How Hitman 3's devs shrank the entire trilogy install size by over 80GB |
- How Hitman 3's devs shrank the entire trilogy install size by over 80GB
- How to write an NPC Flee AI (Links in the comments)
- What I learnt from releasing my first game on Steam!
- How to ask a board game publisher if I can develop a digital version of their game.
- Why some companies use personal game engine, instead of using already existing ones?
- 2D Aimation Skin Swapping in Unity 2020
- Steam's hardware survey says nearly 100% of gamers (regardless of OS) use 64 bit systems. Is there any point in supporting 32 bit anymore? Can I safely drop it?
- Can you recommend sites or forums to discuss PRG games?
- How do you divide you time?
- Gamasutra: Simon Carless's Blog - Nova Drift: the making of a Steam holiday 'sleeper' hit
- Starting from scratch. I've been going about this wrong for way too long. Advice?
- If I wanted to make a platformer and/or fighting game using only technology widely available in 2014, what stack would I use?
- How are the complex combat, consisting of 2 or more characters done?
- Can you share your experience with free branching dialogue solutions for Unity like Twine, Yarn Spinner, and Ink?
- looking for people who want to make a 2d survival game (unpaid)
- Game im working on Also I don’t have a name yet any suggestions?
- DOTween en Español
- 3D modeling program for Environmental Artist
- Changing Disciplines from Designer to Programmer in AAA
- Target Market
- How To Create Persistent Key Bindings | Unity Input System Tutorial
- Where to start for 3D modeling/ Concept artist.
How Hitman 3's devs shrank the entire trilogy install size by over 80GB Posted: 12 Jan 2021 05:48 AM PST
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How to write an NPC Flee AI (Links in the comments) Posted: 12 Jan 2021 06:59 AM PST
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What I learnt from releasing my first game on Steam! Posted: 11 Jan 2021 09:52 PM PST Hello! I'm a solo indie developer who has been working on games as a hobby for about 3 years now. I recently launched my game on Steam about 2 weeks ago. I have learnt a lot from the entire process. I've been lurking around this subreddit for quite some time now, and it has helped me in my journey in various ways. So, I thought I'd share some of those things that I've learnt so far. Keep it mind that I speak solely from my experiences as a hobbyist solo developer. About game development:
Of course, that never happened. I spent 2 years hitting my head against a brick wall. And I was never close to finishing it. My inexperience has led to a buggy game which I could not fix. I didn't want to give up, I even tried starting from the ground up. But in doing so, I realised that I might as well try working on a new project.
Looking back, it felt foolish that I spent so long working on a failed project. But now, I feel that it was a painful but necessary lesson. My old project was not a waste of time. It gave me the experience to actually push through with finishing a game. I ended up finishing my current game within a year. About releasing a game:
Before I put my game up on Steam, I'd thought I could make a couple grand off it. I was wrong. I don't claim that my game is particularly good, more on that later... But I think it's best to measure your success based on your ability to actually ship a game. Or you know, don't and learn the hard way like I did hehe. You'll only know for sure when you actually release your game.
By then, I've mostly finished work on my game. I was feeling good about it as I thought that I was done. Finally, out of the tunnel that was mid game development hell. Marketing was more of an afterthought. I didn't realise the amount of work that was still needed to be done. And I think that I could have done much more, if I had my mind to it earlier. About game design:
Halfway through, having done most of the assets and coding, I realised that certain things didn't work out at all. I had to make some drastic changes; adding new things, removing a lot of the originals. It kinda worked out in the end. But the problem was that halfway through development, I had no clear idea on what the game would actually be like. So, start with a prototype. Make a game first, then add to it later. Don't make things up along the way as I did.
When I was marketing my game, I found it difficult to describe my game. Was it a building game, or a management game? Or is it a puzzle game? Part of this was due to me designing the game on the fly. But the other issue was that the core concept of the game was strange to begin with. If you're designing a new project, make sure that you can explain what the game actually is, in a short and concise way. It'll help in your marketing later on. Those are just some of things I have learnt so far. And I suspect that they'll be more for me to learn moving forward. But I hope my experiences will at least give an insight into what it's actually like to release a game. For those of you who aspire to get into game development. I'd say go for it and get started now! Just make sure to keep an open mind. When I started, I certainly didn't take a lot of the advice other developers gave. But as long as you stick to it, I think you'll eventually pick them up along the way. At least, that was the way it was for me! Thank you for reading! :) [link] [comments] | ||
How to ask a board game publisher if I can develop a digital version of their game. Posted: 12 Jan 2021 08:15 AM PST Hey r/gamedev, As an on-going side project, I have been building a digital version of a table-top game I really like. I am certain that no digital versions of this game have been released and I'm curious to know what my options are if I were to propose the idea of releasing a digital version of their game (for example, Steam). Would the right approach be to ask the publisher at earlier stages of development? I see an advantage in this approach because then I could potentially have access to more assets/resources as I'm developing? Or should I build this game out completely and then show them the final product in hopes of them picking it up? And if they do agree to use my digital version of their game, what should my expectations be of the publisher? How much should a dev team be compensated for making a digital version of a table-top game? Thanks so much for reading and please let me know if I need to clarify anything! M [link] [comments] | ||
Why some companies use personal game engine, instead of using already existing ones? Posted: 12 Jan 2021 05:41 AM PST What are the pro to use a personal game engine, instead of using something that already exist and that need no work to create? Is there something that the biggest game engines such as Unreal Engine 4 or Unity can't do, while a personal game engine can? [link] [comments] | ||
2D Aimation Skin Swapping in Unity 2020 Posted: 12 Jan 2021 05:30 AM PST
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Posted: 12 Jan 2021 07:27 AM PST I want to make use of faster 64 bit features without having to code a second build for 32 bit that almost nobody will use. [link] [comments] | ||
Can you recommend sites or forums to discuss PRG games? Posted: 12 Jan 2021 04:18 AM PST Can you recommend sites or forums to discuss PRG games? I prefer indie and RPG games from the first person. I want to find something unknown and new. [link] [comments] | ||
Posted: 12 Jan 2021 10:44 AM PST I was wanting to have a simple conversation in regards to how all of you spend your time when it comes to whatever project you are currently working on. What I am wanting to know is what does the division of time look like for all of you when it comes to development versus design and when do you focus on each. These might now be the most technical terms but I am classifying development as anything where you are either in an engine (Unity/Unreal/etc), coding, or directly working on art/music assets where as design is pretty much anything else: system design, planning, story boarding. Personally, I am working on my project completely solo and so I have to do all of the project management myself which has lead me to work myself into corners and waste time. I may end up developing art assets that I end up having no use for, designing levels that don't work in the bigger picture, or doing other 'polishing' work before I actually have a clear final direction laid out. On the other hand sometimes I will lay out a great plan that utterly falls short when I go to integrate it or is completely incomparable with the physics engine that I have already built. As a hobbyist there are no real deadlines for my work so these delays are not too impactful but it can be frustrating as I have a very limited amount of time a week I can work on my project and wasting time can be frustrating. What methods/systems do you all use for maintaining a balance between design and development. How much or your design do you do before you develop and vice versa? [link] [comments] | ||
Gamasutra: Simon Carless's Blog - Nova Drift: the making of a Steam holiday 'sleeper' hit Posted: 12 Jan 2021 06:36 AM PST
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Starting from scratch. I've been going about this wrong for way too long. Advice? Posted: 12 Jan 2021 08:45 AM PST Twenty three years. That's how long it's been since I happened upon Megazeux via a webring (Remember those?) and decided I wanted to make games. Before that I wanted to be a cartoonist, but the decision to make games was permanent and persists to this day even though I'm pushing 40. In 23 years I have finished a grand total of 1 small game dev project. It took me about three weeks and was part of a game jam. The deadline gave me something to really aim for, and I was actually motivated to finish it. I used Adventure Game Studio for the task, and I feel like I wrapped my mind around that system pretty well. I learned it's limitations pretty well and got first hand knowledge of just how much work this all is. I haven't been able to capture that same feeling since though. Here's my struggle: besides AGS I feel like I've really struggled to get a grasp on pretty much any game development workflow I've attempted. AGS is pretty much tailor made to create Sierra and Lucasarts style adventure games. It's not particularly well suited for anything else. It has a pretty easy C-like scripting language, and I enjoy using it, though people believe it to be pretty out-of-date. I've spent a good chuck of those 23 years looking for the "perfect" game development system. Somewhere along the line I decided that real coding was way over my head, so I've relegated myself to the Fisher Price, Baby's First Game Dev Engine school of game design. I've fiddled endlessly with "easy" engines like RPG Maker, AGS, Megazeux/ZZT, and Adrift. I hacked together a silly and messy arcade space shooter in Scratch at one point. Every time I find a promising looking engine, I either decide that it's too difficult for me or not flexible enough for what I want to do. After reading Masters of Doom and seeing how greats like John Carmack and John Romero got started programming games in their youth, I realized that I need to go back to square one. They didn't start making games with the digital equivalent of Legos. They got started with nothing but an Apple IIe and a big technical manual. I'm not really going to dig up the old Qbasic or dive into Assembler, but I went looking for something that could replicate that old-school way of game programming brought up to date for 2021. I need limitations to stir my creative and problem solving skills. That's when I found Pico-8. It seems almost perfect. LUA is supposed to be pretty easy for the novice to pick up, and the built-in limitations replicate that old-school hardware limited approach. That 32k size limit makes me nervous though. The sort of games I'm most interested in making are rather narrative heavy. I would hate to get deep into writing a game only to bump up against the token limit halfway into it. Pico-8 seems to have a nice big, active community. Plenty of documentation, tutorials, and examples to learn from. I like how it's multi-platform, and I'm pretty excited about the avenues of publishing, able to export to "cartridges", standalone executables, HTML-5, or systems like the Raspberry Pi and RG350. Am I being silly worrying about the size limit? What about other fantasy consoles like Tic-80 or Pixel Vision 8? Would I be better off going with a less limited system like PyGame or LÖVE? Something else? Any experienced person want to point me in the right direction? [link] [comments] | ||
Posted: 12 Jan 2021 08:33 AM PST I used to make games in Flash up until 2014. I lost all my old work, but for reasons I need to rebuild my portfolio to prove my competency. Unfortunately, Flash as we knew it in 2014 no longer exists. So I need to remake a new portfolio. Something a game dev hobbyist would make in the 2000s, up to the early 2010s. Looking for either a 2D side scrolling or 3D exploring game. [link] [comments] | ||
How are the complex combat, consisting of 2 or more characters done? Posted: 12 Jan 2021 04:33 AM PST For example, the batman arkham series. Most attacks of batman and other unlockable characters have very specific attack animations and their respective reaponses for enemies. Player doesn't even aim the attack yet, batman swiftly shifts to just the right position , turns at just the right angle, hits the enemy the the right spot, just by clicking the right button. Clearly there's more happening than just collision detection. Edit: I see not everyone is fammiliar with arkham series so here's a basic description of what I'm asking about. Let's say, the player has only one attack , a punch to enemy's groin. Now in a normal punch scenario we can just detect the collosion and play a reaction animation on enemy. But here,the player position is not close enough to the enemy, the player's punch needs to make contact with the enemy's groin and both player. So the player needs to -turn to face the enemy - snap to the right postion for puch to hit the right place. [link] [comments] | ||
Posted: 12 Jan 2021 11:47 AM PST I am working on a game that will heavily depend on branching dialogues. And as I hobbyist, I would like to use an existing solution to handle dialogues. So far, I have seen
being used for this purpose but I couldn't decide on which one to pick. I tried Yarn Spinner because it has a visual tree-like dialogue editor. But Yarn Spinner turned out to be a pain to implement because it was a bit too complex for me. I succeeded in the end but still... I love the Ink's dialogue editor design (you can test the dialogue on the right column) but it has no tree-like branching, which I am guessing would make things harder to manage with many branches. So can you share your experience with these tools if you used any of them? Do you think a tree-like branching visual editor is important? [link] [comments] | ||
looking for people who want to make a 2d survival game (unpaid) Posted: 12 Jan 2021 11:45 AM PST hi! me and my friend are making a game and we are looking for people who want to help the game is a 2d pixelized survival game where you can choose from multiple characters with different attributes. there are a lot bosses. and you can travel the universe fighting deferent bosses. (what we need) whatever we can get ! (little experience needed) we just need people with experience in coding with unity and using c# (we are using unity) we are using unity but it might change (pay) we dont know if well pay people yet but that will be decided when we start selling if you want to join in contact me at [planetblank@gmail.com](mailto:planetblank@gmail.com) or join the discord server https://discord.gg/c6KRCszS5Z [link] [comments] | ||
Game im working on Also I don’t have a name yet any suggestions? Posted: 12 Jan 2021 11:30 AM PST
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Posted: 12 Jan 2021 11:08 AM PST
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3D modeling program for Environmental Artist Posted: 12 Jan 2021 04:49 AM PST Hello! I'm in my last couple of semesters for college before I get my bachelors. Last semester I took up 3D modeling and decided I want to work in the game dev industry as an environmental artist. Unfortunately my school only offers a little bit of 3D animation classes so I don't really know a lot about the industry besides seeing amazing work from people on ArtStation, Twitter, Instagram, etc. I was looking into job applications (Blizzard mainly) so I can work towards meeting those requirements that they ask for and I noticed that majority of them ask for experience in Maya. I use blender as my primary source for modeling. To all of the environmental artist out there, is there a huge difference between the two? I mean I've used Maya one semester but I've grown more comfortable with blender. I'm not saying Im definitely not going to use Maya, I just want to know which one I should put more time into or if it even matters? Thank you!! :) [link] [comments] | ||
Changing Disciplines from Designer to Programmer in AAA Posted: 12 Jan 2021 10:46 AM PST
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Posted: 12 Jan 2021 10:40 AM PST I'm trying to determine the target market for a story driven, emotive, survival, exploration "walking sim" style game. I have a vague idea but I want to get some kind of evidence to support what I think it would be. Perhaps people would be kind enough to say if they're interested in these kinds of games and if so, ideally give a few things like age, gender, interests, hobbies, country of residence. Obviously keep it as anonymous as you can. Also can anyone tell me where they go for researching their target market? I appreciate there will be differences between devs who have a already worked on games or for companies which have lots of previously accumulated data and devs who have no are mining external data. [link] [comments] | ||
How To Create Persistent Key Bindings | Unity Input System Tutorial Posted: 12 Jan 2021 10:20 AM PST
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Where to start for 3D modeling/ Concept artist. Posted: 12 Jan 2021 09:34 AM PST My parents and I sat down and spoke about what college I wanted to go to. Full sail was always my dream college when I was in middle school but now I mostly hear bad things about it. I'm not that experienced in 3D but they are giving me a lot of time to develop the skill. While reading posts similar to mine, many have suggested to get a degree in digital design; learning zbrush and Autodesk Maya, while slowly building up a portfolio. If this is indeed the best route to take, what courses would you recommend? [link] [comments] |
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