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Found 358 results

  1. 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
  2. Mobile Week 5

    Hey All, Another week another great update! So we have several new features that were implemented. First, we now have a start screen with a menu. Right now I'm just using the starting room background for the artwork on the start screen. This is only a place holder and will be changed. Right now the options to select are; New Game, Continue Game, Arena, Store, Credits, and Quit. 3 of these options currently work. New game starts the game and continue game works as designed, more info below on how that system works. Arena mode, the store, and credits are placeholders. The quit option currently quits the game but that will be removed as you do not need that for a mobile title. Also along the same lines we now have a game over screen. This screen also has the same artwork as the start screen (will be changed later) and displays game over text to hit the space bar to continue. For this screen I will also be creating an animation of the main character spinning and falling on her knees. So now lets talk about the continue game feature. This does exactly what it states, allows you to continue an ongoing game. There is a save system in place for the game that is making all this work. The save system is an Auto Save feature. The player is not allowed to manually save their progress. Remember this is going to be a "rogue-lite" game. So it will autosave every time the player enters a new room. I found it best to implement it this way as it's a mobile game and if you get interrupted, your last progress of clearing that room will not be lost and you can pick up where you left off. If you get a "game over" the auto save is completely erased. You cannot continue a game after a game over. The next thing I did was some more tweaking on the shadow engine. I did a lot more work on this to try and get it more realistic. Now the left wall, door, open door, room props, and enemies have shadows. I even added depth to the shadows so if an object goes under a shadow it gets darker from the shadow being casted upon it. Still needs some more tweaking but it looks a lot better. I will be creating a lighting feature in the game. Some rooms are going to be dark. The only light in the room will be from candles or a flashlight. This will just add more elements to the gameplay and look really cool at the same time. Created two new objects in the game. These are room hazards. The first one was mentioned in the previous blog post. Mucus was created. He does not harm the player. He sits on the ground and pulsates a little. If the player runs through the mucus your speed is drastically slowed down while your in the mucus and up to 1 second after you get out of the mucus. This proves to be a huge obstacle when you are running away from an enemy or need to run from an enemy. The second hazard which I am extremely proud of is the hole. There will now be random holes in the floor of the rooms. If you get to close you will fall into the hole. I have also created the animation for falling into the hole. Once you fall into the hole you disappear, lose 1 heart of health, then re appear at the location where you started that room. You will also be slightly invincible while you re spawn just in case you are re spawned next to an enemy (invincible while blinking). I am very pleased with the results of this feature and it's going to be expanded upon. Which leads to the next feature that will be implemented......Secret Rooms! Secret rooms is the next thing I will be focusing on. In order to access these secret rooms you have to fall through a hole in the floor and be granted by the RNG gods that the hole does not damage you and brings you to the secret room. If you find a secret room through one of the holes you will have the option to purchase upgrades. These can range from +1 heart, +1 stamina, health potion, etc. These can be purchased via coins that are collected while playing. What will be offered will be complete random and will only be temporary for that particular play through. This way every play through is different and you always end up with different stats and upgrades. More on this to come. Two sound effects have been added to the game. They are for hitting an enemy and using the firecracker explosives. Which reminds me I have not talked about that power-up yet. The firecrackers can be used against all enemies, even damage the main player, and are very powerful. They require 3 stamina for use and do 4 damage. Also a long with this I have cleaned up the pause and inventory screen. I made the dim of the game darker while in the pause screen so you can see the inventory more clear. Also I will be adding a quit to menu option here if you choose to quit back to the main menu, which can be important because doing so will NOT delete that auto save file. I believe that was everything, if I missed anything I will add it to next weeks blog. Here is a gameplay video showcasing most of the features discussed in this weeks blog. Please post comments and questions we will respond! Thanks much!
  3. Rail Route - Demo R0.1 Released!

    I am happy to announce that we release first demo of Rail Route! We have polished our first prototype of train routing and added a simple tutorial. To make it more a game than a prototype we have included short level where you can try your dispatcher skills. You can download it at our blog: https://railroute.bitrich.info/2018/04/17/demo-r0-1-released/ Or you if don't want download .exe from the internet we prepared Unity WebGL build: https://bitrich-info.github.io/railroute/r01/ Levels in Future Our vision is that the final game will contain a handful of such levels, some longer, some short (puzzle game / unlock scenario). You will be able to compare your performance with the others (global Top 10 list). We are thinking of tools that enable you to create & share own levels, so you will be able to model your home city railways if you want. These levels will be only one game mode, but the primary game play will be something completely else. Something like career mode where you take care of rail network that you will need to built, upgrade, manage and so on. We will write about it soon! Feedback We would like to hear any feedback from the prototype. So feel free to reach us anywhere :-). What's the best score you can reach?
  4. Staller gameplay idea

    This idea comes from the concept of making a game that specifically, fills the time of a person in travel when the person might not enjoy the adrenaline factor that accompanies many games. I couldn't come up with anything so I thought about the general vibe I wanted and an action people did in general that emulated that. I found that it mostly happened, amongst other places no doubt, when people go through their messages panel on their devices; a plane traveler/businessperson perfectly calm for a minute eliminating messages, that moment extended. It's a kind of process of elimination. I don't know if this idea is common knowledge but I couldn't find anything and I'd love to see games based on this.
  5. Need Feedback on Game

    today i've finished working on PNR alpha and sharing it with you guys. main reason for sharing in this early stage of development, is to get feedback about what you'd like to see in it in the future etc. link: https://katabunaga.itch.io/pnr-alpha-v010
  6. Hello, I managed to finish my first Android Game from A-Z in about 2 months, the game was planed to be an endless game since as a solo Dev i thought it would be easier to finish , it was created using Unity/blender3d and i made everything except for the music tracks. Currently i am looking for feedback, especially about mechanics and game play, especially since i found out this is the hardest thing while developing as and indie , i seem to be able to get 0 feedback from most communities i posted in so i hope i will have more luck here. A short game play trailer: The game is Free and available on Google Play Store: https://play.google.com/store/apps/details?id=com.CrazyApplesStudio.ApplesMania So feel free to comment , critiques are appreciated, even if they are harsh, since that is what will help me improve the game. Also the website for the project : http://crazyapplesstudio.com/ Twitter: https://twitter.com/ApplesStudio Facebook: https://www.facebook.com/ApplesManiaX/
  7. Hi everybody, i'm ready to announce: Lights of Dreams IV v7.57. Candy World II v7.97. Candy Racing Cup v2.75. Candy World Adventures v4.75. Candy to the Rescue IV v5.57. Candy's Space Adventures v15.47. Candy's Space Mysteries II v6.07. Two updates since last edit: - Enhanced the Space, Missions & Sceneries in Candy's Space Adventures ! - Verified bonus, options, maps & more tricks in Candy's Space Mysteries II ! - We generally debug our games since now then ! They are available for download on my website: - Xilvan Design Websites - One new link are now available: a OneDrive link. But, there is still a Google Drive & old CNET.download.com link. Hope you'll appreciate ! If you want to watch the videos of our games: - My youtube Channel - Please, Subscribe to my channel for more infos about our new releases. Friendly, Xylvan, Xilvan Design.
  8. Mobile Week 4

    Hello All, A lot of updates happened this past week, so this will be pretty lengthy. Also I cannot believe we are already 1 month into this project. We have 2 more enemies that have been created. We are now at a total of 3 enemies (Germs) that are attacking main player (Sarah). We still have not really "officially” named them but they are: Germ 2 : This is the orange germ with two legs and no arms. He hops around randomly. He does not hop towards or away from the player he more of just roams. However if you get to close to him spikes come out from his left and right side and hit you. It's best to attack this germ from above or below. Flying Germ: This germ is purple in color and will roam around the room. However if you come within sight of this Germ and he sees you he will come straight for you, also has acceleration in his movement for this. He will continue to chase you until you run or dodge out of his sight where he will then roam. He tries to ram into you doing damage. It's best to come in quick, hit him, and dodge away. Shooting Germ: This germ can fly but also shoot. He looks the same as the flying germ but is blue in color and has lighter color wings. If this guy sees you he will shoot a fireball towards you. He will not chase you, he is a roamer. Fun Fact: Germ 1 was created and imported prior to Germ 2 but later scrapped after the creation of Germ 2. So there currently is no Germ 1 in the code. I have one more Germ that I am working on. He is practically done just need to do some coding for him. This enemy will have no movement to him, he will be a room hazard. He will look like a puddle of slime on the ground, I think we are calling him mucus. If you happen to walk through him he will harm you and possibly even slow you down for a period of time. There will be no way to destroy this enemy, he is only there to provide you aggravation. This will be the variety of enemies for world 1. Now we just need to start thinking about a world boss and some new enemies for world 2 and world 3. Also did some more work with collision. The player now collides with all enemies, this way you can not just run through them. Some enemies, when collided with will harm you, others you will just bounce off of a little. Also the enemies have collision between them selves. Also made another Room! You can now move from the starting room to another room. I set this up using warps in the door passage way. Also you can only move from one room to the other room once all the enemies in the current room are defeated. Until the enemies are defeated there are closed doors covering the passage way, once all are defeated these doors are destroyed and your path is open. Now that this code is done, and I have a parent room, making the rest of the world layout will be quick. I have also started adding "props" to the world. These are normal objects that you would see in a house. I am adding these to give the rooms some life and depth but the biggest reason is to provide obstacles for the player to maneuver around as there is full collision with each object. So far the only ones that can be destroyed are cardboard boxes. When these are destroyed they have a chance to drop either coins or hearts. Which leads to the next thing we implemented which is the random chance for hearts and coins to be dropped from defeated enemies and cardboard boxes. Right now I have the chance set at 90% for testing to see them actually drop but this will be changed down drastically as they will be rare drops. Also have started working on the UI. Right now the UI displays the amount of coins collected, players health, and the players stamina. This will not be the final layout of the UI or even the final artwork. I am still learning how to properly position, code, and get the desired results I want, but it's good for right now. The next thing implemented was stamina. What this is and I want to be very clear, is only for items being used. So right now the user has two power ups. These power ups are the ability to dodge (roll) and the ability to use explosives. These power ups use an X amount of stamina each time they are used. Why did I implement this? I did this because you will have unlimited amount of explosives. So this prevents the player from spamming explosives. Right now the timer to refresh 3 stamina, which is the max amount and also the required amount for the explosive, will be ready after a used explosive is detonated. This way you can only use 1 at a time. Also this prevents the user from spamming the dodge feature but timed just right for refresh that you can get out of a sticky situation. As for these power ups. Well you will not start the game with them, they will have to be acquired. There will be more than 2 power ups in the game as well. There is a rudimentary inventory system in place at the moment, this will be improved upon. The inventory system will display your collected power ups and allow you to equip 2 of them. You will only be able to equip two power ups at one time. My coding skills are getting very strong and I am really getting comfortable with the game maker engine and how it works. The next thing I need to work on is my sprite art work. I will be concentrating more on this as I feel it could use some work. I have a training class that I will be taking to improve my skills in this area. I believe those were the big milestone achievements that were made with many little ones in there. Attached is a gameplay video. Please excuse my skills I am horrible playing with a keyboard. Right now movement is W, A, S , D keys. EDIT: Found a great video recording program that records over 30fps, it's called Monosnap for OSX. Here is a new video uploaded to our youtube. Thanks for reading, following, and commenting. We want to hear from everyone so please drop a line! Till next week. To view the Alpha gameplay please see our youtube channel:
  9. Hi all, I'll be finishing a CS degree soon, and I've made the decision to try and break into the games industry. I've done some applications so far, but have not yet gotten an interview. I'm guessing something about my resume/portfolio may not be adequate, so I'd really appreciate feedback on how I can improve them. I don't have any industry contacts, so I have a strong feeling that I don't have a clue what I'm doing and that I'm kind of shouting into a void with my applications. A little background about why I'm doing this: I've loved games for as long as I can remember because of their ability to transport me to new and interesting places, challenge the way that I think, and enable meaningful social interaction even with total strangers. I was inspired to make games in middle school when I played Minecraft. I learned how to program, made a Minecraft mod, and started making small games. Unfortunately, when I went to college, I began to get the idea that becoming a game developer might be a childish goal that I wouldn't be able to realistically accomplish. I was temporarily discouraged from pursuing the career. I think this was partly because there was no one around me that was seriously interested in becoming a game developer, and no one ever encouraged me to pursue it seriously. After doing a couple of web development internships, I realized that although programming is enjoyable on its own, I am really passionate about game programming. I also realized that my career is very important to me and that I am willing to work as hard as I need to in order to be able to do work that I care about. There are so many topics in games that fascinate me: design, AI, audio, and graphics are all areas where I'm itching to learn more. I've worked hard this past year to turn away from web development and build up a portfolio of game-related projects. With all that being said, I'm also wondering if I need a backup plan. I just don't have a good grasp on exactly how difficult it is to land an entry-level game programming position. One thing that I have been considering is to take some time to finish and release the game that I started. Then I could reapply to game companies and point to an actual product that I've shipped. I have enough money saved up to take care of myself for a few years, and I think I have a decent concept as well as the ability to follow through with it. Resume: http://docdro.id/HgGjoho Portfolio website: http://www.lane-spangler.com/#/portfolio
  10. Gameplay trailer

    Hey guys, Here is Pixelpunk XL gameplay trailer:
  11. Hello, I am sorry if the title doesn't make much sense - which is probably the reason why I couldn't find anything on google.. Anyway, let's take the following screen as an example: The player hits on the brass knuckle and it starts a mission that will complete in X minutes. This is where I am confused on what actually happens. Obviously I send a request to the server but what happens there? I go through checks, then what? Whats a good design to handle that? A table with current missions with start and finish time? But then I need a scheduler to run through the database and query every events every single second? I'd be thankful if anyone could bring some light to this. Also are theese games usually permanently connected to the gameserver? That's what I have been thinking as the game exits on connection loss. Or is it just like pinging the game server every n seconds? Thank you very much!
  12. Hello! I know that working with absolute positions and sizes on sprites and collision-boxes is not a good idea if one wants to support multiple resolutions. But what ways are being used to actually scale properly? What I know is working in percentages (and offsets). One would define a vector of x and y (both between 0 and 1) and an offset vector of x and y of arbitrary pixel size. Now multiply with the screen-size and add the offset and get the scaled absolute size. This would work for size as well, but probably without the offset. So if an object is outside of the window, its relative coordinates would be higher than 1? I assumed updating absolute coordinates is done once when the resolution has been altered and every sprite owns two attributes: relative and updated absolute coordinates. But then again sprites can move thus change their relational coordinates; it's probably easier to do the calculation every draw-call or maybe keep a "has sprite changed its size/position"-flag/bool. And I also assume that physics are calculated the same? Since the transformation is 1:1, every mouse click can be transformed into relational coordinates and then do the usual collision maths. Same goes for sprites, I would calculate movement in relational coordinates and with relational sizes and then alter the relational coordinates. There is one issue on my mind, since all these values are meant to move in floating numbers (e.g. between 0 and 1 for everything inside the resolution/visible canvas), isn't there a float-point accuracy issue with different hardware? Especially if savegames are usable on other multiple devices, e.g. from desktop to smartphone. On a final note, are there any other alternative systems for scaling sprites according to a resolution? Thanks for your time.
  13. Hey Guys, For those of you that are gameplay devs, what would you say is your most used skill? Do you apply a lot of linear algebra or is it something more abstract like coming up with systems to implement a game mechanic? I know this is kind of a broad question, but this is a part of a school assignment. Thanks guys!
  14. 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!
  15. 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 need to think about what makes a kind of multiplayer/online/mmo RPG/whatever uses similar mechanics playable besides mob-farming/boss raids (if existing) or PvE, PvP; what makes even small Quests interesting. I now this has been asked a whole time but I decided to ask this again for the background of automated content creation as a desired result for the Spark ecosystem. What kind of quests or quest components could be generated too that are not listed below to make the game more interesting? Collect X of Y Carry X to Y (you maybe need to find X first) Kill X of Y Talk to X Kill X As I've played many hours of different RPG's (solo, online, mmo) there are always these five archetypes of core quests or core quest components that may sadly lead to just skipping the often more or less trivial storyline if existing just to raid through the quest for getting the XP and loot items. This isnt fun and even a good story (bad telled) may not keep the longterm gameplay experience very valuable. This may also be a bigger problem for auto generated quests so what should the generator also take into account to lead to an acceptable result?
  16. Once again we have a new entry to this devblog. First of all some logistics: We will post new updates every other week from now on because we just don't make enough breakthroughs to justify wasting your time every week. And we decided to categorize these entries. So far we got "Update" and "Feature". Updates will deal with the current state of the game while Features are more theoretical and will explain certain features we are planning on implementing or are currently implementing. So let's jump right in, shall we? The cell stage is coming along nicely. You can see the current state in this video on our ... Could that be? On our brand new YouTube channel! There are still two minor bugs with the compound clouds: #1 Vertices only move until they are in the center then stop there; Solution: Move the cloud end reorient the vertices as soon as one hits the center #2 You can basically swim through the cloud and as long as you don't get too close to any vertex it won't deform; Solution: If you are between a vertex and the center move that verteg towards the center of the mesh One feature we wan't to add that isn't in the code yet: Calculate the value of the clouds (the amound of the compound you can extract from it) based on the mesh's volume. So far it's a static value and the mesh simply disappears once it's zero. Also you don't gain any compounds from consuming the clouds yet. But that will change within the next week. During that time we will also implement the different types of clouds. So far there is no solution in sight on how we will generate the cloud representation so we can finally make the mesh invisible. This is our main hurdle at the moment. There is now a Logging function that writes important messages into a log file, e.g. if the connection to the database failed. That's right: We now got a database connected to Lyfe. There will be a separate DevBlog on its structure once it's fully planned out. We decided on SQLite. Mostly because it does everything we need and is easy to use. Another thing that's currently being discussed is how we should save your creations. The first idea was to use XML: <Creature name="" stage="creature"> <Backbone count="6"> <!-- starting at 0 then move in one direction and note all vertebrae then the other direction alignment in the degree varying from horizontal --> <vertebra id="0" parent="" alignment=""/> <vertebra id="1" parent="0" alignment=""/> <vertebra id="2" parent="1" alignment=""/> <vertebra id="3" parent="0" alignment=""/> <vertebra id="4" parent="3" alignment=""/> <vertebra id="5" parent="4" alignment=""/> </Backbone> <Limbs count="2"> <!-- type are the prefabs you pull into the creator x and y position on parent body mesh or something Limb set as tail/one central leg etc are symmetrical but not split --> <limb id="0" parenttype="body" type="" positionX="" positionY="" symmetry="y" split="y"/> <limb id="1" parenttype="body" type="" positionX="" positionY="" symmetry="y" split="n"/> </Limbs> <Extremities count="2"> <!-- Extremities can also be put onto the last vertebra--> <extremity id="0" parenttype="limb" parent="0" type="" scale=""/> <extremity id="1" parenttype="limb" parent="1" type="" scale=""/> <extremity id="2" parenttype="vert" parent="5" type="" scale=""/> </Extremities> <!-- ... ... ... ... ... --> </Creature> But one of the problems was finding a proper way to parse it while directly constructing your creation after each parsed node. Also XML files are gerenally constructed in scripts like C# or JS (from my experience; correct me if I'm wrong). This would create some additional steps while storing your creation so we decided against it. The next thing is a quite simple text file that looks pretty much like a config file and our programmer came up with: #CREATURE creature #BACKBONE 6 #VERTEBRA 0 -1 0 #VERTEBRA 1 0 0 #VERTEBRA 2 1 0 #VERTEBRA 3 0 0 #VERTEBRA 4 3 0 #VERTEBRA 5 4 0 #LIMBS 2 #LIMB 0 body -1 -1 -1 y y #LIMB 1 body -1 -1 -1 y n #EXTREMITIES 2 #EXTREMITY 0 limb 0 -1 1 #EXTREMITY 1 limb 1 -1 1 #EXTREMITY 2 vert 5 -1 1 As you can see the structure is preserved so all parent objects are listed before their children so the creature can be built line by line. All the stats are missing a defining name now and this is the only let down with kind of structure: it's not that easy on the eye and probably hard to understand. But it's easy to write, easy to parse and a lot smaller. The second one only is a third the size of the first one (after you remove the comments). I guess that's it for this week. And as always we would appreciate if you shared your thoughts with us. Keep on evolving!
  17. Greetings, In this devlog I want to show you how the combat with a boss will look like. You appear in a large room with a weird contraption in the middle of it. This contraption is a boss who attacks you immediately. There are several platforms around, where smaller enemies appear time by time. Also you can find some places with replenishments for health and ammo. You need to move a lot to dodge the boss's ammo and shoot the smaller enemies which chase you. And of course the main action is shooting at the boss which has a lot of health. The video in toxic display mode is here:
  18. Hi guys, check out our new game about sticks. Feedback welcome! Download on Google Play: https://goo.gl/VHbVFc Youtube: Website: http://strifexxx.wixsite.com/cyberpony Facebook: https://www.facebook.com/groups/577850349043463/ VK: https://vk.com/club122273704
  19. So here are some plans for Heroes & Legends: Advanced Character Creation option similar to the sims but far more advanced in clothing, skinning, faces, etc. Actual Fluid dynamics, lava, under water utilizing gpu processing with physics according to under water immersion Actual weather, temperatures, survival such as camping, clothing, shelter, hypothermia, etc Sickness. Snow accumulation and melting. Rain puddles, mud, quick sand etc. World Max and a SRTM compatible database capable of generating worlds the size of earth, larger or smaller and generating a planet earth up to 2M resolution Real combat, no more hit points but instead a system that qualifies injuries based on hit location and armor. Takes into account material of the armor. 16th, 17th, 18th Century Sailing Ships trade and combat. Actual hull material and hit dynamics system, no more hit points, 1 hit could sink your ship or 50 hits could do a lot of damage. Actual flooding and displacement physics. Latitude and Longitude coordinate system. Use of a compass may be required when navigating the world. Smaller bugs, low poly such as mosquitos, flies, knats, lady bugs, and other various critters. Aves, or birds, that fly or pirch on branches. Fish, perch, trout, piranha, bass, jelly fish, sharks, and various sea fish. Sexual interaction and nudity. Explicit, and all inclusive. Use your imagination. I am looking for other suggestions in game development to make this a RPG game for the ages. Please post comments and suggestions here in this topic and follow along as we develop more and soon will be coming in game screen shots!
  20. I’m currently working on a game, in which I want players to be able to create their own content and models. Is there a way to allow players to both create models in game and import models into the game from outside sources?
  21. Hey, everyone! Will cut right to the chase: I'm a freelance illustrator with a bachelor's degree in graphic design, have done 2D animation work in the past and some illustration work for a few mobile games. However, my understanding of how an actual video game is made - especially, how to work with programmers - is very limited. That being said, there are Nintendo/Sega Genesis games from my youth that I'd love to, essentially, reskin based on my own designs and have them be playable on mobile devices with a more current day look and sound (reskin's maybe too strong of a word). One such game is "Evander Holyfield's Real Deal Boxing" (the old Sega Genesis game*). I'd like for the gameplay, the mechanics (the way the jabs, hooks, uppercuts, etc. are thrown), the fighter selection and the career mode to be pretty much identical to how EHRDB is, but - instead of realistic boxing - it would be a sci-fi themed game starring different monsters & creatures boxing each other. I'd like for it to be a 2D/2.5D game and I'd do all of the character designs & animations myself. It's a fairly simple game by today's standards, but, judging by what I've read & heard - the Achilles heel in most game development is always the coding, the programming. Mostly because artists - not unlike myself - lack understanding of how to work with programmers and how complicated & time consuming their job is. So my question is, as programmers - how difficult and time consuming would a project like this be to you? How much would it cost me? How many programmers I might need to pull it off? What specific qualifications I should look for in a programmer? What are some of the potential underwater rocks I should take into consideration? And are there any rudimentary coding, programming, game development courses or books I should check out to have a better understanding on how to work with programmers? Assuming wannabe game developers pop up on forums like this all of the time - are there any Game Dev 101 videos or articles you'd recommend checking out? Any replies and information would be very much appreciated. Thank you very much! *
  22. Hello! I'm actually an intense user of Lua for scripting-related events, but there is one thing that bothers me a lot: Serialising an in action scene. Let's take a dialogue-system as an example. In Lua, I see these often realised via co-routines, and did that myself quite often, but it's a difficult act to serialise the exact state. I know about serialisers like Pluto, but those are not really clean solutions, a change in the Lua-version etc. and suddenly the behaviour is anything but defined. I don't think I would want to serialise the raw content of Lua's stack etc. This concludes to my question: How are these systems serialised? Using a state-machine could be one thing, but I fear that writing such code might be difficult for casual scripter that want to modify the game a bit on their own - being an inherent reason of me picking Lua, as it is simple to understand and learn. Any solutions to this? I would love to see implementations, prototypes, or articles of any measure. Maybe there is a different simple scripting-language that solves this better? Thanks for your time.
  23. 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.
  24. Devlog #6 - Whitish Mode

    Hey guys, The sixth devlog is here. Today I want to demonstrate another experiment with post processing filters. New Whitish mode will be available in the main menu. The player can choose Toxic mode or Whitish mode as alternative to the standart Pixelated mode. I considered that it would be fun. So, here is the video: The main menu will look like this:
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