Feedback Friday #426 - Dynamic Display |
- Feedback Friday #426 - Dynamic Display
- Does anyone else get discouraged when they look what other people have done?
- Facebook requires agreeing to NDA for Oculus development
- How limitations can actually help us to be more creative as game developers!
- 31 Free Potions / Flasks! (3D Low Poly)
- Is marketing more important for your game than its quality and polish?
- 2D Lighting system to beat them all
- Machine Learning - StarCraft 2 Python AI part 1
- Something that Helped Me: It's Okay to Spend Time Polishing Prototypes
- Here's an article which will teach you more about 3D animation!
- What ways do gamedevs pay their staff?
- Any good "panel based game" game engine?
- Monster Idle Manager - finally ready !
- A Guide on How to Develop Your Own Video Game | Unwinnable
- I came waay out of my comfort zone and made a video on my first month game development progress. Hope some of you like it and get motivated/inspired.
- Interview with Jedi: Fallen Order Concept Artist Gabriel Yeganyan
- Self Destructive Level Design | How Good Intentions Go Wrong
- Can you recommend any book/pdf?
- Game Paper Prototype examples?
- (Unity) Will Application.persistentDataPath work for a browser game's save/load feature?
- Lil tutorial on Key Poses in 3D Animation using a game character as an example!
- Feeling overwhelmed and lost. Where do I go from here?
- Is working from home a viable option in the UK games industry?
- Looking for advice for my computer science student
Feedback Friday #426 - Dynamic Display Posted: 07 Jan 2021 09:59 PM PST FEEDBACK FRIDAY #426 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] | ||
Does anyone else get discouraged when they look what other people have done? Posted: 08 Jan 2021 01:38 AM PST Hey! I've been sort of making games for two years now, using Unity. My problem is that all of my games suck and I've been planning to release a game (I planned to release a game in 2020, but then somebody showed almost exactly the same game I was making on here and so I didn't). My problem kind of is that I get discouraged when I look at what other people are doing and how good their games look. Sometimes people show off their games and people are like: "Why did you release this game?" etc. I get extremely discouraged when I look at what others are doing and how good their games look. Does anyone else get discouraged on developing games / releasing something? I have one Tower Defense project laying around since 2018 and two days ago I even bought particle effects etc from the asset store for it. Sometimes I have an urge to release something, because when I look at job ads in my country almost every gaming company has the requirement that you've released at least 2 games on Android and iOS, but really, when I look how professional others are on unity etc subs I feel extremely discouraged and feel like why should I bother? I'm never going to make it. Has anyone ever felt discouraged but still gone through with releasing a game? Sometimes when I read peoples opinions on Reddit I get discouraged, but for example my teacher told us: "Your first game will be a piece of crap anyway" and "Do not spend more than 3 months on making your first game" etc, but there are a lot of people on reddit who'd disagree with him. Should I still release a game even though I know that it's not so good? Have you ever released a game that you know that is not really good? Thanks [link] [comments] | ||
Facebook requires agreeing to NDA for Oculus development Posted: 08 Jan 2021 09:28 AM PST Since I didn't click "I agree", I am not bound by section 6:
Here is the NDA in full: ELECTRONIC NON-DISCLOSURE AGREEMENTPLEASE READ THIS ELECTRONIC NON-DISCLOSURE AGREEMENT ("NDA") CAREFULLY. IT CONTAINS IMPORTANT TERMS THAT AFFECT YOU AND YOUR OBLIGATIONS WITH RESPECT TO CONFIDENTIAL INFORMATION OF OCULUS AND ITS AFFILIATES.
I have read and agree to the terms of this Electronic Non-Disclosure Agreement (subject to Section 9), and have authority to bind the identified Organization to these terms. If you do not agree to any term of this Electronic Non-Disclosure Agreement or have authority to bind the identified Organization, then do not click "I Agree". [link] [comments] | ||
How limitations can actually help us to be more creative as game developers! Posted: 08 Jan 2021 08:38 AM PST
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31 Free Potions / Flasks! (3D Low Poly) Posted: 08 Jan 2021 02:59 AM PST Hello friends! I'm back with another round of free assets. As a nerd, I love Flasks and Potions, so I created some and wanted you guys to have them! The last time some of you DM'd me and asked if I could for my future projects include OBJ. files too, so I did! Some of you asked for ways to support me, which is absolutely crazy. Because I don't have Patreon or stuff like this, I uploaded the assets on Itch.io too. It's a little bit awkward for me to be honest. My models are pretty bad and I can't believe that some are willing to spend their hard-earned money on my sh*t. Don't get me wrong, I would be happy as hell, but it's NOT mandatory. So here we gooooooooo: My Other Asset-Packs: "Stay awhile, and twitter"
Legal thingy:
As always: I love you all. If you're a pet owner, tell the pets that I love them too. Stay safe. Stay healthy. Stay awesome. <3 Edit1: Guys, it looks like I got my very first donation over Itch.io. I can't believe that someone bought something that I made. That's crazy. Thank you so much! [link] [comments] | ||
Is marketing more important for your game than its quality and polish? Posted: 08 Jan 2021 05:10 AM PST There have been a lot of good games that are very obscure like Battle for Wesnoth, SuperTuxKart, and Wizard101. I played tons and tons of obscure but good games. Despite their updates, they have a very small audience. However games like Among Us have been successful. When i played Among Us to see what the hype was all about, i was very dissapointed. The game was very lacking on content, every item costs real money, you can't get anything by playing, and there were bugs all over the place, clearly the game quality doesn't match to its popularity. Raid Shadow Legends is another game that got popular because of marketing. It didn't get as popular as Among Us despite its high graphics, but the marketing in that game helped make the game popular. And this is the problem here. You could put tons of effort in your games and it won't be popular. But with marketing, a game barely anyone played can be turned into trending. What do you think about this? Is this good or bad for the industry? [link] [comments] | ||
2D Lighting system to beat them all Posted: 08 Jan 2021 10:53 AM PST There are dozens of different light / visibility implementations. I just wonder what is the most efficient / practical / flexible of them all. I'll list most stuff i found surfing the web. Some of them are literally 10 years old... I have even made my own for practice and it performs semi-great ( 100 walls , 16 dynamic lights = 3-4 ms render time ), but still, it's too slow for me. I know there are even better approaches than 'mine' (wavy light: i can apply shaders to lights, cursor: viewpoint). I used a technique from Celeste you can read about it here - Remaking Celeste's Lighting (Cutout implementation) - written by Noel Berry, one of the devs. Note: I've changed it a bit (->slower) because my requirements were a bit different... I am not talking about pixel game lighting only though. What are your own algorithms / favorite ones? List of implementations/articles:
These are the ones that are really well explained and easy to find. There might be more, feel free to post them too. [link] [comments] | ||
Machine Learning - StarCraft 2 Python AI part 1 Posted: 08 Jan 2021 04:36 AM PST
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Something that Helped Me: It's Okay to Spend Time Polishing Prototypes Posted: 08 Jan 2021 09:21 AM PST Hey all. Been working with GMS for many years now on-and-off. As I understand is common in our community, I've always had trouble finishing projects. I have folders full of prototypes and ideas, but I usually lose motivation and quickly move on to something new before even properly exploring a concept. I think many of you understand these feelings. Among the advice that I frequently see given to GameDevs is the idea that you should be rapidly prototyping, building a playable game and seeing if the idea works, then moving on quickly to something new when it doesn't. If an idea shows promise, you should put in the effort and time and stay disciplined and build the game from the ground up before eventually reaching the stage where you can worry about art and polish and details. I believe all of this is, generally speaking, sound advice. It is a good idea to rapidly move through ideas until you find a good one that really clicks. I believe this probably is the most efficient method of game design. Unfortunately, I found myself in the position that these rough and sloppy prototypes held my attention for such a small amount of time that I couldn't get a basic gameplay loop going. In the last few days I've tried something new, and found that it helped me significantly: I didn't have much motivation to work on a project, and instead procrastinated by importing some art I'd been working on that could work for the game. Playing my prototype again with new art assets suddenly breathed new life into the project for me. I entered a positive feedback loop where the more time I spent adding art and cleaning things up, the more it actually felt like I was working on a game that I could identify and connect with. Something that I could eventually see myself being proud of and showing to other people. I still have barely any actual gameplay solidified, but today I woke up very motivated to get back to working on the game. Perhaps I'm just a particularly visual person, and have been ignoring this aspect up until now. Maybe this "rule" was much more built up in my mind than it is for others. But I think there's a good chance that this personal revelation could be useful for other people in my situation: the idea that despite common knowledge, it's OK to spend time and effort making something look nicer, even in a rough-draft kind of way, if it helps you see the potential in the project. Doing so might even allow you to enjoy your project in a new and unexpected way. [link] [comments] | ||
Here's an article which will teach you more about 3D animation! Posted: 08 Jan 2021 06:39 AM PST
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What ways do gamedevs pay their staff? Posted: 08 Jan 2021 12:25 PM PST I know this may seem obvious, but I'm wondering how much money I should pay my staff upfront, and how much after the game's release? Do I pay a small amount upfront and pay them a fraction of the money the game makes depending on their role? Do I pay a lot upfront and little of what the game itself makes post-release? Is there anything I need to know before I start development about payment? I'm new to gamedev in general and I just want to know so I can plan ahead when I hire programmers, artists and sound designers, etc. I hope this isn't against the sub rules, and if it is, redirect me to a more appropriate sub [link] [comments] | ||
Any good "panel based game" game engine? Posted: 08 Jan 2021 11:57 AM PST Hello, As the title says, I am looking for "panel based video" game engine. By panel, I mean that there are no interactions with the screen, just buttons that lead to yet more buttons or pictures/photos or interactive texts. (Example of what I mean: Landlord Tycoon, Bloodwars) I would basically like to do an economical, co-operative, land conquering, text based video game (I sure will start with solo test versions but you get the idea) So, is there any game engine that can let me do that with fair ease? Language does not matter but Python would be the best pick. Thank you :) [link] [comments] | ||
Monster Idle Manager - finally ready ! Posted: 08 Jan 2021 08:07 AM PST Hi everyone ! So after few months of development, over 2 months of beta testing we uploaded production version of our game to Play Store: https://play.google.com/store/apps/details?id=com.LimeDevStudio.MonstersIdleManager We've changed A LOT during beta testing: - we've redesigned UI completely (it was confusing - as we have found out), - we've improved factories visibility (we thought, that all-dark design will be cool. It was but it wasn't very useful), - we've changed factories order - from top to bottom (we thought, that it would be cool if our game will be different. Well - gamers told us they were confused ), - we've added build icons and, upgrade arrows, - And many, many more ! It was long and hard work but we have learned a lot. Many mistakes were made and Manny lessons were learned. Thanks to this community we had feedback which allowed us to make to this point. We know - there are some bugs, and there will be some patches. But for know - we take 2 days break :). As earlier - we would be happy to hear from you guys what do you think about our game. Please - download and rate our game. Thank you all for your help ! [link] [comments] | ||
A Guide on How to Develop Your Own Video Game | Unwinnable Posted: 08 Jan 2021 11:51 AM PST | ||
Posted: 08 Jan 2021 11:07 AM PST
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Interview with Jedi: Fallen Order Concept Artist Gabriel Yeganyan Posted: 08 Jan 2021 10:41 AM PST | ||
Self Destructive Level Design | How Good Intentions Go Wrong Posted: 08 Jan 2021 06:30 AM PST
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Can you recommend any book/pdf? Posted: 08 Jan 2021 10:14 AM PST To download and read on the phone. Im gonna do a 12 hour car travel and need something. Previously ive read 4A games pdf about Raytraced GI in Metro Exodus, and F. E. A. R pdf on their goal oriented ai :D I like technical stuff a lot but anything goes, rlly. And if its about coding in a specific language, C# or C++ pls [link] [comments] | ||
Game Paper Prototype examples? Posted: 08 Jan 2021 02:41 AM PST Hi there, I'm preparing a class curriculum for a game course and I'm trying to work in Paper Prototyping. Now I'm used to teaching this with little kids and I have plenty of fun little examples I've found on Youtube and an example for Mario paper prototyping made by Nintendo, however, I'm teaching college students this time around so I'm thinking I need something more complex or modern as well to go along with my examples. Are there any modern-age games that have shared some form of paper prototyping example/documentation that you'd recommend looking into? [link] [comments] | ||
(Unity) Will Application.persistentDataPath work for a browser game's save/load feature? Posted: 08 Jan 2021 10:03 AM PST For the Unity users who've made browser games (the ones uploaded on itch.io or Gamejolt or Kongregate, etc), how did you implement a save/load feature? PlayerPrefs seem pretty limited in options (only saves ints/floats/bools/strings) and seem to save in cookies, which doesn't sound ideal imo. I came across this unity tutorial that explains how to save and retrieve encrypted data at Application.persistentDataPath. Seems pretty ideal for what I need, however I'm not sure whether this only works for desktop / mobile games, or if this will work for browser games too? I've searched around the web, and some people say this won't work, while others say it will. Most conversations also seem to be about WebGL games specifically, but I was under the impression that the websites mentioned above don't use WebGL? If this doesn't work, what other options do I have? Thanks! [link] [comments] | ||
Lil tutorial on Key Poses in 3D Animation using a game character as an example! Posted: 08 Jan 2021 10:02 AM PST
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Feeling overwhelmed and lost. Where do I go from here? Posted: 08 Jan 2021 09:56 AM PST Not sure how to start this off, but I will say that I'm in what I believe the very very early stages of development. I'm taking my time learning how to use UE4 while I take my degree in computer science. I have an artist who is studying video game art and other concepts about video games working with me. While I could handle the coding and she could handle the art, I'm finding it hard to determine where to truly start. We've been working on the world building, lore and getting a vague idea as to what the story of the game would be, but personally I have found it hard to determine whether we should jump into UE4 and start messing around with game mechanics, movement systems or if we should continue brainstorming and coming up with narrative and world building concepts and ideas. At my core I'm overwhelmed and kinda just want some guidance and tips as to where I should go from here. [link] [comments] | ||
Is working from home a viable option in the UK games industry? Posted: 08 Jan 2021 05:29 AM PST I'm considering taking a year out after university to progress in my 2d and 3d art skills with the hope of becoming an environment artist. However, there isn't much option for game studios near where I live (south west). Is working from home for the majority of the time a viable option? Or do all game studios require you to be there in person. Thanks. [link] [comments] | ||
Looking for advice for my computer science student Posted: 08 Jan 2021 05:08 AM PST Hello there! I am a high school Computer Science teacher with very little experience in computer science in general. I have a student who is interested in going into game development, but is unsure of where to start. I was wondering if anyone could provide some advice or feedback for what types of programs or schooling he should look into for training in the skills necessary to eventually become a game developer . Any help would be greatly appreciated, Thanks in advance! [link] [comments] |
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