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Developer Journals

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Field of Heroes online soccer MOBA prototype released


https://gamieon.itch.io/field-of-heroes   http://www.youtube.com/watch?v=4Fxz3uzenV4     After just over three months of working on it in my free time, I just released an online multiplayer soccer MOBA on itch.io as a prototype. This is a departure from my normal routine where I come up with an idea, develop it through to th...
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Weekly update #7


GUI System   The Unity’s GUI system is a bit rough – if you use plenty of OnGUI() calls in your scripts the performance of your game gets really clunky. The IMGUI system (or normally referred as GUI system) is not really intended to be used for user interfaces. For the sake of Floatlands I’ve written our own GUI system that works upon the IMGUI an...
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EnvelopVR goes out of business!


Last month I said:  The big news of the week in the VR industry is that EnvelopVR has shutdown. I was 95% certain this would happen to them and they were the first local company that came to mind when I wrote that paragraph last month. EnvelopVR was a "large" company with about 20-30? employees working on building a VR desktop. They were aiming for e...
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Prototyping and visuals


Welcome again, fellow game developers and enthusiasts! When you're prototyping to test new game mechanics ideas, the visuals of the game should not be that important - it is not the graphics that matter during that period. We even have this whole "programmer art" term to define all these temporary assets. Well, that's theory. And it seems it doe...
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SquaserZ - Devlog #2


Devlog entry, January 12: Creating the new UI We start this devlog by reviewing the objectives set on the previous one:SquaserZ Devlog #1 [REVISION] Objective 1 - Implement a Objective-Based System The objective system mentioned in the previous devlog was designed as a mean to add more value to the game. To do so, the player is always presente...
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Skeletons go down!


But not without a fight... A bit of gameplay video + code snippet was to be the big day when I finally killed the first skeleton. Then I moved on to have skeletons fight back and kill players. Still the AI simply walks around randomly while checking to see if any players are in melee range and th...
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Magic Item Tech, persistent.


Hello everyone! Even though a lot of indie game developers put together a "year in review" posts by the end of December, I haven't written in a while. Sorry for that, but the last few months of 2016 were a bit busy and chaotic, that is why I wasn't in a mood of writing down my version and why I needed some vacation time badly. For two weeks I wa...
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3D Paint PBR release - finally! :)


Some of you may have been following the development of my little 3d texturing program, which I began in June last year and have been working on in my spare time. 3 months ago I had a diffuse painting only version, but decided to try adding support for PBR (physically based rendering) authoring with normal mapping, specular and metal channels. This would b...
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Learning 2D Unity


So I've been doing lots of reading up on Unity & tutorials to get a grip on how it works. I felt like rambling about a few thoughts and observations about Unity in the process of doing this, so here goes.  When a pixel isn't a pixel   Although I've worked in a 3D pipeline, my skillset is 2D art. If I'm making a game, it's going to use 2D art...
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Om Module system


Thought I'd try blogging about this before I started implementing anything to try to get it straight in my head. I've decided to change how the Om module system works a little, based on playing around with writing a driver to allow me to execute Om scripts from within Windows explorer.  At the moment, state of play is that you can do this:  impo...
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Why I Made This Game, Part 3


Sorry for the wait! It's been a hectic few weeks trying to get everything set up for release, then releasing, then celebrating the holidays. Once again, the game is now available in the following marketplaces: http://store.steampowered.com/app/563750 https://aggroblakh.itch.io/world-boxing-manager https://indiegamestand.com/store/3681/world-boxing-...
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Getting Vidar to Early Access - Step 1


Hi friends! A lot of times I post my dev blog about what I've been working on in general for Vidar, but since this community is definitely more about sharing experiences so that we can learn from one another's successes and mistakes, I wanted to do a write up just here on the craziness of yesterday and how I got there. I honestly don't know whether w...
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Towards The Pantheon Devlog #15: Speedsters, Cards, and Combos


Happy new year everybody! It's time for Towards The Pantheon 's 15th devlog. You can find previous ones at http://www.towardsthepantheon.com/index.php/development-history/ .  Let's start with pixel art. Leandro has released a couple new Youtube videos showing the creation of our snow area, snow enemies, and cat portraits! https://www.youtube.com...
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New Project and Status Update


Its a new year, so time to buckle down hard. I was never big into maintaining a journal on here but I started a journal last July about my RTS game ICBM . At the same time I was lightly managing a small online team for another project of mine. This other project I pay some contractors for and is my goal game for 2017. I knew these projects would conflict...
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All Over The Place, Nailing Things Down, Finding My Way (Movement and Pathfinding)


All Over The Place  In my last post I discussed an Action/RPG/Platformer/Diabloesque/JRPG game that I had started working on, and showed a short prototype video. As if the genre of this game wasn't already all over the place enough, I've since dropped the project (for now at least), and started work on something else. The main reason for this...
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"instancing" with DX9


The new PC has arrived (i7-6700K, GTX1080), and I'm starting on the final graphics for the game. Better grass plants were one of the first things. The placeholder graphics were ultra-low-poly, just 3 or 4 quads. I could only draw them every 5 feet or so, any closer together was too many instances. They were scaled very wide and flat to cover the gaps...
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Idea of game


I with my buddy have an idea of game that will have a gameplay like "Plants vs Zombies". But... we will not only defend but also make an attack. So it will be like war. We meditated on theme and selected Ships vs Sea Monsters. It sounds unusual and attractive. So, the first sketches  Then I've added "dark mood":  and sketches of Ships 
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SquaserZ - Devlog #1


Introduction Note: This post is divided in two sections: a brief presentation of the game, and the first devlog entry. Additionally, I post here also the current playable build of the project, for both Windows and Android systems. Introduction  After failed attempts at starting a game project, due to the sheer amount of crazy ideas I tend to h...
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Rebirth of a classic card game.


Crazy 8s Revamped is a new edition of the classic card game crazy 8s. It brings the game to life on the p.c. It is easy to learn and very much fun to play. https://crazy8srevamped.itch.io/crazy-8s-revamped .
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Looking for people experienced in programming and designing.


So, I'm looking for people willing to help me that know how to program and make some sprays to this game. This is a game with a lot of potential. I really hope that you guys help us. Please message me to know that you're interested in this proyect. We are a group by now of 2, me (The man that writes the story) and "Adrian Jev", he's helping with the sound...
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Om - postponing the worry


I've decided to just postpone worrying about cycles and memory leaks in Om for the time being. I may have to address this in the future, but for now I've discovered that there are actually so many things the user can do that cause leaks, infinite loops, stack explosions etc that I cannot efficiently detect or prevent, that the memory leak issue with a cyc...
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Weekly update #6


SHACKS AND BUZZARD – from concept to game implementation  http://i0.wp.com/floatlands.net/wp-content/uploads/2017/01/shacks-lowpoly-floatlands.png   SHACKS This week we worked on new shacks, which Mito already prepared some concept art for. That made it a lot easier for Andrej. who focused on making them look worn down and patched up with j...
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Introduction


Hello everyone! As a software developer, the part of my regular job is creating NET applications - mostly in WPF, lately. Additionally, I spend some of my spare time designing and prototyping video games - and I believe today is the right time to start sharing all my experiences with all of you. Instead of running a blog, I decided to create a game p...
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A Little Love


Hi friends!  This upcoming month will be characterized by "aggressive polishing" of Vidar in anticipation of Early Access. However, tomorrow we launch the Steam Store Page and a huge press blitz, so not a ton of development happened this week. A few little clean up items here and there, though, so I thought it merited a patch.  We've also f...
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Journal #8


Howdy GameDev.net! Welcome to 2017!  It's been tough finding time over the last month, December is a tough month to carve out personal time. That's not to say I didn't get anything done, just not a whole lot in my hobby code. I was hoping to have some more time during my Christmas vacation but instead spent most of it sightseeing Seattle with my g...
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Back to coding


Hi there, i was working a bit on the next iteration on my game and finally found a nice graphics style to go for: Real tiles and proper lighting, yay! (See the screenshot attached) Even though i am making some progress, i decided to stop working on the project with unreal engine 4 entirely - for several reasons: I had a few bad data losses which...
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Get work done and kill a skeleton - 2017 New Year's Resolution


Since my last post I've unfortunately had a pretty quiet period without getting much work done on the project. I simply wasn't able to find the motivation to get things done. I recently got a new dayjob much closer to my home which saves me 10 hours of driving every week - I really ought to be able to translate this into more development time... Anyway -...
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Orientation Vector


The past couple weeks I've been working on a custom class which I call an Ovector, or Orientation Vector. It's builds off of the THREE.js Vector3() class. With the Ovector Class I can identify any three dimensional position in the scene, and then orientate it by giving it a direction to face, and an up axis so it orientates itself accordingly. The be...
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Brainstorming online soccer ball control


http://www.gamieon.com/blogimages/foh/tigsrc/fighting1.gif Foreword: I'm developing an online soccer MOBA where upwards of ten players will be jockeying for a soccer ball. This journal is a brain dump to help me get a handle on the mechanics of managing a soccer ball in an online soccer game using Unity3D and the Photon network engine. I apologiz...
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Spellbound: December Update


Game Status: Where is the game at today? I have nearly finished working on a major update. Customers are starting to ask about it. I'm a bit nervous about releasing it because I'm worried that people may not like it or that it will break parts of the game. But, that's what testing and early access is for, right? In the next few days, I'm going to be thor...
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GameDev.net Has Moved to HTTPS


GameDev.net has officially moved to HTTPS . In the process we beefed up our security - we now earn a Grade A rating on https://www.ssllabs.com . What does this mean for you? Privacy - ISP's cannot track the pages you visit on GameDev.net Security - malicious third parties cannot insert code into our site or track what our visitors are doing Cont...
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Switching to committed resources


Just a minor update from my previous post. I've updated my D3D12 framework ( ) to use committed instead of placed resources, along with centralizing the texture creation code. The switch over was pretty straight forward since it was basically removing an additional resource heap and switching my calls from CreateResource on my heap wrapper class (which in...
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[C++] ArrayView-class


So I've been quite busy with refactoring the rendering and other systems of the engine for the last few months, and once I'm done I'll make some more entries for the graphical render-system. Today I've been wondering if there is no cleaner solution to having to pass an arbitrary array to a function. I generally tend to fully qualify the container in...
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Ludum Dare - Post Mortem


If only making games was as easy as making custom PCBs  This Ludum Dare was a really interesting experience for both of us. We wanted to do LD36 already together, but one of us couldn’t, so we had to wait for a LD37. http://uploads.gamedev5.net/gallery/album_892/sml_gallery_102163_892_70742.jpg http://uploads.gamedev5.net/gallery/album_892/sml_ga...
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Making of Ash of Gods # 1


Words by AurumDust's CEO Nikolay Bondarenko  I'm eager to complete the game in the space of a year. It's damn hard, even when you know exactly what to do. It was obvious from the very beginning that we'd have to do everything simultaneously: write a novel, turn it into a script, work on its technical adaptation so we could launch it in Unity, draw ba...
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Gamedev toolkit and Level Editors


Finally I've got a big chunk of time to program my personal projects. The last several months I was spending my mental state at work( we finally released Phoenix FD 3.0 ) and then at home trying (or wasting my time) to come up with a grand plan for a level editor that does everything: C++ code reloading, undo/r...


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