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    1. Past hour
    2. Guy Fleegman

      Inspiration for citybuilder game

      Hey Gilles, From your screenshot and what you've described, I see a very simplistic city builder as the foundation for the game. At first, your people just go out and gather/scavenge for food and water, but then those things become integrated into the city as farms and wells. Traffic would be the people walking to and from, delivering the resources around... as well as patrolling guards, builders, etc. You'd need homes, farms, walls, barracks, etc. Paths (roads) take time to make, but allow for faster travel, otherwise people walk slowly through the landscape as they see fit. Players get to control how many people are recruited for certain jobs, but you never directly control them. You choose what and where to build things, but how effective they become depends on the availability of resources and the traffic congestion levels. I think if players controlled the people, it might be too similar to classic Warcraft, but keeping the game-play similar to SimCity with a simple resource gathering component, might be more interesting. And then, of course, there would be dealing with attacks on your city. These moments would create the chaos needed to make city design and upgrade choices a constant mix of do I build/layout for defense or expansion. Build too much and your hard work is destroyed, but defend too much and the strength of the attacks become overwhelming. These attacks would take the form of tribal warfare, resource stealing, sabotaging your paths and buildings, poisoning grain and water, mother nature, etc. The frequency of conflict is key. As far as a post-apocalyptic setting goes, would people be inhabiting old ruined cities? How much technology survived? Is it back to the stone age, but with mohawks and sunglasses? Would vehicles play into it, like Mad Max? Do the people need entertainment, like brothels and gladiator arenas? Are you the "mayor" of this city? Anyway, this is all just food for thought. Personally, I like the idea of a simulation over a typical RTS. Watching a city evolve in somewhat unpredictable ways on it's own has a lot of appeal to me, especially if the remnants of certain things lingered long afterwards. Dead bodies littering the fields, burnt farm lands and forests, land turn up a bit from an earthquake. Seeing the story of your survival in the landscape itself, basically. And that's all I got.
    3. You can somehow using reflection as mentioned above but I don't recommend to do that because runtime performance would be terrible. You can also put all of those functions into a Dictionary<string, Delegate> and use that to maybe do things like RunSomething["action"](); but again, runtime performance would be terrible. The closest you can come to is using another class to wrap your functions into so you end up with MyClass.RunSomething.Action(); Anything else is reserved for runtime resolved scripting languages
    4. DiligentDev

      Yet another graphic engine

      I can't really tell you much about LLGL, but my impression is that it is mostly an experimental project. You can take a look at the code samples, compare it to Diligent samples and figure out what works best for you. Speaking about Diligent, all its 5 rendering backends are feature complete at this point on all 6 supported platforms. The engine is thoroughly tested and optimized. What to shader converter, it is only really used on OpenGL backend. On Vulkan, HLSL is compiled directly to SPIRV using glslang (or you can use any other compiler such as DXC). You can really supply compiled HLSL or SPIRV bytecode directly. Or you can use GLSL with OpenGL/Vulkan backends. I am not sure what you mean by using "c preprocessor for more transparent compilation". If you are talking about using macros to produce HLSL and GLSL from the same file, then believe me this is not going to be transparent. I am not really sure what your goal is. If you want to learn the APIs and figure out why the industry moved away from DX11 and OpenGL to DX12 and Vulkan, you can find your own way. If you want to build a renderer and concentrate on rendering part, then using existing low-level library, being it Diligent, LLGL, bgfx or any other framework will save you a lot of time.
    5. Today
    6. Sure you can. The key word here is Reflection. You can inspect all your classes, members, etc. You're looking for invoking a method. Lookie here: https://docs.microsoft.com/en-us/dotnet/api/system.type.invokemember?view=netframework-4.7.2
    7. lukash

      Yet another graphic engine

      Hi DiligentDev! Very interesting project, but let we ask some questions. How does it relates to LLGL (https://github.com/LukasBanana/LLGL)? What is difference, pros, cons? Also what is the endpoint goal of this project? Is there some engines that use these API? I see that you use a shader converter for targeting to different API, but I do not like this approach and prefer c preprocessor for more transparent compilation. I agree that dx 11, opengl 4.5 rather old-school, but for my purposes I don't see any restrictions in these API for implementing all graphics techniques.
    8. I'm very interested in the snow physics in Red Dead Redemption 2. Here is a demo video from YouTube. Does anyone know the techniques behind this snow physics? For example, What is the shading model of the snow? How do they create snow deformation?
    9. Gnollrunner

      Newtonian physics & spacecraft control

      Yeah I'm getting the idea that this is pretty good advice. Thanks.
    10. Zakwayda

      which should i select first

      I agree with 1024 that more info might be useful (for example what platforms you want to target). But, I'll go ahead and say that of the options you listed, I think option 2 (JS) may have the lowest barrier to entry. That's subjective of course, and others may disagree. But, I do think in-browser development using JS can be a reasonable starting point, and you can always branch out to other libraries/platforms/languages as you progress.
    11. babaliaris

      AMD ATI atioglxx.dll access violation (Bug???)

      Obviously I don't know anything about image formats and what a channel is. Do you know a good place to learn more about that? Does this relates to what you said about the channels (stb_load last parameter).
    12. Yes, the width, height and format (RGB is 3 byes, RGBA is 4 bytes). Your code might be incorrect if you load a greyscale image -- it would load one byte per pixel, and then GL would try to read 3 or 4 bytes per pixel. The final parameter of stbi_load (0 in your code) tells it how many channels that you want the loaded data to have -- you should probably be using something like "trans ? 4 : 3" instead of "0" there.
    13. ArcanaDragon

      New Hero Added 12-11-2018

      New hero added: Classic Sylv MC Game Link: Click here
    14. babaliaris

      AMD ATI atioglxx.dll access violation (Bug???)

      Texture::Texture(std::string path, bool trans, int unit) { //Reverse the pixels. stbi_set_flip_vertically_on_load(1); //Try to load the image. unsigned char *data = stbi_load(path.c_str(), &m_width, &m_height, &m_channels, 0); //Image loaded successfully. if (data) { //Generate the texture and bind it. GLCall(glGenTextures(1, &m_id)); GLCall(glActiveTexture(GL_TEXTURE0 + unit)); GLCall(glBindTexture(GL_TEXTURE_2D, m_id)); //Not Transparent texture. if (!trans) { GLCall(glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, m_width, m_height, 0, GL_RGB, GL_UNSIGNED_BYTE, data)); } //Transparent texture. else { GLCall(glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, m_width, m_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, data)); } //Texture Filters. GLCall(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT)); GLCall(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT)); GLCall(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST_MIPMAP_NEAREST)); GLCall(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR)); //Generate mipmaps. GLCall(glGenerateMipmap(GL_TEXTURE_2D)); } //Loading Failed. else throw VampEngine::EngineError("The was an error loading image: " + path); //Unbind the texture. GLCall(glBindTexture(GL_TEXTURE_2D, 0)); //Free the image data. stbi_image_free(data); } The thing is that never happened before using the above code. Can it be the fault of the image file? Maybe some corrupted bytes? Now that you mentioned that, GlTexImage2D() takes the data pointer, the width and the height of the image. How does this function know how many bytes to read from the data buffer? Can it calculate it using the width and the height? GlTexImage2D Doc
    15. I'm sorry I can not find that... All I see is a LINK icon near the quotes that only takes text and a button at the bottom of the post box "insert other media" and it only has two options.. neither of which is "display as link"... can you please try explaining again for me? - EDIT - Oh if I paste the image url directly into the edit window this comes up... but clicking it sets it to a text url link instead of seeing the image. Solution To be clear I want to see the image.. but when they click on it I want them to load a Link... (edited OP for clarity) Worked it out.. pasting directly into the post body was the trick... Paste your image URL directly into the post body. There is a small popup, click the X to dismiss. Double click on the image. This has now loaded a new window, different from the manual insert image window, that allows you to set URLs for linking.
    16. You should get the option under the input box after posting an image link... "Your link has been automatically embedded. Display as a link instead"
    17. Hi there.... I can make links on my GameDev.net Blogs... I can insert an image into the blog using a offsite URL BUT...Is there a way to insert an image but have it as a clickable link? So you see the image and if you click on it, it loads a link. Solution Worked it out.. pasting directly into the post body was the trick... Paste your image URL directly into the post body. There is a small popup, click the X to dismiss. Double click on the image. This has now loaded a new window, different from the manual insert image window, that allows you to set URLs for linking. (thanks to : fleabay)
    18. Hello!! I like blogging and generally assuming people are listening to me... but I also like things to look cool. I wanted a quick and easy way to make Banner Images for my new GameDev.Net Blog... so I created a PSD Template for that. Basically there are two safe frames... One is for Thumbnail and the other is for Banner. Just make sure your final image looks good with both those layers turned on and you are fine!. There is also a hidden layer called "copy". This is just a simple way to save a selection set. Ctrl+Click on it to select the actual area you need to save an upload. Load up PSD Paste in your Art under the BANNER SAFE and THUMBNAIL SAFE layer.... then scale and arrange it to look cool Turn on the THUMBNAIL SAFE layer to see how it looks as a thumbnail. Turn off the THUMBNAIL SAFE layer Hold Ctrl+Click on the COPY layer tp set the correct selection. CTRL+SHIFT+C (copy all) CTRL+N (New Document) CTRL+S (Save) Hope you like it! --A4L Download the PSD from my Google Drive
    19. Septopus

      Hello Unity + WebGL + Kongregate, goodbye sanity.

      Hmm, guess I just needed to sleep on it.. First change I made and I'm now saving and loading race courses on Kongregate!! WOOOO!! okay.. now.. Lots of tweaks still need to happen before I give out the link to anybody.. This is going to be awesome!! Their system already has a rating system and social sharing for all of the shared content. Perfect!
    20. xic777

      first game ever made

      thanks alot man means a ton, i hope not to make the same mistakes for the next one and add in the flavour i was missing in there cuz if i don't i'll be making the same repetive mistake
    21. NikitaSadkov

      I hate dialogue systems

      Check out https://en.wikipedia.org/wiki/Façade_(video_game) That is an unique game, in that it uses natural language processing, so player can refer to any object in the scene. Although in many cases it fails: for example when player types "watermelon", game characters treat that as reference to boobs and get insulted.
    22. I don't think so... That being said, I'm not really well versed on anything but day-to-day practical c#.. so, maybe I'm wrong.? In order for this to work it would have to be a HUGE feature of the compiler. The only circumstance that I know of where object names are altered is in the compile stage when Obfuscation is used to hide the names/purposes of the code to make de-compilation harder..
    23. Septopus

      Hello Unity + WebGL + Kongregate, goodbye sanity.

      I'm incredibly surprised so far, after killing the dynamic lighting and reducing the numbers of objects in the scene(trick glitter, excessive numbers of course barriers), which I needed to do for PC anyhow, I'm hitting 30+fps. I have it capped there to save cpu/etc.. so I dunno how fast it will go, but no issues.. It plays at least as well as it does compiled for win32, in a browser tab... haha. Same performance running locally vs. on Kongregate too, fwiw.(not considering load times that is).. Hoping I can figure out the JavaScript API bits I'm struggling with and get it published for y'all to check out sometime tonight. With how well it's performing so far, I'm thinking that instead of releasing several platforms at once, I'm just going to focus on getting WebGL going with the Kongregate API, then I'll be able to focus more on a solid social gaming experience with one platform and see how successful I can make it. Then when I get MY server up and running I can update it with some full client/server goodness that I can make work across all platforms seamlessly.
    24. If you get a crash inside a dll with a name like "nv something gl something dll" or "amd something gl something dll", then yeah, that's inside your GL driver. 99% of the time, it's your bug that's caused the crash, not theirs. For example, if you've passed a pointer to a buffer into the driver (e.g. to tell it to copy some pixel data out of that buffer), but the pointer isn't actually valid to read from, then the driver will crash when it tries to read from it. The crash occurs in the driver, but the bug is in your code (passing invalid pointers to the driver). Seeing this is to do with texture loading, I would guess that you've somehow asked the driver to read more pixel than actually exist within your memory allocation.
    25. Yesterday
    26. Is it possible to use variables strings to change member calls in your code? For example... say you have a few members in your class called RunSomthing_Start() RunSomthing_Process() RunSomthing_End() is there a way to call them with somthing like this in code elsewhere in your project? action = "_Start"; classObject.RunSomething+action(); action = "_Process"; classObject.RunSomething+action(); action = "_End"; classObject.RunSomething+action(); I know you can use parameters.. like action = "_Start"; classObject.RunSomething(action); action = "_Process"; classObject.RunSomething(action); action = "_End"; classObject.RunSomething(action); This is more just a curiosity question... like can you use string functions like you have in Console.Write(); to append stuff onto the name of Functions and Variables? int object_+getObjectID() = someValue. So the actual variable has a unique name based on the object.. not just the value in the variable.
    27. Vesnican

      Heroes of Flatlandia

      Want to play an epic turned based strategy inspired by games like Heroes of might and magic or Age of Wonders? Enter a fantasy world of Heroes of Flatlandia, where you lead your kingdom of noble elves or dreadful undeads as one of several powerful heroes. Raise mighty armies and crash your enemies in detailed tactical battles. Use variety of spells and abilities to gain advantage, explore the world, and conquer your enemies. The game contains plenty of maps and allow you to play either against computer AI or against your friends in hot-seat multiplayer.Game Features• Fantasy turned based strategy• Detailed tactical battles• Two distinct races of elves and undeads• 14 different units and 4 playable heroes• Cunning AI to outsmart• Hot-seat multiplayer• Tens of spells and special abilities• Stunning fairy tale graphics• No microtransactions Trailer Google Playdemo version - https://play.google.com/store/apps/details?id=com.HighlandStudio.HeroesOfFlatlandiafull version - https://play.google.com/store/apps/details?id=com.HighlandStudio.HeroesOfFlatlandia1App Store(only full version) https://itunes.apple.com/us/app/heroes-of-flatlandia/id1445838121?ls=1&mt=8
    28. Rutin

      Hello Unity + WebGL + Kongregate, goodbye sanity.

      I never tried Unity WebGL, let me know how the performance is.
    29. Hello! I was trying to load some textures and I was getting this access violation atioglxx.dll access violation stb image which i'm using to load the png file into the memory, was not reporting any errors. I found this on the internet explaining that it is a bug from AMD. I fixed that problem by changing the image file which i was using. The image that was causing this issue was generated by this online converter from gif to pngs. Does anyone know more about it? Thank you.
    30. Vesnican

      Heroes of Flatlandia

      Want to play an epic turned based strategy inspired by games like Heroes of might and magic or Age of Wonders? Enter a fantasy world of Heroes of Flatlandia, where you lead your kingdom of noble elves or dreadful undeads as one of several powerful heroes. Raise mighty armies and crash your enemies in detailed tactical battles. Use variety of spells and abilities to gain advantage, explore the world, and conquer your enemies. The game contains plenty of maps and allow you to play either against computer AI or against your friends in hot-seat multiplayer.Game Features• Fantasy turned based strategy• Detailed tactical battles• Two distinct races of elves and undeads• 14 different units and 4 playable heroes• Cunning AI to outsmart• Hot-seat multiplayer• Tens of spells and special abilities• Stunning fairy tale graphics• No microtransactions
    31. Septopus

      Inspiration for citybuilder game

      What if you treated the "inside city walls" and "outside city walls" as separate game simulations unless the walls get torn down or damaged. Then you could more or less allow the player to decide which game-play they feel like participating in at the moment. If they want to fight and gather resources then they can go outside the city. Of they want to focus on building, stay inside. Then you could have breaches and wall damage act like natural disasters in SIM games. Forcing the player to respond at random times. Just some ideas.
    32. Gilles Meiresonne

      Inspiration for citybuilder game

      Kind of. I was thinking to do something like Clash of Clans, or like They are Billions. But need to find a right way of implemening it to keep a balance between defence and general city simulating.
    33. Hi everybody, Xilvan Design building 3D games since 2004 in Blitz3D, we now present you our kindly official gaming related pages. (please click on each links, download games & bookmark the pages): Lights of Dreams IV: Far Above the Clouds v10.27. Candy World II: Another Golden Bones v10.27. Candy Racing Cup: The Lillians Rallies v3.57. Candy World Adventures IV: The Mirages of Starfield v7.97. Candy to the Rescue IV: The Scepter of Thunders v7.97. Candy's Space Adventures: The Messages from the Lillians v18.27. Candy's Space Mysteries II: New Mission on the earth-likes Planets v8.57. New Xilvan Design Websites. Xilvan Design's Youtube Channel. Friendly, Alexandre L., Xilvan Design.
    34. We currently are a team of 2 C-Sharp programmers, An experienced 3D modeler/Level Designer, 1 2D Artist/Writer (talking to one more to join) and and a Sound Designer.I alone will be handling some of the 3d design, level design, writing, audio, particle systems, publishing, marketing and managing the entire project. First a little about me. I'm mainly a 3D Designer/ Level Designer that also knows how to code in C-Sharp a little (basic stuff, triggering events, animations, moving objects etc). I've made 2 games with unity, A fairly complex block breaker that I took down and this https://play.google.com/store/apps/details?id=com.testing.colorvfour&hl=en. I've attached a pic from the developmental stages of the block breaker. It will be a first person game where the player explores their surroundings and has objectives that they need to complete to progress. A little similar to "Life is strange".I do not want to give out a lot of details right now but rest assured its an authentic and interesting idea. Hmu if you are interested and then we can discuss the details. We'll be using Unity 3D and C-Sharp. 3D Designers can use any software they like but Blender 3D is preferred ps. This project will take time so please only apply if you think you can do it, I do not want team members leaving the project midway as that can be devastating. Once we raise funds from the kickstarter we can start outsourcing tasks and start working fulltime(paid) on the project. I hope that this will be a great learning experience and a profitable endeavor for us all. Needed: 2 Experienced 3D modelers/Level Designers for characters and environments (This also includes Animation) 2 Experiended C-Sharp programmers. (This will include making inventory systems, character controllers and basically everything related to programming) These are just some pictures from a practice scene I did a while back in my free time obvs didn't put in much effort
    35. Organizers of the 19th Annual Game Developers Choice Awards, the premier accolades for peer recognition celebrating the industry’s top games, studios and developers, will be honoring esteemed writer and director Amy Hennig with the Lifetime Achievement Award. The Game Developers Choice Awards ceremony takes place on Wednesday, March 20, 2019 at 6:30pm at the San Francisco Moscone Center during the 2019 Game Developers Conference, and in conjunction with the Independent Games Festival (IGF). The ceremonies are available to attend for all GDC 2019 pass-holders. Over the course of more than three decades, Amy has established a multifaceted career in game development, starting with development on the Atari 7800 up to the modern PlayStation 4 platform. Amy’s expertise is as deep as it is varied, with professional experience as a digital artist, animator, game designer and especially in the last two decades, as a writer and director of acclaimed adventure titles with strong narrative and character elements. Serving as the creative director and writer of Naughty Dog’s Uncharted game series, her contributions helped that series become one of the most acclaimed and beloved in the modern gaming era. Before that, Amy served as writer and director of the groundbreaking Soul Reaver / Legacy of Kain series at Crystal Dynamics during her more than eight year tenure with the company. Amy has earned countless accolades for her writing from prestigious organizations including the WGA Videogame Writing Awards and BAFTA, the latter of which also rewarded Amy with a Special Award in recognition for her contribution to the video game industry. “Amy Hennig is a powerful figure in the game world; her work exemplifies what good game narrative can be, with pathos, humor, suspense and energy. She is truly one of the most influential developers in the games industry,” said Katie Stern, general manager of the Game Developers Conference. “These past accomplishments are just milestones in a career that we’ll be following for years to come, but for one night at the GDCAs, we’ll reflect on the hard work and artistry that makes game developers like Amy the heart of the industry.” Previous recipients of the Lifetime Achievement Award recipients include Tim Schafer, Tim Sweeney, Shigeru Miyamoto, Warren Spector, John Carmack, Hironobu Sakaguchi, Hideo Kojima, Sid Meier, Ken Kutaragi, Dr. Ray Muzyka and Dr. Greg Zeschuk and Peter Molyneux, among others. The recipients of the Lifetime Achievement are chosen by the Game Developers Choice Special Awards Jury, which includes notable game industry leaders such as Chris Charla (ID@Xbox), Laine Nooney (New York University), Brian Reynolds (Big Huge Games), Brandon Sheffield (Necrosoft Games) and Mare Sheppard (Metanet Software). For more information about the 19th annual Game Developers Choice Awards, visit: http://www.gamechoiceawards.com/. For more details on the Game Developers Conference, please visit the GDC’s official website, or subscribe to regular updates via Facebook, Twitter, or RSS. Official photos are available via the Official GDC Flickr account: www.flickr.com/photos/officialgdc/. Both the Game Developers Choice Awards and IGF ceremonies are available to attend for all GDC 2019 pass-holders.
    36. Organizers of the 19th Annual Game Developers Choice Awards, the premier accolades for peer recognition celebrating the industry’s top games, studios and developers, will be honoring esteemed writer and director Amy Hennig with the Lifetime Achievement Award. The Game Developers Choice Awards ceremony takes place on Wednesday, March 20, 2019 at 6:30pm at the San Francisco Moscone Center during the 2019 Game Developers Conference, and in conjunction with the Independent Games Festival (IGF). The ceremonies are available to attend for all GDC 2019 pass-holders. Over the course of more than three decades, Amy has established a multifaceted career in game development, starting with development on the Atari 7800 up to the modern PlayStation 4 platform. Amy’s expertise is as deep as it is varied, with professional experience as a digital artist, animator, game designer and especially in the last two decades, as a writer and director of acclaimed adventure titles with strong narrative and character elements. Serving as the creative director and writer of Naughty Dog’s Uncharted game series, her contributions helped that series become one of the most acclaimed and beloved in the modern gaming era. Before that, Amy served as writer and director of the groundbreaking Soul Reaver / Legacy of Kain series at Crystal Dynamics during her more than eight year tenure with the company. Amy has earned countless accolades for her writing from prestigious organizations including the WGA Videogame Writing Awards and BAFTA, the latter of which also rewarded Amy with a Special Award in recognition for her contribution to the video game industry. “Amy Hennig is a powerful figure in the game world; her work exemplifies what good game narrative can be, with pathos, humor, suspense and energy. She is truly one of the most influential developers in the games industry,” said Katie Stern, general manager of the Game Developers Conference. “These past accomplishments are just milestones in a career that we’ll be following for years to come, but for one night at the GDCAs, we’ll reflect on the hard work and artistry that makes game developers like Amy the heart of the industry.” Previous recipients of the Lifetime Achievement Award recipients include Tim Schafer, Tim Sweeney, Shigeru Miyamoto, Warren Spector, John Carmack, Hironobu Sakaguchi, Hideo Kojima, Sid Meier, Ken Kutaragi, Dr. Ray Muzyka and Dr. Greg Zeschuk and Peter Molyneux, among others. The recipients of the Lifetime Achievement are chosen by the Game Developers Choice Special Awards Jury, which includes notable game industry leaders such as Chris Charla (ID@Xbox), Laine Nooney (New York University), Brian Reynolds (Big Huge Games), Brandon Sheffield (Necrosoft Games) and Mare Sheppard (Metanet Software). For more information about the 19th annual Game Developers Choice Awards, visit: http://www.gamechoiceawards.com/. For more details on the Game Developers Conference, please visit the GDC’s official website, or subscribe to regular updates via Facebook, Twitter, or RSS. Official photos are available via the Official GDC Flickr account: www.flickr.com/photos/officialgdc/. Both the Game Developers Choice Awards and IGF ceremonies are available to attend for all GDC 2019 pass-holders. View full story
    37. Guy Fleegman

      Inspiration for citybuilder game

      Are you suggesting a city builder with tower defence mechanics?
    38. Dialogue systems suck. I hate them. I have been working on one for a project and it is just so frustrating! I finally got it just barely working, but it's the most hacked together bullshit dialogue system possible and I don't even really understand how it works. I'm just glad I can forget about it for a while, and work on the rest of the game.
    39. Disclaimer: I don't have any experience with people with math disabilities. With that out of the way, if it makes sense for your academic career to get that waiver, do it. Whatever you don't learn by not taking calculus you can always learn when you need it. Actually, most people will learn math better if they have a motivating problem they are trying to solve. I'm curious if you can follow the explanations in these videos: https://www.youtube.com/playlist?list=PLZHQObOWTQDMsr9K-rj53DwVRMYO3t5Yr
    40. Septopus

      Inspiration for citybuilder game

      No worries there, sounds like you have a pretty good idea where you want to go with it. I like the idea, sounds like something I would play. Is there something specific you're unsure about how to implement? I would say, just go for it and just start building it according to YOUR vision, everybody has ideas and opinions, but this is YOUR game. If you have trouble implementing or figuring out how to implement some of these ideas/mechanics there are tons of folks here who can help with that.
    41. Gilles Meiresonne

      Inspiration for citybuilder game

      Thanks for to reply, For the moment I don't have much more than this screenshot, the game is still in very early development. I have my own vision for the game, but i wanted to hear from some people what they would like to see to maybe add to my idea. It might have been better if I explained that better. My current view for the game is some post-apocalyptic setting where you start an early settlement to rebuild a society but you have to defend your town from scavengers and mutants. Resource gettering would also be implemented, but would not be the main focus. The focus would be general city simulation and stratigic defence. Sorry for the misunderstanding
    42. Septopus

      Inspiration for citybuilder game

      Those are very broad categories, perhaps you can narrow it down to specific things from those categories? You can upload the .png directly to here, or post it somewhere that doesn't require a login. If you are just looking for general feedback, then we'll need to see at least a few pictures and/or you'll have to explain in some greater detail exactly where you are at and what specific things you are wanting feedback on. Without knowing how you "want to approach" these topics, it's hard to give you feedback on them. It also seems like you are having trouble picking a theme/sub-genre for your game. These are basic design decisions and without knowing how you would like to proceed, it's very difficult to give feedback that might be useful. So I would recommend that you decide formally on what you would like the "focus", "setting" and general game-play elements to be, and then you should get much more helpful feedback on those things. These 3 topics pretty much cover the entire design of a game, and without knowing the direction you are trying to take, it's hard to give you input. For example: If you are focusing on city design, in a historic setting, with a bunch of social behaviors as your main game-play elements. The feedback will be entirely different than if you wanted to focus on Combat in a futuristic-post-apocalyptic setting with weapons manufacturing and defense building game-play elements. I see the image now, that looks pretty cool. Looks like a good starting point. Now, what do you really want it to become?
    43. Gabz

      Special Effects For Games

      Yeah good luck man! There's a lot of videos for you to learn Unity Game VFX in my channel! Cheers!
    44. Gilles Meiresonne

      Inspiration for citybuilder game

      Just overall direction of the game. Like focus (trafic, city design, combat...), setting (historic, present, post-apoc) and gerenal gameplay. Btw how do I make the png available.
    45. Septopus

      Inspiration for citybuilder game

      So, what's the critical design choice you are trying to make? Also, you're .png link requires a login..
    46. Gilles Meiresonne

      Inspiration for citybuilder game

      Hallo, I am working on a game and I want to make a city builder. I have already programmed the basics (road system, building placement etc) but now I have to make a critical disign choice. To make this choice I wanted some feedback from other gamers and gamedevolopers who are familiar (or not familiar) with this genre and hear what they havent seen in this genre and would really want to see happen in a city builder game. For the moment the only thing that is certain is that the game will be a 2D isometric game (like the old school simcity but modernised). This is a screenshot of the current game, art is temporary and will change.I also would like to have some PvE elements like 'RimWorld' or 'They are billions'. If you have any suggestion please leave a comment or write something on the discord of the game (https://discord.gg/8NBTUkn). Ps if you want to by join my project just leave a message on the discord.
    47. MobilityWins

      Special Effects For Games

      holy crap u have a lot of stuff I can learn from
    48. This article, and the citations it presents, terrifies me. I dread the potential flood of things like: "why are we using that crappy ol' OOP!?", "Duh, data oriented is SO much better and OOP is garbage, I read it on Breitbart once!", etc... I'm not even referring to the potential commentary on this site. In my own professional world, I can see things like this coming up and having to spend energy (that I could be using for other things) on explaining why articles like this need to be ignored and why it'll be a very cold day in hell before I allow the rewrite of our code. Especially to placate those people who've bought into the software development equivalent of fake news. As someone said before. OOP is a tool. Like everything else, it has a time and a place and needs to be wielded correctly to avoid cutting your (or someone elses) fingers off. Even principles like SOLID, which I endorse wholeheartedly, are nothing more than a set of guidelines/best practices and sometimes that can run counter to the solution of the problem you're trying to solve, but it doesn't mean you shouldn't try to follow them. This kind of thing is basically the equivalent of saying, "hey, my phone has thumbprints on the screen, clearly thumbs are terrible and should be removed entirely and replaced with using my big toe!" Personally, I'm of the mind that the only thing that's absolute, the "one true thing", is that you need to employ critical thinking skills when using your methodology/toolset/clothing style/haircut/etc... of choice. Otherwise you will end up making a straight up disaster.
    49. SS21

      which should i select first

      sorry about that i am a student and i am new in game development and i have interest in this field so wanted to know
    50. Hello ! I want to continue a 2d action platformer game i did long time ago i I did basically all the levels art-wise and sprites and the characters as well + illustrations for the promo The project stopped but i managed to get all of my work for me (since it was original IP content, it was total ok with the producers ) One of my friend wich is a coder back in 2016 took his free time and made me a project of that game and my vision He stopped after a while cause his job took over (wich is normal ) But he made great basis for a complete game we believe in. The demo he made is this 😄 https://www.dropbox.com/s/h7o9eyobgx26f9o/golden run free demo.rar?dl=0 Nothing killer but as a coder you can already see the work done a bit up there and whats left for a good action platformer to play For playing, before goin in , check Input Tab in the right. For the coder who will apply -Someone well versed in Unity capable of reproduce quality onto a game to make it unique and awesome for everyone -I'd love someone dedicated even if it's not paid currently, it will be at sales, dev will take 40 and me 60, if the job is stellar, quick and well done, i can go 50/50 -I'll request a password on the steamworks account to check the game sales by myself (steam and other platform as well ) -Many art wise is totally done so most of the work would be the coding, i can let the coder have some free-will but there is some few ideas i'd love to pass on, therefore i hope someone who listens carefully a minimum and changes his work accordingly, i'll try to not ask for too much retakes -I dont mind a coder wich will uses Market Kits works or else, as long it's legal and provides easy retakes and many options to test out -I love love love testing out options so i hope you will too ! -I want the coder to also be responsive, i dont mind bailing out and at any time, just i want some words to explain me that. -My dropbox is limited to 2.75 gb, the project in unity is 2.2 gb, this project will stay on my dropbox and you'll work on it from -If there is some bail out i'll ask to keep the work done so i can continue the progress a bit with someone else -If you are interested and wants to know more dont hesitate to contact me at hermann.kayode@gmail.com
    51. MobilityWins

      Toltec and the mysteries of the secret island

      this looks pretty good for a platformer, is it going on mobile or pc/console?
    52. QHuy1612

      Looking to start a team

      Hi Paul ! Can I join your team ? I has researched Game Design for one year, but I can help you a bout character, map design, some mechanic,...ect !
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