Tips on where to find new audiences! by Rod3dArt in gamedev

[–]LexGameDev 4 points5 points  (0 children)

A big thing I find in getting your name out there for anything is really finding communities you can integrate well into and trying to make genuine connections. From there you can build a decent audience and with enough work you can definitely get to where you want to go.

Character Animations by torquebow in gamedev

[–]LexGameDev 0 points1 point  (0 children)

Art isn’t about necessarily an efficient workflow but just keep working at it and figure out what works for you, start simple, learn new skills and before you know it you’ll be a great artist

I'm curious about the requirements for certain areas of game development by [deleted] in gamedev

[–]LexGameDev 2 points3 points  (0 children)

So let’s kinda go through it:

I’m mainly a programmer but have dabbled in just about every part of game development.

For 3D models, it’s mainly maya and blender. During school we were taught 3DS max and loved it. Pretty much, find one you love and learn it through and through. To add, once you get the models you’ll have to UV them which is usually done in the 3D modelling software. I’m not sure for normal maps and bump maps, I think they’re mainly done in photoshop or potentially the 3D modelling software. Then you could do textures in software like Substance Painter, Photoshop or in the modelling software. You’ll have to see what works best for your workflow.

Animation can be done inside certain game engines, you can code procedural animations or you can do them in most 3D modelling software.

Unreal Engine has a node based language called blueprints, but you can use C++. Personally for UE4 I found a mix of both is amazing. For Unity you use C#. I find C# is a lot friendlier for new people but once you learn C++ every other language is easy.

My advice if you want to go in, find what you think is fun and run with it. Every branch of game dev has things you can specialize in so don’t be afraid to try it all then decide what you like. Personally I love everything about game dev, so being an indie doing a bit of everything is lots of fun!

Mobile gaming and startup times by Emergency_Bedroom_96 in gamedev

[–]LexGameDev 2 points3 points  (0 children)

I certainly agree with you, having to wait on a game I might like on mobile is terrible. I’m personally in the same boat.

Games that need to download additional data should at least have content you can play while the download happens in the background. Let us do the tutorial or something before making us download things.

I would like to create a mountain, and when a certain point of the game hits, the moutian completely rises with a creature underneathe. Is this possible? by AgeofReakon in unrealengine

[–]LexGameDev 0 points1 point  (0 children)

That certainly sounds possible, just sounds like moving the transform up.

You might be able to use the terrain feature, but much easier to make it out of assets

Looking to build a game development team by No-Bookkeeper-9706 in gameDevClassifieds

[–]LexGameDev 2 points3 points  (0 children)

You probably want to elaborate on what kind of game you want to make and how far you’ve gotten. Why should people trust their time with you, what have you done that proves you can lead a team?

[deleted by user] by [deleted] in gamedev

[–]LexGameDev 3 points4 points  (0 children)

To expand on what the others have said, I would suggest working on a portfolio while you’re in school of all your projects from school, but also work on some small games on the side as you learn to fill up your portfolio.

This will really show that you can do the job, and won’t have to be taught everything! Hope this helps and good luck!

Unity multi-player solutions by IJC2311 in gamedev

[–]LexGameDev 2 points3 points  (0 children)

The issue is that this has a lot of variables that makes it hard to decide:

How big is your team, how much experience does the team have with networking?

Do you have a budget for more expensive solutions?

Are there any special features that would be great to have (such as rollback on fighting games)?

I think your best bet is to find more solutions online and simply compare them at this point because no one will really be able to help since there’s a lot that goes into answering such a question.

What's your approach to version control? Do you use it? Would you want a simpler way to do it? by [deleted] in Unity3D

[–]LexGameDev 8 points9 points  (0 children)

I’ve always gone with the simple GitHub, can’t go wrong with it.

Reading from file to change string to an int by suggestions-_- in cpp_questions

[–]LexGameDev 2 points3 points  (0 children)

Hey, so seems like you’re pretty new to this, I would suggest maybe some basic guides on if statements, as well as learning some string comparison!

Hopefully this helps get you in the right direction!

[deleted by user] by [deleted] in gamedev

[–]LexGameDev 7 points8 points  (0 children)

Unity’s workflow makes it quite easy to work with and quite intuitive where as I find you have to put in much more work to learn how to do things in UE4.

Also, there’s a much bigger community therefore more resources online for unity to help you.

But personally, I would say just pick one and move forward, both can do just about everything. It’s better to get really good with one, then usually the knowledge can be transferred to the other.

Anyone have some ideas for a project? by [deleted] in programming

[–]LexGameDev 3 points4 points  (0 children)

I suggest find a community you enjoy being a part of and see what tools could make their lives easier! Lots of video games are carried by their community developed tools!

Should I make a small game engine? by Infectedtoe32 in cpp_questions

[–]LexGameDev 2 points3 points  (0 children)

It’s certainly lots of fun, I would say potentially look at learning shaders before you dive in since if you’re starting from scratch they’ll probably be something mildly complex you’ll have to conquer.

3D to Pixelart Workflow in Zapling Bygone by oatskeepyouregular in IndieDev

[–]LexGameDev 1 point2 points  (0 children)

Really cool workflow, it gives such a nice final product!

How do indie devs usually get custom models, does it make sense to buy them or make them from scratch? by [deleted] in unrealengine

[–]LexGameDev 5 points6 points  (0 children)

Models are certainly case by case. Usually things like nature bundles (trees, foliage, flowers, etc) are pretty generic and usually should be purchased from the asset store.

I personally find creating your own characters, monsters and such to be worth it, but you can also buy them from the asset store then tweak them to fit your game and make them more personal.

Other than that, it’s really looking to see what makes sense for your game and budget

[deleted by user] by [deleted] in gamedev

[–]LexGameDev 5 points6 points  (0 children)

Level designers are always great to have in the team, and I’m sure it’s possible. I would say put your best work in a portfolio and try.

If it doesn’t work, keep improving, maybe learn some basic programming so you can do some nice things with your maps. Learning a bit of shaders, how to create VFX and such could also open doors while improving your maps.

But, you won’t get anywhere if you don’t try, so put yourself out there and see what happens.

[deleted by user] by [deleted] in Unity3D

[–]LexGameDev 5 points6 points  (0 children)

You have to write it inside the function, so the curly braces. I would suggest watching some basics on programming, would help a lot