Going about MonoGame in a different way.





I decided to write a blog post on MonoGame and what my current experience is on how to use it.

So far I 've written a few games within a singular game loop, no editor/debugger or anything. I know how to add logic to objects and program inheritance, a bit of enemy AI, and some scripting logic like making a particle engine. The thing is however, that's all fine and dandy for small simple games like 1 level platformers and shmups, But when it comes to what I'm doing, I don't think it's gonna help me by restarting the main window every 30 seconds if a glitch goes haywire. What I need is a true debugger/level editor within the MonoGame window itself in order to make the development process more smooth. So the goals of getting my engine to actually BE an engine are the following:

- Debugger that actually pauses the game loop and shows actual analytics like memory usage and FPS, as well something that can handle entities and components

- Console-like terminal that makes debugging easier during test sessions

- A reusable engine that can be used for primarily 2D Games with other third-party software and codebases like Humper and Tiled


Now this is a lot of work and is easier said than done, But I have to do it because hard-coding every little thing is like buying a new pair of shoes every week because you just wear the old pair of shoes once.  So yeah, I have a big stack ahead of me. Thank God I am not starting off from complete scratch with the 3rd party libraries I have with me. So that's a plus.


Anyways, I have to go for now. Hopefully I'll have something by next Saturday I reckon.


Trying a new style of learning: Programming in General Theory and Practice

 






Blogging is pretty cool; I'm trying to get into it more, not just because I think I can help a few people out, but for my own personal enjoyment and use as well.


I want to try a different style of programming and that is applying general physics/data logic into game scripting; what I mean by this is by instead of following some REALLY specific instance of a mechanic such as a grappling hook or wall-running ability is instead to figure out the actual physics of what an entity needs to be able to swing across a rope or how much force/friction is necessary to run-up a wall. This also applies to things like Shaders and Post-Process effects. 



What I have found are some very helpful online resources that can help me out as I start this new journey.


https://gameprogrammingpatterns.com/

https://thebookofshaders.com/

https://indico.cern.ch/event/769263/contributions/3420926/attachments/1841297/3020540/pivarski-colloquium-languages.pdf

https://medium.com/@brazmogu/physics-for-game-dev-a-platformer-physics-cheatsheet-f34b09064558

http://allenchou.net/2019/08/trigonometry-basics-sine-cosine/


I'll try to update this list more and more if people have suggestions. I have also noticed general terms like "physics of a plane" and "force needed to push an object" helps as well. I'll be trying these findings out by the end of the month and post my test results. I hope you also have found this blog useful!


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Hey before you go, check out these links to where you can donate to charity. A lot of people around the world could use your help with a small donation of $5 to help them out. Anyways, that's all for now. Happy Game Devin!

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CARE campaign


ShelterBox






Blog Update

Been a while since I blogged for a bit. 


In the good news, I found some good technical review work and that has been helping me out.

Also I honestly cannot stand Unity anymore and I am going back to learning MonoGame and maybe onwards to Godot for 3D.

Also I have to learn how to use MonoGame's 3d party libraries. If I can, it'll save me a lot of time instead of building stuff from scratch all the damn time. 

Anyways, just wanted to keep this brief. I'll see you guys around.

Oh yeah I also gave the blog a new and more streamlined look.  Hope you like it!


Game Dev: Building A Social Foundation





Wow... when was the last time I made a blog?

Anyways, what I want to talk about Today is not finance or "getting priorities straight" before you go on your game dev journey. This is about starting the journey itself. And more importantly your goals.

If you're just a humble game dev that just wants to participate in game jams and make small little games as a hobby to share with your friends and family, go ahead and make all the games you want. Trying to get a job at your favorite company? Go ahead and build up that Unreal/Unity portfolio so you can work the latest Bethesda or Way Forward title. 

But if you really wanna make this work as a full-time indie thing, you have to network with not only people in the gaming industry, but the gaming community; the people that spend hundreds, maybe even thousands, a month on video games and anything closely related to it. Which is why you need to communicate with as many people as possible. Before you type in that first line of code, draw that first pixel-art frame or even open up FL Studio 8 to make the epic first fight theme, you HAVE to build a network foundation.

Who's gonna play your game if you don't know anybody or anybody doesn't know you (poor grammar totally intended), especially the audience you're making the game for? Nowadays, the market is oversaturated with everything from 2D roguelike platformers to the latest open-world sandbox game . Now there is nothing wrong with those types of games, games like Hades and GTA V prove so and developers, as well as gamers alike, adore them. It's how you spread the word out on your game. 

You need to learn how to build a social network to put your game in the limelight.

I suggest visiting Chris Z's website, How To Market A Game for tips on getting your game out there. He has some great tips on how to network on Twitter, email marketing and in general how to show off your game.

I also recommend visiting other Indie Devs through Discord, Youtube and Gaming Conventions (Online and Offline) to get the word going.

But what also helps is being a part of an online social entity of some sort related to games. This can be Discord, community forums like the GameSpot or IGN message boards, heck even showing it off to someone from a game company can get you somewhere. 

Forums alone are a real attention grabber. These numbers are the average of the amount of people concurrently online a week at the forums I visit on a night and day cycle. 

Night:
Goat House: 11
IGN: 577
Gaming Latest: 12
Gaming Rev: 38
JoyFreak: 82

Day:
IGN: 702
Gaming Rev: 62
Gaming Latest: 31
Goat House: 6
JoyFreak: 133

Night time is less visited, but that is still a lot of people all together. That is over 1,000 users that are paying attention to you and what you post. 

And the best part is... most of these options are FREE. You don't need to pay for a forum post about your game or cough up your earnings to some stupid marketing company for the game. You can do that organically.

So in conclusion:
- Make a mailing list
- Look at Chris Z's site for better game marketing tips
- Visit your favorite forums and show off your game there


The best part is, once you're finished doing all this, you can literally rinse and repeat for every other game you then put forth but that's only IF you built a strong social foundation. No duct-tape and zip tie shotty work is gonna help you grow an audience if you don't put in actual good work.


That's it for my advice; I'll see you guys around in the next blog! Happy Game Deving! 





GameDev: A Small Guide About Being Honest On Critiques



So... I'm not much of a 'Simon Cowell" when it comes to critiques. I don't go out my way to bash people and be obnoxious about people's shortcomings. 

I do however understand that mentality of "addressing faults" as a way to get your point across that their game needs work. I recently got done playing someone's alpha build of their game and it needed a lot of work. It just felt like a generic 2D hack-n-slash platformer that was glitchy and I had to be honest about it and say "I probably wouldn't play this game right now even if you fixed the bugs I mentioned. It's way too basic and got boring after half an hour."

People have criticized my crappy game design decisions a lot, and that has made me a better programmer/designer long-term. How?

1. If something was unoptimized/poorly coded, it forced me find a brand new solution with a better practice that made the coding practice easier for myself.

2. After the 1st hurdle it actually helped me realize the design of my game was lackluster. "Anybody can make a game, but can you make it a fun one?" Is the age old question many, including myself, have a hard time answering. And although fun is subjective, in the context of gaming, there are mechanics that objectively make it more fun within the context of your game. 

Take for instance a game like Arkanoid/Breakout. What is the "fun" in that game? It's finishing the level by hitting a fast-moving ball with a paddle. The high-octane action is what keeps you going as the ball picks up speed and you rack huge point multipliers for doing sick combos. Now whether or not that was the game was intended to be played is another issue, but people, for the most part, like this fast-paced gameplay loop which rewards execution and reaction time.

Now take out what most people think is objectively "fun" and throw it out the window. Imagine an Arkanoid where the ball moves slow all the time, there was no strategy, and you basically just looped the level ad nauseum with no variation in style. That and maybe the paddle move in the opposite direction instead of the direction you wanted it to.



So I'm making a small guide on this to show what you can do to give good advice to game developers that you playtest their game for.


1. BE HONEST

  It could be your friend's/family member's/co-worker's first time making a game, and like all first steps, there's bound to be problems. That said, you should address those problems instead of it ignoring them. It doesn't even have to be anything technical. 

Stuff like collision detection, wonky physics and save data not being stored correctly when you save the game is pretty easy to show and explain. But stuff that isn't designed well, probably level design being too large or to small, combat with enemies being boring or tedious,  or RPG mechanics - if the game has it - being broken when you level up a certain weapon to maximum in a short amount of power and it just dominates the game. Stuff like that is way more important long-term. Even though that isn't what they envisioned for their game to be played like, the interpretation between dev to player is similar to author and reader; you can't stop someone from seeing things the way they like it. 

Of course games and books are different. You can't stop the author from doing what he/she wants with his/her characters, nor what he/she wants to do with the story. That book is still bound to find an audience somewhere. Games are the same way too mechanically wise, but when something is objectively not good for the more interesting parts of the game, a lot of people aren't going to like it. 

Which is why I move on to my second point


2. Highlight what's cool about the game and push that design

Say you're playtesting a game. It probably has a few cool mechanics that you like. The problem is that all the mechanics might not fit together.

Remember 3v3 Pokemon battles in some of the later generations? Dual battles were already a huge load in terms of strategy enough, but 3v3 just made it overkill. Which is why Gamefreak brought it down to 2v2 in later iterations. Instead of trying to polish 2v2, they just added a meaningless extra layer people didn't have a problem with. 

A game with very few yet polished mechanics is more remembered than a game that is bloated with features that are way too complex which only the most dedicated of fanbases will stick with. 

So if you play a game with a good design, elaborate on how it could be better.

Say you like the gun switch combos in an FPS. Don't say nothing, say that you want faster gun switching between the sniper rifle and rocket launcher. 

If there are too many redundant weapon variations like a chaingun and a mini-chaingun which does less damage, then that should be taken out.

And that's all I have to say on the matter for now. I hope this helps fellow playtesters and indie devs out.

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Hey if you like this blog and want to support my game dev projects or are feeling generous, you can do so here through my Paypal Donation Link, Anything helps, even a $1.


If you'd also like to support but want to get something out of it, I recommend you getting this amazing book by A.T. Chamillard through my Amazon Affiliates link!

 You can learn how to make games in MonoGame, the best 2D/3D open source framework that has made many popular games like Celeste and Streets of Rage 4. You can get it by clicking here. 

In the meantime, stay safe as always and have a good one everybody!

Why The Game Awards Show Needs To Change Its Voting Process

 






I usually don't talk much about the general gaming industry as a whole. Not because I don't want to or try to avoid, but because... I don't even know where to begin with it. From corporate buyouts of media reviews to oversaturation and miscategorization of online platforms according (I literally found RPG Action Adventure games under the Fighting Games category on Steam for some idiotic reason). I just don't know where to put my foot down. But after the complete crapfest that was "The Game Awards Show (TGA)" happened this Thursday, I literally could not just sit back and not write something about this god awful misrepresentation of what I feel isn't gaming's best, nor is the paramount of what the general consumer audience thinks.

As an Indie Dev and as someone who is trying to make their own way in the industry, it is sad how aristocratic TGA is. For those that don't know the voting process for TGA, it is basically 90% critic's choice, with the only player's choice that the general gaming audience's vote actually matters is "The Player's Choice" category.

And past that.... nothing else. All the supposed "professional gaming critics" picked The Last Of US 2, which has been not received well by half of user submitted reviews. I cannot believe how shallow these critics are for giving praise to such an unapologetically "average at best, mediocre at worst" game instead of games like Doom Eternal, Yakuza 7, and Hades that actually put forth something long lost in mainstream games; simple. Unadulterated. FUN. And not only that but also treat their employees better too.

The Last of Us 2 (TLOU2), regardless of controversy of the story, has had SO MANY development issues that I was baffled it won "Best Game Direction." With overworked and underpaid staff that have had to come in for crunch and not even see their families for weeks and multiple delays, how are you going to tell me this game was made out of respect and care for the people that put all their man hours into it?

Now you can say "screw these awards, they mean nothing for REAL gamers but new announcements and game reveals!" As a consumer... fine. You can say and believe that. In fact, I will say that you're right about that from a "consumer" standpoint and whatever is a failure in the market is not going to be loved by the market.

But for the gaming industry - the people who put their blood, sweat and tears into these games - and the media at large that are the dominating factor of influence to the general public, this is a problem I can't just leave undiscussed. I believe that the power of critics, a very minor group, have too much receptional power in their grasp. And if this continues to happen, I believe that the reputation of gaming will continue to be what it is to the public; shallow experiences with seven new shades of brown and lackluster game feel with no innovation.

And that is why I care about this topic so much. Now... we can't give 100% of the awards to the players. There are things like different criteria for games that some people will be biased towards and need to be looked at through a critical lens. It should however be the damn near majority of 80%. That way there is an ACTUAL representation of what people actually like and not just cherrypicked, bought-out reviews that defend mediocre products.

And yeah I'm going to bite the conspiracy stick on this one. Sony bought out TGA so that TLOU2 can do well and can push more units of the game, subsequently leading to more copies of their consoles being sold. There, I said it. The Shadow Lizard People are in the waters feeding us chemical water that turn the freakin' frogs gay.

In all seriousness (as serious as you can get with some serious shit like the Demon Warlords) I don't believe this sets a good precedent for the industry, for the media and for gaming at large and things need to change.

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Hey if you like this blog and want to support my game dev projects or are feeling generous, you can do so here through my Paypal Donation Link, Anything helps, even a $1.


If you'd also like to support but want to get something out of it, I recommend you getting this amazing book by A.T. Chamillard through my Amazon Affiliates link!

 You can learn how to make games in MonoGame, the best 2D/3D open source framework that has made many popular games like Celeste and Streets of Rage 4. You can get it by clicking here. 

In the meantime, stay safe as always and have a good one everybody!

OffSide: What The King of Fighters XV Needs To Do To Be Successful.

 


This blog has been getting some good use as of recently and I definitely see why people can become addicted to blogging.

   Anyways.... this is another off-topic post outside of the ordinary. Before I decided to be a game dev, I was a full-on competitive fighting game player. I was SUPER into tournaments and went to all my locals as much as I could. But as I got older... I realized that I wanted to do something else with my time and the fighting game genre isn't doing too well because of the pandemic and poor business practices, which I discuss over at my friend's blog. But in Today's topic I want to talk about SNK's latest title in their flagship title. "KOF XV." But why am I making this blog post about a genre I don't really associate much with anymore? 

    Well I still love fighting games. I think no other genre really gives you the same sense of satisfaction of making you feel powerful once you learn the mechanics through trial and error whilst building a sort of "second nature" when you get proficient at them. I also really want to see this particular game, KOF XV, do well because I love this franchise. It's my favorite fighting game series of all time and will stay that way. I also think it's one of the last bastions of hope for the genre in the future. The genre right now, in terms of product quality and dev support, is no less than awful. So I just want to bring this discussion in the forefront because I believe that KOF XV isn't going to survive on legacy and an established fanbase alone. So let's discuss about what KOF XV needs to be a successful game.


1. Superb Online and Content


     For anyone who has played fighting games, they know the drill on this one. For those who don't, here's a brief primer. Most fighting games out in the market today have abysmal online and lackluster content and that is a big issue. Now whether that's due to developer incompetency or tight budget constraints, it's not an excuse to release products that are below industry standard when it comes to online play and modes that will keep players engaged for a long time. Imagine if the latest Call of Duty had the crappiest online where players were desynced all the time and the only mode besides campaign was Team Deathmatch. People would say it would be the worst CoD ever. In Fighting games, that's sadly the norm. 

     Which is why KOF XV can't just succeed on legacy alone. You don't know how many tweets I've seen of people calling Terry Bogard "Hat Ken" when he was revealed in Super Smash Bros. Ultimate. No one besides old heads know who Terry or Kyo are. They just want to play a fully fleshed out game that, for over 20 years, have spanned over multiple installments. That honestly should show that the developer by now is competent and knows what their franchise is all about, what people love about their franchise, and why it's been relevant for so long. To not ask for good rollback or content that will engage the players for hours on end is unacceptable, especially since SNK's net worth from making a whole bunch of spin-offs has netted them 3.1 Billion Yen

    KOF XV on launch should have a variety of content and amazing rollback netcode that will entice new players to play their game, as well as keep their loyal fanbase happy. Stuff like balance changes and day 1 fixes are important, but that is common with any game with multiplayer functionality. You can't prioritize just one small tidbit a handful of people are complaining about when the larger fan base is addressing bigger concerns about your game. If the game is overly glitchy, if the online keeps desyncing after every match, or if something trivial ike final scores in arcade mode aren't updating correctly, that's a big problem with the product. 

    2. Long-Term Dev Support & Marketing

   

   So let's say KOF XV has all I mentioned above; great online, ubiquitous amounts of content and priorities on fixing the overall product if anything is buggy. So what else does the game need to do to hold relevancy? In terms of going mainstream, I don't think it'll be streamed in the hands of anyone like Markiplier or Pewdiepie anytime soon, at least not in my lifetime. I do however believe that SNK needs to engage with the larger fighting game community. Now... I think they do an... ok job as far as promoting things like online tournaments and events with their e-sports program, but it could be a lot better. 

   There is no engagement with big time fighting game personalities/streamers that keep most games relevant in Today's cycle of competition for seeking attention. KOF XV has to have a consistent level of engagement for it to be on top of that cycle. Hell, it's literally as simple as tweeting out "Hey guys and gals, we have @FamousStreamer2002 streaming some online play and showcasing our latest balance patch that addresses problems in ranked and casual match! Tune in at their Twitch link below!" It gets people in the community engaged on your game, lets people see the game being played at a high level depending on the streamer, and is great for showing that the devs actually care about their game. SNK could even have small exhibitions  of players around the world ran on their own twitch stream. 

   It is crucial that SNK takes this step in order to engage with their audience and keep them engaged. Those "Smash Directs" Sakurai does aren't all for nothing. 

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And that is... literally it. I just wanted to make this a short read since I feel that I have my main points across and hopefully this gets spread around enough where people can see it. Until next time, I'll see you guys later and have a good one!


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Hey if you like this blog and want to support my game dev projects or are feeling generous, you can do so here through my Paypal Donation Link, Anything helps, even a $1.


If you'd also like to support but want to get something out of it, I recommend you getting this amazing book by A.T. Chamillard through my Amazon Affiliates link!

 You can learn how to make games in MonoGame, the best 2D/3D open source framework that has made many popular games like Celeste and Streets of Rage 4. You can get it at the link below.


In the mean time, stay safe and have a good one everybody!




Officially Retiring This Blog

This blog has now been sunset as of Today on this very date. No more posts here.  Instead, you can follow my Youtube channel here. https://w...