Hey my dudes,
Me and 4 friends are third year compsci students. Three of us are pretty good at drawing. We are hoping to make a 2d roguelite game with unity during the next few months. We are still brainstorming. At the moment, my idea is to create a card roguelite game:
First, you would need to choose 2 heroes to enter the dungeon with the goal of finding a treasure. The treasure found gives you extra bonus in later runs. You can choose between mage, gunner, rogue, paladin, warrior and fighter. Each hero has their own unique cards. And there are common cards that every heroes can get(like hearthstone).
The progression system would be like slay the spire’s. You can choose your own path, but every paths leads to the boss. It would use procedural generation. After defeating an enemy, you get to choose a new card out of the three options. There would be shops, random events, elite enemies, etc
The combat system is where i need some suggestions on. There would be two piles of deck. One for each hero. I can think of two good combat systems:
1. Before every enemy encounters, you can choose what cards to use from your deck. Cards not used would not get discarded. Cards are drawn from the deck only if they break or due to special card’s effect. Every card have a durability number. Ones the durability reach zero, the card would break and can no longer be used. Events/enemies can modify the durability of the cards.
2. Card not used this turn would get discarded. Once the deck is empty, the discard pile gets shuffled and copied to the deck. Card/item effects can increase the number of cards you draw.
How can I make the game more interesting? Any suggestions would be appreciated.
[Rev-Share] Looking for a talented and passionate programmer that wants to join our team and create a small but great horror gameBy horror_man
Hello, I'm currently searching for a talented and passionate programmer to create a small but great horror game that would take around 3 months to be done.
About the game: The game would be a sci-fi/post-apocalyptic survival horror 3D game with FPS (First person shooter) mechanics and an original setting and story based in a book (which I'm writing) scene, where a group of prisoners are left behind in an abandoned underground facility. It would play similar to Dead Space combined with Penumbra and SCP: Secret Laboratory, with the option of playing solo or multiplayer.
Engine that'd be used to create the game: Unity
About me: I'm a music composer with 4 years of experience and I'm fairly new in this game development world, and I'm currently leading the team that'd be creating this beautiful and horrifying game. I decided that making the book which I'm writing into a game would be really cool, and I got more motivated about doing so some time ago when I got a bunch of expensive Unity assets for a very low price. However, I researched about how to do things right in game development so I reduced the scope of it as much as I could so that's why this game is really based in a scene of the book and not the entire thing (and also that's why it would take 3 months). Also I'm currently learning how to use Unity and how to model things with Blender.
Our team right now consists of: Me (Game Designer, Creator, Music Composer, Writer), 3 3D Modelers, 1 Sound Effect Designer, 1 Concept Artist and 1 Programmer.
Who am I looking for:
- A programmer that's experienced in C# and with Unity.
Right now the game is very early in its development (GDD is completed and all 3D Items, Music and Sound Effects are completed).
If you are interested in joining, contributing or have questions about the project then let's talk. You can message me in Discord: world_creator#9524
I've been making music for about 7 years, I have hundreds of releases on soundcloud and bandcamp. Recently I have stepped up my post production game, pouring long hours into EQ and mixing. Most of my music is in a moody, "foggy" piano style with heavy experimentation through pitch shifting, overdubbing, and live recording. I use a spectrogram EQ to manually shape sounds and scoop out noise in Audacity. I am familiar with many general concepts, applying compression, reverb, high and low pass filters, and pretty much all of the effects in Audacity and many of the pitfalls and lessons of live recording for guitar and piano in my home studio. I am familiar with some other programs like ableton and fruity loops but live recording is my strong suit as opposed to composing music in a DAW. I rely heavily on improvisation, recording large amounts of audio and cutting it down and manipulating it in post as well as doing overdubs. I can put out a project of piano music in a month or so up to what I think is a high / acceptable standard that I personally am happy with.
I am heavily inspired by Akira Yamaoka's work on the Silent Hill series as well as Angelo Badalamenti. I dream of composing music for games or short films, and feel like I'm ready to take on a project like that, as well as being willing to license my already existing music out which I think would be a perfect fit for the right type of horror game or anything with emotional elements.
I am currently working on another project that will be released in December or on New Years. I will work for a reasonable amount and have done this out of passion for 5+ years because I love doing it. I feel that I have improved enough now to pursue doing something like this.
Thank you so much to anyone who even bothers to click any of these links, and thank you for your time!
Here are my links, and you can also email me directly at email@example.com
Other skills: I do all of my own cover art with digital photo editing and subsequently also have about 5 years of experience with that- photography and digital photo manipulation. I can work on marketing materials or art in this way. I play the Piano, Guitar, Synth / String piano etc, and I sing. I have close connections to some other musicians and visual artists. I will be honest if I don't think my music will work for your project or if I'm not sure if I can do something well enough, but I feel comfortable taking on some general audio design as well, including general sound / dialogue recording or noise reduction.
Does your code use one of the most popular graphics or compute APIs? Here is a map of Intel® processor series to each graphics generation to add to your dev docs.
Developer Documents for Intel® Processor Graphics
Intel® processor graphics provide the graphics, compute, media, and display for many of our processors including the 6th gen Intel® Core™ processors. Does your code use one of the popular graphics or compute APIs? Do you want a deeper understanding of our graphics hardware architecture? In the table, you’ll find the right documents to help you write and tune your software so it runs great on Intel processor graphics.
If you’re developing compute applications, the compute architecture guides give foundational reading and the OpenCL™ optimization guides show you how to optimize. If your code uses the graphics APIs, read the graphics dev guides or programmers reference manuals.
Before I get to my question, I'd like to clarify that this is in a 2D (2.5D) view with pixel graphics. While making mockups, a question on map design came to me. If I were to draw an entire section of a map, including stairs, buildings, etc. would I be able to set constraints so that a character could move realistically on one asset (the room, I guess), Instead of having to place each and every tile for every corner, or variation in design, or every stair?
I feel like this would be much easier when it comes to very intricate room designs that would be much cleaner and aesthetically pleasing if I could just put wall barriers (native to my engine) where the player can not go.
Let me know if this needs clarification or if this is in the wrong subforum.