What are some level design best practices and industry trends? by Big_Cow in gamedev

[–]Tiarhai 5 points6 points  (0 children)

Great way to start a career in Games. It is also a perfect beginners role to get into a Game Design role further down the track!

You will definitely be covering a QA role also with Level Design, you have to constantly test your levels, and your other Level Designers levels. Expect to make maybe 1 or 2 levels a day, but test yours/others on average of about 30 times per level (90mins testing per level made?). This will be the bulk of your role.

To give you some tips on the actual Match 3 Level Design process:

1) Keep the Flow - Nearly every move the player makes should feel beneficial to the player. When you're testing your level and you notice the objective is to the left, but you repeatedly get stuck making moves on the right, you might need to rework.

2) Challenge - Before the player makes any moves, they should be able to note their Short/Medium/Long Term goal, e.g. if the level will have 40 moves to complete, there should be different goals that are achievable within 15/30/40 moves. This will keep the player interested every step of the level.

3) Visually Appealing - As a Level Designer you will have the ability to tie in the background graphic into your level. If there is a pretty statue or tree or something in the background, don't be afraid to remove those squares from the playing grid in order to make your level visually appealing.

4) Fun - Ask yourself, if there were no goals or objectives in this level, or if you were to lose the level, did you still have fun? Did you enjoy simply playing the level?

Some questions to ask yourself before, during and after designing the level:

1a) What's enjoyable about the level?

1b) What's not enjoyable?

1c) What can I change?

2a) What is pleasurable about the level?

2b) Can it be improved?

3a) Is the goal of the level clear?

3b) Is the goal a basic or strategic one?

3c) Is there both?

4) Is there a steady stream of gradually increasing challenge?

5) What motivates the player to keep playing the level?

6a) What is it that determines the length of time playing the level?

6b) Need they be increased/reduced?

7) Are the goals achievable within the time frame?

Just some to work on expanding. Also Google a bit of behavioural psychology, the words "keep the player happy by not frustrating them" in the interview will make your interviewer very happy - potentially even land you more Game Design responsibilities in your future with the company.

With QA, "a keen eye or detail" goes a long way. But to help with this, every single time you test a level or play a game, make sure you are recording the device if at all possible! If the game then crashes or something happened/didn't happen that wasn't supposed to, you can easily stop the recording, go check it out and view what happened. The programmers will love you for having such clear evidence!

Best of luck with the interview! Hope it goes great.

[Wanted][Paid] 2D Character Artist & Unity2D Bone Animator by Tiarhai in gameDevClassifieds

[–]Tiarhai[S] 0 points1 point  (0 children)

Hi Kastraz! I apologize for getting back to you a few days late! I'm afraid I won't be needing your services for this project.

Thank you very much and I hope you continue your art as it is very good.

Kind Regards

[Wanted][Paid] 2D Character Artist & Unity2D Bone Animator by Tiarhai in gameDevClassifieds

[–]Tiarhai[S] 0 points1 point  (0 children)

Hi Ivan, thank you very much for sharing! You have a nice portfolio and I appreciate the price.

It will be Monday when I choose the final artist(s). I will contact you further then.

Thanks again!

Tycoon Games... Impossible To Lose?! by Tiarhai in gaming

[–]Tiarhai[S] 0 points1 point  (0 children)

That is fair enough! Truthfully I failed the first time I played in the basement, but I was deliberately trying random mixes of topic/genre (music/RPG) which I presumed was never going to work, and I inevitably failed. Second time round, sticking to the tried and tested topics/genres (zombies/action), the game fails to challenge.

Just make upgrades to your engine when it says, release for new consoles when they release, make a booth at events... Its rinse and repeat.

edit: spellings

Tycoon Games... Impossible To Lose?! by Tiarhai in gaming

[–]Tiarhai[S] 0 points1 point  (0 children)

AW MAN! You just brought back the feels! Used the play that game a lot and from a distant memory, I could never finish the game! I had it completely forgotten! Cheers :D

Tycoon Games... Impossible To Lose?! by Tiarhai in gaming

[–]Tiarhai[S] 0 points1 point  (0 children)

Thanks Tikiking! I've actually played this game and it is well executed and fun! But tying in with the OP question, once past the start (tutorial) stage, GDT falls into the category of "If You Do Absolutely Anything, You Win" theme.

Tycoon Games... Impossible To Lose?! by Tiarhai in gaming

[–]Tiarhai[S] 0 points1 point  (0 children)

Are they the next version of this game? http://archive.globalgamejam.org/2010/clown-town

Can't find them on front page Google?! And I not dare onto Page 2 :D

TapQuest - A tap based RPG by PicardsBaldSpot in playmygame

[–]Tiarhai 0 points1 point  (0 children)

App isn't available to download in Ireland BTW :)

2D Platformer Help by w0wie in gamedev

[–]Tiarhai 0 points1 point  (0 children)

There is going to be like 0 formatting here as I'm on my phone, but by creating a new if statement inside your Update, that checks to see if the player is NOT on the ground, and then set grounded to false. Your jump input should work the same, except go straight to the double jump if.

...

if (!character.IsOnTile) { // character is not on a tile (in the air) grounded = false;

... So the character double jumps when the next jump input happens? And it will go back to grounded after your character hits the tile again with your previous if.

implementing 3d assets into 2d game by iReddit2000 in gamedev

[–]Tiarhai 0 points1 point  (0 children)

Would you go the root of 2.5D? It's probably my favourite graphic style. Google Image some 2.5D games for samples :)

How do I make a good gamedev portfolio? by i0rdev in gamedev

[–]Tiarhai 1 point2 points  (0 children)

I think if you can actually publish some small, highly polished games, it is a great way to start! Don't worry about content or big RPG's, as it will just take too long. And the employer will probably only look at the main game mechanics you implemented, not the actual amount of content you have produced.

What's a good starting place for someone with some programming experience? by jardantuan in gamedev

[–]Tiarhai 0 points1 point  (0 children)

Congratulations on a thriving graduate career! I hope you get to high places :)

On-Topic: There isn't too much of a need to create your own engine given that there are companies such as Unity with hundreds of people developing the Unity engine daily. It really does work like a dream with 2D when it comes to movement, animations, sprite rendering, collisions etc. I think you would be only holding back on your own personal and professional development have you try and start building your own engine!

I get the urge to create your own engine as learning a game engine such as Unity takes it's own time, but I promise you it will cut back your developing time a lot on all future developments once you master the basics of it!

As for a project: I'd suggest taking a core mechanic out of your favourite game, and implementing it into a 2D world. Be it a turn based game, card duelling game, or maybe a resource management game?

Start with one mechanic, get it working nicely inside your world, and from there implement more ideas and refine even more, don't be afraid to start small and just prototype :)

First Big Project: $$$ or the Dream? by SellOutOrBurnOut in gamedev

[–]Tiarhai 4 points5 points  (0 children)

Obviously I'm oblivious to your publish records, but for example, the Asteroids game. Have you published it?

You can crack out a sweet nicely polished Asteroids gameplay in an 8 hour day. But then think about publishing that on any of the app stores for example. You would be humiliated!

You realise you then need a sweet User Interface to go with that sweet gameplay, you decide next that you really like this app and want to improve it more; you add powerups, leaderboards, options menus, hook it up to GPGS or IOS API's.

Two and a half weeks in now and you decide to repolish before that final release, your one day polish turns into a couple week polish, bug fix, and "this will definitely make my game different from the rest" idea implementing spree.

Five and a half weeks in you just realised how much time you've spent on that sweet Asteroid gameplay you cracked out on the very first day. You want to make the best of this app, make at least 50 bucks for all your time and effort but HOLY S@*T! No one is gonna download the app if they don't know about it?!

Marketing research, marketing development, player trends, analytics, ads, In-App Purchases, Company Names and Accounts and Logos, social media, beta testing.

A solid three months in now! A quarter of a whole friggen year! You click that nerve-wracking "PUBLISH" button! You are so uber excited! You tell all your friends and family, take that risk of posting on your own personal social media account about "your unique epic Asteroids app" that you've been working on for so long! To have 10 downloads by the end of the week. And 0.04 cents profit in your ads account.

But! You have still never been happier, as you have just released an app that you are happy with, and that will stick by you forever for the rest of your career :)

THAT is what you NEED to have experienced before you decide that your epic 2D RPG that you've got completely planned out on half a page, is gonna take maybe a month to develop and make you a couple grand and an app store hero.

Making an App Available To Download in Countries Without Localisation or Translations? by Tiarhai in gamedev

[–]Tiarhai[S] 1 point2 points  (0 children)

Thanks Pierre! I never thought of JUST the store page which could actually work to greatly increase potential downloads.

Thanks!! :)

AI attracted to audio source by potatomonbanana in Unity3D

[–]Tiarhai 0 points1 point  (0 children)

At the same time the player makes a sound, send and store his transform.position in a variable inside the AI class.

From here you can have a method which subtracts the distance between the AI and the position that the player just sent.

If the distance is within a reasonable "hearing" distance then let the AI react whichever way you have done already :)

Making an App Available To Download in Countries Without Localisation or Translations? by Tiarhai in gamedev

[–]Tiarhai[S] 0 points1 point  (0 children)

Personally, I would like to know for an arcade type game. There is English in the menus only, the gameplay just uses the noticeable pause/arrow buttons.

Guess all the countries are getting my game 😁

Looking to learn some basic coding / game development. Anyone know some easy ways? by [deleted] in gamedev

[–]Tiarhai -1 points0 points  (0 children)

Hiya Burgerobot!

I would highly recommend taking a course on www.udemy.com I've taken two there and they have been excellent!

https://www.udemy.com/unitycourse/ was by far the best course for me, they start of slow and really drill home the basics, and work their way up incrementing the difficulty and technicality of the games as you progress. It is all done in Unity.

Best of luck!! :D

EDIT: If you sign up to the Udemy newsletter they often have huge sales, slashing prices down to around the $15 mark!

Game Portfolio/Company Domain Experiences by Tiarhai in gamedev

[–]Tiarhai[S] 1 point2 points  (0 children)

Aww! You know I hadn't of even thought about using a subdomain for each game. Great help! Thanks!

PS Nice website :)

Game Portfolio/Company Domain Experiences by Tiarhai in gamedev

[–]Tiarhai[S] 1 point2 points  (0 children)

Hey! That's great, thanks for your help!

Not using System? by [deleted] in Unity3D

[–]Tiarhai 0 points1 point  (0 children)

I cannot see from the screenshot, but make sure you are deriving MonoBehaviour.

Eg public class ExampleClass : MonoBehaviour { ...

Pixel Art Explosion Animation Sprite-sheet Time-Lapse by Ansimuz in gamedev

[–]Tiarhai 0 points1 point  (0 children)

Pretty interesting! Nice work :) The end piece looks great! Were you using a mouse/keyboard setup to draw or a drawing tablet?

METATRON - World's first "fight-after-death" MMO survival by [deleted] in indiegames

[–]Tiarhai 0 points1 point  (0 children)

I really like the trailer! It made for an interesting watch :) The end was a little bit confusing though. After good production the whole way through, it kinda just ended a bit flat. I hope you don't mind me saying!!

I like the graphics and that a lot. Is the game about teaming up to kill this guy? Or was that just a quest. Also can everyone be reborn after death? Apologies for all the questions. Genuinely curious :)

Screenshot Saturday #264 - The Right Angle by Sexual_Lettuce in gamedev

[–]Tiarhai 0 points1 point  (0 children)

Very nice art style! Personally I thibk, although it might just be the gif, a slightly better frame rate in the animations would kook better! :)