Feedback Friday #442 - Small Advancements |
- Feedback Friday #442 - Small Advancements
- LOWPOLY Cube Worlds #3 | Blender Speed Modeling | 3d Game Art | Concept Art | 3d Environment Design
- How To Make A Dialogue System in Unity
- These stairs took me three days to get right
- I don't understand where you guys start.
- GUI heavy games - what are my options
- I posted this on r/lostmedia and was told to come here.
- Are there any gamedev related tools you would like to have? What would they be?
- When Will We See A Significant Leap In NPC Artificial Intelligence And Autonomy?
- Low Cost Facial Scanning Using Photogrammetry
- ArtStation is Joining the Epic Games Family - ArtStation Magazine
- I wish to create my own Immediate mode GUI library in C++ for learning purposes and for creating my own tools
- How are the flipbook textures in games like Cyberpunk 2077 created?
- Card game code architecture
- What I learned after 10 years as an Indie Game Developer - Development, Marketing, and Business Tips
- Idea about a game that focuses on themes of sensory limitation
- A Beginner’s Guide To Rendering
- MechJam--a Mech-themed game jam--just ended. With almost 40 submissions, come check it out!
- Engagement: what is most important to you?
- UI design
- Selling game currency on my website for an iOS game?
- Steam uploaded a tutorials/hands on about steam communication tools!
- What is MonoGame,SharpDX and SlimDX and What is the difference between them
- Gamejam postmortem. I recommend everyone participate in one if they haven't, and I'll probably never do one again.
- Is having a slot machine mechanic in your game (using non purchasable in game currency) considered gambling?
Feedback Friday #442 - Small Advancements Posted: 29 Apr 2021 08:09 PM PDT FEEDBACK FRIDAY #442 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] | ||
LOWPOLY Cube Worlds #3 | Blender Speed Modeling | 3d Game Art | Concept Art | 3d Environment Design Posted: 30 Apr 2021 05:27 AM PDT
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How To Make A Dialogue System in Unity Posted: 30 Apr 2021 04:29 AM PDT
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These stairs took me three days to get right Posted: 30 Apr 2021 05:15 AM PDT
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I don't understand where you guys start. Posted: 30 Apr 2021 07:47 AM PDT I've been more interested in gamedev lately. Im in my mid 20s and should be starting a master's degree in political science this autumn, but when I was around 17 I messed around with LUA for a private server on wow (don't sue me). Point is, if I were hypothetically to change career paths (oof), where would I begin? Studying game design is useless after what I've read, so that means maybe a computer science degree? But what about 3D modeling and animation? I don't suppose you'd learn those things there. So what where how exactly? I see on many job listings for game companies they usually require you to have a bachelor in game design / 3d design or programming etc. Without studying I feel it almost becomes arbitrary where one starts, but I don't know? I suppose one would want to focus on a certain field, such as 3d + animation, programming, or whatever. Any tips on educational path would be helpful, or any alternatives to that. If I were to choose myself, I would prefer to work with 3D design + animation and narrative design, maybe some level design? I don't know there's so much and I don't know how "expanded" one's role is in a company. [link] [comments] | ||
GUI heavy games - what are my options Posted: 30 Apr 2021 06:53 AM PDT I have some ideas for a Starship command game. Rough concept would be the old BSD Startrek text game combined with Football Manager. Such a game is extremely heavy in UI. Has anyone else done something similar? What are the options? I could got the HTML/js route, but I'm a C++ programmer. I want the backend to be written in a language I actually know well. I have absolutely no idea even if there's even and SDK designed to produce a large, multi-file project in Javascript. I considered Qt but would rather have a little more flexibility over licensing than that gives me. Also considered rolling my own, but am doing this in my day job. It's harder than it looks. Most widgets are simple enough, but when we have things like scrollareas, text formatting and overlapping widgets to deal with, things end up getting messy. A lot of toolkits have been in development for years and don't feel that they're quite at a version 1 release. Others haven't had an update since 2015. Anyone found anything that worked particularly well? [link] [comments] | ||
I posted this on r/lostmedia and was told to come here. Posted: 30 Apr 2021 10:12 AM PDT Sorry if this is long. I do talk about what I need help with near the end so please bear with me. In 2014, I downloaded a game called Stormglass. It was a full 3D puzzle game that took up practically all of my storage. Throughout the first few levels of the game, you were allowed to get hints on what to do if you spent too long on one puzzle. However, after a while, the hints just started to say things like "My only hope now is Stormglass.com". Stormglass.com was the game's website, and on it, there was a full walkthrough of the game, level by level. The game was apparently made to tie into a children's book series called The Stormglass Protocol. The game was extremely well made. There was obviously a lot of passion put into its development. The game was stellar. It felt more like a console game than something you would find on the iOS App Store. I played the game for several months before it randomly disappeared one day. It was probably my parents trying to free up storage (the app was massive), but I didn't know that. I just assumed that it would turn up another day. Obviously, it didn't come back and I decided to look at my purchases in the app store. I couldn't find Stormglass anywhere, and I eventually forgot about it. Fast forward by around four years, and I randomly get a wave of nostalgia for the games I used to play. I dug up my old iPad 2 and charged it for the first time in five years. After the iPad finally turned on, I saw that most of my old games were still on the home screen. I had fun playing the games again, but just couldn't shake the feeling that something was missing. I spent around ten minutes trying to figure out what it was before I remembered Stormglass. Immediately, I go to the App Store and look at purchases again, thinking that I may have overlooked the game last time I searched. I couldn't find it, so I looked at my hidden purchases. There was nothing there either, so as a last ditch effort to at least prove to myself that I didn't make the game up, I looked at my Apple ID transaction history. After a while of scrolling, I found the game. It was called The Stormglass Protocol: Room Escape!, and was sold by StormglassVenturesLLC. There was no re download button anywhere. After a bit of research, I found that the game had likely been taken down by the developers. At this point, I really wanted to re play the game, so I searched for an .ipa backup on the internet. I found tons of screenshots, the trailer for the game, reviews, walkthroughs, a short gameplay video and even a backup of stormglass.com on archive.org. The one thing I couldn't find was the game itself. There was no shortage of download links, but every single one led to a screen in the App Store saying that the game was no longer available. I spent the next two years trying to find the game. While looking for the game, I found several other people looking for the game. Most people were in the YouTube comments of the trailer, but there was also one Reddit post from someone who was searching for the game as well. I mainly talked about the game in the comments of the trailer, and around two months ago, someone who claimed to have been in contact with the developer and still had the game commented. We talked for a few days about the ROM before the user stopped responding. Since I had no other options, I contacted the developer. Within a day, I received a response. Apparently, the game was taken down because an iOS update caused a game breaking glitch that made one of the levels unbeatable. The developer also told me that Stormglass was made in the Unity engine, and that he still had the files. He sent me the files and I downloaded them along with an old version of Unity. There was just one problem: I have next to no idea how to recompile the game. I'm good at reverse engineering and modifying games, but I've never rebuilt one before. Additionally, at some point Apple decided that their simple, advanced technology that does more for less should no longer run32 bit programs. The version of Unity I had to install (which is literally less than 10 years old), no longer worked with my computer. I do have a Windows 7 computer from 2010 that can run Unity, but it takes two minutes just to open Google Chrome. Rebuilding a game on it would be painful. I'm willing to use it if I have to, but want to avoid it if I can. I'm looking for all the advice I can get at this point. If anyone here has some experience with Unity, please, tell me what I need to do. I'm a little hesitant to share the files because I have no clue about the legality of sharing a previously paid game for free and don't want to get sued. [link] [comments] | ||
Are there any gamedev related tools you would like to have? What would they be? Posted: 30 Apr 2021 07:05 AM PDT Looking to start some hobby project and I would like to make something that would contribute to the community. [link] [comments] | ||
When Will We See A Significant Leap In NPC Artificial Intelligence And Autonomy? Posted: 30 Apr 2021 08:55 AM PDT When will games dynamically react to us and the way we play? Every NPC has a unique story aspirations and is aware of their place in the world? These are more intriguing to me as a long time gamer than photorealism which seems to be the end goal. [link] [comments] | ||
Low Cost Facial Scanning Using Photogrammetry Posted: 30 Apr 2021 08:36 AM PDT
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ArtStation is Joining the Epic Games Family - ArtStation Magazine Posted: 30 Apr 2021 11:52 AM PDT
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Posted: 30 Apr 2021 07:43 AM PDT I am currently trying to develop a 2D sprite editor application from scratch using C++ and OpenGL, I wish to create some basic GUI elements for the same. As I am doing this as an exercise to improve my understanding of graphics/game engine programming and general C++ programming skills, I don't want to use libraries like IMGUI. So I wish to create something very basic to know what goes into creating an Immediate mode GUI library and use it in the application. I would appreciate it if you guys can guide me and provide me with resources that might be helpful. Thank you in advance. [link] [comments] | ||
How are the flipbook textures in games like Cyberpunk 2077 created? Posted: 30 Apr 2021 07:35 AM PDT In Cyberpunk 2077, the UIs are full of cool little 2D static non-interactive animations; hex codes scrolling around in the background, random data graphs popping in and out, etc. For example, in https://youtu.be/sKd_VazqMR8?t=1m13s at 1:13, there are a bunch of little widgets in the bottom left corner flipping around between values. My question is, what type of program(s) are the creators using to make these little 2D animations? From the digging I've done, I think these are called "flipbook textures", which explains the implementation, but still doesn't tell me what software I'd use to create them. I know I could create a bunch of individual frames in Photoshop, but I assume something more optimized for motion is being used here. Any idea what's being used for these? My wife and I are building a hacker game, and we'd love to make some similar animations (of course with lower fidelity since it's just the two of us). [link] [comments] | ||
Posted: 30 Apr 2021 02:09 AM PDT I started making a card game similar to Slay The Spire and inspired by Darkest Dungeon. I want to code the cards as objects that hold a function parameter called "effect" which will store the card's effect when played. Is there a better way to code it rather than having a dictionary of functions for my cards? [link] [comments] | ||
What I learned after 10 years as an Indie Game Developer - Development, Marketing, and Business Tips Posted: 30 Apr 2021 06:40 AM PDT
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Idea about a game that focuses on themes of sensory limitation Posted: 30 Apr 2021 09:19 AM PDT This is just a concept for a game I want to air out -- I hope that's okay to post something like that. As a video-editing professional, I've been hearing that George Lucas quote "Sound is half the experience" for a long time. Sometimes on set, a boom mic operator would crack it a dozen times a day. I think originally skeptical of this idea, but over the years it's been reaffirmed again and again. My last project at work, I decide to score it and source sound effects before dropping in visuals, and it ended up being the most emotional, immersive work I may have ever done. In the video, a stroke survivor tells his story, in which he becomes mostly blind, and unable to speak for some time, without having any way of knowing if he will get these abilities back. I choked up watching it sometimes, thinking about how scary that could be, and how fragile our hold on the world really is, supported only by the tentative threads of a couple of nerves connecting our sensory organs to this mushy supercomputer in our skull. I did a lot of overlays of colors, making the visuals barely perceptible, fading in and out to show that consciousness wasn't necessarily a linear experience. The sound really carried it -- this man's description of overhearing pieces of conversations about what they were going to do with him. Physical therapy center? ...Hospice? It just made me think about this whole dimension that most video games take for granted, which is reliable, peak sensory input and how it might be cool to create a game that explored sensory gaps. I'm envisioning a game about someone with very limited sight, and perhaps even unreliable sight, so that while the game does have visual elements, the sound plays a larger role. Would anyone play a game like that? Does this remind you of any existing games? [link] [comments] | ||
A Beginner’s Guide To Rendering Posted: 30 Apr 2021 08:25 AM PDT
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MechJam--a Mech-themed game jam--just ended. With almost 40 submissions, come check it out! Posted: 29 Apr 2021 11:34 PM PDT Hi guys and gals, I recently participated in MechJam over on itch.io, and had a blast making a mech-themed game in just about two weeks! Now that the furious coding is finished, submissions are closed and we have a bunch of awesome games that resulted. We got shoot 'em ups, platformers, narrative-driven games, puzzlers, and even one about a toilet (although that one looks to be a joke submission and might get removed/withdrawn?). I haven't participated in a jam before, but it was definitely a fun learning experience balancing scope creep, coding, programmer art, and motivation along side real life responsibilities. While it wasn't my first release, putting something together in two weeks rather than a year is absolutely a whole different ball game. Despite the stress, it feels like I learned a lot (like that I need a bigger pool of readily-available testers...can't be waiting a week for feedback if I only have two weeks to go!). We're in the voting period now, so feel free to drop by, play some games, and throw some votes around! Disclaimer: Obviously I made a game in the jam, I'll post a comment with the elevator pitch. Feel free to play it or not, rate it or not, or send me hate mail in my inbox (or not). [link] [comments] | ||
Engagement: what is most important to you? Posted: 30 Apr 2021 10:26 AM PDT I was just re-watching this episode of GMTK: https://www.youtube.com/watch?v=hbzGO_Qonu0 I think the topic is always relevant, as you need to be thinking about engagement at all stages of design. It got me thinking about what keeps me engaged, but I also started wondering about how typical I am. For me, it's generally a sense of wonder. I enjoy games that surprise me. Minecraft used to enthrall me for long periods of time because I could just wander around seeing what terrain had been generated. I had a similar reaction to Oxygen Not Included for (more or less) the same reason. What keeps you engaged? [link] [comments] | ||
Posted: 30 Apr 2021 07:46 AM PDT I need to make my UI for my game, but I'm not very good at it. Does anyone have tips for getting inspiration or to become better at it. Are there sites that can help me with this? [link] [comments] | ||
Selling game currency on my website for an iOS game? Posted: 30 Apr 2021 05:05 AM PDT Hi everyone, I was trying to figure this out and didn't really understand it from Apple guidelines. Is it according to Apple guidelines to sell virtual game currency that is usable in the game on your website, thus bypassing the App Store fees? I understand it's prohibited to market that to your users in the game and the pricing of the currency/assets need to be the same with what you sell in-game. Assuming those points are covered, is it allowed? Thank you!! :) [link] [comments] | ||
Steam uploaded a tutorials/hands on about steam communication tools! Posted: 30 Apr 2021 11:44 AM PDT
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What is MonoGame,SharpDX and SlimDX and What is the difference between them Posted: 30 Apr 2021 11:31 AM PDT I have used Unity for some time but now I want to make my own Game Engine and after some researches on Google, I found that I should use DirectX But I also should learn C++ and I don't want to do, and I found that I can use XNA, MonoGame, FNA, SharpDX or SlimDX I don't understand what this is and what's the difference between them. If you can, Give me every detail you know [link] [comments] | ||
Posted: 30 Apr 2021 10:48 AM PDT I've casually worked on projects for years. Some were intended to be finished, most of them weren't. I never assume a game will be any level of finished these days. I've been floating an idea around for a while, but there were some things I wasn't sure of. I finally started to come out of my developer-break when a post here popped up advertising a mech-based gamejam. My game idea was mech-based so this was very convenient. If you google MechJam you'll find the jam, it got a couple hundred upvotes here too (there's a lot of cool stuff in there you should check it out.) I spent a lot of time procrastinating, as always, but with the pressure of needing to be done by a certain date I was able to work much more efficiently than normal. I was prioritizing features that NEEDED to be in there, rather than getting side-tracked features that I thought were cool. The first 90% of the gamejam was excellent. The last 10% was better or worse depending on how you look at it. In the last two days I started to cut a lot of corners. As I was doing it I knew that I'd have to go back and redo it all the right way. Part of me wanted to just bail on the gamejam and keep working as I normally did, but in the end I decided to stick with the time constraints and release whatever I could in time. I made the level that you play in the last two hours of the two week period. I think I'm happy with my decision. Rather than release nothing like I normally do I released an actually playable, completable game for the first time as an adult, possibly ever. On top of the sentimental stuff, I actually got concrete feedback on one of my core gameplay ideas. Not only from friends, but strangers too. I love the mechanic myself, but there's something not quite right about it that I'd like to change. Either way, the mechanic needs to be more user friendly because literally none of the people who I saw play my game understood the basic, core controls! That is VALUABLE information. The whole time I'd had this idea, I knew that most people wouldn't know the difference between pitch and yaw, but I never truly understood how much of a barrier to entry that would be. Put time mechanics on top of that, and you have a very difficult game to get into even when the developer is coaching you. And what about bugs? I don't have any, at least not on the developer end. My game has never crashed for me, as far as I know there are no unintended gameplay aspects that I genuinely don't know how to solve. But the judge's game crashed. My friend's game crashed. Another one of my friends had bullets that were travelling insanely slow. That- that doesn't even make sense. My game relies on timelines that change the alpha values of certain entities. So my projectiles know where they're starting and where they're going and the timeline tells them at what stage they should be at. As far as I know that's not tied to framerate in UE4. He didn't have an unstable framerate anyway. And other entities were moving at the speeds they were supposed to. His bullets were slow and I legitimately cannot fathom how that's happened. I didn't know bugs like that could occur. And it's very good to know that something that I perceive as being impossible could occur. It gives me a lot more sympathy for devs who release actual products. And that's just something that I could perceive. Those crashes? No idea how or why that's happening. The only reason I took place in this was due to coincidence. But I'm glad I did. It helped me put my skills in perspective and gave me a number of valuable experiences. I'm not saying join any gamejam you see, but if one pops up that matches an idea you've had then you should absolutely go for it. I'll probably never do a another jam unless that scenario occurs again. I'm happier that my game is functional rather than non-existent but it is a bit of a drag to go back and fix code that could've been done right the first time. I think I would've regretted missing the deadline though. And I wouldn't have known that I'd have been missing out on all the stuff I've discussed. [link] [comments] | ||
Posted: 30 Apr 2021 07:02 AM PDT I know there have been some laws passed lately which affected any games that have gambling mechanics like crates or loot boxes. If I had a slot machine like in the binding of Isaac, is this considered fine since you aren't actually spending real money at any point? [link] [comments] |
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