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Found 152 results

  1. This here is a WIP of what's essentially the pony/monster encyclopedia. Not functional, but the pieces are in place. Very red. Maybe too red. Feels like I should add some purple frames here and there. Another week in and the game's revamped menu systems still aren't done! Feels like I'm running in place sometimes, but week after week new things are being added and I'm feeling more and more capable as a developer. I just want the alpha build done already! Take a look at what I managed to do this past week. (The Yotes Games Blog)
  2. And so we meet once again to discuss what's new in the development of Lyfe. But as we promised on our Twitter this is something big. I don't have to tell you what we're discussing, you probably already read the title of this entry. I have to thank Jake Best who took the time draw the concept we developed for how the player will create the basic shapes for his cells. So let me explain what is going on here. You start off with just one central orb. This is your base node and your cell starts to 'grow' from it. There are arrows on four sides of this base node. If you pull on them new nodes will be created in that direction. This will create a kind of 'spine' for your cell. As shown in fig. 3 and 4 not only is the default setting when creating new nodes to the left or the right to make your cell symmetrical but you can also move your nodes/ bend the spines and the shape will be translated to the other side as well. You can also scale single nodes (fig. 5/6). This expands the cytoplasm around this node. The next thing is something we decided we needed but are not sure how to implement: a weight/thickness slider. This includes the overall amount of cytoplasm with a slight bias for filling up space between spines. Next step: placing organelles. Most organelles like Mitochondria or a Golgi Apparatus can only be placed on the inside of your cells but all organelles that are used for interaction with the outside world like Flagella or Pseudopodia have to be placed on the membrane. Organelles will have options to deform them, like elongating. Rotating them around the anchor point on the cell is also an option. Asymmetry is an option that not only affects the placement of the organelles but also the sculpting of your cell. In fig. 11 the right half of the cell is deleted resulting in this more potato shaped creation. Below are some possible results you might achieve with this toolset. For the two on the right, the dashed line represents their shape if the weight-slider was put to maximum and the one on the far left is a more experimental idea with actually two split nodes. If this will be possible in future is not sure yet, but we will see. That's it for this entry. Feel free to comment all your questions and suggestions. Keep on evolving! cellcreator.pdf
  3. Imagine a game where the characters are not defined by body regions, but rather, each body region consists of thousands of components, which would kind of replicate the real world where we consist of molecules, atoms - that would open up many, many new possibilities for creative gameplay. Can this be done on any scale with today's technology, or would the games simply require too powerful of a computer to even be playable? Are there any theoretical limits to this? Thanks
  4. Hello! I am an artist thats been wanting to develop a visual novel game called, "Hyacynth" , with another artist, @Quinncy Sama and our marketer, @Anthony Cao who is also part of the team. Hyacynth is a thriller, tragedy based story played in the view of a man reborn as a serial killer. As a visual novel, there would be various routes and endings within the story. I would also like to implement pixel mini games as well. My goal with Hyacynth is to make the game both pc and mobile based. This is my first time starting such a large project so I plan to make it free/non-profit with hopes in making in-game purchases an available choice in the future. I am mainly an Artist and character designer with a general idea of the main story route. With this in mind, I am looking for various people and talents who are willing to join and contribute to completing this project: - A writer(s) that can help me further flesh out the story and help keep any branching routes to flow well with each other. - A programmer(s) to code the game and implement various features including a mini game that would occur within the main visual novel. Due to the nature and features of the game I am looking for someone that has experience with Unity. I do not have any knowledge with coding so I won't be able to help much there ;w; this part of the project may be a challenge so perhaps a group of coders would make the processes smoother along the road. - A GUI designer that can design the overall user interface and system graphics for the game. - Artists for cover art, props, cg, backgrounds and sprites. As artists, Quin and I would be the main contributors to this field however it never hurts to find some helping hands! We are mainly looking for props and background artists at the moment however, we would also like a sprite artist to help us make the sprite making process for efficient. If you are interested in joining the team as an artist, you must provide any examples of your past work for I wish to look for styles that would be coherent with the already existing art styles that we plan to use for the game. With the hopes of implementing a pixel based mini game, we are also looking for pixel artists interested in joining as well! Future roles we are also looking for but are not mandatory at the moment: - Song writer/composer(s) for background music and OST's - Sound Designers for various effects and actions in the game. - Voice Actors, this isn't a mandatory feature for the project at the moment, but we do hope to implement voiced dialogues within the game as well. Our main source in communication for the project will be discord so you must provide your discord ID when applying via comment or PM. Thank you everyone for your attention and I await your responses! Sincerely, LingLingArtsu ┈┈┈┈┈┈┈┈┈┈┈┈┈┈┈┈┈┈┈┈┈┈┈┈┈┈┈┈┈┈┈┈┈┈┈┈┈┈┈┈┈┈┈┈┈┈┈ Update 4/17/2018 As of right now Voice actors will not be out biggest priority since there are many characters still in development. If you are interested in joining the Voice acting field of the project feel free to send us a PM providing examples of your past works. We are currently looking for writers who are willing to collaborate with our main writer for the script may be dialogue heavy. The following roles listed below are still open: - Programmer - GUI Designer - Sound Designer - CG artist - Background artist - Sprite artist
  5. Hello to whomever is reading this, I see that you clicked this topic for a reason... you can draw, you're an artist, your work is digital and unique! And, let's not forget, you're talented... And guess what? You're exactly who i'm looking for. A.I is a game concept that i have been thinking about a lot lately, and i'm searching for skilled people (aka you) to join the team. The game is going to be multiplayer, open-world, located on a distant jungle planet that is inhabited by bio-luminescent flora and fauna. The player will be able to explore, craft, tame, build, hunt and form clan alliances/or fight instead! And i need you... Now, if you're still reading this im guessing you're still interested! If you are the talent im looking for message me or post below. Please be able to draw concepts for (which i bet you can): - Creatures - Plants - Characters - Items such as weapons, tools and clothing etc.. I will add you on discord P.S Please have some artwork examples you can show me for reference
  6. Watchbot - an idea i had

    This is just an idea i had, its about a robot, he takes down criminals and turns them in. the robot attempts to take down a hacker, but fails and gets shut down. the company who made the robot made a whole bunch more guard robots, all of the robots get hacked and take over. the original robot wakes up and the company has the robot take back the robots to be shut down and to fnally take down the hacker.
  7. I'm looking for an artist and programmer to help make a small game project called Shoomie Garden, a web browser game. Most of the rough designs are already done, same for the lore. The art style I'm looking for is a simple flat 2D art style, because the game leans more towards a visual novel. (Similar to Chicken Smoothie, Lioden, Flight Rising, and Mweor.) (At the moment there is no particular deadline or rush, this is just a personal project that I thing would be fun to work on with other people in our spare time.) Shoomie Garden is a pet collection/gardening game, where the player gets to grow and discover different types of Shoomies, (Small snail-plant creatures.) There aren't many areas for the player to go, only their Shoomie Garden, (the place that players keep and cultivate their Shoomies. It also functions as the players Shoomie Nursery. (Baby Shoomies are called Shooshoo's) The Master Tree, (where players can adopt Shoomies that have been abandoned) The Help Center, (where the player can go to find tips and guides on how to play) And The Forest. (where the player can go on a visual novel type adventure with one of their selected Shoomies. The Forest functions as a way to collect Shoomie Seeds, (called Sprouts) every Sprout can grow into any random Shoomie, from common to uncommon and even to rare. (There's a 90% chance the player will get a common or uncommon Shoomie, while there's only a 30% chance the player will get a rare Shoomie.) It also gives the player Experience to Level up. The player starts out with 20 Energy, every step they take in The Forest, costs 2-3 Energy. The players Energy will be fully restored withing 24 Hours. When the player signs up, they're given the option to create their own Shoomie, with a 50/50 chance it will come out as common or uncommon. Feeding and watering the Shoomies is a daily task, however food and water is free. Entertaining the players Shoomies costs 5 Energy, the higher the Shoomies Level, the more Energy it will cost. If possible, on a later date, I'd also like to add things like a Custom Generator for players to see all the different kinds of Shoomies and to even try their hand at designing the Shoomie of their dreams. An Items Shop for things like energy Restoring Potions or Shoomie Accessories. And a Forum area for players to meet, chat, and discuss various topics. Common Shoomies: All Mushroom types, some Flower types, some Herb types. - Uncommon Shoomies: Most Flower types, most Herb types, some Plant types. - Rare Shoomies: Most Plant types, all Tree types, all Aquatic types. - Ultra Rare Shoomies: All Elemental types.
  8. 2D Artist(s) needed for Epic 2D RPG

    Small production team (Team lead, audio composer, and Programmer(s)) is looking for diligent and fun people to join their ranks to make a new RPG tale. The story has been set, but how the story is to be told is still yet to be decided by innovators (That's where you come in). The story, Saving Grace, is a 2D RPG, akin to other popular RPGs, such as FFVI and Chrono Trigger, with ascetics similar to Legend of Zelda: Link to the Past. The story focuses on gameplay and story, and is an epic that is meant to inspire and become a roller coaster of emotion. A story following a silent protagonist, in a world where emotions are given shape and become conduits of power, a group of resistance fighters rising up to take down the self-declared ruler, who keeps extending his grip over all until he controls all of the world. This exciting journey can only move forward with your help. Currently, our group is looking for (1) Concept artist and (2) Pixel Artist (1) Concept Artist - We are looking for creative artists who wish to show off their own skills. We are excited to show off new talent, as well as those looking for a challenge to breathe creation into a game. Full descriptions are available to explain details we are looking for, but style is up to the artist (within reason). Great way to get your name out there as all art will be credited to their respective owners. (2) Pixel Artist - Looking for a 16 bit high resolution pixel artist, to have similar aesthetics to the golden years of RPGs. Will need experience with simple animation software, such as SpriteMaker, to get project started. Will need to do both background and sprite modeling, unless multiple artists join the project. Please send either portfolio or example work. Looking to get demo developed by end of year 2018. Hoping to get a Kickstarter set by mid-2019 (which will lead to straight revenue and profit sharing, if successful) So if you're interested in having a say in a grand project and have your ideas come to life and be apart of a great team environment, then this is the project for you! And if you're interested in helping in other aspects of the game, feel free to message with what you would like to aid in!
  9. Hello Designer Community, we havent seen for a while but now, as I'm doing some more advanced game design again, I thought visiting you to get some feedback [deleted by moderator] As I'm in the design phase now, I had some ideas/thought about the HUD and input system of the basie game engine Spark is carring with it. When playing games like multiplayer/online/mmo RPGS in the llast time, I always see screens full of overloaded HUDs, icon-bars in every corner (especially for mmos) and more text as in my last taxing sheet. The question I asked to myself was "why dont make a game's HUD/input system as simple as possible? Sure, it sometimes depends on the kind of game like for an mmo RPG you have bars over bars with user triggered skills/abilities but is this really necessary or did it evolve during years and centuries of game design? While also taking into account to be VR ready in the future and platform independent anytime, I designed a simple "touch" based input system and HUD with the philosophy in mind "everything is a touch and anything should only be a touch away". Some differs in VR to "traditional" control input, thats right but I think that this just equalizes both for some kind while you are free to touch in VR, in traditional control schemas you are bound to what do you focus. Anything in the game world may have a touch point to trigger either the one action it is capable to or to show a menu for choosing whatever action is capable to be done. You do this in traditional input with the camera focus and an action button (mouse or similar on gamepad). The number keys or shoulder buttons switch between hands (for example 1, 2 or L, R on gamepad switches to either left or right hand while 3 or bot pressed at the same time on gamepad activate both hands) to decide what hand and/or item to use. The HUD is separated into the static interface just showing some player information like HP, buffs/debuffs as long as necessary (they will disappear if HP are full or buffs/debuffs delay) and the fully touch friendly interface that is opened with the zipper gesture or the left mouse/inventory key on gamepad in traditional input. A full handed swipe gesture or the same inputs on traditional input system will close a menu. Anything else is also touch controlled as above. A claw gesture or the quick key in TIS openes a quick access menu. In summary, I have Mouse/Keyboard M Right (Use) M Left (Menu) W, A, S, D (Movement) 1, 2, 3 (Switching Hands) Crouch/Sneak Key Jump Key Gamepad/Switch Right Stick (Movement) Left Stick (Camera) Right Shoulder Button and/or Left Shoulder Button (Switching Hands) Use Button Menu Button Crouch/Sneak Button Jump Button What I'm left off now is if player triggered skills/abilities/spells/whatever matches in this category exists, how to do this in VR and how to minimize input complexity (like having 3 swicthable bars with shortcut keys) in TIS? Am I missing some functions features (like blocking?) and where/how would you place it in VR/TIS? Thanks in advanced!
  10. hi guys, To describe the position and orientation of a rigid body in a world coordinate system, we usually attach a coordinate system to the body and then give a description of this coordinate system relative to the world coordinate system. One way to describe the body-attached coordinate system is write three orthonormal vectors of its three principal axes in terms of the world coordinate system. It will be convenient if we stack these three vectors together as the column of a 3X3 matrix, we call this matrix a rotation matrix, but what's the order of the three vectors? Different orders will have different results? The determinant of the rotation matrix may be -1, that is an improper rotation matrix, but it can represent the orientation of the rigid body. So how to determine the order of the three vectors in the rotation matrix? Anyone can clarify it? thank you!
  11. For a RPG with online components like player(s) vs. player(s). And client–server for arenas. Any links, articles, posts, books, tips, best practices, and resources? Thank you Edit: multi-platform: win, OS10, and Linux Edit2: links https://www.reddit.com/r/PUBATTLEGROUNDS/comments/7p0n18/the_truth_of_online_game_cheating/ https://stackoverflow.com/questions/960499/how-to-prevent-cheating-in-our-multiplayer-games https://stackoverflow.com/questions/13826786/how-to-secure-client-side-anti-cheat?noredirect=1&lq=1 https://stackoverflow.com/questions/15760077/android-board-like-networked-multiplayer-game-anti-cheating?noredirect=1&lq=1 https://stackoverflow.com/questions/143231/protection-against-automation/143241#143241 https://en.wikipedia.org/wiki/PunkBuster https://en.wikipedia.org/wiki/NProtect_GameGuard https://en.wikipedia.org/wiki/Valve_Anti-Cheat https://en.wikipedia.org/wiki/Cheating_in_online_games#Anti-cheating_methods_and_limitations https://en.wikipedia.org/wiki/Executable_compression https://en.wikipedia.org/wiki/Blizzard_Entertainment#Technology https://esports.easyanticheat.net/features/ https://nakedsecurity.sophos.com/2017/03/10/how-online-gamers-use-malware-to-cheat/ https://www.google.ca/search?q=Anti-cheating+techniques+for+games&client=firefox-b&dcr=0&ei=faDGWqe7IpC6tQXqlKu4Dw&start=0&sa=N&biw=946&bih=885
  12. Knight armor

    More images https://www.artstation.com/artwork/1qRae
  13. Knight armor

    From the album My model

  14. battle

    From the album concept art

  15. Astronaut

    From the album character design

  16. Resources about how to implementing DIY DRM scheme on the web are limited. Requirements: Convenience and not annoying for the User User account for update and online features Watermarks Product key Code obfuscation Respect fair dealing Other such things: Easter egg, Trading Cards, Stats, Achievements, Modding, Leaderboards, and Unlockables. Any resources? ( some links, articles, posts, books, tips or best practices)
  17. When creating a game, particularly in Unity, is it possible to connect the game to an external device? I’m looking into ways to allow a device or devices to respond to player actions in-game, but I’ve had trouble finding sources on the subject. To help explain sort of what I’m looking into, an example of how I’d like to test out this idea is by having a physical LED light. That LED light would turn on in the real world when a player did a certain action. Is there any way to go about doing something like this?
  18. I had an idea, but I'm not really sure if it's possible, or what to look into. Essentially, my idea was to have players download a very small sized program that collects player input. Then, this input is sent to a massive server, processed, and the visuals are sent back to the player's computer, and displayed through the original small program. I had this idea when thinking of ways to get around update times. Many games these days are 50-70GB in size, and you'll find yourself downloading 10GB updates every now and then. What if instead of having player/client-side computers download an update, that update was downloaded to a massive server, and all content is simply streamed to the player? Is this possible?
  19. WIP: The SUBMARINE CITY

    Hello folks! My name is Rubens, Just left a big game corporation in Montreal and decided to dedicate my time to our great community and SkyHigh, our own GameDdev startup. This is my 'Secret Submarine City'. It's still WIP, on the blocking stage. I will be posting the next steps here very soon, so you can give me some crazy ideas on how to move forward. I think the level of detail, focal points, composition and post-lighting will be the greatest challenges moving forward. Thank you in advance for letting me join in. Now lets go crazy and make some art!!
  20. Marketing idea

    Hiiii, so ive been studying marketing in my own time and I have experiments i wanna try do to past recorded strategies of other marketing strategies. Also im on Redbull, Dr Pepper and a 48 hour energy mixture soooooo excuse my preppy nature on my typing and grammer usage. As far as I can see I have a theory (actually I got hundreds of these), so as far as I know a game doesnt necessarily need to be advertised to be sucessful from the content publishers themself. There are other means to counter the forceful advertisment. Yea im not speaking of reviews and playthrews to go up in search ranking and relevancy tho that is a tactic that happens on its own. Sooo whats on my mind today is that online games pretty much baits the players to spend money to look smancy, now what if the fancy panties were to be grabable in game without the need to spend actual money. Then no one would spend anything right? What if i told you there is a way to trick players mentallity using this method in order to get them to spend money. Your probably thinking to yourself "go to sleep Anthony you are drunk"... Im energy high theres a different... If a function were to be available in game for free then by all means players would go the free route, now if the free route was difficult to achieve the player would quit the game and you will have a fanbase on those rage quiters (Dark Souls, and binding of isaac). If the free route was easy to perform yet very time consuming and grindy then thats more hours spent on the game. Now heres the trick, what if the option to purchase instead of grinding was available? Then the players would think, would they spend a full hour trying to fetch the item, which in a working net worth terms 10$... Or would they rather spend 3$ to get the item right away. [deleted by moderator] This weird drink mixture is making me lo key depressed. Alsooo what do you think about this marketing concept...
  21. We're back with another update. First a little recap of what happened this week: We got our own banner and logo. Thanks go out logomakr.com where we made it. Our website is now in develpoment. I got no idea when it will be online but we're working on it. We started using Taiga.io to manage the development. It was frustraing to just have a good a idea or realised something that needed fixing/reworking in the concept and just forget about it or have it in an unorganised text file. We got a new team member: Helices, who will function as a Biology Advisor to this project. On that note: We are reworking the cell stage to be more realistic (as far as it doesn't sabotage fun gameplay in any way). We will do another entry on that once we deem it presentable. On the actual development front: The procedural meshes now work mostly as intended. They are being generated randomly from a basic cube shape with 26 vertices. For now that should work and adding more is basically just busywork if we really need more than that. When the player collides with this mesh all vertices with a distance to the player that's within a certain threshold will move away from the player based on a vector from the player center to the vertex. This functionality is planned out so far but not implemented. Slicing the mesh will be the next, more complicated step. Next thing I will be working on besides the website: The procedural environment. Since it would be pretty silly to just but up barriers around the map it should be infinite. To make this feasible all content has to be procedurally generated around the player. Logically it will be deleted again as soon as the player has a certain distance to it. This is true for all passive, floating objects, compound clouds and other cells. The distance should be high enough to feel natural for there to be change but also not so high that it affects the framerate. The rework on the cell stage results in there being five new compounds replacing the previous ones: CO2, Oxygen, Amino Acids, Glucose and Lipids. The will definitely be differentiated by their color and maybe by the shape of the clouds if it is deemed useful for the player and doable for a programmer. Interaction with other cells will be an interesting part. I don't want to unveil anything that will be part of the cell stage rework but I'll tell you everything we have for certain: To absorb other cells you simply have to move over them. If you have 30% more mass than they do - which is calculated via your organelles and your cytoplasm - you will absorb them and vice versa. One thing we want to get sort of experimental with is sound. Despite the background music there will be no ingame sound effects. And even the background music will mostly consist of some atmospheric sounds. So far there was no time to prototype this but we will try to get to it soon but for now planning and coding has a higher priority. That's it for this week's update. I'll leave you with a little insight into our code with which we generate the compound cloud mesh. void ACompoundCloud_Cell::CreateCloudMesh() { //vertex buffer //TArray<FVector> vertices; //Front vertices.Add(FVector(50.f, -50.f, -50.f));//0 vertices.Add(FVector(50.f, 0.f, -50.f)); vertices.Add(FVector(50.f, 50.f, -50.f)); vertices.Add(FVector(StaticMaths::RR(50.f, 150.f), StaticMaths::RR(-150.f,-50.f), 0.f)); vertices.Add(FVector(StaticMaths::RR(100.f, 200.f), 0.f, 0.f)); vertices.Add(FVector(StaticMaths::RR(50.f, 150.f), StaticMaths::RR(50.f, 150.f), 0.f));//5 vertices.Add(FVector(50.f, -50.f, 50.f)); vertices.Add(FVector(50.f, 0.f, 50.f)); vertices.Add(FVector(50.f, 50.f, 50.f)); //Left //2 vertices.Add(FVector(0.f, 50.f, -50.f)); vertices.Add(FVector(-50.f, 50.f, -50.f)); //10 //5 vertices.Add(FVector(0.f, StaticMaths::RR(100.f, 200.f), 0.f)); vertices.Add(FVector(StaticMaths::RR(-150.f, -50.f), StaticMaths::RR(50.f, 150.f), 0.f)); //8 vertices.Add(FVector(0.f, 50.f, 50.f)); vertices.Add(FVector(-50.f, 50.f, 50.f)); //Back //10 vertices.Add(FVector(-50.f, 0.f, -50.f)); //15 vertices.Add(FVector(-50.f, -50.f, -50.f)); //12 vertices.Add(FVector(StaticMaths::RR(-200.f, -100.f), 0.f, 0.f)); vertices.Add(FVector(StaticMaths::RR(-150.f, -50.f), StaticMaths::RR(-150.f, -50.f), 0.f)); //14 vertices.Add(FVector(-50.f, 0.f, 50.f)); vertices.Add(FVector(-50.f, -50.f, 50.f));//20 //Left //16 vertices.Add(FVector(0.f, -50.f, -50.f)); //0 //18 vertices.Add(FVector(0.f, StaticMaths::RR(-200.f, -100.f), 0.f)); //3 //20 vertices.Add(FVector(0.f, -50.f, 50.f)); //6 //Bottom //16 //15 //10 //21 vertices.Add(FVector(0.f, 0.f, -50.f)); //9 //0 //1 //2 //Top //6 //7 //8 //23 vertices.Add(FVector(0.f, 0.f, 50.f)); //25 //13 //20 //19 //14 //index buffer //+++++ Front //Lower Left indices.Add(3); indices.Add(1); indices.Add(0); indices.Add(1); indices.Add(3); indices.Add(4); //Lower Right indices.Add(4); indices.Add(2); indices.Add(1); indices.Add(2); indices.Add(4); indices.Add(5); //Upper Left indices.Add(6); indices.Add(4); indices.Add(3); indices.Add(4); indices.Add(6); indices.Add(7); //Upper Right indices.Add(7); indices.Add(5); indices.Add(4); indices.Add(5); indices.Add(7); indices.Add(8); //+++++ Right //Lower Left indices.Add(5); indices.Add(9); indices.Add(2); indices.Add(9); indices.Add(5); indices.Add(11); //Lower Right indices.Add(11); indices.Add(10); indices.Add(9); indices.Add(10); indices.Add(11); indices.Add(12); //Upper Left indices.Add(8); indices.Add(11); indices.Add(5); indices.Add(11); indices.Add(8); indices.Add(13); //Upper Right indices.Add(13); indices.Add(12); indices.Add(11); indices.Add(12); indices.Add(13); indices.Add(14); //+++++ Back //Lower Left indices.Add(12); indices.Add(15); indices.Add(10); indices.Add(15); indices.Add(12); indices.Add(17); //LowerRight indices.Add(17); indices.Add(16); indices.Add(15); indices.Add(16); indices.Add(17); indices.Add(18); //Upper Left indices.Add(14); indices.Add(17); indices.Add(12); indices.Add(17); indices.Add(14); indices.Add(19); //Upper Right indices.Add(19); indices.Add(18); indices.Add(17); indices.Add(18); indices.Add(19); indices.Add(20); //+++++ Left //Lower Left indices.Add(18); indices.Add(21); indices.Add(16); indices.Add(21); indices.Add(18); indices.Add(22); //Lower Right indices.Add(22); indices.Add(0); indices.Add(21); indices.Add(0); indices.Add(22); indices.Add(3); //Upper Left indices.Add(20); indices.Add(22); indices.Add(18); indices.Add(22); indices.Add(20); indices.Add(23); //Upper Right indices.Add(23); indices.Add(3); indices.Add(22); indices.Add(3); indices.Add(23); indices.Add(6); //+++++ Bottom //Lower Left indices.Add(21); indices.Add(15); indices.Add(16); indices.Add(15); indices.Add(21); indices.Add(24); //Lower Right indices.Add(24); indices.Add(10); indices.Add(15); indices.Add(10); indices.Add(24); indices.Add(9); //Upper Left indices.Add(0); indices.Add(24); indices.Add(21); indices.Add(24); indices.Add(0); indices.Add(1); //Upper Right indices.Add(1); indices.Add(9); indices.Add(24); indices.Add(9); indices.Add(1); indices.Add(2); //+++++ Top //Lower Left indices.Add(23); indices.Add(7); indices.Add(6); indices.Add(7); indices.Add(23); indices.Add(25); //Lower Right indices.Add(25); indices.Add(8); indices.Add(7); indices.Add(8); indices.Add(25); indices.Add(13); //Upper Left indices.Add(20); indices.Add(25); indices.Add(23); indices.Add(25); indices.Add(20); indices.Add(19); //Upper Right indices.Add(19); indices.Add(13); indices.Add(25); indices.Add(13); indices.Add(19); indices.Add(14); TArray<FVector> normals; for (int i = 0; i < vertices.Num(); i++) { normals.Add(vertices[i] / vertices[i].Size()); } TArray<FVector2D> uv0; TArray<FProcMeshTangent> tangents; ////The colors applied to every vertex and blended on the surfaces TArray<FLinearColor> vertexColors; mesh->CreateMeshSection_LinearColor(0, vertices, indices, normals, uv0, vertexColors, tangents, true); //Enable collision data mesh->ContainsPhysicsTriMeshData(true); mesh->bUseComplexAsSimpleCollision = false; mesh->SetSimulatePhysics(true); } If you made it to this part you probably read the code and in that case: We are still looking for anyone who wants to contribute to this journy into the unknown. And please don't look at me like that, the code is functional if not beautiful. Thanks, bye.
  22. DMarket Releases Product Version 2.0 Beta

    DMarket, the world’s first and only working marketplace on blockchain for in-game items trading, today announced the release of its product version 2.0 Beta. One of the key features of v2.0 is Steam integration. It allows users to trade and exchange Steam-stored in-game items on DMarket, providing a whole new model of assets monetization. The annual turnover of in-game assets trading is over $10 billion, and it has the potential to reach $450 billion. The average monthly trading volume of skins globally exceeds 60 million items. DMarket v2.0 also features an upgraded version of the Blockchain Explorer that has been supplemented with a cold wallet functionality for enhanced user security. The company launched version 1.0 of its marketplace in October 2017. DMarket Founder’s Mark, a unique piece of memorabilia commemorating the marketplace launch, has already risen in price from a few cents to thousands of dollars. To date, the trading volume of DMarket Founder’s Mark is 486,000 DMC. Most recently, DMarket signed a partnership agreement with Unity Technologies, the world’s most widely-used real-time 3D development platform. This will allow any Unity-based game to easily plug into the DMarket API and integrate in-game items into DMarket blockchain for trading and exchange. Under the agreement, DMarket will build a custom SDK for Unity games integration that will be officially certified by Unity and presented and supported in the Unity Asset Store. About DMarket DMarket is the world’s first and only working blockchain-based marketplace for trading in-game items and turning them into real assets. To learn more or test DMarket in action, check out dmarket.com
  23. DMarket Releases Product Version 2.0 Beta

    DMarket, the world’s first and only working marketplace on blockchain for in-game items trading, today announced the release of its product version 2.0 Beta. One of the key features of v2.0 is Steam integration. It allows users to trade and exchange Steam-stored in-game items on DMarket, providing a whole new model of assets monetization. The annual turnover of in-game assets trading is over $10 billion, and it has the potential to reach $450 billion. The average monthly trading volume of skins globally exceeds 60 million items. DMarket v2.0 also features an upgraded version of the Blockchain Explorer that has been supplemented with a cold wallet functionality for enhanced user security. The company launched version 1.0 of its marketplace in October 2017. DMarket Founder’s Mark, a unique piece of memorabilia commemorating the marketplace launch, has already risen in price from a few cents to thousands of dollars. To date, the trading volume of DMarket Founder’s Mark is 486,000 DMC. Most recently, DMarket signed a partnership agreement with Unity Technologies, the world’s most widely-used real-time 3D development platform. This will allow any Unity-based game to easily plug into the DMarket API and integrate in-game items into DMarket blockchain for trading and exchange. Under the agreement, DMarket will build a custom SDK for Unity games integration that will be officially certified by Unity and presented and supported in the Unity Asset Store. About DMarket DMarket is the world’s first and only working blockchain-based marketplace for trading in-game items and turning them into real assets. To learn more or test DMarket in action, check out dmarket.com View full story
  24. Play(test)ing Paper Prototype

    We are small indie studio from Ukraine focused on Soulsmith card game creation. In this article we would like to share our experience of testing early paper prototypes and what we have learned from it. The reason why you need a paper prototype is quite obvious and well-known by every game designer - creating a test build requires a lot of time and efforts. Testing small balance changes is not a big deal even if you have to prepare a new build. At early development stages, on the other hand, you can't afford spending a significant amount of resources every time you need to test something fundamental, especially if you are an indie developer. As Jesse Shell stated in his wonderful "The Art of Game Design" book, it's quite possible to make a paper prototype even for a first person shooter. Fortunately, if you are making digital card game you won't need one person for each character. You'll need quite a few things: 1. An IT geek and a gamer (that's me); 2. A bunch of MTG cards from good old days; 3. Deck protector sleeves and pieces of paper with some weird symbols and numbers; 4. Another addicted card game fan (that's Anna); 5. Old magnetic "Almost Every Desktop Game In 1" (or something similar) set; 6. Some dices and coins; 7. Woolen handmade whale (optional). That's it, you are all set and ready to go! BTW, things may escalate quickly. These red dices on my cards are damage counters and I'm not happy about it. Still, hope never dies. Especially if it is supported by battlemages on one lane and a firewitch covered by an armored knight on the other! You see, you can easily test core mechanics with paper prototype of your digital card game. Just don't forget to make additional notes when you test the main idea or solution as you may forget them later, trust me. When your prototype is mature enough, it's possible to literally play the game you make. We learned that it's very useful to play your prototype a lot even if it's (almost) final. Playing your game by yourselves, inviting friends to a pizza party and playing together, trying to find new sneaky strategies and super strong combos - everything helps in finding hidden issues in your gameplay. Difficulties with ending the game when one player is far ahead, lack of comeback mechanics in certain situations, dumb dominant strategies, stalemate scenarios, and many other nasty things can be found only after dozens or even hundreds of playing sessions if your game is deep enough. It's better to find and solve core gameplay problems in a paper prototype and not when everything is coded. Last but not least. After months of playing final prototype, when you become an expert in your own game and if you still love it, you can hope that players will also love the game. That is why you make it, at the end. P.S. Including a couple of links for those interested in who we are and what we do: facebook.com/playsoulsmith playsoulsmith.com
  25. Hi! I am new here, so if I made some mistakes tell me about it. Also English is not my native language. Let’s start. I am part of a young gamedev team. Now we don`t even have a title. Shortly about a game. Our project is a T-RPG in the style of a bright noir (the closest example is L.A. Noir), where the story revolves around the misadventures of a private detective and his mixed team of comrades-in-arms. The main rivals are not only gangsters who have entangled the city with criminal networks, but also policemen who disagree fundamentally with the methods of the main characters. But at the beginning we faced with a lack of statistic information. So, I want to ask you to tell your opinion about this conception. And, maybe, answer some questions from this Google Form: https://docs.google.com/forms/d/e/1FAIpQLSdZXkOV_D_NrwzgYBnW7LswU1XSMtY8V2VxW47QNk1z4hZPIQ/viewform?usp=sf_link
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