Screenshot Saturday #533 - Prime Viewing |
- Screenshot Saturday #533 - Prime Viewing
- I’ve found a cool way to use (reversed) physics for animations using blender. This way I don’t have to interfere with Unity’s physics. The tricky part was reversing the physics whilst keeping it in 1 animation.
- My steam game with more than 10K wishlist got screwed up!!!!
- I got 9 wishlists on my steam-game and I'm so happy I could die!
- Any advice for the dad of a 15 yo game developer?
- Stylised Clean Modeling & Rendering in Blender 3d | Blender Speed Modeling Cartoon Style Game Assets
- How is logic programmed in video game randomizers?
- Creating a programming portfolio from scratch
- Question about references to other videogames/forms of media
- How do studios create big games with stories in them?
- I could use some code help
- Game/Developer Licensing
- What makes a Good game director that is more than just "The Idea Guy"?
- r/gamedev, what do you do to unwind when you finish working?
- Should You Publish Your Indie Game On Switch or Steam in 2021?
- Game Engine of choice or take a common path?
- As a GameDev, how do you feel about Epic's new MetaHumans?
- How to make isometric art like in classic fallout or Baldur's gate
- How to market your mobile indie game without spending any money?
- What would you keep or change on this Steam page?
- Should I sell my game or have it free-to-play?
- Does anyone know how to solve the c++ sfml movement delay problem?
- Where do you like to promote your game (free)
- Motivation to Finish Marketing
Screenshot Saturday #533 - Prime Viewing Posted: 16 Apr 2021 08:57 PM PDT Share your progress since last time in a form of screenshots, animations and videos. Tell us all about your project and make us interested! The hashtag for Twitter is of course #screenshotsaturday. Note: Using url shorteners is discouraged as it may get you caught by Reddit's spam filter. Bonus question: What level of difficulty do you usually choose when you first start a game? [link] [comments] | ||
Posted: 17 Apr 2021 04:24 AM PDT
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My steam game with more than 10K wishlist got screwed up!!!! Posted: 16 Apr 2021 11:14 PM PDT Hi, My team released our first game on steam Nemesis_Race_Against_The_Pandemic this Thursday(15 Apr,21). I will describe how it all went. I don't know why people who wishlisted the game and followed it didn't buy it. Before Launch: December 2020: Our steam store page launched. January 2021: We had around 500 wishlists. March 2021: Our game has in total 11000+ wishlists and outstanding was 6k wishlists at launch. 15 April 2021: We set for launch in the hope of around 1K sales on the first day. What really happened: Our game price was 3.99$ and we had a 10% launch discount so that 3.59$ for a realistic shooting game with around 3-4 hours of gameplay. I admit that our game was not very great but it was not a bad one also. After launch, we waited and waited and sales after 1st day were only 40 copies. Some YouTubers also covered our launch and posted gameplay videos, some of them have around 200K subscribers and their audience seemed to like it but again no activity on sales. https://www.youtube.com/watch?v=PSvOznUynKA&ab_channel=RGR29 It's our second day and we are only selling few copies. It is very disappointing after so much hard work we put. And we just want to know what could have gone wrong? I request you all to please share your views on where we did wrong and what we could have done that had prevented this. I thought wishlists are an important factor for games' success but after this, I don't know what to do. Please provide some insight. [link] [comments] | ||
I got 9 wishlists on my steam-game and I'm so happy I could die! Posted: 17 Apr 2021 06:40 AM PDT Hi all, I imagine many of you are very used to steam and have released games there before, so this might seem like very little to some of you. But I recently for the first time got approved by Steam to put my game up on steam. And not only that today I logged in and saw that 9 people have wishlisted it! Nine whole people that don't know me saw screenshots of what I made and put it in their wishlist! NINE! That's just so many, I can't believe it! I feel really honored. I wanted to share my joy here because I've seen people express stress and comparing themselves to others' games that are wishlisted/sold in huge quantities (in the thousands) that are mentioned in this subreddit. Maybe your work's like mine and is much smaller than the huge successess? I want to say that that is also wonderful, big or small, and I hope you to feel proud about what you're making. I'm cheering for you. [link] [comments] | ||
Any advice for the dad of a 15 yo game developer? Posted: 17 Apr 2021 04:11 AM PDT He's been working in Unity for about 4 months. I'm really excited to see him progress, even if it means he's spending a ridiculous amount of time in front of a screen. He's on the autistic spectrum and had been depressed, so it's great to see him so enthusiastic about it. He's done a couple of game jams, and in one came in 6th place out of 35! The game he's working on is insanely cool. (Well, the idea is anyway.) He's teaching himself via the usual methods (youtube videos mostly). He talks a lot about what he's working on and most of the time I barely have a clue. (I've programmed a little, but it was decades ago.) I've got a graphic design/marketing background, so I'm helping him out with some of the graphics and will hopefully be of some use if it ever becomes a real game. Any classes or groups I should push him toward? Any other general advice (maybe something your own parents did or didn't do)? Thanks! [link] [comments] | ||
Stylised Clean Modeling & Rendering in Blender 3d | Blender Speed Modeling Cartoon Style Game Assets Posted: 17 Apr 2021 05:12 AM PDT
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How is logic programmed in video game randomizers? Posted: 17 Apr 2021 01:20 AM PDT Just, for example, I'll use The Legend of Zelda: Ocarina of Time randomizer. When logic is enabled equipment mandatory for the completion of the game will never be placed within a chest that would require said item to obtain it, or otherwise in an area inaccessible without said item. Did programmers who coded the randomizer have to look at every possible circumstance where an item could spawn in an inaccessible area and break the game or is there a better solution like a code that checks to see if an area from the original game required said item to progress and when the program finally finds a compatible location so that the game can be completed it will "place" the item there? When the randomizer generates a logical seed does it check to see if the Forest Temple is completable without the Hookshot and when it finds the line of code that tells it that it isn't will it continue searching through the remainder of the game's chests to find one where the player can get the Hookshot? I hope people will understand my question, as someone who doesn't know how programming works this must look like the work of an ape. [link] [comments] | ||
Creating a programming portfolio from scratch Posted: 17 Apr 2021 09:11 AM PDT Hi Due to unforseen circumstances I've had to leave my job and won't be working for a while. I have a period of time (6 months - 1 year) that I want to use to learn games programming and create a portfolio to try and get an entry level position in a games company for programming. I have 2 and half years experience working as a software developer for a large corporation in Python and also have experience with Java and C#. Is it achievable to create a portfolio good enough in this amount of time if I dedicate full time work hours to it? Where should I start? What should a portfolio for an entry level programmer look like? Thanks in advance for any insight [link] [comments] | ||
Question about references to other videogames/forms of media Posted: 17 Apr 2021 10:33 AM PDT Hello! I dont understand very well how this works so i wonder if someone could help me with this, thanks! [link] [comments] | ||
How do studios create big games with stories in them? Posted: 17 Apr 2021 08:58 AM PDT This is more of a general question. I'm a game development student thinking about tools to direct entire games. I mean this in the broadest sense. Take a look at a game like The Witcher 3. It contains a huge story, quest progression, branches, world state and everything you can think of. What's important is that the player still has plenty of agency over the world, and doesn't feel very forced to follow the story or play the game a certain way. Red Dead Redemption even takes it further and improves on the same systems tenfold. That world feels alive, responsive and free, while you're still following a very linear story. I've recently made a tiny game with a few fellow students which features a story. I did all the development stuff in Unity, including the 'directing'. I timelined the cutscenes written by our writer and programmed user interaction in them. I discovered it was actually very hard. As we had very limited time I ended up using the Unity Timeline for a few very rigid scenes, and I hard-coded everything else in a script. Activating triggers, moving stuff around based, waiting on player input, waiting on dialogue to finish, displaying dialogs, you name it. It's very messy but okay for the purpose of this very tiny, one-week game. It was very much a struggle to switch the progression of a scene from scripted, pre-decided progression of a scene to giving the player a hand (or a lot of freedom) in progressing the scene themselves. But this got me thinking about how big games do this. What are the systems employed to create huge stories? Especially in larger teams? How do you constantly switch between game-driven progression of a scene versus player-driven progression? Are there any systems that already attempt to abstract this into portable packages and other formats? [link] [comments] | ||
Posted: 17 Apr 2021 11:54 AM PDT How can one make a game that can interact with your os (I don't know if that's a correct way to say it)? So basically like how you can manipulate files and such in OneShot except your character can also interact with windows you have open and use them as platforms. So the entire computer screen is the game and it is not just limited to a specific window. I got my inspiration from this game so if I'm not clear go check it out! https://ldjam.com/events/ludum-dare/46/desktop-garden [link] [comments] | ||
Posted: 17 Apr 2021 11:34 AM PDT I'm building a game using the Intersect Engine, which is free, open-source, and comes with an MIT license. My question is: Do I need a custom license for my game or development company? Do i need copyright/trademark? Do I need to include the Engine's MIT license as an image in the boot screens(like a lot of games)? I am completely new to the legal aspect of game development so I am literally clueless. Basically: I want to sell my game on steam when it is finished It will be closed-source(the engine is open source so no one will need my game source code) I want my game assets and company to be protected by law should someone try to pirate it or claim the company for themselves(I'm thinking copyright here?) Any advice is helpful! [link] [comments] | ||
What makes a Good game director that is more than just "The Idea Guy"? Posted: 17 Apr 2021 04:14 AM PDT As someone who is still an armchair developer, but also has dream to have to have a team to make a game together, i know that being a game director is not just the guy with the idea, or the commander who tells people what to do. But i still want to know how exactly to not that guy, aswell as be a leader people can enjoy working with. [link] [comments] | ||
r/gamedev, what do you do to unwind when you finish working? Posted: 17 Apr 2021 06:36 AM PDT Guess I'm just looking for new hobbies that fit with the gamedev lifestyle. May be a strange question, I lost my QA job in September and I've finally been interviewing for a new position recently. I'm making games in my free time but due to the pandemic and geographical factors I find myself with virtually nothing to do outside of gamedev. Hope you're all having a good weekend. [link] [comments] | ||
Should You Publish Your Indie Game On Switch or Steam in 2021? Posted: 17 Apr 2021 04:14 AM PDT
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Game Engine of choice or take a common path? Posted: 17 Apr 2021 07:06 AM PDT So i'm gonna finish school this year and hope to get into a college with good game programming or game design courses. I want to start learning as early as possible due to general interest and intrigue and have been researching about the topic online. From what info i've come across , the beginner engine is unity or unreal and cryengine is pretty much not recommended for a beginner cause of the learning curve and licensing issues. But i find cryengine the most interesting one of the bunch despite its flaws. So my basic question is How will picking a game engine and getting good with it affect my future when it comes to jobs and things like that? Like does being comfortable with a certain engine reduce/ nullify my chances of getting a job in companies that don't primarily use that engine? Thats it , Thanks. [link] [comments] | ||
As a GameDev, how do you feel about Epic's new MetaHumans? Posted: 16 Apr 2021 07:15 PM PDT Epic says its new MetaHuman Creator can significantly reduce time that devs spend creating characters. I'm not a game dev, so I don't really know the gravity of this new feature. From what Epic says this tool is a big deal (what used to take months now takes minutes, they've said). I'd love to know what you all think about MetaHumans so far and if you believe it'll be a big game-changer for game development that might reduce time spent on certain projects. [link] [comments] | ||
How to make isometric art like in classic fallout or Baldur's gate Posted: 16 Apr 2021 09:22 PM PDT Just a backstory on why I am not buying the services from someone as most do. [I have been sitting on this idea for some time now, I started working on the game with free assets from kenny but it has limited number of human or enemies in the pack. So I looked to get one made for my personal taste and realized that it was too expensive for me to pay someone to make all the things I had in mind. So I started saving to be able to make it happen then covid happened and its still huge in my country and as tuitions were my source of income, I have lost quite a lot in the past 1 and a half year. I think its time to get back at what I wanted to do before I completely lose my shit so I am here looking for some help.] I have tried looking in google and YouTube and most of the searches led to no meaningful results, like tutorials left by the creators or tutorials where it wasn't easy to follow what was going on. If anyone can help me on this, I would be very grateful. [link] [comments] | ||
How to market your mobile indie game without spending any money? Posted: 17 Apr 2021 07:49 AM PDT How do i start marketing of my indie mobile game which is 60% complete [link] [comments] | ||
What would you keep or change on this Steam page? Posted: 17 Apr 2021 07:27 AM PDT Happy Saturday, I've got the Steam page all setup for my game Survive Into Night - I think it looks alright, but could use some advice on what seems to work well and what doesn't. I don't mind honest/brutal feedback if it help the page look better. What do you think of this, and what would you change if it was your games page? https://store.steampowered.com/app/1581380/Survive_Into_Night/ [link] [comments] | ||
Should I sell my game or have it free-to-play? Posted: 16 Apr 2021 11:55 PM PDT Hi. I'm new here. I have been working on a psychological horror visual novel with puzzles and choices. The script is still in the process of revision so I'm quite early in the actual development. However, I have been thinking about whether or not I should actually try to sell the game on steam or have it free on itch or maybe free on both itch and steam. What I want most from the game is feedback and see if my dreams of being a game developer/writer actually hold any ground. My partner is also working on the project and I'm going to have a freelancer do the background art. It's quite a low budget game. My partner thinks I should sell it. Any thoughts? It's also not the first game I'm developing and not the first story I've written. I've only published one text-based game on my itch account and that is for free. [link] [comments] | ||
Does anyone know how to solve the c++ sfml movement delay problem? Posted: 17 Apr 2021 07:26 AM PDT Ive tried a few things like isKeyPressed() and oher stuff but the player never starts moving imadiately, is this something people just accept? [link] [comments] | ||
Where do you like to promote your game (free) Posted: 16 Apr 2021 06:26 PM PDT Getting ready for a soft launch and trying to see where everyone likes to promote their games, best websites, reddit channels, review pages, etc! [link] [comments] | ||
Motivation to Finish Marketing Posted: 17 Apr 2021 06:46 AM PDT Hello! I recently finished my first game I made myself in Unity and did preliminary work creating an itch.io page for it. I sent it through my social media's and know I should make a trailer as well as put a video of me playing through it on my YouTube channel but I've been putting it off. How do other solo developers go through the marketing phase when making a new game (which I have started) is so much more enticing? Thank you for reading and any answers! [link] [comments] |
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