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    Friday, September 3, 2021

    I've made a huge Modular Ruins Pack you can use anywhere, completely for free!

    I've made a huge Modular Ruins Pack you can use anywhere, completely for free!


    I've made a huge Modular Ruins Pack you can use anywhere, completely for free!

    Posted: 03 Sep 2021 06:16 AM PDT

    Many indie games FAIL because they don't make the player care about them. It's usually NOT about the execution NOR the art, but the feelings it incites, the imagination it ignites. They fail to awaken an emotional state in the player.

    Posted: 02 Sep 2021 08:23 PM PDT

    This may seem obvious to some of you - or not.
    I had this realization slowly creep on me.

    Most indie games that fail are technically good. They have working mechanics and maybe decent gameplay.

    But all indie games that succeed do so irrespectively of technical exclellence. They succeed because they make the player feel something, they help the player engage in an "internal emotional storytelling".

    Take a game like Fallout. It's not about the story in Fallout.

    It's about the story I tell myself when I play fallout - with the accent on "I". It somehow resonates with some of my own internal stories, it allows me to live my stories through this medium.

    How about Goat Simulator? Same thing, different story, a different fantasy that it allows me to play within myself.

    Technical excellence is the BODY of the game. But the SOUL of the game it's the capacity to allow players to live their own stories.

    Don't believe me?
    How about UNreal World? It looks shoddy but the story it allows you to tell yourself...

    That's why when a developer makes a clone or a game inspired by another it usually fails. Because it copies the body but very rarely manages to copy the soul. Without the soul, you have just a dry husk.

    So I think an important question to ask ourselves is: "How do I capture the imagination of my player?" "What story will my game allow the player to narrate inside him/her?"

    Those are important questions and NOT "How many copied mechanics can I cram into the game?".

    Remember, copy the soul, not the body. Or even better, create a new one.

    ----

    Am I speaking nonsense?

    submitted by /u/odonian_dream
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    Live AMA w/ Ex-Bioware Game Designer | This Saturday at 5pm EDT

    Posted: 03 Sep 2021 08:37 AM PDT

    (Will be hosted in our Discord Server. )

    Hey everyone!

    I'm part of Project Dark Water, a Canadian indie-game studio. Tomorrow we will be hosting a live AMA event live in our Discord Stage channel where a couple of our designers, including Damon, an Ex-Bioware designer who has worked on games such as Empire Earth, Dawn of War, Anthem etc., and Zaryn, a Pro MTG player, will be taking questions from the audience regarding video game and boardgame design. They will also be discussing Cooperative game design.

    Please feel free to join the discussion and submit any questions you may have about game design during the event!

    Link to Discord: https://discord.gg/vW6HweNQQc

    Thank you!

    submitted by /u/VeilOfRuin
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    Where do you find development jobs?

    Posted: 03 Sep 2021 09:24 AM PDT

    Since I was young I've always wanted to be a software engineer for video game engines. Now that I'm graduating college, I'm realizing that game studios are pretty sparse. I live in Minneapolis, and I found one studio in the cities that was more than just a couple people making tiny games. I never stopped to consider that there wouldn't be studios in my area, almost all of the larger studios are in California.

    Does anyone here work for a studio instead of themselves?

    submitted by /u/orsikbattlehammer
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    what name should I call each mode in my game?

    Posted: 03 Sep 2021 09:51 AM PDT

    the first mode will be quick start (40 minutes - 2 hours). The second long start (8-20 hours). And the third will be an endless mode that only ends with the player's death.

    submitted by /u/sidhartayang
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    It takes me a while to find the answer to the program I want to write. Is this normal?

    Posted: 03 Sep 2021 11:12 AM PDT

    I think this question is weird.But I need to solve this problem

    It takes me a while to find the answer to the program I want to write. Is this normal?

    Also, I tend to get scattered with thoughts and knowledge, is there any good way to deal with this?

    I tried taking notes, but I think I'm probably not doing a very good job of it

    If anyone knows a good way to take notes, please let me know

    I'm struggling with this issue.

    submitted by /u/User012340
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    I could really use some help with my game's art direction...

    Posted: 03 Sep 2021 06:03 AM PDT

    Hello everyone,

    I'm in a bit of a tight spot in my game development, because I have recently received marketing consultation telling me I need to underscope significantly (which has been a huge dose of humility), while also increasing my game's artistic cohesion. The most common criticism of my art style is that there is a clash of styles, and that the pixel/voxel scenery doesn't go well with toon shaded characters. Toon shaded characters and clear distinctions between shadowy and lit areas are very important to me, so I need to figure out a way to do something that ties all that together.

    People have told me recently to just replace the pixel art textures with higher resolution textures, but I am very skeptical that that will solve the clash. I am interested in creating a sort of washed out background, maybe even a cel shaded background although I wouldn't know how to go about creating anything like either of those options.

    Any help, advice, or points of direction would be really appreciated. It's a broad question but if anything comes to mind I would be very thankful for pointers.

    PS

    Here's the steam page so you can see the game, I thought I'd be able to share images as I was writing this so apologies for that. https://store.steampowered.com/app/1594200/Heir_Obscure/

    An example of a style that seems promising but that I do not know how to achieve (2nd image with the barrels?) https://www.criticalhit.net/gaming/the-remake-of-cult-classic-cel-shaded-shooter-xiii-will-finally-be-out-in-november/

    submitted by /u/AndrzejGieralt
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    Request for store page localization feedback

    Posted: 03 Sep 2021 08:47 AM PDT

    Hey r/gamedev, I've just finished pasting the localized store page descriptions to Steamworks, and I would be grateful if you guys could take a look at it and report any issues you might notice with the text.

    I used the services of a new translation company that reached out to us (in my full-time job), so I kind of took a chance with them. That's why I'd need some feedback on the quality of work.

    The store page in question is here: https://store.steampowered.com/app/1115400/Speed_Mazing/ and I'm interested in feedback for the following languages: German, French, Spanish, Italian, Russian, Brazilian-Portuguese, Korean, Chinese (simplified) and Japanese.

    Thanks a lot!

    submitted by /u/EvilArev
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    Do I face legal issues if I have cars from the real world with some difference?

    Posted: 03 Sep 2021 11:43 AM PDT

    In my game I have cars based off of popular cars but without badges, names. For example: I have a Toyota Supra in my game but without the badges, nameplates, names. But if you look at the car, you know which car is it.

    submitted by /u/99week
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    Tutorial: AI - Civilian example Part 1/3 - Unreal Engine 4 + Unreal Engine 5

    Posted: 03 Sep 2021 11:38 AM PDT

    need advice for chose programs in university

    Posted: 03 Sep 2021 11:29 AM PDT

    Hey guys, so glad that I found this place to ask muy questions.

    I am a new immigrant in Canada, just got my permanent resident recently. and now thinking about what to do next. I saw this game industry and it looks so much fun.

    so I wonder that if I can get into a university or a college in Canada, which program or field is good for the gameplay programming career? of course, the purpose is to get into a big and fun company, like Ubisoft Canada (i know its really hard to get into the company like this, but hope it's not just a dream)

    I really need some help here to plan the future of this career,

    thanks, guys, I really appreciate any pieces of advice.

    submitted by /u/CuptainBeemo
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    Approach to creating a card game?

    Posted: 03 Sep 2021 03:50 AM PDT

    I want to make a card game, where every card has 2 values. Now there's various methods called on various occasions, like what happens if you draw this specific card.

    My solution so far is a common "Card" class with these values as well as these methods with no code in their body. And the plan was that if I add a new card to the pool I inherit from the class and add code in the methods needed. This is probably not the best solution but the only one I came up with. It brings up a problem though:

    I have a "CardBehaviour" script where I wanted to reference the script which inherits from Card or the Card class itself. I have no idea how to do that though. The reason is just that "OnDraw" can always be called, whether it's empty or not.

    Does anybody here have any experience or advice for this area? If you have a better system to create a card game, and you are willing to share it here or with me personally, I'd love to hear about it!

    Thanks in advance for any help!

    submitted by /u/MrScreeps
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    Is an important part of making a game realizing that players will try to break it?

    Posted: 03 Sep 2021 07:27 AM PDT

    Not really talking about bugs/cheats/exploits but what is allowed within the system you build? Like min-maxing, number crunching, and "meta".

    A follow question is: With these players in mind is it worth building around them or the normal/average player that won't use these mechanics?

    submitted by /u/ContextEFT
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    Post-mortem of Eminence: a multiplayer convict-fantasy role-play simulator (NWN)

    Posted: 03 Sep 2021 07:18 AM PDT

    need some monetization ideas for my game.

    Posted: 03 Sep 2021 11:00 AM PDT

    i made a top-down time attack racing game for iPhone and Android. it has many cars and skins / liverys for them. the cars dont differ too much in performance so there is no pay to win in the game. it has currency in it. i dont know if it has any more info i can give. oh, ton of levels and more to come. i dont want the ads to stop you from playing.

    submitted by /u/HyperPublic
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    Improve Rust or C++ skills ?

    Posted: 03 Sep 2021 10:51 AM PDT

    Now, I know what you're thinking. No. This is not a basic "Rust vs C++" question.

    I already learnt both languages, and I really really love Rust. But the problem is that when I see game dev jobs out there it's often explicitly for C++ programmers.

    I want to do pretty low level stuff right now, like engine programming. So can I follow my heart and improve my game developpment skills with Rust ? Or am I forced to stick to C++ to be competitive in the future ?

    In fact, I wonder if companies value Rust knowledge even when they're looking for C++

    submitted by /u/MaxelComrade
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    What am I doinng wrong

    Posted: 03 Sep 2021 10:51 AM PDT

    What am I doinng wrong

    I'm following a YouTube tutorial(which has work for me in the past)-https://youtu.be/ArH0S2Cdptk-and it's just not working for me. Now, of course, mine is a bit more complex with images, texts, button, but it still should work(Just to be clear, II waant the text to show whenever you use the scroll bar, not the entire panel moving)

    https://reddit.com/link/pha8mn/video/3ey1gfogtbl71/player

    submitted by /u/RealDevMashup
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    Career change into game development, from the business world

    Posted: 03 Sep 2021 04:53 AM PDT

    Hello,

    I'm looking to switch careers into game development (programming), from my current position as a software dev for business/enterprise software. I'd appreciate some thoughts on whether this is realistic.

    I'm a skilled developer in the business world: I lead a team of developers (ranging from 2 to 8 people depending on the project), my projects have shipped to hundreds of thousands of people and brought in millions of pounds for the business, I regularly mentor new devs on the team and coach them on their software skills. But I don't have a lot of game dev experience. A bit over 10 years ago I wrote a 2d game for Android including my own game engine, but like a lot of indie games it sank without a trace, and therefore I moved on to the business world.

    More recently, I've wanted to return to game development and so I'm learning Unity in my spare time. This time, I don't want to go down the indie route, and want to join a company. I think a small team (20-30 people) would be ideal, but that's not essential. I also am not looking for another team lead role; I want to be hands-on. I'm in England, in case it matters. My main programming languages are Java, Kotlin, Python, as a backend dev on AWS analytics software.

    So my questions, hopefully to people in the industry already:

    • How common are applicants like me?
    • Would you hire me? Clearly I don't have the experience of someone who's been in game dev for the last 10+ years, but would you believe I could learn it quickly? If not, what would I need to know upfront to convince you?

    Thanks!

    submitted by /u/Binary_Goblin
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    Website games

    Posted: 03 Sep 2021 10:42 AM PDT

    I had a question on how miniclip games are made. Specifically 8ball pool. What languages are used to make the game and how so they make it online? Do they use html5 and JavaScript to make the game and PHP to make it online?? Or is there something else that they use. Also what would be the best languages to use for creating a site similar to theirs

    submitted by /u/Omgshakir
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    How the "peek through the time" mechanic is implemented in this game?

    Posted: 03 Sep 2021 10:07 AM PDT

    Timelight

    Please help me understand how this game's mechanics works.

    This game has a very cool mechanics where you can project a spotlight and in the area of spotlight you can see the "past" world (kinda like portals). What's even cooler is that when you click the left mouse button the spotlight stays in plays and you can move around and interact with the objects of the "past" world!. play the game to get a better idea of the mechanics!

    submitted by /u/LiquidFox48
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    Why is Lua a popular scripting language in game dev?

    Posted: 02 Sep 2021 03:26 PM PDT

    not a lot of people use this language outside this industry. What makes lua special?

    submitted by /u/perecastor
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    My plan to make a map in Unreal engine

    Posted: 03 Sep 2021 09:43 AM PDT

    Basically I have to make a map of a specific (real) area that I will need for a game on unreal engine 4, and after seeing like 99 videos the only thing I understand is that I need the heightmap and that the maximum extension of a heightmap on unreal engine 4 for accurate dimensions is max 8km ^ 2, so I thought I'd create an 8x8km per square "grid" to put on top of the real area so I can figure out how many heightmaps I'll have to merge on unreal engine for real size, though i don't know if i can put multiple heightmaps on an Unreal Engine layer to do this stuff To make the map for the game at least you will need 25 (5x5) heightmaps of 8x8km (the maximum import of 1 heightmap on unreal engine is 8km so to make the complete map I will have to merge a tot of heightmap)

    submitted by /u/Any_Telephone6843
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