Toots for idbrii@mastodon.gamedev.place account

Written by David on 2025-01-22 at 17:22

A beautiful playable scene made in #Godot created by Jan Fidler. Largely, I think this is the magic that a talented artist brings to your team, but it showcases what's achieveable in the engine.

https://www.artstation.com/artwork/XJGr8D

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Written by David on 2024-12-26 at 16:22

Good piece on positioning your game in the market:

you don’t have to literally show exactly what playing the game is like in the marketing materials. You can instead show the game in its best, most appealing moments. You can sell the fantasy that the game conveys—instead of merely its moment-to-moment gameplay... show the game as players imagine it to be in its highest, most transcendent moments.

But always include some UI screenshots on your store page.

https://www.pushtotalk.gg/p/5-hard-to-swallow-pills-for-game-positioning

[#]gamedev

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Written by David on 2024-12-11 at 15:52

Write Games, Not Engines

https://geometrian.com/programming/tutorials/write-games-not-engines/

If you repeat this process long enough, after a few games you’ll have the beginnings of a solid collection of reusable functionality that has been proven to have practical applications.

Article is quite old, but expresses the benefit of focusing on games. A big advantage of custom engines are their simpler solutions to game-specific problems (easier to use/understand and better perf) discovered in that game's real-world test case.

[#]GameDev

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Written by David on 2024-11-28 at 21:15

You can see this effect across a bunch of games. I can picture the Windblown, Ravenswatch, and Hades teams sharing the new Recent Review percentages in chat and enjoying the influx of positivity.

It's great to see different ways Steam counteracts human's tendency to review when annoyed instead of when content. (Same with their "You've played this a lot. Leave a review?" reminder.)

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Written by David on 2024-11-28 at 21:07

Wow! The beginning Steam Awards is a real feel-good time for developers because Valve gives everyone a quest to write a review for a game they nominated for an award.

In particular, our Chinese reviews are trending up (+2% positive since the beginning of the month). Now we're in Very Positive! 😍

[#]gamedev

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Written by David on 2024-11-24 at 00:16

Additionally, I'd recommend using suffixes for your game name folder for different builds of your game (prod vs beta vs dev-with-cheats) so you have clean saves where dev bugs aren't invalidated with "maybe I used cheats" and beta bugs don't risk corrupting prod saves.

Towers, Towers_beta, Towers_dev, etc.

You can even make yourself an in-game command to copy saves from prod to other builds to help you test endgame or save upgrading using your personal prod save.

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Written by David on 2024-11-24 at 00:13

I just saw that Towers of Aghasba and Journey to the Savage Planet both use the same %LOCALAPPDATA%\Towers\Saved\SaveGames directory for saves. A good reminder to #gamedev teams:

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Written by David on 2024-11-07 at 15:59

Extension to compare Steam reviews in different languages:

https://chromewebstore.google.com/detail/steam-rating-difference/ibfhpdhfjjhjceologiacljnnghadabm

Use it when selecting languages to translate for launch to see which languages left more negative reviews for your peer games. For example: to avoid translating your roguelike into Chinese and getting your Overwhelmingly Positive score dragged down due to their more negative trend.

(SteamScout shows similar info in a table: https://www.togeproductions.com/SteamScout/steamAPI.php?appID=1911610 )

[#]gamedev #L10n

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Written by David on 2024-11-03 at 05:38

It was disturbing to see responses to this on birdsite that didn't understand why you wouldn't want to create the torment nexus. "What if the torment nexus actually provides abundant free energy to society?"

Do some people drink Soylent hoping they one day make a real Soylent Green?

Regardless, it's interesting to read an author's take on the role of their work. I should look into the views of my literary heroes. (Although Card and Heinlein turned me off of that.)

https://www.scientificamerican.com/article/tech-billionaires-need-to-stop-trying-to-make-the-science-fiction-they-grew-up-on-real/

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Written by David on 2024-11-02 at 01:40

From a #gamedev discord:

A little nugget of info from the latest next fest Q&A: Sending the demo release email triggers a 2-week cooldown for emails about your game, including full game release notification. So, be careful if you are releasing your demo and full game within a short period of time.

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Written by David on 2024-09-18 at 19:30

Why do 2D game engines keep using negative y for up? How do we keep accepting that it makes sense to represent "lowness" instead of height?

It's fine in a framework like love2d without hierarchical transform or camera systems where position is passed directly to the raw graphics API, but why don't we all choose a default world transform system that's intuitive? (Glares at Godot, but that ship sailed.)

Are the bugs and confusion worth the cost of changing the default camera rotation?

[#]gamedev

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Written by David on 2024-09-18 at 14:24

Tomczak argues for variety and immersion in open worlds instead of checklists. Notably:

The game's randomisation systems are also guided by your behaviour, to stop them feeling too... random. "...in vehicle contracts, we base a lot of what's happening on the previous actions of the player - if the player failed the previous mission, maybe we should spawn fewer enemies, or maybe if the player already did 20 of those missions, we can pump up our difficulty."

https://www.rockpapershotgun.com/show-less-randomise-more-a-cyberpunk-2077-designer-on-how-to-stop-open-worlds-feeling-exhausting

[#]gamedev

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