Putting Doors in Video Games Is a Nightmare, Say Developers |
- Putting Doors in Video Games Is a Nightmare, Say Developers
- Does Steam really not recommend indie games under $14.99?
- 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:
- 3D Math Primer for Graphics and Game Development now available for free online
- What’s the best order to do things??
- How to engage with your community and get them hooked with your game-world by creating a meta-game on Discord
- Enemy drones on a procedurally generated island for my roguelike aerial dogfighting game. Still a long way to go, any feedback is welcome!
- Unity IMGUI vs UI system for in game UI
- Facebook isn't worth it for marketing or am I missing something?
- Particle effects and shaders in Unity games vs Gamemaker games
- How to get your game noticed
- interactive Game Boy Advance programming using Forth
- What makes platformer movement feel good?
- How to make Decals in Ue4
- 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.
- Where and How Do I Apply to be a Writer for a Developer? Resources, Sites, Communities, Etc
- Where are all the tech artists hanging out??
- Pitching the game. How far am I? Mistakes?
- Want your story to drive your game rather than vice-versa? Inkle and Failbetter discuss the storytelling potential of the open source Ink
- Artist here. What are different ways to structure a contract to do art for a game?
- 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!
- Do you copyright your name before you market?
Putting Doors in Video Games Is a Nightmare, Say Developers Posted: 11 Mar 2021 01:49 AM PST
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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
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Posted: 11 Mar 2021 06:18 AM PST
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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. 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! [link] [comments] | ||
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. [link] [comments] | ||
Posted: 11 Mar 2021 06:30 AM PST A meta-game can be an awesome way to let players feel attached to your game. 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? 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. [link] [comments] | ||
Posted: 11 Mar 2021 10:58 AM PST
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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? [link] [comments] | ||
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? [link] [comments] | ||
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. [link] [comments] | ||
Posted: 11 Mar 2021 12:08 PM PST
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interactive Game Boy Advance programming using Forth Posted: 11 Mar 2021 05:02 AM PST
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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, [link] [comments] | ||
Posted: 11 Mar 2021 11:03 AM PST
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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! [link] [comments] | ||
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! [link] [comments] | ||
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 [link] [comments] | ||
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". 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]? [link] [comments] | ||
Posted: 11 Mar 2021 08:55 AM PST
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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:
Many thanks in advance! [link] [comments] | ||
Posted: 11 Mar 2021 11:43 AM PST
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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. [link] [comments] |
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