Valheim’s Hearth & Home update in numbers and graphs |
- Valheim’s Hearth & Home update in numbers and graphs
- Is my game dead in the water from low wishlists?
- How were sprites DESIGNED in older games?
- Is Microsoft Teams suitable for Game Dev Teams? Discord is very limiting when it comes to file-sharing.
- Simulant 21.09 Released! Simulant is a game-engine for the SEGA Dreamcast and other platforms
- For AI programmers : What is impossible to do with behavior trees or other classical techniques you would like to be able to do ?
- Entering the video game development industry with intermediate skills in C++
- (showerthought) Perhaps "good" and "evil" is nothing more than narrative/aesthetics
- As an experienced artist, where can I find an indie/small game studio to work part-time, as a freelancer?
- Questions about using AI to generate voices
- How do you know it is worth the time to roll your own solution when an imperfect solution already exists?
- is my game description correct? (spellcheck)
- How to present an indie-project as a business case?
- I'm writing a free book describing modern AI systems and how to build them
- Any tips for starting on an in-game emblem or icon creator?
- How to get progress value of a C# Newtonsoft deserialization process ?
- An open letter from a lonely developer
- How to market the game?
- Cube/Mesh destruction like in "Stone Miner"
- Creating my huge map with perlin noise
- The Best World Building Quest in Fallout New Vegas
- What should a space RTS absolutely have according to you guys? Or RTS games in general? I'm not talking about 4x games here
- I need music for my Steam game. I can't compose music or have budget to hire an artist. How can I find "decent" music for my game.
Valheim’s Hearth & Home update in numbers and graphs Posted: 04 Oct 2021 04:13 AM PDT Hi all, I've put together a short article on Valheim's new update and its impact to sales, active player base and Steam reviews. In short, Valheim's Hearth & Home update seems to bring back some old players, but doesn't expand the player base. Perhaps unsurprisingly, it's been a long time since Valheim's launch and it takes a bigger update than this to get people properly excited about again. Bringing back some old players - Since its launch, Valheim has settled to a rate of c. 15-20,000 active players playing the game constantly. The new update has pushed that up to 75,000 in Sep 19. Limited new sales - Even though old players might have re-joined the game, the release has led to very limited new sales for the game. In fact, it has sold just over 200,000 units in the 15 days post update. That might seem like a lot, but it's c. 2.5% of Valheim's total sales. Valheim sold 25 times as much in their first month since launch. As a revenue generating business idea, this new update seems to have pretty limited success. I think it serves as an interesting case study for game developers. Let me know your thoughs! Read the full article and see the graphs: https://vginsights.com/insights/article/valheims-hearth-home-update-in-numbers-and-graphs [link] [comments] | ||
Is my game dead in the water from low wishlists? Posted: 04 Oct 2021 04:10 AM PDT Hello Reddit.1st time poster on here. I released my 1st ever game a bit over a year ago and recently decided to start creating more content for it as free updates. However, when I released the game I only had about 500 Wishlist's where about 160 converted into sales. Once I created one of the massive updates for the game I decided to run an Update Visibility round and to my surprise it got very few impressions and clicks so I started doing some research on it and apparently it almost only shows the game to people who already own it or that have it in their Wishlist. Does this mean that the games traction on steam is pretty much dead? I have read some about optimization of your Steam store page but they are all catered to a store page that's before release to attract more wishlists and they say that you should aim for a goal of 10k wishlists before releasing which I was unaware of before I released my game. Do I have to resort to 3rd parties to get traction for my game now? is there any way to "boost" traction on steam after the launch visibility round? I have played around with the tags a bit lately and since I've done that I get a lot more visits per day through the discovery queue. (about 10-20 visits daily) and some turn into wishlists / sales (about 2 per 100). I don't know if this is the correct place to post this or not but if anyone has any experience with this and could be of guidance that would be cool! Edit: [link] [comments] | ||
How were sprites DESIGNED in older games? Posted: 04 Oct 2021 06:14 AM PDT I'm trying to make a retro style game and I'm trying to design some 32x32 pixel sprites by initially drawing it out on paper before going onto piskel or anything, but I'm wondering how sprites used to be designed. Did the artists draw a non-pixelated version over the grid they were going to use, or did they just design them straight on the grid? [link] [comments] | ||
Posted: 04 Oct 2021 06:18 AM PDT Discord's max file size is 8MB and I (programmer) constantly send devlogs that exceed this limit, to the rest of my team. We are thinking of switching to Microsoft Teams as it seems to have a file-sharing system that has a limit of 250 GB? What is your opinion? Are there any better alternatives? [link] [comments] | ||
Simulant 21.09 Released! Simulant is a game-engine for the SEGA Dreamcast and other platforms Posted: 04 Oct 2021 02:05 AM PDT
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Posted: 04 Oct 2021 07:21 AM PDT Feels like from what I'm reading online, there is little to no need to improve current AI programming techniques ... Please prove me wrong ! [link] [comments] | ||
Entering the video game development industry with intermediate skills in C++ Posted: 04 Oct 2021 06:16 AM PDT Dear all, [link] [comments] | ||
(showerthought) Perhaps "good" and "evil" is nothing more than narrative/aesthetics Posted: 04 Oct 2021 08:32 AM PDT Recently, I was thinking about good and evil in games. I've seen some games which claim you play as the bad guy(s), and I noticed that the gameplay was indistinguishable from a game in which you might play as the good guys. For example, let's say the gameplay is to attack a dungeon. You could either say the dungeon is owned by an evil demon, and you're the hero taking them down. Or you could say the dungeon is owned by the good guys, and you're the burglar breaking in. The gameplay in these two cases could be absolutely identical, down to even details such as leaving no survivors, freeing prisoners or stealing loot off of corpses. So you see, in this case, "good" and "evil" have nothing to do with gameplay. Any actions the player might make can be justified or not, by tweaking the narrative. Angels versus demons might as well be orange versus green, and anyone might be looting anyone else's dungeon. I guess this is the dynamic that Undertale was touching on, to some extent. If players are given a genuine choice, then you can begin to have a genuine experience of being good or evil. However, even in that case, you could - hypothetically - create a game in which the sides are switched. The player could be given the choice of either killing evil monsters, or talking them into joining your own evil alliance. Same gameplay, but now talking can be framed as "evil" and killing can be framed as "good"... It seems as though there is no such thing as a "good" or "bad" action. It's only the context that distinguishes good from bad. I don't know if this was obvious to you guys, but I'm personally somewhat surprised at the extent to which this seems to be true. [link] [comments] | ||
Posted: 04 Oct 2021 04:53 AM PDT I know the title sounds contradictory. "If you're an experienced artist, how come you can't find work on a small studio?" . I know it sounds like I should have this figured out by now, but for some reason I find that I ask myself this question every day without having a clear answer. "Where do you find small/indie game studios?" I've been doing freelance work and various art projects for the past 6 years but never worked on what I'd like to call a "real" project. I've made art for real projects, sure, but the art was never a very important part of the final product and I never spent much time on just one project. Usually, I'd just get to do either one or a few illustrations and that would be it. Here's my artstation, although it needs a bit of an update. It has too much old art so I can't call it a portfolio yet, but it's enough to give you an idea of what I do. https://www.artstation.com/iropagis I've gotten to a point where I'm happy with my skills. My new paintings are way better than what I was making even just 1 year ago and I feel confident approaching any subject. And because I've gotten this far I feel it's important to change my approach towards finding work but I'm not sure how to go about it. What I'd do before was to message a lot of people who were looking for an artist and I'd try to give them whatever they needed. Regardless what the task was, as long as I felt I could draw their thing, I'd offer my services. I ended up working on the most random projects, some were very cool but in the long term I faced two problems. One thing was that, doing so much random art, I rarely had a chance to add a new piece to my portfolio. Another problem I faced was that nothing really stuck. After so many years of freelance work, I only have one client who's giving me something to do every month. Everyone else comes and goes. Some clients return 1-2-6 months later with a new order, but nothing is consistent. I'm not writing this to complain, btw. I don't work as much as most artists do and I've been lucky to do a job I enjoy and earn enough money to live and more. I'm only writing this because I feel there must be a better way to do it/ there must be places where my art is more useful than where I've been looking so far. I would like to do part-time freelance work (I can't commit to 40 hours/week due to health) and work on developing actual games/ feel involved in the process rather than simply sending art into a void if that makes sense. As for the style, I would like to find game studios/teams that are already doing something similar to what I'm doing, I can adapt to pretty much anything but I wouldn't think it wise to jump too far from the current dark fantasy style I've cultivated because I'm fairly confident this is what I want to be doing in the future. In other words- I don't mind changing my style for a project/ imitate already established styles (Blizzard, Riot, Dark Souls, Darkest Dungeon, etc) but I wouldn't want to suddenly get into, for example sci-fi/ futuristic/ lowpoly / pixelart / mobile game/ etc kind of styles simply due to how big a commitment it is to learn to do these styles properly. [link] [comments] | ||
Questions about using AI to generate voices Posted: 04 Oct 2021 04:51 AM PDT Hello. I've got a couple of questions for those of you who have used AI to generate voices for their games. Which service did you use, and were you happy with it? Is there anything that you'd wish you had known before starting working with adding AI voices to your game? (Tips & tricks) Also, I am aware that AI can't at the moment produce better voices than actual voice actors, so I'm thinking of using them in situations where a somewhat robotic voice would be natural... how did you use them in your game? If you read this far, thanks! [link] [comments] | ||
Posted: 04 Oct 2021 08:41 AM PDT Let's say, for the sake of argument, that you are a solo developer who has worked for years on leveling up as a programmer and designer, and are working on your first project that you intend to sell. You need to solve a complex problem to move forward with your project. An off-the-shelf but imperfect solution already exists. Rolling your own solution will take days or even weeks of work. The imperfect solution could be added to your codebase with just a day of work. How would you determine if it was worth your time to roll your own solution? This is a problem that I face often, and almost without exception I have always decided to do it myself. As the most recent example, my game design calls for a scripting language separate from the engine. I investigated using existing virtual machines for a variety of languages, but could not find a solution that did everything I wanted to do, was resource light, and could be sandboxed. Instead, I spent several weeks implementing a compiler and virtual machine for a scripting language. The end result does exactly what I want and is tiny and fast and sandboxed. Undertaking this challenge absolutely leveled me up as a programmer. But I also recognize that I could have spent those weeks working on my game instead of another engine feature, and that every time I decide to roll my own solution I am delaying other meaningful work. What is your heuristic for working on your game vs working on the framework supporting that games you want to make? [link] [comments] | ||
is my game description correct? (spellcheck) Posted: 04 Oct 2021 03:03 AM PDT I'm doing a game called Spider Revenge on mobile. IM from bears and vodka country and is my text description correct in English? text: DESTROY CITIES! EAT ENEMIES! SPIT ACID ! AN UNKNOWN INTERNET USER HAS TAPPED INTO THE BRAIN OF A GIANT SPIDER AND IS DESTROYING CITIES YOU ARE A HUGE, ANGRY, SPIDER TREMBLE PEOPLE !!! [link] [comments] | ||
How to present an indie-project as a business case? Posted: 04 Oct 2021 10:22 AM PDT We're two brothers (25&29) who are professional developers(systems) by day, and hobby level game developers by night (never released anything). We'd like to go full throttle on a new game project for at least a year, maybe two. This implies leaving our jobs and fully focusing on what we want to make. To be able to do this, we need some kind of funding. We could try crowdfunding, stipends or other sources of funding, but the safest and most practical option for us would be to simply "ask our parents", as they definitely have the money to support us. Either as an investment, or as a "loan"/advance on heritage. However, they have a slightly strict business-mindset, and the only way I can see us successfully getting their support for something like this is by laying out the entire idea as a complete business case with risk analysis, estimates and projected/potential earnings etc, and not as a "hey pop, fund me". I need to gather pros, cons, and as much measurable and presentable data as possible from successes and failures of indie projects, a world I know nothing about. This is both to convince our parents that this is indeed something that could work, as well as convincing ourselves that this is a terrible idea (if that is the case). We're planning to work on proof-of-concepts in our spare time for about three months before we re-evaluate whether this is something we want to commit to. Any helpful pros/cons, tips about where we can find information, or what should be considered when making such a "presentation" (not to mention; decision)? [link] [comments] | ||
I'm writing a free book describing modern AI systems and how to build them Posted: 03 Oct 2021 03:40 PM PDT https://psichix.github.io/emergent/ Ohayo! :D Some time ago i've started writing a book explaining how modern AI systems works, and how to create them step-by-step, focusing on full modularity to allow building scalable and maintainable AI behaviors using hierarchy of different decision making code units. NOTE: While i explain a lot in text and images, there are code snippets written in Rust but they are only there to visualize what text and images talk about. I hope you'll find this book helpful and will be happy to read incoming chapters - we are going for a journey to bring emergent gameplay to your games :D [link] [comments] | ||
Any tips for starting on an in-game emblem or icon creator? Posted: 04 Oct 2021 12:12 PM PDT I'm working out making a sports team manager sim game and I want the player to have an in game team editor suite to design a logo and even jerseys down the line if I can manage to figure it out haha. Anyway my main kinda influences that I wanted to base mine off of was the black ops 3 player emblem editor as well as the Backbreaker football team editor suite that let you design the logo, end zone, jerseys and helmets all in game. The way these editors seem to work is you're given slices that you can paint on the canvas each slice added is a layer, and have a limited number of layers. You're also given various tools to refine slice such as skewing, resizing and rotating. Slices can also be used to cut out aspects of the already placed slices to refine the logo further. Not looking for a end all be all kinda answer. I know this probably isn't an easy thing to make considering I can't find much help searching out there myself, just wondering if anyone had an experience trying to make something similar for their game and what they might have tried or if they had resources that helped them. Cheers [link] [comments] | ||
How to get progress value of a C# Newtonsoft deserialization process ? Posted: 04 Oct 2021 12:12 PM PDT Is there a way to get the progress value while (Newtonsoft.Json)deserializing data (JSON) and or (BYTE) ? data= DeserializeObject<Data>(dataJsonText); // how to get data deserialization progress? [link] [comments] | ||
An open letter from a lonely developer Posted: 04 Oct 2021 03:24 AM PDT Ehi everyone! How are you? I am.. fine, i guess. I am a developer, not a game one actually. I spend most of my time programming management software, i am a fulltime employee. I spend most of my time thinking about how great could it be if i was working as a game developer. I am full of ideas, i keep inspiring myself watching videos, art stations, reddits, you guys are amazing and inspiring. I feel powerful and, at the same time, so week and overwhelmed and can't do anything at all. Being a game developer is my dream, from so many years now. I'm a software developer, i love it, it pays my bills but i'm not satisfied. I want more, i try to build something, on my free little time, open Unreal and put some megascans and think: "WOW, that's great, i have an entire library, i can create everything i want!" I play games and keep thinking how amazing that developers are and how would be great to be one of them. But that's it. And i know i could do it. I love both art and programming, design, ui and i think i have a good eye. Do you ever feel this way? I don't have a plan. Do i need a plan? [link] [comments] | ||
Posted: 04 Oct 2021 12:08 PM PDT Let's you I or you or someone else just finished their game. Good, bad, great, worst etc, idk but there is a game. How do you market it? There is google ads, youtube ads, in-game ads, word of mouth, website, steam page, playstore page, insta, FB, discord blah blah blah... but it always boils down to 3 things: VIdeo, images and texts. What do you do in those 3 things that compel people to download the game? Yes it's obvious that I show my game with beautiful looking graphics, but what you do from a marketing point of view to entice people? I really suck at marketing, I previously use to just take screen shot of my game using printscreen button and put it in playstore and ads etc.. Same goes for video ad, trailer and gameplay video, I used to just screen record me playing and put it in ads etc. Certainly, this is an area of improvement for me. The reason I put a marketing related post here because, it's simply marketing related to games. I am hoping someone with experience can help me out. [link] [comments] | ||
Cube/Mesh destruction like in "Stone Miner" Posted: 04 Oct 2021 11:47 AM PDT Hello! I have found this game on market and I'm interested in how they did this mining logic? The game runs smoothly on iPhone and android with 60 fps. as you can see, all cubes have texture on sides and they are deforming a little, after the collision. And I have no idea how they did it. The mesh and collider deformation can kill all the performance. Especially on android devices. Does anyone have any ideas? Thanks! [link] [comments] | ||
Creating my huge map with perlin noise Posted: 04 Oct 2021 05:33 AM PDT
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The Best World Building Quest in Fallout New Vegas Posted: 04 Oct 2021 11:28 AM PDT
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Posted: 04 Oct 2021 07:24 AM PDT
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Posted: 04 Oct 2021 10:18 AM PDT |
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