Breakdown of 4 months of solo dev in my custom 3D game engine |
- Breakdown of 4 months of solo dev in my custom 3D game engine
- Surprise! I released a game on Steam that didn't succeed. Here's what didn't work and what didn't
- We made a 3 minute tutorial for a flexible black hole shader in Godot Engine
- Making a game - No coding (best options) Beginner question
- Who and What are NEEDED as an independent Game Dev?
- My son wants to teach himslef game design
- Have you seen a cat reviewing the game?
- How do i get started?
- How to use OpenGL efficiently?
- Is this a good start for GameDev?
- Thoughts on releasing prototypes, demos, and open betas (as a solo dev)?
- I host a jam about improving your old projects.
- Where can I find high-poly or even just textured assets?
- Current state of 2D animation pipelines?
- Beginner tutorial: How to create a simple 2D Snake game in Unity. Feedback about improvements is always appreciated!
- Game dev help
- Versteckt cutscene teaser
- I wrote a 2d Tiled Based Random Map Generator for my game on Unity3D
- Spam or hate speech detection for my social game?
- Questions about creating your own game
- How do arcade racing game physics work?
- How's Clickteam Fusion 2.5?
Breakdown of 4 months of solo dev in my custom 3D game engine Posted: 27 Jun 2021 03:44 AM PDT
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Surprise! I released a game on Steam that didn't succeed. Here's what didn't work and what didn't Posted: 27 Jun 2021 09:17 AM PDT The Introduction Around June of 2020 during lockdown, I decided to use my spare time and finally release a game on Steam. The idea was to make something so simple that I couldn't possibly abandon it halfway and get it released within a short time span. Using an idea I made from a prototype a couple of years ago I released Rock Paper SHIFT on Steam on July 10th. The Game So Rock Paper SHIFT is a puzzle game where you complete Hitman GO inspired levels by switching between Rock Paper and Scissors to defeat all the enemies. I slaved away 8 hours a day and (barely) put together the game in just over a month. The Numbers After about 150 wishlists I managed to make 40 sales (though some of those would've been friends tbh). The Marketing (or lack thereof) So everyone says you gotta market your indie game. I did possibly the absolute bare minimum with a few Twitter posts that got 8 likes and a single Reddit post on launch day (which you can find on my profile). While that's entirely on me I'll be honest, I didn't really know how to market a game like mine given its simplistic visuals and the fact it's a simple puzzle game. Towards launch day I tried emailing game journalism websites to no avail, and through Keymailer got a couple of small YouTubers/Streamers to play the game which was fun to watch. The Lessons So did I succeed? Financially, definitely not. Dividing the hours I spent by the revenue I probably worked about £1.50 an hour which is a bit below minimum wage. Though ultimately I pursued this project with the intention of just actually finishing a game and getting it on Steam just to say I did it and to that end, I guess I did succeed. While the few YouTubers who played the game probably did not contribute to any sales, it's always fun to watch other people play your game. You'll never learn the process of delivering a game to Steam until you have the hands-on experience yourself and I can safely say I should be more experienced in it by the next time I release a Some Keys If anyone wants to try the game out and give some feedback here's some keys: Q2XZE-4C2KP-L79I9 RWY23-Y6P9Z-LIXCM B90NR-2BDNP-JGKPY QX0BX-E8EKY-B2R70 TLDR: I made a game in about a month and released it on Steam with zero marketing and made like 40 sales If you have any questions about the whole thing I'll gladly answer. [link] [comments] | ||
We made a 3 minute tutorial for a flexible black hole shader in Godot Engine Posted: 27 Jun 2021 09:37 AM PDT
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Making a game - No coding (best options) Beginner question Posted: 27 Jun 2021 11:06 AM PDT Probably a recurrent question. Im an artist, i absolutely dont like coding and although i tried C# basics im really bad at it. Yet, i´ve seen some stuff of drag and drop or blue print schemas. Is it viable to make a full game without "hardcoding"? A simple game, like Influent, just move the character and interact with objects. Maybe i have a chance? What would the best options be for a simple 3d game? [link] [comments] | ||
Who and What are NEEDED as an independent Game Dev? Posted: 27 Jun 2021 09:28 AM PDT I'm still learning and practicing programming before going into creating big programs and video games, though I have these video game ideas for the near future and I want to be an independent game developer. I want my games to be on the market either paid or free. What I'm asking is who and what are the needed consultants and requirements to begin with, like do I need an attorney for legal advice for copyrights and trademarks, and if my game can be sold in other countries, and who do I need for giving me the information on how much did my game earn and how many copies I've sold. Though I'm still not there yet, I just want to be prepared when the time comes. I'm not fully aware of all the requirements, but I appreciate it if any of you could give me some details on how to get started as an independent game developer. [link] [comments] | ||
My son wants to teach himslef game design Posted: 27 Jun 2021 05:35 AM PDT Hi everyone Need some advice. I actually don't know exactly what to ask but I'm just going to go by the little research I've made. My son is 12, he loves video games like everyone, but he's also shown great interest in how video games are made since he was way younger. Lately he's been playing a video game making game that although the design section of the game is probably nothing like any actual game making software it does require arranging and planning with certain types of symbols, a language of sorts. My point being that , I've been watching it and I've seen that he doesn't mind putting in the work. He's mention he wants to know how actual games are made and that seems to me like an obvious next step in his interest for this. I want to help him teach himself how to start with actual game design. What would be the simplest way to start with this? Something thats not too overwhelming like diving straight into code. I'm thinking maybe start with simple bit type side scrolling games. What would be a affordable computer for this, what would be the best software to achive this. I want to stay on the affordable side of things just in case he ends up not actually wanting to do this. And having said that, it would be ggod to start him in a way that what ever he begins with doesnt put him off. What are my options here? Thanks in advance. [link] [comments] | ||
Have you seen a cat reviewing the game? Posted: 27 Jun 2021 11:13 AM PDT
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Posted: 27 Jun 2021 10:48 AM PDT I loose focus almost emidiately when im watching a tutorial on youtube or something. Its hard to start when i dont even know how to make a very small demo game. Im using ue4. I found unity too complex and c# is pretty tought to start with. If i do get started i will post updates here on this subreddit! [link] [comments] | ||
How to use OpenGL efficiently? Posted: 27 Jun 2021 08:09 AM PDT Ok so I have some general but specific question about OpenGL. Say I understand how OpenGL works, you need to define different functions, create vertex arrays, textures, bind them and run things through shader pipelines. All good. But how much of which is correct to run it efficiently? Do you put all your vertices in one array or is it better to split them? Should you have tons of shaders each for a different but specific job or more versatile shaders with some conditional statements (I know GPUs are bad at ifs, but how bad?) Should I have large singular textures that contain many things or multiple textures for each thing? How often should you run draw commands? Those things are hard to debug so I'm asking if anyone has any experience with OpenGL and would enlighten me on one of the "better" approaches. I'm writing the game's engine from scratch and I don't have much experience with OpenGL on a large scale, and I am not just looking for a way to render, I want to learn the most efficient ways to render. Those unspoken guidelines that experienced programmers follow. Thank you! [link] [comments] | ||
Is this a good start for GameDev? Posted: 27 Jun 2021 06:26 AM PDT Hi I don't know if this post is allowed because rule 1 says "no general advice", but I don't know if this counts as that. So I wanted to know your opinions on my progress and if I should do more or not. So far I have followed a youtube video tutorial to code the classic snake game in Java. I followed the tutorial line per line (and I made sure to understood it all by searching up things I didn't get, like Graphics, JFrame, etc). Then I was able to implement a few features all by myself: - Press R to change the color of the snake's body randomly - Press I to make the apple go "invisible" and if you eat an invisible apple, you get extra points - Press A to spawn a new apple (invisible one will spawn as a new non-invisible apple) And I'm working on multiple apples now through the use of an array of Apple objects. So basically, am I doing ok with game dev progress? Because I know for a fact that I CANNOT code snake from scratch if I had to. I was only able to add my own features on the base game. And can anyone suggest what my next step should be? Keep adding features (menu screen, sounds, etc) or should I move onto making Pong? Thank you everyone! [link] [comments] | ||
Thoughts on releasing prototypes, demos, and open betas (as a solo dev)? Posted: 27 Jun 2021 10:03 AM PDT Hello, everyone! I'm in the early stages of solo developing a multiplayer game, and I've been debating creating a playable, releasable prototype of my game recently. I'd appreciate your thoughts on the matter! Do you think it's a good idea to release what is essentially an unfinished version of your game What's your experience with releasing demos to the public? If you think releasing demos is useful, why not just create a public blog/vlog about your development? Is there any pros or cons or things I'm missing to take into consideration? Thank you for your input!! [link] [comments] | ||
I host a jam about improving your old projects. Posted: 26 Jun 2021 11:30 PM PDT
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Where can I find high-poly or even just textured assets? Posted: 27 Jun 2021 09:23 AM PDT It seems everywhere I look, there are low-poly assets with flat colours. I'm assuming this is simply because it is far easier to craft these assets. Where can I find assets that are reasonably detailed? Even low-poly assets with textures (preferably including normal textures) would be nice. [link] [comments] | ||
Current state of 2D animation pipelines? Posted: 27 Jun 2021 08:49 AM PDT There are tons of tutorials available for 3D animation and frame-by-frame 2D pixel art animation, but what about non-pixelized 2D animation? Think something modern like 13 Sentinels: Aegis Rim. What software is used for games? Is it made in-engine these days? AFAIK software like Spriter looks rather cheap these days. Do people use Animate CC? Any other software? [link] [comments] | ||
Posted: 27 Jun 2021 08:11 AM PDT
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Posted: 27 Jun 2021 11:44 AM PDT Hello, I am currently making a third-person survival zombie shooter game in unreal engine, but I have one problem… I can't add a zombie horde, nor the wave systems. I have the zombie characters but it's just not working. I'm not sure if it is because I have multiple playable characters, but either way, please could someone implement this for me? I can pay you through PayPal, even if all you are doing is copy and pasting from another project and changing a few things here and there to make it work with my game. Dm me please! [link] [comments] | ||
Posted: 27 Jun 2021 11:31 AM PDT
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I wrote a 2d Tiled Based Random Map Generator for my game on Unity3D Posted: 27 Jun 2021 11:17 AM PDT
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Spam or hate speech detection for my social game? Posted: 27 Jun 2021 07:23 AM PDT Hi all. I'm making a game with a social component, where users can submit their own comments to parts of the game, visible for all to view. The comments, when submitted, would automatically be pushed into a Firebase database, from which they would be pulled for others to see when the moment is appropriate. But I would hate for this to make my game filled with spam or hate speech. I'm kind of an amateur, so is there a simple solution to prevent these kinds of comments automatically? Some kind of AI tool maybe, that can detect them either before they're posted, as their submitted, or while they're hanging out in the database? Would love some help! [link] [comments] | ||
Questions about creating your own game Posted: 27 Jun 2021 10:59 AM PDT Hi fellow game developers, I'm uni student in gamedev wanting to know a few things. - How many people do u need to make your own game(With roles if possible) - PC or Mobile(I know steam ver can get money back quick if game is popular but mobile has it's pros as well) Looking forward to your suggestions & feedbacks [link] [comments] | ||
How do arcade racing game physics work? Posted: 27 Jun 2021 05:24 AM PDT An example would be rocket league. While not being a racing game, it has the physics I'm looking for. Should I use weel colliders or rays? Sorry for the general question, but I don't know where to start. [link] [comments] | ||
Posted: 27 Jun 2021 01:18 AM PDT So I went through my humble bundle stuff because I remember getting a whole game making package back in like '16 and apparently I got Clickteam Fusion 2.5, and I have no idea if it's actually any good these days since their site seems to still have it as the latest version which had a trailer released in '13 so I'm not super confident that it's worth going through the effort of learning. On a side note, how good of an engine is game maker studio pro? NOT GMS2, I got it back in '16 and GMS2 came out past that. I doubt it's supported any more but I don't know if it's a pretty painless process to go from GMSP to GMS2. [link] [comments] |
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