• Breaking News

    Wednesday, May 12, 2021

    Why are discussions about money in indie game dev so negative?

    Why are discussions about money in indie game dev so negative?


    Why are discussions about money in indie game dev so negative?

    Posted: 12 May 2021 03:53 AM PDT

    Note: I don't mean negative in that they say it's very difficult to make money, that's just a fact. I mean negative in that they assume anyone interested in making money as an indie developer is looking for a get-rich-quick scheme.

    I've watched a bunch of youtube videos, and read a bunch of articles and discussions about how much money you can make as an indie developer, and there's a consistent theme that they make the point as clearly as possible that it's not a get-rich-quick scheme, it's actually a lot of work/luck to be the next minecraft or factorio. They then completely ignore everyone who already knows that, and are actually interested in more practical discussions over potential income.

    There's also the angle that a lot of "advice for beginner devs" resources focus on to the exclusion of everything else, which is "start small and release some basic games on itch etc. Don't start with a massive project" which again for everyone past their teen years should be obvious.

    It feels like there's little to no resources that are interested in having a practical discussion about the potential earnings from releasing a game, factors that influence that, and requirements to get there. Is this a cultural thing in the game dev community, or am I missing something?

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

    I made a tutorial introducing mipmaps, and showing how to import custom mipmaps into Unity! Link in the comments

    Posted: 12 May 2021 10:27 AM PDT

    Ask A Developer! Interviewing Crowsworn, Haiku and Zapling Bygone Devs. Some good insights on full time indie game development.

    Posted: 12 May 2021 11:45 AM PDT

    What are some good projects for a portfolio?

    Posted: 12 May 2021 07:28 AM PDT

    Hi all,

    I'm a relative beginner when it comes to game dev but I'm looking to build up a portfolio for University applications. I've made a couple of basic 2D games with Unity but that's all that comprises my portfolio, so it's a bit bare.

    What would you recommend to work on and add to my portfolio, which Game Development Courses would want to see? Should I just keep making games? Should I try to make some basic systems (Simple gathering AI for example)?

    Any advice is appreciated ♥️

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

    Questions regarding Top-Down RPG style pixel game.

    Posted: 12 May 2021 05:23 AM PDT

    First let me preface that I have no development or art experience.

    Let me try to make the explanation as brief as possible.

    So I've been toying with an idea for a game. It's a story and narrative driven game.

    There's no combat or any essential gameplay element aside from exploration, speaking to NPCs, finding items and the like.

    Basically you can imagine a visual novel like Ace Attorney except in the part where you investigate and find evidence, you explore the town yourself instead of using text boxes to navigate.

    I want it to be a visually engaging world. Because there's no combat or any traditional gameplay element, the world really needs to be pleasing to the eye with details so that it's fun to just explore and talk to people. A small town with a great aesthetic that really feels alive, and the character sprites big enough to have detailed faces and outfits.

    So herein lies the problem. I don't want Pokemon or SNES JRPG size sprite/world. I need the character sprite to be something like 100-150 pixels tall in order to have the detail that I want in the face.

    So my first question is

    1. In order to be able to port to 1080p and Switch (720P) Is the only possible resolution 640x360?

    With the sprite size 100-150 px tall, it will take up much too much space with a 640x360 resolution. But I want to be able to port to PC/PS4/Switch. Is there any higher resolution that I could use to port to all 3?

    1. If the answer is no, I am thinking of just having the characters pixel based and the world sprite based.

    Is there any possibility of having high resolution pixel based characters scaled down to smaller sizes in a non-pixel art background?

    submitted by /u/cloudd_99
    [link] [comments]

    How to run jobs using ComponentDataFromEntity in parallel (Unity DOTS)

    Posted: 12 May 2021 06:34 AM PDT

    Announcing Go Godot Jam

    Posted: 11 May 2021 01:13 PM PDT

    Would love to hear some recommendations for books on Game Development

    Posted: 11 May 2021 09:18 PM PDT

    I've been dreaming about making my own videogame for about 10 years now but apart from some YouTube tutorials and drafts I've put together, I have not taken any serious steps towards my goal.

    I would like to change my approach by first really trying to understand the scope of the game development process and by extension decide on attainable goals and go after them.

    Do you have any recommendations on books that maybe helped you when you were starting out or inspired you to learn more?

    Thanks!!!

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

    Is BFXR standalone app for windows safe?

    Posted: 12 May 2021 11:14 AM PDT

    Is the BFXR downloadable application for windows, found at bfxr.net, safe? Additionally, the online webpage uses adobe flash, which is no longer supported. Does the downloadable app likewise use a form of flash?

    submitted by /u/-ThatGingerKid-
    [link] [comments]

    Can you develop games on a chromebook?

    Posted: 12 May 2021 11:11 AM PDT

    I wanted to know if it is possible to develop at least small games on a chromebook. I was thinking of getting a computer that could run something like unity but didn't know if I had to spend the money or if I could just do something simple on my chromebook.

    submitted by /u/Eclipse_1323
    [link] [comments]

    Okay now I know what to show my mom ��

    Posted: 12 May 2021 11:03 AM PDT

    Should I focus in learning a programming language or its best to use a engine that dont need that?

    Posted: 12 May 2021 11:02 AM PDT

    Hi! Im a beginner. I want to make a game, that I've thinking about for quite some time, its a 2d multiplayer online game.

    Im learning C#, but i dont know if its worth. I want to make more games in the future, but its necessary for a sole developer to study programming and all design areas?

    Thx.

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

    Can I Still Make Games Without Drawing?

    Posted: 11 May 2021 08:20 PM PDT

    Ok so, I have very decent programming experience, and my graphics tablet pen broke, can I still make games without any kind of art? Excluding models. OR would I have to just get a gig programming for other people?

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

    Multiplayer game in 10 days competitions - check it out!

    Posted: 12 May 2021 10:33 AM PDT

    Easiest game engine to create an amateur FPS coop game for friends?

    Posted: 12 May 2021 10:29 AM PDT

    Hi,

    I'd like to make a FPS online coop game PVE with no intent of public release, just to share it with my friends for fun.
    Which engine would give me the best foundation? With pre-built stuff like IA, scripts, models, animations to churn out fun maps fast with a low learning curve? GameGuru, CopperCube?
    Not really interested in diving deep in game dev, I just want to make stuff as fast as possible, even of bad quality. I can program in C#, Java, Pyhton, software dev by trade.

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

    Do I need to set up an LLC to release my game and does it cost money

    Posted: 12 May 2021 10:18 AM PDT

    Hello. I'm working on a game at the moment still awhile from releasing but I have seen several people saying to set one up before releasing the game. I'm wonder what's the point in doing so and the costs (in the UK) and if I even can as I'm only 15. Thanks in advance.

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

    Looking for participants for a study on player experience in 2D platformers

    Posted: 12 May 2021 06:27 AM PDT

    How are games in recent years (2015-21) make money after initial sale?

    Posted: 12 May 2021 10:06 AM PDT

    Let me elaborate. I'm not talking about battle royale games or mobile games. I'm talking about games that are mainly story driven like gta 5, call of duty, Assassin creed. I know in gta 5 they sell shark cards for real money but how do they create recurring model so that people keep spending money? In assassin creed Valhalla they also have some micro transaction of something that I don't know. Same in fifa. I don't have a high end pc and I didn't played these games except gta 5. Can anyone share some valuable knowledge?

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

    Diversity in the Game Industry with Ray Graham. Sponsored by Autodesk

    Posted: 12 May 2021 09:45 AM PDT

    If I want to create a multiplayer mode for my RPG game, should I do it before or after release?

    Posted: 12 May 2021 05:39 AM PDT

    Which solution will be the easiest to implement and why? I will be happy to hear any tips on what to avoid when learning multiplayer structure.

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

    What do things like alpha, beta ,gamma and numbers like 1.0.3 mean in game developing?

    Posted: 12 May 2021 09:19 AM PDT

    Im really curious to know what they mean, i kinda understand the 1.0.3 part but not so nicely

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

    Noob Question - Unity VR Project

    Posted: 12 May 2021 08:45 AM PDT

    Hello,

    I am a noob. I have worked through a recent tutorial I found on youtube that guided me through setting up a basic VR scene using openxr in unity (I am unsure of rules so will not post link unless asked). Everything seems to go smoothly and makes sense so far.

    I run into issues when I try to play in the editor or when I try to build and try it out. It will build successfully and will play successfully, but will not show up on my HMD.

    I am using the original HTC VIVE with Steam VR. I suspect that my problem is that it does not interact with Steam VR yet.

    TLDR: So my question specifically is what is required for a Unity project to function with an HTC Vive and Steam VR in the Editor or when Built. I will put as much information below as I can think of to show the current state of the project. Ill try to answer any questions.

    I am using Unity 2020.37f1.

    Started from a 3D Project.

    Using OpenXR.

    Using Controller samples from the OpenXR Plugin V1.1.1

    If anyone has a good guide/tutorial for someone just starting out with VR development feel free to send it my way as well :)

    submitted by /u/chadenatorY2K9000
    [link] [comments]

    Variables in classic turn-based combat in Unity

    Posted: 11 May 2021 08:36 PM PDT

    I'm a beginner in game design and development but have started working on a game in Unity and at setting up a turn-based combat system (basic JRPG style).

    The basic gameplay we have right now is a small platforming level and when your player collides with an enemy in the platforming area, it loads the battle scene.

    With this comes a lot of variables like the characters that are in your party, the enemies and players that will spawn for the battle scene, all of their stats, the positions that they spawn at and where they are headed; not to mention all the informational UI elements that I haven't added in yet.

    That being said, it seems like when I'm writing code it can get very complex for such seemingly simple tasks like spawning enemies and moving them to the proper place. By complex, I mean that I feel like "this variable is referencing that variable which is referencing this variable which was changed from this action in the game, etc."

    I feel like my code is written pretty cleanly and it's easy to follow along if you're looking at fixing a bug, for example, but I also feel like I'm making a spider web of variables in some of my functions.

    Is this typical when coding/programming? This is the first time I'm seeing games from the other side.

    submitted by /u/scott12333
    [link] [comments]

    No comments:

    Post a Comment