What is Heroes and Legends? Well, it is meant to be the most advanced RPG to date, exceeding Skyrim, and as immersive as Baldur's Gate. This game will push the envelope of modern PC's requiring more modern technology, 16GB min RAM, 4GB min Video, Advanced in Game Kinematics, Actual Fluid physics, the works. I have been in programming for over 25 years. I have studied 3D computer graphics since the early days of WinG before it was DirectX. What am I offering? A team and partnership. Everyone who comes on board will receive royalties and be part of the company as I move it from a Sole Proprietorship to Corporation.
Sky is the limit on this. All the project goals are meant to be a stepping stone in to the companies ultimate focus which is Military Combat Simulations. I need your help though. Right now, I am in content creation. I have over 600 textures needing normal maps, ambient occlusion, specular and displacement. I have a very advanced 3D model with rig that is almost complete. The rig uses actual anatomy and bone sizes of the human body. As I close the completion of this advanced work in the rigging, I still have to create high def detail, clothes, animations and I must add on to the rig for various humanoid types.
The project is split in to modular pieces so that elements can be sold on Unreal store, converted to Unity and sold. So there will be money making in process. So, if your looking to become part of a permanent team with good project management, a very experienced developer, and be part of a developing company, then please, reply or send a message. I have received only 1 reply since I began making this effort and I can't do this alone. Game development is a team sport. No response, well, then this will never see completion.
Here is who I need:
HTML, Java EE 7, HTML, PHP, Linux Web Developers
3D Modelers and Animators
2D Concept and Interface Artists
Sound and Music Composers
Unreal and C++ Programmers
What you need:
Vision, Creativity and Dedication
Enclosed is the blender file of the High Polygon Human Rig. This rig will allow for every type of human interaction you can imagine, right down to breathing. Using advanced IK plugins, and motion graphics, the level of character interaction and realism will be unlike anything experienced in games, right down to a punch molding flesh on the face. This is not complete, but the rig is almost there. My work, solely.
I am a game development student working on a 2.5D beat 'em up brawler game in Unity as my final year project and I've been working on the ai for the enemies in the game. However, I've been unable to get the enemies to working properly as the enemies would be constantly stuttering and jerking while trying to follow the player. I've created a foreach statement and added some conditions that call for the robots to spread out and stay away from the player if it is not in an engaging enum state. This has been an issue plaguing the ai for a while now, analysing the animator, it seems like the robot's movement is instantaneously stopping and going which might be the reason causing this stuttering. But I'm not sure how to prevent the robot's movement from stopping and going. If anyone knows the reason why this is happening to the robots it would be much appreciated as my project is due soon and I'm still unable to fix such a game breaking bug! I've included a few videos below showing what is happening to my robots and also the stuttering shown inside the animator. I've also included the full script for my robots.
Robots Stuttering Animator
Forest-themed levels in 3D linear games seem to be tricky to pull off as. I primarily refer to first person games though this can easily be applied to third person games and possibly top-down games.
Older games were limited by the hardware used at the time so texture space and polygon counts were important to manage. These games uses a flat texture of trees to create the illusion of depth or create rocky cliff walls to obscure parts of the scene the player is not meant to view.
An example of a linear forest level is Forest Edge from Disney's Donald Duck: Goin' Quakers on the PlayStation 1.
A relatively recent example of a linear forest level are portions the Outlands White Forest from Half-Life 2: Episode 2 on the PC. You can see that it looks more like a small narrow valley. For gameplay and readability it works well and doesn't feel artificial though it's not quite a dense forest.
Outlast 2 did have areas set in tree-filled areas but the only indication of not being able to go through some bushes or trees are invisible barriers, which supposedly works but feels very artificial in my opinion.
Some games in recent years like The Forest and Ark: Survival Evolved have made fully explorable forest levels but they are non-linear open world games. Since the respective games aren't linear in nature they have no need to funnel players through areas designed to be traversed.
How can depth and believability be achieved without making the player confused or lose their direction? How can making a linear forest level be done without making the environment appear artificial?
I created this topic as I'd love to hear what you guys think. I don't think there's a right or wrong way going about making a 3D linear forest level.
Hi I'm a hobbyist getting together a team to pursue game creation, we'll do both 2D and 3D games, we would definitely build different types of games, and hopefully have a great time doing it. you dont have to have much experience, just enough that you think you can fill the position. I have plenty of ideas for games that I'd love your help with, and am completely open to fulfilling your game ideas . As of right now this is a for fun project thing, but if me and my team are satisfied with our work it can be published to steam or other platforms.
The positions I'm currently looking to fill are:
2D Pixel artist
I am currently working on a project it is a 2D Merchant adventure game with survival elements. It does not have a name yet, that's because I'm bad with names.
If interested please feel free to leave me a PM or email at email@example.com so we can talk more about it..
Hi, can somebody please tell me in clear simple steps how to debug and step through an hlsl shader file?
I already did Debug > Start Graphics Debugging > then captured some frames from Visual Studio and
double clicked on the frame to open it, but no idea where to go from there.
I've been searching for hours and there's no information on this, not even on the Microsoft Website!
They say "open the Graphics Pixel History window" but there is no such window!
Then they say, in the "Pipeline Stages choose Start Debugging" but the Start Debugging option is nowhere to be found in the whole interface.
Also, how do I even open the hlsl file that I want to set a break point in from inside the Graphics Debugger?
All I want to do is set a break point in a specific hlsl file, step thru it, and see the data, but this is so unbelievably complicated
and Microsoft's instructions are horrible! Somebody please, please help.