Feedback Friday #462 - Thrilling Addition |
- Feedback Friday #462 - Thrilling Addition
- Godot 3.3.4 released
- Free!(CC0) Stylised 3D Gameassets, Skeleton characters.
- Am I allowed to call this activity a hobby?
- Some thoughts on finishing a game
- 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?
- Is second game anxiety a thing?
- Found out a random inactive account has my companies same name? What should I do?
- 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?
- 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?
- I am doing a game design course and I need recommendations for my homework.
- Need advice on HOW to write a game story
- Kickstarter: Are we too early?
- Photon Engine alternative
- What are tools / methods you employ on bigger projects? What tools are amazing for their intended usage but very little people know about?
- UE4 World Composition and Multiplayer
- 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.
- Modeling world leaders or famous locations within Unreal Engine, is it illegal?
- When am I ready to make my video game?
- Unsure of my career path based on my course. Please help?
- Help me make a decision
- What are the important settings for a game ?
- Fast GUI Rendering?
- I haven't seen a lot of people talking about marketing from this perspective
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 [link] [comments] | ||
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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? [link] [comments] | ||
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):
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! [link] [comments] | ||
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 [link] [comments] | ||
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. [link] [comments] | ||
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:
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. [link] [comments] | ||
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? [link] [comments] | ||
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? [link] [comments] | ||
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? [link] [comments] | ||
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 [link] [comments] | ||
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? [link] [comments] | ||
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 [link] [comments] | ||
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! [link] [comments] | ||
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! [link] [comments] | ||
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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? [link] [comments] | ||
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? [link] [comments] | ||
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. [link] [comments] | ||
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. [link] [comments] | ||
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 ?
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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 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 [link] [comments] | ||
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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