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Found 136 results

  1. The newest version of my pirate adventure/strategy game in the vain of Sid Meiers Pirates! is out! Please try it out! You can run missions, gain ranks with different nations, hunt down buried treasury and lost cities, trade and much more. There is also now a semi-interactive tutorial to help you get started! You can level skills and buy ships up until frigates. Any issues? Any balance problems, economy problems? Download: Plunder Horizon, alpha 3 (60 MB, windows only, just unpack it and play, no installation)
  2. Hey, I'm currently starting next iteration on my engine project and have some points I'm completely fine with and some other points and/or code parts that need refactoring so this is a refactoring step before starting to add new features. As I want my code to be modular to have features optional installed for certain projects while others have to stay out of sight, I designed a framework that starting from a core component or module, spreads features to several project files that are merged together to a single project solution (in Visual Studio) by our tooling. This works great for some parts of the code, naming the Crypto or Input module for example but other parts seem to be at the wrong place and need to be moved. Some features are in the core component that may belong into an own module while I feel uncomfortable splitting those parts and determine what stays in core and what should get it's own module. An example is Math stuff. When using the framework to write a game (engine), I need access to algebra like Vector, Quaternion and Matrix objects but when writing some kind of match-making server, I wouldn't need it so put it into an own module with own directory, build script and package description or just stay in core and take the size and ammount of files as a treat in this case? What about naimng? When cleaning the folder structure I want to collect some files together that stay seperated currently. This files are foir example basic type definitions, utility macros and parts of my Reflection/RTTI/Meta system (which is intended to get ipartially t's own module as well because I just need it for editor code currently but supports conditional building to some kind of C# like attributes also). I already looked at several projects and they seem to don't care that much about that but growing the code means also grow breaking changes when refactoring in the future. So what are your suggestions/ oppinions to this topic? Do I overcomplicate things and overengeneer modularity or could it even be more modular? Where is the line between usefull and chaotic? Thanks in advance!
  3. Hi, i'm composing music for this animation and would appreciate any feedback. Don't concentrate too much on the film. It's supposed to be a "trailer", hence the "montageuness". Thank you! Lauri
  4. Making games is hard. You need all kinds of technical and creative skills, you need a big team, a budget... But making your first game can be even more difficult if you have no previous experience in game development and your team is only two people. But it didn't stop us. We quit our jobs and started this indie game journey full of mistakes and pitfalls. Why? What encouraged us to make this stupid move? Inspired by Extra Credits, Hellblade Dev Diaries, and ThinMatrix we decided to start a weekly behind the scenes show. There we'll be showing bits of our production process. The whole project is a huge and risky experiment for us and we would love to hear your support and recommendations. We are opened to all sorts of feedback. Even if you consider something is of a low quality in our video, please let us know it as is. We would love to learn from the community and improve. Thank you.
  5. 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.
  6. Hello All, Finalizing the next update now. This update is focused on MFI controller. The game will be completely playable using the controller and you will never have to use the touch screen. Almost complete. Question I have is I want to roll into this update some balancing to difficulty. I am getting reports the game is too hard right away. I have some thoughts on how to ease into the pain but wanted your opinions as well. Here are my thoughts: Slowly introduce the “harder” Germ enemies Lower the HP of the enemies in the starting rooms Lower the number of enemies that can be spawned into the room Combination of the above or all of them What are your thoughts? Thanks! View the full article
  7. The concept of the most futuristic space hotel by Gateway Foundation. Here are you can see the facilities of the station such as Control Room, Observation Deck, Night Club, Restaurant, Food Court, Escape Pod Bay, Parks & Gardens and Casino. The original portfolio here:
  8. Hi, and in advance sorry for my bad English. I'm composing 10 years already (but only last 4 years are most active), have 64 tracks in portfolio and works passed with 2 idie-games already, and aimed to be a soundtrack composer. But faced a serious obstacle: I do not know where and how to offer myself (at least for the expansion of the audience, not to mention trying to make some money) to get a professional job. Here I got through the search, after a friend's recommendation to search for resources of game developers. There is also a second one: I'm have a growing feel, that somehow my works are not good enough, but I just can not figure it out what exactly is going wrong and how can I fix it. So, have anyone any ideas or advises about it all? === I'm composig in soundtrack genres, game or film kinds. The main element of my style is orchestration with elements of epic but also quite often with electronics and electric guitars. If interested, all tracks available here. Some examples from my works: 1. Currently most fresh one: (Orchestral only) 2. Relatively most popular: (epic rock) 3. Last from game project: (electronics mostly) 4. Typical from my style: (orchestration + electronics + guitars) 5. And from scenical OST-type of compositions: (orchestration + electronics + guitars) In advance: thanks for answers.
  9. 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
  10. This is a game concept i made for the gmtk game jam over the weekend, check it out here: https://piranha305.itch.io/kingdom-battle, is this a game idea i should keep pursuing, right now in it's current version it's pretty basic, but it could be expanded on with more unit types and a multiplayer system, but i don't know if i should invest the effort? also right now the art it's using if from kenny.nl assets, but i'm im gonna roll with the idea, i'll probably get the art remade.
  11. Hello friends, This is my first attempt at composing a MIDI song for my upcoming samurai sword fighting game 13 RONIN and I would very much appreciate feedback on pretty much everything from composition to, instruments and sound production. I want the game to remind the player of old Japanese black and white samurai movies. The graphics will mostly be in gray scales, the sound effects will be based on samples taken from old movies and hopefully will the music also fit into this landscape. Happy coding! /jan. P.S. If interested please check out my dev log here or at my site www.eraserheadstudio.com
  12. 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
  13. 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
  14. 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.
  15. 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
  16. 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:
  17. 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?
  18. 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.
  19. 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?
  20. 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!
  21. 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.
  22. 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!
  23. 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
  24. 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.
  25. 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
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