/r/gamedev

1,474,426 Subscribers

1

Game proposal

Ok so I'm completely new at coding and game development. I have an idea for a game, and I know it is huge and I should start smaller, but my brain will only let me focus on this one thing. So the plan for the game was it was going to be a fully free roam RPG game with magic, swords, and monsters. The world it was going to be built on would be roughly the size of earth and the game would have been multiplayer, so that way people from around the world could interact with anyone and learn other languages. The world would have rich lore, backstory, and a ton of quests to keep the players interested in the game. The idea in general was for the Players to be able to do virtually anything, and the NPCs to be fully AI with the capability of fully carrying on a conversation with a player.

As I said, I'm aware how big this game would be and everything like that. But to me it's such a cool idea and I don't want it to go to waste. If anyone wants to try their hand at it, be my guest, I would love to see a game even close to this idea.

2 Comments
2024/04/13
22:12 UTC

1

How/Where do i start learning

I want to learn how to make games ( indie games ) solo , how or where do i gain the required skills or expeirence to do it? Because when i see an indie game dev they always have amazing expeirence and so much skills . And do i have to go to college to start? And is it good/ok if i start my learning career in college? (software engineering)

1 Comment
2024/04/13
22:03 UTC

0

I need some Formula race enthusiasts to help me build a level

I'm developing a 3rd person, narrative-driven stealth game centered around a crew of criminals conducting heists in various locations. For one of the heists, I've chosen a Formula race track where the prize is gold stored in an underground vault. It's an unusual setting, but it's cool lol. I'm seeking input from fans of Formula races for ideas to add into the level. What elements should I include to make the level engaging and authentic to the racing experience? My aim is to ensure that fans of racing enjoy this level as much as they do watching races Additionally, suggestions for a race track layout and details would be greatly appreciated to enhance the realism of the project

1 Comment
2024/04/13
21:16 UTC

0

New GameDev Channel

I am making a video game inspired by titanfall and cyberpunk and the first game dev is out on my youtube channel

https://www.youtube.com/watch?v=YQA9FIJ8\_QU

0 Comments
2024/04/13
21:03 UTC

2

Best thorough unreal courses to achieve mastery?

Hi yall im currently a CS student in my sophmore year and have participated in some game jams before. However Ive really started to enjoy gamedev and im looking for an in depth course to really push my skills. Itd be great if the course was well rounded covering art and sound design as well as the tech side of gamedev. Does anyone have any recomendations?

thank you!

1 Comment
2024/04/13
20:53 UTC

2

Creating the whole map in 3d modelling software vs importing assets in the engine?

Hello everyone, I’m a graphics design student with almost no programming knowledge. I want to make slenderman clone with my assets, and I have two questions.

Should I create the whole game map in 3d modelling software or import assets in the engine? I guess it’s better to import assets in the engine because of better optimization (e.g. tons of trees).

My second question is which engine is the best for the Slenderman clone. Note I have almost no programming knowledge so I’ll be dependant on tutorials. Slenderman was done in Unity and I have found a tutorial in Unity, I just don’t know it’s state in 2024. Those are old tutorials. I recall me trying to do a pixelart game in 2020 I think, but that was in Godot. I don’t need any high quality graphics, it’s even better if it looks old school. I’d like the game to be playable on pc and mobile. I think slenderman should not be that big of a challenge coding wise - it’s a simple game (it’s more asset challenge to me as I’m gfx designer and want to learn how to 3d model better).

2 Comments
2024/04/13
20:22 UTC

2

What is your opinion about the so called "Signal Simulator" game genre?

I recently got hooked with games like voices of the void and signal simulator. I really like the atmosphere that these games emit, it's cozy and at the same time teriffing. All that combined with the alien lore and many easter eggs that they hide makes you wanna keep going.

4 Comments
2024/04/13
20:13 UTC

0

How much of a video game can be legally replicated?

Is there a threshold of copying an existing game before infringement occurs?

15 Comments
2024/04/13
19:50 UTC

0

Apple's server outages have allowed an unfinished version of my game go LIVE!

Apple's server outages did not allow me to change the pre-order scheduled release date and now an unfinished version of my game has gone live to users in many countries. I am honestly so lost, months of efforts gone down the drain. Please do note I have been trying to change the release date for the past 24 hours but to no avail. Please suggest me on what my next steps should be. I can't even think straight.

1 Comment
2024/04/13
19:39 UTC

13

What visual/graphical choices have you made that you ended up regretting later?

Things that you committed to early on that backfired and made development more difficult than it would have been otherwise. Could be things like character design traits that were annoying to animate, stylistic choices that made the game more complicated to program, that kind of thing.

What was the problem, and would you still do it again, or would you have done something different?

14 Comments
2024/04/13
19:09 UTC

1

campfire cat cafe should be the blueprint for casual tycoon games

i just wanted to start this discussion here, because in such an oversaturated market like f2p mobile tycoon games, campfire cat cafe has blown it out of the water. i'm not affiliated with anyone related to this game at all, i just stumbled across it in my hunt for idle games to play before bed that wouldn't stress me out. i wouldn't call this game indie at all, with it being published by hyperbeard and the experience of the devs at riot games, EA, and dreamworks-- but only THREE people worked on this game and it somehow has absolutely obliterated other similar games in ratings AND functionality. i just wanted to throw this out as a reference for folks to take a peek at if youre looking at making a casual tycoon game that is actually enjoyable to play -- the pacing, the way they dont force you to pay to play (which actually makes you WANT to pay!), the consistency of the gameplay mechanics while still incorporating different aspects and goals that keep it interesting-- i literally haven't downloaded such an enjoyable mobile game in YEARS. so many issues that people encounter while creating tycoon games are completely absent in ccc. its astounding

0 Comments
2024/04/13
18:51 UTC

0

I've created the hardest riddle on the internet

Hey GameDevs 👋🏻,
I’m Lars, a freelance software developer on a mission to launch 10 side projects from March to December.
The hardest riddle on the internet awaits you at: https://2085.world
Season 1 is live, offering 8 levels of 🤯 enigmas.
Cheers,
Lars

3 Comments
2024/04/13
18:40 UTC

0

Could I?

I wanna become a game developer but I don't think it's up my ally considering how hard it is and I ain't the brightest, to be honest. I'm 19 atm and I've been constantly thinking of making a RWBY fighting game. I've got most things down on paper/docs and I feel it could actually be good. I just need the right people and equipment and funding and stuff. I'm passionate about but Idk if I can truly be a game dev

10 Comments
2024/04/13
17:52 UTC

0

Hand painted - Where do people get textures for this style?

Hello! So I'm gonna do a brief and fast summary, Recently I started working on a new game! Being made in 3d and using software to model stuff like objects and weapons and character (blender) I wanna know! Where can I find stuff like hand painted textures, Or how would someone easily make them for their weapons and objects? New: I also wanna know, How do people deal with big textures like doors? Because searching up the word "Handpainted door texture" shows no results

(I know substance painter exists, But that software is locked behind a paywall. And generally I don't have interest with using anything Adobe touches.)

Godot 4.2 User

10 Comments
2024/04/13
17:39 UTC

0

Game story writing routine

I'm writing an RPG story. My writing routine has been consistent but very, very slow: I write one detail a day, be it a plot point, character motivations, or character relationships. I'm a little skeptical as to whether or not progress this slow will lead to a completed story. I know consistency is key, but being consistent is getting harder since I'm losing faith in how slow my routine is. I'd like to improve it.

If you have had success writing a game story, could you please talk about your writing methods or your habits? How many details did you write each time you worked on your story? How much time did you allot for that? Anything to guide your writing, e.g. a checklist or an outline of details? As far as inspiration/creative fuel goes, if you were writing more than one detail a day, how did you get yourself to generate multiple ideas in one sitting?

1 Comment
2024/04/13
17:28 UTC

0

How would you start if you could start again?

"I'm eager to dive into game development and pursue it as a career. To those experienced developers out there, if you could begin your journey anew today, how would you kickstart your path in game development?Thanks in advance for your insights!"

1 Comment
2024/04/13
17:00 UTC

2

Cgspectrum or University for Game design?(GDD)

Hello everyone, sorry if this is considered spam.

I'm 24, don't have a job, live in my parents house, and live in Turkey as a foreigner–moved to Turkey with my family a long time ago, and I'm trying to get out of this situation. For the past 6-7 months I have been studying for the SAT exam so that I can get into university, and I got a 1380. however, I can retake the exam and get +1450 in june.

So now I'm in a predicament:on one hand I can get better score and maybe get scholarship and get into a decent University for game design, OR I can give up on SAT and join an online game development school like Cgspectrum.

Right now, I have no idea what to do... Cgspectrum sounds like something that would help alot –and it only takes 2 years. however, university may be a better route for networking and getting a more reliable certificate – but it takes almost 4 and half years from now.

So what should I do? Should I take Cgspectrum classes or study further for university?

2 Comments
2024/04/13
16:50 UTC

9

Another Job Recruiter Scam

I was emailed by people posing as an animation studio named Timbuktoon and offering some really unbelievable job positions. After attempting applying and going through the interview process it just seemed off. I ended up contacting the connect page on their website with the attempt of maybe finding out if they were really looking for those positions and I later got an email from the owner of the company announcing that it is indeed a phishing scam and I wanted to share this so everyone can stay safe and so that people are aware of some of the contacts they are using.

Telegram & Messenger: @Timbuktoons Emails: leonardoanimation@hawaiiantel.net & Timbuktoons@outlook.com

Once again this is a scam of someone posing to be Timbuktoons and from what im aware the company has now been informed of the situation. Stay safe y’all.

Also from what I’ve seen and experienced watch out for MBS studios they also are scamming people and trying to pull free labor and scamming artists.

0 Comments
2024/04/13
16:40 UTC

2

Good idea to include only basic quality settings low, med, high?

I have a game where turning off certain options dramatically decreases the overall quality of the game. How do you think would gamers accept only being able to set the overall quality? That means picking from 3 pre-defined options. Would it infuriate them or would they be able to cope?

Nothing is free, I am willing to trade a few angry customers for most of the customers not messing up the quality and in turn having a bad experience -> giving bad review -> getting less revenue.

4 Comments
2024/04/13
16:33 UTC

0

Does anyone have any tips for improvement on my unity game?

It's my first official game, and obviously it's not very good with a lot of room for improvement, but I was wondering what specifically I should change to increase viewer engagement, better graphics, etc.

https://an989-y.itch.io/voyage-of-valor

1 Comment
2024/04/13
16:15 UTC

0

I'm getting a bit frustrated because I cant decide. Go for game engine programming or gameplay programming?

I'm CS major in my first year, and I know I want to be in game industry, but can't decide to be gameplay or engine dev. My megalomaniac half says go for game engine but I'm not that strong in math. And if I go for engine dev I feel everything in CS makes more sense to know, but if I go for gameplay dev, I feel like 90% of CS knowledge is useless. So Im clueless.

15 Comments
2024/04/13
16:09 UTC

0

JS Text Games engines

Hello fellow Gamdevs!
i am currently looking for easy-to use JS game engines for text based game.

so far i have stubled upon MelonJS but i dont think that it is capable of making text game.

i count on yall guys!

3 Comments
2024/04/13
15:54 UTC

0

Why is P2P multiplayer basically dead and how hard is it to add this functionality to a game?

Dev but no experience with game dev here. I was looking for PC games that have offline LAN multiplayer capabilities... maybe I'm showing my age here haha but I noticed there are barely any split-screen peer to peer PC games. I'm assuming I need p2p compatible games because they wont require reaching out to the internet.

Is it just not the way games are made anymore?

Do you think it is hard to add this functionality to a game?

8 Comments
2024/04/13
15:41 UTC

0

Finally, we kicked off the production of our childhood dream of creating our own PC game. Sketched out the concept for our game's protagonist. Spoiler, he is an alien. Is he cute?

3 Comments
2024/04/13
15:34 UTC

0

Should I make a game in unreal?

Context. Working on a first person platforming shooter with toony graphics. And wonder what engine I should built it with. The time frame is a decade. But rather 3 or 4 years as a hobby project.

My skills are 3D generalist (includes photorealism, and custom rigging (anything characters, pistons, tentacles, whatever) proficient in blender 2D artist mainly vector graphics affinity designer Etc pla pla everything in the graphical side. BOORING. Now the interesting part. Programming!.

I am very good with unity and even dabbled a but as Godot. Also I am a proffesional dotnet developer with .net framework but also know core a bit. Also work with Javascript and angular.

Also I can Programm in Java, python and c.

Usually I would go with unity for my needs and avoid the c++ of unreal. But I heard c++ is big un the robotics field. Since I am trained electrician, used to study electrical engineering and can fix up anything on my car I thought maybe I should look more into robotics. With robots becoming even a bigger thing in the future this looks like fun to me.

And since I am really into game Dev I wonder if working with unreal could also be beneficial for me in my work. The question is do you think I could manage to make a game in unreal? Or is it still two big of a beast and I should stick with unity?

21 Comments
2024/04/13
15:06 UTC

9

What is it for you that draws the line between a game vs just a tech demo with tons of features.

I've been making games for over 20 years, and in that time I've worked on games with a wide variation in quality. One thing I've noticed is that they all felt like tech demos until one day they didn't.

Even the titles that were pretty under baked seemed to cross this threshold at some point, but I've never been able to put my finger on anything specific that made a clear distinction.

What do you feel contributed the most to making your project cross this threshold and start feeling like a product other players could get invested in?

10 Comments
2024/04/13
15:02 UTC

173

Stellar Settlers 🪐 - 10k copies and $70k Gross Revenue 1 Month into the Early Access Release of our Space City Builder with a Unique Twist that we made in 6 Months

Hey r/gamedev!

I'm a long-time lurker and avid reader of the post-mortems on this subreddit. The insights, especially into the mistakes and learning experiences shared by fellow devs, have been invaluable. They certainly helped me navigate the complexities of developing and launching my own game, Stellar Settlers, [steam link] which I'm excited to talk about today, one month after its release.

TL;DR

  • Stellar Settlers has a simple idea with a unique twist, and fast selling point.
  • Planned, developed, and marketed in 6 months, released in Early Access with 36k wishlists.
  • Sold over 10,000 units with gross revenue of over 70,000 USD in the first month.
  • Spend some money (8k euros) on Twitter ads, satisfying results.
  • The main publisher and Asia publisher were very instrumental.
  • The players’ Early Access feedbacks were mostly positive and constructive.
  • Classic genre issues, No press coverage, little post-release influencer coverage.
  • WISHLIST BREAKDOWN: https://i.imgur.com/53s0njS.png

Concept and Development:

Stellar Settlers is a chill space-themed city builder and colony sim where players manage resources, expand infrastructure, and ensure the stability of their colony in the harsh environment of outer space.

The unique twist? You can build space bases vertically. Pods on top of each other, or horizontally as your strategy and specific pods require. These pods also need to be connected with tunnels.

In addition to the city-building gameplay, after collecting enough of the materials, the game turns into the Kerbal Space Program. You build a physics-based spaceship to launch and successfully escape the current planet's gravity.

The team consists of me (game design, code, interface, marketing, operations), my mid-dev (leading the development of the in-game systems), the 3D guy, and the music & SFX guy. Development took 6 months.

What Went Right:

  • Community Engagement: Early on, we focused on building a community around the game. Regular updates (every week, closed beta / update notes), behind-the-scenes content, and active engagement on social media platforms helped us create a solid base of enthusiastic players. This includes me tweeting EVERYDAY for 6 months, without skipping. And sharing WIP footage in relevant subreddits (see my profile), a few times a week. This was a personal achievement for me as it’s soul-draining, and you don’t want to do it sometimes. Imagine trying to come up with content to share EVERYDAY on your game’s Twitter. This created a core fanbase, and they were very instrumental for us to get 50 reviews (90% positive) in just 2nd day of release.
  • Testing and Feedback: We implemented an extensive beta testing phase, which was crucial. I partnered up with my old partner’s publishing organization, which had an existing volunteer tester discord. (Rogue Duck Interactive) People liked the game, they tried to break it and reported bugs and we were very active in fixing everything, making sure the Early Access release didn’t feel buggy or half-baked in terms of player experience. Additionally, the Asian publishing partner (Gamersky Games) was also instrumental in testing, I remember they sending us a spreadsheet of 100+ bugs and issues that made me depressed at the time :)
  • Marketing Strategy: Rogue Duck Interactive is a publisher with a founder who is a gaming influencer. We basically revolved everything around influencer marketing. Additionally, this publisher granted a 10,000 USD marketing budget, which we used 8,000 USD on Twitter ads mostly before and during Nextfest. From ads, we got around 6,000 wishlists in the span of 3 months. (UTM Tracked) But I attribute a lot more wishlists to these ads, as people see the ads on their mobile and search for the game on their desktop PC mostly. Side note: Now I’m involved in this company too, drop me a PM if you feel like your game is a good fit for us to publish, we are very relaxed on our terms and want to work with solo devs or small teams. [Wishlist Breakdown link]
  • Pre-release Influencer Coverage: I’m very happy with the game’s demo coverage, RealCivilEngineer made a video with 250k views for the Demo [YouTube video link]. I contacted him personally with an email showing off the game. Game was his ally and he is also a super cool guy. Similarly, we had coverage from people like Angory Tom, Orbital Potato, and Nookrium for the demo.
  • Very Clear EA Roadmap: We got a lot of good comments about this, in fact, it’s the first image you see on our Steam page. A long PNG that explains all the updates we plan to do during the 1 year-long Early Access. [link to roadmap]
  • Release Day & Popular Upcoming: We decided to do a Monday release. I saw this is being done by other devs on this Reddit too. When you release on Monday, since there is no games releasing on the weekend, IF you have a game with most-wishlisted rank, you stay on the popular upcoming tab on the homepage during the weekend. I think we were on that list for over 72 hours. This was a good decision for an Early Access game. We released with 36k wishlists.
  • Competitor Failed: We had a classic city builder coming out the same day, with more wishlists called Chinese Empire [steam link]. I was very worried about this, and the game looks very polished, but their game didn’t get a good reception. (They knowingly chose the same day with us, I know this game was not there when I chose the exact date)
  • Effective Feedback Collecting: We have a Send feedback button in the game menu and in the pause menu, which opens an in-game overlay of Steam discussion boards, where people start a thread to give us feedback. This was very helpful to be able to listen to feedback in a structured way. Steam core players use these discussion boards, and we aim to structure the game towards them, so it was very helpful to find out our next step and fine-tune the release day reception of the game.

What Went Wrong:

  • Classic Genre Criticisms: It’s not a secret that Steam core player likes games that fit into a genre and hit all the particular spots for it. Stellar Settlers is not that. It has elements from a city builder, a complex base builder, and colony sims. But some city builders were mad that it didn’t hit all the spots, and colony sim players were mad that the settlers were not walking around for example. The game also has a puzzle-tetrisy aspect where you need to think about the tunnel entrances of buildings and position/connect them accordingly. Some city builder enjoyers were very upset about this.
  • Scope Creep: One of the biggest challenges was managing the scope. We occasionally overreached, adding features that required reworks of already completed sections. This not only delayed our timeline but also stretched our budget thinner than comfortable.
  • Technical Issues: Post-launch, we encountered several unexpected bugs that affected gameplay. Despite extensive testing, some issues only surfaced when the game was played by a large number of people under various system configurations. Like some AMD cards just give up on life while you launch the game on them. Which took us a while to figure out what’s the problem and found a walkaround to fix it. (It was something AMD needed to fix on their end with a driver update) These got us some negative reviews.
  • No “New & Trending” for Early Access Game: We didn’t know this was the case. We expected a lot of returns from the new & trending tab, which we got the numbers to get there on the release, but turns out EA games don’t show up here (anymore?) Although this is minor, it could have given us a lot of synergy with all the marketing efforts we had during the launch. And hopefully, we will get in there on the 1.0 release. I would recommend if you don’t need the Early Access, just don’t do it.
  • Post-release Influencer coverage: Not many people covered the game post-release, in contrast to the pre-release. I was responsible for influencer outreach, which I was on top of a week before the release sending in press kits and keys to relevant YouTubers and streamers, all day. For some reason, I was told by some influencers I emailed that my emails were going into their Spam folder. I’m still not sure what was wrong with this. Maybe I over-did it and got my email account flagged. My emails were very custom, I watch a lot of YouTube and did my best to show them the side of the game that would be appealing for their channels.
  • No Press Coverage or Reviews: The game is early access, so I’m giving it to that most press organizations review games when they have a full release. There was little to no global coverage about the game, the issue was similar to us being unable to reach influencers on launch.
  • Underestimated Localization Needs: Perhaps the initial release did not fully cater to non-English speaking audiences. Localizing the game in more languages could have increased your market reach and player base significantly. What we did was, translate the game data into euro languages with GPT-4 API, then hired translators for each language to proofread and Playtest the game in the language (which was pretty good, and affordable) Still it doesn’t cover the custom needs of local players. Tho the Asia publisher did a perfect job. We had no negative feedback about the CJK languages, players were very pleased, and a strong Chinese community was formed, again with the efforts of the publisher.
  • AI Usage Criticism: We used AI art in our game, we also added a notice to the store page with the recent tools that Steam allows you to tell players on your store page the game uses AI generation. Still, there were negative reviews about AI art, from players playing the game for 5 mins. The busts of the settlers in the game are made with AI and planet concepts were also using AI. I personally trained a CC0 model to achieve this. I had email responses from some influencers especially from Wanderbots that he will not cover the game because it has AI-generated items. I tried to explain my methodology but didn’t get a response. He also blocked our twitter unprompted :( Even though I think there were no ethical issues using a CC0 model, this was a bad rep overall.
  • Balance Issues: Balancing gameplay in a strategy or city-building game is crucial for ensuring a fair and engaging experience. We encountered significant challenges in balancing resource allocation, progression speed, and difficulty, which impacted player satisfaction. Some elements were either too challenging or too easy, leading to player drop-off. We learned that continuous adjustments and community feedback are essential in achieving a well-balanced game. The game currently has a pretty fun balance. But it’s very hard without mass testing to see the balance issues and respond to them.
  • Not Enough & Repeating Content: We underestimated the amount of content needed to keep players engaged long-term. Our initial release featured a core set of building options and scenarios that, while fun, quickly became repetitive for players seeking deeper gameplay experiences. This led to feedback that the game lacked variety and depth in its later stages. In response, we are now focusing on making every planet feel different by adding a core mechanic to the planet. Reworking the current ones at the moment. I’m confident we will solve this in the later updates and 1.0 release.
  • Marketing Message Misalignment: If there was any discrepancy between what was marketed and what was delivered, this could lead to player dissatisfaction and negative reviews. The game is very chill, and you can’t fail completely, some players are into this, and some are not. We promoted to game to “City builder lovers” which in turn some of these players were upset that the game didn’t have the depth they were looking for. Tho we should have marketed the game as “chill”, right now we changed our messaging to reflect this. It’s a “chill space base builder, where you manage resources and build vertically“
  • Not enough achievements: We kinda rushed this features, so we have just 5 achievements for now. Steam core players want a lot of achievements. We are also working on this atm.

Thank you so much for reading, TLDR is at the top of the paragraph. As a personal note during the 6 months, I had 3 arthritis flare-ups (stress) but soldiered on. We formed the team for this game, teammates were very eager and worked extra. Depending on the data from our previous games, we expect around 300-500k USD in gross revenue in the lifetime of the game. More than enough to cover us a few years and keep making games we want to play.

Links

-----

We are also developing a roguelike dice-based game called Dice & Fold at the same time, which has an incredible $0.25 per wishlist acquisition with paid ads, check out the demo, and wishlist if you like it.

>> Our Next Game: Dice & Fold: https://store.steampowered.com/app/2693930/Dice__Fold/

I will be in the comments section in case you have anything you are wondering about, I’m willing to answer and share more info to help you navigate, as other devs did for me.

42 Comments
2024/04/13
14:57 UTC

1

Help me with creativity block

Been really struggling lately with game Ideas because the last couple of projects (Some of which went unreleased) took a TON of creative power and thought which has drained me of any Ideas... Anybody know what to do? Very little things have been recommended to me and most of them are complete nonsense.

0 Comments
2024/04/13
14:49 UTC

1

Game Dev for low-end PCs

I've been using game maker studio 1.4 for years now, i'm trying to switch to another engine(Unity and Godot even GMS2) but without success, mainly because of my computer, i'm trying to get a job where I live so i can buy a better one.

Should I get start on frameworks? any other recommendation of engine?

Intel Core 2 Duo E7500 2.93 Ghz

4GB RAM

Intel GMA X4500 (Graphic Card)

OpenGL 1.1

9 Comments
2024/04/13
14:45 UTC

0

Where do I start

I need some help to get started.

I’ve been wanting to design a game for a very long time now but I just don’t know where to start so I would some advice

3 Comments
2024/04/13
14:03 UTC

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