• Breaking News

    Friday, December 17, 2021

    Feedback Friday #473 - Deep Mechanics

    Feedback Friday #473 - Deep Mechanics


    Feedback Friday #473 - Deep Mechanics

    Posted: 16 Dec 2021 08:54 PM PST

    FEEDBACK FRIDAY #473

    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
    [link] [comments]

    Sharing my experience publishing my first unity game to Google Play

    Posted: 16 Dec 2021 09:47 PM PST

    I am by no means an expert or even think anyone is really interested but I thought I would share my experience while developing my first 2D unity game for mobile.

    10/90 rule: I feel like I have read this before but never really believed it. "It takes 10% of the time to actually make the game and 90% of the time to publish/polish" or something along those lines. I feel this has been somewhat accurate in my case as a solo developer and especially because I am going through the processes for the first time. I started on the 1st of November and had a working prototype in under a week but published on the 6th of December (its still an unpolished turd). The main takeaway from this being that from idea to execution I overlooked where I would be spending most of my time.

    Aim low: I have heard this countless times in unity/game dev tutorials, "start small" or "aim low", etc., but never really found the motivation to follow through with making a simple game that I wouldn't want to play myself. Until one day I tried to find an old flash game I used to play in school and couldn't play it because flash is dead or something like that. I started to find motivation in figuring out how I would recreate it in unity and as mentioned ended up making a prototype in a week. This then turned into deciding to follow through with actually publishing a game. Main takeaway being seeing the light at the end of the tunnel sustained my motivation to complete the project.

    To anyone starting out like myself, google play took 8 days in review to publish

    So far I've had 75 users and made 0.72 cents from in-game ads.

    For some reason I assumed Google would show new games to people searching to find out where it would rank in the search or give it some sort of initial organic traffic but this doesn't seem to be the case with my app.

    My biggest advice to someone looking at getting started in game development would be just start small and use that first game to learn the processes of publishing, marketing, project management, etc.

    Thanks for reading.

    submitted by /u/scurvy--dog
    [link] [comments]

    How old games like GoldenEye achieved texture decals like wounds in the enemy body?

    Posted: 16 Dec 2021 07:58 AM PST

    Hi, I'm curious about the old games like in case of N64 did back in the day to handle texture decals.

    For example in GoldenEye the enemy usually have blood strain when shot. I was wondering because the hardware limitations a way they achieved that.

    One thing that come to my mind would be to mark the polygon which was intersected by the ray of the bullet and just apply the centralized blood texture for that particular polygon.

    Of course this would be a simple version way to deal with this. So, if the intersection with the polygon were on the edge, internally it would be centralized and marked that polygon as contained blood.

    Since the game is fast paced action nobody would check. But I could be wrong, and in that case it would be something more complex like when in the edge calculate the blood texture against the joint vertices.

    Any clue?

    By the way, I was reading some N64 dev docs and found this:

    Decal surfaces (co-planar surfaces on top of each other) do not resolve depth correctly when viewed perpendicularly. Workarounds are: Use texture decals rather than geometric decals.

    So geometric decals would be a pain in the case of GoldenEye as explained in this quote, but what about: "Use texture decals"?

    Was this a GPU feature?

    Thanks in advance.

    Edit: For those who wondering about the blood wounds, please see: https://www.youtube.com/embed/D6l6_WKxRck

    At 1:04 you see a blood wound after shooting the first enemy, if you continue in this video seconds later you will see more examples.

    But now looking the video I think this may be no texture at all but this is a vertex color applied.

    submitted by /u/KindFile3
    [link] [comments]

    How do you suppose open world games such as Skyrim or Kingdom Come handle time skipping?

    Posted: 16 Dec 2021 08:57 AM PST

    For example, in those games, if you wait or sleep and time passes, all the actors are moved to where they're suppose to be at that time.

    I am making a similar, albeit much smaller, open world game and when the player sleeps I would like time to pass and have the actors be where they're supposed to be. How do you think these games handled this?

    Edit: Thank you to everyone commenting, I am taking in what you are all saying and will have to determine which way works best for me. Thank you for all the ideas and ways to achieve this!

    submitted by /u/EpicBlueDrop
    [link] [comments]

    Rider for Unreal Engine got Linux support!

    Posted: 16 Dec 2021 07:28 AM PST

    How can I impress a potential employer with my game/code?

    Posted: 16 Dec 2021 04:54 PM PST

    I've been asked to make a game as a test for a job application process for a Unity developer job. Are there any kind of things that employer will look for in my project that will make me stand out? Any coding practices/habits I should start using? Any insights would be very useful, whether specific to unity or not :)

    submitted by /u/enad945
    [link] [comments]

    Warren Spector on blending genres with Deus Ex

    Posted: 16 Dec 2021 01:24 PM PST

    How do games calculate the amount of action?

    Posted: 17 Dec 2021 12:36 AM PST

    So I just got this shower thought of how do game developers code the part where the game calculates how many times you did something. For example, # button pressed /killed # of player / Explore N amount of dungeon.

    Do you have to code that part where it + # of action to the database in the development stage? and do developers do that to EVERY action in case you need it in the future? (when you haven't thought about it)

    And what if you don't implement the first part (above) can you code that part later in the game and still get the data before? if don't you, would u have to start to calculate from 0 when it is implemented?

    submitted by /u/duckybom
    [link] [comments]

    Vector3.Slerp Visualized

    Posted: 17 Dec 2021 03:16 AM PST

    Adding features to increase difficulty (Devs who have gotten feedback)

    Posted: 17 Dec 2021 03:10 AM PST

    There are many features where I want to add which increase difficulty and engagement. These things on paper sound require some thinking from the player but the optimized version of how they would play to optimized it is extremely tedious and boring. Should I scrap the feature or the fact that the optimized version isn't fun means it was never a good feature to begin with.

    I can't think of any feature at the moment but I've scrapped so many features I thought were cool or can allow player creativity but can be ruined by guides/optimization.

    Has anyone gotten feedback about something similar? How did you approach it?

    submitted by /u/Equivalent-Demand460
    [link] [comments]

    Struggling Game Developer - Believe in Yourself

    Posted: 16 Dec 2021 08:15 AM PST

    Any good pocasts/videos about gamedev and game industry?

    Posted: 16 Dec 2021 03:17 PM PST

    Hi! I'm looking for a youtube channel (or separate videos) with podcasts or just long overviews about gamedev, game industry etc so i could watch it while working. In english of course :) Thank you

    submitted by /u/waldemario5
    [link] [comments]

    Is my game too short? (approx. 2 hours)

    Posted: 17 Dec 2021 01:41 AM PST

    I'm working on a homebrew game for Gameboy Advance. I don't want to spend too long talking about unnecessary details for the sake of the question, but if you're curious about it, I have a trailer with some gameplay over at https://youtu.be/uZlnB7BZ6iQ .

    In short, it's the video game sequel to a book, so it's got a full book-style story arc, characters, and conclusion. I'm trying to also give it a somewhat unique gameloop. I was pretty heavily inspired by the OG Animal Crossing and 90's PC games, so there's barely any meters or UI elements on-screen, and there's very little hand-holding - you go around, undercovering secrets through experimenting and being rewarding through mini-games, dialog, or other interactive elements.

    Because of this gameplay loop, I've seen people spend wildly varying amounts of time playing it. I'm about halfway done, and while I can play through the whole thing in around 30 minutes, I'm pretty sure (if my math is right) new players will probably take around 2.5 hours. I like this length, since the book it's a sequel to takes about that long to read.

    I'm actually going to release it for free and open-source the code when I'm done. I understand free games can be however long. Here's the kicker. I'd like to sell a small batch of actual GBA cartridges, and when I added up the cost of manufacturing (cart, save battery, cardboard box, etc...) It's looking like the manufacturing cost will be around 30 dollars. I'm thinking of selling them for around 40 so I can recoop original manufacturing costs (bulk supplies, test units, soldiering equipment, etc...). I won't be making many units.

    Would you guys play 40 dollars for a game this short, though? I understand that it's sort of the novelty of having a new GBA game in 2021, as well as the fact that with only 32 MB of storage (I'm currently using 18 MB) I have hard limits on how big it can be. Regardless, I feel like I'm ripping people off.

    What do you guys think?

    submitted by /u/cinemint_
    [link] [comments]

    do most 2d games have a rectangle for rendering sprites and another rectangle for collision, is this the way it's done ?

    Posted: 16 Dec 2021 03:38 PM PST

    title

    submitted by /u/Formar_
    [link] [comments]

    What was/is the most annoying thing about your chosen tool/framework when you started creating your first game (tell when it was) and how did you solve it (or not) ?

    Posted: 16 Dec 2021 11:36 PM PST

    Hi all,

    When I was hanging around (like 4 years ago) , i started my first game from using twine, and after some scripts writing i just gave up not able to answer how this will be a game at the end? How I will release it as stand alone game, and how to localize it. I was missing simple and clear docs on how I should do this. No solution, I gave up trying for years.

    What's your story?

    submitted by /u/Proud_Ad4891
    [link] [comments]

    Please help me pick out band name for my game :)

    Posted: 17 Dec 2021 03:10 AM PST

    Hey guys! I'm currently developing a game called His Darling, Death, & Daisies wherein the main character's friends are in a band. Three of them are Geminis, and the 4th likes the color burgundy, so right now it's "Burgundy & The Geminis". While I do like the sound of the name, I also feel it could and should be a lot better. I'd like to stick with a "___ & the ___s" format, but I'm not yet married to the idea.

    Here's a little info on the band:

    Chess Oviedo: Guitar and Lead vocals. Very long violet hair. He's a known Casanova towards boys and girls alike. This is the Main character's love interest.

    Aubrie Jewels: Producer & Manager. Only girl in the group. She's famous online for producing for a number of pop stars. Just went through a bad breakup.

    Jack Clementine: Lead bass guitar. Classically trained as a Jazz musician, and he can also play standing bass. Moved from New York to New Manta for music. His parents haven't spoken to him since.

    Ricky Lovelace: Drummer. Works as a music teacher at his aunt's store. Streams video games with his free time. Also moved from New York. Girlfriend who played piano died in a car crash 2 years prior.

    Also, Scooter Thompson: Pianist, vocalist, and main Character. Pink hair. Went to college with Chess, and they both have a minor in music. Scooter lost his hand in a fire that was started by Chess (accidentally), and though he has a prosthetic, he's still extremely self conscious about his ability to perform. Shy AF.

    Their music is a sort of punky pop with a modern artsy twist if that makes sense. Like if Dylan Brady produced a track with Poppy? If Charlie XCX made rock music? Does that make sense? lol

    The game itself has a lot of floral symbolism. Scooter is a Daisy, and Chess is a rose.

    If you need any more info on the characters or setting, feel free to ask! Any and all name suggestions are EXTREMELY appreciated! And thank you so much for reading all this, that is so kind of you :)

    TLDR: Any cool band name ideas for a game I'm making?

    submitted by /u/flickflicky
    [link] [comments]

    Naming my new game studio company, a survey.

    Posted: 17 Dec 2021 03:02 AM PST

    Hello.

    I'm gathering feedback for the game studio I'm going to open in the future. I have a few ideas for a name but I want to ask the community about my selection so I can make the best choice.

    https://docs.google.com/forms/d/e/1FAIpQLScc14X9hjCybmU194bzzncbUks-5hSw2sUGPB1YV8SDV2qIhA/viewform?usp=sf_link

    Thanks.

    submitted by /u/sunrisein2020
    [link] [comments]

    How to put branching dialogue in writing portfolio?

    Posted: 16 Dec 2021 09:43 PM PST

    What's the standard format for showcasing branching dialogue in a game writing portfolio (specifically, one that a studio will review)? Is there a standardized format that's the most legible or do we just use our own judgement?

    I have branching dialogues mapped out in Twine2. Would that be intuitive/acceptable to show in a pdf file?

    submitted by /u/Rero10
    [link] [comments]

    I found a 3D modeling software made specifically for low poly but I cannot find it again

    Posted: 16 Dec 2021 02:31 PM PST

    It was an ad off some site, I saw it and looked at it but never downloaded it. Fast forward a few months and I want to find it again. Does anyone know of this?

    PS Please don't plug Blender, I already use it but i'm years off from being able to use it effectively and just want to make a small scale non serious project.

    submitted by /u/Miyu543
    [link] [comments]

    Question about draw calls and video memory!

    Posted: 16 Dec 2021 04:38 PM PST

    Hi, I made a yt video on how to draw simple assets quickly. But since it was only made for a video, I didn't consider how the style shown would work when scaled up. I have 100+ fps, i average 300 draw calls and I use 300 vram, which to me sounds ok, and there are some performance improvements i know i could make (i have some really large textures). But in the case of for instance batching I dont think it would be possible to do too many improvements (I work in Godot), due to the back to front rendering. Any inputs on whether the values would seem to be fine if scaled up, or any good resources on how to consider performance when making these types of videos would be helpful! thanks!

    submitted by /u/Nonsensical2D
    [link] [comments]

    100 Days of Python Code

    Posted: 16 Dec 2021 11:48 PM PST

    Question Regarding CPU

    Posted: 16 Dec 2021 11:43 PM PST

    Hey, so i am planning to buy a new pc for Game development and 3d software (like Blender, maya, game engine) and gaming.

    I wanted to know is Amd Ryzen 7 3700X is enough or do i need Ryzen 5800X for using 3D programme and game Engine (Cause its going a little over budget for me)

    I will be Pairing Ryzen 3700X or 5800x with Rtx 3060.

    submitted by /u/Blaze3919
    [link] [comments]

    Need to change Unity Cinemachine values and properties real-time through code? In this video I go over the Virtual and FreeLook cameras, changing their values, and adding components + extensions all through code. Step by step instructions, link in post!

    Posted: 16 Dec 2021 10:59 AM PST

    Complete C# Unity Game Developer 2D

    Posted: 16 Dec 2021 09:23 PM PST

    Building an award winning game studio

    Posted: 16 Dec 2021 08:52 AM PST

    After building a career in a completely different industry, I have recently found my passion for game dev, and dream of one day joining the games industry and eventually setting up my own studio.

    I have been trying to meet and learn from as many interesting people involved in game development as possible, and so to that end I set up The Game Dev Group.

    I recently got talking to Ester Sanchez, who has built her own studio and released an award winning game: Pushy and Pully in Blockland

    She has kindly offered to do an AMA for the meetup members, so if you are interested in finding out about her experiences, please check out the event here:

    https://www.meetup.com/TheGameDevGroup/events/282715558?utm_medium=referral&utm_campaign=share-btn_savedevents_share_modal&utm_source=link

    submitted by /u/DramaticMorony
    [link] [comments]

    No comments:

    Post a Comment