Feedback Friday #459 - Back In Action |
- Feedback Friday #459 - Back In Action
- I made a Tutorial Series for an RPG like Pokemon in Unity. Currently, it has 64 videos covering features like Turn-Based Battle, Party System, Experience/Level Up, Status Effects, Items/Inventory, NPC/Dialogues, Saving/Loading, etc. Tutorial link in comments
- Does games become less immersive now that you know how to make them?
- TIL about an organisation where you can hire people with disability to help test your game's accessibility features!
- Best places to get free game assets from?
- Are you afraid of having a bad game dev reputation?
- What does Unity have that Godot doesn't?
- Finding people
- Is getting into professional game development too hard?
- How would you force players to kill enemies in an FPS?
- Which OS should i use for game development?
- I want to make a remake - how to reach to the owner of IP?
- At what stage in development should one think about store pages?
- Within a competitive chess inspired turn-based strategy game, will range be to op and shield being a second feature inevitable
- Free Aquarium Assets!
- Gamedev small symposium happening next week, you are all invited!
- Finding an Artist for a Game - Need tips
- Protean Protagonist vs. Canonical Character
- Can someone help me with a shooting script for an fps game
- How much would “Chronicles of Elyria” actually cost to make?
- How to make games on your own without having to rely on videos all the time.
- Connect a Live YouTube Audio Stream While Players Play My Game
- Does anyone have a list of press to contact for reviews prior to launch?
- How to handle color display?
- How can I make a space simulator game?
Feedback Friday #459 - Back In Action Posted: 09 Sep 2021 09:52 PM PDT FEEDBACK FRIDAY #459 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] | ||
Posted: 10 Sep 2021 08:47 AM PDT
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Does games become less immersive now that you know how to make them? Posted: 10 Sep 2021 02:37 AM PDT I was thinking of getting into game dev but I dont want it to break immersion for other games thinking of how the games systems work and stuff [link] [comments] | ||
Posted: 10 Sep 2021 08:11 AM PDT | ||
Best places to get free game assets from? Posted: 10 Sep 2021 01:44 AM PDT The only website that I know is itch.io Was wondering if you guys knew any other places. Edit: thanks for all the great responses! [link] [comments] | ||
Are you afraid of having a bad game dev reputation? Posted: 10 Sep 2021 07:26 AM PDT Are you afraid of being judged by the quality of your games as game developers? What if your next game will not meet requirements and get bad reviews on platforms such as Steam or Metacritics? How game developers should/ would cope with that? Is trust between gamers and developers a thing, or do they care only about games and less about the studio, unless it's a very well known AAA one? [link] [comments] | ||
What does Unity have that Godot doesn't? Posted: 10 Sep 2021 07:25 AM PDT To all the Unity users: does Unity have some features you need that Godot doesn't? I don't mean your own Unity-specific code that you probably have a lot of and can reuse it. I mean engine features. From my own research, there's not even one such feature. If you think I'm wrong, prove me wrong. [link] [comments] | ||
Posted: 10 Sep 2021 06:19 AM PDT Hello Reddit, how do I find the people that could like my game and build a small community around it? It's multiplayer and I would host every weekend or so. Around 20 active members on Discord would be more than enough but where do I get them? I'm lost. [link] [comments] | ||
Is getting into professional game development too hard? Posted: 10 Sep 2021 01:56 AM PDT I have been working as a frontend developer but in my free time, I have been learning C#, patterns, architecture, OOP, and Unity for over 4 years. Plus I have been following and reading some really quality podcasts, industry insights, seminars, etc. I am spending more time and effort on game development than my current career as a frontend dev. I want to start my own mobile game studio at some point so I have been applying to mobile game studios, sending messages on Linkedin, etc. for networking and learning the job from the professionals. Every try has failed so far. Applications rejected, messages not responded. It feels like getting into the mobile game dev industry from the outside, even if I am an experienced developer, is really difficult. The amateur game dev community is so embracing and so welcoming, yet the professional companies are always looking for top talent or don't even respond. Maybe I should stop applying and see how far I can go if I start on my own with what I know? What do you think? [link] [comments] | ||
How would you force players to kill enemies in an FPS? Posted: 09 Sep 2021 08:24 PM PDT I'm working on a highly-mobile singleplayer FPS, think Titanfall 2's campaign, and I'm worried players will just run past enemies using the movement. I've thought of adding doors that only open once all enemies in the room are dead, but that feels too restrictive for the player, and it would stop me from designing more open levels. Any other ideas? [link] [comments] | ||
Which OS should i use for game development? Posted: 10 Sep 2021 05:34 AM PDT Hi all, hope u are doing well. Soo yeah my question would be that which OS do u like to develop games on? I want to get started with game development and i am quite confused what OS would be a good fit for me. Mainly i want to focus on creating games for Linux and Windows for now. The programming languages that i would use are: C# C++ C, Unity, Python, Java. MacOS: I never used a Mac device before and i also heard if u are developing games on it it's mostly for MAC or Apple devices. But also i heard the workflow is really good, and people enjoy working/doing stuff on it. Linux: So yeah for about a 1 year now i am tinkering with Linux and i absolutely love it, my only concern is about supported programs, is there a lot of problem with it or it can go smoothly as well? How well u can migrate codes to Windows and the othet way around? Windows: And here is the obvious choice, i don't mind working on Windows i just simply don't like it that much ever since i tried out a few Linux distros but if its needed for game development i would use it. That would be all hope u can give me a few tips and trick. [link] [comments] | ||
I want to make a remake - how to reach to the owner of IP? Posted: 10 Sep 2021 07:48 AM PDT There's plenty old games made by studios that are today defunct and licenses to those titles belongs to publishers. Unfortunately, publishers keeps all those game licenses in coma and I'm eager to give a new life to some of them. I was wondering how to obtain IP or make a contact to the owners of IP? Would publishers give funds for remake? Hers's some my thoughts: 1) Making a mod to the old game - Forgotten Empires made a mod to Age of Empires II and then they made remasters and remakes of AoE series 2) Making a game similar to the old one - Triskel Interactive made Lethis that was similar to Pharaoh and now they are making Pharaoh: A New Era 3) Making a remade art and mockups for this particular old game and a plan/pitch how that remake would look in terms of production and sending all of that to publisher [link] [comments] | ||
At what stage in development should one think about store pages? Posted: 10 Sep 2021 10:52 AM PDT I'm making a game for Android/iOS. Planning to port it to PC and then Switch. Sooo I'll eventually be delving into Google Play/App Store and then further down the line Steam.. At what point in development should I think about making the store pages for the game? Like I was watching this GDC: https://www.youtube.com/watch?v=fATEHq4Zv_Y&t=628 so now I'm thinking about this part of the project. I was planning to look into these parts of the development process once the game was completely done (so including art and music). Is this how developers usually do it or do they make the store page(s) asap and update it as the game is developed??? [link] [comments] | ||
Posted: 10 Sep 2021 08:29 AM PDT Hello r/gamedesign! I'm, Maintain, being inspired by collectable card games with chess turn-based strategizing, I trying to make gameplay that emphasized the strategic endeavours of chess in every turn alongside the plethora of ways a character stance can change the way to engage in a fight I game Let's tone down to the most basic stats of a unit that could have in a game with basic numbers so that new players won't feel overwhelming: attack, defence and health. An attack can be either melee or range to make the unit unique, defence like making a shield and reduce the damage that a unit can take in, health is self-explanatory. attack and defence stats may need to change stances like in Yugioh and both are powerful in their own way of engagement Defence stance will limit the area of moving but will reduce the amount of damage the unit will take, and maybe blocking some space close to the unit so not many enemy units will pass, opposite is for the attack stance Is there a way to resolve the overpower status of range in any turn-based strategy game without making it disappear, especially when the possibility of the numbers in stats can be enhanced through the various ways in-game [link] [comments] | ||
Posted: 10 Sep 2021 05:55 AM PDT
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Gamedev small symposium happening next week, you are all invited! Posted: 10 Sep 2021 09:38 AM PDT Hi All, I am organising a small GameDev symposium (1 hour, 2 speakers). It is happening next Thursday 16th, from 4pm to 5pm UK time, on Zoom. You are all more than welcome. The speakers are: (1) the creator of braket-lib, who just released a book about gamedev using rust: https://pragprog.com/titles/hwrust/hands-on-rust/ (2) the creator of shattered pixel dungeon: https://play.google.com/store/apps/details?id=com.shatteredpixel.shatteredpixeldungeon&hl=en_GB&gl=US You can get the tickets (free) here: https://www.eventbrite.co.uk/e/gamedev-mini-symposium-tickets-168956333943 And you can see the poster here https://imgur.com/a/cMsL0VB Hope to see you around next week! [link] [comments] | ||
Finding an Artist for a Game - Need tips Posted: 10 Sep 2021 08:32 AM PDT Hi Everyone! I am a mobile developer that is looking to get into making a game on the side as a hobby. I will be able to dedicate roughly 5-10 hours a week towards development and I want to restrict my spending on the game to roughly $1,000 (I have the potential for a larger budget, but I am not looking to make money from the game so best not to sink a lot of money in). Mostly I just want to have fun developing a dream game! I am not great at working on a digital medium for art, let alone animate. I am hoping to get some advice from people with previous experience in there early stages of game development! There are a few routes I could take to obtain the assets I am looking for.
Let me know what route you chose and what you would recommend! Extra details: I am hoping to make a turn based game using hexagon tiles. Here is a free asset that I am using to prototype my game: https://www.kenney.nl/assets/hexagon-kit I would hope for more detail that what these tiles offer. [link] [comments] | ||
Protean Protagonist vs. Canonical Character Posted: 10 Sep 2021 08:25 AM PDT I am collaborating on a game design project as a writer. In designing the main protagonist, the player character, I find myself at a crossroads. I've seen both of these options done in various games, and I can see pros and cons for both.
Anyway, I'd just like to get the community's thoughts on these two options. Which do you prefer, and why? Which do you think people in general prefer? Are there patterns in preferences? How do the options contribute to and detract from roleplaying, plot, inter-character connection, etc.? Obviously, my request isn't limited to these particular questions. I'm interested in any thoughts you might have on the topic. [link] [comments] | ||
Can someone help me with a shooting script for an fps game Posted: 10 Sep 2021 11:45 AM PDT Can someone help me please I am making an fps game called The war of love and I would like someone to help me with the shooting mechanics. [link] [comments] | ||
How much would “Chronicles of Elyria” actually cost to make? Posted: 09 Sep 2021 07:45 PM PDT The game Chronicles of Elyria, with a budget of about 8-9 million dollars obviously never had a chance. The game promised a huge world where you could be anything: A duke of a small village, a mail man delivering mail to neighboring area, etc. There was also suppose to be an aging mechanic to where after a year in real life time your character would die and you would play as their descendants. There was a lot more that the game was suppose to be, but as a someone who doesn't program games I have no idea how much adding any of these features would cost. Can someone give me a rough estimate (really rough) of how much that game would actually cost to come into fruition? [link] [comments] | ||
How to make games on your own without having to rely on videos all the time. Posted: 09 Sep 2021 07:12 PM PDT Please help. So I have been learning a new programming language recently (python) and about to finish the entire course. The problem is, I barely remember anything I learned when I first started besides what I am learning now. I am also making a project for the course, but all I see myself doing is watching videos over and over again because I can't remember a damn thing I learned during the first part of the course and beyond. This frustrates me because when I am going to be working for game companies or as an Indie dev, I won't always have time to look at a video on how to make this game in python or how to code this part of a game in python. I want to be able to be given a topic for a game and instantly be able to make it. How can I retain more info when watching videos about a certain code for a game and be able to do it by myself without the video later is basically what I'm trying to say. Thanks. If you need me to elaborate more on what I am saying or you don't understand please feel free to ask in the comments because I wasn't (and still don't) know how to word the question. [link] [comments] | ||
Connect a Live YouTube Audio Stream While Players Play My Game Posted: 10 Sep 2021 10:28 AM PDT I thought it would be cool to have a constantly updating soundtrack in my game so that every time you pick up the game and play, there's new music (with offline fallback music if not connected to the internet). It'd be a small way to keep the game fresh for folks. I want it to stop in-battle so battle music can play but while roaming the open world I want the live feed to play... I wondered if linking a live YouTube audio feed would be a relatively simple way to do this. And then all I'd have to do is update the live feed in order to change in-game music. Is there any way to do this or is this a dumb idea hahaha. I'm coding in Unity w/ C#; As a test, I'd like this feed to play: [link] [comments] | ||
Does anyone have a list of press to contact for reviews prior to launch? Posted: 10 Sep 2021 10:22 AM PDT I have a working document with some, but I was curious if anyone consolidated a list. Also, any tips about contacting press requesting reviews, articles, or coverage would be fantastic. When did you start contacting press? How long did a response take? General tips. Thank you! [link] [comments] | ||
Posted: 09 Sep 2021 07:33 PM PDT I've been designing my own assets for a pixel art game, which I sometimes do on my laptop and sometimes on my desktop. I've noticed that the colors I select sometimes look great on one device but washed out or too dark on the other. Of course some of this can be resolved by playing with monitor settings, and I understand different screens will display colors differently. But I would like to ensure that my game doesn't look like hot garbage on other people's devices. Is there some accepted method for dealing with this issue, either in the asset design phase or internally in game development? [link] [comments] | ||
How can I make a space simulator game? Posted: 10 Sep 2021 09:56 AM PDT So as the title suggests I wanted to make a space simulation game like Celestia or Space Engine for my Lil brother to help him learn about solar system and space. I have 3d File for the spaceship. I can use pre-built tools and open source programs I don't want to upload or share game anywhere just give it to my brother for his birthday to play on windows or android, can anyone guide me in the right direction [link] [comments] |
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