"End of the Line" development has been at its fastest since the beginning of development, trying to reach its mid-late December Alpha release! Some amazing work has gone into the planning of such a complex story universe with many characters, groups, and locations all coming together to form one story. Expect the hints of the large mysteries involved in the series to start coming out around Halloween! Gameplay-wise, the game has received some major fixes and work on the code since the beginning of the month. Most of the voice actors planned have recorded their necessary lines so we're waiting on some last minute stragglers to finish up! It's very exciting to see all the effort that people are putting in for this game. A new story route is being finalized which will change the end drastically and allow for more choices to affect gameplay. The interactivity between the enemy and environment is being implemented as I type! It has been an amazing week for development and I can't wait to update all of you guys!
I'm looking for a open source PBR rendering engine that I can use. Basic requirements are Windows (C/C++) and free to use type license.
The first two hits I get on Google are:
Does anybody have any experience using any of these, or do you recommend something else that's better?
Pluses: Active development, easy to compile, zero dependencies.
What is the game like
I'm working on a game where the main mechanic is the player creates their own spells. They create spell using a sort of visual programming language
Here is a diagram showing how the spell system would work
The top spell would shoot fire out of the casters hand
The second spell would shoot a projectile in a straight line until it hit something with no other effects
The third spell would shoot a projectile and when it hits, explodes in a fireball
Armed with only their knowledge of magic the player must navigate through caves and dungeons looking for artifacts and spells to allow them to become a master of the magic arts.
What I have so far
I prototype of the spell creation system. The user can draw symbols using an oculus touch controller in the air. The computer recognizes the symbol and the user can then move the symbols around to construct spells.
List of spells I have working at the moment
Fire - does damage, burns wood, and can light torches Wind - pushes objects and puts out torches Levitate - causes the target to become weightless, when used with wind you can push even heavy objects Light - a bright light used to light up dark areas What I need
It would be great to have an artist to work with. I am going ahead doing the artwork on my own but having somebody who could take that too let me focus on the other aspects would be of great help
I would also like if somebody would take on the role of designing levels. I think this game will rely on having many different interesting encounters to force them to come up with clever solutions to problems using their magic. It would be helpful to have somebody to collaborate with for ideas in the category and to focus on trying different levels out to help me focus on the programming.
Looking for a c++ pogrammer to help us on a Viking battle game. We are using unreal engine 4 so knowledge of blueprint would be handy. The project is intended to sell commercially so you will recieve revenue shares. For more info on the project please contact me. Thnak you
This is a picture of a regular room.
Each rooms has a chance to have props with a certain layout.
If a rock is spawn the player can try to break it by exploding it. These can spawn common collectibles like money and such...
There are many different type of layout possible, including a totally random one.
The generator simply picks a shape, an anchor position and the type of prop to be generated.
The process itself is simply a 2D boolean array. We simply draw on that array like we would in a bitmap using traditional image manipulation algorithms.
Once the array is set, then we simply add a given prop for each true cell of the array
We then finally remove every props that are either outside its room or obstructing an entry/exit point.
Right now, only two types of props can be generated, although the algorithm itself is kinda flexible.