Jump to content
  • Advertisement

Search the Community

Showing results for tags 'Feedback'.

The search index is currently processing. Current results may not be complete.


More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Categories

  • Audio
    • Music and Sound FX
  • Business
    • Business and Law
    • Career Development
    • Production and Management
  • Game Design
    • Game Design and Theory
    • Writing for Games
    • UX for Games
  • Industry
    • Interviews
    • Event Coverage
  • Programming
    • Artificial Intelligence
    • General and Gameplay Programming
    • Graphics and GPU Programming
    • Engines and Middleware
    • Math and Physics
    • Networking and Multiplayer
  • Visual Arts
  • Archive

Categories

  • Audio
  • Visual Arts
  • Programming
  • Writing

Categories

  • Game Developers Conference
    • GDC 2017
    • GDC 2018
  • Power-Up Digital Games Conference
    • PDGC I: Words of Wisdom
    • PDGC II: The Devs Strike Back
    • PDGC III: Syntax Error

Forums

  • Audio
    • Music and Sound FX
  • Business
    • Games Career Development
    • Production and Management
    • Games Business and Law
  • Game Design
    • Game Design and Theory
    • Writing for Games
  • Programming
    • Artificial Intelligence
    • Engines and Middleware
    • General and Gameplay Programming
    • Graphics and GPU Programming
    • Math and Physics
    • Networking and Multiplayer
  • Visual Arts
    • 2D and 3D Art
    • Critique and Feedback
  • Community
    • GameDev Challenges
    • GDNet+ Member Forum
    • GDNet Lounge
    • GDNet Comments, Suggestions, and Ideas
    • Coding Horrors
    • Your Announcements
    • Hobby Project Classifieds
    • Indie Showcase
    • Article Writing
  • Affiliates
    • NeHe Productions
    • AngelCode
  • Topical
    • Virtual and Augmented Reality
    • News
  • Workshops
    • C# Workshop
    • CPP Workshop
    • Freehand Drawing Workshop
    • Hands-On Interactive Game Development
    • SICP Workshop
    • XNA 4.0 Workshop
  • Archive
    • Topical
    • Affiliates
    • Contests
    • Technical
  • GameDev Challenges's Topics
  • For Beginners's Forum

Calendars

  • Community Calendar
  • Games Industry Events
  • Game Jams
  • GameDev Challenges's Schedule

Blogs

There are no results to display.

There are no results to display.

Product Groups

  • GDNet+
  • Advertisements
  • GameDev Gear

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


About Me


Website


Role


Twitter


Github


Twitch


Steam

Found 127 results

  1. Hello Gamedev users. I am new to this forum, and though I am quite proficient at understanding the basics of just about any form of science, I do not have the natural skill or patience needed to become a great programmer, so I ask that you be patient, and bear with me. So, to get to the point, I have thought up a peripheral that can potentially be used for various PC games. Without giving away too many details to those not interested in contributing, I will give as informative an explanation as possible. In theory, it will be activated in intense danger sequences, such as in a FPS firefight, melee combat and fight scenes in medieval style RPG's, etc. The difficulty is not in designing the device, but in implementing the program that would detect these scenes in-game. The software would be for Windows PCs, and made to work with as many games as possible. I have some experience with how modding works, and have considered how it could be used alongside currently released games such as Fallout 4, Battlefield, Call of Duty, Elder Scrolls Skyrim etc. However, I simply do not know enough about programming to determine the viability of integrating features into the software that would allow the danger scenes and combat gameplay of already released games to trigger the software to activate the peripheral. Essentially I am wondering if this would this be something that could be integrated? If so, how could these combat sequences be detected by the software? If you are interested and have something important to contribute, I can promise you a copy of the software and option to purchase the peripheral at cost if you would like. Depending on your motivation, I am open to working together. Even if you are not highly experienced, everyone has to learn somewhere. Whether or not you are interested, I would be grateful for all the advice you have to offer. So, any ideas for how something like this could be implemented?
  2. Brandon Sharp

    Machbot 2.0 VS Sweetbot

    This is a project I've been working on for awhile now. I'd say over all going on around a year. I did the Machbot 2.0 all from scratch including the textures. I spent countless hours trying to figure out how to get the models from Twisted Metal. I finally figured out how to manually extract the mesh. But the only problem was it was not UV mapped. So i pretty much had to go back in and remap everything. Which wasn't hard but the assembling of the model itself was a challenge. I did the best I could at placing stuff where it goes I'm sure there are things that are incorrect. All in all it was for this one render. Not sure if my models can be used as game assets but i do want to eventually make this into a fighting game. Both vehicles and bots. Let me know what you think and thank you for checking out my work.
  3. Hey I have recently put together a small portfolio with the intention of going to developers to try get freelance work producing music for video games. I am after some constructive criticisms and maybe a reality check as to weather my music is even close to good enough to present to developers asking for paid work. Link to portfolio: https://cmarshallost.wordpress.com/ Ill appreciate any feedback and advice, thanks.
  4. Chadlee

    Arigato

    What's up everybody. The last time I posted here I got some very valuable feedback on a track. I also said I would come back when I had made something significantly better. This is it. Im still new to this (less than a year) and appreciate any listens or comments. Peace
  5. With the games your making, what do you fear most? Is it not making any money, never finishing, releasing something broken? Personally, I am most afraid of releasing something that no one cares about. I would rather make something that everyone hates with a passion, because at least there is passion. If a player feels absolutely nothing or doesn't even care to look, I feel like I failed. What does everyone here think?
  6. Have you played physics puzzles , which are very addictive and you just can't take your mind off that stage you’re stuck on, well here's another of those logic puzzles ; totally free . Bounce N Bang Play Store Trailer: Using cannon, shoot your enemy or bounce cannon-ball through walls guiding it towards their building.Rotate cannon , place moving walls , making the best angle ; just so when you open fire , ball hits the target. Key features:➤ Currently 30 levels (more coming soon)➤ Innovative game play (logical thinking , openfire / shooting cannonball, bounce off borders)➤ Fun animation (especially of explosion)➤ Simple and addictive (solve the puzzle, which gets difficult)Not always that easy, when you openfire , line of shot should hit the end point after limited reflection.How•Use touch or buttons to rotate cannon.• Aiming at enemy directly or bounce off walls guiding it towards them. • Rotate and place moving walls at suitable points ; so when you openfire, BANG ! Cannonball hits the target. Little story if interested : Zormen kingdom has forcefully taken over a village and jailed its inhabitants; few of them have managed to escape prison .They are now trying to get back their occupied land and people. You are a savior who is helping villagers . Provided with cannon you need to destroy enemy's castle. Further story inside game. Screenshots:
  7. A key problem with Battle Gem Ponies right now is that nobody knows it exists. How do I let people who'd probably like it know it exists? Well, sitting here and talking about it on my website nobody's heard of isn't getting the job done. And an occasional mention here and there on high traffic blogs isn't working either. How about I take it to the hypest place on the information highway? The place people specifically go to look to see interesting things they'll probably like... YouTube. I'm talking about YouTube. I need to take my channel seriously and start pumping out videos that show what the game is all about, what I'm all about as a dev, and for the love of all things holy get my Patreon numbers up before my debts swallow me whole (this game is officially years too late and things I've been putting off won't stay at bay forever). See all the different ways I plan to save my butt financially by pushing Battle Gem Ponies under a much bigger spotlight in this week's development log!
  8. As the gaming industry advances and evolves, new ideas can suddenly popup and change the way things goes in an instant. I've worked for 2 years in a Agile-centered startup. I've experienced first hand what agility can do to boost productivity and reduce development cost. It's a really simple and pleasant thing to work with agility, and maybe the gaming industry can benefit from it. The values Everybody that knows agility should be able to understand the core values of the Agile Manifesto. To put it simply, we should value: Individuals and interactions over process and tools; (i.e. work geographically close rather than remotely or value genuine conversations over Skype) Working software over comprehensive documentation; In our case, the game MUST be fun (or work correctly) before anything else Customer collaboration over contract negotiation; Basically, make the player more involved in the game's development Responding to change over following a plan. This is, of course, directly dependent of point 3 Also, keep in mind that it's mostly an hypothesis. As the manifesto states : Doing Agile vs. Being Agile During the past 2 years, our scrum master always warned us about the impostors, or the people that are "Doing Agility". Things like using a Kanban board or doing Daily Scrums wont make your team Agile. It's all about the values. These tools should be used to apply those values rather than using them just because it's a trend. For exemple, some teams uses a Scrum backlog while locking it's content to everybody other that the project owner. This puts the project on rails, and can just be a waterfall process disguised as something agile. How can the gaming industry can benefit from it? As we keep seeing video games cost more and take a lot more time to develop, the customers grows more and more displeased: There are bugs-a-plenty on crucial mechanics, while relatively small and insignifiant functionalities are well polished and bug-free. Getting the game as fast as possible in the hands of beta players The first thing to do is to involve the player as fast as possible in the game development's cycle. Doing that will significantly improve the player's sense of content and can make the game better. In the past, this kind of development wasn't practical, but, with the development of broadband, it's now possible. Early Access Nowadays, people talks about "Early Access". For those living under a rock, early access is a way of distributing a game in which the game itself isn't completed in a traditional sense. The customer then buys an somewhat incomplete game, of which many features will come later. This process is by far the best idea the industry never had. However, due to some mishandling of said practice, it's now regarded as a sing of cheapness and greed. If the ones doing it are agile impostors, then yes. There are times where games simply gets abandoned by their maintainer. These instances gives early access some bad name. Early access should also be used in Agility in a form of customer collaboration. For example, one could ask a random early access player to participate in the planification of a sprint. If the team isn't confortable with the idea, then maybe a suggestion box can be plugged directly in the backlog... Prioritizing mechanics based on feedback Getting feedback form customers is an important thing in Agile Methodologies. The backlog can be prioritized based on player feedback and feature requests. The same thing can be used on bugs. The more frequent it becomes, the more critical it becomes. Minimal efforts of development In most cases, the backlog should be prioritized based on business value rather that complexity. Being so, things that are developed first are important (or so the team thinks) to the game, while less important functions aren't implemented right away and have time to simmer down. Paired with early access, this becomes a quite powerful tool to test out hypothesis and experiment with mechanics. Due to the iterative process of some methodologies, functionalities are minimal and doesn't require a whole lot of effort to develop: after all, we have no idea if a mechanic is going to be loved or hated by a player until said players plays the game. Change prone games Another important argument is that Agility is generally speaking change tolerant. In our case, this means that if the beta players disliked or liked a newly implemented feature, then said feature should be remove and subsequent features should also be re-evaluated. The importance should always change based on discoveries made by the team or even the project owner. It is considered healthy for a backlog to change it's feature's priority. Otherwise, it's a bad omen... How about me? Agile is first and foremost a philosophy, or a way of life. Sure, it can easily be imposed to people, but it's in these situations that you get fake Agility. It should be a conviction more that a rule: a rule should be static and shouldn't change a lot. Agility starts with the team. If one of it's member isn't committed, it will go sour really fast. I've seen so many times that Agility can be broken by a malicious person (a saboteur if you will). The best thing you can do to an Agile team is to be, yourself, agile. ------------------------------------------ Agility should be an integral part of game development. With Agile, you can easily prioritize mechanics that are crucial for having a fun and interesting game.
  9. I'm brainstorming some new plans for making the Yotes Games Patreon a much bigger deal. My general idea is that I need to put more effort into my YouTube channel due to the level of engagement that gets out of people. But I'd like to hear some feedback from you! It'd be super great to hear someone else's take on where I should take this crazy train next. Or hear exactly why you personally wouldn't donate to my Patreon but would to another. What rewards would you like to see? Should the project be more polished? I wanna know how to get strangers completely HYPED about this game! Trying to emulate the success of ALBDifferent, Exiled, & YandereDev here, and a solid YouTube effort is the key ingredient I'm neglecting. Even just read an article today about how Fighting is Magic might not've exploded if that demonstration trailer didn't get shared left and right earning 900,000 views. Nerds like me read development blogs, but everybody watches videos. I outta make some videos. Check out the huge list of ideas about how I'ma to do just that on the official development blog!
  10. laurikoivisto

    Music Adventure game music

    Hi, i've been re-scoring (muting the original audio and composing music on top of that) game trailers for a few months now and I seem to like composing music for adventure games. Here's my playlist (RiME, Adventure Works, Talewind etc.) Thanks, Lauri
  11. Hey guys, does anyone have any recommendations please for companies offering Community Management/Marketing services? I'm quite price conscious, so if you know which ones are cheaper/expensive/how much they charge, for a small/medium sized developer? Thanks
  12. Hiya folks! I've pushed out a demo of the project I've been working recently, Wake of Poseidon, and I'm getting conflicting opinions on the controls and difficulty of the game. But before I make any drastic changes that will affect art production, level design, and systems design I wanted to see if I could get more opinions about it. Keeping in mind I am going for a more 'Contra' style of difficulty and the gameplay is largely based on old arcade style shmups and beat' em ups: 1) Does the difficulty ramp to quickly? Too slowly? 2) Is the shooting/aiming scheme reasonable? 3) Are there an frustrations with the camera, controls, or presentation in general? You can give the demo a shot here at itch: https://sluggy.itch.io/wake-of-poseidon
  13. Hello, I am seeking some advice on the following procedural events: I do 3d modeling and music/sfx. In the first game project I contributed to, the concept artist wanted to leave because -- according to him -- there were irreconcilable differences with the project manager on a few matters. To me, aside from his attitude/reactionary problem he had with everyone including myself, it was obvious he was grasping for reasons to leave because he disliked not being in charge. So he left the project and started his own, and surprisingly, he asked if I'd tag along. I said sure, since I had nothing to lose. In this new project, for the past 6 mths of it's lifespan, there has been little to no cooperation between the Artists and Modelers, plus numerous management issues by the concept artist-now-project manager. The project manager hasn't produced any concept art to help support his own project, despite his decent drawing skills. He also favors the work of this other 3D modeler whom has a nice portfolio, yet hasn't contributed a single item for the project since joining from the start. Meanwhile, I'm uploading numerous concepts, designs and music themes, and no feedback from the mgr except things like "I know you've been uploading a lot of stuff, but could you ___?". One other dev and I have been trying to do what we can to help the project manager successfully publish his game, despite our busy schedules. And aside from the fact that the project manager dislikes me for some bizarre reason, I put personal issues aside and volunteered to help him out of selfless reasons rather than monetary. While some folks in the project expect compensation sooner or later, I certainly don’t, nor do I need it; I see my contributions as a hobby which I am putting to use whenever I have time off work. I sometimes feel that even if I 3d modeled an exact replica of the cysteine chapel, or if I composed a musical masterpiece, it wouldn’t be as good to the project manager as a literal potato made by the other 3d modeler. Also, this other 3d modeler has complimented my work, then has actually deleted the comment moments later. The project manager noticed everything but had no reaction. The whole situation seems strange to me and I feel I caused most of it. At the moment I feel that my works are not really welcome in the project, and that I’m sort of wasting my time. I'm not looking for credit of my work, but I'm human and I have limits to being disregarded so much. TL;DR: I enjoy 3d modeling & composing as a hobby, but does the project manager need to obtain assets and music from someone else, someone whose work he's interested in? Or is the project just a lost cause because of no cooperation in general? Thanks in advance. EDIT: I haven't abandoned the former project and am still actively contributing to it.
  14. Hello everyone, My name is Jorge. First of all excuse me if this is not the right place to put this. I’m a freelance illustrator and concept artist and I was planning to relaunch my portfolio online but more focused in giving help to video game developers on the “look” of their games. In order to know a bit more, I made this little poll with Google Forms and it would be great if you had some time to answer it: Google Form There aren’t many questions but it would help me a lot to know a bit more about the field I want to focus on. I’m trying to post this on as much forums as possible to get Thank you so much for your time. Sincerely, Jorge
  15. Dear GameDevs, I am plan on creating a video game. However, before I start creating the game, I would like to interview a game developer to understand a bit about the whole process of creating a game. The interview will be conducted via Skype video call or Skype Chat (I can also do discord) and will be very short (5-10 minutes). I want to interview any game developer (beginner or experienced). Regards, Shreyas Edit 1: Grammer
  16. Hi everyone,We are a team of two working for the past few months on a project and we would be very happy to hear your opinion / feedback on the ideas behind it. The project is called Arcweave and it is a web-based flowchart-like tool to design, organize and scale game design and story content.It all started 6 months ago, when after a few game jams we decided to start working on a bigger game project. I began writing the GDD on a google doc but very soon found out that i was in need of additional features to properly maintain and scale my game design. I wanted to be able to:- Develop branching storylines and dialogue in a visual and easily readable format- Write things down for my characters, locations, items e.t.c and easily access this information from different parts of the story- Create an overview of the game and then "dive" in each part of the story and start fleshing out the details- Share my progress with the other members of the team so that they could comment on it and give me feedback.Based on these needs we looked around for a tool that did something like this but could not find anything close to our requirements, so we decided to build it ourselves. Fast forward 6 months and here are some screenshots of how the tool looks so far: We plan on releasing a closed beta in a few weeks. Τhe MVP will initially support the following:- Create and connect story elements in a flowchart layout and add labels on the connections- Multi-select, copy/cut/paste elements- Create components (e.g. characters, locations, items) and add image/text inputs in them- Attach components to elements- Mention a component inside the story content using the @ character (mentioned components dynamically change when they are renamed)- Create multiple boards- Attach boards to elements for quick access.- Create multiple projects- Autosave projects/boards on the cloudWe are looking forward to your comments, ideas and feedback. Also we greatly welcome any suggestions as to if/how you would like this tool to move forward and how it could help your workflow, as well as if you would like to participate in the closed beta stage.Finally if you want to get notified on the progress updates follow the project on Twitter here: @arcweaveCheers!
  17. As mentioned in my earlier blog I have chosen to implement an attribute system in my game Cycling the board game. The goal in this game is to cross the finish line first. This is determined (basically) by rolling a dice (d6) each turn and moving the amount of squares. Each player has a slightly different dice, based on the player’s skill, where players with a higher skill have better dice (e.g. better odds to throw a high number). When the dice is rolled, bonuses to the dice roll are applied based on the player’s attributes and the game world. For example, if the player is on a mountain square and has a high value for attribute Climbing, he could get some bonus points this turn to add to his dice and move further. This is the first time I have implemented such a system and I am happy to hear any feedback from you how this could be done better. To implement this system, I took the following steps: Add a new enum AttributeTypes with a list of all (12) attributes Create a new Class “Attribute”. This Class consists of an AttributeType (one of the twelve) and an int to store the value (1-20) for this attribute. Add a new Class “AttributeManager” and added an instance of this class to each player. This Class consists of a list of all Attributes for the player and contains functionality to check for bonuses based on the attributes and the game world. The system works pretty well, but somehow doesn’t feel right, maybe because it is too complex, maybe because it is just the first time I am doing this. I also wonder how this would be done in a more complex game like Football Manager for example. Thank You for reading and please let me know your thoughts on the subject in the comments! PS. I have not implemented the actual functionality to use the attributes to add bonus points to the dice, that will be the subject of my next blog probably.
  18. Hey all,So I have this unfathomable obsession with the games LIMBO and INSIDE, two games produced by Playdead Studios. But as a sound designer, I'm specifically into the audio of the game, its use of ambient tracks and specific sounds to create this level of emotion I've never felt in a platformer before.I took a stab at redesigning the sound and ambiance of one of LIMBO's trailers to see if I could replicate such emotionality with my own creativity. Check it out below. All feedback is appreciated. https://www.youtube.com/watch?v=rMD1OljsIVA&feature=youtu.be Thanks!
  19. DreamHack Activities

    DreamHack Winter

    until
    DreamHack Winter Jönköping, Sweden 30 November – 3 December We're expanding our DreamHack events to encompass a "Gaming Lifestyle" approach. So basically we're bringing a ton of new content to the already massive show that focuses on Indies, Tabletop, Films, Students, Art, and more. Of course this means we're making everything we're already doing even bigger and more awesome such as Esports, LAN, Music, Expo, and pretty much everything else. CALL FOR ENTRIES: The New Indie Activities we're adding to our Sweden Event.... Indie Playground: The Indie Playground is a curated area where games entered into our competition before the event have a chance to win a complimentary booth to showcase their game. The selected games are organized into 12 genre categories that are reflected in the layout of the Indie Playground. Multiple titles are selected for each genre ensuring attendees will enjoy as many indie titles as possible. It's free to enter and those selected will score a FREE 10'x10' booth. We're pretty flexible on what you can send us. If you're not finished with your game yet you can definitely still submit. We've judged and accepted tons of unfinished video games, tabletop, etc. before. Entry form....https://tinyurl.com/DH-IndiePlayground Deadline: Friday, September 28th, 2018 Art Gallery: Exactly as it sounds, our gallery showcases some of the most amazing artists in video games, tabletop, comics, anime, and more. DreamHack staff select a number of works then we just print cool art on canvas for FREE—your game gets a slice of advertising while our fans enjoy a non-TV wall on the expo floor. It doesn't even require you to be onsite for the event, so this one should be a no-brainer. Entry Form....https://tinyurl.com/DH-GameArtGallery Deadline: Friday, September 28th, 2018 Good luck!! Reach out to sydney.mantrom@dreamhack.com for questions about the forms.
  20. OK, so I got my thread locked. Because someone thought that I was violating an IP, he said I needed to "Acquire it". Well here's the thing, Pitch is different from Acquisition, so the rule should be. "Discussion of IPs is allowed as long as it's been Acquired AND/OR It's being pitched, which does not require acquisition. This really does need to be a rule.
  21. Steam summer sale anyone!? We'll be participating! In addition to the sale price, we have some updates as well! Catherine is in for a few new twists and turns with the remastered version of Stitched, which features the following goodies: - Updates to the existing story line with an all new ending - Updates to the current puzzles as well as a few new ones - New locations to explore - New soundtracks and sound effects - A few updates to existing sprites and some new sprites as well - New and updated factory employee stories - Updates to the existing game including bug and grammar checks - Additional achievements and gallery artwork Check us out at: * To enjoy the full experience of the remastered, it is recommended that player starts a new game. And finally, some new screenshots from the update! Cheers! Fluffex Studios
  22. Hi, I'm working on Warriorb for about 2,5 years now and recently we made a playable version of the first part of the game. There are still some elements missing (mostly vfx and sfx) but most of it is close to final. I would love to hear what do you think about our game so far. Any critique, feedback, idea or tip is appreciated. If you are interested send me a pm and I will give you a steam key for the game. I'm eager to receive your feedback: Gézu
  23. Would anyone be able to offer up some advice on my resume as well as have any pointers/tips when applying to a game designer job? I've been applying everyday for over a month for positions ranging from internships to full time game designer positions. Any advice would be helpful! Game Dev Resume.docx
  24. Hi, I'd like to present LogicEmu, a new logic circuit emulator working in the browser: http://lodev.org/logicemu/ It's somewhat different from most logic circuit emulators, because it's cell based and internally with 2D ASCII diagrams, and it comes with a huge ton of circuits prebuilt which can be immediately selected from dropdowns to try out all kinds of cool stuff! How is it related to gamedev? It's an educational game, it's also vaguely like minecraft redstone, and may be useful for developing/testing/verifying such circuitry engines in games. It's open source on github to see how it works. Please let me know any feedback. Suggestions, bugs, overall impressions, critique, ... are all super welcome Thanks!
  25. JohnyBGooD

    GDWC 2018

    Hello everyone! From today and all week long you can vote for Pixelpunk XL in the Game Development World Championship. Here is the link: https://thegdwc.com/
  • Advertisement
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

We are the game development community.

Whether you are an indie, hobbyist, AAA developer, or just trying to learn, GameDev.net is the place for you to learn, share, and connect with the games industry. Learn more About Us or sign up!

Sign me up!