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    Thursday, March 11, 2021

    Putting Doors in Video Games Is a Nightmare, Say Developers

    Putting Doors in Video Games Is a Nightmare, Say Developers


    Putting Doors in Video Games Is a Nightmare, Say Developers

    Posted: 11 Mar 2021 01:49 AM PST

    Does Steam really not recommend indie games under $14.99?

    Posted: 11 Mar 2021 07:15 AM PST

    i was doing some Reddit deep dives and ran into some posts saying Steam doesn't really have good discovablility for non popular indie games under $14.99

    https://www.reddit.com/r/gamedev/comments/fcmmcp/mobile_game_development_in_2020_is_indiepocalypse/fjcq1ae/?utm_source=reddit&utm_medium=web2x&context=3

    Steam is going the same way. Remember you can freely refund any games less than 2 hours. On top of that, Steam will not show any games below $9.99 and really only shows games at $14.99 and up.

    So you need to produce a game priced $15 or more that has at least 2 hours of quality gameplay... Incredibly challenging for solo.

    https://www.reddit.com/r/gamedev/comments/d3ly0s/steam_did_your_more_like_this_section_change/f03zuiv/?utm_source=reddit&utm_medium=web2x&context=3

    Ok so I checked about 20 games I've been tracking that have released recently (and looked at their 'more like this' pages.

    Nothing shown was below $9.99

    The only Indie games below $14.99 were well known and successful

    Most games were in the $30-$60 price point.

    I would prefer Valve just say 'OK, $9.99 is the new lowest price point', and increased the Steam Direct fee to $2000, because this is effectively what they have done. At least we could immediately understand and work with that, instead of spending a huge amount of time trying to reverse engineer an algorithm.

    Mark my words, this is going to **crush** lower-tier Indie games. I think earnings will go down by half.

    Seriously, if you are making a game priced below $14.99, and want to make a living from selling it on Steam, and you cannot market the hell out of it (getting coverage on RockPaperShotgun, or sophisticated A/B tested paid advertising) just turn around, and do something else with your time.

    If you are making a game below $9.99, nothing you can do will get Valve to show your game, just release it on Itch or Gamejolt.

    submitted by /u/91jumpstreet
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    SHADERed, the open source shader editor, gains new way of debugging and profiling shaders in the latest release. One of the new features is the ability to click on a variable name to see it's value throughout the whole frame:

    Posted: 11 Mar 2021 06:18 AM PST

    3D Math Primer for Graphics and Game Development now available for free online

    Posted: 11 Mar 2021 09:12 AM PST

    Hi everyone. I recently got permission from my publisher to post my 2011 book, 3D Math Primer for Graphics and Game Development, online for free in its entirety. I think many readers of this reddit could find it useful, and I look forward to hearing your feedback.

    https://gamemath.com

    I've remastered the book from the original LaTeX manuscript, so it's web-friendly, including mobile-friendly, not just an awkward print-replica PDF.

    I hope the mods will allow this one promotional post. This will be my only post on this topic. I don't make any money from this site, and I do believe the content will be useful to the readers of this sub.

    Thanks, and I hope you find it useful!

    submitted by /u/FletcherDunn
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    What’s the best order to do things??

    Posted: 11 Mar 2021 05:42 AM PST

    I have a game idea and have written up a 45 page document with the 'game plan' (the story, basic mechanics, player stats, usable items etc). I've also sketched out the basic map and models I'll need.

    My question is, now I have the idea figured out, where is the best place to start?

    Do I get the base code down with placeholders first?

    Do I model the base essential assets first?

    Do I do a mixture of the two?

    I have written up a plan of what I think might be the best order but I have no clue...

    On my previous projects I never planned so thoroughly, I'd just have an idea and start but none of them ended too well.

    I'm excited to get started but I'm unsure where to start...

    Any help, personal experiences or advice would be awesome!

    Thanks in advance.

    submitted by /u/MrCrispyZebra
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    How to engage with your community and get them hooked with your game-world by creating a meta-game on Discord

    Posted: 11 Mar 2021 06:30 AM PST

    A meta-game can be an awesome way to let players feel attached to your game.
    It basically means to role-play in the world your game takes place, outside of your game.
    You can tell different stories with the same tonality to emotionally link your players to the game on another layer. They'll remember characters, places and the vibe you are going for. They'll build a relationship with your game even before you actually released it.

    There are a variety of good bots for Discord that can provide you with an actual economy, mini games and more. Also getting used to the app itself, you'll see that there are a lot of ways to play around with roles, channels and commands.

    First you want to break down what kind of world revolves around your game. Not just in game but also how your community is build. What do they need and what could they be interested in?
    Basically like your next DND-session, it's important to come up with interesting story lines, decisions, characters and places. The best outcome: You manage to grow a community and prepare a place where you can spread information about upcoming events for the actual game and bond on another level with your players.

    So what's important?

    Immersion is key — Your world building needs to be authentic, what are the rules, the logic behind things, the bigger goals, the struggles, the characters? It doesn't have to be realistic, but it needs to work in itself. Fitting emotes, GIFs and images make the whole concept perfect.

    Make it competitive – or they will — What brings more engagement? Not just free stuff, but also the goal to win. Make them eager to stick up for their believes, split them up in teams, let them fight for their faction. Rewards and decision driven story changes usually keep the motivation up.

    Be active WITH them — Show them that you are there, communicate and role play around the lines of your meta-game, so they see that you care. Prepare exclusive gifts they can only get there, they'll remember that.

    Tickle their creativity — Let them solve tasks, riddles & send in entries that fits the game to keep up the motivation for more.

    Bring it to the next level — Only solving riddles is boring? We prepared actual LIVE events where they could role-play, participate in mini games and change the story of the meta-game. We took inspiration from originals like battleship to create interesting LIVE events with the community.

    Creating a meta-game on Discord takes a lot of time, that's for sure. It's energy consuming and can take away time from other important tasks. But in the end, it's all worth it.
    Have you ever thought about creating one for your game?

    submitted by /u/BraveAtNight
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    Enemy drones on a procedurally generated island for my roguelike aerial dogfighting game. Still a long way to go, any feedback is welcome!

    Posted: 11 Mar 2021 10:58 AM PST

    Unity IMGUI vs UI system for in game UI

    Posted: 11 Mar 2021 07:39 AM PST

    Hey ,

    I am starting to use "Immediate Mode" GUI (IMGUI) for some in-game/runtime menu.. and find it 10 times easier/faster to use and manage than Unity UI system that requires tons of layers, and component and set up to do basic stuff. But I just don't understand why it seems like a majority of people don't like it. Am I missing something?

    I heard it is less performant.. ok ...but do I need high performance to run an inventory menu? I don't think so.

    Please can someone point out the real drawback of using IMGUI in my case.. for in -game menus for example?

    submitted by /u/paulBoutros436
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    Facebook isn't worth it for marketing or am I missing something?

    Posted: 11 Mar 2021 06:24 AM PST

    Hey guys,

    Facebook has like almost no organic reach anymore and the followers you have mostly don't even get a notification, so I ruled it out for the marketing of my game but wanted to hear another opinion?

    Are there good reasons to still use Facebook for organic marketing?

    Or maybe only for paid ads?

    submitted by /u/Moaning_Clock
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    Particle effects and shaders in Unity games vs Gamemaker games

    Posted: 11 Mar 2021 10:54 AM PST

    Hello,

    I'm not a game developer but follow and have interest in game development, and lately I plunged in and acquired Gamemaker Studio 2, to start making something simple for starters.

    My question is about the particle effects and shader quality between Gamemaker and Unity. Every time that I look into a good Unity 2D game, the effects and graphics seem better to me. I don't know if this is related to the knowledge of the graphic programmer and the engine he/she is using or if Unity just has better graphical render capabilities than Gamemaker. As an example, I can provide [Slain: Back from Hell](https://www.youtube.com/watch?v=-JajVoLaFxE) which I'm playing lately and the particle effects in that game look amazing to me. But it's not only the particle effects, the pixel art seem more "clean" to me than a Gamemaker game. I don't know if the same quality can be replicated in Gamemaker too or if Unity just has better rendering. Or maybe it's just my idea.

    PS: English is not my first language, so please forgive me for any syntactical or semantical errors.

    submitted by /u/pavparx
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    How to get your game noticed

    Posted: 11 Mar 2021 12:08 PM PST

    interactive Game Boy Advance programming using Forth

    Posted: 11 Mar 2021 05:02 AM PST

    What makes platformer movement feel good?

    Posted: 11 Mar 2021 11:26 AM PST

    I'm working on a 2D Metroidvania and it's coming along well, but the controls just don't feel quite right. They technically work to be sure, but I can't seem to get the momentum to feel right. Do any of you have any opinions on good momentum systems? How long should it take to reach full speed? What about turning around? What about Momentum carrying into jumping? I've been trying to play other 2D sidescrolling games to see how they do it and I'm realizing how much variation there is in this from games like Hollow Knight with instant momentum through to the original Super Mario Bros where the momentum is one of the biggest parts of the movement system. I've found that while I like both of those games and the way they use momentums work for what they were going for, they both do feel a little strange and I'm trying to figure out what a good middle ground would be,

    submitted by /u/HedgeFlounder
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    How to make Decals in Ue4

    Posted: 11 Mar 2021 11:03 AM PST

    Hi all. I'm looking to get started in game dev by building a trading card game, could use some tips on where to start.

    Posted: 11 Mar 2021 08:33 AM PST

    Hi all! I'm a iOS dev with a bit of C# experience looking to get started in game development. I've been going though some Unity tutorials, but haven't found anything specific to my needs. Does anyone have any suggestions on where to start? Thanks!

    submitted by /u/ate50eggs
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    Where and How Do I Apply to be a Writer for a Developer? Resources, Sites, Communities, Etc

    Posted: 11 Mar 2021 10:32 AM PST

    My name is Outspan Foster. I make a living writing fantasy books. One of my readers suggested I apply for companies which makes games. Is there a website or community which seeks out established writers for games? Also, are there general prerequisites for being a writer for a developer? Are there pitfalls I should avoid?

    For example, many 2d and 3d artists use Artstation to showcase their portfolio and find job postings for various studios. Maybe there is an equivalent for writers in the gaming industry. I have no idea.

    If you have any resources regarding this, I'd appreciate any help! Thank you!

    submitted by /u/cidqueen
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    Where are all the tech artists hanging out??

    Posted: 11 Mar 2021 06:02 AM PST

    Hey everyone,

    I am a games recruiter from London. I was a tech recruiter for years but I wanted to move into something closer to my heart. I am desperately looking around for tech artists for a client of mine and its next to impossible. a couple of questions......Is there somewhere else other than Linkedin I can find these people and secondly does every studio call these people technical artists or is there something I am missing?

    Sophie

    submitted by /u/Honestrecruiter1990
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    Pitching the game. How far am I? Mistakes?

    Posted: 11 Mar 2021 03:49 AM PST

    Now I have been in a pitching game for some time. I guess you can call it "with moderate success", as, while my pitch was called "nearly brilliant" or at least "very good", I have not yet signed.

    One mistake I THINK I did so far - after sending pitch, trailer, Demo - I saw the following video/audio meetings as the stage where I have already pitched the game successfully. I did not think of them as "I need to pitch my game and myself once again, but this time live", but more in the tones of "it's a follow-up chat with any EXTRA questions the publisher might have".
    And, even if those talks felt very nice afterwards, they so far resulted in "We love you, but went other way this time, keep us posted"...

    So, if anyone could comment on this, share some stories or tell me, how far you actually are, when you are asked to do a video meeting with publisher [after they got all the info block and saw it]?

    submitted by /u/olafsosh
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    Want your story to drive your game rather than vice-versa? Inkle and Failbetter discuss the storytelling potential of the open source Ink

    Posted: 11 Mar 2021 08:55 AM PST

    Artist here. What are different ways to structure a contract to do art for a game?

    Posted: 11 Mar 2021 06:43 AM PST

    Hello! I'm a graphic designer and artist. I've worked with several game studios in the past, but always in a smaller, temporary role. Such as doing concept art. Through a series of excellent circumstances, I have the chance to be the sole artist on a small, 2D indie game.

    In the past, contracts have been easy. When I work as a concept artist, for example, I usually sign on for X amount of time, or to do N pieces of concept art for parts X, Y, and Z of the game. But this is a little different -- the game is actively being made, and will likely change and develop as we go along. I'm along for the ride until it ships.

    So, what are some industry standard ways of structuring a contract when you sign on to do art for a whole game?

    Some specific questions:

    • Are contracts usually paid per piece, or salaried?
    • What is an industry standard rate for pixel art, especially in the indie market (with which I am unfamiliar)?
    • How do contracts manage the expectations of the developer / studio (i.e. if they are not happy with your work)?

    Many thanks in advance!

    submitted by /u/paymemoneyplease
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    Hey guys! I plan to make a series of videos about how I make this Stylized Grass Land by using Unity URP and Blender. I have posted tutorials about how to make Stylized Trees. In follow up videos I will make Grass, Stones... and use Unity Terrain tool to brush all of them! Hope these could help you!

    Posted: 11 Mar 2021 11:43 AM PST

    Do you copyright your name before you market?

    Posted: 11 Mar 2021 03:59 AM PST

    This might be a moronic question but its 7am and the thought just occurred to me.

    I have a name for my game that I am currently working on. I really like the name and the game is coming along but its still very far from anything being released.

    I was thinking of making some youtube devlogs and streaming on twitch during dev to keep track of progress and help build a little bit of community.

    Anyone in a similar situation. Did you copyright your game name before doing this? Are you worried about someone stealing the name? Or am I just being dumb.

    submitted by /u/BeeInTheHiveMind
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