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    Tuesday, April 20, 2021

    Quick breakdown on how to make games feel fast

    Quick breakdown on how to make games feel fast


    Quick breakdown on how to make games feel fast

    Posted: 20 Apr 2021 02:04 AM PDT

    I made a video about all 200+ nodes in Unity Shader Graph: what they do, how to use them, and a few examples and best practices!

    Posted: 20 Apr 2021 03:46 AM PDT

    Well - first game was failure. Will this one be better ? (2nd attempt post)

    Posted: 20 Apr 2021 12:51 AM PDT

    Our previous post was deleted so this time we've removed last sentence :)

    So, this is our second attempt to make fun game. This time we did it right ! Or did we... ?Short story: We released our first game about 4 months ago. We had very simple target: make game different than others. What a nice goal to achieve. And we did it ! I was to be simple incremental game - make units and sell them. But we wanted to make it but more interesting:

    1. Let's make factories hidden ! It would be fun to discover them.
    2. Let' make our game "clean" - do not place UI "in game" bu as "cards".
    3. Let's make our factories in "not obvious" order - not like any other game from top to bottom, or from left to right
    4. Let's make really nice graphics.

    So after few weeks we found out:

    1. Stupid idea - users were confused and were not trying to discover anything
    2. Stupid idea - users wanted do play not to shuffle with UI
    3. Stupid idea - users were confused and stopped playing very fast.
    4. Great idea - everyone liked our graphics so much ! And we could use it again - but read below.

    So our game was total failure. We have around 1000 downloads :(

    What have we done ? Well - we had an engine (by us) and we have decided do recycle some graphics from our first game and place in our second game. Additionally we have decided that our second game will be well known idea that gamers accept. So now our game is simple idea with our cool graphics from previous game and:

    1. Factories are visible
    2. UI is "in game"
    3. Factories ale in obvious order
    4. Graphics are still really cool :)

    And how it worked ? Affter few first reviews from strangers - it works ! Well, we have 50 downloads for now, but feedback is really different this time.

    Additionally we put lot of effort to make our short promo video. Totally worth it.

    So to all new game developers - listen to your users and make game for users. Maybe in some future we will make another game "different" but now we are happy to hear from gamers that our game is cool :)

    If anyone want to compare:

    Old game: Monsterd Idle Factory Manager: https://play.google.com/store/apps/details?id=com.LimeDevStudio.MonstersIdleManager

    New game: Idle Fantasy Farm Tycoon: https://play.google.com/store/apps/details?id=com.LimeDevStudio.IdleFantasyFarmTycoon

    submitted by /u/flopik
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    How can i ensure that the objects are the size i need?

    Posted: 20 Apr 2021 12:00 PM PDT

    Hi! so im working on a game with some friends and we are making our first environment, to conserve scale for some objects we use a little kid mesh but for some things like tubes we have different distances between walls... how can i ensure that the tubes will be the lenght we need? do we make a blocking of the level first? is there any other way to do it that is less time consuming? thanks!

    submitted by /u/Craxenful
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    Create a Stylized Forest in 10 Minutes (Core Engine)

    Posted: 20 Apr 2021 05:06 AM PDT

    Is a professional career as a Game Developer worth pursuing?

    Posted: 20 Apr 2021 05:05 AM PDT

    Hello Community,

    So I've been pondering a bit on where to focus my dev journey. I have some programming experience but more so towards web development. Once upon a time, I considered pursuing a career in the gaming industry but some of the things that turned me off were:

    1) The bar for entry seemed high.

    2) I read stories on how toxic the industry is, mass layoffs, bad work/life balance, etc.

    3) It doesn't seem like devs in gaming are compensated as well as devs in other parts of the tech industry.

    4) Slow Job market growth.

    I didn't want to be in a, seemingly, super competitive industry where it would be frustrating to find roles, has frequent layoffs that constantly re-adds to the pool of competition, and not the greatest compensation to somewhat make up for having to endure toxic environments and bad work/life balance.

    Based on these elements, It seemed like a career as a game dev wouldn't be as rewarding as I imagined. Now I am interested in and intrigued by game development, more so AR/VR these days. I believe that I can enjoy making games, just not sure if I would enjoy doing it for work considering the things I listed above. I would like to hear the thoughts of those with more experience and experts in the field.

    Do you feel a career as a professional game developer, in this day and age, is worth pursuing, or would I (and others) be better off just doing it as a hobby and pursuing other areas of tech professionally?

    Thank you for your time.

    submitted by /u/John_Wicked1
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    Hello, here is a mini docu on David Braben, on the history and the functioning of the procedural generation.

    Posted: 20 Apr 2021 11:26 AM PDT

    [FRENCH SUB INTERNATIONAL]

    Hello everyone, This mini documentary is a passionate work, do not hesitate to give me your opinion.

    Bonjour à tous, Ce mini documentaire est un travail de passionné, n'hésitez pas à me donner votre avis,

    https://youtu.be/UOPv8NY7ufg

    submitted by /u/Neat-Ad-2261
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    Maths in Games

    Posted: 20 Apr 2021 05:19 AM PDT

    Hi there. What are all the mathematical concepts you need to understand for game design? Maths has never been a strong suit of mine, I'm practically mathematically illiterate

    submitted by /u/heroicgamer44
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    I've put together a free tutorial series for making 2D multiplayer tabletop card games, using Unity and Mirror. Hope it's helpful!

    Posted: 20 Apr 2021 09:47 AM PDT

    Is it worth to collect wishlist after release!

    Posted: 20 Apr 2021 05:25 AM PDT

    Hey. So few months ago we released game on steam/oculus/vive and it gets satysfing reviews for our first game. We want to get more attention and here is a question: Does collecting wishlist after release is worth it?

    I know it has enormous impact on release, but what about collecting it after by ads/giveaways/etc? Do games get more attention if they get more wishlist? Is there something else we can get?

    Thanks in advance for the answer.

    edit

    It's a question, not exclamation.

    submitted by /u/Karades
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    Simple Unity Custom Inspectors Tutorial!!!

    Posted: 20 Apr 2021 08:38 AM PDT

    The Importance of Linear Algebra?

    Posted: 20 Apr 2021 08:37 AM PDT

    Job postings for programmer positions often a bulleted list of required skills along these lines.

    • X years experience in <some programming language>.
    • Excellent communication skills and basic soft skills.
    • Linear algebra.

    Sometimes the bullet contains trig and calculus too, but not nearly as often as linear algebra. In my line of work we deal with coordinate transformations and vector math a lot. I see how that's pretty necessary to understand when developing games, but I never considered it very difficult to understand or pick up. And so my assumption has been that there is more complicated stuff going on that I hadn't considered.

    So can someone explain the importance of linear algebra in game dev to a lowly code monkey? What concepts are so important? How is it applied?

    submitted by /u/hippie343
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    Prerendered cutscenes suck.

    Posted: 20 Apr 2021 12:00 PM PDT

    I have been gaming on low-end PCs all my life. And the one thing I hated was having the quality of graphics tank. For example in Injustice and Mortal Kombat, just before a story fight. To all my fellow gamedevs, I feel that a player playing with already low presets can handle a low render cutscene, same for a gamer on ultra. Never use them in your games. Feel free to change my mind

    submitted by /u/newtcanmakeit
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    web browser like real-time mmo unreal engine 4 (or any engine)

    Posted: 20 Apr 2021 11:41 AM PDT

    Hi reddit,

    For the past few weeks I've been trying to reconvert myself, as a front-end developper I've lost my love of it and just wanted some fresh air.

    As a video-game passionate I instantly thought about doing my own game, so I'd written down many ideas and one is the most interesting to me.

    A few years ago I was playing a browser video game called war2glory, this very game was running on flash and was a mess, by now it's down for a reason y'all know.

    What I basically wanna know is : is there a way to redo it by a modern way on Unreal Engine or any game engine, which one is the best and why.

    I've done a few games in JS and C# but never been an expert nor good at making them, I just want a start point so I can start working on it on my own and asap.

    Thank you Reddit.

    submitted by /u/MASTOOOOO
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    "Useful tools for organizing the game story timeline"?

    Posted: 20 Apr 2021 01:52 AM PDT

    Any recommendations?

    Right now, I am writing my game story timeline in a .txt file ;-;

    (Something like, "This gonna happens, so, after the player do this, this gonna happen, if the player choose this, this gonna happen, etc...")

    submitted by /u/MaxWhite3790
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    Defold 1.2.182 Beta released

    Posted: 20 Apr 2021 11:08 AM PDT

    Has pandemic remote office work changed the office/studio culture/dynamic?

    Posted: 20 Apr 2021 11:00 AM PDT

    Not just talking about the extras, like getting a bonus in lieu of any of the office perks, but has the studio had a change in feel?

    submitted by /u/FocusPocusHocus
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    2D Resources (free or very cheap)for fighting game like Tekken

    Posted: 20 Apr 2021 10:55 AM PDT

    I am about to start working on my project and since this will be my first one i decided to go a bit simple. Every help will me much needed. Also suggest me the best beginner friendly engines for games like that, personally i was thinking Unity, wdyt?

    submitted by /u/fr1day00
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    What is a good (and cheap) way to write and tell a story as an indie?

    Posted: 20 Apr 2021 10:53 AM PDT

    Hi,

    I'm making solo a small free hobby project and it's coming together nicely. I'm (I guess) decent at programming, can do some 2d / 3d art, got hold of some audio assets, etc. But there is one thing I cannot really steal find on internet - the story and a way to tell it.

    I have no money to hire a writer and have no idea how to write it myself. Even if I did, I can't realistically do characters and cutscenes and voice over alone in reasonable time. It's worth to mention the project I'm doing is 3d fps. The only thing that comes to mind - even if I come up with a story - is to throw a wall of text at the player...

    So, as in title - What do you guys think is a good way to write and tell a story as an indie?

    submitted by /u/pkmkdz
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    DirectX at Game Stack Live 2021

    Posted: 20 Apr 2021 10:34 AM PDT

    (Timelapse) 3d Retopo, Unwrapping & Texturing (Part 4/4) Tower Defense Model | Blender to Substance

    Posted: 20 Apr 2021 06:42 AM PDT

    Looking for people who make Video Game music... err, it's hard to explain...

    Posted: 20 Apr 2021 04:23 AM PDT

    So, of course there's TONS of people who make Video Game music, many of which are royalty-free and free of cost, as well. Great!

    The issue I have (and it's not to say the music I find is bad, it's just not what I had in mind, that's it, please don't look too deeply into my words) is that a lot of the music I find can be shelved into the following:

    1.) Chiptune music.

    2.) Drum 'n Bass / Heavy Electronic (techno, etc.)

    3.) Very epic and grandiose in scale

    ...and these are all great, but I'm personally trying to make a 2D platformer game. Something more jovial, something that isn't overtly serious, kind of like the older Super Mario Bros. titles for the NES and SNES era. All of the music in that game was very... well, it was very video game-y. It's hard for me to put into words.

    I'm trying to find music like that, I'm trying to find people who compose music like that, but I cannot seem to find anyone. I went 50 pages deep with Kevin MacLeod, I checked out various recommended suggestions on this very subreddit, and none quite seem to fit it. It's all very over-engineered or epic for what I'm looking for.

    Sorry if this is the wrong place to post about this kind of thing and I realize my attempt to describe what I'm talking about is pretty bad, but I have trouble putting it into words.

    submitted by /u/Narrowminded
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    How do you go about pricing your game?

    Posted: 19 Apr 2021 07:49 PM PDT

    Do you have a specific method - looking at playtime, how crowded the genre is, etc.

    Or do you just pick a price that feels right?

    What would you consider important factors for pricing your game?

    submitted by /u/Moaning_Clock
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