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    Friday, November 26, 2021

    Feedback Friday #470 - New Insights

    Feedback Friday #470 - New Insights


    Feedback Friday #470 - New Insights

    Posted: 25 Nov 2021 09:49 PM PST

    FEEDBACK FRIDAY #470

    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

    submitted by /u/Sexual_Lettuce
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    The painful process of slowly realising that your game is not interesting enough. My story.

    Posted: 26 Nov 2021 05:03 AM PST

    The painful process of slowly realising that your game is not interesting enough. My story.

    Hi guys, let me share you the painful stages I have gone through during my game dev journey.

    1. First you think your game will be the best game in the world. You're very enthusiastic, working 20/24.

    My story - Why I thought that?

    • I invented a new throwing mechanism which worked very fine (custom power, rotation, direction with one quick move).
    • Being a knife thrower I found that in this genre there are games with 100M downloads and they lack of things which makes this sport fun.
    • Competitiveness: levels can be solved in multiple ways, world record replays are saved online and can be watched by others.

    2. Finally you release your game, but it performs much worse than you expected. Your first 'ouch' moment. You don't know whats happening.

    My story - Immediate regrets:

    • low social media when released the Early Access
    • bad pricing
    • players don't know how to throw

    3. Then you start looking for mistakes, little or big things. You rework your game. But it doesn't help. You start to think the whole project might be a mistake.

    My story - What I changed:

    • players can't throw: I created ingame video tutorials and a longer explainer video
    • dull graphics: I redesigned the game with new models and colors
    • low content: I added weekly online challenges, zombie mode, new levels (45 currently), new weapons (15 currently)
    • social media problem: higher activity on more platforms, invite rewards, and we implemented shareable animated gif replays
    • bad trailer: I created a new trailer with a professional voice actor

    https://reddit.com/link/r2mxyl/video/0bclqwhdmx181/player

    4. Your game is still unnoticed. Time to face reality. Almost zero sales and followers on social platforms. It's clear that is not what you expected. You have to create a crisis plan to tie up the loose ends. If you have to stop your project you want to do it as nicely as possible.

    My story - my crisis plan:

    • a new tutorial with ghost character showing exactly how to throw
    • change the game to Free to Play on Steam, with purchasable extra weapons, level packs
    • level / weapon editor for players to provide continous new content
    • user engagement: a new "fame" system where you can perform live shows, but you have only one chance a day

    I realised that the game is not that interesting as it was in my head. Probably I've made some mistakes in the planning or the development phase. Well that's the best that I could make.

    I think the most difficult thing is that after each update, I started to believe that this will be THE SOLUTION. And every time reality came again. And again, and again, and again. I'm not an easy-give-up person but I have to admit I'm at stage 4 now and I have one goal at the moment: To get the game in a shape where I feel I've done my best. It feels like a love story which went wrong with a lot of ups and downs, but in the end I just want to peacefully accept the whole experience without keeping any emotional damage. :)

    In case you are interested my game is Knife To Meet You: Steam, Android, iOS
    Twitter devlog

    I wish you do it better and have better luck with your game!Mate Magyar

    submitted by /u/mue114
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    Got rejected by Nintendo for the Developer Portal

    Posted: 26 Nov 2021 05:08 AM PST

    Hi, I'm a game developer that has worked on around 6+ games now for the android and iOS platform. I recently quit the company that I was working for and formed my own company with the intention of publishing games on the Nintendo Switch as an indie developer.

    My application for registering on the developer portal got rejected though without any specific reason. The email just says "Unfortunately, we were not able to proceed with your registration at this time". I tried asking them for a reason but they haven't gotten back for weeks now.

    I read on a few other threads that they're quite selective about who gets into their program. I don't mind getting rejected if they think that the quality of the game that I'm working on is not up to their standards or if I'm not an experienced enough dev yet. But getting rejected based on a form that only asked me for my company name, address and some personal details is a bit weird.

    Did anyone else have this experience? Were you able to overcome it? How?

    submitted by /u/PerformanceFunny8917
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    My latest tutorial shows the process of creating a Stardew Valley like weather system and forecast in Unity

    Posted: 26 Nov 2021 05:13 AM PST

    Free pixel art tiles asset pack! Link in the comments

    Posted: 26 Nov 2021 07:11 AM PST

    Game devs : what was your motivation to finish and publish your game?

    Posted: 26 Nov 2021 12:05 PM PST

    Let's share our success stories of game development and the struggles we had to overcome

    submitted by /u/Avi_Kenway
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    Anyone know any tricks developers use to make third person character movement feel more responsive?

    Posted: 26 Nov 2021 02:28 PM PST

    If so can you also source any games that use the trick you have mentioned. Thank you.

    submitted by /u/wolfjak14
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    Best Development Documentation, Collaboration & Planning Software/Tool?

    Posted: 26 Nov 2021 02:17 PM PST

    Im back from a long game dev hiatus and am looking for a tool to help lay out my ideas somewhere that I can easily organize. I want it to be a place where I can document ideas, their actions, have multiple people come in and contribute part of my team, and make design decisions, comment and make a roadmap or something like that.

    Used to use Trello but not sure if over the last 3 years anything new has popped up? Any suggestions on what you guys/gals are using right now for project planning and implimentation?

    submitted by /u/Kajamaz
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    Procedural post process for rain drops on screen, no normal maps/ flow maps etc. You can download sample project also. Made in Unreal Engine.

    Posted: 26 Nov 2021 06:21 AM PST

    Designing a game and pitching it to companies, is it worth it?

    Posted: 26 Nov 2021 01:26 PM PST

    I am a writer, I mostly write scripts for comic books and recently came up with an idea which, thinking about it, I feel would be better used for a game rather than a comic. (It would be a dating sim mixed with a strategic turn based war game)

    In about a month or so of time I can prepare a doc detailing deeply all the screenplays, images, game mechanics and dialogues. I am confident it would be a story someone could enjoy.

    I have absolutely zero experience with coding or drawing, so making this game by myself would be impossible. How would you proceed in my situation?

    submitted by /u/Authwarth
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    Is using an asset I purchased as a reference for my own game model legal/allowed?

    Posted: 26 Nov 2021 04:57 AM PST

    I purchased an asset that I really liked but since my art style is much more low poly and stylized I re-created my own version using the asset as a reference. Is this ok from a legal standpoint? It is for game I'm working on so I have no intention to try and resell it as an asset or anything like that. Should I ask the original artist if they are ok with it?

    submitted by /u/pleblah
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    Basic Web Game

    Posted: 26 Nov 2021 05:47 AM PST

    I searched online but there seems to be too many option to choose from . Imagine a basic 2d web game where a bunch of object scroll from left to right. User must click on it and that will trigger something. My web dev (is more a back end dev) is trying to do that with Javascript... is in trouble.

    With Unity it would be a piece of cake, does Unity stopped the webgame support... what is the best frame work to do something like that?

    submitted by /u/paulBoutros436
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    Telling a Non-Dialogue based story is very important and games that don't do this are missing out

    Posted: 26 Nov 2021 06:06 AM PST

    I just made this post out of inspiration from thinking about Theif and Hitman.

    This is just my opinion. I'm not an expert on anything. Take it with a grain of salt. I also realized that this is highly opinionated to my likes, but my hope is that there is still a lesson to learn from this article for devs.

    When you think of writing a game story what comes to your mind? Written Dialogue? Lamenting not having enough funds to pay voice actors to do the dialogue and instead settling for text based dialogue?

    Well, a lot of old games were like that. Even a lot of games that were innovative IMHO failed with characters telling a story based on their actions.

    And it's kinda reasonable because paying a VA to do dialogue might be cheaper than making animations for NPCs doing actions.

    For example in Hitman every character has a untold story that you know by observing them. For example in the first level a mafia member comes out of the mansion walls to urinate on the outer wall. And the target you're supposed to kill is playing golf in snipable distance.

    So, every character has a story you know more about as you play and replay. And you take advantage of this knowledge to complete the mission once you die or replay in a different way for getting better score or want to do the mission better.

    I watched a game dev conf video where the speaker mentioned that people have a psychological tendency to want to get better at things and that is why games use levelling systems etc. Inorder for people to like your game you need to make the player feel like progressing.

    But Hitman is a very addictive because you keep progressing on your knowledge of the game as you play the level again and again noticing the patterns of the NPCs. You have to make choices. After the first playthrough you think. This guy comes out to urinate, so I can wait and kill him and take his clothes and pretend to be one of them. Then you see that a errand boy in the mansion comes out to take food from a van. And so on and so forth. Everytime you die or play you progress in the understanding of the mission and there are so many ways to finish the mission that you can't count.

    It's like a web without the complexity of a web. Normally for a good AI you'd have to do tons of Trees and mental gymnastics of trying to design the logic. But Each AI here is not complex decisions, but a simple linear story. You just have to make the NPC to go to a way point and play an animation(urinating). And they create a comple web that makes the player feel like they're progressing and that this game is closer to reality and the enemies are there to behave like people and not just shoot at you. They feel hunger, they need to urinate, the have to do work assigned to them. They don't just stay idle and run/shoot back at you when you shoot them.

    > Actions like smoking, urinating etc are most likely sold on Asset Stores for a few buck and animation assets are reusable, modifyable, dynamic etc.

    > Dialogue is unique to the scenario. Once you pay a VA for dialogue, you can change it and it's not like a TTS or animation. It's static and personally IMHO dialogue is boring. A character telling a story without opening his trap and boring me to death is way better. It doesn't interrupt my adrenaline rush I'm getting due to simulated stealth and combat

    submitted by /u/agoraquest
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    Super new to spriting.

    Posted: 26 Nov 2021 10:45 AM PST

    I've always liked the top down look of games like Chrono trigger, and the legend of Zelda and lately I've been messing around with different game making programs and tools. I've grasped a decent understanding of programming using the assets given to me. Recently I've purchased Pyxel Edit to start creating my own game assets but the issue is I'm not quite sure where to begin. I want to create a world but I have no idea what size canvass to use or what pixel size to make my characters. I'm afraid of starting a project and having everything go wrong after putting so many hours into it. If anyone can point me in the right direction or give me a template it would be greatly appreciated.

    submitted by /u/KamuiKakashi
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    i'm stuck and can't get my head off this one game idea i know i shouldn't make yet

    Posted: 26 Nov 2021 03:46 AM PST

    i have been trying to get game ideas for so much time, and i have this idea that i really like and want to make, i want it to be my big game something i would publish on steam and make some money off of it too but i know i should start small with maybe game jams or little games i could publish on itch.

    starting a big game without knowing how to finish a game is a horrible idea but i just dont want to work on anything else, i barely even know how to do what i want to do.

    all i want to know is if i should start working on it or if i should just do something else which i've tried to do but im never invested in it enough to continue.

    submitted by /u/themaster_122
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    Is this game possible in Unreal?

    Posted: 26 Nov 2021 02:16 PM PST

    I have a relatively simple game idea that I'd like to begin prototyping. It would be a 2.5D incremental mining game, in the vein of Terraria or Motherload (or any number of others). I've heard that Unity might work best for this kind of project, but I'm a beginner, and that's being generous. I don't know a lick of code - C# or otherwise - and there are very few if any up-to-date tutorials on even creating a standard 2.5D game in Unity. So is the above doable in Unreal 4 or 5 with blueprints? Or should I just buckle down and learn more before I even attempt such a project?

    submitted by /u/SirReggie
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    Concept and Story

    Posted: 26 Nov 2021 01:49 PM PST

    Do you guys know any websites or apps which I could store my stories and concepts in one place?

    submitted by /u/MarcoRavioli
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    Any better workflow than code > recompile > test? Doing small fixes on that workflow tend to break focus.

    Posted: 26 Nov 2021 09:39 AM PST

    Hello! Straight to the point:

    I develop games using unity, and now is planning to make my first larger-scaled game.

    Since I came from other programming background, i usually use the workflow in the title. Take making a react-based website for example. If a minor coding error happens (missing parentheses, wrong variable name, etc) it's easy to just edit it out, refresh the page, and good to go. This happens quite a bit but since this process is quick, it's very easy to regain focus.

    This isn't the case with Unity. Aforementioned "minor coding errors" are pretty lengthy to fix, and compiling takes long enough to break my focus. (n.b.: I use omnisharp so in this case it's mostly logical error)

    Problems like multiplying with wrong variables, called the wrong method, wrong direction, etc usually appears often when I am implementing something new, and fixing them takes 3-4 loops of edit > recompile > test, especially if it's something hard to picture. As mentioned before.. it's hard to maintain focus with that lots of time-gap.

    I'd like to hear if others here recognize the problem I'm talking about, and wether there is any solution to it, or should I just tough it out.

    submitted by /u/dra-nier
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    I've just launched Part 3 of the Master Itch.io playlist where I go through tips and tricks on how can indie game developers stand out and level up their Itch.io profile and game pages! (Thanks in advance for watching and don't hesitate to ask any questions)

    Posted: 26 Nov 2021 09:22 AM PST

    Professional Game Designers, what are the most common mistakes that hobbyist "game makers" do ? (usually solo dev)

    Posted: 26 Nov 2021 01:00 PM PST

    hey,

    2 months I joined a well known mobile game company as a Senior programmer, and one of the most astonishing thing that I'm fascinated by is the job of our game designer, he's almost always dealing with lists and spreadsheets and "rules tweaking."

    As someone who've been making games for the past 8 years, I always thought of myself as a programmer AND a game designer simply because i come up with "cool idea", but other than just changing some object "settings", I can almost guarantee that i never done anything similar to what our [17years XP] Game Designer is doing.

    So,

    Please fire away, Fundamentals, mistakes, best practices, etc...

    Am really interested to learn more about it because switching to game design is one of my career goals in the future.

     

    Thanks!

    submitted by /u/alaslipknot
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    Is using free assets okay?

    Posted: 25 Nov 2021 09:31 PM PST

    I'm using some and I'm wondering if it's okay to do so, like is it okay to use a free asset then post the game

    submitted by /u/KingGug69
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    Best way to spend 5000$ per year for video-games/CS/AI related classes?

    Posted: 26 Nov 2021 12:25 PM PST

    I will be potentially joining EA, and I will be reimbursed for some money spent for university undergraduate/graduate courses.

    I have a Bachelor's degree in CS and a Master's degree in CS/ML, and I was wondering what would be the most efficient way to use the capital.

    I am very interested in Game Design, C++, and Game AI/RL agents, and I was wondering if anyone has any suggestions on University courses or programs I could additionally take.

    I don't mind putting in extra money from my side for the sake of learning too!

    submitted by /u/errgaming
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    "To provide the sensation or experience of ..." as the first line of in a Game Design Document. Does this actually exist?

    Posted: 26 Nov 2021 08:20 AM PST

    I once heard on a Clubhouse discussion with Paul Stephanouk (I think these turned into Design Dives) that in some Japanese Game Design Documents they start with this line in order to prevent themselves from getting side-tracked with features and scope creep.

    I spent ages trying to search for this using various forms and keywords on google but with no luck.

    So does anyone here know if this is actually true? And if so, does anyone know the source - which designer, studio, or game this is from?

    PS: I'm making a game about being part of a medieval community with procedurally generated quests, stories, and villagers. If you're interested you can follow along at r/HeardOfTheStory!

    submitted by /u/Shasaur
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