Screenshot Saturday #557 - Graphics Update |
- Screenshot Saturday #557 - Graphics Update
- What happened to the RTS genre? What's upcoming for the RTS genre?
- Is it to late for me?
- How reliable of a job can being an indie game dev with or without a small team be?
- I want to be a game dev
- Solo indie devs - did you tire of always working alone after a few years? How'd you deal with it?
- How do I improve my level designing skills for platformer games?
- I'm a new gamedev and I want to trash my first project
- Making 3D Environment
- Tips on making gamedev videos?
- Making a living creating 3D game assets?
- What happens to unused/abandoned assets?
- How do game publishing companies get established?
- If ArtStation is great for Art, and Itch.io is good for design, what's good for getting code and sound out there?
- ways to communicate mood or atmosphere?
- How should I implement conveyor belts?
- How Does A Game Level Work ? An analysis using a real game level
- Dragon quest like game development time
- Making the most of my first published game
- Clicker/Idle mobile game with IAP but without multiplayer dimension
- Quick little rant
- What is your favorite tool for prototyping a game idea ?
- Has anyone tried the Appodeal accelerator program?
- Best Source Control for Solo Devs (Unity)
- Why is Photoshop required for a technical artist/3d artist?
Screenshot Saturday #557 - Graphics Update Posted: 01 Oct 2021 08:31 PM PDT Share your progress since last time in a form of screenshots, animations and videos. Tell us all about your project and make us interested! The hashtag for Twitter is of course #screenshotsaturday. Note: Using url shorteners is discouraged as it may get you caught by Reddit's spam filter. [link] [comments] | ||
What happened to the RTS genre? What's upcoming for the RTS genre? Posted: 02 Oct 2021 12:07 AM PDT I used to play a lot of RTS games: StarCraft, StarCraft 2, Age of Empires (1, 2 and 3), Age of Mythology, Warcraft (2 and 3), Rise of Nations, Empire Earth, Red Alert 2, Command and Conquer 3, Supreme Commander, etc... But, I don't see any real new RTS titles that are really popular now. For the most part, I see a lot of remastered versions of the old games and expansions that add 1 or 2 civilizations (this seems the AoE route of development). Is it because the best formula for RTS games has already been found and perfected and there isn't much money in new games? Is it because RTS games were mostly played single player (despite the large SC competitive scene) and that's hard to make into micro transactions? Is it because campaigns were too hard to produce? Is it just that tastes have changed? Also, does anyone think new video game AI (perhaps developed using Machine learning techniques) might make it easier to produce new RTS titles? [link] [comments] | ||
Posted: 01 Oct 2021 07:44 PM PDT I am 27 years old and I just started my game dev journey with trying to re learn C++ and the new Unreal Engine 5, but I am feeling I might be to late to the game. Am I being to hard on myself or am I in over my head? [link] [comments] | ||
How reliable of a job can being an indie game dev with or without a small team be? Posted: 02 Oct 2021 08:39 AM PDT My dream job is to work on games without limitations such as working at a company. I'm very passionate about this stuff. I would consider myself a reasonably talented game developer and I'm learning game design and music as well. I have a few friends that know art and modelling and all that stuff. How likely am I to achieve this goal of mine? How profitable is it (assuming that I don't mess up stuff like marketing)? [link] [comments] | ||
Posted: 02 Oct 2021 12:25 AM PDT Hello Everyone, My name is Lingxin Li. I come from the third world. After 2 months of searching into every sub field of computer science, watching YT videos and talking to a lot of people ; I have decided to be a game dev. This is the reading list I have curated for myself with general guidelines :- https://docs.google.com/document/d/1m0BJNjXyjjPGsmDtPCp4kPmkMfCPMF0RVjBhLFQLOBI/edit?usp=drivesdk I humbly ask the reader to review it and suggest improvements & additions. And if you have any points in mind, please tell me. I also want to ask if I would be able to transition from a UI/UX Design role to something remotely to game dev. And if so how can I do it. Please also tell me how do I be a good/better game dev and how can I advance myself Thank You & Have A Great Day [link] [comments] | ||
Solo indie devs - did you tire of always working alone after a few years? How'd you deal with it? Posted: 02 Oct 2021 02:34 AM PDT I've been working as solo dev for a few years now. For the past few months, I've noticed my motivation and productivity plummeting. It's always been "my zone" to sit alone in my room and do my thing, but lately, I've been procrastinating, dwelling on negative thoughts, and wasting my time instead of working. Having pondered on this for a few weeks, I realized it was because I stay alone for so many days of the week (I meet my friends or someone 1-2 times a week for a drink or something) When you're out, either in an office for work, or doing daily chores, your mind is occupied and engaged. And then you get to work active and energized, are able to focus, do good work and that feels rewarding - a positive loop. When you're alone for 5 days straight, your mind has too much time to focus on pointless thoughts (negative or otherwise) Social media compounds the issue. Most people need a balance of being out and externally engaged, and of staying in and focusing on work. Too much of the latter turns out counterproductive. A friend came over yesterday, and we decided to go to a cafe for breakfast and a game of FIFA (Fortunately, the covid situation is calm and controlled where I live) I came home feeling great, happy, and energized - ready to get to work and do well. A little tweak to my daily schedule had a huge effect. There was a group of people on the table behind us, talking about their office stories, and just overhearing that conversation made life seem more exciting. Solo devs that have been doing this for a while and have maybe felt similarly, how do you deal with this? Say, pre-covid, what did you do to add a bit of outdoors/socializing to your daily schedule? Preferably game-dev related because I do also believe work should give that social, community sense of satisfaction (apart from creative and financial satisfaction) Of being involved in something bigger related to your work. Expos are of course a big one, but there aren't many around me and travel to other countries is difficult. The other would be working as an employee for a company (which isn't possible for me atm) or hiring employees and working not-solo (this is the long term plan, will take some work) A game devs meetup/club maybe? It's something I've been considering - there aren't any around, so I could start one. Do you guys have any tips on how these look and work? Any other creative ideas? Go to museums, work in a cafe, join some random classes or clubs? Something that fits in a daily schedule, provides structure, and mobilizes you would work best IMO. Share your ideas! :) Edit: This isn't burnout - I took May-July off after releasing my last game. I can't possibly take more time off lol. [link] [comments] | ||
How do I improve my level designing skills for platformer games? Posted: 01 Oct 2021 10:18 PM PDT I've been making a simple platformer game, for the first time because I'm a beginner game dev, and I've added all the core mechanics that I need to call it a game, but I came across a road block. I have zero experience with making levels and whenever I tried to think of level design ideas, I just couldn't implement them into my game as the idea behind them were very vague for some reason, even if I tried to sketch them out on paper. Feeling like that I can't make a level just yet because I need to research and ask some questions in order to improve, that's when I came to make this reddit post. My biggest question for now is, how do I create levels that are actually good yet simple and improve the skill of creating those levels? [link] [comments] | ||
I'm a new gamedev and I want to trash my first project Posted: 01 Oct 2021 06:21 PM PDT So I just got in programming and I've taken tons of classics and tutorials and I've got the basics down. I thought I wanted too make a quick little platformer as my first game but I'm getting frustrated with it I feel like I should just scrap it and start a new project or idea but I'm not sure Should I scrap it? [link] [comments] | ||
Posted: 02 Oct 2021 02:43 AM PDT So I have really been into making 3D model and now I want to make a game with a 3D environment that is made by me entirely. I just wonder how do you make a 3D object that will fit with your character. Question: Do you just make the model blindly and then adjust the size of it in a game engine? Or do you measure it first to make sure it fit nicely with your character? Sorry for this dumb question but I am really confuse. [link] [comments] | ||
Tips on making gamedev videos? Posted: 02 Oct 2021 09:52 AM PDT I just realized Blender is also a powerful video editor. I had to google it and someone on Reddit recommended it. Duh. I'll be over here hitting my head against my desk for spending the last two hours playing with subpar opensource video editors instead of using the most obvious option. In an effort to alleviate future suffering I would like to ask: Dear Gamedevs, have you learned anything about making videos that you can pass on to the rest of us? My poor brain thanks you in advance. Edit: I intend to use videos as part of my devblog/as part of showing what my game is about and how it's progressing. Sorry this isn't obvious -- I see there are a lot of different kinds of videos out there that could give a different impression. It's my understanding that marketing is a huge part of getting people to play your game, and I can't imagine a visual medium like a video game would be best showcased by never making videos about it. [link] [comments] | ||
Making a living creating 3D game assets? Posted: 02 Oct 2021 09:34 AM PDT Hi r/gamedev I am looking at earning some money by creating assets for games and was wondering if I could make decent money from it. I am very experienced in 3D modelling, mainly nurbs tbh but know some poly based programs too. The question is how can I make decent money from this? Should I just beginning making assets, like packs/ sets of models and try and sell them online. Or should I look for commissions? I worry that if I just start making models with hope of selling later online, they may not be popular or make any money. Is it realistic to make £2000 a month through making models alone? [link] [comments] | ||
What happens to unused/abandoned assets? Posted: 02 Oct 2021 09:12 AM PDT Hi everyone, I'm currently doing a group research paper and I'm not sure if this is the correct place to ask this question, but as the title said, what happens to the assets of unused/abandoned/discontinued games? Does the company that developed it still owns it with patents and trademarks and whatnot, or does it become free, public assets that any dev can use? I'm sure that discontinued games are different from games that have been abandoned during development so if anyone could specify this and correct me please do so. If anyone that works in the industries or has some knowledge on this could help me with this research paper it would be awesome Any link to any source pertaining to this would be good too. Thanks [link] [comments] | ||
How do game publishing companies get established? Posted: 02 Oct 2021 12:08 AM PDT Taking an example of a publisher that mainly publishes games from small game devs- Annapurna Interactive. According to its history the owners don't have direct experience in game dev, instead they started out in film production before branching out into game publishing. From what I've seen it doesn't look like you need experience in game dev to finance video games. But having experience in financing other projects really helps. So is the main requirement just as simple as having boatloads of money? That would make more sense then, if they build up profits from their film ventures first, to help bankroll the game division. [link] [comments] | ||
Posted: 01 Oct 2021 05:49 PM PDT I'm wondering if there are any good portfolio-style sites that focus on sound or scripts. I'm not sure how much anyone would get out of random scripts, but I figure I'd ask. [link] [comments] | ||
ways to communicate mood or atmosphere? Posted: 02 Oct 2021 11:49 AM PDT i was playing wolf tower and all of a sudden when i spoke to someone, the person i was speaking to burped and text flashed above him. it was on a bar floor of the tower, and i thought this was a brilliant way to communicate the mood of the floor. it was kinda like space funeral, but it's hard to explain. do you know any good ways to communicate the mood whether it be through dialogue or literally anything else? [link] [comments] | ||
How should I implement conveyor belts? Posted: 02 Oct 2021 05:51 AM PDT So, I'm making a factory game, and I'm currently trying to figure out how I'm gonna implement conveyor belts. I have 2 options here, and I'm not sure which one to choose.
What do you think? [link] [comments] | ||
How Does A Game Level Work ? An analysis using a real game level Posted: 01 Oct 2021 11:09 PM PDT
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Dragon quest like game development time Posted: 02 Oct 2021 11:30 AM PDT I'm thinking of making a 2D dragon Quest type game just with less of a Japanese influence and obviously my own ideas and creations but I was wondering if anyone in the subredit has done a similar type rpg and how long it took them? I'm really passionate about the idea and I'd love for it to be my passion project but I'd also like to complete it at somepoint. I know it took the creator of stardew valley 4 years to make it which I feel like is a good amount of time for my game but idk how much time he invested into it in those 4 years yunno? [link] [comments] | ||
Making the most of my first published game Posted: 02 Oct 2021 11:08 AM PDT Hello, I'm a developer with many years of experience; but in the field of game development I am only a hobbyist. I currently run a humble apps company, but for the next year I want to expand my income sources and try to include PC game stores. Right now I'm in the process of scoping my first commercial game, my goal with this process is to learn the full process of developing and shipping a game, but also I would like to earn at least enough to cover the costs. I have bought some 2D platformer assets that I was planning to use for a mobile game, but for certain reasons I have discarded that plan and I want to fully focus on PC gaming. As I said the game would be a 2D platformer, and the objective of this post is to ask for advice from the community regarding specific topics:
In the end what I am trying to do is learn and ship my first game, while earning at least enough for the time invested. Thank you. [link] [comments] | ||
Clicker/Idle mobile game with IAP but without multiplayer dimension Posted: 02 Oct 2021 10:50 AM PDT Hello ! So basically, I'm trying to make a first game, and I chose the Clicker/Idle category, but I still want to monetize it somehow. Having a little bit of gamedev background, I know that implementing anything related to multiplayer or online, is a headache. So I want to avoid this area as much as possible. But I don't know if people are still interested on actually paying for a game, that has no multiplayer dimension ? Because let's face it, most of the mobile game make their revenue with IAP through competition that players create between them. But my game will have none of it, aside from the one they can possibly create outside of the game bubble( like on forum, such as reddit, etc ), but thinking that the player base will go that far is a stretch, and I'm not really counting on it. So do you think it's a viable option, or I should probably take at least a look on multiplayer side, if I want to implement IAP on my game ? ( Forgot to mention but the game will be free ofc, will just have IAP like most of the mobile games ) Thank you for your future answers and feedbacks ! [link] [comments] | ||
Posted: 02 Oct 2021 10:35 AM PDT Ever since I can remember, I wanted to make video games and now since I'm a senior in high school I gotta start thinking about what I want to do in life. I've tried self teaching me coding and was very, very, confused so I'm concerned when/ if I professionally learn it I'll suck at it. I'm also scared I'll be hired to make some among us rip off and not something I'll be proud of making. I mainly want to be the one who creates the story/ characters, ect. [link] [comments] | ||
What is your favorite tool for prototyping a game idea ? Posted: 01 Oct 2021 11:58 PM PDT Do you do quick prototypes for some of your ideas? [link] [comments] | ||
Has anyone tried the Appodeal accelerator program? Posted: 02 Oct 2021 10:28 AM PDT Any one here was able to land the accelerator program deal offered by Appodeal? If we could have a feedback that would be great [link] [comments] | ||
Best Source Control for Solo Devs (Unity) Posted: 02 Oct 2021 10:26 AM PDT I know that even a solo dev should use Source Control, and I have used GitHub as of now. But after adding some Assets to the project, it has gotten to big to upload. After some research I stumbled upon Plastic SCM which supposedly also works well with Unity. But it has been a massive chore to work with it so far and the Unity Plugin isn't in the Asset Store anymore. How do you guys with medium size project (3-6 Gb) go about it? [link] [comments] | ||
Why is Photoshop required for a technical artist/3d artist? Posted: 02 Oct 2021 09:54 AM PDT I was looking at some Technical Artist jobs at Zippia, and when asking for Maya and other 3d modeling tools, they often ask for Photoshop, which i don't understand. I'm modeling my stuff but i rarely have to edit textures, i often get away with using other techniques. Even so, whys Photoshop required for a 3d modeler, other than to mess with the textures? [link] [comments] |
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