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# Blogs

## DOOM: Placeholders

Currently, the only "playable" level is still full of placeholders - I'm still hoping for having the game finished on 18th, but we will see. In worst case - there might be some place holders left (while the game would still be playable). In the meanwhile I have added: Full physics (based on Bullet), not just character controllers, but even rigid bodies are technically supported (I'm still not sure whether I will do anything with them) Ability to control behavior of entities (doors, elevators and such are possible - but I don't think I will have enough time to make art for those, so we might be limited here) Improved the speed of dynamic BVH building by about factor of 10+ (by simply going through my code and removing dumb things) Get rid of most of the limitations (like total texture size was originally limited to just 8192x8192 texels, technically this is much higher now) Finished some sort of player movement I'm kind of satisfied with I'm realistic, the competition ends in about 2 days (and as most of us - I still have to be at work during those). I personally will be glad if I manage to make the scope I wanted for proof of concept demo - that includes: Simple menu (New Game/Exit) Single level Single type of enemy Single weapon Player can die in the game and player can win the game Some sort of Doom-ish UI Some advanced ray tracing effect or two I know this isn't much (and is most likely barely covering the scope for the challenge). In the meanwhile - behold - the placeholders (and no that 0.44 GRay/s is not joking - I'm currently limited by performance of actually displaying the buffer, not ray tracing nor BVH updates at all)!

## Frost Bite Update

Only weeks away from the launch of Frost Bite and I’m getting pretty excited:) I’ve been expanding the map because it was just a little too small which impacted the play time negatively. The new map is so huge in comparison to the old one. It’s like 6X as large. The only thing I don’t like about it is that the new map is less maze like than the old one. Which I’m going to change somewhat but there are going to be some big open areas as well. I’ve been telling more people in person about it. I’ve been getting some pretty positive responses which makes me happy. It feels a little weird to have so many details finalized. Yesterday I got the Itch.Io page for it set up. I’ve got so many little details still to do on it. Increasing the size of the map has added quite a bit of work but I think it will be better for players. The post Frost Bite Update appeared first on Gilded Octopus.

## GameDev - Doom Challenge - D.O.A

Sadly I've decided not to go ahead with this game challenge as planned. On Friday I finally finished my corporate year end for tax season and I have the rest of the week booked up. Prior to that I opened a new division for my company around the same time as this challenge and that has taken most of my actual time.... then when I did get free time I wasn't too inclined to sit and work on anything to be honest. I did manage to complete a weapon (meh.. wasn't too happy with it due to the time spent) and some environmental assets (modular walls, floors) and textures, but beyond that I would still have to make enemies, texture the enemies, rig the enemies, then program and level test. No way I can do that in 3 days or even a week with my current availability so I'm just going to pull the plug on this one. I'm thinking I'm going to just take a break from this all until I get my new business operations settled in. Any future timed challenges (with deadlines) I most likely will not post about unless I actually have some kind of game play video to showcase which means I was able to devote enough time as it's extremely hard for me to predict a steady schedule with work and family commitments. Heck! I still have to create my 3D Chess music track as that game has been done since June... I'm looking forward to playing other people's entries. Good luck!

## Pixel Devlog #3- Monsters and Mythos!

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.”

## 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.

## All Your Base: Building An Empire

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.

## 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.

## 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.

## How I Made a Struggling Indie Game $10,000, and How You Can Too With my new game Frostbite nearly ready to release into the wild I’ve been thinking a lot lately about marketing. It’s an area that I see a lot of Indie developers struggling in. It’s also crazy crucial to the success of indie games. So when I saw a tweet by Travis Taborek– a Digital Marketer & Writer who specializes in #indiegame marketing- about the benefits of influencer marketing for indie games I knew I needed to learn more. So I’ve asked Travis for a guest post on how to accomplish this. I hope you enjoy this look into a different side of game development than what we normally see and find it helpful. Let’s be blunt, we all know that game development is a demanding and utterly thankless job. The neverending days, weeks, months and years of ceaseless grind working for cents on the dollar would be enough to crush anyone’s spirit. Even if you do get your game to a playable state and have it ready for launch, your game is far from guaranteed to succeed. If you’re going to stand out in a market that’s already oversaturated with indie games and sees tens-of-thousands of new releases every year, you need a plan, you need to understand your audience, you need to know how to leverage the channels that are the best fit for your game, and you need to have luck on your side. In other words, you need to do marketing for your game. Game development in itself, as previously stated, is a full-time job, but both making *and* marketing your game as a solo indie dev with no budget is a herculean task. But not to worry. With a couple of straightforward, scalable strategies, you can take the game that represents your hopes and dreams and turn it into a profitable business. Here’s how it works. My First Case Study Pitching your games to Youtube and Twitch influencers in the gaming space is your safest marketing bet. If your game is: 1) Decent 2) In a playable state, even an alpha 3) You want it to make money That’s how it’s done. A year ago, I enrolled in a digital marketing course at a fancy-pants tech bootcamp in San Francisco. While studying there, I partnered with a two-man development team making a 2D space RPG on Steam. Influencer marketing was one of the first things we tried. I did some research on influencer marketing for indie games. When I did, I came across this article by fellow indie game marketer @Tavrox: https://medium.com/@Tavrox/how-to-find-influencers-for-your-game-45b7e8fcb1a8. In it, Tavrox outlines the process that he uses for influencer marketing campaigns for the games he works on. I read it and thought to myself “This seems worth trying. Let’s give it a shot.” So here’s what I did. 1) I thought about the people who were most likely to play my client’s game. In this case, either hardcore gamers who enjoy space sims (EVE Online, Elite Dangerous etc.) or people who gravitate towards games with crafting elements (e.g. Terraria). 2) I made a list of ten games that were most similar to my client’s game 3) For each game, I came up with a list of 10 influencers who feature that game heavily on their channel until I had 50 4) I crafted a pitch explaining the game’s major selling points and why they would enjoy it 5) I sent them all Steam keys for the game asking them to review it I sent out 50 emails to 50 YouTubers. One of those 50 YouTubers did a review. That review got 33,000 views. The traffic from those 33,000 views made the game$10,000 in two days.
That’s a decent chunk of change. You could buy a car or put a down-payment on a house with that.
And that’s the basics. Here’s where it gets slightly more complicated. How to Split-Test and Optimize your Outreach I got a little lucky on my first outreach campaign. It isn’t usually that simple.
Here’s the thing. YouTubers get pitched by 100’s of indie developers just like yourself every single day. Their inboxes become inundated with review requests for games just as deserving as yours.
That means that they normally don’t respond to boiler-plate marketing emails sent en-masse.
The flip-side to that equation though is that you need to send your game to 100’s of influencers in order to turn your game into a profitable business, which means that sending each one personally hand-crafted emails signed in triplicate and scented with rose-perfume and delivered with a gift basket of iced champagne, cuban cigars and beluga caviar just isn’t feasible or realistic.
The trick is to find the middle ground. Personalize your emails just enough to make the recipient think that you delivered it to them personally, but make it just generic enough so that you can set an email automation tool to fill in the blanks for you so you can make your outreach scalable.
A typical pitch email has the following structure:
Hey there {{first name/online handle}}.
I came across your {{game title review}}.
{{Include a short sentence here about their channel that you like or that stood out to you, so they know you took the time to watch their videos}}.
{{A one-to-two-sentence description of your game goes here}}
{{A GIF or screenshot of your game goes here}}
Here’s a Steam key for a review: {{Steam key}}
That’s a pretty standard pitch. A few things to keep in mind:
– Keep it short and sweet. Generally speaking, the fewer words it takes to convey a message the better.  – It takes me about an hour to come up with a list of 10 potentially suitable influencers for a game
And how do you perfect the art of pitching to influencers? The same way you do any and all marketing: through continuous testing and experimentation!
Set up a new test with every iteration of 50 influencers. Here are a few split-tests you can try:
– Impact of including their first name in the subject line – Times of day – Influencers who specialize in different genre – Long-form detailed pitch or a short-form pitch that cuts to the chase – Does including visual elements and branding e.g. logos, GIFs, screenshots have any effect?
Here’s how I would do it:
– Come up with a list of 50 influencers. Have 10 of those be your VIP’s – the most popular YouTubers who would feasibly take an interest in your game. These 10 people get personalized emails specifically crafted for them – Take the remaining 40 influencers, randomize the list and seperate them into Groups A and B. – Test one of the elements mentioned above – Use MixMax to send your emails: https://mixmax.com – See which group has the highest open and response rate after about a week – Find another 50 influencers, optimize off the winning result, and run a new test. Rinse and repeat!
What strategies have worked for you and your game’s outreach? Comment below with the processes and experiments you’ve tried!
The post How I Made a Struggling Indie Game \$10,000, and How You Can Too appeared first on Gilded Octopus.

## Descenders is live!

The latest update from Descenders is live, which officially includes modding functionality powered by mod.io.

## Doom Challenge#: Some concepts

Playing around with couple of different concepts trying to create some fearsome monster, after all attempts I ended up with this rabbit-like creature. Of course it hust an early concept, because now I just testing some options to find wich will be the best     Here is more shots: https://www.artstation.com/artwork/9eryLR

## Gameplay Fragment’s Moonrise | #26 The Hunt for the Drake

Welcome to our twenty-sixth blog post!   In this post, we’ll be discussing the Drake, a creature skilled in ambushing, whom requires one to focus greatly, in order to be adequately prepared for when it does strike.   Hunting it is large part of the battle- it does not always simply charge, attack, escape. Its much more crafty. It waits for the moment to strike. Which can come at any time- during a fight, or simply standing at the ready. The mechanics based around this fight is that we desired a boss which would strike somewhat randomly, while one is exploring the land. It can either be relentless, attacking repeatedly and predictably, or escape for a while, not to strike again until it has been discovered. Discovery is not predictable- its long vision ensures it will come at random times, at a random angle. Sometimes, it can’t even be found at all, and you’ll have to search for it. As we begin to expand our Research system, we imagine this boss will be more on the optional side, yielding good rewards should you choose to chase after it.   The Drake’s movement is quick and forceful, aiding its ability to escape. While out of view, it becomes invisible, and hard to detect easily. As such, utilizing the land around, and your array of warriors to surround this creature is the best and most fundamental strategy for defeating it. It relies on continuing its momentum to break through a wall of units, but a strong surround can end that.   An even greater method of keeping it at bay is to freeze it in place. The Apprentices of Water plays a key role here: its Water Bolt spell roots a hit foe to their location for a few moments, stopping it completely. This can play a great role in surrounding, and keeping it from escaping.   The Drake’s main method of escape is its teleport- a long cooldown spell, but with great range. This allows it to rapidly escape from any unfavorable engagement, to return again later for a more favorable one. It can even outright vanish with this, to somewhere far away outside of its normal aggro radius, forcing player to hunt it further. ---
Thank you for viewing our post! Support and interest for the project has been rapidly growing ever since we began posting here, and we're incredibly grateful for all the wonderful feedback so far! We hope this project interests you as much as we love developing for it, and please look forward to more updates coming in the very near future! If you’re brand new, consider checking out our trailer and overall description of the game here.

## Inching towards an elusive goal in mind: playable

At this point, I am shocked I have gotten this far. I keep having issues, I keep solving them, and it keeps moving forward. Un-freaking-believable. I set up a todo list 31 days ago, and got most of it knocked out. I figured, this would be a good time to square it back up, tack on some more , and get it going. Maybe not so long of a list this time. So a few things still not added, including a camp fire, a shelter, and the fauna jake had laid out in design. We know combat works ( still, the sand snakes still exist ) so I am not to concerned about it. To add camp fire to the items buildable, I realized we need to have items have a ‘burn’ type variables, since a fire could break out due to lightning or whatever ( no idea what else, but its a thing ) . And for a shelter, it occured to me that needs to be a section in the items base script – things like, is it a sleepable shelter, how many items can it hold, which then brings up the fact that I need another inventory type panel for shelter/storable , so like a holding chest. So lets get it on, here is the todo list for the next few weeks: Limit searching for items by “hand” ( no tools ) by adding to the list of regenerate-ables. Add “fire” – like variables to Item_Object Create a “camp fire” item, that can be lit with a “bow drill” item Add “Shelter” item to sleep and store items in Add Fauna in Jake’s design ( 3 predators ) implement animation for weapons (maybe consider collision for combat instead of the current tile system) implement missle weapons ( spear, bow and arrows ) Add Tutorial stuff to MWC ( message window controller ) as well as intro text, and other texts Disaster: Lightning strikes caused by storms, starts a fire Disaster: Earthquake, shakes screen, causes damage to player ( and mobs ) and could destroy shelters Disaster: Volcano caused by Earthquake rises and flows lava, lava starts fires and causes damage Disaster: Flooding caused by long rain storms, rises waters and destroys shelters

## TypeScript Port from the "Discover Phaser" book

I want to rewrite the examples to Phaser 3 and TypeScript. Maybe it will be useful for beginners who read the book. 2.3 - First Project: Playground

## The "Learn Pixi.js" book. TypeScript Port

This is an official link to original book examples in JavaScript: https://github.com/kittykatattack/learningPixi I rewrite the examples to TypeScript and Pixi.js v5. I will public examples on: Playground. You will be able to see a code and a result. I use complication to  AMD modules (Asynchronous Module Definition) and the RequireJS library to load AMD modules GitHub Pages. I use compilation to CommonJS modules. I bundle JS files to bundle.min.js using Browserify and minify it to bundle.min.js using UglifyJS Source code on GitHub: will be later I will NOT use Webpack, Gulp, Grunt and so on. I will public the instruction on GitHub how to build examples locally in the README.md file. Note. Release version is loaded more quickly, but on playground you can see a code, you can make a fork, change the code and save it with a new link. Hello World: playground, release Displaying the canvas: playground, release Sprite From Image: playground

## Graphics Programming weekly - Issue 102 — October 13, 2019

Surface Gradient Based Bump Mapping Framework a mathematical framework for more consistent layering of bump/normal maps using linear surface gradients shows the problems with reliance on vertex level tangent space in existing techniques how to express existing methods in the new framework including source code
wayback-archive Emulating a fake retro GPU in Vulkan compute high-level system discussion of a retro GPU emulation implemented in Vulak compute shaders implementation details are discussed in the presentation using Subgroup and async compute for further optimizations presentation archive wayback-archive RenderDoc - Version v1.5 new RenderDoc version allows explicit GPU playback selection improved SPIR-V reflection, performance improvements more extensions and feature levels supported for Vulkan and D3D12 wayback-archive Real-time Rendering of Layered Materials with Anisotropic Normal Distributions proposal of approach for rendering layered materials layers are defined by anisotropic NDFs on varying tangent vector fields wayback-archive Living with Vulkan and DirectX 12 the post describes the perspective from Stardock on D3D12/Vulkan vs. D3D11 new possibilities but also many more problems performance improvements with D3D12 need to be balanced against the higher QA costs compared to D3D11 wayback-archive Progressive Real-Time Rendering of One Billion Points Without Hierarchical Acceleration Structures proposes a real-time solution to rendering unstructured point clouds combination of temporal reprojection, random point selection, and GPU vertex buffer shuffling paper archive wayback-archive Denoising as a Building Block provides an overview of the foundations of denoising techniques expands pon the basics to explain how more complex schemes are constructed how to consider denoising as a building block for several different problems wayback-archive Thanks to Graham Wihlidal for support of this series. Would you like to see your name here too? Become a Patreon of this series.

## Unity Weekly Updates #64 - Jumping Around

• ### Popular Blogs

• 👍 Best of luck finishing.
• http://trix.slovenianforum.com/
• Yea it's a bummer! I had some nice wall variations and flooring. I had already planned out some lighting effects throughout the level and even how the laser would look.   Will you be releasing anything by October 18?
• You're a functional schizophrenic?? I've been looking for someone like that, the illness dfascinates me! I'm a highly functional autist (VERY autistic, though, think Rainman with a Sherlock attitude), and I turned my 'condition' into an advantage, as well. Not the same level, but it helps me understand the atypical brain a bit better than, I think, my peers around here... Sadly, my surroundings are chronicly normal, giving me little to work with. We should talk brains sometime! Btw, the link won't work for me?
• Re: Creating universes full of galaxies with PG, I doubt that would really be that hard, theoretically speaking (it would take time and study, for sure). This is mainly science, all working on mathematical laws. It's a puzzle more than a mystery, putting all the existing pieces together. Some tricky math would be needed to fill some gaps, creating a faux random structure. But from supernovae to grains of sand (or something more... esoteric?) on a shore, I started down this road believing it to be possible, and I admit I still do! Re: PG made with PG... Now that's a tricky one. Still, far from impossible. It's essentially the root of simple AI. I only needed 0 lines of code to make one of those things that scan a writer's writing and created a story that was like it, except when read closely was just a rambling mess of words, all style and no structure. On a similar basis, anything that can be expressed through a computer can be randomized, so I doubt it could not be procedurally generated. Damn. Now I am getting the urge to do AIish PG of stuff. Down boy, down!