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  1. Cursor RPG

    Cursor RPG</h1>

    This is game that I have been working on for the last few weeks! It's a simple game, and does not have much, but if you seem like you want to try it, you can. Here are some images.

    http://imgur.com/uGwgm3o
    http://imgur.com/7i2AKAQ
    http://imgur.com/9qVt1yq

    The download link is below.
    http://www.mediafire.com/download/um54duos9ywt66y/CursorRPG.zip

  2. Cursor RPG

    Cursor RPG</h1>

    This is game that I have been working on for the last few weeks! It's a simple game, and does not have much, but if you seem like you want to try it, you can. Here are some images.

    http://imgur.com/uGwgm3o
    http://imgur.com/7i2AKAQ
    http://imgur.com/9qVt1yq

    The download link is below.
    http://www.mediafire.com/download/um54duos9ywt66y/CursorRPG.zip

  3. Cursor RPG

    Cursor RPG</h1>

    This is game that I have been working on for the last few weeks! It's a simple game, and does not have much, but if you seem like you want to try it, you can. Here are some images.

    http://imgur.com/uGwgm3o
    http://imgur.com/7i2AKAQ
    http://imgur.com/9qVt1yq

    The download link is below.
    [attachment=32030:CursorRPG.zip]

  4. What does your first succes as a game developer feel like

    About!


    Welcome!
    Please let me to appologise in advance for my grammatical mistakes. In this article I will talk about what does your first biger succes feel like, and why you shouldn't stop trying, and trying and trying and learning making games.

    The begginings

    So, i'm really young, only 16 but I know that, I want to be a game developer, so I started looking for it on the internet, and I was like they will pretty much teach us in school, but since i realized they actually don't teach you how to make games (actually there are a few places where they do). I started with game maker, and used it for like 1,5 years. Then a friend of mine showed me a demo scene party, and told me to make some game for the party. I decided I will do a game, and this will be my bigest and most serious project so far...

    Now

    I've been working on the game for a month and it's not done yet. The party was very tiring, i'm so sleepy while writing this article. We slept about 6-7 hours in two days -.- But this doesn't matter. In that 1 month i've worked on the game like 1-4 hours every day! And the game wasn't even so good, and it's not even complete(you can check it out here: http://gamejolt.com/games/strangebird-shootemup-demo/148193) First I was like i will be last i'm sure, but nope... I became the third one! I was so happy when I heard my name, in that momment i realized, every single momment of making my game worthed it. So a hint: NEVER EVER STOP!!! In my opinion for the succes of a game you need 4 things: Creativity, Skills, Luck, And never stop! A lot depends on luck, for example there is minecraft which is one of the most succesfull games, made by an indie developer and now he is rich as hell. But there is the backside, i'm sure there are a lot of game which deserve to be a famous and succesfull game, they are good and nice etc... But they arent.. Why? Because luck matters. The game you made can be really good but the right person have to find it. A youtuber or someone who has a lot of friends and he show your game for them. Then it will become more and more well known. So evene if you don't succes in many years, don't give up keep up the work and i'm sure if you improve, and belive one of you games will be a big succes.


    Future


    In the future i would like to continue the game i made for the demo, and finish it. And this, my first succes (at least for me) gave me so much power, I feel like I will never stop learning making games :) And I'm sure in the future if I won't give up, I will make much bigger and much more games. So the point of the whole article at all: NEVER GIVE UP AND YOU WILL SUCCES!
    I hope you enjoyed reading this article please, write some coments, you can correct my mistakes in comments so i will correct them in the article :) And if you are a begginer or just interested in making games... Start and keep continue, it will worth it. Have a nice day! (I attached a picture of me with the trophy and the picture of my trophy)</p></p>

  5. War Heroes: Invasion - Now on Steam Greenlight!

    Have you ever dreamed of being the commander of your own army?

    In "War Heroes: Invasion" you will have your chance!
    We really hope you will enjoy our game.

    Steamcommunity.com

    VERY IMPORTANT:
    Remember, we are making a high quality tower defense game!

    - Great strategy.
    - Colorful maps and characters.
    - Earn numerous exciting achievements.
    - Three different worlds.
    - 18 levels and 3 different game modes (campaign, survival, endless).
    - Original enemies.
    - Powerful, devastating weapons.
    - A formidable boss.


    Each playthrough will be different; you can play this game forever and no two games will ever be the same!

    Facebook: Click me!
    Twitter: Click me!
    Mail: hammersongames@gmail.com
    Steam: Steamcommunity.com

  6. Unreal development kit

    Hi there, Most of you are asking what the heck is UDK? how do I use it? here you are!</h1>

    UDK </h1>

    Starters</h2>

    Hi I know you are like what is UDK? Wel it is Unreal Development kit! It is used for making games. Shooting games mostly. So this could be hard, but is also really easy to use. I mean anyone can use it right?


    About UDK


    UDK is game making software, or engine to be percice. It is hard at some points like desighning the layout, or placing characters, but it goes to show your smart! Make your own game with this!

    <H1> is used for headings, <p> is used for paragraphs, <b> is bold, <i> is italic, <u> is underline!(this was for codes)
    

    The challenging parts

    Here are some really HARD parts first making games on this can take up to a year if you are making a large funfilled shotting first person game! Adding storylines takes like 2 weeks of work. Characters take like 3 weeks for the whole game. The menu could take 3 to 4 days! Also if you were downloading this game engine on your slow PC then it takes for EVER to downlaod. I reccomend a fast PC.

    Conclusion

    It goes to show that if you made a large game then you are smart and have knowledge. It is hard with this alothough it is software!

  7. Unreal development kit

    Hi there, Most of you are asking what the heck is UDK? how do I use it? here you are!</h1>

    UDK </h1>

    Starters</h2>

    Hi I know you are like what is UDK? Wel it is Unreal Development kit! It is used for making games. Shooting games mostly. So this could be hard, but is also really easy to use. I mean anyone can use it right?


    About UDK


    UDK is game making software, or engine to be percice. It is hard at some points like desighning the layout, or placing characters, but it goes to show your smart! Make your own game with this!

    <H1> is used for headings, <p> is used for paragraphs, <b> is bold, <i> is italic, <u> is underline!(this was for codes)
    

    The challenging parts

    Here are some really HARD parts first making games on this can take up to a year if you are making a large funfilled shotting first person game! Adding storylines takes like 2 weeks of work. Characters take like 3 weeks for the whole game. The menu could take 3 to 4 days! Also if you were downloading this game engine on your slow PC then it takes for EVER to downlaod. I reccomend a fast PC.

    Conclusion

    It goes to show that if you made a large game then you are smart and have knowledge. It is hard with this alothough it is software!

    Article Update Log


    Updates below:

    26 of Aprile 2016: Added links and pics

    pictures


    [attachment=31670:Classroom.jpg]
    [attachment=31671:the games.jpg]

  8. Unreal development kit

    Hi there, Most of you are asking what the heck is UDK? how do I use it? here you are!</h1>

    UDK </h1>

    Starters</h2>

    Hi I know you are like what is UDK? Wel it is Unreal Development kit! It is used for making games. Shooting games mostly. So this could be hard, but is also really easy to use. I mean anyone can use it right?


    About UDK


    UDK is game making software, or engine to be percice. It is hard at some points like desighning the layout, or placing characters, but it goes to show your smart! Make your own game with this!

    <H1> is used for headings, <p> is used for paragraphs, <b> is bold, <i> is italic, <u> is underline!(this was for codes)
    

    The challenging parts

    Here are some really HARD parts first making games on this can take up to a year if you are making a large funfilled shotting first person game! Adding storylines takes like 2 weeks of work. Characters take like 3 weeks for the whole game. The menu could take 3 to 4 days! Also if you were downloading this game engine on your slow PC then it takes for EVER to downlaod. I reccomend a fast PC.

    Conclusion

    It goes to show that if you made a large game then you are smart and have knowledge. It is hard with this alothough it is software!

    Article Update Log


    Updates below:

    26 of Aprile 2016: Added links and pics

    pictures


    [attachment=31670:Classroom.jpg]
    [attachment=31671:the games.jpg]</p>

  9. Unreal development kit

    Hi there, Most of you are asking what the heck is UDK? how do I use it? here you are!</h1>

    UDK </h1>

    Starters</h2>

    Hi I know you are like what is UDK? Wel it is Unreal Development kit! It is used for making games. Shooting games mostly. So this could be hard, but is also really easy to use. I mean anyone can use it right?


    About UDK


    UDK is game making software, or engine to be percice. It is hard at some points like desighning the layout, or placing characters, but it goes to show your smart! Make your own game with this!

    /* Code block here */
    

    The challenging parts

    Here are some really HARD parts first making games on this can take up to a year if you are making a large funfilled shotting first person game! Adding storylines takes like 2 weeks of work. Characters take like 3 weeks for the whole game. The menu could take 3 to 4 days! Also if you were downloading this game engine on your slow PC then it takes for EVER to downlaod. I reccomend a fast PC.

    Conclusion

    It goes to show that if you made a large game then you are smart and have knowledge. It is hard with this alothough it is software!

    Article Update Log


    Updates below:

    26 of Aprile 2016: Added links and pics

    pictures


    [attachment=31670:Classroom.jpg]
    [attachment=31671:the games.jpg]</p>

  10. Need music for a video game?

    Hello readers,If you need someone to make music for a video game for FREE please contact me.I am easy to work with and i look forward to making music for your video game!

  11. [Game] [Free] Get ready to defend your ship using Guns and Magic

    Hi All,

    Joyfield Studio is happy to share that Guns and Magic game is now available on Google Play and Amazon.

    Check out our new trailer!

    Guns and Magic is a defender-based action RPG game in which players explore undiscovered planets on the edge of the Galaxy.

    RUnWXBixCSiXpuAtRbARaOCEWu8lB8Inv7ZbjcPM

    Dowload here for free: Google Play and Amazon!

    #gunsandmagic, #joyfield_studio, #shooter, #rpg, #mobilegame, #guns, #magic, #defense, #artefact, #defence

  12. Open game concept for horror game

    GAMEPLAY
    In this open game of horror, stealth and cooperation, you struggle to survive while exploring creepy island environments that cycle through periods of fog, dusk and night. You must initially avoid the horrors harvesting humans while seeking supplies, hideouts, clues and other survivors. Other survivors are key in your struggle, they may possess clues about the lurking horrors, crafting tips or know locations of interests in the region. You can designate a hidden location you find as a Hideout. Recruiting any survivor to join your survivor's hideout will generate scavenged supplies in the hideout. As you gain experience, equipment and lore about the inhuman horrors, you will discover new objectives to fight back the invaders.
    You will not die from starvation directly, though being deprived of food and water will reduce your vitality and running speed. If your character dies, you start in the role of another survivor on the island, which could be a survivor you have helped or given items to. If there are no human survivors alive on the island the game is over.
    BEHIND THE SCENE
    CULTS: Dark corners of secluded areas conceal clues suggesting that Occult lore foreshadowed the Invasion. Ancient texts by forgotten practitioners of the dark arts, describe the very demons now lurking in the ruins. Investigations may reveal that certain Cults, have been awaiting and preparing for the apocalyptic arrival for some time. Such cults have established hidden Shelters with valuable Occult Tomes and supplies. In the shadows of civilization, these cults appear to have fought a covert war against each other for ages while setting the stage for the arrival of their respective deity. Some of the survivors could be deceitful Lovecraftian Cultists, secretly worshipping the elder entities that now threaten the last remnants of humanity.
    STYGIANS: The Stygian faction are infectious lovecraftian abominations related to the fungal vegetation taking root. Some of these creatures can emerge from the strange fungal growth that are gradually multiplying on the island or from a Spore Colony. They are more active during the morning Fog and are mostly attracted to sound as well as the scent of blood or rotting flesh. Some of these creatures can infect humans and corpses and mutate them into Fungal Zombies. The slow movement speed of Fungal Zombies and Gorgons (Demonic worms), is somewhat offset by their ability to sense and ambush lifeforms in the fog and by venoms that slow-down enemies. In some cases a scratched and infected human can run away, but transform into a Fungal Zombie if no antidote is used. Their Stygian venom is particularly potent against all Chthonian demons. The Stygian creatures include :
    Medusa Moth, a raven sized venomous flying creature with tentacles (some Medusa Moth can inject a human or corpse with a virulent mutagenic infection that will morph the human or corpse into a Fungal Zombie unless an antidote is used in time) [vulnerable to makeshift weapons] Clue: "The body appears to have been stung by a venomous thing that's much larger than a wasp."
    Fungal Zombie, a human with fungal growth (from infected human or human corpse) [vulnerable to lethal weapons] Clue: "The body has been lacerated by claws."
    Gorgon, a tiger sized worm with tentacles around the mouth [vulnerable to special weapons]Clue: "The body has been partially devoured." (usually a Gorgon devours the entire body and no corpse is left)
    Spore Colony, a fungal spire that Stygian creature can merge into or out of (the smaller fungal growth multiply on the map and can potentially grow into a Spore Colony) [vulnerable to Molotov Cocktails]
    Stygian mutations:
    Green Salve: healing
    Sap Venom: Slows victim and damage over time
    Fungal Venom: Turns human victim into Fungal Zombie.
    Stygian Venom: Deadly for Chthonian Demons.
    Spew Spores: short range attack Deadly for Chthonian
    Spore Burst: Suicide radius attack small creature kills larger enemy
    Fungal Growth : morph into a fungal growth (a fully grown fungal growth can become a Spore Colony)
    Spit Thorn : medium range attack
    Secretions: reduces acid damage (by 50%)
    Ablative Moss: reduces fire damage (by 50% and normal damage by 10%)
    A Spore Colony can gradually unlock mutations, once unlocked in a given Spore Colony, a creature spawning or merging with this specific Spore Colony can activate the mutation (costs Essence resource to unlock and to activate). Some Fungal Growth can metabolise a mutation and become more dangerous for the unwary.
    CHTHONIANS: The Chthonian faction are horrible subterranean arachnids and arthropods that were initially sighted near fallen meteorites. They burrow underground and often burst out of the ground when the sun sets. They are most active from the twilight of dusk to the early evening. They are sometimes encountered near meteorite impact sites. One survivor claims he saw a meteorite stone morph into a demonic arachnid. These creatures are usually attracted to vibrations(running, digging), electric light and radio signals. Some Chthonian hatchlings can paralyse a human host to infest it. The infested victim morphs into an organic cocoon, from which a larger breed such as a Lurker demon emerges. These creatures are somewhat resistant to fire and immune to radiation, but quite vulnerable to the Stygian venom (creatures from the infectious fog dwelling faction). Some of the Chthonian creatures can be radioactive and some can spit streams of fiery plasma. The Chthonians creatures include :
    Egg, looks like a rock or a meteorite and is difficult to break without a pick. Chthonian Eggs, which can sometimes fall from the sky or can be laid by a Chthonian Queen, can morph into a Hatchling arachnid.
    Hatchling, a cat sized alien arachnid (it can cocoon a human or corpse to morph into a Lurker)[vulnerable to makeshift weapons] Clue: "The body appears to have been bitten by a creature's fangs."
    Lurker, a wolf sized arachnid (it can cocoon a human or corpse to morph into a Predator)[vulnerable to lethal weapons] Clue: "The body has been mauled."
    Predator, a velociraptor sized insectoid [vulnerable to special weapons] Clue: "The body appears to have been mauled and partially eaten by a large creature." (usually a Predator devours the entire body and no corpse is left)
    Queen, a horse sized arachnid that can lay the eggs from which hatchlings can emerge [vulnerable to Dynamite] Clue: "The body appears to have been mauled by a large creature and the head is missing." (usually a Queens devours the entire body starting with the head and no corpse is left)
    Chthonian Mutations:
    Consume: allows a creature to heal or grow by consuming a human corpse.
    Infest: allows Hatchlings to paralyse and consume a living human and morph into a larger breed.
    Spit Acid: medium range attack effective against Stygian
    Spew Plasma: Short range attack Deadly for Stygian
    Fire Blast: Suicide radius attack allows small creature to kill larger one
    Tunnelling: Travel underground.
    Chrysalis: Morph into a Queen (predator only).
    Acid Blood: Reduces Venom damage (by 50%)
    Carapace: Reduces Spore damage (by 50% and normal damage by 10%)
    A Chthonian Queen can gradually unlock mutations, once unlocked in a given Chthonian Queen, a creature spawning from an Egg laid by this specific Queen can activate the mutation (costs Essence resource to unlock and to activate).
    The unnatural events that have caused the collapse of human civilisation have also caused rifts from which other types of entities emerge into our world such as the mysterious Outsiders.

  13. Asteroids Rush! [Android]

    AR_promo_2_800.png?extra=lwj3xbyfwEIU6Xk

    Asteroids Rush!


    Hi! We released a major update to the game Asteroids Rush and would like to know your opinion about it, maybe you could make a review.


    Asteroids Rush is simple yet catchy arcade game. You need to dodge asteroids and to fight against the bosses, to beat your friends' scores. The more score points you get - the quicker asteroids and black holes become. You can always get a new ship or extra fuel for a heat start in the game store. Open achievements and get extra points for them, beat the high score and simply have fun playing Asteroids Rush!

    Google Play: https://play.google.com/store/apps/details?id=com.GeekyRaccoons.AsteroidsRushGame

    What do you think about it? :)

  14. Need Help Making a 2D Top Down Shooter Game in C#

    Basically I'm trying to make a top to down shooter game in C#, similar to Graal Era.

    What resources do I need?
    How am I supposed to import the images, sounds and make the map in general.
    Please help!

    • Mar 04 2016 11:03 PM
    • by izach
  15. UpUp Game

    UpUp Game


    *This addicting game is a fun for your day. Supports Game Center & Google Play Leaderboard.




    Download


    iOS:

    https://itunes.apple.com/dk/app/upup-game/id1082482448?mt=8

    Android:

    https://play.google.com/store/apps/details?id=com.ayubberiev.upup

    Flash:

    http://www.newgrounds.com/portal/view/671184



    In game

    under 1000p - blue runners
    speed: slow
    +5 bonus

    above 1000p and under 2000p - violet runners
    speed: normal
    +10 bonus

    above 2000p and under 3000p - violet dot runners
    speed: faster
    +15 bonus

    above 3000p and under 10000p - black red dot runners
    speed: crazy
    +20 bonus

    contact:
    stborz@hotmail.com

    • Feb 29 2016 04:06 PM
    • by Pastuh
  16. Step-by-Step Guide of Making A Sequel To A Game

    If your company has already released some popular and addictive game and you're thinking about creation a sequel, this article is just what you need. We gathered the main tips and advices that will be useful for the building a strategy and a sequel itself. Check out the following instructions and recommendations that can lend you a hand in making a sequel for your game.

    Step#1 Fix Existing Bugs</h2>

    It's probably the first thing you should do even without releasing a sequel but releasing an update. However, some bugs take the whole concept to rebuild in order to fix them. That's why you should gather your team at a round table, ask them to search for possible bugs, collect bug reports from players and then discuss the problems that have been discovered. Consider this sequel as a unique chance to strengthen all weak points that were in the original, improve user experience and attract a broader audience.

    The following list can give you insights where you can look for possible bugs. Additionally, go through these areas to make sure they are good.


    settings</li>
    architecture</li>
    list of supported platforms</li>
    art side</li>
    monetization policy</li>
    advertising</li>
    </ul>

    Once you spotted the flaws, gather your team one more time and do the brainstorm altogether. Listen carefully to the suggestions of your team members and develop a strategy on how to adjust the defects and improve the second release. Rebuild the structure if you need or redrawn the art style so it will hit the appropriate target audience.

    Step#2 Budget Allocation & Strategy Development</h2>

    The creation of a sequel gives you a chance not only to improve your work but to save money, as well. Sequel production actions are a lot cheaper than creation a game from a scratch. You have a game engine ready and work through, you have a team that deserves your trust that greatly facilitates project management, you have server side ready, etc. Besides, your original game has already gathered a community of loyal players that eases the marketing efforts. Give your fans some exciting insights about the future sequel and don't forget to state that the sequel retained everything they liked in the original game so much but acquire some advanced breathtaking features. Likewise, inform some of players who hatred toward the first version of the game that you've realised the mistakes that were made and would like to know their opinion about the sequel. Believe us, it will help you in your marketing campaign.
    In addition, you can gain more money from the first release thanks to people's natural curiosity. Basically, there will be a lot of people who would like to compare the original game and a sequel in order to follow the improvements.

    Step#3 Sequel Dev Measures</h2>

    The ideal merger of an old concept and new features defines the sequel success. You need to remember that no player will appreciate the doppelganger of the original game because to be addictive an adventure should feel familiar and be one-of-a-kind at the same time. Creation of such game demands just a few modifications and improvements in the original. See the following list to explore the possible sources of adjustment.

    Structure

    Conduct a research and you will know if the structure of your game doesn't correlate with the game category. In that case, it needs to be renovated. However, be careful and don't go in too many updates. Leave the shell and the main features that correspond with the game genre. As it was stated before, players like to be involved in a familiar, but unique game. If you insert new elements or features into a gameplay, include the full and detailed explanation into the tutorial menu.

    Gameplay

    It's probably the most common way of making a sequel - gameplay adjustments. The pitfall you can come across is that you need to strike a balance between flexibility and innovations. Besides, the gameplay should correlate with target audience needs. You can modify gameplay in a variety of options. For instance, you can add additional levels, alternative game modes or experiment with mechanics. Just always remember about the balance of simplicity and complexity. The games that are too easy to understand will be abandoned as easy as the ones that are too hard to play.

    Mechanical

    Pay special attention to the elaboration of the technical aspects of the game development process. Make sure you eliminate and fix all critical issues, for instance, server problems or loading speed and optimize the game size if necessary.

    By following this guide, you can find your sequel at the top soon after the release. Good luck!

  17. Super Mario MMORPG Brainstorm/Team Building

    Introduction</h1>

    Hey guys! I'm new to this forum but ready to hop into action! I got a base engine ready to go for an online MMORPG game, in which is ready to be expanded on! I need a skilled team to help me through the way!

    Mario MMORPG</h1>

    What is it?</h2>

    As of this moment.. nothing! That's where you come in! I need a skilled team of people who can help brainstorm and put together an amazing custom Mario MMORPG! I have the base engine and an extensive amount of experience in programming. The programming language as of right now is Visual Basic. There are quite a few fields of positions availible and desperatly needed!

    What do we need?</h2>

    I need a skilled or not so skilled group of people with the motivation to build a great game together! Currenty I am requiring the following:

    ~Programmers(Urgent)
    ~Idea Generators/Game Planners(Urgent)
    ~Moderators(When put online!)
    ~Map creators
    ~Game Dev's(Maps, Items, Shops, NPC's, and any other aspects!
    ~Administrators
    ~Possible Server Hosts/Backup Hosts(Urgent)(This is a serious position and gives full control of the game, don't expect just anyone to be chosen! This is a high "honour!
    ~Possible Co-Owners if skill level is high enough!(If you are a server host, you are automatically a Co-Owner!)

    and, so far that is all I can conclude to what I need so far! I will add or remove positions accordingly!


    How to apply?</h2>

    So if you are indeed interested or have another position you feel you'd fit let me know! You can respond to me directly on this post, on facebook at (www.facebook.com/smdx24), or in PM! Please use this application:

    Name:
    Position Applied For:
    Date:

    Skills or Acheivments:
    -
    -
    -
    Additional Info/Comments:

    </blockquote>

    Conclusion</h1>

    Thank you very much for taking the time to read all this, and I do hope your interested as an applicant or a beta tester! I am very excited to get this project on the road, and work with all of you as a team! I'm hoping other people are too!

    Progress/Update Log</h1>
    Jan. 18th, 2016: Initial release

  18. Super Mario MMORPG Brainstorm/Team Building

    Introduction</h1>

    Hey guys! I'm new to this forum but ready to hop into action! I got a base engine ready to go for an online MMORPG game, in which is ready to be expanded on! I need a skilled team to help me through the way!

    Mario MMORPG</h1>

    What is it?</h2>

    As of this moment.. nothing! That's where you come in! I need a skilled team of people who can help brainstorm and put together an amazing custom Mario MMORPG! I have the base engine and an extensive amount of experience in programming. The programming language as of right now is Visual Basic. There are quite a few fields of positions availible and desperatly needed!

    What do we need?</h2>

    I need a skilled or not so skilled group of people with the motivation to build a great game together! Currenty I am requiring the following:

    ~Programmers(Urgent)
    ~Idea Generators/Game Planners(Urgent)
    ~Moderators(When put online!)
    ~Map creators
    ~Game Dev's(Maps, Items, Shops, NPC's, and any other aspects!
    ~Administrators
    ~Possible Server Hosts/Backup Hosts(Urgent)(This is a serious position and gives full control of the game, don't expect just anyone to be chosen! This is a high "honour!
    ~Possible Co-Owners if skill level is high enough!(If you are a server host, you are automatically a Co-Owner!)

    and, so far that is all I can conclude to what I need so far! I will add or remove positions accordingly!


    How to apply?</h2>

    So if you are indeed interested or have another position you feel you'd fit let me know! You can respond to me directly on this post, on facebook at (www.facebook.com/smdx24), or in PM! Please use this application:

    Name:
    Position Applied For:
    Date:

    Skills or Acheivments:
    -
    -
    -
    Additional Info/Comments:

    </blockquote>

    Conclusion</h1>

    Thank you very much for taking the time to read all this, and I do hope your interested as an applicant or a beta tester! I am very excited to get this project on the road, and work with all of you as a team! I'm hoping other people are too!

    Progress/Update Log</h1>
    Jan. 18th, 2016: Initial release

  19. Curseye3DEngine - realtime 3D Game Engine

    The Background of Curseye3DEngine</h1>


    In this article I want to present my self-developed 3D Engine from scratch. The development started 2 years ago in the context of my final graduation project. Meanwhile the engine is fitted with several state-of-the-art techniques and a professional rendering-pipeline with a plenty of different shaderprograms. My next goal is to proceed the development and get on a par with famous game engines like Frostbite or Unreal. But in contrast to the famous commercial used engines, Curseye Engine will be a license free Open Source engine for everyone. But reaching this goal by my own is nearly impossible. I want to built up a community that participates in the project.


    Current Development Status</h1>


    It is already possible to design unique simulations, load individual terrains, fill the simualtion with water/ocean and add as many 3D objects as the designer likes.

    The Curseye Engine owns a realisitc water renderer with a fully independent realtime fast fourier transform implementation (FFT). The FFT rendering manner is the world-class technique for simulating water as it is done in CGI movies or AAA games.

    teaserbox_19673549.png?t=1451779095
    Ocean Renderer of Curseye Engine


    teaserbox_19672957.jpg?t=1451775864
    Bezíer interpolated bumpmapped terrain surface


    teaserbox_19648299.png?t=1451693626
    Distance-based tessellation algorithm with three alterable variables
    to define appropiate scene-dependent tessellation


    For detailed rendering-techniques, github-repository of Curseye Engine, Demos and an executable Ocean-Simulation for download vist the website http://www.curseye3d.com
    If my project convinced you and you would like to support my development progress I am grateful for becoming a backer of my kickstarter-campaign https://www.kickstarter.com/projects/1240140588/curseye3dengine?ref=card

    I appreciate for considering my article.
    Regards.

  20. Experience with Unity3D - My First Game

    How It All Began


    10 months into a mind numbingly stupid and boring IT job, I find my interest in game development. It was not an epiphany that struck, but more of reverse engineering that led me to game development. With interests in Coding, Gaming and Physics, game development turned out to be the only career I thought I would really enjoy. And then I did.

    Now where to start?


    Explaining the Concept


    This is the tutorial part of your article. What are you trying to convey to your readers? In this main body section you can put all your descriptive text and pictures (you can drag and drop pictures right into the editor!).

    Using the Code


    (Optional) If your article is about a piece of code create a small description about how the code works and how to use it.

    /* Code block here */
    

    Interesting Points


    Did you stumble upon any weird gotchas? .. things people should look out for? How would you describe your experience writing this article.

    Conclusion


    Wrap up any loose ends for your article. Be sure to restate what was covered in the article. You may also suggest additional resources for the reader to check out if desired.

    Article Update Log


    Keep a running log of any updates that you make to the article. e.g.

    6 Feb 2020: Added additional code samples
    4 Feb 2020: Initial release

    • Dec 07 2015 01:39 AM
    • by RedSam
  21. Narrative-Gameplay Dissonance

    The Problem


    Many gamers have experienced the scenario where they must sacrifice their desire to roleplay in order to optimize their gameplay ability. Maybe you betray a friend with a previously benevolent character or miss out on checking out the scenery in a particular area, all just to get that new ability or character that you know you would like to have for future gameplay.

    The key problem here is one of Narrative-Gameplay Dissonance. The immersion of the game is destroyed so that you will confront the realities that...

    1. the game has difficulties.
    2. it is in your best interest to optimize your character for those difficulties.
    3. it may be better for you the player, not you the character, to choose one gameplay option over another despite the fact that it comes with narrative baggage.

    What To Do...


    One of the most important elements of any role-playing game is the sense of immersion players have. An experience can be poisoned if the game doesn’t have believability, consistency, and intrigue. As such, when a player plays a game that is advertised as having a strong narrative, there is an implied relationship between the narrative designer and the player. The player agrees to invest their time and emotions in the characters and world. In return designers craft an experience that promises to keep them immersed in that world, one worth living in. In the ideal case, the player never loses the sense that they are the character until something external jolts them out of flow.

    To deal with the problem we are presented with, we must answer a fundamental question:
    Do you want narrative and gameplay choices intertwined such that decisions in one domain preclude a player’s options in the other?

    If you would prefer that players make narrative decisions for narrative reasons and gameplay decisions for gameplay reasons, then a new array of design constraints must be established.
    • Narrative decisions should not...
      • impact the types of gameplay mechanics the player encounters.
      • impact the degree of difficulty.
      • impact the player’s access to equipment and/or abilities.
    • Gameplay decisions should not...
      • impact the player's access to characters/environments/equipment/abilities.
      • impact the direction of plot points, both minor and major.
    Examples of these principles in action include The Witcher 2: Assassins of Kings and Shadowrun: Dragonfall.

    In the Witcher 2, I can go down two entirely distinct narrative paths, and while the environments/quests I encounter may be different, I will still encounter...

    1. the same diversity/frequency of combat encounters and equipment drops.
    2. the same level of difficulty in the level(s) challenges.
    3. the same quality of equipment.

    In Shadowrun, players can outline a particular knowledge base for their character (Gang, Street, Academic, etc.) that is independent of their role or abilities. You can be a spirit-summoning Shaman that knows about both street life and high society. The narrative decisions presented to players are then localized to a narrative decision made at the start rather than on the gameplay decision that affects what skills/abilities they can get.

    Exceptions


    To be fair, there a few caveats to these constraints; it can be perfectly reasonable for a roleplay decision to affect the game mechanics. One example would be if you wanted to pull a Dark Souls and implement a natural game difficulty assignment based on the mechanics your character exploits. In Dark Souls, you can experience an “easy mode” in the form of playing as a mage. Investing in range-based skills that have auto-refilling ammo fundamentally makes the game easier to beat compared to short-range skills that involve more risk. It is important to note, however, that the game itself is still very difficult to beat, even with a mage-focus, so the premise of the series’ gameplay (“Prepare to Die”) remains in effect despite the handicap.

    Another caveat scenario is when the player makes a decision at the very beginning of the game that impacts what portions of the game they can access or which equipment/abilities they can use. Star Wars: The Old Republic has drastically different content and skills available based on your initial class decision. In this case, you are essentially playing a different game, but with similar mechanics. In addition, those mechanics are independent regardless. It is not as if choosing to be a Jedi in one playthrough somehow affects your options as a Smuggler the next go around. There are two dangers inherent in this scenario though. Players may become frustrated if they can reasonably see two roles having access to the same content, but are limited by these initial role decisions. If different "paths" converge into a central path, then players may also dislike facing a narrative decision that clearly favors one class over another in a practical sense, resulting in a decision becoming a mere calculation.

    Suggestions


    Should you wish to avoid the following scenarios, here are some suggestions for particular cases that might help ensure that your gameplay and narrative decisions remain independent from each other.

    Case 1: Multiple Allied or Playable Characters


    Conduct your narrative design such that the skills associated with a character are not directly tied to their nature, but instead to some independent element that can be switched between characters. The goal here is to ensure that a player is able to maintain both a preferred narrative state and a preferred gameplay state when selecting skills or abilities for characters and/or selecting team members for their party.

    Example:

    The skills associated with a character are based on weapon packs that can be swapped at will. The skills for a given character are completely determined by the equipment they carry. Because any character can then fill any combat role, story decisions are kept independent from gameplay decisions. Regardless of how I want to design my character or team, the narrative interaction remains firmly in the player's control.

    Case 2: Branching Storyline


    Design your quests such that…

    1. gameplay-related artefacts (either awarded by quests or available within a particular branching path) can be found in all paths/questlines so that no quest/path is followed solely for the sake of acquiring the artefact. Or at the very least, allow the player to acquire similarly useful artefacts so that the difference does not affect the player’s success rate of overcoming obstacles.
    2. level design is kept unique between branches, but those paths have comparable degrees of difficulty / gameplay diversity / etc.
    3. narrative differences are the primary distinctions you emphasize.

    Example:

    I’ve been promised a reward by the mayor if I can solve the town’s troubles. A farmer and a merchant are both in need of assistance. I can choose which person to help first. With the farmer, I must protect his farm from bandits. With the merchant, I must identify who stole his merchandise. Who I help first will have ramifications later on. No matter what I do, I will encounter equally entertaining gameplay, the same amount of experience, and the same prize from the mayor. Even if I only had to help one of them, I should still be able to meet these conditions. I also have the future narrative impacted by my decision, implying a shift in story and/or level design later on.

    Case 3: Exclusive Skill-Based Narrative Manipulation


    These would be cases where your character can exclusively invest in a stat or ability that gives them access to unique dialogue choices. In particular, if you can develop your character along particular "paths" of a tree (or some equivalent exclusive choice) and if the player must ultimately devote themselves to a given sub-tree of dialogue abilities, then there is the possibility that the player may lose the exact combination they long for.

    Simply ensure that the decision of which super-dialogue-ability can be used is separated from the overall abilities of the character. Therefore, the player doesn't have to compromise their desire to explore a particular path of the narrative simply because they wish to also use particular combat abilities associated with the same sub-set of skills. I would also suggest providing methods for each sub-tree of skills to grant abilities which eventually bring about the same or equivalently valuable conclusions to dialogue decisions.

    Example:

    I can lie, intimidate, or mind control people based on my stats. If I wish to fight with melee stuff, then I really need to have high Strength. In other games, that might assume an inefficiency in mind control and an efficiency with intimidation (but I really wanna roleplay as a mind-hacking warrior). Also, there are certain parts of the game I want to experience that can only be done when selecting mind-control-associated dialogue options. Thankfully, I actually do have this option. And even if I had the option of using intimidation or lying where mind control is also available, regardless of my decisions, my quest will be completed and I will receive the same type of rewards (albeit with possibly different narrative consequences due to my method).

    Conclusion


    If you are like me and you get annoyed when narrative and gameplay start backing each other into corners, then I hope you’ll be able to take advantage of these ideas. Throw in more ideas in the comments below if you have your own. Comments, criticisms, suggestions, all welcome in further discussion. Let me know what you think. Happy designing!

  22. Need help creating sport-themed game.

    Team Wanted


    I know, I know.. 17 years old, "what the hell are you doing even trying to make a game?" Well, you see, I've only jumped in this boat a few months ago, did a little research and BOOM! An idea crashed into my head.

    I've been trying to shake it, but look like the bug bit me, and bit me hard.. The reason I can't shake this is because (yeah, like all game desighners) I think this will be something extrodinary and succesful. I've been looking for a team to help me in this designing and creating journey as I have only a limited amount of skill.

    So yeah, If anyone is interested, you know what to do... (that "what" is comment)

    6 Feb 2020: Added additional code samples
    4 Feb 2020: Initial release

    • Jul 27 2015 08:29 AM
    • by Tank16
  23. Help me out with my GameDev dream!

    Introduction


    My name is Frantisek Hetes, I'm a 18yo high school student who is passionately interested in game development in his free time

    Point


    Hey guys, making my dream come true, got accepted to a summer academy makeschool.com/summer-academy but I lack funding, if you know someone who can help me out or yourself have time to help out a good cause pls check me out here and share among your friends, love you, this means the world to me


    everything is explained in the link - http://t.co/xpvtrQEjz3

    I'm using tilt to crowd fund money which means - until I tilt no money will be taken from your bank account

    THANK YOU SO MUCH FOR ANY EFFORT MADE TOWARDS HELPING ME REACH MY GOAL!

  24. Looking to join/form a game dev team

    passionate about programming, looking to start building a portfolio


    Hi there. i have been an amateur programmer for about 10 years, mainly java. dabbled a bit with c++, dabbled a bit more with an arduino and a tiny bit with html. made a few **simple** console style games using arrays of chars to represent walls, monsters, etc. currently trying to wrap my head around java swing.

    I've loved programming for years, went to college for a bit for it. been in the navy working with nuclear reactors though and haven't had a ton of time to code until very recently.

    Anyways, that's me. sorry if im posting in wrong spot. I'm in a hurry at the moment but just had to start trying to join some team. my programming skills are probably minimal but I am very determined. I would prefer to join or start a team working on a 2D rpg style game but im open to many options, games are not a requirement, just a preference. shoot me a line if your interested. thanks for reading :D

  25. The OpenGL State Conundrum

    Introduction


    Over the years, OpenGL has accumulated a colossal amount of global state. Rather than taking heaps of parameters for each and every function call, OpenGL relies on a large amount of parameters being *bound* or *set* to context-wide binding points before each call. These range from bound programs, buffers, textures and samplers, to fixed-function blending, depth testing and framebuffers.

    From my travels around the wider regions of the Internet, I have found that most games and their respective engines use some for of *state management system*. In my opinion, this layer should perform two important things:

    • Check that the required state changes are made before relevant OpenGL commands. (eg: glBindBuffer before glBufferData)
    • Ensure that those state changes aren't performed more than once.
    • Provide type-safe enums and object handles (possibly wrapped inside objects if you wish to go fully OOP)

    In this blog post I'll aim to outline some of the issues with OpenGL's state machine architecture and provide some different solutions for robust state management.

    The Problem With Global State


    It is important to understand the problem of hidden global state, and thus I have prepared a small code snippet that involves creating a Vertex Buffer and a Vertex Array and linking them together. I'll use this code sample as a basis for my gripes about the current state of this issue (pardon the pun).

    GLuint vertexArrayHandle;
    glGenVertexArrays(1, &amp;vertexArrayHandle);
    glBindVertexArray(vertexArrayHandle);
    
    GLuint vertexBufferHandle;
     
    glGenBuffers(1, &amp;vertexBufferHandle);
     
    glBindBuffer(GL_ARRAY_BUFFER, vertexBufferHandle);
    
    glBufferData(GL_ARRAY_BUFFER, sizeof(bufferData), bufferData, GL_STATIC_DRAW);
    
    glEnableVertexAttribArray(0);
    
    glVertexAttribPointer(
       0,
       3,
       GL_FLOAT,
       GL_FALSE,
       0,
       (void*)0
    );
    
    glBindVertexArray(0);
    

    For the average OpenGL programmer, this is dead-easy stuff. However if we take a step back for a moment to look at the workings inside OpenGL's big black stateful box, we see a labyrinth of issues.

    Bind to Use and Edit


    Bind-to-edit is a classic OpenGL paradigm employed by many of OpenGL's objects. Instead of referencing the object directly within functions like glBufferData and glUniform*, one must first bind it to one of several binding points using functions like glBindBuffer and glUseProgram.

    GL_ARRAY_BUFFER is one such binding point, and is used in the above code snippet.

    The problem with the bind-to-edit system is that we have introduced a bunch of global variables into our code. What global variables, you may ask? OpenGL hides them from us, but every call to glBindBuffer or glUseProgram is essentially changing a global variable (or more accurately a variable global to the current OpenGL context).

    Singletons are supposedly 'better' than static methods but are in fact crude masks for the real evil that lies within. The same applies with OpenGL's state. The fancy calls to glBind*** make look nicer than global variables, but they are really the same evil.

    Direct State Access


    Direct State Access is an interesting extension that has just recently been integrated into core OpenGL 4.5. It aims to solve some of the above issues through creating new OpenGL functions such as glNamedBufferData which take an explicit object handle instead of relying on the binding and unbinding.

    Although in the long term this will fix many of the issues that plague OpenGL, at the moment this extension/4.5 feature is too new to be used in production.

    Using the Code


    (Optional) If your article is about a piece of code create a small description about how the code works and how to use it.

    /* Code block here */
    

    Interesting Points


    Did you stumble upon any weird gotchas? .. things people should look out for? How would you describe your experience writing this article.

    VertexArray container = new VertexArray();
    
    VertexBuffer buffer = new VertexBuffer(VertexBuffer.Type.ARRAY_BUFFER, VertexBuffer.Usage.STATIC_DRAW);
    buffer.setData(bufferData);
    
    container.attach(buffer, new VertexAttribute[&#93; { new VertexAttribute(0, 3, Type.FLOAT, 0, 0);
    

    Conclusion


    Wrap up any loose ends for your article. Be sure to restate what was covered in the article. You may also suggest additional resources for the reader to check out if desired.

    Article Update Log


    Keep a running log of any updates that you make to the article. e.g.

    6 Feb 2020: Added additional code samples
    4 Feb 2020: Initial release

PARTNERS