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    Sunday, November 28, 2021

    Motivation advice - If you ever want a boost of motivation, go read negative reviews of games similar to the one you're making

    Motivation advice - If you ever want a boost of motivation, go read negative reviews of games similar to the one you're making


    Motivation advice - If you ever want a boost of motivation, go read negative reviews of games similar to the one you're making

    Posted: 28 Nov 2021 12:58 PM PST

    I'm been working on my game for over 1.5 years now and some days it can be particularly challenging to stay motivated or productive. So what I like to do is take a break and look up a game on Steam similar to one I'm making, and I'll just pull up all negative reviews of the game and start reading them. How does this motivate me?

    1. It shows me these other games aren't perfect, and there's room to improve in the genre
    2. It lets me understand specific things people don't like about those games so I can take that into consideration when working on my own game.
    3. If they talk about a feature they wish the game had, or that wasn't done well, it might motivate me to work to include that feature or improve upon it in my own game.

    Mainly negative reviews motivate me to want to make something better, and after reading a few dozen negative reviews, I get more pumped thinking about the game I could end up making.

    Don't take this the wrong way, I'm not looking at these game reviews thinking "ha, this game is bad and mine will be better". I fully understand even when I release my game, people will find things to not like about it, and that's totally okay. This isn't me just looking down on other games to make myself feel better, it's about learning that you can't please everybody, but it sure can be fun to try.

    Just something to think about, and at the very least, you might learn some things about what people dislike most about games in the genre you're working in.

    (obviously if you're making a game that is somehow totally unique and there's nothing like it, this advice probably isn't going to be much help to you)

    submitted by /u/konidias
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    How to make Stylized Bush in Unity URP

    Posted: 28 Nov 2021 06:08 AM PST

    Publish game to Steam AND Itch.io? [is there a problem?]

    Posted: 28 Nov 2021 10:54 AM PST

    I was reading through several indie game dev articles that discuss whether it's better to publish a game to Steam or Itch.io. Despite the fees, etc. I'm asking myself: why not both? I haven't really found an answer to this yet... Is there a legal issue that holds back game devs/publishers to put out their games simply on both platforms? Thanks

    submitted by /u/M_Nenad
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    Hey Guys, I want to get into the Gaming Industry but I am from a 3rd world country. How can i make that possible?

    Posted: 28 Nov 2021 12:34 PM PST

    Hey Guys, I am from Nigeria, but sadly, game development isn't something appreciated here. I have been applying to western game studios but sadly no luck😔.

    submitted by /u/Pristine_Performer31
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    Best game dev podcasts?

    Posted: 28 Nov 2021 12:33 PM PST

    Brand new game developer here. Started a week ago and built a couple of tutorial games, and really enjoying it so far! I've been programming for 6 years, professionally for 2, but totally new to game dev (Unity). Any cool indie game dev podcasts to listen to for my two hour drive later today?

    submitted by /u/cupojoe4me
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    Markov Namegen - Procedural Name Generator using a Markov Process

    Posted: 28 Nov 2021 12:31 PM PST

    Updated my procedural name generator and web demo. It now has more settings for combining the preset word lists.

    I originally developed it for generating items names for roguelikes and in gamejams, so expect it will be useful for people here. The method uses Markov chains and was inspired by this article by Jeff Lund

    The code is free and open source, written in Haxe. There are also Python and C# ports.

    submitted by /u/Twidlard
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    Hi guys ! I make Creative Commons music for games and here's a Melodic Acoustic Guitar instrumental that's free to use, even in commercial projects ! Feel free to use it in your games !

    Posted: 28 Nov 2021 08:19 AM PST

    You can check it out here : https://youtu.be/pR1wwMrOqEY

    You're free to use these tracks under the following creative commons License : CC BY 3.0

    Hope it helps :) don't hesitate if you have any questions !

    submitted by /u/guyFCR
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    Am I popular in Russia or are people just trying to sell cheap keys?

    Posted: 28 Nov 2021 01:13 PM PST

    I recently released this game on Steam: https://store.steampowered.com/app/1744450/Indirection/

    And I am getting traffic and sales from the expected sources, United States, UK, Canada, etc. But for some reason, a whopping 10% of my traffic is from Russia. I don't know how, this game is English only.

    Almost all of my review requests are from Russian speaking curators, and getting lots of referrals from Russian sites (Yandex, etc)

    I don't know if this is legitimate interest or something else, has anyone else had this experience?

    submitted by /u/SimRacingFan14
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    Rollback netcode: how to avoid teleportation?

    Posted: 27 Nov 2021 06:12 PM PST

    I've currently implemented rollback netcode with a central, authoritative server (wooh!). I'm running into issues where if players have zero input delay, the other players see them "teleport" to their locations once the clients receive the update.

    Below is an example, assuming a 6 tick round-trip time (3 ticks to server, 3 ticks to clients) and both the client and server running at 60TPS.

    1. Server is on T.
    2. Client is enforced to always be simulating N steps ahead of its last known server frame. Let's assume it's hard-coded to T+3.
    3. Client sends input at T+3 to "jump".
    4. Server receives input at its T+3, simulates it, and sends it to other clients.
    5. Other clients receive the T+3 input at T+6. The clients roll-back to the T+3 frame and simulate back to T+6 with the corrected input.

    Step 5 causes us to lose drawing T+3, T+4, and T+5 accurately so it can look like the player "teleports" to their T+6 position. One way to solve this would be to add an input delay of 3 (client sends at T+3 for T+6), but I don't think this would scale well for clients with differing round-trip times and the input delay can feel rather bad.

    How is this problem typically solved? I've watched the Overwatch + Rocket League rollback netcode talks and the great videos from Net_ on YouTube, but nothing mentions how to handle smoothing out this portion.

    submitted by /u/slrmn
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    How good is Udemy?

    Posted: 28 Nov 2021 05:54 PM PST

    For learning C++ and Unreal Engine, would it have all the resources I need to develop my own game? Are there better/alternative websites?

    submitted by /u/reggie499
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    LPT! Stop using phones to take photos or videos of your monitors today! Here are some better solutions

    Posted: 28 Nov 2021 03:39 PM PST

    We all need help from time to time and capturing a photo or video of the problem is a great way to put your question out there. However, shaky, blurry or unfocused mobile phone captures do not make it easy for potential helpers to aid you. It is a little thing that makes a big difference and will also help to elevate yourself as a developer (whether professional/student or hobbyist).

    Here are some ways around mobile phones:

    Open Broadcaster Software | OBS (obsproject.com)

    Record a game clip on your PC with Xbox Game Bar (microsoft.com)

    How to Use Windows 10 Snip & Sketch (Beginners Guide) - YouTube

    There are many other ways as well and for those that have them please comment with more suggestions.

    submitted by /u/TwoSeasGames
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    How difficult it is to get noticed in the industry with a story/script and just that? (Vision Impairment)

    Posted: 28 Nov 2021 07:12 PM PST

    Long story short, this year I got diagnosed with a disease called Keratoconus in both eyes, my vision is quite bad, more in 1 eye than another, but the worse vision comes from light sources, and screen fuck me up bc of that, so much double vision and halos.

    I have major studies in Graphic Design and my own knowledge among other things relevent to the game industry, mostly art and design related, but also quite talented in story making

    I know this can looks naive but the question is quite desperate from my part, now I'm unable to be competent with my studies at all, after more than 10 years of interest in start my own game project once I finish my studies... now I feel like life had laughed at me all this time bc it seems impossible to get a job in this industry with this vision impairment, or at least being competent or relevant enough, even just by myself

    And I just wonder, how much of a realistic way there is to being able to do a competent Videogame Story, adapted to this medium (game design and stuff) that could caught someones attention? All information that I encountered just talks about how game devs don't care about that bc they have their own stories to tell first. I also don't have people around me focused in this industry, neither friends or people I know.

    The only thing that comes to my mind is overexert myself, try to do a cool game concept visually like a trailer portfolio of the game and the story I want to tell, doing a crazy crowfunding and getting a team bc of that. But with this vision, seems like a thing that could take me more than 5 years to do in my case, bc this game I had in mind all this years, is quite a hard one to produce

    I know the easy way is to get rid of that dream and give up, but there are so much years behind of this planning that I desperately need an advice, in a possitive manner.

    submitted by /u/NoeruNiichi
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    How do professional level designers map out levels?

    Posted: 28 Nov 2021 03:19 PM PST

    Is there a special process used in game studios for designing maps? Does the project director give out a theme and how does the level designer draft it out?

    submitted by /u/Equivalent-Demand460
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    Looking for a Christmas gift for my husband... If you are my husband, THERE'S NOTHING TO SEE HERE!!

    Posted: 28 Nov 2021 06:29 PM PST

    As the title suggests, I'm looking for a gift for my husband and I need some help. I know nothing of this topic and want to help him expand his creativity :)

    A little background: He has been trying to get into game development as a hobby. In doing so, he's downloaded Blender and has made the "famous" donut! He also knows C++ and Python due to his job as a data engineer. He's also in the middle of taking a class through Unity-- it's the one where you make a car go around a city? He has also recently updated his computer-- new motherboard, video card, and processor.

    With this information, what do I get him that can further support his dreams/hobby? Do I get him a drawing tablet? More classes? I'm open to any and all suggestions! Thanks! :)

    Because of this, I have no idea what to do for him for Christmas!

    submitted by /u/ElGiggle1018
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    My dream game would be in 2.5D, should I start practicing with 2D or 3D first?

    Posted: 28 Nov 2021 02:40 AM PST

    EDIT: I should specify that by 2.5D I mean 2d sprites moving on a 3D level, similarly to Paper Mario. Everything else from the movement to the combat system would be very similar to the average 2D RPG.

    submitted by /u/Menefregoh
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    Is a Mac release worth it?

    Posted: 28 Nov 2021 02:30 PM PST

    Anyone know what percent of sales are for Mac versions of games? Also, using Unity, is making a Mac build as easy as just changing the build target or it more complicated? Will you see different behavior in the Mac vs windows builds?

    submitted by /u/HopaWasTaken
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    Some general questions about game-ready models.

    Posted: 28 Nov 2021 06:19 AM PST

    1) Should objects be split into multiple meshes?
    Example: a cabinet with metal frame, wooden surfaces and plastic handles. Should I:
    a) Split this cabinet into 3 meshes: frame, surface and handles, with a purpose to reuse metal, wood and plastic materials. I would assume this will result in less materials but more meshes.
    b) Unwrap whole cabinet and use albedo, metallic and smoothness, maps to simulate different materials. I would assume this will result in a lot of materials, cause' one material per object, but less meshes and one big PBR shader variant.

    2) Should I use smaller texture sizes for smaller props or use Texture Atlases?
    Example: four models: pen, pencil, eraser, ruler. Should I:
    a) Use four different textures each 254x254 px.
    b) Use one 512x512 texture atlas.

    3) I would assume overlapping UVs wouldn't work with baking lightmaps, right?

    4) If I don't have baked lights, should I use detail map or overlapping UVs?
    Example: I wanted to use overlapping UVs with "expanded metal mesh" walls, should I?

    5) When do people usually use triplanar mapping? some examples would be great!

    P.S.: I already googled those questions, but got some mixed results. Maybe there is a different cases where some of what I asked should be used or not, so i provided specific examples.

    Thank you in advance!!!

    submitted by /u/GuyFromRussia
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    New tutorial on getting Zelda BOTW-like climbing working in Unity!

    Posted: 28 Nov 2021 04:37 PM PST

    Looking for jobs in Gaming without experience in the Industry

    Posted: 28 Nov 2021 01:11 PM PST

    Hey everybody!

    I'm looking to jump into the industry as a Producer. I have plenty of experience in producer-type roles, but I've never had a job in the game industry.

    Most Producer roles require some amount of years in the industry as a producer with at least 1 game shipped.

    My question is "how do you find a job in this industry without starting from scratch?"

    Have you ever jumped into the gaming industry from another industry?

    Thanks for your time, everyone. First post in this subreddit.

    submitted by /u/KempoB
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    How does a game translate a 2D trig function into a 3D space?

    Posted: 28 Nov 2021 12:22 PM PST

    Hey guys, we're doing trigonometry in school and I had a question.

    In a 2D game like Smash Bros, trig could be used to determine whether an item you throw will hit an opponent. This makes sense since it's on a 2d plane, nothing crazy. But if we switch to a 3D fighter like those Naruto Storm games or DBZ Tenkaichi, it doesn't seem like this would work? It feels like something's missing since it's no longer a 2D plane.

    Could you still use "2D trig" and somehow translate it to 3D? Is there a simple example I could see for this because it feels like magic.

    submitted by /u/ohgodohheck777
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    Efficient newsletter system

    Posted: 28 Nov 2021 12:06 PM PST

    Hiya!

    I've been working on my first Steam-ready game for a while and I'm positive that I could release it in early access on the Valentine's Day 2022 and I think now is a good time to start with the marketing. I've watched some game devs on YouTube saying it's good to establish some sort of mailing list and a newsletter outside of any platform you use to sell.

    And here come's my question: how do I set up a newsletter? I'm building my website and it would probably land there but I have no idea if there's some system to make it all easier for me or if I should just buy/make one myself?

    I'd love to hear from people who successfully used newsletters to gain some attention for their projects, too!

    submitted by /u/Jumolungma
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    Creating a terrain generation system using perlin noise and marching cubes, am I on the right track? Or is there a better method I'm not thinking about?

    Posted: 28 Nov 2021 07:33 PM PST

    So I'm new to game dev, but I'm a fairly experienced coder. I want to make a new procedurally generated planet each new game, then I want the terrain to be destructible. I don't want the landscape to be endless, I just want a fresh large planet created at the start (think of the game Eco if anybody has played that). Something that would take a good 20 min to circle while running.

    I just started a tutorial on procedural landscape generated by Sebastian League, I figured I would take what I learn from that and map that to a giant fibonacci sphere, then using marching cubes for landscape generation and alteration based on that generated map as a template/heatmap. I want to be able to mine for stone and have it slowly alter the landscape, but I want to also be able to see the whole planet on a globe.

    I don't want to delve super deep into this for several weeks, then find out there's a better method. Am I on the right track with this? Noise generated sphere as a template for marching cubes? Does this work as a planet template then as a terrain loading method when exploring in first person view, or is it best used as an infinite landscape generator?

    Thanks in advance for any advice!

    submitted by /u/Xarjy
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    Prototypes you've done and difficulty walls you ran into

    Posted: 28 Nov 2021 11:53 AM PST

    You can also include projects you no longer work on.

    Third person action game: Animations and AI.

    I struggled with making balanced AI with both prototypes, surprisingly the one that's a shooter was more difficult because I wanted to make the AI more engaging then just run at the player. Adding feedback is very fun but also time consuming because there's alot of fine tuning to make everything feel right.

    Farming game with monster catching: Art.

    I got most of what I wanted to work but I realized how important art was when playing farming games.

    Turn based combat: Number crunching,AI,Boss Design.

    I really enjoyed building this prototype since I didn't have to deal with Vector math. Making dynamic cameras for attacks is a blast and animating for combat was alot easier then real time action. Making the AI feel fair but not dumb is extremely hard as well. Then you have to think of the boss fights and how to make each one different then the last?

    At the moment, I'm juggling between my turn based combat and action shooter game. Turn based to learn how to code for UI and storing data and my action game to test animations and feedback.

    I would like to hear about your prototypes and what difficulty walls you encountered in the process.

    submitted by /u/Equivalent-Demand460
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    Does anybody know how to use MAPLET the blitz3d tool?

    Posted: 28 Nov 2021 07:17 PM PST

    I'm trying to make a 3d FPS in Blitz3D. There are no good Maplet tutorials out there, does anybody know to use the level editor?

    submitted by /u/Starfurexxedlol
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    I want to develop a survival game, give me ideas please?

    Posted: 28 Nov 2021 06:52 PM PST

    I want it to be a open world were you have to discover the story by your own.

    submitted by /u/Sketzniev
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