Thursday, 14 August 2014

The guidelines for making a game a week, every week

By Emily Gera

Can you be creative without constraints?
Adriel Wallick, better known in the game jam community under the moniker MsMinotaur, has been making one game a week, every week, for the past 38 weeks. Her answer to the question above, following a period of pure creative freedom which resulted in a lot of time browsing Reddit forums and not much in the way of finished projects, is no.
Speaking at this year's GDC Europe in Cologne, Wallick described the issue of re-educating herself about the creative process as an independent developer.
The result is a four-part set of guidelines for conquering the fear, apathy and "empty Unity projects" that often result when a hopeful indie developer has nothing but ideas and free time.
While independent developers may feel they stand in the shadow of indie powerhouses like The Stanley Parable or Minecraft, Wallick says nobody ever simply sat down and made a successful game — a fact she eventually came to terms with after a period of few creative successes. Creativity grows out of the imposition of constraints, she says.
Wallick's eventual decision to create a game a week came following a suggesting from Rami Ismail, the game developer behind Ridiculous Fishing. Under this system, she says, Wallick's ideas were defined entirely by their constraints. "Whatever you have by Sunday is what you have," she says. "This meant rules, deadlines and constraints."
In other words, it was a way to fight what she refers to as "freedom paralysis."
Here are Wallick's guidelines for battling this common problem among creative individuals who are paralyzed with too many ideas, too much free time and too few constraints:

1. WEEKLY DEADLINE

Wallick calls this the core mechanic of Game A Week. According to the indie dev, this serves as a way to enforce a solid attainable goal, while getting rid of the eternal question: "At what point is a game finished?" Is it finished when it's finally sold? Is it finished when it's a success with the public? This weekly deadline puts a concrete date on when the game is done.

2. REMEMBER THE PUBLIC

Wallick emphasizes the importance of reminding yourself that you are creating something for an audience, describing this as an added sense of accountability. While it's easy to make excuses for why you might not be able to begin a project this very minute, thinking about the public puts the project through the lens of an "outside entity" and you see how unreasonable excuses are. "These people don't care if you'd rather eat a croissant than make a game," she says.

3. A NEW IDEA EVERY WEEK

According to Wallick, forcing yourself to work with a new idea each week will stop you from becoming overly precious regarding creative concepts you may have been obsessing over. Based on her own experience, she says "The nice thing is I cleared all these ideas out and had new space in my head to be constantly inspired. I'll spend first few days thinking I've used up all the ideas in the world. It's hard to be able to have idea freedom when you're clouded by ideas you've been thinking about all the time."

4. REFLECT ON WORK FOR THE WEEK

After releasing the game, Wallick will reflect on what has been created by writing a postmortem where she will focus on where the idea came from. This includes what went right, what went wrong and as a result, she says, you will eventually end up seeing trends of problematic behaviour, particularly problematic time management behaviour.


SOURCE:WWW.POLYGON.COM

Monday, 11 August 2014

Ranadheeran - Animated Trailer using Open source pipeline





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Monday, 4 August 2014

Intro to UnityPart 1

ULTIMATE GUIDE FOR GAME DEV TYCOON

Introduction

This guide will cover all of the parts of Game Dev Tycoon (Game Combinations, Unlocks and Achievements).
The first time I played the game I kept going bankrupt in the basement stage, mainly because I didn't know what aspects were important with what genres.
If you want to get all of the achievements I recommend you reading the part about achievements first.

Things you should NOT do

1. Creating two or more games in a row which have the same genre/topic.
2. Developing a sequel/expansion within a year.
3. Developing large games with 2D Graphics V3 or lower or 3D Graphics V2.
4. Developing a AAA game without having 3D V6.
5. Developing a AAA game without having all of your employees specialized.

Best Game Combinations

A good game has to have a good combination of Genre, Topic, Audience and Gaming System.
Try to find combinations which have a ++ average.
The ~ means that it doesn't really matter.
In the charts I've added in the images you can see which combinations work.

Topics/Genres Charts.



System/Genre Chart


Genre/Stages Charts (Single Genre)


Genre/Stages Charts (Multi-Genre)


Unlocks

You will start out in your Garage.
To unlock the next office you need 1M.
In that office you get an upgrade and for that you need to be in Year 11 Month 6 Week 2 with 2 employees and 5M.
To get the next office you have to be in Y13 M9 W2, have 4 employees and have 16M.
To unlock the R&D Lab you need to have a Design Specialist.
To unlock the Hardware Lab you have to (after you unlock the R&D lab) get a Technology Specialist.

Research Unlocks;
Target Audience - Y3 M1 W1
Casual Games - Y3 M11 - W1
MARKETING - Y4 M5 W2
Sequels - Y8 M6
Multi Genre - Y12 M8
Expansion Pack - Research MMO and have an MMO in sale

R&D Lab Unlocks;
Hardware - After opening
Internet Opportunities - After opening
MMO - After Internet Opportunities
Codename : Grid - After Internet Opportunities
Own Convention - 1M fans or Y23
3D Graphics v6 - 3D Graphics V5 lvl. 4
3D Graphics v7 - 3D Graphics v6 lvl. 4
License Game Engines - After making 10 custom engines
AAA Games - Get a large game with a score of 10
Custom Hardware - Have a Tech Specialist 
MARKETING Campaign - Develop a AAA game

Tips

When you can accept an interview, always do.
Have balanced Tech and Design employees, 2 Full Design, 2 Full Tech and 2 Balanced and balance your own character.
Always decline the 'INVESTMENT' because it's scam.
Patch your games.
Always give your fans the source code for your old game engine.
Train all of your employees but don't forget yourself.
Always develop a console (If 200M +).
If you have about 300M just keep creating the same game engines to boost Research Points.
Specialize all of your employees.
Create a company named Activision, get the achievement, make a new game and Create Greenheart and then make your own.

Achievements

You will get all the achievements which I don't explain by just playing the game.

Diversity - Have male and female staff
Famous - Hire someone 'famous' (happens by chance)
Perfect Game - Get a clean score of 10 (try this with Medium/Large games because the bigger the games get the harder it is)
Versatile - Release a successful game in all main genres
Writer's Block - Create a game and wait 1 minute before typing in a name
Eat Cake - When you'll be asked to add barrels to a game add them in an action game
Turn it up to 11 - Get a reviewer to give a 11/10 (Don't try it with AAA)
Treasure Hunter - Create a game named "Pong" in Garage
Bluehair reporting for space duty - Create a game named "Wing Commander" in 2nd building before upgrading it
Welcome to Mars - Create a game named "Doom" in 2nd building before upgrading it
Welcome to your Hospital - Create a game named "Theme Hospital" in 2nd building after upgrading it
Best ride to work ever - Create a game named "Half-Life" in 2nd building after upgrading it
The sky is not the limit - Create a game named "Star Citizen" after unlocking R&D lab
Welcome Chief - Create a game named "Halo" after unlocking R&D lab
Painting with nature - Create a game named "Okami" after unlocking R&D lab (Has to be on a Playsystem)
Inception - Create a Game Dev/Simulation game named "Game Dev Tycoon"
Admirer - Call your company "Greenheart Games"
Fan - Call your company "Activision" (or another known gaming company)
Unobtainium - Get 100M sales on a single game (Possibly the hardest, you can't use expansion packs)

Tips for Unobtainium;

SAVE BEFORE YOU DO THIS.
Get a lot of money (1000M or something) and develop a good AAA game, give it the best MARKETING and develop it around the G3 (M6)
Bring out a really good game (Average 9-10) and keep it on the MARKET even if it's not making profit.
Keep going to G3's and making your own game conventions to bring attention to it and do contract work to make EXTRA MONEY and just keep that up till you have it.




source:http://steamcommunity.com/