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Found 405 results

  1. I'm really happy to announce that my indie game Mr Boom's Firework Factory has been selected as an Indie Prize finalist and I will be attending Casual Connect London 2019 on 28th-30th May where I will be exhibiting my game in the QEII Centre on the third floor. Come along and say hi, or have a go at my game in person! There will be a live stream during the event. I look forwards to seeing you there!
  2. I see tens of results come up on youtube and other social platform that are very skeptic of solo development. They always discourage the solo dev by saying it is too difficult and one should not take risk. I didn't find a single source that encourage solo development. I will not take names, but if someone can do it, some other can do it as well. Having a defeatist mentality that something is very difficult and one should not do it has been in trend lately, not only in the field of game development. What is your opinion? Replies from solo developers would be great!
  3. RoKabium Games

    SAMA Lighting

    From the album: SAMA

    Every world in SAMA has a specific type of light source helping you see in the dark while exploring.
  4. RoKabium Games

    Puzzle Mechanics

    From the album: SAMA

    The main puzzle mechanic in SAMA is based on moving coloured blocks into corresponding slots. All blocks are affected by gravity unless magnets are present and your Alien can push or pull but never lift them. Can you solve all 46 puzzle chambers?
  5. RoKabium Games

    Mineral variety in SAMA

    From the album: SAMA

    Do you prefer the red or green variety of minerals found across all planets in SAMA?
  6. Hi all, I'm having a bit of trouble working out how to handle transitioning from one player state to another using an ECS, particularly with respect to determine the next animation to play. For example, some of my current approach includes logic such as: -> input system processes key down (left) -> raises "intent event (left)" -> intent system sets player vel.x -> raises "started moving (left)" event -> animation system plays appropriate animation Now I have introduced jumping/falling, I'm not sure how to handle situations like the following: In the collision system: Player lands on ground, should we play the running animation or the idle animation? Depends on whether left/right input is held (which only the input system knows about). Or we could look at the player's x acceleration (but this doesn't necessarily mean left/right input is down, it could be due to some other force). Do I raise an event to tell the input system the player has landed which then checks the current input state? Do I need some sort of player state enum (within a state component?). Is there a corresponding state system, or is it up to all the other systems to update this as necessary? Then there's situations such as when the player finishes firing a gun, should we change to running or idle animation? What drives this change, the animation system when the "fire" animation finishes? All advice welcome as always, Thanks
  7. Hello everyone, I tried to google for some info on this but had no luck (or didn't know where to look) I'm writing some shaders that would be applied to items on top of their "regular" shader once in a while. Since some of them can be computationally expensive I'd rather use these materials only when they're needed. So my question is, how is this normally done in Unity? (or any other engine for that matter). Is it ok to dynamically add and remove materials to/from objects when they are needed? Or maybe you can write every shader as a "pass" and somehow activate/deactivate passes? What if you have a scene with hundreds or thousands of items and want to apply the same material to all of them at once for a couple seconds? Thanks. Jm
  8. In the past I have made some abstract games, some text based games and a few platform games. Text based is obvious and irrelevant here. Abstract games generally involve drawing and moving sprites around (e.g. draw 'knight' sprite at co-ordinates [4, 3]). Platform games are similar, except there is some sort of 'physics' going on. I loop over my character and enemies, maybe each frame, and check if there is a 'block' under them, if there is that's fine. if there isn't they may have an 'isFalling' attribute which gets set and while it is set - 'gravity' decreases their 'Y' coordinate, until there is something under them. The world/level is stored as a list of objects (floors/spikes/water) with their x, y co-ordinates so I can loop through to see what the character is 'standing' on (or not). So a slightly nicer looking game may have slopes. So, how do I check whether my character is standing on anything? I can represent a line (say a sloped floor) as two sets of co-ordinates. My line may be [(0,0),(100,20)] and I can store the whole level with as many lines as need be as a big list and loop through them, but if my character is at (15,3) - how do I know that he is standing on that bit of floor. I suppose I have an idea that pops into my head, but I don't know if it's plausible or sensible or if there is a better way. When the level starts, I can convert all the vectors for the level into 'traditional' blocks and store those as a list just while we are on this level and then do the same for the next level when we get there. So a line [0,0]-[15,15] might make the following 5 pixel sized blocks: (0,0) (0,5) (0,10) (5,5) (5,10) (10,10) Each block would need to store the 'angle', so I would know whether, which direction and how fast my character would slide down a hill if it was steep. And what about if I further complicate matters and want curves?
  9. Itching to kickoff the new year with great progress on Battle Gem Ponies! Gotta admit, I'm sorta stumbling out the gate in this race here, but I'm getting a rhythm down now. See what I'm talking about on the main blog.
  10. RoKabium Games

    New Dev Trailer

    We've been working hard on our new Dev Trailer that we released as we also went live with our Steam Page! Took us quite a bit of effort to get it all done, but I think the result is great! What do you think? Something-Ate-My-Alien-RoKabium-Games-Dev-Trailer-2-FadeTransitions-v4-1440.mp4 If you like the look of the game, then click the link below and add us to your wish list! https://store.steampowered.com/app/1047870/Something_Ate_My_Alien/ Thanks, Rob.
  11. Hello guys, I have a song audio clip that I need to play in sync with its lyrics. The approach I'm using right now is for the lyrics, I have a bink animation created in after effects and exported to my custom engine format. And I try to synchronize the animation by setting its current frame based on the current position of the audio. But I'm facing issues with synchronization. Could you give any suggestions? One way I'm thinking is to try and seek the audio to the position determined by the current frame of the animation. This approach again might not work and it would be more noticeable if there is an issue while syncing. Another approach I'm thinking is maybe use a text file that acts as a sort of the subtitle file which I parse and display. But I'm not sure how to get this voice recognition. Are there existing libraries that process the audio file and let you know what is being said? It'd essentially be implementing an audio subtitle system. Any suggestions on that?
  12. I've been dabbling in programming for quite a while nothing professional, and the reason for that is cause I've always wanted to create games, so while learning I decided a game engine would be the better option and learned unity and I'm able to create some pretty cool stuff like an inventory system the code might not be the best but it works exactly how I visioned it too, but lately I've been wanting to learn how to create everything that makes up a game, like Collisions,Entity system we if go that route, Input system and things like that in Monogame since u basically have to implement all that stuff yourself but what I've realized is that I honestly don't know how to do ANYTHING I almost feel like I don't even know how to program it makes me super demotivated/depressed, I tried to create an Input system Idek where to start its like im staring at the screen for 4 hours and realized I didnt do anything cause Im lost, I wanna learn how to create good systems too like for input being able to remap to different keys, having multiple keys for an input so keyboard a and keyboard o and gamepad a would be all on the same action things like that, does anyone have tips / book recommendations or anything of the sort for these kinds of things? and how did you learn how to do these things if u can?
  13. GameDev2017

    BIZARRE Sprint 35 plus 36

    Hi! ๐Ÿ™‚ First of all, a release date: Exactly! The book writing is finished. More than 400 pages of bizarre material gets published on 26 April as eBook and paperback on Amazon. In German. Sorry! Anybody out there for an English translation? Spanish? French? No? ๐Ÿ˜‰ Plus, it is planned to publish the new GameplayVideo on 20 May. We want the GameplayVideo to show you the essence of the game, i.e. it's bizarre character as well as how the main-character Charly Clearwater is running into insanity while fulfilling the 13 wishes. We want to give you a first idea of the game's quality and what do you have to expect more or less when it is published later on. We got some issue fixed during the last sprints: We adapted Clearwater's facial animations. We also improved his walking, running and stair-climbing animations. We optimized Clearwater's gunplay but haven't completed this item yet. Unfortunately, we must fix some Bugs in Blueprint to make his gunplay behavior fluent and correct. All these different animations, from one-hand gunplay to two-hand gunplay, from reloading to shooting, from walking to aiming and, etc. must switch or toggle without ugly interruptions. We need to take account of Clearwater's movements when calculating the correct angle for shooting at an enemy. ...to name a few of the issues that need to be solved in the sprint 36. Yes, we implemented a shooting button and a gun status bar as you can see in the new GameplayVideo. And yes, we furnished Clearwater's terrace and a metro, look! We completed Clearwater's neighborhood. Say hello! Concept art and implementation. As a player you'll be able to walk through Clearwaters world-outside later on. We also tried to deploy the game on the iPhone to test the implemented shooting buttons but we failed. As it took a lot of time to find the reason for this problem, we postponed this item to a later sprint. After the publication of the book and GameplayVideo. We made more textures cuz we love it! Our plans for the current sprint: We want to optimize Clearwater's gunplay till perfection We want to re-texture Clearwater's clothes while using a much better texture tool We want to proofread the book BIZARRE Episode I and we want to publish it for pre-ordering We want to create destructible items and shooting visuals for the new video We want to produce a nice background song for the new GameplayVideo We want to make a first test GameplayVideo to find Bugs and ugliness that we'll eliminate when found We want to transfer the elements from the book into the game The plot of the book BIZARRE Episode I is the story of the game, yes. We want to transfer all the craziness and madness of the book into the game, although the 13 wishes from the book aren't playable. What we want to try now is to plan and to define the whole game by using the books elements because the book is the baseline for the game. Of course, the book is gonna be much more insane and horror, weirder and crazier than the game. Therefore, it's our task to translate the craziness from the book into the game in a proper way. I mean, in a way that the game is still horror and bizarre but also humorous and thrilling, suspense-packed, etc. We want to publish a rough draft of all game elements, all sequences and all levels that we intend to implement in the game. That's the plan. Have a nice week!
  14. Good morning to you forum gurus and fellow lurkers! I am proud to announce that BorderStrain, my Open-World 2D ARPG is now listed as Coming Soon on Steam and we will now be starting invited Beta Testing! The Steam page can be found at: https://store.steampowered.com/app/1007070/BorderStrain/ The Webpage for the game can be found at: www.BorderStrain.com BorderStrain is a Multiplayer 2D Open-World ARPG developed by me and me alone. This is my first game developed and released so it is quite a learning experience! Working on a limited budget and doing all the graphical assets as well as engine building and game-design all by myself has meant that development has taken quite some time but I think it is now time to start sharing the game and getting some invaluable feedback to keep improving it in preparation for launch! The game is programmed in C++ using OpenGL https://www.youtube.com/watch?v=du2ukNvOB-g I am currently looking for active and eager Beta Testers to join and get a free copy of BorderStrain! If you would like to join Beta Testing there are a few checkpoints that I would like you to take a look at before sending your request to join Beta Testing Checklist: This is still Closed Beta, as such I expect you to honour this and keep any gameplay suggestions, bug reporting, reviewing etc within the Beta Testing Group only until we are ready for public testing, reviewing etc Both Single Player testers and Multiplayer Groups up to 5 People are invited. As the number of Beta Testing Slots are limited initially any group which will also test in Multiplayer will take precedence. If you want to join Beta Testing as a Multiplayer Group, please send all details in a single request mail. If you join as a solo tester, please state in your join request if you would be interested in being paired up for multiplayer testing or if you simply want to try the game out in Single Player mode The webpage is being reorganized right now and have a closed forum which will be accessable by all Beta Testers. If the forum is too limited for feedback, experience sharing etc we will organize a Discord server but for starters we will use the BorderStrain Forums. Please be aware that since this entire game has been a solo development with a custom engine there will be bugs! Although I have tried to to as much debugging and playtesting as possible I am sure (and actually hoping!) that you will discover more bugs. Please keep this in mind and I will work as hard as possible to correct any bugs found while playtesting The game comes with a custom Map-Maker which can be used to make sharable custom expansions which can be selected upon starting a new Server. Please state in your request email if you would be interested in using the Map-Maker to try to design your own custom expansion One prerequisite for being allowed to keep you Beta Key after release and aquiring a full copy of the game upon release is that you have at least 10 hours of Beta Testing logged. This is just to encourage active testing which we would really appreciate, and if you do not reach the target number of hours you will still have had a chance to playtest the game during Beta Since I am posting on this forum and I only have a limited number of initial Beta Tester slots I will be sorting applications based on forum activity. If you are not an active forum user and still feel that you would be a valuable Beta Tester, please give a short motivation in your email as I could very well make exceptions to this How to join: Send an email to admin@borderstrain.com with the following details: Your forum username here (used to do a rough activity check) A short presentation of yourself any why you are interested in joining Beta Testing Your email Your PC Specifications Your availability (rough estimate only) for Beta Testing Any replies to the Checklist above I will gather join request during the weekend and the upcoming week and as soon as I feel I have a good pick I will email back replies and, if selected, Beta Keys which can be used to access the game And of course, any feedback from you guys directly related to the BorderStrain announcement and Steam Page is alwasy welcome, regardless if you are interested in participating as a Beta Tester or not! Please provide any questions, feedback or thought below! Best Regards, BG109!
  15. UK Game Studios: I have been approached by an investor who owns several businesses that is interested in acquiring or investing in a games studio. They are interested in established studios with a body of published work and/or a game in a significant stage of production. They would like to arrange initial calls or meetings with any interested parties and are happy to enter into NDAs to ensure all conversations remain confidential in the early stages. If you would be interested in an initial conversation, then please PM or email me (john@gamevoices.com) and we can take it from there. *please do not respond in comments.
  16. Hello! My name is Luke Wood. I dungeon master for my friends' dungeons and dragons games and have been trying amateur voice acting for the past couple of years. I am looking for an opportunity to try and get into this profession. Feel free to message me to see if we can work something out!
  17. Uttam Kushwah

    combination of RTS and TPP

    I am working on a RTS + TPP based game in which player can be able to switch between this two gameplay simultaneously. Just for example game will start as RTS in which player can spawn new unit from town center or something like that. After game progresses forward player can select a single unit from his/her army and will be able to play as TPP wtih that unit in between his/her own army on ground to destroy the enemies army as goes in typical RTS. The difference is he/she will be down there with his/her army as a part of it. It means the rest of the unit of player's army will be controlled by the AI and the one unit player selected will be controlled by the player as TPP. The conversion of views from RTS to TPP or vice versa is done by camera animation attaching itself to player unit or the top view of the war field. The best part is player can switch between this two views as many times he/she want. Player really can be part of the war(as TPP) which is going down there and give mass commands to it's own army from up there(in RTS view). Any unit which is a mobile unit is eligible for player's third person control. It will be like A soul switching the human bodies and dictator giving command simultaneously. Now my doubts are 1) the idea Is lame,obscure,dumb 2) the idea is foolish player won't like it. 3) the idea is been already implemented. 4) the idea is very difficult to achieve. 5) I am dumb. 6) the idea is wonderful and worth a try(no matter what i am gonna do it) My objective is not to make a fully functional game to play, it will be just a prototype. I am doing it from scratch reasons i won't mention for not to bother you all. so anyone who want to give his/her advice on this are greatly appreciated.๐Ÿ˜€ ๐Ÿ˜€
  18. Good Morning All, I am a person who enjoys any and all aspects of writing. I am looking for some small or medium projects, perhaps even some large projects (should there be a mutual interest) where you need some writing completed. I am happy to create: lore, character backgrounds, world creation, quest creation, marketing materials, website content, game information and basically anything else. My portfolio is not huge at the moment, and some very basic examples can be found below. https://docs.google.com/document/d/1romuh2D-9Q-cVil2gPceYVe6ufSz3HSXcJAwVq77V3w/edit?usp=sharing If you need any help please let me know, you can contact me via my email callumsmith1315@outlook.com or Discord OldManPingu#6458 Note# I'm not looking for any major benefits from this, apart from helping out budding young developers. I will request that I can display examples of work completed on my personal portfolio.
  19. Nathan_Ward

    Dev Looking for a Team

    Hello fellow gamedev.net users! My name is Nathan and I'm a college student here in the U.S. looking to join a game development team! I am a relatively experienced programmer with most of my knowledge being in C++, however, I also have some experience coding in Go && Python. I have worked with different libraries including SDL2, OpenGL, SFML; I also have experience working with network programming, and low level system programming. I love learning and am always open to learning new technologies; have it be different languages, API's, engines (etc...). I am super passionate about video games and video game development and would love to help contribute to a project (since working by myself gets kinda lonesome/boring after a while, and I'm not exactly the best artist or game designer haha). If you have any questions or inquiries, please feel free to message me here or preferably dm on twitter @theNathanSWard ! Best, Nathan P.S. Iโ€™m very interested in MMOโ€™s so that would be a plus for me :)
  20. Hi guys, first of all, this is my first post and I don't know these forums very well yet. Please move this thread, if I posted in the wrong forums! I am currently trying to integrate Google Play Services into my Unity Mobile Game and I've hit a wall. I just cannot get the login to the Google Play Services working, it always fails. In the game, the green Google Login box is showing up and doing its login animation, then it runs into the error case (login failed) with the following error in LogCat: This is my code in Unity to do the login: I've looked through the net, but the solutions I found online are not working for me. Has anyone here experience with setting this up correctly? My project has come to a complete standstill because of this and I am in desperate need of help on this :( I am using Unity 2017.4.20f2 and the plugin from Google is version 0.9.61 Best wishes
  21. BBalloway 16Bit Style RPG game looking for team members of all walks of life and talents [Hobby Unity Project] [Passion Project] [Vision] An online multiplayer RPG game that includes quests, resource gathering, and a player based economy in order to allow the player to make their experience in a way that they want. Not predetermined by the dev team, there will be multiple quests line some specific to the player's role but others are open to all. I envision an Open World where the players affect it and change it how they please along with gameplay focused on teamwork that makes that dream work! But also allowing lone wolfs to thrive and be off on their own adventure. [Style] 2D Tile Based 16bit voxel art [Point of View] Top Down Screenshot taken from inside of Unity [Requirements] Have time to invest nothing crazy but be willing to contribute Have a passion for our vision that we will all contribute towards, this is a team No experience required just be ready to learn I can help ya with the ropes or if you are an industry expert, it does not matter I appreciate all the help I can get [Main Roles] Developer: Script coding Artist: Sprite creation and animation Writer and Game Designer: Have a good idea of developing a long but loose story [Game Description] The player will enter into a large open world with biomes ranging from -10 degrees to upwards of 100 degrees. With the ability to gather resources, fight monsters, build on their land, farm, fish fight dungeons and go on quests with people! More details will be provided once you join us on our journey! Hope you find this interesting and shoot me a DM! Concept art
  22. Hi, and welcome to the 6th Dev Diary of 2019. Today's topics are; - Asset optimization; what I have done so far and what needs to be done. - Making a Project Taival intro clip. - Donations have been enabled. Designed for symmetric rotation One of my aims is to have as much of as generic assets as possible, without the game feeling bland. Granted, it is a common practice in the game industry to have as many identical models, that can be re-used, so that RAM and CPU usage stays in check. It will also make the game smaller in size on your hard drive, so it does have many benefits. I have come across some research on texturing techniques that can be used to make the assets look quite different from the base model. One of those techniques is bump mapping, which can be used to deform objects to look completely different from a base model. This also saves system resources and is lighter to process than complex 3D models, which is one reason why texturing is in a key role when optimizing performance - and the reason, why I have left all my models with sharp edges. If I have understood anything wrong along the way or you have some pro tips, please feel free to educate me I'm here to learn. Animating Handles I have tried to find information on what is the best way to put together a window with a functioning, animated handle. If I have understood correctly, you can - and should - make the whole asset in one piece, even if that is not the only way you can do it. It makes the asset placement simpler, if you don't have to place several small pieces to have a fully functional object. This would be a waste of time and resources. In the texturing phase, an asset can have several different materials and textures associated with it. I had previously no idea that this is one technique that can save significant amount of system resources. If you have more resources for learning how this is done in Unreal Engine and/or Unity 3D, please let me know Glass Properties I'm aiming at making all the glass objects and windows breakable. Some will be harder than others though. For example, Balconies will have a bit stronger security glass, which is not indestructible, but more durable than regular window glass. The thickness of the glass pane will play a part in the physical properties. Weather will have a role in the game mechanics. Also, broken glass can be used as a weapon. Different glass types have different specs even as weapons. Intro Video! Work on the short Intro Video is taking it's sweet while, but it is coming together nicely. here is an early preview, that is still missing effects and practically all fine adjustments. Intro-ProjectTaival-00.mp4 Thank you and I'll see you on the next weeks Dev Diary!
  23. For those who believe in modern viruses or just as a topic of interest about past problems, I have a question. If a computer received a virus and it is therefore likely that it has started causing some damage, is the damaged or missing areas restored to health by the virus program? Sincerely, Josheir
  24. I am developing one game application in which I need to connect Apex 7000 bill acceptor and Unity, So how can I connect it using any third party application. I need to calculate how much money I have inserted in bill acceptor from unity side. so how should I code it from Unity side?
  25. Hello, and welcome to the fifth Dev Diary! I have been making progress on the Demo room and the details for the assets are forming nicely. The Time-Lapse video showed me building the generic furniture, which are almost complete. There are still several assets to be done though - the space heaters/radiators, stove and freezer. Handles need to be made for windows, cupboard doors and doors in general, as well as drawers. Windows One window frame done, 2 to go. Luckily those are all that is needed to cover every window. Enlargements of window pane slot and window hinge Making the window frames is not as bad as many say, at least not on #sketchup, but it did take quite a bit longer than I anticipated. hinges are still one of the most time consuming things to make and the window hinges are not an exception to this. This simple hinge and the window frame together took about 3 hours to make, taking into account all the measurements, re-sizing and error correcting. Sometimes #sketchup can be a pain in the behind, despite it being so easy to use, most often when trying to merge two forms/components together. Doors Front doors are also largely generic, which is a time saver. Only difference will be the nameplates on the front doors and textures that are to be applied to them. Enlargements of the peephole and mail slot cover. In the game, I'm planning to make it possible to peek through the mail slot to see without distortion if there is danger lurking out in the apartments or at the staircase (works both ways). The peephole will have lenses and can be looked out from, but it will have the usual distortion that most traditional peepholes have (hemispherical image). Hinges Two of the larger hinges. Left one is for the front door and the right one is for the apartment room doors. There is going to be several other types still. The hinges are surprisingly time consuming to make. Even though they are one of the smallest things size-wise, they require much more detail, if realism is your goal. I aim the game to look as realistic as possible, with modest requirements for the hardware. Epilogue The approach I'm currently taking might not be the most optimal one and many things might need to be changed in the test builds of the game. Once the room assets are finished for the most parts, I'll be focusing more on bringing a more playable test build for all to try out. There wont be any enemies around yet, but it will be a showcase of the progress being made on the project and a chance for me to have some more feedback on, say, how the controls might have better feel to them, for example. Here is also a bonus picture; Thank you for reading the fifth developer #diary and I hope to see you all on the next one, on 11th of February! Please note that the day might have changed for you before the release, as I'm releasing these while there is a Monday in Finland. Sincerely, Marco Tinell
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