https://twitter.com/amzeratul/status/945362797390647296
PROTIP from an experienced dev: use 640x360 (or 320x180) for pixel art games if you’re able, because it scales well.

Product Placement

titsay

oozey mess

shark vs the universe
Not today Justin
Jules of Nature
Three Goblin Art
wallacepolsom

祝日 / Permanent Vacation
Sade Olutola

izzy's playlists!
occasionally subtle

tannertan36
Sweet Seals For You, Always

PR's Tumblrdome
No title available
RMH

blake kathryn
Misplaced Lens Cap

Love Begins

seen from Spain

seen from Canada
seen from United Kingdom
seen from Germany

seen from Venezuela

seen from Türkiye
seen from Belarus
seen from Canada

seen from Taiwan

seen from United States
seen from United States

seen from Australia

seen from Türkiye

seen from Belarus
seen from United States

seen from Malaysia
seen from United States

seen from Türkiye

seen from Türkiye

seen from Malaysia
@geksgamedev
https://twitter.com/amzeratul/status/945362797390647296
PROTIP from an experienced dev: use 640x360 (or 320x180) for pixel art games if you’re able, because it scales well.
Check out @minionsart’s Tweet:
Recently I saw an Interview with a game designer and she said that most of her work is done in Excel spreadsheets. Can you give me an exemple on how game designers use Excel? What should I try to learn on Excel that would help me desing games?
Sure. Let’s imagine for a moment that you’re a game designer working for Blizzard on the next expansion for World of Warcraft. Your job is to create, modify, and balance items for the expansion. What kind of information do you think is necessary to create an item?
Well, let’s think about it. First and foremost, the item will need a unique ID number, probably generated for you so you don’t accidentally duplicate the same ID for two different items. The item has to have a name. That name will also need to be localized into each of the languages the game supports, so it needs its name in each language. It has to have a rarity, which will affect its stat budget. It has to have an item level, which also factors into its stat budget. Most items one or two specific types of rating bonuses (e.g. haste, versatility, mastery, critical strike), some primary attack stat number (intellect, strength, agility), and a bonus stamina number. Every item has an equipment slot, even if the slot is “inventory-only”, or an item type that determines what sort of thing it is (weapon, armor, potion, etc.). These items might have class restrictions, be part of a set, have procs, or an on-use effect. The item must have an icon ID for inventory use, a level requirement, and (if equippable) a model reference ID so the game knows what visual to apply to the character wearing it. These are all qualities shared every item in World of Warcraft, and many of them have mathematical formulae that must be applied (such as using the item level to determine the exact value of a specific bonus).
Now consider… you want a tool that can automatically enforce certain mathematical rules for specific shared values across the hundreds of items you’ll be creating, and the thousands of items that already exist. You probably want to be able to sort and filter specific qualities, like only showing rare wrist armors, or legendary capes. You probably want to be able to look at multiple items at the same time, so that you can compare the ones you did to the old ones, or make the same change apply to many of them at the same time. You need a way to organize all these data at a glance. So how do you organize this all?
The magic comes when you realize that every attribute you need to track and/or edit can be treated as a column in a spreadsheet, and each individual item can be a row in that spreadsheet. If you do that, Excel can run the math for you. You can write macros to limit the cells in a specific column to choose from a specific set of possible choices. You can filter them and sort them by specific attribute. You can copy and paste as needed. You can set up formulas to automatically update when values are changed. You can use the built-in graphing and charting to look at curves and see if groups of items are behaving the way you expected. This is why excel is an awesome game design tool and why it is used in development studios all over the world.
It isn’t limited to just itemization either. This is applicable to any type of content where you have a lot of unique attributes on each of a lot of different individual entries. This could mean spells, abilities, bonuses, modifiers, crafting recipes, experience level tables, treasure drop tables, enemy spawn rates, NPC attributes, or any of a hundred other types of content. It’s all about being able to edit data in a way that is less bug-prone and more visually intuitive. Excel has excellent macro documentation and support from Microsoft, and can even turn the data values into graphs so you can verify the growth rate looks like what you want.
How do you learn to do this stuff? You must learn how to write excel macros to pull data and apply math and formulas from other cells. Think about really big spreadsheets and what you need to pull the information you need out of them quickly. Then, go to any of the excel macro tutorial sites and start digging. Excel is just a tool like any other editor; it has a lot of documentation and support already.
Got a burning question you want answered?
Short questions: Ask a Game Dev on Twitter
Long questions: Ask a Game Dev on Tumblr
Frequent questions: The FAQ
Copoka
http://store.steampowered.com/app/582620/Copoka/
Copoka is a game where you fly around as a magpie collecting small objects for your nest in a city falling apart under a dictatorship.
Initial impressions - first 15 - 20 minutes
I had a rough time with this game starting off. Flight took some time to get used too. There are three main buttons involved in flight with the analog sticks used for steering and looking around. There is a button for landing and taking off, accelerating, and braking. I found that it took some time to figure out how best to steer and navigate the city, normally avoiding sharp turns or flying close to walls.
Another problem I had initially was listening to conversations. I would hear idle bits of conversation and try to find where it was happening with no luck. There are special conversations in the game that the subtitles will pop up for and are much louder and more clear than other conversations in the game. These turned out to be one of the collectibles in the game.
This leads to my biggest issue early on which was finding collectibles. You need to find so many collectibles to move to the next chapter of the game. This was much harder than I expected. I actually found my first one while landing to listen to a conversation between two people. I picked up a small twig automatically that I had not seen on the ground. I flew it back to the nest confused and tried watching carefully for more. I then observed while finding my second object that a white light shines around them when close. This seemed like a poor choice until what I found later.
Later impressions
The game became much better after I adjusted to the controls and found a easier way to find the collectibles in the game. I noticed at one point while flying some feathers floating up in a column. I flew there and found that this effect showed where important conversations to the story were. I flew higher up and found it easier to spot these pillars and made quick work of finding all the relevant story pieces from then on. I also observed that the objects that needed to be collected to move further shined brightly while high up. This was a great improvement over the small white light I was looking for earlier.
The visual flairs used in these cases are what saved the game for me. The world is simple but very large in this game and having to find these collectibles would have been too time consuming if not for the use of these flairs. I also found that flying became much more fun and relaxing as I stopped feeling the need to fly low and scour every corner but instead could fly higher up and watch for the visual cues that a collectible was nearby. I particularly enjoyed the feeling of diving down and gliding at fast speeds through streets. The only downside of speeding through streets is accidentally triggering a conversation and flying away from it.
As for the story of the game, it is fairly simple but interesting. The conversations between citizens throughout the days illustrate their struggles and the current state of the city. There are a few reoccurring characters that you can find and have stories of their own such as two rebels plotting the overthrow of the government and an artist who acts detached from all of the other problems and speaks about the beauty in nature. The voice acting in the game was entertaining and well done.
Notes on what can be learned as a game developer
Having some form of visual effects around objectives is a must in a game with a large world. Those effects also should be clear to the player immediately to avoid frustration/confusion.
Controls can be simple but the act of controlling the character can still be difficult. This is especially true in the case of flight.
Not having control over the events of the story can be freeing. There is no way to die or change the course of the story for a different end. The player chooses what they want to see and is able see as much or as little story as they wish.
Final thoughts
Copoka is a simple and fun game. The feeling of flying around itself is fun once the controls sink in and watching the events of this city play out also proves to be interesting. I think the lessons I learned from this game are simple but important. If not for the objective and collectible marking I would have dropped this game before reaching the one hour mark.
5/16/17
It has been awhile since I last updated. I have been settling in at home after the semester.
Unity
The First section of the game has been completed is on the itch.io page.
Progress will continue with a focus on getting the first boss and a new enemy type plugged into the game.
https://gekslupis.itch.io/protect-him
Machinima
Completed
https://youtu.be/TzPRUhHnHAc
Maya
Competed all work for course including a prototype level in a Egyptian Tomb
https://gekslupis.itch.io/tomb-unreal-level
AI
Created final project - 20 questions game revolving around animals that learns from the input it takes in.
Things planned and changes
Now that that the semester is over I will be searching for a internship. I will be also moving most of the updates on protect him to its own blog. There will still be updates on it here but most of the content will be put there. I am in the process of thinking of other uses for this blog to give it more of its own content.
4/24/17
It has been a month since the last update but that was due to me being busy working on all my projects
Unity
My main focus this month
Created a demo for class
Added second player to over world and battle
Created game over screen
Redid dialogue system to fit screens and play automatically
Also dialogue can change variables now
Combat touched up
Tutorial in first battle
Fade in and out effects
Enable and disable actors for when they are needed.
Almost completed for class
Fixed music to play correctly
Added multiple rooms to game
Lockable doors/transitions that open and close after certain events.
The demo
https://gekslupis.itch.io/protect-him
Machinima
Completed other than possible edits from peer review
Project
https://youtu.be/TixiDnTMWUo
Maya
Textured Spaceship and finished it. It turned out OK but was rushed near the end.
Built a few small projects in class and am preparing for final presentation due at end of week.
Ai
My fear for the coming weeks: developing a 20 questions game
Planned out some possible ways to work on it and have it up to the class standards.
To do this week
Finish up Unity project
Complete asset production final
Get basics for 20 questions programmed.
3/22/17
Unity Fixed resolution and resized sprites Added images to text boxes Did Transitions between rooms Set up the system for saving data between rooms Created system to manage enemies in rooms Created win state in battles and exit
Maya Built spaceship model Did texture for car and applied it
To do this week Work on machinima scenes Set up second player and balance enemy encounters
3/16/17
Unity
Completed a prototype build with sounds and basic map
Maya
Almost finished work on spaceship model
Plans for coming weeks
Finish spaceship model
Start on 20 question project for AI design
Make progress on Source film project
Fix resolution in unity game and add in second player functionality
I have not been productive over last week due to being on spring break. The next few weeks should be filled with more work to make up for it
3/1/17
Unity
Implemented all of the sprites for the prototype (overworld and battle) and set
up their basic animations
Implemented enemy circling protagonist
Enemies can have set patterns and stop when attacking
Players shield limited in use. Must earn points to use by attacking
Can transition from battle to overworld
Can export acceptably
Fixed collisions to work more efficiently
Able to exit game gracefully
Some sound effects added to player and enemies
loss and victory conditions
Source film
Completed tutorial
Maya
Textured a car using tutorial
2/21/17
Unity
Finished basic mechanics on battle system.
Enemies attack and players can do multiple actions
Scrapped this combat system and started work on new battle system
Enemies shoot at player and bullets travel in the correct direction and damage player if hit
Shields can be created by player that block bullets
Maya
Worked with textures and began prep for spaceship assignment
Source filmmaker
Brief work on tutorials
Plans this week
Finish source filmmaker tutorials
Start building of spaceship
Get players attacking enemies and build enemy patterns for shooting
Create transition from overworld to fight
2/14/17
Unity Created a overworld with collisions and ability to talk to npcs (using plugin) Created basics for battle screen with points to activate in battle and ability to damage enemy
Maya Made a monster truck for class
Machinima Made poster using characters in scene for class Nearly completed tutorial for source filmmaker
Plans for week Make functional battle system prototype Finish source filmmaker tutorial Write up analysis of game being made for class