Tips for solo game developers. |
- Tips for solo game developers.
- How do developers test the minimum system requirements of their games?
- How hard is it realistically to learn game coding
- I Made an in-depth Tutorial on How to Create Your First Store Page on Steam
- Can you point me in the right direction?
- Questions for game designers/narrative designers who have transitioned from other writing mediums.
- 2.5D game engine
- How often should I post content on social media in order to promote my game?
- Book recs for game directors & their inspirations
- About tilesets
- Is a romance system necessary in simulation games?
- Any no coding game software that I can export to pc and switch (or other consoles)?
- All this time later, do you think the indiepocalypse was real? Or was it an inevitable crash of a hype bubble?
- Alternative environment for low-level game programmers (DirectX 12, Zig/C/C++)
- How to start?
- Low Poly 3D Assets of Axes for Free
- Is there a market for Pokemon-like games? I want to make a VR Pokemon-inspired game. I was wondering if anyone would want to play a VR game over a pixel art game.
- Where can I find a good sound effect library?
- How To Create AI For Your RPG Game In UE4 | Introduction
Tips for solo game developers. Posted: 02 Dec 2021 03:59 AM PST
That is it, hope it was informative. [link] [comments] | ||
How do developers test the minimum system requirements of their games? Posted: 02 Dec 2021 11:40 AM PST Seeing as how most games are developed on high-end workstations, how do game developers determine the oldest and lowest-end PC that can run the game? I am more interested in how indie developers do it rather than triple-A studios with big resources for playtesting. I am thinking of making a game, and apart from a PowerPC Mac and a 1995 Compaq Presario that I don't see much need to support, the slowest computer I have access to is one from 2013. Is there a way to virtualise a low-end system on a faster one and run the game in there? [link] [comments] | ||
How hard is it realistically to learn game coding Posted: 02 Dec 2021 08:36 AM PST I'm new to being a game maker (super super new, I'm barely in high-school and haven't even open unity or any game engines, but I know what I'm gonna do and have made a bit a art asset and ect), but I have no clue if I can even start to learn how to code or if it's extremely hard, so is there any platforms for beginner coders or something along the lines of that. [link] [comments] | ||
I Made an in-depth Tutorial on How to Create Your First Store Page on Steam Posted: 02 Dec 2021 12:45 PM PST
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Can you point me in the right direction? Posted: 02 Dec 2021 01:34 PM PST Hi all, I'm wondering if someone could point me to some resources which might help? I'm keen to create a game similar to to Theme Hospital/ Game Dev Tycoon, a sort of economic simulator and a sort of city builder based around a building/ a site that players can develop. I'm planning it for a long-term hobby, so I don't need overnight results. I've got some experience with coding, though still have lots to learn, but whenever I try to search for resources to help start me off it doesn't turn up anything. A book, some videos, a blog post - anything would help! Do you know any resource that I could use to start? Thank you for reading [link] [comments] | ||
Questions for game designers/narrative designers who have transitioned from other writing mediums. Posted: 02 Dec 2021 11:47 AM PST Little context. Undergrad in theatre. Masters in Writing for Performance. Mainly a playwright (with some film and ttrpg writing as well) with about six years experience. Have got a published play and about seven other pieces with development/production history in that time. I've got two questions. 1) For those that started out from a similar angle, how the hell did you set up your CV? I've been using the traditional playwrighting format (Show seperated by length, latest production, and number of developments/seasons) but I'm starting to question how useful this is. At this stage I've been trying to get around this by having my portfolio list synopses and writing samples for my best work, along with 5 writing samples (2 plays, 1 film, 2 homebrew designs). Am I somehow shooting myself in the foot? Should I be reworking my CV in another style? 2) I'm pretty confident in my writing ability and given what I've found so far deep diving into GDC talks and Podcasts etc I feel like I'd have an relatively smooth transition into game writing/narrative design. But I'm starting to question whether or not it's more worth my time learning how to create my own game to fatten out my CV as opposed to sending off applications. If you had to choose between the two (submitting more job applications vs fattening out the CV), which could you choose? Follow up question, are writers/narrative designers of much use in game jams? I'd love to get involved in some of them but I really even find jams with "writer" as a sign up option so I'm often left presuming I'd be dead weight in that situation. 3) Kind of an amorphous question, but what do you feel was the breaking point for your first gig? Did you change your CV up? Rework your portfolio? Or did you just end up nailing that one interview that came up? Long questions I know, so thank-you if you've taken the time to read this far. I'm reaching out here because I know so few people in the industry itself, and these questions are constantly gnawing at me whenever I send off another application. [link] [comments] | ||
Posted: 02 Dec 2021 01:53 PM PST So I want to make a 2.5D game and I'm in a pretty tough situation right now, I'm trying to figure out which engine I should use, I plan on adding a ton of things such as lighting, physics, etc. The choices that I've given myself are: Godot, Unity and Unreal. I'm having difficulty understanding which one would be the better choice, I know for sure Godot will give me more flexibility and allow me to implement my own coding which will be my final choice depending if any of you guys can't suggest a different engine or any of the suggestions just don't work. Anyways a quick run down of what I'm doing is, I'm making a pixel game I'm the same vain of previous projects by other indie devs such as "TimeOut" and "The Last Night" I have most of the graphics, art and writing for my project down but now I just need a proper engine to get all of this stuffed into to make my project a reality, so any help is greatly appreciated. [link] [comments] | ||
How often should I post content on social media in order to promote my game? Posted: 02 Dec 2021 08:41 AM PST I work as a solo game developer and I have project that is going on in development. As we know that it is really important to stay active on the social media in order to gain recognition or to create hype around your product. But at the same time it is also important to give more time to game development. Posting something on social media isn't easy as we think. You have to come up with really good ideas in order to gain some exposure. Moreover creating content for social media also takes time. So if I start posting content every day, I won't be able to give more time to development of our project. I just wanna know your opinion guys. How often do you guys post on social media in order to promote your game? What if I start posting content once or twice a week? Is it enough for me to promote my game? Thanks in advance 👍 [link] [comments] | ||
Book recs for game directors & their inspirations Posted: 02 Dec 2021 09:16 AM PST What's up! I recently finished the amazing books "Ask Iwata", and "The creative Gene", both which dive into the lives and inspirations of these genius directors. (Kojima, Iwata, Anno, etc) I can't seem to find many other books that speak the same theme though. I particularly love learning about other people's perspectives, how they came to be where they are and how they were led to see the world the way they do. Kojima did that excellently in "The creative gene". I was immersed in his deep, romanticized descriptions and stories, and it made me appreciate works on a much higher level What books do you recommend in this area? [link] [comments] | ||
Posted: 02 Dec 2021 11:23 AM PST I have a question about tilesets. Everytime I look into how to make graphics for video games I am told to use tilesets. My question is: suppose you are working on a pixel art game with hundreds of unique sprites and detailed background. Do people still use tilesets for that or is there another way to apply pixel art graphics to a game? [link] [comments] | ||
Is a romance system necessary in simulation games? Posted: 02 Dec 2021 02:20 PM PST I've noticed that games such as the Harvest moon series, Stardew Valley, and My Time at Portia have the option to have romantic relationships. If similar games didn't have romantic candidates, would it affect the gameplay? Or would the player still be able to enjoy it? [link] [comments] | ||
Any no coding game software that I can export to pc and switch (or other consoles)? Posted: 02 Dec 2021 02:09 PM PST Ive been wanting to make a game for a while but I just can't learn how to code so I've found a few game engines that don't require coding, but they all export to HTML5 which most consoles don't support. Does anyone know any game engine that doesn't require coding and can make games for pc and consoles? Have a nice day. [link] [comments] | ||
Posted: 02 Dec 2021 01:44 PM PST I remember all these years back people talking about the indiepocalypse, and at the time thinking "yeah, downturns in the market suck", but looking back at it now - I'm not sure it was even a downturn. I feel like there was just a few big hits and now the market is a bit more saturated, but overall - nothing is over. Nothing went extinct... So what happened then? Did steam just greenlight everything and saturated the market? Did desire for indies or games in general die down? Did indies get boring because they just make platformers over and over? Did the accessibility of new engines like Unity make game dev too easy - and therefore the average quality of an indie game decreased? What do you think? [link] [comments] | ||
Alternative environment for low-level game programmers (DirectX 12, Zig/C/C++) Posted: 02 Dec 2021 07:44 AM PST
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Posted: 02 Dec 2021 01:26 PM PST Hello everyone, I want to start develop a racing game like F-Zero. I have no experience in game development and don't know where to start. Can someone help me with good beginner tutorial for a game like F-zero. Or something that explains and combines the basics of coding. Thank you all [link] [comments] | ||
Low Poly 3D Assets of Axes for Free Posted: 02 Dec 2021 12:52 PM PST I made some low poly 3D assets of axes. License: You are able to use it for any kind of project that you have (commercial or not) : game, movies etc... or just for prototyping your level. Here is the link: https://gorlaks.itch.io/low-poly-axes [link] [comments] | ||
Posted: 02 Dec 2021 05:14 AM PST Is there a market for a VR Pokemon like game? Let alone a Pokemon like game at all? I know TemTem is a thing, and it's pretty popular, but it doesn't have VR. Would it be better if I made a pixel art game instead of a VR game? What would be more popular, do y'all think? I'm looking at this from a business standpoint. [link] [comments] | ||
Where can I find a good sound effect library? Posted: 02 Dec 2021 12:40 PM PST Recently I've been focusing on adding sound effects to my game, but I have no idea about sound design, resulting in a big quality difference between the sound effects and the rest of my game. So I wanted to know if there is any library (wether is free or not) to serve as a base from where I can modify and mix the sounds in order to simplify my creative process. I'm looking for spells, attacks, hits, footsteps and monster sounds mainly. My game has a cartoony style so the sounds have to match that as well. Something else that could be handy is a good sound design course, free or paid. So feel free to include those too. Thanks a lot devs! [link] [comments] | ||
How To Create AI For Your RPG Game In UE4 | Introduction Posted: 02 Dec 2021 12:32 PM PST
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