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Stitched has been released for almost a year now and our game has gone through numerous great updates and revisions thank to feedback from everyone! To conclude a wonderful summer, our game is currently on sale for 30% off on Steam from September 17th to October 1st. Check us out here: Store.steampowered.com
Also, we would want to showcase some of our artworks for our game. Below are some of the concept arts that we did in the past.
Firstly, the main subject we wanted to focus on before any art is the primary color of the game. We decided to choose purple as it's a color that stands out and somewhat fitting in a horror game.
Below is the original title screen and the finalized version of the title screen of Stitched. We original wanted to give Catherine long hair but decided against it because we feel the long hairstyle was done too many times. We wanted to give Catherine a unique look hence we decided upon the new shorter hairstyle. We also touch up on her expression to make the player see that Catherine is terrified. Thirdly, we wanted to emphasize the title of the game by making it glow with light purple color.
The below three images represent design stage for the doll character in Stitched. The first image is the original sketch. The second image is an updated version to give the character a more serious tone. The final sketch is to give the character her color which include her hair, face, and dress colors. We went through a large amount of revisions for this character to get the right color, facial expression to match her personality.
And lastly, check out some amazing fan art for our game through this youtube video!
For anyone who is interested in our art. Check out our deviant art page here.
For those who have further interest in our game, check out our website here and our Steam developer page here for future projects!
Good Morning, Afternoon, or Evening,
My name is Dalton Potter and I am a budding game developer looking to learn skills and develop a beautiful project me and my friend came up with a year ago or so and have refined ever since. The idea is a basically a mix of Final Fantasy and Zelda in terms of exploration and battle, but will throw in its own unique features to switch things up a bit. What we have in place so far is the main story and many connecting character back stories, a map of the over world (still not 100% confirmed however), how some of the main characters look (also not 100% confirmed), a few battle and puzzle mechanic ideas, general story progression, locations, a few beta music tracks, and lore. What we lack however is any solid assets or work done on it as neither of us have any expertise in game development, but have both unanimously agreed that this idea is too good to forget and pass up.
We are currently looking for people to help us work on the project as time goes on and maybe, just maybe, it may grow into a full blown team of people working on a game and eventually sell it on Steam or other client services. Any replies to this topic will be read as soon as possible depending on my schedule. I have also attached a couple photos and sound files of some design concepts we have. I also have a Pastebin made of the entire story and main character back stories, as well as history into how the idea came to be, though I'll let the Pastebin be requested as needed in the future.
Hopefully this project turns from being just an idea into something amazingly beautiful and playable......it just needs to be created that's all.....
Thank you in advance,
P.S. The sound file, "Power and Prestige" is a song that sounds as though it could be used as a trailer theme, and "Curiosity" sounds as though it could be used on a farm at sunrise.
Source of music was from YouTube, but the groups official site is as follows: http://floatingcloud.net/
Floating Cloud - Power and Prestige.mp3
Floating Cloud - Curiosity.mp3
BenchmarkNet is a console application for testing the reliable UDP networking solutions.
Asynchronous simulation of a large number of clients Stable under high loads Simple and flexible simulation setup Detailed session information Multi-process instances Supported networking libraries:
ENet UNet LiteNetLib Lidgren MiniUDP Hazel Photon Neutrino DarkRift More information and source code on GitHub.
You can find the latest benchmark results on the wiki page.
I'm trying to add some details like grass, rocks, trees, etc. to my little procedurally-generated planet. The meshes for the terrain are created from a spherified cube which is split in chunks (chunked LOD).
To do this I've wrote a geometry shader that takes a mesh as input and uses its vertex positions as locations where the patches of grass will be placed (as textured quads).
For an infinite flat world (not spherical) I'd use the terrain mesh as input to the geometry shader, but I've found that this won't work well on a sphere, since the vertex density is not homogeneous across the surface.
So the main question would be: How to create a point cloud for each terrain chunk whose points were equally distributed across the chunk?
Note: I've seen some examples where these points are calculated from intersecting a massive rain of totally random perpendicular rays from above... but I found this solution overkill, to say the least.
Another related question would be: Is there something better/faster than the geometry shader approach, maybe using compute shaders and instancing?
I would like to start off with thanking you all for this community. Without fora like these to assist people the already hard journey to making an own game would be exponentially more difficult. Next I would like to apologize for the long post, in advance...
I am contemplating making a game. There, now that's out of the way, maybe some further details might be handy.
I am not some youngster (no offence) with dreams of breaking into the industry, I am 38, have a full-time job, a wife, kid and dog so I think I am not even considered indie? However I recently found myself with additional time on my hands and decided I would try my hand at making a game.Why? Well mostly because I would like to contribute something, also because I think I have a project worth making (and of course some extra income wouldn't hurt either to be honest). The first thing I realized was, I have absolutely no relevant skill or experience. Hmm; ok, never mind, we can overcome that, right?
I have spent a few months "researching",meaning looking at YouTube channels, reading articles and fora. Needless to say, I am more confused now than when I started. I also bought some courses (Blender, Unity, C#) and set out to make my ideas more concrete.
I quickly discovered, I am definitely not an artist... So I decided, though I do plan to continue learning the art side eventually, I would focus on the design and development phase first. The idea being, if it takes me a year or more solely learning stuff and taking courses without actually working on my game, I would become demoralized and the risk of quitting would increase.
So I thought I would:
1: Keep following the courses Unity and C# while starting on the actual game development as the courses and my knowledge progress.
2: Acquire some artwork to help me get a connection with the game and main character, and have something to helm keep me motivated. (I already did some contacting and realized this will not be cheap...). Also try to have the main character model so I can use it to start testing the initial character and game mechanics. For this I have my first concrete question. I already learned that outsourcing this will easily run up in the high hundreds or thousands of dollars... (lowest offer so far being 220 USD) I am therefore playing with the idea of purchasing https://assetstore.unity.com/packages/3d/animations/medieval-animations-mega-pack-12141 with the intention of then have an artist alter and/or add to the animations (it is for a Roman character so some shield animations are not going to work the same way.). This way I could start with the basic character mechanics. Is this a good idea, waste of money,...? Any suggestions? I then have a related but separate question. Is it a good idea to buy Playmaker (or some other similar software I haven't yet heard of like RPGAIO), and using this for initial build, then changing/adding code as the need arises?
3.Get a playable initial level ready as a rough demo and then starting to look for artist for level design and character/prop creation.
I would really appreciate some input from more experienced people, and especially answers to my questions. Of course any advice is extremely welcome.