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I would like inform you that "War IOM" v2 have been re-work graphics and added more feature to serve user experience.
Here is my banner screenshot:
You can access to the website and play it directly on your phone (Chrome mobile, Safari iPhone, iPad) or your Laptop
Link to play: https://www.iomgame.com/wariom/
++++ Game description:
The rule to win the game is very simple: buy the soldiers, defeat the enemy army and then destroys the flag. Try to use fireball to wipe out the enemy.
The game had the shop to buy new soldier, upgrade soldier and choose the team out.
Game data be stored on both user's device and server so never lost data again.
++++ Here is the look and feel of War IOM icon on your Home-screen phone
Rumor: You can get double gem receive if you beat the mini boss at level 3. Also win level 3 will give you a lot of Gem, use it to buy new solider and upgrade your army!
My facebook page: https://www.facebook.com/Iomgame-245553622715070/
/******** Change log update 08/26 ********/
-- Add new game play for level 6.
-- Improve camera.
-- Improve game performance.
/******** Change log update 08/31 ********/
-- Improve sound load time. No painful for waiting sound loading any more!
/******** Change log update 19/09 ********/
-- Add level 7 with new game play.
When you need to share a pre-release version of a game with a showcase, reviewer, alpha-testers, etc, what do you do? I know Steam and VivePort offer some closed alpha-release options. I've seen a service mentioned called "Pre-flight" on the MIVS FAQ (http://super-archive.magfest.org/mivsfaq) but I can't seem to find it. What other options are there and how well have they worked in your experience?
I'm currently starting next iteration on my engine project and have some points I'm completely fine with and some other points and/or code parts that need refactoring so this is a refactoring step before starting to add new features. As I want my code to be modular to have features optional installed for certain projects while others have to stay out of sight, I designed a framework that starting from a core component or module, spreads features to several project files that are merged together to a single project solution (in Visual Studio) by our tooling.
This works great for some parts of the code, naming the Crypto or Input module for example but other parts seem to be at the wrong place and need to be moved. Some features are in the core component that may belong into an own module while I feel uncomfortable splitting those parts and determine what stays in core and what should get it's own module. An example is Math stuff. When using the framework to write a game (engine), I need access to algebra like Vector, Quaternion and Matrix objects but when writing some kind of match-making server, I wouldn't need it so put it into an own module with own directory, build script and package description or just stay in core and take the size and ammount of files as a treat in this case?
What about naimng? When cleaning the folder structure I want to collect some files together that stay seperated currently. This files are foir example basic type definitions, utility macros and parts of my Reflection/RTTI/Meta system (which is intended to get ipartially t's own module as well because I just need it for editor code currently but supports conditional building to some kind of C# like attributes also).
I already looked at several projects and they seem to don't care that much about that but growing the code means also grow breaking changes when refactoring in the future. So what are your suggestions/ oppinions to this topic? Do I overcomplicate things and overengeneer modularity or could it even be more modular? Where is the line between usefull and chaotic?
Thanks in advance!
Dev Diaries | Making our 1st game without any previous experience in gamedev [new episode every Thursday]By Alex Yarotsky
Making games is hard. You need all kinds of technical and creative skills, you need a big team, a budget...
But making your first game can be even more difficult if you have no previous experience in game development and your team is only two people.
But it didn't stop us. We quit our jobs and started this indie game journey full of mistakes and pitfalls.
Why? What encouraged us to make this stupid move?
Inspired by Extra Credits, Hellblade Dev Diaries, and ThinMatrix we decided to start a weekly behind the scenes show. There we'll be showing bits of our production process. The whole project is a huge and risky experiment for us and we would love to hear your support and recommendations.
We are opened to all sorts of feedback. Even if you consider something is of a low quality in our video, please let us know it as is. We would love to learn from the community and improve.
By Ales Velek
Hi, this is my first finished game ever.
It took my 2 years because Im little bit lazy.
Its simple game where you defend the castle agains random spawned enemies. Lots of flying physics objects included :).
What do you think?
Google play link