Have you ever sold or purchased a command line only game? Is it possible? |
- Have you ever sold or purchased a command line only game? Is it possible?
- Game Maker now has a free tier instead of a 30 day trial
- How to make a Game Engine
- I made Zelda: Breath of the Wild's stylised grass using shaders in Unity URP
- Wait for UE5 or start UE4 now?
- How to search artists for an Adult(18+) game? + how work ethic should look like?
- What is the modern go-to server solution for a client-server multiplayer mode?
- How to Get a Game on Steam
- How would you program a generic system for networking object changes?
- 2019 talk by David Wehle about his solo game development experience
- Should I spend time learning how to make animations/art in order to work on gameplay functionality?
- Help With Unity C# script
- which are the most succesfull indie publishers?
- Any Indie Devs (1-2 man hobby teams) actually making any sort of $$ on Steam, Itch, Android or IOS?
- What have I learned after releasing my second mobile game?
- Free roam VR development - Bluetooth accessories for placement?
- Is there a scenario where a direct release on a personal website is preferable to releasing on steam for an indie dev?
- Is WebGL part of your roadmap? Why or why not?
- Question about geberal optimization.
- Is there a good subreddit for GDC-like industry tech updates?
- Terrain Creation with unreal engine
- Anyone have experience with a simple freelance consultant service for beginner programming/game dev questions?
- Gifting new game to old game users, still selling new users new game
Have you ever sold or purchased a command line only game? Is it possible? Posted: 30 Jun 2021 04:37 AM PDT I'm developing a pure command line game, and game engine, written entirely in Python. The game I'm developing is inspired by a popular boardgame Mostly just for fun but wanting to hear from more people. Edit; the game I'm developing isn't a text based game, it's fully animated and coloured ASCII using the engine I'm making [link] [comments] | ||
Game Maker now has a free tier instead of a 30 day trial Posted: 30 Jun 2021 08:41 AM PDT
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Posted: 30 Jun 2021 06:25 AM PDT
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I made Zelda: Breath of the Wild's stylised grass using shaders in Unity URP Posted: 30 Jun 2021 06:35 AM PDT
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Wait for UE5 or start UE4 now? Posted: 30 Jun 2021 07:24 AM PDT Hi, fellow devs! This summer I decided to get into game development, however, I don't know what to do. I decided to go with unreal engine but I don't know if I should start learning UE4 right away or wait for UE5. Apparently UE5 will be released by the end of 2021 so I will have to wait until the end of the year and until the I can work on my art \ design cause it is not that good OR I can start learning UE4 right away. I don't know which to do and any help would be really appreciated. Thanks! [link] [comments] | ||
How to search artists for an Adult(18+) game? + how work ethic should look like? Posted: 30 Jun 2021 06:17 AM PDT Hello. My first post here, and my general question is the same as in the title - how? 1) Where to hunt for artists? Especially for artists for a 18+ game 2) How to approach them correctly, so they don't think you're another perv from the internet? How to show them that you intend to make a MVP at least, so they understand that your stand is serious? 3) What pay negotiations look like? What are legal aspects behind that? (I heard that if you commision art like an individual the artists holds the rights for that art still. Which is a big deal, since i want to have all the rights to my project, because I already know cases where it bites people in the butt later). Thx, if clarifications are needed, I'll answer in the replies/edit my post [link] [comments] | ||
What is the modern go-to server solution for a client-server multiplayer mode? Posted: 30 Jun 2021 06:58 AM PDT Are there specialized services (including paid ones) or frameworks or do people usually build custom solutions from scratch? If custom then is an instance in the cloud like AWS's EC2 or DigitalOcean's VPS or Firebase + some server framework common among game developers? If there are no particularly popular choices, what do people usually do / what would you do? [link] [comments] | ||
Posted: 30 Jun 2021 08:29 AM PDT
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How would you program a generic system for networking object changes? Posted: 30 Jun 2021 05:56 AM PDT In my game, there are many game objects which update frequently. The game information is broadcast through websockets. Suppose object A has the following properties (x, y, health, name). On some game ticks, x might update, on others y, sometimes both, maybe sometimes the name would change. Naturally it would be wasteful to send the entire object state every tick. How would you design a system in a statically typed language such as java, which could generically set an object property (with type safety, i.e. assigning a string to an int property would give a compiler error), but at the same time, ensure that the final updated property will be broadcast at the end of the processing? [link] [comments] | ||
2019 talk by David Wehle about his solo game development experience Posted: 30 Jun 2021 10:39 AM PDT
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Should I spend time learning how to make animations/art in order to work on gameplay functionality? Posted: 29 Jun 2021 07:19 PM PDT I am learning to program with Unity and I am planning out a 2D RPG game to make by myself as a hobby. However, I am running into a problem with my planning in which I have various gameplay mechanics that I would like to figure out how to implement, but I cant think of any way of testing how they work without using some custom art assets and character animations. I have no experience making game art and was hoping to learn it further down the line after the core functionality of the game was tested and "feels good". For example: I want to program a core mechanic where the player performs different attack moves depending on timing and varied button presses. My first instinct is to use the spawning of basic shapes/sprites as a placeholder for each move's animation. But I fear it would be really difficult to tell if the gameplay "feels" right. The main questions: What is your planning process like? If you were in the very early stages of development, what visuals would you use to test your more intricate gameplay mechanics? Would it be worth it to spend time on learning how to do simple game art (beyond basic shapes) so I can see what is happening? If not, what are some alternatives? Thanks! [link] [comments] | ||
Posted: 30 Jun 2021 10:40 AM PDT hi. I have this code and it's constantly crashing my unity and I don't know why.can anyone help please? github with the code:https://github.com/m1r0-bot/HelpMeImDying edit: It's crashing after ~1 minute of runtime and it's crashing my whole pc, not just the unity [link] [comments] | ||
which are the most succesfull indie publishers? Posted: 30 Jun 2021 10:33 AM PDT don't get me wrong, i'm not currently there to publish my project but i wondered if i reach that state, i need a publisher. which publisher 'guarantee' the most succes for a game? [link] [comments] | ||
Any Indie Devs (1-2 man hobby teams) actually making any sort of $$ on Steam, Itch, Android or IOS? Posted: 29 Jun 2021 04:11 PM PDT (I'm not talking about the success stories of people not working for 3+ years and hitting the jackpot) Is there a market for more casual games made by a 1-2 man team, anyone actually able to monetize anything? Do small games that sell for 1-20 bux have a market? What about on mobile, anyone making casual games and bringing any sort of profits? even like a few hundred a month? Just curious! Thanks! [link] [comments] | ||
What have I learned after releasing my second mobile game? Posted: 30 Jun 2021 10:10 AM PDT
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Free roam VR development - Bluetooth accessories for placement? Posted: 30 Jun 2021 11:46 AM PDT Has anyone had any experience developing Multiplayer VR games where you actually physically move around a space together? I've seen a few more of this pop up. There was a Star Wars themed one called the Void (or maybe the Void was the company running it I can't remember). But I'm curious how one would go about developing something similar and wondered if anyone had any experience? As everyone is walking around with backpacks on and physical "guns" I'm assuming it uses some kind of Bluetooth and location beacons to determine where each physical player is in the game world. But I also know Occulus doesn't recommend Bluetooth headphones due to lag. Can anyone shed some light on how these types of integration might work? I'd primarily be working with unity. I've got an idea for a proof of concept but not how to go about tying the physical world to the virtual world (or at least the players even if they just wondered around one big room) Thanks This was the Star Wars one I did and as I say I'm intrigued at home the physical tech blends in with it [link] [comments] | ||
Posted: 30 Jun 2021 11:13 AM PDT The traditional route for many indie devs seem to be to release on steam. I think for many developers it's due to the publicity that a steam release can bring to a title. But is there a point where an indie dev may find it more beneficial to release directly, rather than steam? I believe with so many games on steam today, it's more difficult to gain publicity by having a steam page. Wouldn't personal marketing efforts provide more traffic? And if so wouldn't it just be more beneficial to release on a website and handle marketing by other means? Are there any analytics that point to users not wanting to buy directly from indie devs when given the option over steam? Is steam just more convenient? Wouldn't it be more cost effective, more effective to pitch your game, and provide opportunities to better engage and build a community around your game if it's sold directly? I have many questions! I'd love to provide a discussion so myself, and others, can gain some insight because I believe this is a big decision for many indie devs. Some useful articles: https://blog.bmtmicro.com/alternative-steam-consider-selling-game-directly/ https://www.pcgamer.com/is-it-worth-cutting-out-steam-to-sell-indie-games-direct/ [link] [comments] | ||
Is WebGL part of your roadmap? Why or why not? Posted: 30 Jun 2021 10:32 AM PDT When I talk about browser-based games, most people think of Adobe Flash games -- logging into Newgrounds in the early 2000s to play a quick, goofy game. Though the days of Flash games are largely behind us, the power of browser-based gaming is even more powerful today, but it has evolved a great deal. In my mind, making your game playable in the browser dramatically lowers the barriers between a player and experiencing your game for the first time, even if it's just a demo. Flash, for all its flaws, had this as part of its magic. Major engines like Unity and Unreal support exporting to WebGL, so playing any game made in those engines in a browser is technically possible, but here's why developers rarely use this functionality (from my perspective):
If these problems were solved, would you incorporate WebGL into your development roadmap? [link] [comments] | ||
Question about geberal optimization. Posted: 30 Jun 2021 09:12 AM PDT I've been building a top down shooter in vb6 using DirectX8 for drawing and sound because I make bad decisions. Really though, it was just a hobby project that I never thought I'd take too far, but has become a fairly large thing that I want to continue with. Being that it's written in vb6 at the moment, it's not optimal and I'm reaching the limit of what I can run at a stable 60 fps. So, I'm switching to c++. I'm really not interested in using unity or unreal because most of the fun for me comes from doing as much of it myself as possible. I don't really want an engine or framework handling things for me if possible. If I ever decide to make something I plan on releasing, I'll go that route, but for the moment the fun is in learning everything at as low of a level as is reasonable and just figuring how to put it all together. That being said, I have about 25k lines of code to translate from vb6 to c++, and it's going to balloon beyond that for the same results. I'm still curious though about what I could do in vb6 to further optimize. Those same concepts should carry over into anything else. My main concern is in varying execution times for most of my functions. I'm using QueryPerformanceFrequency and QueryPerformanceCounter to measure the time for my main loop, and also for a function to measure how long my functions take to execute completely. I just call the function at the beginning of the function or sub, and again at the end. If the time function is false at call, it sets Start time to Current time and returns true. If it's true, it subtracts StartTime from Current time, slips that value into an array for recording all these times, and returns false so it's ready to be used again. All the recorded times in the array are written to a text file when the application is closed. As far as I'm aware, QueryPerformanceFrequency and Counter should give me microsecond precision, or about there. When I analyze my times, I see MOSTLY stable times for let's say the function that draws projectiles on the screen. I'll see 0.(endless decimals) milliseconds 80% of the time, but then as high as 3 or 4 milliseconds under what should be identical conditions. That's kinda whatever because at this point there's so much going on in the game overall that I'd need to also account for all collision detection being done and that's more work than what my next idea was: just time the last step of the rendering process, displaying that final render on the screen. That should be basically the same for every iteration of the game loop. Just copy the buffer to the screen. Always the same amount of data, always the same size for a given resolution. Still fluctuating. Not as much as with the projectile function, but that could be down to using a suboptimal for loop to cycle through projectiles to decide what to draw. I should note though that even with no projectiles on screen it still fluctuated a lot (up to like 400%) in the amount of time it took the function to go "is the projectile count > 0? No? Cool, do nothing." So to render the buffer, I'm anywhere from again a fraction of a millisecond to 2 or 3 milliseconds. That doesn't make sense unless the way I'm querying time is inaccurate or if there's something else going on I don't understand. I have as many values defined as constants upon initialization as possible (or close to it) to cut down on calculations during the game loop. The dimensions of everything are calculated before running the loop. If they need to be changed later, there will be a separate variable that holds current dimensions that can reference the original constant if need be. Floating point calculations are only used where necessary (time, basically). All integers are 64 bit integers because the way I understand it, that's faster for 64 bit processors to handle than 32 bit integers. Local variables are used where global isn't needed. Do while instead of do until if loops do not need to be executed. Nothing inside of loops that do not require updating. All images are loaded into memory. Nothing is loaded from file after the game loop is started except for remapping keys or special little cheat functions I have for reloading weapon or item properties if I edit them in my separate tools while my game is running. Arrays are kept as small as possible, redimed at runtime if they're larger than need be, also before the game loop, of course. Really I've tried to keep as many calculations out of the main loop and subs and routines as possible, instead just having a longer loading splash while everything is loaded and built. This is a relatively not huge or super complex 2d vb6 game, but at runtime it stores enough image data and generates enough information that it's using just over 1 gig of ram. The program and all resources themselves are about 70 mb. The one thing I know I could improve is scaling images during drawing. I didn't go into the project with a great plan because I wasn't intending it to be a serious long term thing. Images (bitmaps) weren't drawn with any scale in mind. I'd just draw tiles and enemies or objects and at runtime just be like "Yeah, that thing is 1/4 of a tile width in size" and during drawing it it's scaled from whatever dimensions it was created in. I know I could easily, and should, create images to a defined scale initially, and manipulate them in memory to scale them before the loop starts. But otherwise, I don't get why I have such wide variances in execution times. Can the amount of data stored in memory allocated to my application impact execution overall? The amount of memory used really doesn't change past initialization of everything, but I don't know if just having that much allocated causes slowdown. I wouldn't think so, since the program is just referencing data being pointed to by the variable. Like, it already knows the address of that bit. I'd be lying if I said I knew exactly how windows or applications access the RAM and identify what it's looking for. I don't know if this should even be a concern. Are for loops (which I have in abundance to cycle through objects for collision detection, enemy behavior, etc...) a bad idea that I should be handling with a different logic? Is this kind of instability in execution time just a thing that happens that developers design around, leaving themselves enough wiggle room in terms of processor cycles so that it's not an issue in execution? I would hope that's not true. Any kind of advice or geberal optimization tricks anyone could offer would be appreciated. When I get done re-familiarizing myself with c++ after 10+ years of not touching it, I'd like to go about rebuilding this thing "correctly" from the get-go. [link] [comments] | ||
Is there a good subreddit for GDC-like industry tech updates? Posted: 30 Jun 2021 09:00 AM PDT Hey Yall, I'm a game engine dev in the industry and am just curious where I can keep up in various development and trends from GDC, Siggraph and other places where people share some of their cutting edge tech ideas. Thanks [link] [comments] | ||
Terrain Creation with unreal engine Posted: 30 Jun 2021 08:49 AM PDT Hi, [link] [comments] | ||
Posted: 30 Jun 2021 01:56 AM PDT I've been learning game dev with Unity and C# for the last 10 months or so, and at this point I have gathered alot of scattered general knowledge so I can often cobble together my best approximation of how something could be scripted, but I'm getting to a place where I want to start working on my first serious project, and I would love to just be able to have someone's ear every once in a while about specific targeted questions regarding best practices and the most efficient way to write gameplay systems for questions I can't find proper tutorials for. I feel like just getting structured examples as a pushing off point could help me tremendously in not wasting development time because of building my core mechanics with inefficient kindergartener code from the start, and also it could save me from spending so many hours google troubleshooting every time I can't figure something out. Does anybody have any experience with something like this that I could look into and is budget friendly? [link] [comments] | ||
Gifting new game to old game users, still selling new users new game Posted: 30 Jun 2021 08:02 AM PDT This is very specific situation, has anyone had any experience with gifting your new game, to folks that already bought your previous game on the steam platform? How can one go about that, meaning, is it done through steamworks or will I need interaction from Steam support? I wanna provide original backers with the current remastered version... [link] [comments] |
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