I am from an indie studio that has received funding for our concept and is ready to create the next generation 2D Pokemon-inspired MMORPG called Phantasy World. This ad is for a volunteer position but hopefully will transition into something more. Our vision is to create a game that draws inspiration from the series but is dramatically different in both aesthetics and gameplay as the work would be our own.
We are hoping that you can help us make this a reality and are looking for game developers familiar with the unreal engine and would be happy to work on a 2D top down game. Sprite artists are also welcome as we are in desperate need of talented artists! Join our discord and let's have a chat! https://discord.gg/hfDxwDX
Here's some of our in game sprites for playable characters while moving around the game world! Hope to see you soon!
Hi all, I am starting to develop a tactics game and ran into a problem I had not thought of. I began by drawing a screen with a hex grid, and this is no big deal. I got that working fine. But, I realized it didn't look quite right. This is because in most strategy games, you're not looking straight down. There is a bit of a tilt. Attached is an example of what I mean. The hexagons on bottom are larger than the hexagons on top, and I'm unsure of how to go about adding this effect. Especially when you consider that some maps may be of different sizes.
I'm not sure if this is the right place to post something like this, but it seems as though some sort of linear transformation would be applied? No? I don't even know where to begin in a problem like this.
I am working on a project where I'm trying to use Forward Plus Rendering on point lights. I have a simple reflective scene with many point lights moving around it. I am using effects file (.fx) to keep my shaders in one place. I am having a problem with Compute Shader code. I cannot get it to work properly and calculate the tiles and lighting properly.
Is there anyone that is wishing to help me set up my compute shader?
Thank you in advance for any replies and interest!
F.OB: Forward Operating Base is a military themed base building and resource management game.
I am currently about 6 weeks into development. still implementing core game mechanics. The game is playable in a basic sense right now but there are no objectives or missions or anything motivating really lol.
I have been inspired by games such as prison architect and rimworld. both in visual style and general gameplay ideas. Here is a quick 2 minute video i put together that hopefully communicates the general feel of the game and what gameplay is like. Any feedback or criticism is welcome
I have been keeping a development diary on my youtube channel and i hope to have more developments on this project very soon.
UPDATE FEBRUARY 2018 - DOWNLOAD LINK FOR BUILD 0.38 AVAILABLE
So i decided to upload the current build. hopefully get some feedback.
Its still incredibly incomplete and poorly documented so please feel free to ask me any questions about how to do tihngs. I am working on better documentation and more intuitive interactions.
Any feedback would be a huge help. positive or negative.
I am animator by hard, and i am doing game animation for at least 8 years so far. During the last 2 years, i came with a idea for game and maybe some day, i want to start indie game company. As i am thinking to start game company, i am also thinking what kind of value i can give to the company. For example, am experience in animation,sales(I was selling web development services, before i jumped to gaming), bit of rigging- just not for production, i am learning on the side as well. The rest of the gaming production, like modeling, concept art, texturing, i am total noob or to say better, i am no near interest to do modeling for example, don't have such a patience to do it. But before characters and things are made for animating, what the hell i am would do?
Also, what is the ideal size of the founding team of a game company? Positions to be filled mostly are, Concept artist, Modeler/Texture artist, programmer, animator-rigger. And later would need more people to join, like more animators, programmers, sound, fx,etc.
And lastly, do i need to have something,like a prototype, to show people and get them interest, or should i ask someone i know, for skill that i lack, for example, Modeling would be great, texturing and rigging, and to start all together from scratch?