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  2. Again we had a 6-player game planned but our 6th player canceled a few days before Game Day. One of these days we'll get a 6-player game going, but today was not the day. We did random races for everyone but the newest player who we gave Federation of Sol. These were the races: From left to right Alexander - Universities of Jol'Nar (purple) Mike - Naalu Collective (yellow) - can't see him but he's the guy sitting behind Alex Dom - Federation of Sol (blue) Devin - Nekro Virus (black) Eck (and his beard) - Embers of Muaat (red) We used the TI4 balanced map generator here: https://ti4-map-generator.derekpeterson.ca/ using the 5 player "notch" style. Here's what it rolled up: Mentak (#2 on the map) changed out to be Nekro Virus the night before. I showed it to everyone and they thought it was fine. I felt like I had a pretty sweet setup with that 5 resource system right next door, but it was my ONLY system and since I was Embers of Muaat, I didn't mind taking it. The person I was worried about the most was Naalu (#9 on the map), but I was under the impression he was a veteran player. With him running Naalu, I didn't mind a tougher start for him. He wanted to offer Alex and me a trade good for our notched starting position. I turned it down. The Embers of Muaat are a proud people and do not need your charity! Jol'nar happily took the trade good. Later on I found out Mike was a newer player so felt kinda bad for his start. I set everything up the night before so we'd be ready to hit the ground running, first thing. TI 4 is such a grand game. Round 0 Round 1 Normally round 1 is only marginally interesting so I'd summarise and skip the picture. But this is what happened. The Nekro virus chose Warfare and expanded to two systems adjacent to Mecatol to secure a point. Embers of Muaat became neighbors to Jol'Nar to trade. And Federation of Sol researched Gravity drive and took one of the only good systems in range of Naalu. Dom (Federation of Sol) was kind of new and I explained how aggressive a move that was, but he and Mike (Naalu) said them fighting was a common theme in their games. I made sure to reiterate that the goal is victory points. I actually started out with Contstruction, so I could have a decent star dock a bit closer to the action. Round 2 I took Construction for the second time in a row to solidify the borders everyone was politely agreeing on. I also traded my War Sun promissory note to Jol'Nar in exchange for his research agreement and Hyper Metabolism to help with my Command Counter addiction. Since I had been trading so much money with Jol'Nar and he was able to expand so quickly to his planets he was able to put start a substantial and mobile fleet. Federation of Sol Consolidated his holdings on the Naalu border and pushed towards Mecatol Rex. At this point Naalu was feeling the pressure and realized how resource starved he was. Also, Naalu and Jol'Nar kept taking Leadership and Technology so Nekro was a little token starved and so was I. Round 3 You'll notice a lot of black plastic disappeared in this shot. Nekro took Mecatol Rex this round. I had given him my Cease Fire earlier for something and I wanted it back. After upgrading my 4 PDS adjacent to Mecatol I activated the system and asked for my Cease Fire back. He declined and the fight did not go his way. This did two things. It left the airspace of that 4 PDS system open and so Jol'Nar was able to fly through that and claim another tech specialty planet from Nekro and blow up the recently built space dock. That double whammy really started the downfall of the Nekro for the rest of the game. People didn't feel too bad at this point since Nekro was at 4 points and the rest of us were at 0-2. I was so engrossed in my side of the board I only vaguely remember some of the Naalu/Sol agression that went on. I remember there was some betrayal and Naalu was reeling from the fights. He had a couple of fleets but couldn't strike into Sol territory without being very exposed. At that point he pleaded for the benevolent Embers of Muat for aid. In exchange, he would give me one trade good every time he got refreshed. So I gave him the blueprints for my Peace Spheres (War Sun is an extremist propaganda term used by the space media). I even helped fund his first one later on. He roleplayed up the whole vassal thing a few times during the game which was cool. During the Agenda phase I also pushed the vote to give Naalu the Prophecy of Ixth giving him +1 to his fighter rolls. A few people even put riders on it, and Nekro picked up Spec Ops 2 so everyone was somewhat appeased (and I was sitting on Mecatol with a decent fleet). Muahaha or... Muu a a a aat! Round 4 This was another tense round. Look at that purple fleet! He looked me square in the eye and said, "It's not for you." And I had a choice to make. I had a decent shot at taking that fleet out right then, but I'd probably have to give up Mecatol to do it. I pride myself on not being the first to backstab so I rolled the dice and trusted him. At this point I think I picked up Cruiser two and solidified my Mecatol position. If anyone came at me, it was going to hurt. Naalu was able to finally bloody Federations of Sol's nose and was back in the game. Everyone started scoring victory points on tech/planet objectives now. Round 5 At the start of the round I decided to make my move and I chose Imperial. I knew I wouldn't be able to hold everything, but the game was going to be a glorious fireball of awesomeness. Everyone was already deciding who was going to try and engage me, and then the Federation of Sol player played his Imperial Arbiter title to take Imperial away from me. And just like that, the table went back to a tense-mostly peace. Naalu started moving in on Jol'Nar's territory but didn't attack anything yet. Still there was some implied pressure from his crystal fighter II's with a +1. Definitely not insignificant. With Mecatol rex, a few influence planets, and Hyper Metabolism I was gaining 7 command counters a round. I kept pumping more and more into fleet. At this point I think I was at 7 or 8. The stage 2 that got flipped last round was own 6 planets with the same trait. A nigh impossible task... But with nearly all my Cruiser II's on the board that meant I could strike out anywhere I needed to. I stalled until everyone had passed to make my move. I even gave away my support for the throne for my Naalu (my loyal vassal) to retreat away from the hex he was originally retreating to. Then I flew out from mecatol rex and snagged up the last two planets I needed. Round 6 Jol'Nar kept his word. The fleet was actually for destroying Nekro's flagship for a secret objective. Naalu struck at Jol'Nar, Jol'Nar fought back. At one point Jol'Nar had a decent fleet go after Naalu's Homeworld but the stacks of fighters there held off the space nerds and their -1 combat rolls. Federation of Sol destroyed my sacrificial cruisers to get back his planets I snagged at the end of last round and he was prepared to assault Mecatol next round. At the end of this round, everyone but Nekro was at 8 or 9 Victory Points and it was going to come down to initiative order. Next round. Round 7 Jol'Nar had the Naalu Promissory Note so he was going to go first. Nekro was speaker so he got to choose the first card. If he chose imperial, that effectively meant Jol'Nar won. If he chose something else, that meant I'd choose imperial. Devin is a great guy and he didn't want to king-make either way. Jol'nar gave him a way out and said don't worry about it, he had it under control. I looked through my action cards cause I knew what was coming. I didn't have a sabotage... I chose Imperial so I could score this round. He played Public Disgrace which means I have to put it back and pick a different card... I asked if anyone wanted to play a Sabotage? Naalu... my glorious vassal locks eyes with me. I tell him, I'll give him my support for the throne so he can be tied for second place... He plays a Sabotage and the table goes wild. I tell Alex he can have the victory but he laughs and says nah. Then he hands me the Gift of Prescience so no one else can steal the victory out from under me. This was one of those rare (extremely rare) instances where being honorable and kind actually clinched the victory instead of throwing the victory away. TI 4 can be an amazing story generator. In the early years we were all emerging from our home systems while the Nekro Virus empire threatened the galaxy. We united against that galactic crisis (Sorry Devin!) and entered an intense cold war period where everyone was building massive fleets including several war suns. After several minor conflicts, it came down to the two super powers on the board racing for the custodian's approval. In the end, Jol'Nar, Naalu, and Muaat chose to work together and ushered in a new age of peace. I picture Sol reluctantly agreeing to abide by the council's decision, but claiming as much territory as they can in the upcoming peace accords. Good game everyone! Previous Game: https://www.gamedev.net/blogs/entry/2265456-twilight-imperium-4th-edition-game-2/ Next Game: Stay tuned!
  3. DavinCreed

    RIP Level 2.1: Space Invaders

    Thanks, Rutin and GoliathForge! I don't know about pushing things to building, because it looks like UE4 runs DX11 stuff throughout the editor. One of my brothers got it working in Linux and says it's fairly crash free. That file size was an improvement from the newer version of the engine itself, I hadn't optimized it for size yet. When the builds were bigger I would, but I figured < 100 MB is good enough.
  4. The engine can now target the web through Emscripten. You can read more about the port in the latest development update and try the web tests on the project site.
  5. Hello all. I am a newbie on this forum. I am a programmer with almost 30 years of experience behind me and a few startups too. However, up until now I have never so much as been near a game and certainly have not developed any. That has now changed and I am on the brink of publishing my first game. The best description for it would be to call it a Hypercasual Puzzle game - currently only for Android. I plan to launch the game soon and am starting to give serious thoughts to how it should be marketed. The two routes appear to be - Indie - just publish on Play Store, do my own marketing and see how it goes Go to one of the publishers and use their services. I refrain from mentioning names since it might well be against the policy of this forum but somehow the word Lion appears to come to mind. At a price I imagine though the added exposure justifies that I do have some money to put into marketing so I am not sure which route will serve me better in the longer term. I'd much appreciate any advice from those here who have been there before 🧒
  6. Between €100,000 and €10,000,000. Depending on how much I make, I will add more or less content. I still plan to add all the features though, the amount of money I make will just influence the time it takes to implement them. So I need to get about 5000 players at least. That should not be completely impossible. I am pretty confident that it will work. The game got good reviews (75% positive) back in 2018 and it was barely anything back then. I have added new planets, villages, storylines and much more in the meantime.
  7. Today
  8. Just curiosity, how much money do you need from the "Early Access" launch?
  9. In short ambient is a scalar that refers to "light that is present everywhere" while diffuse is a scalar of computed normal/light dot product lightning and shadow. Those can be combined differently to multiply the sampled texture color though. Such as : float component=max(ambient,diffuse); vec3 result=component*objectColor;
  10. GoliathForge

    RIP Level 2.1: Space Invaders

    Sadly, I can't run Unreal right now. That has upset me from the beginning where it appears UE requires a DX11 device. I've noticed I can start the editor now but it crashes some time later, so they have relaxed that some. Is there a configuration, to drop that back on the build side? Getting file size down to 70mb uncompressed is cool. That's half of what we used to have to push on average with UDK. Damn Sexy yo.
  11. 8Observer8

    How math is used in game development?

    2004 - 04 - Beginning Math and Physics for Game Programmers - Wendy Stahler 2011 - 06 - Mathematics for 3D Game Programming and Computer Graphics - 3rd edition - Eric Lengyel 2011 - 11 - 3D Math Primer for Graphics and Game Development - F. Dunn, I. Parberry 2013 - 04 - Physics for Game Developers - 2nd Edition - David M. Bourg, Bryan Bywalec 2014 - 05 - Physics for JavaScript Games, Animation, and Simulations - Adrian Dobre, Dev Ramtal
  12. 8Observer8

    GameDev Books

    I added book links to "Math and Physics" section.
  13. 8Observer8

    GameDev Books

    Updated 3/27/2019 I created a new section: Math and Physics I added a new link on this nice book: Beginning Math and Physics for Game Programmers I study how to write my own game engines using modern OpenGL/C# and WebGL/TypeScript. I advice you this book: C# Game Programming: For Serious Game Creation. This book shows how to write your own game engine with maintainable code using TDD. This is a great book. It is not for GameDev only. It shows how to develop big projects in general. I know that you like to write games using Game Engines like Unity. By this book you will know basics of Linear Algebra, Shader Math, Game Physics and so on. Shader Math is important for Unity too because you need to write shaders for Unity. HLSL and GLSL are very similar. It is a great book really. Behaviour-Driven Development: 2014 - 10 - BDD in Action: Behavior-driven development for the whole software lifecycle - John Ferguson Smart. Source Code: https://www.manning.com/books/bdd-in-action Test-Driven Development: 2013 - 12 - The Art of Unit Testing: with examples in C# - 2nd Edition - Roy Osherove. Source Code: https://github.com/royosherove/aout2 Writing Games: 2010 - 06 - C# Game Programming: For Serious Game Creation. Source Code: 9781435455566.zip (121 MB) 2015 - 09 - Build your own 2D Game Engine and Create Great Web Games Using HTML5, JavaScript, and WebGL by Kelvin Sung, Jebediah Pavleas, Fernando Arnez, and Jason Pace. Source Code: https://github.com/apress/build-your-own-2d-game-engine 2017 - 10 - Pro HTML5 Games - 2nd Edition - A.R. Shankar. Source Code: https://github.com/apress/pro-html5-games-17 2018 - 04 - Unity in Action - 2nd Edition - J. Hocking. Source Code: https://www.manning.com/books/unity-in-action-second-edition Computer graphics: 2013 - 07 - WebGL Programming Guide - K. Matsuda, R. Lea. Source Code: https://sites.google.com/site/webglbook/ 2013 - 06 - Computer Graphics Principles and Practice - 3rd Edition - John F. Hughes, Andries van Dam, Morgan McGuire, David F. Sklar, James D. Foley, Steven K. Feiner, Kurt Akeley. Source Code: http://cgpp.net/about.xml Math and Physics: 2004 - 04 - Beginning Math and Physics for Game Programmers - Wendy Stahler 2011 - 06 - Mathematics for 3D Game Programming and Computer Graphics - 3rd edition - Eric Lengyel 2011 - 11 - 3D Math Primer for Graphics and Game Development - F. Dunn, I. Parberry 2013 - 04 - Physics for Game Developers - 2nd Edition - David M. Bourg, Bryan Bywalec 2014 - 05 - Physics for JavaScript Games, Animation, and Simulations - Adrian Dobre, Dev Ramtal Multiplayer: 2015 - 05 - Multiplayer Game Development with HTML5 - Rodrigo Silveira. Source Code: https://www.packtpub.com/code_download/21527 2015 - 10 - Multiplayer Game Programming - &nbsp;Josh Glazer, Sanjay Madhav. Source Code: https://github.com/MultiplayerBook/MultiplayerBook
  14. Repulse

    Iragon

    The best way to tell you about this game is to tell you how we came up with the idea. Everyone at Repulse loves anime. Especially fantasy stuff like Full Metal Alchemist, Attack on Titan, Berserk. We have been making VR games for 3 years now. When we finished our last project the question came up. What if, we could bring what we love most about fantasy anime to a full interactive VR experience. We didn’t want to do just a story that you can watch. Or just the sex, or just a battle system. We want everything: A story, To participate in the battles, To fly through skies using a grappling hook, To explore an anime world, choices, and to do whatever we feel like with sexy anime girls. All of this in full VR, and of course with the option to play without VR. We are putting together some of the pieces. We have an early pre-alpha that you can test out. We update it every 2 weeks and also provide changelogs, and videos explaining the changes. Right now we are looking for early testers that can help us make this game better. If you are interested in becoming a tester, or following our progress on this join our DISCORD.
  15. Repulse

    Iragon

    Album for Iragon
  16. I assume it is the Phong model (and its derivatives).
  17. Hi. The ambient light is just a 'fix' for not having enough computational power. Usually, light is reflected multiple times from multiple surfaces. In reality, if you have a single point light in a room (a light bulb for example), then you would still get some light that reaches areas which have no direct "line of sight" to the light source. Therefore, shadows are not just black areas. On the computer (if you are not using raytracing) you don't calculate multiple reflections since it is really expensive. You just compute the light that comes directly from the light source and reflects directly into the camera (diffuse light). In result, you get totally black shadows, which doesn't look realistic. So you add some kind of base lighting to the whole scene so that shadows aren't pitch black anymore. You basically approximate the light which would result from more than one reflection by a constant value. You add them because you are calculating the total amount of light at a position. If you had multiple point lights, you would also add them up to get the total amount of light. So what about the multiplication? Surfaces absorb and reflect certain wavelengths of the light. The colour we see is just the light which was reflected. So if a specific wavelength (or colour) is fully absorbed, its value needs to be zero. How do we achieve this? Just multiply by 0! On the other hand, if a colour is fully reflected, it needs to be multiplied by 1. if a colour is absorbed by 50%... just multiply by 0.5 per cent. I think you get the pattern here You add the different light amounts, not the materials. You just need the reflectivity from the material inside of your diffuse light calculation to calculate the right amount of reflected light towards the camera. In general, you calculate the light (colour) intensity that reaches a certain pixel of the camera and use it as the output of your fragment shader. It's like our eyes work. The colour you see is determined by the light that reaches each part of the retina. Therefore, you need to know how light is reflected depending on the angle (this happens in the diffuse calculation) and which wavelengths/colours are reflected (this is the multiplication with the colour). Greetings
  18. There are compelling features, the story lines are a unique feature that you won't find in any other voxel game, at least not in an open world. Smaller blocks alone are a feature cool enough to make some people buy the game. I'm not getting that frustrated normally, I'm just really stressed right now. Well, it's better than yesterday now. My tutorials are good enough. They will be improved later but you already have so many possibilities that it's hard to tell people what they can do without overwhelming them with text. Not sure what you mean. To me and other people I've asked, the website looks good. And you have to scroll 1/2 page on the shop page to find they buy button - and that's only because it's an in-development game and I have to inform people about that prominently. For comparison, it's only 1/4 page more to scroll than on Steam. What do I need? I don't think there is anything I can do to improve the looks of it in two weeks. That is the tricky part. I do have something really unique, but how do I get people to see the possibilities that such features offer, both now and for the future? I think in the beginning I should focus on saying that I'm a single developer so people think that I've really achieved something and support me instead of the game (or both). I now have a plan for compensating the big streamers though, they simply get a percentage of the sales. In fact, anyone can get that, not only big streamers. No. I need money. Besides that, it's not a launch, it's an "Early Access" launch - and technically not even that because I've already launched it on Steam over a year ago. It is more like an update - but a really large one.
  19. I'm looking for pointers before I get started developing one from scratch, I do not have, or plan to spend money on other peoples scripts or products to import into my project which means I can neither see how they do it, nor use their systems directly. As such, this will be entirely hand written to match what I need. The specifications are as follows: Unique Actors that prompt different conversations, whether that be an NPC conversation, or the interaction with a work station and selecting options. Branching conversation paths (and therefore a method of storing variables to short and long term store flags for different states) Localised scripts. I do not want to have 3 or 4 different scripts on every object just for this, it would be optimal in my opinion to have a single dialog manager script, but i will be happy if i have to include an "actor" script on the different NPCs along with that. UI (arguably the easiest of the requirements that will sort itself out when I've got everything else working over time) Is there anything obvious I'm missing about functional requirements, non-functional requirements? What is the best place to get started?
  20. Here's the problem - you're expecting to have the game sales pay for developing compelling features, when in reality it is compelling features that drive the sales. And if you're getting frustrated at the people who are willing to dive in at this stage, you're going to be very disappointed when you see how the general public react. What I'd suggest (and I'm retreading what others have said, but just wanted to reiterate): Fix your tutorials. Ideally test them on a few new people and see how it goes. You can't complain at players for only playing for 10 minutes. You need to make it worth their time. Improve your website - it looks a bit outdated and gives the impression that the game is more amateurish than it really is. At a minimum I'd suggest switching from a non-default font, and putting an eye-catching image front and centre on the landing page. Your Buy Now link is also not that prominent, and once clicked I then have to scroll down 2 pages on the next page to find any sort of button to click. You need to streamline this flow. Ideally you'd also get a native English speaker to go over your text and improve it as well. (Your English is much better than my German, but promotional text needs to be great.) Decide what extra 'polish' you need and work on it. Nobody buys an ugly game on the assumption it will become beautiful later. This goes for features as much as visuals. Effective marketing costs money. Without money you're relying on lucky marketing, and that's not wise. News sites aren't going to be interested unless you have a unique hook to talk about. Streamers want to know that the game will be fun and interesting for their viewers (and not be told "you cannot expect that much from a game that is in development") Top-end streamers aren't going to touch your game without being paid anyway. Really you want to be improving your promotional materials, then spending a bit on targeted advertising, and maybe thinking about finding an indie games PR company that can do something within your budget. If you insist on doing it all for free then you just have to put in the legwork - search for streamers and influencers, and go through one by one until you find the ones that are likely to play your game, and hope for the best. Ditch the idea of launching in 2 weeks. You're not ready, and you only get one launch. Decide on a plan for all the things you think you need to do to be competitive PLUS any extra marketing, schedule that, and launch at the end.
  21. Shinmera

    Leaf

    Set in the post-apocalypse, you play as one of the few remaining androids roaming the earth along with the remnants of human society. As a detective, you solve various cases around the last few human settlements still in existence, and follow an over-arching plot centred around the morality of sentient machines. The project is still in its infancy at the moment, and most of its design is not yet solid.
  22. That didn't feel as long as it was. A month ago I promised to do daily streams of game development. So far I've held true to that. I'm sure I won't be able to hold that true forever, but I'll try to keep going for as long as I can. In this one month alone, a lot has changed for the game though! A new architecture for map organisation was implemented, including a new save file format for that. As part of that work I also completely rewrote the tilemap rendering as well. The game has a lighting system now, too, based on signed distance functions to compute precise light areas. In terms of physics, collision detection was revamped to properly support slopes and moving platforms, giving much more freedom for level design. All of the art assets that existed previously were also dropped and replaced with new ones. I'm still working on that part, since I'm not quite happy with the current set of tiles. I'll also have to add more animations, and of course repeat the animation and character design work for any NPC I might add to the game. That's a bit of a ways out though, as I'll need to think about world building and story writing first before I can really get into that. Now there's a hard challenge! Finally, in the last week I designed a new language for writing dialogue with branching, choices, looping, and so forth. To support this I extended the syntax of Markless, and added a compiler to transform the Markless AST into a simple assembly language, which is then executed in a simple, suspendable VM. Added on to that there's now a quest system that should be general enough to allow writing any kind of quest I'll need. Currently though it's lacking a way to conveniently write these quests, so that's a task to work on in the near future. I intend on writing a simple UI to create and edit these quests. I'm not sure yet what I'll use for that, though. I'm most well-versed with Qt, but maybe I should finally cave in and give CLIM a shot. Or perhaps LTK. We'll have to see. There's still about two months left in my summer break before university resumes. I hope to keep going with this until then, so expect further daily streams and more progress! As before, the stream still happens every day at 20:00 CEST, on https://stream.shinmera.com, or https://twitch.tv/shinmera. I've tremendously appreciated all the people that stop by in chat to watch, and even talk with me during work. It's made things so much more enjoyable for me. Really, thank you so much! a.webm
  23. hi, this is related to lighting materials. I dont know if this is basic or advance but i am still confuse until now why the materials for ambient, diffuse are added and then multiplied by the colored sampled from the texture of the object. whats the science/color theory behind it? example in shaders (GLSL): vec3 result = (ambient + diffuse) * objectColor; FragColor = vec4(result, 1.0); why not add all of them or why are the materials added and the texture color multiplied to it? sorry for being dummy on this area. You can point me to any material to read, etc. to know what is the theory behind the color manipulation/handling above.
  24. Makusik Fedakusik

    How math is used in game development?

    Really? All of them. On different levels. UI/2D/Particles - linear math, calculus geometry, 2D physics rigid body, 2D vectors, 2D matrix, cos-sin law, trigonometry AI - UP + probabilities theory and randomized algorithms 3D - UP + all in 3D Drivers/Hardcore 3D - integrals, derivatives Google for "3D Math Primer for Graphics and Game Development"
  25. Jay Powell has been working in marketing for over 20 years and have been lending that knowledge to the indie community for several years. We also scratch his brain on the recent PR faux paux of major AAA companies. For the video version, please visit https://youtu.be/7YO9XLeh-nU Twitch - www.twitch.tv/indiegamebusiness YouTube - https://www.youtube.com/channel/UCjPItT-16WxnP9vyBq6Nqrg Podcast - https://anchor.fm/indiegamebusiness Discord - https://discord.gg/indiegamebusiness Event - https://indiegame.business (main page) Event Tickets with a discount for your viewers -https://www.eventbrite.ca/e/indie-game-business-online-video-game-business-micro-conference-tickets-60625390174?discount=GAMEDEVUNCHAINED Support us on Patreon and get Games ReCAP, our spinoff show of Roundtable News, in podcast form to hear us on your daily commute! To watch future GDU episodes live, go to twitch.tv/blu_champs every Tuesdays at 11 AM PST Grab some Merch! Give us a rating on iTunes: apple.co/2IKxTmU https://www.gamedevunchained.com/
  26. @Tom Sloper I have read some in the past and remember them roughly, but I'm reading those again because I forgot most of the details. @Rutin I released the game on Steam Early Access in an early stage and still got 70% positive reviews. I don't think I made the game worse since then so it should be ready for an Early Access release on my website. I had some friends play and test the game. I fixed almost all of the bugs except for crashes on my very old laptop (I'm looking into it) and some other minor stuff that's not important right now. I am listening to feedback but I also need the players to figure out some stuff on their own. It's not that hard to press "I" for inventory and see that you have to equip a weapon - but I'll make the weapons equip automatically in the next update. I am aware that the tutorial isn't perfect but it is an early access game so people should expect that it's not perfect. Other games had no tutorial at all when they were first released (including Minecraft). I have some social media accounts and post there when I have something new to post (mostly screenshots) but so far I am not reaching anyone. I, too, think two weeks are not enough but I obviously couldn't do any marketing without having animations and textures for the characters. They should have been done by May 31st but it took my freelancer 200% longer (9 instead of 3 weeks) to create the textures. I should have hired him earlier but I had so many people who promised me to do the textures for free and so few money left that I waited until it was too late apparently. I hired a freelancer for the animations in time though, those were finished much earlier. I have rough ideas what features people would like to see from reading through some comments on CubeWorld and Hytale - and on my own announcements on Steam. I think I'm on the right track there.
  27. Whenever I hear "automatic" I get attended because it is very complicated to get something really automatically done. Either you have too much configuration, in case of networking for example the protocol to use or you are too limited in whatever you try to achieve and enter the complain about the engine loop again. In the case of networking, this can't work if you expect it to work generally because there are too many possibilities in how the protocols look like, how the gameplay looks like and how that matches each other. Socket programming using some third party tools like RakNet is easy but you still have to implement client/server logic. Same for serialization; it depends, most of the time your prefered game states are spread along a number of classes and also contain information you don't want to serialize but this is a more lighweight topic. Collaboration is a good point because most engines I have used are stuck at single-asset-single-scene management and struggle when it comes to some kind of version control on the one hand, on the other hand I know from our software, it is a very difficult topic that needs a well designed concept to not hinder each other too much to their work. You don't want to have something changed you are currently working on for example or have someone placing assets in a scene where you currently design the gameplay. Most important is to have a bakcup of everything. This is the reason most engines don't think about real-time collaboration because you always have the chance to delete whatever you worked on the last 2 hours without disturbing someone else in an offline collaboration environment. What I like and propably miss in my all-day engines is modularity in code. Plugins are maybe usefull too but the real power appears if you have the chance to add/remove/exchange features by modules and then rebuild the entire engine to your needs. No .dll/.so handling, no workspace polution and a slightly better runtime performance. The second one is a compiler indipendent environment. I don't know what languages we are talking about but what I like is working with Visual Sudio 2010 but use the newest toolset if MSVC2017/2019 or even another non-ms compiler like clang. This is very difficult to setup so a simple solution would be nice to have. Work with whatever IDE you want and compile with whatever are your target specs
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