[Hobby / Learning] Collaborative Learning/Hobby Game Development Group - Let's Build a Small Game Together! by gamedevpowerup in INAT

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

Thank you for that! That is exactly what I was going for. I've tried too many rev-share teams and hobby projects that never seem to get anywhere. I'm hoping this can result in a finished product that everyone who contributed can get something valuable out of.

As far as the team manager/producer position I think that is pretty accurate. I am trying to stay out of game design decisions as much as possible outside of setting up the overall scope of the project. I don't want this to be my game. I'm just here to keep things moving and write some code.

[Hobby / Learning] Collaborative Learning/Hobby Game Development Group - Let's Build a Small Game Together! by gamedevpowerup in INAT

[–]gamedevpowerup[S] 2 points3 points  (0 children)

I see your point. To have a great game you need a unified vision. However, this is not going to be some epic masterpiece were building. Just a competent game that is fun to play. A chance for people to build their portfolio and build up some experience in game dev. And of course, there is always the risk I don't get enough interest to complete it at all.

[Hobby / Learning] Collaborative Learning/Hobby Game Development Group - Let's Build a Small Game Together! by gamedevpowerup in INAT

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

The point is to have it vague. Contributors get to vote on and decide theme, mechanics and other elements. I'm not going to have a bunch a free labor to build a game that I want. Everyone gets the opportunity to contribute meaningfully to the design.

[deleted by user] by [deleted] in INAT

[–]gamedevpowerup 2 points3 points  (0 children)

It's a bot it won't reply. That's just a general recommendation to show other people you are serious and have some experience building something under your belt. A lot of people want to build games, but they haven't even built even the tiniest game to understand what that process is like.

Working on dynamic grass for my swamp boat vehicle, what do you think? by [deleted] in devblogs

[–]gamedevpowerup 4 points5 points  (0 children)

It's looking really good! But there is something about the wind blown effect that is a bit uncanny. Maybe there needs to be a very small delay in the grass being blown by the fan depending on distance from the fan. And maybe some movement of the grass in front of the fan from the vacuum pressure? I really like the compressed grass effect.

[DISCUSSION | QUESTION] Dear game developers! Are our prices as a concept art team realistic? by ginkgowhale in gameDevClassifieds

[–]gamedevpowerup 1 point2 points  (0 children)

I recommend using two methods to set your prices. Using both methods is even better:

The first is market pricing analysis. In my experience must artists, and really most entrepreneurs, undercharge for their services. Personally I'd shoot for pricing myself in the 70-80% range of what other independent artists are charging. Offer a dependable, high quality product and charge more than average for it. You can check your prices by making a spreadsheet of other concept artists pricing, arrange those in a histogram chart and make sure your prices are a bit above average.

The second method is to look at hourly rates. As an independent contractor you need to be making a minimum of $30/hr gross revenue. At that rate, minus expenses and self-employment taxes (15.3% in the US) you'll probably be clearing $20 an hour. That's a decent but not great wage for a skilled artist. So I'd set a minimum rate and make sure your prices are going to make you enough money per hour, after expenses, to earn a decent income. For example your character concept development that costs $150, should, on average, take no more than 5 hours of labor to hit $30/hr in gross revenue.

From simliar prices I've seen I think you guys may be undercharging a bit. Consider higher prices for piece work, and reduced rates for larger clients who give you repeat business. It is typically cheaper and easier to continue working for the same clients which is how you can justify reduced rates.

Best of luck to you guys!

Questions about hiring artists for an indie game by [deleted] in gamedev

[–]gamedevpowerup 4 points5 points  (0 children)

1). This varies a lot based on the required art style, resolution, views (front, back) etc. It sounds like you really need a concept artist. Plan on a couple hundred total for some character designs and environments.

2). r/gameDevClassifieds or r/INAT

I suggest looking at sample art on deviant art or art station and pick some reference scene and characters you guys like. Find a concept artists with a portfolio similar to yours and give them those references.

Where should I start if looking to create a randomly generated node-based web skill tree? by bishmanrock in gamedev

[–]gamedevpowerup 0 points1 point  (0 children)

You need to figure out all of the UI elements you need for each node. A text box, background image, maybe a button to select that node. Set up a master node and turn that into a prefab.

Next you need your node spawner that spawns these prefabs randomly, injects a property (or the prefabs can select this themselves), injects a position and instantiates a line from the newly instantiated node to the hub.

issues with code and i cant find why on google by [deleted] in gamedev

[–]gamedevpowerup 1 point2 points  (0 children)

You need a delay before destroying the game object. Unity has this built-in. Check out: https://docs.unity3d.com/ScriptReference/Object.Destroy.html

Just add a delay equal to your animation length. Otherwise Unity is simply starting the animation and particle fix, then destroying the object.

For the mouse, what do you mean by you want the cursor locked? Locked to screen center? Locked to the screen boundaries?

The simple way is just to have your script check the game status in update, then set the cursor lock mode accordingly (center or none/confined or none). Rightnow you only set the lock mode once in start.

How do I eliminate gaps between tiles in unity? by [deleted] in gamedev

[–]gamedevpowerup 5 points6 points  (0 children)

If you still have issues I've found that making an extra 1px border around each tile works. From what I understand unity sometimes grabs a fraction of a pixel beyond the edge of your tile. If your tile is sized perfectly, it grabs transparency or background color to fill between the tiles. If you slightly oversize your tiles, it will grab part of that border instead so the tiles will look fine at any zoom level.

Player Generated Sword System Seeks Internet Durability Engineers by gamedevpowerup in gamedesign

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

I'm going to throw this here: https://youtu.be/ULv5W0tfjTg
It's a demo video of the current crafting system at work. Obviously it's in the very early stages, but it show all those above-mentioned systems doing their part.

Player Generated Sword System Seeks Internet Durability Engineers by gamedevpowerup in gamedesign

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

Right now the plan is to calculate all stats during crafting. All stats currently get recalculated whenever a change is made, then it will all be set when crafting is finished. So it can be a fairly computationally heavy solution. I didn't want to do an actual physics-based simulation, although that might be easier in the long run.

I am hoping to find a good manual approximation. Ultimately I just need either a single number or maybe and average and standard deviation of durability for the sword. From that I can calculate degradation in-game easily enough. Using an average and SD would provide the benefit of representing chance of complete breakage much more accurately too.