Jump to content
  • Advertisement

Search the Community

Showing results for tags 'Gameplay'.

The search index is currently processing. Current results may not be complete.


More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Categories

  • Audio
    • Music and Sound FX
  • Business
    • Business and Law
    • Career Development
    • Production and Management
  • Game Design
    • Game Design and Theory
    • Writing for Games
    • UX for Games
  • Industry
    • Interviews
    • Event Coverage
  • Programming
    • Artificial Intelligence
    • General and Gameplay Programming
    • Graphics and GPU Programming
    • Engines and Middleware
    • Math and Physics
    • Networking and Multiplayer
  • Visual Arts
  • Archive

Categories

  • Audio
  • Visual Arts
  • Programming
  • Writing

Categories

  • Game Developers Conference
    • GDC 2017
    • GDC 2018
  • Power-Up Digital Games Conference
    • PDGC I: Words of Wisdom
    • PDGC II: The Devs Strike Back
    • PDGC III: Syntax Error

Forums

  • Audio
    • Music and Sound FX
  • Business
    • Games Career Development
    • Production and Management
    • Games Business and Law
  • Game Design
    • Game Design and Theory
    • Writing for Games
  • Programming
    • Artificial Intelligence
    • Engines and Middleware
    • General and Gameplay Programming
    • Graphics and GPU Programming
    • Math and Physics
    • Networking and Multiplayer
  • Visual Arts
    • 2D and 3D Art
    • Critique and Feedback
  • Community
    • GameDev Challenges
    • GDNet+ Member Forum
    • GDNet Lounge
    • GDNet Comments, Suggestions, and Ideas
    • Coding Horrors
    • Your Announcements
    • Hobby Project Classifieds
    • Indie Showcase
    • Article Writing
  • Affiliates
    • NeHe Productions
    • AngelCode
  • Topical
    • Virtual and Augmented Reality
    • News
  • Workshops
    • C# Workshop
    • CPP Workshop
    • Freehand Drawing Workshop
    • Hands-On Interactive Game Development
    • SICP Workshop
    • XNA 4.0 Workshop
  • Archive
    • Topical
    • Affiliates
    • Contests
    • Technical
  • GameDev Challenges's Topics
  • For Beginners's Forum

Calendars

  • Community Calendar
  • Games Industry Events
  • Game Jams
  • GameDev Challenges's Schedule

Blogs

There are no results to display.

There are no results to display.

Product Groups

  • GDNet+
  • Advertisements
  • GameDev Gear

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


About Me


Website


Role


Twitter


Github


Twitch


Steam

Found 403 results

  1. buzylaxy

    Card game AI help

    Hi, My apologies if I am posting in the wrong section. I want to code a card game where the player needs to make pairs, triplet or quadruple to earn points. I need some help/guidance for the AI to make it compute the best strategy based on the hand it draws and the cards on the table. to take decisions. If possible to rise difficulty by teaching the AI to count the cards in some manners to predict the player moves / mimic real players. 1- the game has 40 cards 1st round 4 cards are distributed and 3 cards for each player after that 2- points can be earned by making a match: 1point = a pair, 5points = triplet, 6point = quadruple. I don't Know if this is similar to some existing pattern, the one I found were specific to some pupular card games like black jack. thanks
  2. Fixed numerous bugs from last update. Showcasing some more features announced in that update. Also added the bat icon to the action on screen button. View the full article
  3. I'm making basic fps controls. I managed to apply acceleration to a velocity vector and of course velocity to position. Everything works perfectly and the character accelerates and decelerates in 3D space. But I can't seem to figure out how to apply direction to the character. I'm trying to move the camera (character) towards the direction I'm looking at. I'm very sure the fwd, right, and up unit vectors are fine. By the time I get to adding my velocity to the position: // Acceleration already calculated and it's increasing and decreasing velocity every frame. transform.position.x += this.velocity.x * Game.Time.step; transform.position.y += this.velocity.y * Game.Time.step; transform.position.z += this.velocity.z * Game.Time.step; I can't do something like this this: // No good. transform.position.x += this.velocity.x * transform.forward.x * Game.Time.step; transform.position.y += this.velocity.y * transform.forward.y * Game.Time.step; transform.position.z += this.velocity.z * transform.forward.z * Game.Time.step; because it won't work. I'm able to walk forward, but not to the right (nor left). Btw, before adding acceleration to the mix, I would do something like this: // Used to do this, but no acceleration. Only moves as soon as I press a key. if (Game.Input.Key.upArrow.down) Game.camera.transform.moveZ(-speed); if (Game.Input.Key.downArrow.down) Game.camera.transform.moveZ( speed); if (Game.Input.Key.rightArrow.down) Game.camera.transform.moveX( speed); if (Game.Input.Key.leftArrow.down) Game.camera.transform.moveX(-speed); ...and the moveZ function would look something like this: // Move X works the same obviously, just replace forward with right. moveZ(speed) { this.position.x += speed * this.forward.x; this.position.y += speed * this.forward.y; this.position.z += speed * this.forward.z; } But of course this clearly doesn't accelerate the character, but my camera would move towards the direction I was looking at. I'm sure this is a very basic question with an answer I should already know Oh by any chance you want to take a look at the acceleration function I wrote, you can see it at this pastebin. Granted, I'm sure there's way simpler ways of doing it.
  4. Hi everybody, i'm ready to announce that Xilvan Design build 3D games since 2004: Lights of Dreams IV v8.17. Candy World II v8.47. Candy Racing Cup v2.75. Candy World Adventures v5.47. Candy to the Rescue IV v6.17. Candy's Space Adventures v16.17. Candy's Space Mysteries II v6.57. No more than 2 new 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. - Reverified all of our old games like Candy World II, Candy to the Rescue IV, Candy World Adventures IV. - I Adjusted the level Selector in Candy World Adventures IV v5.47. - I added a starfield in Candy World Adventures IV. - Worked on Soul of Sphere Platinum(Characters, Configuration, Checked the Items, Scrolling). - I adjusted all bugs in the Config programs. - Removed a major bug in Candy's Space Mysteries II & Candy's Space Adventures. - Adjusted the FPS of Candy World II & Candy to the Rescue IV. - We are planning Lights of Dreams V. - We are actually debuging all of our games. - Candy's Space Mysteries II finally work. - Candy World II got a new update. They are available for download on my website: - Xilvan Design Websites - 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.
  5. So, as the title says i am trying to figure out a good way sync all that information with other players in Unity. My problem is that i can't come up with a good solution since i am used to creating classes for everything e.g. attachments are its own class and then the weapon would save a reference to that attachment. But since you can't send custom classes over [Command] & [ClientRPC] i am a little stuck. A solution for this would be giving each attachment for a slot a unique ID and then passing the ID to other player but i feel like that is very error prone if other ppl add a new attachment or the IDs get mixed up. Is there a "standard" way that this is usually done that i am missing? I am fairly new to programming so any help is appreciated!
  6. drcrack

    Unity Zeal — Online PvP RPG

    It is a combination of fundamental RPG elements and challenging, session-based MOBA elements. Having features such as creating your unique build, customizing your outfit and preparing synergic team compositions with friends, players can brave dangerous adventures or merciless arena fights against deadly creatures and skilled players alike. More info: https://zealrpg.com/about
  7. Hey All, Blog is a day later than usual, there was a bug with saving that I wanted to complete before posting. The auto save feature was not saving some global variables correctly that was needed for the room randomization scripts. In order to resolve this I had to re-write the scripts as it was really messy and caused a huge headache. The re-write is great, I took about 30 lines of code down to about 10 so it was a great optimization at the same time. The good news is though it works flawlessly with auto save now. It works perfectly on the phone so if there’s a crash or you don’t finish a run it auto saves from the last room you cleared and the save is deleted upon game over. Items added for touch controls: Changed size and location of vstick and on screen buttons Made it so the item you equip to a button is now displayed on the button itself!! Added a pause button to the GUI. Pressing this pauses the game and draws the inventory. Hitting pause again un-pauses the screen. Added a go to main menu button on the game over screen Added a continue game button on the title screen. If there is no save present it will display no save found. Bugs fixed: If you have full health hearts are now pushed out of your way. Was a bug stopping this from happening on the phone Save game issue resolved Issue resolved on player not being destroyed on game over Features added: Added smoke to the explosion animation. Slowed the animation down. Changed smoke color on fireballs. Title Screen!! Added what will be the official start screen. This will also be random. The blurred background will be chosen randomly and show different room layouts. The character shown on the right side will also be chosen randomly between all enemies, boss, and player!! Added fade in screen transition for new game There might be some little changes I forgot. Gameplay video showcasing everything above and was on an iPhone 7 Plus. View the full article
  8. Hello, I have built games in the past in unity and XNA, android SDK etc. but it’s always been quite specific, when building a small Game Engine or more accurately a sub-set of code that is reusable across projects the tendency to structure the project falls towards composition of objects that are more "generic" than toward inheritance-based models. For the Engine specific sub-systems, we have components such as a MeshInstance/Renderer that contains a Handle to a Mesh in a MeshLibary and a handle to a Material from the material library which in turn hold PSO data etc. We can also have Components such as SoundSorce, which are managed by an AudioSystem and contains the data to specify what sound, at what volume etc. These systems can be Set up and shut down from within the Engine/Game class such as: void Engine::Run() { if (Initialize()) { //Main loop call the systems //Dispatch Events } ShutDown(); } void Engine::Initialize() { //Init all sub-systems FileSystem.Init(); RenderSystem.Init(); PhysicsSystem.Init(); AudioSystem.Init(); WorldManager.Init(); //Creats Entities } void Engine::ShutDown() { //shutdown all sub-systems WorldManager.ShutDown(); AudioSystem.ShutDown(); PhysicsSystem.ShutDown(); RenderSystem.ShutDown(); FileSystem.ShutDown(); } But where does logic go? in smaller games like XNA or SFML you generally create some managers, let’s take the example of darkest dungeon. They have various managers like: Darkest Dungeon Manager Campaign Selection Manager Estate manager Party formation manager Town manager etc.. All the logic and systems to run the game are based within the managers, and objects contain scripts of data that are fed thorough the systems. In a small reusable code base how would you separate the logic from the engine, should like the smaller games all the managers just be shoved into the Engine Class even though that goes against a reusable data-driven framework? Should they just be stuck in a GameLogic system that's is initialized in the Engine Initialism function. And how do people tend to connect data scripts to the other various engine systems without causing too much game specific coupling. For example, you can use an Event System, but firing and event such as DAMAGED_BY_ZOMBIE and having the internal engine respond to that seems to break the separation from the low-high level of the engine system. Would be great to here some opinions from the community on this subject as it is quite a vital and potentially problem prone aspect of engine/game development. Thanks.
  9. Hi, everybody! In early April of this year, we have brought out the early fruits of our semiannual work - a musical rhythm - beat'em up game with the ability to download your own music content! Yesterday we have introduced the results of the very first TRRT’ tournament! We’ve found that it’s a very good experience as for the players so for us as the developers too. Today we’re happy to announce the launch of the second TRRT’ competition! You should upload this song to Custom Game mode, reach the best game score to this track, record a video of playing through the level, and throw us a link on the game Steam page HERE! The prizes: Third place – key for our previous game 'Star Story: The Horizon Escape' Second place - 'Star Story: The Horizon Escape' + Star Story’OST keys The champion - 'Star Story: The Horizon Escape' + Star Story’OST + TERRORHYTHM keys. Link to the original where you can download this song: EvilCoGames team played at Hard mode and got the score 27576 points (15364 points/min). Take a look: And what will be yours? Try your best! EvilCoGames Team evilcogames@gmail.com Twitter.com Steamcommunity.com
  10. The video of the first iPhone gameplay in the last blog was not rotated to landscape view. I have deleted that video (was very hard to watch) and uploaded a new one now that I know how to use iMovie. Let us know what you think and sorry about that. View the full article
  11. worldzpoc

    ZPOC Game Summary

    Zpoc is a single-player sim game of moral exploration in an apocalyptic survival situation. You are not just one person trying to make it in the end times, but you lead a colony of people to either flourish or perish. How will you survive? Zpoc includes the classic survival objectives such as building a shelter, finding food sources, gathering resources, and fending off enemies. But this is all just a base for the bigger question -- how far will you go to survive? If you have barely enough food for the members of your colony and a random solo survivor asks to join, do you recruit them and figure it out, or do you turn them away to what will almost certainly be their doom? Do you reward your dog’s loyalty by protecting it from zombies, or do you sacrifice it to a zombie horde in order to distract them, perhaps giving your people a few extra seconds to escape? A member of your colony drinks too much, eats too much and doesn’t work as hard as the others. You could confine them, but then they’re using up resources and contributing nothing. You could invoke corporeal punishment - but are you leading that kind of society? You could send them away, but exile is almost certain death when just outside your barriers an unsleeping horde of the undead waits to devour anything living. Every choice you make, every colonist your recruit, your relationships with other groups of survivors, and even the way you build your base will determine who leaves, who joins, who lives, and who dies. The culture you create affects all of its members, and each of the members in turn affects that culture. Each person you see in the game has thoughts, emotions, skills, and desires, and every action the colony takes will shape those feelings - and ultimately your society as a whole. All of your units will have personal relationships with each other as well as with rogue units and members of other colonies. While good relationships will lead to enhanced teamwork and mood boosts, bad relationships can lead to name-calling, fighting, and even murder. These unscripted rivalries and friendships are the core of Zpoc’s emergent storytelling, and will give it infinite replay value. The best of friends may be torn apart (literally or figuratively) in a zombie hoard, but the worst of enemies may learn to respect each other if they have each others’ backs on the battlefield. It’s up to you to determine right from wrong, but watch out for those who might disagree.
  12. Hey All, We are now 2 months into the development and moving along nicely. This week I finally faced what I thought would be the biggest hurdle in the development and that was getting the game compiled over to my phone. Fortunately this was not as difficult as I thought it was going to be. I had some very good articles to step through the process of generating the Apple certificates and setting up Xcode. Once I got that all configured, I configured GameMaker for the port and glad to say that on the first try everything worked!! It was a very cool moment in the development to see our game playable on the phone for the first time! So in order for this to be playable, I had to create the touchscreen controls. Went with a virtual stick for movement and virtual buttons for action inputs. All I had to do was map everything over from keyboard and mouse to the touchscreen and MFI controller. Yes the game is coded for touchscreen and MFI controllers, as well as game pads / keyboard and mouse for PC. For now the main menu is not interactive on the alpha phone version. I have it in place so once you tap on the screen it auto selects new game. I will have this interactive in the next week. Touch controls that are complete are: vstick action button for attack 1 power use button pause button(accomplished by tapping the coins counter in top right of screen) will add a pause icon for clarity the whole pause screen, inventory, is interactive with touch controls. What I need to add is one more power up button for the 2nd power up slot, as you can equip and use 2 at the same time. The graphics for the buttons and vstick are not final. These are just placeholders until the final design. Also added a fade out effect to the game over screen when you run out of health. Over the next week I will be finalizing all the touch controls and main menu. Once that is done it’s back to finishing the design of the levels for world 1. The following gameplay video is recorded from my IPhone 7 Plus. All videos and screenshots will now be from the iPhone version of the game. Thanks for reading and checking it out. View the full article
  13. Hello there guys! Welcome to the second post of NinjaCube's devblog. So, after releasing the other post, I started to work on a new stage, an underwater one! To set a little base before we get into the info of the new stage, NinjaCube is a having a level select system. But to avoid the difficulty problem I did make a little order which is: Training stage > 4 stages (Including the underwater one) > 4 other stages > Final stage So, what is going around with that underwater level? Basically, most of the games have underwater stages with less gravity and all that sort of stuff. So I decided, "Why wouldn't NinjaCube turn into a fish, then fight in a Shump style?". And I did it, the game's weird indeed. Introducing, Gilbert! So, after being inspired by Sonic Mania's 'Heavy Magician' and a few magical ideas (And a lot of Blind Guardian's songs!), I decided to make this boss as a magician. Previously this boss was a witch that was able to turn into other forms, but a few problems happened so I had to scrap it. Anyway, this boss' attacks are a bit based off some magical tricks as the usage of a hat or cards. Except they are slightly weirder? Haha. The music is from the game's soundtrack, made by Caleb Cuzner. I'm also posting over twitter, you can check it here And that was all for this week! Take care and have fun.
  14. Hopefully this is a simple question for some of you. I've managed to create a nice fly cam: ...but now I'd like to make a standard fps control. If I keep the y axis at 0, I don't fly up or down and I obviously move around at y0, but if I look down, my player slows down. Keep in mind, I'm using my own little engine btw. I'm guessing this has to do to the fact that my w,a,s,d forward vectors are calculated using the model matrix which also calculated XYZ rotation. Making a google search, I found this link, but it's an Unreal related question, and on top of that using their graphical blueprint whatever you call it. But it's pretty much the same question and (I'm guessing) possible answer. What I think I should do Should I make a completely different model matrix that ignores the X and Z axis which I can use for the player's movement? I'm a little confused in what I can do, and I can't find anything on Google that isn't THREE.js or Unity related. I'm pretty sure I have to disconnect the look controls from the movement controls. I'd like to be able to move towards where I'm looking without flying up or down, but at the same time be able to apply gravity at some point. But for now, I'd really like to solve that "look down move slow" issue. Thanks all for your support. Below I'll share some of the code I wrote for the movement. // Controls flyCam(camSpeed) { if (Game.Input.Key.rightArrow.down) { Game.camera.translateX(camSpeed); } if (Game.Input.Key.leftArrow.down) { Game.camera.translateX(-camSpeed); } if (Game.Input.Key.upArrow.down) { Game.camera.translateY(-camSpeed); } if (Game.Input.Key.downArrow.down) { Game.camera.translateY(camSpeed); } Game.camera.transform.rotation.y += Game.Input.Mouse.delta.x * (200.0 / Game.Renderer.width/2) * Game.Time.step; Game.camera.transform.rotation.x += Game.Input.Mouse.delta.y * (200.0 / Game.Renderer.height/2) * Game.Time.step; } // TranslateXYZ translateX (speed) { this.transform.position.x += this.transform.right.x * speed * Game.Time.step; this.transform.position.y += this.transform.right.y * speed * Game.Time.step; this.transform.position.z += this.transform.right.z * speed * Game.Time.step; } translateY (speed) { this.transform.position.x += this.transform.up.x * speed * Game.Time.step; this.transform.position.y += this.transform.up.y * speed * Game.Time.step; this.transform.position.z += this.transform.up.z * speed * Game.Time.step; } translateZ (speed) { this.transform.position.x += this.transform.forward.x * speed * Game.Time.step; this.transform.position.y += this.transform.forward.y * speed * Game.Time.step; this.transform.position.z += this.transform.forward.z * speed * Game.Time.step; } // Model Matrix Mat4.translate(translation, this.position.x, this.position.y, this.position.z); Mat4.scale(scale, this.scale.x, this.scale.y, this.scale.z); Mat4.rotateX(rotateX, this.rotation.x); Mat4.rotateY(rotateY, this.rotation.y); Mat4.rotateZ(rotateZ, this.rotation.z); Mat4.mul(rotateXY, rotateY, rotateX); Mat4.mul(rotation, rotateXY, rotateZ); Mat4.mul(rotScale, rotation, scale); Mat4.mul(model, translation, rotScale); // Update Direction Mat4.transformVec4(this.forward, FWD, model); Mat4.transformVec4(this.up, UP, model); Mat4.transformVec4(this.right, RIGHT, model);
  15. Hello! I am seeking a few team members to help me run some survival sandbox game servers through a 3rd party hosting site. My goal is to replace "official" servers in the sense that our servers offer the best experience for players of all types (not easy to do!). Why do I need a team for this? Because the game we are working with has far more potential than most people realize - it is my hope that I can bring a better ruleset to the table that focuses more on fun-factor than a genre label. My end-game goal is to run quite a few long-term small MRPG servers across multiple games/platforms (platforms of course based on availability of supported server hosting). Personally, I see multiplayer and co-op gamers gravitating towards a more personal experience with small, MRPG servers, as opposed to something like an MMORPG. Current Progress: Design Document Server Patch Notes A little about me: I took 6 years of high school and have zero college education Zero game/software development experience Hate math, can't code, also can't create any type of art assets Musician of almost 30 years Work on songwriting and music production in a metal band based in my region Only have hobbies for things I'm passionate about, have had some success professionally, with more to come Can I build a toaster, no, but I can tell you exactly how it should work without confusing you That being said, I have made a lot of progress this year on my own - and currently have one server up and running. I am at a point now where I need to construct a small team to help me get my other servers up and running, as well as adding/creating custom content. Currently looking for: 1-2 x Mod Developers 1 x Server Administrator You must have access to the game we are running our server on, as well as any other tools that are needed to get the job done (like Unreal 4 engine, software development tools, etc.) I am more than willing to provide information as requested for anyone interested! Thank you for your time, Helgraves
  16. I wanted to get some thoughts on player character collisions in MMOs for my project. As I recall the original Everquest had them, however WoW didn’t. I also remember Age of Conan had them but I’m guessing they were done on the server which was highly annoying because you could collide with things that were unseen. I’m not sure how EQ did them but I don’t remember having this problem in EQ, but it was a long time ago. My general idea as to do player collisions on the client side. A collision would only affect a given clients player character as seem from that client. On the server, characters would pass right through each other. This means that because of lag, two players might see different things during a collision or one may think there was a collision while the other doesn’t, but I figure that’s less annoying than colliding with something you can’t see and everything should resolve at some point. There is one more case which I can see being a bit problematic but I think there might be a solution (actually my friend suggested it). Suppose two characters run to the same spot at the same time. At the time they reached the spot it was unoccupied but once the server updates each other’s position, they both occupy the same space. In this case after the update, a force vector is applied to each character that tries to push them away from each other. The vector is applied by each client to its own player. So basically player to player collisions aren’t necessarily absolute. I was also thinking you could generalize this and allow players to push each other. When two players collide their bounding capsule would be slightly smaller than the radius where the force vector would come into play. So if you stood next to another player and pushed he would move. By the vector rules he is pushing back on you (or rather your own client is pushing) but since your movement vector could overcome the collision force vector, only he moves unless he decides to push back. You could add mass calculation to this, so larger characters could push around smaller characters more easily. Of course there are griefing aspects to this, but I was thinking I would handle that with a reputation/faction system. Any thoughts?
  17. Marco Masera

    Num8.png

    From the album: Ripple

  18. Marco Masera

    Num7.png

    From the album: Ripple

  19. Marco Masera

    Num6sat.png

    From the album: Ripple

  20. Marco Masera

    Num5.png

    From the album: Ripple

  21. Marco Masera

    Num4.png

    From the album: Ripple

  22. Marco Masera

    Num3.png

    From the album: Ripple

  23. Marco Masera

    Num2.png

    From the album: Ripple

  24. Marco Masera

    Num1 saturated.png

    From the album: Ripple

  25. Ricardo3Ddev

    Dongo Adventure - Screenshot 9 - edit.jpg

  • Advertisement
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

Participate in the game development conversation and more when you create an account on GameDev.net!

Sign me up!