Jump to content
  • Advertisement
  • entries
    9
  • comments
    4
  • views
    1377

Unity Entry #01 - What is Gon'Interactive and who am I ?

Gon'Interactive

594 views

This promise to be a colorful heaven filled with kindness, so stick around !

The main goal of this blog is to not only present our ideas regarding the game, but mainly to share an adventure of building this game with it's up and down, take your suggestions and comment, discuss various subject around game design and share the more we can about how we do it. This is impossible to achieve without a solid community and I hope we will get a warm welcome from GameDev community. I heard good stuff about it :)

Ironically, this first entry is the needed boring one to tell you who we are and who am I. Ok, I did promise you a "rich in color" experience, but you know... word can be colorful too ! I'll try to make this quick so you all know what this is all about. Just read what may interest you and drop be a welcome word or just a hello !

This blog commitment

My intention is to have this blog updated as much as possible to share each step of the creation of the game. By that I mean at least once per month, but i'll try to do it twice a mount. I prefer to do short but frequent blog entry. Once per week would be cool, but we will see. I'll cover all kind of stuff, including what we fail at too. We want to be transparent to ourself and too people. We learn a lot from that. I want to share concept art, talk about game feature, talk about our philosophy and thinking of what a good game is for us, i want to ask you what is best for the game.

The current game process

We are not on day 1, but we ain't achieve alpha build yet. For me, an alpha build is when you have at least 1 complete level with some finish and unfinished asset with a general set of the basic feature. We don't have all that yet. We do have completed many important feature of the game. Thousands of line of code is already there and we are working inside a dev level to test code but we have very few asset ready. You will be able too all that come to life here ! Another blog post will cover what the  game will be and on what ground we started from.

Who is Gon'Interactive ?

Gon'Interactive was funded in 2009 by a group of 4 college in Montreal (QC, Canada). The main interest was, at the time, to provide multimedia services of a professional level with a budget friendly price to accommodate smaller business and independent people that couldn't afford the big studio.  The company was producing website, flash game, 3D illustration and photography. As it evolve, the company became more and more focused on 3D Animation and illustration as it was driving it's main design interest. The company focused on creating marketing illustration and animation for a varied kind of client sets. A clear line grew over the year to establish Gon'Interactive as being an artistic studio capable of producing cool video and animation production from A to Z (Asset production, video montage, sound edit, post prodZ (see from A to Z) ) to accomplish. The Interactive part of the studio was to mix modern traditional medium such as video and enhance them with new multimedia medium. We became strong at building complex AS (action script 2.0) games and website. Unfortunately, as you may know, AS2.0 became AS3.0 and flash was already dying on it's own and replaced by html5, webgl and other medium. The interactive part of the company naturally evolve into Unity C# coding where we felt for the first time completely free to achieve whatever we wanted, and that feeling was awesome ! We started a new learning curve around Unity a couple of years ago to mix our arts with modern tools such as unity. After being involve in projects for other client, we felt it was finally time for us to do our own game. The one we always dreamed of and finally feel comfortable enough to do. Gon'Interactive have always been about putting all the work require to achieve the best image possible and this apply to the game. To keep a focus on this project, we cut down the amount of job we will take during the time of development because we are really committed to it.

Who am I ?

Well, that's a philosophical question I won't be able to answer in this life probably, but on a more scientific approach to the question, I'm Stéphane L'Abbé, president and owner of Gon'Interactive. For as long as I remember, I was addicted to drawing cartoon and superheroes. It was my first contact with art. I started learning photography in high school and also started programming. It was TurboPascal and I was doing boring animation and game with  terrible fabulous graphic. Photography became one of my favorite hobby that eventually evolve to a ProAm level. Photography is a complementary skill to any 3D work as it involve a lot of understanding in light, material and composition. I like how lights and composition could affect perception and emotion. In college I started to learn and use 3D application to complement my work on a daily basis. I went to university to study architecture. During those years I learn a lot about, how to design, how to communicate emotion out of space, how space can affect people, how our mind read stuff, philosophical approach of what space is and how 3D software work and I got my master and became an architect. This was my professional answer to merge multiple interest into 1 job. Design, mathematics and arts. The real life of an architect is mostly project management and team management. You reach a point where you get very good at dealing with tough project, impossible schedule, budget, team management and those skill apply to every type of project management. The need for more artistic freedom is always inside me and building a game like Third Encounter Of A Kind is a dream come true ! I'll manage the community (if we ever succeed to create one) and i'm responsible of design and do a lot of coding too.  My native language is french, so please, be nice to me regarding my English. I also understand a bit of Spanish. I try to do my best at each language, while not being perfect with any of them !

 

My favorite game was Space Defender.

On the personal side, i'm a gamer. My gamer life started with Colleco vision, I still like the game !

cosmicAvengerScreen.jpg.216d4772e2879c7d90343dc512a2e9f9.jpg 

I was lucky enough to have a mother working for a Commodore Store and we were owning soon after an Amiga 500 computer which was way ahead of his time in terms of graphic and processing power (3mhz ?) I then skip to SNES. Big lover of Mario of that time. The first console a bought myself was a Sega Sturn, my brother went on the Sony side at that time. We join back on Xbox, xbox 360 and xbox one. I'm not a fan of console brand, i'm a fan of good game.



0 Comments


Recommended Comments

There are no comments to display.

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Advertisement
  • Advertisement
  • Blog Entries

  • Similar Content

    • By Heretic Arts
      Hello, 
      We are an American based videogame development team that crafts games utilizing neural networks, handcrafted art, studio quality audio, and immersive storytelling to provide the player with an unforgettable experience. Our current team comprises of a Software Engineer, Designer, Producer, Audio Engineer, and a systems admin. Obviously we are missing an art staff! Now, that being said, we have outsourced our concept art for the game to an experienced artist. We are wanting talent to join us to take it the rest of the way with animation and art. If you are interested in joining the team and feel that you are ready to work along a committed team, send a sample of your work and contact information to HereticRecruitment@HereticArts.com. 
      Job Specifics: 
      General: 
      Unpaid. This is normal. We all have fulltime careers outside of the team, but if there is money to be made upon release, it will be split evenly - no questions asked.  All expenses are paid by Administrative Team (GSuite account). So no worries - We want someone to join, have fun and create with us! Expectations of meeting weekly (via internet) and taking direction from producer.  Open minded  
      Skill sets: 
      Experience in designing and creating character art.  Full adobe suite.  Maya experience preferred.  Experience with developing for the Unity Engine.  Willing to work with design team to incorporate their ideas into art.  Knowledge of game design documentation and how it pertains to art creation.  In depth sprite animation knowledge. 
    • By GameDev.net
      GameDaily.Biz spoke to Improbable about its new shortcuts to multiplayer game development for Unity and Unreal. 

      Improbable helps game developers build believable online worlds with its bespoke technology, SpatialOS. Now, that task is much easier and accessible for those building games on the technology with the recent release of the SpatialOS Game Development Kit (GDK) for Unity. With these kits, Improbable hopes that developers find it easier to create vast, dynamic and unique worlds.
      This GDK for Unity includes a 200-gamer, first-person project that allows developers to experiment and tinker with their ideas for what their vision of a multiplayer game will look like.
      GameDaily.Biz met with Improbable’s Head of Product Marketing, Paul Thomas, and Head of Comms, Daniel Nye Griffiths, to speak about the SpatialOS GDK for Unity, as well as the upcoming launch of the SpatialOS GDK for Unreal Engine.
      In its first week, the SpatialOS GDK for Unity achieved over 2,000 developer sign ups to use it. “What we're trying to do is basically make it really fast for people to build multiplayer games,” said Thomas. “It comes with all the multiplayer networking so that developers don’t have to do any multiplayer networking. It comes with feature modules to allow [easy] solutions to common multiplayer problems, like player movement and shooting. And it comes with a cool starter project where you have 200 players in a free-for-all scenario. You can obviously use the power of SpatialOS to scale that project up to more players, with NPCs, and things like that. It gives people a really good base to start building multiplayer games.”
      There are several games currently in development or early access that utilize SpatialOS. The first into Early Access was Spilt Milk Studios’ Lazarus, a space MMO where the player becomes a pilot in a universe that ends every week, complete with a map that’s twice the size of Austria. Additionally, Bossa Studios released its survival exploration game Worlds Adrift into Steam Early Access earlier this year.
      Also using SpatialOS is Scavengers from Midwinter Entertainment, a studio founded by former 343 Industries studio head and Halo 4 Creative Director, Josh Holmes; the game is heavily inspired by his Halo 5: Guardians’ multiplayer mode, Warzone. Right alongside that company, Berlin-based Klang Studios is working on Seed, a simulation MMO that, according to its developers, lets players “interact and collaborate to create a world driven by real emotion and aspiration.”
      According to Thomas, for those looking to use the SpatialOS GDK for Unity, there is no limit to  what their games can do with Improbable’s tech.
      “What we're doing is expanding the possible gameplay you can do. Traditionally, when you make a multiplayer game, you're constrained by one single server. So you can say you have a 64-player game with a handful of NPCs or you could have a world that's 3km by 3km. With Spatial, you can go beyond that, test a much broader canvas to start thinking about different gameplay.”
      “You can go for a massive online persistent MMO with 10,000 players and hundreds of thousands of NPCs, something very, very vast and big like that. But you can also have smaller experiences. For example, there's a lot of interesting space in just extending what you see in the Battle Royale genre and session-based gameplay.”
      Thomas continued: “Our partners at Automaton have a game in development called Mavericks. The interesting thing there is they have a Battle Royale with 1,000 people, but what I really find interesting is the gameplay mechanics they've put in, like footprints so you can track people. They've added a cool fire propagation mechanic so you can start a fire that  spreads across the map and changes the world. Or you can add destructible buildings and things like that.”
      “So I think even looking at smaller scale games, we add a lot of value in terms of the new gameplay you can start adding. I'm just interested to see what people do with this extra power - what they can come up with.”
      While Battle Royale games and MMOs are obvious standouts for genres that best fit with SpatialOS, Thomas introduced some other ideas of genres that could benefit from the technology.
      “I also think there's a space for very interesting MMORTSs as well,” he said. “An RTS where you have persistent systems, like telling AIs to do things and then coming back to them a week later and seeing what's happened is an interesting space.”
      “I also see interesting mobile experiences that could come up. Having these worlds where you lay down some interesting things and then come back a few weeks later to see how they've evolved and changed, and the massive player interaction. Say for example with Pokemon Go, we can actually roam around the world and battle on the streets. I can see something like that working very well. Again, these are just ideas we've had and talked to people about. It's about giving people that flexibility and the ability to explore these ideas.”
      Klang’s Seed
      Griffiths added the possibility of events in a game that will have a massive, rippling, and lasting impact on its world as something that has people excited. One example he gives is how someone on one side of the map can do something that’ll have a knock-on effect for the rest of the world in real time.
      “There's a whole bunch of different angles you can take, some of which are about much larger player numbers or a much larger map, but there are other things you can do which are taking a relatively constrained game experience, a smaller map, a smaller number of players and adding richness to the game as well.”
      In fact, this is something that Thomas refers to as a “persistent in memory database,” meaning that for every object in the game world, there’s a history. Two examples cited by Thomas: “...a player could chop down a tree and that tree stays disappeared forever. Or a player can kill a big monster that was raiding a town and that town no longer gets raided by that monster, and this changes the dynamics of the world. Worlds can have a history. That means players can have a lot more meaning in these MMO worlds.”
      “Normally in MMOs, they're kinda like roller coaster rides: you go into a dungeon, you kill the boss and that guy respawns. It all resets,” Thomas continues. “But in Spatial MMOs, you could have these persistent effects that should change the gameplay meaningfully for all the rest of the player base.”
      “The other one I think that is interesting is the level of dynamism that you could have. So because you can have so much more server-side compute, you could potentially have NPCs roaming around the world changing their mind and deciding all of a sudden, 'oh, we're going to attack this player's base' or 'we're gonna go attack this town' and they have a lot more range and emotion and intelligence to them that you'd not see in other MMOs.
      “Normally in MMOs, NPCs sit there tethered. You go near them and they come and attack you, you run away, and they go back to where they were. In a Spatial MMO, that NPC can trace you across the whole map or a group of them can decide to get together and attack someone..”

      Bossa Studios' Worlds Adrift
       

      Next week, Improbable plans to launch its SpatialOS GDK for Unreal Engine, which will have a big focus on ease of use for access to Unreal, as well as a big emphasis on porting your projects to SpatialOS.
      “One of the things we'll be trying to push is a porting guide so you'll be able to take your existing Unreal game, move it onto SpatialOS and then you can grow to expand it with new and extra gameplay,” says Thomas. “ You can bring across your existing Unreal game and it feels very, very native and similar to Unreal if you're familiar with Unreal.”
      Griffiths continued, explaining how testing these experiences includes free cloud deployments, to a certain point. “If you're developing in SpatialOS in other ways, we provide a sandbox environment so you can get your game running. When you’re happy, you can port it over and sort of experiment with it in a free sandbox environment with a small number of cores to get started.”
      Based on what we learned, Improbable’s SpatialOS GDK for Unity will give developers enhanced flexibility to produce more in depth and engaging videos games. That said, we look forward to catching up with the company in the near future to see how this exciting technology is being used in the different games that we play.
    • By Samuel Aponte Sustache
      Ok am not an game developer but I really got annoying when a player uses aimbot and no way as a player to do a thing. Im graduated as electronic technician and I study the nand.
      This guy can be implemented on our game program as a protection in case of cheating.  The objective of a cheater is for example 7, 10, 15, kills on a row but what if the player install a nand program and instead of the cheater kill he automatically dies....."wtf" he will be confuse.  What about a nand program.  If the player suspects cheating or server admin then you will apply the cheater the medicine and he will eventually goes.
       Thanks
      Samuel Aponte 

    • By LonelyStep
      PROGRESS
      Thought I'd reach out for some feedback on my little project. This is an android two-player game for top-down boxing matches. The core mechanics are all that I have accomplished thus far, later I want to add different configurations for your boxer (special effects, increased health or damage, etc) and maybe even a single player AI to practice against.

      SCREENSHOTS
      #1

      *****************************************************************

      #2
       
      FEEDBACK
      Right now the gameplay feedback I'm looking for is on the fundamental mechanics of the game.

      One area of particular concern is the window of opportunity for a player to block after their opponent has begun a punch. Currently that window is one-tenth of a second, otherwise you will be to late to counter their blow. I want it to be difficult to successfully pull off a block and have it be something that requires real attention to accomplish. I'm wondering though if it isn't too difficult right now, which may encourage mindless button mashing, which is certainly not what I want to condone.

      Another consideration is whether having three main actions (block, attack, charge) provides a good balance. My idea with having three main areas is that your two thumbs will have to leave one section uncovered at all times. This should result in hand movements that telegraph actions to the opponent.

      Aside from these, any other constructive criticism is very welcome.

      LINK
      My game can be found at the Google Play Store here:
      https://play.google.com/apps/testing/com.meatandgrain.PunchABunch

      NOTE There is a known graphics error when performing a special punch. There are no doubt other unknown errors as well.

        Thank you for your time, I hope you'll be able to find some fun in this little game!
    • By Vandallord
      Link: https://www.kongregate.com/games/Vandallord/idle-stone-history

      A wicked witch turned the main hero into the stone, you need to find a way to break the spell.
      INSTRUCTIONS
      Click on the objects and they will open.
      Click on the stone and its skill to attack the animals will grow as well as a the losses from clicking on animals.
      Click on the river to improve the function to manage time and clicks on the animals will be more precise.
      Click on the tree and it will give you things from animals and the level of luck will grow which give you an opportunity to Harder hits.
      The higher the level of monsters the more animal can visit the stone and give presents which are essential to make a portion.
      Screenshots:
       
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

We are the game development community.

Whether you are an indie, hobbyist, AAA developer, or just trying to learn, GameDev.net is the place for you to learn, share, and connect with the games industry. Learn more About Us or sign up!

Sign me up!