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    2. phil67rpg

      rotating using trig functions

      well my problem is that I want my bullet sprite to shoot in the direction my plane is facing, I have managed to get the plane to face and move in all directions. at least I have got that to work. right now my code only draws a bullet in the up direction.
    3. I had a question about the ID3D11DeviceContext for any DirectX11 gurus out there. I'm trying to add threads to my engine and it started crashing. After a quick google I discovered that you can't safely use the ID3D11DeviceContext in more than one thread without some sort of synchronization. I suppose I can put mutexes around things but then I noticed there was something called a deferred device context but I'm not exactly clear on the details of how it works. What I'm trying to do is create a new tree of meshes while rending the current tree of meshes. When the new tree is ready I'll do a swap. This is for LOD. At some point I want to do a fade in and out sort of thing, but for right now I'll just have the new tree blink in. In any case I need the device context to do the rendering in one thread, but I also need it to create, map and unmap, vertex and index buffers in a second thread. My questions are: 1) Is there a standard way to do what I'm tying to do? 2) Is deferred rendering something I can use to achieve this, and if so is there a good online resource (preferably with examples) that someone can point me to? Thanks And while I'm at it, one more question.... If I'm using mutexes for this do I need to, or should I, hold the device context for the whole write to buffer, or can I just grab it for the map and release it, and then grab it again for the unmap and release it again?
    4. Today
    5. Howdy Pioneers! A huge thanks for all the support and feedback. There are a lot of things on my to-do list, but I wanted to go over some of the targeted content for the next update and beyond. Discovery Interface The discoveries interface is undergoing a bit of a face lift. I added quite a few new discovery items in Alpha 0.15, and I plan to add quite a few more. I’m updating the interface to be a bit cleaner and more functional. Discovery items will be listed on the left, grouped by category. Categories can be opened and closed to more easily find discovery items you’re looking for. New discoveries will be highlighted in yellow so they are also easier to find. Category headers will show the category’s completion percentage, as discovery items will no longer show until they’ve been found. The category percentage will indicate whether more discoveries are available, or if the category is completed. Improved Craft Queue Something that has been on my to-do list for a while is improving the craft queue system. The current system doesn’t offer much control, and its operation is confusing to some new users. The updated craft queue system will allow you to manage item orders. Item orders can be setup to craft a certain number of items, or only to craft the item if there are fewer than a certain number of the item available. Instead of setting an item to infinite quantity, as in the previous system, you can set how many you want to keep in stock. If there are more items than the desired number you’ve set, the colonists won’t craft the item again until the inventory drops below the set number. Item orders can also be paused and resumed at any time. The sequence that items are crafted in still uses the round-robin method. Colonists will craft one of the first item, then one of the second item, and so on, until all item orders are complete. Equipment Items While working on the vehicle system for planetary exploration, I had planned to add vehicle upgrades. While that plan has not changed, the scope of it has increased to allow for a wider range of upgrade items. This new system will allow the creation and discovery of equipment items that can be installed into vehicles, colonists and machines to affect them in various ways. Machine equipment, for example, can’t be equipped by a colonist. Vehicle equipment will offer improvements such as faster movement speed, faster mining, the ability to cross water/mountains and more. Equipment for objects will affect power consumption, decor rating, double output for craft stations and more. Colonist equipment will improve various attributes. I’m still hammering out the details of how this system will integrate into the game. I’ve made some good progress and this will add many more items to craft and find. Surface Map Points Of Interest A big item on the to-do list is to add more exploration opportunities to the surface map. Points of interest, or POIs, will be locations on the map that can be further investigated. POIs will need to be scanned by a DOGE and, in various cases, will need to be further investigated by an expedition party of colonists. POI investigations will function as mini stories/events that will offer the player a choice about how to handle them. The results will be positive or negative, depending on the player’s expedition party and choices. This is a system I’m very excited about, as it will add more story content, as well as more ways to get rare loot and discoveries. Game Events Game events will add more flavor with positive and negative colonist and world events that are randomly triggered. This is something I’ve been wanting to add to the game for a long time, but I wanted to avoid completely random events that they player may find frustrating. Events can affect the world, such as crop disease, or affect a specific colonist, such as a stress reduction for a given time. I’m very excited about the new content in development. Some of the features mentioned above won’t make it into Alpha 0.17, but there is some great content coming. Be sure to let me know what you think of the new content in development. Follow Mercury Fallen development on: Steam: https://store.steampowered.com/app/704510/Mercury_Fallen/ Twitter: https://twitter.com/mercuryfall Facebook: https://www.facebook.com/mercfall/ Website: http://www.mercuryfallen.com Discord: https://discord.gg/WdndeXx
    6. DrDeath3191

      Continuous GJK for Linear Translations

      I was afraid of that. I was under the impression that a ray-cast against the CSO would be simpler than that considering rotation would not be applied. But if I'm going to go down the full CA route anyway, I guess I might as well handle rotational stuff as well. Thank you for the resources, I'll look into it.
    7. It’s coming, I promise. Started working on artwork for chapter 3, my least favorite thing to do. When this is done and released the ports will begin.
    8. I wasn't able to sleep tonight so I thought I should at least work on my Frogger entry. I finished up the car model that will be used, and it's pretty rough but I'm okay with how it looks for this project. I'll change up the paint color to add some variation as I'm most likely not going to have time to make trucks, vans, ect... I modeled out the shell, tire with rim, and windows then textured it all. I'll be reducing my asset list a bit... My next task is to create a small speed boat model. Stay tuned! Prior Parts: PART 1
    9. WitchLord

      Destroying reference counted objects immediately

      I'm glad you figured out the cause of the problem. There is absolutely no problem in using the forum as a rubber duck. I'd wager that a large percentage of the members here have also done the same. I too often have the same experience. Just being forced to describe the problem makes you think in different ways which often lets you see the cause of the problem you couldn't otherwise see.
    10. *SOLVED* This forum becomes sometimes my rubber duck.. I don't know how I missed that... I forgot the fact that when passing reference to a method, it's addRef'd, but then release is up on the user. So it was addRefing when passing CollisionObject to RigidBody constructor... I had this in my RigidBody. And when I removed it to "not affect" the CollisionShape - I removed both - unnecessary AddRef but also Release, the one that will zero the ref count in the very end... class Rigidbody { Rigidbody(CollisionObjectProxy* collisionObject, ...) { collisionObject_ = collisionObject; collisionObject_->addRef(); // <<<<<<-------- THIS IS NOT NEEDED BECAUSE ANGELSCRIPT ALREADY ADDREF'D COLLISION OBJECT // WHEN IT WAS PASSED TO RigidBody() script constructor } ~RigidBody() { collisionObject->release(); } } and was doing this: asCHECK(engine->RegisterObjectBehaviour("RigidBody", asBEHAVE_FACTORY, "RigidBody@ f(Transform@, CollisionShape@, float)", asMETHOD(DynamicsWorld, makeRigidBody), // ^^^^^^^^^^^^^^^ addRef, but release up to user which created RigidBody(...) It's actually in documentation (https://www.angelcode.com/angelscript/sdk/docs/manual/doc_obj_handle.html) but it wasn't about constructing CollisionShape, it was about passing it to other constructor. I will try to create some refadd/release flow for AS, maybe it helps others too, as it's sometimes easy to miss when script does something for you and when it wants you to do something...
    11. All great suggestions and really appreciate the help guys, definitely got enough to work on and keep me busy. Good luck with your own projects!
    12. Hi everybody, Xilvan Design are building 3D games since 2004 in Blitz3D, our kindly official gaming related pages. (please click on each links, download games & bookmark the pages): Soul of Sphere Platinum v4.37. Age of Dreams:Abyss of Atlantis v1.5. Lights of Dreams IV: Far Above the Clouds v9.27. Candy World II: Another Golden Bones v9.47. Candy Racing Cup: The Lillians Rallies v3.01. Candy World Adventures IV: The Mirages of Starfield v7.57. Candy to the Rescue IV: The Scepter of Thunders v7.17. Candy in Space III: A Dog to the Space v5.47. Candy's Space Adventures: The Messages from the Lillians v17.47. Candy's Space Mysteries II: New Mission on the earth-likes Planets v7.47. New Xilvan Design Websites. Xilvan Design's Youtube Channel. Friendly, Alexandre L., Xilvan Design.
    13. I tried to make a simplified test case and it's getting weird... In the test case it does not do this additional addRef which causes the trouble: So it seems that it DOES work as expected even when using factory global function, so something must be wrong in my code that causes this addRef
    14. So I am trying to prototype a 2D platformer like game in Unity and trying to figure out the best method that I should be investigating for controlling the player character. I see generally 2 different ways to handle this which is either using Rigidbody2D or using raycasts. The list of things that I am looking to do right now are: has some sort of gravity like effect moving side to side jumping double jumping being able to walking up slopes of a certain angle (but prevent it after a certain angle and have the user slide down if they are on that angle or larger) be able to hang off the edge and pull up I sure some things might come up later in development if I get that far but these are what I want to get working at least at a very basic level before I move on from the character controller for the prototype (if you watch this video for about 15 - 20 seconds, you will see generally most of the functionality I am looking to achieve: https://www.youtube.com/watch?v=6rzTnx6IHqM&start=375). Now I started with the Rigidbody2D since I do want to have some level of gravity in the game (not just the player but items, enemy, etc.) and I can get the first 4 working pretty easy but the 5th is more troublesome (and have not gotten to the 6th). I can move up angles (I am setting Rigidbody2D.velocity for movement as it seems to be the most recommended) but for example if I am walking up an angle and then stop, my character jumps up a little (I am guess because of the forward velocity that is has when I stop applying hortizontal velocity for moving side to side, there is still extra vertical velocity). So I have 2 questions: Should I be looking at Rigidbody2D or manual raycasts? Either way that you recommend going, do you have any resources that you would recommend looking at for reference (video tutorials, articles, etc.)?
    15. Sure, you should just be lowering the fixed price portion (not too much if you can help it though!) to compensate for the revenue share. Price per word is still a reasonable way to calculate a potential starting price for negotiation.
    16. Prior to this, I have worked on minor freelance projects over the years. For those, I typically set a rate per word that made it easy for both me and the client to keep up with. However, this situation is significantly bigger than those based off the context and scope of the project in question, which is why I am having a hard time deciding on a price to open the negotiations with. It is the type of gig that I would absolutely not want to walk away from. As this is a Fixed Price + Revenue job is working per word still a viable metric to go by? Thanks again.
    17. Zemlaynin

      Devblog #1

      Concept Document Game project, a global strategy simulator of civilization development - The Great Tribes 1. Classification Genre: global strategy, simulator. Time of one walkthrough: 10 + hours. Platform: PC. 2. Main Features The Great Tribes is a global strategy simulator of civilization development, the action of which takes place in the historical period from 3000 BC to the beginning of 3000 AD. During the game the player will have to create their own unique civilization and try their hand at its development in a nonlinear, constantly changing world. Conceptually, the game is a cross between a turn-based strategy Sid Meier’s Civilization VI and strategies of Paradox Interactive (Crusaders, Europe and Victoria). Similarity with these games is limited to the time period covered in the game and some game mechanics. In our project we want to reflect the role of a personality in history, but instead of personalities history is influenced by different factions. We focus on working out in detail of various historical phenomena. We are planning to create an advanced economic system that will make it possible to simulate economic processes with a high degree of realism. The simulation of interaction between different countries includes: diplomatic relations, economic, technological, cultural and social influence. The conduct of military actions between the countries in our project will be realized in a wide range, from single collisions to waging a trench warfare at a vast front. Realistic simulation of the historical process The game model is based on the results of the latest research in various scientific fields: from history and political science to geology and agricultural sciences. Simulation allows to simulate all the significant historical phenomena and processes. Flexible Turn-based Gameplay System The calculation of the game turn is divided into a turn and a tick. The turn calculates global parameters: population and economy growth, migration of strata and changes in their characteristics, etc. During the game it is possible to change the time step depending on the player's preferences. Ticks only occur in combat. There are 4 ticks in the course of the turn: spring, summer, autumn and winter. Thus, the army that committed a long march-throw and entered the battle running out of action points will fight in the winter tick with the corresponding consequences. Advanced Technology System Technological discoveries occur randomly, and the probability depends on the accumulation of a corresponding number of technological points: agricultural, industrial, military or social. After the discovery, the technology is embedded into one or another technology package, which has an impact on a particular game system. Mechanics of technological packages allows to make development in the game realistic and not always predictable. Two-dimensional Social System The population in the game is grouped into strata and factions. Strata determines the place of the household in the labour division while the factions are responsible for the redistribution of power in the game. For example, the insufficient number of strata workers could hamper industrialization of the country and the trade union faction can fight for the rights of this small strata. Flexible Coalition System The coalition system allows to create various forms of relations between administrative units: an administrative zone and a region, a region and a country, between several countries (confederations, vassal relations, unions, etc.), between a region and an army (government armies, feudal armies, etc.). Realistic Economic System Economy in the game is a system based on the dynamic cost of resources, goods and services. This makes it possible to simulate a variety of regional specializations, economic imbalances, etc. Unique Political System The main elements of the political system in the game are the form of government, political values, laws and corruption. The form of government is based on the ratio of five elements: barbarism, community, democracy, oligarchy and monarchy. Changing the ratio of these elements, it is possible to simulate any existing or even a non-existent form of government. Political values reflect the position of the elite on each of the political or parapolitical issues. During the game the elite (of its own free will or under the pressure of the player) can change their values, but, as a rule, it is painful and not fast. Laws allow to carry out quite a fine adjustment of the country, and corruption can help to restrain the player from excessive expansion of their power. Diversity of Cultural and Civilization Forms Unlike other games, civilizations in the game are formed on the basis of 4 pairs of framework principles, which can form up to 16 unique civilizations, and their combination allows to generate up to 3520 unique cultures. Conduct of Military Operations The military aspect of the game focuses on the strategic management of armies: formation of military doctrines, establishment of the conduct strategy of armies, determination of the optimum correlation of branches of armed forces for this or that army, etc. The player will be able to concentrate on planning the strategy of the military campaign. 3. Gameplay The main task of the player is to develop their country in conditions of external threat and/or internal instability. By controlling a multitude of mechanisms, the player can implement any of the goals offered in the game: creation of the richest trading empire, holding power in the role of one ruling dynasty as long as possible, being the first to implement the industrial revolution, etc. 4. Game Map The game map is divided into tiles and subtiles. But this division is valid for the technical side of the game. In terms of gameplay, the map is divided into tiles only. Each tile occupies an area of 1369 sq. km (this value may change during balancing). Within this area on a tile there can be located districts (in the cities), buildings (outside the settlements), the tile can be divided into different types of biomes, etc. Depending on the biome, a certain amount of resources may be situated on the tile. So, it is advantageous to place fields on meadow plains, the area of which depends on the area of agricultural lands of the tile. In addition, each tile has a certain level of transport infrastructure, which defines the movement speed of armies and the capacity of trade caravans. However, unlike armies, caravans can move only along the main routes which are indicated on the map. This path can change its trajectory, depending on the quality of transport infrastructure of neighboring tiles, crime rates and other factors. The closer is the tile to the crime center (the settlement of the player or another country or a bandit/pirate settlement), the higher is its crime rate. On the map there constantly appear bandit armies, so they are exactly simulated by this parameter, only without the need to constantly drive armies across the country to destroy them. Rebel armies will be represented in the form of full armies. In addition to the transport infrastructure, there is a parameter of urban infrastructure. The urban infrastructure represents the level of development of various services and engineering networks of the settlement (accessibility and quality of utilities, communication facilities, urban transport, catering, retail, emergency services, etc.). Urban infrastructure is available not only in cities but also in villages. To create favorable conditions in the settlements the player will have to balance between the development of transport and urban infrastructure. 5. Administrative division and types of settlements The game has three levels of control: a country, region and administrative zone. An administrative zone is a territory with dynamic boundaries, being controlled by the settlement. Within this territory, residents of the settlement can build anything within the framework of the ongoing development programme. All types of settlements without exception have this zone, from villages to cities. If a city in the region forms a new region, all the tiles in its administrative zone also become part of the new region. Administrative zones are grouped into a larger formation – a region. A region is a territory with dynamic boundaries, consisting of a certain number of administrative zones. It necessarily includes the capital city of the region. Unlike the administrative zone, a region can simultaneously be a country (consisting of one region). In addition, the player can directly manage it (whereas administrative zones can be managed only through legislation). A country is the highest level of control in the game (not counting international coalitions), representing one region or a coalition of regions. A coalition means not the country's federal structure, but the system which defines relations between different administrative units in the game. Each country has a capital, and as a consequence - the capital region. The region of this type has the same functionality as a usual region, but in addition it hosts the highest state bodies: ministeries and the advisory board. Each level of management has its own central settlement. It can be a village (only for the administrative zone), city or encampment. A village is a type of settlement focused on food production or resource extraction. Over time a village can be upgraded into a city. The game presents 3 basic types of villages: agricultural, resource-extracting and military. An agricultural village is oriented to the processing of farmland. A resource-extracting village is focused on the extraction of minerals. The type of resources that are extracted depends on the demand for the resource. A military village generalizes a variety of villages, the inhabitants of which are hostile to the player. A rebel village: village troops will defend their village and their independence. A village becomes rebellious if the population's loyalty to power is too low. A bandit (pirates) village: village troops will attack the settlements and trade routes located nearby. A village prefers to move into this state due to absence of legal means to maintain an acceptable standard of living. The given types of villages are conventional. All villages have the same characteristics, but their chosen vector of development depends on the demand for a particular resource, or on the level of loyalty to power. New villages in the game can be formed either automatically or due to a certain decision. The place of automatic appearance of villages is determined on the basis of attractiveness of adjoining territories for processing, and also is located at a certain distance from other settlements and processed tiles. As the population of old settlements rises to some level, the chance of a new village emerging at some distance increases. Its population will not appear out of nowhere, but it migrates from the settlement. New villages can occur both inside and outside the region. Encampment is a type of settlement of nomadic cultures, able to move to other tiles. Settling, nomads form a village or city (depending on the size of the nomadic group). Unlike a city, playing for encampment is concentrated not so much on the management of the population, but on the management of tribal clans (factions). Each clan has its own encampment. The elite of each nomadic group includes every member of the clan. However, the encampment can include residents who are not part of the clan (slaves, mercenaries, etc.). The more solid (controlled) the clans are, the stronger the tribe is in clashes with other nations. This clan structure of the society is typical of all countries with barbaric elements of government. However, in settled states clans do not always act as the elite of the settlement. In addition, unlike cities, change of dominant elites in the tribe occurs not gradually through transfer of population from one faction to another, but via change of the fraction status. In game mechanics it is represented in the form of change of the capital nomads and status of the elite. Another distinguishing feature of nomads is their ability to move around the map. This is possible in two ways: moving the nomadic population of the ruling clan, while the rest of the nomads are moved in automatic mode (due to an insufficient level of control or by the decision of the player); moving all the nomads manually with a sufficient level of control. Poorly controlled nomads are moved in automatic mode. A city is a type of settlement with multiple forms of activity, but with a certain specialization. A city is not necessarily a result of the village development, but it can be built from scratch, or formed from the outpost (see Regional buildings). Unlike a village or encampment, a city that is the capital of a region or country can have up to three Wonders of the world (one of each level: regional, national and international). In the game there are many specializations of cities: Administrative center Science center Trade center Cultural center Religious center Industrial city The higher the city is placed in the hierarchy (a provincial city - the capital of the region - the capital of the country), the greater effect its specialization produces. So, if the player decided to build a huge empire, it is better to establish an administrative center as the capital (for the control of large territories), for a trading empire it should be a trade center, and for theocracy it is more preferable to assign a religious center of a state religion, etc. The difference between a city and a village: a city has a more developed social infrastructure; it occupies a certain area of the tile and when it is exceeded, it expands to a neighboring tile; a city creates an administrative load; it is possible to construct wonders of the world (in capitals); it has diverse stratification and division into districts. 6. Urban districts In the city, a player can build up to seven districts that can be expanded to accommodate various infrastructures: An administrative district performs functions of control and development of the administrative resource; An industrial district produces practically all types of goods (except luxury); A cultural district produces luxury goods, prestige, and also creates some modifiers for the city; A scientific district is responsible for increasing literacy of the population and accelerating the development of technologies; A religious district - the development of the district contributes to increasing the influence of state religion; A commercial district – transport and financial infrastructure is created here; A social district provides the population with housing and urban infrastructure. Six of the listed districts can be built in the city center and determine its specifics. In addition, the effect of all districts depends on the location of the city – it can be situated near the shore or in the depths of the continent. Characteristics of districts Cost includes resources needed for the region expansion. Content includes resources necessary for supply of the district during each turn. Workforce is the number of working hands required for the efficient operation of the district. Area is the area given and available for expansion. Effect stands for the bonus-malus payments, received in the course of functioning of the district. Wonders of the World Instead of usual constructions three types of wonders of the world are built in cities: regional, national and global. The effect of every kind of wonders is spread according to their scale. The list of wonders available for construction in the city depends on the central district of the city. And the effect produced by the district will be determined by the chosen wonder. In addition, the district can include up to three wonders, one of each level.However, construction of a higher-level wonder reduces the effect of wonders of a lower level. The wonder effect can also be reduced by the presence of a similar wonder in the zone of influence and visibility. The scale of the wonder influences its price and effect. In addition, the effect of a small wonder can easily disappear if certain conditions are not fulfilled, whereas the effect of a world wonder never disappears. 7. Regional buildings In addition to the wonders of the world and urban districts, the player can also build constructions outside the city - in regional and extraregional tiles. Characteristics of regional buildings: Cost stands for resources necessary for construction. Supply includes resources necessary for ensuring the construction during each turn. Workforce is the number of working hands required for an efficient operation of a building. Location defines whether it is possible to build a construction only within the district or everywhere. Improvement - some buildings can be rebuilt into other more significant constructions. For example, a wooden advance outpost can be upgraded into a stone one. Accommodation conditions - most buildings can be built only in tiles with certain conditions. Effect - buildings can produce a variety of effects: from ordinary bonuses to the ability to extract resources and supply armies. List of buildings Agricultural: gardens, a pasture, a field, a camp; Mining: a quarry, a sawmill, a mine, a drilling rig; Military: an outpost, a military base. Unlike other buildings, outposts can be installed outside the district. The outpost has its own control zone, which complicates the speed of enemy forces passing through it, and decreases the level of crime in the district. In addition, outposts with a sufficiently high level of development of urban infrastructure can be converted into a city or village. 8. Domestic Policy The key indicators of domestic policy are the administrative burden and the administrative resource. The administrative burden is the level of constant administrative spendings on the management of the country, as well as various actions of the player. The administrative burden of the country is the burden of the regions and the highest governmental structures. The administrative resource is the management resource which represents the number of civil cervants and their management efficiency. If the administrative load exceeds the administrative resource, the player begins to lose control over the regions. In addition, the administrative resource can be spent on corrupt practices. Corruption in the game is trade in administrative resource, carried out by the management apparatus. Like for any resource, the laws of supply and demand apply to the administrative resource. Strata that captured part of the administrative resource of the city, region or country get the opportunity to determine the actions of a chosen government institution. In addition to trade in the administrative resource, corruption is expressed in the form of an indicator of the region or government structures which determines the efficiency of budget spendings on their needs. Forms of Government Another important element of domestic policy is the form of government. It is a mixture of five elements: barbarism, community, democracy, oligarchy and monarchy. Each element can take a value from 0 to 10, where 0 is the absence of characteristics and 10 is its pure, pronounced characteristics. For example, a country may have the following form of government: barbarism (5), community (3) and oligarchy (2). Total expressiveness of all forms of government should be equal to 10, so to increase an element, for example, democracy one must reduce the strength of one of the remaining elements. Each of the elements of the form of government gives its own unique effect and when changing the form of rule the gameplay changes accordingly. Forms of government also give access to 1) certain social technologies. Some of the technologies are closed from some forms of government. For example, rooted barbarism closes access to tax collection and trade technologies. 2) to the laws For example, a strong monarchy gives an opportunity to pass a law on inheritance of power. Political values Political values reflect the standpoint of the strata and factions on each of the political or parapolitical issues. In the course of the game they (of their own will or under the player’s pressure) can change their values, but, as a rule, it is painful and not fast. The game has the following groups of values: Economy: a hard plan \ a soft plan \ pragmatism \ a regulated market \ a free market Openness of the society: closed \ moderately closed \ semi \ moderately open \ open Social Policy: state / state-society / society / society - individual \ individual Foreign Policy: isolationism \ non-interference\ realism \ interventionism \ expansionism Religious Policy: theocracy \ clericalism \ secularism \ anticlericalism \ militant atheism National Policy: nazism \ nationalism \ multiculturalism \ internationalism \ cospomolitism Post-values: denied \ invalid \ neutral \ minor \ important Post-values in the game reflect the attitude of people to the values of new, upcoming phases of development. For example, in the course of society's transition to the industrial phase of development, issues of emancipation of women, ecology and others became significant. The more loyal the society is to post-values, the more inclined it is to revise its other values, which can lead to social instability. The forms of government along with the political values of the elite allow to simulate all the basic forms of political formations. Laws If the forms of government tell us who rules the country, then the laws show how the country is ruled. Laws can be adopted both for the whole country and for each region separately. The adoption of any law entails a temporary decrease in the loyalty of regions. Besides, the laws are not just effects, but also constant expenses on their maintenance. The lack of resources for the maintenance of laws leads to the fact that laws cease to operate, starting from the recently introduced and ending with the most entrenched. Forms of struggle for power Finally, the domestic policy is expressed in the struggle for power. Depending on the prevailing contradictions between the authorities and the opposition, the latter may make various steps to change the current power: Change of the party of power (occurs in the form of cabinet struggle within the established norms) Civil disobedience Insurrection / Coup d'état Terrorism Civil war Guerrilla war Participants of the guerilla movement are the strata with the state religion and culture Peasant War The lower the position on the list is, the higher is the massiveness, the number of victims and the cruelty of speeches; the current rules and regulations are followed less and the speed of the process is higher, but, in case of success of the action, reforms conducted by the new power are more radical. 9. Foreign Policy Diplomacy and Prestige The basis of diplomatic relations in the game is the system of coalitions. Coalition agreements can be concluded between countries, between regions and even between the capital of the region and the settlements belonging to it. In fact, it is a universal pattern of establishing communication between administrative entities. The main resource of diplomacy is prestige. Prestige is a generalized measure of grandeur of an international organization, country, region or settlement. This parameter affects both the other administrative entities and the perception of any entity by the population. So, a city, producing a lot of prestige, can get a good income from tourism. And a country with high prestige can tempt other countries and regions over to its side. Espionage Espionage in the game is an agent network that is introduced into a particular region. The more developed the agent network is, the higher the chance of success of espionage actions or counteraction of foreign secret services is. 10. Demographics The population in the game is divided into strata and factions. Strata reflect the professional role of the population in the game, whereas the role of factions is to fight for power in any of its manifestations. Strata The game presents the following strata: Peasants Workers Slaves Specialists Merchants Clergy Aristocracy Civil servants Soldiers From the very beginning the game presents only part of the strata. The rest get available as technology evolves. Strata parameters Values are the views of a strata on the best government policy. Openness is the level of difficulty in entering and leaving the strata. The degree of attractiveness is an indicator that reflects the extent to which people seek to change their social and professional status and become part of this strata. In working strata (peasants, workers, specialists) attractiveness depends on the level of their income and unemployment in the industry where they work. The attractiveness of civil servants depends on the state demand for them. The attraction of slaves always equals 25%. The attractiveness of the other strata depends only on income. The minimum attractiveness is 10%, the maximum is 500%. In addition, the attractiveness of a strata is influenced by its rights, consumption level, entry into the elite and dominant values in the society. Size - the growth of the size of a strata depends on natural population growth and the entry/leaving of people to other strata. In addition, the size of a strata can change the losses in the war and during repressions. Fertility falls with the increase of consciousness of the population and when achieving a high standard of living. It is growing with the development of healthcare. Mortality falls when the population's living standards rise, as well as with the development of healthcare. Consumption level reflects the categories of goods that strata needs. These products are divided into three categories: necessities, everyday and luxury items. If a resident has no money for essential goods, or if these goods are not on the market, he is threatened with death.The level of happiness depends on the satisfaction of everyday needs, as well as on the consumption of luxury goods. The ability to buy luxury items is a factor of transition to more attractive strata, while lack of access to essential goods and luxuries contributes to the transition to less prestigious strata. Income depends on the wage rate, or on income from enterprises. Expenditure is expenditure on consumption, as well as contributions to the funds of the factions. Wealth is all the accumulated property of a strata. Wealth increases due to the fact that strata keep part of their income. Wealth decreases with high crime level in the settlement or its looting, growing in the course of accumulation and investment activity. Unemployment exists only in working strata. Crime is the proportion of strata involved into criminal activity. Consciousness is the level of political culture and simply civic consciousness of the population. The loyalty to the authorities reflects the level of support or opposition to the ruling regime. It can take values from -5 to + 5. Civil, political and social rights are set by political decisions. Literacy reflects the level of theoretical knowledge of strata in its professional sphere and the degree of its qualification. Culture stands for belonging of a strata to a certain culture. Religion is belonging of a strata to a certain religion. Migration of the population Migration occurs between settlements if they are connected by roads. People will migrate between the settlements of the region, from one region to another, if there is a shortage of working force, the prestige of the settlement and the living standards of the population are higher etc. The quality of the road network determines the volumes of migratory flows. Factions In addition to strata, the game includes factions (groups of interests) that represent the force that can influence the political situation in the country. Examples of factions: Ruling Dynasty/Royal Court/Government Aristocratic/Oligarchic/Mafia clans Parties/Revolutionary groups/Separatists/Terrorists/Ideological groups Religious orders/Sects/Schools of Great people Metropolitan and Regional Elite Faction parameters Size stands for the number of supporters of the faction. Goals/values are goals and/or values that determine the direction and nature of the faction's activities. Openness is the level of difficulty of entering the faction. Prestige reflects the attractiveness of the faction among the other factions, as well as the degree of influence. Wealth is a foundation which deductions are made into by members of the faction and other factions/organizations. Income/Expenses Radicalism is readiness of the faction to illegal actions. Rights stand for the level of political rights of the faction. Cohesion is the level of strength of the faction and the ability of its members to act as a whole. Breadth of views consists in the hope of increasing the number of its supporters. The faction can expand the scope of its value views, but this makes it lose cohesion and weight of each faction member in its cumulative effect. 11. Culture and religion Culture is ethnic affiliation of the peoples inhabiting the country. It is based on a combination of 4 pairs of framework principles: Time-Space Individual-Mass Rational-Transcendental Spiritual – Material The combination of these principles allows to create 16 unique civilizations. Civilizations are not a homogeneous mass, but a collection of many heterogeneous cultures whose values are conditioned by civilizational principles. Cultural values, in fact, represent the imposition of civilization principles on each other. All in all in this way each civilization can form up to 220 unique cultures (i.e. in total in the game there can be up to 3520 unique cultures and 16 civilizations). The civilizational principles also define the peculiarities of religions of certain civilizations. Cultural assimilation The player is allowed to carry out cultural assimilation of villages and cities into the state culture at the cost of reducing control over them. The process of cultural assimilation takes dozens of turns. Players can also change their state culture. This process takes several turns. In the course of changing the state culture, control over those villages and cities that have a former state culture falls sharply. Religion If the value aspect of religions depends on the place of their origin, their organizational type is determined by the player. Religions have three parameters: 1. Type of religion: Polytheism Henotheism Dualism Monotheism Ethical system Secular philosophy Animism 2. Organizational structure: Lack of structure Decentralization Centralization 3. Type of organization: Cult Church Each of the religions has a certain level of influence, which depends on the development of religious areas where this religion prevails. 12. Economy Types of economic processes include hunting, fishing, cattle breeding, agriculture, extraction of raw materials, commodity production, slavery. Hunting - with the help of hunting the tile gets a certain amount of vegetables, fruits, meat and cattle from all the unprocessed subtiles. Fishing is carried out in river locations, as well as in water coastal locations. Similarly, the hunting region gets some amount of fish and pearls. Cattle breeding is a more productive type of activity. The area of pasture lands is important for cattle breeding. It depends on the type of landscape, the type of buildings and the level of woodiness of the tile. Pastures as source of improvement of locations increase the effective area of pasture lands. The lack of grazing lands leads to a decrease in the number of cattle in the region. Agriculture is the most massive type of economic activity in the game. It includes the largest number of working hands. Grain is both a product of agriculture and a necessary condition for its maintenance. Grain is distributed to locations from the region's reserves. The amount of grain that will be used for sowing depends on two things: Arable land area; Number of working hands and intensification of agriculture. Livestock, as well as improved instruments of labour, can increase productivity. Types of property: Property of a strata Property of a faction Communal property Regional property (owned by the regional elite) State Property Among the strata and factions holders can be small, medium or large. Each of the types of property has a certain entrepreneurial potential. So, the entrepreneurial potential of the community is lower than that of small holders. On the other hand, the community is extremely effective in difficult conditions of management. Dividing the economy into white and shadow Goods have a certain level of utility for the population Inflation = money supply * speed of money circulation = level of prices * production volume Trade Trade in the game is divided into internal, external and distant. Internal trade is carried out in the territory of one country between all the settlements having trade routes with each other. External trade is carried out between all the regions of one trade center. Long-distance trade is carried out between two connected trade routes by trade centers. A trade route is a regular land and/or sea path connecting two settlements with each other and the regional capital with the army it supplies. If a trade route is overloaded, first of all it is used for delivery of the most profitable goods. To plunder the trade route one only needs to put an army on it, whereas two mechanics are provided for protection: Allocate funds for the protection of trade lines (then in case the allocated funds surpass the force of bandits, the attacks are considered to be beaten and the squad of bandits bears losses); Place armies at unprotected areas (the area of protection can be selected by moving the slider in the army menu. The larger the area is, the more dispersed the army is along the route and the weaker it is in protection). Pricing The price of the goods is determined basing on the cost of production + costs of implementation + mark-up. The mark-up is determined automatically based on the maximization of profit, competition and price constraints. Resources Resources include raw materials or goods necessary for the production of another resource or satisfaction of the needs of the population or the army, maintenance of buildings or spending on certain actions. Types of resources 1. Food: Meat, fish, grain, vegetables, fruits, canned food, alcohol 2. Agricultural: Agricultural resources, cattle (cattle, pack animals), technical crops 3. Industrial: Construction materials, wood, leather, fibre, fabrics, paper, tools, weapons, luxury, consumer goods, machinery, electronics, prom goods, energy, ships, cars, airplanes, trains, fuel, consumer products, medicines, chemicals, plastics, local products 4. Strategic: Metals (copper, tin, iron, aluminum), energy (coal, oil, gas, uranium), sulfur, gold, silver, precious stones 5. Services, Slaves Resource characteristics Quality is the quality of the resource, depending on the technologies used for its production. It affects the cost and mark-up. Price is the amount of gold per unit of the resource. It depends on the value of demand and the value of the supply of the resource, as well as its production cost. Production is the number of units of the resource produced. Consumption is the number of consumed units of the resource. The principle of movement of resources in the course of trading can be given on the example of grain: - Peasants produce a certain amount of grain and then either pay a natural tax, or sell it in the local market, and then pay the tax in monetary terms. The remaining volume of grain is used as food, for new sowing and, if there are surpluses, for sale in the local market. - The tax paid by the peasants passes to the ownership of the country or regional elite. - Regional elites either pass a part of the received tax to the state, or leave all to themselves, depending on the established order. Available resources can be both sold and spent on their own regional needs. - Finally, merchants who buy a resource in the local market sell it at a shopping centre which the region belongs to, or in the capital of a region of one state at a more attractive price. 13. Science The technologies in the game have three levels: The first level of technology represents the general level of development of one or another sphere: agricultural, industrial, military or social. The second level of technology includes specific technologies, the condition for the invention of which is, among other, a certain level of technologies of the first type. The third level of technology is technological packages that group second-level technologies. It is technological packages that set the effect for different systems in the game. Technology implementation Implementation of technologies is carried out by means of investment by the state or population of money resources and administrative resource into introduction of a technology. The bigger an industry in which a certain technology is implemented is and the less well-known countries and regions of the country with this implemented technology exist, the more expensive the implementation is. Technology Exchange Countries active in trade are increasing the chance of implementing the technologies that had been introduced by the trading partner. 14. Military action The main resource of the army are recruits. The number of recruits reflects the number of people who the authorities are able to transfer to military service. The number of recruits is slowly increasing over time, but is quickly exhausted in intense military conflicts. Officers Officers are a separate category in the army. They are recruited as part of recruiting, but the ability to occupy this position can be closed for some of the countries. Army and control zones Army is a group of troops under a single command with its control zone. A control zone is divided into a response zone and a combat zone. As a rule, the response zone has a radius of 4 tiles. When an alien army enters it, it activates the line of behavior set by the player. The combat zone is an area of 1-cell radius. When an alien army enters it, it stops its movement and forces the player to enter the battle. Moreover, with the growth of military technologies and, consequently, the scale of wars, the control zone can increase significantly. Thus, the zone of control in positional warfare, typical of world wars, can reach the size of the region. Supply and replenishment of the army Each army must be assigned to one or more regions. The designated regions will continue to supply this army. Replenishment of the army reserves is carried out through a trade route of supply from the region to which the army is assigned. Roads can contribute significantly to accelerating the supply of armed forces. In addition, it is possible to replenish stocks by plundering the local population. The fighting efficiency of the army, left without supplies, sharply falls, while the speed of movement decreases and action points are reduced. It also means that in order to win over a strong army it is not necessary to win it in an open battle - it is enough to cut the lines of supply communication. Replenishment of the army is also carried out through trade routes of supply, which in addition to supplies (food, weapons, pack animals) will transfer new recruits. Reinforcements It is possible for armies to establish automatic reinforcements for other armies of the player located on its territory or in the zone of another army’s control. Movements, military operations and tactical schemes At the beginning of the turn each army has a certain number of action points (AP), which can be spent on a movement, the beginning of the battle, siege or change of the state of the army. The AP cost of the movement depends on the area and infrastructure development. Speed of the army equals the speed of the slowest kind of troops in it. The army can have four states: Combat readiness is a standard condition that does not give any certain bonuses; Marsh allows the army to move twice as fast, but twice as low as the protection characteristics. However, it is possible to attack another army during the marsh; Camp is a recommended condition for peace time. It allows not to spend a lot of supplies on the army, but it is particularly vulnerable in this state as both the characteristics of attack and protection decrease. You need to spend all the AP to move into another state; Ambush gives the army a chance to escape from the enemy’s visibility distance, increasing the characteristics of the attack, but reducing the protection characteristics in case of ambush exposure. The army can adapt up to three different tactical circuits. Tactical schemes increase the combat characteristics of some troops, but can reduce the combat characteristics of others. Or they can amplify some combat characteristics, but reduce the others. For example, the tactical scheme "phalanx" increases the close-in attack for spearmen in general and against cavalry in particular, but it decreases the speed of movement and its ability to maneuver. Therefore, in such a tactical scheme additional attention should be paid to the saturation of their army with cavalry. A tactical scheme is also a familiar pattern in the fight, the way of thinking for the generals, so change of an accepted tactical scheme can be quite painful: it leads to a loss of experience for the entire army. Battles between armies in the open field At the end of the turn for the enemy armies, which came together at a normal location (without a fortress or city), the battle is calculated. The battle consists of two phases. The "Long-range combat" phase. It involves all the troops capable of a long-range attack. The "Close-in combat" phase. All the troops are involved in it. Only a limited number of troops can participate directly in the battle. Their number depends on the technology and the area. The rest of the troops are in the standby mode. For example, in the mountains it is quite possible to stop quite a large army. The formal winner of the battle is the one who leaves the battlefield. However, the gained experience and state of the army after the battle play a larger role. Siege of cities and fortresses. City fights It is impossible to take a fortress or a fortified capital without siege-assault engines. Also taking a fortress or fortified capital always requires a minimum of 2 turns. In the first stage of assault it is necessary to break the fortifications and enter the besieged settlement. The battle at this stage consists of two phases. The "Long-range assault" phase. It involves all the troops capable of a long-range attack and siege-assault engines of the attacker. The "Close-in assault" phase. The purpose of this phase for the attackers is to capture the wall of the settlement, and for the defenders-trivia attack. If the attacker managed to capture the walls, the next turns begins with the battle for the settlement by the rules of the battle in the open field. However, for the final victory the attackers must destroy all the troops of the defenders, and not just win. Only then the settlement will be completely seized. Thus, battles for cities, which consist of more than one location, can last during more than 3 turns, as each part of the city will have to be captured separately. Fleet Fleet is a group of ships under the authority of a single commander with its control zone. As a rule, the zone of control is an area with a radius of 3-6 locations. When the alien fleet enters it, it leads to the sea battle. The radius of the control zone increases with the growth of technologies and experience of the fleet crew. Fleet Supply and Repair Unlike the army, the fleet is not assigned to any region and is supplied by all of them. To exit the port, the fleet can bring a limited amount of supplies. Supplies include food, weapons and building materials. For replenishment of supplies it is possible to go to any friendly port. The fleet, left without supplies, sharply loses fighting efficiency while the speed of swimming decreases and action points get reduced. During the battle ships can get damaged or lose a part of the team - to repair and replenish the team again you have to go to a friendly port. Swimming and sea battles The fleet receives a number of action points (AP), which can be spent on swimming, repair and replenishment of supplies, boarding and landing of the army and the beginning of sea battles. The sea battle is not divided into phases and represents individual battles between ships of fleets. The formal winner is the one who retained the highest morale of the fleet.
    18. No worries. I'm not sure how many gigs you've done prior to this, but I personally make it a habit to keep a certain amount I'm willing to go no lower than on services I provide, then pass up deals that are not in my range in most cases. You gotta put value in what you do otherwise nobody else will. Don't be afraid to walk away from a gig if it's not what you want, it most likely isn't life changing money. Apart from the IT industry, I run a legal services business and I get calls all the time from contractors that took bad deals, and didn't even get paid... They knew the company had a cash flow problem before starting and still went along, and even gave them a break on pricing but still got screwed. My advice is to calculate the amount you're happy with working at per word, then pass on that number and see where it goes. At the end of the day it doesn't matter if you charge an industry low or high if the company cannot pay you. Make sure you set terms as well and if they miss one payment I would suggest demanding a deposit that you'll hold on account.
    19. zxretrosoft

      Castle Conquest

      The board game, Castle Conquest, was the Czechoslovak board game from 80' years. You can select 3 levels of difficulty. It is possible to turn off the weather in the game’s menu or even set a stronger element of choice. The bottom-up panel in the middle is informational only and has no effect on gameplay. Rules: The aim of the game is to conquer the opponent’s inner castle. (e.g. capturing the opponent’s keys). Default Situation: At the beginning of the game, the knights are at the top of their castles. Game: The first move is yellow and the players continue to rotate regularly. A trap player may move any of his or her knights to one or more free fields orthogonally (that is, the same as the tower in chess, not so obliquely). In the same way, knights can move around the walls. If a player wants to ascend on the walls, or descend, they can move the knight only one field. The knight must not enter the inner field of its own castle (that is, the field in the center which has the key), nor go through it. If the knight ends the move in the field in which an opponent’s knight occupies, he is remove from the board. Skipping knights (both your own and foreign) is not allowed. Channels: The castle can be freely accessed through the canals. However, the number of passes through the channels is limited by: level 1 => 8 passes level 2 => 7 passes level 3 => 6 passes The remaining number of passes is shown in the top left bar for each player. Once this number has been depleted, he can no longer pass through the canals and must go to the castle through the wall. When passing a knight across the skull (placed somewhere randomly in the middle of the field), one pass is also subtracted. Game Over: 1. The game ends when a field with the key is occupied by a player and the castle is captured. 2. The game ends when one of the players comes down to all the knights. A draw is not possible, someone is always able to conquer the castle.
    20. lawnjelly

      Requesting a code review

      Going a little off topic here, and attempting not to get into a 'religious argument' in a hodgmanesque manner, but ... If you accept that fixed timestep is a good idea for physics, and are going to implement this and it is available, then presumably you would need a good counter-argument to decide to turn this off for game logic (like AI, player movement). After all, many of the arguments for using fixed timestep for physics also apply to logic. There may also be a big benefit to synchronisation between logic and physics. (Note that it is pretty much universal that with fixed timestep, there is also a frame update with delta, as some operations are better done per frame, so I am not in disagreement with the need for a frame update, just perhaps which operations should go in which.) On the major engines, bear in mind that one of the biggest factors is they need to be beginner friendly, and they are aware that it is possible to shoehorn in fixed timestep even where they don't natively support. Having said that, Unity and Godot *do* implement fixed timestep, both having fixed update and frame update (although the interpolation was either broken (unity) or missing (godot) last time I looked). There is some discussion of why UE4 doesn't default to fixed timestep here, but I am not familiar with UE4 myself: https://forums.unrealengine.com/community/community-content-tools-and-tutorials/87505-using-a-fixed-physics-timestep-in-unreal-engine-free-the-physics-approach https://forums.unrealengine.com/unreal-engine/announcements-and-releases/4148-physics-sub-stepping?3986-Physics-Sub-Stepping=&viewfull=1 So it seems one of the main reasons for the lack of native fixed timestep in unreal is historical, and having to retrofit to a design that does not support it. Semi-fixed has the 'temptation' that it removes the need for interpolation (and is easy to implement in an engine, especially as an afterthought, as the unreal post shows), thus it can be attractive as a default, perhaps partly because the users don't have to be exposed to dealing with interpolation. It also has the benefit of removing the delay (up to a tick) between input and effect in the game world. Unfortunately, while it solves many of the 'exploding' problems, it still has the side effect of losing determinism and totally predictable behaviour. And finally there is the big 'M', multiplayer: clients and servers. What is a frame? Servers don't have frames. Different machines run at different frame rates with different frame spikes. Ticks start to make a lot more sense when you build games in a multiplayer framework.
    21. I apologize for the vague information about the game in question so I will give a little more information in hopes of some clarity: For certain, the game will be released as there is currently an existing and playable demo that is available to the public. It might be getting significant backing from a larger publisher in the future, and is currently using Kickstarter to obtain additional funds to assist with development. The game is also set to release on Steam next year. That said, I also know that they are currently tight on a budget, though I am not currently certain how to account for that when asking for a starting price. Once more, I apologize for my ignorance on this subject matter, as I do not know how much the above information is even relevant to this topic. Thanks again for the informational replies.
    22. Esteban5XG

      Maps - showing player?

      this thing about wheter including a map or not reminds me of Counter Strike. They put a minimap on the left up corner and it is usually to know not only where you are, but also where your enemies are and so the mission point. I find it really important but I guess that game demands it for gameplay. It is all based in your main idea: if you want players to look at the map or maybe prefer to hide it in order to make players know what to do in the battlefield.
    23. I didn't get it about the surgeon and the nurse. I mean, do you want them to fight against two other characters, for example? In that case, maybe you should find different kind of couples to fight. Perhaps a trapeze artist and a clown against the surgeon and the nurse? But I don't know it those characters would be funny enough. Think about warriors, soldiers, ninjas and things like that. They are always cool.
    24. This matches my experience as well. Rates per word vary hugely depending on a range of factors.
    25. Freelance writers I've personally worked with bill by the word. However there are freelancers that bill hourly, and by the project. How much you charge can greatly depend on your customer as well... and what you're writing. Maybe someone else can offer more insight to billing as I'm not a freelance writer myself, I've only hired them.
    26. Honestly, it's hard to even give a ballpark idea without knowing a lot of details about the team and project. At this stage we don't know if this is a well run hobby or an actual business, how many people are involved, how important narrative actually is to the project, etc. You can probably get some ideas by searching for guides to setting reasonable freelance rates to get an idea of factors to be considered. If you have an idea of what the other writer is being paid you might judge your own pitch relative to that. Think about how much time and effort you're likely to be putting in to the project, and what you think might be a reasonable compensation for that time. Think about whether your contract allows for additional payment if there is more work than you expected. Do you need the job to pay your bills? If so, you'll need to figure out a sufficient amount, ideally with an added buffer in case you don't find the next job immediately. If it's more of a side project you might accept a lower amount for the experience - but I would still suggest trying to value yourself fairly.
    27. Thank you all for the quick replies. I will ask about how payments are made and the contract itself. My next(hopefully last) question is about the fixed amount. As I am being asked directly, what is a good amount to ask for exactly? I know for certain that there is one other dedicated writer besides myself. Up until now, the whole team had been pitching in to help with the narration, but only one was really working on it. I'm being hired to work directly on the main narration and am expected to be the one primarily focused on it once I begin. I understand that there are a huge amount of variables at play here. I am just trying to get a general understanding before I begin negotiations. Thanks in advance.
    28. Gnollrunner

      Bumpy World

      Yeah explaining stuff in text is away hard for me. I think in my mind I was assuming familiarity with marching cubes but yeah, I probably need more diagrams and stuff. Thanks for your input.
    29. Still wishing for that Android and Steam release. I cannot wait!
    30. In my experience, revenue sharing isn't really standardised at all. In the worst case people promise it without even creating the legal framework required. Typically in my experience, new independent studios will split equity (ownership of the company) between the workers... Traditionally, royalty payments occurred between a game's publisher and the development company (instead of the development company and its staff). In this traditional model it was extremely common for not a single cent of royalties to be paid out though -- the contracts would usually stipulate that the publisher's costs would be paid off first... And seeing they're hiring themselves to market the game, they can charge themselves whatever they like for their own work. e.g. They can say that their marketing services that bought $10k worth of advertising space were valued at $10M... So even though your game made $1M in revenue, you actually cost them $9M and they're not paying you a cent in royalties. Fun... So, read the actual contract to see if it's actually worth any money at all, or if it's just theoretical. Make sure there actually is a contract, a properly registered company, a framework for how royalties will be paid, and what the tax implications are. If they can't explain how their payments are going to work to you, then they're putting the cart before the horse. As for a fair percentage... I don't think you can come up with than in isolation. A fair method would be to add up the amount of work done by each team member and give everyone a slice of the revenue that's comparable to their slice of the work... e.g. If there's one artist and one programmer, you should get a bigger slice than if there's 50 artists... That said, most games make like $100 in total revenue, so don't put tooo much stock in a rev share promise if you actually need that money to live off.
    31. Welcome to the forums! How "Rev Share" usually works is that each member depending on their deal is provided a % of the income the game generates. Depending on your agreement this might be NET or GROSS. If the developer understands how finances work they will usually never provide a rev share deal based off GROSS earnings. You're not going to be asking for a dollar amount in such a deal, you should ask for a % and that % should be paid in perpetuity. Make sure you get everything in writing and signed, and make sure you have your payment terms clearly defined. I would suggest having a lawyer review the draft if you're new to this. Negotiating your amount depends on a lot of factors. How much negotiating power do you have? How many other people are asking for a % of NET earnings? As you're the Co-Writer, how much are you contributing to the project in comparison to other writers? What value do you put on your contribution to the overall success of the project? Nobody can give you consulting on what to ask for because we don't know anything about the project and the parties involved. I would suggest taking a higher salary and a lower % as opposed to lower salary and high % unless this studio has a track record, or the team has people with industry experience developing commercial titles. People can sometimes under estimate their true costs to acquire a sale, which can leave a company with a negative net profit regardless of high gross revenues, and that is if the game sells at all...
    32. In general, truthfully? Very poorly or not at all. Expect the amount of revenue shared with you to be close to zero. As a model, revenue share is often offered by less experienced developers who are less likely to successfully complete, release, and market a game. However, you're also getting a fixed payment, so revenue share as an added bonus is nice to have, especially if the developer has a good track record of successful releases. I would negotiate for the highest fixed payment you are able to get, and treat potential revenue share as a nice bonus that may not actually eventuate - that is to say, that if you had the option to do so it would likely be better financially to trade your revenue share for an increased fixed payment. Whatever you agree to, make sure you've got it in writing.
    33. Howdy, I'm a programmer/designer mainly focused on making story driven RPG adventures. I'm looking for a project to work on as my current project has gone silent Last project was a metroidvania RPG shown below Show me some cool ideas
    34. SOLVED BY RUBBER-DUCKING @WitchLord, one quick idea that made me wonder - the only difference is creation through global "factory function", not factory itself - isn't it like: for factory behaviour, AS does not increase refcount on top of what it does for handling of the call, because it assumes user is setting refCount to 1 when returning new object - but global function does not assume this, and it additionally increases refCount of the object returned from it? So we end up with 1 refcount from constructor and 1 refcount from Angelscript, even though we don't want it because method is acting like factory and already returned refcount 1? That's why I had idea to initially set it to 0 for creation from method and not factory behaviour, but the order in which it happens is: ++, --, ++, RETURN which meant that if we 0++, then 1-- it ends up deleting itself. I think I can't do much because once I return that object from my C++ makeBox(), it's then processed by AngelScript. Andreas, can you confirm the above behaviour for registered global function that would increase refcount when returning something declared like this? And that its indeed different than factory behaviour? asCHECK(engine->RegisterGlobalFunction("CollisionShape@ makeBox(const vec3 &in)", asMETHOD(CollisionShapeFactory, makeBox), asCALL_THISCALL_ASGLOBAL, this)); I guess it totally make sense for non-factory type of functions, especially when Foo@ is a script object (this has to happen because on script side you have no way to increase refcount), but if FooCpp@ is actually on C++ side we can do this manually when returning the object. Most of the time we also want this, but not for factory functions. How to work around it when one can have more factory methods and not necessarily just create through constructor. Here I'd actually need "CollisionShape@-" kind of thing it seems. I wanted to make it explicit by the func name what's created: makeBox, makeSphere, makeCapsule because if I did it thorugh ctor it would not be encapsulated and have to be more in way of CollisionShape(Shapes::Box, boxparam1, boxparam2) which is not really good and can cause problems if user mismatches params & type enum. So the possibility to have global factory functions not registered as behaviour would be great. Although according to the docs this should be possible: A function that creates an object and returns it to the script engine might look like this: // Registered as "obj@ CreateObject()" obj *CreateObject() { // The constructor already initializes the ref count to 1 return new obj(); } I also checked, just in case, behaviour of calling this (a bit nonsensical) code: shared class Plane: Std::TangibleObject { Plane() { CollisionShape::makePlane(vec3(0, 1, 0), 0.0f); } void cleanUp() override { TangibleObject::cleanUp(); @rigidBody = null; @collisionShape = null; @mesh = null; } CollisionShape@ collisionShape; RigidBody@ rigidBody; StaticMesh@ mesh; } and it seems to result in just single FREE, taking refCount from 1(initial, from ctor) -> 0 and removing the created object asap. This works without crashes - just not sure why it FREEs without adding ref, so it must expect the outside the be adding ref probably? It's not that clear to me how AS calls addRef/release during various situations - I will try to make some diagram once I get the hang of it, but the case with factory function is a weird one.
    35. Hello! I am new to this forum, but I have decided to make an account in order to, hopefully, gain some clarity on the topic of Revenue Sharing. Recent, I have been offered a position at an indie game company as a Co-Writer on their RPG project. Everything about the position looks good and I can't wait to begin working with them. However, their budget is limited so they have offered me compensation with a fixed price plus revenue sharing. They then proceeded to ask me what amount would be fair. The biggest problem right now is that I have a limited understanding of how this process works, as this is my first jump into this type of field. I have been a long-time freelance writer, but this is foreign territory for me. My question(s) is: How do I know how much I should ask for? How does Revenue Sharing work? What is a fair fixed-price + Revenue sharing model? Finally, are there any references that I can utilize after this? I want to go into this process with as much information as possible, so I seriously appreciate the help. I apologize if this comes across strangely worded. I'm having a hard time putting my thoughts to words right now. Thank you in advance.
    36. Explains our development & planning cycles. Reader's note: This is an edited version of what we just posted on our moddb page. I literally spent almost all of yesterday, and all of today perfecting this. I was literally up till 4AM last night writing and proofing, and I still adding more and more, this is easily hands down one of the longest and detailed PR Articles I've ever written, and I'm really proud of it. (I've removed several sections that aren't relevant to design, such as direct updates to our community, as well as our Discord.) The full Article, can be found on our moddb page. There is a lot of backstory as to why I decided to put this all together, but instead of being my usual self, and telling all the related stories and tangents, I'll just say, Simone quit yesterday, and he tried to accuse me of not having a any kind of plan for what we were doing,and how never knew what was going on in the protect despite having access to all our documentation. Dear Community As yall have noticed, we've been in development for over 7 years, and we've not released until December of last year. There are countless reasons, some known to the public, others not. The thing that most don't understand is that an RTS is literally one of the longest and hardest game types to make, not to mention one of the most expensive to make, manage and maintain, even for AAA companies. It's literally a war simulation that is a problem solving machine. By that I mean we plan for and design interactions for individual and systematic problem-solving. I know some of you have been hesitant to review an unfinished work, as well as a little disappointed that we are only releasing the ASI. I know we have shown 3 new factions, and I understand that some may feel that getting 1 of 3 new things is not as satisfying as getting 3 new things all at the same time. I trust that most of our community understands that this is a mod, like The Forgotten, where they also add a fully new faction. Please remember that we are all volunteers here, and with any kind of short term or long term project, there are inevitably a lot of ups and downs; some made public, some not. Despite this, We have a very rich history and a lot of experience, and connections that we've developed since we started, much of which is documented here on our ModDB homepage. As many of you look to play our current build of 1.3: You may have noticed more concrete examples of the quality standards we hold ourselves to, and the differences between 1.0 on our current build. We are doing our best to balance and refine as much as we can, and we are adding more descriptive in-game descriptions to tell everyone what we added in 1.4, as well as full project credits, which we are hoping to make public soon, as well as add them in-game. This will potentially be a list of 120+ people that have been somehow involved through the years; some of them here for a short time, others longer, and yet others not a fit, but still came in and out of our doors. We are still figuring out the best way to pay respects to everyone who has been here, no matter what they did or didn't do. We learned from them just being in contact, and them trying to make this work. We have been fortunate enough to get both quality and quantity in our applicant pool, and we strive to continue to give them the best project experience we can. Where most mods can easily present all their tweaks and changes, it's much harder for us since we literally almost changed everything about our new faction. We didn't fully explain what all the new features and mechanics were off the bat because we wanted to give the players the experience of playing the game for the 1st time and figuring things out. As said, almost everything is custom made. We didn't reskin or replace things, and now that the original factions are open for development, we are finally getting to what most would consider "conventional modding" Also, it's important to note the ASI, and our plans for the new factions, are/were never meant to directly balance with the vanilla factions as they are currently in C&C3: Tiberium Wars. The AI currently has a very hard time countering the ASI, which some of yall have mentioned, considering ASI completely overpowered, and in some cases, not finding it as interesting to just see ASI win without a challenge. We also realize we need to be more transparent; both to help bridge the gap between our community, and everything we do behind the scenes. We don't want to just show everyone "what" we did, but more background of "why", and when we can, "how" we got to where we are. We hope to also eventually make tutorials for both in house and public consumption. showing how we do what we do. This is something Fandore has always wanted to do, but we never got the time to. Too often in the games industry players just see the end polished product, and they don't have any idea how, and why things are the way they are. This is to emphasize that the PR of the games industry has really done almost "too good of a job", to push and value product over process. Countless people think just because they enjoy playing games that they will enjoy making games. No other form of industry has that consistent and critical disconnect. No one ever thinks that because they love reading books, they will love writing books, nor watching movies, and making movies, nor listening to music and making and composing music. But somehow, when you put all those forms of media together into a game, it's suddenly different. I personally know several people who have gone to college, and in one who went to Digipen, who told me they were dropping out, because of this fallacy. Think of it, entire generations of college students, paying thousands of dollars, for degrees that they think will be that golden ticket into the Games Industry. Some schools actively take advantage of this dream and sell it hard. Later, people with game degrees find themselves pigeonholed. Where no one will hire them, not even in the games Industry, because they don't have any "real experience" in managing and developing for long-term projects. Some can't even find jobs because most people outside the games industry don't know what to do with people with games degrees & experience. You'd think this disconnect happens less in tech companies, but many "real tech companies/ tech professionals also by into the notion that making games = playing games. It's definitely partly a generational thing, but despite research and stats saying the average gamer is in their 30s, this hugely damaging fallacy and misconception continues to be perpetuated. We hope to do our best to dispel this way of thinking and educate as many as we can "We choose not to do these things because they are easy, but because they're hard." In the interview with Mark Skaggs, he says: "Ya, making games is like playing games in the sense that you're playing the same game over and over again, and it's broken", I'd add, "and it's your responsibility to fix it". Planning The project: If you've seen any of the parts of our Game Design Document (GDD) you may notice it's a bit different than other GDDs. We explain the overarching themes and designs, but we don't go into all the details other GDDS go into. Other GDDs explain in painstaking details as to what something looks like, it's stats and technical/UI layouts, etc. if your indie and building a game from Scratch, you need that. As a mod, we need significantly less, however, the trick to writing a GDD is to allow it to map out the macro of everything you're doing, while also conveying the vision. Most GDDs I've seen are too restrictive, telling people too much information, and potentially stifling creativity to some degree. You may also notice that we try not to put pictures in our GDD. This is because we allow and encourage varied interpretation of our factions and themes. Separating out all the written documentation from all the pictures of all the current assets is how we encourage imagination and creativity, of not just our team, but you the community as well. Fun fact, I wrote the 1st draft of our GDD in an airport at the end of 2011. Our GDD, like many GDDs, is a living document; And it has gone through many revisions and had a hand full of editors in leadership, me being the principal author When me and Fandore joined the project back in June of 2011 (literally a day apart, even though we didn't know each other) the project originator Umbrella secrets told us that he was getting the feedback that people felt disconnected, in the sense that they have no idea how the new factions relate to Command & Conquer, or the Tiberium universe. He asked me to fix it. So I, being the Co-lead, PR manager, and lead writer recently from the failed Tiberian Eclipse mod, did my best to connect all the lore together. I also created a full faction build list in excel, that planned out all 3 new factions, alongside all 3 original factions. (Template adapted and expanded from my work with TE) I crossed referenced all of this by role so that when we made anything, we knew it had a specific function and role. Putting in all we planned for the new factions, as well as what I planned for the original factions. (Mainly slotting in things from Kane's Wrath, as well as some new stuff to diversify the factions. I went a bit overboard, at that time, and Umbrella Secrets got a bit overwhelmed, decided we would not do anything for the original factions, besides the few assets he had made under Tiberium Eclipse. I was actually the one who recruited him to that project, and back in 2010, we were actually discussing the idea of merging the two projects. I've asked Fandore if he would have joined if we had the main focus of the original factions back then, and he said likely not. Back in the day, I also asked Umbrella secrets why he joined TE, and he said it was something that he couldn't pass up. This core build list document allowed us to have holistic planning for all factions, across all roles. And once you know the base role of a unit or structure, then you can begin to adjust the formula, to accomplish the same thing, in different ways and also mix and match roles, for true faction diversity. Furthermore, this allows for theoretical and potential experimental balancing by role and by tier. Back then, I was told to put all original faction development on hold, so we could focus on the new factions. Obviously, I was disappointed. But things turned out for the best. Because of that moratorium, I put all my energy and passion for the original Command & Conquer Tiberium universe factions into writing and design, and ever since then, we actually consistently get the comment from our community that our lore and designs are so cohesive with the Tiberium universe, that at times, they're unsure where TW/ KW/TT end, and where TS begins. Here is the 1st season of our Official TS canon: We've had people describe us as an expansion, a total conversion, an entirely new game, etc... and we are happy many others see our potential. Modding VS. Indie: Our new factions are completely original intellectual property (IP), and that is one of the things that make us stand out. Because of this, and other reasons, we do have contracts, perhaps one of the few mods that do. Many throughout the years have questioned why we don't just go indie and make a full standalone game, totally separate and divorced from the C&C franchise, given all the custom work with the factions. The answer to that is for multiple reasons: This project was started in 2010/2011 before most of the modern engines, such as unity and unreal were fully developed. Not to mention, how at the time, and still, now, there are few engines that are built to support and maintain an RTS. If we tried to build a 3D RTS from scratch, it would likely take orders of magnitude longer, and require an even bigger and more dedicated team. 3D RTS is already one of the largest investments in scope, scale, and budget. Traditionally this kind of game takes at least 20-30 full-time veterans across all departments, working round the clock for at least 4-5 years. As a mod, we get the brand recognition of the franchise, and almost a banked on the community of people that may already be interested in what we're doing. Our core leadership has a passion for C&C. By building off an existing game, by the mere fact of being "technically a mod", it allows us to drastically expand our scope and scale of our vision, far beyond a traditional indie game. We were beginners when we started, so we weren't weighed down by the pessimism of experience. Faction Build Lists Here is a picture of part of the build list template started for another unreleased RTS indie game, for a rev share C corp, Animus Interactive called Ascendancy that I made back in November of 2016. They ultimately decided not to use it, and I was only a project manager/ game producer for 2 months. (I worked directly with their CEO, and due to circumstances and timing, it didn't work out. (They decided not to use the template, even tho their GDD was like at least 50 pages long, and they had all these roles they were planning for) (I extracted all our roles and put them side by side, so they could get a sense of what it was for.) Here are the currently updated ASI build lists: I know spreadsheets aren't the sexiest thing we can show, and most people don't want to read, but these are one core pillar of how and what we do, and how we do it. Arguably one of the main reasons we've been so successful and consistent for so long. Furthermore, if you're still having a hard time with learning how to use the ASI, this literally tells you what everything is, and how to use it. And like our GDD, this is a living document. (This might possibly be the 1st time anyone has shown a spreadsheet on all of ModDB/IndieDB) We can't show anyone in the public the other tabs until the factions' are released, but I assure you, they are all filled out to a large degree. The key thing to understand is that not everything is filled out for the new factions. We have roles, but we don't always have something created for that role. We left them blank, not just because we weren't there yet, but also because you the community are on this journey with us. We have some upgrades and support powers, but there is much that hasn't been finalized and put in-game yet.Most of the sections of upgrades and support powers are in our GDD for all factions are also largely empty. (and have been for a while, since we'er not there yet.) The moratorium on original faction development was lifted after the ASI was released, for a lot of reasons, but mainly due to our current resources and staff. The build list was, and are finally being updated, after being archived for all those years. As said, having me, and the community wait for so long for original faction development actually worked in our favor, to a large degree. If some of you will remember back in the Summer of 2012, I looked at the ASI build lists, and realized we were actually missing an anti-structure unit for the ASI, Umbrella secrets didn't want to make one, because well, at that time, he was mainly the principle artist as well as principle coder, but Fandore realized I was right, and hence we put it out on our Forums. Hence the Athore was born: We actually later switched it's role with the Pharaoh hound, which was the artillery unit at the time. Our Development Cycle: Games usually need to strike a balance between story and gameplay, often, a game will prioritize or sacrifice one over the other. The thing about C&C is it always tried to bring both to the table, and have them work together in a holistic and unified way. We've held true to this vision across everything, and our development cycle is meant to be cyclical, ASI > Colony > D51 >ASI Colony >D51, etc. Now, we are going to GDI, > Nod >Scrin. All the buildings for ASI, Colony, and D51 are done, but that is most that is finished and finalized. There are of course some units for colony and D51 that are complete, but not that many. Remember, you the community can help us shape this project. (Perhaps in ways few mods and games allow) We mainly need support powers and upgrades for the ASI, right now. Because of this cycle established near the beginning of the project, we are constantly going through development as well as what usually happens in preproduction. We did have an original preproduction phase back in 2011, but we didn't maximize the potential of that time, due to many behind the scenes reasons, and this is an oversight that has really continued to bite us in the back. (preproduction is almost always the most active part of a project, because nothing is really finalized, and literally anyone can chip in.) However, back then and now, we had, what I just call core 4. This allowed us to keep and maintain a unified vision of the project, and we still keep that vision, 7 years later. Even though the project originator Umbrella Secrets is no longer with the team, and hasn't been on the team, since the Summer of 2012. That's the thing we do is respect the direction and decisions of people who were once here. It's all too often and easy to throw them under the bus, or reverse something they did right after they left, or even present it like they were never part of the project at all. But if we did that, we'd constantly be going backward, and then things would take oh so much longer, not to mention changing fundamental things just because you don't like it is not a good enough justification. Furthermore, If this happened, this would just beg for a long line of baggage, drama, and ruffled feathers. Changes to foundations are usually judged on quality, function, and simplicity. The thing I've learned from putting the original factions on hold for so long is what they are, and what they could all be about. It's allowed me to plan and thing beyond what C&C was, to what C&C could be. In the interview with Louis Castle, he said, one of the best things you can do for a game is deciding what it's not. Knowing what your not doing, and what you need to cut will tell and inform you as to what your core game is, and allow you to focus on the things that will make the most impact This point really struck home with me, and I realized, that not developing the original factions at all, for so long, it allowed us to better define what those were all about, and to use that to define what the new factions could and should be. This is how I usually think of it. There are 6 variables in an equation, you have no idea what's what, but you have some solid knowledge about what 3 of them could be. so, you do your best to understand, explore and flesh out those 3 known variables. (the original factions). Now you have an equation with 3 known and 3 unknowns. So, now, you use all those 3 known variables to systematically test refine, balance and explore each new variable, one at at a time, until you know all 6 variables, and can finally solve the equation and answer the question of what each variable is, including It's proper place, form and function in the entire system. We basically started defining, and building each variable, each faction, and as we continued, the vision and plans of what the new factions were started to crystallize. There's a big difference between letting the data lead you to a conclusion, and jumping to the conclusion, and finding data that supports your view. One is scientific while the other is just telling yourself what you want to hear. Once you have a new variable, that is well enough defined, you use it as a control, to test and refine and check your previously known variables, adjusting them as needed. You keep doing this, over and over and over until your fully satisfied with all variables. Why Command & Conquer was successful: The other core thing that made C&C such a groundbreaking and global success, is it hit on geosocietal politics of the day, in such a way that that it would be relevant and resonant for generations to come. Asking anyone to create that, in any game, let alone in an RTS, is very difficult. It requires a depth of planning and future insight that is almost uncanny it in it's accuracy. It requires forward thinking, while respecting and learning from the past. You are literally trying to propel your audience into the future, and get them to experience things, not just as they are, but what they could be. It requires you to propel them into the past, and realize and recall that time in such a way that they can feel and remember it like it was yesterday, no matter how many years ago it was. We don't pretend like we have all the answers, but we do have a lot of questions, and by knowing the right questions to ask, we can figure out where we are going. Too much of the C&C community, and much of all modding communities are all focused on recreating the past, that definitely has it's place. But it's all nostalgia, and that has it's limitations. In doing what we do, we continually look to the future. Take a listen to what Louis Castle had to say on the topic from Community Battle CastPrimetime. (mark 35:55) As for me, I look forward to serving my teammates and communities in learning from the past, listening to the present, and leaving a legacy for the future. And Remember, Building something is relatively easy, it's the maintaining it over time that's hard. Hope this helps you all see a bit more... Tiberium Secrets ASI track 6 -Behind the mirage - Mod DB For Our Full ASI Sound Track: To Quote Mr. Ancient Aliens... "Long Ago, In The Distant Future..." This could look familiar.... April 9th, 2012: January 23, 2015 Grey Goo humans node and conduits Fandore said he actually got a message from someone in Petroglyph years ago, saying we were on the right track. “For those with drive, and for those who endure, they shall be bonded forevermore.” For everyone here @ Tiberium Secrets: Jist (Project Coordinator/producer, PR Lead, Lead Writer)
    37. UPDATE: SOLVED BY RUBBER-DUCKING Thanks for looking at it! The problem is, I can't see any obvious trace of it, nor I recall writing any. Searching through the code also does not show anything, especially when compared to other classes behaviour which is fine. Also - wouldn't it not show like this on the callstack where it looks like 2 refadds are initiated from within script engine, not from the outside? There should be refadd & refdel when AS is dealing with the returned object, but where does that second refadd comes from? It's also initiated within scripting. This is debugger just before the created instance is handed over to AngelScript: Here is how makeBox looks: CollisionShapeScriptProxy* CollisionShapeFactory::makeBox(const glm::vec3& halfExtents) { auto handle = store_.emplace(CollisionShape::Type::Box, std::make_unique<btBoxShape>(btVector3(halfExtents.x, halfExtents.y, halfExtents.z))); return makeCollisionShapeScriptProxy(handle); } That's makeBox - it creates an instance (store_.emplace) but this has nothing to do with scripting, it's C++ only and not refcounted. Then it passes the created instance to proxy, which does this: CollisionShapeScriptProxy* CollisionShapeFactory::makeCollisionShapeScriptProxy(CollisionShapes::Handle& handle) { return new CollisionShapeScriptProxy(store_, handle, 1); } Last parameter is initial refCount passed - I was trying to work around the problem, knowing there is one refcount too many coming from the scripting, and for this class only I tried to pass 0 (->release() would not work because it would cause object to be prematurely destroyed) but it didn't solve the issue and crashed. So that's all I have on non-Angelscript side, this call above is what is registered as asCHECK(engine->RegisterGlobalFunction("CollisionShape@ makeBox(const vec3 &in)", asMETHOD(CollisionShapeFactory, makeBox), asCALL_THISCALL_ASGLOBAL, this)); later. When CollisionShapeScriptProxy is created above, its refcount is 1 and then something happens inside the script that changes it - the code for script itself I already pasted. Just for the sake of completion this is part of the base ScriptProxy class that implements refCounting for all the classes (the ones that work and CollisionShape): ScriptProxy(SlotMap<T>& container, const typename SlotMap<T>::Handle& handle) : ScriptProxy(container, handle, 1) { } ScriptProxy(SlotMap<T>& container, const typename SlotMap<T>::Handle& handle, int16_t initialRefcount) : containerRef_(container), handle_(handle), refCount_(initialRefcount) { } void addRef() { VLOG(3) << typeid(T).name() << "[" << this << "]++ (" << refCount_ << ") -> \n" << getCallStack(2,6); refCount_++; } void release() { VLOG(3) << typeid(T).name() << "[" << this << "]-- (" << refCount_ << ") -> \n" << getCallStack(2,6); CHECK(handle_ != SlotMap<T>::NullHandle); if (--refCount_ == 0) delete this; }
    38. Here: How We planned Tiberium Secrets RTS, Development Cycle Explained + Discord Open to All It's all here: https://www.moddb.com/mods/tiberium-secrets/news/how-we-planned-tiberium-secrets-development-cycle-explained-discord-open-to-all View full story
    39. Here: How We planned Tiberium Secrets RTS, Development Cycle Explained + Discord Open to All It's all here: https://www.moddb.com/mods/tiberium-secrets/news/how-we-planned-tiberium-secrets-development-cycle-explained-discord-open-to-all
    40. Unity sounds Iike overkill for what you’re doing. SharpDX is the way to go and Direct2D is very easy to get going and is ideal for what you’re looking at doing. Performance is surprisingly good under ANY .NET language.
    41. Here: https://www.moddb.com/mods/tiberium-secrets/news/how-we-planned-tiberium-secrets-development-cycle-explained-discord-open-to-all
    42. I was just warning you in case you didn't know. As for tech, conceptually a game is not very complicated. Input is keyboard/joystick/mouse. Output is an animation, a sequence of full-screen images generated at a 20-50 fps. You have a number of different game-parts (intro, high score, instructions, market (for selecting weapons, oil, tires), and at least one for actual playing a level 😛 ) Each game-part does something like setup_data() # game loop while not done: render_current_situation_to_screen() input = get_user_input() # can be empty if user didn't do anything update_situation(input) # could also use time here to move things that have non-zero speed end where at the end you have to select a new game-part to perform next. You likely also want to update higher level data structures with results or settings (like currently selected goodies, played levels with results, new score, etc.) To generate a full-screen image, you typically load many small images in the setup step, and you draw them many times at the appropriate points in the screen. For tetris, you could have 7x20 grid of squares, where the data says what each cell contains (empty or 'square of block x'). You load an image of an empty square and an image of a full square (with different colours for different blocks) during setup(), and you render the grid of using the correct image as indicated in the data. In update, you move all the non-empty cells one level down every now and then, and when you render it again, it looks like the blocks have fallen a level. SDL has a home-page libsdl.org, with the SDL function reference documentation. It also points at various other resources like tutorials. When I learned SDL1.2, I used the LazyFoo tutorial. Today you'll want to learn SDL2 instead. LazyFoo has that too. I don't think "C for game programming" is a thing, it's C code, except you need more. Maybe you want you look into how to write larger programs. To be honest, I don't think C is a good choice, but ymmv.
    43. Hi everyone, To get ready for a spooky Halloween we got everyone a treat in the form of a new update for with some bug fixes and extra contents for Stitched! Return to the doll factory for some surprises! Check out Stitched here Below are the changes: - 10/21/2018 Hotfix: Addressed an issue with the screen turning completely black after a hiding segment - Updated blood mechanics - Made adjustment to several areas with dolls - Made minor improvement on a few icons - Made several changes toward the end of the game - Added more areas to explore - Added additional notes to the game - Other minor bug fixes and tweaks Join Catherine once more in her journey through the doll factory What will awaits Catherine in this mysterious room? Also, check out some awesome let's play of our game from youtube! Keep an eye out for future surprises we have in store! Cheers! Fluffex Studios
    44. I'll throw out option four which has not been mentioned, learn more about procedural generation and take your generic assets and kick them up a notch with shaders.
    45. Game Title: "Marbelous" Hi everyone. I'm looking to get together a team to conduct a collaborative project on Unity. I have the ideas and I will be studying the game code, design of levels in every bit of my spare time to get this completed by the end of 2019. However if There is an experienced Blender 3d level designer or texture designer I would very much like to have you on the team and discuss the ideas I have come up with so far while also listening to yours. If anyone has played the regular Nintendo game called "Marble Madness" That is the original inspiration of my game. The intention is to release this game free, with ads, while providing and ad free version for a small price. I am open to speak with anyone on the side just let me know.
    46. Hopefully you can submit an entry.
    47. Title Shiba's Adventure Description If you are a dog lovers, you must not miss this epic RPG roguelike game that you've never seen. In this turn-based roguelike RPG game, you have to pick your cute favorite dog and dive into the perilous dungeons. Simply move by swiping on your screen when you are exploring the dungeon. • You have to avoid all the bad people whom trying to catch you to be their pet because of your cuteness! When you go into deeper dungeon, more bad people will try to catch you, just stay away from them! • Besides avoiding those bad people, you also need to keep your stomach full in order to survive through the deep dungeon. Don't forget to ingest some foods while you are crawling the dungeon, otherwise you will be starved to death. • Plan your move carefully as every move will cause you energy and you will be perish once your run out your energy. • More than 15 kind of adorable and cute dogs to unlock and play! Many more are coming soon! • Turn-based gameplay • Simply swipe to move your dog • Randomly generated levels provide a different game experience every time! • Compete with your friends and see who can survive the dungeon longest! Leave your review or feedback to us if you can't find your favorite dogs in the game and we will create for you! Download now from App Store: Coming soon Download now from Google Play: Coming soon
    48. Are you enumerating the SharpDX.DXGI.Output objects connected to each DXGI.Adaptor? If you want to render on an Output which is not considered your “Primary Display” by Windows, your application will need to create its main window at the co-orxinates which translate to that Output. Otherwise, it will just be created on your Primary Display and will render using the default Adaptor.
    49. Very nice... I haven't start anything froggy.. because I was assigned in the remote area : - D
    50. babyjesus

      The Total Beginner's Guide to Game AI

      This is amazing. Thank you.
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