Jump to content
  • Advertisement
    1. Past hour
    2. zhangdoa

      Modern rendering process

      There are couple-few nice SIGGRAPH courses covered the topic in some sort of degrees, for example: Physically Based Shading at Disney Extending the Disney BRDF to a BSDF with Integrated Subsurface Scattering Practical Multilayered Materials in Call of Duty: Infinite Warfare
    3. So, in real life, incoming dot normal at the silhouette is always 0. With smooth shaded meshes, it never is, not naturally, not outside of contrived situations. (Not with flat shaded meshes either, I guess.) And incoming dot normal is one of the bedrocks of CG. Probably the equal of 4x4 matrix multiplication. Problems with silhouette normals show up in Fresnel, in diffuse lighting, in environment mapping.... everywhere. But I can't really find anybody talking about it. (Maybe I'm not Googling the right terms.) Obviously, the problem decreases as poly count goes up, eventually reaching a point where it's dwarfed by other silhouette problems (like translucency or micro-occlusion) that CG doesn't handle well either. But, if I'm reasoning correctly, normal maps don't improve the problem-- they're as likely to exacerbate it as improve it, and the exacerbations are, aesthetically speaking, probably worse than the improvements are better. I've tried playing with crude fixes-- basically, rotating normals toward incoming by a percentage, or of course clamping incoming dot normal (like we all have to do) to prevent it from bending behind the mesh. Nothing I've tried looks good. I suppose the best option might be to rotate normals to perpendicular to incoming at the silhouette and then interpolate to the nearest inflection point of something like screen space depth to preserve curvature, but the math for how to do that is beyond me, and I'm not sure it would look any better. Or maybe, instead, somehow, adjust the drawn silhouette to match the silhouette defined by incoming dot normal? Not even sure how that would work, not if the normal was pointing away from incoming. I don't know-- is this a solvable problem? Has anyone tried other stuff and given up, pursued anything that was promising but too expensive, anything like that? Are there any papers I'm missing? It's really surprising to me that I can't find anyone else talking about this. (Apologies if I chose the wrong subforum for this. I considered art forums, but I felt that people frequenting the programming forums would have more to say on the subject.)
    4. slayemin

      Introduction to Octrees

      Wouldn't using spheres instead of squares cause gaps? I also think your child volumes should never overlap each other. The child volumes could become parents to even smaller volumes, so if two child volumes are allowed to overlap each other, then when you search a tree for a unique object, you'll get multiple hits and then you'd have to do intersection handling against itself. It's been a few years since I wrote this code, but I think I had some logic in there which terminated the octant subdivision if an object was the only object contained within the octant. This helps you avoid having really deep trees if you have a sparse set of small objects in your world. Imagine what your octree should look like if you have a 1000m cube and five 1cm pebbles scattered at random. You want to minimize the depth of your tree so that you don't drill 100 layers down into your tree to find a pebble. If you wanted to do collision with thousands of gravel particles, I think you'd eventually also reach a minimum bounding volume size, where continuing unlimited subdivision costs more memory than the CPU time it saves -- so there's also going to be a case by case basis for optimization to be made to balance memory consumption against CPU processing time.
    5. Sorry, but I'm not discussing best practices of C++ and you simply stated that all use of this should be implicit, which is not the requested feature of Python developers. I tried to explain why explicit this would be a bad design in a language that heavily uses templates, because then you would need to be explicit about template members as well for consistency. Template arguments are compile-time variables by the mathematical definition of having multiple possible values, even if they never reach the final binary.
    6. Today
    7. Devlog #3- Monsters and Mythos! October 15th, 2019 Connect with us on Social Media: Facebook: www.facebook.com/TumultuousProductions Twitter: https://twitter.com/TumultuousGame Join our Discord Server: Join the Yami Discord Want to Join the Project? Fill out our google forms Online Application For more about the Studio : About Us Tumultuous Productions Check out our website for Yami! https://tumultuousproductions.site/index2.html For more about Yami: Our Game: Yami Weekly Updates Week 3: More Creatures within Kinfallen Forest Here is a showcase of two more enemies you will encounter in the Kinfallen Forest, including a brief description and concept art created by our talented artists: Scavenger: Thought by some to be corrupted descendants of those lost within Kinfallen Forest, the scavenger hunts for trinkets and valuables scattered along the undergrowth of the forest. It carries its belongings in an overstuffed satchel upon its back, clinging to the past memories these items possess. When spotted, they will back away and only attack when threatened, but will become emboldened when other members of its kind are nearby. Uprooter: A subterranean creature of the forest, the uprooter dwells mainly within the vast root system of Kinfallen Forest, digging burrows and creating mounds of soil. Its nose resembles a forest flower, tricking passersby into a sense of security. When a traveler encroaches on its territory, it will jump out of the ground and attack with its powerful claws, sometimes throwing mounds of dirt and rock in defense. Weekly Member Spotlight: This week, I metaphorically ‘sat down’ with Arabesco, one of our artists on the team and an incredibly talented pixel-art animator. I asked her about her process and working style to produce such amazing animations for Yami. Thanks again to Arabesco for answering our questions! Q: What is your artistic background? A: “I began my journey into art very early on - I was around 2 when my cousin drew a cat on paper. Enchanted by the idea of creating something in paper, I decided to learn how to draw. Eventually I began to draw digitally as well and thus became fascinated with the idea of making artwork for a game. For now I am doing Visual Arts as a major in college and will possibly get a minor in graphic design.” Q: How did you get inspired to make art for a video game? A: “When I was 14 or so, I found out that people could make their own games relatively easily and publish them in the internet. The catch was that you needed to make your art yourself. I did not know about sites that let you use their material for free. So I decided to do game art and thus live and learn, reading pixel art articles and whatnot as well as staring at spritesheets while figuring out how do The Experts do it.” Q: How do you animate your art? A: “When it comes to pixel art, I use an approach that to an extent is similar to rigging/puppeteering: putting the moving parts in their layers and moving them with edits to maintain consistency. This allows for a faster workflow. Outside of it I tend to do hand drawn animations in krita.” Q: Tell us briefly about yourself! A: “I am an individual. Living in some south american country, close to the sea, I often either work on the many things I have or just stand there. Menacingly.” Q: What is your process for making art? A: “I first have an idea. Then I try to think of the many ways to approach said idea. Then I materialize the concept. Once I feel it is satisfactory, I put it out.” ~Look for our post Next week where we show concepts for the Yami planet of Raum, and concept art for one of our NPCs~ Check out our new Website: https://tumultuousproductions.site/index2.html Remember to: Connect with us on Social Media: Facebook: www.facebook.com/TumultuousProductions Twitter: https://twitter.com/TumultuousGame Join our Discord Server: Join the Yami Discord Want to Join the Project? Fill out our google forms Online Application For more about the Studio : About Us Tumultuous Productions Check out our website for Yami! https://tumultuousproductions.site/index2.html For more about Yami: Our Game: Yami
    8. Zakwayda

      Object rotation problem.

      That isn't very useful information in isolation because it could be referring to conceptual or multiplication order, and if it's multiplication order the meaning depends on whether row or column vectors are being used. Plus, the order of course depends on what results you're looking for. So I think we'd probably need to see the tutorial itself to comment meaningfully on that. I'm not sure what some of the variable names mean, so I'm not sure how well I can follow your code. Does your camera only rotate and not translate? (I ask because it kind of looks like you're building a view matrix using rotation only.) The model distortion suggests you're doing something incrementally without correction, which your last code snippet suggests is the case. If 'lqrot' is a quaternion, you should normalize it periodically (e.g. once per update) to keep it (near) unit length. Generally speaking, a simple series of transforms for a single model (excluding scale, since you don't seem to be scaling) looks like this: rotate, then translate, then transform by the view transform, then transform by the projection transform. Assuming column vectors, the order would be: projection * view * translation * rotation Obviously some of that might be handled in different places (e.g. in a vertex program), but that's the order conceptually. (If you're using row vectors, the order would be reversed.) I don't know if any of that will help. If not, maybe you could explain what some of the variables are (or rename them and repost the code) so that it's a little easier to follow.
    9. I implemented rotation model for earth. It orbits around me instead it rotates on its center. Some tutorial explains ordering for model is: rotation * translation. I am figuring out but can't find solution yet. It did not work with code because it orbits around me (surface always face me around) instead of rotating its center. prm.dmProj = glm::perspective(cam->getFOV(), double(gl.getWidth()) / double(gl.getHeight()), DIST_NEAR, DIST_FAR); prm.dmView = glm::transpose(glm::toMat4(prm.crot)); // prm.obj.orot = glm::toMat4(body.getRotation(prm.now)); prm.obj.orot = glm::rotate(mat4d_t(1.0), glm::radians(90.0), vec3d_t(0.0, 1.0, 0.0)); prm.dmWorld = prm.dmView * glm::translate(glm::transpose(prm.obj.orot), prm.obj.cpos); prm.mvp = mat4f_t(prm.dmProj * prm.dmWorld); I tried to split dmWorld into dmView and dmModel but it still results the same but earth looks smaller. prm.dmProj = glm::perspective(cam->getFOV(), double(gl.getWidth()) / double(gl.getHeight()), DIST_NEAR, DIST_FAR); prm.dmView = glm::transpose(glm::toMat4(prm.crot)); // prm.obj.orot = glm::toMat4(body.getRotation(prm.now)); prm.obj.orot = glm::rotate(mat4d_t(1.0), glm::radians(90.0), vec3d_t(0.0, 1.0, 0.0)); prm.dmModel = glm::translate(glm::transpose(prm.obj.orot), prm.obj.cpos); prm.mvp = mat4f_t(prm.dmProj * prm.dmView * prm.dmModel); When I tried to rotate full 360 degrees (on Y axis) several times for flat spinning test but... Everything gradually became flat line when rotates away from earth. More spinning = more distorted like flat line effect. After more several times, it became completely horizontal flat line. I tried to rotate on its X axis and it became vertical flat line against earth on right side. I tried barrel roll several times and everything became vertical flat circle (line) on my side of me. Does anyone know any similar problem? // Free travel mode // Update current position and orientation (local reference frame) // Applying angular velocity to rotation quaternion in local space. // // dq/dt = q * w * t/2 // w = (0, x, y, z) // lqrot += lqrot * wv * (dt / 2.0f); lpos -= lqrot * tv * dt; That is my controls from keyboard for angular and travel velocity where prm.crot = lqrot and prm.cpos = lpos, wv = angular velocity and tv = travel velocity (6 DoF controls)
    10. KrisWolfe

      The beginnings of a solar system

      Hello, I am alive. I've actually been split between projects, and I have been a little burnt out, but I am back. I decided to not force the player to only have one colony. So that means we need a solar system. In the original game, there was a squad grid that you could choose where to build colonies, and only on specific slots. However, I wanted something a little more modern. A solar system with a hex grid surrounding the planets, and you could choose from orbit where to pick. I've spent probably two weeks researching rotation and procedural planets. Shout out to Sebastian Lague and his amazing tutorial on Procedural planets on youtube that I used as a base. I couldn't find any tutorials on grids and rotating a planet, so I've had to spend the past two weeks with trial and error to figure this out, but I've finally done it. And it rotates! So if I click on a hex, it spins the planet to face the camera onto the hex I clicked on. Next step: Make the grids transparent, add some UI to pop up when a hex is clicked, have grid coordinates appear for the hexes, and start building a solar system to explore.
    11. Yes, it is. Android build system needs some care first, but Vulkan on Android is in plans.
    12. You seem to be confused about the distinction between types and members. "T" in those examples is a typename, not a variable. The operator -> expects an rvalue and an lvalue (both of which are values, not typenames) as its operands, respectively. You might be mistaking it for the operator :: which expects a namespace or typename, and a typename or member, respectively. If you have conflicts between a nearby T and a distant T, that's a design error you've made, not a syntax problem for the language to solve for you. If you need to expose the type T to users of your class, the correct syntax would be something like... template <typename T> class Bar { public: typedef T value_type; value_type val; Bar(T foo); // Mutates 'foo' somehow and stores it in val. }; // ... template<typename X> X use_bar(X reference) { auto transformed = Bar<int>( (int) 7 ); auto minval = std::numeric_limits< decltype(foo)::value_type >::min(); return minval + transformed.val; }
    13. frob

      What is MTO?

      Looks like an interesting project. I'd beware of "massive", because massively multiplayer DOES have a meaning. There is a transition point, somewhere between 10,000 and 100,000 concurrent players online, where the infrastructure transforms. Below that number it is something a small team can handle. After that number it is something requiring multiple data centers scattered around the globe, with truly impressive infrastructure that cost a fortune to keep running day to day. Below that transition point is not massive, but instead a regular multiplayer online game. It may be online, it may feel large to the players and developers, but that's not what the first M in "MMO" refers to.
    14. Yesterday
    15. Tom Sloper

      CS Student Looking for Industry Advice

      WillBrown, you can get game coding tips in the For Beginners group (see Forums, up top). This forum is for career development advice.
    16. Lovemarion83

      What do you think of camp wolf creek?

      Gameplay pic displayed at world 8 in california and control feaks in Tennessee
    17. Rutin

      move ship

      It seems to be the trend... It's almost like he is living in a scenario like shown in the movie "Groundhog Day" but he doesn't remember what happened prior to the "reset".
    18. Nypyren

      move ship

      If you're making a spacewar game, then: Make vector3 variables for position and velocity and initialize them to appropriate starting values any time the ship spawns. When you detect input that applies thrust, say: velocity += shipForwardVector * thrustAcceleration * deltaTime; shipForwardVector can be calculated from a rotation angle by using x = cos(angle), y = sin(angle), z = 0 You may want to clamp velocity to a maximum length. To do this, check (velocity dot velocity) > (max speed squared) and if true, set velocity = velocity * max speed / velocity.Length; If you want your velocity to slow down automatically over time, every frame say velocity *= 0.99f; Every frame, say position += velocity; Use position for your glTranslatef instead of any of the hardcoded numbers you have in the glTranslatef line right now. If you don't have vector3 types then look up the long way of writing them and make your own vector multiply, add, length, dot product, etc functions.
    19. Hi I'm a 3d modeler looking to hone my skills, I'm currently attending university for my AA in Game Development and they're teaching me how to 3d model rite now so I'm really looking for a chance to grow my skills, if you have room for a modeler just send me a message here and I'll get back to you.
    20. Lactose

      move ship

      Similar logic to the problem you claimed to solve last year. Which you made several threads about (and claimed to solve again). You've been trying to solve this specific problem (rotate something and have it move the direction it's facing) for more than 6 years. Maybe it's time to find something else to invest your time in.
    21. I'm wanting to create a hybrid game between turn based and action. I'm looking to create a system where the player has a list of attack or move options on their turn, but I want to add a skill minigame in order to make the game more engaging for non-strategists. I figured some sort of minigame or something. Any ideas are welcome. Thanks in advance!
    22. Hello there, it's Adam again with another post about Rank:Warmaster's game systems! This time I'll be talking about bases, buildings and bots. Base construction and management is a cornerstone of gameplay. You'll research technologies, extract and refine resources which become the ships and buildings that allow you to explore the solar system, control territory and conquer your rival corporations. But it all starts with the humble construction bot. The game's tutorial will start you off with a single construction bot and walk you through the steps needed to build a fully functional base. The construction bot functions as an general-purpose worker; it mines ore and then processes the ore into refined materials, which are then used to construct buildings. Additional construction bots can be made to speed up construction or to expand your reach by starting a new base at another site. Your industrial capacity is determined by three buildings. A Mine will extract ore from the ground. The ore is then send to a Refinery to be processed into refined materials. These materials can then either be used by construction bots to create additional buildings, or sent to a Factory to fabricate ships and construction bots. A construction bot will work far more efficiently when supplied with refined materials that it doesn't have to spend the time extracting and refining itself. Excess ore and refined materials can be stored in a Warehouse for future use. All of these buildings require power, which is provided by a Generator. The larger the base and the more advanced the buildings, the larger the power requirements and thus more or more advanced Generators are needed. Turret platforms can be constructed and installed with any weapon you can produce and will fire on enemies within range, protecting your base from hostiles. Ships constructed in your factory can be assigned guard duty and will patrol around your base and intercept enemies. Last but not least, Research Labs will produce new technologies, ship components and building designs. Each lab can research a separate project, or multiple labs can collaborate on a single project with diminishing returns to speed up the process. A large portion of the strategy in base management will come from assessing your current situation and deciding where to spend your time and resources. If you aren't threatened by hostile neighbors, putting more into research and development will give you an advantage over your rivals in the future. If you're anticipating an attack, increasing your industrial output to boost fleet production or building additional defense turrets may take priority. Building additional remote bases can extend your reach and provide early warning of incoming attacks, but will be a resource drain at first until they become self-sufficient. If managing any of these systems is undesirable, there's an AI Manager that can be assigned to assume control. Base construction and research can both be automated to allow the player to focus on the aspects of the game they enjoy. This can be advantageous as your empire grows, letting the AI manage your remote bases lets you focus on grand strategy instead of minutiae. Rank: Warmaster will continue to increase in scope, adding new building types such as sensor towers and dome shield projectors that expand your capabilities and provide new ways to play. Signing off! Original post blogged on Rank: Warmaster Dev Blog. View the full article
    23. DerTroll

      move ship

      And the question is ... ?
    24. Also looking for a writer to help develop the lore and political and philosophical situations of the world, I'll do the modeling for assets.
    25. phil67rpg

      move ship

      I got my ship to rotate about arbitrary axis. my next step is to get it to move up and down depending on which way it is facing. I got it to move up and down but not in the way it is facing after it is rotated. void drawShip() { glPushMatrix(); glColor3f(1.0f, 0.0f, 0.0f); glLoadIdentity(); glTranslatef(50.0f, 0.0f+thrust, 0.0f); glRotatef(shipAngle, 0.0f, 0.0f, 1.0f); glBegin(GL_LINE_LOOP); glVertex3f(0.0f, 0.0f, 0.0f); glVertex3f(-5.0f, -5.0f, 0.0f); glVertex3f(0.0f, 10.0f, 0.0f); glVertex3f(5.0f, -5.0f, 0.0f); glEnd(); glPopMatrix(); }
    26. Hi there! I have one issue for now. I'm creating a RayCasting application, and for my floor and ceiling I'm trying to use Mode7 for rendering (I think this is easier to understand). but, I cant align the RayCasting walls with the mode7 floor. I use a rotate matrix to make the rotation of floor. Do you know what a need to think in the implementation to fix that? Or do you know if there is some tutorial explaining about it? Thanks!!! (Check the image below for understand) Here is my mode7 code: function mode7() { let _x = 0; let _y = 0; let z = 0; let sin = Math.sin(degreeToRadians(data.player.angle)); let cos = Math.cos(degreeToRadians(data.player.angle)); for(let y = data.projection.halfHeight; y < data.projection.height; y++) { for(let x = 0; x < data.projection.width; x++) { _x = ((data.projection.width - x) * cos) - (x * sin); _y = ((data.projection.width - x) * sin) + (x * cos); _x /= z; _y /= z; if(_y < 0) _y *= -1; if(_x < 0) _x *= -1; _y *= 8.0; _x *= 8.0; _y %= data.floorTextures[0].height; _x %= data.floorTextures[0].width; screenContext.fillStyle = data.floorTextures[0].data[Math.floor(_x) + Math.floor(_y) * data.floorTextures[0].width]; screenContext.fillRect(x, y, 1, 1); } z += 1; } }
    27. 8Observer8

      CS Student Looking for Industry Advice

      It is not an advertisement, I am really like these text tutorials: http://noobtuts.com/ You can find a lot of free tutorials in favorite programming language. I think that C# and Python are good languages for start. If you choose C# you can easy to switch to Unity. Read this article: https://noobtuts.com/articles/make-small-games Make small Games Foreword Time to create the first game. Let's make a big MMORPG right? The Problem Game developers are enthusiasts. Game developers have big ideas in their head. Now what usually happens is that for their first game they decide to jump right into their dream project. Time goes by, code gets written and after half a year the project fails due to the overwhelming project size. People get disappointed, teams split up, toes are being stepped on. After taking a little break, they realize that they still love game development and jump right into the next project. This time it's no MMORPG, just a Skyrim clone. The pattern repeats itself. After a few months people get overwhelmed again. But what is it? Is it the team? Is it the wrong game engine? Is it a lack of skill? Working on a game project for half a year takes a whole lot of time and hard work. Failing it and knowing that the time was pretty much wasted is the most painful experience that beginners make. And sadly, they make it over and over again. The Solution The solution is incredibly simple: make small games. When starting the first game project, the most important thing is to keep it small. From all the ideas you have, pick the smallest one. Maybe make something of the size of pong with a few more special effects, but make it as polished as a game can be. One month later, chances are high that you will have a finished game in your portfolio. It might be a small one, but it's fun, it's polished and finishing it will be a great ego boost for you. Who knows, maybe you can even make a few dollars with it. Now the next game project starts. The goal should be a game that is just slightly bigger than the previous one. If the first one took one month to make it, try to make a two months game now. Finish it, polish it, release it and learn from it. That's the process that leads to finishing your dream project some day! And on a side note: looking at a list of 20 games that you finished successfully is a great feeling. Summary Starting small and getting confidence and experience is the single most important thing to learn about making games. There is not a single successful MMORPG out there that was created by people who made their first game. Even smaller multiplayer games like Minecraft are usually not someones first project. To be exact, the creator was making games for 20 years already, this should give you an idea about how important experience really is.
    28. WillBrown

      CS Student Looking for Industry Advice

      Thanks! I'll give it a read.
    29. Tom Sloper

      CS Student Looking for Industry Advice

      I wrote this to answer this exact question. I call it "FAQ 3." And here is FAQ 27.
    30. Ey-Lord

      Review my AI idea for a FF7-like RPG

      Hello Lorenzo Gatti, thank you for your input I've explored minmax tree explorations in depth ( bad pun intented ) and came to the conclusion that my game parameters were too complex to get anything usable from it. Even with a simple heuristic (HP), the cost of saving/loading game state was huge, the cost of computing actions was also too big, and the fact that we have 8 units on the battlefield and random elements everywhere (requiring chance node or similar approach)... all that makes for a tree search that even with many simplifications (that would lead to issue later on) were not going to work. This is why I reverted to what I'm describing in my post. In the end, the idea is to plan a sequence of moves (skill + target) that will maximize the chance of victory. There is no movement at all, this is why I ruled planners out. Most examples I've seen of them where very hight level tactical based or movement based or both. You are however correct that my proposed AI do not plan well at all. It should be decent to find the best move NOW and the best few moves to string together if necessary but planning for multiple moves (especially the ones from the player team ) is not included. It should however be enough to have some kind of simple coordination between the enemy untis as when they are evaluating a buff, they will select the best situation if it enables a better move or combo for their teamate. This is far from perfect but it's a start.
    31. Hi, I am working as c++ programmer, however I am very new in a gamedev. If you are looking even beginners in game creation I would like to join to the project.
    32. LorenzoGatti

      Review my AI idea for a FF7-like RPG

      I'm not an expert of this kind of game, but I'd expect the rules to be less flat than a simple race of dealing damage and healing damage. You mention a few "wrinkles" like action timers and a nasty bonus when a unit dies, and other plausible ones include defenses to avoid being hit and reduce damage, conditional bonuses (e.g. attack types vs. different targets), additional resource types (e.g. "magic points" that can be spent to use magic or drained away), restrictions to actions (e.g. stunning the opponent, throwing a heavy magnet to disable the opponent's steel sword), This kind of tactical landscape requires planning, although in probabilistic form: playing well should involve setting up a good combination of defenses, buffs and adverse conditions for the opponent, and maintaining or developing it, before and between using the most damaging attacks (as opposed to starting with a good move and repeating it until victorious or bored). You mention strategic principles that disguise planning (what is the situation going to be in the future?) as choosing actions smartly (what should I do right now?): coordinating units means planning the moves of all units in the team together, which is clearly strictly better than pretending other units are doing nothing looking for combos and exploiting flaws mean looking for a good final state when the combo is done or the flaw is exploited: not even special cases of pursuing an objective over the course of many moves. in the same vein, not falling into traps is only an extreme, obvious instance of not doing measurably bad moves focus on the right targets means that disabled and defeated enemies are a good thing: it should be implicit I'd frame this AI as, more or less, minimax exploration of the game tree, very deep, with cheap heuristic or in many cases exact rules to exclude bad moves very aggressively, and cheap heuristic functions to evaluate states (total team hit points would be a good starting point).
    33. A Week in WebAR: London’s Waterloo Station, Porsche, Clarins, EVA Air and a Spider-Man: Far From Home Activation A Week in WebAR is a new 8th Wall blog series that highlights innovative brand experiences created by our customers and partners. https://medium.com/media/58fd9e884062be301494fc3705b95884/hrefThe 2020 Porsche Taycan Porsche is running a print advertisement that appears in the September and October issues of German magazine Auto Motor Sport for the 2020 Porsche Taycan, which serves as an image target for a WebAR experience. Once activated, the ad triggers a realistic 3D model of the Porsche Taycan to appear. 2020 Porsche TaycanUsers can scale, rotate, change the paint color, and even change the hub caps of the vehicle before being directed to the Porsche website to learn more. Vienna-based digital agency Innovation.rocks is behind the WebAR ad. EVA Air Teleports Us to Bangkok International airline EVA Air takes us to Thailand with its latest WebAR activation, which transforms a simple print ad into a portal to a busy Bangkok waterway. The full page advertisement appears in the September issue of Fast Company and was created by agency, Tool. Fast Company (Sept. 2019 Issue)The ad itself is actually an image target which triggers a 360-degree video to play, giving the viewer the perspective of a passenger sitting in boat. Since the video itself is immersive, the viewer is invited to peer into the magazine at various angles to explore the scene around them. Trainline Activation Takes Over London’s Bustling Waterloo Station Trainline, a UK platform for finding and booking train tickets, installed a series of 16 WebAR-activated posters around Waterloo Station which transform into live departure boards when viewed through a smartphone. Produced by digital agency Byte, the AR timetables also reveal a comparison of CO₂ emissions generated by each journey when traveled by a car versus train. Take a look: https://medium.com/media/be1e8f78f1ef5c7c37fb282dd224619d/hrefSpider-Man: Far From Home In partnership with Walmart, Sony Pictures launched a WebAR activation for the DVD and VUDU release of Spider-Man: Far From Home. Produced by agency Ignite, the activation initially uses the front camera to apply a face filter to the user, then switches to the back camera where 3D drones appear. Spider-Man: Far From Home WebAR experience.The user is instructed to use voice commands to launch drones and explore their surroundings to collect the data for Peter Parker, MJ and Quentin Beck. See if you can complete the mission — give it a try here! Enter the House of Clarins Cosmetics and skincare brand Clarins is known for the premium plant-based formulas behind its popular line of makeup and serums. With its House of Clarins pop-up in Singapore, visitors had the opportunity to explore activities, learn about products and play an interactive WebAR game. House of Clarins pop-up in SingaporeProduced by agency Threedom, the WebAR experience highlights the company’s use of natural ingredients by sending users on a mission to capture the exotic ingredients found in Clarins Double Serum. Once the user captures the ingredients, they are sent to learn more about Clarins. Try it out for yourself here! On the hunt for ingredients at 8th Wall HQ.Did you try any of this week’s activations? Show us on Twitter 📸 @the8thwall. A Week in WebAR: London’s Waterloo Station, Porsche, Clarins, EVA Air and a Spider-Man: Far From… was originally published in 8th Wall on Medium, where people are continuing the conversation by highlighting and responding to this story. View the full article
    34. Hi guys Looking for resources on emulating the illumination and after glow of CRT oscilloscope displays, like on these old radar scopes. So far my google searches aren't returning anything useful. Any suggestions?
    35. By now a handful of people have contacted me and we founded a discord server on which we do exactly what was described https://discord.gg/5WMtygw
    36. Salmakis

      Some tech blabla

      I made a few Projects with networking and stuff, also on work i have alot to do with sockets and network streams, so i think and hope i picked a good setup for my task. Client Side The Client is made with Unity by using its onboard Tilemap and Sprite system. I decided for unity because i wanted to be able to reuse code from the server, specially the network code and some stuff. Server Side Authentication is managed via an extra Authserver that accepts Rest API calls on an HTTPS address, after authentication is done, the client will connect to a World server, the address of this server and some kind of token to identify the client is in the response of the API call. The Authentication server is written in C# by using .net Core 3 and ASP core The world server is also written in C# with .net Core 3 but without ASP, it shares some database code with the auth server but its an own process. Database the database is curently RethinkDB a Document oriented database that i used for some projects and anyhow like alot, i will see how it performs for that task. But i layered all database code to an Interface, so i could replace the database to any other DBMS, specially if its also document oriented it should be very easy to implement. The communication between the client and the world server is done with LiteNetLib, because its works on .net core and also in Unity. currently the netcode is not so well layered of the game or server code, but switching to another network library should also be possible as long as i can write and read bytes from/to the stream. I dont use any object serialisation for the netcode, because im just not a big fan of all that metadata coming through with serialized objects. Full authorative Servers Any player action is executed on the server, so if a player losts connection he cant do anything. If example a player wants to move from A to B, then just a message preamble and a position is being transferred, and the answer is that the Player Entity is now moving from A to B, if this is even possible. Same with buy, sell and any other player Actions. World Servers Each world server represents a Game world that can be imagined as a continent or a big Island If you travel to another continent (by ship) then you technically connect to another world server. here some image that i just made in mspaint:
    37. Salmakis

      What is MTO?

      MTO is the name of a project that i am working on since a few weeks, its just a describing name for the project. It means "Massive Trader Online". you might think: Oh noes, another MMO as first project, yes thats maybe right. But i am not creating an 3d Action MMO, its just a game about traveling a 2d pixel world with a 2d pixel char and transport goods from A to B to make money. I am from Germany, and we Germans love trading and economic Games (maybe you know about games like Patrician Series, Die Fugger, Serf City, Anno Series or Guild Series). The World consists of 2d Tiles, i want it to feel like moving on a "overworld" map in old RPGs. Below are some current screenshots. the Tile are not the best since im not a Pixel artist.
    38. Breadhorn

      Making an arcade racer like CTR

      I remember thinking it was the most awesome thing to be able to get the cars to fill up their turbo boost by drifting. *edited* I like the ramps you've got laid out along the course, particularly the one that stays elevated for a while and ends with the jump. I hope you decide to put some fun detail in the crashing. I'm not sure if I'm remembering correctly, but I think the cars in CTR smooshed up when they crashed. It's playing out nicely in the brain.
    39. WillBrown

      CS Student Looking for Industry Advice

      I've entertained creating my own website, now I have ample reason to do so. Thanks for the advice. I'll check out your book and site!
    40. frob

      Need Feedback on Portfolio?

      I'd make the title area and the contributions labels links as well. If you're looking for visual changes, the labels for what you used has color changing backgrounds and change the mouse cursor, yet do nothing. I thought they were links. You've got an overuse of fonts, colors, and visual styles that screams of amateur design, but since you're applying as a programmer it doesn't hurt TOO badly, and it's better than the opposite problem of a flat text page.
    41. Breadhorn

      Kung Fu Jesus

      This looks pretty cool. I like the buff gopher with the hammer.
    42. For the entry level, build some simple games on your own. Very small completed games are better than major projects that are incomplete. Building your own games and posting them on your own web site shows potential employers that you have strong interest, and it shows that you can do the job. It isn't strictly necessary for programmers to build a portfolio, many people are hired without them. It allows you to explore the field on your own so you can verify yourself if you fit in the industry, and it lets employers see a few small projects that show what you can do as a beginner. Feel free to use tools. Unreal and Unity are both free for this type of work, and they greatly simplify your work. And finally, make sure you know C++. Many schools have dropped it from their programs, but it remains the core language for systems-level work.
    43. Adam Weesner

      Need Feedback on Portfolio?

      I'm wondering if the buttons to go to each game's page is obvious enough. Should I create a piece of text that reads "Click the image below to learn more", or something like that?
    44. Venatus Games

      Nightfall - DevBlog #1

      New DevBlog is live!
    45. frob

      Need Feedback on Portfolio?

      The site is visually busy. I certainly wouldn't call you back if you were applying for a job as a graphics designer. It tells me enough relevant information, and would help if the interviewer actually opens it up before the interview. Few will do that.
    46. WillBrown

      CS Student Looking for Industry Advice

      Thanks for the advice. I'm familiar with C++. And what do you mean by "close to the metal"?
    47. ThorMalleuson

      CS Student Looking for Industry Advice

      A start would be to learn c++ and create a demo game. Any game. It has to be close to the metal and it has to run fast. Show that you can write software in the language that is typically used in major games and that you can complete a project.
    48. Hello friends, Computer Science student here, working on completing his bachelors within the next year. I'm interested in game development, and this seems to be a great place to hang out and learn from you all. I'll spare you my life story, but coding games would be my dream job. I'd like to take the first steps toward breaking into the industry, but I'm unsure of the best way to do so. Any advice?
    49. Venatus Games

      Nightfall - DevBlog #2

      NIGHTFALL DEVBLOG #2 I'd like to start this post by saying - This week has been absolutely insane! In just over a week's time since the last DevBlog, we've reached over 100 members in our Discord community, added three new team members to our team at Venatus, and broke ground on terrain generation... successfully. Yup! You read that correctly. We have actual world generation, in Nightfall, in less than two weeks and this time we'll have actual gameplay to share with you! In a big part, this is due to some of our additions to the team and the hard work that the entire team has been putting in for all of you in the past couple of weeks. Combined through Discord, our posts here on GameDev.net, Twitter, and Patreon, there are over 1.5 thousand people who are interested in Nightfall. This is an insane number, especially after the short amount of time that we've been at this... and it's going up every day. This is a driving force for us and the support people have shown us is inspiring! We are super motivated by the engagement we've had with you guys and are loving hearing your suggestions and answering your questions on the Discord! Now with all that said, I'm sure you're all looking forward to hearing more about how Nightfall is coming along, and we can't WAIT to share it with you. In today's DevBlog, we'll take a look at some more concept art for features and biomes, discuss terrain generation, take a look at some of the new models and art for Nightfall, learn more about all of us over here in the Dev Team, and get a first look at the Nightfall pre-pre-alpha gameplay! Wow! That was a mouthful. That's enough of an introduction, let's get started! What is Nightfall? We discussed this last DevBlog, and we'll keep it brief, but in case you aren't coming from our Discord or our previous DevBlog on GameDev.net, here's the gist of what Nightfall is all about. "Nightfall is a block/voxel type game being developed by Venatus with influence from Minecraft, Castle Miner Z, and other predecessors. It is a base-defense open world sandbox game that pits you against dynamic and dangerous enemies along with other players. You can work together or go it alone to try and survive the harsh nights of Nightfall. The game is an open world sandbox where Players can do whatever they want. To survive, players will need to gather resources and construct a shelter. However, when night falls, things get much more difficult. Players will need to defend against difficult dynamic enemies and survive to the next morning." Yes, that's the same blurb as last time, and if you want more information than that, click here to head over to our Discord or here to read last week's post for more information. I don't want to bog you down with repeat information, so this is the last time we'll add this basic description of the game to the post. Yay! Biome Concept Art The Badlands Take a look at this beauty. Another incredible concept piece by Crimmy. These are the badlands, and yes, they're bad to the bone. No literally... You'll actually find large skeletons here of creatures that may have roamed the land. This is a pretty unforgiving biome, but the terrain generation here will be miles different from anything you've seen before. We're aiming to have huge spikes (as seen above), large skeletal remains, and sheer cliffs that drop far below. The consistency of the rock/stone you'd find making up these spikes would be that of volcanic rock. A good way to picture this biome is to take a look at this scene from the Lion King, and add some more pointy outcroppings of rock. Unique biomes like the Badlands are something we are working hard to implement into our world generation. We have a LOT of new mechanics to our world generation that you probably won't be expecting, and we can't wait to share more of them here. Our goal is that exploring the world of Nightfall will not feel monotonous or empty, and that you'll be rewarded with fantastic sights and new materials for your travel. This applies to our surface world, but also the depths below... but that's for a future DevBlog! Door and Entrances Who doesn't like to make a dramatic entrance? Say goodbye to the days of doors that are two blocks tall and one block wide (although, we will have those as well) and hello to the grand entrances of Nightfall. We're currently working on a concept feature for larger doors and entrances in the game. This means doors, hatches, and gates that are not just you usual proportions. Crimmy took some time this week to concept out a bunch of possible entrances you may see in Nightfall. We want to allow for you to not have to limit your doorways to be a certain size. This will make allowing creatures larger than the average human into a building easier, but also make for more impressive builds. We're also planning on incorporating it into our dungeon system to allow for epic entryways into the horrors of Nightfall. Barn Doors (Sliding) Still don't understand what I mean? Take a look at these sliding barn door options. If you have a barn for your livestock, it may be smart to use these doors to seal the barn up during the winter, but still allow for animals to pass through easily when it's time to take them back out for the warmer weather. These doors not only look good, but they'll actually have functionality as well. And just like in real life, these barn doors may be higher than your head compared to the average sized door. Speaking of average sized doors... Other Door Types Nightfall is not without those either. Here's a concept for a more reinforced door and even a jail door in case you want to lock up your friends or even your enemies. We're open to suggestions for all of these doors or even individual features for each method of entrance. Should the jail door require a key? Can the flaps on the reinforced door be opened to pass items through or take a peek at who is there? You tell us! We want to have unique options for the player that provide both use and visual appeal. Take this garage type door as another example. A player might be able to grab this door and pull it up for a vertical entryway. This might take up less space and would be a good way to take or move larger things out of your base. It also looks pretty reinforced. Imagine gearing up with your squad and popping out of one of these babies to take on the approaching horde. Don't worry, we didn't forget dungeon doors either. We want to have unique entrances to some of the larger non-player built structures as well. These could be harvested by the player after completing the dungeon to be used in builds or as decoration, but would also provide a certain vibe to the entrances of a crypt or a foreboding castle. We have a lot of plans for our dungeons, but that's something we'll touch more on in a later DevBlog. In the image above you can see some concepts for fences (A, B, D) and fence gates (C, E). Obviously there's still a lot more ways we plan to take these structures, but this is another example of the variability we want to provide for you in the world of Nightfall. Trapdoors, Hatches, and Other Entrances Coming in last but certainly not least for our entrance concepts, we have hatches, trapdoors, and other cool entrances. In image A, and B, we've got some concepts for a different kind of hatch -- traps. These could consist of spikes or launch pads and be used on players, enemies, or maybe even other things. The player would be able to conceal these in a hatch similar to some of our trapdoors which is why we included them here. In Images C, D, and E, you can seem some examples of wooden hatches/trapdoors, and in F, G, and H, you can see something similar done with stone. Specifically if you look at image G, you can see that we're currently tossing around the idea of doing some more hidden entrances as well, like the fake rock. Once again, these fantastic pieces of concept art were done by our very own, Crimmy. We actually worked on these while answering questions on our brand new Developer Twitch, which you can check out here. I'll talk more about this at the end of the DevBlog, but we'll be doing more live streams here in the future where we work on Nightfall, answer questions, and hang out with the community! Tools/Weapons This week, Alde spent some time working on some placeholder tools and weapons for us. Unlike your typical block game, Nightfall has a lot of unique tools. While Nightfall does have your basic four (Shovel, Axe, Pickaxe, Sword), don't limit your thinking to just the generic set. We're working on some concepts for other weapons, tools, and equipment that can be used for various purposes. We will have various tiers for the tools/weapons depending on the type of material it is made with, and ways to increase their strength, efficiency, and ability. This is something we'll talk about more in a future blog post. Pictured above from left to right, you can see our placeholder model for a; Shield, Spear, Sword, Knife, Hoe, Pickaxe, Hatchet, and Shovel. Keep in mind that these are just placeholder models that we'll be using while we develop the functionality of these weapons and tools and that eventually the actual model will reflect what tier you are using. What this means is that basic tools will app ear more primitive while higher tier tools will be much more refined. Take a look at some of these placeholders closer up below; Gameplay Well, well, well... the moment I'm sure you've all been waiting for is here! How far along is the gameplay in Nightfall? Let's take a look. (Pre-Pre-Alpha) But first, an important disclaimer. What you're about to see is a pre-PRE-alpha version. There's plenty of bugs and a lot to be done, but we're showing you this now for two reasons. The first reason is the initial promise we made to ourselves and to you of being honest developers. This is truly where we are at in the development process, and we want to show you. The second is -- we're proud of what we've accomplished in such a short time and want to share it with you all who have been asking us every day for the past two weeks how much progress we've made. Is this the complete game? No. Is it a start? Hell yes. In less than two weeks we've created a fairly robust world generation system that's getting better every day, and are already able to do so much of what we thought would take us months to accomplish. This is a good sign and this is the foundation for us to create Nightfall on. Back to the disclaimer, however. Please remember that anything you see here is subject to change and is NOT A PUBLIC build. No, you can not yet play the game, and when a build is ready for public testing we will first release it to our Patrons over on Patreon. With all of that out of the way, here is what we've been working on. World Generation For starters, we've been tackling arguably the largest beast first, world generation. This past week, Jacob and Owen spent time on implementing the world generation system into Nightfall. Right now, we're focused on the basics, which is making the world appear, be modifiable, and save the modifications that players make. We're making sizable progress with this and getting closer and closer to being able to implement complex biomes and terrain. Right now, we've got a few basic blocks like grass, dirt, stone, and sand implemented into our generation engine. We also have a rudimentary form of water, but there is still quite a lot of work to be done in fluid physics. The world generation system is already nearly infinite in the same sense that Minecraft is, which is an impressive feat in itself. Over the weekend, Jacob and Shelby really cracked down on getting our current gameplay builds and world generation builds merged together. At this point we've successfully implemented both of those and are working on stabilizing everything and making the terrain and player flow smoothly. We did have some issues with terrain clipping and weird generation at the start though that ended up being quite... interesting. (This GIF is from a very early build that is now vastly out-dated. Textures in this video are not ours and were purely for testing, we now have our own textures as shown previously) Overall, the entire system is built to be heavily expandable and within the next few DevBlogs we're hoping to share more biomes and world generation both surface and underground! We have some custom textures on the blocks in our world now which you can see in some screenshots or below, although they're very tiny here. We're currently deciding what size our textures will be (16x16, 64x64, etc) so if you have any opinions or suggestions, let us know! The Player Our original alpha player you might have seen pictures or clips of is now dead. Long live alpha blue... He is now a Discord emote! His replacement who is still unnamed is now being implemented into the game. We're not entirely sure the direction we want to take character creation in yet, but we've fallen in love with this goofy blockhead made by Trevor! He's making his way into our current build and we're working on some new animations for him. POV We're working on a First Person Perspective AND a Third Person Perspective for Nightfall. You can check out the basic implementations of both of those below. Our Player's arms are still a bit goofy in first person, but we'll eventually have them nicely swing into view when you're walking or running! Alex is working on some new forms of movement for our character which we'll get into in a future DevBlog. Multiplayer Yup! You heard that right. We have basic Multiplayer functionality already working pretty smoothly! (Ignore my terrible apartment WiFi ping.) You can do quite a bit already as the heart system and breaking and placing blocks are both implemented in their early forms. Here is the first ever... uh... "special" statue built in Multiplayer Nightfall. We've made quite a bit of progress here and all of this is synced up between players. Overall, Multiplayer is doing very well in early testing and we are super excited for what's to come! Health System Check out this graphic to learn more about our health system. We've taken inspiration from some of our favorite ways of doing health and combined them to make our own unique form of health. Hearts are measured in half heart increments and you can go down to one half of a heart before dying. You may have noticed some hearts in the top left of some of the screenshots we've shared. This is the basic implementation of our Heart System which you can read more about above. We've actually changed the way these hearts look from the screenshots and the placeholder to be a new design by Trevor. Here you can see a normal heart, Golden Heart, and a poisoned heart. Profiles and Friends Profiles In Nightfall, we're working on a non-gameplay related system for you to show off your stuff. We're planning to have an in-game area to view your profile and see all of your statistics and achievements all in one place. We will also have some cool collectibles called profile tags that you'll be able to showcase here. Profile Tags Profile tags are basically badges for your profile page. Imagine Pin Collecting at Disney world -- yeah, that. You'll be able to earn them through in-game achievements, reaching statistical milestones, events in-game and on Discord, and other ways like supporting us on Patreon. These are purely cosmetic and are more for collecting than anything else. They have NO effect on gameplay. You can actually earn one of these future profile tags right now through our Pioneer program on Discord. Go check out our community server on Discord to learn more about it! Congrats to those of you who have already earned your Pioneer title! Friends Another thing we would like to incorporate into the profile system is friends. This mechanic would allow you to add people you know in real life or friends you meet in game for ease of access in joining their games and seeing their profile pages! This is a great way to keep track of all of the people you meet and check out other people's profile tag collections! Dev Spotlight A new segment in the DevBlogs! Each blog we'll be spotlighting a different member of our Dev Team here at Venatus! This will give you a chance to learn more about us and see that yes, we're human too! This week's spotlight is... Jacob Jacob is a new addition to our team this past week! We're super excited to be working with him. Jacob has really spear-headed out terrain generation over the past week and came onto the team with a lot of world generation experience. If it was not for his previous hundreds of hours of hard work, Nightfall would not be as far along as it is today. Jacob is 22 years old and has been working in Unity for over four years. Before that, he was active in the Minecraft Modding community and developed multiple modifications to Minecraft. This is where he initially started his programming journey as a middle school student. He enjoys playing Minecraft, in which he has thousands of hours, and also likes to hop into the world of Dark Souls. Currently, Jacob is working on a system of layering chunks that will allow us to do some pretty nifty stuff with our terrain generation vertically! If Jacob could add anything to Nightfall, he would like to dive more into the complexity of chaotic bosses in the game. Development Streams (Twitch) Some of you may have caught our previous development stream on Friday, which you can re-watch most of here. We're planning on doing a lot more of these Development streams in the future so you can watch us model, program, draw, and create the world of Nightfall. We'll do lots of Q+A sessions where we answer your questions about the game, and in the future we hope to do streams of actual gameplay showcasing new features or updates. We might even do streams where we play with the community some day! Here's hoping! If you're interested in watching these streams, go ahead over to our twitch by clicking the link below and give us a follow so you're notified when we go live! Discord, Patreon, and Social Media Discord https://discord.gg/2BKtNks Use the link above to head on over to our Discord. This is the absolute BEST way to communicate with myself, any of the Developers, and the community. We have dedicated areas for you to suggest features, give feedback, learn more, and most importantly - ASK QUESTIONS (and get an answer too!) This is the easiest (and free!) way of supporting us and we are so happy to see so many of you already taking advantage of this by joining, talking to each other, suggesting features, and grilling us with questions! It's been great! We already have over 100 members in our Discord community! Incredible! Patreon https://www.patreon.com/vgnightfall Honestly, we're new to the whole Patreon scene, but you can pledge to monetarily support us monthly here. We do have various tiers of support that each provide unique rewards like special roles on our Discord server, access to even more direct communication with Developers, and of course, eventual early access to the game to help us test. You'll also get bonus development content and an even closer peek into our development process directly through Patreon and Discord when you subscribe! We've already posted a lot of extra content on our Patreon! Thank you to our current Patreon supporters: Patreon - Nedac16 Twitter https://twitter.com/venatus_games This one is pretty simple. It's just Twitter. If you click the link, it'll take you to our page and let you follow along with what we do there. We'll share similar content updates there along with more information or if we're ever looking for help. Click the link and give us a follow if you're feeling generous and help support Nightfall! (Closing) And night is upon us... As you can see it's been an absolutely bonkers week since our last post. We are through the roof with the progress that's been made in our short time working on this project and are looking forward to the next few DevBlogs where we'll really begin to show off what Nightfall has to offer. However, a word of caution there. This upcoming week is a very busy one for the team outside of developing Nightfall, so there's no promises on a DevBlog post next week. We'll let you know what our schedule for the next post is looking like over on our Discord, so come join us and keep your eyes on the announcement channel for more information. We have a brief survey and would really appreciate if you took the time to fill it out! Click the link below to check it out! It won't take longer than a minute! Thanks! https://docs.google.com/forms/d/1-XHJUX57RvUxOfJQDS122Ffg4B5FQqIsITWlejDcAOw/edit Well, it's getting dark and night is falling, so we better get going, but we'll see you sooner than you think! Thanks for reading! Humbly, VG Jack and the Venatus Team
    50. BlueFlute

      Looking for a 2D Artist to partner up.

      Hi there for first time readers! Just to let everyone know, the: * Pixel Artist position is still available. We are looking for a 2d 32bit pixel. For our top down 2d, rpg, scoller. Above is a very very short excerpt of the beginning story. It's very mysterious all game throwing in: Serious matters, exciting gameplay, difficult battles, puzzling scenarios, strategic plans, and of course a heartfelt story that twists and turns at every corner! Themes: * Suburb....small town....rural area. * City * Lake * Forest * City #2 Very Modern * A lot of indoor modern skyscaper settings Characters: * 7 Main / Secondary characters * AI: Friend / Foe ect.. All are welcome from beginner to expert. This is unpaid until profits are made from end product. When so, it will be a "revenue share." If your interested feel free to contact me below or in a pm. Thanks! Ryan
    51. phil67rpg

      rotate ship

      you can close this thread.
    52. Is Vulkan on Android in the future roadmap?
    53. GildedOctopusStudios

      I want to be a character in a video game!

      #IWantToBeAnNPC (I Want to be an NPC competition) Ever wanted to be a character in a video game. Not just be able to create a customizable character but there actually to be cannon characters who look like you? Young or old, black white Asian, purple pink hair, you! To celebrate the upcoming release of my first publicly available game #Frostbite you are going to have a chance to be a character in the next game #ScaryMermaid. I need a lot of characters for it and I want to ask you to be one of those characters. There are going to be 12 slots with a different way to win each month till the game comes out. For the 1st month(November) the challenge will be to upload a video of yourself playing or reviewing #Frostbite with a short description of yourself or the character you would like to see in #ScaryMermaid. There will be a vote. The person with the most votes wins. Well I’m sure you’re curious what will you actually win? Well A character who looks like you in the game with your name or the name of your choice You will get to do the voice acting for the character You will be featured on my blog A copy of #ScaryMermaid when it comes out Your name in the credits of #ScaryMermaid A specialized piece of promo art featuring your character And possibly additional prizes Stay tuned for the launch of #Frostbite and additional details. The post I want to be a character in a video game! appeared first on Gilded Octopus. View the full article
  • Advertisement
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

GameDev.net is your game development community. Create an account for your GameDev Portfolio and participate in the largest developer community in the games industry.

Sign me up!