Working in AAA studios has killed my motivation and love for making games. |
- Working in AAA studios has killed my motivation and love for making games.
- Has any developer made a living or even just small bill money by just having a donate button in their game, no IAP or ADs?
- I got 2500 wishlists in two weeks as a first time solo developer - I'd like to share what's worked for me
- How Do You Determine System Requirements?
- Frame Buffer In Detail | C++ 3D Game Tutorial Series - Part 29
- Pro-tip: If you're developing a multiplayer game, make sure you're flagging your network data as Low Latency
- how to monetize a mmo for android - no pay to win
- I recreated a strategy card game which you can play with your friends
- Does launch discount boost the sales in stream?
- Network programming: Should sort-of time critical events like an opponent attacking also be interpolated?
- Making games vs freelance work as a means to make money alongside my day job
- Game development for beginners
- GameMath for Swift is now open source!
- Today is the two year anniversary of DragonRuby Game Toolkit. We’re celebrating it with a week long give away of the engine. Should have waited one more day to ship... missed opportunity.
- Should I sign a contract with this publisher?
- Key To Heaven 2D MMORPG, Releases on Friday!
- 1999-2000 Teenager's Bedroom: Street Fighter 3rd Strike Champion, Tyier Godette
- FNAF World’s Game Feel
- Has anyone purchased any assets from 3drt.com ?
- 1 Asset, 6 enemies, lots of smooth animations, lots of frames and a free download as well.
- There are so many "layman friendly" engines...which one for what I want to do?
- What are some good platforms to do freelancing?
- Noob looking for help with RPG Maker MV
Working in AAA studios has killed my motivation and love for making games. Posted: 19 Apr 2021 08:19 AM PDT I wanted to chat with this awesome community because this past month my brain has been a mess and I've noticed that since I've been working at a AAA studio that my motivation for my projects and overall made me feel like there is no point to be making games. Covid hasn't helped that in a lot of ways but in any circumstances, it has been so exhausting and depressing. Today I had some free time so I decided to jump back into a big project i have been working on and I could feel that fire of inspiration coming back. Has anyone had to deal with this or even need to chat because of the COVID situation and mental health is a very important thing! [link] [comments] | ||
Posted: 18 Apr 2021 08:50 PM PDT To add to the title the reason I am asking this question is in a lot of forums players claim if the game was worth it, they would shell out dollars to support the developer no problem. I honestly think it's BS , the truth is most of the time developer either need to release paid games or make a free game with IAP and force those purchases. Maybe I am wrong so that's why I am asking. [link] [comments] | ||
Posted: 19 Apr 2021 09:09 AM PDT I started developing my first game, The Store is Closed, six months ago. Two weeks ago I set up my Steam page which now has 2500 Wishlists. I see so many better developers than me on this Subreddit failing to build interest for their games so I'd like to share the things that have been working out so far. Part 1 - Make your game for your trailer, not the other way around The indie game has changed, we're so far into the indie apocalypse its no longer an apocalypse anymore, its just reality. There are so many games being released on the daily that you're really going to have to show something special to grab people's attention. So this is going to be a controversial opinion, but the features you choose to develop early on should be heavily heavily influenced by what you think will be market well. You have the rest of eternity to finish your game, but you need to start building an audience NOW. I wrote the first version of my trailer the moment I started development, I chose a small set of game mechanics I wanted to showcase and wrote a simple story around them. The next six months were spent building those exact mechanics: for example the trailer opens with "have you ever been stuck in a furniture store?" so I made a simple furniture store exterior for the main menu. The trailer shows tall towers and walls to keep the enemies at bay so I added a base building system. The point is that I didn't spend excess time on each mechanic and I had a clear goal in mind, once I got a mechanic to the point where I could use it for the trailer I moved onto the next one. Part 2 - You need to have a specific audience in mind I'm building my game for the SCP fanbase, you don't need to make your game for a specific fanbase exactly but you do need to consider who it is you're making the game for. For example I knew the SCP community want a bit of spookiness in their games, they also play a lot of multiplayer/coop SCP games so I knew I needed to include a horror element in the trailer and show that the game is multiplayer in any marketing material I made. I also researched the Youtubers they watch, watched their videos on previous SCP/horror titles and wrote notes on what bothered them and what they wish they could see. I especially took note when they mentioned comments they'd been seeing a lot on their channels as it lets me know what their audience wants to see. Controversial opinion number 2: When your game is early in development its simply not going to be fun for a while, so in the meantime you shouldn't be making the game for gamers, and instead be making it for the content creators. For example multiple Youtubers complained that horror games are always too dark for their viewers, so I took this into consideration when designing my game's night lighting, once the game is more complete this is something I'll revisit to make the player experience better. Also SCP fans, but also gamers in general, tend to skew younger and younger audiences consume most content on their phones so I made sure to watch my trailer and even game footage on my phone constantly throughout development. Part 3 - Your trailers are boring as hell When you make a trailer, or release ANYTHING about the game you need to view it as standalone piece of entertainment, as content, not a trailer for a game. Imagine you're on a 12 hour flight and all they offered you to watch was game trailers; why would you want to watch yours over someone else's? If you think about it like this you'll realise the answer ISN'T because you have 9 game modes, or 7 boss battles, or 100 cards to collect. It's because the trailer is compelling and interesting. A good way to achieve this is by coming up with a list of emotions that you want your audience to feel and go from there. For example I wanted my viewers to feel scared, so I wrote a scene where the lights turn off. I wanted them to feel curious so I showed a bunch of secret underground bunkers and tall towers to explore and I wanted to end the trailer leaving the viewers excited so I showed an enemy crashing through a wall. It sounds simple, it sounds obvious, but the sheer number of trailers I see on this sub which fail to realise this is staggering. I'd also advise you to research game and movie trailers and try to think about what makes them work. Because of this I purposefully started my trailer with a question and ended with it with a "mic drop" moment. I'm definitely not saying my trailer is at all perfect, I really should have shown gameplay much earlier, and generally cut it down by 20 seconds, also the audio mixing is terrible, but it seemed to have been good enough. Part 4 - Random advice
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How Do You Determine System Requirements? Posted: 19 Apr 2021 03:03 AM PDT I have talked to a few QA companies who do hardware testing and charge about $150-300/day of work on a given title. What do they do exactly? Do they have 50 different PCs? Intentionally slowing down a PC with software? Swap components on one PC? Or determine the requirements based on the framerate and the load on a given system? Finally, is there a way for indies to do it themselves? Thank you for your time guys in advance! [link] [comments] | ||
Frame Buffer In Detail | C++ 3D Game Tutorial Series - Part 29 Posted: 19 Apr 2021 03:03 AM PDT
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Posted: 19 Apr 2021 11:56 AM PDT DOCSIS 3.1 includes the Low Latency DOCSIS spec, which looks at the QoS packet header of network traffic for prioritisation. If you're developing a multiplayer game, you want to ensure that the user state/input data packet headers state Once DOCSIS 3.1 is updated on your player's modems by their ISP later this year, they should get a nice (free) lag boost! [link] [comments] | ||
how to monetize a mmo for android - no pay to win Posted: 19 Apr 2021 11:14 AM PDT sorry if my english is not good enough is not my main language the game: is an grindy space game centered on pvp. (the game is almost done and i need win atleast 20 dollars/month to keep the game server on) You have a ship and can kill npcs and players, they give you minerals and you can sell it, you can be destroyed and lose your cargo. my idea originally was sell ships skins, and subscriptions with 20% + cargo capacity and in destruction case you save 20% of ores, reading some themes in mmorpg i figure out this is pay to win I dont know how exactly monetize without be greedy and i wanna be able to promote my game as: i've think about:
any thoughts are apreciated, i wanna know too your opinion about 'pay to fast' (like my original idea for monetize or any other) [link] [comments] | ||
I recreated a strategy card game which you can play with your friends Posted: 19 Apr 2021 12:36 PM PDT
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Does launch discount boost the sales in stream? Posted: 19 Apr 2021 04:54 AM PDT I have no problem selling my game 15-20% off for a period of time but is it good? My perception is whenever I see a product on discount I get a feeling that it might not be good. Is this how a potential buyer would think? Is there any data available on with or without launch discount? I wanna know your thoughts. [link] [comments] | ||
Posted: 19 Apr 2021 10:22 AM PDT If typical stuff like entity positions that a client sees are interpolated, should everything that originates from those entities be interpolated (/delayed by the interpolation time/offset for instant events), too? So with a 100ms interpolation period, a player might get shot in the head, the message arrives at the client but the client decides not do show anything and pretend the player is still alive for 100ms. Alternatively, I could kill the player immediately but not show the actual animation and stuff of the opponent until 100ms later. Are there instances where I definitely shouldn't do this? How did you handle it in your games? How do the popular FPS like CS:GO handle this? [link] [comments] | ||
Making games vs freelance work as a means to make money alongside my day job Posted: 19 Apr 2021 08:04 AM PDT I think the title states it all. I'm pondering between making games vs doing freelance work as a means to make money alongside my day job. I would do both solo. From what I read from this subreddit while Googling, I came to the conclusion that I'm much better off doing freelance work to make money. What attracts me to game dev is the notion of making a product once and earning off of sales and a part of me wants to make a game for its own sake. However, my primary focus is making money. If you were me, what would you pick between making games vs doing freelance work as a means to make money alongside my day job? [link] [comments] | ||
Game development for beginners Posted: 19 Apr 2021 11:37 AM PDT Hi all, I have been in games industry for almost a decade. Started out my career at Zynga and then moved to Xbox. On Xbox I worked on building systems for games like halo 5 and titan fall. Last year, I started my game dev journey and managed to release 2 games on mobile platforms. Now, I am taking a short break before continuing the journey. While I am not new to development, during my journey I found it quite overwhelming to navigate to build games as most of the videos that show up in search are outdated on don't quite work as expected, or I had to search on unity a lot before getting an answer. I wanted to see if I can help some of you guys on your journey. While I know there are lot of videos out there I wanted to provide my time for guidance. The goal would be to build a small game from scratch and release it on play store. Below are the things that I am thinking of covering. Please NOTE that most of these topics are huge. I will only be covering things required to build a game. However, I want to make sure that I help kickstart and give you solid foundations to continue.
This will most likely be a 2D game as that is something achievable. How long will it last?4-6 weeks Expectations and Time commitmentFor the game, it will be a very simple game like flappy bird or space invaders or some racing game. So do not expect assassin's creed at the end of this. While I am there to help, most of the progress will still largely depend how much time and effort you put in. I am assuming that everyone will be able to put between 8 - 10 hours hours per week. Cost CommitmentThere is no cost for my time. This is a way for me to give back to the community. But there are other costs associated
I am looking for 4-5 people to participate in this. If there is any more information you want, let me know. If you are interested, please DM me. Here are my games [link] [comments] | ||
GameMath for Swift is now open source! Posted: 19 Apr 2021 10:56 AM PDT As the first part of an adventure I'm on, to open source major parts of my game engine, I'm happy to announce GameMath is now available on GitHub. What's GameMath?GameMath is a cross platform cornerstone package for making 2D / 3D games and includes types like vectors, matrices, and quaternions written completely in Swift. Using GameMathGameMath attempts to make math easier by using deliberate types and verbose naming for common tasks. Distance is a simple function that only applies to positions. Check it outhttps://github.com/STREGAsGate/GameMath Why?This package exists because I wanted to see if I could do it. It's part of a much bigger and far more ambitious goal I have, a dream if you will. It was just a hobby and was never meant to become open source. However it turns out I can do it, and I think it's turning out pretty great. So here it is for you to enjoy too! Yay math! 😒 More To ComeGameMath is used in my own in-development games. Check them out here! [link] [comments] | ||
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Should I sign a contract with this publisher? Posted: 19 Apr 2021 06:02 AM PDT Hello! I'm a long-time game developer but I never really worked with a publisher before. I only released games on Google Play Store on my own account or published them on itch.io. I worked at a hypercasual game dev company for a while. The deadlines were harsh and I couldn't keep up due to depression. I was looking for something less troubling for myself. After a while, I received an offer from a marketing company that wants to become a publisher and they said they'd hire me as a freelancer (meaning I have to pay income tax and my own insurance as opposed to them doing both) to develop hypercasual games for them. They also say they'll pay me a percentage of the profit (not revenue) based on the game's performance (up to 30%) and I don't have to put in any money. Which sounds great for me because I'm broke and I can't find any jobs since I'm still struggling to graduate from university. However since I'm broke, I can't pay my rent or bills or therapist without money. There's also the fact that 30% sounds super low and I have to subtract tax and insurance from it. Furthermore, it's almost impossible to get a game into the super competitive hypercasual game market. I know because we would only get 1-2 games that made profit per year. My wage was fixed so only the boss reaped all the extra cash. Ideally I would create a game all by myself and release it as an indie game on Steam but I'm broke thanks to therapy costs (they told me it's better to get therapy and be broke than not get therapy and be rich). Now I'm really happy that I found a publisher (or rather, they found me), but honestly 30% of the profits sounds really low and I don't have much say because of my inexperience and overall lack of self-confidence. I got super anxious (my namesake) and depressed after receiving this offer because it seems like I have no way out. Accept the offer and earn little money or decline and earn no money. I stopped exercising and started stress eating and it's affecting my life negatively so I'm asking for your help. Should I sing a contract with them? TL;DR: Publisher wants to give me 30% of profits. Deal or no deal? [link] [comments] | ||
Key To Heaven 2D MMORPG, Releases on Friday! Posted: 19 Apr 2021 12:38 PM PDT Key To Heaven is a new free-to-play 2D MMORPG that will be released on Friday, April 23! Everybody will start from level 1. The development has spanned more than 16 years and it's now ready for a release on Steam. Check out the trailer below! Trailer: https://youtu.be/s8xtIKu4HYw Steam: https://store.steampowered.com/app/1347630/Key_To_Heaven/ Discord: https://discord.gg/TmHHJkG [link] [comments] | ||
1999-2000 Teenager's Bedroom: Street Fighter 3rd Strike Champion, Tyier Godette Posted: 19 Apr 2021 12:29 PM PDT
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Posted: 19 Apr 2021 12:20 PM PDT Hey. So i don't have the smarts to make some detailed analysis of FNAF Worlds game feel, but it's a game that uses it to its fullest potential and i feel like it's a good reference for people trying to make their game better. I don't even like the FNAF series, but i remember seeing FNAF World as a kid and thinking it was so fun. Looking back on it, i realize that there wasn't much substance to it and the main progression system is just getting characters who do largely the same thing but with maybe more damage. But anyway: It really capitalizes on the game feel and despite it not having much substance, makes it much funner. Thanks for listening to my TED Talk Edit: On top of there being nothing to do, i should've mentioned that the overworld graphics are horrible. Like, really bad [link] [comments] | ||
Has anyone purchased any assets from 3drt.com ? Posted: 19 Apr 2021 08:08 AM PDT or used any sites that support a payment processor 2checkout? Are both legit? [link] [comments] | ||
1 Asset, 6 enemies, lots of smooth animations, lots of frames and a free download as well. Posted: 19 Apr 2021 11:44 AM PDT | ||
There are so many "layman friendly" engines...which one for what I want to do? Posted: 19 Apr 2021 11:30 AM PDT So there's the big guns which I hear I'm more friendly than ever, like Unreal. Unity is used by a ton of people. Gamemaker. There's old standbys like RPG maker. But now there's games that supply their own engine tools and encourage people to make games within games like Roblox, Dreams, etc. Long term, I obviously want to learn enough to be able to work with big boy tools, which would mean going through stuff like Unity or Unreal. But my current goal is to make mini games akin to Source Mods from yesteryear. I mostly want to make maps to be used in a very basic FPS environment that my friends can hop in and we blast each other with silly weapons. I'd be able to tweak things like which weapons, gravity, maybe spawn in NPCs, give certain users powers like the ability to fly while other players are stuck on the ground. In the past I would have used Source for this, but the networking part I know would be a huge stumbling block. I do not know how to code hosting servers or anything like that. Is there enough flexibility in Roblox to be able to pull something like this off? (my ultimate secret goal, which would probably not be possible in an engine within a game type thing like Roblox, is to make a game that's like of like Predator, with humans hunting an invisible alien). [link] [comments] | ||
What are some good platforms to do freelancing? Posted: 19 Apr 2021 11:29 AM PDT I want to make games for people. Are there any discord servers where i can introduce myself? Or other platforms? I already tried fiverr with something else and i dont like the fact that they take 30%. Im 15 btw so i need something without an age verification. Im espacially searching for discord servers or something else like this where people can contact me. [link] [comments] | ||
Noob looking for help with RPG Maker MV Posted: 19 Apr 2021 07:30 AM PDT Hi. I'm planning on creating a game inspired by Your Turn To Die and I was wondering how I could manage creating similar mechanics. I don't understand a lot about anything really so I apologize. [link] [comments] |
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