• Breaking News

    Tuesday, May 18, 2021

    Buildbox Game Engine added revenue sharing to their pricing without any notice.

    Buildbox Game Engine added revenue sharing to their pricing without any notice.


    Buildbox Game Engine added revenue sharing to their pricing without any notice.

    Posted: 18 May 2021 02:40 AM PDT

    Hey everyone,

    I am shocked to find out that the game engine I'm using, Buildbox, changed their pricing model without notice and super shady. Until yesterday, the "Pro" subscription ($500 per year) allowed you to use the software with no revenue sharing but starting from today, with no notice time, everyone who is using this software and making games has to pay 70%, 30% or 10% from the revenue (depending on subscription).

    Imagine Unity, Godot or UE doing that...

    We need help from the gamedev community to stop this :(

    https://signup.buildbox.com/plans

    https://www.buildbox.com/rev-share-details/

    submitted by /u/andjusticeforall__
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    Buildbox customers can get 6 months of Construct 3 for free

    Posted: 18 May 2021 07:39 AM PDT

    A dream come true, I made a game. But why might it be a failure?

    Posted: 18 May 2021 06:55 AM PDT

    Hello everybody!

    My name is Mike. I have been developing the game for a year and 9 months, and today I can finally say that the work is complete. It's hard for me to express my emotions.
    I've always wanted to make my own game. When I was 4, I got a pirated copy of the NES console. Then two years later, it broke down. I remember my disappointment. When I was home alone, I cut games out of paper and played. Then there was this feeling that the games will remain on paper and I will never bring them to life. Time passed, progress was made. I grew up learning programming skills. Then study, work, family. I always spent time on a gamedev, doing something. This usually ended quickly, as I realized that I simply would not be able to complete the project in my spare time.
    Two years ago, I came up with an idea, and I thought about it for a long time. For a year, I put this idea into practice, until the coronovirus broke all plans. As a result, I quit my job. I did not plan to become a full-time indie, but after counting my savings and thinking for a long time, I decided to finish the game to the end.

    And here I am. It would seem that we have completed the game, a holiday. Despite the fact that I do not yet have certain numbers on my hands (the game was released only today), I can assume that the game will fail. Why? Here I have collected my feelings about the mistakes made.

    Start of a marketing campaign

    I started publishing materials on the game somewhere in mid-January 2021, despite the fact that the accounts were created half a year before the first publications. In January, the game had only two scenes in the final state. The others were waiting for playtests and polishes. This probably stopped me from starting marketing. I thought like this: there is not enough material for publication, only for 5-10 posts; you need to have enough final material on hand to make regular posts. Now I understand that this is a big stupidity. Here comes a thesis: if there is something to show — show it as soon as possible.

    Page in steam

    Yes, it has been said a thousand times. Start the page as early as possible. I started it 3 months ago, on March 8. It would seem that what else could go wrong or why you need to sleep at least 7 hours? When I was making out the tags for the game, steam offered to choose at least 5. I was asked for five, and I added five, having a sore head. Only three months later, I became suspicious, went to Steam and almost turned gray. Some fool put only 5 tags! After correcting the situation, I got an increase in traffic. It's hard to say how much traffic and vishlist I missed at the start, but it was a good lesson.

    Working balance

    Working at night, taking time off from sleep, we only harm our projects and health. More in this case != better. I noticed it on myself. With a lack of sleep, the number of stupid errors in the code/actions/solutions increases. For the last 6 months, I have been sleeping for 5-6 hours, working seven days a week. What does this lead to? The example with the tags above.

    Numbers

    At the start, the game received 200 additions to the wishlists in three days. Then the traffic fell to the bottom and for three months 70% -90% were visits from social networks. After editing the tags, things got a little better. Now before the release, the figure is 430 wishlists. The number of impressions in steam for all time is 30,000, visits are 9300. The steam curators have not yet left any feedback, and of the 40 keys sent to YouTubers/streamers, 8 have been activated so far. Тo videos have been posted yet.

    All this is quite weak, in fact, no one knows about the existence of the game. I hope that next time I will be able to avoid these errors and this article will help novice developers not to collect the same rake.

    It seems to me that in any other scenario, I would never have finished the game. Mostly cause the last 10 months I quit my job and did the game fulltime. It was a dream come true. What's next? I don't know. I hope life is not going to beat my head on the asphalt.

    Good luck, guys! You will succeed!

    submitted by /u/miket_p
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    Any dev/design podcasts you’d recommend?

    Posted: 17 May 2021 08:51 PM PDT

    Got a drive ahead of me and wouldn't mind something fresh to listen to!

    submitted by /u/Amazinglynormal
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    Learning opportunity

    Posted: 18 May 2021 09:37 AM PDT

    Hey all, I have an idea that I'd like to put out there and see where it takes me. I currently have a job completely non programming related and often find myself questioning how I'll ever transition into my dream of making games. I've now come to the conclusion that there is no better time than the present, and have come up with a proposition to remedy the issue.

    Proposition: A small group of people from this sub and I will challenge ourselves to make a game, from start to finish, including launching it for public play on some platform. The intention is to build portfolios, experience, and establish a small network of individuals in the game dev field, or at least aspiring to be. The intention is not to make money, or create a masterpiece, so expectations should be tempered as needed.

    There are so many aspects of creating a game from start to launch that the task is incredibly overwhelming. I find myself just staring at my computer screen not knowing where to start, taunted by a list of unfinished projects, and the self deprecating thoughts like "How am I ever gonna see any success in this field if I can't even get a small project off the ground".

    If there are any like minded individuals that happen across this post, and are interested in seeing a challenge such as this to completion, please comment and let me know. If you don't have the time to see the project to the end, but would just like to contribute something small, whether for networking purposes, or any other reason, I encourage you to comment as well.

    I'll be making a discord to get a conversation started and to start establishing the details with people that are interested.

    submitted by /u/CorporalFacePwn
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    How to make a Multiplayer Game Server

    Posted: 18 May 2021 10:59 AM PDT

    https://valplusplusle.itch.io/versteckt-the-game/devlog/254761/how-i-made-a-simple-multiplayer-server-for-my-game

    This is a short article how you can build up a multiplayer server for your own game:) Hopefully it helps anyone:)

    submitted by /u/ValPlusPlusle
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    What's the most difficult part when it comes to making a polished game?

    Posted: 18 May 2021 12:37 AM PDT

    Making a game can involve a lot of things.

    Programming, 2D,3D Design, Level Design, Planning, Translating languages etc.

    When you try to make a polished game, what difficulties you faced the most?

    I really want to hear from you guys because

    '''I'm planning on making a platform only for game devs who might not be able to do everything on their own. On this platform, you can find people with different expertise who can help you overcome the obstacles and make your game come true.'''

    Do you think such platform is necessary? If yes/no, why? (We're talking about game which takes from months to years to make, not super simple phone games)

    submitted by /u/wps031142
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    Free Blender Add-on | Comprehensive Armature Compatibility To/From Any Application

    Posted: 18 May 2021 02:29 AM PDT

    Unsure of which career path to pursue and where to develop my skills from here.

    Posted: 18 May 2021 09:40 AM PDT

    This isn't exclusively gamedev-centric, but I figured the community here would be the most qualified and suited to help me. I hope this is fine.

    I obtained a BSc in CS around seven months ago, but have no game development experience as I never really wanted to 'make a game' as much as I'm want to learn more about how games are made. I've always been more interested in making low-level demos (e.g. physics sims, rendering engines) than fully-realized games with logic and all. At the same time, the path of a full-fledged Graphics Programmer requires an extremely long setup as not many companies offer those jobs and plenty would hesitate to give those opportunities to a entry-level new grad like me, or at least it doesn't feel that way.

    On the other hand, something like being a technical artist seems extremely appealing. Only detriment is I have no art background at all. I'm familiar with some basic color theory principles and other 'theoretical' stuff but I can't draw, model or animate. After googling portfolios of technical artists, it's common they've made tools or scripts for Maya, which I wouldn't know how to approach as I wouldn't be able to produce something in Maya in the first place. Do technical artists usually have experience producing art?

    I don't want to make this longer than it has to be, so I'll try to summarize the key points here:

    • My current gamedev-adjacent skills are that I'm familiar with modern OpenGL, have made a nice raytracer at some point, reasonably familiar with how physics are implemented, things like collision detection, and have a strong math background. How I'm currently spending my free time is by diving into the GLSL shading rabbit hole and practicing by submitting things on Shadertoy, in addition to having picked up ThreeJS for some 3D web demos for show-off purposes (it's easier to get an employer to visit your website than to compile your program).
    • It's not a must that I work in games, but it's a must that I work in visuals. Something like VFX or the movie industry would be fine with me. (For this purpose, I consider anything to do with physics and simulations visuals too).
    • I don't think my current projects are worthwhile for employers, as they're definitely not making their own engines. I know I should pick up a commercial tool, but very unsure which one. Unity would be my choice of game engine, but in my case, would it be wiser to pick up something like Maya or Houdini? If I do, what should I practice making in them if not games?
    • In general, is there a more clearly-defined career path I could pursue? I feel like I'm scattering myself way too much right now due to how intermingled the industry is. I'm aware nothing I've learned is a waste, but at the same time, jobs are usually not generalized.
    • In case the above question gets skipped, 'do technical artists usually have experience producing art?'
    submitted by /u/postacigpost
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    How to gain momentum after you lose the initial excitement and the project stagnates?

    Posted: 18 May 2021 07:05 AM PDT

    I hate slogging slowly through my projects once I face some huge obstacle, rest a couple of days, and then can't get back to fast development. Adding to that, it is more of a personal project so there's very little immediate penalty if I don't make progress. I might say I have lost motivation, but that's the same story with every single project. Building discipline also doesn't seem to work for more than a day or two. How do I get the motivation to complete stuff quickly again? What works for you guys? At what point do you decide the project is boring instead of your procrastination being at fault?

    submitted by /u/TurbulentWarden
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    Learn how to no-code with unity's Visual Scripting in our new series! Whether you are new to unity, or an artist looking to create your own gameplay by yourself, this tutorial is for you! New episode every few days (upcoming videos outline in the comments)

    Posted: 18 May 2021 03:12 AM PDT

    Low Poly Style | Flat Shading - Fantasy Room / Interiors in Blender & Unity HDRP

    Posted: 18 May 2021 06:31 AM PDT

    Best way to go about making a Wizardry clone?

    Posted: 18 May 2021 06:31 AM PDT

    I LOVE games like Wizardry, Bard's Quest, Megami Tensei, etc. and I really want to make my own game with first person dungeons because of it. Could you guys give me any tips for getting started on this project?

    Thank you!!

    submitted by /u/Ness_PSI
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    Optimization: Delayed Result Gathering (example using batched raycasts)

    Posted: 18 May 2021 11:54 AM PDT

    Please, give me andvice on finding a job in a non-mobile studio

    Posted: 18 May 2021 11:38 AM PDT

    Recently my trial period at a mobile game company ended, and they decided not to prolong contract with me, so now I am searching for a job. But here is the problem: I browse job search sites, and there are mostly mobile hypercasual studios, which I don't want to work for, because the current state of mobile gaming is pure shit. Vacancies in non-mobile studios are very rare, I send them my resume, but in this temp, it will take very much time for me to find a job. Any advice on how to find a non-mobile job? I am a programmer. Using Unity and C#. Living in Russia, in Moscow suburb.

    submitted by /u/Silvian73
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    dumb question (sorta)

    Posted: 18 May 2021 11:37 AM PDT

    sorry if this sounds like a dumb question but I sorta wanna get into developing. ive been starting easy. I've was just wondering about different version of games when it comes to development. I felt like this might be the right subreddit to ask. soooo, lets say you started development on a nice simple game you've been wanting to work on. you work on it for at least an hour and you decide you wanna get some sleep or something. you save the progress and get off your computer. would that first hour of the games development be the first version of the game? or would the first version be when it's released? hopefully someone can answer my question lol.

    submitted by /u/Significant-Day8754
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    Ways of making a game accessible to people with different amounts of time?

    Posted: 17 May 2021 03:50 PM PDT

    The title may not get my question across properly but I had an interesting conundrum recently. I realized one of the games I was having a lot of fun playing was leaving me behind because I couldn't dedicate the literal 12 hours a day some people were doing.

    Eventually when I started into game design and looked at the issue again I found that this was a complicated problem that younger me hadn't understood the complexity of. How can you make a game that has a main component of player versus player action, but includes a progression system like leveling while making it not hugely skewed towards those who spend all day progressing as hard and fast as possible?

    I've looked into various solutions and find problems with them each time. But a couple examples include:

    1) A stamina based system, that allows only for a certain amount of progression per real world time. This falls short though when the players who want something engaging to do all day leave to find something else to do because they've done all their progression for the day.

    2) Pay-to-win boosters that allow you to progress at a faster rate. Two problems with this one are you're basically fining people who are stuck at work supporting themselves, and the people who are playing all day would benefit even more than those they were actually targeted to.

    3) Extremely slow progression. Doesn't matter if it's slow the relative gap would be the same between the two groups either way.

    I can't seem to find a system that would work in this scenario so I ask the /r/gamedev community. Do you have any ideas?

    submitted by /u/Reslux
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    Should I rig and weight paint every animated object?

    Posted: 18 May 2021 11:10 AM PDT

    I know you should rig humans and creatures, but should I rig non-living things.

    For example, if I have a door which opens and closes, I could just split the frame and door, then animate the door moving. If I used a rig then I could rig and weight paint the door, allowing me to keep the whole door as one object.

    Is there any benefits to using bones to animate simpler objects? Or is it better/ more performant to just split the object and animate it that way.

    submitted by /u/JustHarmony
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    How would an animal launch projectiles?

    Posted: 18 May 2021 11:02 AM PDT

    I'm currently working on a 2D game where the player is a feral fox, aka walks on 4 legs as opposed to anthropomorphic. I plan on the fox having some projectile attack, such as an arrow, magic, anything would work. But, I can't imagine how the animation would work for this. Does anyone know of any games which feature a feral animal that has some projectile attack to use as reference, or does anyone have any ideas that can help with this? Thanks!

    submitted by /u/AtMaxSpeed
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    Wondering what you guys think

    Posted: 18 May 2021 10:51 AM PDT

    Im planning on making a game in which the player character is in a simulation. Thing is, you figure this out around halfway through the game. How would this make you feel? Would you stop caring about the story, because it isnt real?

    submitted by /u/Roadstag
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    Is it okay to make real life photos game textures?

    Posted: 18 May 2021 10:50 AM PDT

    I want to find good game textures and one of the only things left is shooting real patterns with a camera and making the image symmetrical. Is this legal? No copyrighted brand names will be in the image taken.

    submitted by /u/Prince_Gamer2523
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    How to recreate Darkest Dungeons combat in any engine?

    Posted: 18 May 2021 10:50 AM PDT

    Hi! I'm making a game and I want it to use Darkest Dungeons' combat. Its going to be my first project so I dont know any coding yet but I'm willing to learn. The game will be story driven so I dont need any complex mechanics. What is the engine this is easiest to implement? Links to resources I can study is also greatly appreciated. Thank you

    submitted by /u/kyyne29
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    Online marketplace for in-game items - when players trade devs get % of sales. Does it make sense?

    Posted: 18 May 2021 07:00 AM PDT

    Hey guys

    Question to all indie game developers. I'm thinking about an idea for an open source project and want to check if anyone would actually be interested in using it :wink:

    Would you be interested in integrating your game with an online marketplace for in-game items:

    - whenever a sale is made between players - you would get % of the sale

    - the integration would be done via plugin for Unreal Engine/Unity or a RESTful API

    - the asset would be tradeable by the players and useable as an in-game item (inventory, map, skin weapon, etc.)

    - there would be a possibility to use items across different games

    Does this sound interesing/useful or waste of time?

    submitted by /u/mskro
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    Damn, I guess it's time to learn ECS...

    Posted: 18 May 2021 10:45 AM PDT

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