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Found 191 results

  1. Charly Men's BIZARRE

    The #GameplayVideo is out! Sprint 37++

    What's up!? 😎 We did a lot of gamedev stuff during the last 2 months, primarily for the recently published #GameplayVideo. This one right here: Happy 2. Birthday, Charly Men's BIZARRE!! WIP 🎉 But before the publishing, we had a lot of items to move, i.e., We produced a bizarre #GameplayVideo Song: We released the BIZARRE book Charly Men's BIZARRE Episode I (German Edition) as eBook and paperback on Amazon worldwide. As you can see right here: We talked about how it felt to write a bizarre book. In German. Get the blog entry right here: We installed a lot of meshes, boxes and collisions for the new #GameplayVideo, and in general! We created too dark videos, just for fun! 😉 Therefore, built light until we dropped dead! And yes, we did all the items we mentioned in the last blog entry, except the game planning. To transport the elements from the book into the game, that's kind of complicated and needs more time. It's an issue for the current sprint 38. I mean, the game must be fun and horror, thrilling and bizarre. Now, we should design it like that! Okay, after 2 years of gamedeving Charly Men's BIZARRE, from the scratch, this is what we have achieved! A first game level, not completely finished but good looking. A main-character, not completely finished but good looking. A whole BIZARRE book containing the game plot and a couple of BIZARRE videos on YouTube, like the #coloredWomanVideo - a figure from the BIZARRE book! A comment on this video was like "Now I'm completely disturbed". OH YES! We terminate the two years test period as much as we can, and start to realize the game levels as planned (To Do). We start with the second game level, the scene in the desert and we begin to model and texture the objects based on the painted concept art. After that, we start to program the logic. Next sprint, we publish the rough game planning. Later, we lock us up in a dark cellar and gamedev for years until we lose consciousness. In case you have any questions on our texture, coding, Blueprint, C++ stuff, etc. please feel free to ask! Our speaker @SBoijan (Twitter) will help! 😁 Love is the answer!
  2. Bacrylic

    AlexMove2.gif

    From the album: The Book of Alex

  3. 3D Character Artist For Sci-Fi FPS Project Name: RIFT ONE Program/Language: Unity using C#. Roles Required: [3D Character Artist, Possibly others roles (Except Composers), feel free to apply ] • 3D Character Artist: We need someone who is familiar with creating characters within Programs like Maya & Zbrush, or blender. •Other Roles: Feel free to apply! Recruitment Form https://forms.gle/o9FrSBVRvMtvtd2Z8 Genres: Sci-Fi FPS — Semi-Sandbox Platforms: 1. We are using Trello for organization 2. Unity Teams (For now): to share the project 3. Google Drive or Dropbox: to share files and documents 4. Unity Rift One is a Sci-Fi FPS game based on a alien planet where you (Mike Maxin) are unfortunately forced to enter a portal to another planet, where you are not alone.  Team size: 7 - at this time
  4. (Image by an artist, who's now deleted their twitter unfortunately) Foreword I am building a game project that includes a massive amount of characters and character writing. Writing is not one of my strong skills (as I'm sure you will see in this article) so I meet with skilled writers. I find their feedback invaluable. These meetings have taken place on rushed streets, swigging pints in pubs, through emails and through arguments. I'm confident I have met with a range of people with different opinions, but out of it all there are a few very consistent points which seem to form the backbone of writing characters. What follows are some notes on character writing that I have collected from these meetings. Complimented by the book Into The Woods by John Yorke (Notes supplemented by Into The Woods will be marked with [ITW]). Hopefully they can be of use of you. Character Versus Characterization The conflict between how we wish to be perceived and what we really feel is at the root of all character [ITW]. To see it another way: The conflict between how we wish to be perceived (characterization, facade) and what we really feel (character) is at the root of all (drama). Thus, for a character to be interesting and three dimensional, a character must be conflicted in some way. They will have a facade, built out of aspects that they think is beneficial (whether they are aware of it or not). But as time goes on, the facade will become detrimental instead. Until the character throws off the characterization, they will not win. In keeping up their facade, characters will speak according to the way they want to be seen [ITW] unless their guard is down. Hence dialogue, which is important. It should, at some level, reveal intent and how they want to be seen. Script for Apocolypse Now (1979), a movie based on Joseph Konrad's Heart of Darkness (1899) Writing the Dialogue When a character says something, and does something completely different, they are engaging, and drama comes alive. If dialogue is just explaining behavior, it is not engaging. Dialogue then, should show us character, not explain characterization. In other words, dialogue should not explain what a character is thinking, it should explain Key to getting natural sounding dialogue is having a character you can mentally draw forth rather than having to think about each individual line. That part comes later. Countless are the writers that sit in front of a page, thinking of something for a character to say. Instead, we create the character and they speak for themselves. For now, creating the character is first. To create a character, you must consider it as much as possible, from as many angles as possible. Here are some questions to consider about a character. They're not exhaustive and they're not the even the best, but they are a starting point: In public, what are they like? Are they kind, short-tempered, rushed? As soon as they lock themselves in a toilet, away from the public, what are their first wandering thoughts? Where do they come from and where are they going? Are they from a poor place or a place of riches? A quiet place or a busy place? Do they bounce between places? What do they like? What don't they like? If they are on a date, and their food is ordered for them and they don't like it, how do they react? Can they drive? Do they like driving? How do they react to traffic? They find a picture of themselves from the past: depending on when the picture was taken, and with/by whom, how do they react? And so on. The more questions about a character you consider, the deeper and more engaging they become. Eventually, the character becomes so concrete that the dialogue writes itself. A woman, between 26 and 29. Through-out school, her social life was mediocre. With little to do, and not many people with things in common, she leaves town the instant she graduates. In a busier city, she plucks up the courage to go out for a drink. After all, there are thousands of people of in this city, the chances of meeting someone is pretty high. She enters a pub. She has to push her way in. Immediately she notices she is the least fashionable in the room. It takes her a minute to find a spot to sit, but she finally settles in. After two hours, she is approached by a man. "How are you?" he asks. After a beat, she replies "Allright. Thank you." "I'm good, too" the man says. "Oh. Of course." she says. The man clears his throat. The man is obviously more experienced, and some what full of himself. He does not wait for her to ask him how he is, instead get its out of the way. "Oh. Of course" the girl replies, in surprise; partly because she considers this an oversight on her part, and partly because the man was slightly rude to her. She is not used to the short-handed, rushed city life that the man experiences. The man is expecting a conversation at the same pace as city-conversation. He realizes his mistake, clears his throat in embarrassment. The subtext here is that they both have much to learn about each other. Their lives run at different speeds and if they are to become good friends, they will have to learn from each other and grow. A better example of this in action is the opening scene of the film The Social Network (2010), where the characters talk past each other. There are a myriad of videos analyzing this scene from a writing perspective, so I wont go through that here. A quick search will enlighten you easily. The opening scene of The Social Network (2010, David Fincher) So, to create dialogue, we must create character. The better the character, the easier the dialogue is to write. In some ways writing character dialogue is acting out the character. Channeling what the character might say if they were here. Gathering Character Reference You need stuff to create stuff from. In all creative output, the input is just as important. People are characters. You are a character. You put a character out instead of yourself, as we have discussed further up. Therefore, you must talk to people to gather material. People hold a hundred stories about themselves and others. Nearly everyone relishes telling you about themselves, so just ask. Then listen carefully. I had a talk with an alcoholic in a pub. He was, in his hay-day, a good property developer and property salesman. We talked for a long time. One of the interesting things he said was his theory about dwindling men. This claim was thus: In the 70s and 80s, men's clubs were shut down en-masse. Because of this there was largely nowhere for men to hang around with other men (that is: without wives and women). Except for betting shops. Therefore the demand for betting shops spiked and many, many, many of them opened. Lots of men dwindled away in betting shops. I asked him if the closing of the mines in the North (and the subsequent massive unemployment) also added to the demand of betting shops. He agreed, satisfied with addition to his theory. But then he tapped his temple with his finger and said "But people like, like us, don't end up- you know, people who are switched on. We don't end up dying slowly in betting shops. Mug's game..." With a triumphant nod he drank his way through what was probably his 25th pint that week. In a dark pub in the afternoon. Conflict personified. Chuck Palahniuk, the author of Fight Club, has hours of talks along this line. Collecting and retelling stories from real people until they take on a life of their own. Looking up any of the talks of Chuck is a must. Along with talking to real people, you must also read stories written by authors. And private blogs released by anonymous writers. And listen to confession podcasts. And character study documentaries. And so on. There is a documentary on a handful of influential flat earth advocates called Behind The Curve. It is it not a very deep slice of the flat earth ideology or belief, but it is great character study of these characters. One of the characters is a woman called Patricia Steere, who runs a Youtube channel centered around discussions and daily chats on flat earth theory, the flat earth community, flat earth news, and so on. She's stand-out in the conspiracy community, and she does not look like a conspiracist at all. She wasn't always a flat-earther either: she arrived there via a path of different conspiracies. Lizard people, global control, etc. As her channel gained in popularity, and more people from the conspiracy community noticed her, conspiracies about her started to circulate. The problem with being in the conspiracy community is that your beliefs are ridiculed constantly, therefore the big, bad world is always against you. So it is natural to feel that if someone does not believe as you believe, they are the enemy. This can even go as far as to other members who's beliefs have changed. They've been compromised. There is a short segment in the documentary where she says something along the lines of (and this is not verbatim, but the jist is there): Then, there is a moment where she is just on the cusp of a realization. As she is speaking you can see the gears in her head clank to a halt as she thinks: What they are saying about me is silly and not true. I have said the same things in the past about other people. It was not true and silly then. And therefore, what if flat earth is not true? Have I been wrong all this time? Then, just as there is about to be a logical explosion somewhere deep in her brain. She brushes it off with some comment and continues to believe what she believes. Instead of dealing with that sudden break in the pattern, she simple ignores it. The conflict within this character just flashed by in a monumental, internal battle and the illogical side won. It's a compelling five seconds. People can be a collection of compelling five second flashes. Summary Are you staring at a page, wondering what a character is going to say? You have not developed the character enough for them to speak yet. You will have to think through your character and build up aspects of them to dislodge dialogue. A quick search for character building questions is a good start. Your character is made. But they are stiff and not very engaging. They will need conflict, a facade. They need friction and difficulty. Characters make characters of themselves. Keep a look out for characters in real life. NOTE: This article is a condensed compilation of a lot of notes from meetings. It is also a mirror to the original article I wrote and posted on Minds
  5. Greetings, New features are ready and now the alien is able to defend himself. In this devlog I want to show the first telekinetic skills of the alien. 2 types of the skills are ready and now the alien can lift up and throw humans. After that you can search a person and take his stuff for using for the alien's purposes. The human behaivors have been expanded and now there are more interesting interactions with the alien. Inventory, scanning territory features have also been improved. New trailer is ready, show beats tell. The video with all features showcase is here:
  6. lorddesert

    2D artist needed!

    I'm making a adventure plataform,maybe action, 2D game in Unity as a Developer. The idea is making a post apocaliptical cyberpunk game. The history is already made,but I need somebody who can help me with the sprites of the characters,and the environment of the game. Maybe,when the game has finished,we can put in sale,or something like that. Thanks for attention.
  7. GoliathForge

    actor_npc122318.jpg

    From the album: Project - NubDevice

    Blender 2.79c Biped Character Rig and latest Concept Base Mesh (the baddie npc for a personal project)

    © look don't touch :P

  8. lollydipstick

    Desert Bloodstrider

    From the album: Justin Wolfe's Creature Design Work

    A new creature design I've been working on. The Desert Bloodstrider (Mortestruthus corpusicco) is an endothermic pack-based predator that lives in the arid shrublands of the dimension Achlys. Using its proboscis-like face, it can inject digestive juices into its prey like a spider, allowing them to use their spongops (the sponge-like organ held underneath the head) to absorb the liquefied innards.
  9. THE PROJECT INT is a 3D Sci-fi RPG with a strong emphasis on story, role playing, and innovative RPG features such as randomized companions. The focus is on the journey through a war-torn world with fast-paced combat against hordes of enemies. The player must accomplish quests like a traditional RPG, complete objectives, and meet lively crew members who will aid in the player's survival. Throughout the game you can side and complete missions through criminal cartels, and the two major combatants, the UCE and ACP, of the Interstellar Civil War. Please note that all of our current positions are remote work. You will not be required to travel. For more information about us, follow the links listed below. INT Official website IndieDB page Also follow social media platforms for the latest news regarding our projects. Facebook Twitter 3D CHARACTER MODELER We are looking for a 3D Character Modeler to create and polish 3D characters for the game. You will be collaborating with the team in creating 3D characters that meet polygon-count and texture quality requirements. You will also need to be able to enact upon instructions from the Art team Lead and the Project Lead. Your duties include: 1. Create 3D characters conforming to the polygon-count requirements. 2. Skinning and un-wrapping of models created. 3. Make adjustments to created models when required. REQUIREMENTS To be successful in this position, following requirements apply: 1. Have working knowledge of 3D modeling suites. 2. Understand import/export requirements for Unity Engine integration. 3. Excellent self-management skills. 4. Excellent attention to detail. 5. Excellent communication skills. OTHER OPEN POSITIONS 3D Environment Modeller Website Manager Unity Engine Programmer 3D Animator REVENUE-SHARE The project is marching increasingly closer to be ready for our crowd-funding campaign. Being an Indie team we do not have the creative restrictions often imposed by publishers or other third parties. We are extremely conscientious of our work and continuously uphold a high level of quality throughout our project. We are unable to offer wages or per-item payments at this time. However revenue-sharing from crowd-funding is offered to team members who contribute 15-20 hours per week to company projects, as well as maintain constant communication and adhere to deadlines. Your understanding is dearly appreciated TO APPLY Please send your Cover Letter, CV, Portfolio (if applicable), and other relevant documents/information to this email: JohnHR@int-game.net Thank you for your time! Please feel free to contact me via the email provided should you have any questions or are interested to apply for this position. We look forward to hearing from you! John Shen HR Lead Starboard Games LLC
  10. Brain

    MUST WELD BOX!!!!

    From the album: Mr Boom's Firework Factory

    BOX-E has decided that this crate of flammable materials would work much better if a hot spark was applied to it. Perhaps this isn't the smartest of ideas...
  11. Javi Raijin

    Norse Gods Project

    Hey! I feel spam, but I'm doing a project to draw all the gods of Nordic mythology to make an app that collects all the information about them and then add creatures and heroes. All the images and the interface will be created by me, unlike the other applications that take images of the internet. Any support I would appreciate PATREON: https://www.patreon.com/raijinsillustrations Odin the god of gods
  12. Today, Ziva Dynamics launches Ziva VFX Academic, making the world’s most advanced character simulation software more accessible to students and researchers. For $60/year, qualified users can harness the same tools used on Pacific Rim: Uprising for their non-commercial projects, gaining the benefits of real-world physics as they hone their skills. “Ziva is spreading throughout the industry and studios are telling us they want as many experts as they can get,” said James Jacobs, CEO of Ziva Dynamics. “With Ziva VFX Academic, students will be able to afford the latest advancements, helping them build skills that will increase their marketability after graduation.” Used on everything from Venom to Mackevision’s VES Award-nominated PETA ad, Ziva VFX fundamentally changes the character creation process by combining the effects of real-world physics with the rapid creation of soft-tissue materials like muscles, fat and skin. Since Ziva mirrors the properties of nature, artists can produce CG characters that automatically move, flex and jiggle just as they would in real life, removing difficult steps from the rigging process. “Traditional approaches such as shot sculpting and correctives have poor scalability,” said Lasse Rasmussen, VFX pro and educator (One of Us, TrueMax Academy). “Tissue simulation is the only way to hit the precision studios expect and Ziva is the only commercially available tool that can do it.” As Rasmussen advises his own students, the rising demand for 3D characters is only going to make simulation knowledge more valuable as time goes on. “It’s not just about film VFX,” he says. “It’s something game developers also want to see. Displaying any kind of aptitude with simulation software is going to give aspiring VFX artists an edge.” Ziva VFX Academic licenses are fully featured and will receive the same access and support as other Ziva products, including: Frequent software updates and hotfixes Detailed tutorial videos and content Access to live Ziva demonstrations Direct feedback and support from the Ziva team Free character assets for test simulations Eligibility for reel, case study and artist showcases Ziva VFX Academic licenses are open to any fully accredited institution, student, professor or researcher and are available now. To learn more, visit: https://zivadynamics.com/ziva-vfx-academic.
  13. Today, Ziva Dynamics launches Ziva VFX Academic, making the world’s most advanced character simulation software more accessible to students and researchers. For $60/year, qualified users can harness the same tools used on Pacific Rim: Uprising for their non-commercial projects, gaining the benefits of real-world physics as they hone their skills. “Ziva is spreading throughout the industry and studios are telling us they want as many experts as they can get,” said James Jacobs, CEO of Ziva Dynamics. “With Ziva VFX Academic, students will be able to afford the latest advancements, helping them build skills that will increase their marketability after graduation.” Used on everything from Venom to Mackevision’s VES Award-nominated PETA ad, Ziva VFX fundamentally changes the character creation process by combining the effects of real-world physics with the rapid creation of soft-tissue materials like muscles, fat and skin. Since Ziva mirrors the properties of nature, artists can produce CG characters that automatically move, flex and jiggle just as they would in real life, removing difficult steps from the rigging process. “Traditional approaches such as shot sculpting and correctives have poor scalability,” said Lasse Rasmussen, VFX pro and educator (One of Us, TrueMax Academy). “Tissue simulation is the only way to hit the precision studios expect and Ziva is the only commercially available tool that can do it.” As Rasmussen advises his own students, the rising demand for 3D characters is only going to make simulation knowledge more valuable as time goes on. “It’s not just about film VFX,” he says. “It’s something game developers also want to see. Displaying any kind of aptitude with simulation software is going to give aspiring VFX artists an edge.” Ziva VFX Academic licenses are fully featured and will receive the same access and support as other Ziva products, including: Frequent software updates and hotfixes Detailed tutorial videos and content Access to live Ziva demonstrations Direct feedback and support from the Ziva team Free character assets for test simulations Eligibility for reel, case study and artist showcases Ziva VFX Academic licenses are open to any fully accredited institution, student, professor or researcher and are available now. To learn more, visit: https://zivadynamics.com/ziva-vfx-academic. View full story
  14. Hi. I'm currently working on a game(dev language - python) with elements of management/strategy that rely heavily on the data, such as game characters, their specialization, skills and traits, similar to Darkest Dungeon kind of games. While working on it I described each character as json data file, with name, skills and etc., that later will be loaded into the game with programmed loader function written especially for characters. Each skill for example is set through its ID, so later it would be easy to change it's name or effect for every npc by editing single skill object. I wonder are there any articles on how this kind of data should be structured, like best approach examples specific for game development. Like should I be doing general json structure for initialization of any kind of game object, instead of describing each separately (characters, items, skills etc)? Would appreciate any resources or thoughts on this topic.
  15. THE PROJECT INT is a 3D Sci-fi RPG with a strong emphasis on story, role playing, and innovative RPG features such as randomized companions. The focus is on the journey through a war-torn world with fast-paced combat against hordes of enemies. The player must accomplish quests like a traditional RPG, complete objectives, and meet lively crew members who will aid in the player's survival. Throughout the game you can side and complete missions through criminal cartels, and the two major combatants, the UCE and ACP, of the Interstellar Civil War. Please note that all of our current positions are remote work. You will not be required to travel. For more information about us, follow the links listed below. INT Official website IndieDB page Also follow social media platforms for the latest news regarding our projects. Facebook Twitter 3D CHARACTER MODELER We are looking for a 3D Character Modeler to create and polish 3D characters for the game. You will be collaborating with the team in creating 3D characters that meet polygon-count and texture quality requirements. You will also need to be able to enact upon instructions from the Art team Lead and the Project Lead. Your duties include: 1. Create 3D characters conforming to the polygon-count requirements. 2. Skinning and un-wrapping of models created. 3. Make adjustments to created models when required. REQUIREMENTS To be successful in this position, following requirements apply: 1. Have working knowledge of 3D modeling suites. 2. Understand import/export requirements for Unity Engine integration. 3. Excellent self-management skills. 4. Excellent attention to detail. 5. Excellent communication skills. OTHER OPEN POSITIONS 3D Environment Modeller Website Manager Unity Engine Programmer 3D Animator REVENUE-SHARE The project is marching increasingly closer to be ready for our crowd-funding campaign. Being an Indie team we do not have the creative restrictions often imposed by publishers or other third parties. We are extremely conscientious of our work and continuously uphold a high level of quality throughout our project. We are unable to offer wages or per-item payments at this time. However revenue-sharing from crowd-funding is offered to team members who contribute 15-20 hours per week to company projects, as well as maintain constant communication and adhere to deadlines. Your understanding is dearly appreciated TO APPLY Please send your Cover Letter, CV, Portfolio (if applicable), and other relevant documents/information to this email: JohnHR@int-game.net Thank you for your time! Please feel free to contact me via the email provided should you have any questions or are interested to apply for this position. We look forward to hearing from you! John Shen HR Lead Starboard Games LLC
  16. thekingofdemons

    Tkodo Spell Meteor

    From the album: Tkodo Colossus Arena

    This is a display of the spell fx meteor as some monsters eat molten rocks!

    © Content Copyright 2011-2019. Tkod Online Productions. All Rights Reserved.

  17. Geonamic

    Battle Victory Quotes

    In my turn-based, RPG game, Forsaken Alchemy, I plan to have voiced character monologues and dialogues play along with some character animations after every battle, and I'd like to hear your thoughts on if wording is presented to be realistic in speech patterns, how all the characters sound in personality, if they sound similar in personality to each other, and any feedback on anything. There are in-battle criteria to trigger certain quotes more often than others, but I won't bore you with them. I just wanted to put that out in case you were curious how the below criteria matters in probability. Every quote in the solo quotes spoiler box is an instance of the character having a monologue. It's not him/her saying every single quote after one battle, so RNG will decide which of the listed solo quotes will play alone after a battle. For example, "Yes! I won!" and "That was easy!" are randomly picked per battle. The person is not saying, "Yes! I won! That was easy!" Solo quotes: When there's an empty line of space between dialogue, that means the next line is the start of a new dialogue. For the example below, after the second quote from Alvis is a different instance of dialogue that plays if RNG picks that to be played instead of the previous instance. Alvis: “I wish I knew even half as much knowledge that you know.” Victoria: “In time, you will.” Alvis: “That’s a pretty optimistic view.” Victoria: “For a scholar, you did well in that fight.” Alvis: “I’m just lucky I got out of it with everything intact.” Victoria: “You should be more confident about your keen strategies.” Group quotes:
  18. EvaBalikova

    One of the hamster-powered bosses

    One of the hamster-powered bosses we created for our fishbowl-powered medieval robots game Feudal Alloy. More info: WEB twitter facebook
  19. Here is some of my work, anyone interested in making something happen? Asset pack, game dev, whatever, just need someone active. Preferably UE4. I've started a game concept, with the beginnings of GDD, but need people willing to contribute to ideas, GDD, etc. Doesn't have to be "my game". I've got a huge stockpile of assets like Barrels, Crates, Fences, Modular wood, stone, hand painted grass textures, Walls, Doors, Windows, Panels, Roofing, Columns, Stairs, Characters, Weapons, Chests, Minion models, Some foliage, all licensed to me (Via Blender), just waiting to be used. I'm definitely not the best, but I'm about to Graduate with a GD Bachelors. All C to AAA game company positions seem so stressful and competitive according to contacts that I've accumulated during the years. I really don't care to pursue that career outside the realm of producing my own games with qualified people. I've got a great job as is, plenty of time to work on my projects, Just need competent partners to produce games. If you are the best of the best, but only respond to tasks once a month, It's not worth the time. Be active, Motivated and capable - even if you aren't the best... Want to learn, progress and potentially make money. That's the GOAL. Sorry for the wall of text, Just easier to get it out there before going through the meeting process to get nowhere.
  20. Greetings! The aliens need nutrition for their body and they have found the way how to find it on the Earth. Using the power of mind they can find necessary nutritional elements. This task is still challenging and the mind power can be exhausted quickly. The aliens can meditate to recover the mind power and continue using it for different abilities. There is still a lot of work on testing and balancing these features, but it is already playable. Also, the aliens interact with water in an unusual way. They don't have such liquid on their planet, so the interaction activates rough chemical reactions and releases some forces. Here is video demonstration with using of the features:
  21. THE PROJECT INT is a 3D Sci-fi RPG with a strong emphasis on story, role playing, and innovative RPG features such as randomized companions. The focus is on the journey through a war-torn world with fast-paced combat against hordes of enemies. The player must accomplish quests like a traditional RPG, complete objectives, and meet lively crew members who will aid in the player's survival. Throughout the game you can side and complete missions through criminal cartels, and the two major combatants, the UCE and ACP, of the Interstellar Civil War. Please note that all of our current positions are remote work. You will not be required to travel. For more information about us, follow the links listed below. INT Official website IndieDB page Also follow social media platforms for the latest news regarding our projects. Facebook Twitter 3D CHARACTER MODELER We are looking for a 3D Character Modeler to create and polish 3D characters for the game. You will be collaborating with the team in creating 3D characters that meet polygon-count and texture quality requirements. You will also need to be able to enact upon instructions from the Art team Lead and the Project Lead. Your duties include: Create 3D characters conforming to the polygon-count requirements. Skinning and un-wrapping of models created. Make adjustments to created models when required. REQUIREMENTS To be successful in this position, following requirements apply: Have working knowledge of 3D modeling suites. Understand import/export requirements for Unity Engine integration. Excellent self-management skills. Excellent attention to detail. Excellent communication skills. OTHER OPEN POSITIONS 3D Environment Modeller Website Manager Unity Engine Programmer REVENUE-SHARE The project is marching increasingly closer to be ready for our crowd-funding campaign. Being an Indie team we do not have the creative restrictions often imposed by publishers or other third parties. We are extremely conscientious of our work and continuously uphold a high level of quality throughout our project. We are unable to offer wages or per-item payments at this time. However revenue-sharing from crowd-funding is offered to team members who contribute 15-20 hours per week to company projects, as well as maintain constant communication and adhere to deadlines. Your understanding is dearly appreciated TO APPLY Please send your Cover Letter, CV, Portfolio (if applicable), and other relevant documents/information to this email: JohnHR@int-game.net Thank you for your time! Please feel free to contact me via the email provided should you have any questions or are interested to apply for this position. We look forward to hearing from you! John Shen HR Lead Starboard Games LLC
  22. Im say Hello for everybody ,for every guest on this blog ! My name is Oleg (im here https://www.timeanddate.com/worldclock/russia/tolyatti) and im sorry for my bad english skill. So,what im gonna do . Post here my current sketches ( almost everyday ). What i need from developers with expirience (sure if you have time for me) , is critique for any part with any angle , advice , recommendations , your corrections about actual styles and trends and your test works for me if you want(for next "paint day"). And im read all messages, think more and do more, i hope do better and better Im streaming almost everyday you can type on chat (if im online) ( https://www.youtube.com/channel/UCax7W3OAuGdIukLYRUK3VSQ)
  23. GuerrillaAndroid

    Avoiding overpowering the MC

    I've been working on a game for a while and think that my fights might be too easy, as a general rule, would it be better to nerf the MC or to buff the enemies?
  24. Hello, everybody! I've got a very simple AI wich is just run towards the player until he reaches him. But the problem is that if it is too much of them they start to run in one line wich is not very interesting. I've tried to solve this problem with use RVO Avoidance set to try in chatacter movement component. But this looking not very great and Actors start to fly on the ground in every directions. So may be there is a solution with EQS, but I don't get it. Or maybe there is some kind of node wich do magic and keep distance beetwen AI actors.
  25. THE PROJECT INT is a 3D Sci-fi RPG with a strong emphasis on story, role playing, and innovative RPG features such as randomized companions. The focus is on the journey through a war-torn world with fast-paced combat against hordes of enemies. The player must accomplish quests like a traditional RPG, complete objectives, and meet lively crew members who will aid in the player's survival. Throughout the game you can side and complete missions through criminal cartels, and the two major combatants, the UCE and ACP, of the Interstellar Civil War. Please note that all of our current positions are remote work. You will not be required to travel. For more information about us, follow the links listed below. INT Official website IndieDB page Also follow social media platforms for the latest news regarding our projects. Facebook Twitter 3D CHARACTER MODELER We are looking for a 3D Character Modeler to create and polish 3D characters for the game. You will be collaborating with the team in creating 3D characters that meet polygon-count and texture quality requirements. You will also need to be able to enact upon instructions from the Art team Lead and the Project Lead. Your duties include: Create 3D characters conforming to the polygon-count requirements. Skinning and un-wrapping of models created. Make adjustments to created models when required. REQUIREMENTS To be successful in this position, following requirements apply: Have working knowledge of 3D modeling suites. Understand import/export requirements for Unity Engine integration. Excellent self-management skills. Excellent attention to detail. Excellent communication skills. OTHER OPEN POSITIONS 3D Environment Modeller Website Manager Unity Engine Programmer REVENUE-SHARE The project is marching increasingly closer to be ready for our crowd-funding campaign. Being an Indie team we do not have the creative restrictions often imposed by publishers or other third parties. We are extremely conscientious of our work and continuously uphold a high level of quality throughout our project. We are unable to offer wages or per-item payments at this time. However revenue-sharing from crowd-funding is offered to team members who contribute 15-20 hours per week to company projects, as well as maintain constant communication and adhere to deadlines. Your understanding is dearly appreciated TO APPLY Please send your Cover Letter, CV, Portfolio (if applicable), and other relevant documents/information to this email: JohnHR@int-game.net Thank you for your time! Please feel free to contact me via the email provided should you have any questions or are interested to apply for this position. We look forward to hearing from you! John Shen HR Lead Starboard Games LLC
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