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Found 152 results

  1. Vesnican

    Heroes of Flatlandia

    Want to play an epic turned based strategy inspired by games like Heroes of might and magic or Age of Wonders? Enter a fantasy world of Heroes of Flatlandia, where you lead your kingdom of noble elves or dreadful undeads as one of several powerful heroes. Raise mighty armies and crash your enemies in detailed tactical battles. Use variety of spells and abilities to gain advantage, explore the world, and conquer your enemies. The game contains plenty of maps and allow you to play either against computer AI or against your friends in hot-seat multiplayer.Game Features• Fantasy turned based strategy• Detailed tactical battles• Two distinct races of elves and undeads• 14 different units and 4 playable heroes• Cunning AI to outsmart• Hot-seat multiplayer• Tens of spells and special abilities• Stunning fairy tale graphics• No microtransactions Trailer Google Playdemo version - https://play.google.com/store/apps/details?id=com.HighlandStudio.HeroesOfFlatlandiafull version - https://play.google.com/store/apps/details?id=com.HighlandStudio.HeroesOfFlatlandia1App Store(only full version) https://itunes.apple.com/us/app/heroes-of-flatlandia/id1445838121?ls=1&mt=8
  2. supermikhail

    A dog-training game idea

    A week ago I had what I thought was a great game idea. Well, I spent the whole week improving my art skills, which, I thought, would be necessary. But now I'm not sure it's such a great idea. Anyway, here's the results of a week's worth of sketching: You train a dog from zero, teaching it a number of commands, based on some kind of neural network. You then are able to take on "real-world" missions in various fields, such as police, and search and rescue. You get bonuses for your performance in each mission, which allow you to purchase different upgrades. My primary issue is the appearance of the words "neural network". But if I remove that, I don't really see any gameplay left... I guess I don't see a lot of gameplay, in general, beyond getting the dog to do what you want. Uh, I suppose it's time to stop with scribbling and get to prototyping?
  3. Hello... This is my version of the Chapter 18 CLASS exercise about throwing and popping a bunch of balls. : NOTES : Random() For the most part as I worked through the exercise things became clear but I am still confused about "scope" or w/e it is called that determines when a variable is available to be read by other sections of the code. I wanted to use Random(); to build random numbers on the fly, but it seemed that I was either calling the random very quickly in succession, so all the results were identical, or I wasn't able to access the random object I created when I wanted to. I got around this problem by creating a custom random class called RAN. This initiated Random() during the creation of the class in the main program.. so that only happened once. Then it had functions to produce the random numbers I wanted, in the type I wanted. Also I found the code to be really ugly and hard to read if I just used Random(). I was using Bytes for my 0-255 colour codes.. and as far as I know Random() is returning only floats.. so every time I had to use Random() object I had to use Convert()... this lead to it being a mess. So I build into the RAN class in a way to choose the types for me to clean this up a little. This is only using Random() to for loop 5-50 times and make a list of balls with a size of 1-25 Random rand = new Random(); List<Ball> balls = new List<Ball>(); for (int i = 0; i < Convert.ToInt32(rand.Next(5, 50)); i++) { balls.Add(new Ball(Convert.ToInt32(rand.Next(1, 25)))); } The Colour class that was using bytes was even worse. balls[1].colour.red = Convert.ToByte(rand.Next(1, 255)); balls[1].colour.green = Convert.ToByte(rand.Next(1, 255)); balls[1].colour.blue = Convert.ToByte(rand.Next(1, 255)); And the BALL class was every worse worse!! Ball ball = new Ball(Convert.ToByte(rand.Next(1, 255)), Convert.ToByte(rand.Next(1, 255)), Convert.ToByte(rand.Next(1, 255)), Convert.ToInt32(rand.Next(1, 25)); I found it really strange that using Random() to get specific types would cause such ugly and bloated looking code. So I ended up making my own Random Class called Ran(). This would change the above code to.... Ran Ran = new Ran(); List<Ball> balls = new List<Ball>(); for (int i = 0; i < Ran.Int(5, 50); i++) { balls.Add(new Ball(Ran.Int(1, 25))); } balls[1].colour.red = Ran.Byte(); balls[1].colour.green = Ran.Byte(); balls[1].colour.blue = Ran.Byte(); Ball ball = new Ball(Ran.Byte(), Ran.Byte(), Ran.Byte(), Ran.Int(1, 25)); Which seems to me to be a zillion times easier to read. I has occurred to me now, while writing these notes on the lesson that I probably should have put the conversions into the BALL and COLOUR class themselves.. so it always takes a float in the constructor but stores it as a Byte.. or something like that.. but even doing that would change all the stuff like so.... Ran.Byte() -> random.Next(0,255) Ran.Int(1,25) -> ranomd.Next(1,25) I dunno.. even this looks worse than my custom thing I guess... it seems that there is something I may be missing here... as it seems ugly and hard to write. Maybe there is a better way to handle conversions instead of Convert.ToInt32 or w/e : NOTES : Code Comments I really need to start looking into making proper notes into my code. There should be a way using the ///sumemry type stuff to add ways to have VS use intense to show me what the members are expecting as I go. I will make a effort to comment more in my next one, but thought I would level this entire project with no comments.. just to see how little I understand it when I next look at it. C# Players Guide dose cover comments but after reading it a few times it is still confusing.. I need to source google page on this before next time. - THING TO DO. : NOTES : Possible Error I think there is a error in the main program, not a fatal one.. but I believe now I am going though it for my notes that I should have used <= instead of < for the for loops. As I am counting from 1 and not from 0. I will not bother fixing this.. but it is something to keep in mind. The 0 start in the Arrays and Lists is a little hard to remember. I think it is not an error though as I am using +1 in the readouts... but I am done for now and will not be checking or changing anything lol. It is time to move on. : CODE : Ball Class Colour Class Program Custom Random Class Exit Program Class : EXAMPLE OUTPUT : Well, see ya next time!
  4. For my game, Forsaken Alchemy (FA for short), I've got a loot system that's pretty simplistic to start but doesn't get me anywhere. I wanted to get rid of the RNG loot drop trope I've seen so many times in games. Instead of relying on RNG Jesus, you get specific items from enemies by killing them a certain way, so you get what you earned 100%. For example, if you want some hair from this hairy enemy, that's not going to be there if you burn it to death, right? However, if you stab said enemy to death, you'd always be able to harvest its hair. I'm not putting equipment or money as loot because in FA, all the equipment you need is handed to you early on, and there's this Replicator item that lets you duplicate most objects, so there'd be no point in having a currency system, in my opinion, if you could just replicate items infinitely and sell them. Ok, I know for most RPG players out there, what I just said must sound shocking, but equipment in the game isn't like major stat modifying gear that's in Final Fantasy, Dragon Quest, any MMORPG out there, etc. You've got 3 sets of armor. Light, medium, and heavy. You can only equip up to 5 pieces from each set at a time. Light armor increases a stat called turn priority, which is one of two things that dictates who goes next in the turn order, but the trade-off is that you also take more damage. Heavy armor is the opposite, so you're slower but more defensive. Individual pieces of medium armor protect the character from debuffs. Each character has their unique, personal weapon, so there's no weapon upgrades out there. Accessories are also there for reducing damage taken of one element while increasing damage taken of another element as a trade-off. The only reason why I made equipment so simple is because I'd like minimalism to be one of the game's strong suits. Instead of having a hundred different armor pieces, accessories, and weapons that players collect throughout the game until finally getting gear that's completely superior to everything else, just give them all near the beginning, so they can experiment and learn what best fits the scenario, and there will be several situations where each piece of equipment is useful, so none will be forgettable. As far as why you have a Replicator that duplicates most items, I have that to remove the need to grind/farm for items that'll be necessary for a lot of alchemy recipes to make battle items. It'll be balanced by having a strict space and weight limit per item per character, and the Replicator can't be used in battles. Also, everyone automatically gets healed after every battle, so there'd be no reason to replicate healing items to use over and over again outside of battle. I didn't want that to be a chore for players to constantly make new healing items right before using them after fights. Anyway, now that you know why equipment and money aren't part of the loot system, and we're only getting enemy-related items, like that hair I mentioned at the beginning, where to go from here? I was thinking of having that be a completionist hunt for all the different types of loot, but then, what would be the purpose of doing that? Maybe have an optional cosmetics thing that uses loot? I don't wanna say I've written myself in a corner because I'm sure there's a viable answer out there that doesn't remove what I've already laid down. Before you say, "Make quests that revolve around getting enemy-dropped items, so you kill enemies in specific ways to get said items," I'm not going to do that. That's just a twist on the trope of "Kill this enemy to get this item" that we see in so many games. Besides, even if I do make quests about that, what would be the reward for the player? I just talked about the lack of need for new equipment and money. The sidequests I do make for FA will have character relationship development rewards, and no, I won't make kill quests give that reward because that kind of thing is meant for sidequests that have a mystery conflict the player has to solve through gathering evidence and piecing them together alongside certain characters. Before you say, "Make each loot item be an optional ingredient to make alchemy recipes stronger," I thought of that already, and I don't want players to think, "Look, a new enemy! Time to get all the different loot and see what they do to make alchemy stronger than usual." The reason why not is because, even though this is an RPG and RPGs usually have you kill a ton of random enemies to get leveled up in preparation for bosses, I'm not doing that. I'm giving the player alternate paths around random enemies, so it'd be possible to go boss to boss, and level ups aren't beneficial since enemies will level up with you. In fact, I made level ups more of an extra challenge for those that think the game's too easy. Of course I'll throw in a warning in-game, so players don't accidentally make their playthrough harder. That's not to say you should avoid all random enemies because I made it possible to still beat them but not get exp while getting all the different types of loot. The reason why random enemies are even a thing is learning practice for bosses since I have a very adaptive A.I. per enemy type, so players are always learning to train their responsiveness.
  5. Lxkstnr

    My new showreel

    Hey guys! I've made my new showreel. I did my best and I hope to optimize it as thoroughly as possible. Really want to hear your opinion about it. https://rcrft.co/reel/4fe91a9a-17cd-469e-b34a-ed813f482476?fbclid=IwAR2go2bCxMgj3I16y0xqdVBMq9EsWVIYJZ0mvFy5TB6VvnAMnEvL1mevfOc
  6. Here's a short document of how i composed music and did sound design for Wwise adventure game https://www.youtube.com/watch?v=ee5W7GO-0ds&list=PL5bhyiulppMUJlKcXCsBS3aPwCE8O2Ua4&index=12&t=0s
  7. Hi, Here is my new game, and it is up on Google Play. I would love to receive some feedback from you guys to improve it. The game is free to download from Google play. Here is the download link: Color Lines Flexible This is a classic color lines game, but I added some new features to make it different to previous ones. Here is the demo video: Color Lines Flexible Demo Video I am looking forward to your feedback, either it is negative or positive. Thank you Here is some screenshots:
  8. Hi All, I've just published my 9th Android game! It's a Space shooter that uses the wonderful B4A language with the LigGDX graphics library. I'm focusing on retro arcade style game, this latest is more an infinite runner that arcade port, but my next few games will be back to arcade ports. I have more features coming soon on this game, but for now would welcome feedback and would interested to know what people think of my current range of games, no feedback is too megative if it's constructive :-) Asteroid Sprint on Google Play
  9. SandWitchStudio

    Origin Of Chaos - VR Game

    Hello everyone I would like to introduce you to a game created by me and my friends. Below is a link to the aforementioned game, I would be grateful for feedback and advice regarding what we can add to the game or change. This is our first game, so maybe it doesn't impress, but we hope you like it and then you like our fanpage. Greetings SandWitchStudio https://www.facebook.com/SandWitchStudio/videos/2107253369590028/
  10. Howdy! I've recently been working on a tower defense game, nothing fancy! In fact "A simple militant styled, tower defense game," is my opening line on the description :P. Anyway I would say I am new to this despite 'learning' for a while. I've definitely got a long way to go before anything 'amazing' is born but I wanted to post the game somewhere and try to get some feedback. https://gamejolt.com/games/3ndl3zz-basedefense/325756 if anyone wanted to try it out please do so! I fully intend to make updates in the coming weeks to improve upon the current application. I started making this using 'Kenney' assets, I met someone through this forum that is interested in getting invovled in stuff like improving the graphics so that alone will make the game better but since i'm not great with designs and creativity I'm looking at this from the technical side and was wondering if anyone would give some feedback about my game/tower defense games in general. Best methods to increase difficulty without ultimately making it crazy impossible. If you try it out and try the endless mode, you'll see what happens as of today... Enemies end up with crazy speed so i'm thinking of trying to cap a max speed in there and just focusing on increasing health or something... Anyway I'll leave this post here.. Apologies if this isn't the correct place to post looking for feedback I don't really use forums often so I don't know my way around all that well just yet! Like everything else I am Working on it though! Many Thanks! Edit: Updated to Version 0.1.4 With notes.Thank you for the current feedback! I appreciate it a lot!
  11. Hello. My friend asked me to join a small game project of her which I think was not quite worth to make since it consist only three stages and two routes. Also, the game play types are different each stages so it may need big effort to code. The game is actually a visual novel with more game play than scenario, but both of them are too simple, I guess. The only interesting part is she is trying to show off traditional culture, but it feels a bit forced. However, she disagreed with me and was very sure that this project would work. She gave me this pitching presentation and she said it's okay if I post it for a feedback. So, how do you think?
  12. Hi! Is there by any chance you can give me an idea/concept that's different but related to the game Tower of London? (Is it called Tower of London?) Can you show me some reference images, games or videos related to the same? I've attached a reference image. Thanks!
  13. Hello all ,😃I am a solo indie developer, and this is my first game in unity.Would really appreciate your thoughts and feedback!Gravity Hop Platforms: iOS, Android (phone + tablet) Gravity Hop is a casual arcade mobile game where you are the commander of a spaceship. Due to an incident (in game story), almost all crew members are dead and most systems are down. With the remaining crew, Emma and Jim, you embark on a mission to get back home hopping from planet to planet by deactivating gravity fields.The game is based on a campaign hand built levels where you learn the game mechanics and story. Each level you need to plan your path, and execute timely by touching the screen to deactivate the gravity force.At level 20 you unlock the challenge where you play in auto generated levels with increasing difficulty - competing with other players over who completes the hardest level.More galaxies, game modes, power-ups, upgrades, and achievements to be released in the following versions.Some highlights: Addicting - one more try - kind of game with extra depth. Tutorials - incrementally revealing game mechanics and storyline along the entire game. Power-ups and Upgrades - provides additional depth to the game, adding complexity in the later phases. Leaderboard and competition - race through harder and harder levels and compete with other players - leveraging both skills and power-ups/upgrades. Free game based on IAP and ADS (not forced) Links iOS App Store: http://bit.ly/GravityHopiOSGoogle Play Store: http://bit.ly/GravityHopAndroidTwitter: https://twitter.com/epicbraingamesFacebook: https://www.facebook.com/epicbraingames/Would love to hear from you,Thanks,Eyal BiranEpic Brain Games
  14. Have you played physics puzzles , which are very addictive and you just can't take your mind off that stage you’re stuck on, well here's another of those logic puzzles ; totally free . Bounce N Bang Play Store Trailer: Using cannon, shoot your enemy or bounce cannon-ball through walls guiding it towards their building.Rotate cannon , place moving walls , making the best angle ; just so when you open fire , ball hits the target. Key features:➤ Currently 30 levels (more coming soon)➤ Innovative game play (logical thinking , openfire / shooting cannonball, bounce off borders)➤ Fun animation (especially of explosion)➤ Simple and addictive (solve the puzzle, which gets difficult)Not always that easy, when you openfire , line of shot should hit the end point after limited reflection.How•Use touch or buttons to rotate cannon.• Aiming at enemy directly or bounce off walls guiding it towards them. • Rotate and place moving walls at suitable points ; so when you openfire, BANG ! Cannonball hits the target. Little story if interested : Zormen kingdom has forcefully taken over a village and jailed its inhabitants; few of them have managed to escape prison .They are now trying to get back their occupied land and people. You are a savior who is helping villagers . Provided with cannon you need to destroy enemy's castle. Further story inside game. Screenshots:
  15. Danman25

    Jacksville

    This is a project started by a small team. Just wondering what feedback I can get on this. https://gamejolt.com/games/DnLgames/374985 Thanks Daniel
  16. Hello, I recently release Idle Portal Defense to open beta and am looking for feedback and suggestions before I move toward completing and releasing it. Idle Portal Defense is an idle clicker game where the objective is to stop enemies from entering the portal. Purchase upgrades with gold dropped from enemies, gambled, or passive income while offline. Prestige to unlock permanent upgrades. Artifacts can be gambled, mined, rewarded for achievements or acquired by other means and give permanent upgrades as well. android beta opt in url: https://play.google.com/apps/testing/com.binaryblade or if you would rather try the desktop version (it might be a bit buggier and lacking certain features so I suggest the android one above): https://drive.google.com/file/d/18KHRZg6ujKWEDkMW8WiVPVWXV-iv8gB6/view Warning, progress will probably be cleared when it is released.
  17. Eagleman95

    [Game] Head Stall Soccer

    Hi everyone, I release my new game Head Stall Soccer, your goal is to keep the soccer ball over your head without letting it fall. I'm relatively new in gamedev so feedback and suggestion are appreciated. Here is the link: https://play.google.com/store/apps/details?id=com.EBDev.HeadStallSoccer
  18. Hey, I'm currently starting next iteration on my engine project and have some points I'm completely fine with and some other points and/or code parts that need refactoring so this is a refactoring step before starting to add new features. As I want my code to be modular to have features optional installed for certain projects while others have to stay out of sight, I designed a framework that starting from a core component or module, spreads features to several project files that are merged together to a single project solution (in Visual Studio) by our tooling. This works great for some parts of the code, naming the Crypto or Input module for example but other parts seem to be at the wrong place and need to be moved. Some features are in the core component that may belong into an own module while I feel uncomfortable splitting those parts and determine what stays in core and what should get it's own module. An example is Math stuff. When using the framework to write a game (engine), I need access to algebra like Vector, Quaternion and Matrix objects but when writing some kind of match-making server, I wouldn't need it so put it into an own module with own directory, build script and package description or just stay in core and take the size and ammount of files as a treat in this case? What about naimng? When cleaning the folder structure I want to collect some files together that stay seperated currently. This files are foir example basic type definitions, utility macros and parts of my Reflection/RTTI/Meta system (which is intended to get ipartially t's own module as well because I just need it for editor code currently but supports conditional building to some kind of C# like attributes also). I already looked at several projects and they seem to don't care that much about that but growing the code means also grow breaking changes when refactoring in the future. So what are your suggestions/ oppinions to this topic? Do I overcomplicate things and overengeneer modularity or could it even be more modular? Where is the line between usefull and chaotic? Thanks in advance!
  19. The newest version of my pirate adventure/strategy game in the vain of Sid Meiers Pirates! is out! Please try it out! You can run missions, gain ranks with different nations, hunt down buried treasury and lost cities, trade and much more. There is also now a semi-interactive tutorial to help you get started! You can level skills and buy ships up until frigates. Any issues? Any balance problems, economy problems? Download: Plunder Horizon, alpha 3 (60 MB, windows only, just unpack it and play, no installation)
  20. Hi, i'm composing music for this animation and would appreciate any feedback. Don't concentrate too much on the film. It's supposed to be a "trailer", hence the "montageuness". Thank you! Lauri
  21. Making games is hard. You need all kinds of technical and creative skills, you need a big team, a budget... But making your first game can be even more difficult if you have no previous experience in game development and your team is only two people. But it didn't stop us. We quit our jobs and started this indie game journey full of mistakes and pitfalls. Why? What encouraged us to make this stupid move? Inspired by Extra Credits, Hellblade Dev Diaries, and ThinMatrix we decided to start a weekly behind the scenes show. There we'll be showing bits of our production process. The whole project is a huge and risky experiment for us and we would love to hear your support and recommendations. We are opened to all sorts of feedback. Even if you consider something is of a low quality in our video, please let us know it as is. We would love to learn from the community and improve. Thank you.
  22. OK, so I got my thread locked. Because someone thought that I was violating an IP, he said I needed to "Acquire it". Well here's the thing, Pitch is different from Acquisition, so the rule should be. "Discussion of IPs is allowed as long as it's been Acquired AND/OR It's being pitched, which does not require acquisition. This really does need to be a rule.
  23. Hello All, Finalizing the next update now. This update is focused on MFI controller. The game will be completely playable using the controller and you will never have to use the touch screen. Almost complete. Question I have is I want to roll into this update some balancing to difficulty. I am getting reports the game is too hard right away. I have some thoughts on how to ease into the pain but wanted your opinions as well. Here are my thoughts: Slowly introduce the “harder” Germ enemies Lower the HP of the enemies in the starting rooms Lower the number of enemies that can be spawned into the room Combination of the above or all of them What are your thoughts? Thanks! View the full article
  24. The concept of the most futuristic space hotel by Gateway Foundation. Here are you can see the facilities of the station such as Control Room, Observation Deck, Night Club, Restaurant, Food Court, Escape Pod Bay, Parks & Gardens and Casino. The original portfolio here:
  25. Hi, and in advance sorry for my bad English. I'm composing 10 years already (but only last 4 years are most active), have 64 tracks in portfolio and works passed with 2 idie-games already, and aimed to be a soundtrack composer. But faced a serious obstacle: I do not know where and how to offer myself (at least for the expansion of the audience, not to mention trying to make some money) to get a professional job. Here I got through the search, after a friend's recommendation to search for resources of game developers. There is also a second one: I'm have a growing feel, that somehow my works are not good enough, but I just can not figure it out what exactly is going wrong and how can I fix it. So, have anyone any ideas or advises about it all? === I'm composig in soundtrack genres, game or film kinds. The main element of my style is orchestration with elements of epic but also quite often with electronics and electric guitars. If interested, all tracks available here. Some examples from my works: 1. Currently most fresh one: (Orchestral only) 2. Relatively most popular: (epic rock) 3. Last from game project: (electronics mostly) 4. Typical from my style: (orchestration + electronics + guitars) 5. And from scenical OST-type of compositions: (orchestration + electronics + guitars) In advance: thanks for answers.
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