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    Feedback Friday #462 - Thrilling Addition

    Feedback Friday #462 - Thrilling Addition


    Feedback Friday #462 - Thrilling Addition

    Posted: 30 Sep 2021 09:38 PM PDT

    FEEDBACK FRIDAY #462

    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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    Godot 3.3.4 released

    Posted: 01 Oct 2021 07:00 AM PDT

    Free!(CC0) Stylised 3D Gameassets, Skeleton characters.

    Posted: 01 Oct 2021 12:13 AM PDT

    Am I allowed to call this activity a hobby?

    Posted: 30 Sep 2021 10:20 PM PDT

    Does a hobby indiedev has any chance to be financialy successful? I mean you are alone, you can spend 30%-50% of your time to work on a game. You have to code, draw, make sound and music and also take care on marketing... Btw if am I doing this, am I allowed to call it a hobby?

    submitted by /u/DerAriano
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    Some thoughts on finishing a game

    Posted: 01 Oct 2021 06:48 AM PDT

    I've read countless posts on Reddit about people giving up on their games or just having a really hard time finishing them. Sometimes, giving up is the right thing to do, but I don't think lack of motivation should be the reason.

    We recently finished our first game project and published it on Steam, and I thought I'd share some tips that I think really helped us bring our project to completion. Hopefully, these tips can help you out if you are struggling with finishing your game.

    A little background for context: We're a three-man team consisting of me (art), my brother (code), and our close friend (SFX and music). We decided quite early on to go for a casual and weird type of experience, give it away for free and try to finish it within a year or so. We were also learning game dev while developing our VR experience.

    My tips for getting it done (in no particular order of importance):

    • Know your strengths. The fact that we could all focus on our respective areas of expertise helped a ton, no doubt about it. This is also about keeping it simple. For example, if character animation is not what you are best at (I certainly am not), then keep those to a minimum, perhaps consider no characters at all if possible, or pay someone to help you out.
    • Consider finding a community if you are going at it solo. Mad respect to those of you that do it alone, but knowing myself I would not have gotten far alone. It helped a lot to know that two other persons were dedicating their time and effort to make this the best they could. I recommend trying to find a community of other devs if you are by yourself, or perhaps a mentor or friend that can give you honest feedback and keep you accountable. Weekly meetings are probably a good idea.
    • Set a deadline. At first, we had a vague idea, but as we started to break down the project we soon decided on a specific date (and time). In the end, the date got pushed by one month, though that was decided on before we openly communicated our release date. If we had not set a specific date, I'm sure the game would still not be published.
    • Set clear goals. Our project was about learning the tools, learning game dev in general, discovering ways of working together, learning about marketing, and also about experimentation. We decided to release it on Steam to familiarise ourselves with that process as well as the Steam-specific features. The most important goal was to release it during 2021 and make sure it was stable and that we were proud of the result.
    • Do something (almost) every day. If it's only ten minutes, do something—anything—that will get you that tiny bit closer to completion. I personally took Saturdays off.
    • Accept that this is the best you can do at this moment in time within the timeframe you have decided upon. Try to keep your expectations reasonable.
    • Cut! We downscoped several times, both on the macro and micro levels. Somehow we thought it feasible to make fourteen scenes when we started off. We ended up with five. We also simplified a lot of the 3D models and used some free assets as well as plugins, just to give some examples.
    • You are not your project. If your project fails, then you have not failed as a person.
    • Try to keep a healthy lifestyle. I take daily walks and do some light exercises. My back is still messed up though. A nice chair is important, and try to get up once in a while to stretch.
    • Don't start over! There were several times I wanted to do just that. Luckily my brother thought otherwise and after a good night's rest, I also realized why that would not be a great idea.
    • Use some kind of service to track progress and what's left to do in the project. We used Jira as my brother has a lot of experience with it, but Trello is also a good option.
    • Focus! This one is tough. It might help to keep your cell phone in another room when working. Other tips: Get something done early in the day, commit to sharing your weekly work on #screenshotsaturday, break every task down into tasks you can get done in at most two days, and try to prioritize your tasks (if it's a good idea but not super important, send it to your "Nice to have" board).
    • Don't think too much about what is left to do :D Seriously, planning is essential, but if I had known exactly what I was getting myself into, I might not have even started. Take small steps.

    I think those are my main tips, I can't really think of anything else at the moment. Thank you for your time and if you have any tips to share, then please do!

    submitted by /u/anananas_studio
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    I've been working on my game 24/7 for 2 months now. Now I want to see if the game is actually fun for anyone else. How do I get people to try my game and get some feedbacks?

    Posted: 30 Sep 2021 05:13 PM PDT

    I don't know how indie developers manage to get people try their games and get feedback (like closed beta). Is there any community for game beta? Would appreciate any form of advice or personal experience etc. Thanks!

    EDIT: here's the link to the game! (It's still early stage of development) download link

    submitted by /u/bloody7up
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    Is second game anxiety a thing?

    Posted: 01 Oct 2021 02:44 AM PDT

    Howdy folks. So a few months ago my friend and I released our first game, in our eyes it was a success. We got a few downloads, some nice comments and most importantly finished something. We had a few ideas for a second game and finally decided on one after many discussions and this one will be a commercial effort. We want to make some money this time not a lot, we're not banking on going full time anytime soon . But now everytime I go to sit at my desk and start the project I'm just frozen is this a common thing for a follow up project I feel such excitement about coding the features but when I actually go to start I can't.

    submitted by /u/spooky_turnip
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    Found out a random inactive account has my companies same name? What should I do?

    Posted: 01 Oct 2021 08:42 AM PDT

    Hey all,

    So recently I've been becoming more and more serious with my game development and design work to the point to where I'm able to pump out some considerably great TTRPGs, Zines, and other small indie games on a monthly basis through Patreon. A couple of months ago I got to work on being serious about it, I started uploading more, posting to social media, started getting a following, grabbed an LLC. in my local state (verified the name was not taken with my states internal db), and started working with local businesses to get my name out there.

    Fast forward to today, I found out through mistyping that someone has our name, exact same lettering (our name is a pun off another common phrase) and similar game development work, but there a few caveats. I only discovered this because while name searching I was spelling out my company name how I wanted it to be at the time and missed this variation. Here are some things that *are* different about us:

    • Their profile name (unsure if they own a business) is just "Fake Company", while my business is "Fake Company Studios, LLC."
    • They are based in France while I'm based in the US.
    • While they do have an account on Itch, they haven't posted to any other socials, only have 4 followers, and last uploaded a year ago, and hasn't seemed to have posted since then.
    • Their profile creation date is technically earlier than mine, but this is something I've had my mind on for quite some time now.

    Am I over thinking this and this should be fine, right? I don't wanna step on anyone's toes, plus technically I do already own this company name in my state, but when it comes to broader marketing and stuff, this is where I get perplexed.

    submitted by /u/Ryzix
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    It takes time to write code from scratch I feel there is some good way to organize the code, do you have any good ideas?

    Posted: 01 Oct 2021 02:10 AM PDT

    It takes time to write code from scratch

    I feel there is some good way to organize the code, do you have any good ideas?

    submitted by /u/User012340
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    What are some video game examples where you feel it's suppose to do well sales-wise but it didn't because of their lack of marketing?

    Posted: 01 Oct 2021 03:11 AM PDT

    Are there games out there that's so bad at their marketing efforts that even thought they made a good game they never made any money? I'm trying to look for them but so far has come up empty, trying to see if people here know any?

    submitted by /u/VibingTRex
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    I am doing a game design course and I need recommendations for my homework.

    Posted: 01 Oct 2021 12:37 AM PDT

    I am doing a game design course and for my homework I need to write 300 word essay on a video game concept artist but I don't know any interesting video game concept artists to write about.

    Any recommendations for a video game concept artist to write about?

    submitted by /u/Fearless_Bat_9338
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    Need advice on HOW to write a game story

    Posted: 30 Sep 2021 09:04 PM PDT

    Hi, I've been writing stories for my future games, I have a couple of them written down, not a single one is finished but I'm not in a hurry.

    The way I write my stories is like I'm writing a book, but also without caring really about using specific words or writing with good practices, because I don't want to write a book,

    I just want to have my story there and then, when I have the resources, make a game about it.

    My doubt is, a game story is written like that? or more like a TV Script or Screenwriting?

    What structure FOR STORY of games do people use or is the best?

    Maybe is better to write it like a script, without that much of a detail and just cues of what there is in the environment or what the characters feel, but not detailed.

    Maybe there isn't a right way of doing it, idk really, couldn't find a great answer yet. I feel like you start as a script and then you write like a book, but that doesn't sound efficient, I don't know really.

    I hope somebody can help me with this :(

    Thanks <3

    submitted by /u/Plastic_Republic_549
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    Kickstarter: Are we too early?

    Posted: 30 Sep 2021 07:32 PM PDT

    I'm aiming to launch a Kickstarter on October 15th.

    It's a 16-bit tactics RPG that I've been working on for nearly a year.

    Sadly, within that year, our social media presence as been next to nil. Aside from devlogs on FEUniverse and Tigsource, our twitter has only ~50 followers. Our mailing list has only ~35 people.

    I've been running Facebook Ads using this guide, which have brought our Steam wish lists from ~200 to 400+


    However, it hasn't translated well to KS watch list numbers. I've paused the ads until the KS launch date, as showing off our KS preview doesn't seem to attract followers.

    Our funding goal is relatively low and I believe in our game. I've sent press releases with a trailer and demo link -- but haven't heard back from any of the outlets (likely due to lack of a following).

    I'm told a failed campaign is bad press and publishers would take this as a warning sign...


    Again, we've spent a long time polishing off our demo and are proud of it's current state. Yet, the idea of failure due to lack of due diligence on the marketing side is haunting.

    I want to put it off, but the finances dictate that we have to launch it soon or the well will run dry.

    Just looking for advice on this predicament -- is our game good enough to be funded by the strength of our game and presentation + FB ads? or should we put it off due to fear of failure?

    submitted by /u/Copywright
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    Photon Engine alternative

    Posted: 01 Oct 2021 12:57 AM PDT

    Hello,

    Im building multiplayer for my game, I would like to ask you if you could suggest me some alternatives to Photon Engine. I dont like that Photon Engine server can be run only on Windows Server, Im looking for multiplayer engine which server can be run on Linux server.

    Thank you

    submitted by /u/SoftPotato179
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    What are tools / methods you employ on bigger projects? What tools are amazing for their intended usage but very little people know about?

    Posted: 01 Oct 2021 02:31 AM PDT

    Intro:

    Hi guys,

    I'm creating this post to look for some general tips and tools for building a 2D game. I'm a beginner although I've made a few games already (I've made some VR games, an AR app, a drinking game, participated with a game jam).

    But I'm currently starting on what will probably be my biggest project to date. I'm currently in the phase of doing research as this project is related to my university and requires a ton of literature research as well. So, I haven't decided on some of the details. But that's not what I'm here for.

    I already know it's going to be a 2D game, likely an action-platformer, but options for e.g. endless runner are still on the table. I've also already decided to use Unity, since I only have very limited experience using other engines.

    One of the problems that I sometimes have is that, given my inexperience, I often don't know what tools exist, and end up using the incorrect tool for the job. For example: I used to handcraft entire levels because I didn't know probuilder existed. Or I once used to have like 20 instances of a script with different variables because I didn't know about scriptable objects.

    Question:

    Given how large I expect this project to be, I want to do it right from the start. So, what are some tools / methods that you've previously used that are reliable, robust and scalable? What are some Unity components that people overlook? This can be for any aspect of a game: from a nice tool for easily scalable UI, a language system, proper ways to store files, performance related best practices, tools to easily build (2D) levels, a reliable saving system, etc. etc.

    Feel free to point me in any direction that has yielded positive results for you in the past. 2D related stuff is preferred, but this might be helpful for future 3D projects or for others as well. I understand that here isn't any one-size-fits-all answer to my question, but I'm willing to have a deep look at all the suggestions.

    Thank you!

    submitted by /u/ILikeBootyholesDaily
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    UE4 World Composition and Multiplayer

    Posted: 01 Oct 2021 09:02 AM PDT

    I am wanting to confirm that 20x20km is the maximum world size that works for multiplayer while using world composition? (without a dedicated server)

    This is using a tiled landscape and all that jazz without origin shifting as well by the way.

    Thank you for your help!

    submitted by /u/Cheekbone420
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    Hi everyone, we've just released a quick Unity tutorial explaining how to use Wind Zones to make trees sway. Hope you find it useful.

    Posted: 01 Oct 2021 04:03 AM PDT

    Modeling world leaders or famous locations within Unreal Engine, is it illegal?

    Posted: 01 Oct 2021 08:55 AM PDT

    Creating 3D models and maps for NON COMMERCIAL PROJECTS using the Unreal Engine. Are there any rules or restrictions against modelling real life world leaders or famous locations within the Unreal Engine? For example, lets say someone wanted to create an replica of the Buckingham Palace/ The White House/ The Kremlin/ Great Wall of China? Also, what about modelling famous real life people such as the Queen of England/ Donald Trump/ Vladimir Putin/ Xi Jinping?

    Again, I'm strictly only talking about NON COMMERCIAL content, that would never be sold or monetized in any way.

    If there are restrictions, what are they, and why do they exist?

    submitted by /u/Dingmggee
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    When am I ready to make my video game?

    Posted: 01 Oct 2021 02:28 AM PDT

    Hi guys, I am a 16 y/o kid who has made some games. After playing some games I decided to make my own game. I wrote a story that doesnt feel cringy or stupid. But now I want to make it real. But I still feel like I am not ready.All my assets and music are trash and I still have a lot of doubt if what I make will be good or succesfull. Even my concept art sucks. I still dont feel ready. How do I overcome this problem?

    submitted by /u/ChickenNo1
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    Unsure of my career path based on my course. Please help?

    Posted: 01 Oct 2021 12:11 PM PDT

    Hello Reddit,

    So I'm currently studying Technical Game Development in Teesside University of Middlesbrough and am on my final year. The issue is that with the modules that I have learnt so far, I'm not exactly sure what job career I would be best suited for. Initially wanted to do Gameplay Design but from the current job postings, they say that C++ is required... which my course never taught me. I mostly learn my gameplay mechanic designing in Unreal Engine Blueprints. Please help.

    List of modules done:

    Visual Scripting - Using Unreal Engine, had to make a very bare bones prototype of a 3D FPS. Which is where I learnt the Blueprinting stuff.

    Maths for Games - Self explanatory, Maths about transforms and other in engine calculations.

    Game Studies - Had to research articles and other papers before writing an essay on a controversy within video games (Racism, Sexism, Is games causing violence, etc.)

    Game Prototyping - Similar to Visual Scripting but instead, had to do a top down shooter.

    Game Middleware - Making a game in Unity based on Alice in Wonderland. Was meant to learn C# during it but... it didn't quite stick.

    Game Design and Mechanics - Making a Powerpoint pitch for a game based on a movie.

    Journeyman - Working in a big team to make a remake of Castlevania. Was doing the whip mechanics and throwables but just using Blueprints.

    Industry Portfolio Development - Name rather explanatory, learning to make an efficient and industry standard portfolio for your work while also writing an essay about a game idea.

    Game Interface Design - In Unreal Engine, was to design a UI for a game. The game didn't matter, what was important was the UI itself, making it accessible and easy to follow for players.

    Game Development. - Working in a smaller group to make a video game prototype of our choice. It was more to teach about working in a team and leadership skills.

    Current modules:

    Upskill - Picking a skill that you may wish to enhance based on your career choice and trying to improve it while logging your progress.

    Beta Arcade - Working in a group of 8 to 10 people, making a game... similar to Journeyman and Game Development.

    Advanced Design Techniques - Picking a mechanic or style of game and doing your own spin on it. For example, maybe you don't like the fact that healing is just clicking a button so instead, you make it so you need to hit the right vein to heal fully, etc.

    TL;DR - Mostly worked with Unreal Engine Blueprints and some level designing, everything else was mostly just research and writing essays.

    Feel free to ask anymore information about it.

    submitted by /u/Pink_Sugar_High
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    Help me make a decision

    Posted: 01 Oct 2021 12:08 PM PDT

    I have a small amount of experience with both Unity and Unreal.

    I cannot make a decision on which to further my learning in. I keep going back and forth on which I'm motivated to learn.

    As a background I'm a software developer using .NET daily. I want to develop 3D games for a hobby.

    I'm hung up on using Unreal vs Unity because I really do not like using C++ and C# is so much better to work with. But on the other hand Unreal has all these cool looking tools like Quixel, metahuman, etc.

    submitted by /u/EarthFlavor
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    What are the important settings for a game ?

    Posted: 01 Oct 2021 12:04 PM PDT

    I'm developing a 3D puzzle game with my own engine (I know, it is not recommended...blah blah). I'm wondering what game settings are the most important for the gamers. Indeed, I don't think I will have time to implement all of them.

    Here is a list of possible settings. According to you, what are the most important ? Can you sort them by priority ?

    • Change graphics quality (shadow quality, view distance, anti aliasing...)
    • Keys binding
    • Change resolution
    • Adjust mouse sensitivity
    • Control monitor gamma
    • Adjust audio volume
    • Play in window mode
    • Invert mouse X/Y axis
    • Vertical synchronization on/off
    • FPS limiter
    • Camera field of view
    • Color blind mode
    • ...other ?
    submitted by /u/petitg1987
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    Fast GUI Rendering?

    Posted: 01 Oct 2021 12:00 PM PDT

    -Edit- Just for fun, while I'm asking these optimization questions would any suggestion change if I'm programming for a phone and using openGLES?

    I'm planning the tool phase of my project but lets use a web browser as an example since 100% of use used it before (if you're on an app how do you program!)

    How would we optimize this? Here are some component I can see
    - Lots of solid shape boxes and some 1-2px lines. If I'm using opengl (or sdl2) would it be slow to draw 10K rects that get drawn over?
    - How would one handle the rounded edges? Shader? Do we break the box up into 9 parts (4 corners, 4 edges, the inner box)
    - Lots of text. Is it a bad idea to have every letter+font+size+color we're using in a texture and draw 100K of them to screen? Or would it be better to draw it on a large texture and draw it as a rect? I learned GL poorly in the old glBegin days. Is there a way for the GPU to copy letters from one texture into a new texture? If I want to apply color do I need to generate it on the CPU or is there a way to change one color to another?
    - In a list the background color on every row alternates. For the background is it faster to draw a large rect with one color then draw the other colored rows as smaller rects? Or should we draw each row for one color then alternate (no redrawing of pixels?). Or do we use shaders for this situation?
    - I don't understand shaders. I heard every pixel rendered is using one. If my shader is dead simple is it a price I'd be paying? As an example lets say the rect is 440 pixels tall with each row 50px tall. I'd just figure out the color by doing y%100<50?
    - Buttons (and list rows) may have a hover over effect where it lights up (or darkens). Do I redraw it completely and have the hover over box in a cache??

    I'm worried about box resizing. I may be able to avoid it in my tool but I'll have text so at least the text under text I'm editing would be moved around. My gut says I'll need to keep a copy of all the letter (a tuple of char, size, font and color) and constantly use it to draw text that move around and boxes that get resized

    I'm not sure what else there is but I'm sure there's many

    submitted by /u/CompetitiveMenu4969
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    I haven't seen a lot of people talking about marketing from this perspective

    Posted: 01 Oct 2021 11:54 AM PDT

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