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    • By Michael Santer
      Hi!
      We're currently two programmers and a game designer working on a turn-based tactics fantasy board game. For reference you can search for images of "Tactics Arena Online", a fairly dated game that used to have a lot of depth and complexity.
      Our goal is to use the same combat concepts, but giving it a much needed modern touch as well as a whole new set of heroes to choose from with additional abilities. The game is a mix of isometric and 3D and we plan to release the game on Steam and hopefully Android & iOS as well.
      We are looking for someone to work with us pro-bono (just like we're doing) as a 3D character artist. The skills needed are creativity, a hard working attitude and an ability to make minor animations (things like idle, walk, block and very rudimentary attack animations). A perk to have would be the ability to make some VFX. If the game makes it on steam and money starts coming in, you'd obviously be compensated for your hard work, but as it stands this is a hobby project to garnish your portfolio.
      A bit more about the game:
      This game will be an online multiplayer game where each user gets to pick up to 10 characters to place on his half of the board (this would be done before even entering matchmaking. Think runes in League of Legends for example). The user can place his 10 units of choice anywhere he likes on his half board. Some units can be used more than once. So if you want 4 knights and 2 mages or even if you want 10 clerics, you can do as you please. You can then save your setups for future use. The goal of the game is to wipe out the enemy team.
      Each character or Hero (except premium and abyss characters) start with 1 ability and they can ascend (either by playing a certain amount of matches with the character or by forcing the ascension with real money) to gain a new ability or passive. Acquiring a new character can be done by using in-game currency that you earn from playing matches or using real money with the exception of Abyss characters which can only be acquired by winning certain rare matches. The goal is to offer a freemium game with lots of customizable elements while making sure that no user can "buy power" with real money. We want everything that a paying user can get to be available to non-paying users who play the game a lot.
      Ultimately we want this to become a competitive game that people can enjoy and really get invested in. Each character is designed with options for counterplay in mind and synergy with other heroes.
       
      We sincerely believe in what this game can become and we home to find someone just as passionate as we are to get involved in this project!
    • By Marinka Brussel
      Imagine a game where the characters are not defined by body regions, but rather, each body region consists of thousands of components, which would kind of replicate the real world where we consist of molecules, atoms - that would open up many, many new possibilities for creative gameplay. Can this be done on any scale with today's technology, or would the games simply require too powerful of a computer to even be playable? Are there any theoretical limits to this? Thanks
    • By Ryback
      Hi everyone,
      A while back I read a few articles on flocking algorithms and it peaked my interest so I decided to write my own demo using OpenSceneGraph.  A link to the result is below, I hope you like it!
       
       
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Ok so im making a game but i have run into some problems with it. Im adding an inventory system and i want it to work with steams inventory system. Also I will love to use steams servers (for the game online part) but i dont know if thats allowed, and then i dont have to worry about paying for servers every month if i do get to use them. Last but not lease is the steam work shop, I  would like to have it work with my game. I am using Unreal Engine and i dont know how to code that well so i am using blueprints to make my life a bit easier. Im not expecting you to give me the answers exactly but links and other info would be great!

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For Unreal Engine, with Blueprints, you will likely also want to read this:

https://wiki.unrealengine.com/Steam,_Using_Online_Subsystem

https://docs.unrealengine.com/latest/INT/Programming/Online/Steam/

Note that Steam won't host your actual game servers for you; they'll just host social features and matchmaking. You will have to code your game so that one player "hosts" the game server, and other players "connect" to that hosting player. Finding other players (who are hosting) can be done through the Steam servers.

 

 

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