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  • It's a hobby.
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  • Mark the Artist Fights the Future
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  • Get back to work!
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  • Level editor in the works
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  • bricklayer developers: Fountaindale
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  • Old code never dies, it just fades away
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  • Life in the cereal box....
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  • The Log: Cloud Ocean
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  • Don't forget, it's supposed to be fun!
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  • Just Glad to Be Here
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  • Ep's tool-dev diary
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  • The Adventures of a Universal Traveller
  • Merry Prankster Games
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  • Software Renderer in 28 days
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  • Untitled
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  • My Newbie GD Journal
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  • Windows [Phone | 8] musings
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  • Isolate Development
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  • Graphics Engine Development
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  • Elucidation
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  • DudeMiester Speaks!
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  • Robot University -- a 2D DirectX Puzzle
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  • Dark Horse Software
  • Digital adventures through the third dimension
  • Gnoblins - Development journal of an indie game
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  • Wavesonics Pseudo-Random Journal Generator
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  • Dans Journal
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  • True, False, Maybe
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Found 128 results

  1. In this daily blog (and video)-series I take a first impressions look at the best mobile games that I come by. Be sure to share your favorite mobile game with the rest of us in the comments below! Exiled Kingdoms RPG is hardcore, has an old-school feeling to it, and is free (8-12 hours of gameplay) with a single $4 IAP to unlock the full game (108 areas, 40+ quests, the Cleric class unlocked, 110+ hours of gameplay!). There are no "fast-travel" or auto-modes and even on "Normal", the game is satisfyingly difficult. Quite possibly the most immersive old school RPG I've played in a while, and an easy recommendation for any RPG fan! The only "down-side" is also the charm of the game; namely that the graphics aren't "pretty and polished", so if that's a requirement for you, don't bother with Exiled Kingdoms. My thoughts on Exiled Kingdoms: Google Play: https://play.google.com/store/apps/details?id=net.fdgames.ek.android&hl=en iOS: https://itunes.apple.com/us/app/exiled-kingdoms-rpg/id1091313127?mt=8 Subscribe on YouTube for more commentaries: https://goo.gl/xKhGjh Or join me on Facebook: https://www.facebook.com/mobilegamefan/ Or Instagram: https://www.instagram.com/nimblethoryt/ Or Twitter: https://twitter.com/nimblethor
  2. In this daily blog (and video)-series I take a first impressions look at the best mobile games that I come by. Be sure to share your favorite mobile game with the rest of us in the comments below! Clash Royale rip-off... ehm... I mean... Clash Royale-inspired Blitz Brigade: Rival Tactics is pretty much a military-skinned Clash Royale. Developed by Gameloft, the game is super polished and runs smoothly, but the game doesn't bring anything new to the table. On the positive side, however, you DO get premium currency for free from completing missions. There's a 40 mb additional download after installing the game. My thoughts on Blitz Brigade: Rival Tactics: Google Play: https://play.google.com/store/apps/details?id=com.gameloft.android.ANMP.GloftTAHM&hl=en iOS: https://itunes.apple.com/us/app/blitz-brigade-rival-tactics/id1154058623?mt=8 Subscribe on YouTube for more commentaries: https://goo.gl/xKhGjh Or join me on Facebook: https://www.facebook.com/mobilegamefan/ Or Instagram: https://www.instagram.com/nimblethoryt/ Or Twitter: https://twitter.com/nimblethor
  3. In this daily blog (and video)-series I take a first impressions look at the best mobile games that I come by. Be sure to share your favorite mobile game with the rest of us in the comments below! Dark gothic-styled 2D action fighter with no stamina system and joystick (movement) & 3-button controls (attack, dodge, jump) with lots of combo-attacks. The game has awesome skill animations, which feel amazing to use, and the in-app purchases aren't being pushed that much in-game. My main "complaint" would be that getting enough of the items used for crafting weapons takes quite a bit, and the game can thus feel a bit grindy. My thoughts on NeverGone: Google Play: https://play.google.com/store/apps/details?id=com.hippiegame.nevergone&hl=en iOS: https://itunes.apple.com/us/app/never-gone/id978238542?mt=8 Subscribe on YouTube for more commentaries: https://goo.gl/xKhGjh Or join me on Facebook: https://www.facebook.com/mobilegamefan/ Or Instagram: https://www.instagram.com/nimblethoryt/ Or Twitter: https://twitter.com/nimblethor
  4. Unity The Arena

    Hey I'm developing a game inspired by World of Warcraft PvP Key features: — It's not an MMORPG, you don't need to level up and gear up your characters — Many different rated and casual gamemodes: duels, 2v2 and 3v3 arenas, battlegrounds, deathmatches — Built-in voice and matchmaking without a party (if you don't want to push serious rating) — Non-targeting combat system Sign up for beta here: https://goo.gl/forms/IYSAQtiRXQVY2B192 Duels: 3v3 with bots: More videos coming soon!
  5. Moving Beyond Alchemy I recently happened across a description of alchemy, that delightful pseudo-science of the last millennium that evolved into modern chemistry. For a moment I thought that the authors were instead describing the current state of the art in game design. Every time I sit down with a finely crafted title such as Tetris or Super Mario Brothers, I catch hints of a concise and clearly defined structure behind the gameplay. It is my belief that a highly mechanical and predictable heart, built on the foundation of basic human psychology, beats at the core of every single successful game. What would happen if we codified those systems and turned them into a practical technique for designing games? In A Time Before Science Historically, the process of understanding games has been limited by numerous factors ranging from messy experimental practices, spiritual reliance on untested theories of play, and confused terminology. We are still alchemists of our trade, mixing two parts impure story with one part polluted game play with three parts market voodoo. As an industry, we need to beyond the mystical hand waving that defines modern game design. It is now possible to craft, test and refine practical models of game design built from observable patterns of play.We can describe what the player does and how the game reacts. Recently, we’ve begun to crack open why players react to certain stimuli and are able to create models that predict pleasure and frustration. This essay will describe into one such model. Fundamental Science Forms The Future Diagram 2: Condensation polymerization of Nylon (a substance not available to alchemists) The bigger hope is to move our alchemical craft towards the founding of a science of game design. We currently build games through habit, guesswork and slavish devotion to pre-existing form. Building a testable model of game mechanics opens up new opportunities for game balancing, original game design and the broader application of game design to other fields. The advent of basic chemistry gave us tools to build a new world of technologies far beyond that imagined by our alchemist forefathers. Plastics, engines, fabrics, power sources revolutionized our lives. It is a worthy effort to crack the fundamental scientific principles behind the creation of games. The Foundations Of A Model Of Game Design Where chemistry separated itself from alchemy by building testable models of physical atoms, a science of game design concerns itself with testable models of human psychology. Many of the attempts to define games have focused on the mechanistic elements of the game, such as the primitive actions that the system allows the player to perform or the tokens that the player manipulates. The approach has been to treat games as self contained logical system. Mechanics and aesthetics are certainly important pieces of any model of game design, but in the end, such analysis provides little insight into what makes a game enjoyable. You end up with a set of fragmented pieces that tell you almost nothing about the meaningful interactions between the game as a simulation and the player as an active and evolving participant. Games are not mathematical systems. They are systems that always have a human being, full of desires, excitement and immense cleverness, sitting smack dab in the center. To accurately describe games, we need a working psychological model of the player. Player Model Our player model is simple: The player is entity that is driven, consciously or subconsciously, to learn new skills high in perceived value. They gain pleasure from successfully acquiring skills. Diagram 3: The player follows clues to the acquisition of a new skill Let’s dig into three key concepts in our player model. Skills Driven to learn Perceived value Skill A skill is a behavior that the player uses to manipulate the world. Some skills are conceptual, such as navigating a map while others are quite physical, such as pounding in a nail with a hammer. Driven To Learn Play is instinctual. In low stimulation environments where we are not actively pursuing activities related to food and shelter, people will begin playing by default.Strong feedback mechanisms in the form boredom or frustration prod us into action.Given a spare moment, we throw ourselves into playing with blocks or dolls as children and more intricate hobbies as adults. It is a sign of our need for meaningful stimulation that solitary confinement remains a vicious punishment for the most hardened criminals. The flip side is that we are rewarded for learning. The sensation that gamers term ‘fun’ is derived from the act of mastering knowledge, skills and tools. When you learn something new, when you understand it so fully you can use that knowledge to manipulate your environment for the better, you experience joy. There is a reasonable amount of neuroscience available to support this claim. Edward A Vessel, a cognitive neuroscientist at the NYU Center for Neural Science writes: “These “aha” moments, when a concept or message is fully interpreted and understood, lead to a flood of chemicals in the brain and body that we experience as pleasurable. It feels good to “get” it. The deeper the concept is, the better it feels when we are finally able to wrap our head around it.” Upon the click of comprehension, a natural opiate called endomorphin, a messaging chemical in the brain similar in structure to morphine, is released. As humans, we are wired to crave new information constantly. In some sense, what you and I term curiosity can be interpreted as our brain looking for its next fix of deliciously fascinating information. As game designers, we deal with the fun, boredom and frustration on a regular basis. It is good to recognize that these are biological phenomena, not some mystical or mysterious sensation. For more thoughts on the topic, I encourage you to have a quick read through Raph Koster’s book “A Theory of Fun for Game Design”. Perceived Value Players pursue skills with high perceived value over skills with low perceived value. Play is, perhaps counter intuitively, a deeply pragmatic activity. Our impulses to engage in play are instinctual, selected for by evolution because it provides us with the safe opportunity to learn behaviors that improve our lot in life without the threat of life threatening failure. We play because we are built to expect the eventual harvesting of utility from our apparently useless actions. We stop playing when we fail to find that utility. The perception of value is more important than an objective measurement value.Humans are not creatures of pure logic. We know people exhibit consistent biases in how they weight their actions. For example, they’ll often undertake bizarre risks because they are unable to properly evaluate statistical odds. We’ve also realized that people have substancial limits on how much information they can take into account when making any one decision. Many decisions are made based off highly predictable ‘gut’ reactions that have their own subconscious rules. Skill Atoms With our player model in hand, we can describe how the player interacts with the game. The basic ingredients of a game are, if not standardized, at least well described in a variety of books and rambling by designers across the past decade or two. I’ve taken the basic ingredients of tokens, verbs, rules, aesthetics, etc and remixed them into a self contained atomic feedback loop called a skill atom. Each unit describes how the player gains a new skill. Diagram 4: The player follows clues to the acquisition of a new skill A skill atom feedback loop is composed of four main elements: Action: The player performs an action. For a skill atom encounter by a new player, the action might involve pressing a button. More advanced atoms might instead require the player execute a batched set of actions such as navigating a complex maze. Simulation: Based off the action, an ongoing simulation is updated. A door might open. Feedback: The game provides some form of feedback to the player to let them know how the simulation has changed state. This feedback can be auditory, visual, or tactile. It can be visceral in the form of an exploding corpse or it can be symbolic in the form of a block of text. Modeling: As the final step, the player absorbs the feedback and updates their mental models on the success of their action. If they feel that they have made progress, they feel pleasure. If they master a new skill or other tool, they experience an even greater burst of joy. If they feel that their action has been in vain, they feel boredom or frustration. A shorthand diagram that I find useful for recording atoms is as follows: Diagram 5: Our canonical skill atom For example, let's dissect the act of jumping in Mario. Diagram 6: The skill atom of the player learning how to make Mario jump Action: An inexperienced player pushes a button. Simulation: The simulation notes the action and starts the avatar of Mario on the screen moving in an arc. Feedback: The screen shows the user an animation of Mario jumping. Modeling: The user forms a mental model that pressing the button results in jumping. Implicit in this model is that the atom is often looped through multiple times before the user understand what it teach. The first pass may only clue the user that something vaguely interesting happened. The user then presses the button again to test their theory and Mario once again bounces up into the air. At this point, the player smiles since they realize they’ve acquired an interesting skill that may be of use later on. This Thing We Call Play Upon the acquisition of a shiny new skill from a skill atom, players experiment with it.They try it out in different environments and see if it does anything useful. This semi-random exploration is the classic ‘play’ activity that we see children perform. For example, when a new player masters how to jump, you’ll notice they’ll almost immediately start happily hopping about the level. On the surface, it is a silly frivolous activity. In reality, we are observing humanities instinctual process of learning in action. In the course of experimenting, the player will occasionally stumble across something in the environment that gives them interesting information that might lead to the mastery of a new skill. At this point, you’ll see the behavior of the player become more deliberate. A mental model begins coalescing in their minds. In our jumping example, the player starts bumping against a platform. They may even reach the top of a platform. It is very common that skills acquisition requires multiple passes through the new skill atom before mastery is achieved. Eventually, the player uses an existing skill to grok another skill. They experience a wash of pleasure and start the process all over again. Chaining Of Game Mechanics We can visually represent how players learn by linking our basic skill atoms together to create a directed graph of atoms called a skill chain. Diagram 7: Two linked atoms The skill from one atom feeds into the actions of another atom further down the chain. By linking more and more atoms in, you build a network that describes the entire game. Every expected skill, every successful action, every predicted outcome of a simulation, every bit of required feedback can be included in a simple, yet functional fashion. Diagram 8: Sample skill chain for Tetris (Full size PDF: Tetris Skill Chain.pdf) A skill chain is a general notation that can be used to model pretty much any game imaginable. Your design can be broken down into dozens of simple atoms that link together to form a clear and easily readable map of how the game plays. The skill chain, with its ability to describe the player experience instead the mere mechanics of the game, provides a far richer description of the meaningful moments that occur during gameplay. How Players Interact With A Skill Chain Players will travel from atom to atom like Pac-Man following a trail of dots towards the power pellet. They move from one skill to the next even when they have only a vague concept of the ultimate destination. Chomping up those dots is good. One of our peculiarly human limitations comes into play at this point. Players are unable to predict the value of a new skill more than a couple atoms down the chain.As long as there a new skill with potential value within our prediction horizon, players will pursue it. There may be no long term payoff other than the pleasure of the experience, but we don’t care. As long as the short term rewards keep coming, we assume that there will be some final benefit from our efforts. Diagram 9: Players have limited foresight If you look at this from an evolutionary perspective, our behavior makes quite a bit of sense. Many useful skills take upwards of five to 10 years to master. During those early days of our education, the basic playful activities such as gossiping about which girls have cooties seem rather silly. Later on however, our mastery of politics, science, or in the case of the cooties, mating rituals, yields a hugely positive impact on our well being. The just-so story here is that playful folks that instinctually engaged in long term learning with no immediate benefit were the ones that mastered agriculture, hunting and language. These folks thrived. Those that did not died off. However, our brains never evolved to deal with modern games. The existence of a set of skill atoms that are tuned just to entertain us and that never actually lead up to a real world skill is something new to the world. At their most puerile, games are a grand hack. The minute by minute experience fits all our biological heuristics and sounds all the right bells. So we keep on playing. And we wonder why so many games have such horrible endings. Status Of Atoms In The Skill Chain A skill chain provides some rather useful information about the state of the player as they engage the game. Imagine that the skill chain is the instrumented dashboard that lights up with the player’s progress. At any point in time you can tell the following information Mastered skills: Skills that have been recently mastered. Partially mastered skills: Skills that the player is toying with, but has not yet mastered. Unexercised skills: Skills the player has yet to attempt. Active skills: Skills that the player is actively using. (aka the Grind) Burned out skills: Skill atoms that the player has lost interest in exercising. Diagram 10: Icons for skill status We’ve talked a little bit about mastered and partially mastered skills. Unexercised skills are pretty self explanatory. If a player can’t perform the actions necessary to understand a skill, that atom will never be exercised or mastered. Mastery flows down the chain and if players are blocked early on, they’ll never each the further atoms. The two states that are worth a bit more explanation are active skills and burned out skills. Active Skills The player only experiences the joy of mastery for an atom only once. After the moment of mastery, a biological feedback system kicks in that dampens the pleasure response to exercising those same pathways again. What was once exciting becomes boring. However, players will continue exercising an already mastered atom as a new tool for manipulating their world. A mastered atom is as good as a shiny new hammer hanging from a workman’s belt. When a new opportunity comes up, typically in the form of an atom further down the skill chain, the player makes use of their new skill to advance their knowledge. Players have enormous patience. They are willing to exercise a basic skill atom thousands of times in order to achieve mastery of a higher order atom. Players jump innumerable times in Super Mario Brothers in order to reach more powerful skillsets further down the chain. A skill that has been mastered and is now simply being used to activate other icons is represented by the lit light icon. Diagram 11: Active Icon Burnout Players don’t always bridge the gap between one atom and the next. They master a new skill, they play with it but fail to find any interesting use for it. This is known as burnout. Diagram 12: Burned out icon For example, suppose our player pressed the jump button. They performed the jump and we recorded their mastery of the skill. However, this particular player never figured out that how the jump might be useful. Perhaps they didn’t jump near the platform and receive interesting feedback on the next atom. After a short period of experimentation with no interesting results, the player stopped pressing the jump button entirely. When a player burns out on a particular atom, the consequences ripples up and down the chain. Early Stage Burnout In the example above, the Reach Platform atom will never be mastered. The foundational skills are not in place. In a deeply linked skill chain, a burnout early on can chop off huge sections of the player’s potential experience. You can think of learning curves in terms of managing early stage burnout. Later Stage Burnout On the other hand, a burnout later on down the chain can devalue active skills. For example, assume we have a single platform in our jumping game and there is really nothing on it. The player jumps on the platform, discovered no interesting new activities and so stops jumping on platforms. This, in turn, atrophies the Jump skill, because if the player doesn’t need to jump on platforms, why would he bother jumping? Burnout Is Our Gateway To Testability Burnout is a very clear signal that our game design is failing to keep the players attention. As you watch burnout creeps across a game’s skill chain, it is a signal that players will soon stop playing the game. They are becoming bored, frustrated and perhaps even angry. Perhaps most importantly, we can measure when burnout occurs for an individual atom. This gives us, as game designers, unprecedented qualitative insight into how a particular design is performing with play testers. When you start tracking burnout along with the other skill states, you can visualize the problematic areas with great clarity and accuracy. The entire topic of measuring performance of a game through instrumentation of its skill chain is a rich topic for further exploration. Diagram 13: Skill atrophy due to later stage burnout Advanced Elements Of A Skill Chain We’ve covered the basic elements of a skill chain and how to record that status of the player’s progress. There are only a few more pieces we need so that you can start building your own skill chains. Pre-existing skills: How the skill chain is jump started. Red Herrings: How we represent story and other such useless, but pleasurable aspects of modern game design. Pre-existing Skills Players bring an initial set of skills to a game. These skills always form the starting nodes of a skill chain. Accurately predicting this skill set has a big impact on the player’s enjoyment of the rest of the game. Diagram 14: How pre-existing skill feed into initial skill atoms Lack Of The Correct Initial Skills If the player lacks expected skills, they will be unable to engage the initial atoms in the game. In our example about jumping, imagine a player that didn’t realize that you need to push the button on the joystick in order to do something. Such an example may seem ludicrous, but it is one faced by many non-gamers whenever they are faced with a freakishly complex modern controller. Many game designs automatically assume the ability to navigate a 3D space using two fiddly little analog stick and a plethora of obscure buttons. Users without this skill give up in frustration without ever seeing the vast majority of the content. It is very important to realize that such users aren’t stupid. They merely have a different initial skill set. One of our jobs as designers is to ensure that the people who play our game are able to master the game’s early skill atoms. Ultimately this means making an accurate list of pre-existing skills for the target demographic and building our early experience around those skills. Don’t assume skills that may not be there. Pre-mastery Of Skills Taught In The Game The flip side of all this is that if players have already mastered existing skills, the process of mastering early atoms is likely to be quite boring. When a player, who has completed a dozen hardcore titles, plays a game sporting a 10 minutes navigational tutorial they become bored. All the reward notes are sour because their jaded brain doesn’t react at the appropriate points. If a game doesn’t teach the player anything new, the player is very likely to experience burnout on the early atoms. Targeting the correct set pre-existing skills is a balancing act. If you choose correctly, you’ll end up with an ‘intuitive’ game that players enjoy. If you choose incorrectly, you risk frustration, boredom and inevitable burnout. Red Herrings Games are laden with story, setting, and imagery intended to evoke a particular mood and other intriguing but useless elements. Gamers derive great pleasure from this feedback. We can represent much of this mélange of artistry with the use of a special type of atom known as a red herring. Red herrings are atoms that designer knows will never result in a useful in-game skill, but that still evokes the pleasure of partial mastery in the player. When the player experiences the information cues, existing player memories are activated and the brain greedily sucks up the clues. For example, many players have pre-existing associations with mushrooms. If you are of a certain age and a certain liberal background, you may even own a rainbow colored T-shirt that sports a mushroom or two. When such a person plays Super Mario Brothers for the first time, they are quite likely to perk up at the sight of magic mushrooms. A skill atom in their brain is activated and they begin free associating why might dear Miyamoto have placed such a counter culture reference in the game. Of course, the reality is that the mushrooms mean nothing of the sort. The combination of the player’s limited prediction horizon with the chemicals gained from associating the in game feedback with their existing mental structure is enough to create a jolt of pleasure that the player will happily seek again. The downside of Red Herrings in their games is that most players rapidly burnout on such sleights of hand. The first time you see the mushroom, you might think it interesting. The second time, you see it as its true nature: a key that unlocks another skill that helps you advance. Conclusion We’ve covered a lot of ground in this essay. Hopefully, the diagrams give you a good understanding of how to describe a game using skill chains. Using Skill Chains As a tool, I’ve found that skill chain diagrams dramatically improve my understanding of how a game works, where it fails and where there are clear opportunities for improvement. Creating a skill chain provides you with the following information: Clearly identify the pre-existing skills that the player needs to begin the game Clearly identify the skills that the player needs to complete the game Identify which skills need feedback mechanisms. Identify where the player experiences pleasure in your game Alert the team when and where players are experiencing burnout during play Provide a conceptual framework for analyzing why players are experiencing burnout. Though it takes a little practice, skill atoms aren’t all that complicated to define and are really no more of a burden than writing unit tests for a chunk of code. Future Topics Skill chains are a deep topic and we’ve described only the most basics aspects of how they function. Further topics of inquire include: Use of instrumented skill chains as a tool in iterative development How skill chains related to traditional interaction design The role of timing and other reward distribution technique in skill chains Critiques of common games using skill chains Limitations of skill chains From Alchemy To Chemistry I like to imagine that models like skill chains will help raise the level of intent and predictability in modern game design. With the concepts in this essay, you can start integrating this model into your current games and collecting your own data. We’ve got some immensely bright people in our little market and it is almost certain that they can improve upon this foundational starting point. By sharing what you’ve learned, we can begin to improve our models of design. What happens if game designers embrace the scientific process and start build a science of game design? The alchemists of ages past dreamt of turning lead into gold. They performed mad experiments with imprecise equipment and questionable theories of how the universe worked. Modern game designers are not really so different. Those not simply here for the sake of profit instead rally around equally fantastical dreams such as creating a game that makes the user cry or enlightening the world with games of politics or hunger. We crib cryptic notes from past successes and chortle merrily when our haphazard experiments manage to mildly entertain our audience. We are on the leading cusp of deep human / software interaction and yet we know so little. It is only by gaining a deeper understanding of the fundamental building blocks of design that game designers with gain the power to break free from the accidental successes of the past. With practical techniques gained from controlled experiments, we will create radically effective new applications. When we have our basic chemistry, our basic systems of measurement and our basic atomic theory, perhaps then we can consistently build games that tap into the heart of human psychology. The reproducible application of psychological manipulation of individuals and groups using software is big heady stuff. In the short term, I would hope that a deep understanding of models like skill chains help us crack open the rigid craftsmanship of existing genres so that we can build better, more potent games. Long term, it will be interesting to see what world changing uses we can find for our ever improving psychological technology. References And Notes The original essay on skill atoms http://www.lostgarden.com/2006/10/what-are-game-mechanics.html Effects of solitary confinement on prisoners http://www.prisoncommission.org/statements/grassian_stuart_long.pdf Perceptual pleasure and the Brain Irving Biederman and Edward Vessel, American Scientist, May-June 2006 Abstract: “From hand-held DVD players to hundred-inch plasma screens, much of today's technology is driven by the human appetite for pleasure through visual and auditory stimulation. What creates this appetite? Neuropsychologists have found that visual input activates receptors in the parts of the brain associated with pleasure and reward, and that the brain associates new images with old while also responding strongly to new ones. Using functional MRI imaging and other findings, they are exploring how human beings are "infovores" whose brains love to learn. Children may enjoy Sesame Street's fast pace because they get a "click of comprehension" from each brief scene.” Press release: http://www.usc.edu/uscnews/stories/12543.html Six sinister things about Super Mario http://www.destructoid.com/six-sinister-things-about-super-mario-28654.phtml An example of game chemistry in action Here is a rough draft of a skill chain for Tetris. It is interesting to note that a game that is mechanically quite simple can possess an expansive skill chain. Tetris Skill Chain.pdf (800k) Description of expert level Tetris skills Relationship of Skill Chains to MDA (Mechanics, Dynamics, Aesthetics) This is a question that has been posed on occasion. MDA is a game analysis framework put forth by Robin Hunicke, Marc LeBlanc and Robert Zubek. It is one of many descriptive techniques that catalog the elements of a game. The hope is that in the process of defining the pieces of a game, the designer will clarify their thinking about a design. This is certainly an admirable goal. The major differences between the two approaches is that in MDA there is little attempt to model the actual player experience with the game. MDA analysis also fails to provide any objectively testable structure. With skill chains, you can always hook up logging software and observe where atoms light up and where they burn out. You can read more on MDA here. A quick overview of alchemy, from a reliably alchemical web 2.0 source http://en.wikipedia.org/wiki/Alchemy
  6. Our team, Forgotten Mines, has launched an early public beta for War to the Core. We are now seeking to form a board of gameplay designers and passionate gamers to help balance the game. War to the Core is a multiplayer online battle arena (MOBA) game where fleets of massive warships wage tactical battles in low orbit in a struggle to control Earth's resources. While we are still building up the ships arsenals and weapons choices, there are already quite a few in the game today. Getting the right mix to enable good strategy and tactics without making certain builds over powered or under powered, requires a high level of creativity combined with fine level of tweaking on an ongoing basis. As a game play designer, you will help make the game more fun by enabling more elaborate tactics and making design suggestions to the development team as well as gain access to new ideas that will are not yet implemented, so you can provide early feedback on them. As a board, you will help tweak the properties of the game mechanics: How far can ships teleport? How strong are mines? How quickly do they explode? How wide is the impact range? How do different weapons change when they gain new levels? And so on. We are looking for gamers with a good understanding of game balance and a passion for game design. You don't need prior design experience, but you need a great sense of what makes games fun. If you are interested to join us, just get in touch. Discord: https://discord.gg/462GFeT Official website: http://www.WarToTheCore.com Official app store link: https://www.microsoft.com/store/apps/9n4shfc15wks Mailing list: http://eepurl.com/cUGQ9v Facebook page: https://www.facebook.com/WarToCore Facebook players group: https://www.facebook.com/groups/WarToTheCore/
  7. Hi everyone ! I'm new to this forum, i've discovered it today and he seems really interesting ! To introduce myself i'm a beginner in game programming in general, never done it before... i have 1 year of C++ with me and 1 month of OpenGL at this moment... few days ago i had the idea to create a dance dance revolution like game for educational purpose only i made some research on the internet and i've found something called stepmania, an open source version of DDR, another thing called "FMOD" that allows me to detect BPM from a song and also "SDL" which is a 2D library you can use for making 2D games. Thanks to my research i started to get an idea how how i could develop that kind of gameplay with all of these elements but unfortunatly it is too difficult for me to detect beat and bars from a song so i checked for another solution and i found that stepmania was using a special file format called "*.sm" file where many infos are stored such as song bpm, artist name, arrows that appears during the song etc... so i tough about making a program that parse the selected sm file, stores the datas from it and displaying the sm file's arrows on the screen in order to reproduce the DDR gameplay but i also have trouble doing this because i have never done file parsing before... I'm a bit lost in this part... if anyone have any advice or wants to help me i will really appreciate it. Thank your reading. Regards. ps : sorry for my english.
  8. 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:
  9. In this daily blog (and video)-series I take a first impressions look at the best mobile games that I come by. Be sure to share your favorite mobile game with the rest of us in the comments below! 8-bit styled indie RPG where the goal is to survive as many waves of increasingly difficult enemies as you can while running around on a tiny pillar, collecting points and killing enemies to upgrade your character. Controls are simple and work really well, and while really challenging ,the game is a lot of fun! Monetization happens through rarely-appearing 5-seconds skippable video ads, which I didn't like, but any in-app purchase removes all ads and unlocks the full game ($3). My thoughts on Only One: Google Play: https://play.google.com/store/apps/details?id=com.rebelbinary.onlyone&hl=en iOS: https://itunes.apple.com/us/app/only-one/id681646403?mt=8 Subscribe on YouTube for more commentaries: https://goo.gl/xKhGjh Or join me on Facebook: https://www.facebook.com/mobilegamefan/ Or Instagram: https://www.instagram.com/nimblethoryt/ Or Twitter: https://twitter.com/nimblethor
  10. Hello! We’re indie game development studio Rogue Snail (creators of Chroma Squad, Dungeonland, and Relic Hunters Zero), and we are working on our newest project: Relic Hunters Legend! And this is a very special week, we just released our gameplay reveal trailer and the first part of our Web Comic Series "Kings of Garbage," where anyone can check it out on Tapas and WebToons now! We are planning to release each part on Friday, leading up to the launch of our Kickstarter campaign beginning on October 5, 2017! Gameplay Trailer: https://www.youtube.com/watch?v=g6KE_rxccEE WebToons Link: http://bit.ly/2xEZQHN Tapas Link: http://bit.ly/2y4sPkh If this game looks like something you would enjoy, please check out our site at http://relichunters.com.br/. Thanks!
  11. We have just implemented Evil Voiceover for players actions in Bouncy Bob, and it is super cool - just take a look, (and don't forget to turn sound on): https://twitter.com/BouncyBobGame/status/908357784026185729 List of all added voices: -Outstanding -Perfect -Good -Good Job -Bullseye -Perfect Aim -Airwalk -Elevation -Double Kill -triple Kill -Multi Kill
  12. Somewhere on Zibylon (work in progress) Gameplay trailer: https://www.youtube.com/watch?v=PPaUT3BeoRM About the game: Sci-fi exploration puzzle game with stealth elements, set in deep space and without gravity. The signal from the Control Center of the colonized planet Zibylon has been lost. A repair drone is sent to the station. Upon arrival, it detects loss of control over the stations and strange activity taking place in them. Using the capabilities of the drone and the orbital module, explore Zibylon, solve puzzles, hide from enemies and fight with them, search for resources and produce equipment to capture stations and mines. If you want to regain control over the stations, figure out the tangled mechanisms and structures and avoid the many dangers that threaten you. Main features: - Explore the space stations and the entire planet. - Solve the variety of environmental puzzles. - Use stealth to find ways to avoid skirmishes with aliens. - Combat the alien forces, using the capabilities of the orbital module. - Search and capture space bases and mines. - Mining, crafting and researching technologies for equipping and arming the orbital module. Game modes: (Explanation of the game process and game modes). The game contains two game modes - Drone Mode and Planet Control. The essence of the game is to reach new levels in Planet Control mode, and then pass them in Drone Mode. In Planet Control mode the player controls the orbital module, which explores the planet and finds the captured stations. Destroying the aliens' defensive weapon first will give access to most stations. Installing the weapon and the reinforced hull to the orbital module increases your strength. Extracting resources and using the crafting mode to produce all the necessary details are key to winning. Producing these requires certain technologies; they become available after passing the corresponding level in the drone mode. The Drone Mode refers to exploration of huge space stations, solving logical tasks and avoiding collisions with aliens by using stealth. Screenshots: Links to the game: Twitter Facebook Youtube IndieDB page Official website Any feedback is appreciated!
  13. Gameplay Basic Combat Ai

    Hello, i finally make my very first combat ai, it's pretty basic but i think is good enough. Ai can follow player around, will try to defend or move out of attacks if get hit, if in same line as the player will charge an attack. Combat Ai Video My next step is to add multiple enemies and companions for more complex and chaotic outcomes and more abilities for the enemies like area of effect attacks and longer range strikes. Also some more art is ready! Thanks for reading My Youtube channel ==> link My Deviantart Gallery ==> link
  14. Blessed by bug !

    Fun fact story from Bob's development: During early stages of dev our character could only jump, so main gameplay mechanic looked like this: Later on some strange bug occured. Wnem you were pressing "aim" button player was jumping (in mid air), and it was not ment to behave like that. We have made some play test sessions with that, and during them this bug was providing a ton of fun... So we have polished it and made into game as FLYING! It was not much work and results are superb. So dont always fix all of your bugs guys ! Sometimes bugs can be a blessing P.S. Here you can se a gameplay trailer and more info about Bouncy Bob: http://store.steampowered.com/app/680620/Bouncy_Bob/ Thanks
  15. Salutations to the gamedev.net community! This is Russell Davis with Reject Force Entertainment, we have been working on a simple side scrolling shooter for mobile devices, currently Android is our targeted platform, we released our game early access of our game on Google Play but we are looking for some feedback on our game. Our game is a simple throwback to retro style gaming but we styled it with an arcade touch screen game pad to give it a retro feel. Our game is about a eccentric rich man who lost all his money in a unique accident and must now scour the globe to get his money back while battling the peasantry who wish to take his funds. We have two worlds available with more being developed. Tell us what you think we would greatly appreciate it. Google Play https://play.google.com/store/apps/details?id=com.rejectforce.runonthebank&hl=en
  16. Hello monster friends! It's the weekend, and that means another edition of the Village Monsters Dev Diary Digest (VMD3) The marathon continues! This past week saw the release of the latest demo, and it was a big one. www.warpdogs.com/wererelease/ I want to thank all the people who took the time to share feedback! You are making Village Monsters a better game. You can expect another release tomorrow that contains more features and bugfixes reported via feedback The Kickstarter is coming soon. Real soon. As in, in the next 48 hours! I'm so pumped. And nervous. Mostly pumped! As with last week I'm going to keep the text at a minimum and make this a screenshot blitz. Let's get to it I did a fair amount of work on the last hobby prototype, Cooking. It's far from where I want it, but it'll improve over time Remember the potion system? I went and combined it with food effects to open the door for all sorts of goofy fun. Snowberry Shrooms now properly chill you to the bone, while Spicy Shrooms put an extra kick in your step A new area, the forest, has been implemented. This is also your first chance to investigate some of the glitches and faults ruining the world outside the village The first of many quests have been added - meet all villagers in town! There's no reward for finding them all (yet...), but it's a good way to track your progress Finally, more helper text has been added to Home Customizer mode. You also are automatically placed in this mode when placing a new piece of furniture
  17. In this daily blog (and video)-series I take a first impressions look at the best mobile games that I come by. Be sure to share your favorite mobile game with the rest of us in the comments below! A silly indie game based on the Google Chrome "no internet connection" endless runner dino game. Very small game that you're probably not gonna play for long, but I have found myself playing it in-between the larger RPG / Strategy games I play and having some fun with it for a few minutes at a time. Monetization is through ads, which luckily can be closed immediately (no 5-sec waiting). My thoughts on Dino Run 2: Google Play: https://play.google.com/store/apps/details?id=com.EON.dino&hl=en iOS: Not yet available Subscribe on YouTube for more commentaries: https://goo.gl/xKhGjh Or join me on Facebook: https://www.facebook.com/mobilegamefan/ Or Instagram: https://www.instagram.com/nimblethoryt/ Or Twitter: https://twitter.com/nimblethor
  18. In this daily blog (and video)-series I take a first impressions look at the best mobile games that I come by. Be sure to share your favorite mobile game with the rest of us in the comments below! Great controls, lots of planes to unlock, squadrons (guilds), actual 4v4 real-time online pvp dogfighting battles, and fast match-making; War Wings by Tencent and Miniclip has definitely got a lot going for it! The gameplay is fun and intense and the game is super polished. Although there are no energy systems and no wait-times for upgrades (a BIG plus in my book!), the game does push its in-app purchases quite a bit, with premium accounts and one-time use boosters (which, to be fair, can be bought for non-premium currency too!). My thoughts on War Wings: Google Play: https://play.google.com/store/apps/details?id=com.tencent.warwings2&hl=en iOS: https://itunes.apple.com/gb/app/war-wings/id1050092160?mt=8 Subscribe on YouTube for more commentaries: https://goo.gl/xKhGjh Or join me on Facebook: https://www.facebook.com/mobilegamefan/ Or Instagram: https://www.instagram.com/nimblethoryt/ Or Twitter: https://twitter.com/nimblethor
  19. So I am trying to make a platformer for a promotional project. This platforming game is easy. Only static obstacles, some variations of platform levels such that the sprite can jump to the next platform and jump down to the previous platform (like the NES Contra). The games suppose to behave like Mario. The platforming/environment is not complicated. You can jump up and down to platform, jump across obstacle, jump to next elevation etc. Please do take note, there is a degree of a proper platforming scheme (similar to Mario). Its just that the game is very basic. The problem is, if my sprite goes (1,1) direction (jumping and then falling forward), my sprite snaps to one of the corners of the obstacle's hitbox. I surmised probably it is because I set some collision detections on four vertices on the hitbox of my sprite and comparing this against other hitboxes of perceived platforms (which btw, are on different size), I made it similar with 'raycasting'. It appears my sprite shows up on a position overlapping the bounding box of the platform when code proxied and correct the position of the sprite. Causing it to jitter on such corner. Sometimes it even teleports on the other side of the obstacle. My code is a bit crude. I wanted to make it simple without using too much physics (like Box2D). As I believe this game is a simple as it gets, I felt like simpler solution suits this project better. But the fact I encountered problem like this make me feel regrettable doing this. Here is my code so far: package nick.runnypants.entities; import kit.Entity; import kit.creator.SceneSprite; import kit.input.KeyboardEvent; import kit.creator.CreatorObject; import kit.display.Sprite; import kit.input.Key; import kit.physics.PhysicsBody; import kit.System; import kit.physics.Box2D; import box2d.dynamics.BodyType; import box2d.common.math.Vec2; import nick.runnypants.entities.Collider; import nick.runnypants.utils.MathUtils; class Runner extends BoundedObject { public var moveSpeed : Float = 1550; public var jumpHeight : Float = 3; public var timeToJumpApex : Float = 0.35; public var showDebugLines : Bool = false; private var position : Vec2; private var velocity : Vec2; private var acceleration : Vec2; private var direction : Vec2; private var sprite : Sprite; private var sceneSprite : SceneSprite; private var jumpSpeed : Float; private var gravity : Float; private var isGrounded : Bool; private var keyPresses : Map<Key, Int>; private var perceivedPlatforms : Array<BoundedObject>; private var thisCollider : Collider; private var collisionInfo : CollisionInfo; public override function onStart() : Void { perceivedPlatforms = new Array<BoundedObject>(); sceneSprite = owner.getSceneSpriteFromParents(); sprite = owner.getSprite(); sprite.centerAnchor(); initPhysics(); initControls(); perceivePlatforms(); } private function initPhysics() { collisionInfo = new CollisionInfo(); setBoundOffset(new Vec2(sprite.getNaturalWidth() / 2.0, sprite.getNaturalHeight() / 2.0)); thisCollider = getCollider(); position = new Vec2(sprite.x._, sprite.y._); acceleration = new Vec2(0, 0); velocity = new Vec2(0, 0); direction = new Vec2(0, 0); gravity = (2 * jumpHeight) / (timeToJumpApex * timeToJumpApex); jumpSpeed = gravity * timeToJumpApex; } private function initControls() { keyPresses = new Map<Key, Int>(); System.keyboard.down.connect(onKeyDown); System.keyboard.up.connect(onKeyUp); } public override function onUpdate(dt : Float) : Void { direction = new Vec2(0, 0); collisionInfo.reset(); updateInput(); updateBounds(); updateColliderBounds(); velocity.x = direction.x * moveSpeed * dt; velocity.y = direction.y * moveSpeed * dt; // velocity.y += gravity * dt; if (collisionInfo.collideLeft || collisionInfo.collideRight) { velocity.x = 0; direction.x = 0; } if (collisionInfo.collideBottom) { velocity.y = 0; direction.y = 0; } position.x += MathUtils.lerp(velocity.x, moveSpeed * direction.x, dt); position.y += MathUtils.lerp(velocity.y, moveSpeed * direction.y, dt); resolveCollisions(velocity); sprite.x._ = position.x; sprite.y._ = position.y; } private function resolveCollisions(velocity : Vec2) { for (platform in perceivedPlatforms) { var thatCollider = platform.getCollider(); checkVerticalCollision(velocity, thatCollider); checkHorizontalCollision(velocity, thatCollider); } } private function checkVerticalCollision(velocity : Vec2, thatCollider : Collider) { if (MathUtils.sign(velocity.y) == 1 && (MathUtils.isBetweenHorizontal(thisCollider.bottomLeft.x, thatCollider.topLeft, thatCollider.topRight) || MathUtils.isBetweenHorizontal(thisCollider.bottomRight.x, thatCollider.topLeft, thatCollider.topRight))) { var dist = thatCollider.topLeft.y - thisCollider.bottomLeft.y; if (dist <= 0 && thisCollider.topLeft.y < thatCollider.bottomLeft.y) { position.y = thatCollider.topLeft.y - (sprite.getNaturalHeight() / 2.0); collisionInfo.collideBottom = true; } } else if (MathUtils.sign(velocity.y) == -1 && (MathUtils.isBetweenHorizontal(thisCollider.topLeft.x, thatCollider.bottomLeft, thatCollider.bottomRight) || MathUtils.isBetweenHorizontal(thisCollider.topRight.x, thatCollider.bottomLeft, thatCollider.bottomLeft))) { var dist = thisCollider.topLeft.y - thatCollider.bottomLeft.y; if (dist <= 0 && thisCollider.topLeft.y > thatCollider.topLeft.y) { position.y = thatCollider.bottomLeft.y + (sprite.getNaturalHeight() / 2.0); collisionInfo.collideBottom = true; } } } private function checkHorizontalCollision(velocity : Vec2, thatCollider : Collider) { if (MathUtils.sign(velocity.x) == 1 && (MathUtils.isBetweenVertical(thisCollider.bottomRight.y, thatCollider.topLeft, thatCollider.bottomLeft) || MathUtils.isBetweenVertical(thisCollider.topRight.y, thatCollider.topLeft, thatCollider.bottomLeft))) { var dist = thatCollider.topLeft.x - thisCollider.bottomRight.x; if (dist <= 0 && thisCollider.bottomRight.x < thatCollider.bottomRight.x) { position.x = thatCollider.topLeft.x - (sprite.getNaturalWidth() / 2.0); collisionInfo.collideRight = true; } } else if (MathUtils.sign(velocity.x) == -1 && (MathUtils.isBetweenVertical(thisCollider.bottomLeft.y, thatCollider.topRight, thatCollider.bottomRight) || MathUtils.isBetweenVertical(thisCollider.topLeft.y, thatCollider.topRight, thatCollider.bottomRight))) { var dist = thisCollider.topLeft.x - thatCollider.bottomRight.x; if (dist <= 0 && thisCollider.bottomRight.x > thatCollider.bottomLeft.x) { position.x = thatCollider.bottomRight.x + (sprite.getNaturalWidth() / 2.0); collisionInfo.collideLeft = true; } } } private function perceivePlatforms() { var platforms : Array<Entity> = sceneSprite.getObjectsByType(BoundedObject); for (e in platforms) perceivedPlatforms.insert(0, e.get(BoundedObject)); } private function updateInput() : Void { if (keyPresses.get(Key.Left) != null || keyPresses.get(Key.A) != null) direction.x = -1; if (keyPresses.get(Key.Right) != null || keyPresses.get(Key.D) != null) direction.x = 1; if (keyPresses.get(Key.Up) != null || keyPresses.get(Key.W) != null) direction.y = -1; if (keyPresses.get(Key.Down) != null || keyPresses.get(Key.S) != null) direction.y = 1; //if (keyPresses.get(Key.Space) != null) // jump(); } public function jump() : Void { velocity.y = -jumpSpeed; isGrounded = false; trace("**********JUMP*************"); } public function onKeyDown(event : KeyboardEvent) { keyPresses.set(event.key, event.id); } public function onKeyUp(event : KeyboardEvent) { keyPresses.remove(event.key); } } I disabled jumping/platforming mechanics and move the sprite on all directions. As you can see, if I move diagonally towards a particular obstacle, my sprite seems to collide a bit with platform's corner, and I had my code to correct its position. This doesn't look nice because, sometimes, the collision doesn't make sense and it looks jittery. Collision works well on a very strict movement, like coming from the left, right, top, bottom, but not combinations of those as my sprite teleports on the other side of the obstacle. I've been searching through the web and spent countless hour figuring this out and I can't seem to find any useful article. Though I came to know 'bullet through paper problem', 'SAT', 'Sweep' etc. I am not totally sure if this is the solution to my problem, hence this post. This is using 2dKit + Haxe language. I felt very dumb and I am really stuck. Any help will be greatly appreciated.
  20. In this daily blog (and video)-series I take a first impressions look at the best mobile games that I come by. Be sure to share your favorite mobile game with the rest of us in the comments below! This "drag-racing"-ish game has definitely got a lot good going for it, such as great graphics and no wait-time for upgrading or buying new cars. However, there IS a stamina system, although there's honestly so much stamina that it never really bothered me much. My main complaint about the game is how much it pushes its in-app purchases, and the rather lackluster multiplayer, which is NOT real-time. Still a neat game for its genre, though, and definitely not the worst way to waste a few hours. Just know that you need online access to play at all times! My thoughts on Carmageddon: Crashers: Google Play: https://play.google.com/store/apps/details?id=com.stainlessgames.crashers&hl=en iOS: https://itunes.apple.com/us/app/carmageddon-crashers/id1066323305?mt=8 Subscribe on YouTube for more commentaries: https://goo.gl/xKhGjh Or join me on Facebook: https://www.facebook.com/mobilegamefan/ Or Instagram: https://www.instagram.com/nimblethoryt/ Or Twitter: https://twitter.com/nimblethor
  21. So, I currently have a Rectangle that updates with player position, and is the size of the sprite. I'm using Tiled as my tile editor, and have an Object layer called "collision" which I loop over when loading the map, and store each object as a Rectangle in a list. Then in my Update I check if the player is colliding with any of those rectangles (via looping over the list) with Rectangle.Intersects(Rectangle). And if a collision is detected, I handle it with this function: private static void HandleCollision() { if (_currentLevel.IsColliding()) { float deltaLeft = Math.Abs((Player.Instance.Position.X + Player.Instance.PlayerCollider.Width) - (_currentLevel.collidingRectangle.X)); float deltaRight = Math.Abs((Player.Instance.Position.X) + (_currentLevel.collidingRectangle.X + _currentLevel.collidingRectangle.Width)); float deltaUp = Math.Abs((Player.Instance.Position.Y + Player.Instance.PlayerCollider.Height) - (_currentLevel.collidingRectangle.Y)); float deltaDown = Math.Abs((Player.Instance.Position.Y) - (_currentLevel.collidingRectangle.Y + _currentLevel.collidingRectangle.Height)); if (deltaLeft < deltaRight && deltaLeft < deltaUp && deltaLeft < deltaDown) { Player.Instance.Position.X -= deltaLeft; } else if (deltaRight < deltaLeft && deltaRight < deltaUp && deltaRight < deltaDown) { Player.Instance.Position.X += deltaRight; } else if (deltaUp < deltaLeft && deltaUp < deltaRight && deltaUp < deltaDown) { Player.Instance.Position.Y -= deltaUp; } else if (deltaDown < deltaLeft && deltaDown < deltaRight && deltaDown < deltaUp) { Player.Instance.Position.Y += deltaDown; } } } I know this is ugly, but that's not the problem, the problem is that when it detects a collision, the player "spazzes out" and just bounces in and out of the rectangle it's colliding with. I've tried a couple other ways too, like just setting the player position without using absolute values, with similar calculations. The same problem happens though. Also it allows the player to just phase through platforms from one side, and the player will get teleported to other sides sometimes, so this is very bad. The "spaz" out seems to happen when detecting collision from 2 seperate rectangles, it works "fine" when just going straight down onto a single platform if there are no other platforms around it, but up and sides don't work correctly and if it's close to other platforms then the player might get teleported to another side. I'm not sure how else to handle it, I've done research and googled a lot, as well as searched here, but everything I find is about the actual collision detection, which I'm doing via the Rectangle.Intersects() method. I've been at this for 3-4 days, before deciding to post here. I also tried to do it by "requesting" input, like checking where the player would be the next frame, then if it was going to intersect with the rectangle, don't move, and if it wouldn't intersect, it was free to move, but that was really buggy as well with pretty much the same results as this. Here's a GIF of what it looks like in action. ( not sure why the actual rectangles are off position, I assume something to do with casting the positions from double to int when reading them in )
  22. Wingless Release date: Aug 22, 2017Systems Supported: VIVE, RIFTPlatforms: Windows, VRPlayspace: Standing, Room-ScaleControls: Tracked Motion ControllersGenres: Action, IndieDeveloper & Publisher: Kentoo Sp. z o oSteam: SteamPrice: 6,99€ Description: It’s a snowball crafting, penguin mashing, dynamite throwing fun! Fend off waves of flightless birds in the name of gaining the ultimate skill - flight. Who deserves it more? Humans or wingless animals? Think quickly and act accordingly, avoid blows dealt by desperate penguins and try to fight back. Combine and utilize surrounding objects - adapt to ever increasing difficulty level. Earn points - higher the score, closer to the top of leaderboard you get. Master the art of snowball building, pitch fast ones or roll massive balls of ice down the slope that stop everything in it’s path. In the end only thing that matters is keeping those pesky birds off your precious artifact. Wingless is a game for everyone looking for classic defense experience with a bit of crafty twist. Built from scratch using the Unreal Engine 4 for VR platforms - HTC Vive and Oculus Rift alike. Features: Fast paced defense action with a crafty twist! Engage your muscles (get some proper cardio), reflexes and resource management skills! Trust your aim and good old snowballs, blast em' with dynamite or lure with tasty fish. Do whatever it takes to protect the amulet! Chill out and have stress-free fun in Casual Mode, let the penguins come close and check out their cool hats! Fight your way to the top of the leaderboard in Competitive Mode, break your way through endless waves of enemies and show world who's best! Unlock wide variety of glove skins; don fashionable leather or get yourself some sporty spice - the choice is yours! Full support for HTC Vive and Oculus Rift with Touch Controllers! Trailer: Wingless Trailer Screenshots:
  23. Become a VR Beta Tester

    I invite all of you to test our latest project in VR - Gravity Tunnel VR. Read about the game on our website: https://qverty.com/gravity-tunnel and watch the trailer here: https://www.youtube.com/watch?v=KXBbsJhxKzk&feature=youtu.be I would like to ask you to give us feedback on the experience. If you are interested, please write a comment below and I will send you the game keys and a few questions for the collection of feedback.
  24. Hello monster friends! It’s the weekend, and that means another edition of the Village Monsters Dev Diary Digest (VMD3) Today’s update is both late and briefer than usual, but I hope i have a good excuse: with PAX being this week and the Alpha 1 release next week, I’m already pretty dang busy. But then last week, I had to make another major announcement… Village Monsters will be coming to Kickstarter on September 12th. That’s less than 3 weeks away! I’m psyched. I’m nervous. I’m excited. I’m nervous. I can’t wait for you to see what I’m cooking up Well, that’s enough preamble - let’s just get onto it! Under Construction The majority of my time last week was spent on improving the village in some pretty major ways. First, I created and furnished four new homes for monsters to live in (though they’re still pretty sparse for now). I also converted that strange skull in town into a proper home for Saley & Stapes, the two skeletal guards. Overflow - the town’s tavern and a major hangout spot for locals - was also completely revamped…in the sense that before the revamp, the exterior was unfinished and the interior didn’t exist. Both outside and inside are now in a much better place. Beyond new buildings, I also began moving things around to accommodate new ideas. I now have enough buildings to actually have something close to ‘districts’ in our little village - the town hall, church, and historical society fill out the Civic District, a new general store and existing furniture merchant have made something like a Commercial District, and of course the houses make up the Residential District Here’s a neat GIF showing how the village has changed and evolved in the last 8 months: Finally, I also created 3 additional villagers and revamped a 4th. Meet Bavarian the Chef Blob, Lucy the Artistic Golem, Rainboy the Elemental, and Serin the…uh…tree. Dynamic Camera It seems at least once a month I get bogged down by some obnoxious camera bug that comes out of nowhere, and this month was no different. However, this time my solution ended up turning into a feature - a dynamic camera. There’s probably a better name for this, but what I mean is that the camera smoothly follows the player at its own speed as opposed to always keeping the player dead-center on screen. This fits better with the relaxed style of game I’m making, and also looks a lot better in motion. It’s hard to capture via a GIF, so you’ll need to trust me that it looks better. New Critters? Sometimes I sit down to do one thing and end up feeling motivated to do something else entirely. That was the case this week, and it’s why I ended up creating four new critters to find and collect. I won’t share them so they can remain a bit of a secret, but here’s the Capricious Cumulus, a cloud-based critter that oscillates between feelings of timidness and aggression. That’ll do this for this week. Next week is likely to be just as sparse and late, but things are going very well and you’ll have a chance to see for yourself on September 6th when Alpha 1 releases. Don’t forget that the Kickstarter starts a week later on September 12th. It’s going to be a hectic month, but this fall is shaping up to be a hell of a good time.
  25. One Button Game

    Bouncy bob is one button game, here is simple overview of how our controls work: There is gameplay video trailer on Bob's steam page: http://store.steampowered.com/app/680620/Bouncy_Bob/