By Java Nigga
We are JN Studios, we are looking for people to work with us in our project.
JN Studios is a 2 people amateur studio. we have like 1 year making games, but this is our first professional project to show it to the public. We are a programmer guy(Me) and a 3d modeller.
About the game:
Strategist Sniper is a RPG/FPS game, yes RPG and fps :v you awake in the middle of the unknown and a small voice tells you that you have to go through the world killing other snipers to get out of there. the mechanics of the game are based on the basic controls of games like League of Legends and in FPS games like Counter Strike.
What we are looking for?
actually we are looking for another c# programmer, a musician and an artist(for game illustrations for the marketing of the game).
when the game is in a stable alpha phase we will create a campaign in Idiegogo to obtain money to finance the game. each of the project participants will receive a percentage depending on the work done.
How to apply?
just send us a email with a portfolio and in what you can help our team - email@example.com
I'm making a twin stick shooter with a few friends in a course. The course unfortunately don't let us make any game we want without some research or statistics backing it up. So i was hoping some would like to answer a survey about the design of the game.
For a sprite based 2D RPG style game, how should assets such as textures, animations, music and sound effects be distributed to and accessed by game objects?
Assuming you have a resource manager dedicated to loading and containing the resources, should this manager be passed indiscriminately to wherever there is a need for a resource(s)?
Should the resource manager segregate various textures and animations from sprite sheets as they are loaded and hold segregated sets (maps/lists) of these textures and animations based on a pre-determined need by different game objects so that they can be quickly set up? By this I mean, where you are certain object A needs only a set of X animations and Y sound effects throughout the lifetime of the program.
If all textures, animations, music and sound effects should not be segregated as they are loaded and should instead each be stored in one big container of their respective type for all objects to freely choose from, how should the objects retrieve the resources they need efficiently and with minimal lines of code? Any object could hold any combination of textures, animations or sound effects held by the resource manager. I believe it would be easy with this approach to have very many lines of code dedicated to retrieving all the resources an object will need, for every object.
Finally, should objects hold resources at all? At this point I don't see why objects shouldn't hold their own graphical resources since the objects contain the data such as position, width and height that the resources would need in order to be rendered correctly. However, I'm not so sure about resources such as sound effects, since these types of resources don't need any information from the object in order to play. Should they be held and controlled elsewhere, by dedicated music and sound effect playing systems?
My first goal is to build in python a text-based (next version will have graphics) adventure game scenario where a player enters a tavern, and goes on a quest. Earns money, buys weapons and gets in a fight.
So I've got four ideas for games I want to build.
1. a space simulation where a mute evolving clique is tasked with colonising planets - it's also a social network.
My next goal is to build a 3rd person shooter and streets of rage style framework for a action/adventure game based on my story which is about God's mightiest heroes (with mutation sandbox) versus the devil (read pinhead meets bizarro superman).
I also want to build in python, a 3d isometric rpg/sim that looks like the sims 1 but thematically is more like Bully or GTA1, but plays like Hell's Kitchen DS combined with Dofus, with environments combining elements of Phantasy Star, Sonic and art photography of convenience stores, etc.
I also want to build an epic adventure story in RPGMakerMV.
Any advice as to what else I should build in between to get closer to my goal projects.
In a few weeks I'll have my first game, I'm not really sure how to turn it into an executable file so i can share it with people who don't have python installed.
By rafael rodriguez
Hello everyone! First if you are taking the time to read this "Thank You!" I'm new to programming (Java and C), and I would like to learn/practice more by making a Text-Based RPG. I have an idea in mind and I kinda started to code it in Java but I'm not sure how to put my bits of code together and would like some help. I'm not asking to make the game for me, but to guide me in the right direction... maybe some books, tutorials or even some one on one if you don't mind.
The game I have in mind is going to contain:
A player, world, leveling system, melee combat system(with some skills), monsters, inventory system, intractable objects(like a tree that you can cut down), item storage system, NPC's that interact maybe a store or something, and a saving and loading system.
After that maybe I would like to add some more Non-Combat skills, a mage and range combat system along with some more skills, and make the world a bit larger with some interesting stuff in it...
Anyways that's a lot so thank you for taking your time to read this, let me know if I can explain anything better or if I didn't explain something enough!