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Gon'Interactive

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  1. The first few assets of the games revealed Alpha is completed I had to take some time off the blog to really dig into the coding, solve many bug, update AI, improve movement and main and secondary feature of the game. A huge step toward the final game was taken during the last 12 weeks. Sorry about being so quiet, but I felt that reveling code progression wasn't interesting for the audience. Talking about feature without being able to show them or without anything visually appealing to help you appreciate and understand wasn't working really well. That said, all the feature required to have a game, either UI or in game function are all there. All the main game mechanic is there and working. I wouldn't say everything is flawless but everything work. Nothing as been tested in terms of gameplay which will be the whole point of the upcoming months. We finally can build level. It was really important for me to complete the code first. You can't build level correctly if you are unsure of how far you can go. Of course, coding is never over, we will need to fix a few known bug and mostly evolve the code depending of game experience. Next Step : Building 1 level Choosing what to build first is not as easy as it sound. I'm building 2 scenes right now, both of them are strongly attach to the scenario and it's easier for me to figure out what need to be here and there and it will build up confidence at building good level for the player. The first scene is the "hangar" scene which is actually the base you settle on earth which you will visit after each mission. Since you see this portion very often in the game, i want to make sure to put a lot of time into it. It also involve building important assets such as the ship, bonuses item, teleport pad and stuff like that. The other scene is the actual first level, which is the tutorial level. It set the whole story, it's not just a tutorial that give you the game basic, yeah it does that too, yah it will be terribly easy unlike the rest of the game, but it is a really important part of the story and can't wait to see it come alive. The candy : Armor Gun and Skin Have a look of the first three shots (more stuff coming next week, the ship, the teleport pad, the holographic table, already completed, but I want also to share concept art and step by step of the ship). The armor skin provide protection to the character while allowing him to cloack and become invisible (a "Predator" cloacking style effect). The belt also allow the character to build up energy into their gun to unleash a unique ability. The "zap" gun is a plasma gun that use high energy to trow electric pule at enemy. It doesn't require any reloading and it never overheat. This game is about action and fun, not about managing ammo. You can shoot whenever you want at the cost of creating noise and chaos. Zoile also receive some love and now have a skin My intention is to have semi-realistic look and colorful asset. I hope you guys enjoy it, please share me your idea.
  2. Gon'Interactive

    Game Dev Week #14

    The safehouse level Like many game, we intend to have a safehouse. The safe house make much sens in terms of story and since it fitted very well with the scenario, it was part of the game since day 1. This "in between level" scene is design to allow you to take a break, it's a nice place to decide if you save or not. In this safehouse you will be able to track very important aspect of your game. Ship progression The game goal is to rebuild a ship to escape the planet and report to your home base. Through the game you will unlock the real goal. The ship give you an overall idea of how close you are from finishing the game. Ship part will be spread across the globe, you actually gather electronics part and metal pieces to build the stuff you need. Part are randomly place in different level and each level have different spawn location. Some very scripted level tied to the scenario will have fix spawn location. This randomness will make each of your game unique and fun. Some level won't give you anything beside satisfaction (if any!) Global Awereness The game will become more and more hard the more you play, unless you are very very good at it. One way to make the game enjoyable and frustratingly hard at the same time is to make end level hard for real hardcore gamer. The game will react to your action in each level. The more you get detected, the more people see you the more your global awereness raise. The more it raise, people start to expect your presence and become more suspicious, more policeman are patrolling and eventually city or the entire globe goes on panic and cities get militarized which will get you a very hard time. The global awereness zone will trigger fun fact about your current game and will give you an update on how good or bad you did globally Globe map You will have a quick look of the available country giving you an idea of how much level are lock and available and which of them are completed. You can access the full map from there and select your next destination. Teleport pad / bonus zone In this area you can see if you have found any special item that turn out to be a bonus you can apply on your character. Powerup item can be found in multiple random location and they will allow your character to progress into even more powerful character or to regenerate your health. Which is a very strong bonus since this game carry over your live from level 1 to end game. There are no health pack, no health regen. Take a look and share your idea
  3. Gon'Interactive

    Need feedback for game introduction video

    Yes exactly, I want to understand what's the point of the game what's the story before entering in the details. If the trailer is interesting enough they will then invest time in discovering the feature. The core feature are essential to get a bit of the main gameplay concept. It's a very hard task to produce a good trailer. Good luck
  4. Gon'Interactive

    Need feedback for game introduction video

    Yes just explain the main goal instead of every single feature. This is more a tutorial video which is useful too but serve a different purpose. Give us a bit info about a story. Who you are why you are here and what is your goal.
  5. Breakable object physics Let's talk about physics in the game. We will introduce breakable glass, door and wall to the game to make things not only more alive but also give you more choice about your path to reach each level goal. A building is locked down ? Maybe you just jump through a window to get in ! A door is lock and you haven't found the key ? Maybe you just blow that thing out of your way ! There's no exit ? Well crank your energy up and destroy that wall ! This is the kind of choice you will be able to do as long as you live with the consequence of making a lot of noise and attracting more attention to you and potentially increasing your awareness level. Remember that your global awareness is what make your next level harder and harder. Physics will allow for more interactive game play and better replay-ability. Let be honest to, when a game require you to keep a certain level of stealth, you will eventually want to go destroy everything and play careless so why not make this fun ! Frag, IEM and Gravity bomb The player, depending on the active character, will have access to a limited amount of grenade. You get a sneek peak about it in the video below. Frag grenade will allow you to destroy glass, door and wall too. 1 character have access to frag, another one have electromagnetic device that will shut down most electronic device and the last one will have a devastating black-hole type of grenade that will serve as a way to grab item at a remote distance or to simply make things vanish in another dimension ! More to come on those soon ! C# Break in parts Our script rely on unity internal physic engine, which is quite good. Physics can become very CPU intensive so a lot of testing will be required to ensure smooth gameplay. I don't intend to go to far away into destruction. This is not a procedural "red faction" destruction system ! So destruction will happen, but in a limited amount of location. Destroying everything to get through is NOT an option. That said, i'm happy with the script performance and how it work. Magnitude of an impact For of all, the script take into account the magnitude of a hit. If the hit is too weak, the object won't break. Each object have their own breaking point which me require to walk into, run into, shoot at it, trow a grenade or use a special ability. Parts physics Once an object is broken, it fracture into multiple parts. The glass in the example video is make of 160 rigidbodies and it still perform well. Each part take into consideration their surrounding. Depending on how many piece stick together, the script determine if the piece can hold in place. The system also check for "framed" part. For a window, the framed parts are the object around the edge that would be hold in place by its frame, for a door it would be the part connected to the hinge. Those part don't fall by them self since they are hold in place by another object. Those part need to be hit again to fall and each sets of broken part need to be connected, within a certain range, to a framed part to be considered structurally stable. Basically that mean that a broken part cannot float in the air if it's not link to enough pieces and that a large glass would break realistically even if you hit limited area because the weight and size of the part would make them fall in real life. Then again, this is not a fracture simulator and we can't go too far into reality. It remain a game, so the main goal is to have fun with the system and to have smooth gameplay. The focus is about the gameplay feature or having more choice, more path and more replayability. Explosion shock-wave ! Each explosion in the game come with a shock-wave effect. The shock-wave, in my own unscientific terms, is the air getting compressed and the explosion expanding over time. That mean that an object closer to an explosion will get hit faster than an object located further. On top of that, we take into consideration the distance between the explosion and the object to determine the amount of force received by the affected object. Obstruction is also considered, if something explode and there is object between you and the explosion, you will receive less damage. The shock-wave introduce a very important time factor to the game-play. Making thing explode at a distance and have a split second to get out of the way may be a life saver for you or the AI. See and be seen The video showcase a turret being able to see you through glass and it shoot at the player destroying the glass. This behavior will of course be extended to AI but be aware that militarised zone or city will benefit from upgraded unit that may have heat sensor and a turret may just decide to kill you through a wall or a door if you are not cautious enough ! Soldier may also be equiped with those special google. The game AI have nightvision and heat sensor to track you down. More to come on that in a futur post. Let me know what you think about the feature or share your though about current game that use physics such as RB6 ?
  6. Gon'Interactive

    Week #06 - First gameplay view

    Thanks ! It was a challenge to get a good pop effect of the bubble when it appear and disappeared. There still improvement to come to cover various camera position like when you zoom in. I wish to hear more about the mismatch as having a final results to feel uniform is important to me. At this point many stuff doesn't make sense like the vegetation choice. Zoile is halfway done I would say. Suit and texture and his gun will make a huge difference
  7. First showcase of a gameplay feature Comic book dialogue bubble One of our key feature to give a soul to this game and to translate the origin of the story into the game is to introduce visual and philosophical concept being a cartoon book. You develop a special relation between you and the main character of a book, your brain create this inner voice you use to talk with them or to make them talk to you. This relation make reading those book fun and amusing and we wish our game preserve a bit of that. The comic bubbles will allow the heroes to talk to you It will give precious information about the action taking place in the current level It will allow the heroes to talk to himself, reacting to the world around him (threat, object, living creature, etc) It will allow the heroes to share their emotion (angry, scared, amused, etc.) It will allow interaction between you and the world through tutorial It will allow story moment, where reaching certain area achieve certain stuff will trigger dialogue and story information It will also give visual representation of sound inside the game (the typical BAM you expect from a book) It will give you important information about your game session, like low health warning (because there are no health bar in the game !) Please have a look at our video and tell us what you think. Keep in mind it's still in development and rough right now and that all the visual you see are mostly place holder. Everything has to be tweak but it give you a really good idea of stuff that can happen. I think it's a fun way to introduce text and to introduce interaction differently. All graphic are unfinished of course Episode 06 - have a look of the bubble in action
  8. My best day-to-day tool will surprise you ! Hi everyone, i'm super happy to be back and i'm really sorry if it took some time. I decided to rework how we will post information to now include video to provide a more visual interaction. The life a indie game developer is hard, so any tool you can find to save time, produce faster, improve your workflow and enhance your skill is always welcome. I'm going to share with you some of the tool that make my life easier. Make sure to tell us what are your favorite tool in the comment below Not in the mood of reading ? Watch the full episode Tool for tablet owner The first plugin you should look into if you own a table is LazyNemuziPro. Your tablet already cost you a lot, and I personally really enjoy having one because it's much better for creating sketch and concept art, it's super precise for texture editing/creating. It work well in substance to paint your asset and it's essential for any zbrushing work you need. That said, having the right pressure feeling is hard and you often end up with having jaggy line or not enough pressure range to achieve the effect you are expecting. I have a tendency to push hard on my pen and making my Wacom less sensitive help, but not much. This tool will not only improve your overall skill by smoothing out the pressure and the line itself, removing all unwanted movement to break that professional looking smooth line. The tool also come with a tons of usefull tool such as parallel line, ellipse, perspective, fish eye perspective, isometric etc. Really awesome tool, Wacom should provide something like that in the first place, but they don't so grab this tool :)à Tools for photoshop You spend a lot of time in photoshop, so why not improving you tool set in there. Really simple Brush box plugin will allow you to better visualize and organize your brush by assigning folder, color, favorite, etc. Simple drop and drag operation and better management make it quicker to find the brush you need. I also really enjoy Coolorus which replace the color swatch of photoshop by providing you a much better and natural color circle that Corel Draw user are more use to. It help you save and manage custom swatches, it allow you to work your color based on lighting and shade, you can limit your gammut to a lesser range so you can work in a certain color palette. It's a very simple tool that will help you everyday. All those tool would be worthless without a good set of brushes to make your art. There is one fabulous artist Roman Melentyev that sell over creativemarket an impressive brush collection. Have a look and find the one that are right for you https://creativemarket.com/RainbowWings I picked up the Cocept Artist III bundle that come with many of his brushes and i'm really pleased with them. They work well. I especially enjoy the Markers which I like to draw with. Those are my go to for sketch. Tool for coder This tool is probably the most interesting one. If you are a coder, you need it. It's been my favorite recent discovery because it made me save literally 1 week on a single asset. I buy asset on Unity Asset Store that I find interesting, many are of very high quality and created by expert developer, sometimes from reknown studio. There is no reason why not to use them. That said, once you include them in your game, most of the time it require tweaking and modification so that it perform the way you want for your game. I see most of the asset as a starting point that you need to improve. The best practice when you do change the behavior of an asset or that you want to link it to your need you try to stay out of the original script and you push/pull data out of it. That said, you eventually end up having no choice but to directly modify one, either because it's just way easier and faster or because you have no other choice. Once you start doing this, you are creating a barrier between your work and the ability to update the asset which would overwrite your code. Manually replacing and rebuilding an asset each and every update is time consuming, annoying and long. With the tool call Code Compare all the thinking is done immediately and you can update your script with a couple of click. We have been improving this asset for a few month and we work with the original developer to get more feature into the asset and after a long period and skipping many update we had no choice to update. We estimated it would took a week since the asset contain like 30 scripts, thousand and thousand of line and we have made important modification in at least half of them. The most recent update was mostly a full rewrite. With this tool, we were able to accomplish the updated in less than a day and everything was working flawlessly. Check out the video or the software website for more information. The big tool that cost money If you have a little budget, take a look at the Indie licence of Allegorithmic. Substance are THE thing right now and their tool are amazing. It's a well known tool and it's worth it. If you don't have enough money, you can at least make use of CrazyBump, an old application that create normal map for your texture, very sweet, but honestly Bitmap2Material from Allegorithmic does a much better job. If you are looking for a LOD tool, i especially like Polygon Cruncher, but it's pricy. Unity asset store offer you cheaper solution that does all the naming and compression for you. ZBrush doesn't need any introduction if you have a fat wallet. For 3D Modeling we use Lightwave3D. This is simply the BEST 3d software you can get. The quality of the render may be not the best, but it come really complete with all the tool you need for animation and modeling without the need of buying anything else and the software cost less than any Autodesk solution. Made In Canada - Un petit mot d'introduction en français !
  9. The story of a great adventure ET : Are they really intelligent ? It has become a common concept for everyone that if there are ET, they MUST be more intelligent... but why ? Maybe we haven't found anything yet (or at least anything was announce yet) because we ain't searching the right thing. We are searching stuff that come out of our own science fiction and we never thought about the hypothesis that maybe WE are the sci-fi of them ? That idea of them being equal, at most, but different, was the start of this crazy story. We imagine people that have live their own life, on their own planet and timelapse. Similar to our. What would happen ? probably different stuff than here, but not so much more or less. Stuff would be different because we would probably think different, but with equal evolution time there is no reason to think they would be far more advance than us. One thing we may have in common, the search for Extraterrestrial Life. We are the monster ! Yes we are ! I take into consideration that if they have similar evolution but different technology and that they are seeking life too, well then there is a high chance that they have sci-fi too and that we are the monster, we are the alien, we are scary ! The comic book evoke this through encounter between the Zarin and natural force. We have water all over the place, what if other species don't have water, what if you see the sea for the first time in your life and that you never heard of it. What is calming for us could be really threatening from an untrained eye who see this weird material/creature moving toward you trying to grab you with the wave. The reaction from an outsider to everyday object could be really interesting and funny. The mission As stated before, Zoïle get a mission briefing from the high council and form his own squad. One of the them, Guigner, is a true believer of the "tall colored one". (Yeah we are afraid of little green alien, they are afraid of tall colored one...). Their mission is to investigate our planet in search for intelligent life form. Nobody really think that there is life here because the CO2 level is higher than life could sustain for more than 20 years, at least, based on their biology. Still, Zoïle take his mission very seriously and depart to earth. The army, desperate to get rid of Zoïle toxic behavior, was sending them to what they believe to be an insignificant mission that could leave them away from the real business for a couple of time. Left with a ship in a poor condition, the crew risk their life in the deep space. Approaching earth, mechanical trouble put their safety at risk, the only hope is to land and hope for the best. The group crash into earth, spreading spaceship piece all over the globe following it's explosion. The group survive thanks to their anti-gravity shield armor, they face no fall damage. They are in shock and wake up in an unknown location. They are afraid in this very hostile area, their first goal is to settle a camp, their primary mission is to find proof of intelligent life form. It's a recon mission, they don't know if we are hostile or not, they don't want to get notice, they want to get safe, take proof and repair/rebuild their ship to reach freedom. Through their journey, they will discover new and hidden information about their original mission that will change their destiny forever. We hope to explore our universe with a different eye, through the eye of a visitor, we want this story to be fun and believable in a way. I have attach a small section of the very early sketch of the original story comic book. The entire story and book will be completely redraw and rewritten to provide a high quality final product. There will be different technology, your alien will feel overpower but their weakness put them at risk. We want the world to feel both pretty and dangerous and I hope you'll find the plot interesting. The game will unlock many information about the species and their mission. Your primary objective will be to rebuild your ship to leave this god damn planet (isn't it Ripley that said that in Alien ?). The hidden objective and story will be revealed in-game while you progress and you will be unlocking the real primary objective. We don't want to spoiled it here, but I expect some of you to expect what will happen. Let me know what is your favorite sci-fi movie in the comment below ! I nearly missed this week blog, my personal life was a bit troubled this week, but I am here. Last time, i was hoping to get more comment to reveal a tutorial on how to draw Zoïle. We didn't get enough comment, but I will share a video anyway next week. Make sure to subscribe so you don't miss it. The tutorial will include both the sketch and inking.
  10. Gon'Interactive

    Hobby Projects - looking for 2D artist

    TwinklyLucasK are you really 13 years old ? those are pretty good pixel art. good work !
  11. Gon'Interactive

    Week #03 - Concept Art - Zoile

    Now that you mention it, I can see why you ask There are similarities with the head, but they are two different strange species for sure ! Glad you like it. Keep an eye for more eye candy coming soon.
  12. Main character : Zoile. First shared concept art ! Please give me your tough about him (comment below, share and subscribe). My first intention was to reveal the plot, but I felt like the blog was missing some more visual support. 10 followers and we will unlock a new character next week Today's question: who was your favorite game, cartoon or comic book heroes and why ? Zoile is the main character of a group of three. In our game, you will have the chance to control 3 main character, each having individual weakness and strength. You will be able to control them all at the same time and all the time ! How you will control them will be covered in an upcoming post, but promise to be a fun and unique way of handling different skill set. I remember one of my old time favorite arcade game 1989 Teenage Mutant Ninja Turtle. My favorite character was Michelangelo, but Donatello had this long stick that could reach enemy from a much further distance making him the best choice to fight the first boss Rocksteady which I felt was the strongest of the game beside Shredder. It was always annoying to have the choice between the one I liked and the one that was most capable to handle that situation. I felt the same thing playing many RPG like Diablo, II and WoW where you just can't invest enough time in all classes and you always dreamed to mix and match class skill to get the best possible character you could build that would match your play-style. How we approach that problem will be reveal soon. Zoile is the self-proclaimed leader of our squad. He is particularly strong physically for his race and possesses a quick wit, few have dared to challenge him. His descent gave him a high level of self-confidence and Zoile quickly became imbued of himself. Afraid of none, he sees himself as one of the best fighters of his race and has an unwavering pride of his homeland. He was born from a war hero and has always dreamed of becoming a full member of the prestigious flying squad of the 452b Pekler Interplanetary Army. After several failures in the admissions exam, Zoile became very mean and bitter towards others. After 4 years of attempts, he finally was accepted as a low rank recruit. It is said that his father intervened with the council so he could have the chance to demonstrate his value. Unfortunately, many disciplinary problems and conflict with other members have confined him in low rank function. After several difficult years with the squad, the high council allowed him to create a small squadron with two members of his choice for his first mission. He, unsurprisingly selected the only two members with whom a sincere friendship was developed. The two members accepted the honor after a convincing patriotic speach from Zoile and since then he has taken his role with the great honor. Despite is strong wrong and frequent fight with his two friend, he is willing to give everything to show to everyone that his team is the best, because he is the best leader and a good leader can bring weak soldier to great honor. You can see Zoile with and without his armor set and a typical ray-gun weapon. The Zarin are a humanoid skinny race from a nearby planet. Zarin, as a race, are mostly peaceful, minding their own business and seeking knowledge. They have an equivalent length of evolution compared to human, but they took a different path. They are scared about a recent discovery they made that put their world at risk of what they call the "multicolored tall people invasion". More info about the Zarin will be shared in an upcoming post ! Thanks, please share your opinion, it's very valuable. 5 comments and we publish a video tutorial on how to draw it.
  13. Comic book inspiration I want to make it clear that the game is highly inspired by my comic book experience. I am a big fan of Garfield, Gaston LaGaffe and Charlie Brown. I find the 9th art to be a very subtle, intelligent way to make people think and smile. Doing cartoon was always something I was proud of. I first started doing them when I discovered about Nabuchodonosaure cartoon and "Le concombre masqué". They triggered something inside me to start producing my own. My graphic style was Charlie Brown and Garfield as it was very simple and efficient. I want the game to feel like you are part of that background. I like how things look graphically, how anything can happen. More specifically I produce the Recontre du 3e type cartoon book which was self publish and sold locally in my home town. 500 copies were sold, which is not bad considering the market. Despite the book didn't make it to the big league, it was show case in the International comic book fare of Quebec and at the Salon du livre jeunesse. I was very proud of it and had a lot of very good feedback on the work from the readers. The book wasn't necessarily really strong artistically. The core story was great, but It wasn't fully exploited and my skill at the time wasn't strong enough. I'll gladly share part of the original book in the upcoming weeks. What is important about that book is that it serve as a starting point of this project. I have 2 tome of prewritten scenario to start with. I don't know about other indie developer, but I think having a scenario draft is really important. I want to develop things around a story and not squeeze a history inside of a confine set of feature. Those two book gave me the opportunity to know my character. This is a lot of character background to work with ! It's cool. It's like if I had started that game a couple of years ago without even knowing I will ever produce that. That said, things have change for the best and I am not sticking to a simplistic adaptation of an old unsuccessful cartoon. This is a complete rewrite, remaster, recreated, new, unique and super wow bing bang history inspired by the original work ! I think it is very important to have a good story a good plot, we want to tell a story, we want a start, a reason to play and the goal to be clear. We want a strong story to support game feature and we have one. So graphically you can expect things in 3D but with a cartoon style approach. I want this game to be more like how Pixar does thing. Cartoon but with a realistic look... ok hold it here. I am not Pixar, but if I have to aim at something, i'de rather aim as high as possible. I don't want the inspiration to stop there. I want the game to feel like a comic book, not by having super great 3D simulation of a page being turn, I don't want it to feel like a gimmick. What I am saying is that I want it to be funny, colorful, action packed and for all age. Everything will be, from a design stand point, inspired by that. Designing a character is also very complex to me. Designing a character is not only how it look it is how it live, how it walk, how it talk, how it react to certain situation etc. You have to create, in your mind, a full feature humanoid. I remember working up at night to write down idea and redraw stuff that wasn't working well. All this data is part of me now. They were born and lived in my head and they still do. I'll make various blog entry regarding each character Game inspiration I can't really pin point what game would be the closest similar game to the our. I am not necessarily inspired by 1 game or a set of game, but i'm inspired by some game feature of the old days. At the time of classic arcade, colleco and nintendo NES there were some stuff about these game that make them good even 30 years later. They were very addictive, they required complex pattern learning, skill and you had to be really crazy devoted to finish a game. I remember the adrenaline rush and excitement of finishing a game meant at that time. I find today's game to be more on the easy side, very forgiving, very beautiful and cinematic but also very short and almost no replay-ability. Replay-ability is a big word that a lot of developer said to aim at but very few actually achieve it. We will try to achieve that in various way by implementing a lot of game mechanic we will talk in future blog post. What game had They were hard and frustrating To a certain degree this is not so good as we want stuff to be fun, but if you want to have this adrenaline rush we all like, you have to go through painful moment. A mix of nice easy moment and hard impossible level that draw the line between care-bear and hardcore gamer ! I know that I treat the "hard level" of todays game as the "normal level". How difficulty work in our game will be shared in a futur blog entry. They had a LOT of replayability Yes, people still play Mario 1. It will always be fun. Q*Bert, still very fun, even though every level look the same. PacMan ! 256 level of frustration. We will not have only 1 level repeating itself at higher speed indefinitely until the game crash, but we will give you reason to restart the game even if you ever finish it. We will give you reason to restart the game if you are stuck at a certain level that is too hard. We will give you reason to start many game in parallel just to do thing differently. I can't wait to share more about it later ! They were unforgiving Ever played Rick Dangerous ? This is one of the most sadistic experience (still a very gun and good game) as everything in this game kill you instantaneously and this Indiana Jones inspired game had all of impossible to detect death trap every where. Each path was design to kill you each and every single time. Ever played the NES version Dragon's Lair ? (ok this one is a bad exemple, as the game was really bad, and the control were terrible) There is a funny episode from the angry game nerd about it.( go to 2:46 https://youtu.be/00xIvTOLrYA ). We don't intend to have a game that frustrating, That is not fun at all. But even in mario everything kill you in 1 shot. It's hard, some level require a Epic level of eye finger coordination. Today's game give you plenty of health, and health typically regen etc. We have our own thinking on how to draw the line between those two extend. More info soon They were fun and had their own signature As easy as it sound, this is the hardest part. Make it fun ! You will be be the judge of that and you'll be able to judge the more you discover about the game. Stay tune as the next blog post will be about the game story and what will be the humorous approach of this crazy universe. Follow us ! What do you guys think about today's game difficulty level ? Are they just right or are they too easy ?
  14. Gon'Interactive

    Update Alpha 39 "Planet Thera"

    Very interesting and the trailer is really nice. I like the narrator's voice. Very cool
  15. This promise to be a colorful heaven filled with kindness, so stick around ! The main goal of this blog is to not only present our ideas regarding the game, but mainly to share an adventure of building this game with it's up and down, take your suggestions and comment, discuss various subject around game design and share the more we can about how we do it. This is impossible to achieve without a solid community and I hope we will get a warm welcome from GameDev community. I heard good stuff about it Ironically, this first entry is the needed boring one to tell you who we are and who am I. Ok, I did promise you a "rich in color" experience, but you know... word can be colorful too ! I'll try to make this quick so you all know what this is all about. Just read what may interest you and drop be a welcome word or just a hello ! This blog commitment My intention is to have this blog updated as much as possible to share each step of the creation of the game. By that I mean at least once per month, but i'll try to do it twice a mount. I prefer to do short but frequent blog entry. Once per week would be cool, but we will see. I'll cover all kind of stuff, including what we fail at too. We want to be transparent to ourself and too people. We learn a lot from that. I want to share concept art, talk about game feature, talk about our philosophy and thinking of what a good game is for us, i want to ask you what is best for the game. The current game process We are not on day 1, but we ain't achieve alpha build yet. For me, an alpha build is when you have at least 1 complete level with some finish and unfinished asset with a general set of the basic feature. We don't have all that yet. We do have completed many important feature of the game. Thousands of line of code is already there and we are working inside a dev level to test code but we have very few asset ready. You will be able too all that come to life here ! Another blog post will cover what the game will be and on what ground we started from. Who is Gon'Interactive ? Gon'Interactive was funded in 2009 by a group of 4 college in Montreal (QC, Canada). The main interest was, at the time, to provide multimedia services of a professional level with a budget friendly price to accommodate smaller business and independent people that couldn't afford the big studio. The company was producing website, flash game, 3D illustration and photography. As it evolve, the company became more and more focused on 3D Animation and illustration as it was driving it's main design interest. The company focused on creating marketing illustration and animation for a varied kind of client sets. A clear line grew over the year to establish Gon'Interactive as being an artistic studio capable of producing cool video and animation production from A to Z (Asset production, video montage, sound edit, post prodZ (see from A to Z) ) to accomplish. The Interactive part of the studio was to mix modern traditional medium such as video and enhance them with new multimedia medium. We became strong at building complex AS (action script 2.0) games and website. Unfortunately, as you may know, AS2.0 became AS3.0 and flash was already dying on it's own and replaced by html5, webgl and other medium. The interactive part of the company naturally evolve into Unity C# coding where we felt for the first time completely free to achieve whatever we wanted, and that feeling was awesome ! We started a new learning curve around Unity a couple of years ago to mix our arts with modern tools such as unity. After being involve in projects for other client, we felt it was finally time for us to do our own game. The one we always dreamed of and finally feel comfortable enough to do. Gon'Interactive have always been about putting all the work require to achieve the best image possible and this apply to the game. To keep a focus on this project, we cut down the amount of job we will take during the time of development because we are really committed to it. Who am I ? Well, that's a philosophical question I won't be able to answer in this life probably, but on a more scientific approach to the question, I'm Stéphane L'Abbé, president and owner of Gon'Interactive. For as long as I remember, I was addicted to drawing cartoon and superheroes. It was my first contact with art. I started learning photography in high school and also started programming. It was TurboPascal and I was doing boring animation and game with terrible fabulous graphic. Photography became one of my favorite hobby that eventually evolve to a ProAm level. Photography is a complementary skill to any 3D work as it involve a lot of understanding in light, material and composition. I like how lights and composition could affect perception and emotion. In college I started to learn and use 3D application to complement my work on a daily basis. I went to university to study architecture. During those years I learn a lot about, how to design, how to communicate emotion out of space, how space can affect people, how our mind read stuff, philosophical approach of what space is and how 3D software work and I got my master and became an architect. This was my professional answer to merge multiple interest into 1 job. Design, mathematics and arts. The real life of an architect is mostly project management and team management. You reach a point where you get very good at dealing with tough project, impossible schedule, budget, team management and those skill apply to every type of project management. The need for more artistic freedom is always inside me and building a game like Third Encounter Of A Kind is a dream come true ! I'll manage the community (if we ever succeed to create one) and i'm responsible of design and do a lot of coding too. My native language is french, so please, be nice to me regarding my English. I also understand a bit of Spanish. I try to do my best at each language, while not being perfect with any of them ! My favorite game was Space Defender. On the personal side, i'm a gamer. My gamer life started with Colleco vision, I still like the game ! I was lucky enough to have a mother working for a Commodore Store and we were owning soon after an Amiga 500 computer which was way ahead of his time in terms of graphic and processing power (3mhz ?) I then skip to SNES. Big lover of Mario of that time. The first console a bought myself was a Sega Sturn, my brother went on the Sony side at that time. We join back on Xbox, xbox 360 and xbox one. I'm not a fan of console brand, i'm a fan of good game.
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