Am i too old to become a game developer? |
- Am i too old to become a game developer?
- Good places / strategies to promote a 2D space-exploration game
- New take on tutorials, what do you think?
- Saving System Struggles (Beginner)
- Good Software Substitute for Flash?
- Paying someone to model a map
- Spotlighting Indie Games
- How Game Physics Lies to You!
- Only used Game Maker 8, what should I pick up next?
- Tiletoons!
- CONSTRUCT 3 Tutorial ESPAÑOL | MOVER CAJA | Empujar OBJETO | SIN PROGRAM...
- Steam refunds
- question about graphicsgale because i'm making early concept art for my first game
- Engine advice for a narrative game with dynamic characters
- Can Amd Radeon integrated graphics run game engines like Unity or Unreal Engine 4 smoothly?
- When making a concept (trailer) for a game, what are the best creator tools to use? Eg. blender
- Game Developer Advice: Do Not Strive For Perfection
- Made Shooter for 30 minutes on Unity
Am i too old to become a game developer? Posted: 21 Nov 2021 06:38 AM PST I am 27 years old and have started realising that what i studied doesn't at all bring me joy anymore. I tried looking for other things and i can now confidently say that i wanna get into game development. At the moment, i can't afford to stop working and go to uni, so i will have to start with online courses . The thing is that i have no programming experience and will have to start from scratch. Do you think it's possible considering my age? How will i be treated by jobs? [link] [comments] | ||
Good places / strategies to promote a 2D space-exploration game Posted: 21 Nov 2021 04:24 AM PST I recently finished some teaser trailers for my space-related 2D game (top-down) and would like to post them in suitable forums and communities. The game is similar to the old Escape Velocity franchise. So far I got (limited to reddit):
Has somebody else promote / published a game from that genre before and knows some good places to start? Or any ideas in general? [link] [comments] | ||
New take on tutorials, what do you think? Posted: 21 Nov 2021 03:51 AM PST I hate tutorials. They are neccessary, but oh so annoying if you just want to explore. Constantly going over... move left using your A button, brilliant, now look at this item by moving your mouse, this is your crafting screen, here you can craft things, great, *points arrow at another boring thing, showing few sentences of text* Alright, but people can skip the tutorial right? But what if they want to skip just things they already understand... After a bit of thinking, I came with idea and I am here to ask if someone knows game that already does this (for inspirational purposes). The idea: tutorial button. The whole tutorial would be that if you are lost you click tutorial button and it shows the next steps that were not already done. Use case: Player explores a bit and does some things alone. Later he gets lost and has no idea what the game wants from him. He presses the magic button. Game logs things that player has done, so it knows what are the next challenges. The game then presents to the player relevant information showing him the way to progress. Player reads the suggestions, closes them and continues playing until he gets stuck again, repeating the process. What do you think? Better/Worse? [link] [comments] | ||
Saving System Struggles (Beginner) Posted: 21 Nov 2021 11:23 AM PST Hey guys, I'm new to the game developing scene and I've course through some tutorials mostly on the 2D platformer guides on youtube using Unity. I'm currently making a "Mario Clone" game just to understand the 2D platformer logic but am currently stuck on trying to build my own saving system. There are some youtube videos that cover the binary parts, different classes to be used in creating the saving system, security, etc. but most of them are simple codes that I'm having a hard time trying to implement in my game (or I'm just too dumb to implement their code to my system). Just wondering if I should learn C# up until an intermediate understanding or should I just proceed on learning more about the concept of saving system by also checking out more tutorial on this? [link] [comments] | ||
Good Software Substitute for Flash? Posted: 21 Nov 2021 10:32 AM PST Now that Flash player has kicked the bucket, I'm looking for alternatives. Most of my game creation experience a few years ago was with Flash, and it was mainly games that took advantage of the easy animation process combined with highly versatile interactivity with Actionscript. Now it seems difficult to find anything that has the same combination of built-in animation alongside flexible coding. I'm not averse to using different programs to achieve the same effect, but I've been out of the loop, so I don't know where to look. Are there any decent substitutes that would combine a smooth 2D animation pipeline with flexible scripting? Specifically, I'm looking at creating choose your own adventure or first-person puzzle games, so I don't need a lot of cutting-edge features, ease of use is the number one priority. All I need is a 2D game engine, 3D would be overkill for my purposes. [link] [comments] | ||
Posted: 21 Nov 2021 09:38 AM PST Currently I have a open-world car game and the map is not the best one since I'm a single producer of that game. I don't expect a map like Forza Horizon 5 since it is a mobile game but I'm curious about paying someone to develop a good map. Not big as the map of Forza but for example 5% size of it in good quality and optimized for mobile, low material count. Divided into chunks to have a good performance. Where can I find someone to make it (professional)? What may be a price for that? What is your thoughts about that? Is there a 3D modelling companies for that? (I use Unity Engine.) [link] [comments] | ||
Posted: 21 Nov 2021 03:33 AM PST Hey r/gamedev. I'm considering a picking up an old project I called and I'd appreciate if you all have any feedback or insight about reaching out to developers. The idea: Several years ago I did a bit of a trial run for an idea I always thought should exist: A live stream of smaller and indie game videos/trailer. I'd like to give that another shot now, as this time (being unemployed) work won't get in the way. It'll probably look similar to this first run visually. I called it "Screenlook". Here's an example, and there are a few other blocks of similar programming on that channel as well: https://www.youtube.com/watch?v=a7EtfOoWIzo The good: Back then it was focused on Twitch, and I still think that's the way to go now. I did that before to get feedback from viewers. (That part turned out not to be incredibly helpful. I'd already boiled it down to near essentials, and there weren't many suggestions on what to add.) I got viewers from an existing Twitch/Discord community I was already a part of, so getting a few (3 or 4) dozen viewers wasn't actually tough. I think the idea has legs. The bad: The blocks I did last time vary in length however, as I didn't always have the free time to sink into the project, and I wasn't able to keep a solid schedule as a result. The key issue was actually getting responses from developers. A few people take an attitude of "why should I let you potentially profit off of the trailer I made?". (I get "exposure" doesn't pay bills... But this is literally an ad for your game. You want exposure for this. And I genuinely don't see this as denying revenue.) Mostly people just didn't respond to emails and Twitter messages. The question: I'm curious if r/gamedev has any advice on how to better get the attention of more people when reaching out? [link] [comments] | ||
Posted: 21 Nov 2021 09:28 AM PST
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Only used Game Maker 8, what should I pick up next? Posted: 21 Nov 2021 05:39 AM PST Alright so I've did a bunch of little games on my side with Game Maker 8, I also did some assembly & stuff like that but not in a specific IDE. Now, I'm looking to pick up a new engine. I finally gave Godot a try and followed the "Make your first game" tutorial but the lack of pictures and differences between names in the doc and in the actual software made it a bit harder than it should be and in the end, I had an error that I couldn't resolve. I tried to look at the finished project and I got an error that my pc couldn't handle it so, at this point, I'm really reconsidering this choice... Should I persevere with Godot? It feels a bit clunky so far and I don't want it to randomly not work even if Godot's language isn't too hard to get with my C# background and I like it's free-to-use design. Should I get into Game Maker Studio instead? I'd rather look for free stuff, at least something that lets me make whatever as much as I'd like. I liked Game Maker 8 but the random crashes and it's age really motivates me to look elsewhere... Should I get into something else? I tried to get into Unity a WHILE back but I'd rather stick with 2D for the time being so no Unreal Engine or stuff like that. I'd love to have you guys opinion. Should I persevere with Godot and do you have settings you recommend for non-great PCs or other tips? Should I look into Game Maker Studio and is the free version any good like can I still make fun games with it? Should I look into another engine and what worked for you? The end-goal is making a very basic and short visual-novel with basic simple rhythm game stages sprinkled in by Christmas so if it can have a static framerate to more easily sync up with the music, that would help too. (GM8.1 made it very easy in my latest project) Thanks for everyone answering, I would enjoy any and all answers, that'd help a lot!! [link] [comments] | ||
Posted: 21 Nov 2021 11:56 AM PST WHAT OUR IDEA IS. Tiletoons! is a puzzle solving game consisting of sliding square tiles (think of the 15 puzzle) that play portions of a cartoon in random order. The tiles have to be arranged in the right order so that the cartoon is reassembled and can be viewed in full. Difficulty level is given by the puzzle size (3x3, 4x4, 5x5, etc.), animation properties (how fast the animation plays, image density, etc.), and disturbing 3D elements (e.g. flying birds, walking crabs, etc.) moving around on the puzzle surface. The goal of the game is to reassemble the animation as fast as possible and with the lowest number of moves. To make things even more difficult, whenever a disturbing element hovers the empty square tile (the one that allows other tiles to slide horizontally or vertically), it explodes... end when there are no more disturbing elements left the square tiles get scrambled again and everything restarts from the beginning. One could play alone, against a virtual gamer (AI), or against any (human) gamers online. THE BUSINESS MODEL. Tiletoons! will be for free in exchange of watching a 20-30 seconds AD video before the gameplay starts. However, watching the AD till the end, winning a match, or ranking first let a gamer accumulate cryptocurrency and spend it inside the game or even sell it on an Exchange for fiat. What could be bought inside the game? Well, the cartoon run during the gameplay is associated with a NTF and the owner might want to sell it - cartoons will usually be issued by Tiletoons! and their value depends on how much reward they generate. For instance, more the cartoon is chosen for a gameplay, the more AD videos are shown, and the more the cartoon owner gets paid by the advertisers and the value of the cartoon increases. When a gamer buys a cartoon, the cartoon can still be chosen and played in a gameplay, but most of the rewards coming from AD videos go to the new owner – a small fee is however held by the platform. Third parties might also produce quality cartoons and upload them to the platform so that other users could select them in the gameplay. In that case, the same rules described above apply, i.e. the owner of the cartoon gets most of the rewards coming from AD videos played before the gameplay starts, deducted a small fee for the platform. And of course, these cartoons produced by third parties are also associated with a NFT and could be sold to other gamers. WHERE WE ARE TODAY. The game engine, AI, and networking have already been implemented and we are now working on the UI for both iOS and Android. WHAT YOU COULD DO FOR US. If you think the game is interesting and worth being published, then please visit tiletoons.com and register to get notified about our progress and when we launch. [link] [comments] | ||
CONSTRUCT 3 Tutorial ESPAÑOL | MOVER CAJA | Empujar OBJETO | SIN PROGRAM... Posted: 21 Nov 2021 11:22 AM PST
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Posted: 21 Nov 2021 07:28 AM PST What would you consider an acceptable rate/amount of refunds for a Steam game? I've had my game on Early Access for few days and sold some copies and seen a couple of refunds among them. I suppose to an extent it is normal to have some refunds especially considering that the game was just released on Steam and on discount. That being said, I would like to find out if there's actually something actionable I could do to fix any potential issues. It could be related to so many different things and there's just no way of knowing so far. [link] [comments] | ||
question about graphicsgale because i'm making early concept art for my first game Posted: 21 Nov 2021 04:49 AM PST is it possible to transfer selections between different layers? [link] [comments] | ||
Engine advice for a narrative game with dynamic characters Posted: 21 Nov 2021 03:52 AM PST Ages ago I made a game in Inform 7 (link below) which contained characters that could move around, and would interact with you or each other based on some simple rules, and react to those interactions based on their opinions about those actions, etc. Inform 7 only does parser-based interaction, and I've been thinking recently that I'd like to do something similar, but with a more accessible interface, with at least words you can click on and some limited graphics. I was wondering if anyone with experience in the area could point me to the simplest engine for me to use for this. I've made things in Twine but this project seems way too complicated. Is Ink from Inkle up to the job? **** Old game below. Not a masterpiece, but it's an example of what I mean. [link] [comments] | ||
Can Amd Radeon integrated graphics run game engines like Unity or Unreal Engine 4 smoothly? Posted: 21 Nov 2021 08:42 AM PST Of course assuming sufficient ram or processors were in the pc as well. [link] [comments] | ||
When making a concept (trailer) for a game, what are the best creator tools to use? Eg. blender Posted: 21 Nov 2021 08:32 AM PST When making a concept (trailer) for a game, what are the best creator tools to use? Eg. blender I know some games especially ones on Kickstarter arent actually developed yet so if you want something to show your audience what would you use? Hoping for a bit of discussion here like what do you guys use and why do you recommend NOT doing certain things, etc. [link] [comments] | ||
Game Developer Advice: Do Not Strive For Perfection Posted: 21 Nov 2021 08:25 AM PST
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Made Shooter for 30 minutes on Unity Posted: 21 Nov 2021 07:11 AM PST
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