Hello guys! I am new to Unity3D and also new with C#. I am currently working on a 2D Platformer game. This would be my first game ever. I really need some help in coding and animation. I was able to create script already for my Player Movement. I already have the basics coded and working (Walking, Jumping, Attack, Dash). I also have an extra feature which allows the player to jump longer if he/she presses Space for a longer period of time.
I just need help in fixing the Jump + Attack. Whenever the player Jumps and Attacks at the same time, the character will ignore the x velocity of the object and will only continue the x velocity after the attack animation.
I'll really appreciate any help that you can give me
Have a great day!
Looking for feedback from someone who has done this, mainly just to confirm that my guestimates are not way off. I know enough to be dangerous not my area of expertise.
Trying to budget for a custom 3D skeletal animation system with cross fading and 2 layer blending. Context is Unity.
My thought is someone who has done it before could probably get the core features working in some form in a month. But by the time you factor in everything like bugs, performance refactors, platform specific gotcha's, whatever, it's probably around a 6 month job to get something actually usable in game.
Does that sound reasonable?
Hello, I'm currently searching for additional talented and passionate members for our team that's creating a small horror game.
About the game: The game would be a small 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. Also I'm currently learning how to use Unity and learning how to program.
Our team right now consists of: Me (Game Designer, Creator, Music Composer, Writer), 3 3D Modelers, 2 Game Programmers, 1 Sound Effect Designer, 1 Concept Artist, 1 3D Animator and 1 Community Manager.
Who am I looking for: We are looking for a talented and passionate programmer that's experienced with Unity and C#.
Right now the game is in mid-early development and you can see more information about it and follow our progress in our game jolt page here: https://gamejolt.com/games/devilspunishment/391190 . We expect to finish some sort of prototype in 3 months from now.
This is a contract rev-share position
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 am part of a team with an online PvP game. We get good buzz when we post our work and had a major publisher reach out to us and casually express interest in our work a while back. We finally have a stable build and are about to present to them our work thus far!
It is very exciting, but also nerve-wracking, because our game development experience is very limited. So with that in mind...
What the heck is a good publishing deal for an indie studio like us? There is frustratingly little information on this specific question, and what I find is all over the place. Here are examples of what I've read are "typical" deals:
The publisher handles all marketing expenses and takes a 70% cut of the revenue, leaving the studio with 30%. The studio keeps the IP and assets. The publisher handles all marketing expenses and takes 100% of the earnings until the marketing budget is recouped. After this point, the publisher takes a 30% cut, and the developers get 70%. The developer pays 25% of the cost of developing the game and the publisher splits the revenue with them. The developer doesn't make much money after the sale of the game. Instead, they should negotiate as large of a budget as possible to the publisher and use as little of it as possible in developing the game. These deals are all over the place!
We have so many questions of our own:
How much of the budget should the developer expect the publisher to pay? (Is this a major reason to partner with a publisher, or is it really for their marketing spend/connections?) Will the publisher expect us to quit our full time jobs to work on this? Should the devs be asking for any salary at all? Maybe just enough to keep a roof over our heads? What assets should we expect to keep - our source code, at the very least? Should the publishers buy us out for the work we've done this far, or is that just "written off" as the cost of getting a vertical slice demo? How do we decide what's a reasonable marketing budget, development budget, and revenue split with the publisher? Is there a good rule of thumb for how much money should be spent on budget vs. marketing? (I know the marketing expense is significantly higher than the production costs for Hollywood movies, for example) We have funding for another year without a publisher. It is our own money. We would rather not use it, but should we consider using it as a negotiating chip to increase our revenue take, or is that weird? It is scary looking at the digital distribution channels' takes (especially Steam) and licensing fees on top of the publisher's take. We do not want to lose our shirts... in fact, our game is fun and we want to make money!
Thank you in advance!