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    Thursday, June 24, 2021

    What tools do you use to run automated tests for your Unity games?

    What tools do you use to run automated tests for your Unity games?


    What tools do you use to run automated tests for your Unity games?

    Posted: 24 Jun 2021 07:44 AM PDT

    Where do you run automated tests and where do you manual test?

    • Functional Testing
    • Compatibility Testing
    • Performance Testing
    • Compliance Testing
    • Localization testing
    • Soak testing
    • Recovery testing
    • Security testing
    submitted by /u/AltomTools
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    Have anyone here released a game on Steam as a solo dev? If so, what is the best advise or tips you have?

    Posted: 24 Jun 2021 10:15 AM PDT

    What about legal stuff? Did you get a lawyer/solicitor involved to check over the agreements with Steam or did you do it alone? Any tidbits welcomed :)

    submitted by /u/Manim8
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    Developing Games on Linux: An Interview with Little Red Dog Games

    Posted: 24 Jun 2021 10:06 AM PDT

    UE4 Tutorial: hand sway as well as ik placement with AGR PRO (free plugin)

    Posted: 24 Jun 2021 06:08 AM PDT

    I found 10 level design tips that I now want to share with you about how to make a game fun!!!

    Posted: 24 Jun 2021 03:20 AM PDT

    Thanks to the feedbacks that I received here on reddit channels I found 10 level design tips that I now want to share with you about how to make a game fun!!!

    I explain all those tips in this video https://www.youtube.com/watch?v=1f-KJ2j5tbs

    Here the TIPS list:

    #1 0:41 Enemies come from multiple routes

    #2 0:49 Different approaches for the player in combat encounter

    #3 1:09 Environmental Hazards

    #4 1:27 The transition between area have to be interesting

    #5 1:51 Before exploration After rewards

    #6 2:00 The environment itself can tell a story

    #7 2:33 Before a bait to a false objective After a new path to a real one

    #8 2:58 Interactive elements

    #9 3:09 Ambush to surprise the player

    #10 3:26 (Not Player) Character will help the player in the combat

    Thanks to all of you!!!

    submitted by /u/Art-of-Level-Design
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    What mechanics in other games do you feel are traditionally under utilized, or not fully utilized (or are just a pet peeve for you in general)?

    Posted: 24 Jun 2021 07:40 AM PDT

    As a game dev, among other game devs, but not only that but being fellow game lovers, I was wondering what features, mechanics, or tools do you find often in other games that for a variety of reasons just feel wrong to you. It could be that you feel they arent being utilized to their full advantage, either they werent used correctly, or maybe they were missing pieces that could have just made them a ton times better.

    Im mostly using this to understand the mindset not only behind those who implement them, since we are all doing so, or potentially going to some day, and maybe this could be a helpful archived reminder. Or maybe even throw in some suggestions that could help shape that mechanic to be better for the future for those who havent thought about it.

    Also, keep in mind that everything is subjective, and not everything works for everyone or is utilized that way for a very specific reason. For example, a LOT of people like to Aim Down their Sights (ADS) in shooters, especially FPS (myself included), but games like Doom dont allow for that because it doesnt fit that fast, frenetic style.

    As for my examples to get the ball rolling for myself personally Resources in games not given you the full depth of their purpose, and it taking too much time to harvest some resources in games. To further explain:

    • Resources not given you enough information of their purpose
      • Why it irks me
        • The details of the item focus so much on the fluff and lore that you have to figure out what the item is for, or its just there and you have to chain it together with something else but figure it out.
      • Why this is usually done
        • I understand why, as its usually to give you a sense of discovery. Just like the character you are playing, you have to figure things out along the way, for better or worse
      • How it can be better implemented
        • I have seen the light in games that actually gave me the info I need and it put me at so much ease. To my knowledge, of all the games Ive played, Horizon Zero Dawn did it best. It doesnt tell you all the information up front. It tells you what you need to know for that moment until you discover something else, but at the same time it tells you EXACTLY what you need to know. It will tell you if the item is an actual resource, or if its a piece of junk that you can just sell without worrying about so you dont have to lug it around thinking its valuable and youll need it later. Not only that, but it tells you exactly what recipes that item will be used for so I know exactly why I should keep it around, just in case I need to craft one of those items later.
      • Examples of games that did this right
        • Horizon Zero Dawn

    • Taking too long to harvest stuff
      • Why it irks me
        • As much as I like survival games, and resource gathering, its kind of annoying when it takes an annoying amount of time to do it. Like the game just doesnt respect your time at all
      • Why this is usually done
        • Usually for progression sake. You either have a low tier tool, or you need to upgrade in order to do it better and quicker
      • How it can be better implemented
        • Make the task less about how long it takes to do it, but how much more you can get out of it. Rather than having it go from taking 10 seconds shop down a tree to 3 seconds, make it about "Okay, at first I could only get 1-2 logs from chopping this tree, but now chopping down a tree gives me 4-5". Personally for me, games where Ive found this implemented best are Dont Starve and Tribes of Midgard. In Dont Starve, the animation is quick and painless so it doesnt feel like Im just doing this forever. Its over before you know it. And its progression is getting better tools that make it so they last longer to use. But otherwise, the game respects your time and doesnt take forever to harvest resources. With Tribes of Midgard, this is harder to fully explain because the game isnt out yet, but from the limited time demo I played, and from what you can see on Youtube, your time is HEAVILY respected. Taking down a tree takes 1 chop to harvest its resources, and mining a rock takes 1 swing. You dont have to slowly chip away at something. It knows what youre doing and what you want so it just gives it to you.
      • Examples of games that did this right
        • Dont Starve
        • Tribes of Midgard

    Bonus: Games with cutscenes, especially beautiful ones, should always have a Gallery Mode, Pause and Skip function

    submitted by /u/Izzy248
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    Can you work in big AAA gamedev companies from home?

    Posted: 24 Jun 2021 03:18 AM PDT

    I wonder if I can apply for a job in AAA big company such as ubisoft. But I am sure that there is no company like it in mu country, so I wonder if I can get a job and work online and get paid well. Is there anyone works in aaa and can answer me? Thanks

    submitted by /u/RayanFarhat
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    Here's how to fake potions in Unity with this simple liquid shader.

    Posted: 24 Jun 2021 10:39 AM PDT

    An easy way around a grid building system. No need to write a custom grid - the system works with standard Unity tilemaps

    Posted: 24 Jun 2021 06:44 AM PDT

    Is using the Steamworks API / Steams' dedicated servers a solid way to do inexpensive multiplayer?

    Posted: 24 Jun 2021 10:05 AM PDT

    Hi there,

    I'm a solo dev, and have an idea for my next game. It'll be a 1v1 multiplayer game. I have previous server and network experience as a web developer, no trouble there. My problem is - I don't have money for dedicated servers. I already would want the game on Steam - can I use their dedicated servers directly so I don't have to set up / pay for VPS's? Also, are Steam's dedicated servers "free"? As in, just pay the $100 to get the game on Steam and then I have access to creating servers?

    I was considering going host/client where the host is a player and hosts the game directly on their machine, but I think making them open up ports is a big ask for many people (especially those who don't know how to do it).

    Thank you.

    submitted by /u/kmdodrill
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    Can a Bachelor in Informatics work in Game Development/Software Engineering or Development?

    Posted: 24 Jun 2021 12:42 PM PDT

    Title basically. Is there anybody who has such a degree that they can move forward saying "Yeah, I could do that if I chose to" by the end of their degree?

    I'm getting mixed signals about informatics as a whole and whether or not it's primary focus is in the healthcare industry, which doesn't really spark any interest for me career wise. Any clarification would be cool lol

    edit: I'll add that I am self teaching myself C++ and Python in my free time so regardless I'm learning programming languages.

    submitted by /u/Muffinmink
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    Low Poly TREES in Blender 3D & Unity 2019 (not narrated)

    Posted: 24 Jun 2021 03:13 AM PDT

    Why don't more developers use CRYENGINE?

    Posted: 24 Jun 2021 01:17 AM PDT

    aside from it having poor documentation in the past and not being taught in education, is it really that inferior to Unreal?

    will it be able to compete with Unreal Engine 5?

    submitted by /u/NiBy15
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    I made a website to record your screen and share it quickly. Useful for sharing clips of your gameplay.

    Posted: 24 Jun 2021 11:53 AM PDT

    Do gamedevs and professional atrist look up tutorials on the internet?

    Posted: 24 Jun 2021 05:45 AM PDT

    ive always had this question. Do they know everything? Do they remember everything?

    submitted by /u/imthenightiambatman
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    Is this a good project to start with or do i start with something smaller?

    Posted: 24 Jun 2021 10:51 AM PDT

    I have this idea for a game in unity but have basically no expirience with coding (i used to mess around with scratch alot and know a TINY bit of python)

    IDEA: game would be in top down 2D like prison architect youd be a king and have to recruit other people in a village and hire them as knights, blacksmiths etc. to help you grow a big empire

    youd earn gold by effective recruiting (10 gold each recruit) and get 5 every 5 minutes

    you would recruit people using bribes or just asking.

    asking would be less effective than a bribe but would make it much more less likely for them to leave you

    bribing would cost 50 gold but would be much more effective than asking but you can also get scammed.

    the better your recruits are the more points you get youd use points for castle upgrades.

    the game is completed when you buy all castle upgrades.

    submitted by /u/1Rayo1
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    Why new releases go on sale immediately and do players pay full price anymore?

    Posted: 23 Jun 2021 11:30 PM PDT

    I've noticed a trend with players wish listing games to wait for them to go on sale even though the price tag is fairly low for an indie game like 20USD. I know that part of the reason is because of the abundance of games to play but AAA games seem to not have this problem; maybe because of hype.

    I'm wondering why new releases from indies are almost always on sale and what are some reasons players might feel inclined to buy any game at full price besides obvious reasons such as online multiplayer.

    submitted by /u/Equivalent-Demand460
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    Retopology tips.

    Posted: 24 Jun 2021 12:35 PM PDT

    Hi everyone, I absolutely hate manual retopology. So I'm trying to adjust my workflow to avoid it. For my character I use wrapx and I get an animate-friendly result. For my cloth I use marvelous designer-zremesher-maya combo and get a nice topology. So all that left it's hardsurface details, such as armor , weapons or accessories. Any tips on that? Thanks.

    submitted by /u/Positive_Network_733
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    General consensus on Game Maker Studio 2?

    Posted: 24 Jun 2021 03:58 PM PDT

    So what's the general opinion on GMS2, like is it easy to use or a pain in the ass, what about actually publishing your games with their engine, etc?

    submitted by /u/Million_X
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    I want to get into sound design for my game. Any articles, videos that could help me learn how to create realistic ambient background environment sounds, and sounds emitted from a task taking place?

    Posted: 24 Jun 2021 07:14 AM PDT

    I want to get into sound design for my game. Any articles, videos that could help me learn how to create realistic ambient background environment sounds, and sounds emitted from a task taking place?

    submitted by /u/Witty_Ad7655
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    What game engine is good for me?

    Posted: 24 Jun 2021 10:56 AM PDT

    I am just getting into game dev, and I want to do 2d, pixel art, top down rpg style games and I want to use C++, so I wanted your opinion on what game engine best fits my wants?

    submitted by /u/rob_moose
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    Out of these 2, which should I get?

    Posted: 24 Jun 2021 02:28 PM PDT

    I have no experience making games whatsoever but I really want to get in to it. I don't know coding or anything about it, so I'm starting completely fresh. On the steam summer sale right now Gamer Maker studio 2 is on sale for $75 as opposed to it's normal $100. Pixel Game Maker MV is also on sale for $30 as opposed to it's normal $85. I want to get one, but I don't know which will be best for me, I know that Game Maker studio is the better engine, but Pixel Game Maker is much cheaper and seems very beginner friendly.

    submitted by /u/RealPretentigon
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    Help with understanding how to open these files

    Posted: 24 Jun 2021 02:20 PM PDT

    So, work has begun on decompiling "Breakdown" in order to get a starting point to build off of for the fan remake the community is making. A community member wrote a script to unpack a major file, and within it were seemingly what could be 3D files. Trouble is, they have no file extension and I have no idea how to open them. I tried adding both .obj and .mesh and blender could open neither of those. Here is a screenshot of some of the files

    submitted by /u/therealaw
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    Chamfering vs ugly UVs

    Posted: 24 Jun 2021 06:18 AM PDT

    Hi guys!
    There is that popular technique nowadays when you chamfer game asset along with weighted normals applied. (I think games like Alien Isolation, Star Citizen and Cyberpunk are using it)
    I love the concept behind it and results look amazing but there is one thing missing that nobody is talking about. I've seen few mentions here and there but so far I didn't find good solution to that problem. My question is: Should I unwrap before or after chamfering? If I do it before applying bevel, (like many people on the internet do) then my UV islands become distorted (since we're adding some extra geo around seams/bevels). If I apply bevels first and then try to mark seams and unwrap I'll end up with nice UVs without stretching or overlapping around edges, but that will disproportionally increase complexity of that task. What's the industry standard then? Should I ignore that mess around UV islands, hoping that high poly bake will cover any minor artefacts or invest my time in unwrapping after bevelling? I really want to know what's the best approach if you want to stick to 1 segment bevel. So once again, unwrapping before or after applying chamfer? Thank you in advance for any help in that matter :)

    submitted by /u/_manicmario
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