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![]() I’ve been struggling to decide on the rewards to the Kickstarter. I feel like I’m being a little too timid in my decision making this week, perhaps it’s the anticipation of the high stress Kickstarter to come. Here are the rewards I have planned so far 📌 Alpha and Beta testing 📌 Name in captions 📌 Exclusive discord roles 📌 Exclusive skins for Bit 📌 Exclusive weapons 📌 Become a human character in game. I’ll literally make you or a character of your choice and put them in the game. 📌 Hacker mode: ability to mod dialogue and voice text in the game. The ability to tweak enemy stats. 📌 Guided and foldable paper origami to create Bit 📌 STU, the First AI mug 📌 STU, the First AI shirt 📌 One on One 30 minute zoom calls with me to discuss game design and features. 💬 Let me here your ideas
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![]() Lore & Game Design Details ⬇️ 📌 Human characters are scattered and hidden throughout the digital world the player explores. 📌 They offer a nice break from the normal exploration and gameplay. They also reveal details about the lore and current state of the world. 📌 Interacting with a human will reveal their personal desires. 📌 It's not always a pretty sight, with some humans using this world to escape reality or to exploit others. 📌 With a wide cast of some good, but mostly selfish humans, you must decide whether the human race is worthy of the digital world 👾 Since humans are connecting into the digital world, the bubble around represents their limitations of input and output. With ever-advancing techs, such as VR and Neural Connect devices, it's uncertain if AI's will continue to rule the digital world.
![]() Peek into the life of an indie game developer. 📌 I do most of the game development in the early morning before anyone else is up and before I have to start my contract work. 📌 I am solo developing this game, meaning I'm creating all the assets, code, sound effects, and VFX. However I will not be creating the music. 📌 This game is inspired by Metroid, Tron, and other great 2d games with large maps. Exploration and discovery is a big part of the gameplay. 📌 This game has the largest scope of any previous games I've self published. I spent a lot of time developing smaller games, but feel I'm ready to swing for the fences. 📌 Extremely story driven, there is another main character I have yet to reveal. ![]() ❤️ I love making games. ✅ YOU may love it too. 💀 Making a great video game is not easy to do, it is hard. 💻 It requires skill, thoughtfulness, and a dedication to perfecting your craft. 🎨 I and other small developers are pouring their artistic energy and soul into their games. 🕹 It can be a draining process, but also extremely rewarding. 🍊 The juice is worth the squeeze. 👾 It is a special experience when you bring your idea to life using the most powerful medium we have: video games. 🎮 It is also a process of discovery, finding out what this game really is. 🙏 If you want to make games, play games, or are just simply curious about the process, I invite you to learn more. ⭐️ Follow @mefirstgames for more game dev tips and a peek into the life of an independent game developer. 💬 Drop a question in the comments, I will answer 👍 👊 Melee Attack animation in Progress. 💬 What do you think? What weapons do you want to see? 💻 Keep reading for the Developer Breakdown. ✅ Powered by an Animator, each swing is an individual animation. ✅ Each swing has configurable damage and knockback power. ✅ Bit spins with each attack (done through tweens). ✅ Swings must be chained together quickly for the combo to continue. ✅ Combos can easily be swapped out, allowing for multiple melee weapons, each with different animations, range, damage, and knockback power. ✅ A trigger is activated for a short amount of time to detect collisions. ✅ I may switch to BoxCasts in the future if there are any timing issues. ✅ Swings can also change the velocity of the player, this is how the last swing pushes the player upward. ⭐️ Follow @mefirstgames for more exclusive content. ![]() I need some feedback! 💬 What do you think about the background? 📌 I've been painstakingly working on the background for my next game. 📌 After many failures, I finally have it moving in the right direction. 📌 It's incomplete and rough around the edges, but I need some feedback. 💻 The background is an actual mesh, so it parallaxes out of the box. 💻 It's also using a custom shader to give it the curved effect. 👩🎨 I'm trying to make it appear like you're in a digital world. 🎨 I plan on having some primitive shapes called "Transporters" flying left and right in the background. 👾 I really need some feedback on the colors. 👾 I want to make sure the background appears far away, and not up close. ![]() ⬇️ How to release your game on Steam Everyone can upload a game to Steam. All you need is a Steam account, $100 bucks, and a video game. 📌 Sign up to Steamworks, the online dashboard for developers. It's here you'll manage your games and see all your stats. 📌 On Steamworks, create a new Game, this is where you'll spend your $100. It can be difficult to find specific buttons on the dashboard, but this is easily solved with a google search and some patience. 📌 Integrate the Steamworks .NET API into your game. This will require you to have Steam installed on your computer and help prevent pirating. You can also integrate achievements, leaderboards, and player stats. 📌 Upload your game to Steam. This requires you to learn the SteamPipe Content System, where you will set up config files and upload them via the command line. This can take some time to understand 📌 Set your game settings and set up the Store Page. You'll need to configure supported platforms, descriptions, art, and screenshots to make sure your game performs well on the Steam Store. 📌 Publish your store page. Make sure your release date is set correctly so when you publish, players can view your store page but not yet buy the game. 📌 Market your game. Interact with your community and gain wishlists prior to launch. 🏆 Release your game and prepare to release several bug fix updates. LIMITED TIME FREE UNITY3D TOOL Here are some Unity3d tips that commonly slip through the radar. 📌 Scale your project correctly. It's important to have gravity and physics respond realistically when you have rigid bodies colliding or falling with gravity. 📌 Scale your 3d assets correctly. Chaos emerges if every 3d model imported needs to be scaled to a custom size in Unity. Ideally, assets should be scaled to 1, but with exceptions of course. 📌 Avoid Reflection. GetComponent, SendMessage, and Invoke are handy but not performant. Cache the result of GetComponent and avoid the latter. 📌 Lock your Inspector. Some actions require to keep an inspector window open while selecting other game objects, this can be accomplished by tapping the padlock in the upper right corner. 📌 Expose variables in your scripts using SerializedField instead of making everything public. 📌 Reverse an animation by setting the speed to -1 in the AnimationController state. 📌 Write your Gizmos inside your custom scripts. This may display the field of view and range for an AI-controlled enemy. 📌 SerializeField List<> will show in the inspector. I still recommend arrays for the default case, but if your container is going to change size over time, try using a List<>. 📌 Create your own class to manage time. Whether it's pausing, resuming, or slow motion, having a single class that controls Time.timeScale changes will make everything easier. 📌 Master the difference between Awake() and Start(). Awake() is invoked before Instantiate() returns and Start() will be called later during the frame after Awake() is called on everything else. ⭐️ Follow @mefirstgames for more #gamedev tips. ![]() Unity is extremely flexible and things can be accomplished in multiple ways. One downside is that your inspector can become very messy if your prefabs and scripts don't adhere to a standard. Here are some tips: 🚀 Always place your script at the top of the inspector and on the root of your Prefab. Digging through game objects and discovering multiple scripts controlling a single prefab is not fun. It's also fun scrolling down the inspector looking for something important. 🚀 Use the attribute Header to mark the beginning of a section. I don't recommend grouping your variables into a class or struct unless your code architecture demands it. Header does not require any extra heap allocations and allows quick moving of variables. Do not create data structures just for editor appearance. 🚀 Clearly define what serialized variables should be touched by designers vs developers. If you have non-programmers on your team that will tweak prefabs, come up with a clear naming standard so they know they can tweak the settings without breaking the prefab. e.g. Anything with the name "Settings" can be touched by designers. 🚀 Use attribute Tooltip on all variables that will be touched by designers. Comments in code will be hidden from designers and placing a Header on each variable will eat up much space in the small Inspector window. In the perfect scenario, a designer knows that with any setting they can tweak, they can also hover the mouse to learn more details. 🚀 Use OnValidate to sanitize values and verify your serialized variables are correct. It's much better to get logged errors before runtime, and this will help prevent wasted time and confusion. ➡️ Follow @mefirstgames #gamedev #indiegamedev #indiegame #games #gamer #coder #coding #programmerlife #unity3d #webdev #codinglife #programmer #coding #fun #softwareengineer #software #coder #programmer #unity #indiegamedev #webdev #gamer #stem #learn #learn2code |
Me First Games is an independent game studio dedicated to creating unique and bizarre video games.
Red MatterStar Impact is an upcoming adventure platformer coming to PC, Mac, and Linux.
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