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    Thursday, December 16, 2021

    Use empathy rather than sympathy to connect with your players

    Use empathy rather than sympathy to connect with your players


    Use empathy rather than sympathy to connect with your players

    Posted: 15 Dec 2021 05:01 PM PST

    I analyze video games all day and I've come across this idea that I don't see done very often. It's when game devs choose to use empathy as a part of their design, specifically in narrative-driven games.

    When the player avatar experiences any sort of emotion in the narrative, usually that emotion is shown to the player in the same way movies show them (using sympathy). There's absolutely nothing wrong with having movies in your games but why stop at visual communication when you can have interactive communication?

    Games need interactive ways to communicate to their players and I would call emotional communication through interactivity "creating empathy."

    This kind of game design has been my obsession for the past few years and I've dedicated my YouTube channel to try and figure out how games go about doing this.

    I made a video that describes how empathy is created in games, specifically that deal with depression. I contrast it with games that use sympathy (which is how I feel most games are designed).

    If you'd like to see it: https://youtu.be/3wRfP0oLx3Q

    If any of you are creating games that use empathy to communicate, please comment! I'm on the lookout for more of this kind of game design.

    submitted by /u/Games_Over_Coffee
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    Discussion: Steam vs. Epic . Whats the best value for game developers?

    Posted: 16 Dec 2021 12:30 AM PST

    On a scale, which 2D game types are easiest/hardest to make coding-wise? I would like people's opinions. I'll start.

    Posted: 16 Dec 2021 04:14 AM PST

    I'll start from hardest I guess.

    • 2.5D FPS - (doom) super hardcore math, scaling vertices and stuff, I have no idea how to even do this.

    • platformer - (super mario) collision detection, moving enemies, projectiles, gravity, special mechanics like one-way platforms and wall jumping

    • action rpg - (zelda) collision detection, moving enemies, projectiles, special mechanics, plus elaborate map and item system

    • tactics RPG - (final fantasy tactics) - easier because it is turn-based, but more math and the map is 2.5d so there is an added level of complexity. Can't decide whether this is easier or harder than the one above.

    • turn based rpg - (final fantasy) more rudimentary map movement. Fights are basically just math and colission-less animation.

    • puzzle - (tetris) - usually just pure math and collision-less animation (depends how you do it and what engine you use)

    I know each game can be whatever you like and as complex as you like, but I was just wondering what you guys think. Add your own game types and lists. My biggest problem was that I could never make a platformer or a zelda game because of the sheer complexity. But when you see old games you see a whole lot of platformers. So that's a bit confusing.

    Anyway, I would like to see your lists and your thoughts.

    submitted by /u/dfgzuu
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    What is the best software for creating videogame soundtracks/sound effects?

    Posted: 15 Dec 2021 05:31 PM PST

    I'm new to creating sound effects and music and have no instruments to record so it'd have to be all virtual instruments, is there any hardware I'd need too??

    submitted by /u/Lily-Pad_2003
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    Asset: Free Nintendo Switch Game Box Mockup

    Posted: 15 Dec 2021 10:38 PM PST

    Pixel painter for Linux

    Posted: 16 Dec 2021 05:14 AM PST

    Hello there, I need a painting program for Linux to make some pixel images for my project. I use pop! OS and already tried out PikoPixel. But I miss some features.

    So do anyone know a good painting/editing program for Linux?(for free would be nice)

    submitted by /u/Reiswaffels
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    Publishing and Licensing: Advice and tips? Legal side of publishing a game?

    Posted: 15 Dec 2021 10:59 PM PST

    Looking into the future at licensing and publishing my game can be intimidating at times. I've been watching a lot of videos on game dev and licensing a game (mainly from Thomas Brush) but am getting stuck up on steps for publishing, should I go with a publisher or not, whether I should use a company name or my own, how I make a game studio with either my name or my company name legally, publishing rights, etc. Does anyone have any recommendations or advice for me when it comes to the legal side of publishing a game (I plan to release it on steam but haven't created a page yet because I'm unsure about this topic)? Thanks in advance

    Best regards!

    submitted by /u/UnplugStudio
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    I'm working on my first game jam game and we're doing AB testing for a screen. Help would be appreciated :)

    Posted: 16 Dec 2021 02:01 AM PST

    Beginner Question about Texture Atlases

    Posted: 15 Dec 2021 10:05 PM PST

    I'm a beginner hobbyist working on my first simple 2D game, and I've been using OpenGL to batch my sprites. I've been putting all of my sprites into one texture to limit bindings and draw calls, and this has been working great. But looking ahead I am trying to decide how I should plan for when I eventually have too many sprites to fit in one texture.

    I have seen people talk about texture atlases with multiple "pages". Does this refer to some kind of special structure that saves computational time, or is it just a way to refer to switching between multiple textures when you have too many sprites for one?

    I am trying to avoid switching between multiple textures in that way, because I would like to preserve draw order for possibly transparent sprites and if I do that I may have to switch back and forth between the same textures many times, which is obviously not ideal.

    I have also seen a bit of discussion about "texture arrays", which if I understand them correctly seem like a good solution? Are there any drawbacks to using a texture array as my atlas vs. multiple pages?

    Thanks!

    submitted by /u/Opus_723
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    Looking for someone to talk to

    Posted: 16 Dec 2021 01:43 AM PST

    Hi, so obviously I'm into game development, basically I just want to talk to people with the same passion as me, to see what I can learn from them and see their perspective on things and stuff. And just talk about it cause I don't have people near me with the same interest.

    So just dm me if you're interested.

    Thanks for reading and have a good day.

    submitted by /u/Particular-Panic413
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    what code to use

    Posted: 16 Dec 2021 01:06 AM PST

    So i've been into game coding lately and wanted to try and code them, but i cant seem to be able to choose a good coding language.

    Can anyone help me with it?

    submitted by /u/VinceTheEpicMemer
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    Best tips for Multiplayer gameplay?

    Posted: 15 Dec 2021 09:17 PM PST

    Hello everyone! Wanted to take some time to ask a question, the question being what are the best tips for game development pertaining to Networking/Multiplayer? What things have you've found that have helped you along with developing things in Networking/Multiplayer? Any tips/information is helpful! Thank you everyone <3 -node

    submitted by /u/_Noderaidergames
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    How important is a college degree?

    Posted: 16 Dec 2021 12:30 AM PST

    Hi! I'm a college freshman who's a semester in, and I'm looking for some advice regarding coding, and the associated computer science degree.

    I'm currently attempting to double major, with a major in computer science, and a BA in music. I rationalized this choice on account of the fact that music would be extremely difficult for me to study independently, and computer science is both reliable and applicable to video game oriented jobs. However, one semester in I'm finding myself questioning that decision.

    I'll preface this with the fact that I go to a very small college, so the class environments are more like a classroom, as opposed to a standard lecture hall.

    I found very quickly that the professor for my coding class teaches in a way that doesn't work for myself and many others. They teach in a way that is obviously meant to encourage us students to figure things out through trial and error. However, the problem is that in doing so, there are many pieces of information that are unexplained, or left out entirely. In most cases, asking questions about these things would be met with partial answers, as the professor did not want to give away too much information for the biweekly projects. As a result, the class primary consisted of everyone turning in homework assignments that were way too easy, and projects consisting of programs that didn't run due to nobody knowing the fundimental information needed. And while the textbook was helpful to an extent, it was often very difficult to connect the methods used in the textbook to the things the projects called for. To make matters worse, the feedback given on these projects was extremely minimal, and most people including myself recieved good grades for non-functioning programs.

    I made it through the class and passed with an A-, but at this point I will need to go back and properly learn the fundimentals of python independently. While I'd like to write this off as a bad experience with a first year teacher, this is simply not the case. This is the professor who teaches over half the required classes required for a computer science degree. Additionally, looking ahead into these classes, I'm not sure how much of it would be relevant to me considering I'm looking into game development jobs. Most of these classes seem to be centered around python, which seems very limited to me.

    With that being said, the course of action that seems best for me at the moment is to drop down to a computer science minor. For one, this would clear up my schedule a bit, which would make for less stress all around. I just completed 18 credit hours for my first semester, with even more additional hours being for zero-credits. Dropping to a minor would also allow me to pick up a minor in theatre, which is something that greatly interests me.

    I'm confident with the resources available to me online, I can learn to code proficiently, and make myself useful to a game developing company (in a way much more effective and less stressful than these college classes). However, I also recognize that a major in computer science would make me much more marketable to jobs; in some cases making more money simply based on the fact that I have a degree in the field. I guess what I'm trying to ask is, would dropping to a computer science minor put me at a large disadvantage in the job field, regardless of how much I teach myself independently?

    submitted by /u/sonicth033
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    What do you call an "Idea giver" Job?

    Posted: 15 Dec 2021 07:52 PM PST

    My friend is giving me ideas for my game (its not that i told him to, he wanted to do this voluntarily) and i want to credit and give him an admin thing. The thing is, I have no idea what kind of job an "idea giver" is and i think it would be pretty unfair to the other players who play my game because this dude has an admin thing for just giving me ideas. This is not me saying i don't want to add my friend's ideas but me asking how to credit my friend in the game as well as ask if this is a fair thing to do.

    submitted by /u/Milkgang_kid_gamedev
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    How would I go about making abuilding with reflective glass windows (so they are not see through, but have a nice reflection) in unreal engine?

    Posted: 15 Dec 2021 09:31 PM PST

    hey, I making a building in blender that has a reflective material, but that material doesn't transfer over when I export into unreal. Does anybody know how would I go about making a material like that in unreal engine 4?

    submitted by /u/blenderdude1234
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    Writing game as a story first?

    Posted: 15 Dec 2021 05:12 PM PST

    Hello. I have a big idea for a game story, with some more vague gameplay concepts and ideas. I know I want it to be a story-based game, as the game that I'm inspired to make my own (OMORI) is also story-based, and I want to create a similarly powerful experience. I want to improve my writing skills, and I think the best way to do this would be to write the game out as a standalone written story first. Being that the thing I love most about games is that they combine art, music, and writing in an interactive way, and I'd consider writing to be my personal best skill out of those four (including game design and writing as the fourth), I'd like to lean into the creative aspects of game development heavily for this. I'm also currently quite busy since the sport I play is in-season, and I have trouble committing to and maintaining interest in new hobbies in-general, so I hope this standalone writing in-preparation will both be a familiar thing to ease me into game development, maintain my creative passion for it, and give me something concrete to work off and look at for motivation (I already made xxx progress on the game by writing it as a story!). OMORI also had a similar story of starting in a different medium, first as a comic and then as a graphic novel before becoming a game.

    Another thing: Novel-style story, or CYOA? Should I preserve some core interactivity in the written version of my story?

    submitted by /u/SorryUncleAl
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    Making a Horror Game in 7 Days! Project Xmas Devlog 1 : Christmas Themed Horror Game Indie Game Devlog

    Posted: 16 Dec 2021 02:19 AM PST

    Ancient Worlds Chapter 1

    Posted: 16 Dec 2021 06:04 AM PST

    Hi everyone, I have just published an early part of my retro RPG, if you are interested I would be happy for you to have a look.

    https://extropia.itch.io/ancientworlds-chapter-1

    submitted by /u/Onyxnebular
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    Unity 3D Playmaker - Creating Flappy Birds - For Beginners

    Posted: 16 Dec 2021 05:14 AM PST

    C# vs C++ vs Python for making games.

    Posted: 16 Dec 2021 04:52 AM PST

    This post has probably been asked a million times but I really need a human answer that actually relates to me. I basically want to learn a coding language that's best for a 2D Multiplayers game. Even if anyone knows of another reddit thread that would help me out that would be much appreciated. Thank you for reading!!!

    submitted by /u/gosu_doughbuns
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    I've gained a budget of 22k. Where are some good places to look for High-Quality people in the games industry?

    Posted: 16 Dec 2021 12:46 AM PST

    Hi there, I'm taking on a producing and designing role for a small scope, fast development Horror project (3months Max).

    I was given a budget of 22k with a friendly team of 2 and contractors but I have worked largely in solitude and lack the network of people.

    I've sent out job offers on some places like discord, but have been immensely disappointed by the quality of the applications.

    (Not full-time, freelance.)

    Would actively hunting down talented people on Twitter / art station and other forums and asking them, be much more effective? or posting job offers there.

    Additional Level designers, Artists (3D, Horror), and generalists are what I require to progress this project by the deadline.

    If anyone has any experience with this and can give some guidance I would very much appreciate it.

    submitted by /u/ShantiLeitch
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    What language(s) are most popular? Where should beginner focus?

    Posted: 16 Dec 2021 04:17 AM PST

    Hey, my wife is starting to learn some Java or JavaScript and loves doing animation tasks so far. If she were to get into it more, what languages are most popular and how can she land a good job doing it?

    submitted by /u/freethepirates1
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    Marketing multiplayer games, is there really a way to go?

    Posted: 16 Dec 2021 04:07 AM PST

    So I'm currently developing a multiplayer sports game (Steam page for reference).

    We've just launched our final Beta before hitting Early Access, did everything we could to get players into the game, but so far, the amount of people that came in is just not up to our expectations.

    I'm not sure if it was about the genre/artstyle of the game that really turned people off, or its simply the nature of being a multiplayer game and the fact that you'll need a huge amount of concurrent playerbase to sustain the crowd.

    Of course we always saw multiplayer titles from big stuidos like Halo or Apex, but is there really a way to promote server hosted matchmaking (as opposed to player hosted) on an indie level, without massive public fundings?

    I even tried to tag elon musk and see if he's interested in the game, of course didn't work out that way lol.

    submitted by /u/TheRealAcneman
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    Am I able to use assets from the Quixel megascan library and then sell that game for money?

    Posted: 15 Dec 2021 06:15 PM PST

    I'm new to this whole thing and was wondering if i ever actually complete my project whether or not i can use meshes, objects and assets from the megascan library in a game and then sell it.

    submitted by /u/Miserable-Share7682
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