I'm working on Warriorb for about 2,5 years now and recently we made a playable version of the first part of the game. There are still some elements missing (mostly vfx and sfx) but most of it is close to final.
I would love to hear what do you think about our game so far. Any critique, feedback, idea or tip is appreciated.
If you are interested send me a pm and I will give you a steam key for the game.
I'm eager to receive your feedback:
By Erik Nivala
So, as the title says i am trying to figure out a good way sync all that information with other players in Unity. My problem is that i can't come up with a good solution since i am used to creating classes for everything e.g. attachments are its own class and then the weapon would save a reference to that attachment. But since you can't send custom classes over [Command] & [ClientRPC] i am a little stuck. A solution for this would be giving each attachment for a slot a unique ID and then passing the ID to other player but i feel like that is very error prone if other ppl add a new attachment or the IDs get mixed up.
Is there a "standard" way that this is usually done that i am missing?
I am fairly new to programming so any help is appreciated!
By Catalin Danciu
In the hopes that my thread is not off-topic or offensive in any way, I dare to ask the following "noob" question:
what would be the correct way to create sprite animations from 2D *.bmp files?
I have for reference the 2001 game Desperados:Wanted Dead or Alive.
with the help of some tools i found , I was able to extract files containing what seems to be animation frames and frame shadow masks for animating a horse.
Attached are the archived assets.
My goal is to recreate the demo level of the game using Unity, for educational purposes.
I have started by loading the background map layer (also a large bmp file), and next step is to load a 2d character object and animate on the perspective.
I am looking for a small team to do a rendering project with me. The roles I need are:
You can use this in your portfolio and you will be credited at the end.
If you are interested, please email me at email@example.com. Thank you!
While going through a Game Design Document Template, I came across this heading - Core Game Loop & Core Mechanics Loop.
What's the difference? Can you provide some examples of an existing game? Suppose if I am including these topics in a Game Design Document, how should I explain it so that my team can understand?
By Canadian Map Makers
GOVERNOR is a modernized version of the highly popular series of “Caesar” games. Our small team has already developed maps, written specifications, acquired music and performed the historical research needed to create a good base for the programming part of the project.
Our ultimate goal is to create a world class multi-level strategic city building game, but to start with we would like to create some of the simpler modules to demonstrate proof of concept and graphical elegance.
We would like programmers and graphical artists to come onboard to (initially) create:
A module where Province wide infrastructure can be built on an interactive 3D map of one of the ancient Roman Provinces.
A module where city infrastructure can be built on a real 3D interactive landscape.
For both parts, geographically and historically accurate base maps will be prepared by our team cartographer. Graphics development will be using Blender. The game engine will be Unity.
More information, and examples of the work carried out so far can be found at http://playgovernor.com/ (most of the interesting content is under the Encyclopedia tab).
This project represents a good opportunity for upcoming programmers and 3D modeling artists to develop something for their portfolios in a relatively short time span, working closely with one of Canada’s leading cartographers. There is also the possibility of being involved in this project to the point of a finished game and commercial success! Above all, this is a fun project to work on.
Steve Chapman (Canadian Map Makers)
I'm looking to get into the gaming industry. I've skirted around the idea for a long time, always thinking that I couldn't do it. I've finally decided to take the plunge.
My question is whether it's worth going to school for game design/coding etc. I've been writing content for paper games for a while, and have a good idea of story and some basic design. But I have next to no technical know how.
My instinct is that such things can be learned with a lot of practice, video tutorials, and more practice. I've also heard that a degree is not really that important, since you get hired based on your portfolio/prototypes. Why not just make the games?
But won't a degree help with contacts and mentoring--I'm not a great networker.
Of course, it'll plunge me into more debt, but...
If anyone has advice, let me know. Also any idea of a program to start with: Game Maker, Unity, Godot, Construct, Stencyl--I've heard good things about them all, so much so that I don't know which would be best to start with!
I'm making an small 2D engine using Kha and I have a timer class, which basically simply either waits a certain amount of time to call a function, or repeatedly calls a certain function after every x seconds. I simply want to know if I should have timers run on different threads. I'm aware that makes sense, but I might use many timers in a game for example, would that still be okay? Also I'm currently writing an animation components, which waits every x seconds to draw another image using the timer class. And in a normal 2D games, I would have many objects with animations on them, other than the other timers. So I just wanted to ask people who have more experience and knowledge than I have what I should do for timers: Either leave them on the same main thread, or make them run on different threads. Thanks in advance.
By Developer Dre Reid
Hello fellow game devs I am seeking some answers to a somewhat simple question. Now I always thought that when a dev was going to work on a new game to publish he/she should keep some aspects secret infill time to release then he/she can give out needed information pertaining to the game to the public as a marketing tactic. However I had a discussion with other game devs who stated that my way was somewhat not right and the only reason I had such thoughts was due to me being a smaller indie dev who was afraid of having my idea stolen.
Therefore I would honestly like to know if my way was right or were the other devs correct. If I were to start working on a new game and give out information about it online via social media would I be risking my idea being stolen and it being made faster and better by another developer or team of developers. Am...Am I paranoid???