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WE RELEASED FANCY BALL 2

As the title says, the game is now on Google Play. Here's a video:  Now I know this video is not what you wanted to see, so here's a link to the game: https://play.google.com/store/apps/details?id=com.PizzaFest.FancyBall2   Now I'll just throw here some links that you might find useful. The original soundtrack:  This song was made by the ULTIMATE Walee, you should check him out as well. Our Discord server: https://discord.gg/9guZGAC   And last but not least, thank you for following the development of Fancy Ball 2. No go on and download it! If you have suggestions/ critics make sure to leave them here.

SilviuShader

SilviuShader

 

Cool things in the Marketplace 8/17/18

If you haven’t peeked into the Corona Marketplace recently, it now offers dozens of plugins and assets, from art packs to audio tracks to useful utility plugins. Periodically, we will highlight a few exciting products which can help you develop your dream app using Corona. High Climb 2018 – Cool Corona Template High Climb 2018 is a challenging tap-to-play template for Corona. You swing your gorilla back and forth as you climb the rock wall picking up goodies along the way. Check it out! TVShader TVShader is a shader from Dave Bollinger for Corona SDK that implements old-school retro-style full-screen CRT effects. The shader supports many different settings to give you a variety of different effects. WebSockets The WebSockets plugin from Develephant provides a WebSocket client for your Corona projects with a simple-to-use API. Supports both secure and standard connections using the RFC6455 WebSocket protocol.  
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CoronaRob

CoronaRob

Engines starting off (again)

Hi there, Francisco here with the first update for 4drop. For those of you new to the project, I wanted to give some background on it. 4drop is, as its description states, a multiplayer game built for 2/4 players where you have to compete with each other to grab a flag and take it to the base. This is fun and games, until you notice that the environment moves in sinchronization with the music and it becomes a puzzle-like experience. The game is really fast-paced and intense. At least that's what we're aiming for!   Some background   Ourocytosis (2012) 4drop is the last instance of an idea that originated on a Global Game Jam back in 2012, a game called Ourocytosis, a weird game where you had a tail that you used to capture minions that gave you powers. Super caotic, and not really accessible, but was fun enough to think about doing some progress with it.   Glitchhiker's fight for the galaxy (2013) After that gamejam, the project got archived for a while since I started working on The Insulines, a game we build with some friends, then worked on Moai SDK and finally moved into Counterspy. In 2013, when done with Counterspy, I started thinking about the project again, but this time I removed the weird mechanic and wanted to explore something different, I wanted to make a fast-paced space battle game with DubStep music and some music / gameplay sinchronization. The result was Glitchhiker's fight for the Galaxy. A local-multiplayer space fight game, still uberly caotic and not accessible.   4drop (2015) After working on Glitchhiker's for a couple of months, I joined Nastycloud and went to GDC in 2014, we showed the game a little bit but I was not really happy about it, so we focused on working on a new version for Nubarron. We made a kickstarter that failed, then started working on 4drop. After working for a couple of months on 4drop, we signed a publishing deal to work on Nubarron, so 4drop got archived again. A little bit sad for me since I had so much love for this project.   4drop (2018) So, now after three years of working on Nubarron, I left Nastycloud and started working on 4drop again. I gave some thought about what I wanted to do, I wanted something challenging, since I was really tired of working on a platformer that had no technical challenges for me. So I decided to go remote multiplayer (something I haven't done before) with the worst kind of game you can go multiplayer with: a fast-paced one. But I know I'm up for the challenge, I also want to get better at game design and that's the reason why I'm opening the game to the public so early, because I want to work on the design with a small community of gamers that will help me decide how to make this game great.   Current State So, what's been going on this week? Since the local-multiplayer version of 4drop has been done in an old Unity version (remember 2015!), I started the project from scratch. I gained a lot of insight in the past few years about game programming in general, so I wanted to test some ideas on architecture and they were not compatible with the way the demo was coded. This week I've been working on getting the movement going. Inspired by an interesting talk on Rocket League's architecture, I started working on a deterministic movement system, ignoring Unity's physics and implementing everything from scratch. It's not a big deal since, for now, the movement is pretty simplistic and we'll see where we're headed in the future. I want to wait until we have the aesthetics figured out (more news on this next week!) before spending too much time in player input. If the need for a fully-fledged physics system arises I'm probably going to use Bullet Physics or something like that. The plan for next week is to get a single level playing with music synchronization and the basic capture the flag logic going on in local-multiplayer. After that, the nightmare of networking! By the way, the ships you see in the screenshot are temporary from the assets store. If you're interested in more technical updates, let me know in the comments below, I'd be happy to post some on my blog and reference them here (want to keep this as programming-light as possible)!

Francisco Tufro

Francisco Tufro

Lighting Settings, Doodads and Water

Been working some more on the editor. I've implemented the ability to tweak the lighting parameters of the level, including the Front (main) light color/brightness, the Back light color and brightness, as well as ambient and fog colors. A couple sliders allow me to control the fog distance and attenuation factors. I have also implemented tools to edit water. I can edit water directly, using a brush like the other editing tools, or I can control it via a filter to fill to a given level. I can also output to the water layer from a function node graph, and the water tools respect mask settings so that gives further ability to control water placement. I have also started work on object spawning. The way it works at the moment is that on application load I scan the Doodads folder. Inside this folder are a number of sub-folders, one for each doodad. A doodad has a specific setup in that each folder must contain a thumbnail image and an XML editor object definition that defines the structure of the object that will be imported into the editor. Another XML file defines the object as it is to be imported into the engine. The editor object is typically just a graphical placeholder, absent all the various game-play related componentry of the official object. After the Doodads directory is scanned, a master list of doodads is displayed on the left when the Doodads tool is selected, showing a scrolling list of all available doodads. On the right is a group window from which you can create and delete groups of doodads. When a group is created, a window appears above showing the currently selected group of doodads. Select a doodad from the master list and click Add to add it to the current set. In the doodad set, each doodad is associated with a Weight that determines the probability of selecting that doodad when applying the doodad brush. By adjusting the weights, I can make some doodads in the set spawn more commonly than others. After a doodad group is assembled, I can use a standard brush to 'paint' doodads onto the terrain. Applying a brush iterates the radius of the brush, and generates a random number per cell, then compares the roll against a probability factor adjusted by the brush hardness and power settings, to determine whether to spawn a doodad at the given location. If a doodad is to be spawned, one is randomly selected from the set based on the probability weights then instanced and added to the map. In addition to brush-based doodad painting, I can also run a filter to fill the entire map from a set. Both brush and filter respect mask settings, allowing me to use masks to constrain doodad placement to specific areas. Currently, only the Doodads folder is scanned. These are non-blocking, non-interactive scene decoration elements only. For game-play-enabled objects, I will likely use a similar system but with finer controls for single-object placement. Don't really want to paint Boss enemy spawns with a large-radius brush, I reckon. Or... maybe I do.... After I implement the object spawning system, I plan to clean up and semi-finalize the savefile format, then I need to make the necessary modifications to the game itself to load these levels. That shouldn't be difficult, since most of the pieces are already there.

JTippetts

JTippetts

 

Social media assets guide

Image by Milky – Digital Innovation, from The Noun Project [CC BY 3.0 us], via Wikimedia Commons Every app and game developer needs an online presence if they expect to have success. Aside from a website, social media is a huge area for helping market your app. Getting started is simple enough, create a Twitter account, create a Facebook page and other sites as well. One daunting challenge is artwork. Each social media site has their own requirements. It can take hours to figure out just what you need in addition to creating the work. But never fear, Laura Bularca has created a guide to the art assets needed for a social media presence. Click on over to her website for her handy list of sites and what you need to set up that presence.    
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CoronaRob

CoronaRob

BGP DevLog #183 (Patron Palooza)

I got an itchy twitch finger and put up the new Patreon ideas immediately. Still eager for feedback and willing to add any new ideas or mix things around, but I really felt like kicking off August with the new revamp and just having that ready to go as soon as my first couple YouTube videos go up.

    And new videos will be popping up twice a week at least for the next little while, just to build some momentum. It's all really exciting stuff and I can't wait to see how it grows. 

Now then... Onto to the devlog!

Yotes Games

Yotes Games

 

Individual Landing Capsules

Unique Landing Ships We are proudly presenting individual colony landing ships for all eight corporations.

After having introduced the individual factions last update now you can tell the difference between them by looking at their landing ship, which is automatically expanded into the main city tower after landing. Additionally we wanted to let you know that Serious Brothers will be @ Gamescom and show Imagine Earth in the Indie Exhibition @ Devcom in Cologne Germany. If you happen to be there come over and visit our show case.

If you're interested in following the development of Imagine Earth - Planetary Colonization check out our Social Media Channels below! --
Imagine Earth | A build-up strategy simulation and a global climate survival thriller for space colony managers with early access on Steam.
Twitter | Discord | Wiki | Newsletter | Website | Blog | Steam | Forum | Youtube | Facebook | Indie DB | RSS  

Jooki

Jooki

 

First updates in crazy Bunny Minesweeper

It's been almost a week since release, but we manage to do several important updates to the game and ready to give more.

So what about updates? there are 4 of them and all of them are small preparatory step to the next big one which is Customization. What we have now that we didn't have at the moment of update: - statistics of victories and defeats of each gamemode and best result in the menu (before you could see only best result at the end of each match) - usability of some menus (such as the ability for the client to close statistics for themselves before it was done by the server, additional information so player will know more about what they are doing, new visual controls and many more) - some improvements in the menu level regarding optimization What next? Now we are at update 1.4, when we make 2.0 it will be customization. Before it there will be several small updates concerning other things.

dillyframe

dillyframe

Twilight Imperium 4th Edition - Game 1

I finally got a chance to play Twilight Imperium 4th edition so I figured I'd do a write up. We had 5 players and it was a blast.  For race selection, we used this website about a week before the game http://www.mygurps.com/TwilightImperium.html and selected 3 choices per player. Here's what it rolled up for us (underlined is what we chose): Yellow (Eck (me) ) may choose from The Clan of Saar, The Naalu Collective, or The Nekro Virus. Green (Devin) may choose from The Barony of Letnev, The Mentak Coalition, or The Winnu. Blue (Matt) may choose from The Federation of Sol, The Yssaril Tribes, or The Xxcha Kingdom. Black (Eric) may choose from The Ghosts of Creuss, The L1Z1X Mindnet, or Sardakk N'orr. Blue (Alex) may choose from The Yin Brotherhood, The Emirates of Hacan, or The Embers of Muaat. To save time, I setup the map before hand since I was hosting. I went with a 5-player symmetrical design and tried to balance out tech specialties, resources, influence, and planet types. Here's what I came up with. See the future pictures for how that red section gets essentially "cut-out" for a 5 player game. Map setup With a mostly balanced map, we rolled to see who would get first pick of starting locations. And the last person to choose was awarded the Speaker token. One other house rule we played with was the Speaker would get to pick the 6th Strategy Card. The secondary ability on the 6th card would get triggered after the Speaker activated his Strategy Card. Round 1 start And then we started playing.  It was a pretty standard set of early turns where people moved out and claimed a few systems. The only thing of special note was the Mentak (Green) chose Warfare but instead of claiming more of his central pie slice, he instead claimed the contested planet between him and the Hacaan (Purple). This led to immediate border friction and posturing between the two races. Green was there first, but Purple felt pinned in behind the Gravity Rift (black hole).  I feel like the Naalu (yellow) are late bloomers so I was quick to make friends with my more combat focused neighbors. Here's what we looked like after Round 1. Round 1 complete I made a deal with the L1z1x (black) player to allow me to claim the green tech specialty planet and move out of the system so he could have the bigger resource value world. The green tech specialty would allow me to get my racial tech Neuroglaive faster and make it so I could hold my own versus all those dreadnaughts. We also exchanged Ceasefires. I couldn't quite take Mecatol this round so I moved adjacent to claim that victory point and set me up for next turn. I made sure to get Sol's (blue's) permission before taking that world and gave him our border planet to solidify the peace.  I also traded my racial promissory note to the Mentak which allowed him to move first in the next round. Giving him a slight edge with the coming conflict of the Hacaan's (purple's) fleets. And I bought a sabotage card from the Hacaan which helped fund the war efforts. Publicly trading for a sabotage was great since it made people less likely to play action cards against me. Round 2 Complete   Round 3 was very tense. L1z1x (black) chose Imperial, but his dreads could only move 1 (at the start). I delayed my move as long as I could so he was low on tactical counters. Then when he upgraded his dreads, I activated Mecatol Rex. At this point he stated multiple times that if I did that, he would roll through my territory. But this was the same turn I got Neurogalives. I told him I was no longer afraid of his fleets, Mecatol Rex was mine, but I would not strike first. He was still low on counters so he couldn't really do anything but stew this turn. While this was going on, the Hacaan (purple) got pinned in by Mentak (green) and Sol (blue). The space cats started massing a big fleet and told the Mentak (green) player he was coming for him. Blue claimed a few more planets and a couple of points. Round 3 complete L1z1x (black) started an arms race with my peaceful Naalu (yellow), threatening me the entire time. Not much was exchanged besides words however. Black was still token starved so he couldn't attack me without crippling his own position thanks to Neurogalive. Big things were happening on the other side of the board. The Hacaan (purple) used an action card to connect Alpha and Beta wormholes to threaten the Mentak's (green's) homeworld. In response, the Mentak moved their speed 3 cruiser fleets through the Beta wormhole and took the Hacaan's homeworld. My daughter was wandering in and out of the game all day. She was in the room around this time. After the game she asked me if green attacked purple with his cruisers because she saw he could sneak through... #ParentingWin Blue started moving his fleets towards Mecatol but I made some sweet deals just to get his ceasefire. Round 4 complete The Mentak (green) counter attacked the Hacan (purple), but the space cats played skilled retreat. Then they retook their homeworld. The Federation of Sol (blue) started moving towards Hacan (purple). L1z1x (black) built up a ton of PDS and upgraded them meaning I couldn't go crazy in his backyard.  The glorious Naalu (yellow/me) made a series of plays over this round to gain 5 points.  Imperial - held mecatol +1 Imperial - (Public Objective) Held 6 non-home system planets +1 Secret (Action phase) - Win a space combat versus a player with the most points +1 Secret (Status Phase) - Own two faction technologies +1 Public (Status Phase) - Own two unit upgrade technologies +1 So I went from 3 points to 8 points in one round. I still had the Speaker token so I'd get first choice of strategy card, and as the Naalu I would get to act first no matter which Strategy Card I chose. Nobody could take Mecatol from me this round since I had waited so late in the turn to make my move this turn.  I knew there were action cards or agendas that might be able to mess me up, but the only thing that popped up was Seeds of an Empire. Voting on that either the first player would gain a point, or the last player would gain a point. I was scared for a moment because I thought first player might lose a point.  Round 5 complete We didn't bother playing out any of round 6 because I was going to choose imperial, score a point for Mecatol, and score a point for one of the objectives that they couldn't take from me. Victory Naalu (yellow/me)! Final score: The Naluu Collective - 10 The L1z1x Mindnet - 6 The Mentak Coalition - 6 The Federation of Sol - 4 The Emirates of Hacan - 3   Final Thoughts: Fourth edition is much more streamlined than 3rd. The 5 player game took 8 hours including a break in the middle for pizza. Being the Naalu and going from 3 to 8 in one turn and then winning the first action of the next turn was really impressive, but it also felt a little bit unfair. Hanging out at 3 points, people didn't feel I was a big threat so they never felt the need to stop dealing with me diplomatically. But I was also on Mecatol Rex for the entire game and nobody attacked me there once. So I don't feel too bad about winning. I liked our 6th card house rule, and I also liked the 5 player wedge cut out. Most of the others didn't like it however, because they felt like it took away too many planets. I don't think they realize that with a 6th player we'd have someone else occupying space AND we'd also have to deal with 5 blank tiles so there would be EVEN FEWER worlds. I know people had fun though because they're already asking me when I'm hosting another round. Maybe we'll play the 14 point game soon.
 

Eck

Eck

Toolin' Around, By Halves

Post Mortem: Toolin’ Around, By Halves   Introduction
As part of our practice to make user friendly tooling at SAE Qantm, we were required to create tools for designers’ projects. For the latest project, the design students have to make a game with the following limitations: In your assigned team, you are to create a fixed-screen game for PC with limited inputs. Your focus will be on mechanics and level iteration. Creative Limitations: Must run on PC Use only the arrow keys for gameplay. Levels are loaded from an ascii map text file Art assets are to be created in Magicavoxel. While we are not involved in the design process of the game, we have to assist each team by providing them with tooling that will help them create their intended games with ease.   What went right 1.      Programmer per team This was a happy accident, by that I mean it was never our initial intent as at the start of the project there was three teams. These teams needed different things, which we both started working separately on. Eventually they became two teams with separate needs and as we were already working on separate components we became the programmer for each team. This meant that we could work on our own systems and be accountable for those.   2.      Communication As mentioned above, because we had an individual programmer per team we were both accountable and accessible to the designers. They were able to give us design documents early and we were able to create systems then based on their needs. Even though we had set up repos where they could leave error messages, most of my communication was through direct messages. Solving issues as they arose.   The way I worked Based off the initially pitched game by the designers, I was able to pitch back to them what I thought they would need, this way any issues they had would be addressed early. Not saying that all issues were fixed early, as the designers only decided that they wanted some functionality on the fly but there were minimum problems.   What went wrong 1.      Separate Workloads While having separate programmers for teams was a blessing, it also meant that you were solely responsible for the work that team needed. While the workload was roughly the same, the difficulty of one workload was more significant than the other. Putting stress on one person.    2.      Helping alternative team This follows up with above, When the other team was having issues with things getting done, it was harder for the other programmer to step in and help. This was for a few reasons; ·         Separate systems, understanding the other programmers’ systems could sometimes be difficult as well as altering their work could sometimes cause frustration. ·         Martyring themselves, sometimes people don’t want to be helped due to whatever reason.    What to do in the future 1.      Scope In the future accessing the scope of work needed to make sure there is an even distribution of workload. If there is disparity between them maybe take a few extra tasks to help the other
  Conclusion
This project was a great test of the newly acquired skills from the last toolin, putting what we had learned into practice. The overall outcome of my teams’ game was pretty successful, this in part was due to the great work ethic they have but also their communication with me whenever they had problems arise. IGN 9/10 would work with them again   Check out their game here: https://slemhosta.itch.io/skimminal  Development stats ·        Developer: Ben Walker, Dan Ackroyd ·        Length of development: 4 weeks ·        Number of developers: 2 ·        Development tools: Visual studio, Unity  
   

Ben Walker

Ben Walker

Toolin' Around, Doom

Post Mortem: Toolin’ Around, Doom   Introduction
As part of our practice to make user friendly tooling at SAE Qantm, we were required us to make a fully modifiable version of doom. Which has got to be one of the better projects to work on (any excuse to play doom and I’m there). This project was a group project The requirements were to recreated doom entirely but in unity, considering User stories (i.e. Things that users of different professions and backgrounds would want to do with or to the tooling) Some examples of this includes: As an AI Developer, I want to be able to make the game run at an accelerated rate so I can more quickly test my AIs for effectiveness. As a Game Modder, I want to be able to change all damage outputs Our main goal apart from making the base version of doom was trying to accommodate as many of these as possible.   What went right 1.      Scheduling and task assigning We were given five weeks to get this done, which sounds longer than it actually is, however from day one we were on the ball, organizing scrum method and channels to communicate on. Tasks were assigned on a weekly basis and split between us. These were followed up by weekly meetings to confirm and assign new work.   2.      Learning new skills Speaking from my personal experience with this project (I’m not so sure about Dan), this was an opportunity to brush up on patterns and learn new skills. This included; ·         The use of Scriptable Objects, both for containing data out of runtime and ease of use for interfacing.  ·         Improving coding patterns, Using the case, commenting and summarizing code ·         Using Events.   3.      User Testing Through hosting successful player testing, we were able to see how are tools were being used and more importantly interfacing issues that they had. Spoiler alert, there was a few issues.. however, players managed to turn our errors into fun. If you have never rode a tornado of enemies while traversing doom, you’re doing it wrong.     The way we worked As mentioned previously, this was a group project, however we really didn’t really treat it that way. We would meet twice and week and would rarely message each other outside of that time. Just focusing on our assigned tasks and then showcasing when we would meet up again. This proved to be problematic     What went wrong 1.      Communication Even though we did have regular meetings weekly, this wasn’t enough to be effect in the timeframe we were given for the project. Sometimes going as long as not talking to each other for three days. This caused issues both with the speed and which things were completed and ultimately the collaboration between our separate systems.   2.      Combining designs Considering our systems were split and created in their own sections, we had many issues trying to get things working together, normally hacking them together in the times we were meeting. This cut into our design time and generally left us with a lot of unresolved issues.   What to do in the future 1.      Communication
Even though we did set up channels to talk to each other, in future using those channels more effectively by working together on technical design, assigning of tasks and completion of tasks in beneficial to the project.
  2.      Technical design By working together and creating shared documentation and diagrams, by having a greater understanding of each other designs, issues can be spotted before they are in production and then addressed.  Having some sort of waterfall method or at least a version similar to that would prevent design and game logic from being changed at a later date. Minimizing the issues related to poor or conflicting design.
    Conclusion
Overall, I had mix feelings about the project, the outcome of it was kind of disappointing. But if I reflect on what the experience taught me instead then it was quite successful. I learned new systems and new skills as both a developer and programmer.    Development stats ·        Developer: Ben Walker, Dan Ackroyd ·        Length of development: 5 weeks ·        Number of developers: 2 ·        Development tools: Photoshop, Magicavoxel, Visual studio, Unity    

Ben Walker

Ben Walker

 

Tales of Vastor - Progress #1

Tales of Vastor - Progress #1 Content Vision Story Game play mechanics What's done? What's next? Vision Tales of Vastor is a hand-drawn 2D fantasy party-based RPG with challenging fights and a linear story line. Tales of Vastor offers challenging party-based fights as known in Dragon Quest, Final Fantasy and other titles as well as a thrilling linear story which is guided by a narrator. The art style is heavily influenced by games like Odin sphere and other Vanillaware titles. Story It all began, as you spent time with the princess on the hills. She worried about the princes behavior lately and asked you for a favor. Suddenly, you heard a noise. Of course you grabbed your sword and took a look around. You got hit on your head and were not able to keep your eyes open. The princesses cries were the only thing you noticed until finally waking up. Cold walls of a prison cell were the only think you recognized. As well as a mysterious men standing in the shadows. Will you be able to find out what happened to the princess? Game play mechanics The focus is definitely on the fighting system and the story. Therefore, the mechanics will be split into two different parts. Fights The fights are round based with two groups. One group is your own, containing your character and maybe other companions. The other group features the enemies. Depending on your progress and level, different enemy groups may appear. During fights, you will be able to attack, choose special attacks, rest, choose an item or even try to flee, if the enemy is far too strong. Story In order to find out what happened to the princess, you need to navigate through the world called Ethen and talk to different people. A narrator will guide you through the different events. Navigating through the world is provided on a world map. The map contains different points which may result in dialogues, fights or maybe other unexpected events. What's done? Fights Fighting is one of the most important aspects of the game. Therefore, the following things are implemented until now: two fight groups multiple character per group basic fight actions Attack selection of an enemy to attack Power attack the equipped power attacks will be loaded and available power attacks use power to perform Rest no action is performed; instead a little bit of the power is restored World map The navigation through Ethen contains the following: map in the background based on the current world navigating the player mouse input keyboard input points based on the progress when starting a new game, not every point is visible on the map. Depending on the story progress, those points may be displayed. Dialogues The dialogues are almost finished by now. The basic dialogue functionality is the follwing: showing the narrators text displaying of the current characters class selections may be shown for the player and your companion Here is an example with one of the characters. What's next? Let's end the progress article with the next planned issues: Inventory system The basic inventory is already implemented. Missing features are the actual inventory items and the consumables handling. Switching the world On the world map, you may enter other worlds. Those need to be drawn and included in the game. Alpha version coming soon In order to provide the best experience to everyone, I will upload an alpha version by the end of August. The goal is to get as much feedback as possible. By the end of October, a beta version and a basic demo version are planned. The final version is planned for December. This will be possible with your help, so please be sure to give feedback and stay up to date.   To finally close the very first Tales of Vastor update, I want to thank you for taking your time and reading the entry. Be sure to watch the game to get the updates as soon as possible and be prepared for the alpha. If you have feedback, I really appreciate reading it. You can contact me via mail or direct message. Thank you!

LukasIrzl

LukasIrzl

Warfront Infinite Dev Blog #14: 3D Artists And Multiple Routes

This Week Hello everyone! This week was an exciting one. Lots of things were fixed, improved and implemented. I found 2 experienced 3D artists who will be helping me along the way. I guess I can say I'm part of a team now It seems that I learn something new everyday just by talking to them, which is great! New Workflow To improve my productivity I decided to start making a TODO list with post-it notes stuck to my wardrobe doors. On one side there are things which need to be done, and on the other are things which I have alreadydone. It is really satisfying to move the notes from one side to another And it makes it easier for me to remember what things I've done each week, so I can write them in the blog. 3D Artists Recently I've found two 3D artists who agreed to work on the game. They've got some awesome ideas and in the coming weeks the game should start to look pretty great. Here's what one of the artists already started working on (construction yard vehicle): This will be a prop for the construction yard themed levels. There will be 4 themes total: airport, construction yard, prison yard, and parking lot. Each theme/scene will have props, ground textures and everything else related to that specific environment. This is how the each cell on the floor will look like. It will be animated, and the turrets will rise from beneath these doors: Currently one of the artist is working on ground textures, walls and environments in general, and another artist should soon begin working on turrets. New turret: Progress With The Game So as I mentioned before this week I've done lots of things which include: Implemented smooth (lerped) camera movement Implemented support for multiple enemy routes (with multiple entry and exit points) Added non-bomber air enemies Improved information displayed on UI (Upgrade menus, bottom panel) Limited deltaTime's maximum value Added fast forward button Added text telling what will be the next wave Multiple routes shown by the black/brown markings on the floor. Price is now shown at the bottom panel without the need to hover over the turret button. Text of the type of the turret is now highlighted:   That is everything for today, see you next week!

EddieK

EddieK

Gargoyle Art Head Piece

I haven't really been posting much in terms of blog updates as I was waiting on the next GameDev Challenge to be announced.  I'm working on a another project and did a gargoyle head piece for a wall scene which I thought I would share. It's a lizard type creature.   I'll be posting my updates for the new challenge soon! For those that haven't seen it, you can check it out below:  

Rutin

Rutin

 

Untouched Earth Development Blog - August 8, 2018

Hello Readers! Development continues at a slow but steady pace. I finished level two and have been working on level three. I hope to have it completed very soon, but It looks like my new and improved timeline from the last post is already experiencing delays. While getting off schedule is not ideal, I'd rather create a quality game that is a little off schedule than a rushed game that is less fun. I must say, I continue to struggle with time and motivation as there is still a lot of work to be done. That being said, I keep going back to the old saying, "how do you eat an elephant? A piece at a time!" Being that this is my first game, I'll just take this issue as a learning opportunity and keep moving forward. In regards to development, I've added some fun obstacles, elements, and even a new character that is proving tough to beat.I hope you'll keep reading to see some of the new additions.   Rising Lava     The third level starts out with the hero in a deep cave with lava as an environmental hazard. I created a section of this level that has lava rising upward, requiring the hero to move quickly to keep from becoming a crispy critter!   Switch Walls     The third level has a number of walls that require the hero to find "switches" in order to unlock the wall. When the hero has found all the switches, the wall opens and the hero is able to pass.   Skeleton Knight     The skeleton night is a new addition to the enemy pool. He slashes the hero with his sword and makes use of his shield to block the hero's attacks. I've died more than once facing this valiant dead knight.   Timed Platform     There are now platforms that will drop from under the hero's feet after he has been standing on them for a certain amount of time. These platforms paired with lava are really heating things up (corny pun intended). ________________________________________________________________________________________ As always, thank you for reading. I would love to hear from you and would love to hear any comments or ideas you have. Feel free to leave a comment or email me at watermoongames@gmail.com. _________________________________________________________________________________________

WaterMoon

WaterMoon

Unity Daily Update #7 - Another plane of being

During the past days, lots of shaders were updated and other visual things did too. Firstly, I've added lights effects when the crystals get shattered. There's also a burst of particle emanating from the broken crystal on impact. Also, enemies now leave a ragdoll corpse behind when they die. I love some of the poses those ragdolls make. On another note, I've toyed around with corpse removal and got captivated by the shrinking effect it created. It can sometimes be off-putting, but I'm still captivated. I've also added a nice VHS-like effect from layering two VHS shader together; namely "more AVdistortion" and "VHS pause effect". I've already ported the former and it's already active and the latter was just a matter of porting GLSL shaders to HLSL. No biggie. I did change the code a bit to make the white noises move through time. And there's nothing like trigonometry to help us with that fixed4 frag (v2f i) : SV_Target { fixed4 col = fixed4(0, 0, 0, 0); // get position to sample fixed2 samplePosition = i.vertex.xy / _ScreenParams.xy; float whiteNoise = 9999.0; // Jitter each line left and right samplePosition.x = samplePosition.x + (((rand(float2(_UnscaledTime, i.vertex.y))-0.5)/64.0) * _EffectStrength ); // Jitter the whole picture up and down samplePosition.y = samplePosition.y + (((rand(float2(_UnscaledTime, _UnscaledTime))-0.5)/32.0) * _EffectStrength ); // Slightly add color noise to each line col += (fixed4(-0.5, -0.5, -0.5 , -0.5)+fixed4(rand(float2(i.vertex.y,_UnscaledTime)),rand(float2(i.vertex.y,_UnscaledTime+1.0)),rand(float2(i.vertex.y,_UnscaledTime+2.0)),0))*0.1; // Either sample the texture, or just make the pixel white (to get the staticy-bit at the bottom) whiteNoise = rand(float2(floor(samplePosition.y*80.0),floor(samplePosition.x*50.0))+float2(_UnscaledTime,0)); float t = sin(_UnscaledTime / 2); if (whiteNoise > 11.5-30.0*(samplePosition.y + t) || whiteNoise < 1.5-5.0*(samplePosition.y + t) ) { // Sample the texture. col = lerp(tex2D(_MainTex ,samplePosition) , col + tex2D(_MainTex ,samplePosition), _EffectStrength); } else { // Use white. (I'm adding here so the color noise still applies) col = lerp(tex2D(_MainTex ,samplePosition), fixed4(1, 1, 1,1), _EffectStrength); } return col; } It's nice to have HLSL code, but a video is better:  

jb-dev

jb-dev

 

Graphics Programming weekly - Issue 51 — August 12, 2018

Imperfect Environment Maps using ideas from imperfect shadow map point-cloud rendering to implement reflections generates a point cloud around the track screen space pixels that are close to points of the point cloud transfer their color onto the points the point cloud is then projected onto a sphere around the car and used as an environment map to add reflections on the cars wayback-archive Musings on cross-platform graphics engine architectures – Part 2 breaks down the engine into two separate related concepts, Resource and Command management discusses how to interact with resources introduces the idea of state scopes to prevent state leaking commands are recorded into engine specific command buffers that are later converted into the API specific format wayback-archive High-Performance Graphics 2018 slides for most of the talks have already been published wayback-archive DX12 Ray Tracing Tutorials Nvidia tutorial on how to integrate DirectX raytracing and rasterization so that both rendering paths can be used within the same application how to initialize the API, create DXR acceleration structures how the ray tracing pipeline works, manage shaders, resources, and shader binding tables implementation of the required raytracing shaders to produce identical results with the rasterization pipeline wayback-archive Rendering the Moana Island Scene Part 1: Implementing the Disney BSDF . short description of the different aspects of the Disney BSDF, including source code wayback-archive Screen-space Water Rendering a technique to render screen space water using unity water particles write information into offscreen buffers to accumulate water information these buffers are then resolved to form a continues water surface instead of individual blobs wayback-archive A Multi-Faceted Exploration (Part 3) improves upon the multiple scattering approximation from the previous part of the series the result is a model that only requires a 2D LUT to be pre-calculated wayback-archive Shader Graph Updates and Sample Project walkthrough of two vegetation shaders created with the visual shader editor that was added in Unity 2018.1 wayback-archive Uniform points in sphere and capped cone how to improve the generation of uniform points in a sphere, disk, and a spherically capped cone wayback-archive Clipping Objects with a Plane a tutorial that shows how to clip a mesh in a pixel shader against a plane using unity wayback-archive Confetti Shader Translator - Alpha a web tool that allows the conversion from HLSL Shaders to HLSL 6.2, GLSL 4.5 and Metal 2.1 The other pathtracer 5: Optimizing Triangle-Ray Intersections choosing a different algorithm to optimize triangle-ray intersection tests and vectorizing the calculations wayback-archive Tiled Blue Noise a quick overview of blue noise tiled with various tile sizes from 16x16 to 256x256 wayback-archive A Cross-platform Evaluation of Graphics Shader Compiler Optimization explores source to source optimizations techniques using the LunarGlass framework with GLSL shaders comparison of different optimization techniques and the effects on runtime performance results vary significantly between different shaders and target platforms wayback-archive The State of GPGPU in Rust overview of libraries available to write GPGPU applications using the Rust programming language wayback-archive Lighting the Unlit description of the “unlit” light system being used it allows lights to modify tint, brightness and contrast to enable the 2D characters to match the environment better wayback-archive Metal shaders: blending basics a short explanation and Metal shader code for different blend modes as described in the PDF specification wayback-archive Shader Showcase Saturday #4 overview of different fire effects that are based around animated noise textures wayback-archive Shader Showcase Saturday #5 overview of different rain effects with links to more in-depth articles discussing the showcased effects wayback-archive Microsoft/glTF-SDK Microsoft open sourced their library to read and write GLTF model files
Read more

jendrikillner

jendrikillner

 

Pay to promote — advertising with Google Ads

Originally posted on Medium In April 2018 I received a gift from Google Ads (aka AdWords) — 2000 rubles (~30$) to spend for my Totem Spirits game advertising. In this article I want to share some statistics and overall impressions of this platform. First of all let me tell you that 30$ for advertising is not really ‘a lot of money’ so I didn’t expect it to give the game any significant boost on the market. But the end result was slightly better than I anticipated. While configuring an ad camping I set the budget to ~0.8$\day expecting it to last one and a half months. Actual campaign was active for almost 4 months. As targeting countries I chose the top 5 countries downloading the game: India, Ukraine, Russia, US and Germany. The interface of the Google Ads platform is rather intuitive. I wrote rather since it takes some time to find where to press and what is behind all of those statistics and rates. But I can see its improvement over the old AdWords version. Now it’s time to dive deeper into statistics and numbers. At the next graph we can see the overview of the whole campaign: One point represents stats for the whole week There are two impressions\clicks peaks: week of April 9 and May 7 (I have no clue why). Overall, the campaign is rather linear with ~2500 impressions\~70 clicks per week starting from the peak of May 7 slowly increasing to ~38000 impressions\~500 clicks towards the end. At the next graph we can see the conversion stats: 1$ is roughly 62 rubles at this very moment The cost of one conversion is just 9 cents! Conversion rate is 7.84% which is actually quite high for the industry. Now let’s look into Google Play Console stats: Google Play Console Installs stats As we can see the numbers match: 365 installs with top 18 installs per day several times. Unfortunately, no other relevant statistics can be gathered from Console, since there were no ratings\purchases :( So far the promotion of the game is the hardest part in the whole Game Development process (see my previous article about games promotion for free). And paid advertising seems like a right way to go on. In the end I’d like to quote Mark Twain:
 

Gameplay Xilvan Design games for 2018 and the Future!

Hi everybody, i'm ready to announce that Xilvan Design build 3D games since 2004: Lights of Dreams IV v8.57. Candy World II v8.97. Candy Racing Cup v2.75. Candy World Adventures v5.75. Candy to the Rescue IV v6.17. Candy's Space Adventures v16.17. Candy's Space Mysteries II v6.57. No More than 5 new updates since last edit: - We are planning Lights of Dreams V: There will be Space travel. - Just enhancing the graphics of Candy World Adventures IV. - Rocks wasn't blasting enough in Lights of Dreams IV, Now it breaks a lot. - Enhanced the lights balls in teleportation scenes in Lights of Dreams IV. - We are actually releasing our games.   They are available for download on my website: Plenty of games wait you HERE: - Our amazing Xilvan Design Websites - Hope you'll appreciate!   If you want to watch the videos of our games: - Our Youtube Channel - Please, Subscribe to our channel for more infos about our new releases. Now we have 538 subscribers, we need more than 1000 to get fulfilled.   Also, you must share the news!   Friendly, Xylvan, Xilvan Design.

Xylvan

Xylvan

 

#5 - Testing the attributes

Since my last update, i have implemented most of the attributes in Cycling - The board game. Quick recap: the game is about getting to the finish line first. Each turn, each player rolls a dice (D6) and moves the amount of squares. The odds of the dice are rigged based on the player's strength (higher strength = better odds). Next to the dice roll the player can gain bonuses to move additional squares. These bonuses are based on their attributes (which can range from 1 - 20). Now that i have implemented them, i have to check if they add fun to the game. Fun is of course hard to measure, but what i am aiming for mostly is balance between the different elements. For example, if one attribute is much more important than others, the others are irrelevant. To test them, i left my computer running for a night and simulate over 600 different races with different AI players (with every time different attributes and strength). I now had a lot of data points to analyse with. I decided to use a multiple regression analysis, where i analysed the impact of the strength and all the different attributes on the outcome of the race. This led to the following results: R-squared:  0.43    Coefficient of different attributes Strength -4,59 Climbing -3,60 SoloRiding -3,06 GroupTechnique -3,04 Flair -1,57 Sprinting -0,93 Restoration -0,84 Starting Position -0,73 Determination -0,51 Composure -0,36 Luck 0,12 Conclusions This stuff really makes me feel like a nerd, which is nice 😉 The R squared means that more than half of the results are not explained by this model The fact that all attributes are negative is correct (the higher the attribute, the lower your total final time) The attribute luck has a different sign, which basically means that a lower attribute is better (although the coefficient is very small, so technically it means that it is not relevant) Strength is more important than all the different attributes Climbing, solo riding and group technique are most important Composure and determination hardly matter at all   I am somewhat happy with these outcomes, but find it difficult to determine my final goal here. I think it is not a good idea to have all attributes at (roughly) the same value, since then it won't matter which one you improve at all.    On the other hand, an extremely large difference between attributes, means that your strategy should be to simply focus on the best attributes, which is also technically not really fun.   For now, my next move will be to make the lowest three attributes somewhat more influential so that they matter more. When that is done, i am just going to continue playtesting manually and get a feeling for how the game is running. At that point i will also upload a new version, so i can (hopefully) get some feedback on the game itself.    In the meantime, please feel free to try out the game yourself (link) or even better, let me know what your ideas would be to further balance the game.   Thank you once again for reading!

Jaap85

Jaap85

 

New life of minesweeper!

This is the first entry in this blog and it's about the minesweeper - some people hate it, others - love it. Why people don't play minesweeper? Probably because it's boring? The idea of our game is to unite people in solving logic task in classic minesweeper. It is not solo experience anymore, It's cooperetive game where you can gather your friends (up to 4) and win together or loose together. And this is not a flat 2D picture it's full 3d environment which you can explore (play mini-football or find some hidden places, or just kick chckens). It's not about minesweeper it's about challenging your friendship and your mind if you accept the invitation. How we came to it? It's simple: we like minesweeper and we like 3d games and we like games from third-person and we like puzzles. Why not to combine it all in one game? Here it is!  What's new? Bunny Minesweeper have 2 game modes: classic and crazy. Classic mode offers 3 classic types of difficulties which you could see in traditional minesweeper Crazy mode offers 3 crazy types of difficulties - the biggestfield is 60x60, that is 3600 cells and  396 bombs - and we really tested it and it's damn hard to win in party!!! You can play solo if you want to - there are 3 matchmaking opportunities: solo, random and friends. As the game is only in steam - the friends matchmaking is your steam friends. Mini-football? And why not? It will help to rest from the main task and have some fun with friends. BTW you can play football not with the ball but with your friends to get more scores - just kick them into the gate! Statistics and Leaderboard At the end of the match you will see some statistics of the match - how many cells each player opened and how many flags they put. There is also a Leaderboard  - separate for solo and coop modes for each difficulty -  the faster you complete the game the higher your position will be. Customization For now you can change the color of your bunny before joining any game (in the menu). This color serve to identify the flags you put,  so at the end of the match before building another field, everyone can analize where and who is responsible for the defeat. Future plans of customization are huge - from some parts of clothes (like hat or gloves) to full unique skins. Some of parts you can see in the main menu - those strange dancning bunnies. And  - YES! - you can dance in game pressing 4 button. Why kicking? The main idea of kicking players is to force them to go away from the cell they could occupied when afk or bother you to play. You can use it in any way you like. It's just a possibility. Conclusion So if you love minesweeper you should definitely try this one and if you hate it - well... give minesweeper a chance to change your mind by playing it in 3d enviroment with friends - hard and fun simultaneously!!!    

dillyframe

dillyframe

Fancy Ball 2 - Sun Skin

Well.. the game is almost finished so we'll probably release it next week. Here's what the sun skin does. It gives the player speed as you can see in this video:  We still have to finish the FX sounds and music but other than that the game is pretty much finished. We'll release it on Google Play first and then decide about other platforms support. Until this game is ready, you can download our previous Fancy Ball game: https://play.google.com/store/apps/details?id=com.SilviuShader.BallNGlass&amp;hl=en_US   Wanna chat? Why not join our discord server? Here's an invite: https://discord.gg/9guZGAC   Thank you for following the development of our games!

SilviuShader

SilviuShader

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