping 0 games. I wrote and rewrote stories, got stuck on a thousand problems with the engine that I couldn't figure out, gave up 2 projects and I even gave up on game development itself once and I couldn't sleep until I came back. Right now I'm on godot, since 3 months ago. I decrease the scope of my game, it's basically walk and read narration, AND I STILL CAN'T MAKE IT! Am I just Dumb AF? What's going on? It's like no matter how simple my idea is, I always get stuck on something like programming, something on the engine I don't know how to do, even my artistic limitations to draw something I want but it doesn't look good at all. I keep thinking about those guys on gamejams finishing awesome games on a month, on a week, on a couples of days even. HOW!? I love the process, I love to figure stuff out and overcome challenges, I really love spending time to create these stories and see them come to live as I'm progressing, It's so satisfying to create something from nothing and I love this so so much, but this is going for soo long now I'm felling like shit, like no matter how long I put in a simple project, I can't finish it unless is by following a tutorial step by step, and I don't want that, I want to create something of my own. Anyone has some advice to fight this felling? Should I keep doing this or should I follow a hobby that rewards me more? Well, I thank you all for any help and merry Christmas. EDIT: WOW, I really wasn't expecting this much feedback. I replied to some comments and there are so many awesome advices, points of view and experience. I'll have lunch and then make sure I'll answer to everyone. Thank you so much for taking time to answer my post TL;DR: Been trying to make games for almost 2 years and failed so bad, advice please? [link] [comments] | ||
I created a main menu for my android endless rider game Posted: 25 Dec 2020 05:47 AM PST
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Posted: 24 Dec 2020 10:46 PM PST | ||
How to make a Third Person Game - Camera & Movements | C++ 3D Game Tutorial Series - Part 26 Posted: 25 Dec 2020 04:58 AM PST
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Posted: 25 Dec 2020 08:41 AM PST
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How to use Touch with NEW Input System - Unity 2020 Tutorial Posted: 25 Dec 2020 05:48 AM PST
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PixelCraft: A Pixel Art Editor Posted: 24 Dec 2020 11:53 PM PST
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Setting up Firebase Realtime Database with Unity Posted: 25 Dec 2020 06:12 AM PST | ||
How to import character directly over gameObject (unity)? Posted: 25 Dec 2020 07:55 AM PST So I have played around with Unity (C#) and have managed to do some basic scripting using a cube 3d gameObject. However I want to import a Character from Unity asset store or mixamo but I want to directly put it over/replace my cube - so that the same script and components can be applied on my new character. I'm sure it should be possible? - I know how to import characters, but not how to replace my original gameObject. Thanks. [link] [comments] | ||
My new project on Unity with C# Job System is already available on google play. Posted: 25 Dec 2020 07:49 AM PST | ||
free game assets I made (Is just four sprites and is pretty simple) cute little monster Posted: 25 Dec 2020 07:33 AM PST
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Help me choose my Main Menus background. Posted: 25 Dec 2020 07:21 AM PST | ||
Posted: 25 Dec 2020 02:23 AM PST So, I am currently working on a co-op game, where you complete missions with a random team of players. However, I am probably going for handcrafted levels rather than procedurally generated one's. The only problem with that is that I need to match up players of varying skill levels to play missions that are to hard for some and to easy for others. The game in itself will be a stealth game where everyone takes on different roles (some will go into the field to do the mission, while another player has a top down view and gives information about guard patrols... Etc.) Any ideas on how I could keep the game fun without losing the feel of progression? [link] [comments] | ||
3d multiplayer game fps shoot control Posted: 25 Dec 2020 02:02 AM PST Hello I'm working on a 3D fps game. The game will be mull. On the server side I can get the direction that a person is shooting. But how do I check who he hits in 3d. https://developer.valvesoftware.com/wiki/Source_Multiplayer_Networking I found such an article. I understood the synchronicity thing here. But how do I check if he really shot that person. I use unity for client and golang for server. Apart from these, I am open to all your suggestions :) [link] [comments] | ||
We made a game about making pizza to celebrate holidays! Posted: 25 Dec 2020 04:28 AM PST
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7 lessons from 7 years of indie game dev. Lesson 5. Posted: 24 Dec 2020 02:44 PM PST Link to lesson 4: https://www.reddit.com/r/gamedev/comments/kjocjz/7_lessons_from_7_years_of_indie_game_dev_lesson_4/ TL;DR;I could write a novel on using "best practices" to your advantage in the workplace. After all, every corporate culture strives for its workers to follow guidelines and industry standards. And it's true, blindly following best practices and adhering to industry standards is a great way to get a job working (overworking) on someone else's dream game. If that is what you want, then just ignore my advice and use industry standard game engines and best practices. That is certainly the safe option, but safe is not necessarily fulfilling and rarely the most fun. If you want to have a fighting chance of making a living off of your own game ideas, throw out that conventional wisdom, and learn to treat "best practices" as simply "the current meta", and break out of those constraints. Bend those rules, examine, and dissect the best practices. Think of "off-meta" solutions to get the edge you need to survive and make it as an indie. To put it another way; it's not enough to be as productive as everyone else. You have to find ways to beat the averages. "Best practices" is a complete misnomer. It's more accurate to call them "averaged practices", or "generic practices". Don't be generic. Lesson 5: Best practices and industry standards will not help you succeed as an indie.What I'm about to elaborate on is a hard pill to swallow. It may directly challenge your identity as an indie, and devalue all the countless hours you've spent learning an "industry standard" game engine. The official term for this uncomfortable feeling is cognitive dissonance. But here's the thing, uncomfortable is good. To grow and challenge the status quo, you have to make yourself uncomfortable. Average is comfortable, but success as an indie is never going to come from following generic practices, and by extension, putting out a comfortable/generic product. As indies, we don't have that luxury, we have to beat the averages.
There are many examples of off-meta solutions throughout history. Here are a few examples that will hopefully encourage you to take the path less traveled. Beating the Averages/Off Meta: Super Smash Brothers MeleeSuper Smash Brothers Melee's competitive community has had "off-meta upheavals" throughout history. There's a 3 hour documentary series about the game's history if you want all the details. To save some time, here are three notable competitors that have had an off-meta rise to greatness: It's important to keep in mind that Melee has been the same game since November of 2001. When competitive play started taking off, the "best practices" was to always use Sheik, Fox, Falco, and Marth. Players would look down on anyone who used a character other than these four. Axe, Hungrybox, Amsa (among others) proved the masses wrong. They were part of the "best practices upheaval". They prospered and gained a massive "off-meta head start" over the competition. Everyone continued to dismiss what they saw, they didn't like the cognitive dissonance they were feeling. Eventually, these players had to accept a new reality, and then find ways to catch up. In 2001, the "best" characters of Melee were only Fox, Falco, Sheik, and Marth. By 2013 the competitive ranks now include Jiggly Puff, Pikachu, Peach, Captain Falcon, and Ice Climbers. Beating the Averages/Off Meta: League of Legends JunglersLeague of Legends is another game where off-meta techniques forced a fundamental change to the game's landscape. The "best practice" was to have the team split into a 2-1-2 formation across the map's three primary paths. But players like Diamond Prox challenged this notion. He employed an off-meta approach that later became a key role in the team. Again, everyone else saw this off-meta approach and dismissed it. And yet again, these players had to later face reality, and realize that they had been left in the dust. In both of these examples, it's important to observe that these individuals who employed off-meta solutions had deep knowledge of what was considered "best". With that knowledge (and the drive to beat the averages), they came out on top. This same idea can be correlated to great writers. They have mastery over the rules of grammar, but they don't always adhere to them. Great writers know when and where to break these rules, and from that comes things of beauty. How I beat the averages with DragonRuby Game Toolkit.Building a commercial game engine is a non-trivial endeavor. Before I even attempted this, I had eighteen years of software development experience (gaining a deep understanding of best practices), expertise in multiple game engines/languages, and I shipped multiple successful indie titles. Only after that foundation did I have the insight into how to break the rules. Here are just a few of the best practices, industry standards, and status quos that DragonRuby challenges:
The list goes one. But the general theme is the same. DragonRuby Game Toolkit provides off-meta solutions so that time is never wasted, and cognitive overhead is removed. That's how I beat the averages. The Gloves Come Off.At this point, you have two ways to deal with some potential cognitive dissonance you might be feeling given the list above. One way is to dismiss these bullet points and continue doing what you've always done. The other way is to push through the uncomfortable feelings, and see what's on the other side. Ask yourself if you want to be part of an upheaval, or a witness to it. ConclusionThe tricky part of this lesson is that there isn't a prescribed path to beating the averages and challenging best practices. I had to find my own way, and only started to considered off-meta solutions because of an essay I read back in 2010. I'd encourage you to read it too. The realization that best practices were anything but, occurred because of this passage:
Think hard about the things you accept as "best" and see if you can find ways of challenging those ideas. I try to provide a means to beat the averages in game development via these lessons and via DragonRuby. Keep an eye out for lesson 6. [link] [comments] | ||
7 lessons from 7 years of indie game dev. Lesson 4. Posted: 24 Dec 2020 02:42 PM PST Link to lesson 3: https://www.reddit.com/r/gamedev/comments/jynb9i/7_lessons_from_7_years_of_indie_game_dev_lesson_3/ TLDR;Ship a prototype that resembles The DVD Logo scene from The Office (except add the ability to pause the bouncing by pressing space on the keyboard). It should be cross-platform and render at 720p. When I say cross-platform, I mean truly cross-platform (PC, Mac, Linux, Web, iOS, Android). This is harder than you think. Lesson 4: Actually ship a game. However small. However trivial. In fact, ship this Bouncing DVD game as your first game. Do it.This small step matters. You need to exercise the "ship a game" muscle. I want you to be able to reply with "Yes!" when someone asks "Have you ever shipped a cross-platform game?". This quote is poignant:
I'll say it again to emphasize its importance:
The specs for the DVD Bouncing Logo.
When an aspiring game dev asks me this, I tell them to build the following game and ship it:
"DVD Game" in DragonRuby Game Toolkit.Here is the source code for "The Bouncing DVD Screensaver From The Office" written in DragonRuby Game Toolkit. Take the time to read through it. Proud Lines of Code.The DragonRuby implementation of the game is one file, and ~70 proud lines of code. It's important to emphasize the word "proud" because this is something I wouldn't be embarrassed to show someone else. This implementation isn't an attempt to write as few lines as possible or tries to be "clever" in any way. The code is sane and readable. You can use DragonRuby's Online Sandbox to see it in action (and even change the source). Here are other examples implementations of this Bouncing DVD Game:
Be Critical of the Game Engine You Choose to Work With.I've refrained from talking about other game engines, until now. If you currently have experience with another game engine, try to implement the same game in your engine of choice. Ask yourself these questions as you are building thing the game:
In essence, be critical of your game engine of choice and don't just parrot the marketing material they put out. When a game engine claims they are cross-platform and makes it easy to ship, you have to put that claim to the test. Post Your Version in the CommentsThis is your chance to exercise the "ship a game" muscle. Post your version of Bouncing DVD in the comments. Ask yourself the questions above while developing it. Please do this. Please ship a game however trivial. It's important. Link to lesson 5: https://www.reddit.com/r/gamedev/comments/kjodio/7_lessons_from_7_years_of_indie_game_dev_lesson_5/ [link] [comments] |
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