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    1. Today
    2. Jay Powell has been working in marketing for over 20 years and have been lending that knowledge to the indie community for several years. We also scratch his brain on the recent PR faux paux of major AAA companies. For the video version, please visit https://youtu.be/7YO9XLeh-nU Twitch - www.twitch.tv/indiegamebusiness YouTube - https://www.youtube.com/channel/UCjPItT-16WxnP9vyBq6Nqrg Podcast - https://anchor.fm/indiegamebusiness Discord - https://discord.gg/indiegamebusiness Event - https://indiegame.business (main page) Event Tickets with a discount for your viewers -https://www.eventbrite.ca/e/indie-game-business-online-video-game-business-micro-conference-tickets-60625390174?discount=GAMEDEVUNCHAINED Support us on Patreon and get Games ReCAP, our spinoff show of Roundtable News, in podcast form to hear us on your daily commute! To watch future GDU episodes live, go to twitch.tv/blu_champs every Tuesdays at 11 AM PST Grab some Merch! Give us a rating on iTunes: apple.co/2IKxTmU https://www.gamedevunchained.com/
    3. @Tom Sloper I have read some in the past and remember them roughly, but I'm reading those again because I forgot most of the details. @Rutin I released the game on Steam Early Access in an early stage and still got 70% positive reviews. I don't think I made the game worse since then so it should be ready for an Early Access release on my website. I had some friends play and test the game. I fixed almost all of the bugs except for crashes on my very old laptop (I'm looking into it) and some other minor stuff that's not important right now. I am listening to feedback but I also need the players to figure out some stuff on their own. It's not that hard to press "I" for inventory and see that you have to equip a weapon - but I'll make the weapons equip automatically in the next update. I am aware that the tutorial isn't perfect but it is an early access game so people should expect that it's not perfect. Other games had no tutorial at all when they were first released (including Minecraft). I have some social media accounts and post there when I have something new to post (mostly screenshots) but so far I am not reaching anyone. I, too, think two weeks are not enough but I obviously couldn't do any marketing without having animations and textures for the characters. They should have been done by May 31st but it took my freelancer 200% longer (9 instead of 3 weeks) to create the textures. I should have hired him earlier but I had so many people who promised me to do the textures for free and so few money left that I waited until it was too late apparently. I hired a freelancer for the animations in time though, those were finished much earlier. I have rough ideas what features people would like to see from reading through some comments on CubeWorld and Hytale - and on my own announcements on Steam. I think I'm on the right track there.
    4. Whenever I hear "automatic" I get attended because it is very complicated to get something really automatically done. Either you have too much configuration, in case of networking for example the protocol to use or you are too limited in whatever you try to achieve and enter the complain about the engine loop again. In the case of networking, this can't work if you expect it to work generally because there are too many possibilities in how the protocols look like, how the gameplay looks like and how that matches each other. Socket programming using some third party tools like RakNet is easy but you still have to implement client/server logic. Same for serialization; it depends, most of the time your prefered game states are spread along a number of classes and also contain information you don't want to serialize but this is a more lighweight topic. Collaboration is a good point because most engines I have used are stuck at single-asset-single-scene management and struggle when it comes to some kind of version control on the one hand, on the other hand I know from our software, it is a very difficult topic that needs a well designed concept to not hinder each other too much to their work. You don't want to have something changed you are currently working on for example or have someone placing assets in a scene where you currently design the gameplay. Most important is to have a bakcup of everything. This is the reason most engines don't think about real-time collaboration because you always have the chance to delete whatever you worked on the last 2 hours without disturbing someone else in an offline collaboration environment. What I like and propably miss in my all-day engines is modularity in code. Plugins are maybe usefull too but the real power appears if you have the chance to add/remove/exchange features by modules and then rebuild the entire engine to your needs. No .dll/.so handling, no workspace polution and a slightly better runtime performance. The second one is a compiler indipendent environment. I don't know what languages we are talking about but what I like is working with Visual Sudio 2010 but use the newest toolset if MSVC2017/2019 or even another non-ms compiler like clang. This is very difficult to setup so a simple solution would be nice to have. Work with whatever IDE you want and compile with whatever are your target specs
    5. So I had some other projects and assignments on the last 2 months. Some decisions have been made in the project but not much advancment. For the National Videogame Contest https://www.videojuegosmx.com/ and decided to make small updates so I could have a better chance. If you want to play this version (not complete at all) you can download the apk and you are welcome to give me any feedback. https://drive.google.com/open?id=1eE3Yn9T3ScSlA4bE9dJSrZwLePgFeult Changes: Added spawner system for bus stops, cars and houses (decorative) Created a small bouncing system for passengers when they fell off (not implemented) Added some sounds General game system improved Transform utility working! (no post shaders on mobile version though :C ) I haven still added a real ending, you can play as long as you want, materials still wont work correctly if restarting the game while some materials are swapped. In general the material updating is not working yet. I feel closer to a finished project though. 4 super simple people for the bus stops, they appear randomly. Some gameplay. Transformed bus (pesera)
    6. Thank you, I needed this!!!
    7. Rutin

      RIP Level 2.1: Space Invaders

      Amazing work !! I really like the look of your game.
    8. DavinCreed

      RIP Level 2.1: Space Invaders

      At first I was going to go for a Breakout or Arkanoid game with an extra game mechanic, but when I was replaying them, I realized that I did not like them as much as I thought I did. So I switched over to Space Invaders, which was a game I spent many hours playing when I was younger. Well, my first experience was playing TI Invaders, which is still a game I fondly remember. One difference between the two, was that in TI Invaders, the enemies would change where as in Space Invaders it would be the same aliens every level. But I'm not redoing that one, and I'm only doing one level anyway. So then the idea about what game mechanic to add to Space Invaders. So thinking back when I was first playing the games, I had wanted to be able to aim the tank's cannon instead of only shooting straight up. So I went with that. Facing the original aliens like that though, would not have been too easy, so the aliens would have to change as well. So I gave them more than one hit, some of them can aim their shots, some have shields, and some are invincible for a time. With that decided, I went in and started creating the assets,then started developing one thing at a time. Didn't take too long this time, partly because the game is relatively simple and partly because I am getting better. The buildings were probably the most complicated tasks, I wanted them to be destroyed a bit like in the original where only a little gets destroyed at a time. So I made them individual parts and spawned them in some loops. Maybe not the best way, but it worked out nicely. I decided to throw in some power ups as well. I think they made the game more fun, gives the player the occasional choice to make between risking death or getting a useful upgrade. After completing all the tasks, it took a little while to balance the game down to something not so difficult. I tried out a few different strategies to make sure they would work. And that is the end of this project. I'm thinking that the next one might be Robotron 2084 with some kind of added mechanic yet to be decided on. Assets: InvadeAssets.zip Game (Windows): GameL2S1Invade.zip
    9. Those look like features already existing in current engines even if I can understand their importance I can only agree, especially for the automatic multiplayer synchronization which I would have loved to have in my early days (networking is such a trouble to get into)
    10. 1.automatic serialization (e.g. load/save) 2.automatic network multiplayer synchronization
    11. Yeah, 2D enemies are heavily based on the idea of space. This is why you take damage when you collide with one, I think. It's to get you thinking spatially. I think every enemy I've ever fought in a 2D game required spatially aware strategies to overcome. On the flip side, very few 3D games outside of fighting games have managed to implement the use of space effectively. This is because, I think, the change in perspective. It's much easier to judge space when you've got a side-view, as you do in 2D. However it's very doable in full 3D with a behind-the-back camera. Dark Souls and Bloodborne pull it off magnificently. I can deliberately and consistently make enemy attacks miss me by what seems like a pixel, and then step in and punish them as I would in a 2D game or Street Fighter. I'm fully aware of the exact distance that each of my attacks cover, and I'm aware of the distance of each of the enemies attacks. The extremely precise movement that allows you to take microsteps helps, and you can generally get a pretty good estimate of an enemy's range before they even attack by looking at the weapon they're holding. This isn't just me, either. If you've ever watched online PvP in Souls, you'll see the players constantly dancing around and strafing round each other for extended periods without attacking, and it looks odd and random to the uninitiated, but actually those players are jockeying for position, and trying to out-space each other. It sounds like such a small thing, but it adds tremendously to the games that have it, IMO. This is why people find the Souls games so hard to start out with, I reckon. It's because they ask you to think spatially, and most games just don't ask that of you anymore. Anyways, that's one thing that I enjoy about 2D games, and I'd love to see more of it in 3D.
    12. High-performance physics, shaders, sprite sheets, skeletal animation, and pathfinding.
    13. I actually almost finished my game framework and I am thinking about creating an engine based on it. Hence I would like to know all your points of view concerning your best possible 2D engine (I wrote "framework" in the title because I guess that some still prefer to work that way) So, what is your dream engine? Does it already exist? If not, what do current engines miss? I'll answer first, most games, that I've made have been developed using frameworks because I feel like current engines offer too much which make it easy to be completely lost. The engines that I prefer are firstly the famous Gamemaker studio, didn't use because I felt limited by the script engine BUT is perfect for beginners who do not try to do amazingly beautiful stuff, the second is less famous, it is the Superpowers engine (http://superpowers-html5.com/index.fr.html), I love the workflow a lot, so simple and modulable as hell (by creating plugins), unfortunately discontinued but still usable (I know that they are working on Hytale right now), but my personal favorite is the "real-time collaboration" which allow you to modify a single file or a scene with all your collaborators, it can make you so much more productive, really a must-have according to me. I'm sorry if this topic does not belong here, feel free to move it.
    14. Yesterday
    15. According to the Blender Foundation, the open-source 3D creation suite was granted $1.2 million of the $100 million Epic MegaGrants. To read more on this, click here.
    16. According to the Blender Foundation, the open-source 3D creation suite was granted $1.2 million of the $100 million Epic MegaGrants. To read more on this, click here. View full story
    17. Hi everybody from Gamedev.net, Us, Xilvan Design is building 2D & 3D games in Blitz3D, we are now showing to you our kindly official gaming related pages. - The Xilvan Design Website - (please click on each links, download games & bookmark the pages): Lights of Dreams IV: Far Above the Clouds v13.47. Candy World II: Another Golden Bones v20.01. Candy Racing Cup: The Lillians Rallies v7.17. Candy World Adventures IV: The Mirages of Starfield v11.27. Candy to the Rescue IV: The Scepter of Thunders v13.57. Candy's Space Adventures: The Messages from the Lillians v24.97. Candy's Space Mysteries II: New Mission on the earth-likes Planets v14.47. -"Now, I changed the installers of each games like Candy World II, Candy World Adventures IV, Candy to the Rescue IV & Candy Racing Cup. Now the logo in each games are showing in each step of the installation process. I finally got my Candy World Adventures IV v11.27 installable for all my fans. Games are free for the moment!" -"Lately, I fixed the colors of the ambient lights, adjusted the starlight coming from Galaxies, now the dogs may Walk, Run, Jump, Fly together, Grab bones, Pastries, Golden Bones, Hearts, Crystals, attack with freesbies. In Candy's Space Adventures, I fixed the far away galaxies, the stars, the planets, all asteroids are present, comets may be destroyable just like the evil ufos. Around the planet, It may have sattellites & healing stations." -"Now, I've found a new grass textures for my 3D games including Candy World II, Candy to the Rescue IV, Candy Racing Cup, Candy's Space Adventures, Candy's Space Mysteries II & Lights of Dreams IV. Now these game are playable & more challengeous." -"Recently, it will be possible to edit all the levels of the game since Candy World Adventures IV v10.07. All 28 levels and 8 more in the future. Now, Noopy will do more animation than in v9.47. In v10.37, I've also Added two more colors for the buttons: An Orange & a Yellow one. Since v11.07, the butterflies have more possibilities of colors. Now, the game is ready to be tested by you in v11.27, because, for the moment, the install work great." -"I Want to continue Candy Racing Cup: The Lillians Rallies, then I've just changed the camera type. I want to add more circuits, characters & cars. Now, there's no more accident in the demo caused by collisions. The cloud may now change of lightening. I changed the cars' reflection of lights & added butterflies of all colors. In next versions, I want environment mapping applyed on the cars, maybe I'll add more worlds to explore, more cars & more characters." -"In the near future, I'm up to create a whole new Spatial Mode in Lights of Dreams V. New Space travel possibilities will be available before 2020 in our games. In v13.47, I changed the leaves around the colomns & buildings. Now they're altmost all textured & visible all sides." Once more, here is my YouTube Channel, where we are showing Candy's & Lights of Dreams series. Each games is free to play for the moment! - My Youtube Channel - Hope you'll like our games, bookmark, downloads & watching our videos! Friendly, Xylvan, Xilvan Design.
    18. Noel_Clarke

      Help me find this game?

      I am glad that these searches ended in luck. In many cases, it took me much longer
    19. Rutin

      NoobTuts Snake. OpenGL, C#. WebgL, TS

      Very nice work!
    20. I actually wrote up a ton of information last night, but decided to not post because at the end of the day you really need to consider a few things. 1. Is your production quality good enough to generate revenue based on the other similar games available in the market place in which you're competing with? 2. Did you do any form of testing to see if the game is ready for release? (based on the above posts there seems to be problems with how players might navigate your game - you need to weed out these problems or you'll face negative reviews, and refunds.) - Some advice in business, if your customers have to spend too much time figuring something out they will just leave and go else where. 3. As a developer are you prepared to take on constructive feedback and work with the community to improve your game so they can have a more enjoyable experience? The quickest way to ruin your reputation is to argue with players who give you feedback and take a defensive stance. This is a business, the opinion of your target audience matters because without that target audience you will never make sales and retain customers for future purchases. - Don't even bother with an early access unless you can take on feedback. ----- Based on all the "indie" marketing research you've done and the guides what have you actually done? Do you have a social presence? Are you working to build a community? If you have a community how are you engaging them so they feel part of the project in some way? Did you reach out to any reviewers? If so, what feedback did you get? Beyond that I don't personally believe you can spend zero money and push your game out with any expectation to generate decent sales. A lot of indie games flop and if they make money it is usually at a loss, and there are several reasons for that, but two of them being poor production quality, and a non-existent marketing budget which makes it very hard to generate exposure. If you're looking to give yourself a good shot then I would suggest getting a marketing person on board. I have one in house, and one of my old business partners did marketing for our mobile projects awhile back in the USA and he spent a lot of money and time testing the market and building up these campaigns, it's really a full-time job if you want to do it correctly. Just a final note.... two weeks isn't enough time to market and release your game. I would suggest pushing off your release to go back and constructively review your game. Is it ready for your target audience? Do you even know who your target audience is? What are features people would like to see in such games? Best of luck.
    21. nsmadsen

      Ouija 2 and Battleship Floating Fortress

      Thanks for the feedback Alec!! One bit of clarification on the Battleship Floating Fortress, though, is that I didn't have anything to do with the edit of that video. The video editor was taking the various musical and SFX files I'd created for the actual slot game, and putting them together. I didn't even hear or see it until it went live. I don't disagree with your notes - just wanted to clarify my actual role in that one.
    22. SwinnyUK

      Why do people like horror video games?

      Personally, my love of horror started in 1996 with the release of Resident Evil. I was just 7 years old. Then Silent Hill 2 released in 2001 and since that point I've been a massive horror nerd. I now own most horror games and films ever made, and I frequently read old horror stories like those of Lovecraft and Poe. Why am I so fascinated with this genre? I'll attempt to answer that here: I think there's a link between my love of challenging games and my love of horror. I think of these things like music. High-pitched notes create a lot of tension, whereas the softer, deeper notes give you release. So, "tension" and "release". In order to have that gratifying feeling of release, you first have to create tension. This is literally the "negative"(as mentioned in this article) amplifying the "positive", right? All games and films have this concept of tension and release, it's just that the horror genre uses the, well, horror, to create that tension. It's a negative that exists solely to be flipped in to a positive, making the effect of that positive so much greater. It works the same way in challenging games. Hell, in conversation, people even talk this way, right? They'll create all sorts of dramatic build-up before making their point so that when they do hit you with the zinger, you get that feeling of release, and they get to make their point much more persuasively and in a way that engages the audience. I see this concept of tension and release everywhere, and I think the Horror genre represents an extreme(or more potent) example of it. Also, I don't think this is very relevant to this discussion, but I also enjoy horror for the atmosphere and dark imagery. I enjoy Horror for its ability to bring uncomfortable truths out in to the open, even if it's just in a symbolic, metaphorical way. A straight-forward example of this is Lovecraft's insight in to the scale of the cosmos, and the relative insignificance of humanity therein.
    23. Project Name: Condors Vs. Ocelots Team Size: 15ish Genre: Strategy RPG Engine: Unity Roles Available: 3D Artists - generalist or hardsurface w/textures 2D Artists - Characters, World, and UI C# developer/engineer(s) Social Media/Marketing/Community Manager If you feel as if you can offer the team something more that isn’t listed, we are always open to making an exception, just send your resume/portfolio to us! Project Length: Currently planning on release Q1 2020. Compensation: Rev-share Project Status: Vertical slice is done and iteration development has begun. Send emails to careers@titanomachystudios.com Must speak English and have access to a Mic. Our store page can be found here, https://play.google.com/store/apps/developer?id=Titanomachy+Studios Our website here, http://titanomachystudios.com/#/ Project Story: Condors and Ocelots have been at war for generations. Battles have left some settlements in ruins. Others teem with refugees. Even away from the fighting, towns and villages suffer from having their fighting-age citizens lured away or conscripted by one faction or the other. Players control their armies and try to wipe out their opponents! Use terrain, abilities and pure cowardice if need be to achieve victory for your faction!
    24. Green_Baron

      Best choice of laptop for developer/casual gamer?

      Have a look at these (but they are in Germany): https://www.linux-onlineshop.de/en/Linux-Hardware/Linux-Notebooks/Mobile.tuxedo# For 1700,- you could get one really mighty thing. Gamer versions hang a little higher, but still in range. I own a super flat, super light long battery life version one. Nifty thing, matte display, aluminium brushed finish. And it comes completely without any software. Not.a.single.byte. Runs perfectly with Debian. Depending on which side of the pond you are it may not be worth the efforts ... idk.
    25. Bolt-Action Gaming

      This Week in GameGuru - 07/15/2019

      This week we finally received the public launch of the updated engine. GameGuru News Lots of mini-updates to the big update done. Looks like Lee is continuing his active involvement on github via the code tracking here: https://github.com/TheGameCreators/GameGuruRepo/commit/8d6552fb6d1b0bb759e20bb6e84e1f8bf0ee361c Notably there's a bit in there about making Makehuman characters more easily importable. While I like the integration and simplicity of the Character Creator, I think this is also a worthy effort to help further define GameGuru's place in the grand scheme of things. What's Good in the Store Sula did a whole village for sale. Ironically I was *JUST* considering making a wheat vegetation object. He's rapidly becoming one of the most prolific PBR modellers on the store. Beyond that, not much else is going on on the store this week. Free Stuff I wasn't able to find anything free this week. Better luck next time guys! Third Party Tools and Tutorials Lots of great tutorials this week. Notably Dvader (who previously made some really interesting work in GameGuru) has returned with a very simple 'lunar launch' tutorial. Amenmoses wrote up a good tutorial on sound usage in GameGuru: https://forum.game-guru.com/thread/220877 Graphix has opened up his asset manager for GG for testing: https://forum.game-guru.com/thread/220822?page=4 Random Acts of Creativity (WIPs) This week Honkeyboy posted an interesting EBE build on one of his projects: Complete with hidden burial chambers! More info can be found here: https://forum.game-guru.com/thread/220833/newest And this week we got a return from old-timer 'scienceboy' with his mega-epic 'Twin Worlds': Full info on the latest can be found here: https://forum.game-guru.com/thread/208185?page=10#msg2617651 Cybernessence of course continues to amaze with a huge update. He's recently done some interesting work with the terrain shader: Looking better and bettter!There's a lot of additional info but one thing of note is he created an interior environment zone that allows localized cubemaps based on your zone. This is a massive improvement over the stock system and I would push to have this change added immediately for the sake of more serious creators: https://forum.game-guru.com/thread/213870?page=6#msg2617883 In My Own Works Time has been hard to find, mostly just upkeep on nearly constant book questions by the publisher and typesetting company. Beyond that looking at trying to get some works done for the sidecar materials for the book. This includes some last minute procurement and speccing up demo levels for people to learn from. View the full article
    26. Greetings! Chaotic-neutral, rogue designer is looking for a merry companions to form a fellowship during game-development journey. He has a concept for a TCG and an urge to release it. Currently the project is in a paper-prototype-testing-tweaking stage. There is no concrete schedule since there are some opened questions regarding core mechanics... Game's IP is more-less-fantasy-with-mighty-dragons and OFC is totally a very-original-game-changing-idea... totally! ...with dwarfs! ...and dragons! So if you are keen to take this challenge and you have lvl 6+ skills in (and/or): Drawing (much much wanted) Coding (much wanted) Design (wanted) you may want to post some details about your interest in this project. This long-and-dangerous journey begins in Cambridge, UK. Best regards, V
    27. The YoYo Games Blog recently published a list of best practices for using GML. The blog post notes that this isn't a perfect, definitive list for writing code, but, "generally more on the organizational and micro-optimization scale and should be incorporated into your coding habits when you feel comfortable with GML and think that they are appropriate." The full post can be read here.
    28. The YoYo Games Blog recently published a list of best practices for using GML. The blog post notes that this isn't a perfect, definitive list for writing code, but, "generally more on the organizational and micro-optimization scale and should be incorporated into your coding habits when you feel comfortable with GML and think that they are appropriate." The full post can be read here. View full story
    29. The YoYo Games Blog recently published a list of best practices for using GML. The blog post notes that this isn't a perfect, definitive list for writing code, but, "generally more on the organizational and micro-optimization scale and should be incorporated into your coding habits when you feel comfortable with GML and think that they are appropriate." The full post can be read here. View full story
    30. The YoYo Games Blog recently published a list of best practices for using GML. The blog post notes that this isn't a perfect, definitive list for writing code, but, "generally more on the organizational and micro-optimization scale and should be incorporated into your coding habits when you feel comfortable with GML and think that they are appropriate." The full post can be read here.
    31. GildedOctopusStudios

      Why do people like horror video games?

      Just to be completely honest I don’t remember ever playing a horror video game but somehow when coming up with ideas for video games the one that was the most doable was a horror game. I have played quite a few horror board games though and the board game shelves in my house have an absurd number of lovecraftian inspired games on them. I’ve tried to do a decent amount of research into horror as a genre because of my lack of hands on video game experience. So why do people enjoy horror? Well according to the University of Chicago Press Journals(1) “Investigators generally use one of two theories to explain why people like horror movies. The first is that the person is not actually afraid, but excited by the movie. The second explanation is that they are willing to endure the terror in order to enjoy a euphoric sense of relief at the end. But, a new study by Eduardo Andrade (University of California, Berkeley) and Joel B. Cohen (University of Florida) appearing in the August issue of the Journal of Consumer Research argues that neither of these theories is correct. “We believe that a reevaluation of the two dominant explanations for people’s willingness to consume “negative” experiences (both of which assume that people can not experience negative and positive emotions simultaneously) is in order,” explain Andrade and Cohen in their study. They continue: “The assumption of people’s inability to experience positive and negative affect at the same time is incorrect.” In other words, the authors argue that horror movie viewers are happy to be unhappy. This novel approach to emotion reveals that people experience both negative and positive emotions simultaneously — people may actually enjoy being scared, not just relief when the threat is removed. As the authors put it, “the most pleasant moments of a particular event may also be the most fearful.” Andrade and Cohen developed and utilize a new methodology to track negative and positive feelings at the same time. Their method could apply to other experiences that seem to elicit terror, risk, or disgust, such as extreme sports. “When individuals who typically choose to avoid the stimuli were embedded in a protective frame of mind, such that there was sufficient psychological disengagement or detachment, they experienced positive feelings while still experiencing fearfulness,” the authors explain.” Dr. Griffiths complies a number of other reasons in his article Why Do We Like Watching Scary Films?(2) “According to a 2004 paper in the Journal of Media Psychology by Dr. Glenn Walters, the three primary factors that make horror films alluring are tension (generated by suspense, mystery, terror, shock, and gore), relevance (that may relate to personal relevance, cultural meaningfulness, the fear of death, etc.), and (somewhat paradoxically given the second factor) unrealism.” Unreal-ism seems like an odd factor to consider in the enjoyment of a video based medium. It plays into the idea though that movies and video games can be a vicarious way to experience emotions. You might be very scared but you know you are actually safe. This was a common theme in most of the articles I read on horror video games. Perhaps as video games mature as a genre of entertainment we will begin to see more horror games or maybe they will always be a sort of outlier when compared to fantasy RPGS and FPS games. (1) University of Chicago Press Journals. “Why Do People Love Horror Movies? They Enjoy Being Scared.” ScienceDaily. ScienceDaily, 31 July 2007. <www.sciencedaily.com/releases/2007/07/070725152040.htm>. (2) Mark D. Griffiths Ph.D. “Why Do We Like Watching Scary Films?” Psychology Today. Oct 29, 2015< https://www.psychologytoday.com/us/blog/in-excess/201510/why-do-we-watching-scary-films > The post Why do people like horror video games? appeared first on Gilded Octopus. View the full article
    32. Zakwayda

      Vector question

      Unless I'm missing something, the above is for a binary tree, but DividedByZero is working with a general tree. (The discussion of recursive traversal is of course relevant either way though.)
    33. Magogan, have you read the other marketing posts here in the Business forum?
    34. FishingCactus

      Nanotale - Typing Chronicles

      "Hark, stranger. Be still a moment. Listen to the sounds… Do you hear them, far off in the deep?" Since time immemorial the Archivists have studied and cataloged the mysteries of the planet, observing its changes and holding to our vow of neutrality. Yet from the Ancestral Forest to the Blue Desert, the world is suffering. The Tree of Life sings the Final Song and we can feel it in our flesh: the world is dying. We bear witness, but we cannot interfere. We contemplate in silence. Nanotale - Typing Chronicles is an atmospheric typing adventure RPG set in a colorful vibrant world. Follow Rosalind, a novice Archivist, as she journeys out into a valley to collect plant and rock samples for further analysis. The valley is peaceful. War is a thing of the distant past. Nothing can go wrong with such a casual task... can it? Wishlist the game on Steam
    35. FishingCactus

      BETA Testing and Weekly Recap #30 & 31

      Hi Indies, BETA testing is coming! Apply for a chance to join the closed BETA of Nanotale by answering the following form. APPLY HERE[docs.google.com] Once we are ready, we'll create groups of players for testing and notify them by email. Weekly Recaps Last week we introduced you a member of the team: Quentin, our 2D/3D Artist. Feel like that polishing step on the Ancestral Forest is taking ages! Here's a video of Quentin painting the sheep in ZBrush 🐏 If you are curious about Quentin's work, you can have a look at his ArtStation[www.artstation.com]. Here are the sheep running away from me after I burnt half of the Ancestral Forest in the game. Fair enough. The sheep are not just there to populate the plain. These fluffy creatures are part of a puzzle designed by our Level Designer, Fabrice (FabCactus on Discord). So, last week we mainly focus on making sure that everything works fine for the puzzle idea he has. Our three kind of sheep are now fully finished 😍 baa 🐏 🐑 🐏 In that mysterious puzzle, we use flowers to attract sheep. The gif below shows you something more technical. It's how we easily change the Houdini digital asset of the flowers in Unity3D. Here's another gif showing you how we can create and modify another Houdini digital asset in Unity3D. That's a lot of fun and time-saving. That's all for today. Thank you for reading. Cheers, -VirginRedemption
    36. It is really hard to design a tutorial if you know the game. I've had people trying to break their spaceship and falling into the vacuum of space. You can never really predict what people will do, it depends on their personal experience. I personally would always try to equip weapons because I've been playing MMORPGs for a long time. Anyway, back to marketing. Should I try to find someone who is more experienced in marketing? I don't think I can learn marketing and become good enough within two weeks... Or is it not that hard? I kinda feel lost but that may just be my sleep deprivation that makes it hard for me to focus right now.
    37. I thought this thread was about marketing. Let's stay on marketing. Or start a thread in another forum if the topic is the design and features of the game under discussion. I just realized this was NOT a metaphor about having forgotten to start marketing before releasing the game! If you can't get people to know about your game, you have probably forgotten to "equip your weapon" (load up and wield your marketing weapon).
    38. Repulse


      The best way to tell you about this game is to tell you how we came up with the idea. Everyone at Repulse loves anime. Especially fantasy stuff like Full Metal Alchemist, Attack on Titan, Berserk. We have been making VR games for 3 years now. When we finished our last project the question came up. What if, we could bring what we love most about fantasy anime to a full interactive VR experience. We didn’t want to do just a story that you can watch. Or just the sex, or just a battle system. We want everything: A story, To participate in the battles, To fly through skies using a grappling hook, To explore an anime world, choices, and to do whatever we feel like with sexy anime girls. All of this in full VR, and of course with the option to play without VR. We are putting together some of the pieces. We have an early pre-alpha that you can test out. We update it every 2 weeks and also provide changelogs, and videos explaining the changes. Right now we are looking for early testers that can help us make this game better. If you are interested in becoming a tester, or following our progress on this join our DISCORD.
    39. Why does it appear so difficult to get ammo out of the crates? L. Spiro
    40. Hi all, I'm putting a post here in this article's comments to just warn anyone from using StartSSL/StartCom for their certificates. Their root certificate was removed from most OSes (including windows and linux) and all browsers some years ago, as they are not to be trusted. A quick google will reveal the reasons why, this was not the case in 2015 when i wrote this article. For free webserver SSL there is LetsEncrypt, but they do not as of this date support authenticode.
    41. turanszkij

      Naming Vulkan objects

      Thanks, that's super helpful! I got it working with this. Would have never figured out on my own.
    42. RoKabium Games

      Something Ate My Alien

      You are the AI of a very skilled mining ship called Antalasia, currently cruising the remote solar system Bitiax looking for mining opportunities. While peacefully scanning for elements on the nearest planet Metis, Antalasias systems are suddenly taken offline and the ship turns dark for a second before being booted up again with all computer screens flashing “Intrusion detected”. Under control of a pirate ship, you must send down your faithful aliens to the planets below and battle to find the loot that the pirate is demanding! More In-depth: A 2D digging, adventure puzzle game with some retro feel reminding us of the amazing first digger games such as BoulderDash that we knew when we were younger. That is the type of game me and my partner wanted to create as our very first joint project for our studio “RoKabium Games”. Both being avid gamers we hadn’t seen many games in that genre that focused more on the actual digging being the main element rather than being an action plat former or survival and crafting sandbox with the occasional digging part. So last year we started working and planning for our game “Something Ate My Alien”. We knew early on that for a 2-person team to pull of creating a whole video game we had to have a planning structure for a game that wasn’t too large or complicated. So early ideas of making a full blown 3D, interactive, huge sandbox with multiplayer alternatives was just not gonna be a good starting point. We scaled down the idea of a huge concept and decided to rely more on our existing skill set in the game industry. We decided to focus on a more manageable core of that we ourselves would like to play and what we believed other people would also enjoy to play. A finite game story of about 10 hours game play from start to finish, something fun and charming with just the right amount of action/digging/puzzles ratio. We also knew that our game would show quality and engaging graphics being hand painted by myself and it would all be done in a style that would ooze retro, hand painted, uniform and a beautiful game with easy to navigate and clear game mechanics and graphics. We wanted it to be a lighthearted but a addictive little gem suitable for a both younger and a more adult audience. Our game would be exactly how we envisioned it since it would be the labor of our own vision, not working for anybody else. As a digital artist with several years experience in working for game studios and painting game assets, backgrounds, icons, characters etc and being part a team of other game developers, I did have some much needed experience in understanding just how much art is needed for a complete game. Even the smallest game contains more art pieces than you might think. For example, for every animation you do in 2D graphics you have to paint a new image and each animation can have anything from a very basic 5 frames up to 30-40 frames. So for each enemy you draw for example you need to also draw that enemy having an idle position, a walking cycle, a running cycle, an attack cycle, a dying cycle, a jumping cycle etc. So for one single enemy in a game you might have to produce up to around 100 images. Add to that, our game would have at least 10 different enemies for each level and we have designed our game to have a total of 4 levels. Each game level or planet as it is represented in SAMA is built up with a set of ground tiles that has seamless tiling for a smooth and more realistic look. For each tile-set I’m designing 6 variants so the illusion of random and unique ground that looks like it is not repeating. Each world has 4 unique tile types to add variation for the digging mechanics and giving the player more varied game play. On top of normal ground tiles we have variants of 20 unique decals and edges created to blend different types of ground together better and adding even more realism. Inside the ground tiles you can as a player find all kinds of loot. So far I’ve designed 25 unique minerals, 9 different type of gemstones, 8 different kind of gases (each with animation cycles), 28 types of artefacts, 12 different types of complete fossilized animals which consists of 62 separate type of bones to find. There are teleporters, oxygen stations, health hearts, energy boosts, lamps to light up the dark caves, secret doors with puzzle areas to solve to get rare loot or upgrades. There are icons for every item and enemy you can find. All of these visual elements are hand painted by myself and still this is just the bare base of each planet level. When designing the UI for the game we both wanted it very neat and tidy look, using our main colour scheme of blue-green-warm yellow that I first came up with during the conceptual art at the beginning of the project. I also wanted some elements to have somewhat of a computer screen/electronic look with glowing outlines to emphasize that you as the player are the actual AI of the ship and the UI you see is the computer interior. While continuing painting and designing the artwork for SAMA we are getting closer to a first Alpha of the game and we are hoping that with the help of feedback from gamers around us and people interested in our game we can develop a game that is incredibly fun and beautiful to play. See more over at our website: Somethingatemyalien.com or Steam page at https://store.steampowered.com/app/1047870
    43. RoKabium Games


      Images & screenshots from "Something Ate My Alien" game by RoKabium Games.
    44. Still looking for a writer? I'd be more than happy to lend my services to you. Message me or reply if interested. I'll provide any proof of work I've done (story writing, lore etc) should you need it
    45. bioglaze

      Naming Vulkan objects

      Have you initialized it? PFN_vkSetDebugUtilsObjectNameEXT setDebugUtilsObjectNameEXT; setDebugUtilsObjectNameEXT = (PFN_vkSetDebugUtilsObjectNameEXT)vkGetDeviceProcAddr( device, "vkSetDebugUtilsObjectNameEXT" );
    46. Hello all and welcome to this weeks Dev Diary! As mentioned in an earlier Dev Diary (If Memory Serves), I got a new pair of memory, in order to upgrade my 8gb of RAM to 16gb. This did ease the situation with After Effect, as the results can tell, but not as much as I had hoped for. Still, it is more important to being able to do various things simultaneously while rendering video, which was the main goal with this upgrade. After I got home last Tuesday, I installed the new memory kit, tried to find the stable timings with a reasonable clock speed and ran the benchmarks again to see if the additional memory space helped at all. The full article with the first run of tests can be found here. I also erroneously stated in the earlier article, that I had G.Skill RipjawsX 8gb kit in my computer, when I actually had Mushkin Redline 8gb memory kit. The rated specs of the memory kits are; Mushkin Redline, 996805, 1600 MHz, CL 6-8-6-24 v1.65 G.Skill RipjawsX, F3-2400C11D-16GXM, 2400 MHz, CL 11-13-13-31, v1.65 The settings for the benchmark is the same for all the renders; Preserve RGB (Color management turned off) 32 Bit Colors Full Resolution (1080p) Bicubic Asset Quality 60 FPS 25 Seconds Clip There are one peculiarity though; the first 1187 frames (out of 1500) are a static image, which went by fast on every setting. I decided to include this just to see if the quality setting has any impact on how fast it renders the static image frames. The result of that was quite predictable, since if you let After Effects render one of the static image frames once, it will be really fast after that. The real speed test began after that. CPU Clock for both tests were 3250 MHz for all 6 cores. Results with the old memory sticks (4x2gb kit, 1933 MHz, CL 7-10-8-25) Cinema 4D Quality 01 *Estimated Runtime = 2h 28min Cinema 4D Quality 51 Runtime = 4h 51min Cinema 4D Quality 99 Runtime = 11h 39min (*Based on a run-time of 120 frames = 2 seconds rendered in 1 hour) Results with the new memory sticks (2x8gb kit, 2000 MHz, CL 8-10-10-28) Cinema 4D Quality 01 Runtime = 2h 49min Cinema 4D Quality 51 Runtime = 3h 16min Cinema 4D Quality 99 Runtime = 10h 8min Here is once again a reference image for how to quality settings affected the visuals. I would dare to argue, that the Quality 01 test was erroneously estimated by my part with the Mushkin memory installed, but there is a clear difference with the two other quality settings, which goes to show that 8gb was somewhat a bottle-necking After Effects, as there is very little difference in the memory clocks and timings with the new memory kit - just a tad better throughput (67 MHz), but higher timings. The relatively small difference of about 1h 30min faster rendering on Quality 99 shows, that the most considerable bottleneck remains to be the CPU it self - even with double the memory, it just can't process the video fast enough, despite the GPU assisting being on. Though it has come to my attention, that the After Effects does not use GPU Rendering with Cinema 4D, unless you have a commercial third-party renderer, like Cycles 4D, Redshift, Octane etc. All in all, now my computer seems to be able to handle heavier loads and more apps simultaneously without slowing down to a crawl, which was the other main goal of this investment - and a tad faster rendering when the after effects is left to run by it self over night. As is apparent from the earlier articles, I did hope this investment to have much more impact on the speed of the rendering, but I'll gladly take the gains that came with the new memory sticks. This is it for this weeks Dev Diary, and I'll see you on the next one And as always, you can check out every possible mid week announcements about the project on these official channels; • YouTube • Facebook • Twitter • Discord • Reddit • Pinterest • SoundCloud • LinkedIn •
    47. ProjectTaival

      Project Taival

      Hi all, I'm currently making assets for a new horror game (final name TBA), which is going to be HUGE! Okay, Trump jokes aside, please visit my project sites and let me know what you think - what could be done better regarding marketing or if you know anywhere where I could find people interested in helping out on some of the asset creation for the non-generic stuff and possibly textures and website graphics, or especially - Marketing! If I could find people to handle marketing with me, I would have more time to spend on the assets of this project and complete this project on a faster timetable. The 3 Years is a prediction based on IF I need to do this game alone. Then it might take 3 - 5 years from start to finish. The game is going to have a deep backstory, with mythological elements from a life philosophy of the Finnic peoples of ancient times, which have slight similarities with the Japans Shintoism in that every living thing has it's own kind of spirit. The horror comes from carefully thought out placement of dark, spooky and outright scary elements. My aim is to NOT go over the top with jump scares - only where it really adds to the horror and keeps them unpredictable as much as possible. As an example, imagine this - you come home at late evening, it's cold and dark winter and everything seems normal and you are happy to have arrived at your home. But when you put your key to the lock of your front door, suddenly you hear a slight, cold breath on your year. You are a little startled, but brush it of thinking it was probably just a draft. You get ready to bed, brush your teeth, a slightly spooky calm music playing in the background and you as a player anticipate something to happen when he closes the mirror cabinets door in the bathroom, but nothing happens - yet. You go to bed, everything is normal - to the main character at least, but you see something is not right with the lighting - something translucent and without definite shape is blocking some of the street lights that shines through the windows. The main character falls to sleep, but when he wakes up, everything seems normal at first, but finally you notice, things are not as it should be. Just a little taste from one of the segments how the game will probably start out. The atmosphere is in the main role of the game and most of the scary elements are tied to it one way or another. Strange noises, some might be dangerous, some are not, but there is also going to be an element of unpredictability. I'm aiming at making a game that even I wouldn't want to play in the dark, despite having quite high resistance for horror games and movies. I'm also going to hire some helping hand, at least part time, the moment I can afford it. I'm also planning my first crowdfunding run at #mesenaatti ( https://mesenaatti.me/en/ ), which is part of the Nordic crowdfunding alliance ( http://www.nordic-crowdfunding.com/about.php ) the largest "kickstarter" -like campaign site in Finland. Anyone who doesn't have restrictions on their credit cards can participate. My personal goals for this project are; • Get better at 3D modeling on more various selection of modeling software. • Learn to make presentable music. • Study on how to make animated videos from scratch. • Get to know some basics about several game engines, before choosing the one that I will use. • To improve my storytelling and compilation skills. • Bringing to fruition a marketable end result and registering a Game Development company. For all the latest information, you can subscribe to these social media sites; Facebook - YouTube - Twitter - Reddit - LinkedIn - Google+ - Instagram
    48. In my game 2D images are instantiating and pooling (Type of Slot game). I do not used shader exchange, not used procedural generated Meshes or not ordynamic Collider attaching/detaching as well.
    49. Do you have any Material swaps, Shader exchange, procedural generated Meshes ordynamic Collider attaching/detaching?
    50. Anyone had success in naming their vulkan objects via the extension VK_EXT_debug_utils? The extension is reported successfully, but when I have a call to vkSetDebugUtilsObjectNameEXT() function, the build cannot find the symbol for it. There is absolutely no documentation about whether I need to do anything specific for this: https://www.khronos.org/registry/vulkan/specs/1.1-extensions/man/html/vkSetDebugUtilsObjectNameEXT.html
    51. ok! thank's you!! i'll try to build it, i have some idea.. i'll update this post when i finish it !
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