I have no idea what i did to my grass texture and it also doesn't show up in the editor at all. Can't find an answer in the unity manual. Any ideas? |
- I have no idea what i did to my grass texture and it also doesn't show up in the editor at all. Can't find an answer in the unity manual. Any ideas?
- Developers who work in teams, what tools do you use for asset managment?
- Best countries for gamedevs in Europe
- Archipelago Launch Postmortem (+ numbers)
- Text-Based Cat Game?
- is it important that my 3D models are properly scaled, positioned, Z-forward set, etc prior to importing into my game engine?
- Blender Deform Modifier Animation Tutorial
- Website Polycount. Is it still operational online?
- Raven Software QA Tester Strike Ending
- Is there an Odin project for game dev?
- Without any marketing support, we had our first press review !!
- Im going to apply for FutureGames for their game programming course and need some advice about how to present my work samples
- How much would it cost to develop a sports game?
- Is it possible to get a job as a self taught indie developer?
- Chatroom based visual novel?
- The Most Frustrating Thing
- Got a favorite place for free heightmaps?
- Hi! I'm making a developer menu, it is fully functional, but I hate the look of it. How could I improve that?
- Discussion: how exactly did you develop your game? from Professional Educational or Youtube videos, & how is your skill level (then vs now ) from the learning?
- UE4 compiling lots of shaders
- How to achieve: rectangular gain behaviour?
- Those who do this for money, do you still "enjoy" it?
- Dad Daughter Quarantine Game Jam Day 4
Posted: 22 Jan 2022 07:31 PM PST
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Developers who work in teams, what tools do you use for asset managment? Posted: 23 Jan 2022 01:54 AM PST Got together with two friends and decided on a group project, a simple game we can work on as a hobby. We all fondled with making games but never as a team. We'll use Git for source controll, but I don't really know what to use for asset managment. As in, a common repository for all of our assets(Sprites, fonts, models, ...), so the question is, how do you manage your assets as a team? [link] [comments] | ||
Best countries for gamedevs in Europe Posted: 23 Jan 2022 02:37 AM PST Hey guys, I'm currently studying mediainformatics (it also contains some gamedev courses) and want to do games afterwards. I am thinking of taking part in exchange Programm(only europe is available) and finishing my Masters in a country where are more big studios so I can find a good opportunities right after the Uni. What I am thinking now is Sweden and maybe Germany. (UK is not possible) Any ideas or recommendations ? [link] [comments] | ||
Archipelago Launch Postmortem (+ numbers) Posted: 22 Jan 2022 09:52 AM PST One week ago, on January 14th I released my first game Archipelago on steam. BackgroundArchipelago is a "roguelite" tower defense game. I developed it in about 6.5 months, starting in June of last year. I worked it about 10 hours per week during school and about 25 hours per week during breaks, so I estimate it was about 500 hours of development. PerformanceSince release, Archipelago has sold 281 copies in total, of which 30 were returned, resulting in gross revenue of $1214 and net revenue of $983 (before tax). Average time played is 1 hour 31 minutes and median time played is 59 minutes, which steam tells me is below average. I'll talk about that a little more later. MarketingAt launch, I had ~380 wishlists. My lifetime wishlist conversion rate is 15%. So, about 100 of my sales are from wishlists and about 180 are from "random" steam users. Oddly enough now I have 568 outstanding wishlists. I expected that wishlists would not continue post launch because people could just buy the game but that doesn't seem to be the case. My guess is that people who have it wishlisted now are waiting for a sale. I started building wishlists around 2 months ago by posting on reddit. In total, I estimate reddit posts contributed about 150 wishlists. The other 200 came from a youtuber wanderbots playing the game on stream after I cold emailed him a key. I was surprised how much one youtube video "moved the needle." Wanderbots isn't a huge channel (the video has about 20k views) and he only played it once but it contributed more wishlists (and I suspect sales) then all 10+ of my reddit posts combined. I've since emailed a few other streamers keys but none of them have played the game. That's definitely something I want to keep experimenting with because it seems to have a great effect on game sales. What I learnedThis isn't the first game I've made, but it is the first game I've sold. Probably the biggest lesson I learned from Archipelago's release is that games are more than just gameplay. Your progression system is as important, if not more important than your gameplay. If people stop progressing they'll stop playing. Archipelago's progression system is in the form of a research menu. As you gain XP you unlock new units. The issue was that you gained XP very quickly, so at launch people were beating the game in < 2 hours. Because a natural time to leave a review is right after you beat the game, a lot of my reviews are people who are somewhat disappointed with the game's length, which I'm guessing hurt sales somewhat. Basically the lesson is you can't just playtest the gameplay of a game, you have to playtest the entire thing as a unit. Playtesting/iterating just the core gameplay might give you good core gameplay but without a strong progression system or reward system people will move on. Another thing I learned: limit player decisions. I realized it's much more fun to make a decision between a very limited (discrete) set of options than it is to make a decision with almost unlimited options. I think this contributes to making Archipelago somewhat tedious to play. I let you place units and walls anywhere, which, though it sounds interesting, is somewhat overwhelming when you're actually playing. A game like poker gives the player only 4 options (check, fold, raise, call), but is still much deeper than my game. I now understand much better the upgrade systems in kingdom rush and bloons td - it basically lets the player keep progressing and keep going further without giving them an overwhelming number of options. Minimum Viable ProductI think this release gave me a much better understanding of what a minimum viable product is. A minimum viable product is not just the core gameplay of your game but a "vertical slice" of all the parts of your game, including progression. Rather than iterating just the gameplay, iterate the entire game as a unit, which (hopefully) will lead to a better understanding of the entire player experience. What next?I'm happy with my first week sales. I was definitely hoping for more but I realize that I got pretty lucky to even sell as many copies as I did. I'm planning on taking the lessons from Archipelago and using them to make my next game 10x better. All of this is just my opinion, hopefully you found it interesting. If you have any questions I'd be happy to answer them. Oh, also, the game is sort of open source. The source code can be found here if you're interested. [link] [comments] | ||
Posted: 23 Jan 2022 02:04 AM PST I am a self-taught artist and general genetics nerd who has programmed a few web pages in javascript, and a few discord bots, mostly to do with cat genetics. I've had no formal teaching in programming, but I've taught myself enough java and python for my creations to work, and have had this idea floating in my head for a while: A game where you collect, manage and breed cats, using a realistic genetics system. It would function similarly to browser pet sims, where there isn't really an overworld you (the player) is travelling through, but rather, a system of menus you are clicking through. The flavor/lore is that the player is a cat themselves, gathering a tribe together and trying to gain more territory/more cats, driving the main gameplay loop (get cat > level up cat > use cat to hunt food and fight for more territory > breed cats together > get cat > repeat). I actually made a discord bot with a similar gameplay loop, that included exploring, finding cats, cat levels, and breeding, using discord.py + sqlite, however I find myself less and less enthralled by having to manually enter each command into the bot, and have been wanting to develop something with more engaging user inputs. I've been talking about this with some friends of mine, and my original idea was actually to create a browser game/petsite, like neopets or dragon cave, but some of them suggested it would be better suited for (and easier for me to make) a text-adventure RPG desktop application, or even a full-out game in godot, instead. Following that, I've been poking around developing either an application using PyQt6 & QtDesigner, or a game using godot, but as I'm used to web-based development, I really need to narrow it down and pick one to seriously look into. Would this idea be best suited for a browser game, a PyQt application, or a godot game? Or should I just try to continue development on the discord bot version of the game instead? [link] [comments] | ||
Posted: 22 Jan 2022 08:27 AM PST I'm a programmer who has mostly dabbed in developing 2D interfaces and recently started getting into Unity dev in 3D. Starting off, I've been mostly using primitives to prototype but now I'm venturing into the full pipeline (3D -> Unity) with a friend who also recently started picking up modeling. I haven't done anything complex yet - mostly just still learning to import assets and textures, putting it together and placing it in my scene. So what happens is that sometimes I get a 3D model from my friend where the scaling is totally off and I just reduce the scale as necessary. If the positioning is off, I'll create a parent game object and center it from here. If it's an environmental asset, it's sometimes not to scale when imported and I'll adjust it in Unity, add my own colliders, etc. It's a hack that's fine for now, but I'd like to know if it's feasible in the long run? What issues will I encounter if I keep doing this? [link] [comments] | ||
Blender Deform Modifier Animation Tutorial Posted: 23 Jan 2022 01:42 AM PST
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Website Polycount. Is it still operational online? Posted: 23 Jan 2022 01:41 AM PST Everytime I visit Polycount I keep seeing old post, then my anti malware starts acting up and starts blocking malicious activity. Is it Polycount website or is it my machine? [link] [comments] | ||
Raven Software QA Tester Strike Ending Posted: 23 Jan 2022 04:40 AM PST
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Is there an Odin project for game dev? Posted: 23 Jan 2022 04:22 AM PST As the title says, an in depth course for free, preferably maintained with an active community looking towards helping others out in learning. [link] [comments] | ||
Without any marketing support, we had our first press review !! Posted: 23 Jan 2022 04:22 AM PST | ||
Posted: 23 Jan 2022 04:21 AM PST Hi I would like to apply for FutureGames (game programming course) and their scholar ship program and based on what i found, the key to making my self stand out are my work samples. Currently i want to know what is the best way to show what i have done, so i have better chance at getting accepted. About me : im 18 and will graduate high in a few mounths. I have been doing game programming for 2 years. I have published two games on google play (they are not too special) plus some tools that i made inside unity. I aslo have a 3 mounth internship experience at a game making company as a programmer. Im mostly trying to showcase a new tool that i made for unity which is a small game creator and collection of tools that makes the process of making hyper casual games much faster. [link] [comments] | ||
How much would it cost to develop a sports game? Posted: 23 Jan 2022 04:00 AM PST I would like to create an AAA football or basketball game without player licenses. How much should something like this cost. Also how many devs would I need to launch something like this in 2 years max. [link] [comments] | ||
Is it possible to get a job as a self taught indie developer? Posted: 22 Jan 2022 08:06 PM PST Sorry if this isn't the right place to pose this type of question, but I have seen similar posts and there seems to be a wide range of opinions on the subject. Some say all you need is a portfolio, some say you need a degree, some say you need both. I know there are a lot of different types of game development jobs out there ranging in specialist roles at big companies to just a small indie company needing someone who knows how to use a certain engine, so maybe this might be imposed by what type of job you actually want to land. Most people don't make that very clear though and just say you need a degree or you don't. Just to be clear I wouldn't go to college to necessarily learn, as I learn better on my own anyways and for gamedev specifically it seems to be common to recommend against specific game development degrees anyway. Anyone recommending a degree usually point towards computer science, which makes sense. However, again I would like specify I would only want to get a degree if its absolutely necessary to get a job, not because it's a good way to learn it. Everyone learns differently imo. Not to mention it's way less expensive to learn by other means. I don't really care if I get to work at a big company or not. If someone needs a developer big or small, and pays me enough for basic living needs, I'm alright. I'm also fine with working my way up, as that's what I would imagine you would have to do. Again there seems to be this big sentiment around other young people like myself that don't want to go to college and land one of the most prestigious AAA jobs right off the bat, and even I know that's unrealistic. I've already started learning unreal engine and plan on also learning C++ along with it. If I adhere to what some people say, I should be fine as long as I have a fleshed out portfolio of projects and released titles. Some disagree and say I also need a CS degree to get anyone to bat an eye. At the end of the day I feel fully capable and more confident in myself if I'm self taught rather than going to school, as most of the things I know best are fueled through my own self intuition and research. If a degree is literally all people care about to even look at you though, that's the only reason why I would want to do it. TL;DR, I learn best on my own, and I'm confident I can attain the skills without university help, but does it even matter? Do I even get considered if I don't have a degree? There's so many conflicting answers out there. [link] [comments] | ||
Posted: 22 Jan 2022 05:24 PM PST I'm trying to make a visual novel kind of game, but with a chat room layout. Similar to Mystic Messenger I suppose? What's a good place to start? I know Renpy works well but I was hoping for additional help since I'm a bit confused :) [link] [comments] | ||
Posted: 22 Jan 2022 03:58 PM PST This honestly goes more to writing than to game development, but it kinda fits so... I just hate it when I get an idea and it sounds eerily similar to something I've never heard of! The way I see it, creative output is like a program in a computer. The output is what results of various inputs. If various machines use the same inputs, then it's a calculated probability that the outputs may have certain similarities. Long story short, it sucks [link] [comments] | ||
Got a favorite place for free heightmaps? Posted: 22 Jan 2022 08:19 PM PST | ||
Posted: 23 Jan 2022 02:07 AM PST
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Posted: 22 Jan 2022 09:55 PM PST This is a General Discussion: Is something like a college or university degree for Game Development really necessary? or can Youtube videos provide the exact same information and skills needed? (this I know is dumb but...) Does relying on YouTube videos actually provided any sort of skills, Before going on I should note. From different videos it can provided alots of important knowledge and skills. - My point I wanted to focus on is, If I watched a series of tutorials for how to make a shooter fps.. Does it count as learning? If I'm following step by step instructions, Unlike a school where you can Ask question right away and get an answer and get a better understanding. What if say someone wanted their game to do something Very Very specific... like an attack or certain action (I don't how to explain it) But you have No clue how implicate that thing. No youtube can provided an answer has it's a little to specific answer. Unlike a school does watching videos on YouTube prove or add any skill levels (that Wasn't meant to be a joke) I mean if someone watch a "how to make a fps shooter" they only watch from learning what that person has to offer no additional details or help, if the off chance someone ran into a problem that can't fix or solve. [link] [comments] | ||
Posted: 23 Jan 2022 01:32 AM PST Hello, as the title says...is there anyway to make UE compile less shaders when you create the package or when you open the project on another computer where the shaders were not precompiled? [link] [comments] | ||
How to achieve: rectangular gain behaviour? Posted: 23 Jan 2022 01:29 AM PST Hi, I'm a beginner game developer and I want to achieve a behaviour called "rectangular gain". I'm using UnityEngine. The behaviour: When the player get's out of the rectangle the velocity of movement gets increased and the rectangle follows the player. I found an old example of developers applying it to VR: My question: Is there anybody out here who knows how to achieve this behaviour in UnityEngine using C#? [link] [comments] | ||
Those who do this for money, do you still "enjoy" it? Posted: 22 Jan 2022 11:21 AM PST I'm the kind of person who really has to be in the right mood to get something done. I can't usually force myself to get anything done. Never have. Personal life or professional life. My career has suffered because of it. But it's fine, I'm surviving. Over the years, I have switched between a number of different activities based on what I enjoy doing. I really used to enjoy playing games and building them. A decade ago, I worked a day job for 10 hours and then came home and toiled away on making video games. I remember being passionate and "enjoying" it. It was work but I was excited to see it through to the finish line and to have a finished game that I could upload on flash game sites. I freelance now and I have a lot more free time than before but I really don't "enjoy" making games anymore like I used to. I hardly get excited about playing games anymore too. All my life I played on integrated graphics and minimum system requirements. I have a decent computer now that can play anything currently out at 1080p, 60 fps, medium settings but I get a sinking feeling when I look at any new game releases or my backlog because I just don't feel like playing them anymore. I still watch a lot of Youtube content surrounding games like game design analysis, video essays, news, but I absolutely hate the idea of playing games anymore, even the kind of games that I used to like. My biggest game so far has been Russian Roulette One Life. I made about 8-9 more after that so far but with time, my passion is slowing waning, and starting work on a new game feels like torture now. I get excited about game development projects for like a week, do some work, and abandon the project. The only projects that I've finished in the last two years are games that I was able to complete in less than 15 days. I used to never abandon projects and now I drag my feet to finish even though I know that the end is in sight if I just spend the next 8 hours working instead of mindlessly scrolling through Twitter, Youtube, and Reddit. Life hasn't been all sunshine and roses for the last 5-6 years and I think it has really sapped my enthusiasm for this. The things that bother me on a day-to-day basis - playing games and making them don't seem to be the correct solutions for that. The joy I used to get from creating something just doesn't seem to exist anymore and finishing projects is a slog. Game development used to get me excited for two reasons - the achievement of creating a game that I could share and show people and the prospect of someday making money from this as a solo indie. The first one doesn't seem appealing anymore and the second up I've given up on. I made my first game in late 2011. I have finished 20 small to medium solo projects so far. I just don't want to do this anymore. I have one slot paid for on steam that I want to use because I paid for it and just release something and never want to open Unity again. Anybody else here feel the same? [link] [comments] | ||
Dad Daughter Quarantine Game Jam Day 4 Posted: 22 Jan 2022 08:16 AM PST
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