After 6 months of eating rice and beans, and working for 12 hours a day. I have released my alpha demo on steam. Here's what I have learnt as a solo dev. |
- After 6 months of eating rice and beans, and working for 12 hours a day. I have released my alpha demo on steam. Here's what I have learnt as a solo dev.
- A redditor sent me a game to give design feedback! Anyone else want the same treatment?
- I made a procedural grass lawn material in Unity's shader graph! No textures required. Tutorial in the comments!
- Someone has stolen my game "Stay Out Of The Halls".
- How to improve as a Game Dev Lead?
- Target Switching For Lock On | Unreal Engine Action RPG Tutorial
- My first ever game gets released in 2 days. I'm a solo developer. Here's what I would do the same, and do differently for my next game.
- It's pitching season! AMA on pitching publishers
- Hand Painted Button in Photoshop (1/2)
- Do games outside web browsers use WebSockets?
- Open-source game server for fast-paced games
- Can I run unreal engine on these specs?
- How to get more YouTubers to play your game?
- Game studio startup stories?
- Can a game where you cannot rotate the perspective and only see in a specific point be called a 3D game? You can see from here an example: https://ibb.co/JQSRqYm
- Dear Level Designers, is it common to use standard Animation for level design obstacle/objects patterns ? for example a moving platform or a saw-blade ? or is it always done with scripts ?
- Create a character creator like the sims 4?
- Should I look for a publisher?
- Anyone release an early access game before?
- Any tips on how to improove these rocks?
- If you don’t mind me asking, how old is everyone on this subreddit?
- Previewing your UI animations in real time without a single line of code? Check out this Unity UI tutorial!
- My passion is restrictive art forms and games, is it foolish to pursue this? Will this trendy die out?
- How did 2d first person dungeon crawlers work?
Posted: 23 Mar 2021 04:46 PM PDT In no particular order: Number 1: Take care of your mind! Take breaks, see friends and family, get some sleep. Number 2: Get a decent chair. You're going to need it. Having a good chair is not enough though, it doesn't matter how good your chair is if you sit like a crab. Number 3: Marketing can be fun! This will take up so much of your time. And if you are taking this journey alone then you are going to need all the help you can get. Marketing doesn't have to be an evil and manipulative. Did you have a fun chat on twitter with another dev about their game? That's technically marketing. Did you just release your Steam demo and want to help other devs by posting on /gamedev? That's marketing. Did you spend 12 hours making your character dance just to post an amazing gif showing off your game? You guessed it, marketing. This type of marketing is good because it's fun, and it's also mutually beneficial to the person you are "advertising" to. If they are genuinley interested in the the content you are posting then everyone is a winner. Number 4: Make Connections early: Reach out to other devs/steamers/youtubers/publishers etc. If you love their stuff, chances are they will like yours too. If your game completely fails, then you still have a solid group of connections that have your back for your next project. It's also really nice to make friends with creative people, it makes you even more creative. Number 5: This one I struggled with in my previous projects. So many developers make amazing pieces of art to post on their social media, or spend days making the perfect custom particle system. Remember your time has value and don't be afraid to cut corners. Your goal is to release something so others can enjoy it, not so it can sit pretty on your harddrive for eternity. Number 6: Play to your strengths to hide your weaknesses. If you are bad at art but good at programming then make a game that isn't very art heavy, stick to low polly models, or develop a pocedural art system made put of cubes. If you are good at art, but bad at programming. Don't make an RPG, make a gorgeous point and click adventure. Or a interactive kids story. If you are taking this adventure alone then it is important to design the game around your own skillset. Number 7: Don't be ashamed to post your links whenever you can. It might annoy a few people, but if you get a few clicks then it is worth it. You aren't a AAA company that can throw a load of money at a marketing campagn the last minute. you need to build your own community over time. Here look I'll do it now: Steam Demo: https://store.steampowered.com/app/1489110/Zapling_Bygone/ Discord: https://discord.gg/Uvnk4rmeqA Kickstarter: https://www.kickstarter.com/projects/9fingergames/zapling-bygone Easy, right? [link] [comments] | ||
A redditor sent me a game to give design feedback! Anyone else want the same treatment? Posted: 24 Mar 2021 06:45 AM PDT
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Posted: 24 Mar 2021 10:06 AM PDT
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Someone has stolen my game "Stay Out Of The Halls". Posted: 24 Mar 2021 11:28 AM PDT How upsetting. someone has reuploaded my game "Stay Out The Halls" and are using it for their own benefit. I have contacted Itch.io I am waiting for a reply. I can't believe someone would do such a thing smh. [link] [comments] | ||
How to improve as a Game Dev Lead? Posted: 24 Mar 2021 07:45 AM PDT Hello all. Recently I've become a lead of a project in a indie studio. I can deal with the decisions and responsibilities but I have some trouble talking the base same language as the rest of the team. My full background is in programming, so I have no knowledge of 3D, Music, Art, etc. What I would love help with is how can I improve this? What are some good resources (books, videos, articles, ...) that can help me improve a bit of every area. So for example when someone asks me my opinion in a piece of music I can answer with something more than I like it or not. Basically looking for basic concepts of the areas as I want to continue as game programmer. Thanks in advance [link] [comments] | ||
Target Switching For Lock On | Unreal Engine Action RPG Tutorial Posted: 24 Mar 2021 10:06 AM PDT
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Posted: 23 Mar 2021 05:22 PM PDT My game, Cassidy, is a small-ish indie horror game, inspired by games such as visage and Phasomophobia, and is just shy of 600 wishlists since writing. It's my first ever game, made in Unreal Engine 4, and though not everyone will love it I know, I'm super proud of it. That being said, I do not for one minute think I am a pro at creating games or anything, just everyone has their own experiences, this is mine, so take from it what you will! If anything, hopefully, the links provided can help. A lot of starting indie developers will be in the same situation as me. Preparing their game, being ready to start to show it off, and have no idea what they're doing. To an extent, a big extent, I still don't! But there's a few things that I feel really worked for me and I hope these tips can work for you! Creating Your Game. I'm not going into depth about the do's and don'ts of your game, as that is all up to you. A few things I picked up while creating my game are these:
Social Media When I started my game, I created my social media quite late on. Do the opposite. Create an Instagram account and a Twitter account. You don't have to post every day, but posting and using hashtags such as #indiedev, #gamedev, and #screenshotsaturday really helped start to build my accounts.
Marketing Marketing was my biggest issue with my game. Like a lot of solo developers, there's not much of a budget for this. I tried many different methods and here are some do's and do not's from my experience. Do's:
Don'ts:
I hope this was able to help at least a couple of you! If you have any more tips comment them and I'll add them on! Especially if you have more experience, I'd love to hear it! Edit: Removed saying links at the bottom as I posted them through. Also, thank you kind stranger for my first ever award! [link] [comments] | ||
It's pitching season! AMA on pitching publishers Posted: 24 Mar 2021 10:27 AM PDT I don't want this to be about me, but I always feel like I have to share a little bit of my background for the sake of credibility: My game dev career began about 14 years ago with a Nintendo DS RPG (I was one of the writers on the team). I've been in and out of the industry since and have spent the last several years helping developers and publishers launch and promote indie games as well as helping game-related brands connect with gamers. My work has meant that I've been on both sides of the table--in the corner with devs pitching projects and talking with publisher clients about market fit for potential titles. Several potential pitch opportunities are coming up this spring and summer (like XP Summit), so I thought it might be helpful to talk about how to make the most of a meeting with a publisher. Here is some advice:
Do you have questions about pitching your game to publishers? I don't know everything, but I am happy to share I know and point you in the right direction if I can. [link] [comments] | ||
Hand Painted Button in Photoshop (1/2) Posted: 24 Mar 2021 12:20 AM PDT
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Do games outside web browsers use WebSockets? Posted: 24 Mar 2021 10:54 AM PDT What does a game such as Overwatch (an FPS game that requires super quick two way communication) use? What about a game that could run in browser or download from a backend? [link] [comments] | ||
Open-source game server for fast-paced games Posted: 24 Mar 2021 04:42 AM PDT I'm developing a free and open-source game server for fast-paced games. Feedback is always welcome. https://hicore.dev/ [link] [comments] | ||
Can I run unreal engine on these specs? Posted: 24 Mar 2021 11:42 AM PDT I want to try working on unreal engine, so I just wanted to confirm from anyone who uses it that are these enough to work on that software easily or not ?
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How to get more YouTubers to play your game? Posted: 24 Mar 2021 10:43 AM PDT Good morning my friends, (Unless you're reading this later in the day of course) I, like many here (I would imagine?) am working on a game and pushing closer to releasing it (Well it's on itchio but the Steam release is the big one working towards). One thing I've found is that when I find a new YouTube video of the current build of the game, I get a lot of satisfaction from watching it. These videos tend to spread awareness of the game to more people, and also help me find issues that need to be improved upon. TLDR; Youtubers playing your game is generally a very good thing. That being said, I only have found a few videos of my game and want to encourage more to be made without spamming youtube comments begging these people to use their time to play my mostly unknown game. What advice would you give me to be able to get ahold of and properly ask YouTubers to try out my game - and are there any other methods to help them discover it organically? Probably seems obvious to some, but really do appreciate your thoughts. [link] [comments] | ||
Posted: 24 Mar 2021 08:00 AM PDT Where can I find some startup stories on game studios? I'm interested in reading how a few studios big or small got started to learn about funding, hiring, management, conception etc. I think a lot of people want to start their own business and the advancements in technology makes this a lot easier than the old days. The problem most people have is where to start so I figured reading, listening or watching videos on how successful people got started would be a good place to look. Any recommendations? [link] [comments] | ||
Posted: 24 Mar 2021 10:11 AM PDT Can a game where you cannot rotate the perspective and only see in a specific point be called a 3D game? You can see from here an example: https://ibb.co/JQSRqYm [link] [comments] | ||
Posted: 24 Mar 2021 09:38 AM PDT Hi, Programming is my background, and i've always made games as a Programmer, even though more often than not am doing game and level design, this made me approach games with a procedural/non-destructive method. DoTweenPro has been my best friend for years now, and i almost use it for everything that is not a character. I always treated Animation (in Unity) as merely a "media player" that can read skeleton animations made in an exterior software, i don't ever recall myself making an Animation to create a fade effect for example, or make an object move in a circle, for that i just use DoTween, create an infinite rotation animation, assign an object to be the child of that, move it along the local X to whatever radius i want. Now doing that is pretty fast and can be adjusted procedurally, but it only work for basic movements such a "come and go" animation like the Saw Blade in Zelda Link's Awakening but if i try to make more complicated patterns, i find myself stacking DoTween animations on top of each other and using different delay and easing which is not optimal nor fast.
So my TL;DR question to Level Designers (and solo developers): How often do you "right click -> create a new animation" and start playing with its Transform property frames ? Because for me its always "right click -> Create new C# script" I just wonder if having a pile of Animations for level design object is something "normal"
PS: Any ressources for this are appreciated, articles, devlogs, tutorials, etc...
Thanks! [link] [comments] | ||
Create a character creator like the sims 4? Posted: 24 Mar 2021 06:49 AM PDT HI, i was thinking how the sims 4 character creator work? i mean is not the common slider, is like sculpting, you can morph the face dragging your mouse, anyone know a guide/tutorial to create something similar? use blend shapes? how hard can be made something like this? ps: i asking for the character creator as standalone not implement this on a game or something [link] [comments] | ||
Should I look for a publisher? Posted: 23 Mar 2021 11:10 PM PDT I am developing a tabletop roleplaying app, a re-write of one I have published already and is mildly successful (some 20k daily active users). For the re-write, I am creating much more support for lots of features and adding a ton of content. It's A LOT of work. I''m also a dad with a full-time job, so I have very little time to work on it, so development is slow. Real slow. I considered crowdfunding, but I'm just terrible at engaging with users and marketing (think one of those cave-dwelling engineers). I have a patreon, but it's not happening (3$ per month, yey). So, I'm wondering: should I try to contact a publisher? I would love to get enough funds to halt my day job and finish my project already, but I'm concerned about all the strings a publisher may come with - and my total lack of experience in negotiating a good deal. What would your advice be? Anyone had experience with publishers and can recommend or advice against them? [link] [comments] | ||
Anyone release an early access game before? Posted: 24 Mar 2021 11:58 AM PDT We're approaching early access but wanted to make sure we're taking the right steps up until release. Was hoping you could share data/insights or lessons learned from your own experience. If you already documented or created a post-mortem, would love you to share that! Thanks much! [link] [comments] | ||
Any tips on how to improove these rocks? Posted: 24 Mar 2021 07:13 AM PDT which one of these rocks do you like best? the soft or sharp ones? i'm just blocking them out for now, trying to get a feel how to make the primary shapes correct, but something looks off. any rock experts here xD. any ideas how to make them better before i spend time detailing them? sorry for discord links, but i cant upload pics on this sub https://cdn.discordapp.com/attachments/594821786668105748/824282159862906900/unknown.png https://cdn.discordapp.com/attachments/594821786668105748/824282393509756978/unknown.png https://cdn.discordapp.com/attachments/594821786668105748/824282553174720563/unknown.png https://cdn.discordapp.com/attachments/594821786668105748/824282692962222090/unknown.png [link] [comments] | ||
If you don’t mind me asking, how old is everyone on this subreddit? Posted: 24 Mar 2021 10:53 AM PDT I'm 15 and still learning the basics of game development and I see some really awesome stuff on here that inspires me to want to learn more. Are the things I'm seeing in this subreddit made my other teens like myself or by adults who have had years of practice? How do you guys find time to code all this stuff along with your jobs, your kids, college, etc? This question is kinda pointless I guess but I really am curious. Thanks! [link] [comments] | ||
Posted: 24 Mar 2021 04:39 AM PDT
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Posted: 24 Mar 2021 10:35 AM PDT I love restrictive art, specifically: pixel art, low-poly, cubic, voxel, LP stylized. I'm good at all of them and improving pretty consistently. I've really been trying to get into high poly modeling and texturing, I like it I guess, but the same passion just isn't there for realistic models/art. And, working on it for AAA companies as a career sounds soul sucking frankly. Would it be foolish to pursue just restrictive art and becoming very good? I mean the best selling game in history is pixel art/voxel (Minecraft), and I already work on their Marketplace making decent money. Also games like Valheim, Terraria, Deep Rock Galactic, Hytale, TABS, Roblox, ect. Is this trend bubble going to pop or is it here to stay? It really *seems* stable, but I don't have the experience or gamedev veteran insight to really know. Can I get some opinions here? Thanks! [link] [comments] | ||
How did 2d first person dungeon crawlers work? Posted: 24 Mar 2021 10:30 AM PDT I'm talking about games like Wizardry or the SNES Shin Megami Tensei games. You moved in first person from grid square to grid square with a first person perspective made out of sprites. I know it has something to do with splitting the screen into thirds and having different sprites for doors, halls, walls, etc, but I don't know how they determined what to draw and what sprites they needed. Are there any resources online you know of that get into specifics because I couldn't find any. [link] [comments] |
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