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    Friday, January 28, 2022

    Feedback Friday #478 - Quick Browse

    Feedback Friday #478 - Quick Browse


    Feedback Friday #478 - Quick Browse

    Posted: 27 Jan 2022 10:15 PM PST

    FEEDBACK FRIDAY #477

    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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    Proposal to change /r/gamedev rule 1 to "Show-Case, Not Show-Off"

    Posted: 27 Jan 2022 11:52 AM PST

    Problem: The sub rules discourage creating threads about your own game.

    The intention of rule #1 ("No show-off posts") was to dampen the overwhelming amount of self-promotion that this sub had, to the point of drowning out all other content. It was never intended to completely ban informative, interesting, well thought-out threads on certain topics about your own game.

    As moderators, we try to read between the lines and determine whether or not something is self-promotion, or sharing knowledge, as well as respond to user-reports. This line is extremely fuzzy and subjective.

    The downside of such a strictly worded rule is it that it can discourage sharing of interesting things about game development.


    Proposed Solution

    We change rule #1 to become "Show-Case, Not Show-Off".

    To be a show-case post, it must pass the following tests:

    1. Technical in nature.
    2. Benefit the community more than the submitter.
    3. Contain majority of the content in a text-post.

    On top of these, AMA is highly encouraged within these threads.

    A [Show-Case] tag would be introduced so they could be filtered out.

    What are examples of show-cases?

    https://www.reddit.com/r/gamedev/comments/9vwdis/finished_a_2d_lighting_system_in_game_maker/ https://www.reddit.com/r/gamedev/comments/figx5u/for_months_ive_been_trying_to_figure_out_how_to/ https://www.reddit.com/r/gamedev/comments/o8ur0t/breakdown_of_4_months_of_solo_dev_in_my_custom_3d/

    As you can see, these posts are high quality. They can contain video, images, and most importantly, they have a lot of content in a text post. They are technical in nature, and it benefits the /r/gamedev community.

    These tests are fuzzy and subjective, and would be up to moderators to guide or enforce.


    What do you think? Would you like to share your game in such a manner? Why or why not? Do you want to see such content? Why or why not? Please discuss, and moderators will decide in one week.

    submitted by /u/mflux
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    Does a Sound Effect engine exist? Like what Blender does for visual renders, but using physics for soundwaves?

    Posted: 27 Jan 2022 09:02 AM PST

    I'm out of the loop on this one so wanted to ask all our Foley/SFX friends here. Is there such an engine/technology that, for instance, if I hooked up a scene with some gravel objects in it, turned on a physics engine, and then dropped a weighted "shoe" object on it, could it generate the necessary soundwaves to make a "crunch"?

    Obviously it's cheaper to just have a foley library, but I'm honestly curious if the equivalent of raytracing or raycasting exists for soundwaves.

    submitted by /u/timcotten
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    Gun clipping in multiplayer

    Posted: 28 Jan 2022 03:40 AM PST

    All,

    There's something I have wondered about for quite some time, and I'd like to know some ideas / expert opinions about it. I'm talking about gun collision with the world in Multiplayer games.

    In most singleplayer FPS games (including Arma 3 and CoD IIRC) you are often allowed to move with your gun everywhere you want, even extremely close to walls, with your gun that does not collide with what's around.

    Option A of the of the possible implementation to achieve this is to scale down your arms / gun, the camera being near gives the illusion of them being of the right size, but in the world your character is actually tiny, hence there are no collision issues because the gun is part of the character's capsule.

    If you want True FPS with this setup though, it probably means that you have to use separate meshes for the legs which, instead, keep a real-world scale.

    Option B is to overlay the gun on top of the main player's camera (as shown in https://www.youtube.com/watch?v=70QDhd7YTUw).

    What I don't understand though is how you can have this setup in a multiplayer environment.

    If you use any of those two tricks, then how do you manage to have 3rd player characters not have their gun go through walls when they are close?

    So, there are other options. You may (option C) choose to enlarge your character's capsule so that it encompasses their gun as well. However, you make it impossible to go through opensings such as doors which you clearly should be able to go through, as the character's capsule is just too big.

    Yet another one (option D), used for e.g. by PUBG, Escape from Tarkov, is to raise the characters' guns up when it woudl collide. This is the same for every player so the experience is consistent in a multiplayer environment, however this option may frustrate players because in the middle of covers they might have a difficult time in having their gun down.

    Option C and D come with an extra advantage of allowing to be able to use a single mesh for a True FPS setup. The other options require multiple camers / detached meshes.

    So: how to games achieve this consistency in multiplayer? For instance Team Fortress and Arma 3 use Option B but I don't see other character's guns clipping through walls.

    Opinions are warmly welcome!

    r.

    submitted by /u/robost
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    Epic Games Store 2021 Year in Review

    Posted: 28 Jan 2022 03:13 AM PST

    Want to move to a Technical Artist role? Here's my advice as a TA of 11 yrs exp. I analyze & comment on a dozen of job postings. CV tips as well

    Posted: 28 Jan 2022 04:34 AM PST

    I just uploaded a fresh video on my Tech Art Aid channel – Applying for a Technical Artist Job: Skills, Offers, CV. What motivated me to do that research is an unprecedented spike in TA job offers right now. So I took a closer look at a dozen of current game dev job ads for Technical Artists.

    I have 11 yrs of exp now in the industry, so I wanted to share my opinions on these. But also... challenge myself. Because a lot may have changed, right?

    I refreshed a competency map I drawn back in 2018. Then, browsing the offers, I put a check mark on each skill if it showed up in the job ad. Most popular ones?

    • Educating artists internally
    • Making tools, mostly for 3D content creation software
    • Optimization

    Houdini was mentioned often, but without specifics. It doesn't seem clear to my why employers don't specify what do they want it for - procedural modelling or VFX simulation for games? See the video (or the full Patreon stream) for the rest.

    As for the CV tips:

    • Put your contact data, please. Your PDF will circulate in the local network, between leads etc.
    • Searchable, clean text on white (printable) background. No JPGs.
    • Include as many keywords as possible. Of course only if you legitimately used this stuff. Companies use filtering software to promote the CVs that match the requirements
    • Specify, in a headline, who do you want to be. Not necessarily your current position, but the immediate next step (e.g. Technical Artist – Shaders, Materials)
    • Don't be afraid to include courses in the Education section
    • Cover letter doesn't have to be a full A4 sheet, yet it's necessary. Just a few sentences. The most important thing? What would you bring* and why this company.

    Let me know after the video if you have any other questions. Also feel free to share your job hunt experience

    submitted by /u/OskarSwierad
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    How would you go about patching a hand-crafted level the player has impacted previously?

    Posted: 27 Jan 2022 10:41 PM PST

    I've run into a sort of interesting problem which I've been brainstorming solutions for... but I just wanted to get feedback to see if there's maybe a simpler way of doing this than what I've planned.

    My problem is this:

    Say you have created custom hand-crafted levels for your players to explore. The players can roam around your level, and through various actions, might make changes to the level by adding things, upgrading things, etc. This is all fine and good, and it's not too hard to save and load these player changed levels.

    But the dilemma is this... what do you (as the developer) do if you now need to make changes to your level? Say you want to reposition some objects around, remove a couple things, add a couple things, etc... and you put it in a patch. Players download the patch, and now you want them to load these new updated levels... but the problem is... your new updates levels don't contain all of the changes the players have previously made! So instead of loading into their world with the changes they've made, they load in to a default updated level that you made. Meaning all of the player's progress/changes to that level are now gone in favor of having the most updated developer created level.

    How can this be rectified? Do we need to load the developer created level as a "base" and then an additional layer on top of that which would store the user's changes? Do we need to version control each level file so it cross-checks with the player's version and then somehow auto-update the developer changes into the player's version?

    What would your solution be?

    submitted by /u/konidias
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    Scraping the internet for cool tech I found a bunch - Hope someone can find something from this useful

    Posted: 27 Jan 2022 01:29 AM PST

    Hi!

    First off, I'm no game dev. I love playing games and am fascinated by the development process though. I also run a small YT channel just for fun. Twice now, I've gotten inspired and started chasing down cool tech that is or can be used in game development. Figure I should link some here, just in case someone didn't know about them and finds them helpful :)

    Resemble AI's Text to Speech and Voice Cloning, Overdub By Descript and Replica Studio's AI Voice Actors are all great showcases that Text to Speech has come a long way. The first two allows you to generate voice from text in a few different manners and export for use in, for example, games. But they're more general purpose. But record some actors for 10+ hours, upload for training a model, and you'd probably have a pretty solid performance, with just a few hiccups, if even that.

    Replica Studio's solution is a bit more game focused and even have integrations with Unreal Engine. And want to be on the safe side; make it a sci-fi setting with a bunch of robots, and no-one will bat an eye :D

    Those tools could enable small teams and solo devs to have voice acting, without any actors. It's very much early days for the tech, but it's surprisingly good all things considered.

    Tools like AIVA or Artificial Intelligence Virtual Artist can generate original music for your games. Again, maybe not quite ready for prime time yet, but perhaps it can be used for prototyping, testing out different musical styles or, perhaps you could have it generate stuff you think sounds good, then have a composer "fix it up a little"? Some genres are probably better than others too.

    For interactive music mixing, Elias Software, a Swedish startup, have some cool tools, made by musicians and gamers.

    This one probably requires a bit of special knowledge to implement, but a research team has made an algorithm that, from my understanding, can generate sound effects from just a video feed: Link to paper - Link to a video showcase

    Then there are a bunch of cool things I've found, and covered in my videos, that's more in-house things, or platform features. Like how Embark Studios has a tool to do Photogrammetry automated, or using Machine Learning to animate automatically, how Cloud Imperium Games are working on a simulated economy and server meshing or how Stadia have tools for texturing a greybox world from just an image, to try out artstyles, load balancing to multiple server instances to boost FPS or use a feedback loop to make a shared graphics pipeline cache to reduce pipeline cache misses. Some of those require licensing or partnership, others are built behind closed doors. But some may be within reach for some of you. Who knows, sometimes a simple email, phonecall or twitter DM is enough to get access or licensing opportunities to something like that!

    And, if you want my very amateur, brief comments on them, or just a video-showcase;

    Audio focused video: https://www.youtube.com/watch?v=zwHLGGcl52Y

    General focused: https://www.youtube.com/watch?v=Q-pHpqVjTas

    Anyway, hope all your games are going well and I look forward to playing some of them in the future! :) Hope there was at least something new and helpful in here for ya'll :D

    submitted by /u/Bethlen
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    how do i know if a studio name is taken?

    Posted: 28 Jan 2022 12:39 AM PST

    so i am looking for a studio name but if i google the name it always come up like som ones twitter tag but it says that its missing a part of the name dose that meane that i can use that name?

    submitted by /u/miyu_pyon
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    Gamedev community in Toronto

    Posted: 28 Jan 2022 02:38 AM PST

    Hey, I'm a designer-writer who'll be moving into Toronto in a few days, and I was wondering if I could get briefed on the spots that one should know if they're looking to get into the community. I've heard that Gamma Space is great for working, but I couldn't find much on how/when they conduct their events and meetups. There's also Toronturu, but I guess I gotta wait till the end of February for that.

    I'm looking for people who'd be open to collaboration (gamejams, potential projects, etc.) and was hoping that there'd be some folks from Toronto here who could give me a relevant rundown of the city. Thanks.

    submitted by /u/_Kade_7
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    Is high level players abusing mechanics high skill ceiling or bad game design?

    Posted: 27 Jan 2022 03:59 PM PST

    The example I have in mind is the Flag in Halo Infinite. Been playing the game quite a bit recently and one thing about the capture the flag mode has been rattling around my head.

    For those of you who haven't played, essentially while carrying the flag your speed drops significantly. However, when dropping the flag, you give it a small launch in whatever direction you are using. This means that the most optimal way to carry the flag is a continuous loop of throwing and grabbing the flag while running across the map.

    Personally, I don't like it. If your intention is that the player should move slower while carrying the flag, it seems counter productive to have a way around that. If your intention is not to slow the player down... then why is there a slow down. If the intention is to have a "high" skill check on being able to move faster, it seems really dull for that skill check to just be looping the same 2 buttons over and over.

    Any other opinions or interesting examples? I'm sure, of course, that the right answer (as it so often is) it depends, but seems like an interesting discussion.

    submitted by /u/Leonard03
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    Get into the industry or keep it as a hobby?

    Posted: 27 Jan 2022 08:27 PM PST

    There are many posts of people saying they left game development for less work /+ more money in other tech areas - like software engineering -, who kept making games in their free time and they are happier this way.

    So I am kinda hesitant: should I laser focus on game dev and get into the industry, when I have games I want to make too? Having to work 10h+ and or crunch in the industry and then not having time to work on my own games sounds like a possibility, and a not cool one.

    Wouldn't it be better then to get a safer job and have more time - and support ($$$) - for my own projects? Or nah and you guys think it is better to laser focus 100% on game design?

    I am not that young - 23 years old, gonna start CS this year -, but I really don't see myself marrying and or having kids so I am not that worried about the whole enough to sustain a family bit (but money is never bad, I like eating and having a roof above my head, and it would be nice to help my parents since we are kinda poor, so it is not like money weights nothing).

    It just feels kinda bad learning all those game dev skills and not using them in my career, would be awesome if one day those games become successful and I can start my own indie team, that is my dream, but I don't want to bet on that. Dunno, the best and the closest thing to game dev elsewhere would be software engineering, no? If I had 0% interest in games the next tech area I am interested in would be cyber security, so not THAT transferable, u know?

    submitted by /u/SirCanavar
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    Is naming another game a violation of copyright laws?

    Posted: 28 Jan 2022 04:33 AM PST

    In one of my games I want to add a "but can it run Crysis" joke etc is this a violation of copyright if I only mention the name?

    submitted by /u/Axonn368
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    Inspiration games for 2022 global game jam

    Posted: 28 Jan 2022 12:22 AM PST

    I'm participating in a locally hosted ggj in my city and this year's theme is duality.

    I'm asking for some inspiration, do you know any games that explore this theme?

    Could be story wise or gameplay wise, as long as some form of duality is involved (ying yang)

    Thanks

    submitted by /u/MobyFreak
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    I feel like there should be an easier way to store tilemap data...

    Posted: 27 Jan 2022 11:45 PM PST

    If something doesn't already exist, or if there really isn't a simple way too do it, that's okay. I've been working in Unity. I have a lot of coding experience, so I tend to try to just do everything myself, so I'm wondering if there is anything in Unity that will do this sort of thing for me instead.

    In my current game, I have a map that I have designed and placed in a tilemap. To track objects that the user has placed on the map, I use a dictionary with the key basically being the position. That seems really clunky, but it works for such a small game, especially since there isn't an object in every cell.

    However, if I wanted to scale up to a larger map, maybe even procedurally generate a map, I imagine that it wouldn't really work anymore, especially for the actual tilemap data. My only thought was that maybe you could implement a sort of quadtree system in order to only display/check the tiles within a certain distance to the player. But I just have a feeling that I'm overcomplicating this.

    Any suggestions?

    submitted by /u/MotivatedMommy
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    How would you deal with randomness (of finding something rare) in a game?

    Posted: 28 Jan 2022 02:55 AM PST

    So, let's say in your game the player needs a certain amount of a rare mineral to progress past a certain part of the game.

    They find (various amounts of) this mineral by searching through caves they come across.

    It a rare mineral so let's say there is a 1% chance of finding it in any cave you come across.

    My question is - how would you prevent the player from breaking the game narrative through sheer dumb luck - like coming across 2-3 caves with the rare mineral in a row (or close).

    My own initial ideas went something like: instead of pure randomness I will code it so every 20 caves they search there is x% chance to find it (to space it out)… …or I will hack the narrative so they get robbed or something if they get too lucky…

    Hmm, what are your ideas?

    submitted by /u/it-must-be-orange
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    How do I make a portfolio when most of my work is under NDA?

    Posted: 27 Jan 2022 06:53 AM PST

    I'm a senior in college and I'm trying to make a portfolio to apply to game programming jobs for after I graduate. 1 thing you be noticed a lot of them asking for us a portfolio that can showcase some of my work.

    I understand why they want this as samples of my code would definitely help them evaluate my ability. My problem is that most of the game dev related code I've written has been for various unpaid and paid internships I've done over the past 2 years. And every one of them has had me sign an NDA before hand.

    So my question is this, what should I do for my portfolio? I have a few personal projects that I started 1-2 years ago, but not anything I'm itching to show off to recruiters. How did you all get around/ handle this?

    submitted by /u/KylarStern4444
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    Master's Degree for Game Programmer/Game Designer?

    Posted: 28 Jan 2022 02:17 AM PST

    Hi! I'm currently enrolled in computer science bachelor's degree and want to work in the game industry. Is it worth getting a master's degree in game design if I want to become a game designer in the long term?

    Thanks for your answers!

    submitted by /u/amelieam
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    Where can I learn to create 2d game assets?which engine is best?

    Posted: 28 Jan 2022 12:44 AM PST

    I am using unity for creating game can I know where I can learn to create 2d game assets

    submitted by /u/Automatic_Cable9754
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    Advice for an aspiring Game Developer

    Posted: 27 Jan 2022 07:16 AM PST

    Hello everyone! I'm Tiffany and I'm getting ready to go BACK to college to get a 2nd Bachelors degree in Game Development and actually follow my dreams for the first time in my life.

    I've downloaded Unity and I'm already following their lessons and learning the software. The question I have for everyone here, is which College should I go for? So far I've applied to Full Sail University and I've been looking into SNHU and Savannah College of Art and Design. I want to make sure I am getting the best education in game development I possibly can. I also want to make sure the degree will be from a university that will be recognized by future employers. SCAD is pretty pricey to apply to so I just wanted to get some advice from people actually in this industry so I can make the best choices possible.

    If you've read this far then thank you so much for your time! 😊

    submitted by /u/imawitchbitch6
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    Code Coven’s Zero-Cost Entry-Level Education for Unreal Engine

    Posted: 27 Jan 2022 11:08 PM PST

    Where and how did you meet the people to start a project with?

    Posted: 27 Jan 2022 08:37 AM PST

    After two years of solo game dev I wanna start a 'serious' project. I would appreciate if people who started their own project or participated in one give some insight on how to start looking for other similar minded people. Should I attend game jams? Or look for people online?

    submitted by /u/Aff3nmann
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    Mixture of FPS and RPG

    Posted: 27 Jan 2022 10:51 PM PST

    I'm thinking about making a game that combines FPS and RPG mechanics. The problem is that people told me that this is a bad mixture and the project is going to fail. Others say that it could be an amazing game. What do you guys think? Do you know any examples of games that have already combined the two genres?

    submitted by /u/TelinoT
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    Best way to get into the field

    Posted: 27 Jan 2022 10:36 PM PST

    I've recently graduated high school, recently I've been doing just basic html code and web development stuff, but I want to get into a tech career, ultimately into game dev or programming, I was considering doing like ux design and after a couple years of learning code in my spare time to transition into game dev, or would it be better to just do game dev boot camps and try to get into it that way

    submitted by /u/Ifotm
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    How do pixel artists get hired as full time employees?

    Posted: 27 Jan 2022 06:48 PM PST

    There's plenty of guides on how to learn pixel art as a skill but no one can agree how much they get paid normally or even how to get a job (as a regular hours) employee.

    How do pixel artists usually get jobs as employees as opposed to contractors?

    submitted by /u/Failfer
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    Base building/housing in an RPG?

    Posted: 27 Jan 2022 12:31 PM PST

    Hey everyone! I'm delevoping some kind of RPG where you can build things out of blocks, but since the main focus of the game is on quests, dungeons, and exploring the universe, there never is a real reason to build a base like in survival games. Usually, you'll use your space ship as your base, put some chests and crafting tools in there and that's about it.

    Should I give players a reason to build things and be more creative? How would I do that? Or does it not fit in an RPG?

    submitted by /u/Beosar
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