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    1. Eight questions for anyone who has developed a game (especially with Unity's Engine)

      (I already wrote this once, but my phone didn't like it and randomly deleted the whole thing... ◕∩◕ ) I've been wanting to develop some games for a while now, and I have an overarching theme idea...

      (I already wrote this once, but my phone didn't like it and randomly deleted the whole thing... ◕∩◕ )


      I've been wanting to develop some games for a while now, and I have an overarching theme idea in mind. I couldn't decide on top down pixelated game or 3D style, because it's more of a visual story kind of game, where you explore, build a base (or several), meet and talk to NPCs, learn the story, etc. I want a lot of detail but I only have (minimal) experience with pixelated games. So naturally, 3D sounds better for a higher detailed, and maybe stylized environment.

      I don't know much at all about code ( for example, I had to look up how to format this post). I don't even know what languages there are other than Java. I make resourcepacks for Minecraft, but that's minimal coding for the .mcmeta file. I do also make fabric mods for it, but I use MCreator for those, which I'm sure is like training wheels for coding.

      I have the skills for graphics for both characters/environments and GUI/HUD elements. I have an idea for my story, and a few ideas for characters. What I know I don't have is experience in balancing things like economies, rpg skills, fighting, and weapons/armor and their upgrades. But I'm not really planning on implementing those, at least not right now. (The economy would be first if I did)

      I recently saw a video on youtube showcasing Unity Engine's nanite environments, and basically, I want in on that. They're gorgeous.

      The Questions

      So my 8 questions are, on a scale of one to ten (ten being basically impossible for one single person to do), how difficult would it be to make these elements in a singleplayer, 3D game for someone without experience (like me):

      1. Sky, ground, objects (like trees, flowers, rocks, etc) and other environment visuals' 3D models for exploration? I need to be able to walk on it, and maybe hit things like trees for lumber.

      2. Base building and gathering the materials to build? This comes with the inventory issue as well (looking at you, Minecraft), which I'm still trying to figure out how I want to do this.

      3. Crafting said gathered materials for building elements and items to gift to NPCs? This will need GUI and workbench, most likely.

      4. Collectibles? Think koroks from BoTW or the museum artifacts in Stardew Valley. I'd like for the player to be able to display these only in/on a shelf/table/glass case inside their base(s).

      5. NPCs with many hours worth of randomized dialogue interaction, gifts to and from NPCs, as well as a few friendship levels and unlockable interactions/gifts?

      6. What would the time frame look like for me to learn Unity's Engine for these elements, or is there a better engine I should be aware of?

      7. What materials might you guess that I'd need to spend money on to make this game? I already have: a Mac, the Adobe Suite, a drawing tablet, all the time in the world, and ideas. Would I need a license for anything?

      8. What have I overlooked? 3D modeling (and not just blocky models in blockbench) is a skill I realized I'd need to learn just as I was writing this post.

      The reason I'm asking so many questions is because I can't tell if trying this will be worth my time or not, and if I could afford to hire someone for parts of it, if need be. I have ADHD, so I'm wondering if this is just the "new shiny thing" that has caught my eye (probably is). I don't want to dive into a major learning session and project development if it ultimately won't go anywhere because it's too hard for my smooth brain.

      Then again, I see some games (what I would consider low quality) that I'm like, "man, I could've done that, that looks so simple and easy!" So basically I have no idea whether I'm near the peak of Mt Stupid on the Dunning-Kreuger graph, or if I'm past it and somewhere in the valley.


      Any advice is greatly appreciated.

      Also, feel free to talk to me like I'm a dumb 5 year old.

      6 votes
    2. T minus Zero, or releasing a game on Steam

      Well, a few minutes ago I finally pushed the button, the game is released. So I wanted to write a short write up of some things that I had to do to release the game. I won't really talk about...

      Well, a few minutes ago I finally pushed the button, the game is released. So I wanted to write a short write up of some things that I had to do to release the game. I won't really talk about making the game itself too much, more about the part of actually releasing the game, if you are interested in more of that you can see my posts from Timasomo (1, 2, 3, 4, showcase).

      Steam

      I have already created many games in the past, I've been making games for more than 5 years, but always as a hobbyist. So I never experienced releasing a game on a platform like Steam. I have to say working with Steam and Steamworks is very pleasant and streamlined, but it is still much more complex than for example releasing a game on itch.io, which is what I did before for all my other games. I'll try to summarize how the process looks like.

      First, before you can even get on Steam, you have to register, fill out a ton of paperwork, wait some time for it to be manually approved. Afterwards, you have to pay the 100 dollars for Steam Direct. At this point you finally get a Steam app id, which you can use to start integrating Steam features into your game. For example, having achievements, Steam cloud integration (so the saves get synced between devices), leaderboards and potentially more, especially if you are making a multiplayer game. To make my game I am using Godot, and I found a C# library called Facepunch.Steamworks which made this all quite easy, I'd definitely recommend it if you are using Unity or Godot with C# and want to release your game on Steam.

      Before releasing a game on Steam you also have to finish everything on a gigantic checklist, including things like: uploading 10 various header, capsule and other images which are used on the store page and Steam library. An icon for the game. What are the minimum requirements required to run the game, whether the game has adult content, whether it supports controllers, how much the game will cost, screenshots, a trailer, there are just so many things to do! And when you complete parts of this checklist you have to have your game go through manual reviews. Each review could take about 3 days to get done. I failed one review first so I had to resubmit it too and wait again. Let me tell you, if you plan to release a game on Steam, reserve at least a month to do it, and start going through the reviews as soon as possible -- actually I think there even is a minimum of a month before you can release the game from the day you get an app id.

      Trailer

      Creating a good trailer is super hard. I am not a video creator/editor at all, but luckily I at least own a solid program for creating videos -- Vegas 14 pro, that I got for super cheap in some Humble bundle about 8 or something years ago, so I at least had a good start there. I ended up with not that complex of a project and Vegas still kept crashing when rendering, so I am not sure if I'd recommend it though.

      The hardest thing for a trailer is deciding what to put in it for me. I know that a trailer should be super short, should showcase how the gameplay looks, what are the features and so on, but when I got to actually making it, it was still super hard to decide what to put there. How do I even start? I watched a ton of other indie game trailers to get some inspiration and that also didn't help that much. There are some trailers which are really just gameplay, some trailers which are actually just incredible with editing I could never do as a pleb... So I started with something that I know a bit more. I created a very short music track, and decided that I will just edit the trailer to fit the music.

      The music track basically splits the trailer into 4/5 very short sections:

      • Basic gameplay, how the game looks when you start playing it
      • Explaining the roguelite part of the game, selecting spells and items
      • More complex gameplay, how some combinations of spells and items can look later in a run
      • List of features
      • Special bonus ending section showing a "Legendary" spell, which should show how insane spells can get, followed by the logo of the game

      I think the trailer ended up being not too bad, but I still had some feedback that it isn't flashy enough. And it's true, but I am not really sure how to improve it easily. When watching the Vampire Survivors trailer for example I can see that they did a much better job: it's so much more dynamic, the music really pumps you up, it's overall better edited, it has cool transitions, camera movement and so on.

      End

      Releasing a game on Steam was a great experience. I learned so much! I basically made this game over weekends and evenings, since I also have a job. To try maintain my productivity I tried to do at least some work on the game every single day. I have to say that towards the end I started losing some steam (haha), some days scrambling to do at least something late in the evening before I went to sleep. But, if at least someone plays the game I think I want to keep updating it more, I still do really like the game!

      Thanks for reading! Feel free to ask me anything about the game, or the game dev process, or about anything basically haha.

      Here's the Steam store page, the game costs 5 dollars, I'd love it if you checked it out. If you want to play the game but can't afford it PM me and I'll send you a key for the game (at least once I get the keys I requested -- did you know that Steam has to approve the creation of keys manually? Edit: the keys are now ready)
      https://store.steampowered.com/app/2682910/The_Spellswapper/

      45 votes
    3. We have heard you - Unity says

      @Unity: We have heard you. We apologize for the confusion and angst the runtime fee policy we announced on Tuesday caused. We are listening, talking to our team members, community, customers, and partners, and will be making changes to the policy. We will share an update in a couple of...

      66 votes
    4. Godot Engine

      So, by now everyone knows about the big outcry over Unity's big runtime fee. Even if they backtrack, I foresee MANY developers leaving Unity because the trust has been damaged. So there are two...

      So, by now everyone knows about the big outcry over Unity's big runtime fee. Even if they backtrack, I foresee MANY developers leaving Unity because the trust has been damaged. So there are two options to look at now: Unreal and Godot. I have no experience with Godot personally, but I know there are people on here who do.

      So, to those with experience with it, here's the chance to share your expertise and knowledge! What do you want new users to know about it? What do you consider its strengths and weaknesses? What resources would you recommend for new users? Any particular tips and tricks? And also, what are some games you know made with it you'd recommend, either to give people ideas of its capabilities or just because they're good games?

      98 votes
    5. Defunct studios discussion - Who remembers Black & White?

      I just finished playing through the Fata Deum demo and you can really feel the B&W roots, even if it's minus your pet. While there's lots to be excited about off the back of Fata Deum, it does...

      I just finished playing through the Fata Deum demo and you can really feel the B&W roots, even if it's minus your pet.

      While there's lots to be excited about off the back of Fata Deum, it does kill me that this IP was left for dead considering how innovative the gameplay was at the time and how much potential it had.

      Does anyone have fond memories of other hits from now defunct studios?

      31 votes
    6. Any experience with making a board game?

      My friend and I embarked upon a journey over the past few months to create a tabletop board game. The interesting part is that we were motivated by the emergence of generative AI and the...

      My friend and I embarked upon a journey over the past few months to create a tabletop board game. The interesting part is that we were motivated by the emergence of generative AI and the capabilities it had in rapid prototyping concepts. On a whim we said, let's see how far we can push making a board game. We pushed Midjourney, ChatGPT, and a variety of creative tools to help build the foundation for our game. We both have design chops and are into diy, creative design, and 3d printing, and technology to help get this thing past the finish line.

      We are now at the point were after many iterative sessions, we have a functional and fun to play game! Our intention is to give it away as a free downloadable that folks can 3d print and paper print all the parts so they can play too! Huzzah! We are balancing the rules and creating the instructions which is not something we are relying on AI aside sticking to the theme. We are in search of inspirato on what makes gameplay fun for folks today.

      Question What are the most fun, exciting, or challenging aspects of any tabletop or board games you play? What keeps you engaged?

      EDIT
      I didn't give many specifics on the game itself, and figured it might help. Remember we used AI to come up with this storyline. The prompt was to write a story for a "Sci-fi Christmas Horror" board game...

      The basic premise is that you are attending a party at the North pole celebrating the research of Dr. Frost on ancient Christmas magic. Predictably things go bad, and you have to find your way out before it's too late and you are killed by a troop of Christmas themed monsters.

      The games objective is to work together to escape the facility by collecting sleigh parts, fighting monsters, navigating a maze in dark hallways, and visiting special rooms to solve puzzles. It's all kinds of ridiculous but fun it its own way.

      12 votes
    7. Any Bevy (the rust game engine) users here?

      Bevy just released their version 0.11, so I figured it would be a nice opportunity to ask the Tildes gamedevs if they were using it :) Bevy is a rust game engine - more like a set of libraries...

      Bevy just released their version 0.11, so I figured it would be a nice opportunity to ask the Tildes gamedevs if they were using it :)

      Bevy is a rust game engine - more like a set of libraries actually - that's been gaining popularity the last few years. It has become the de facto toolset if you want to make a game in rust. It is very opinionated towards Entity-Component-System (ECS), and uses the pattern to facilitate parallelism and multi-threading.

      Personally, I'm using the bevy-ecs lib (not the whole engine) to write a roguelike and hone my skills in rust. I enjoy it but it's not really beginner-friendly. The official docs are lacking, and you'll have to dig in the auto-generated api docs to make the most out of it. However, I appreciate that each release not only brings new features, but also refines existing ones. The engine is getting better - not only bigger - release after release.

      16 votes
    8. RPG Maker and learning game design

      I have been making a game with Rpg maker MZ in my free time. It is a slow process, but it is coming along. With no background or experience with coding, I had attempted to jump into Unity a while...

      I have been making a game with Rpg maker MZ in my free time. It is a slow process, but it is coming along. With no background or experience with coding, I had attempted to jump into Unity a while ago, but quickly became overwhelmed and gave up. Rpg Maker has felt like a great onboarding for learning game design. The simplicity of making events, adding in sprites, sound effects, dialog and anything else you want is amazing. I've gone from googling how to do the simplest of things, and now have a full town with npcs, a dungeon with puzzles and a few quests, and usually able to figure out any problems on my own. It feels like my own little world. I even have a small discord that I post updates to and get suggestions/comments from friends and family.

      I think when I am done with this demo, I may give Unity another shot. I feel like I have a much better understanding of how to think when designing a game. I know Unity is a much bigger step, but I feel like I can at least see the staircase now.

      So I guess my question for you is, what other programs have been instrumental to your game design journey? Have you used Rpg Maker and what are your thoughts on it?

      16 votes
    9. What’s a genre or style you wish was explored more in games?

      It’s often argued that open-world, zombie survival, and the likes have been overdeveloped and variety needs to be introduced to help stimulate an otherwise stale market. What do you wish upcoming...

      It’s often argued that open-world, zombie survival, and the likes have been overdeveloped and variety needs to be introduced to help stimulate an otherwise stale market. What do you wish upcoming games had that the others do not? Were there any titles that just fell shy of your expectations?

      66 votes