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  1. Hi, everyone!

    We are so so sorry for not posting for so long! There are a lot of exciting things we would like to update you on regarding “Project SpaceVille” and FAXIME. Well, there’s been a lot of changes to this project. That includes both adjustments to already planned details, and lots of new stuff too! We’ll be posting regularly from now on. We promise! (wink)

     

    So, onto the good news!

    The two programmers on the project have been really busy finishing their B.ASc. on Game Development Engineering. But it's finally over and we are now back track again!

    Since our last devlog, FAXIME was basically just the two of us, so you might think that our absence meant that development had stopped. Thankfully, our team size has expanded since then, and we added two new young and cool artists and a public relations guy. (Maybe we can do a post about them in the future, who knows?) (laughs). So, basically, what we want to say is that, while we were mute we were very busy!

     

    Now that that’s said, let’s tell you some of the new features we have implemented on “Project SpaceVille”! In this post, we’ll focus on some social features.

     

    Am I still alone?

    We are glad to tell you that you are not alone in this crazy world anymore! We have implemented a new AI system for the characters’ dialogue to allow them to be aware of their surroundings when speaking with you. In other to achieve this, we have also developed a tool that helps create new dialogues. It’s only in prototype phase right now, but it’s already making our life a lot easier for us as developers and game designers.

    Our goal is to have villagers that feel “real”, and not not some mindless robotic terminators! (laughs) We hope that you’ll be surprised of how aware your fellow villagers are when talking with them.


     

    Cool... Cool... And what about real people?

    Well… Since “Project SpaceVille” is targeted to mobile platforms, it has been a priority since day one to implement social features into the game. So, with that in mind, we’ve been experimenting some features and some technologies.

    We ended up creating a prototype multiplayer mode, which allows you to visit your friends’ villages and interact with each other! Right now, everything that you can do in single-player mode, you can also do in multiplayer mode. But, of course, it’s still very rough in the edges so there are still a lot of things to fix. Sadly, do to the nature of this feature (server requirements, security, etc.) it might not make it to the initial release. But we’re still exploring our option.

     

    Meanwhile, we have had a million other ideas of gameplay experiences we wanted to create and we will be telling you about them and other work we’ve done in these past month in a very soon future!

     

    See you soon! (this time, probably next week) (laughs)

    Project_SpaceVille_Logo.jpg

  2. Through my adventures of Computer Science and my voyage through learning about electrical engineering, software architecture, modelling, and animation, I have been testing everything in various real-time engines to satisfy my curiosity. One of the bigger test scenarios have become so interesting that I decided to make a game out of it.

    The idea sprang from nothing more than a character model that I was required to do for the Game Institute (tm). It was just a model with some skinning, but I wanted to try and animate it and put it into a real-time engine. The model is a tiger-bird hybrid, and the idea of flying and hunting interested me, so I started programming some effects and controls for flying. Everything of course got pushed aside because of other courses and I forgot about it for a while. I have so many ideas sometimes, it is a bit hard to keep track of them all. I write them down and then they are forgotten.

    A year later and I'm sat with more time on my hands now. This project is small but requires good programming on the controls and the AI. The work, that has to be done, is affordable enough that I can produce it myself. The world requires vegetation and terrain, and some wild-life. Everything requires sound-effects and atmosphere. I need some very solid controls on the actual character and some good collision handling/animations ( falls, crashes , catches and take-downs ). Last, but not least, I need some cut-scenes to lead the player in and immerse them (All my fav games have some good cut-scenes!). Story is everything, and even though I can't afford voice-actors or mo-cap animations, I can definitely create lively cut-scenes using the graphics and sound I can muster up for my requirements.

    I have everything planned out and half the assets done. The rest should come swiftly as I get into routine, and I look forward to the first tests!

    I will keep posts here on GameDev, partly as a diary and partly as a way to get critique and new ideas. Test-versions might also come up for better feed-back, but I'm still green and, I must admit, shy to what the internet might spout in my face about my baby ( why should it matter, though? The point is to have fun ).

    It's not gonna be 50 hours a week, 30 is more likely. I have a full-time job to attend, a search for a new job to keep up and pheromones to apply to a hungry female of my species. Time-frame is about 2 months of work and I intend to keep as close to the deadline as my head will allow.

    -Alpha

  3. This topic will probably be one of the more ambitious topics I will write about for a number of reasons. First of all emotions are not a just about feeling excited about playing that new game you bought today or feeling sad because your favorite character in game of thrones just got killed. It’s very closely related to longer lasting moods. Secondly, psychologists aren’t completely sure on how to explain human emotions. There are a number of different theories that explains what happens when we experience an emotion and many of them are support by scientific studies. I’m not going into those theories because I don’t think they are relevant to this article. There is a link to a crash course video in the references below just in case you’d like to know about emotions in general.

    So what is an emotion? And more importantly, why should you take them into account when you design and develop games? Emotions are a bit ambiguous, even psychologists can’t agree on a unified definition. One of the definitions I found: an emotion is an internal response to an event. Something within your body might change when you experience an emotion, for example, your heart rate can increase or decrease. Some other psychologists might say an emotion is more like a feeling or mood. From these definitions it feels as if emotions aren’t very tangible and difficult to study. However, specific emotions and moods can be very useful when designing games. Taking emotions into account when designing games can definitely help you to enhance the player’s experience. And although emotion is an ambitious and broad topic, it also means there are countless ways you can apply it in your game design.

    91_10_1108_S1746-9791_2010_0000006010 Russel’s dimensional model of affect

    Just like there are multiple theories of emotions, there are several models to classify them. I will keep to one: the picture below is Russell’s model of affect (Russell, 1980). This is a two dimensional model in which emotions are classified based on how active (level of arousal) and pleasant (positive or negative) an emotion is. Many action games use the model to some extent. You feel your heart pounding in your chest, your arousal is up, feel stressed and tense as you approach the enemy camp. On Russell’s model this would be high arousal and a sort of negative emotion.

    Now the important question: Why should you apply all this to your game? Here are a number of reasons:

    1. Emotions can help form memories so players remember your game in more detail (LeDoux & Doyere, 2011). This enhances the player’s experience, making it richer and feel more personal.
    2. Allowing your players to experience a positive mood can help them solve the puzzles and riddles in your game (Isesn & Daubman, 1987).
    3. Arousal in general can be quite useful as well. When you want something important to be noticed by the player, make it more arousing to grab their attention (Buodo & Sarlo, 2002).
    4. Arousal can also boost the player’s performance. According to the Yerkes-Dodson law (Yerkes & Dodson, 1908) easy tasks can benefit from high arousal while difficult tasks are handled best when the player’s arousal level is low. You can use this law to adjust the difficulty curve of your game accordingly.
    5. Keeping your player in a positive mood will motivate them and make them try harder (Nadler, 2010). Basically you can keep increasing the difficulty curve of your game as long as the player is in a good mood.
    6. More specific emotions can also be beneficial as well. Anger, for example, motivates players for confront a problem or pursue a goal. On the other hand, players who feel guilty about an action they did can be motivated by their guilt to do good and counteract what they have done (Parrott, 2004).

    Even negative emotion, such frustration can improve your game. It can motivate your player when done right. Remember when you fought an end-boss in a game but lost? What did you do? Did you quit the game or did you go back to the last save and try again? Most games have a difficulty curve of some form to keep players challenged and when the curve is just right, you will occasionally loose and have to try again. This trial-and-error will come with a bit of frustration but quickly changes to excitement and motivates to try again. Frustration in these situations only become a problem when the difficulty curve is too steep and the player gets stuck somewhere in your game. It that case they might even quit all together which is not very good for your retention. Of course there should also be a moment of joy when the player finally overcomes an obstacle to make all the effort feel rewarding.

    Be careful with too much frustration and confusion though. It’s never good when your players become frustrated because they can’t figure out how the controls work, how to read the UI of your game or don’t know what to do. Obviously you need to address this kind of frustration and figure out how to minimize it. Unfortunately, it’s not always possible to get rid of the bad kind of frustration in your game for all players. Not all players are the same and for some the difficulty curve might be a little on the steep side. While others will always be a bit frustrated about your UI. In those cases you can benefit from the Halo effect (Nisbett & Wilson, 1977): certain salient characteristics bias the perception of other less salient characteristics. It’s not about getting rid of frustration all together, make desired emotions stand out more and the player will focus on them more.

    You can apply the knowledge about emotions in your game design regardless of the genre, however, I’d like to show you some examples for narrative and puzzle games. Puzzle games are all about frustration, confusion and joy. The halo effect is at work here: the joy of the eureka moment when the player completes a puzzle is much more salient than the frustration and confusion from the trail-and-error. Puzzle games are a great example of the good kind of frustration as I talked about before.  A great example of a puzzle game that uses the good kind of confusion and frustration is Anti-chamber. The player is told very little when they start the game, basically it’s the game to figure out the game (game-ception!). it’s can be great example if you want to make a puzzle game without a tutorial that takes the player by the hand each step of the way.

    antichamber_2 Antichamber: all you need to know

    Narrative games probably are the best type of games to evoke emotions in players. When done right, your player will have a memorable experience of an emotional journey. As I talked about before emotions help form memories. There is nothing better than remembering the joy you felt when you helped your character do something amazing. Narrative games can allow players to really empathize with characters when something truly sad happens. My favorite example for such a game is Thomas was alone, one of my favorite games of all time. The emotional narration makes it such a memorable journey. The designers did a great job expressing a full range of passive emotions such as sadness, happiness and serenity. Everything within the design of the game supports these emotions: the choice of the abstract art style, music and the way it is narrated. I’ve never felt so much empathy towards any video game character as I did for Thomas and his friends (and they are just colored squares!).

    thomaswasalone Thomas was alone: squares with a personality!

    Some tips and examples for you
    Now how could you implement all this knowledge into your game or narrative design? It seems like a lot of stuff to take into account but it all depends on your game. A good place to start is to identify the overall feeling or mood you want the player to get when they play your game. Ask yourself: how should the player feel after each session? And what about when they finish your game? Maybe your game has some key-events where you want the player to feel a certain way. Of course your game design document describes how players should interact with your game but why not add a section on how they should feel when they do it?

    panas PANAS example

    Playtesting is where you find out if players experience your intended emotions. Set your playtests up in such a way that you can either see or film the play-tester’s face directly. The decode all the different emotions you can use the coding system for facial emotions (FACS) developed by Ekman and Friesen (1978). Even better would be to use software to decode even the subtlest emotions for you. There is a huge range of apps, software and even APIs and SDKs to use such as EmoVu (http://emovu.com/e/). When you don’t have the money for these tools, time to get familiar with FACS or you want to be more thorough with your playtests, you can use PANAS (Watson, Clark, Tellegen, 1988). PANAS is a questionnaire where your play-testers answer questions on how much they experience a certain emotion. The picture at the right is a good example of what a PANAS questionnaire can look like. With PANAS you can find out what overall emotions the player experienced during the game or during key-events in your game. It will be a bit time-consuming to set up but once you’ve created one you can use it for all future games. There is a link to a PANAS worksheet in the references below to help you get started.

    Some useful links and references

    • Crash Course Psychology: https://www.youtube.com/watch?v=4KbSRXP0wik&list=PL8dPuuaLjXtOPRKzVLY0jJY-uHOH9KVU6&index=26
    • Worksheet PANAS questionnaire: http://booksite.elsevier.com/9780123745170/Chapter%203/Chapter_3_Worksheet_3.1.pdf
    • LeDoux, J.E. & Doyere, V (2011). Emotional memory processing: Synaptic connectivity. In S. Nalantian, P.M. Matthews, & J.L. McClelland (eds), The Memory Process: Neuroscientific and humanistic perspectives (pp. 153-171). Cambridge, MA: MIT Press.
    • Yerkes R. M. & Dodson, J. D. (1908). The Relation of strength of a stimulus to rapidity of habit-formation. Journal of Comparative Neurology and Psychology, 18, 459-482.
    • Parrott, W. G. (2004). The nature of emotion. In M. B. Brewer & M. Hewstone (eds), Emotion and Motivation (pp. 5-20). Malden, MA: Blackwell Publishing.
    • Posner, J., Russell, J. A., & Peterson, B. S. (2005). The circumplex model of affect: An integrative approach to affective neuroscience, cognitive development, and psychopathology.Development and Psychopathology17(3), 715–734. http://doi.org/10.1017/S0954579405050340
    • Isen, A. M., Daubman, K. A., & Nowicki, G. P. (1987). Positive affect facilitates creative problem solving.Journal of personality and social psychology52(6), 1122.
    • Buodo, G., Sarlo, M., & Palomba, D. (2002). Attentional resources measured by reaction times highlight differences within pleasant and unpleasant, high arousing stimuli.Motivation and Emotion26(2), 123-138.
    • Nisbett, R. E., & Wilson, T. D. (1977). The halo effect: Evidence for unconscious alteration of judgments.Journal of personality and social psychology35(4), 250.
    • Nadler, R. T., Rabi, R., & Minda, J. P. (2010). Better mood and better performance learning rule-described categories is enhanced by positive mood.Psychological Science21(12), 1770-1776.
  4. Time for a new small weekly update!

    So this last week we have finished the ship control system for now, it is looking pretty sweet with the rudder and everything with one of the placeholder ships we have, we started out with some cubes to check how it behaved in changing from calm to heavy waves. Next time we take a look on that system is after the VS ship is finished, thats when all the really hard work begins.

    Other than that, we have also been in contact with a UI designer which will do some pretty nice work for us. We are setting up some sketches regarding the HUD and main menu as well as the rest of the layout.

    A composer regarding more of the music has also been in contact with us and we are currently awaiting some demo songs to catch the right feel. Needless to say, music plays a huge role in this game so its crucial that it feels both correct and top notch. Hopefully I will be able to give you guys a preview soon!

    An animator has been contacted to perfect the social abilities and other animations such as waving, smoking from a pipe, clapping, idle, walking and eating/drinking.

    Asset creation has also been going steady, and I have been very busy doing some asset tests to see where we can save both time and money for the vertical slice. Here are some previews.

    (A bottle test, this is what the player can drink from when seated at the captains table.)

    bottle01

     

     

    (Barrels found randomly on the ship, as well as in storage during transport runs from port to port)

    Barrel01

     

    (Captain`s gun found on the desk in his cabin)

    Gun01

     

    (Bread and cheese, the food in the game can be consumed)

    food01

     

    (The hands, there is better hands that are currently being retoped and rigged. The hands will also have a texture with old sailor tattoos)

    hands01

     

    (From the asset test, checking how it all pans togheter)

    test1

     

     

    On a general note, about 40% of the assets for the ship is done from start. What await`s regarding them is only texturing and collision. Around 15% of the assets is from the asset store and will save us some time getting things ready as of now, we might just throw them out all togheter and make all of it from scratch if we see we have the time and if the VS is going as planned and everything works out well after summer, we will defintly do those 15% from scratch. But as placeholders they do theyr part for now.

     

    Looking forward to the next update!

    http://www.indiedb.com/games/the-whaler-working-title

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    Inspired by the likes of Diablo and Path of Exile, I set out to create my own Action RPG in October of 2016.  I've dubbed it Project Peril in memory of a cousin who, about 16 years ago, introduced me to Diablo 2.  I'm still fleshing out the details of Project Peril's theme, so all I have to say about it right now is that it is set in a post-modern science fiction sort of universe.  There will be crazy abilities and powerful items with randomly (weighted) generated affixes, dozens of monsters, lots of loot, and a vibrant player-managed economy with authoritative servers to prevent modding and/or cheating.

    Much of the core of Project Peril has been programmed, this includes a login server,  server-hosted lobbies and games, monsters, in-house pathfinding & physics, item generation, inventories & equipment, hero stats, abilities, and procedural dungeon generation.  Maybe some other things I can't think of off the top of my head right now.  While these systems are all in a fairly usable and optimized state, there is still much to go.

    There has been little to no progress on the side of art, sound, and story.  My plan is to create a respectable presentation of Project Peril's performance, progress, and features, and hope that it is good enough for creative folks to want to work on it with me.

    If you want to track Project Peril's progress I post a weekly blog at my website http://aggressivegaming.com and casually post videos to https://vid.me/crayz.  I set up a FB page just today http://facebook.com/aggressivegamingcom and I will now try to keep this blog up to date as well.

  5. Spoiler

    game-app-must-be-approved-to-release-in-china_00-e1471316234150

    With the country boasting a billion potential players, major companies stuffed with cash and increasingly talented developers to call upon, the Chinese scene is well placed to dominate the mobile gaming globe.

    In 2012, mobile accounted for just 5.4% of all gaming in China. Last year, it accounted for a whopping 36.6%. In fact, according to Newzoo’s senior market analyst Shanshan Cao, the Chinese mobile gaming market has over-placed US to become the largest in the world with 183 million gamers, in which approximately 71% of them are an (occasional) online gamer, whereas US has around 139 million mobile gamers.

    As the growth seems certain to continue, it is especially exciting to those into marketing and advertising. Paid games are certainly one of the sources to generate revenue, but Cao reassures that commercial power of free mobile games should not be underestimated.

    “For instance, brand could make their products extra appealing by giving away in-game rewards. In this way, one would not only buy a shampoo, but also get extra lives or other in-game rewards with it, making both a product and a game more attractive for gamers,” she suggested.

    Which means brands could collaborate with developers and gaming companies to increase the product’s attractiveness. By now, biggest players in the market are Netease, Tencent, and independent company iDreamsky.

    Mobile-game
    Meanwhile, non-Chinese companies are desperately getting into the tempting market, though many face difficulties. Kown Young-Shik, the CEO of a giant Korean games publisher named Netmarble, described the power of the Chinese mobile games industry as “threatening”.

    “Chinese game providers are far more competitive in terms of human resources as a greater number of developers is being poured into the development process. They are rising in terms of mobile game development capabilities,” he said.

    He added that a recent visit to China Joy had also made him feel uneasy about the technical clout of Chinese mobile games. “I have seen many virtual reality-based games and quality MMOG (massively multiplayer online game) by Chinese developers. I felt threatened and thought we need to improve our development systems to survive challenges by Chinese competitors.”

    Though it might seem obvious to many in the industry that China is a powerful player in the sector, the fact that a CEO of a major mobile gaming power has vocalised this should focus minds of executives around the world.

    Launch your app in China now.
     

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  6. Hi everyone,

    -My Xilvan Design website- | -Forum (Please subscribe)-

    I've got fraps: new trailers & screenshots are coming. 

    Blitz3d(Also BlitzMax, BlitzPlus) are now free, but the forum is down...

    Thanks for watching... Friendly, Xylvan, Xilvan Design

     

     

  7. HunterGaming
    Latest Entry

    title.thumb.png.a0d15099e09fb03c3399ed881dbee86d.png

    Farkle Friends now supports local and online high scores. It will keep track of your personal top ten scores locally on your device and also gives you the option to share your score on an online leader board.

    local.thumb.png.e917711dbca03480be980707933a8a62.png

    The online high scores will only keep track of your highest score submitted and will allow you to see in game a quick glance at the top 10 scores overall. 

    online.thumb.png.2b7f8b72a9c32da4c3d95be71423de9f.png

    In game you will see this dialog asking you to input your account information to submit your score to the leader board.

    ask.thumb.png.3ca73937b0f488c0faf059c1d6bcd6e7.png

    I am currently using the GameJolt API to manage the online high scores. So you will need an account there in order to submit a score to the leader board. All in all its coming along nicely. 

  8. As I mentioned in my last post, I am building a web-based game. What does that mean? First and foremost, it means that it is meant to run in your web browser just like any other website. But more importantly, to me it means that it is not meant to be a graphical game. There will be no animations, and you will not be navigating characters through a fictitious world. At least, not in the WASD sense.

    What it also means is that just like any other website or web application, I need to pick a stack.

    Backend

    As I mentioned, Django is the key backend component. It is a Python framework that has been around for years, and is my typical go to choice because of its reliability, flexibility, and huge user base. Just spend 5 minutes Googling "how to build a website with django" and you will get a ton of resources. When leveraged with packages like Channels and DRF, it is an amazing tool. Channels allows me the ability to handle a direct connection from the frontend to the backend over a WebSocket (more on that below). And DRF allows me to effortlessly build a complex web API needed to pass information back and forth between the frontend and backend.

    But why this?

    Well, I initially was thinking that I would skip the Django root and try out a new VERY promising framework called apistar. It is lean and it is built with some really neat ideas. One of the biggest complaints I hear about Django is that it is a batteries included framework (as opposed to flask, Bottle, or Pyramid). And, apistar is built by the same guy who made DRF. The problem is that it is still a bit new. The reliability has not yet been tested, and I am pretty sure its own development API will change at some point. It is a great project and I plan to continue following it. But for now, Django is in.

    Frontend

    React? Angular? Vue? Ember? What should I use?

    I hate this debate. I really do. I have used a number of JS frameworks, and I really cannot find a best solution. Angular is too ... bloated and restrictive. Ember is inflexible. React is complex. Vue is ... well, maybe I don't have any complaints about it. But we will continue on.

    And, to all you out there, I agree that React is not complex to use. In fact, I think it is simple and love its intuitive nature and JSX built right in. I do however take issue with the overwhelming number of packages needed to get up and running. There are a ridiculous number of dependencies. Spend a few minutes Googling "React starter template" and you will see what I mean.

    What if I could have everything I wanted in a framework with real simplicity? You know ... like I used to have back in the day when I built my own framework 15+ years ago. Back in the days when I didn't even know what the word framework meant. Hmmm ....

    Well, maybe I should just build one then. Take all the ideas I like about modern frameworks and dust off the old stuff. Enter PorterJS. I do not mean for it to be a replacement for anything else. I am not even sure that anyone out there will ever find it useful to build with. But for me and my projects, it does EXACTLY what I need in the way I want it it.

    Learn more about the project at dynasties.co.

  9. In this daily blog (and video)-series I take a first impressions look at the best mobile games that I come by. Be sure to share your favorite mobile game with the rest of us in the comments below!

    Rucoy Online is a grindy pixel-art MMORPG with both PVP and boss battles, which reminds me a bit of Runescape back in the day (no woodcutting, mining etc., though). The game is rather hardcore too, with no worldmap, no tutorial in the beginning etc. 

    I enjoyed the fact that you at any time can switch between playing as a Knight, Archer or Mage, and that each class even had to be trained up individually. Also, the game is light on the battery and loads quickly, making it suitable for most phones. The monetization focuses mostly on cosmetics, and there are no obtrusive ads (a banner-ad is shown at the bottom of the screen in menus). 

    The biggest drawback of Rucoy Online is its issues with botting, and for better or worse; the game is still actively being developed, which means many features have not been added yet. But if you enjoy grindy MMOs (like I do), I'd still recommend checking out the game for yourself.  

    My thoughts on Rucoy Online:


    Google Play: https://play.google.com/store/apps/details?id=com.lightarc.castle&hl=en
    iOS: https://itunes.apple.com/us/app/castle-battles-strategy-but-fast/id1210311968?mt=8

    Subscribe on YouTube for more commentaries: https://goo.gl/xKhGjh
    Or join me on Facebook: https://www.facebook.com/mobilegamefan/
    Or Instagram: https://www.instagram.com/nimblethoryt/
    Or Twitter: https://twitter.com/nimblethor

  10. Waaaay too long since my last update. 

    Since then, I've been working (not nearly as much as I should be) on outdoor environments and a skill tree. 

    I want this game to follow the classic RPG class formula of Mage, Fighter and Thief, but I didn't want to constrain my players to a single class. Instead, I decided to go with a classless/multiclass concept where players are able to traverse a large skilltree which is implicitly divided into the three aforementioned classes. 

    Take a look at the prototype:

    So this is still an early proof of concept, and all of the visual elements will probably change, but it's going to function in pretty much the same way as shown here. You'll also get a (very) small taste of the kind of skills you might see in the game. One more note: the three skill branches never merge in this example, but I think they will in the final version. Also, all parent nodes of a skill must currently be unlocked before unlocking a given child node. I'm not sure if this will persists, or if I'll remove that constraint to give me freedom of traversal.

    Other than that, I've been spending a bit of time building some outdoor environments to try to nail down what my worlds will look like. 

    This first screenshot is, quite honestly, pretty bland and generic, but it will at least give a sense of how villages will be laid out in the world:

    2ceo2m6m5o2n039.PNG

    After I made this scene, I procured a license for Gaia--a really powerful and full featured terrain generation tool for Unity. 

    Here's what 15 minutes of work with Gaia looks like:


    4comfmon1dc6735.PNG

    9cobmm5on92d8d7.PNG

    4c0o5mfmdo2nf70.PNG

    1cboem6m9o9n4c0.PNG

    Pretty amazing huh?

    So in the end, I think I'll be using Gaia to build my world, and then I'll refine the terrain manually and tweak the positioning of settlements and other points of interest to best suit the game's story and gameplay. 

    That's it for me. 

    Stay tuned for an update on NPCs and monsters!

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    Recent Entries

    riuthamus
    Latest Entry

     

    We wanted to show off some of the new gameplay features while giving a generic explanation of what you can do. This is the first of many videos to follow in a series that will go over the basic functions of the game. Any questions let me know!

  11. Still Optimizing frame rate and AI functionality. This was fun to mess around with sorry for the audio and framerate if it isn't completely clear. 

    2017-06-24 22-50-04.mp4

     

     

     

     

    Also for those of yall who are interested in keeping up-to-date more consistently I have a new twitter account follow me here:

    https://twitter.com/ACTNS_Ent

  12. This is another idea I had. Basically imagine if you need to keep a list of billions of IP address (32 bits each) visitors to your site or worse IPv6 (256 bits each?) And if you had each IPv4 address you would get a total of 4+ GB. What if I told you you can reduce that to 400 MB?

    The amount of entries encodable by using combinations (of size 2b-digit numbers) rather than permutation (using b-digit numbers) is:

    sum ( (2^(2b))! / (k!)((2^(2b)-k)!) ) k from 0 to 2^(2b) = 2^(2^(2b))

    vs

    2^(2^b)

     

    And the amount of space used by them is (combo vs permu, worst case scenario all the IP addresses):

    I calculated this to be around 400 MB using I think (this might be completely wrong as I don't remember exactly all of this and it does seem dumb to use combinations rather than permutations): 

    k * 2b

    Where k is given by:

     sum ( (2^(2b))! / (k!)((2^(2b)-k)!) ) k from 0 to 2^(2b) = 2^32.     And the k should thus be limited (ie number of numbers used in the combination from the absolute possible maximum of 2^32 or even 2^(32*2)).

    Vs

    32 * 2^32 or if using bit field then only 2^32

    I graphed them and noticed that at early levels (ie less than 32 bits) there was more encodable data by eg using 2b-digit wide number combinations (and finding the correct way to encode and quickly retrieve the visited IP addresses). The method with permutations if allocating data up front would be to keep 2^32 bits in total with one bit for each possible IP address.

    This is better than an upfront big permutation bits integers cost.

    An x fixed amount of 2b-wide or 3b-wide numbers instead of b-wide numbers might be much cheaper and have same amount values or more perhaps cheaper (less memory) than up-front cost of permutations of a single (2^b)-wide number.

    How this would exactly be stored is the main issue.

    keeping a linked list is basically a hidden cost
    but if you store it as one integer or an array of variable size that helps, or an up-front fixed-size integer with repeats meaning unused and all -1 meaning nothing added, which rather defeats the point because the big-permu-int is more efficient as it can store more for the same num of bits as "unused" repeats etc have meaning as unique
    values, but there might be a way to make the up-front permu int variable size to save space that has an equal distribution of possibilities for any same number of visitors and only grows in bit size requirements as there are more visitors.
    The max size for a big permu int is 2^32 bits or 0.5 GB for all 32-bit IP's visitors worst case. About a few million visitors is 1/1000th of 4+ billion possible IP addresses (bits in the big permu int) or 1 MB.

    The best idea though is to keep this variable sized array for all the numbers for the combo, use a separate integer to count how much bits or digits there are, and find some way to use permutation to encode the combination numbers to get rid of ordering redundancy.

    The basic idea is, just looking at the number of permutations vs combinations, of b-bit numbers, there are more combinations than permutations.

    As an example using a 2-k 2-bit IP system with combinations we store eg:
    0 = 0
    1 = 1
    2 = 2
    3 = 3
    0,1 = 4
    0,2 = 5
    0,3 = 6
    1,2 = 7
    1,3 = 8
    2,3 = 9
    etc

    Ie we stored more than 2^2 = 8 entries because we also used the fact that not having a number is also a value or combination.

    Also has anybody already noticed that the Fermat numbers without +1 are equal to the sum of number of combinations of 0 to 2^b numbers out of 2^b? Ie it is equal to 2^(2^b), which is equal to the more full combinatorics equation for that, if you graph those together.
    And compare it to "(2^b)^b" or the number of permutations of b b-bit numbers (ie a single b*b-bit-wide int).


    With IPv6 it's going to be even harder to keep track of lots of IP addresses, or even checking through them for the presence of one.
     

     

  13. The new video for Charly Men's BIZARRE is out!
    This video is about the progress of texturing the first game location, the appartement of main-character Charly Clearwater.
    (created with Unreal Engine 4)
    If you have any questions about the texturing or the development, feel free to ask!

     

  14. Computer Architectures in Computer Tycoon

    Computers are evolving since the 70s. In one of my previous writing, I’ve explained what’s the main difference between Personal Computers and Home computers in the game, and what is the story behind these names. In a nutshell, the expression “home computer” became unused because of marketing reasons. Companies thought that this name will indicate that their computers are only for games, and this will demotivate the business sector in buying their products.

    In a nutshell, the expression “home computer” became unused because of marketing reasons. Companies thought that this name will indicate that their computers are only for games, and this will demotivate the business sector in buying their products. Also, the personal computer concept of IBM became really popular and the only alternative that was financially successful is the “MAC”, so we now have PCs and MACs.

    (Please don’t forget my mailing list. By subscribing you can be one of my alpha testers or even win a free copy of the game before release
    http://eepurl.com/cG63JD)

    But these are only 2 categories. Still, we have very different architectures, such as “Portable Computers”. Well, this is again, a not really popular expression. Laptops, notepads, tablets could be called like that. This is again, somehow the result of marketing strategies. Basically, when you have a product, you try to sell it as something “new”. Also, these new names or categories sometimes are really logical as well. So today we have laptops, notebooks, tablets and so on. (some time ago we also had PDAs, and in fact we have today smartphones as well, and during that time we had kinda hybrid devices as well).

    In Computer Tycoon you will have Kit Computers, Home Computers, Personal Computers, Portable Computers, and Tablets.

    Oh, what a nice list, isn’t it?:)

    Kit Computers

    Oh yes, this is something interesting for youngsters. A long time ago computers were very expensive devices. Also, they very huge physically as well. First, they were bigger than rooms, after that they were as big as a furniture, a cabinet. They used huge magnetic tapes or punch cards. Early developers made such cards as their “programs”. Wow! Just imagine me giving you Computer Tycoon on a 100-meter long card!
    Then some nerds created the first computer for a “consumer friendly” price. Is it something like computers today? Well, not really. It didn’t have a screen, neither a keyboard (not a mouse of course). It was able to communicate with you by LEDs on its front panel. You were able to give numerical commands to the computer using toggle switches. And also… these were so called “kit computers” because they were constructed by YOU from a so called (not so user-friendly haha) kits.
    They were awesome if you ask me. Here is the kit computer from Computer Tycoon:

    HC_00-1024x825.jpg

    Lovely, right? Well, you can’t play GTA V or LOL on it. Not even Tetris or Pong. Still, it was awesome. Before that computer people could only see computers in labors or some universities. Now you could have one at home.

    What is really interesting to me, that the next models were not really so far from this actually. They used not much better CPUs, but they got a keyboard and a screen. This is what I call a small step in technological advancement but a huge jump in features. From the user experience perspective, it’s undeniably something very important.

    In Computer Tycoon Kit Computers are represented only as introductory and tutorial purposes. In fact, you will start with a Kit Computer and your first task is the get all of the needed technology to build your first Home Computer!

    Look at this picture, please:

    Computer Tycoon architecture

    Here you can see the main parts of this system. Red parts are mandatory at the moment (this is something that can change by time sometimes). Your kit computer will have some memory, a CPU, power supply, the main circuit (let’s call it a motherboard, although it’s not the same as today, but generally this was the base) and some kind of “operating system” (a program that can handle all of these parts)

    Home Computers

    When you get keyboard and monitor to the accessories and other important technology you can move to the “home computer” era:

    Computer Tycoon HC Architecture

    Here you go. As you can see the system has expanded. Did you notice that displays aren’t mandatory? Well, there were Home Computers connected to the television. A well-known model was the Commodore 64 for example. Don’t worry about the empty parts by the way. You will fill those with hardware elements. In Computer Tycoon you have to develop the hardware elements first. Building your own system is only the second step.

    As you should have noticed. There are different indicators on the screens, such as “performance”, “prestige”, “quality, “features”, and “ease-of-use”. Different elements give different values to these, and different architectures have different possibilities as well. (Oh just noticed the type in “prestige :)) on the screenshot). These indicators will be very important to you because the market will receive your product depending on these values AND on your price of the product… and on the offer of your opponents.

    Personal Computers

    After a while, you will get Personal Computers and Portable Computers as well…

    Computer Tycoon architecture

    Do you notice the difference? But why aren’t storage or power supply is mandatory? Well, I already mentioned that different architectures mean different possibilities. As I told you in the beginning in real life the difference between PCs and HCs is mainly from marketing aspects AND the modular build of PCs. Although back in the early times it was still more of a marketing tool as well (Because they promised that you can easily change the CPU on your computer, in reality, it was hard and rare), today it’s kinda true. The PC compatible computers can contain devices from a lot of manufacturers together, and also you can greatly improve and customize your system.

    PC_03-1024x825.jpg PC_06-1024x825.jpg

    If your customer can gather hardware for a PC from different sources.Why couldn’t you avoid some kind of hardware elements? Although you have to offer the main parts of the system, still you can create only basic computers here, without input devices, storages, displays or a power supply… AND of course, you don’t have to create an operating system either. Is it beneficial to you? Well, we will see!:) (Oh my gosh, “operation system” on the screenshot! Well, I will have to operate out these labels soon:) )

    Portable Computers

    Portable Computers come only one step later. Although they won’t be a hit fast:

    Computer Tycoon Portable Computer Architecture

    The first portable computers were not like our laptops today. Some of them were as big as a traveling suitcase with a screen on it as small as your palm.

    And again. The mandatory parts are changing. Also, I should notice that the viewable architectural differences are only one thing. With different devices, your customers will have different desires and you will have to solve this. There will be some additional design concerns connected to the different architectures. You don’t have to create the fastest Computers out there for the same price as their Personal Computer rivals. Also, Home Computers will tend to be more a prestige symbol after a while. Oh, MACs are very nice. But will a hardcore gamer buy a MAC for gaming purposes? Of course not. Or will a hardcore player buy a tablet maybe, for gaming purposes? But at the same time, a businessman, will buy a Nuclear Reactor Madaf***er PC to show documents to his customers?

    Tablets

    And eventually, we will have the tablets:

    Computer Tycoon architecture

    Although Tablets are portable, they function today as a really different thing compared to laptops for a reason. These are much more like a gadget than a computer. It’s unlikely that you will use a tablet for computing astronomical data, right? And although laptops are portable, having them in your bed isn’t recommended. Laptops are portable in the first case to move them between your homes, rents or workplaces and use them on a table. (Oh I know that how much of you don’t see it like that:) ) But a tablet is really something that you can grab and bring it with yourself to anywhere. Even to the toilet haha! Also, a tablet is even more of a luxury product if you ask me, something that is for your comfort and pleasure, not for work. A laptop will last much longer than a tablet. (this is a concern even to banks today where they would like to use them to enrich the customer experience. What they don’t really consider that these are not durable enough to serve too long under a massive user load).

    They won’t last for too long, because in my opinion after a while their design will be obsolete. In the future, I’m sure that we will use some kind of light-based devices, and holographic GUI. Also, I do believe that our “desktop” computers will be all portable after a while. Well, maybe I’m wrong in that. We will see! 

    Originally I planned to include PDAs and ROBOTS into the game, but I decided to cut them out because of financial and design concerns. But if the game will sell well, I will include them in DLCs.

    I hope that you enjoyed my article. Please share it if you like what you see. I’m a solo-dev fighting with time, I need your support out there. Also please remember that I’d like to release the game in early access, or at least create a demo for you to October 5. in memory of Steve Jobs.

    Cheers! 

    www.computertycoon.com
  15. Building Block Heroes is not the first game I've worked on. About half a year ago I released a game called World Boxing Manager. The process of doing so, including the Greenlight process, taught me much about the game development world.

    World Boxing Manager

    World Boxing Manager itself was an evolution of a free game I made in university called Kickboxing Manager. Both games were developed in C++, using the Qt API for the UI. Though both tools are useful to know for both game development and otherwise, the choice of this toolset required a lot of "engine" work that probably could have been made both easier and quicker with an actual game engine. Additionally, since I made the rather bone-headed decision of coding the UI elements by hand rather than using Qt Creator, it led to a lot of difficulty building a UI, which probably made the game uglier and clunkier than it needed to be behind the scenes.

    UnnecessaryCode.PNG

    Nevertheless, the niche nature of text-based sports simulators in general, coupled with the positive reception I received for Kickboxing Manager led me to believe that there was a built-in audience for my game that would cause it to sail through Greenlight.

    However, I soon found out that graphics really do matter regardless of the strength of an idea. There were plenty of people who thought the concept of World Boxing Manager was interesting, but were turned off by the minimal graphics in the game. I had made the mistake of thinking that just because some people (myself included) are capable of overlooking crap graphics in favour of fun gameplay, everyone is. As it turns out, most people aren't.

    GreenlightComment.PNG

    I also learned during the Greenlight process the importance of showing off a game early to get feedback. It seems like a relatively obvious step to take, but I'm the type of person who simply puts his head down and works on something that interests me. Showing off my work before it's done sort of goes against my nature. Contrary to my fears, posting about my game on boxing-related forums and subreddits not only helped provide ideas about features to put in the game, but helped garner the votes I needed to scrape through Greenlight. I got a bit lucky because there was a built-in audience for World Boxing Manager - after all, good boxing games in general are quite rare nowadays, and boxing games on PC even more so. 

    RedditComment.PNG

    Releasing the game was only the first part of the journey. The first hiccup I encountered post-release was a nasty glitch in the game that caused it to simulate non-user matches and events at a crawl for some people. I was aware of this bug, but it only took about 5-8 seconds per day on my own system. I assumed that it was manageable, and by the time I realized it might bother people, I was unwilling to tear the code apart. It proved to be a terrible mistake, as many of the early negative reviews of the game specifically mentioned the issue as the reason why.

    BadBug.PNG

    I've since fixed the issue, but many people who were looking forward to the game felt disappointed by it, which matters far more to me than any kind of financial hit the game might have taken. After all, I never expected such a niche game to be a hit, I just wanted a boxing manager game on the PC that people would enjoy.

    Additionally, the complexity of the finished game turned people off of it a lot more than I expected based on the feedback I had gotten for Kickboxing Manager. Many people who tried the game bemoaned the lack of a tutorial, or the fact that many of the game's features weren't very intuitive. It's to be expected somewhat from a manager game, but I still felt I could have made a more accessible experience.

    Building Block Heroes

    When I decided upon a new game to work on, I deliberately set about correcting the above issues. For starters, I decided to use an actual game engine and design a game that would take advantage of its features as much as possible so as to reduce the amount of wheel re-invention I had to do. For this purpose I decided upon Godot. Its open-source nature not only made it an attractive option due to being free to use under the MIT license, it also meant that I could theoretically extend its features using C++ if I had to. 

    The actual inspirations and thought processes behind the design of Building Block Heroes will be detailed in a later article, but long story short I decided to take the opposite approach to game design than I had taken previously. Rather than designing an uber-complex and in-depth game that would take a long time to get into, user-friendliness be damned, I decided to explore an idea that was instead incredibly simple to get into at first glance. Building Block Heroes, after all, is essentially a block puzzle game and a platformer game mashed together.

    Gameplay.PNG

    There's obviously more going on under the hood, but ultimately most end users and gamers should be able to pick the game up easily. It also makes it easier for me as a developer - this is the first non-GUI based game I've ever made, and making a simple game allows me to learn how to deal with things like collision detection and game loops without ripping my hair out too much juggling tons of features.

    Choosing a simple game also made it possible to address the criticisms over the graphics in my previous games. Had I chosen to make a more complex game, I would have had to learn how to produce graphics and audio while still coding a game that was time-consuming and draining.

    Keeping the concept simple meant that I could develop the game as a programmer while still having the time and energy to develop my skills in the other aspects of game development. Not only would such a game be less of a headache to make in general, there would also be less art and music to produce due to having less in the way of, say, equipment art or sub-menus to deal with.

    PracticeTree.PNG

    For Building Block Heroes, therefore, I was able to spend several weeks just practicing art using a tablet and music using MuseScore. I'm not going to pretend that I'm particularly great at either, but I'm happy with the results I've seen, and I feel comfortable showing off the work I've produced. The relative lack of assets needed compared to an RPG or something also makes the whole endeavour of producing my own assets much less daunting.

    Map01.PNG

    Nevertheless, I'm far from being an expert at anything, which is why I've decided to launch a devblog of Building Block Heroes before it's close to being done. I'm hoping that by doing so I'll be able to catch any issues early on, which will not only produce a better product in the end, but will hopefully prevent any game-breaking issues such as the one that hamstrung World Boxing Manager upon its release. I can't rely on a built-in audience this time around - I need to make sure that I engage observers and gamers as much as possible.

    Finally, regarding the learning curve of the game, instead of forcing trial-and-error upon the players I've placed tutorial levels throughout the game, which I hope will alleviate any issues about user-friendliness this time. Even though they were a pain to script, I figure this time it's better to put as much inconvenience upon myself as possible if it means taking that burden off the end users. 

    Tutorial.PNG

    Making games can be a long and arduous process some (read:most) of the time, and many of us wish we could spend all of our time developing them. However, every journey begins with a first step, and as long as each steps moves us forward from the last one, we'll all get to our destination eventually. I'm hoping the lessons I learned from my first game will truly help me with this game and every one I make afterwards.

    This was a long read, but I hope you enjoyed it!

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    I feel like we can all agree that in every rpg combat is important, for example imagine a game that you defeat every opponent by mashing the attack button, what difference will a goblin and a Dragon will really have? If combat is not challenging in a logical way there is little reason to feel excited facing a fearful opponent like a Dragon over a goblin. ofcourse a good combat will be probably hard for me to make but i will try to push myself for atleast the basic mechanics of a challenging combat, hope i don't sound very cliche till now.

    Having finished the basic graphics i will start working on the code now, hopefully a small test demo will be ready soon.

    4ea67a117ff1a1ec779912f917132cc4-dbdhn9q

    combat animation test

     link to my deviantart gallery

    Thanks for reading!

  16. screen_2017_6_19_3_9_51.thumb.png.d9d97850bf6642b5bd6ad60f0257c448.png

     

    It's been a little bit of an art push lately. First of all, I started work on a dungeon tile set. Up there is my first stab at it. I created a couple different wall variations, a door and a hex-pattern tile ground texture (used in conjunction with existing sand and gravel textures). Don't have anything in the way of doodads or decorations yet. Doors are still kinda tricky. I had a conversation with riuthamus about it. The gist of doors in this game is that a door needs to work with any configuration of walls around it, so trying to do artwork for a traditional-looking door and choosing alternates to match up with the surrounding walls was getting to be too difficult. I had already implemented doors some time ago that utilize portcullis-like behavior: when you open the door, it slides into the ground. Closing it brings it back up again. The door in the above shot works the same. The issue lies in creating a graphic that looks door-like, even though it doesn't look like a traditional door. I'm not sure there's a perfect solution for it. But at least when you hover over a door, a popup appears with the label 'Door'. Hopefully that's enough of a clue for people to figure it out.

     

    I've also started experimenting with MakeHuman. The ogre in this shot is a result of that experiment:

    screen_2017_6_19_4_7_15.thumb.png.0d9386cab37750cfb6a4bc9309fa4e62.png

     

    It was a quick effort. I just used some of the clothes provided with MakeHuman (hence the jeans and button-up shirt, articles of clothing that would be quite difficult to obtain in the Goblinson Crusoe universe) and ran some of the various sliders for the mesh deformation all the way to 11 to try to get an ogre-ish form. The experiment worked pretty well, I think, certainly well enough to warrant further experimentation. As a bonus, MH will export a skeleton rig to fit the mesh, though I still have to rig it with IK and animate. As it turns out, I'm still terrible at animating. Who knew?

     

    I spent some more time doing miscellaneous cleanup. Fixed a bug that caused creatures to die multiple times if they died in a round with multiple dots on them. (They would die once for each dot because I wasn't checking for isdead in between dot applications.) Formalized the construction of summoning spells, so that a flashy spell effect is played when things are summoned. Added some flashy effects for things dying. Moved and rearranged some data tables again. You know, crazy shit like that.

     

  17.  

    Update Beta 0.2.0:
    -The game is now divided into acts
    -Fixed a small bug
    -Some small additions before the final
    -Now the sword must be recharged before it can hit
    -Balanced some pattern of attacks
    -Slightly changed a couple of sprites
    -Slightly changed a soundtrack

    Try the Beta on Gamejolt: https://gamejolt.com/games/eart/259207

    disegnoaltolavello-7kuigf33.jpg

     

     

  18. It's been a busy few days. We upgraded the GameDev.net software and servers this weekend, and while there are plenty of problems to still fix the whole process has exceeded expectations.

    What's new?

    Quite a bit is new, actually. It wasn't just a software and server move. It was also an opportunity to change a few things. Here's a list of the big changes.

    Article and Forum Category Changes

    We merged quite a few of the article and forum categories, which now better align. If you remember, we had top-level categories of Technical, Creative, and Business. These were fine 18 years ago but the taxonomy of game development has changed a bit. These are the changes:

    • Top-level categories are now: Programming, Visual Arts, Business, Audio, Game Design, Community, Affiliates, and Topical
    • Graphics and GPU Programming now includes Graphics Programming and Theory, DirectX and XNA, OpenGL and Vulkan
    • General and Gameplay Programming includes Mobile Development
    • APIs, Middleware, and Tools is now Engines and Middleware
    • Visual Arts is now a top-level category with 2D and 3D Art as the forum
    • Breaking into the Games Industry is now Career Development
    • Game Design is now a top-level category with Game Design and Theory as a forum
    • Writing for Games has moved to the Game Design category, from Creative
    • Virtual Reality moved to Topical, which is intended for topics that span multiple categories

    New GDNet+ Benefits

    Be sure to check out all the GDNet+ Benefits that come with the upgrade. The list is much bigger!

    Calendar

    Now you can keep track of industry events with the calendar. We'll also create a community calendar in the near future.

    Blogs

    Blog navigation is now better. You can theoretically read every single blog post that has ever been submitted. On the old version you could only view the latest posts.

    Activity

    This is one of my favorite. The Activity stream is like "Latest Content" but much more powerful. The default is to be able to see all activity across the entire site, but if you don't like that you can create your own Activity Stream. You can subscribe to an RSS feed of the streams.

    Careers

    Freelancers are now a GDNet+ perk. If you're a freelancer wanting to broadcast your services to the GameDev.net audience I recommend you check it out - it's 1/6th the cost it used to be.

    Jobs are now powered by our new job portal, GameDev Jobs at https://gamedev.jobs. We'll be making more changes here, but GameDev Jobs allows us to do much more with job seekers as well as employers - you can even upload your resume for employers to search. As with the GameDev Market, we'll be using GameDev Jobs to power job listings on GameDev.net.

    Easily Add New Content 

    You'll notice a "+" sign on the menu. This is a shortcut to add new content. Start a blog, submit news, start a new or topic quickly and easily.

    Realtime Notifications and Messages

    You might have noticed already, but you'll receive realtime notifications as activity happens around the site. If your browser supports it, you can receive the notifications on your desktop.

    Login Integrations

    For a while our Google, Facebook, and Twitter logins were broken. Not anymore!

    Now you can login to GameDev.net with your Google, Facebook, or Twitter account, and if that isn't enough you can also login with your Microsoft, LinkedIn, and Discord accounts - the latter of which will also integrate your GameDev.net account with our Discord chat room.

    Support

    Having a problem with the site? Now you can use the support link at https://www.gamedev.net/support which is available in your Profile menu under "Support".

    What are these Pixel things?

    Some members have noticed a new attribute in their profiles called "Pixels". It's time to explain what those are, but first we need to talk about Reputation.

    In our old system, reputation was awarded for up votes and down votes as one would expect, but it also awarded reputation for activity - things like logging in, posting a blog, upvoting someone, and so on. While it encouraged activity it didn't help with knowing which members were knowledgeable, helpful, or produced interesting content - basically the things that would define a member's reputation.

    With our new system, reputation is exactly as it sounds. It is calculated entirely off of a member's up and down votes, which I encourage everyone to use. Not only do up/down votes let the community know about the reputation of the member, it also lets the community know the quality of the contribution.

    Enter the Pixel. The Pixel is our way of valuing all the other stuff and more. Pixels reflect your activity as a member - you earn pixels by doing things on GameDev.net, such as posting a topic in the forums. If reputation is a measure of a member's helpfulness and quality, then pixels are a measure of a member's activity.

    In fact, if we gamify GameDev.net, then pixels are your score.

    But be aware, you can also lose pixels. One way is simply through decay. If you stop using GameDev.net then your balance will decrease. If you get warned, you'll lose pixels. Basically, do something that's not conducive to the community and good content, and pixels will be taken away.

    Pixels are a neat concept. We're excited about what we can do with them.

    As for current reputation, we're going to see if we can normalize reputation to real upvote/downvotes. I'll make another blog post about this when we have a solution. We need some kind of reset so the new definition of reputation matches members' values.

    What's next?

    We have a running TODO list and will be busy for a few more weeks to get the upgrade where we really want it to be. I don't want to spill too much on that, but we'll be bringing back the Image of the Day, improving the GameDev Marketplace and GameDev Jobs integrations, adding ways for you to showcase and get feedback on your projects, support for contests, and more.

    We're excited because this upgrade marks a new beginning for GameDev.net, and we hope you agree.

    As always, please leave your feedback in the comments below! And if you have any problems please let us know through the Support portal.

  19. VBexEngine

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    NetX
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    Added new Planet-Shader, Skybox, and Bloom\Glow... The youtube compression-quality for dark material is realy bad!

     

  20. Hello all, 1 month ago I had released my 2nd game on Android and WebGL. It’s a simple clicker/idle game, in which we gather funds and we buy upgrades, from time to time, we make decisions. I must say, that creating this game, was very fun.


    „Tree Tap – Money Idle Clicker” Was downloaded by 539 users, WebGL version got 13500 game plays, those numbers are not big, to be honest, those statistics are really weak, but I’m glad that someone had played my game. 141 users had download game from Amazon Store, 398 from Google Play. The Biggest number of downloads (in one day) was 72. Game is downloaded 12-14x/per day. As a curiosity, record of my first game (downloads in one day) was 30. Actual number of downloads of my first game is 427.

    6M3eUio.png

     

     

    How does earnings from „Tree Tap – Money Idle Clicker” looks?
    $19.46 (Kongregate)
    $2.37 (Unity Ads)
    $0.61 (Chartboost)

    T3jCdm7.png


    I can’t withdraw those cash, it’s too small. I was ready for those earnings, I don’t hope too much on earnings, I still learn, I think, that my games are too weak, to earn some cash. For marketing, I had use: Twitter, Facebook, Reddit, Wykop(Polish website) and I had written to many youtubers, sites. I was also frequently updating game, based on players requests. As a next curiosity, my game is frequently used on those devices:

     

    Some Data, about users of my game:

    IKU47U4.png

     

    6AQaU7I.png


    Google Nexus 6P - 4.5%
    Samsung Galaxy S7 Edge - 4.5%
    Samsung Galaxy S7 - 2,8%
    Google Pixel XL - 2.0%
    A lot of Samsung Devices ( 60-70% )

    What are my plans? I plan to make new updates for „Tree Tap – Money Idle Clicker”, then I will learn new things in C# and I will make next game. I think, that it will be next clicker, but I plan to make a other mechanic for it, it won’t be boring clicking.

    If You got any questions, feel free to ask them, threat this as a curiosity, I got 18 years, I’m still weak newbie.

     

    Tree Tap – Google Play

    Tree Tap – Amazon Store

    Tree Tap – Online Version, Kongregate

    Facebook

    Twitter

     

     

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  21. 61ff10e622112562445aab65e7d8ea03.jpg Memory Trees RPG Life+Farming Game

    the game will be quite big. I plan that there would be shops to buy tools, items for harvesting, planting, fishing, etc. Then there would be mini events to score our crush. I believe that this will take a long time to finish:We want to make a game that make you happy and enjoy it

    -Gamemode-
    now our plan is we do the Demo for free and the Update for patreon

    This is just a beta version Memory trees Alpha 0.3


    for test map and mini game


    our game make 2 version for male and female story will be Different


    we know that our game still on develop still have so much thing to do


    but hope you still enjoy

    Become Patreon for play Memory trees Alpha 0.7


    If you like please Share our project

    53aa3584b9fa774b3525e5bb61a69aa1.jpg

    Our website

    and Follow us => facebook twitter tumblr instagram

    If you like please reblog tumblr or Share in FB that help us alot (a--oaEUR?a--oaoe?)

    E-mail: amusant.mt@yahoo.com