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    Sunday, March 6, 2022

    How long would it take one person to remake a AAA game from 20-30 years ago?

    How long would it take one person to remake a AAA game from 20-30 years ago?


    How long would it take one person to remake a AAA game from 20-30 years ago?

    Posted: 06 Mar 2022 06:57 AM PST

    Is it possible with the technology these days to make a game like, for discussions sake, Banjo Kazooie or Jak and Daxter?

    I know those games were worked on by 30 people but nowadays we have a lot of pre-build engines and assets that save a lot of effort that was spent back then. Thinking about the low-polygon graphics back then, it does seem feasible. Obviously, it would be too ambitious but how long do you think an experienced indie game dev with rock star work ethic could do it?

    I was thinking about this as a hobbyist game dev. I'll admint I'm starting to get that twinkle in my eye that all devs do thinking about their dream game

    my first game is already something much smaller though, i was just thinking long term vision what skills to acquire

    submitted by /u/gozillionaire
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    Do you know any stories of successful devs that struggled in the beginning?

    Posted: 06 Mar 2022 07:14 AM PST

    I couldn't find on the web, so asking here. Maybe share yours?

    edit: looking for stories like biographies about people in game design, I saw one documentary about Satoru Iwata and I'm curious for more

    submitted by /u/_Proti
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    After getting zero sales and wishlists after launch... I realized the reality.

    Posted: 05 Mar 2022 12:22 PM PST

    I have spent a huge amount of time every single day making my solo developed game Everplast, making it all the way to the end and publishing it on Steam. For the first few days, it got some sales from friends, and then plummeted to zero. For a while in the game's development I posted a lot of pictures and information on Social Media, my prevalence never necessarily grew but seemed pretty static.

    I feel like after this, I now have the reality. I can see that what I am going through it probably what happens to most developers. I understand there are many important things that all go into it, but as a solo developer it feels impossible to keep up with everything. And then the final result of seeing zeros on my screen feels almost heartbreaking.

    Here is my store page on Steam:
    https://store.steampowered.com/app/1896630/Everplast/

    It seems like what I have probably doesn't catch the viewer's eye or seems interesting enough. However it is also weird seeing that other developers with an extremely small audience selling huge amounts of copies on Steam with store pages similar to mine, or with products that I would personally not expect to sell the way they did.

    This market really is just extremely saturated, and what I get from this is that an individual developer making a game from scratch to the end really doesn't feel important, and it does not guarantee nothing. Do I have more people to back this up? This is not a pity post at all, I want to learn from it and see how others get success from their games.

    Edit 1: I have read the responses and I am happy with the information that I was giving. Never before was I met with truth harsh criticisms. "Make an actually good game" and along this does not offend me, but puts me in my spot. Same with the banner and logo. Only from here I can grow and learn to make something valiable that deserves sales. Thank you for the criticism. :)

    Edit 2: Although there is not much I can do but continue, I did make some improvements to hopefully make the boring steam page just a bit more appealing. Although the product at heart is not very unique or amazing, I hoped to alleviate the situation just a bit. I'm super thankful for the harsh and down to earth feedback. It is the most important stuff I learned, and I will keep producing to be successful. Thank you so much!

    submitted by /u/WraithWinterly
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    16-bit Castlevania like town parallax Game Assets

    Posted: 05 Mar 2022 10:35 PM PST

    16-bit Castlevania like town parallax Game Assets

    Hello World,

    Download for Free this asset pack of medieval Town Scenery made in pixel-art.

    You may use these assets in personal or commercial projects. You may modify these assets to suit your needs.

    Credit is not required but appreciated it.

    Download Assets pack

    Download Music from video for free

    more of my work

    Video Demo

    submitted by /u/Ansimuz
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    What is the standard language for game-engine creation?

    Posted: 06 Mar 2022 11:40 AM PST

    Is there a standard and/or any notable deviations from the standard?

    submitted by /u/mushroomgambit
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    Help with constraint-based noise map generation

    Posted: 06 Mar 2022 01:10 PM PST

    So I'm wanting to be able to create noise maps using constraints like the distance between peaks, peak width, amount of peaks etc. Does anyone know of a technique doing anything like this? I'm using OpenSimplexNoise in Godot so I have parameters like Octaves, Period, Persistence and Lunacrity. I have a general idea on what design parameters would influence which noise parameters but I'm sure the math would be a lot more involved and I'd love to know if three is already a starting point out there.

    Thanks!

    submitted by /u/BALLZCENTIE
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    Does having companions in an RPG contradict having meaningful character progression choices?

    Posted: 06 Mar 2022 11:17 AM PST

    I've been going back and forth on to what extent I want to employ companion mechanics in my game. On the one hand, I really like the idea of slowly building up a crew of people and it's very thematically appropriate to the game. However, some of my biggest mechanical inspirations are games like the Interplay/Obsidian Fallout games and Deus Ex. In those, a major part of the RPG experience was building your unique character that allowed you to solve problems in your own way (violence vs stealth vs charisma vs etc.) The contradiction that I keep running into is that if companions exist as anything other than combat buddies, then a lot of that mechanical choice becomes meaningless.

    If you have a companion in your party that's really good with medicine, then there's no reason for you to "waste" points investing in your own medicine abilities. It becomes like a D&D party where everyone just has a designated role to play, player character included. That role by default ends up being whatever roles are not covered by your companions, which will almost inevitably be something like charisma because as the "main" character, you're going to be the one talking to people.

    I'm not sure if I should just nerf what companions can actually do to help you with stuff outside of combat even if it doesn't always make sense to do so (like Fallout New Vegas), if I should just lean into the stuff like narrative choices that companions inherently can't help you with (like Mass Effect), or if there's some third option that I'm missing that lets me have my cake and eat it too.

    submitted by /u/Cranyx
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    Unity + Playmaker - EASY Pinball Game - Artwork Speedbuild using minimal graphics + Download the graphics in the link in the Description

    Posted: 06 Mar 2022 06:14 AM PST

    What’s your favorite (underrated) setting for atmosphere. That instantly immerse you.

    Posted: 06 Mar 2022 08:40 AM PST

    Personally I would say when a game has a club or a tavern. Hearing the music in the background, the crowd, footsteps, dancing, people, etc.

    In any game it has to be mass effect. The clubs always felt realistic.

    submitted by /u/spacecandygames
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    Cyber Corridor 16-bit Pixel Style Game Assets

    Posted: 05 Mar 2022 10:09 PM PST

    Cyber Corridor 16-bit Pixel Style Game Assets

    Hello World,

    I'm sharing this SciFi asset among others in a SCIFI Pack for Free.

    You may use these assets in personal or commercial projects. You may modify these assets to suit your needs.

    Credit is not required but appreciated it.

    Download the pack for Free

    Download the music from the video

    more of my work

    https://reddit.com/link/t7sj3r/video/4ijwuciofpl81/player

    submitted by /u/Ansimuz
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    Transforming character code?

    Posted: 06 Mar 2022 01:55 PM PST

    Hey there! I'm building a game where the character can change into multiple forms to switch up the gameplay based on the folds obstructions like, gliding, smashing, ect. Idk where to begin with coding something like that but what recourses or code is needed to build this feature? Thank you!

    submitted by /u/Vinnyarizzo
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    First Game DEMO

    Posted: 06 Mar 2022 01:50 PM PST

    I am very happy to announce that the demo version of my first game is available for playtest!!

    I look forward to reading your feedback!

    submitted by /u/Less_Ad_9849
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    Noob question

    Posted: 06 Mar 2022 01:48 PM PST

    Sorry for the noob question but I want to make my first game with Unity and am looking on YouTube just to learn how to code it, so here's my question what is the genre of a game with missions that is not open world such as halo or Titanfall 2. TYIA

    submitted by /u/Target_Player_23
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    Lack of motivation

    Posted: 06 Mar 2022 01:43 PM PST

    I am a unity user for some time and after many attemlts over the years i have managed to learn many things and how to code withiut tutorials in under 1 week. Everything was awesome i had much motivation but the mf school appeared and i had to prepare for exams and didnt have time left for developing my game.

    I lost a lot of motivation, now if i join in my project i usually stay for 10 minutes doing useless things and then exiting unity and playing games. Sometimes i dont even enter unity.

    Pls, how can i stay on track and maintain my gamedev career?

    submitted by /u/V1rus_X
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    After years of struggling and self-doubt, I landed my dream job as a 3D artist at Blizzard out of college. Wanted to share my game dev journey that helped me get to where I'm at and how I believe you could do the same if you put your heart to it! Check out the linked YT video!

    Posted: 05 Mar 2022 05:18 PM PST

    Let me know what you think!

    submitted by /u/Weird-Pair9506
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    Should player see the number of players online?

    Posted: 06 Mar 2022 06:59 AM PST

    Hey everyone.

    I have a small dilemma. I have an online mobile game where I'm showing the number of players currently in it. Mine question is if the game isn't quite popular yet, should I allow the player to see the current number of players in the game?

    Asking because the feeling is that players enter the game, see that there's a small number of players online and quit. In the game even if there are no players online - there are always bots in the arena that everyone can fight with.

    Of course the pros of showing that stat is that player can decide whether he wants to spend time now on the game or not, but overall I think that it's reducing the total number of players online

    So what do you think, should I keep those numbers or not?

    submitted by /u/vipnet1
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    Open World Design

    Posted: 06 Mar 2022 02:38 AM PST

    I'm curious if there's any detailed conferences or videos on open world design. There's one I keep coming back to below and curious if there's any more direction on how to 'evolve the genre'.

    https://www.youtube.com/watch?v=ZxckAE9OU8M

    submitted by /u/blitz4
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    Steam keys scammers - my list of addresses

    Posted: 05 Mar 2022 03:01 PM PST

    Some of us know exactly when they're being contacted by key scammers, some still have some false hope for breathing some more life into their work after releasing it. I've release my first personal game a few months ago, but working in this industry for quite some years now, I was fully aware of what's going to happen. Without further ado, here's a list of email addresses of key scammers I was contacted from:

    onphyreganing@gmail.com impersonating https://www.youtube.com/channel/UCovXxYYROEBrhqAGEqwATdA "m" is replaced with "n" in the address.

    sosimpleaf@gmail.com impersonating https://www.youtube.com/c/BigSimple No verifiable address on social channels but found to spam more devs.

    chloelockc96@gmail.com impersonating https://www.twitch.tv/chloelock Additional "c" in the address.

    thepartizanspy@gmail.com impersonating https://www.youtube.com/c/ThePartisanSpy/ "s" in the real email address is replaced with "z".

    marcelluklinn@gmail.com impersonating https://www.twitch.tv/luklinn/about Completely mismatched email address.

    grumbulgaming@gmail.com impersonating https://www.twitch.tv/grumbul Completely mismatched email address.

    silenceesiback@gmail.com impersonating https://www.twitch.tv/silenceedgaf "is" replaced with "si" in the address.

    pcull444444@gmail.com impersonating https://www.twitch.tv/patty One extra "4" added to the address.

    In addition to the above, I was also contacted by:

    roozbehkhersi@gmail.com Supposedly Iranian, who can't buy games on Steam.

    mohsen.mq.qaemi@gmail.com , missbeleyk@gmail.com (both streamers from the "Aparat" platform)

    am.berat2007@gmail.com , sv.prolivije@gmail.com which I had no way of verifying, but their content doesn't match my game at all.

    Also, there was quite a lot of Steam Curators wishing to review the game. While some (maybe most) of them are just fishing for free games, you can at least be sure the keys won't be sold on a reseller site. I did not notice any impact on sales after reviews from curators contacting me by email. I did see some increased exposure after reviews from Chinese curators, which I have contacted myself through Steam's Curator Connect system.

    So, that's my experience from my first release. As a rule of thumb I assume all "content creators" contacting devs about keys are scammers. Don't fall for them!

    submitted by /u/EvilArev
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    How to make a 2D Farming RPG in Unity - Collectables

    Posted: 06 Mar 2022 12:15 PM PST

    Does anyone know of any nationwide (USA) / international / generally-renown Game Dev Clubs from which a highschool chapter club could be created?

    Posted: 06 Mar 2022 11:18 AM PST

    I'm looking to establish a game dev club at my own highschool. For the sake of credibility, I'd like to have the club affiliated with a greater organization or something of that sort, similarly to how the esports team is part of PlayVS.
    My searching has so far only brought up game dev clubs in colleges and none nation/state-wide. If anyone knows of any or something similar, I'd appreciate information about it, as well as any other info. Thanks.

    submitted by /u/FerbTheHerb
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    Why are some adult games being rejected manually by Steam?

    Posted: 05 Mar 2022 07:12 AM PST

    Valve has never exactly been clear about whether they want adult games on their platform or not. Deciding to sell adult games on its digital games storefront in 2018 has haunted the game maker and publisher ever since.

    Today, adult game developers report being less than pleased about the situation as well. Their games receive intense scrutiny before being allowed on the store while receiving very little support and promotion from Valve in return.

    What is the cause of this discrepancy? And can anything be done about it?

    The history of adult games on Steam

    In 2018, HuniePop developer HunieDev received a cryptic email from Valve claiming they had violated Steam's guidelines on '"pornographic content." As a result, HunieDev's games would be purged from Steam unless they complied by removing the offending content.

    Valve later reversed their stance on HunieDev's game and admitted it was a mistake. The company wrote about what they were trying to grapple with in an official blog post:

    The challenge is […] not simply […] games with adult or violent content. Instead, it's about whether the [Steam] Store contains games within an entire range of controversial topics - politics, sexuality, racism, gender, violence, identity, and so on.

    Valve made it clear then that they didn't want to act as gatekeepers. So instead, the company explicitly permitted all games to be sold on their platform. And instead of manually reviewing each title in their queue, they would leave it up to the community to decide:

    [W]e've decided that the right approach is to allow everything onto the Steam Store, except for things that we decide are illegal, or straight up trolling.

    By taking their hands off moderation, the company pushed that responsibility to its community instead. They realized this could cause problems, so they started working on better tools for games to find an audience on Steam. In many ways, Valve's experiments with Steam Labs flow directly from their decision to leave moderation up to the community.

    But even though they might have left the moderation of most games on their platform up to the community, adult games were not so lucky. They must still be reviewed manually by Valve.

    Hiding behind graphs

    Since the debacle with HuniePop four years ago, Valve has made many changes to its Steam platform. Among other changes, the company added new tools for players to filter on games, including adult ones. But Valve still needed to find a way to combat what they call "fake games," low-quality projects designed to churn out achievements and Trading Cards.

    User reviews have now become an essential metric for Valve to figure out whether a game is real or not. And reviews also decide whether Steam should promote a game to its userbase. The excellent How To Market A Game blog recently wrote about how much weight Valve gives to a game's first ten user reviews.

    The graph in their post shows that an example game was not promoted by Valve at all until it gathered at least ten "real" reviews. Valve reasons that low-quality games will not have a fanbase behind them. So if these games cannot cross the threshold of 10 user reviews, Valve doesn't have to bother to promote them either.

    It seems straightforward enough: Prove that you're a "real" game by getting ten people to spend their own money on it and leave a review. Of course, that isn't always easy, but it's not an impossible task either for most games.

    But adult games have an additional hurdle to cross. Unlike every other game on the store, Valve must review them manually before being let in. But adult game developers complain that their games are being rejected without an apparent reason.

    Say It Again

    Gaerax is working on the visual novel Say It Again, an unconventional love story between a socially challenged content creator and her new roommate. The game is already available on itch.io, and Patreon and Gaerax submitted it for review to Steam.

    But Valve rejected the game, stating that Say It Again could not be sold on Steam because Valve will not "distribute content [that] depict[s] sexual conduct involving a minor."

    The developer of the game assured me that their game does not feature underage content. But what they suspect happened is that Valve has taken umbrage with a scene in which two teenagers kiss while fully clothed.

    Valve also states in the email that they are "not interested in working with partners that dance around the edges of what's legal." Does that mean that Valve is actually reviewing the content of the adult games in their submission queue?

    What requirements?

    Valve's rejection of Say It Again implies that the company has an internal list of criteria for adult games. And perhaps Gaerax fell afoul of one or more of these requirements. But what I find concerning is that Valve, to my knowledge, has never published such a list of requirements for adult games.

    This lack of clarity causes a lot of anxiety in the adult game-making community. Developers try to reverse-engineer the requirements based on the limited amount of information they have. They are left to trade rumors like these among themselves:

    Steam is very specifically opposed to schools and almost nothing else. If you can just make it really feel like it's definitely a college-aged interaction you should be good.

    Developers share these rumors because they're afraid to be the next one who is rejected by Valve for some unknown reason. It gives them some semblance of control over the situation.

    It could be that Valve has an especially extreme bias against school settings. In the rejection email, they do specifically say that setting your game in a high school but aging the characters up in the story is unacceptable. But without confirmation from Valve, this is all just hearsay.

    Broken games are not the problem

    It's important to note that Valve does not do quality control on any other type of game. The company reasons that making sure the game works is up to the developer. Steam does not publish these games, they only distribute them via their storefront.

    Valve's lack of quality control on what they put up for sale does not always go over well. There have been instances of games being launched on Steam that did not provide a game executable at all.

    If Valve has no problem with selling products that are obviously broken, that makes it all the stranger that the company is being so tight-lipped about their requirements for adult games. If they would simply tell adult game developers what they deem acceptable, game makers could resolve many of the problems with their content before submitting their games for review.

    Conclusion

    Adult game developers cannot play a game of "will they, won't they" with Steam forever. At some point, Valve needs to come clean about what they want and expect from developers. We've already seen this year what havoc a store pulling adult games from its catalog does to the adult gaming community.

    Just tell us what you want, Valve. I'm sure we can figure something out!

    (This article was originally posted on Naughty List News, my weekly newsletter about adult games and the people who make them.)

    submitted by /u/mrhands31
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    What happens if I don't put bank details in the Steam acc?

    Posted: 06 Mar 2022 05:17 AM PST

    Recently Steam declined my bank details (since I'm from Russia), and it's good for me, bcz I have to convert dollars into rubles (due to new laws), and actual exchange rate is 1$=124 rubles, while bank offers me 1$=92-93 rubles. and it's... humiliating. So I'd like to have them in the Steam.

    So what happens with money in the Steam dev acc if you don't withdraw it? Are there any holding taxes? Or they're just stored (like "holding payment", but with whatever amount of the money)?

    submitted by /u/deadxinsideornot
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    Shadow Strike Ability - Using Unreal Engine 4 (Middle Earth: Shadow of Mordor)

    Posted: 06 Mar 2022 10:59 AM PST

    Shadow Strike Ability - Using Unreal Engine 4 (Middle Earth: Shadow of Mordor)

    I tried implementing the awesome Shadow Strike ability (with chain strikes) from Middle Earth: Shadow of Mordor using Unreal Engine. It was really cool to break down the ability into many parts and recreate it again using the engine. The outcome was really closer to the original one and it did have the "Satisfying" feeling when chaining multiple strikes together.

    You can watch the whole breakdown and how recreated in here: https://youtu.be/S7kljnY-ZXQ

    The Git hub link is also available If you want to take a look at the project.

    Thank you for your time.

    https://reddit.com/link/t85o5n/video/8fapduv79tl81/player

    submitted by /u/finnmaxwell045
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    OpenTK C#

    Posted: 06 Mar 2022 06:19 AM PST

    Hi I just started using OpenTk and I was wondering is OpenTk hard i was hoping that i could make a Raycasting game like Wolfenstein but I couldn't find any Tutorials about is OpenTk hard and is there any raycasting tutorials that I could use Raycasting C#

    submitted by /u/prodxhype
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    In 2004, I wrote about how the game industry would be in 2025

    Posted: 06 Mar 2022 01:49 PM PST

    • Games will become mainstream

    • There will be media players that also do games, similar to the Sony PSX (Japan exclusive)

    • Pure consoles will still have their niche

    • Films, TV series, mobile episodes and games will be made simultaneously

    • The average age of players will be even higher, probably reaching 30-50

    • Games will play a huge part in Education

    • Simulation will become hardcore, as the Spore game shown at GDC

    • Gaming will be fully incorporated to popular culture, the same process that took place with Film decades ago

    • Portables will finally integrate with cell phones

    • Two opposite tendencies will be forced to live together: huge budgets – 20M plus – and small, "independent" developers – 3M (?)

    • The business model will change as developers gain control

    • People will support their favorite developers, putting publishers out of the loop

    • Games will be downloaded to hard-drives through extreme broadband connections

    • There will be room for "monthly fee" services, a model that generates stable revenue

    • Online gaming will be obligatory. The world will be much more connected that it is now, with English as the official language

    • Cell phones will become minuscule desktops, with highres audio and video. They'll probably look much better that current Xbox games, as the first 3D enabled phones hit the market (3rd quarter of 2005)

    • Education in games will become trivial

    • The industry will mature to the point of needing proper education, experience and having a reasonable set of rules

    • Maybe the future of LAN houses will be "game cafés", where gamers can gather with their wi-fi enabled portables and play together

    • Games will also be used as "training" to disabled individuals, as the interface to prosthetic limbs evolve

    • There's a chance that the descendant of Blu-Ray will become the "recordable standard" in the future, reaching between 100-200 Gb per disc

    • As HD becomes standard, games will have to be adapted to the slow speed of plasma and LCD screens, a problem that's already showing it's ugly head

    • Cell phones will become true media centers, connect high speed 100% of the time to the Internet. People will buy everything though their cell phones, as wallets and purses give way to electronic money – not so different than an ATM card, but done by hardware and software

    Original title: "The Game and Mobile Industry in 2025"

    WRITTEN IN 2004 (!) for a UCLA course about "convergence"

    "proof": https://imgur.com/gallery/TAyhu2m

    submitted by /u/AtmanRising
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