Screenshot Saturday #561 - Extra Detail |
- Screenshot Saturday #561 - Extra Detail
- Build my game in silence, or share idea with the world early? A perspective.
- Free pixel buttons
- What's the current state for web as a gaming platform?
- Outside of Steam and the Playstore where else do you publish your HTML5 games?
- What takes the most amount of time to make in a game like gta 4 or 5?
- I added 3D environmental audio and here is what I learned.
- 2D World Map Development Question
- The importance of the game studio name
- How should a quest system be implemented?
- Questions about isometric 3d shooter game dev and 3d assets for sale
- Can i have an opinion on the story of my upcoming indie video game? Please and thank you.
- Write`N`Fight fighting game Halloween special trailer. Can you find all the memes ?!
- Steam Sales Stats From My Game – Yerba Mate Tycoon + Android/IOS Release Stats
- Unity importing (importing what?)
- career path?
- Looking for inspiration and tutorials for creating an "automated voice" for game dialog.
- Help or Recomendations for AWS Gamelift
- How to make a game without an engine?
- Should I make a personal twitter account ?
- Need ideas for a mechanic in my game.
- New to programming and looking for help! Using Javascript with Visual Studio Code and node.
- Any tips for an beginner developer? I'm looking forward to making a Fast-paced ‘Retro Shooter’.
- Should I make the gameplay first before the concepts??
- Best practices for Sorting Order in Unity
Screenshot Saturday #561 - Extra Detail Posted: 29 Oct 2021 08:36 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] | ||
Build my game in silence, or share idea with the world early? A perspective. Posted: 30 Oct 2021 04:25 AM PDT I know there is a lot of blanket advice going around about how 'you need to put your game out there', and 'no one cares about your idea' etc. However... There have been cases of game developers publishing their development process/idea to share with the community, and some greedy publisher sniping the idea and making a cheap copy out of it, reaching the market first with it, and becoming quite successful with the game. Of course there is Ketchapp copying Threes as 2048, Voodoo copying Donut County with Hole.io etc. It happened with one of my games as well(got copied by Ketchapp). This is more common than you think, these publishers have teams of people and sophisticated dashboards, just to track new game releases and game ideas shared online, that they are ready to pounce on with no delay. Conversely, there have been cases of game developers who worked in secrecy for months and became successful with their ideas. The story of Slither.io developer comes to mind, who worked in secrecy for 6 months, and then became mega successful with his online game. Generally the way I see it after my 4 years in game industry is → Share your idea with the world if your idea
→ Do NOT share your idea if your idea
The bottom line is, you can listen to everyone but don't take blanket advice from anyone. You are the only one who knows the right thing to do for your game, your heart is the only one who can guide you! Cheers to your success [link] [comments] | ||
Posted: 30 Oct 2021 08:43 AM PDT Hello! I made some free pixel buttons and if it's suitable for you feel free to use it. If you have any advice on how to improve this asset or have any complaints, I'd love to hear it. Have a nice day! https://totuslotus.itch.io/pixel-ui-buttons [link] [comments] | ||
What's the current state for web as a gaming platform? Posted: 29 Oct 2021 08:00 PM PDT So, I'm currently working as a web developer and is experienced with using javascript. I want to dive into game development and since I already know how to use javascript, I thought maybe I should start my game dev journey with JS. Although I'm a bit concerned with the status of javascript or web tech in general as a platform for games. Will my newly gained skill on game development with js help me get a career in the game industry? Do we have available outlets where I can deploy my web game and maybe make profit off of it? Should I just start learning a new language that's more suited to the industry? [link] [comments] | ||
Outside of Steam and the Playstore where else do you publish your HTML5 games? Posted: 30 Oct 2021 10:08 AM PDT This is a list I'm currently working on:
[link] [comments] | ||
What takes the most amount of time to make in a game like gta 4 or 5? Posted: 30 Oct 2021 10:00 AM PDT I'm not trying to make the next gta. I was just bored so I thought let's interact with the community. In my 5 year experience in game dev I think terrain takes the most amount of time followed by animations of each character. What are your thoughts? [link] [comments] | ||
I added 3D environmental audio and here is what I learned. Posted: 30 Oct 2021 09:07 AM PDT The difference between a scene which includes big primary sounds like explosions and music and one which also adds 3D environment sound effects is night and day. Giving static objects in a scene their own audio effects adds a level of richness and believability which I was missing previously. Including game objects that beep and buzz with a doppler effect as you pass by increases the level of interaction with that object. Some of you are likely thinking this is pretty obvious... You would be right of course but it's interesting to know looking back after a first game launch what can be missed when you're in the trenches. With all the things to juggle releasing a first game, part time, as a solo dev, I became blinded to what was actually missing. Only after all of the post launch excitement had died down, coming back to the project for its first major content update, did I get a sense for where the game was missing game feel and juice. Only after I added the environment sound to accompany the major effects did I realize exactly how much juice was actually missing. My take-away is to step back out of the trenches for a 1,000 foot view and look at the project as a whole to focus on game feel wherever it can be improved. In this case, in part, it was through environmental sound design. You can listen to the isolated environmental sounds here. https://www.youtube.com/watch?v=g6fW3PhI0KY If you have any added thoughts related to environment audio design please let me know. [link] [comments] | ||
2D World Map Development Question Posted: 30 Oct 2021 12:02 AM PDT Hello For the past few weekends I have been trying to implement a world map in unity . I want it to feel a lot like EU4's map. It doesnt have anything planned for it and right now i ll be happy with any basic version on which i can iterate later on. But I cant figure out how to segregate provinces. I know Paradox uses a pixelated color map to get which province the raycast is hitting, look up the province via a csv to see which color province was clicked and pulling data for the ui but i am not sure it explains how they are able to draw boundaries/ highlights around each province , and the various map modes. I know a brute force solution is to keep a base terrain texture and overlay a translucent sprite for each province over it at their correct positions, then changing colors via script whenever a map mode is changed or a province is exchanged by nations but this seems A) too inaccurate, there are bound to be mismatched borders. B) If we do this, whats the need for colormap, we can just check which object was clicked . Can anyone please point me in the correct track? [link] [comments] | ||
The importance of the game studio name Posted: 30 Oct 2021 10:00 AM PDT I'm creating my first 'serious' game ever and I am doubtful about which name should I choose for the game studio (not the game). The game target platform will be PC first, and mobile after a few months. I have currently a small company in which I develop apps, and the 'easy' option would be to publish the game under this name. Then a supposed visitor of the website would see my apps and my games, and equal with a PlayStore/AppStore visitor. The bad part is that the app development stuff will mix with game dev and vice versa, and maybe this can cause confusion as they are two different kinds of products. Another option would be to create a new brand name to be used exclusively for games, then use it on Steam and create a new PlayStore/AppStore account with this name. This would require extra effort for me, and I'm not sure if it's worth it. One key point into account is that this game is like a 'test' to me, I'm trying to make it as polished as I can in the time frame I have, but all the assets (graphics, SFX, and music) is bought from game assets stores. What's your opinion regarding this subject? [link] [comments] | ||
How should a quest system be implemented? Posted: 30 Oct 2021 08:44 AM PDT The only example I know if is Skyrim and how it's composed of int stages. Complete or fail a stage and you'll open up a new stage. Seems relatively straightforward but are there more optimal ways depending on what kind of quest design you have in mind? [link] [comments] | ||
Questions about isometric 3d shooter game dev and 3d assets for sale Posted: 30 Oct 2021 06:11 AM PDT I'm new to game dev, but not to development. I regularly work with Javascript and php and have several years of experience with these languages. I'm trying to dev my first game mostly for fun and to understand if this is something I can study and work on in the long term :) My idea is to create a very basic 3d isometric shooter. I imagine that 3d is harder than 2d, but I would prefer to avoid pixel art, and I see that also for 3d it's full of assets for sale on a variety of sites. I decided to learn and use unity for this. My questions:
Thank you! [link] [comments] | ||
Can i have an opinion on the story of my upcoming indie video game? Please and thank you. Posted: 30 Oct 2021 11:52 AM PDT So basicly you play as a father who comes home by car to find his child missing. he tries to call his wife but she doesnt answer. he goes into his bedroom to find his child and wife both dead, in blood. In despair, he pulls out a knife and kill himself as the camera fades out with all 3 dead on the gorund. Title card appears. Then, he finds himself in the car again. He realises he's into a timeloop. And everything is real. He rushes to the apartment, but he doesnt see his family there, but they are thankfuly not dead. He rushes out to find his son and actually finds him on the road just before he is killed again by a car. He wakes up again. In the car. This is where the game begins, you trying to solve the puzzle and do different scenarios and try to save him. The ending twist is- after succesfully saving the son, a man bursts into the apartment, not known who he is, and kills them all. But this time, he wakes up in a white room. A HOSPITAL room. Then a flashback appears. His son actually had late stage cancer. He tried to save him but the son's situation just got worse and the father fell into a crippling depression and suicidal state. He couldn't take it anymore and murdered his child. He attempted to flee the scene by car but he was so full of despair and guilt he crashed his car right before his apartment and got into an accident and died. He fell into a coma and was taken to hospital immediatly. In coma, he was so full of guilt that his brain and subconsience tried to imagine thousands of scenarios where the son died and it wasnt because of him, practicaly desperately trying to create another reason for his son's death so he could not be blamed, at the same time trying to save him. When he wakes up out of coma and remembers everything, he hears police officer coming to his room, because the doctors notified them of his awakening and that he was ready to be arrested. Like a coward, he fakes his death and runs. After some time, he is found by the cops and they misunderstood his body situation. He is then buried alive, people thinking he is dead, and the game ends with his last breath before being buried alive, with this song on the background: https://www.youtube.com/watch?v=so2s-NZVXZA [link] [comments] | ||
Write`N`Fight fighting game Halloween special trailer. Can you find all the memes ?! Posted: 30 Oct 2021 11:40 AM PDT
| ||
Steam Sales Stats From My Game – Yerba Mate Tycoon + Android/IOS Release Stats Posted: 30 Oct 2021 11:09 AM PDT
| ||
Unity importing (importing what?) Posted: 30 Oct 2021 10:33 AM PDT For about a month now, I have a small problem with Unity. 2 or 3 times per day, when I enter play mode, my game runs from 60fps to horrible 3 or 8 frames per seconds. Now I realize what is causing that... looking at the computer task manager I see Unity is very busy "importing assets" or "importing" .. it can do that for 20 min... I then crash and restart Unity and then it is all fine. Why is it that out of nowhere Unity is importing? and what is it importing? Sure when you modify, or add a file in the asset it will be importing (you will see a loading bar ), you wait a bit and then enter play mode but here it is not the case "importing" only appears in the task manager... [link] [comments] | ||
Posted: 30 Oct 2021 09:56 AM PDT hello, i'm a young highschool student who's been looking a lot into the gaming industry as a career path. my main interests have been drawing/writing, and i feel like video game director is a position i'd like quite a bit, but i'm not quite sure what requirements i'd actually need (college, uni, what's worth it? what would i even have to study to get in?), and thought some insider knowledge could help? i hope this isn't a dumb question, i was sure to check out the faq in case this has already been asked like fifty damn times. thank you so much!! i hope this hasn't been too much trouble. (o •×• o ) [link] [comments] | ||
Looking for inspiration and tutorials for creating an "automated voice" for game dialog. Posted: 30 Oct 2021 09:54 AM PDT First of all, I'm not really sure what to call it, so finding helpful resources is already a bit difficult until I have a name for this.. What is the word for a custom text-to-speech dialog filter like what you hear in games such as Celeste or Animal Crossing? I wanna play around with creating that kind of system to read back lines of dialog that I feed into it, but I'm stumped on finding any tutorials at the moment since I don't really know what keywords to search for. My attempts of searching strings like "automated voice", "text-to-speech filter", or "synthesized dialog sound" tutorial for games haven't yielded much info on the right topic. Also, I'd love to know more examples of games that utilize this and do it well, so please list your favorite ones! What tools do I need to get started on creating my own system like this? Or are there any good, free/cheap/open source solutions out there already? Ideally I'd like to not only be able to just translate text into a custom "voice", but also have several controls to modulate for different emotions and emphasis, if that makes sense. Like, I would want to be able to tag or label certain words and phrases within the text to have the sound modified in various ways. Like for instance, if I put some text between asterisks, it should be read back X% slower and deeper than the default output, or another rule for example: to raise the tone of the output incrementally on the last X number of words that come before a question mark. Any pointers in this area would be much appreciated. Edit: btw, I'm assuming that the example games I mentioned really do take the actual dialog as text input and apply a filter to it rather than just playing random audio samples as this tutorial suggests. I don't want to use the latter method. I want it so that if multiple characters say the same sentence, then it should sound like the same sentence, not a completely random mix of "syllables" each time. [link] [comments] | ||
Help or Recomendations for AWS Gamelift Posted: 30 Oct 2021 09:12 AM PDT Hi guys, i'm an indie dev learning UE! Do you recommend using AWS Gamelift for multiplayer FPS titles? (Example: Counter Strike) 1-What is your experience, is it good for a budget? 2-What tips you would give? 3-Which way you would rather host your multiplayer game servers? (Mentioning about your experience/review about Gamelift's perfomance and budget for indie devs is pretty usefull for us) Many devs in the future may be looking for reviews about gamelift, but there is only outdated content, so a lot of thanks in advance! [link] [comments] | ||
How to make a game without an engine? Posted: 30 Oct 2021 09:09 AM PDT Hello all, I am a reasonably experienced developer, Ive been using Godot for the past year or so and I've messed around with stuff like python, but I would like to create a game from scratch using a proper language as it will give me more experience and help with job opportunities. What language and ide should i use? I have vs code installed already but are there any that are better? Any help would be great tysm ! [link] [comments] | ||
Should I make a personal twitter account ? Posted: 30 Oct 2021 04:37 AM PDT I'm a member of a small team of 3 and we're working on a little indie game. We have 1,000 followers on Twitter and am thinking of creating a personal Twitter account where I could post about my personal tasks as a programmer and things like that. From a marketing standpoint, how good of an idea is this ? Would we reach more people this way than with one account ? [link] [comments] | ||
Need ideas for a mechanic in my game. Posted: 30 Oct 2021 03:33 AM PDT So recently I've been working on a factory game where you're building a factory on a train, producing resources to support the train and expand the factory as you travel along a procedurally generated track. So, now I need a way for the player to collect resources. Now in a game like Factorio (My inspiration), you would simply look for resource nodes and set up a mining drill, but obviously that won't be possible on a moving train. Any ideas? [link] [comments] | ||
New to programming and looking for help! Using Javascript with Visual Studio Code and node. Posted: 30 Oct 2021 06:38 AM PDT I started programming like 2 weeks ago as a side gig to my full time job. My hope is to eventually create my own game, or join in someone else's game development. It would be beneficial to me to have someone to reach out to as a resource when I encounter a pitfall or have a question. For example, I currently have made a simple brick and ball game, and I am hoping to add multiplayer functionality to it. I would need to learn how to set up a server as well as deal with latency and whatnot. Please dm me if you are experienced in Javascript and VSCode and wouldn't mind answering some of the questions I encounter. [link] [comments] | ||
Any tips for an beginner developer? I'm looking forward to making a Fast-paced ‘Retro Shooter’. Posted: 29 Oct 2021 06:41 PM PDT Anything I should know towards creating a violent 3D Quake-styled game? Such as gore mechanisms, sprite development, and more? [link] [comments] | ||
Should I make the gameplay first before the concepts?? Posted: 29 Oct 2021 11:52 PM PDT So me and 3 friends of mine are going to make a video game, and as of right now we've been spending like a month just making concepts for pretty much everything, like I've been writing the story and sketching out character concepts. And one of my friends is making concepts for the tilesets and the level design. And then another friend of mine is making sprites and God the development of the game is going so dang slow, probably because of all of this. So something that came to my mind today is maybe everyone should just take a break from everything else for a bit and a couple of us can focus just on the gameplay for a bit, like maybe that one friend can make atleast one level concept but rather then actual characters and objects being in it, it can be just plain shapes to be used as references for the actual things just for making the gameplay and then one we are all satisfied with the gameplay, we can get back to everything else. Like to be honest I think doing this would be a great idea otherwise everyone is probably just going to quit making the game all because we may have ideas that just won't work. What do you guys think????? [link] [comments] | ||
Best practices for Sorting Order in Unity Posted: 29 Oct 2021 10:07 PM PDT Hi guys, I need some advice. I am new to Unity, my old engine is Cocos. In cocos, you have ZOrder to sort objects in 2d, and Z-order is local to the object's parent (like transform). But in Unity, I found out that we have to use a global value to sort 2d render - SortingLayer and SortingOrder. For example, I have a Prefab with head, body, and foot inside a gameobject. I need to change its render order realtime, so i have to change the render order of head,body and foot itself. In Cocos, I can update the parent object, and it will apply new render order to children. So, is there a better solution for using sorting order of Unity. Many thanks. So sorry for my bad English. [link] [comments] |
You are subscribed to email updates from gamedev - game development, programming, design, writing, math, art, jams, postmortems, marketing. To stop receiving these emails, you may unsubscribe now. | Email delivery powered by Google |
Google, 1600 Amphitheatre Parkway, Mountain View, CA 94043, United States |
No comments:
Post a Comment