Jump to content
Sign in to follow this  
  • entries
    36
  • comments
    39
  • views
    32341

The Making of Towards The Pantheon part 6!

ConnorORT

614 views

In the making of Towards The Pantheon part 6, lead developer Connor O.R.T. Linning teases some new soundtrack demos, discusses his latest set up, answers questions from viewers, and talks about broken umbrellas and expensive cars!

Find more info about Towards The Pantheon at Towardsthepantheon.com

Download the prequel game Towards The Pantheon: Escaping Eternity free now from Steam, Itch.io, and Gamejolt!
STEAM: Store.steampowered.com
ITCH.IO: Connorort.itch.io
GAMEJOLT: Gamejolt.com

Towards The Pantheon on social media:
Facebook: Facebook.com
Twitter: Twitter.com
Tumblr: Towardsthepantheon.tumblr.com
Soundcloud: Soundcloud.com
Instagram: Instagram.com
Twitch: Twitch.tv
Google+: Plus.google.com
Pinterest: Pinterest.com 

Find more info about Towards The Pantheon at Towardsthepantheon.com

Download the prequel game Towards The Pantheon: Escaping Eternity free now from Steam, Itch.io, and Gamejolt!
STEAM: Store.steampowered.com
ITCH.IO: Connorort.itch.io
GAMEJOLT: Gamejolt.com

Towards The Pantheon on social media:
Facebook: Facebook.com
Twitter: Twitter.com
Tumblr: Towardsthepantheon.tumblr.com
Soundcloud: Soundcloud.com
Instagram: Instagram.com
Twitch: Twitch.tv
Google+: Plus.google.com
Pinterest: Pinterest.com



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 william.equal
      Hey, I just finished a new episode of "Game Audio Lookout"! This time it's about musical sound effects in the Super Mario series. Here's the link to the video on YouTube:
      --
      Musical Sound Effects in the Super Mario Series | Game Audio Lookout
      https://www.youtube.com/watch?v=6hHbTVloizU
      We’ll have a deeper look at musical sound effects in the Super Mario series in this episode of "Game Audio Lookout".
      I guess everybody has heard the sounds of the Super Mario series before. But I believe most of us don’t exactly know how these were constructed and what efforts were taken in later instalments of the series to produce sound effects that even harmonise with the game’s music.
      --
      Feel free to let me know what you think
      Alex
    • By Jordan Winslow
      Hey guys, my name is Jordan Winslow and I am a professional electronic music producer & composer who also happens to be a talented story writer and has a ton of experience with VNMaker, Tyrannobuilder, Renpy, and RPG Maker tools and I am looking for talented artists who want to make a horror game together!
      Last Horror Project I Composed Music For: 
       
      My last game I created: "The Watchers"  https://jordanwinslow.itch.io/the-watchers
      My Music: https://jordanwinslow.me/showcase
      I am open to plot ideas but, based on your artwork, I would like to create an original story that matches our music and art so we can play on both of our strengths. Up until now I have only been able to create visual novels with the use of stock photography and stock videos, but with the use of original art, we should be able to come up with a story that is far more specific to the art on screen.
      My favorite horror games (For reference)
      Saya no Uta (Horror Visual Novel Originally in Japanese)
      The Crooked Man 
      SOMA
      Corpse Party
       
      I have a few pretty awesome ideas for sci-fi or extra-dimensional horror games, I also know of a great real-life story about aliens we could make a game about and I could easily come up with something new if I am inspired by your art!
       
      So let's create something awesome together! Send me a message along with some examples of your art and we will either create a team of multiple people together or just the two of us if you are capable of coming up with a decent amount of original artwork! I've got the music, the story and the programming handled unless you want to do the programming and help with the story.
    • By Kamal Wafi
      Hi there,
      i recently start learning unity and im working in my first game ,
       
      I was wondering if unity had functions to support the motion control effect (tilting screen to move character) you see
      in doodle jump (which is 2d game) ? If it exists, what are they called? and how it works ?

      Thanks
    • By 3dmodelerguy
      For reference I am use Unity as my game engine and the A* Pathfinding Project for path finding as there is no chance I would be able to create anything close to as performant as that in any reasonable amount of time.
      So I am looking to build a game that is going to have a very similar style as Prison Architect / Rim World / SimAirport / etc. One of the things that I assume is going to effect performance is path finding. Decisions about the game I have already made that I think relate to this are:
      1. While I am going to be using Colliders, all of them will be trigger colliders so everything can pass through each other and I will not be use physics for anything else as it has no relevance for my game
      2. I am going to want to have a soft cap at the map size being 300x300 (90,000 tiles), I might allow bigger sizes but do something like Rim World does in warning the player about possible side effect (whether it be performance or gameplay)
      3. The map will be somewhat dynamic in that the user will be able to build / gather stuff from the map but outside of that, it should not change very much
      Now I am going to build my game around the idea that users would be in control of no more than 50 pawns at any given time (which is something I can probably enforce through the game play) but I am also going to want to have number other pawns that are AI controlled on the map (NPCs, animals, etc.) that would also need path finding enabled. Now I did a basic test in which I have X number of pawns pick a random location in the 300 x 300 map. move towards it, and then change the location every 3-5 seconds. My initial test was pretty slow (not surprising as I was calculating the path every frame for each pawn) so I decided to cache the calculated path results and only update it ever 2 seconds which got me:
      100 pawns: 250 - 450 FPS
      150 pawns: 160 - 300 FPS
      200 pawns: 90 - 150 FPS
      250 pawns: 50 - 100 FPS
      There is very little extra happening in the game outside of rendering the tilemap.
      I would imagine the most pawns on the map at a given time that need path finding might be a 1000 (and I would probably be able to make due with like 500 - 600). Now obviously I would not need all the pawn to be calculation paths every 2 seconds nor would they need to be calculating paths that are so long but even at a 5 second path refresh rate and paths that are up to 10 tiles long, I am still only able to get to about 400 pawns before I start to see some big performance issues. The issue with reducing the refresh rate is that there are going to be cases where maybe a wall is built before the pawns path is refreshed having them walk through the wall but not sure if there is a clean way to update the path only when needed.
      I am sure when I don't run the game in the Unity editor I will see increase performance but I am just trying to figure out what things I could be doing to make sure path finding is as smaller of a performance hit as possible as there is a lot of other simulation stuff I am going to want to run on top of the path finding.
×

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!