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?
Hi guys, check out our new game about sticks. Feedback welcome!
Download on Google Play: https://play.google.com/store/apps/details?id=com.stickman.destruction.annihilation4
Stickman Destruction 4 Annihilation is a sequel to the legendary game of survival, where to make incredible tricks, driving different transport and getting into different crash! The game is made in the best traditions of simulator games with ragdoll physics elements. Make incredible jumps and tricks and destroy the enemy! Your task is make the finish alive or dead!
I am currently working on a community rpg project, the link to which can be found at the bottom of this post. I am looking here for ideas, music, artwork, and/or game design help in order for us to make this project a reality. Please use this forum here to discuss such things, and I will check here daily in order to see everything that you have written. Make sure to follow the following guidelines:
1.) No ones ideas are stupid. All ideas have merit behind them, and should be respected. Attempt to come at the approach of debate instead of putting someone down.
2.) Please use the first line of your post to state what you are posting, then type underneath the contents of your post. If you are responding to another member, ignore this.
One more thing I ask: if you have an idea, post it! This project is all about getting the game YOU want, not what I decide is best. I will try and incorporate as many ideas as I possibly can, although the sooner you post your idea, the more likely I will be able to implement it, so don't hesitate.
If you feel like you can help in anyway with this project, I would be highly grateful. This has been a dream of mine for a while now, and I finally have the time and resources to make it.
Hi I am having this problem where I am drawing 4000 squares on screen, using VBO's and IBO's but the framerate on my Huawei P9 is only 24 FPS. Considering it has 8-core CPU and a pretty powerful GPU, I don't think it is not capable of drawing 4000 textured squares at 60FPS.
I checked the DMMS and found out that most of the time spent was by the put() method of the FloatBuffer, but the strange thing is that if I'm drawing these squares outside of the view frustum, the FPS increases. And I'm not using frustum culling.
If you have any ideas what could be causing this, please share them with me. Thank you in advance.