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Found 215 results

  1. Hi everybody, So, me and my colleagues are now joining Unity Game Jam. It's gonna be two weeks and we are trying to make a Third Person Shooter with RPG and RTT mechanics video game. We've started yesterday with the main concept and this is what we have: Game Storyline Nobody could imagine the falling of the whole world until the deaths woke up. That nonliving ones became something we cannot consider as human being. They change into a new creature, stronger, more frightening, and almost unbeatable. Society broke in pieces and the few ones alive had to survive at any cost. As the Major of a ranger platoon you have found an abandoned Military Outpost crowded of helpless people closer to one of the coldest parts in the world. You must keep them in safe until the reinforcements arrive. There’s only one way to kill the damn zombies: the BlockchainZ Ammo. Search for the BlockchainZ Ammo and destroy the hordes of zombies, but beware of the raiders: they will take your BlockchainZ Ammo whatever it takes. Right now the Raiders have all the BlockchainZ ammo, you must fight them and spoil it, but be on guard, they will counterattack. Remember, the survival of the people depends on you. Don’t let them down! Gameflow. Once you start playing Project BlockchainZ, you must defend the bunker against the hordes of zombies and raiders on a fixed map where you'll fight with your troops and traps. The bunker is basically the main area where you'll not only have to keep the people within alive, but also yourself during the reinforcements arrive. The zombies are extremely resistant, so you will need a type of ammo called BlockchainZ, which contains a very strong poison that acts directly against the brain traveling through the body. The BlockchainZ Ammo is hidden in Raiders's Facility Bases and you must spoil it from them. The more B-Z Ammo you spoil, the more Raiders will attack you, increasing the game difficulty level. Features. Third Person Shooter. Tactical map to manage your troops across the battle. Deploy defensive elements to direct the action where you want. Post apocalypse - scify style. RPG character development. Right now, we've just opened our Project page in the forum. We only have two weeks to develope this idea. Our team is formed by two programmers, one game designer/ scriptwriter and one artist. So, we will update this thread to show you our improvements. Hope you like it. Any suggestions are always welcome. Thanks for all the support!
  2. 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)
  3. Creepa-Bot Inc.

    I want to make a game.

    As does everyone on this site, I suppose. Allow me to elaborate. You've heard of Undertale. right? That retro-graphics RPG that put a spin on the whole concept? Yea, of course you do. (I mean, if you don't, here's a Wikipedia link: https://en.wikipedia.org/wiki/Undertale) Then, of course, you know about the various Alternate Universes (AUs) of this game that the community has made, like Underswap or Underfell. Well, I want to make a sort of "fan-game" of Undertale. Basically Undertale, except it's an AU: Painted Plummet. Now, I'll give you a basic summary of Painted Plummet. It's basically Undertale, but the characters are replaced with YouTube animators, like Jaiden Animations or TheOdd1sOut. Now, the Au itself belongs to [RP]=Retribution, but I have made my own take on it, called CB!Painted Plummet. Now, let me clarify, takes on AUs aren't uncommon. There's a take on Underswap called TS!Underswap (and that's admittedly the only example that comes to mind.) Now, I'm posting this on here because I'd like for you guys to give feedback on this idea, maybe throw some concepts for game mechanics at me, whatever you feel like giving me. So go ahead! (Oh, and if you want me to tell you the characters, lemme know.)
  4. Hi all! We are a team of two programmers developing a turn-based browser strategy, and we need someone to help with the art. It is a card+board strategy. Every player has a castle, and in their turn can move units and play cards. Current art is partially placeholder, partially original (contributed by some friends), but we'd love to have somebody joining the team and taking care of the visual side. Main tasks are drawing cards, objects on the board and interface elements. A prototype is available here https://lords.world (needs at least two people to play properly, but you can play against a dummy bot to get an idea). Please pm if interested. Best regards, Andrii and Serge
  5. Brooklyn Jacot

    Concept Mentality enterprise

    Hi everybody I post like For announced my soon new concept, I look again with PEGI for the aggrement But same no that i believe is belive it. In well, my first and new project, like chance to be able to the mentality Able to fe the able Of the dead haha ... Eumh, I don't wont to allong in de subject. The Mentality is thing for that Will be see if one of all Of alll for that The think is the know To one/off a programming myself console. Ability power without forget ergonomie I'm new in the liaroom, and i espere can approve a lot in the chat room Eumh... Enterprise still to make video game I'm only for the moment and would to stay But i still to propose collaboration with some personal but about the concepte and only one. The specianal if the some question, ,I tought to try work for a week . I don't have specialisatial one the mind on one my main Would just to say if somebody was interessed to devlopp on them if somebody is interessested. Don't won't to like to be able i accept collaboration uniquement française For amarican im sorry but not wasn't time Without be able i aggremenr for the no pertinence and want to say a abin journey of possible... For the follow the like or the dislike I postbe all the work site with log out for flywings aways. For/Pour Pour ceux qui continu,e qui aimerais serais ou voudrais, En claire, Toute interessé par la création de jeu sur la machine et possible mais a ma discution avant toute chose et vous ne serez pas rémunéré Sur regard après avancé, ,Chose consevable mais sans plus Voilà en gro j'ai un project de boîte, entreprise/industrie j'epsère que vous serez mis au courant. ,Maj topics to soon ; *anything but more some the gameprogramming pls Twitter : none annouced, Game dev : https://www.gamedev.net/forums/forum/22-production-and-management/?do=add, BLogg : none annouced, Timeslines* : The life is strong, the life is long, I'have been fixed a little time to work with a pi programmation an slot for anything But the life uncrepers '~' *****Laste notice my disctely is the nimigim
  6. First AI Unit look The county Sheriff The game will have various type of unit that will investigate your behavior and that will populate each level. Depending on your action unit will become harder and in bigger number. The basic unit is the regular cop, followed by the sheriff. Second unit type is the army soldier, followed by their caporal. Third unity type is the Majestic unity, which are governement alien oriented unit. Each of the unit will have their look change based on their location and behavior (ability and feature) affected by their rank. For instance, a soldier may or may not wear a night vision, allowing them to see you in the dark, but they won't be able to see you if you are cloacked; then, their caporal, may or may not be equip by a heat vision allowing them to see you cloack. Global awareness effect Each action you do can affect your global awereness and if the globe know about your presence on earth, they will prepared themself. Some city may be under the protection of the army, while some region may increase the amount of patrol to keep the street secure. In this non linear game experience we want action to have consequences. That statement is often trown in the air and we don't pretend there is a good or a bad way to do it, but we want to make sure that each game you play is really unique and different. We want this addictive game to be fun as you try over and over to beat it. Beating the game is going to be very challenging, it has this core arcade root that require painfull death and frustrating time But unlike classic game that you really replay the same game over and over untill you learn the pattern, this one is trying to be different on each session while allowing you to improve with the core level design of each country. State of the game update Almost a year of development. I can't beleive it. It much more work then i thought, but it much much better than what I was hoping to achieve. We are confident in delivering a full feature indie game. It's fun to finally work on visual stuff, i insisted to work only on the code to make sure it was possible to do my vision before doing anything visual to avoid wasting time and focus on feature. Now that everything is done in a rough state, the focus was on building the basic asset. We now have enough asset to start building a level. Once the level is done, we can finally test all feature in real-game environnement and slowly improve their functionnality and the look/special FX/sound of each of them. We can also slowly add asset and replace generic one. Add more unit and create all three playable caracther. All the core feature (script) is working and being tested / improved / rewritten The main menu is completed (no audio yet) Soundtrack is completed (very nice bad ass classic sounding retro music score) The hangar is completed (no audio yet) 80% of the assets required to build 2 levels are completed We are implementing temporal AA for highest quality possible. We are still updating/improving character controller and AI for better performance Current Milestone : Build the tutorial level (so we can test all feature in 1 single map and improve them) (3 month) Next Milestone : Build a demo level to show the game (1-2 month) Third Milestone : Finalise asset, playable character, sound and special FX of first 2 level (2 month)
  7. Undergroundies

    Uagi-Saba Artwork Showcase

    From the album: Uagi-Saba

    Inhab designs, included in the digital art book.
  8. RidiculousName

    Concept Global Variables

    I'm a bit confused by what would be the best way to handle this. I have always been taught that global variables are a big no-no except when absolutely necessary and only as a constant. So, if you have a game with tons of objects that all need to be kept track of, and have to be shared between multiple files, what do you do? Do you just have to make a few data-structures and use them as globals regardless, or is there a better way?
  9. Soooo.... I've been working out some of the ideas I've had in mind for the game I've been building all this silly infrastructure for.. haha. I know, I'm the most backwards thing you've probably ever heard of. Anyhow, I've always been a huge fan of games with some real-time strategy elements built in. So, I guess that's more or less the genre I'm going with here. I've sketched up some major "objectives" or game "phases", I'm not sure if these will be actual *** OBJECTIVE COMPLETED *** YOU MAY NOW PROCEED TO LEVEL 2 ***, type objectives, but regardless. Most of these objectives past #2 will correspond to a specific "quest" type activity that will be presented to the player for their somewhat optional consideration. Here they are: Objective 1: Minimal operational status. The player will work through making repairs to their bot with found parts until it is at minimal operational status. This will also serve to tutorialize some main game-play elements. Story Elements: Post intro: First person camera, bot comes online slowly with errors flashing in from all angles. Some appendage is severely damaged, or missing. Some other major systems are offline or considerably hindered and in need of immediate(limited time) repair. Damages will be randomized so each attempt will be different, it could/and possibly should take a few tries to get a working bot out of the beginning gauntlet. Antagonists: Lower Bots, bots who have achieved some level of self-awareness yet exhibit almost zero predictably conscientious behavior. These bots will seek to either dismantle the player bot or to befriend it, or sometimes, both... Objective 2: Basic Crafting, Recycling and Mining. The player will master basic crafting skills required to make simple parts from recycled, or raw elemental matter, and repair them in the field. Story Elements: Player has achieved nearly full operational status and has begun exploring the "world", aided by all kinds of indicators and on-screen displays the player has discovered the usefulness of the garbage piles as well as discovered how to mine resources directly from the moon itself. Antagonists: Lower bots, Peer player bots, junk haulers, and guard patrols. Notes: New players will be dropped into a part of the world that will be hard to get back into(kinda pointless as well) once you've completed Objective 2. This place will be a fairly hostile dumping ground where bots are consistently dropped from great heights and regularly used as target practice by the haulers(human) and guards(human). Objective 3: Bot Programming. The player will learn how to connect to other bots in order to encode their loyalty and put them to task. Story Elements: The player has achieved Objective 2 and has escaped from the "intro zone".. Now begins the game, the first narrative characters will appear at this time and will instruct the player in ways they can proceed to find territory and to assert their control over the lower bots. Antagonists: Lower bots, Peer player bots, only occasional haulers and guard patrols. Objective 4: Bot Networking. The player will obtain the hardware/software upgrades necessary to connect to other loyalty encoded bots for the purpose of combining processing power and increasing their ability to perform complex tasks(Max of 5 to 10 per player). This stage will also introduce shared loyalty, where multiple player bots can use the same loyalty code, thus enabling multiple players to collaborate without their loyal bots fighting each other. Command loyalty always resides with the last programmer, so they only obey orders from the programmer that encoded them most recently. Story Elements: First major quest taking the player an extremely long distance away from their "territory". The player will have to prepare their band of loyal bots pretty well in order to make it back with the prize. Antagonists: Aside from major narrative related NPCs the antagonists from this stage forward will primarily be other players and their loyal bots competing for resources plus some mob type activity from lower bots here and there. Objective 5: Advanced Crafting. The player will learn how to repair damaged bot MagCores and to build and repair various other complex components. MagCores are the future processors that when combined in two or more pairs(4+ cores) have the power spark self-awareness. Story Elements: It takes one core to run the MagMagic tech that makes a bot mobile, it takes 2 to make it do anything with it. When redundancy was added, that's when strange things started to happen. Narrative characters will be used to explain how things came to be, and what can be done about it. Objective 6: Incorporation. Using all the skills learned thus far the player will begin building a small functional production site(town). Raw materials will be gathered and processed in various structures. Defensive structures will be built and the site will be guarded by technology developed and deployed by the player and their loyal bots. Objective 7: Production. During this phase the player will be encouraged through narration to build their production capacities up to the established minimum levels across the board. Objective 8: Mobilization. With production solidly under way, its time to begin thinking about the bigger picture, what resources can we mine if we have some faster transportation? What can we make then? Objective 9: Infrastructure. Through constant attacks(greater mobilization only makes the attacks worse) from other players/hordes and mob/npc characters alike, the player will be encouraged to build up their infrastructure/armaments to meet the demand. Until they are no longer threatened within their territory. Objective 10: Discovery. The player will discover the original production site for the MagCore technology burried beneath the rubble of this garbage moon and will learn the original source of its power. Story Elements: This will end the primary narrative of the main story-line. So, its something like a real-time strategy game, just with a handful of units per player, and on a fairly massive 3D world with lots of resources and cool stuff to make. Battles to fight, production sites to protect, mines to guard. Mysteries to discover, and a moon to transform from a garbage heap into the shining example of what an aware and sentient mind in a robot body can build. Or you can just go rogue and wander around exploring the planet, helping lower bots achieve higher levels of awareness and consciousness, participating in small narrative quests and the like. Or maybe you'll build a roving horde and dismantle your way across the terrain building your core collection as you go, leaving only the empty shells of the bots who got in your path. In the wild only the smartest bots survive... The choice is yours really. My goal is to have enough narrative to support a full introduction and a solid set of objectives for the beginning and intermediate play levels, yet be able to fade out in the middle in favor of more pvp rts/3rd/1st person play, and then when the player has proved their dominance, provide a subtle yet powerful kind of closure to the main story arc without concluding the game. Well, how does it sound to you? I think I'm starting to feel it..
  10. Well here it is, and finally in a format even I understand. And then, keeping the above in mind, here's how the NPCs will work. So, yeah, there it is... Enjoy.
  11. Hello, We are an American based videogame development team that crafts games utilizing neural networks, handcrafted art, studio quality audio, and immersive storytelling to provide the player with an unforgettable experience. Our current team comprises of a Software Engineer, Designer, Producer, Audio Engineer, and a systems admin. Obviously we are missing an art staff! Now, that being said, we have outsourced our concept art for the game to an experienced artist. We are wanting talent to join us to take it the rest of the way with animation and art. If you are interested in joining the team and feel that you are ready to work along a committed team, send a sample of your work and contact information to HereticRecruitment@HereticArts.com. Job Specifics: General: Unpaid. This is normal. We all have fulltime careers outside of the team, but if there is money to be made upon release, it will be split evenly - no questions asked. All expenses are paid by Administrative Team (GSuite account). So no worries - We want someone to join, have fun and create with us! Expectations of meeting weekly (via internet) and taking direction from producer. Open minded Skill sets: Experience in designing and creating character art. Full adobe suite. Maya experience preferred. Experience with developing for the Unity Engine. Willing to work with design team to incorporate their ideas into art. Knowledge of game design documentation and how it pertains to art creation. In depth sprite animation knowledge.
  12. Hi everyone I’m currently learning programming and getting into the world of game developing. I set to myself the goal of trying to make a League of legends card game in unity, I already came with a few ideas but I’m still talking with friends and researching in different places which would be the best way to proceed with this project. I’m not really sure where is the place to post this but I’m looking for people who could help me, either by how could I put the “soul” of league into a card game if you know what league is about,how to make a card game that feels like a moba, any advice on the best way to develop a card game on unity, different mechanics that I should consider putting in the game, helping me find the right place to post this or Anything that you think could help me on this project. I will be more than thankful with anyone with the will to help me, sorry if you find any mistakes here, not a native speaker.
  13. PersuaderGames

    Plot beats needed for Whodunnit

    Hello everyone! I am working on developing a prototype on a classic adventure game at the moment. Most of my focus was so far on the game mechanics and performance. However, now that I am going deeper into the project I am starting to think about the actual story. I want to combine the Adventure genre with a Whodunnit story. Here is the gist I have so far: 8 strangers meet at a remote chalet in the Swiss Alpes. During a snowstorm the group is isolated from the outside. Slowly the group notices that they are not alone, but someone else is present. And that dreadful feeling becomes a certainty when one of the group is found, murdered. Unfortunately, I have hit a creative roadblock. I did not come up with any ideas characters, character development and overarching themes. Does anyone have any tips for me where to find inspiration? Thank you so much for your help =]
  14. jb-dev

    Main menu draft

    From the album: Vaporwave Roguelite

    This is a nice first draft of how the main menu will look like. I've was inspired by Memphis design while making this.
  15. Hello, I'm currently looking for a talented and passionate concept artist that would like to join our team that's creating a small horror game (which would be created in 3 months or so). At the moment we're a team of 6 people. You must be able to create environments, creatures/monsters and characters. The game is a sci-fi/post-apocalyptic survival horror 3D game with FPS (First person shooter) mechanics and an original setting and story based in a book scene, where a group of prisoners are left behind in an abandoned underground facility. If you are interested or would like to know more about the project you can DM me through here or in discord (world_creator#9524)
  16. Hi you! Introduction: We are 2 game designers and programmers. Currently have a little bit of experience, and we want to take a bigger leap and bring our new little game to the world! That's where you would come in to join our team and help us draw some beautiful art for the game. Current team: 2 programmers: One has two degrees: IT and Design. Works as freelancer mainly focusing on JavaScript and Adobe Suite. Second one has a programming degree, specializes in building and supporting servers, Socket.IO, CSS, JavaScript, HTML. 1 composer - been creating music for games for about 7 years. 1 game designer - has an IT degree. Worked in a large VFX company. Works with colour grading and editing. Game concept: Nontraditional multiplayer card game challenging your imagination and how well you can crack a complete stranger. A 'Magsman' has to describe a card in such a way, that it would be selected by less than all, but more than none players to get points. What we have so far: App can already connect to the server. Some in game screenshots: What we need: A 2D artists to create: Card art. We can show examples, cards description and direction to go once you contact us. In game design. Background, main window, buttons. Thanks for your attention and hope to work with you soon.
  17. Hello! So I have been interested in game development for a few years now. But.. I haven't bee able to develop anything as time focusing on School which I still need to do as well as keeping my passion alive for the project is hard, but I think I have a game I am willing to spend time on. Specifically, a game idea. What I want to give out and eventually develop into a fully fledged game is a Boss Rush game, like Cuphead, with of course some upgrades. There would be 4 classes. These however feed on my obsession with the 4 elements. I imagine it having similar graphics to Dead Cells, and after a few bosses. When your at the end and final boss. You'd have to either face a copy (Singleplayer) or the other player (Multiplayer) Air would be a mainly fast attacking but average health with mostly ranged attacks. -Beginning abilities- -An Air burst, Shotgun like attack sending the enemy back along with dealing above average damage, but has the most cooldown timer -A simple Air shot, a simple 1 shot of Air. Earth would be the tank of the 4. High defense with slow attacking and mostly melee attacks -Beginning abilities- -A wall type of defense that is the height of the character. It can take at most 5 hits before crumbling, but can be upgraded with spikes and more durability -Weapon summoning. Instead of a chosen weapon at the beginning. Earth can summon random weapons (Warhammer, Hammer, Broadsword, Greatsword, etc.) that wil break after 2 hits on the boss, but will form another weapon when the tank tries attacking again. Fire would be the dps. Dealing above average damage with moderate attacking speed but have the lowest health of the group. -Beginning abilities- -A flame pillar that lasts for 5 seconds and deals continuous damage with a 55% chance to burn the boss. It can be changed to either Horizontal or Vertical and wouldn't damage the other players -An ability to enchant your weapon or your friends weapon to deal more damage and give a 10% chance to burn the boss Water would be the healing of the group, with average everything but slightly more health than average. -A whirlpool like attack that can stun the boss for 10 seconds after it is used but during this time. Water and the other teammate are healed for 25% of their overall health which can be changed to be 50% or 75% or all the way up to 95% of their overall health. -A healing pool that as long as Water doesn't leave it or is attack for more than 100 damage then it will slowly heal the other player 5 or 10% every 20 - 25 seconds That is what I have so far but I plan on adding more abilities and upgrades when or if I am able to work on the game. I just wanted to get a wealth of opinions and feedback on my idea and if it is worth it or not.
  18. Ryuji Sakomoto

    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.
  19. Eduardo Oriz

    Unity New Unity 2D Challenge

    Hi everyone I thought this could be useful for devs interested in Unity's 2D tools. We have just launched the new #Unity2DChallenge. https://connect.unity.com/challenges/2dchallenge It's a good opportunity to make or share a small demo of a game using the new 2D features, there's cash prizes and no restrictions on publishing your game afterwards. There's more information on the Connect channel or I can answer your questions here
  20. Eduardo Oriz

    Unity New Unity 2D Challenge

    Hi everyone I thought this could be useful for devs interested in Unity's 2D tools. We have just launched the new #Unity2DChallenge. https://connect.unity.com/challenges/2dchallenge It's a good opportunity to make or share a small demo of a game using the new 2D features, there's cash prizes and no restrictions on publishing your game afterwards. There's more information on the Connect channel or I can answer your questions here View full story
  21. Hello, I'm an amateur digital artist looking for a beginner-level project. I'd like to be a part of a team that wants to learn to create games. It might be a simple idle, mini, simulation game or a visual novel. I'm still a beginner at backgrounds and I usually draw females but I'm willing to learn. Time invested to the game creation might differ every week mostly because of my work and will be discussed separately. Here's my DA : https://www.deviantart.com/sneikyz
  22. My idea for a moblie strategy game starts out like this.A world in turmoil.Where war is all.The world will be a medieval style.A huge map with lots of citys, towns, forest,hills,mines ,and landmarks,that players and factions can control. The gameplay or battleing handle like this.Each player controls a unit that can freely move around on the map.They can attack enemy faction players.The attacks deals a kill and wound damage.The wound damage can be heal with a freindly healer,while the kill is permant.The thought behind this kill and wound damage is that the battles will be fair,so as each side will suffer lose.While the wound damage will help prolong a good fight.There can also be unit or a camp on the map that will reinforce your units once your out of combat with new troops to replace the kill ones. The objective of the games is too help your factions grow which will consist of thousands of players.Will your doing that you be lvling up your units and commander skills. For the server there will only be one server to keep in a flux of new players.To help new players keep up with the older players ,the freindly faction players can loan there exp troop unit which will be one of many unit types,so they can be on par against other players unit lvl.
  23. Septopus

    How and Why my world Turns.

    Continuing my rewind for Unsettled World: Time to give some detail on the foundations of my game environment. The planet I've created and how it mechanically works within Unity. Here is a 2d view of the editor interface with the "canvas" highlighted sitting at 0,0,0. The planet object has a 30000m radius and it is sitting @ 0,-30000,0. The object parentage looks like this. Generic GameObject "PlanetHolder", non-rendered mesh w/collider "Planet" (used by the procedural terrain system mostly), followed by the camera, player, water sphere and the actually visible surface mesh. Now, this arrangement may change somewhat, I may figure out a way to combine the "Planet" with the visible surface, but it is how it is for now. And it works. The PlanetController script is responsible for keeping the player and camera close to Origin, 0,0,0. This is necessary because once your player/camera cross the 10000m distance boundary the underlying floating point mathematics loses enough precision that your meshes begin jumping around the screen. The PlanetController script contains this logic: public class PlanetController : MonoBehaviour { public GameObject Planet; public GameObject Player; Rigidbody rb; void Start() { rb = Player.GetComponent<Rigidbody>(); } void FixedUpdate() { if (rb.velocity.magnitude < 1) { Planet.transform.localRotation = Quaternion.FromToRotation((Player.transform.localPosition - Planet.transform.localPosition).normalized, Vector3.up); } } } Keep in mind I omitted a lot of extra stuff from that code, for example, it doesn't actually run EVERY FixedUpdate, but as a timed event inside the fixed update, every few seconds or so. Also Important to note, I still have a minor amount of vertical jitter that is caused by the planet sitting at 0,-30000,0. I am actively working at ways to reduce this, in fact, as I type I'm having more ideas on how to fix the issue.. So keep posted. ^Solved and NOT related to the size/positioning within the 3D space, see comment below. The visual look of the planet(Before the procedural code kicks off and repaints it with textures/objects). Is a split up version of the planet mesh(will be split up MUCH more than this eventually).. And the water is a simple sphere object(also broken up and non-visible sections removed) with a water texture. My Gravity "system" is also very simple(Just a script, like this one, attached to the objects that need gravity applied to them): public class GravControl : MonoBehaviour { public GameObject planet; private Rigidbody rb; public Vector3 upVector; void Start() { if (planet == null) { planet = GameObject.Find("Planet"); } rb = GetComponent<Rigidbody>(); Vector3 upVector = (transform.position - planet.transform.position); transform.rotation = Quaternion.FromToRotation(transform.up, upVector) * transform.rotation; } void FixedUpdate() { upVector = (transform.position - planet.transform.position).normalized; rb.AddForce(-upVector * 9.81f, ForceMode.Acceleration); } } I may incorporate this into a "controller" type script that isn't attached to every object at some point for simplicity, but for now, it works just fine. So that, just a few pics and sentences, well summarizes at least 2 or 3 solid weeks of 8+ hour days... hahaha!
  24. Hello everyone! I´m new here so please forgive me any nonsense i could say, if i say any. So, currently i´m studying game design to start doing games. So far so well. I want to be a game designer and creative director if posible. The thing is that, from there, i don´t know what else to do. Like, when i´m done with the game design course, what things can i add? I must clarify: Besides game design, i write, so i have that covered. I like to illustrate and do concept art, but here´s the problem, i´m not very good at those things. I don´t really like programming, but i´d like to know a bit about it, just to... know. Or be able to use some engine by myself, like Unity or Unreal or etc. I know this is kinda confusing, but that´s because i´m confused as well. Want to add things to do my own proyects. What´s the standard path to follow after game design? Should i go with art and illustration? Or do programing first? Or any other things you can tell me? Thanks in advance!
  25. Hi, I am new in the app and gaming business and I am looking for people with any level of experience to help me make my vision come to life. I am a freshman in college and I am just beginning in the world of technology. I am attending for Computer science and I dabble in game design. I have a great app game design that I believe is idea is going to work and become very popular, all I need is some help. After the app is made, if it is a hit, I will try to monetize it and I will split the profits among however many people are on my team and want to help. I will share the idea with my team after I have created it. I am looking for trustworthy people who want to help and want to learn. I think I have a special idea and I think it will work. I would prefer to share the idea and show you my vision via a video chat service and I would like to work and continue from their. If you like the idea and think it will work, then I hope you join the team. If you think otherwise, I will not be offended and we can go our own separate ways. I really hope you want to be a part of my team, we could make something crazy happen.
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