My game is coming along nicely and I would love some feedback.
You play as one (or two in co-op) survivor that must travel the land and survive the infected hordes, looners and bandits. You stop in locations but are always pressed as the hordes will start pouring in. Collect resources (food, fuel, medical supplies and ammo) and weapons and head for the goal!
Always quickly switch to a melee weapon if running out of ammo Loot everything if you have time to loot, including cartrunks Choose locations that have the loot you need (such as gas station for fuel) Try to avoid running out of fuel or having your car break down. Walking is dangerous! Download (50 MB, works with windows only, you DON'T need dropbox to download):
Damnation road (beta 2)
I'm Michele (not Michelle, I'm a guy ok? Just call me Mike), italian computer engineer with a strong passion about video game development.
I decided to start a blog about making games from scratch using SDL and C. Why am I doing this? First of all, because I strongly believe that you don't need an engine to realize a MVP of your game. I will make games starting from a very basic idea to the first release, discussing the code and the choices.
Name of the blog is "Making Games The Wrong Way", which provocatively means that we don't want to over-think the code structure and, above all, we don't want to do premature optimizations.
Code will be plain, not beautiful for sure, but it will get our job done.
I hope to see many followers from here. It is going to be a nice learning experience both for me and for you
Here's the link: https://michelerullo.wordpress.com/
See you there!
Does buffer number matter in ID3D11DeviceContext::PSSetConstantBuffers()? I added 5 or six constant buffers to my framework, and later realized I had set the buffer number parameter to either 0 or 1 in all of them - but they still all worked! Curious why that is, and should they be set up to correspond to the number of constant buffers?
Similarly, inside the buffer structs used to pass info into the hlsl shader, I added padding inside the c++ struct to make a struct containing a float3 be 16 bytes, but in the declaration of the same struct inside the hlsl shader file, it was missing the padding value - and it still worked! Do they need to be consistent or not? Thanks.
Who We Are
We are Forged Interactive, a small team of like-minded game developers with the sole purpose of making games we love! We're a team of artists, animators, programmers, level designers, writers, composers, producers, and other creative minds. We want to make games that you, the modern gamer want to play! We hope to build a community that enjoys our games as much as we love creating them. With your feedback and support we will be able to achieve that.
About the Game
GAME NAME is a fun, action-packed army builder with unique characters, challenges and engaging levels. Set forth on an adventure to protect friends, family and countrymen from new adversaries. Once defeated your enemies turn coat and join you in your adventures. Players can enjoy a range of troops and abilities based on their gameplay style which become more important as maps introduce more challenging terrain, enemies and bosses. Strong orc knights, dangerous shamans, and even a dragon are out on the prowl. Knowing when to fight and when to run, and how to manage your army is essential. Your actions alone decide the fate of this world.
Previous Work by Team
Although we are working towards our first game as a team, our team members themselves have past experience in the industry.
This includes members who have worked on titles including:
Final Fantasy Kingsglaive, FIFA, Xcom 2 and Civilization.
Who are we looking for? 3D Modellers Concept Artists Marketing Specialists Level Designer
What do we expect? Reference work or portfolio. Examples what have you already done and what projects you have worked on academic or otherwise. The ability to commit to the project on a regular basis. If you are going on a two-week trip, we don't mind, but it would be good if you could commit 10+ hours to the project each week. Willingness to work with a royalty based compensation model, you will be paid when the game launches. Openness to learning new tools and techniques
What can we offer? Continuous support and availability from our side. You have the ability to give design input, and creative say in the development of the game. Shown in credits on websites, in-game and more. Insight and contacts from within the Industry.
If you are interested in knowing more or joining. Please email or PM us on Skype. Myself or Colin will reply to you within 48 hours.
David and Colin
Follow us on: