Feedback Friday #437 - Jump In |
- Feedback Friday #437 - Jump In
- Source code of the Storm Engine (Sea Dogs / Pirates of the Caribbean games) has been released under GPLv3
- Today I left my job at Google to make indie games full-time Wish me luck!
- Free (CC0) Stylized Low Poly Doors pack to use in your projects
- Asset flipping is one thing, this is waaaaay worse...
- We love Unity's 2D lighting system but we use so many of them they can be expensive. We created this adaptive lighting system so that only the lights on screen are active.
- I have created a few Zombie animations that you can use if you like
- I have a couple of months available and almost 13 years of C++ experience. Is there something I can work on or do to convince a game company to hire me?
- Are you sometimes afraid that you will never finish your game? How to cope with that feeling?
- I have my dream job, I program game mechanics but....
- How mandatory is Foot IK systems in 3D games?
- Everyone can make games now! [# 1]
- Questions about early testers
- I made a walk cycle tutorial that I hope can help some of you! :)
- This might feel like a silly topic, but it is in fact serious. Do you care for bathrooms/washrooms in video games? Often you can tell by the bathroom how immersive and interactive a game will be. When you can turn water on, flush toilets, see your reflection
- Godot development using Godot Native and CMake - That One Game Dev
- How can I originalize a 3D platformer moveset?
- Looking for advice for multiplayer game (engine, server architecture)
- I'm David L. Craddock, author of books about game development. My next book explores the creation of 1994's X-COM. AMA!
- Making landscapes in ue4
- Megascans plugin constantly crashing on clicking icon, anyone know how to fix? UE 4.26.1
- What are the technicalities stopping high-action video games from having more than 200-300 total player count in a session (possibly into thousands range)? Will adoption of cloud gaming make it possible?
- Books on math
- Help. Please.
- Any fellow Unreal Engine 4 developers interested in help to bring their projects to the web?
Feedback Friday #437 - Jump In Posted: 25 Mar 2021 09:36 PM PDT FEEDBACK FRIDAY #437 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 [link] [comments] | ||
Posted: 26 Mar 2021 04:33 AM PDT The developer company Akella has a defunct status since 2012, but they have always been supporting the efforts of the modding community and have recently given permission to publish the engine under an Open Source license. The engine is outdated from a technical standpoint, but it runs Sea Dogs: To Each His Own (2012), the latest game in the Sea Dogs series that still gets updates on Steam. After publishing the engine code in Open Source, the fan community has consolidated its efforts and is actively working on improving the engine (x64 and DirectX 9 support are done, Linux port is planned) and upgrading Sea Dogs: City of Abandoned Ships (2009) and Pirates of the Caribbean (2003) to use the latest version of the engine. There is announcement on steam page and the source code is available here: https://github.com/storm-devs/storm-engine Join us! [link] [comments] | ||
Today I left my job at Google to make indie games full-time Wish me luck! Posted: 26 Mar 2021 11:33 AM PDT After 10 years at Google, I decided it was time to follow my passion and take the leap into full-time indie dev. A friend and I have been working part-time on a game called This Means Warp for about 3 years now. It's a multiplayer spaceship management roguelite aiming for release towards the end of the year. Giving up the security and income from my career feels like a big gamble, but building the game has been great fun and the reception so far has been pretty good. Indie games will likely never provide the same safety blanket as big tech, but then again doing what you love rarely comes without risk! What do you think? Any advice, feedback or tips if you have done something similar (or are thinking about it)? If you're interested in the game we'll soon be looking for playtesters for the upcoming beta so chat to us on Discord or sign up to our newsletter - would love your input! [link] [comments] | ||
Free (CC0) Stylized Low Poly Doors pack to use in your projects Posted: 25 Mar 2021 02:48 PM PDT
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Asset flipping is one thing, this is waaaaay worse... Posted: 26 Mar 2021 07:16 AM PDT
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Posted: 26 Mar 2021 05:32 AM PDT | ||
I have created a few Zombie animations that you can use if you like Posted: 26 Mar 2021 07:32 AM PDT
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Posted: 26 Mar 2021 03:35 AM PDT I've been applying to many different roles in the gaming industry, but always get rejected with "we're looking for more game development experience". Is it too late to make a switch? [link] [comments] | ||
Are you sometimes afraid that you will never finish your game? How to cope with that feeling? Posted: 26 Mar 2021 11:08 AM PDT Especially when your feeling of never finishing your game is not really justified. [link] [comments] | ||
I have my dream job, I program game mechanics but.... Posted: 26 Mar 2021 09:14 AM PDT Okay this might be a long post but I really need some people to either assure me or kick me in the right direction. I've been programming for seven years, I'm pretty much self taught but I also went to school for Game Development (I don't regret it I still learned a lot). Because of this I am very proficient in C#, Unity, and I know a good chunk of Unreal. However I am very iffy on the c++ side, I know a lot but I feel like I don't know enough. But I've never made a game engine in C++. I have in C# but not c++. My main goal in life was too, just program mechanics. I find that super fun. I like making things happen like shooting a gun or making a grappling hook. About a year ago, one of my professors connected me with my now current boss, and he hired me to program this game with a team in Unity. And I was ecstatic all, of my hard work had paid off. It's been a year, and while I'm still happy that I have a job in a field that I've always wanted to be in, I'm getting to the point where I feel like I'm not doing enough in my free time. I've had this problem where I keep comparing to the other programmer on our team, and while we both have different set of skills, he wants to be an engine maker and a technical artist and make those kind of things, while I wanna be as I stated a Gameplay mechanics programmer. I can't help but keep thinking that I don't belong where I am because he codes more in his free time, even after work, developing engines, and other things. He doesn't have a life outside of coding I'm pretty sure. And like I work 9-5 so after I''m done working all day, I just wanna relax and have a life. Is this bad? Should I be doing more? If I wanna get a job in a triple A company should I start learning how to make engines in c++, should I just program something in a different engine? Any advice would be great. Even a "You're an idiot" would be helpful at this point. [link] [comments] | ||
How mandatory is Foot IK systems in 3D games? Posted: 26 Mar 2021 06:11 AM PDT i know Unreal / Unity have great assets / support to take care of this, but im wondering if it's truly worth it. Like I was playing Spiderman PS4 the other day and he had hover foot on ledges, and i didnt see anybody complaining. can i skip this aspect? [link] [comments] | ||
Everyone can make games now! [# 1] Posted: 26 Mar 2021 01:06 AM PDT Slowly here is the day of release so I figured out I was gathering my experience during the development of Carebotz. First, I'd start with the pitfalls I've come across myself, and many times I've almost come to the conclusion, "was enough ... now I leave it all to ~~f\ck~~* off!" "We should make a game!!!" Surely many of you have had such conversations with friends over a beer. Maybe that's where most people fail first. These tend to be very inspiring conversations, but for the most part, enthusiasm only lasts to the bottom of the glass. Looking back, my first 5-10 ... 20 such flares were not long-lived for me either. "Game development is just a playground for privileged programmers and math geniuses." This thought prevented me from embarking on development for a long time. All the way until I first downloaded Unity and got to moving a cube on the screen with the mouse in 10 minutes. I was absolutely amazed by the fact that after a few clicks and a few lines of code there was a playable something in front of my eyes :) Here I would like to note that we are now there that a good graphic designer will put together a cool game sooner than a great programmer. This is sad for me because I'm more of a programmer and not even great :D "What I want to do, exactly?" It is easy to criticize the games of others, to say that this should be balanced in one way or another, one or the other mechanism is missing or it may not even be necessary. The problem starts there is that as long as there is no concept there is nothing to balance or criticize. Adding a good idea to an existing game is much, much easier than designing the basics and building on them. I myself made the mistake of not having a real mature concept, and in the early years I was essentially just making tech demos that were quite promising in themselves in some places, but as a game, they didn't stand their ground. And the worst part is that I didn't even notice it for a very long time. Of course, I was immediately embarrassed when someone asked me to tell her/him what game I was working on. "It won't go alone .." That thought what has absolutely led absolutely aside and hindered. For a long time, I thought I wouldn't get anywhere without a graphic designer. There were people we worked with for a longer or shorter period of time, but it was always a problem that the project was not given the same weight in our everyday lives. After I staying alone in the development and I've been forced to do work I didn't have to (or should have done, but I didn't do) until then, all of a sudden everything accelerated. Enormous stress and insecurity disappeared from my everyday life by not being dependent on the work of others. I made decisions much easier because I didn't have to suit anyone. "Already close to the goal!" I often thought that. That's when I always started to gather the tasks that were left. And it almost always turned out that I wasn't really there where I thought I would. This has been frustrating many times, but it has often helped reduce the scope and set a more achievable goal for myself. "Now the stuff is good, I'll show it to friends!" In the "Silicon Valley" series, they said something like that "If you don't feel like your beta is bad then you released it late..." I think this should mean that if you work on your game for too long before showing it to a few fresh eyes, you were late. It's worth testing with outsiders as soon as possible and as many times as possible so you get a real picture of how understandable what you're working on. "Business or hobby?" This duality was present throughout the project. The fact that I couldn't commit myself to one side caused quite a bit of tension and extra work. "Okay I can make a game now but can't sell it" Maybe that's the part that caused the most frustration and stress. It took me a long time to accept that in the world of marketing, working alone on the game can be a "selling point", but not an excuse. If the game is incomplete, incomprehensible, or boring then people will not care that you are working on it alone. Also, good quality content was often not enough, if I didn't put it on the social platforms with the right text then it often didn't bring any views. And so most of the time it wasn't the right text. "Company or non-company" I had a very hard time finding information on whether to set up an official game to publish my game. This is an interesting ... annoying question because of taxation. I don't know how simple this question is in other countries, but here in Hungary, it's an infinitely complicated maze. I often got those answers to this question "ask an accountant or tax expert." I tried, but it's not easy to find someone who is in the picture with the subject. These things made developing my game the most difficult, and as I see it, I am not alone in these problems. Although I have no ultimate advice, as in most cases the problems and solutions are always individual, but I say there is always a solution to everything, just have perseverance! :) If you read this and would like to watch my game then here is the steam link: https://store.steampowered.com/app/1468240/Carebotz/ And here is the trailer of the game: [link] [comments] | ||
Posted: 26 Mar 2021 12:03 PM PDT My first game, with a team I am building on the way. It is coming to the point that the game needs testing, but I am not sure what traits make for a good tester. I also don't really know what type of prompts I should be giving. I was wondering if anyone might have any experience or feed back they might be willing to share? Please and Thank you :D [link] [comments] | ||
I made a walk cycle tutorial that I hope can help some of you! :) Posted: 26 Mar 2021 08:00 AM PDT
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Posted: 25 Mar 2021 09:29 PM PDT
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Godot development using Godot Native and CMake - That One Game Dev Posted: 26 Mar 2021 09:11 AM PDT
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How can I originalize a 3D platformer moveset? Posted: 26 Mar 2021 11:48 AM PDT Hello, people of this subreddit! I really want to make a 3d platformer, and it is one of my favorite game genres. I loved the 3D Marios, especially odyssey. I really want to make my own using unreal, but first I want to design the moveset. Unfortunately, it seems too uncannily similar to Mario's moveset and I really need help making it more original. Here's what I got so far... GROUND MOVES (While touching ground) Jump Primary button Long Jump Run + Duck + Primary Button Backflip Duck + Primary Button Crouch Duck Crawl Duck + Move Sideflip Run + Turn 180 degrees + Primary Button AERIAL MOVEMENTS (While in midair) Ground slam Duck in midair Dive Ground slam + Secondary button WALL MOVEMENT (When you are against a wall) (This part of the moveset is actually unique from mario, so this does not need to change) Wall jump Primary button when against the wall Wall climb(Similar to a hat in time) Hold joystick upward flush with the wall and camera direction Wallrun(Similar to FPS games) Hold joystick left or right flush with the wall and camera direction Velocity walljump Do a walljump the moment you touch the wall(Give or take a few frames) and retain the amount of speed you had when you collided with the wall(Similar to wall jumping in mario 64) Wall grab(Similar to Celeste) Hold crouch while against a wall, and you will hold onto the wall, and can climb in any direction with more precision than with wall running/wall climbing, you can't stay on a wall forever, and wall grabbing up a wall and wall climbing up a wall yield the same height. So this is what I have so far. (Keep in mind development hasn't started yet, this is all in my head). See the problem here? Half the moveset is from mario. I want to give the players multiple options for traversal, but I also don't want to be copying from mario. What are your suggestions? [link] [comments] | ||
Looking for advice for multiplayer game (engine, server architecture) Posted: 26 Mar 2021 11:33 AM PDT Hi, I've made a multiplayer game in the past using GPGS (now deprecated), and I'm trying to get an idea of where to go for a new project. I enjoyed the high-level aspect of GPGS. I was fairly new to coding at the time, and in a short amount of time I was able to make a public release of a top-down deathmatch shooter. I don't have a major bias toward the engine, but Godot is appealing in a way because I'm most familiar with it. However, it seems to be more geared toward P2P setups, and I'm not sure if that is the right approach for a multiplayer mobile game. It seems P2P is harder to protect against cheating and soaks up a lot more bandwidth. After doing a bit of research, I'm actually intrigued by Amazon's Lumberyard. Despite what the critics say, Amazon is likely here to stay and I think their latest offering is a good sign of what's to come. I'm also leaning towards Unreal because I have high hopes for Unreal 5. However, both UE and Lumberyard might not be the wisest choice with a mobile game. I had a good experience playing around with Photon and Unity - I just have a few gripes about Unity, but both it and Godot might be friendlier for the mobile development. Can you recommend what frameworks/engines I should be looking into? Also, is an authoritative server the way to go for 8 player matchmade games, or would P2P still be something to consider? [link] [comments] | ||
Posted: 26 Mar 2021 07:45 AM PDT Hello! I am David L. Craddock, and I write fiction and nonfiction books. My most popular titles explore how video games are made and the people who make them. I've been a writer for 17 years and have talked to hundreds of game developers from programmers and concept artists to modelers and riggers, producers, narrative designers, musicians, QA analysts, and more. Some of my most popular books are Stay Awhile and Listen volumes one and two, which chronicle the history of Blizzard Entertainment and Blizzard North; and Shovel Knight (Boss Fight Books), which looks at the making of Yacht Club's 2014 platformer, among others. I've also worked as a creative writer in the games industry, writing everything from dialogue, quests for MMOs and action-RPGs, bark text for NPCs, copywriting, instruction manuals, and anything else that comes up. Earlier this month, I launched a Kickstarter for Monsters in the Dark: The Making of X-COM: UFO Defense. I wrote Monsters in the Dark based on extensive interviews with creator Julian Gollop, his brother and co-programmer Nick, and developers who worked with Julian throughout his career. The book also covers the games Julian made before X-COM, such as Chaos, Rebelstar Raiders, and Laser Squad. You can check out the Kickstarter here. If you'd like to sample the book, you can read free excerpts on Polygon, Ars Technica, Vice, Shacknews, and two at Kotaku. I'll start answering questions at 1pm Eastern/10am Pacific. I'm happy to share what I've learned over hundreds of interviews about making games, Monsters in the Dark, working in the industry as a creative writer, what I've learned from the interviews I've done--in other words, AMA! [link] [comments] | ||
Posted: 26 Mar 2021 11:26 AM PDT
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Megascans plugin constantly crashing on clicking icon, anyone know how to fix? UE 4.26.1 Posted: 26 Mar 2021 11:22 AM PDT Fatal error: [File:D:/Build/++UE4/Sync/Engine/Source/Runtime/CoreUObject/Private/Templates/Casts.cpp] [Line: 10] Cast of MaterialInstanceConstant /Game/textures/Surfaces/snow_top_KHqICEDyrEi7R6kKA3Yk2g/snow_top_KHqICEDyrEi7R6kKA3Yk2g_inst.snow_top_KHqICEDyrEi7R6kKA3Yk2g_inst to Material failed UE4Editor_CoreUObject UE4Editor_MegascansPlugin UE4Editor_MegascansPlugin UE4Editor_MegascansPlugin UE4Editor_MegascansPlugin UE4Editor_Slate UE4Editor_Slate UE4Editor_Slate UE4Editor_Slate UE4Editor_Slate UE4Editor_Slate UE4Editor_Slate UE4Editor_Slate UE4Editor_ApplicationCore UE4Editor_ApplicationCore UE4Editor_ApplicationCore UE4Editor_ApplicationCore user32 user32 UE4Editor_ApplicationCore UE4Editor UE4Editor UE4Editor UE4Editor UE4Editor kernel32 ntdll [link] [comments] | ||
Posted: 26 Mar 2021 01:28 AM PDT I used to play games like COD or Battlefield where max player count is capped at 64. These games have a lot of things going on - from foot soldiers shooting to player-manned aircraft, tanks and helicopters blowing things up. Maybe the max cap is due to rendering capability of hardware available to average gamer? Or is it due to network data packet size (ie; the amount of data that needs to be encoded will explode exponentially if games allow 1000 players in a battlefield nearby)? What else is stopping them? Will cloud gaming solve that since all calculations and rendering can be offloaded to the server-side (and probably not have to worry about sending huge data packets back to clients)? [link] [comments] | ||
Posted: 26 Mar 2021 10:49 AM PDT Any recommendations for books on math relating to game design? [link] [comments] | ||
Posted: 26 Mar 2021 10:46 AM PDT I am making a game with alot of different types of enemies. Should each enemy have a set of variations, or should they all look alike. [link] [comments] | ||
Any fellow Unreal Engine 4 developers interested in help to bring their projects to the web? Posted: 26 Mar 2021 10:45 AM PDT Calling all UE developers out there interested in getting their projects to run properly in WebGL! Announcement📷 Hey r/gamedev community! So WebGL doesn't get the attention it deserves, and I personally believe the open web is the ultimate platform distributing software and this is especially true for games and interactive media. Unreal has one of the least feature complete pipelines out there for developers wanting to targeting the web, especially in comparison to competing engines like Unity. As a result of this and Epic seemingly abandoning the WebGL pipeline support from the editor in 4.23, many developers we've spoken with are facing a similar pattern of issues regarding build sizes, configuring networking to enable online multiplayer, as well as other areas like discovery and monetization. My team and I are working on an all-in-one SDK and accompanying platform along with co-development services to properly address these problems and make it seamless to deploy to to the browser. We realized just how hard it is to do this after trying to ship a game ourselves, and realized we could help other developers succeed by building the tools to deploy to HTML5. Imagine a world where you don't have to sacrifice 30% of revenue to Steam, and you can reach not only PC gamers but potentially mobile as well..? Google is the best method of discovery, and there's no reason SEO can't work equally as well for users to discover native games on the web as it is to find press articles about a game launching to Steam. At the very least, a demo in browser acts as a "try before you buy" that is guaranteed to work on Windows, MacOS, and Linux without asking potential users to install anything locally. We plan on supporting Unity in the future as well, as the current pipeline for that engine isn't very optimized and many Unity devs struggle to produce file binaries that aren't massive and take forever to load for the end user. If you share this vision with us, we have a Discord and would love to chat more with any devs who are interested in hearing more. Link to our community Discord: https://discord.gg/zUSZ3T8 [link] [comments] |
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