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    Saturday, April 24, 2021

    Screenshot Saturday #534 - Sneak Peek

    Screenshot Saturday #534 - Sneak Peek


    Screenshot Saturday #534 - Sneak Peek

    Posted: 23 Apr 2021 08:05 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.


    Previous Screenshot Saturdays


    Bonus question: What was the last game that completely hooked you in?

    submitted by /u/Sexual_Lettuce
    [link] [comments]

    I created a 3D Tilemap tool in Unity for my game, in my latest Devlog I go over how it all works and how I built it. (Link in comments)

    Posted: 24 Apr 2021 12:39 PM PDT

    I've made a free online tool to help indies with games on Steam better browse their reviews

    Posted: 24 Apr 2021 05:16 AM PDT

    How to announce your Upcoming Steam Indie Game for Maximum Exposure and Wishlists

    Posted: 23 Apr 2021 02:02 PM PDT

    Please note, this guide is not about announcing the release of your game, but announcing to the world that you're developing it. If you've already announced it and the response was little or nothing, don't panic, you can still create buzz for your second announcement.

    Introduction

    So, you've worked on your indie game for quite some time and not a soul knows about it. But you're now at a stage where you feel you're ready to announce it to the world. But have you thought about how to get the most out of it, in terms of visibility? There's quite a lot of preparation, but it's certainly doable. To maximize press/exposure of your first announcement and to increase wishlists, it's best to plan beforehand. Do not announce your indie game if there's nobody to announce it to, especially if you haven't set-up your Steam store page. Posting too early may seem like a wonderful idea, but in reality, it's not. There are hundreds of games announced each day, most of which go unnoticed. Don't become a statistic, become a memorable announcement.

    What You Need For Your Announcement

    I will guide you, step by step, through what I believe to be the essentials for announcing your upcoming Steam indie game for maximum exposure. Let's make marketing simple.

    Contents

    1. Patience

    2. Wishlists

    3. Steam Store Page

    4. Website

    5. Press List

    6. Writing to the Press

    7. Social Media

    8. Timing

    9. Conclusion

    1. Patience

    Big publishers can get away with announcing their game just months before release simply because of their existing reach. But for indies, it's wise to do this at least one year in advance. You need to give yourself plenty of time to build up wishlists and prepare a quality announcement. The press needs something tangible to write about, so give them content worthy enough to publish. Posting your announcement with mere concept art will not turn heads. I see a lot of indies announce their game far too early and have uninspiring/little content to show off with zero Call to Action. There's no need to rush in. The stage of development matters when announcing your game. Your first announcement is your most valuable one. Use it wisely.

    2. Wishlists

    Wishlists are a fundamental part of telling the Steam algorithm that people care about your game. I know there's some debate about how late or early you should start building up wishlists, but I think there is a happy medium which depends on the quality of your announcement. Valve do not care about how recent your wishlists are, they just care about how high the number is. The higher you can get this number, the more leverage you have when talking to them about promotional support for your title's launch - it's even beneficial if you're looking for Publishers. People will not forget they added your game to their wishlist if your announcement is memorable and if the marketing you do afterwards is consistent. That's the difference.

    3. Steam Store Page

    Your Steam store page is your Call to Action, or to be more precise, Call to Wishlist. It's important to use your announcement to build as many wishlist additions as possible. If your announcement gains a ton of visibility, it's likely many people will talk about your game. This means there's a window of opportunity because people will search for it, but it won't last forever. That's why it's crucial to have your Steam store page go live at the same time as your announcement, as opposed to launching it months or years later down the line. Have the following ready:

    • Short Gameplay Trailer: Containing exciting gameplay footage.
    • Beautiful in-game screenshots: 4 screenshots, each unique.
    • Features about the game: What are the best features your game offers?
    • Engaging Copy: Choose your wording wisely and don't go overboard with the text.

    Example Steam page

    Tip: Don't flood your store page with tons of text or gifs. Keep it short and sweet.

    4. Website

    The primary purpose of your website is to re-direct visitors to your Steam store page and allow journalists to extract info from your press kit. At this stage in development, you only need two pages that serve two purposes: a professional-looking landing page that focuses on your Call to Wishlist and Press kit. As time goes on after your announcement, you can overhaul and add more to it. Keep the following in-mind:

    • Responsive: Make sure it's smartphone friendly and very optimised.
    • Press Kit: Keep it simple, you can thank Rami Ismail for this: https://dopresskit.com/.

    Example Website

    Tip: Make sure your Press kit and Call to Wishlist is cleary visible for the reader.

    5. Custom Made Press List

    First, research which journalists have published articles about games similar to yours. This puts you on the right path to creating a tailor-made press list. If you're confused by what I mean, here is an example:

    Let's say you're releasing a Rougelike shooter with gameplay mechanics inspired by Risk of ­Rain 2. You've now identified your target audience and can begin searching for a journalist. Open your preferred search engine and type "Risk of Rain 2 reviews", go through each one and try to get the email address of the author and add them to your press list. As for what information to note down, here are the basics:

    Region Website Name Position Social
    UK indiegamejoe Joe Manager twitter

    I understand the laborious part is finding an email address. Sometimes you won't be able to, and that's okay. Here are my tips on how to find them:

    • Find Contributors: The editorial team isn't the only one looking for games to write about.
    • Twitter: Sometimes they have their DM's open or place their email address in their bio.
    • Linked In: If they do not list their email address, add them to your connection.
    • Email Finder: Use something like voilanorbert.com.
    • If all that fails: Contact the editorial team by using their basic contact form.

    Tip: Take your time with your research and don't get too stressed out. A bigger press list doesn't always mean a better one.

    6. Writing to the Press

    It's so important to reach out personally to journalists. It's time consuming, but totally worth it. I recommend this method because it gives you the chance to develop and maintain genuine relationships with them after you've announced your game. It's just way more personal. I realise there are PR agencies out there that can do all the heavy lifting, distributing news to literally thousands of journalists at a time. But this is an indie guide, so I'm assuming you have a zero budget for that stuff, and ultimately, I want to teach you the fundamentals of doing it on your own.

    Give Notice

    It's wise to write to the press at least four weeks before your announcement goes live to give them enough notice. If you don't receive a response, write a follow-up email two weeks after that because it's likely they didn't receive the original. If worse comes to worst, send a final email on the day of your announcement. That makes three emails in four weeks with a sizeable gap between each one. Just make sure to be kind, respectful and slightly revise your follow up email so it doesn't come across as a copy and paste job.

    Be Creative

    Before emailing, ask yourself this; why should my game be covered? Your message should be concise and clear, avoiding unnecessary chunks of text and media content. Most indie developers stick to the standard press release format because they think it's the only way that works. But think about it; if you copy everyone else, then you're not doing anything different. You're not standing out from the crowd, your email just blends in with dozens of other developers who want their game to be covered. Journalists are actual people with unique personalities, they're not robots designed to respond in only one way, they're just very busy. Speak to them like a person and you might find you can have a constructive conversation.

    With all that in-mind, here's a made-up example of what has worked for well for me: (See image)https://indiegamejoe.com/wp-content/uploads/2021/03/writing_to_the_press_example.png

    Subject

    "Press Release - Hi John, grab your sword, seek vengeance, and try to survive in our upcoming Roguelike, announced on Steam, May 30, 2021!"

    Your subject should be your hook, the line that attracts the readers' attention. Notice that I began the email with Press Release? Since using this method, I have seen a much higher response rate. I think it's mainly because it's exactly what journalists are looking for, and perhaps they have some type of filter enabled that prioritises subjects with the word press release. I'm not sure, I just know it's been working! Under no circumstances should you ever address the journalist as your mate, pal or buddy. It's absolutely crucial to mention their first name. It comes across as less spam, more personal, and shows you've put in some research about them. As for the rest of the subject, I like to make it sound exciting, avoiding any boring corporate jargon that they're probably used to hearing. Try your best to make it sound professional, intriguing, and personal.

    Introduction

    "Back in 2019, you wrote an article about Risk of Rain 2 and you were not impressed with the instant death mechanic."

    Within your introduction, it's wise to remind the journalist they have written an article in the past about a game similar to yours. This isn't because you should compliment them about it, it's because you have an opportunity to quote them on something they didn't like it about it and then mention in the feature below, why your game does it better. Do not ask the journalist that you "hope they're doing well" because let's be real, you only hope they'll write an article about your game. I know I keep stating that you should be kind and personal, but you are being thoughtful by making your email as readable as possible by getting straight to the point. You're showing consideration for their time.

    Feature

    "Sword of Vengeance gives death a whole new meaning because it's not permanent. Should you fail to survive, your soul will be carried back to Hell where you'll face Dagan's Champion. Be warned, each failed attempt to defeat him means your teammates will pay the price. No pressure."

    Think of this section as your second hook. Try to convey the fundamental premise of your game in as few words as possible. There's no need to make a complete list of every single feature your game offers because it'll only clog up the email. All further information should be included in your press kit because that's exactly what it's for.

    Proposition

    "I was hoping you might be interested in covering it on the day we're announcing it? We'd be more than happy to give you an exclusive first-look at what it entails."

    This is one of the most important parts of the email because you're giving the journalist something meaningful to work with, something newsworthy. You're showing them that there is an opportunity to be had. Many indie developers make it difficult for journalists to write about them because they're unclear and generic with their message. Stating "hey my game exists" isn't exactly intriguing. Be very clear about what it is you're asking.

    Finisher
    If there's anything you need from me,please let me know.
    Kind regards

    Joe

    There's no need to write a lengthy wall of text about how thankful you are for the journalist reading your email. Ironically, by doing so, you're only taking up more of their precious time. By asking an open question, you're yet again clarifying that you're all ears should the journalist need something from you. It's a sign of encouragement, at the very least.

    Signature
    IndieGameJoe
    Managing Director
    example email

    Okay, let's make this very clear. A terrible signature includes giant social media icons, lots of hyperlinks, too many images, and a large disclaimer. It's not professional and potentially affects the performance of the actual email. Keep it simple, guys! I also highly recommend adding your email address at the end, just in case the journalist cannot reply to your original email.

    Call to Action

    The reason I like to add direct links rather than embedding content to the email is because I want to make sure it loads properly. One click is all it takes for the journalist to access everything they need should you spark their interest.

    Overall, remember that there isn't an exact science when reaching out to journalists. Don't get bogged down with trying only one method of communication. Mix it up and never be afraid to experiment, because that's exactly how I found a method that works for me.

    Tip: Use a professional email address, not your personal one.

    7. Social Media

    Hashtags are your friend and can help push the visibility of your announcement, especially if used correctly. For example, Twitter has #indiedevhour, which is every Wednesday. Indie devs are not the only people interacting with this hashtag. Many consumers will also see it, and even publishers are monitoring it. The point I'm making is that it's better to take advantage of popular hashtags for your announcement, as opposed to not using any at all.

    • Twitter (Other popular hashtags include #screenshotsaturday and #pitchyagame)
    • Facebook (There are so many popular indie dev groups to announce your game on)
    • Instagram (Don't be afraid to use many hashtags)
    • Linked In (Great for announcements if you're connected with journalists)
    • Discord (I recommend using this as your main HQ for your community)
    • Reddit (Popular subreddits include; r/indiegame, r/indiegaming /rpcgaming, r/games)
    • YouTube (Make sure your video thumbnail is appealing and headline striking)
    • Streamers (Some YouTubers like to cover the announcement itself if they're interested enough)

    Tip: Make sure to pin your announcement and include your Steam store and Press Kit.

    8. Timing

    Avoid Rush hour

    What time and day should you post your announcement? Well, you'll likely receive a lot of different answers to this question. But research points towards publishers launching their game between 6am and 10am West Coast time, which means it's likely the press will be very busy during that time frame. And as for what day, well, I like to use gamespress.com as a good example. It's one of the biggest PR resources for games journalists worldwide, updated with the latest press releases from games publishers and developers. Their main email digest goes live each day at 2:30pm UK time, and Thursday is usually their busiest day. So, what does this mean for you? Well, I would try to avoid posting your announcement based on the time and day mentioned above. It may work well for large publishers, but for small, not yet recognized indies, it's best to avoid competing with them so that your announcement is not overlooked.

    Find your Route

    Overall, I believe it mainly boils down to your custom-made press list and personal schedule. What I'm saying is, perhaps you're working a full-time job and cannot commit to certain days. If so, it's not a major problem. With all that being said, let's say Saturday works best for you. Don't be put off by this day, contrary to popular belief, it can be very effective. Here's why:

    Many contributors work on the weekend and they're looking for games to write about. This goes back to point #4. If you've found contributors who have covered games similar to yours, then it's an even bigger bonus.

    Posting your announcement on Facebook groups, Twitter and Instagram whilst taking advantage of an extremely popular hashtag such as #screenshotsaturday will help boost your announcement's visibility.

    9. Conclusion

    Announcing your upcoming game for the first time is an adventure that's full of uncertainty and 'what ifs?' There's no concrete answer that guarantees results. But what you can do is give yourself a better chance of a successful announcement, especially if you follow my advice. Are there different ways to announce your upcoming game? Absolutely. All the information I provided above is my experience that I feel worked well for me. I'm just passing it on to you, hoping it helps you on your journey. I encourage you to be creative, bold, and try out other methods. Perhaps you might find the perfect formula?

    Thank you for reading and good luck with your indie game. You've got this!

    full article here

    submitted by /u/IndieGameJoe
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    What I've learned from making and publishing my first game

    Posted: 24 Apr 2021 10:22 AM PDT

    I want to share with you some tips that helped me to finish and publish my first game.

    First of all I'm a solo dev that messed with UE4 for like 5 months until decided to start and finish my first game. I had no previous knowledge about anything so I started to follow tutorials, bought some courses on Udemy to help me get the basics.

    I sadly felt into the trap of creating the next triple A game like many others. After I realized that, I reduced the scope of the game until I could've eventually finish it in 1 month. It took me 2 months of work on and off but it's much better than staying and work on something that could've take 1-2 years to finish. So here are the tips :

    1. For your first games keep your scope small. Don't start developing your dream game as your first game.

    2. Join game dev communities and don't be afraid to ask questions, but firstly try to find yourself the answer on the internet and if that fails then don't hesitate to ask others.

    3. Don't be afraid to use marketplace assets. As you become more skillful and meet new people you'll probably don't need to use them that much but for now these assets are your best friend.

    4. A thing that I somehow regret of not doing it early in the development : taking screenshots with your progress. I did this in late stage of development and I wish I had done it earlier. Take screenshots now and then, you'll never know when you need them. You can even make some short videos with the gameplay/ a new thing that you've added etc.

    5. Post your progress when you're confident enough. I posted some screenshots when I already had the minimum viable product ready but you can do it earlier.

    6. I think the most important thing that helped me finish my first game is this : start a gamedev "journal". Write every progress you make on the respective day in it. After that you can add for example features that you plan to integrate in your game, bugs to be fixed etc. It's much easier when you write down your ideas.

    7. The gamedev path is indeed hard to follow but if you love to see your ideas becoming reality it's a path worth following.

    So, think that your first games represent bricks that you place as a foundation for your future.

    Here's my game if you are curious to see it. It's a challenging first person platformer and it's on itch.io. Any feedback would be much appreciated. my first game

    submitted by /u/_JuuzouSuzuya_
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    How to establish proper communication/information links between various objects without too many dependencies or too many singletons?

    Posted: 24 Apr 2021 07:22 AM PDT

    Hello everyone, I tried to be as clear as possible in the title about my question. A few examples:

    -The main character needs to acquire the list of alive enemies.

    -Enemy spawner needs to know about the state of the game and the position of the main character.

    -Sound system needs to know about the current volume settings which are stored in another object.

    These are simple and common examples that I thought of while writing this post. I assume this is a very generic question without a unique answer. I tried my hand at research via google, but could not find any satisfactory results. Whatever type of game I start developing, I end up with lots of cases like in examples given above. At first, I had too many dependencies between all of the objects. Then, I learned about singletons and I had too many singletons which caused problems with testing and code refactoring as you may guess. Nowadays, I am thinking of an architecture in which there is only one master singleton and all communications must go through this master node (master singleton collects the necessary object references at both compile and runtime). I am not sure if it is viable, I am currently trying it out.

    I am here to ask if anyone can point me at helpful resources or share their experience with me regarding the topic described above. I hope I was clear enough, if not I can explain further.

    Edit: The communication does not have to be periodic (discrete), at times there may be a need for continuous communication (each frame).

    submitted by /u/mckare23
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    I submitted my first game to the Tribeca Film Festival, but it was rejected.

    Posted: 24 Apr 2021 07:36 AM PDT

    https://youtu.be/QDLJlZK5nyQ

    I was really excited when I heard the Tribeca Film Festival was accepting games for the first time. I'm a filmmaker, and the idea that an institution like that would be showcasing games on the same level as movies was really exciting to me. I was hoping to be a part of it on the ground level.

    I've spent a few years teaching myself Unreal, and I originally made this narrative adventure game as my thesis for the Grad Film program at NYU. It's a mystery game and a nostalgic love letter to old-school survival horror. It isn't survival horror itself. It's like that genre filtered through childhood memory.

    I've always loved games and movies equally and this project has a bit of both in it. It's my first game and I'm a little proud of it, rough edges and all. It's gone through so many versions and a lot of playtesting. (I'm sure everyone here can relate to the amount of work that goes into even a small game.)

    I submitted this to Tribeca with all my fingers and toes crossed, but alas, it wasn't meant to be.

    Anyway, I'm releasing it here for you all to play. I hope it resonates with some of you. Would love for this project to live on somehow, and hey, maybe not having to keep it under wraps is a blessing in disguise.

    https://post-traumatic-lab.itch.io/pillow

    submitted by /u/Post-TraumaticLab
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    Best site to find work as freelancer game dev?

    Posted: 24 Apr 2021 07:24 PM PDT

    I've tried a bunch of freelancer sites but they don't seem to be that optimized towards game development related projects. Lots of people cross-list skills (web programming, etc.) and make it hard for me to stand out. It also doesn't optimize towards certain types of work (e.g. game UI, gameplay, AI, etc.) that I specialize in.

    So for any fellow freelancers game dev out there, what's the best site to use right now?

    submitted by /u/Significant-Move9616
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    Workflow ideas to create top-down normal mapped 2D starship assets

    Posted: 24 Apr 2021 01:59 PM PDT

    Hello all,

    For some time now I've been planning on supporting normal maps for my little spaceship game. The idea is to have a 2d top-down starship image and a simple normal map shader. The thing is, building a normal map by hand is complex and difficult.

    An idea I had was to make some kind of top-only 3D model of my starships and generate normal maps out of this, but popular 3D modelling softwares are a bit feature-heavy for this (ie I can't for the life of me remember the blender shortcuts after not using it for a month and the menus are too complex for my little brain it seems).

    So, the idea is to construct a workflow where I can design 2D, top-down spaceships and build normal maps for them.

    I've looked as Sprite Illuminator. Maybe somehow building a 2D ship and some simple heightmap for it. Another ideas is to find a really simple 3D modelling software somehow handling orthogonal single-axis view well.

    Any ideas?

    submitted by /u/kenpoco
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    Just gift for developers <3

    Posted: 24 Apr 2021 01:22 PM PDT

    Hi!

    Just gift for developers <3

    FREE Download, FREE to Use, for your projects

    https://pixelizer.bandcamp.com/album/emotional-road-001-free-download-free-to-use

    https://pixelizer.bandcamp.com/album/emotional-road-002-free-download-free-to-use

    https://pixelizer.bandcamp.com/album/emotional-road-003-free-download-free-to-use

    https://pixelizer.bandcamp.com/album/emotional-road-004-free-download-free-to-use

    I am the only composer of all this musics that I offer you to download and use for free.

    I do not seek glory with my music but that it is useful

    Here is some of my musical ideas. :) It doesn't always end, but the cool ideas that I create are developed until they are finalized. :)

    https://drive.google.com/file/d/1rKt5fgcwf8XsaCUomq6BVPY3Kfm7ryCo/view?usp=sharing

    Enjoy <3 Peace

    submitted by /u/moise13
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    new to programming. what is a good approach to switching premade rooms in and out of view as the player plays the game

    Posted: 24 Apr 2021 06:06 PM PDT

    i might have a lot of trouble explaining this, so let me know if you need more clarification. i've been going through online programming lessons and getting to learn unity, seem to be doing well so far. I am now trying to build a simple game for myself where a character goes from one room to another and interacts with objects, etc. i thought this would be easy enough, but it just seems like i'm doing things the wrong way. this is not my image, but it's a good representation of what one room would look like:

    https://i.imgur.com/wZA3wsM_d.webp?maxwidth=760&fidelity=grand

    the camera would be still, and as you exit one room to another, the scene switches to another room and the character can walk around, etc. my question is what are some ways i can approach the "loading and unloading" of these scenes. i don't know if unity's scenes would work here, maybe it will. would these rooms be premade and loaded somehow? would they already be placed in the scene and only be moved into place as the switch happens? i guess i'm just confused how the "storing and retrieving" of these things would work. maybe i'm overthinking this. any suggestions would be great here, thanks

    submitted by /u/d8Ps
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    Microsoft Xbox vs. Epic who provides the best developer support

    Posted: 24 Apr 2021 07:42 PM PDT

    Hi is there anyone that can speak to publishing for either platform, with details on experience regarding the level of support they felt they received.

    I've read about Epic's MegaGrants initiative and have heard from devs that they also do deals like pay up front for x number of sales of your game, so the dev can worry less about income as they work on their title.

    I don't know much about what Microsoft offer other than what I've seen of ID@Xbox, but has anyone got experience with working with them and their developer initiatives?

    I'm at the very early stages of planning a game so this is just thinking ahead of time, but perhaps this could be useful for other devs at the publishing discussion stage.

    Thanks.

    submitted by /u/gamedev-eo
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    A front-end game engine specifically for creating interactive game projects.

    Posted: 24 Apr 2021 11:47 AM PDT

    What keyboard do you guys use!?

    Posted: 24 Apr 2021 06:53 PM PDT

    Curious what keyboard everyone is spending hours on end, millions of clicks on?

    What keyboard are we using? What switches?

    submitted by /u/QuackSK
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    Aight so I've been interested with gamedev for awhile now and finally wanna try it out

    Posted: 24 Apr 2021 06:37 PM PDT

    My problem is that I don't know what engine would be best for 2d modular magic system. Similar to the one in Noita. I saw the devs of Noita developed their own engine, and that sounds really neato but it's not something I wanna have to do for a game that may work better in let's say Unity. Another game that has a magic system that is similar to the one I aim to make is MagicMaker which is also developed in it's own engine. Any help is appreciated :)

    submitted by /u/AlternativeTeach4051
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    This is probably a stupid question but does it take multiple project files to make a full game on Unity?

    Posted: 24 Apr 2021 06:34 PM PDT

    In a game like Genshin Impact would the whole game be made on just one project file or are there multiple files for each area of the map? If so how do they connect the whole thing together?

    submitted by /u/ls_2012
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    Hey guys I have Question

    Posted: 24 Apr 2021 07:06 AM PDT

    Last year I made my first game and upload it on play store it got 58 downloads and had 11 people daily using it without promotion . Is that good amount downloads and active player base for game without any kind of promotion on play store

    submitted by /u/AKJ6
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    I've realized Game dev isn't for me, after investing too much of my soul into it. What now.

    Posted: 24 Apr 2021 07:19 AM PDT

    I was one of those naive kids that grew up thinking he could chase his passion and make video games for a living. I went to college blind with no real guides to get into the industry and only chose a decent major (Computer Science) just because I asked my most knowledgable high school computer teacher what she took. I graduated with a major in CS and I thought I was prepared for the industry... then I read about the crunch. The questionable pay. The need for a portfolio. I got myself a day job doing non-game programming for a living. I realized REALLY FREAKING QUICK that trying to code even small hobby projects after coding for 8 hours in a codebase that was "Not invented here syndrome" incarnate is really hard. I focused on learning better coding practices, automating my workflow, generally improving so I'd have more time later to do other stuff. Until I was good enough programming, the most I could do in the way of making games was taking notes in the time I analyzed them.

    My taste in games has been irreversibly corrupted from my attempts to analyze them. I struggle to get hyped up for new features in my favorite series as I manage to accurately predict how the developer will hide the "gotchas" that counteract them. "Hey, here in Pokemon you can change natures now by giving your pokemon a mint! What we don't tell you is the rarity of said mints or how those changed natures don't get passed via breeding!" I can't sit back and enjoy any single player games without feeling like I'm just playing along with whatever narrative the developer constrains me to, knowing that the AI is limited in its ability to do anything novel/interesting, and being painfully aware of the speed at which the game lets me do things (Looking at you, Animal Crossing).

    I can't enjoy any online multiplayer games because identity politics has taken over everything. Toxicity grows rampantly, and simply avoiding people does nothing to stop those people from turning others toxic, or chasing/harassing nicer people out of the community. (Looking at you Overwatch). I find myself wanting to play against friends a lot more, but no one wants to do so once I start getting invested enough to learn the math behind some of the mechanics, so they get bored and drift off to something else. Even if it's something cooperative, my problem-solving nature seems something of a cultural disconnect. Board games often feel like tangle of rules that should've just been automated (and can't be played outside of Tabletop Simulator at the moment). Card games seem too much of a financial investment only for RNG to rule everything, and anything that has no replay value feels like a poor purchase.

    tl;dr: I hyper-specialized into programming. I was going to use it for game development, but I've lost faith in my ability to make things fun, whether it's for me or others. What do I do with my talent outside of work?

    submitted by /u/Muhznit
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    I posted the source code of the tbrpg engine

    Posted: 24 Apr 2021 04:57 PM PDT

    I said that i will post the source code. So yeah here is the link of the github repo. Hope you will use it ;)

    the link: https://github.com/TheTermProgrammer/TBRPG-Engine

    submitted by /u/TheTermProgrammer
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    Is it possible to make a Keystroke Logger, but for a controller?

    Posted: 24 Apr 2021 04:55 PM PDT

    Hi! I was trying to figure out whether or not I could program a keystroke logger but for a controller, specifically for an XBOX 360 controller? The end goal would be to take that list of controller inputs and spit it into a program that would then effectively replay all those inputs inside of a game. Any thoughts?

    submitted by /u/Mag3punk
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    What are some hard things to do that will make/made you grow up as a programmer - but that are reasonably viable for one person?

    Posted: 24 Apr 2021 10:44 AM PDT

    Like making a game engine from scratch is very difficult and will make you a thousand time better programmer than you were before starting, but someone could question that is a wise choice for only one person.

    What are some hard things to build that will make you grow as a programmer, acknowledging scope/scale since you're only on your own?

    submitted by /u/thePOOOISE
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    Game devs of reddit Do jou as a decently experienced developer also find that jou need to look up code?

    Posted: 24 Apr 2021 10:15 AM PDT

    Ok let me clarify i dont mean copy and pasteing entire functions but i do mean like looking up the syntax of a certain case sensitive function

    Tldr: do jou as a pro look up the format of certain because jou forget it or is that just something that becomes less and less

    Fyi.The reason im asking is ive recently picked up GDscript and find myself frequently forgetting certain spelling and i was just curious if that happens with others and their preferred languages

    Sorry for rambling

    submitted by /u/Jack_Prower_
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    Code signing on itch.io/steam?

    Posted: 24 Apr 2021 11:59 AM PDT

    So we're working on publishing our game (on itch first), and I noticed when we download via the itch app it appears that windows trusts the app, but when i download it via the itch website we get windows errors (this app isn't trusted, are you sure?)

    Error: "Windows protected your PC Microsoft Defender SmartScreen prevented an unrecognized app from starting. Running this app might put your PC at risk. App: Tomb of Trials.exe Publisher: Unknown publisher"

    has anyone else managed to get around this? what are the best practices here?

    I'm assuming steam will just take care of all the codesigning stuff and installer code?

    submitted by /u/michaeleconomy
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    Keys for Translation Files

    Posted: 24 Apr 2021 11:52 AM PDT

    For people who have made localized games, how do you name your keys for your strings? Should the keys have meaning themselves, or for large chunks of dialogue do you just use keys like "DIALOG_1", "DIALOG_2", "DIALOG_3", etc.

    There doesn't seem to be much info about this side of game dev online, so I'm trying to figure out the best way to go about it.

    submitted by /u/bojjenclon
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    What are "Lifetime free licenses" on the Steamworks Sales Reports?

    Posted: 24 Apr 2021 03:10 PM PDT

    I'm releasing a demo build of my game on Steam, I was looking through the Steamworks Sales Reports section of the game and it has Lifetime free licenses: 1,025. This is confusing for two reasons. One, the page isn't even public yet as it's still in the review process. And two, there's been no major marketing for the game yet.

    What does Lifetime free licenses mean?

    submitted by /u/PixelSteel
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    Play a Java Game in a Web Browser

    Posted: 24 Apr 2021 02:56 PM PDT

    I have a game written out in Java and would like to upload this to a website so others can play. I haven't been able to find very many resources going through this process. Is there an easy way to imbed a Java program into a website?

    submitted by /u/javaGamer7
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