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Found 57 results

  1. Wreckfest is looking to integrate some new tracks in their next release and one of my tracks made it to the final round. I need your votes to make it go all the way ! Please vote for my track right here : https://wreckfest.audiodraft.com/entries/entry/175#.WhARwxeghsA.facebook
  2. Hello, dear friends!!! I want to make a сonsole racing game. It would seem that a racing video game on consoles is a good option for development. But I need people who know about the development of racing games on consoles. And I have a few questions for you, dear developers: A more good programming language for creating racing games on consoles? Is there any 3D editor to create a racing game on consoles? Can I use the laser scanning function for racing tracks? Do you have video tutorials to create a racing game on consoles? How many people i want to help me with developing a console game? Sorry for my English. Thanks in advance.
  3. hello guys! We are a group of Programmer, Artist, Sound Engineer, Writer, 3D artist and animator. We are looking for Writers to help with the story creation, Programmers (c++ and UE4 blueprints its fine), also Level designer and designer in general to help our Artist! If you have any interest comment below! (Ps no profit, atm)
  4. The Battlecruiser is a game about building a gigantic space battleship from scraps. Construct, adapt and protect your mothership to fly away from dying world. Engine: Unity3d Genre: Exploring/Action/TD Facebook Subscribe to newsletter Twitter
  5. Which is better?

    FIFA V PRO EVO
  6. Hello everyone I wanna introduce my personal project named NOWhere first time. I posted earlier briefly with only screenshot, but now, I attach more detail description and video.AbstractThis story is about journey of three kids that have own purposes respectively in near future. Big chatter Matt, meticulous Glenn, and suspicious girl Abi. Im gonna design this game based on 3D action adventure game. It includes action, puzzle, and storytelling, widely used as game grammer in adventure game. But I want to focus on storytelling with breaking 4th wall technique so that user can concentrate as surroundings not observer, like movie deadpool or house of cardsKey features* Natural transition between third person view, fixed observing view, and cutscene camera. * Basically it follows platform game grammar but user can select or change game flow. * User activities affect game environment so user can choose strategy* Action plus puzzle gimmic* SD cartoon style matt and glenn, And realistic characters and env including Abi* User real space, user game space, other players game space are concept of parallel universe. By the async network, game env is affected from other spaces. Details* Genre: 3D action adventure* Game mode: Network based single play* Platform: PC, MAC, PS, XBOX, Switch* Engine: UnityFirst video: this only shows mood in the game. Notrepresent final game. (Many art asset is purchased) sample video https://youtu.be/LFKELj4noXE
  7. 2D Twin-stick shooter

    We are making a twin-stick arena shooter in pixel style. It plays out in a post apocalyptic time where machines is a much cheaper alternative for the human workforce. This makes jobs scarce for humans. To fairly give out jobs to people in the city, the labor office have started a monthly tournament. The winner of the tournament will recieve a job. The core mechanic in the game will be the weapon's recoil. The recoil will be excessive, the players will be able to dodge and attack at the same time. Here is a video of the first iteration of the core mechanic. Feel free come with critique or feedback. If this sounds interesting and you want to follow our progress please pm us or email us gottoblandatstudio@gmail.com
  8. Writer looking for team

    Hi guys i'm a writer looking for a team to write plots and storyline in games . I have better abilities when writing adventure based and gore type story, I don't mind working on other projects as a team or by myself
  9. 'One Of Them' Action adventure martial arts game. In relatively early development. Initially targeting Windows and XBox One.
  10. Good day. Im planning to start my own game dev as a solo developer and artist. My question is what laptop should I buy for me to develop games? Planning to develop for moblile, and PC and Console for the future as well. Should I buy a Macbook or a Windows Laptop? I can develop with Lua, c++ and c#. Thanks in advance
  11. S.Korea Indie Game This video is a real alpha gameplay video. LAST HILLS is a work that I am developing with being inspired by horror movies, especially, Conjuring, and Evil Dead. LAST HILLS will be a game where you can enjoy high quality, real, and fear in mood that you are in the game. LAST HILLS will become a more realistic horror game through VR. Thank you! If you want to know more about Last Hills follow us on Facebook : https://www.facebook.com/Lasthills/ Twitter : https://twitter.com/LastHillsGame Official website : https://www.lasthillsgame.com/
  12. I making my coding my own os\game console from scratch and I would like to access the gpu to draw gfx? how would I do it using c\c++\asm?
  13. https://developer.microsoft.com/en-us/windows/projects/campaigns/windows-developer-day?utm_campaign=windevdaycu Not sure how many of you would care about this, but today is Windows Developer day, and Microsoft has been having a live stream today. So far, it's been pretty interesting, for both games and non-game apps. It's mostly on UWP (which everyone seems to hate), but I'm taking advantage of UWP for my game. One bit of good news is that (IIRC) Microsoft will allow UWP games to access the full GPU and other resources. Curious what you all think of this, as well as if you share the opinion that Microsoft is practically *begging* developers to support UWP at this point. Shogun
  14. Hello gamedev.net, I am brand new here. I am not the best at articulating myself or at formatting forum posts so sorry ahead, but I want to try and make my first post count so I'll jump right in. I love the time that we live in - I love that pixelated graphics have been so prominent in gaming these past years. I like to think that a lot of people developing 2D games these days have the same mentality as me, which is 2D graphics are beautiful (I've heard people call 2D development "lazy" which is possibly true for some, but I like my positive viewpoint). Sword of Mana for example, despite it's age and 2D graphics is a wonderful, whimsical, beauty. It has a fun hack and slash style of combat, addictive crafting (mob grinding for loot/seeds) and a creative housing system for the time. I've replayed this game many times throughout the years. Each time I play it I'm at a different level of maturity in my life (more or less lol). As I've aged my perspective has changed due to life and it's struggles, so the game means something different to me each time I play it. To get to the point of why I created this account - I want to learn how to make a top-down, 2D, RPG that plays like Sword of Mana. I have no illusions that it will be easy and I'm hoping for some solid advice from the experienced users on this forum to get me pointed in the right direction. I have no skills with game programming, minimal music ability (I have three practice tunes on soundcloud if you want to check them out - bottom of post), and no skill with pixel art, but am willing to learn. So if you have any advice whatsoever I'm all ears!
  15. Hi community, Yay, I’m proud to announce latest Impression released version. What’s is new? Animations 1. Improving and refactoring Animation and Sampler from realtime update by reflection to realtime update by getter/setter delegate. Content Pipeline 1. Adding DdsImporter to create a TextureCube in TextureImporter Development Toolkit 1. Improving and refactoring ContentBuilder building command, see more. 2. Adding ProjectBuilder to create cross-platform game project easly, see more. Examples 1. Fixing example projects structure and documentation in Github, see more. Official Discussion I just launch the official discussion for community and I hope it will be useful for the community to explore and share things about Impression. Documentation I’m working hard to complete basic documentation. Please use official discussion if you got issues about Impression. Please visit http://impression.id
  16. Hi...I'm a composer and here you can listen some my works. Feedback please
  17. If you are building games and projects in Unity and targeting the Universal Windows Platform (UWP), you may have noticed than in the recent Unity releases this was actually broken. What you end up seeing in your build UWP project in visual studio is the following error: If you dig further, you may also expose the underlying error code here: This prevents you building / updating projects from Unity to the UWP Platform. Once discovered, both Unity and Microsoft worked closely together to resolve the issues and updated their respective parts as quickly as possible. Fixing the problem The fix for this problem is fairly easy. However, it is a little time consuming (unless you have a mega fast download connection) as mostly it requires updating to the latest Unity and Visual Studio patch releases. 1: Install Unity 2017.1p5 or 2017.2.0f3 The first step, is to simply update your installation of Unity: If you are on Unity 2017, then this is 2017.1p5 (or newer) If you are on Unity 2017.2, then this is 2017.2.0f3 (or newer) For the 5.x cycle, just update to the latest patch (although I haven’t tested this) This will update both Unity and your install of the Visual Studio Tools for Unity 2: Update VS 2017 to 15.3.3 Once Unity is up to date, you will need to update your installation of Visual Studio. If you are still on VS 2015, then there is no action but you won’t be able to build UWP packages targeting the newer Creators update and won’t be able to build Mixed Reality platform. To update Visual Studio 2017, simple close all open instances of Visual Studio and launch the Visual Studio Installer Once it’s running (the first step may be to update the installer first), simply hit “Update” on your specific instance of Visual Studio (the installer will happily update ALL installed instances if you wish) and once it’s complete you will be on the latest version. Open Visual Studio to verify, click “Help –> About Visual Studio” in the menu and you should be running 15.3.3 (or newer). If not, check your internet connection and try running the installer again. 3: (Optional) Set player settings for project to .NET & .NET4.6 (NOT IL2CPP, XBL project does not have support for IL2CPP, yet) Not strictly required but highly recommended for UWP projects, is to update the .NET Api Compatibility Level that is used in your built project. This allows you to use more modern C# 6 functionality if you wish without causing errors when you build it in Unity. To update this, open the Player Settings window in the editor using either “Edit –> Project Settings –> Player” in the editor menu, or using the “Player Settings” button on the “Build Settings” build window. In the Other section on this configuration page you will find the following settings. Not to be confused with the “Scripting Runtime Version”, which I’m told breaks UWP project builds using Xbox Live (although I haven’t personally tested yet) 4: Build project targeting UWP SDK 14393 or higher To build for Modern UWP, you need to be targeting a minimum API level of 14393 (Anniversary Edition), For Mixed Reality builds you will need a minimum API level of 15063 (Creators Update). Either will work but you need to ensure you select the version that is right for your target. The current advice with new builds is to always target the latest but that is completely up to you. You will find the SDK selection on the “Build Settings” screen when you have the “Universal Windows Platform” target selected: 5: Open project in VS Once you have built your project, open it in Visual Studio to continue. 6: UPDATE NETCore NuGet package to 5.4+ <- without this, it still doesn’t work In testing I have found this is critical still for existing projects or when you build your first (ever) UWP project, you need to have the latest NETCore NuGet package downloaded and available else it will fail. you don’t have to update the other NuGet packages if you don’t want to (UWP Packages come bundled with the Application Insights NuGets for Windows Store integration for example), just the NETCore package. To check and update the versions of the NuGet packages, right-click on the “Solution” in the “Solution Explorer” within Visual Studio and select “Manage NuGet Packages for Solution…” Alternatively, you can also simply right-Click the “References” branch in your projects structure, also in the “Solution Explorer” in VS, this however will only show/update the NuGet’s installed in that single project and not the entire solution: Once the NuGet manager is open you will see the installed NuGet packages, with a notification if any updates are available (provided you have an internet connection). Simply select the NuGet package to update, NETCore in this case, select the version to update to on the right and click “Install”. You will then be walked through a set of screens to accept the license for that package (if one exists) and then a final “get out of jail free” accept or reject screen. Once complete, all the required references included in that package will be updated. 7: Build and Run for x64 only (x86 or Arm is a no go still) With everything in place, all that is left is to build your project. By default, Unity still insists on selecting the ARM platform as the default (don’t know why but I guess it’s too small a thing to want to change), so you will need to update this to the x64 platform (don’t use x86 unless you really need it, most UWP systems all target x64 now). After that, you can build. If you are unsure about which Solution Configuration to select (read, Build Type), remember what they are there for: Debug Used obviously for debugging, enables extra debugging information to be sent to an attached instance of Visual Studio (whether you run it from Visual Studio or just “attach” to it later). Will cause a performance hit when running but this is needed so you can walk through the code if there are any issues. It will also enable the debug window inside Unity to report errors to the screen should they occur. Release Builds the project but without all the debugging stuff. just runs your project. With Unity however, it’s keen to note you are still running your entire project with all the superfluous code that Unity has in a project. DO NOT SHIP THIS!!! Master This is a special Solution Configuration (just for Unity) that also runs code in Unity to strip mine unnecessary code / services and packages everything together neatly. This makes your Unity project run as fast as it can. <- SHIP/PUBLISH THIS!!! All well and good With everything in this article, you should have no further issues building your UWP projects and once you have gone through it at least once (I’ve found) you need not do it again (apart from updating NuGets, you should always do that) Any issues, let me know or comment on this post.
  18. Introduction Background Since my entire career has spanned around the video game industry, I will be citing examples based on my experience. I have been in the industry for over 14 years and have witnessed a lot of trends changing in the approach. This may not be the most modern in comparison to the available technology and reporting tools. But this is the core learning that every tester should have and I feel that it is an important skillset to upgrade with the testing knowledge. Any tester who has his core concepts set right in the testing industry will have the potential to excel in any form of QA. While the topic is very simple, mastering it is a challenge that is faced by many. This blog will not just explore into the base rules of writing a bug but will also help to map the tester’s thought process. This will help them articulate and convey what they want to say in real world scenarios. Problems Following are the problems / overlooked issues while writing a bug: Lack of game knowledge Usage of phrases/terminology Condense steps to reproduce Proofreading Review of bugs Severity versus priority Easier method of reproducing the bug Summary Reproduction rate Solution Research on documentation This is probably the most important aspect before testing the game. The game documentation will contain names of objects used in the game world. Knowledge of these names creates the world of difference between the explanations being vague / commonly worded to specific instructions which are to the point. This does not just help to explain the bug but to show the developers that you are aware of the game and know all the intricate details while writing a bug. Most of the games also have zone markingsin each level which is usually not shown in-game. These markings on the documentation will help shorten the bug and be very specific in the description. Example: the sentence “Level 18: After crossing the barricade of cars, observe the abandoned bus near the wall. If the bus is to the left-hand side, continue straight till you find the 4th house to the right. This is the gray house with the broken window on the first floor. Enter this house through the back, head to the living room and observe the missing texture above the fireplace.” Can be rewritten as “Level 18: Zone 3, House no 18. Enter the back door and head to the living room. Observe the missing texture above the fireplace.” Also, with bug writing, it’s helpful to use the consistency of words while describing a bug. Words like user/player, input names, character names, game specific objects, weapons and other game factors need to follow the same game terminology. This consistency will help to describe the game better. Usage of phrases/terminology – A lot of games use real-world objects. Even the game environment settings are taken from famous buildings/areas and some games even are set in famous cities. A back research of the place where the game is set and the culture research will help to not just test the game but also give inputs on things which do not align with the game. The areas of research which can help in identifying the culture are: Game environment – City/Famous places etc The involved city’s background The people’s way of life Art/Music /Entertainment Climate Basic flora/fauna Social festival/events Steps to reproduce The best way to write a bug is to write the STR before writing the rest of the bug. By focusing on the STR at first, the bug is easily divided into sections. This will help to break down the bug and explain it better. The best way to write a bug is to have the STR condensed to 5 basic steps. This helps in keeping the main explanation of the bug focused and removes all unnecessary information. To make this easier, I have broken down how a typical bug needs to be described: Step 1: Game mode (Single player, multiplayer, campaign, mini-game etc.) Step 2: Which area/level/map Step 3: Which location? Step 4: Steps were taken to create the bug Step 5: What is the bug I find this practice not just useful while writing a bug but by putting it in any real life explanation, I find it very easy to explain multiple varieties of things. It helps you keep your mind object oriented and focus on the end issue you want to convey. In the above 5 step analogy, there will be issues where step 3 and 4 may need a further breakdown. This is not a hard and fast rule but a basic interpretation of what needs to be conveyed. While there can be more or lesser steps, this is the optimal approach to writing a bug. This method will remove the unnecessary information and keep the focus on the main issue. It is human nature to drift away when exposed to a long explanation. Keeping it short will definitely retain the focus and convey the point. With these points in mind, the maximum acceptable STR needs to be within 8 steps. Proofreading The best way to write a bug is with Word or any other formatting tool for documents. They not only help you with spelling errors but also assist you with grammatical mistakes. One area which has been a concern with a writing of bugs is the usage of tenses. Many, who write bugs, do mess up when it comes to writing a bug while explaining the tense. The below link is a small example of how the sentence needs to be structured. http://www.english-for-students.com/Tenses.html Bug review This is a personal growth progress. Testers need to keep a track on how many bugs they reported, the severity of the bug and the days when they reported it. This helps to track a pattern of their areas covered, the maximum productivity of the week and the amount of contribution they have to the project. One major thing that they need to track is a number of bugs they reported versus a number of bugs that returned with ‘need more information’ or ‘moot’. This will help to track the quality of bugs reported. This is important in a tester life as it reveals two important things: The bug did not make sense The tester did not understand if it was a bug or a feature The second part is a bigger worry because the tester has not had the knowledge transfer and hence, he/she are not empowered with the game. As testers, we are expected to be masters of the game and the tools we work with. Any issue in this area shows weakness and does not instill confidence of the developers. Severity versus Priority This has to be the most challenging debate with testers and developers. An A class bug need not be fixed even if it feels important. Now suppose the player entered a car, drove it to a port, took a boat, hooked the character to a plane, jumped off and stole a bike, then ran into the wall which crashed the game. This bug is an A class in severity. But, consider how many gamers will attempt the same stunt while reproducing this bug. This will be less than 8% of the gamers who find this issue by mistake. If they reload the game and they’re saving progress is still intact, they don’t even bother about this issue. Consider all the games that have a strict schedule or timeline. When the game is about to release, an issue with this probability is low, will be overlooked. On the other end of the spectrum, if the player chooses the left side of the bridge to cross, the screen goes blank for 5 seconds, there is still a 50% probability that gamers will face it. This is not an A class issue, but since the probability of gamers facing that issue is still high. This issue will feel important to the end user’s overall game experience. Hence the priority of the issue does take a front step. The entire development team does focus on releasing the product on the issued date while maintaining the maximum quality. We need to respect the fact that everyone works on a certain timeline. As a QA member, we need to focus on the issues which will change end user experience. This does not mean a tester does not report all edge case issues. We as testers have our primary fulfillment to report any issue that we encounter. Alternate bug repro steps While we find a bug, it’s not necessarily the best way to find the bug. We may be testing some other function in the game while we encounter the bug. The tester needs to be intelligent enough of the end cause of the bug and then retrace the steps that actually caused it. In this method, we encounter several other possibilities which caused this issue. We can take the simplest form to reproduce the bug. This will also teach us the root cause of the bug. Example: On a calculator app, if I did 2*5, it crashed. While this scenario might be correct, it may fix the bug only for this calculation. But had I done 10+0, 20-10, 200-190, 20/2, etc, I would have found the same issue. The end result proving that the app has an issue with 10 being the result rather than 2*5 being the error. Hence, research into the issue and come up with alternatives. This will always help to narrow down the issue. Summary This is vital not just to explain the bug in a short form but it helps other testers to check if a bug is logged. Most database search strings involve looking at summary first. If the summary is optimized, the tester will spend lesser time searching for an issue instead of logging one. The summary needs to be crisp, precise and hold all important information within a sentence. While writing a summary, know that the issue always takes precedence over other factors like location, game mode, user level etc. This will help to narrow down the issue and create a referral point for any other tester who wants to look up the issue. Reproduction rate This has been ignored by most testers. The above point of having alternate repro rate is vital to me having to emphasize this. Just because you find an issue doesn’t mean it’s down to the code or art. There are several other factors involved. There can be issues with the hardware or any software in the background which is causing interference. This may not seem like the bug you wished for but it is worth its weight 10 times in gold. Any background app/hardware which causes an issue to the running game, the developers spend much more time fixing this because they wouldn’t want the user to be deprived of any other app to accommodate the game. This can be a big deal since most users will blame the game and leave it to accommodate the app instead. This can be a huge negative publicity to the game and most developers tend to avoid being in this state. Related: Know More About Our Game Testing Services Conclusion As this blog tends to dwell on the issues that need to be addressed while writing a bug, it isn’t necessarily a bible to enforce how a bug is written. The tester has full control on what needs to be conveyed in the bug. All this article wishes to cover is the fact that a bug can be so much more powerful when carrying the right message. Do follow these steps and believe in it for it can be a useful method to showcase the thought process. It will not just help you in writing a bug but also assist you in formulating your thoughts.
  19. Feudal Alloy menu.png

    Main menu in Feudal Alloy. twitter
  20. Hello.We're a two-member team and I'd like to introduce you our game - Feudal Alloy. It's a metroidvania-style action RPG with fishbowl-powered medieval robots. We've been working on the project for a few months. I'd be happy for any feedback. teaserhomepage twitter facebook Our Steam page is public now: steam link
  21. Press Releases Are Important, So Why Aren’t You Writing Any? Welcome back to our marketing lessons focused on the indie developer, aptly titled “Indie Marketing For N00bs”. This lesson will focus on the importance of getting the news out to journalists and the media. This can be done a number of ways, but our primary focus is on proper etiquette for writing a press release. If done right, a press release can be seen by thousands of people, so there’s certain things that anyone writing the release needs to focus on and present. The world has their eyes on you for that brief second; make it count. A well written press release can go a long way. What makes a good press release, though? We can talk for hours on intricacies of writing and proper culture in dedicated writing. But, we’ll bring this down to some general tips to make your writing better without boring you too much on the details. No Fluff! Look, the details are important. You need to make sure you convey everything you want to say to the masses and I understand that. But, this isn’t technical writing. This is your great stand about your game. People don’t care about the coding that goes into a game. They don’t want every detail about how it was made. Leave those to Dev Diaries and blogs that you can go into detail about how you made your main character’s arm move super realistic with a special line of code. “Tl;dr”, which is shorthand for “Too long, didn’t read”, is a well-known term in writing. Get your point across first. Saving important details until later in the press release can damage your chances of getting eyeballs on the post. “Personality” Doesn’t Mean “Opinions” Personality is key and will optimize the eyes that see your writing. Boring press releases get overlooked because writers want to write about things that interest them and get their attention. Be humorous and witty. Don’t be afraid to make a relevant pun in writing. If you can make the journalist laugh, you’re likely to have a good write up about the news. Extra fluff can come in a number of ways. Press releases, for instance, should be devoid of opinions. You can be happy you get your game out there, but going into opinion and blog-like writing is an automatic turn off for a lot of journalists that are picking up the write-up. People want news to be, you know, news. Inject some personality into the writing, though. This isn’t an expository high school essay. This is your masterpiece. Be proud of what you’d got here. But, be careful not to turn it into an opinion piece. You may love it, but someone else may not. Create hype by being honest and straightforward. If I wanted your opinion, I’ll read your Dev Blog or watch your Dev Diaries (which are also a great way to create hype, but need to remain separate from the news). Empower Yourself With Quotes Now, let me go against everything I’ve said prior, but only if done in a specific way. Quotes are the one place that a press release should have enthusiasm or opinion. By quoting yourself or someone on your team, you open up the ability to say whatever you want. This is your time to shine as a human that made the game. Be excited and enthusiastic. I’ve seen too many quotes that read like a robot wrote them. I once had to explain to one of these robots the best way to give a quote, “Pretend you’re telling your best friend in the entire world about your product for the very first time. Show the excitement from that moment!” I do have a personal rule that works well for quote, though. Too many quotes will drown a press release. Most reporters that take your release and have to massage it are going to pull the main information and re-write it, then maybe snag one or two of the quotes for the article, if any at all. Limit the amount of quotes in a single release to be no more than three, with no more than two quotes for a single person. Source Your Sources Everyone wants to compare their game to a bigger, well-known game. Everyone wants to mention other companies, studios, or events that are relevant and/or topical to the news. This is where the ground gets a little shaky. This release isn’t about others. This isn't an elevator pitch, this is the real thing. This is about you, your team, your game, and everything involving those things. I highly recommend keeping others out of the mix. But, if you have to, there’s good ways of going about it. Make sure to include the proper copyright and trademark information for any brand you decide to utilize. You can’t mention another company without the proper legalese. This should be included near the bottom of the release, just to cover your own behind. Additionally, if you mention any copyrighted systems that your game will be on, it’s important to give the proper copyrighting symbol with it and make sure it’s named properly. Look up proper style guides for anything you mention, because each brand has their own unique shorthand. It’s “Sony PlayStation 4”, not “Playstation” (The “S” is Capitalized). It’s “XBox One”, not “Xbone”. Properly attributing your mentions makes you look more professional, as well as more likely to have people pay attention. Don’t be afraid of links in the press release. Embrace them and link to all of your sources properly. Did you attend an event that is in your news? Link the main page of the event. Are you name-dropping a specific console or game series? Give them props. Do you have assets for your own game, like a press kit? Link it and make it bold. Adventure, Excitement… A Journalist Craves These Things I talked about journalists a bit in a previous entry to this series, but I want to elaborate on their thoughts about press releases. When you network, you make allies. But, it’s a lot easier if you give them news that they can do something with. Searching them out makes their job much easier for them. They are actively looking for things to write about and most publications keep themselves on a constant stream of press lists for this exact purpose. Even if you don’t know them, utilize that press list that you made in the earlier lesson to get ahold of them and make yourself known. Journalists, for the most part, are pretty personable and are just looking for a new scoop. Just remember: Journalists and the media love press releases. Even if the release you write isn’t as successful as you had hoped, they can be added to your own “Press Kit” that any game should have for later usage. But, Press Kits are a lesson for another day. Also, don’t forget: Hit all of the relevant news-wires and aggregators if possible. This will be key to getting the press release to those you don’t already have access to, as journalists (and even everyday people) look at sites like Gamasutra and GamesPress. Even websites and forums like GameDev.Net are notable examples of places to put your news, sharing among other developers. Additionally, don't forget to share the press release on your social media.
  22. If you are building games and projects in Unity and targeting the Universal Windows Platform (UWP), you may have noticed than in the recent Unity releases this was actually broken. What you end up seeing in your build UWP project in visual studio is the following error: If you dig further, you may also expose the underlying error code here: This prevents you building / updating projects from Unity to the UWP Platform. Once discovered, both Unity and Microsoft worked closely together to resolve the issues and updated their respective parts as quickly as possible. Fixing the problem The fix for this problem is fairly easy. However, it is a little time consuming (unless you have a mega fast download connection) as mostly it requires updating to the latest Unity and Visual Studio patch releases. 1: Install Unity 2017.1p5 or 2017.2p9 The first step, is to simply update your installation of Unity: If you are on Unity 2017, then this is 2017.1p5 (or newer) If you are on Unity 2017.2, then this is 2017.2p9 (or newer) For the 5.x cycle, just update to the latest patch (although I haven’t tested this) This will update both Unity and your install of the Visual Studio Tools for Unity 2: Update VS 2017 to 15.3.3 Once Unity is up to date, you will need to update your installation of Visual Studio. If you are still on VS 2015, then there is no action but you won’t be able to build UWP packages targeting the newer Creators update and won’t be able to build Mixed Reality platform. To update Visual Studio 2017, simple close all open instances of Visual Studio and launch the Visual Studio Installer Once it’s running (the first step may be to update the installer first), simply hit “Update” on your specific instance of Visual Studio (the installer will happily update ALL installed instances if you wish) and once it’s complete you will be on the latest version. Open Visual Studio to verify, click “Help –> About Visual Studio” in the menu and you should be running 15.3.3 (or newer). If not, check your internet connection and try running the installer again. 3: (Optional) Set player settings for project to .NET & .NET4.6 (NOT IL2CPP, not tested but reports say it doesn’t play nice with Live) Not strictly required but highly recommended for UWP projects, is to update the .NET Api Compatibility Level that is used in your built project. This allows you to use more modern C# 6 functionality if you wish without causing errors when you build it in Unity. To update this, open the Player Settings window in the editor using either “Edit –> Project Settings –> Player” in the editor menu, or using the “Player Settings” button on the “Build Settings” build window. In the Other section on this configuration page you will find the following settings. Not to be confused with the “Scripting Runtime Version”, which I’m told breaks UWP project builds (although I haven’t personally tested yet) 4: Build project targeting UWP SDK 14393 or higher To build for Modern UWP, you need to be targeting a minimum API level of 14393 (Anniversary Edition), For Mixed Reality builds you will need a minimum API level of 15063 (Creators Update). Either will work but you need to ensure you select the version that is right for your target. The current advice with new builds is to always target the latest but that is completely up to you. You will find the SDK selection on the “Build Settings” screen when you have the “Universal Windows Platform” target selected: 5: Open project in VS Once you have built your project, open it in Visual Studio to continue. 6: UPDATE NETCore NuGet package to 5.4+ <- without this, it still doesn’t work In testing I have found this is critical still for existing projects or when you build your first (ever) UWP project, you need to have the latest NETCore NuGet package downloaded and available else it will fail. you don’t have to update the other NuGet packages if you don’t want to (UWP Packages come bundled with the Application Insights NuGets for Windows Store integration for example), just the NETCore package. To check and update the versions of the NuGet packages, right-click on the “Solution” in the “Solution Explorer” within Visual Studio and select “Manage NuGet Packages for Solution…” Alternatively, you can also simply right-Click the “References” branch in your projects structure, also in the “Solution Explorer” in VS, this however will only show/update the NuGet’s installed in that single project and not the entire solution: Once the NuGet manager is open you will see the installed NuGet packages, with a notification if any updates are available (provided you have an internet connection). Simply select the NuGet package to update, NETCore in this case, select the version to update to on the right and click “Install”. You will then be walked through a set of screens to accept the license for that package (if one exists) and then a final “get out of jail free” accept or reject screen. Once complete, all the required references included in that package will be updated. 7: Build and Run for x64 only (x86 or Arm is a no go still) With everything in place, all that is left is to build your project. By default, Unity still insists on selecting the ARM platform as the default (don’t know why but I guess it’s too small a thing to want to change), so you will need to update this to the x64 platform (don’t use x86 unless you really need it, most UWP systems all target x64 now). After that, you can build. If you are unsure about which Solution Configuration to select (read, Build Type), remember what they are there for: Debug Used obviously for debugging, enables extra debugging information to be sent to an attached instance of Visual Studio (whether you run it from Visual Studio or just “attach” to it later). Will cause a performance hit when running but this is needed so you can walk through the code if there are any issues. It will also enable the debug window inside Unity to report errors to the screen should they occur. Release Builds the project but without all the debugging stuff. just runs your project. With Unity however, it’s keen to note you are still running your entire project with all the superfluous code that Unity has in a project. DO NOT SHIP THIS!!! Master This is a special Solution Configuration (just for Unity) that also runs code in Unity to strip mine unnecessary code / services and packages everything together neatly. This makes your Unity project run as fast as it can. <- SHIP/PUBLISH THIS!!! All well and good With everything in this article, you should have no further issues building your UWP projects and once you have gone through it at least once (I’ve found) you need not do it again (apart from updating NuGets, you should always do that) Any issues, let me know or comment on this post.
  23. Many devs I’ve spoken to or given advice for with regards Dream Build Play all worry about one BIG thing – Will It all be finished ready for the Big December deadline! It might seem an odd statement but I’ll explain why. What you are aiming for is enough to demonstrate your game, it’s gameplay and enough content to showcase your dream. Let’s expand on what I mean by that in this article. 1: Minimum Viable Product The minimum you should be aiming for with the Dream Build Play competition is a MVP or Minimum Viable Product. Not to say that is all you are aiming for but it is your bare minimum. What I mean by this, with regards to any game, is to have fully working gameplay with enough content to elaborate the vision for your game (and it shouldn’t crash ). This may also mean: It only works in a fixed resolution – no messing around with Portrait OR Landscape or resizing windows You might implement only one control method (if you plan for more, e.g. Gamepad, touch, keyboard and mouse) You may only do the first few levels, showing off the core game mechanic Some areas (like in open world games) may be off limits, or offer a “Coming Soon” or “Check back later” prompt You don’t need to go through regional certification or game ratings systems. Granted MS make this easy with IARC (International Age Ratings Certification), but still, time is better spent elsewhere. All in all, you are aiming to showcase what you game can be and how it stands out from everything else. 2: Expand your base Even with your MVP, try to add other elements which may or may not relate you your core game mechanic, including (but not limited to) A menu system Doesn’t need to be anything major or too flashy. But ensure it’s in the theme / style of your game (not a template). Include credits and if possible a demo reel (again keeping it simple) Basic Services integration Show how your game will have services integration like Live Logon, Leaderboards (even just one), Achievements. The Creators Club portal has tons of information on integrating with Live Services, samples and even an easy to implement API pack for C++ / Unity or C#. If you can, also look in to some basic Mixer support to really shine. Qualify for other categories If you want to maximise your potential once you have your base game running, also think about existing to other categories, like Azure, Mixed Reality and so on. Don’t go too mad but with your MVP ready for contest submission, see what else you can add. These are small things that you should have in your final submission, as shipping something that just jumps in to gameplay (unless it’s intended, if so mark that in your submission) doesn’t show good form. 3: Polish and Finish With your submission ready and if you still have time, there are a few other things to consider: Do a trailer Have a little fun, play the game, record it, mix it and have some interesting voice over (if it suits). You might find by playing your game from a different perspective that you will find some last-minute tweaks you can add for even more fun. Have other people play it! This one I can’t stress enough. Once you do have an MVP, or at least enough to play test, use the community, shout out to friends and have others play your game for feedback (and cookies!). Remember, you don’t have to implement all their feedback for the submission, some can wait until after. But look out for those crucial things that could lose you marks, like hard to use controls (not everyone thinks like you do), obscure UI (not everyone thinks like you do), Localization Nothing shows sheer determination than to show support for more than just a single language in a product. It demonstrates you understand the global market and what it takes, plus you are serious about the attraction of your game You can do Trailers and some other activities (like a post-mortem post) after the submission is posted, so keep that in mind when balancing the time budget. But be careful, if you suddenly find something after you’ve submitted you will likely slap yourself in the face, like REALLY Hard. That’s all for now. Right, I got a few more posts lined up I need to work on, but I’ll sum up here with the lasting points. Think of DBP as a GameJam but over 3500 hours (I’d recommend a few naps) Get it working first and iterate Don’t be afraid to change direction If you are slightly unhinged or have a lot of time in your hands, do more than one project Don’t sweat the competition. Just make your vision the best it can be and tweak it with things that you believe it will stand out. If you can delight your followers throughout the competition, you’ve won half the battle already. Granted the same can be said of normal game development but here, you have a more focused audience to appease. Later when you release you will get tons of backing, even if you aren’t the final winner. It’s a win – win overall with the amount of media attention that Microsoft and it’s partners have lined up Good luck to all
  24. As noted from my previous post on Dream Build Play, the competition has now roared in to life and everyone who registered is now able to start filling in their profile and highlighting both their existing games and their future competition entry. However, what is not immediately apparent, is that the profile system is there not just to showcase yourself, but to also offer your services to other devs who either are turned away at building something so big and new or need a little extra help on their project (I’m specifically looking at you, all those with skills beyond programmer art and play the guitar ) Get together with Dream Build Play Dream Build Play is meant to inspire all of us to Dream Big, Build the most uber project we can so everyone can Play it! But we don’t have to do it alone! Thanks to the profile system, if you don’t feel up to building your own project, then simply offer your services for either a share of the prizes or a share of the mountains of cash when it’s on sale (or just for recognition and thanks?). This enables anyone who’s already in the competition to look for help they need and recruit you in to their projects. Also, if you have this brilliant idea and not sure how to build it (or your art skills are like mine and a stickman is a bit of a challenge), then search for potential team members, reach out to them and then enter as one team, the choice is up to you. If you are advertising your services on the site, be sure to highlight exactly what you are good at! (and willing to do!) In the profile screen, you’ll see a lot of details you can enter. Everything from Your nickname, country and a sneaky little avatar picture, along with all your networks, connections and such. like Github, twitter, facebook, etc. What’s important if you want to put yourself out there, is a description of yourself and your Skills in the dedicated area. I’ve pictured mine just for reference (sorry, I’m not really available as I’m already busy ) Once done, you will be available on the site for all to see: Searching for a Star Now comes the fun bit, whether you are searching for your team mates or someone else is looking for you (best not to advertise it you’re wanted in some regard ). From the Community panel, you’ll be able to search for friends either by name, skills or where they live (so make sure you put down the skills you have) So, whether you’re looking for an artist, programmer, modeller, animator or just someone to make coffee in your local town (I joke, as there isn’t a coffee Skill. But there SHOULD be!) then this feature will make your life much easier. once you are done searching, reach out get chatting and, more importantly, GET BUILDING!
  25. The excitement is growing and a whopping 1500+ people have registered for this year’s competition, that’s by far the most entrants the event has had in a single year. initial reports show over 60+ projects already in the works, so it’s lining up to be a great competition. I’m not usually one for small titbit posts but I’m going to shout out a few to focus on a few aspects of the competition that really need some notice! Fill in your profile! – Shout about your game With the competition well under way, the second phase of the Dream Build Play site is now live, showcasing both the developers and artists that have registered for the completion. It also houses another section dedicated to the games either being worked on or historical games that devs have already published. Now if you haven’t already, you should fill in your profile on the site, this is great for several reasons: 1: Get Noticed There is a huge amount of traffic being reported on the site, not just by devs but also by people interested in the games being built. So it builds up some prestige and gets people following you. (see 2) Your profile talks about you, what games you’ve built, where to find them, where to find more out about you. You are in fact selling yourself as someone to take notice in for the duration of the completion and beyond! Don’t sell yourself short! 2: Build an audience People are repeatedly coming back to the site now that the profile system is up and running. Reviewers, youtuber’s and review sites are already doing the rounds checking on the entries. There is a lot of weight behind this competition, not just from Microsoft but also from its partners, sponsors and a fair amount of media backing as well as the whole gaming community. Dream Build Play even in its early XNA days of Windows / Xbox and Phone always got a lot of attention. Now that the net has widened with so many more chances to win. 3: Build your team! If you are struggling, you can use the site to find other people in the event who may be able to help you out. Some even may be there to just offer their services! I’ll follow up on another post about this specific service later. Remember, these profiles advertise you as much as they advertise everyone else. If you’re stuck, shout out for help. if you have time to spare or a fantastic set of skillz, then offer your services (and maximise your potential for winning!) 4: Advertise your current works A few smart devs have also started listing their existing projects that are live. Whilst not official entries, it highlights the devs capabilities for the projects they have already worked on. like a person’s game, check out the rest of the catalogue and get excited for more! Give people MORE reason to follow you! Give people more reason to follow your project and help you promote your entry. Feel free to put up demo’s / alpha builds on demo sites (like Itchio!) and go wild to showcase why yours is the best game in town. All this will lead on once you eventually publish your game as well! We are the champions! For now, all the best to everyone competing! It’s already starting to shape up like the best Dream Build Play competition of all time and we’re only a few days in! P.S. If you’ve read this far, be sure to check out my upcoming post about game dev diaries. In short, if you haven’t already, START ONE NOW!!