Activision is suing me for having a game with the same name as theirs, even though mine was 3 years before theirs |
- Activision is suing me for having a game with the same name as theirs, even though mine was 3 years before theirs
- The long journey comes to an end in almost 7 years. I would like to share the development experience us a leading game designer (for example on my game) and the lessons I've learned during this time.
- I've written a small guide on creating a game for Atari 2600 using BASIC
- When are you hireable?
- As a 15 year old, what skill sets should I start learning to become a game studio/company owner in the future?
- How Do You Hand-Draw A 3D Game Anyways?
- Unity 2D Platformer code - everything a beginner needs to begin their unity journey
- Ever heard of Vector Textures?
- Looking to learn about how virtual goods assets are procured
- Offensive Flags In Videogames
- CONSTRUCT 3 Tutorial ESPAÑOL | ABRIR PUERTA con LLAVE | Hacer videojuego...
- Who here has participated in previous Steam Next Fests?
- A couple of months ago, I asked r/Microsoft how to rip off their own 3d models from MS Word and import it to advanced 3d manipulating programs like Maya and Blender. Here are the solutions that I've recently tested myself.
- The World of Investing in Game Dev interview with Daniel (early investor in Quixel)
- Best game engine for realistic car physics?
- Godot Tutorial: PS1 Graphics in less than 5 minutes
- Best ways to get into VFX
- How do you handle global variables in games?
- Book recommendations for Game Programming?
- How do you get out of the industry as a designer?
- An idea on presenting non-visual feature to players?
- Gameplay Programming Projects for Employment
- How can I fix my animations?
- This videos shows you how to easily setup Unity UI sliders and create a progress/health bars!
Posted: 13 Apr 2021 07:24 AM PDT In 2017, I released my indie game Warzone to warzone.com and on iOS/Android. In 2020, Activision released "Call of Duty: Warzone" and is now suing me over the name. I'm a solo indie dev so I fear I won't be able to afford to defend the lawsuit, but this game is my full time job and only source of income so I don't want to lose it. Has anyone here been through something like this before? [link] [comments] | ||
Posted: 13 Apr 2021 04:20 AM PDT It's all started back in the 2014... It was then that I got the idea to make the game of my dreams. But at that time I had no experience, so I had to start from scratch. Programming, animation, visuals - all this had to be mastered in free time from the main work, including weekends. After six months of "intensive training", I realized that it was definitely not possible to carry out the idea alone. I began to browse thematic forums and look for like-minded people, along the way continuing to improve my own skill. First concepts - https://imgur.com/Rj6F9aP At first I tried to find the same enthusiasts as me, but disputes and disagreements began that only hurt the game (unexpectedly, huh?). Lesson 1: Be prepared to make compromises or prepare for a quick loss of interest in the project of other developers if you defend your vision of the game, but you have nothing to pay. So it became necessary to turn to professionals, which means it was necessary to look for funding. I prepared documentation, concepts and started looking for an investor. I sent hundreds of letters to successful businessmen in social networks. And a group of wealthy young people became interested in the game. They were ready to finance the project, but made a condition that I must find a full-fledged development team. The negotiations took about two months. During this time, a programmer, animator and artist was found. And then something happened. Many would not be surprised, but for a beginner in the gaming industry it was a shock. They called me and said:
I was very surprised, because all this time we communicated positively, and it seemed that they would agree... but life turned out to be cruel :) Lesson 2: When concluding any important agreements, always draw up official documentation that you can use if something happens. Even if you are "in a very good relationship." As my try to get funding failed miserably, I loaned bank money to pay salaries and proceed with the development. I hoped that it will be way easier to find funding with at least some parts of the future game at hand. Unfortunately, there were not much to show anyone at early stage of the development. Unfortunately, there has been little progress at this stage. Some specialists did not always understand the technical tasks, which I set and did in their own way, so there were a lot of 're-dos' and delays. The first options for the appearance of the character -https://imgur.com/L8WbYH3 Lesson 3: learn to immediately set specific, understandable and detailed requirements for the task being performed. It's better to spend time explaining at the beginning than reworking later. On the other hand that was when the team realized – 3D is a must. There are too many animations for every character and it's easier with the polygon modeling as you don't have to draw every single frame and it saves a lot of time with the pre-made animations. Lesson 4: if you want more lively and detailed animations in your game, then think about 3D at the start, this greatly simplifies the process. Along the way, I kept looking a new investor. With the early pre-alfa version 'The Forging Destiny HROFT' we started a crowdfunding campaign at Boomstarter. There were no big hopes about this platform, but the we wanted to test the crowdfunding mechanics anyway. All in all the project raised just about $250 out of the projected $15 000. There was a good thing though – the new investor expressed a desire to fund the project if they cut the budget. This was their only option so they had to agree to this term. With this funding we finished the first game build and designed a lot of 3D-models (most of which are still in the game). As time went by, the team ran out of money and we had to cease the development. No one believed at this point that they could ever release the title. All of my staff told me that if I want to do something right, I have to learn how to do it by myself. That to create a game of this level I have to master programming, animation and stuff. Obviously that wasn't the goal for just 3 or 4 years. Not to mention other development tasks needed to be done. Sure, I could have started with something less complicated but this game was the only thing I could think about! I still didn't want to compromise xD Meanwhile the game's community was growing rapidly. The gamers saw that despite all odds I didn't give up and just kept working. Some of them (designer, animation designer and programmer) even joined the team without any pay! The gameplay as well as the most of the characters and the narrative had been revised and the game changed its name to A.S.H. (About Savior Hunter). Lesson 5: Even if it is very difficult, but you see that there is a chance - try and continue. Sometimes fate also brings positive surprises. While pursuing my dream I made some desperate decisions – sold my car to pay for a motion capture studio to make character moves look as real as possible. First try was a failure, though. The studio didn't even considered the reference moves I provided them with, so I decided to take a train to Moscow (I live in Archangelsk, over 620 miles from there) get into the mocap suit and capture all the character moves he needed in the exact way he wants them to look like. It had never happened to me before. As I was practicing the moves before the capture session I stretched my leg so hard that I barely could walk. They told me it could take up about 10 days to recover but my mocap session was in two days. I could not reschedule it everything was already arranged and paid. With some painkillers I had managed to get there and after the 5 hours of motion capture (and pain!) we somehow recorded all the moves I wanted. After long hours of waving a stick - https://imgur.com/a1mGFYQ After a while, we gave crowdfunding another chance and started a new campaign. Only this time - on Kickstarter. Lack of the marketing caused another failure despite the title raised more than a $1000 in pledges. It didn't help much though, and the team broke up again seeing their goals unachievable. Once again I had to find an investor to resume the development. And after a couple of months I found one. On a strict condition that I had to gather a new team and find a publisher first. Finding a publisher was quite a challenge and yet I somehow pulled it off. And yet It's all has been for nothing – after a week the investor informed me that they are not going to support my project. At some point my family pushed me pretty hard to drop this project as I put way too much effort into it with little avail. Well, there was some progress in development, but it definitely wasn't enough. I started to realize that something pushes investors away so I had to find a common ground with them… Lesson 6: Do not forget about lesson 2 and if you see that people are not very interested in your game, stop and try to find out what exactly pushes gamers and investors away. I continued to post information about the game on hundreds of sites in search of investors. Requests came from different countries, they say "your game is very interesting to us", but after a couple of weeks the investors disappeared. By this time I began to approach the issue of discussing investing much more seriously and after about couple of months of he negotiations the contract had been signed and development was on again. I could finally gather a team of professionals to develop a playable game build I would be proud of. With two new programmers, level-designer, animation designer and two part-time 3D-modelers. For the next 2 months, intensive work was also carried out with the composer and sound engineer. Actually, all team members are contract workers implementing the game designer ideas for a salary. In so doing, they are did their best. Ludus Future team worked about 12-16 hours a day and sometimes willingly on weekends (everything, of course, was paid and no one was forced to work). I don't like the word "studio", as I find it too formal, and I still like to think that my team is more about friendship, despite the fact that all team members live in different regions of Russia. After six months of hard work, we got a new build called Demon Skin. I actively communicated with the team and listened to the opinions of other people, and as a result, the game's plot changed, as well as the main character. We sent Demon Skin to DevGAMM Online event and UEDC-2020. The final look of the game - https://imgur.com/dDDnOxM Now Demon Skin is 3D platform game with RPG elements mainly focused on the melee combat. And I still finds its melee combat system the best one i know in this genre (inspired mostly by Severance: Blade of Darkness). I literally put my soul into the combat system xD In short, there are three combat stances players should use in combat. By changing mouse directions you can target the head, torso and legs of the enemy. Switch stances timely to avoid attacks. With each new level you unlock spectacular and powerful combos. You should always pay attention to your stamina – if it is too low your attack gets way slower. Initially we intended the character to be fully powerless at the beginning just as it was in Severance: Blade of Darkness, but that wasn't met with the approval of our community. We have also designed a system of additional attacks to appear randomly during the combat. As the stance indication lights up blue – you can quickly select and perform this attack. It won't add you any damage, but it will buy you a few seconds to perform a super attack. RESULTS And now, after almost 7 years of blood and sweat, life lessons and overcoming I finally finished my game and today it will be released on Steam (https://store.steampowered.com/app/1522140/Demon_Skin/). I learned a lot, I managed to find investors at different stages of development, a team of professionals, and also bring the game to the point of "finished product". In just a few weeks, it will become clear which decisions during development were winning and which ones were not very good. I will learn new lessons and if it interests you, I will share them here :) P.S. Wish me luck and feel free to ask questions, the text came out a lot, so I did not go into small details. Today I will prepare for the release, but I promise to answer as soon as I have some free time. Believe in yourself, never give up and you will achieve your goals! The main thing is not to forget to learn from other people's mistakes :) [link] [comments] | ||
I've written a small guide on creating a game for Atari 2600 using BASIC Posted: 13 Apr 2021 07:32 AM PDT I've been getting more and more interested in older consoles and was surprised to find a BASIC implementation on Atari 2600 which makes it much more accessible to create a simple game for the platform. The short guide introduces the language, compiling and includes the source for a tiny game. Here's the guide (no ads) I've also made a small game myself, Wizards & Dinosaurs! If you've got any questions feel free to ask! [link] [comments] | ||
Posted: 13 Apr 2021 10:18 AM PDT Ive been programming and using unity for about a year now. When I look back on my journey I can see how far i've come. I've made a couple little games, nothing special, but nevertheless finished products. The code could obviously use refactoring, but my code is getting a bit cleaner and cleaner each new game I make and the more tools I learn in c# (delegates, events, scriptable objects etc). I've been told by some people that junior devs aren't expected to know much and after you have one or two little games start applying. But everytime I look on indeed the employers require excellent clean reusable code, great knowledge of game devices, common/best practices etc. And man, i'm no where near excellent clean reusable code. I have working code, and I don't see myself with amazing code for a long time and a lot of practice, does it really require that much time just to get good enough for an entry level job? [link] [comments] | ||
Posted: 13 Apr 2021 04:47 AM PDT I want to become a game project owner so that I can hire people and make my own games, I have always had ideas for games ever since I was much much younger. I understand that it is a very ambitious goal, so therefore I want to work smarter and harder. Currently in 9th grade I have a ton of free time which I used to play video games all day for, but now I am more interested in spending 4-5 hours per day learning these skills. Due to this, I want to make a plan before I start intensively learning, even if I have to change my plans a lot, So I was curious what advice you would give in what field I should start preparing for? Should I aim for a jack of all trades status or a master of one, and in what subjects? The subjects that highly interest me are game design, story writing, game programming, computer science, graphic design, maybe some electronic music, web programming, and etc, mostly computer related. How long should I learn these things and when should I transition? Is it better to learn management skills instead of solid computer ones? I want to first get a competitive job in in a computer field to get experience, social connections and money first [link] [comments] | ||
How Do You Hand-Draw A 3D Game Anyways? Posted: 13 Apr 2021 09:27 AM PDT
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Unity 2D Platformer code - everything a beginner needs to begin their unity journey Posted: 13 Apr 2021 11:24 AM PDT https://ellis-james-games-studios.itch.io/unity-2d-basic-platformer-source-code All the code and assets needed to create a 2d platformer. --- Contains the Light Weight Render Pipeline --- Assets: - Player sprite - Patrol enemy sprite - Spikes - Background image sprite - Platform sprite - Font from unity asset store - Particle effects and more Code: - Player movement w/wall jumping - Enemy patrol - Spikes - Game over - Main menu - UI What the game contains: You get 5 levels with a playable character patrol enemies that move across the platforms. Also you get spike traps. There is a game over screen and a main menu. When you complete the 5th level you go back to the main menu. [link] [comments] | ||
Ever heard of Vector Textures? Posted: 13 Apr 2021 08:01 AM PDT I have been investigating VR for gamedev recently. One of the big problems is blurry textures because you are so close to the 3d models. Has there ever been any investigation into alternatives to regular blurry textures? Has there ever been interest or research in vector textures or anything else that could solve the problem of blurry textures? Is Vector textures a thing? Any other ways to solve this problem? [link] [comments] | ||
Looking to learn about how virtual goods assets are procured Posted: 13 Apr 2021 10:05 AM PDT Hello, we are a group of engineers who are interested in learning about the ways in which game developers get the right virtual goods for their games, and how they integrate those. We are doing this to see if there are interesting problems that can be solved! We would love to hear your thoughts on this, and would be very grateful if you can fill a quick survey (single page, ~7 questions)! [link] [comments] | ||
Posted: 13 Apr 2021 11:38 AM PDT I'm Working On A Multiple Endings Alternate History Game, But I'm Afraid The Flags Will Be Offensive, I Want To Make Them Has Inoffensive Has Possible But Doesn't Deviate Much From The Original And Making It Stand Out And Recognisable. [link] [comments] | ||
CONSTRUCT 3 Tutorial ESPAÑOL | ABRIR PUERTA con LLAVE | Hacer videojuego... Posted: 13 Apr 2021 11:08 AM PDT
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Who here has participated in previous Steam Next Fests? Posted: 13 Apr 2021 10:11 AM PDT Hey everyone, I was interested in knowing who else here has participated in a Steam Fest in the past? I've been working on my own game and opted in but was curious what people's experience with it have been. Also, more of a question to stop my self doubt here, even though I opted in, I did get an email today telling me that if I want to be opted in, I need to do it now, even though Steamworks already tells me I am. Just wanted to ask for those who did this before if I am already set. (I got a demo build ready, and my store page is also ready, but I did not post it as public. Just want to make sure I don't need to make it public to "officially" be opted in, as far as I am aware I can hold off on making it public until the fest starts.) Anyway, thanks for any advice and help better understanding if I have opted in correctly, and good luck to everyone else who has opted in! [link] [comments] | ||
Posted: 13 Apr 2021 10:08 AM PDT | ||
The World of Investing in Game Dev interview with Daniel (early investor in Quixel) Posted: 13 Apr 2021 10:07 AM PDT
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Best game engine for realistic car physics? Posted: 13 Apr 2021 09:27 AM PDT I'm looking to see what everyone's input would be on which game engine would suit a simulation based racing game. I'm looking at this from a physics standpoint more so than a graphics standpoint. And would it be better to use a rig for the base scripting of the car or with such advanced requirements of suspension geometry, wheel friction, etc? Or should I script it all myself? I'm coming from eight years of track and car development in the Assetto Corsa modding community. But the tire physics are so messed up it would basically require reprogramming the game to get them to realistic heating and contact patches. Same goes for accurate measurements of suspensions geometry. They got most of it but I'd really like to develop a sand box physics game based more on car physics as opposed to something like BeamNG more focused on destruction. [link] [comments] | ||
Godot Tutorial: PS1 Graphics in less than 5 minutes Posted: 12 Apr 2021 05:50 PM PDT
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Posted: 13 Apr 2021 07:37 AM PDT
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How do you handle global variables in games? Posted: 13 Apr 2021 07:32 AM PDT Hi guys, some time ago I started make videogames but than I realised I love programming and started to learn it. After few months or maybe a year I got back to videogames but I have one problem. I always heard when I was learning programming that global variables are bad and I get it why, but when I am trying to make videogame, I just don't see any way to make it without small amount of global variables. Whenever I can I use locals but for example speed of player, jump force, inventory and so on? I don't know how would I make a game without these being global variables. (Any other solution that comes to my mind is using local in method and than call all other functions that needs it with parameter of it, but I feel like that would be a huge mess and chaos. What if some method would need like 4 variables from 4 different methods? That won't probably work.) How do you solve this? Do you just use global variables or have some different tactics? Thanks for answers! [link] [comments] | ||
Book recommendations for Game Programming? Posted: 13 Apr 2021 07:18 AM PDT Hey guys, Summer is coming up, and that means I'm in need of a good book. I've been learning gamedev - mostly with Unity and C# - for half a year now, so while I can make some mildly fun but basic games, my actual knowledge of programming is still very much lacking. I'm just wondering if any of you have some good book recommendations surrounding programming/gamedev that I could work through - I'm also really looking for advice with what I should actually be learning alongside this, but I feel as if my main weak points would be AI, CSc at a lower level and clean coding practices. My dream is to one day make a Colony Sim, which I don't think is entirely out of my grasp, but I definitely need more knowledge before I could even attempt this. Let me know what you guys think, any advice is appreciated and thanks for reading this in the first place :) [link] [comments] | ||
How do you get out of the industry as a designer? Posted: 12 Apr 2021 03:34 PM PDT Hey, I know. Negative topic right off the bat. But it's happened. I've hit the lowest point. I need advice on how to to jump into something outside the industry. I've been in a basic mobile game content creation role for 3 years (aka writing a shit ton of xml, and some basic python), with 6 years of QA before that. I feel like I have no applicable skills to a non-game company unless I go back to QA. Idk how much QA makes outside the industry but I make ~70k currently and the most I ever made as an analyst was 50ish with tremendous OT thanks to 60hour work weeks. Before I get the "don't give up on your dreams responses": I hate it here, I can't take another meeting about how we're going to suck more money from our 15-23 year old demographic. I get it there are better studios. Some are amazing. Creating games is fun. I don't care anymore. I've been in the industry for coming up on 9 years this year. I've been applying to different studios since year 2 so I'm done looking. The problem is most certainly me, and that's why I can't get out of these types of roles. idc anymore. I've lost 2 family members, a full year of life, and every day in this job brings me to the verge of another panic attack. At the very minimum I need a job I can admit I don't like and not one I keep trying to convince myself is ok. Sorry for the overly negative post. I just had to admit it somewhere. Any advice on roles outside the industry would be incredible. I'd love to get into the programming space but I don't have the experience right now, and I need to get out ASAP. I'll take classes on the side for that when I have the capacity for it. And If I get out at least I can make games I enjoy on the side. [link] [comments] | ||
An idea on presenting non-visual feature to players? Posted: 13 Apr 2021 06:45 AM PDT Been working on several ideas on how to display a feature that is quite important, but not visual in nature. It is a research tree in a citybuilding game. Options are quite extensive and unlocks have a big impact on gameplay. But it isn't some flashy spectacular feature so it's kinda complicated to present to players. Currently working on a few ideas but definitely would like to hear any additional ideas. [link] [comments] | ||
Gameplay Programming Projects for Employment Posted: 13 Apr 2021 02:38 AM PDT Hey guys, I have a question that just came to mind and I would love your advice. My goal is to become a gameplay programmer at a company. I'm still in University and currently building out my portfolio of games that I have made (currently 4). I was wondering if maybe I should focus more on individual gameplay programming and publishing that instead of a full game that can be played from start to finish in about 30 mins. Like for example, I code out a gameplay experience like shooting or a little hack and slash demo with cool collisions and animations. The reason why I ask is because coding out a whole game would also involve things that won't necessarily involve gameplay programming such as level design. I just want to be as efficient as possible with my time and I just had a thought that maybe coding small gameplay experiences in a small "gray boxed" world to showcase my skills might be efficient. But I can also see the value in making a whole game as well. Anyone have any advice / created a portfolio using gameplay examples before? [link] [comments] | ||
Posted: 12 Apr 2021 10:48 PM PDT Ok so I've started with a new project in unity. I imported my own mesh from blender, a human, that was rigged on the mixamo website. I added an animator and scripted everything, so that I have an Idle, walk and run animation with the help of a tutorial. The problem is, that when I play the game the animation is broken. It still plays- but it's like, when I walk my mesh stays rigid, and just sways from left to right and so on, while moving forward. The limbs don't move. I checked the animation on my assets, and there it's displayed perfectly. I would appreciate any help on how to fix this problem! Thanks in advance to anyone :,) [link] [comments] | ||
This videos shows you how to easily setup Unity UI sliders and create a progress/health bars! Posted: 13 Apr 2021 06:19 AM PDT
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