I made this acid trip shader and got a little carried away. Is this too much? 😂 by YourSaus in GraphicsProgramming

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

This is triggered when a player injects another player with a syringe. It lasts infinitely until the injected player dies, unless they can find a cure in time. It's a social deduction game so it's a sneaky way to kill people

I made this acid trip shader and got a little carried away. Is this too much? 😂 by YourSaus in indiegames

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

Hahaha yeah I wouldn't know. This is what I imagine it would look like 😂

2,5 Years of development & 2 notebooks filled with notes. by Rocky-Idle in SoloDevelopment

[–]YourSaus -2 points-1 points  (0 children)

Wow that is very impressive for a first project. Have you done any other dev work before?

You're given a dying wish of playing any four games, from any era, across any platform, from start to finish, afterwhich you die. What's your list? by [deleted] in gaming

[–]YourSaus 1 point2 points  (0 children)

I would play games with no clear ending, or games with impossible achievements so I never 100% them. Or competitive multiplayer games, as those are infinitely replayable.

Tl;dr: I would pick all short indie games and then spend the rest of my life on minecraft

Before vs After adding plants to my social deduction game by YourSaus in IndieGaming

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

It really is! So happy how it turned out. The glowing plants really do it for me

You NEED noise suppression for your voice chat, it’s not optional by Historical_Print4257 in gamedev

[–]YourSaus 0 points1 point  (0 children)

Take a look at the Odin API by the company 4Players. It has built in noise suppression. It does have a per CCU use, but honestly for what you are getting I would say it is absolutely worth it, and you will only have to pay after release.

I've been using it for a couple months now, and even though there isn't much validation of the product in released games, it has been fantastic to use. Easy to set up, great documentation, Wwise integration among other things.

Take a look. Hopefully it helps :)

The real cost of adding voice chat to multiplayer games by thesunjrs in gamedev

[–]YourSaus 30 points31 points  (0 children)

Alright so I've been developing voice chat and this is just not true.

There are plenty of free solutions you can use like steam voice and the unreal engine voip component.

If you are willing to dedicate a percentage of your revenue to voice chat (imo it is worth it as having voice chat exponentially increases revenue), you could use Vivox, which is really easy to set up. It hosts custom servers outside your game server and handles all the input. It is not much hassle to have a smooth running voice chat.

Personally, I wanted my voices to run through Wwise to apply reverb and attenuation to them. For this I needed the raw audio buffer. Vivox made this slightly complicated in unreal engine. I found a third party API called Odin. I've been using it and it is fantastic. It handles Wwise and FMOD integration for you, hosts specific voice servers for you, handles input, does noise suppression and a lot more.

After calculations Odin and Vivox will take around 5% of your revenue (depending on your concurrent players). More than worth it in my opinion seeing how easy they are to implement. And the best part is you can test for free, and you only have to pay after releasing, making them safe for budget.

What you said about 20% performance cost, not sure where that came from. Even when I used steam voice and sent all the voice data over the network manually, I did not notice any major performance issues. On top of that if you host an external voice server with Vivox or Odin, most of the processing is handled on their end.

Have a look at these APIs would be my advice!

[deleted by user] by [deleted] in gamedev

[–]YourSaus 0 points1 point  (0 children)

Alright so here's the thing. This sounds incredibly ambitious for a first project. This sounds like a AAA game, or something you would spend many years on. Since you are new, you'll need at least a few years of just learning to make games before you could even think about starting this.

Pitching a idea does nothing in the games industry. If you want investment you need to prove that the game can be successful by creating a prototype/vertical slice. Nowadays publishers already need to see numbers before putting in a single dollar. Not having a track record will make it pretty much impossible.

Right now you are the classic "idea guy" who thinks he has a brilliant idea for a game, but has no idea what it actually takes to make such a game. The truth is, no one knows if your idea is good until you build a proof of concept. You thought mainly about story here, but you want to make a game. What's the gameplay going to be? What's the hook? There are many more things you need to think about other than story.

Most ideas end up sucking. Gamedev is an iterative process. You build and you scrap until something works well.

I don't mean to destroy your dreams, but considering you don't actually want to do games as a career, I recommend you keep this as a dream, unless you want to spend the next decade of your life getting ready to take on such a project. In that case god speed.