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frob

Member Since 12 Mar 2005
Offline Last Active Today, 08:40 AM

#5310960 How much money do you make with your games?

Posted by on 15 September 2016 - 12:50 PM

Every product is different.

 

How much a game made is not really enough information.  A game that makes $75,000 may sound impressive until you learn it cost $95,000, or it may be amazing if the person invested 400 hours and $50 in the project.

Those that operate professionally and do the important tasks of market research, of marketing to potential customers, and ensuring proper quality of the game tend to make quite a lot of money. The best product series I was on ended with a 62% profit over investment.  Other projects of this type tend to range from a moderate loss to a moderate profit, depending on more factors than anyone can account for, including a bit of luck.

 

Those that are amateur tend to make no revenue. Sadly, most games fit here. These tend to have no market research, simply jumping in because the project looks fun.  Marketing tends to be a few posts online about "I made a game!". Quality controls tend to be handing the game to a few people and asking for feedback.  These products will sometimes end up with a few sales from friends and family.  Considering the hours invested to make the game most of these tend to pay out at a few cents or a fraction of a cent per hour.

 

Products that work somewhat in-between the two tend to have different results.




#5310448 Mines here and there

Posted by on 12 September 2016 - 08:22 AM

In a human-versus-human game, how would the humans handle it?

 

Would humans continue to use the road and accept a few random casualties? Would humans find an alternate route? Would humans send an army of cheap disposable troops to trip all the mines?

 

The AI should probably do the same thing the humans would do in a similar situation.  Whatever makes sense for the game is for that game the AI should be doing.  If there are multiple strategies that are good in the game, the AI should pick between them roughly as players will.




#5310393 2.5d

Posted by on 11 September 2016 - 09:58 PM

2.5d graphic like this

 

 

Unfortunately the term 2.5d has been abused by enough people that it often no longer means what it originally meant and is beginning to lose all meaning in the field.  

 

Originally it was used for first-person-shooters that appeared to be 3D but were actually 2D maps with some visual tricks thrown in.  Wolfenstein 3D (1992) and the original Doom  (1993) both fit that description.  Today people use the term for the original meaning, and for isometric views, and for constrained views, and for anything that looks realistically rendered, and for more meanings besides.  This seems to be your case here.

 

 

 

 

What is a point of using 2.5d graphic like this

 

 

That specific game, Factorio, is a 2D game where the images are rendered and animated in a style that looks 3D.  The game appears to be made up of rectangular tiles, and each tile has artwork.

 

The art style happens to look like 3D pipes with fluid rushing through it, or as towers and buildings sticking from the ground, or as units standing up, but they could have made any art style they wanted.  Even so, they appear to be 2D images, basically the same as jpeg and gif and png files. (Games typically don't use those formats as there are more efficient graphics formats that can be transferred directly to the video card.)

 

As for the point of doing it, the way the game world works is often an important consideration.  By keeping the gameplay world flat the design stays close to many table-top games and card games. The design is laying tiles down on top of the game board, either replacing or augmenting existing tiles.

 

They have kept the game world effectively as a flat map where players interact from above with tiles of objects. Design-wise this means many other choices fall into place as a result of the decision. Keeping the game as effectively a tile-based board game allows for several common picking-based user interfaces, and allows worlds to be manipulated as grids and tiles. It has design implications to game strategy, to character pathfinding, to space usage, and more.  It also has non-design technical implications to how the world technology is built, how data files are manipulated, how rendering works, and so on.

 

 

 

I have to create 3d model and then cut it to 2d or there is another option?

 

If you are making the artwork you can use whatever you want.  You may choose to render it as views from a 3D rendering program.  You may choose to take photographs of real objects and edit them down as needed. You may choose to use carefully drawn 2D art. As these appear to be basic tiles you can draw the images using whatever method you choose, in whatever art style you choose, as long as you ultimately get them into the game in the required formats.

 

In this case they chose to make an art style that looks like 3D with a nearly top-down perspective.  Visual styles are important when building a brand and theme for a game. Some games incorporate multiple art styles and different tile or model sets, some games rely heavily on a specific look and feel for their brand.  That was a choice they made, if you aren't part of the company you can do whatever you wish.

 

They could have chosen any art style, but that's the one they chose for whatever artistic reasons they had. 




#5310298 Handling game resources

Posted by on 10 September 2016 - 07:35 PM

Depends on the products.

 

 

 

Usually during development it is as you described, loading the files directly. 

 

Then later in development, usually more efficient methods are built.  This is usually done by switching file formats to match what is friendly in memory.

 

Consider that the big cost of loading files isn't the disk transfer, it is figuring out how to store and process the data in the file.  A seemingly simple file like a large XML document can be an enormous monster when it comes to memory allocation inside a program; naive programmers will build enormous data trees requiring untold thousands of memory allocations to construct the representation.

 

Many games avoid this by packing the resources to exactly the format they will be needed on the destination machine. The game can load it all to a large block of memory, fix some pointers to specific locations within the data file, and everything automatically works.

 

Other times they use data formats that are better suited to the systems.  You mention PNG files in your example. While PNG files are great for downloading images on the web since they are tightly compressed, they are terrible for games because of how they expand. There are various texture file formats that can be loaded directly to the card and don't need to be decoded or processed. Their compression ratio is not nearly as tight as PNG, but you can directly pass the file to the graphics card and use it instantly, so it works well.

 

Many games use tools similar to PhysFS, using a compressed file structure for the final game to save space -- basically a zip file -- but also loading resource files if they exist on disk. This allows developers to work mostly from assets as they will be shipped to customers but still do development with individual files as needed.

 

i know this is not safe as people have access to resource and they can "hack" it buy changing the resource, etc.

 

That is generally not a big concern.  Yes there are cheaters out there who will replace wall textures with alpha-enabled textures so they can see through them. People will replace enemy textures with bright red or bright orange colors so they can be seen easily. While games can attempt to take countermeasures against it the difficulty and cost are extremely high, and it will always be a "cat and mouse" style game of attackers finding a way thorough, then developers finding and stopping it, the attackers finding another way through, and developers finding and stopping it, repeating until the product is no longer profitable.

 

Better to just know up front that cheaters are going to cheat and spend your time and energy into creating the best game you can. 




#5310296 Affordable Copy Protection

Posted by on 10 September 2016 - 07:21 PM

There are tools that exist, yes, but you don't mention what "affordable" means to you.

 

As you mention "indie", know that it is probably a terrible use of your limited resources.  

 

Anything you use, even the professionally licensed technologies, can be defeated if the software exists on the user's computer.  The ONLY way to limit it is to never give them the resource in the first place. That can mean only distributing a game with a small number of levels, or keeping critical data on the server and never transmitting it to the other side.  Even so, those can still potentially be defeated by someone buying the product and releasing what they've figured out or recorded on their own.  

 

Currently the most reliable method is to keep not just the critical data on the servers --- since that can be recorded and replayed --- but to keep chunks of computing and game processing on servers as well.  Someone could in theory reverse engineer the gameplay computing that takes place on the server but it would require major time and effort as they re-implement core features of your game. Even that can be accomplished over time for motivated users.

 

 

If you are doing this as a hobby or small business, it is generally a better idea to not lock it down, or alternatively, intentionally seed a product that encourages the purchase of the real thing.  

 

 

A good example of the latter solution was done by Kairosoft with Game Dev Story, a game where you run a game development studio. The company intentionally "leaked" modified versions of their game to warez sites with a critical modification; after the game studio grows to a big enough size they would start suffering business losses to piracy. The game would become impossible to win because whatever product your simulated studio launched, the vast majority of the virtual income generated went away due to piracy.  People started vocally complaining about it online and real customers commented that they didn't have the problem, they could run their virtual game studios for 20 years quite successfully.  It wasn't until quite some time after many public statements about how the game was unwinnable that the company announced their actions: the story of playing a game developer would be unwinnable to those who pirated their games as their studios lost business to piracy. 

 

It was beautiful.




#5310256 Does NDA really work?

Posted by on 10 September 2016 - 10:36 AM

Thats the whole point @, because it can be circumvent so easily is the meaning of "not workable" to me. Any action can be equally costly to both sides depending who they are (that cancels out).
 
The only reason to be found guilty is to break blatantly without any creativity, conversely, the way to successfully break NDA confidentiality and get away with it, is to be creative and smart (yes still very wrong). But the need for the truth to be said in this matter is to warn those who naively think NDA is a safe haven, because I hear it mentioned everytime. No  its not


Some of that is always the situation. It's like warning that "it is only illegal if you get caught".

Some people will speed on the roads thinking that there are no consequences. Some people face the consequences of being stopped by police and facing a ticket of a few hundred dollars and an insurance premium rate hike, and sadly some other people face the consequences of crashing, facing expensive auto repairs, property damage costs, and risking injury and occasionally death.

While breaking an NDA won't mean death, if you are caught and the company chooses to fight against you it can destroy your career. As part of our hiring process we contact former employers. If we hear back you violated confidentiality agreements then you're not getting hired.

If word gets online that you broke your agreements then any future employee who types your name into the search box will discover it, and you'll struggle to find good jobs as long as it remains high in the search results.

It is true that many people violate their agreements. Few of them are caught doing it, and few of those are taken to court. The risk involved is rather low. But the costs involved are extremely high. There is the cost of tens of thousands of dollars in your own legal defense, possibly reaching well over the hundred thousand dollar range. Just having the accusations made can destroy their career and face lower wages once they do find work. Assuming it reaches a settlement rather than going all the way through the courts the person will have whatever those damages are, or if they fight all the way through and lose, whatever fines or penalties are assigned for breaking the NDA.


So no, an NDA does not stop people from talking, nor does it stop your secrets from spreading once someone releases them. Instead, an NDA makes most people think twice before talking or releasing company information, and if the person does do serious harm to the company, allows the company both to recover some money against the NDA breaker's future wages, and also to basically destroy the person's life if the company is vengeful after the damage is done.


#5310007 Computer understands your text and is able to speak back

Posted by on 08 September 2016 - 02:19 PM

Have you looked at the links I gave above?

 

You don't need to do full natural language recognition, just enough of the key words your game cares about.  You can build an enormous vocabulary of words that become a small set of tokens, and those tokens form a recognizer grammar.  As far as punctuation you can include that in the grammar, perhaps recognizing "period", "dot", "point" as a token, registering "question" and "question mark" as a token, "exclamation", "exclamation point" and "bang" as a symbol, etc. There are many libraries that work this way, you can find them on all the major platforms either built-in or as free/inexpensive libraries.

 

On Windows they are available as simple-to-use COM objects, just like Direct3D and other standard COM objects. Tell the system you want a SAPI instance and use it for both pattern recognition and for text-to-speech, documented with the links above.

 

On other platforms there are similar systems but the W3C has created standardized formats for the grammars so they're generally portable. I've used a few with Java bindings, they're basically mix-and-match.  Throw the system a grammar to recognize, occasionally get called with a bunch of recognized tokens that you can mess with.




#5309953 Could you recommend a lightweight database?

Posted by on 08 September 2016 - 08:37 AM

Would that mean I'd need to create structs instead of tables and write functions to insert/select/etc. records into/from those structs? Would this cause an issue as the number of records grow high? Not necessarily with player data but with item data as they can grow very very high.
 

 

Depends on details, but probably yes.

 

Relational database systems are for big complex systems with enormous volumes of data. Simple requests take on the order of 10ms (about the same as a full graphics frame) and complex data requests can take much longer.  They can work for reliable persistence, but their main purpose is relational queries.

 

Game need a lot of data in memory.  That data might be stored in a database, but shouldn't be queried as the data is run. Data like user account information and inventories and such may be requested, but note that because of the time required for requests, on the order of a full graphics frame, you cannot rely on database round-trips for gameplay data.  You can load data from a database, but that shouldn't be your typical data flow.

 

Servers can use a relational database for a write-through or write-back persistence method.  That is, you notify the server of some changes and the server eventually writes a copy out to the database. Most likely the server will keep a live copy in memory for quite some time to give faster access to the data, eventually dropping it from the cache when it is no longer used and something else is needed.

 

 

 

For what you describe you will probably be using plain old arrays of data, possibly keeping them sorted.  When you load and save the game you might store it to a database, but the common access for gameplay code will be to a plain old array container, depending on your language probably a C++ vector or a C# List or a Java ArrayList.




#5309862 Hostility in the field

Posted by on 07 September 2016 - 01:31 PM

IANAL: In the US, doesn't it come under defamation and slander? Admittedly tough to prove but worth talking to an employment solicitor lawyer.
 

 

That is one of many areas it could fall under.  I imagine it also falls under various employment laws. 

 

In the US, truth is an absolute defense against defamation laws.  It does not matter if the statement is disparaging if the person can demonstrate its truth.  

 

In many countries (such as the UK and Australia) this is not the case. A statement that is true but comes with negative connotations may still fall under defamation laws if there are problems like being denied a job. 

 

 

There may also be problems if you say something positive that isn't true. Let's say the employer is considering firing or laying off someone and they come in asking for a reference for a different job. An employer may be tempted to issue a glowing reference to help the worker become somebody else's problem. This can also come back to bite you.

 

Either way, the safest answer is to say nothing at all, which is why it is the common recommendation.  Confirm that they were employed for those dates, nothing more.




#5309848 Complex Health System. Let's review my concept

Posted by on 07 September 2016 - 11:32 AM

Looking them over, I see a few things I can more easily describe as buffs.  Does this capture them?

 

 

Health regeneration:

  • random time (probably bell curve centered at 20 seconds)
  • random value (probably bell curve centered at 2 points)

Health Monitor 

  • Activated at critical value, (tunable) 15% health.
  • * Brink of Death buff is added
  • Red skull icon to indicate status instead of normal health bar
  • When health is recovered beyond critical
  • * Tenacious Health buff is reset
  • * Brink of Death buff is removed

Permanent Tenacious Health buff:

  • Character does not automatically die at 0 health. When damage would be lethal, there is a chance they survive.
  • Maintains counter, after (tunable per character) 10 or 20 lethal strikes. After this many lethal strikes, chance of death changes
  • Before counter reached, lethal damage has a (tunable) 15% percent chance of death
  • After counter reached, lethal damage has a (tunable per character) 85% or 75% percent chance of death
  • Otherwise damage is not lethal (perhaps setting life at 0.01 or similar)

Ys' Brink of Death buff:

  • Non-lethal (tunable) high-damage attacks may be reduced to (tunable) 1 by consuming one Tenacious Health point
  • Non-lethal (tunable) low-damage attacks my be multiplied by (tunable) 3
  • Healing splits the health gains evenly between Tenacious Health counter (until full) and regular Health

Cy's Brink of Death Buff:

  • Parry tests for this buff. If it exists, Parry action is unavailable
  • Stun tests for this buff. If it exists, Stun decays at a slower rate
  • Super powerful attacks available, but consume one Tenacious Health point
  • Healing first increases the Tenacious Health counter (until full), then increase health.

 

There are games that have used similar heroic buffs. There are also games that allow players to set a configurable action when hitting critical health. As far as that part goes there isn't anything particularly difficult with a design.




#5309702 Computer understands your text and is able to speak back

Posted by on 06 September 2016 - 11:23 AM

Quality speech recognition engines have been around for decades. Assuming you're on Windows, there was a speech recognition engine that was added way back in Windows 95 and has been evolving ever since; Microsoft's built-in speech recognition is quite good out of the box.  Best results come from giving them a limited vocabulary of recognized words, since they can scan just the few for high probability matches.  You get worse results by allowing natural language and comprehensive dictionaries, but as described, that can still be done.

 

Recognition is the more tedious step, but isn't difficult.  You build your speech recognition grammar that basically says "These words mean this token", and then "these tokens are valid", then you process the tokens as commands.  

 

Text-to-speech is quite easy, although the default voices provided by the system are somewhat bland and computerized.  It can be literally as easy as calling a fire-and-forget function like SpeakAsync(myTextString).   Most games prefer to use voice actors and pre-recorded lines.

 

 

 

A bigger problem is that voice command of games usually isn't fun.  Also many people cannot play them for various reasons like a lack of microphone, being in places where calling out game commands is inappropriate, or being in environments where external noises are a problem.




#5309323 Hostility in the field

Posted by on 03 September 2016 - 12:39 PM

Second, you mention passion - a lot. I've never seen the word passion mentioned that many times in a safe-for-work context. It's almost cult-esque in its flavor - not that I'm accusing of anyone in the games industry of being in a cult. It does give me great pause, however; if passion - not deliberate, careful thought - is necessary to create a game, it is contrary enough to my experience to wonder if it's the right fit for me.
 

 

Interesting to see the "safe for work" note.  Passion does not mean sex, although many people are passionate about sex.

 

When I write of passions, I mean the whatever you are passionate about.  The person being enthusiastic, wanting to participate, they have opinions and beliefs.  In order to form opinions and beliefs you need to have some knowledge and at least a little experience. 

 

To be honest, part of "passion for working in the industry" is also a filter for "we underpay drastically for talent because so many people want to work in this field, so we don't want you to quit for better money/benefits/hours".

 

There are some bad places that are like that.  They exist.  But there are many places that are amazing places to work that do not abuse their employees.

 

Shop around, look at regional salaries, and know what you are worth.  When you get a job offer use that knowledge to ensure you are treated fairly and negotiate a wage that is fair for what you are providing.  If you are an experienced game developer living in Santa Monica, feel free to start your salary negotiation at $160K because that is a reasonable wage in that area.  If you're an experienced developer living in Arkansas or Iowa where cost of living is far below the national average, you may start your negotiation at $80K because that is a reasonable wage in that area.  If you are inexperienced you should ask for less, but still require a reasonable wage considering your location and experience levels.

 

 

 

I am passionate about programming.  I love it.  I have no problem spending minutes or even hours teaching people about programming concepts.  If someone wants to talk about the merits of different sorting algorithms in a certain context,m or the tradeoffs for choosing one algorithm or another, I love that stuff.  

 

When I interview I will ask questions to search for passion. I'm looking for the person to show they are passionate.  Usually asking a few probing questions about their favorite projects is a great way to find some passions.  The job candidate will talk about how they made this choice and everything fell together in amazing ways, they'll talk about how great it was how such-and-such algorithm was perfect and solved all their problems, becoming animated and excited, speaking faster and with more vivacity. Or it might be something negative, they made this decision and it caused no end of problems.  In either case I can ask technical questions about some topic -- whatever topic they start to show interest in -- and be able to get the person really excited about their work.

 

During interviews I will push hard to get people to expose their passions, even if they aren't about game development.  I want to know you are passionate about not just playing games, but about making great software and also passionate about other areas in life.  If your only passion is making game software then you aren't very well rounded as a person and I probably won't end up hiring you.  Many programmers are quiet, but there are still tell-tell signs of passion.  

 

If I cannot get a candidate to show any passion, or if their passion for software development only reaches a mild warmth, they'll go on the no hire stack.

 

 

 

 

People can work on projects they are not passionate about.  However, they tend to not produce good results.  When I am working on a project I don't particularly care about I may put in less thought, less effort, less care.  When I am passionate about something I will be mindful of my decisions, I will get involved when I see an issue, I will get after any coworkers who I catch causing problems, I will care deeply.

 

It applies to all facets of life, to work and to play.  

 

If a person isn't passionate about game development they should figure out what they really are passionate about.  My recommendation is the book "What Color Is Your Parachute?" which has a deeply introspective exercise called the flower diagram.  Once you know what it is that you are passionate about you can find a career path along your passions in order to find a job that is also your personal bliss.

 

I've had several co-workers over the years who took quite a lot of effort to become game developers only to later realize their passions were elsewhere.  One, for example, had his guitar at work and would occasionally play songs, he was quite good.  One day he notified the office that while he liked making games his passion was in music, so he was leaving to become a music instructor.  Another person left because even though making games was not too difficult, their passion was in plants so he was leaving to work in a greenhouse.  

 

Making games is fun for some people.  Some people are passionate about it.  Other people are not.  I am not passionate about automobiles but I know people who absolutely love everything about them, they can talk for hours about different car engines and different model bodies and why this one is good or bad in any situation. That is wonderful, since I know who to talk with when I have vehicle problems. While I could probably spend time learning their job it would not be my passion. They could probably learn how to program, but it would not be their passion.  Everyone has their own passions and that is a good thing.

 

 

People who thrive as game programmers in the industry are passionate about making computer game software.  If you are not passionate about that, if you have no passion about computer software or about game technologies, then you probably wouldn't be a good game programmer.  

 

People who thrive as game artists in the industry are passionate about computer game artwork. If you are not passionate about that, if you have no passion for art or for art as it applies to games, then you probably wouldn't be a good game artist.

 

Repeat for all the roles.  Designers are generally passionate about rule sets and game balance and social balance, how systems can be in a state of perfect imbalance or become self-balancing through careful rule structure.  Producers are passionate about schedules and people and dancing the dance of social circles. 

 

 

Finally, passions change.  Everyone should re-evaluate their passions every few years to see how they have shifted.  As you learn and grow and develop you may satisfy your needs in one area and discover you have new passion for something else.  




#5309259 Hostility in the field

Posted by on 02 September 2016 - 09:05 PM

Also, someone I trust that works in the industry suggests that there is a frat-house mentality in the industry - is that true? If so, I'd say that would be almost as bad.

 

 

Those places exist.  They are not the norm.

 

Pick an industry -- nearly ANY industry with a predominantly male workforce -- and you can still find places where women are met with wolf-whistles and there is a pinup calendar in the back room.  The numbers of that type of shop is dwindling, but they still exist.

 

 

In the game industry those shops tend to be smaller and run by frat-house aged youth.  Over time they either mature and accept mature work environments, or they die out.

 

Because games have an allure similar to movie star syndrome there are many youths who fight hard to get into the industry, including taking lowball wages and being willing to work dangerous levels of voluntary unpaid overtime. Sadly there are unscrupulous studios who love to take advantage of those workers. 

 

When hunting for a new job, go in with your eyes open.  When you interview pay attention to the details:

*  What is the age distribution?  If they're startup size then it is difficult to have diverse ages, but if they've got more than about 20 people you should see a good mix ranging from fresh graduate to senior developers with gray hair.  If you don't see a good mix, that's a flag.

* What is the race distribution?  It should approximately match the regional racial distribution, although software generally tends to have more caucasian and asian people than blacks or hispanics. If there is a large number of people and there is no racial diversity, that's a flag.

* What is the gender distribution? Women tend to not get into software development, it is close to one in twenty. So if there are 30 or 40 developers, you should see a few female developers, not just female secretaries.

 

A lack of age diversity is probably the easiest warning sign to spot.  Experienced older people are valuable at spotting problem trends long before they cause issues, and older people tend to not put up with crap like staying late into the night or abusive behavior.

 

There are many other things to look at; is the water cooler well stocked? Are they offering visible perks like soda or snacks? (That is potentially good or bad, as it may be a way to try to get people to work over lunch break, or it may be to help boost morale.) Is the building well maintained or in disrepair? Consider what is on people's desks, are they permanent or transitory? And on and on and on.

 

 

On the flip side for employers, they are asking two questions:

 

First, can you do the job?  There is evidence of this like having completed games in the past, having completed your degree, or showing a solid demo project that you've done.

 

Second, will you fit in?  I don't mean "young white male", although that's how some people interpret it. Instead, are you passionate about making games? Do you have passion for making software? Are you a quick thinker, have broad general knowledge, and are able to communicate clearly?  Those are all important in game studios.  People who are slow and methodical may work well in other jobs, but tend not do well in software.  People who struggle to communicate tend not to survive long in the industry.

 

 

 

 

More on hostility, many people on the internet suffer from generalized inhibition from perceived anonymity.  People online are extremely bitter and vile toward anything at all, particularly things they dislike or are are passionate about.  Since people tend to get passionate about their games, these dis-inhibited anonymous people tend to be highly abusive toward anyone who doesn't share their views, including the developers of games they love.  Sadly if you are working with the public --- or even reading what the general public writes about your products --- you need to have a very thick emotional armor.  Like troll armor.  People are jerks, you need to let that stuff roll right off you.

 

That vitriol shouldn't exist inside the workplace, however.  While it is sometimes tolerated in small startups, companies cannot afford to tolerate any personal abuse, especially abuse by mangers and supervisors.  That problem leads to lawsuits that lead to bankruptcy, and all it takes is one disgruntled employee to turn on a cell phone voice recorder before a few meetings and they've got all the ammunition they need to destroy the company.  It may be a problem for some small startups, but once they hit about 20 people it cannot continue.

 

 

 

There is a strong attitude of meritocracy in the industry.  If you show merit you will rise to the top quickly. If you don't produce all kinds of amazing things and do it consistently, you may not rise at all.  This can tend to lead to some ego problems, but good management can help control or leverage that.

 

 

Making games is first and foremost making software.  You can love playing games all you want, that is different from making games and game software.  For programmers you've got to love building software, be passionate about picking the right algorithm, study new software patterns and practices, love studying how software is built, the tools and technologies, and all the parts.  For artists you've got to be passionate about game art, study all the components of game art, including architecture of various ages and places, nature, people, and more.  Animators need to be passionate about animation, study all the great works, learn all the modern tools and tricks and technologies.  If you don't love making computer software or your topic in the computer software, you won't succeed in games.

 

Most people don't fit that mold.  They might love playing games, but they discover they aren't passionate about parts of making games; maybe they aren't passionate about making software, or they aren't passionate about keeping current, those won't fit.  Maybe they are passionate about it but they just aren't quick on their feet, sadly I've worked with some people who had passion but never were able to work quickly, these people tend to get hit with a round of layoffs.  There are people who get in and discover they love playing games but hate making games. Lots of people enter, then become former game developers after a year or two. 

 

 

But if you've got all that, you are passionate, smart, quick thinking, love making software, and have all the other superpowers, you can do great in the software industry.  Many people do.




#5309257 What to do if I cannot finish my game for a competition before deadline?

Posted by on 02 September 2016 - 08:37 PM

Having three days by itself isn't that big of a problem.

 

Two incredibly popular games, 2048 and Flappy Bird, were both created in about a weekend.  

 

Assuming you don't mind it if your game takes off and you get filthy rich, it is absolutely possible to win the lottery of mobile games with a quick 2-day or 3-day project.  It is also possible to win Powerball and other lotteries, the odds are not good.  Although unlikely it is certainly possible, has happened before, and will happen again. 

 

Do what you can do. Make the simplest thing you can make in the time frame, however quirky and strange it is.  




#5309254 Nintendo shuts down hundreds of fan games

Posted by on 02 September 2016 - 08:26 PM

Nintendo has always vigorously defended their IP.  Most projects get C&D orders soon after they make themselves known publicly.

 

Good reminder:  Don't use Nintendo's IP.  It is only a matter of time before the legal demands will come. 






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