• Breaking News

    Wednesday, August 4, 2021

    A year ago I wrote an article on my minimap design process. Here's another on the design evolution since then! Info in comments.

    A year ago I wrote an article on my minimap design process. Here's another on the design evolution since then! Info in comments.


    A year ago I wrote an article on my minimap design process. Here's another on the design evolution since then! Info in comments.

    Posted: 04 Aug 2021 08:22 AM PDT

    Beware Angel Star Studio

    Posted: 04 Aug 2021 12:50 AM PDT

    Last year i worked for a game lets call it "X", doing music production and scoring, in which angel star studio, before scamming the devs, never had part on the music production area neither is a member of my music studio.

    The guy behind Angel Star Studio who i don't even know, basically never delivered the work he was supposed to do, and now he is trying to claim my copyrighted work…

    Lets see how it goes legally for him if he tries to pursue further action.

    Tl:DR Avoid working or making contact with Angel Star Studio, they will scam you and try to steal your work.

    submitted by /u/Theusone1
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    Xsolla fired 150 people in Russia, spied on them and sent them an insulting farewell letter

    Posted: 04 Aug 2021 05:09 AM PDT

    I am too insecure to share my indie project online

    Posted: 04 Aug 2021 08:37 AM PDT

    I personally am very insecure about sharing stuff from my own development projects online.

    I've been into game development for a few years and am pretty confident in my programming and pixel art skills.

    But when it comes to sharing stuff online I kinda want to but I also don't want to. It is probably the fear that it'd impact me negatively despite me wanting to share my work.

    How do you go about presenting your work online? Is this even something that I should worry about?

    submitted by /u/Nerdrowsing
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    What games have created a new direction (or more than others have posed movement) in the gaming industry over the past 11 years? Your opinion

    Posted: 04 Aug 2021 02:36 AM PDT

    Maybe this direction existed before, but in its embryonic state it was this game that opened up all its potential and created a whole direction.

    I have my list of games like this:

    - Minecraft
    - PLAYERUNKNOWN'S BATTLEGROUNDS
    - World of tanks

    What's your list?

    submitted by /u/Denis_Listov
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    Sheep Herding simulation �� | python

    Posted: 04 Aug 2021 09:38 AM PDT

    Steam Trailer Audio Copyright

    Posted: 04 Aug 2021 11:48 AM PDT

    I received an email this morning saying that I need to remove the trailer for my game on Steam because it violates copyright. I know that's not true - we're talking about Strauss' Blue Danube from 1866 in a copyright free rendition. I decided to ignore the email but the more I think about it, the more I keep wondering what the heck this email is about. Whoever sent it spent enough time to dig out my name and watched the trailer often enough to mention one of the easter eggs we had included. They also didn't claim they work for valve (email came from a gmail address), nor ask for money or anything else. Just that I remove the trailer. No links in the email either.

    Anyone ever experienced anything similar? What the heck could they be up to? It has to be some sort of scam, but I can't figure out how.

    submitted by /u/tag4424
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    How much should a hobbyist writer get paid for writing script and dialogue for an indie videogame?

    Posted: 04 Aug 2021 04:06 AM PDT

    I'm a hobbyist author/writer. Someone wants me to write a script for their fantasy indie game but I don't know how much to charge them. The game is linear mostly with some side quests. It's also small in scale. I'd most likely be writing the main quest, the side quest, and the dialogue.

    How much should I charge?

    submitted by /u/Itameio
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    Should I make my 2D action puzzle game with a top-down style or a more classic platformer style?

    Posted: 04 Aug 2021 09:31 AM PDT

    So I was planning to create this game where you basically have to complete the levels by finding keys to certain rooms but with several different avatars who have their own advantages and disadvantages (example being a character who can breathe infinitely underwater but only for 3 seconds in air). I have everything planned out and laid in a diagram, but I'm not sure what style to implement.

    I figured I wouldn't leave any stone unturned so was wondering if my game should be more of a top-down or platformer style since I may add local multiplayer into it.

    Most of multiplayer games seem to be top-down but then again this is all subject to agendas and how well the game does (if it happens to be released).

    TL;DR Should action-puzzle game be top-down or platformer movement for possible multiplayer?

    submitted by /u/BluTuber4012
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    Making assets before the game.

    Posted: 04 Aug 2021 07:11 AM PDT

    Hi! I'm a 3D Artist who works with Blender and other 3D applications. I'm having a bit of trouble starting the development of my game, mostly because I have a hard time getting myself to test and prototype before making any assets.

    I'd rather make everything I need first, then start working on the game, and If something goes unused I can just use it for another non-game project. I personally don't mind discarding things either.

    So I guess I just want to know if this is a good idea or not for me.

    submitted by /u/Jaidyn_CG
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    Should I learn on my own or go to University?

    Posted: 03 Aug 2021 10:46 PM PDT

    Hello everyone, hope this is the right sub for this.

    I'm in my mid 20's and not happy with my career choice. I hate my job and the office politics. I've been dabbling in Unity with the help of an extremely good and free course from coursera.

    And although I'm having trouble being disciplined and working on it regularly (I'm trying really hard between my job and spending time with my girlfriend aswell as playing videogames), I think it's really fun and exciting to learn Unity.

    What I want to know is if it's worth it to pursue a 3 year course of game development in a University in Lisbon or if I should keep my job for the moment.

    https://www.iade.europeia.pt/en/courses/postgraduate/game-design

    https://www.iade.europeia.pt/en/courses/undergraduate/global-bachelor/games-development

    These are the courses for more information.

    Edit: Thank you all so so much. There's a wide variety of opinions from all of you and they're all helpful. I think these replies showed me that there's no real valid "path" and that I just have to decide at this point. Instead of living my life undecided.

    submitted by /u/Cokesouls
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    Here's some procedural Clouds done with Unity Shader Graph!

    Posted: 04 Aug 2021 09:59 AM PDT

    Games being inspired by other games, how far until it's copying.

    Posted: 04 Aug 2021 11:47 AM PDT

    Can someone please help me clear up this gray area in game development.

    So I am trying to make a game inspired by My Summer Car. Live in the country side, have to drive an eternity to get to the shop, buildable car. Not really sure where it will end up one day, so far just doing it for the fun of game development.

    But ever since I started this project about 16 months ago I felt guilty for trying to make a game similar to one of my favorites. I tried to change the game to something else but soon realized that the game would fail cause I don't have any interest in it then.

    The only features of my game that are just like the ones in MSC is how you interact with vehicles (simply walking into the interior) and the 3 crouch heights.

    \/ Question \/

    Is this enough to say that I am copying MSC too much or will people know that it's inspired and not trying to be a MSC rip-off ?

    The thing is I feel very passionate about game development, I like to think of it as a hobby. But I don't want to look like the people trying to branch off of another games success, I very much love my summer car, and always dreamed of creating a first person game where the player can buy a car and tear it down piece by piece ever since I played Street Legal Racing Redline.

    I even remember playing SLR Redline and telling my brother that it would be awesome to have a game like this, but with first person, this was before I even knew MSC existed.

    AND I always liked the idea of adding needs to a first person game (from my love of Sims).

    submitted by /u/TheKnightsKingG
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    I made a site for you guys to share sounds with each other for free!

    Posted: 04 Aug 2021 11:32 AM PDT

    If you're looking for some sounds for your game check out my site SoundShare :)

    submitted by /u/SparkBaby1
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    Planning on starting my own game studio. Any less-than-obvious tips?

    Posted: 04 Aug 2021 07:33 AM PDT

    Hello! I'm planning to start my own game studio with under a studio incubation program, and I just wanted to ask if there are any handy tips or lesser known need-to-dos out there.

    Unfortunately, I only have solo indie dev experience under my belt and don't have any formal experience working in an established game dev company, so I'm going in kind of blind here. It's just been a tough pandemic and a drought of positions for entry-level devs...

    I can imagine what I would need to do if it's just for myself, but to be the leader of a team, I could really use the advice.

    Are there any structures that I should put in place? Things I should first try to secure? Plans that I should first make? Things I definitely should avoid? Roles I definitely need to hire?

    submitted by /u/Nivlacart
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    What game engine to use for an early 2010s rpgmaker inspired game?

    Posted: 04 Aug 2021 05:45 AM PDT

    I've been having a few ideas swirl around my head, and most of them seemed to be inspired or work best in the format of early 2010s rpgmaker games. Such as Ao Oni, Ib, or more recently Yuppie Psycho or Undertale. Top down, pixel graphics, and not necessarily having a contemporary rpg combat system (or I would at least want to play around with its mechanics at least).

    I am a competent programmer, but don't have experience in too many game making softwares. I've got recent experience in Unity, though I don't think that'd suit this project the best. I've used Game Maker, but a long time ago, though it seems to probably be a good fit. Obviously since its rpgmaker inspired I could use that, but based on all the lackluster rpgmaker games I'm not sure how easy to use it is (or at least to make it feel unique and not just an rpgmaker game).

    Cheap options preferable, since this is just a hobby right now. But feel free to make suggestions even if they cost a bit.

    submitted by /u/Ok-Lie-8182
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    How do big battle royale games manage their bot process?

    Posted: 03 Aug 2021 11:46 PM PDT

    I just recently found out that "Fortnite Battle Royale" has bots in it and I was wondering that if a good amount of bots existed in a match, how do then manage all the computations?
    I was thinking of a scenario that 20 bots exist in a math and if every single bot needs at least 1 core or thread of CPU and a few space for memory to work, so in just this match 20 core or thread and a few GBs of RAM is required. Just this singular match, thousands of matches are played at once.

    How does this work? Is there and trick to coding the algorithm or they just have a lot of computational power or there are 3rd parties that cover there demands?

    I mean they can't have that much CPU power, I think that there something that has to do with the algorithm or a 3rd party handling it for them.

    Anybody have any ideas I would be glad to hear them and learn & understand how this problem is managed for my own game development journey that I might use one day.

    submitted by /u/Chuck099
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    I love the game dev life but the journey feels a little lonely.

    Posted: 04 Aug 2021 08:02 AM PDT

    On the indie dev journey but I wish I had some friends to talk about my progress with and just talk about game dev in general. Any advice on finding/connecting with indie devs?

    submitted by /u/Fl333r
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    Gameplay Programmer Portfolio

    Posted: 04 Aug 2021 09:33 AM PDT

    What kind of projects or anything, other than the previous games made in studio job, would be admired by recruiters to show in portfolio for a gameplay programmer job application? Artists can show their works in sites like ArtStation and I think it kinda shows the level of the artist. But for a gameplay programmer, what work would be equal of it?

    submitted by /u/MobileCheetah
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    should i start with C# or python

    Posted: 04 Aug 2021 12:40 AM PDT

    i want to start programming games with unity but i have heard that it is easier to learn programming through python so i am wondering should i just start with C# or do some python first

    also i only have a gaming laptop so is that enough to make games

    submitted by /u/sparkyjolteon
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    Chunk Loading/Storing

    Posted: 04 Aug 2021 07:04 AM PDT

    Hi All,

    I'm currently in the process of developing a 2D game with a procedural map, it's all generated at the start and then divided into chunks of 16x16 cells. Basically it's a 64x64 grid with each chunk of the grid containing 16x16 tiles and stored as an object. I'm however coming across the issue of how do I only load chunks that are within range of the player? Currently whenever I run my map generator it loads the entire map which is taking up quite a significant piece of memory, an unacceptable amount one might say. Should I write the chunks to a JSON and load them when the player approaches them? Is there some other crazy technique I'm missing? Thanks in advance!

    submitted by /u/WarriorOfJustice1990
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    Claim: Exploration and discovery lead to more intensive and satisfying video game experiences

    Posted: 04 Aug 2021 08:53 AM PDT

    Hi everyone

    This is my first post in this subreddit and a pretty long one at that.

    Having played a lot of story driven games like interactive novels, text-based adventures or walking simulators with different dynamics I started to wonder which way of telling an interactive story is more engaging. Having to earn the story by overcoming puzzles and challenges or being told the story with little to no effort. I started to ask myself this question after having completed "The Outer Wilds" by Moebius Interactive and "What Remains of Edith Finch" by Giant Sparrow which I both experienced as very well-crafted stories and experiences in their own right in close succession. At the core they are both walking simulators or environmental narrative games but they are two very different experiences in terms of gameplay and how the story unfolds. While "What Remains of Edith Finch" delivers a haunting story which is explored with little to no ways of straying off the given path and no apparent challenges to overcome, "The Outer Wilds" presents players with a solar system to discover and to find the story themselves. Like "Gone Home" before it, every player will have more or less the same discovery when playing Giant Sparrows interactive story. But in "Outer Wilds" crafted virtual world, every clue can be found in any given order. It is even possible to go directly to the ending of the game by chance, even if it is highly unlikely. It invites you to be a protagonist in its world and to explore what it has to offer.

    It goes without saying that the perception of stories, visuals and the way they are combined and presented are highly subjective. At their core I think these two titles can be easily compared to each other. "What remains of Edith Finch" has stellar writing and a plethora of wonderful interactive ideas to tell its story but the "The Outer Wilds" way of letting me explore its world and its story still felt like a much more meaningful, unique and satisfying experience to me.

    This made me think about games of all kinds of genres and how exploration could've altered the way of how I've perceived these games. My mind quickly jumped to how "Zelda: Breath of the Wild" has implemented exploration on a completely new level compared to its prequels and to many other open world games and how it captivated and fascinated me for weeks when I first laid hands on it. These games (ToW and BotW) have left a long-lasting impression on me as a gamer and were two of the most satisfying gaming experiences I've had in the last couple of years and the thing which stood out to me the most was the sense of exploration and discovery I've had throughout my playthroughs within their respective virtual worlds.

    Most people just talk about geographical or spatial exploration, but there's actually a whole bunch of different ways of exploring or a sense of discovery. The most well known ones seem to be Geographic, Mechanical, Content and Narration as presented in this Extra Credits Episode. (The video doesn't state any sources, if anyone knows where these categorisations come from originally I'd be very thankful to know about them.) Nut there are also less obvious ways of looking at exploration in games if you change perspectives. Like looking for glitches as a speed runner or discovering combos and strategies as a competitive gamer and even discussing rumours and deciphering lore in a community which happens outside the game itself. There's also another way to categorise like exploration through rules and exploration through meaning as Simon Egenfeldt-Nielsen has done in this paper.

    I'm still very much in the middle of researching but all the reflecting and reading on this topic up until now has led me to state the following claim: Exploration and discovery lead to more intensive video game experiences.

    This seems to be the case for all genres. Let's take Tetris. Since the 80s world championships are being held but just recently a new way of holding the NES controller to gain an advantage in reaction speed has been discovered. The amount of discovery in Tetris is probably lower than in any adventure game but it's there. Sometimes unintentionally and sometimes deliberately.

    I decided to make this the topic of my master thesis which I'm writing right now. I'd like to categorise further and to shed light on the effects of exploration and discovery in game design and on players to find out if I can support my claim.

    What are your thoughts on this?

    Do you have any arguments which strengthen, weaken or dispel my claim?

    Do you have any sources to read more about this?

    Should I specify further?

    I'm super interested in your thoughts on this!

    submitted by /u/teddybomber
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    Steam Curators Reviews, is accepting them worth it?

    Posted: 04 Aug 2021 12:22 PM PDT

    Hello Everyone! After having released my 1st game on Steam, I get a ton of e-mails and messages from Steam Curators to test out my game. A lot of them only have like 99% of positive reviews which tends to give me an idea that they have a bias, and that their audience (even though its 14.000 people big) isn't actually actively reading their reviews. So My question to all you awesome game-devs out there, are Steam Curators worth it? And if so, do you have any Curators that are trust worthy and would write genuine and good reviews of the game (and possibly get more players to the game?)

    Thank you all for reading and thinking with me :)

    submitted by /u/bengel2004
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