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3 votes
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No Man's Sky's Sean Murray says devs should be quiet after a rough launch
11 votes -
Kind Words: A game of lo-fi beats, writing nice letters to strangers, and feeling less alone
20 votes -
Fermi problem game thread
I thought it might be fun to make a little game out of asking Fermi problems and trying to work out solutions to others'. What is a Fermi problem? A Fermi problem is (to quote wikipedia ): an...
I thought it might be fun to make a little game out of asking Fermi problems and trying to work out solutions to others'.
What is a Fermi problem?
A Fermi problem is (to quote wikipedia ):
an estimation problem designed to teach dimensional analysis or approximation, and such a problem is usually a back-of-the-envelope calculation. The estimation technique is named after physicist Enrico Fermi as he was known for his ability to make good approximate calculations with little or no actual data. Fermi problems typically involve making justified guesses about quantities and their variance or lower and upper bounds.
Basically, these are questions that would be very difficult to calculate exactly without looking up the answer. The goal is to arrive at a good estimate by making justified assumptions. As such, looking up facts and statistics should be minimized or outright avoided (e.g., if the question is "What is the mass of the water in Lake Michigan?", you shouldn't look up Lake Michigan's volume to aid your answer. This should be estimated from things you know off the top of your head).
The way this thread works
- If you have a Fermi problem, post it as a top level comment.
- If you have a solution to an already posted Fermi problem, post it as a reply to that comment. Be sure to post your reasoning and thought process.
Fermi problems can be fun to come up with, and fun to answer. Examples of Fermi problems might include:
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How many piano tuners are there in Chicago? (this one is apparently one that Fermi came up with himself)
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How many keystrokes occur worldwide, daily?
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What is the mass of the water in Lake Michigan?
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How many cars are there in New York City on a given day?
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How many blades of grass are there on the National Mall?
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How many eggs are consumed in the US each day?
Since many of these have no definitive answer, it is not always possible to score the 'correctness' of an answer. Nonetheless, others can judge when an answer makes reasonable assumptions, so feel free reply to answers with suggestions of which assumptions can be refined or further justified.
21 votes -
The Digital Antiquarian: Sam & Max: Hit the Road
8 votes -
Riot announces "Teamfight Tactics", a new League of Legends game mode similar to Dota Auto Chess
7 votes -
The Digital Antiquarian: Day of the Tentacle
7 votes -
Peter Molyneux walks us through his entire career, from Populous, to Black & White, to Fable
8 votes -
The Digital Antiquarian: Return to Zork
5 votes -
I made 7 1k javascript demos in 2 weeks for JS1k! - My Epic Post-Mortem
6 votes -
Experimental Gameplay Workshop 2019
9 votes -
Sean Murray at GDC
15 votes -
Create Your Survival/Death Bracket for Game of Thrones' Final Season
8 votes -
"Making video games is not a dream job": "The workers behind hits like Fortnite and Call of Duty need unions to protect them from exploitation"
10 votes -
Should harder games have "easy modes"?
I presume a lot of you might have noticed the discourse surrounding Sekiro and the notion that games like Sekiro could benefit from having a complementary "easy mode". The discourse is hot, and...
I presume a lot of you might have noticed the discourse surrounding Sekiro and the notion that games like Sekiro could benefit from having a complementary "easy mode". The discourse is hot, and the takes are flying left and right but I'm curious to what the people of Tildes think about it.
25 votes -
The Digital Antiquarian: Darklands - The first CRPG ever released by MicroProse Software
5 votes -
Two devs automated the process of generating and publishing "garbage" mobile slot machine games on Google Play, and made over $50,000
28 votes -
Guild Wars 2 developer ArenaNet plans for mass layoffs
7 votes -
Wind Waker graphics analysis
11 votes -
The Digital Antiquarian: Ultima VII
6 votes -
cantunsee.space: Test your attention to detail in UI design
43 votes -
Photopia design and themes (Victor Gijsbers 2008)
3 votes -
The fall of Starbreeze Studios
8 votes -
How "At the Gates" took seven years of my life – and nearly the rest
10 votes -
How a book binds the Return of the Obra Dinn
7 votes -
The tragic end of Telltale Games - how an award-winning studio abruptly shuttered, as told by the people who were there
14 votes -
This dumb industry: Telltale autopsy
12 votes -
Telltale employees left stunned by company closure, no severance
27 votes -
How 5 years of burning ambition brought Retro City Rampage to DOS
6 votes -
Programming Challenge: Make a game in 1 hour!
Background There's been some talk on ~ before, and it seems like there are quite a few people who are either interested in, learning, or working in game development, so I thought this could be a...
Background
There's been some talk on ~ before, and it seems like there are quite a few people who are either interested in, learning, or working in game development, so I thought this could be a fun programming challenge.
This one is fairly open-ended: make a game in 1 hour. Any game, any engine, don't worry about art or sound or anything.
Doing is the best way to learn. Most people's first project is something overly ambitious, and when they find that it's more difficult than they thought, they can get discouraged, or even give up entirely. This is why the 1 hour limit is important: it forces you to finish something, even if it's small. When you're done, you can come out of it saying you made a game, and you learned from it.
Chances are the game might not be fun, look bad, be buggy, etc. But don't worry about that, everyone's game will have problems, and if you do create something really fun or innovative, congratulations, you have a prototype that you can expand on later!
"Rules"
Like I said before, these "rules" are pretty simple: make a game in (approximately) 1 hour. You can use any tools you want. If you use external assets (art, sound), it's probably best you use something you have the rights to (see resources). If you're completely new to game development/programming, your goal could even be to finish a tutorial.
If you're the kind of person who tends to get carried away with these things, you might want to post a comment saying you're starting, then another one once you've finished your game.
Please share your finished game, I'm sure everyone would love to try them! If your game is web-based, it can be hosted for free on Github Pages or Itch.io. If downloadable, it can be hosted for free on Google Drive, Mega, Dropbox, Itch.io, etc.
Resources
Engines
If you're a beginner, a good engine to start with is LÖVE. It's very simple, and uses Lua, which is very easy to learn.
If you're familiar with another language, you could use a library to make it in that language. Some examples:
Javascript: kontra, Phaser, pixi.js
Python: pygame
If you want something more complex, consider Godot, Unity, or Unreal.
You can also try something visual like Construct, Clickteam Fusion, or GDevelop
Art
For such a short time constraint, I'd suggest you use your own "programmer art": just use some basic shapes. Your primary focus should be gameplay.
If you think you have time to find something, try looking on OpenGameArt.
Sound
You can make simple sound effects very quickly with sfxr (or in this case, a web port of sfxr called jsfxr).
27 votes -
NAND Gate Game - Build up a CPU from NANDs
11 votes -
How music was made on Super Nintendo
6 votes -
The GameCube controller’s A button subtly taught us how to play
21 votes -
Antichamber developer Alex Bruce talks about the process of developing and marketing his game
Alex Bruce gave a pair of talks at GDC 2014 on the development process of Antichamber (trailer) In the first talk he talked about the journey from Unreal mod to full game, presenting at game...
Alex Bruce gave a pair of talks at GDC 2014 on the development process of Antichamber (trailer)
In the first talk he talked about the journey from Unreal mod to full game, presenting at game festivals, networking, the grueling work of getting the game to market, and the lessons he learned along the way:
Antichamber: An Overnight Success, Seven Years In The Making
In the second talk he went over the iterative design process, and how he tweaked things based on how people interacted with the game (spoilers):
12 votes -
Any hobbyist gamedevs interested in working on a project together?
I've been trying to get back into game dev recently and I'd love to work with someone if you're up for it. I'm also down to join existing hobbyist projects, although I have a thing I'm currently...
I've been trying to get back into game dev recently and I'd love to work with someone if you're up for it. I'm also down to join existing hobbyist projects, although I have a thing I'm currently building at the moment.
- I'm based in SF; I'm willing to work remotely with someone, but would definitely prefer someone in the area.
- I'm a software developer with 6ish years of experience programming, a CS degree and just starting an out-of-college job.
- I've built some small games in the past, mostly in Unity.
- I've got a reasonable amount of UI/UX experience but I'm by no means a professional and none of it is all that game-related.
- I can do some pixel art though I'm by no means an expert.
If you make games for fun and are looking for a partner, feel free to send me a PM or just reply to this.
Similarly, I'd like to also suggest a Tildes ~LFG (looking for group) or other meeting-ish area.
12 votes -
Common problems when translating games into Japanese
9 votes -
Battlefield 5's 'Airborne' mode will parachute players into the fight
6 votes