• Advertisement


  • Content count

  • Joined

  • Last visited

Community Reputation

25829 Excellent


About jbadams

Personal Information

  1. Hi Everyone!!

    Welcome to the community!
  2. Paid job offers should be posted to our Jobs Board (accessible via Careers menu). In addition to being posted there and visibly on the site, we share jobs via our social accounts. Thank you, and good luck.
  3. Wow, what a post, thanks for taking the time to share!
  4. Killer Jack (Dev Blog #2)

    Looking much better! I think you could improve it even further with some more complex behavior from the zombies and some more interesting map design: have them "flock" (group together) a bit, and then design the map with some choke points and dead ends. Keep up the good work!
  5. Financial Nimbatus - How a free demo got our game funded

    Really fantastic write up, with plenty of details on the campaign. Thanks for sharing, and congrats on the successful Kickstarter.
  6. Advice Beginner? Sure

    It sounds like this is your first game, or at least the first you've published? I wouldn't spend money on marketing this one. You've done really well to create and release a complete game, a lot of people don't make it to this stage - almost noone is successful with their first game though! Do what you can for free, and it'll provide a great learning experience. Your next game will be even better, you will have learned some valuable lessons from marketing this game, and you will get more value out of investing some money if necessary.
  7. Advice Beginner? Sure

    I haven't had a good look yet, but straight away the title and description leap out at me, with the "whatever". It sounds like you either don't really care about the game, or you're not confident in it. Neither of those attract a player to investigate your game.
  8. Check out the "Indie Marketing For Noobs" articles in the GameDev Unboxed Column, and Pixel Prospector's Marketing Guide for Game Developers.
  9. Advice Beginner? Sure

    Sounds like you need some feedback! Share the link and ask if people are willing to give it a go. Maybe make a video in case people don't want to or aren't able to play. Have you read the "Indie Marketing For Noobs" articles in the GameDev Unboxed column, and Pixel Prospector's Marketing Guide for Game Developers? They should give you some ideas for marketing your game. Hope that helps! Also, welcome to the community!
  10. beginner

    Pong. It doesn't require any fancy graphics - you can just use a couple of rectangles and a circle (or at a pinch even a square). The gameplay is simple and well understood. It's a very small project. But it also has all of the basics every game has: you need to respond to user input to move a character (paddle), you need to have some collision detection, very basic animation, etc. Make sure it's a complete game though, with an AI player, start menu, and high scores. Optionally a pause function. From there, Breakout makes a great second project. You can apply most of what you learned with Pong, but add a map with lots of bricks. Check out our "GameDev Challenges" forum for some good simple game projects.
  11. Will this improve my brand?

    A splash screen can help to establish your brand, yes. However, people won't necessarily assume you haven't used a third-party engine or assets just because you've shown a splash screen.
  12. Game I'm making is not fun

    Have you figured out what makes the game un-fun? It sounds like you might be lacking a proper sense of progression and pacing. Your players should gain new abilities (in your game, maybe this could be new weapons that work in different ways), learn how to use those abilities, master the ability, and then make use of their mastery. Then, they get a new ability and go through the cycle. That is, you need to figure out what your skill atoms are, and establish loops and arcs. You want the gameplay to be intrinsically rewarding. That is, playing the game should be fun without any external reward. You might then also add extrinsic rewards (i.e. things external to the game) such as scores, achievements, extra skins for the characters, etc.
  13. Game design career interview questions

    Commercial support, and an established userbase; those packages are what has been the professional standard for years (back when Blender wasn't so great), and that won't change without some compelling reason. Existing workflows and pipelines are designed around Maya and 3dsMax, and existing workforces are experienced in using it. Fortunately, the skills are largely transferable, so you can start learning with Blender.
  14. I gave up social media for a month

    Yes, social media can definitely be a huge time sink depending on how you use it, and it also often amplifies negative and toxic things. I've been making a similar, but less extreme adjustment to your experiment lately. I couldn't disconnect completely because part of my role here at GDNet involves social media, and one of my other jobs requires being on a private social network. Because I couldn't disconnect, I instead worked on removing or reducing notifications, investigated ways to better curate my feeds, and set limits on when and for how long I log on to check. I already had game invites/messages blocked on Facebook, and a lot of annoying pages blocked; basically anytime I see a "tag someone who" post or one of those posts with a list of names who will have something happen to them, the source page gets blocked. Firstly, I turned off push notifications for basically everything. No flashing lights, phone vibration, or notification pop-ups when I'm tagged, someone comments on my stuff, etc. Instead I see those things when I choose to check the apps/sites. I did leave push notifications on for Facebook event invites, because I don't get many of those and I do like to respond as promptly as possible. Next, better curation of my feeds. I went through my feed, and my friends lists, and did quite a bit of unfollowing, muting, etc. for accounts that weren't posting things that interest me. I left some groups that were no longer of interest, and adjusted notification settings for others. I used the "see first" options to make sure I get more content from people and groups I really value. Then I set some limits for myself. 30 minutes in the morning. 15 minutes at lunch. 45 minutes at night. The minimum amount of time needed if I was required to share/post something outside of those times (i.e. just post it, check it was correct, and log off; no checking on other stuff, and leave follow-up until the next window). Like you, it took some adjustment at first, and I had to stop myself from checking outside my times for the first few days. My feeds are a lot more relevant after the additional curation, and I feel less compelled to try to get through everything than to just check in on the prominent stuff. I definitely have more free time for other small tasks or activities.
  15. I never understood that particular rule/suggestion...
  • Advertisement