Feedback Friday #455 - Prime Content |
- Feedback Friday #455 - Prime Content
- 3 Ways to make an Isometric game: 2D, 3D, combined. Which one to choose? Pros and Cons
- Dear game devs, why do you block paths in RPG games with the flimsiest, easiest to pass stuff and force the player to take a super tedious detour?
- Hello guys, I’m new to Unreal Engine and i’m having an issue with the textures. Anyone know the fix to it ?
- Teams are a large responsibility, don't be afraid of solodev
- Reverse Metroid-Vania?
- Where do you find inspiration for your games?
- Potential scam Twitch accounts asking for Steam keys
- How useful was your comp sci degree for landing a gamedev job?
- Smooth networked movement with lerp?
- What do you listen to/watch while working?
- Which project planner do you use?
- I wanted to write this for a long time. Making a videogame is so hard
- I'm afraid to commit to my game.
- How do you feel about different competitions in indie contests?
- recreating an old game
- When should you change your core gameplay to fit the market?
- Baking Vertex Colors in Blender (For Procedural Texturing)
- Which functions do users expect for which input on a gamepad? Is there a style guide or list of common functions?
- Artist to Art Production Manager with Reika Yoshino from ThatGameCompany
- Some thoughts on the game development process to get you started or to keep you moving. From inspiration to implementation
- What do you think about games as a service and have you thought of designing a game this way?
- Making games on an Android tablet(?)
- Planning Phase Woes - Trouble Committing to a Cohesive Framework
Feedback Friday #455 - Prime Content Posted: 05 Aug 2021 09:31 PM PDT FEEDBACK FRIDAY #455 Well it's Friday here so lets play each others games, be nice and constructive and have fun! keep up with devs on twitter and get involved! Post your games/demos/builds and give each other feedback! Feedback Friday Rules: Suggestion: As a generally courtesy, you should try to check out a person's game if they have left feedback on your game. If you are leaving feedback on another person's game, it may be helpful to leave a link to your post (if you have posted your game for feedback) at the end of your comment so they can easily find your game. -Post a link to a playable version of your game or demo -Do NOT link to screenshots or videos! The emphasis of FF is on testing and feedback, not on graphics! Screenshot Saturday is the better choice for your awesome screenshots and videos! -Promote good feedback! Try to avoid posting one line responses like "I liked it!" because that is NOT feedback! -Upvote those who provide good feedback! -Comments using URL shorteners may get auto-removed by reddit, so we recommend not using them. Previous Weeks: All [link] [comments] | ||
3 Ways to make an Isometric game: 2D, 3D, combined. Which one to choose? Pros and Cons Posted: 06 Aug 2021 07:10 AM PDT
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Posted: 06 Aug 2021 06:06 AM PDT I honestly wouldn't mind if the path was blocked by something that would legit be a problem, like a landslide that washed out the path, or a massive boulder in a narrow passageway. But why do so many games have ridiculous "blocked" paths with a knee high log, or a little bush, or some loosely stacked boxes and cages that can be lifted with one hand? If you're going to block a path, block it with something that would actually pose a problem. [link] [comments] | ||
Posted: 05 Aug 2021 09:45 PM PDT
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Teams are a large responsibility, don't be afraid of solodev Posted: 05 Aug 2021 07:44 PM PDT I'm seeing more and more posts/questions here about leading teams, especially from inexperienced and new devs. Don't do that. Leading an indie studio may be a great ego booster, but it requires a lot real-world skills that do NOT come naturally to beginners. In addition to requiring both management and dev experience, you WILL be held responsible for the state of the project. If the project fails, that's on you. If it runs out of money, it's on you. If there are any issues at all, prepare for both your team and fanbase (if you get that far) to lay the blame squarely on your shoulders. Because that's what leadership is. Of course not all indie teams are drama and problem-ridden nightmares, but the vast majority of those that succeed are experienced, likely industry professionals, and almost always not their first attempt at indie. Something to strive for would be like Team Cherry, the devs behind Hollow Knight. They are a tiny (3 full time IIRC) studio, but between them they have both management and game dev experience. I would highly recommend considering solodev instead. All devs, regardless of their technical abilities, should be able to produce a complete (if small) test game by themselves. Instead of forming a team (I'm sure r/gameDevClassifieds/ is tired of yet another rev share offer), consider what parts of gamedev you absolutely can't do on your own. Are you sure about those? What about buying or using available assets? What about using game maker software? What about public domain music? I think in the end you will find that there is very little you can't do on your own, just portions that could benefit from greater expertise. Inb4 "solodev is too hard." Welcome to gamedev. Where working in any other industry would probably give you a better paycheck and work life balance. Edit: Also, contractors. If you have money, definitely consider contractors. My games would not be possible without them. TL;DR: Go solo instead of building a team your first go-around. Obviously doesn't apply to the seasoned professionals on this sub. [link] [comments] | ||
Posted: 05 Aug 2021 04:08 PM PDT First time, let me know if I need to correct anything. Wanting to get into game design, which is pretty slow. That said, this concept is WAY out of my current capabilities, but I just wanted to see if anyone out there would actually like it. Basic: The world is a grey, foggy, post-apocalyptic wasteland. You start the game with all of your gear/powerups/upgrades, etc. Foes fall to your attacks in droves, and it's just a nice little power fantasy you can stick to if you like. However, if you want to progress through the game, you have to go to certain areas where you give up ability points in order to open up more areas. This also "heals" the world, giving it color and life The enemies don't change, or get stronger; YOU are the one getting weaker. Your last action is you giving your last point, which means you die to heal the world entire. There's no "after-game-content," you just get to see this world you've saved stsrt coming back to life. These are VERY broad strokes, and the story isn't finished. But I'm curious about what people think about the hook: In order to progress, you have to become weaker. And the game becomes more difficult as you progress, by virtue of being weaker. Edit: Many thanks to everyone! The input and references were all really helpful! I'll be sure to keep them in mind should I ever stop procrastinating! [link] [comments] | ||
Where do you find inspiration for your games? Posted: 06 Aug 2021 11:58 AM PDT How do you find new ideas? When you start to develop a game, do you already have a clear picture about the most of what you are going to do or do you find your way while going on? [link] [comments] | ||
Potential scam Twitch accounts asking for Steam keys Posted: 06 Aug 2021 07:13 AM PDT I just released my game Survive Into Night on Steam this Wednesday which has been a great feeling after working on it for so long. Of course I want to get it out there to as many people as possible but all week I've been getting a lot of emails supposedly from the creators of Twitch channels. Most of these emails sound very similar to the others - Essentially saying they don't stream very often anymore but would like to get back into it. They send a link to the Twitch channel, these channels generally have a few thousand followers but don't seem to have any new videos in a few years. I've got a feeling that someone (or many) are pretending to be the creators of these older Twitch channels and trying to scam free keys of new games out of developers like myself. That being said, maybe some of these are real and I should be sending them a key to help spread the game out to more people. Anyone have any thoughts or experience with this and any advice? [link] [comments] | ||
How useful was your comp sci degree for landing a gamedev job? Posted: 06 Aug 2021 04:22 AM PDT Question for those who are currently working at game studios in programming roles: how useful was a comp sci degree both in terms of knowledge gained and also as a signal to employers? What courses were most and least useful for your day to day programming work? [link] [comments] | ||
Smooth networked movement with lerp? Posted: 06 Aug 2021 07:34 AM PDT I have a server that has a bunch of entities moving around and it continously sends out the positions of all entities to the clients at a certain rate. Since this rate does not correspond to the framerate of the clients, some frames will not have new positions available and thus the entities will appear to stutter on the clients. Not to mention dropped network packets, which will make the entities stutter even more (I've tested this with Clumsy). I've been told that the solution to this problem would be to simply save up a few positions for each entity and then lerp the movement between those positions, but I can't seem to wrap my head around the implementation. I've gotten so far as creating a list of positions for each entity as they arrive from the server, sorted in order of packet id (since they can arrive in a random order). But from there I'm unsure of what to do. A lerp function requires stepping from 0 to 1, but this doesn't make any sense to me since the positions I get from the server doesn't have a fixed distance between each other. There's probably something about lerp functions that I've missed that would make this trivial and obvious, but I can't see it. I can add here that the movement doesn't have to match that of the server exactly, and a delay is acceptable, as long as the movement look smooth. Any ideas? Edit: To clarify: This is a year-old school assignment that I'm (a bit) late in turning in, so I don't need better and more complex solutions to this problem. I just need to figure out how to apply lerp to a bunch of positions to make the movement look smooth as the entities move between them, that's it. [link] [comments] | ||
What do you listen to/watch while working? Posted: 06 Aug 2021 10:10 AM PDT Hello Gamedevs! What are you currently listening to/watching while working on your project? Music, any specific genres? Podcasts, anything related to gamedev? Streams, someone playing games similar to what you are developing? Or something else? ------ To contribute: Myself, mostly house music or metal, sometimes a game OST from a great game like OOT. I often watch new horror games on different streams to see what is new in the genre. So, what about you? [link] [comments] | ||
Which project planner do you use? Posted: 05 Aug 2021 10:42 PM PDT I've been a big fan of Trello, but recently.I'm starting to.find more and more shortcommings as my project gets bigger and bigger. What I am doing now is using a mind map to structure everything better and devide cards in trello with custom fields to sort acording the my mind map branches. But this.made me start looking into software/tools which combine kanban boards and mindmaps. Does this already exist? I know clickup has something.like that but with only 50 uses .... yeah, I don't want to pay for a service 😅 So what do you all use to manage bigger sized game projects? (I'm a solo dev) [link] [comments] | ||
I wanted to write this for a long time. Making a videogame is so hard Posted: 05 Aug 2021 01:34 PM PDT Hey. So, I'm making a game. It's almost a year right now. Almost three years ago, I made kind of amateur boardgame. It was made for my friends, because I noticed how much these beautiful people doubts themselves, thinking they are failure, weak, unimportant... Like many of us often do. And it went pretty well. I'm no videogame designer, so I didn't even dream about making a game. But then, almost a year ago, one my friend offered to me, he will make videogame from my boardgame. I thought we can do small funny computer version of it. I had all scripts, game mechanic ideas, visuals... Everything was ready. I thought it won't take much time. And almost no money. Then, somehow... My talented, artistic friends offered their help. I had five artists to redraw my amateur pictures for the game. This meant I can make this game really fast. I thought. Then some music composer offered his skills, some translators offered to translate the game. And some more people helped me in a lot of ways. I was so happy. And my extremely small project, with zero budget became something really big, time and money consuming, and I soon found out... Guys, it's really hard to make a game. If you are making game alone, you have all of my respect. I don't understand how can you do that. My game is called Broken Thorns, because thorns are symbol of hardship and misery and this game is about ending this misery. And my Broken Thorns actually became a thorn. For me and many people from my team. Artists become tired from endless amount of pictures. Photoshop guy is tired from endless... Photoshoping. Programmer is tired of endless bugfixing. And I'm tired of everything. I'm mostly tired of delaying the game every month, because I'm every time 100% sure we can release it the next month. I feel so sorry and terrible to put everyone around me into this terrible position of constantly working for me. I'm starting to not like my game. Not because of content or something about the game, but because of the making process of it. When I look at it, I see how I stole all their free time. I feel like the heart of this game is made from time I stole from them. Thing made to break the thorns of others bacame the thorns of my most loved ones. I hope the finished product will be worth it. I just wanted to get it out of myself and this is the place with fellow game developers, so I felt like I could be understood mostly here. Thanks for reading. Life is short, smile while you have teeth! [link] [comments] | ||
I'm afraid to commit to my game. Posted: 05 Aug 2021 09:56 PM PDT I have been into game development for several years now. I completed a few small projects (none of which have been published) over the past five years, and about a year ago I decided that I would finally make "my dream game", a game that I would actually release. The last year has been rough for me personally, and it's taken a toll on my vision for my game. I spent the whole year coming up with ideas for mechanics and stories, but I keep scrapping everything. I spend a lot of time fantasizing about the finished project, how successful it will be, and how important it will be to my future as a game developer. I think I spent too much time imagining how good I'm gonna feel when I can finally release my game to the world. And now it's been a year, and I have nothing done. I'm almost afraid to commit to my game and actually begin making it. I keep putting it off, restarting my plans. I almost feel like I'm waiting for an "ah-hah" moment where it will all connect and I'll know what game I want to make. I just think I've lost my vision for the game and am focusing too much on the end goal. I want this game to be perfect, and when I imagine it, it is perfect. In my head the game can be successful and awesome. I think this is why I'm afraid to actually start making things because once the game becomes real, it isn't "my dream game" anymore. Once it is a physical thing, if it turns out to not be perfect, then I'm going to feel like I wasted my time. To boil it down to a few key points I'd say this: - I have high aspirations for this game. - I spend a lot of time imagining how it will turn out, and zero time actually making it. - I'm afraid to commit, because once I actually start the game, it is impossible for it to live up to my imagined version of it. How can I overcome this mental blockade and start to make the game I've always wanted to? I really want to make games, but I don't know what to do about this. Any advice is appreciated. [link] [comments] | ||
How do you feel about different competitions in indie contests? Posted: 06 Aug 2021 07:04 AM PDT You have experience of participation in conferences, jams, where the jury chooses from a variety of indie games for various nominations (the best game on a pc, the best graphics, the best soundtrack ...) When I looked at the winners and compared them with the applicants, I had a strong contradiction. For me, some of the challenger games were much better than some of the winners. [link] [comments] | ||
Posted: 06 Aug 2021 08:54 AM PDT Hey gang, there is a sports game I remember playing from back in the mid 90s. For this particular sport I believe all future games haven't been as good. I am wondering what the ethical or legal implications would be for basically recreating this game using modern technology. I wouldn't be using their name, but I would be trying to recreate their gameplay and controls mechanisms. maybe not 100% exact, as I'd try to improve some things, but it'd be basically the same. I think this game could be made to work well on pc and on mobile too, so i think there is a good opportunity for a new version of this sport in video game format and the old control system was very good. Lets say the sport was Curling (It's not curling, not even close) you'd have a button for throwing the stone down the ice and maybe a sideways scroll bar for the kind of spin you'd put on the stone. As the rules of curling haven't changed since the mid 90s. and the sideways scrolling bar to add the spin just makes sense, like all the power meters on all the golf games. would having the same sideways scroll bar as the original game be a problem? even if the ui looked a little different? [link] [comments] | ||
When should you change your core gameplay to fit the market? Posted: 06 Aug 2021 05:00 AM PDT Hello there, I'm making a Match 3 RPG, a genre not well known on PC ; but that has a lot of potential! Some old games like Puzzle Quest or You Must Build A Boat could very well mix with roguelike mechanics. That said, a lot of people have negative impression of Match 3 because of mobile games like Candy Crush. We are still in pre-production and change the core of the game; We could make it a deckbuilder or tactical game for instance. Do you think we should: 1 - Keep making a match 3 RPG and convince people it can be a great PC game 2 - Pivot and change the core gameplay (something like a deckbuilder) and keep the other parts of the game Any input is appreciated, thanks! [link] [comments] | ||
Baking Vertex Colors in Blender (For Procedural Texturing) Posted: 06 Aug 2021 12:27 PM PDT
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Posted: 06 Aug 2021 12:14 PM PDT I play most of the games with keyboard and mouse and don't have much experience with a game controller like the XBox controller. I don't want to find a game of a similar genre and copy assigned functions. And I don't want to sample hundreds of games. (Well, I want to but it's not feasible.) I searched the web but I think I got either the wrong keywords or there's no such thing. I'm especially interested in anything related to flying. Thrust, left, right, up, down, etc. for the functions assigned per default. I may add a feature to reassign them. At least up/down. [link] [comments] | ||
Artist to Art Production Manager with Reika Yoshino from ThatGameCompany Posted: 06 Aug 2021 08:20 AM PDT
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Posted: 06 Aug 2021 11:18 AM PDT Here are some thoughts that I've had about the process of game development. Perhaps it will help anyone who is unsure of where to start or is struggling with a work-in-progress. These ideas are heavily influenced by Jesse Schell's Art of Game Design. What is a game?
Components of a game
Design process Designing games is tough! But don't feel bad if you are struggling. The design process is so hard and daunting because all of the components of a game are so coupled together. And it is a tricky balance between being creative and open-minded at answering design questions that arise, but also being decisive and focused to actually push the process forwards with confidence. Often people wonder "how do I come up with a game idea?" or "how do I turn my idea into an actual game?". These are tough questions because the process of game design is to create a fully fleshed out experience that has all four of the above components working together. No wonder it is so daunting! Here are some thoughts on how to get started.
The last thing that you need to get through your head is to actually start working. You might come up with something incredible on your first try. Or it will (much more likely) be a catastrophic failure that you get bored of, or find too difficult, or just don't find fun at all. But the game design process is a skill to master and a muscle to strengthen. The best way to improve is to "get in the gym" and start training. Get in the kitchen and start making recipes, overcook some eggs, burn that casserole. Take existing games that you love and break them down into their four components to see how they work together to create that experience that you enjoyed so much. And get inspired. Good luck! [link] [comments] | ||
What do you think about games as a service and have you thought of designing a game this way? Posted: 06 Aug 2021 07:12 AM PDT I personally don't like games as a service model but I can't ignore the fact that the industry is moving in that direction because that model is so profitable. Mobile games are making millions for mediocre games. [link] [comments] | ||
Making games on an Android tablet(?) Posted: 06 Aug 2021 02:28 AM PDT Hey guys, recently I'm interested in making games and I heard from my friends that Unity was great for beginners, however, apparently it doesn't work for tablets and only works for PC. Therefore, I'd like to ask if anyone can recommend any game making softwares that I can use for game design on my Android Tablet? (I'm also a beginner so please don't recommend any softwares too complicated 🤣) Thanks so much guys:-):-) [link] [comments] | ||
Planning Phase Woes - Trouble Committing to a Cohesive Framework Posted: 06 Aug 2021 09:51 AM PDT Has anyone here ever struggled with the planning phase and pinning down ideas? I have very specific ideas and mechanics that I would love to put together, but finding the framework or common thread that binds them almost seems like an impossible task. It's sort of like mental torture, in that I simultaneously have a 'clear' vision in what I'm going for (the base systems and mechanics), but at the same time don't (committing to a cohesive framework for these ideas). Cursed design problems? Analysis Paralysis? Perfectionism and unwillingness to commit? I'm not sure; but I was curious if anyone has found themselves in this cycle also. [link] [comments] |
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