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    Feedback Friday #455 - Prime Content

    Feedback Friday #455 - Prime Content


    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

    submitted by /u/Sexual_Lettuce
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    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

    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?

    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.

    submitted by /u/Slinky_Malingki
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    Hello guys, I’m new to Unreal Engine and i’m having an issue with the textures. Anyone know the fix to it ?

    Posted: 05 Aug 2021 09:45 PM PDT

    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.

    submitted by /u/AMemoryofEternity
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    Reverse Metroid-Vania?

    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!

    submitted by /u/Good0nPaper
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    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?

    submitted by /u/Peppsp91
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    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?

    submitted by /u/Genetix_307
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    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?

    submitted by /u/Junmeng
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    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.

    submitted by /u/Vindhjaerta
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    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?

    submitted by /u/ZonedOutScavenger
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    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)

    submitted by /u/Voylinslife
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    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.
    Right now, I have to write about delaying the game to people in my team again, and I wasn't brave enough to do it. That's when I decided to write this. I could feel how my mental state is not going to the right direction and I believe writing this will help me.

    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!

    submitted by /u/Makuta-
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    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.

    submitted by /u/Sword_Master_Ricard
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    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.

    submitted by /u/Denis_Listov
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    recreating an old game

    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?

    submitted by /u/whidzee
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    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!

    submitted by /u/tavrox_ads
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    Baking Vertex Colors in Blender (For Procedural Texturing)

    Posted: 06 Aug 2021 12:27 PM PDT

    Which functions do users expect for which input on a gamepad? Is there a style guide or list of common functions?

    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.

    submitted by /u/skssoftdev
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    Artist to Art Production Manager with Reika Yoshino from ThatGameCompany

    Posted: 06 Aug 2021 08:20 AM PDT

    Some thoughts on the game development process to get you started or to keep you moving. From inspiration to implementation

    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?

    • A game is an interactive experience.
    • A game designer wants to build an experience that people will enjoy. "Enjoyment" comes from emotions that the player will feel: fear, satisfaction, completeness, excitement, anxiety, pride…

    Components of a game

    • Mechanics
      • Mechanics include: actions, rules, states, and goals.
      • The "game" has a certain state that it is in. The position of pieces, the resources for each player, the time remaining, the score. The player can make certain actions that transform the game state through rules. The player wants to get the game state to a certain goal state. There might be multiple players that can each have their own goals, rules, and actions. But the game only has one shared state. Mechanics is a term that encompasses all of those.
      • What is the point of mechanics?
        • Mechanics are the foundation for the emotions and experience that the game will convey. There is tension from the game state not being in the player's goal state, a feeling of satisfaction when moving closer to the goal state, frustration from moving further away, a sense of curiosity and learning as new mechanics are introduced and the player can see how their actions influence the state of the game through rules. The player may experience "fear" at the possibility of moving further from the goal state, and a whole host of emotions when playing with others (camaraderie with other players who want to get to the same goal state, competition with those who want a different state...).
    • Story
      • For lack of a better term, this is what frames the mechanics in terms of things familiar to human experience. Each mechanic element can be "wrapped" in a concept that we experience or can imagine experiencing in real life.
      • Monopoly can be an abstract set of rules, where players have pieces that they move to certain squares based on a random number, exchange one resource type for another resource type from a resource repository or from other players, and hope to deplete those resources from others. Or, we can instead frame these elements as "money", "property", "houses", "bank", "mortgage", "jail", "free parking", "bankruptcy".
      • Call of Duty frames the mechanics of 3D movement, resource management, first-person view targeting, etc. as a warzone where a soldier maintains ammo and health to defeat enemies of the state.
      • Games don't need a rich story: e.g. sudoku, crossword, tic-tac-toe, connect four.
      • So what is the point of a story?
        • Makes it easier to understand the mechanics. The more mechanics there are, the more that a story can help the player intuitively "get" the mechanics.
        • Boosts the emotional experience of the mechanics by aligning them with things that we can more closely relate to. E.g. for Monopoly, "bankruptcy" is something that we might actually worry about in the real world, so it makes the mechanical game state of "no resources remaining" all the more emotional.
    • Aesthetics
      • How the mechanics and story are conveyed to the player through their senses. Can be sight, sound, touch (haptic feedback), even smell or taste, proprioception...
      • E.g. for Monopoly, the colors of the board, the size of the houses, the artwork.
      • Call of Duty: a gritty warzone with lots of dust and debris, run-down houses, loud explosions, rumbling controllers and blood-stained screens when taking damage...
      • What is the point of aesthetics?
        • To most effectively convey and support the emotional content of the mechanics and story.
    • Technology
      • The physical media that the aesthetics take place in, and that allows the player to make actions.
      • Monopoly can be a board game, or a digital "overhead" version on a computer, or a VR version where you are playing as your actual game piece, or a live-action version where you play with friends on a life-sized board.
      • What is the point of technology?
        • An interface for actions that the player can take.
        • The physical pipeline for conveyance of aesthetics to the player.

    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.

    • Inspiration
      • There may be one component of a game that you feel passionate about exploring. This inspiration can come from active reflection as you go about your day, or a desire to replicate some experience or component of an existing game, or perhaps something that you love doing that you could imagine working into some game-like experience.
      • You might be inspired by a mechanic or set of mechanics, some component of a "story", an aesthetic style that you want to try out, or some technological platform (VR, PC, board-game, switch, reality cooking TV show) that you want to explore.
      • E.g. I am inspired to make a platformer without the jumping mechanic, a game about my favorite hobby -- cooking, a low-poly 3D game that looks like that cool YouTube video, a game for my VR rig that I just got for Christmas.
    • Ideation
      • Inspiration for a game only becomes a "game idea" when you have some version of the mechanics to consider. So come up with a starting point! Be open-minded here and imagine -- what would it look like if I make my cooking video game with the mechanics of a first-person shooter?
      • This is a critical distinction between inspiration and ideation. You need some mechanics to explore. They are the foundation for the game experience, so just start somewhere. E.g. If you say that you have an idea for a cooking game, the immediate question someone will ask is, what is the idea, how would someone play this game?
    • Implementation
      • Now that there is some version of the mechanics, there must be some implementation of the mechanics to test out and see if they can convey the experience that you are going for. It is hard to know how they will play out, so get a version going ASAP! This can be in the final technological media that you might be imagining, or it can be some kind of prototype (paper, digital, etc). But it is a starting point.
    • Integration
      • As you test out the mechanics, you may start to consider how to combine the mechanics with your inspiration for a story, technology, or aesthetic. You should work to have some version of each of the four components of the game.
      • E.g. you have a ruleset for your cooking (story) first-person shooter (mechanics) set in a post-apocalyptic wasteland (story/aesthetic) that features neoclassical music (aesthetic) and played on a PC desktop (technology).
    • Iteration
      • Because all of these components are so entangled, and because it is hard to foresee what experience the game will actually convey just on paper, it is critical to have an iterative cycle where you are working on all four components and then testing the actual game for its experience. You will find out that some stuff just isn't working the way you wanted, or is more difficult than you imagined.
      • E.g. Neoclassical music is too soothing for this experience, I want it to be more fast-paced to support the real-time mechanics and scrappy environment of my game. Let's try heavy metal!
      • These are all so coupled together. E.g. say that you are working on a new version of chess. You have inspiration for an archer piece (a story inspiration).
        • Now you need to consider the mechanics, how does this piece move? how does this piece capture? How many are there? Where do they start on the board?
        • Aesthetics: what does this piece look like? How big is it? Is it visually distinguishable from the other pieces?
        • Technology: can I make a 3D model of this piece? A 2D sprite? A physical piece made out of wood?
        • Now test it out and iterate — does the piece as a whole "feel" good? Do all the components support your initial inspiration for an "archer" piece? Or do you need to tweak its appearance, or its mechanical rules? Maybe your idea for the archer to hold little arrows is actually too difficult to make out of wood, so would it be easier to make everything out of plastic? Or as a video game?

    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!

    submitted by /u/KaleidoVI
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    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.

    submitted by /u/ShadowRazz
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    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:-):-)

    submitted by /u/Dependent_Bread7429
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    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.

    submitted by /u/Accomplished_Ice_462
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