Feedback Friday #441 - Speeding Forward |
- Feedback Friday #441 - Speeding Forward
- An amazing artist saw his graphics in my game and made me newer ones for my project. How wonderful people can be! He did this in his free time
- One year after launch - post-mortem on a failed solo dev project
- AI Motion Capture From Video - Swimming, Poledance, Parkour & More!
- How do you guys track RPG stats?
- Public domain 3d models (mostly props, but here are some buildings, guns, armors, animals, clothes, architecture stuff, ancient, medieval etc).
- Match 3 game with words
- I've been working on my game for one year now. Just wanted to share this video in hopes that it can motivate other game devs to keep making awesome game!
- Making a Roguelike Game! Devlog - Episode 1
- Черный Альбинос
- Benefits of Working with an External Video Game Development Studio
- Making my own ARPG but in the style of Octopath Traveler. Don't know where to start.
- Getting the sprite to turn with the mouse
- I made all the scripts in my game for the two buttons game jam free to download!
- How do you know what sound effects to add to your game?
- using AAA title for sensitivity calculator
- OpenVR vs Oculus VR kit (VR development on Unity)
- Trueskill 2 implementation
- How legal is making a fangame? Will I get sued for copyright infringement?
- Hello everyone! In this new episode, I'm going to write a function to procedurally generate a uv sphere! Hope you like it!
- Do mobile players care about achievements?
- I came up with this visual representation of gameplay elements to communicate them to players or publishers.
- Scaled View Portals
- How do I open/ decrypt .dll files?
Feedback Friday #441 - Speeding Forward Posted: 22 Apr 2021 07:52 PM PDT FEEDBACK FRIDAY #441 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: 23 Apr 2021 07:58 AM PDT
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One year after launch - post-mortem on a failed solo dev project Posted: 23 Apr 2021 08:59 AM PDT In 2018 I was out of a job and wanted to gamedev. I had been toying with the idea of making something I'd want to play, and after a few false starts I decided on a genre I've played a lot and enjoy immensely: Action RPG. I didn't have a very clear design goal at first - I wanted to make a PvP game but also an action RPG in the spirit of Diablo. At the same time I also realized I didn't have the resource to do a full fledged adventurous story line, because I didn't feel like it was worth it to go into something a lot of indie and AAA titles did really really well and that required a LOT of level design, writing, and graphics (which I didn't know how to do). So I decided to make a MOBA-like ARPG, where the main goal was to battle in different game modes on a few maps - multiplayer being the keyword here. After six months of full-time deving, I had a prototype ready for two game modes: 1vs1 and an 8 player battle royale. Hunger grew and I thought I couldn't possibly release this without some kind of a single player mode. So I made a single player mode. Then I thought that, hey, I already have most of the network code, so I'll expand the single player mode into a co-op campaign. So I did that. I did everything by myself, except graphics, for which I bought assets from UE4 marketplace and modded them to my game with lots of Blender and GIMP hours to make them feel like part of the game. So everything from music (I'm not a very good composer, but good enough for indie stuff) to level design to code. At this point, I had used about 4000$ for software, assets and various other bips and bops. Not a huge budget, and it didn't kill me to spend it. After 18 months I had about 12 levels ready, along with 2 PvP game modes. The controls were weird, unsmooth and the gaming experience a bit wobbly. At this stage I released on Steam as Early Access. Almost zero marketing, I was relying on some magic "word to mouth" or "if it's good, people will buy it" and "some influential youtuber will play it". You can guess what happened. My goal for Early Access was to get the PvP modes balanced, I didn't really even consider the campaign to be worth expanding. It was semi-fun to play, but for me the real fun was in the PvP, which was super duper awesome. I set the price super low so I would get a lot of players: $1,99. I wanted a lot of feedback so I could really hone in on the balancing of the PvP. I released the game a week after I did the Steam page, because I didn't want to wait, and thought it didn't matter so much. And this week was only because it was mandatory on Steam (or is it two weeks, I forgot). By this stage all of you with some background in /gamedev and who've read the post-mortems here, know what will happen. Launch did really bad. It sold 38 copies on the first week. These were mostly friends of friends. I continued deving after this, not really paying too much attention to it. I put up a discord server and did some miniscule marketing by writing on a few forums before I got bored with it. What really bummed me out, was that no one played PvP - zero, zilch. Everyone just did the campaign. Now, I continued deving: I fixed multiplayer bugs, created player-hostable servers, bought some Amazon t2 instances and hosted them on it, made the game look better and play smoother. Lo and behold - six months went by, sales went through the roof (of a matchbox car) and I had sold 118 copies... And still, no one played the PvP. Didn't even try! This was a huge bummer for me, because I thought it was the best part of the game. So I thought I'd make the campaign a bit better, maybe get more players, maybe they'd play. Created 10+ new levels, bosses, items, monsters, you name it! The game is several hours now, from the 60 or so minutes I started with. Sales are what they are, and to date TWO PEOPLE have played PvP (against each other, of course) - if you don't count me and my friends whom I've forced to... (I know this because I collect statistics with Steam stats). I'm currently sitting at 197 units sold, of which 19 returned. I've sold 313 in a bundle through another site (this has netted me 7 cents a game or something). So my net earnings for the game are now about $250, about a year after launch. So about 500 owners for the game - 105 downloads (as per Steam stats). So a short recap for all those aspiring game devs on what did I wrong and what you shouldn't do:
I've now decided to retire the development of this game - for a long time I felt that I owed to the people who bought it in early access to continue it further. But hey, let's be real. 105 downloads and 197 sold copies through Steam. I mean, those who've played the game have already gotten their $1,99 fun out of it. Most people bought it off a sale, so it's like 25 cents! I'm going to take it out of Early Access and into "full" release after I add a final boss to the game so the campaign has some sort of conclusion. This kind of experience does kick you in the nether region damn hard, but it also teaches a lot and not just about the coding and the core of game deving. I have developed a lot more realistic view and have gotten a bit more perspective as I've taken a step back from deving my "dear baby" - honestly the game looks dated, the controls aren't as smooth as they should be, and there is an unfinished feel to the whole thing. I think it's an experience I could've lived without, but on the other hand, I'm not particularly sad about doing all this. Lots of fun and lots of lessons learned (that I could've learned if I'd read this forum more...) But should I learn from point 7 and try a marketing campaign? I don't think so - I mean I could get a few sales, but I don't think it's worth the effort. The game isn't good enough without a lot of work - and besides I'd rather use my time deving my new game. And on marketing it. This is another lesson people have discussed here now and then - when to drop a failed game. I think for me that's now (even though I just literally said I'd do one more level...) -Grim Dapper P.S. So you don't have to ask, the game is Spoils of Plunder, but I'm advising you not to buy it, for I don't want to make this into a "hidden" marketing post that I see so much here. [link] [comments] | ||
AI Motion Capture From Video - Swimming, Poledance, Parkour & More! Posted: 22 Apr 2021 05:11 PM PDT
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How do you guys track RPG stats? Posted: 23 Apr 2021 04:57 AM PDT For a few reasons I have to refactor my player stats for a rather standard RPG sort of game. I was just wondering how you all keep track of them and what sort of things you look out for when designing a stat model. For me I do a base, growth (from level up), and equipment given stats. I then crunch them together and store them in a single dictionary for active use in a combatant. This might be really redundant but it does let me always be able to get fresh values that have been unadjusted by enemy spells or debuffs and such. [link] [comments] | ||
Posted: 23 Apr 2021 05:49 AM PDT
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Posted: 23 Apr 2021 12:17 PM PDT Would anyone know if it was possible to create a match 3 type game but instead of matching colors or jewels you were connecting letters to create words. I'd like to do this in UE4 but also open to creating it in unity. If anyone can point me in some sort of direction of a tutorial, instructions or something similar. Thank you in advance [link] [comments] | ||
Posted: 23 Apr 2021 11:38 AM PDT
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Making a Roguelike Game! Devlog - Episode 1 Posted: 23 Apr 2021 01:56 AM PDT
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Posted: 23 Apr 2021 01:03 PM PDT Знакомо ли вам чувство неизвестности? Просыпались ли вы в незнакомом месте? Боитесь ли вы темноты? Что у вас вызывает страх больше всего? Мрак? Холод? Голод? Или же чувство внутренней пустоты? Напряженная обстановка? Замкнутые пространства? Лабиринты? Монстры и Демоны? Все это готово напугать вас в любую секунду! Так и что же для вас является самым страшным и пугающим? Молчите? Боитесь? Скоро мы все про вас узнаем... Представляю Вам Концепт - док игры "Черный Альбинос". https://docs.google.com/document/d/1kpf6qmsHWo8Cgu695UmwARmbF3o-u-wPA0OfDu0SxAw/edit?usp=sharing [link] [comments] | ||
Benefits of Working with an External Video Game Development Studio Posted: 23 Apr 2021 12:17 PM PDT Hey Gang, We've had positive responses on some of our previous articles, hoping this one is also beneficial to you. This article covers one of the lesser-known sectors of the games industry, outsourced video game development studios. Many gaming enthusiasts and those in the industry don't know about external development studios like ours. The post covers the benefits of collaborating with one from a developer's perspective, and if people are interested, we can create one on the benefits of working for one. https://www.sprungstudios.com/2021/04/22/benefits-of-outsourcing-video-game-development/ I hope you find it helpful, and for more industry-related articles like 'How to get a UX/UI Design Job in the Games Industry,' check out our news page. Have a good weekend! [link] [comments] | ||
Making my own ARPG but in the style of Octopath Traveler. Don't know where to start. Posted: 23 Apr 2021 12:12 PM PDT Hi there folks. I am new to game development and design and I am making my first game in the style of Octopath Traveler. I have already started looking into some things on where I can kinda start but I feel like its not quite exact or rather specific. So here are my questions.
So yes this is all that I can think of. Thank you all who have helped me in advanced. [link] [comments] | ||
Getting the sprite to turn with the mouse Posted: 23 Apr 2021 11:54 AM PDT I can't seem to figure out why my sprite won't turn to face my mouse! I've tried messing around with the code but can't seem to figure out what the issue is. Can anyone help me? In my update player function: In my update main function: [link] [comments] | ||
I made all the scripts in my game for the two buttons game jam free to download! Posted: 23 Apr 2021 11:45 AM PDT
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How do you know what sound effects to add to your game? Posted: 23 Apr 2021 11:25 AM PDT Hi fellow gamedevs! So I finally have a proper game prototype that I would like to polish just a bit... and now I would like to add sound effects. What process do you follow to add them? (I dont mean technically but in design). Although I have an idea about the theme for the game, i really don't what to add in each action. Do you just start adding sound effects and try everything to check how does it feel? Or do you plan how each effect should sound beforehand? Finally, where do you usually find SFXs for prototyping? I have sfxr that is usually used for game jams projects but it's a bit 8bit-y to the style i want to follow... is there a sfxr app for other styles as well? Thanks! [link] [comments] | ||
using AAA title for sensitivity calculator Posted: 23 Apr 2021 11:22 AM PDT i just started learning how to program, and i have an idea for a game. in my experience, it has always been very annoying trying to guess the sens calculator conversion for non AAA games. even minecraft doesn't have any great calculators. so, just as a question for future reference, if I were making a slider in a game to determine mouse sensitivity, and i wanted it to be equal to csgo's in game sensitivity, would I be allowed to say "equal to csgo sensitivity" or something along those lines or would I have to get permission first? [link] [comments] | ||
OpenVR vs Oculus VR kit (VR development on Unity) Posted: 23 Apr 2021 11:17 AM PDT I want to develop a VR game that would run on computers via SteamVR and natively on Oculus Quest. What is the best approach to get started? Do I develop for SteamVR first and then port for Oculus, or is there a way to develop for both at the same time? [link] [comments] | ||
Posted: 23 Apr 2021 11:14 AM PDT Does anyone know of a Trueskill 2 implementation? I found the documentation on it, but I'd prefer to not write it from scratch myself. There's a python package for Trueskill 1, but I don't see one for Trueskill 2 anywhere. Python is preferred, but any language will do since porting it should be very simple. Trueskill 2 is Microsoft's gamer rating system that takes into account multi-player games of 2 or more players, and also takes into account in-game statistics beyond just winning and losing. For Halo, they incorporated things like kills, deaths, assists, rage quits, etc. https://www.microsoft.com/en-us/research/uploads/prod/2018/03/trueskill2.pdf [link] [comments] | ||
How legal is making a fangame? Will I get sued for copyright infringement? Posted: 23 Apr 2021 11:09 AM PDT Basically the title. If anyone needs more information, I am doing this as a hobby and do not intend to profit out of it. [link] [comments] | ||
Posted: 23 Apr 2021 07:07 AM PDT
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Do mobile players care about achievements? Posted: 23 Apr 2021 10:50 AM PDT My latest game is on Steam, Android, and iOS. I'm planning on adding achievements to the Steam version, but I'm not entirely convinced it's worth adding the overhead of adding Play Games/GameCenter services so mobile players get them as well. Does anyone have personal experience with supporting achievements in their mobile game, and whether their players cared about them? An alternate route would be to include the achievements but make them in-game only (not shared with a community platform); but then I would have to do all the UI work as well... [link] [comments] | ||
Posted: 23 Apr 2021 10:45 AM PDT
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Posted: 23 Apr 2021 10:12 AM PDT I know how regular portals work, their are plenty of tutorials on that, but how does Minecraft's immersive portals mod do scaled view portals? https://qouteall.fun/immptl/wiki/Portals https://m.youtube.com/watch?v=yNbBYLQnIUc What the hell is going on? As you approach to tiny island, you seem to shrink and the island seems to grow to full size. Maybe you could do it by shrinking the player, but games like spaceflux do it recursively, which the island having itself inside it. [link] [comments] | ||
How do I open/ decrypt .dll files? Posted: 23 Apr 2021 09:43 AM PDT The question says it all, I would like to view the .dll files of games. Opening them with any text editor has gotten me nowhere and I have found no information on google regarding reading these. Any tips, tricks or suggestions are greatly appreciated :) [link] [comments] |
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