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    ACTNS
    Latest Entry

    Finally after having so many optimization problems I have completed object pooling system for handling bullets. Now for Ai's and Players that use characters that use guns will be able to shoot without 594c9da452ff3_ObjectPoolingSnip.thumb.PNG.6aaaffdc0816f679a9dc0a5413daeb4f.PNG

    worrying about FPS! Stay tuned for the next Update!

     

    If you have any questions feel free to ask me! Feedback is always welcomed. I will make another post tomorrow about my blog schedule.

    Hope I heard from yall soon ;p.

     

    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

  1. 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
  2. %E5%BE%AE%E4%BF%A1%E5%9B%BE%E7%89%87_201It’s the 13th of April,

    APPTUTTi has shared some amazing new games of their international game catalog, branding them one of the biggest names in mobile gaming content.

    It’s the 13th of April, and you can feel the energy in the room. APPTUTTi and DataEye’s industry seminar poised to reveal the valuable secrets of the gaming industry has garnered eyes from all over the marketplace.

    Hundreds of mobile game distributors, publishers, operators, and developers have been invited. People sit in their seats and talk in hushed murmurs about NDA-privileged up-and-coming games, new business ventures, investment opportunities, and what they think will be the next unicorn gaming app.

    The event launches and action. APPTUTTi, as a co-organizer, shares some of their most amazing games from their catalog of hundreds of games and apps: Astro Lords, Knights Fight and Blocky Cars Online.

    the-new-titan-pic-.jpg

    The energy in the room grows. Talent can be felt. It literally reaches out and shakes you. The taste makers and the movers and shakers of the gaming industry have been noticing high talent games for generations – and then emulating what works to reap huge profits.

    APPTUTTi isn't worried about showing off the cream of their crop at all. Astro Lords wins the award for Best Graphic Design. APPTUTTi goes on, after introducing to the crowd, and sharing games that have been recently published, and those that are to be published in the near future.

    It's a little astounding to everyone present. APPTUTTi has become one of the largest mobile content providers in the industry. The number of APPTUTTi partners has more than doubled in the last 200 days, the revenue has grown by 14 times and that's just the beginning. Stars from that pool of talent are emerging, and APPTUTTi has the management know-how to cherry pick them and foster incredibly entertaining games at a fast pace.

    In the near future the company also plans to provide English apps to the English speaking population in China. By doing that, APPTUTTi will become the first company in the country to bring English apps to local Android users. It's part of what being a progressive and innovative gaming company is all about.

    And, with established partnerships with close to thousand developers overseas, APPTUTTi is at the precipice of their meteoric rise – and they show no sign of slowing down.

    Launch your app in China now.

    Tips & Resources:
    Quick Tips for Resources Download
    Quick Tips before App Submission
    Technical Knowledge Base
    Partner Resources Portal
    FAQ

  3. 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!

    Castle Battles is a RTS game (like Settlers) with a very iconic and unique art style, "optimized" for mobile that so each level only takes 5-10 minutes. 

    There are two objectives; control iron ores and gold mines to build new castles and troops respectively. Controls work great for mobile, and the voiced conversations in the storyline are genuinely fun. Each of the 40 levels have 4 difficulty modes too, so there should be enough to dive into for everyone. 

    If you are new to or don't typically play strategy games, this is a great entry into the genre. First campaign is free, the rest 3 cost $4.99. 

    My thoughts on Castle Battles:


    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

  4. 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!

  5. Charly Men, the author of Charly Men's BIZARRE, composed and recorded a song called "perdue". This song is a potential candidate to be played in the game as background music.
    We think it's up to the player, later on, to decide which song would fit perfectly. Keep in mind that the game is supposed be dark and bizarre. But take your time, the game is not yet ready! ;-)

     

     

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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!

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    riuthamus
    Latest Entry

    7WRST71.png

    Born from a passion to have a quality farming game on the PC, we bring you "Valley of Crescent Mountain". However, why stop with farming when you can add espionage to the mix, throw in some magic and perhaps a dastardly deed or two and what you have is our game!

    As a newly graduated Spy, you have been dispatched into the world to make a difference and benefit the kingdom. Your first post is to the north near a neutral town settled deep within Crescent Valley. The village is in the middle of the only mountain pass between your kingdom and the neighboring nation. A small plot of land has been purchased on your behalf for you to establish your deep cover identity as a new farmer to the area. Your mission is to  engage with the locals, watch for incursions by the opposing kingdom, sway opinions to your advantage and find new opportunities to push your country's agenda. Amidst all of this, unsettling signs of darkness are making themselves known.

    WHERE CAN I FIND OUT MORE ABOUT THE GAME?

    FACEBOOK:
    https://www.facebook.com/vocmain/

    TWITCH:
    https://twitch.tv/riuthamus

    YOUTUBE:
    https://www.youtube.com/user/riuthamus

    TWITTER:
    https://twitter.com/riuthamus

    INDIEDB:
    http://www.indiedb.com/games/vocm

    WHAT IS THIS GAME ABOUT?
    Inspired by previous games such as "Neverwinter Nights", "Harvest Moon", and "Witcher", we wanted to bring a game to life that did justice to the Farming genre and its RPG elements. This is where our game comes in. We are putting a heavy focus on roleplaying events that will define and change how you play the game. Add a unique starting point for the storyline and you have what I call "winner winner, chicken dinner!". Speaking of chickens:

    pwCLELS.png


    WHAT ARE SOME THINGS WE CAN DO IN THE GAME?

    c3tAY6z.png

    FARMING:
    j0cypdf.png

    In our game you will be farming on a grid. This grid based system will notify you via visual cue on the status of your crops and the tiled land. Everything from water saturation level to plantable tilled land. If you want to know the status of every tilegrid on your entire farm you can press q and it will quickly show you the status of all tiles on the farm you own. Want to go back to less information, just press the tab key again and it will all be removed and brought back to normal.

    You will gather seeds from quests, events, the world, and from other plants. Use these seeds on the tilled land to start creating the birth place for your plants. Once your crops have been brought to adulthood you can harvest them. If you are unhappy with the crop you can throw it away, or if it fits your needs you can store it in your backpack.

  6. 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.

     

  7.  

    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

     

     

  8. 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.

  9. Time for another update with how we are doing. We have now started production and I will continue to update you guys trough the week`s ahead, something`s we will share and some we dont`t, can`t spoil all the fun right? But I can at least guarantee that we are on track for a powerfull vertical slice. 

    Programming: The programmer is now doing Water Test - Perlin Noise / Heightmap Calm checking at comparing to our references. 

    Modeling: I have spent most of the week gathering reference pictures for asset`s so I can fill the ship when it`s ready, this is a very hard job but luckily there are alot of book`s out there. First out was one of the spyglasse`s, a Dollond from mid 17th century. Did some material`s testing on that one as well and will finish that asset tomorrow. Soon I will also start texturing, rigging and animating the first person arms/hands.  

    Until next week! 

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

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