Feedback Friday #439 - Unexpected Results |
- Feedback Friday #439 - Unexpected Results
- Would a bunch of small games to create a universe be a good idea?
- MechJam 2021 - Make a Mech or Mecha game in 2 weeks, starts in 4 days! Solo or teams allowed :)
- Is open-sourcing your game a terrible idea?
- Has anyone successfully created a mobile game using URP of unity? I keep having issues with performance on mobile phones. In this video, I have removed all effects and texture but still super laggy on mobile. Works fine on PC even with all effects and texture and larger map.
- How To Get People Interested?
- I took on my first paid contract to make a prototype for somebody. It feels like there’s no end in sight and I won’t ever get paid. Am I lazy and immature to walk away?
- Does anyone often have doubts about making their own game?
- What weekdays are the best for releasing a game on Steam?
- Hi everyone, we've just released a new video showing how to prevent the camera view of your character being blocked by obstacles in Unity
- Creating art from scratch
- Using reddit to find high quality playtest participants
- Wonkey Game Programming Language (v2021.04) is available
- Little curiosity, if i begin my career as a game animator with pixel games can i move (in the future) to 3D games?
- At what point do you give up on marketing?
- What is a good way to implement directional audio that travels around randomly generated corners and hallways? (Unity)
- What are your thoughts on realtime-gated content?
- How to develop a tool for autotask in game
- Solutions for online play(servers, peer-to-peer, etc.) and their costs
- Unity experts: Accidentally deleted two really important folders by building with them. Files not showing up in Trash. No Time Machine backups.
- Parent object position is changed when adding child object?
- The Demo - a few questions to the dev community
- Is it true, that weapon companies demand money for using names of their guns in your game?
- Would you recommend making a DLC for a game that might not do well?
Feedback Friday #439 - Unexpected Results Posted: 08 Apr 2021 09:56 PM PDT FEEDBACK FRIDAY #439 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] | ||
Would a bunch of small games to create a universe be a good idea? Posted: 08 Apr 2021 10:06 PM PDT I want to make a universe of characters by creating quick short games that come in volumes. Sort of similar to old superhero comics, if that makes sense. So each small volume of games will be 2D (probably pixel art) and will introduce you to all these different characters, and over time, the more popular ones I can rework into full 3D games. Again, similar to how comics, with Marvel having a universe of characters that they slowly adapt into movies. Idk whether this is a good idea or not, thoughts? [link] [comments] | ||
MechJam 2021 - Make a Mech or Mecha game in 2 weeks, starts in 4 days! Solo or teams allowed :) Posted: 09 Apr 2021 11:10 AM PDT
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Is open-sourcing your game a terrible idea? Posted: 09 Apr 2021 08:10 AM PDT Hey, I'm putting together an educational platformer intended to help people learn Javascript by writing custom spells, and I'm currently planning to open-source it at the end of development. I'm fully aware that people will be able to clone down the repo and spin up a copy to play for free, but also thinking of putting a more content-rich version on Steam to earn some cash. Does this sound like a viable plan, or have people tried and failed to market open-source content before? [link] [comments] | ||
Posted: 09 Apr 2021 08:47 AM PDT
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Posted: 09 Apr 2021 11:07 AM PDT Recently I have been trying to market my game, spending a lot of time recording and creating custom art pieces just to try and get people interested in my game but so far I have gained very little traction so far. I have tried to build a following of people on both Twitter and Instagram but again, neither has gained much attention. For the past week, I have not been developing my game nearly as much as I would have liked to have and instead been focused on marketing, I would really love some help so if anyone has any strands of wisdom they would be willing to share with me then I would be extremely grateful. [link] [comments] | ||
Posted: 09 Apr 2021 10:09 AM PDT It's worth mentioning that I can be largely to blame for this. I should've seen the red flags from the beginning when the client kept changing the criteria that needed to be met in order for the contract to be fulfilled. The contract is still far too vague, even after reworking it and asking for clarification dozens of times. The "prototype" they are requesting feels more like a fully built hyper casual game with 20+ levels. Perhaps what's more frustrating to me is not that I grossly miss calculated the time required for the project, but that when I ask for more clarification I feel things get even less clear and is always in a state of flux that may mean the client would never consider the game to be "finished". For example, I may have implemented something that felt more like a polishing feature that was in the game design document referenced in our contract, but the client will ask me to ignore those and work on mechanics instead. But there will also be times the client will ask me to implement things that feel significantly more like polish type features that don't feel crucial to making a prototype for testing. Like tweaking an animation or building and designing dozens of levels. Now that I have my likely biased opinion off my chest, here's what weighing on me. I'm struggling to find the balance between "valuing my time" and "working hard to get into the game industry no matter the cost". When I finally get to work on games full-time, I fully expect it to be a grueling and difficult process. So I can't help but feel that I just need to toughen up and keep pushing through with what I signed on for. I'm also a beginner, and maybe what this client is asking for is totally normal for this kind of work and I'm just completely off base. But on the other hand, I have to wonder if the time I'm putting in is worth it. At the rate I'm going, I'm making maybe $10 an hour, and the longer it takes me, the more that goes down. [link] [comments] | ||
Does anyone often have doubts about making their own game? Posted: 09 Apr 2021 01:14 AM PDT I expect this will get flack given the reddits purpose, but here goes. I've often wanted to make my own game and tried (and failed many times) I currently work full time in the games industry and always wanted to make my own game due to this. Thinking it'd be viable as a career and to release a game. But I get older and realise, how fruitless it all feels. Year on year, more games release on Steam than in its life time. The market is over saturated and very few games stand out, the bar is so high to make a good game that gets noticed, it feels like a lost cause from day one. The amount of quality an indie game needs to be seen is insanely high, not to mention the marketing requirements you need to get it noticed. All of this has me really put off making or finishing my game as the likelihood of it being seen or noticed is very low. So many games people post here float by unnoticed. One final example, a friend of mine spent three years making a game, he secured a publishing deal with a small ish publisher, but he got his game onto major platforms, steam, Switch, PS4 and Xbox. He came from a gaming industry background and pushed it fairly well. The game still went by largely unnoticed. A few bugs marred it, but it was fairly good. It never became a big success of money marker. He then wrote and self published a book about marketing games, based on his experience - he wrote it and advertised it on social media, only took him about six months. In the following six months, he shared that his book made more money than the game. Things like this often puts off, given a games related book is more successful than a game you can pour years into. It makes me wonder why I slave away on a game for so long when it will ultimately be a small mark in the list of my successes. [link] [comments] | ||
What weekdays are the best for releasing a game on Steam? Posted: 09 Apr 2021 02:14 AM PDT I checked my release week, and it looks good competitor-wise, and also no big releases, etc. I've scheduled it to release on Monday, only 15 games will release and at that day, one year ago, I finished the original, jam version of the game. But marketing wise: Is Monday a good day? If not, which ones are better? I heard that Friday is bad because everybody releases at Friday. Or is it still worth it due to being at the weekend? Thanks in advance! :) [link] [comments] | ||
Posted: 09 Apr 2021 07:33 AM PDT
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Posted: 09 Apr 2021 10:44 AM PDT I started my game with the idea of updating the art once I am done with the core mechanics. I think this was the wrong approach. Now I want to create the design of all assets and background first. I have no art skills and there will be some learning curve involved. I am looking to create non-pixelated but simple black and white art. Can you recommend the best tools to do so? Programs, art books/courses you found useful/UI design/animations etc. [link] [comments] | ||
Using reddit to find high quality playtest participants Posted: 09 Apr 2021 06:50 AM PDT
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Wonkey Game Programming Language (v2021.04) is available Posted: 09 Apr 2021 01:48 AM PDT First official Wonkey game programming language release with Wake (Transpiler) and Wide (IDE) built for Windows, Linux, MacOS ans Raspbian targets. Wonkey is a fork maintained by community of Monkey2 programming language designed by Mark Sibly, creator of the 'Blitz' range of languages. Wonkey "transpiles" your code into readable C/C ++ sources and compiles on desktop, mobile and web platforms. Community page: https://github.com/wonkey-coders Project page: https://github.com/wonkey-coders/wonkey Discord: https://discord.gg/awfuRtZay7 Wonkey on Raspbian (RPI4) : https://raw.githubusercontent.com/wonkey-coders/wonkey/develop/docs/img/wonkey_raspbian.png Enjoy! [link] [comments] | ||
Posted: 09 Apr 2021 04:39 AM PDT I'm a student at high school 18yo, and i love animations of every type (cartoons, animes, 3D/2D ,games, pixel art, anything from this category) and I want to begin with pixel games for my path as a game animator from what I saw on this video https://www.youtube.com/watch?v=cz4rn_xVX2U&t=846s, cause I played a lot with Aseprite and I even want to buy it. [link] [comments] | ||
At what point do you give up on marketing? Posted: 09 Apr 2021 11:55 AM PDT To be brief: I worked on my project for about four years. Put every bit of energy and love I had into it. I paid for PR, ads, designed and printed a Nintendo Power style magazine, and did some other stuff. Nothing brings results. I know I'm "supposed" to be active on Twitter and Discord and reddit and I'm supposed to have a blog and build a community (whatever that means). I keep telling myself this stuff is learnable and others have done it, but it's still painful, confusing, and frustrating after many years. At what point would you just accept that you're never going to understand marketing or ever be good at it or enjoy it? As an entrepreneur I don't want to give up and I want to believe there's a way forward, somehow, but I also see the logic in not wasting any more time on something that will never work. Moving from "isn't working now" to "won't work ever" is the hard part I guess. [link] [comments] | ||
Posted: 09 Apr 2021 02:08 AM PDT Hello, I am trying to figure out how I should best implement audio into a game built around a randomly generated maze. I want audio to propagate in such as way that players can use environmental sounds to traverse the maze. (for example, follow the sound of a fire around corners to some location, or be able to relatively guess the positioning of large enemies) I am sure this has been done plenty of times before, and I've looked around a bit but haven't decided on anything yet as it gets complex quickly when performance is accounted for. Right now I am considering trying something like steam audio or seeing if I could make my own solution using the built in Unity audio system. How would you solve this problem? [link] [comments] | ||
What are your thoughts on realtime-gated content? Posted: 09 Apr 2021 07:31 AM PDT So I just got Cozy Grove. It takes an inspiration to Animal crossing in which you basically have 20minutes of story content, and 23.6 hours of farming/grinding/effing around. Whats your thoughts on these 24hour cycle games? I always believed that while the developers should dictate the pace of their games, it should never be barred by something out of the player's control. Take the game Farm Together. Its a farming game that uses actual real-world timers to grow crops. The developers dictates how fast a player can progress by setting how long crops grow and how profitable they are. It ALSO gives the player control on how fast or slow the player progresses by giving the option to grow quick crops (seconds or minutes), but also grow profitable crops that grow in hours or days. Now you as a player have the option to go hardcore or casual just by having these options given to you by the devs. [link] [comments] | ||
How to develop a tool for autotask in game Posted: 09 Apr 2021 10:44 AM PDT Hi guys, Could someone please give me a light on how to create a .exe file for autotask in game? For example, picking up a weapons or auto move to another map etc.. [link] [comments] | ||
Solutions for online play(servers, peer-to-peer, etc.) and their costs Posted: 09 Apr 2021 04:46 AM PDT I think a lot of people come to the hurdle of paying for online play solutions and are put off by actually spending money.. including myself if I'm completely honest. Anyone got any advice on what are realistic expectations around renting severs, maintaining your own servers, or any other solutions. Bonus points for realistic budgets for any of the solutions, any advice is appreciated! :) Thanks! [link] [comments] | ||
Posted: 08 Apr 2021 11:22 PM PDT I am a total noob to Unity, and I figured any deleted files would be recoverable, so I accidentally built a couple games in important folders (that I thought Unity would create a subfolder for anyway). No roasting please, lol. If you knew what I lost you wouldn't. I'm already running a free scanning tool. Cheers. EDIT: My question is, can I possibly recover these? EDIT 2: Free scanning tool (Ease US) came up empty. EDIT 3: Now using Disk Drill, the non-command-line 'partner' of PhotoRec, which I've heard promising things about. Will update with results. EDIT 4: Also nothing with Disk Drill. As many well-meaning people have noted, I should've had these files backed up. When trying to download Unity and Xcode, I did a lot of things to reduce clutter in my storage, including deleting Time Machine snapshots and halting captures. That was about a week ago and I hadn't switched it back yet. For those worried about my developer backup situation, I have not made anything with Unity worth backing up yet. And just in case anyone is curious, here is the full story: There is a bug in Unity rn that deletes all the files of a folder AND doesn't build anything when you try to File > Build and Run. Someone has documented others having this bug in the comments below, and according to them, Unity knows about the issue. Not everyone has the bug, it seems, as others have tried to replicate it unsuccessfully, also in the comments below. Because of this bug, I unwittingly lost a ton of files permanently. What's interesting to me is that they're wiped totally clean—no stint in the Trash bin. So, they're probably gone unless I want to drop some cash on professionals to dig 'em out. [link] [comments] | ||
Parent object position is changed when adding child object? Posted: 09 Apr 2021 10:34 AM PDT I'm having an issue while trying to attach a weapon to my model's hand. The model has a hand_gun position, but the issue comes when I add the weapon as a child object to this position. When I do this, and move around the weapon object, the parent object's position seems to lock to this. In the provided pictures you'll see the hand_gun position gets changed after adding the weapon (I move around only the weapon object, not the hand_gun) but the left and right hands still remain ok. [link] [comments] | ||
The Demo - a few questions to the dev community Posted: 09 Apr 2021 10:11 AM PDT Hey guys, got some brain picking to do with you. What are your thoughts on Demos? When is the best time to release them in regard to the game – on day of launch? Sometime afterwards? How extensive should a demo be compared to the complete game? I would love to hear some people's experience with this. [link] [comments] | ||
Is it true, that weapon companies demand money for using names of their guns in your game? Posted: 09 Apr 2021 10:00 AM PDT I saw it's a recurring theme of shooter games renaming iconic weapons to some funny misspells. But is it just a funny gimmick, or a way to avoid extra expenses? [link] [comments] | ||
Would you recommend making a DLC for a game that might not do well? Posted: 09 Apr 2021 09:50 AM PDT Hello fellow game developers. I have recently co-created a game coming out soon for the PC, and I guess you could say we're a little skeptical on how successful the launch will be. We do not have a big following and we would have to be pretty lucky for the game to just "blow up". That being said, we have both enjoyed creating the game we have made and we have learned so much from it. Me personally, I would enjoy making a DLC even if the game might not sale well. Making new content for our game is always exciting. My partner is not so sure, we might just make a mobile port for our game and move on to the next one. What do you all think of the matter? Any experiences related to this one? [link] [comments] |
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