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Found 410 results

  1. I'm not sure how to phrase this and where I should post this, I need some feedback. I get no input being stuck in my head for too long and I don't wish to waste my time on a mere thought. I had an idea and thought that it would make sense expressing it in the form of a game. I am not really a beginner but new to game development.. I do know C++, Python, C# and C but I never made a game before other than the simple tutorial games everyone has to make. I figured my idea was too complex at this point in time and decided to carefully craft out another project that would slowly force me to progress in skill, alongside the development process. I tend to do all my development on Notepad++/gVim and MinGW. Visual studio is great just a little too complicated for me. I'll be taking computer science in Uni so I expect Ill have to get comfortable with it soon. The current game i have in mind is a 2d top down pixel game. No procedural generation, no complex inventory management, no complex fighting mechanics. Now I personally don't want to use a game engine for i find it to be unnecessary with regards to the nature of the game and its simplicity, also game engines tend to be rather bloated with featured I do not currently require. I would prefer using the most optimal tool even if it means forgoing speed. Don't get me wrong, I don't have ideological views toward game engines or operating systems etc Its just a tool to me and I would very much prefer using a hammer to knock in the nails, the tool most suited for the job. I don't like waste or excess. As such for a simple 2d game such as mine, I've been looking at frameworks instead of game engines. SDL(Not really a game framework), SFML(which seems a little more up my alley), raylib(I'm a little doubtful about in the long run), Allegro (could not find many tutorials) and monogame/fna(limits me to Windows mainly, which isn't really an issue as of yet).. However I noticed that for most game developers who tend to use these frameworks, the general pattern seems to point towards them building an inhouse engine for their game, then building their game when they think it's ready. Unity makes it easy, but Its not.. Its just not the right tool and I'll end up being dependent on the engine rather than the code. I don't know enough to make an engine, and I personally am much more interested in building my game than the engine. I do find engine development interesting, but It would take up a lot of time, and this is where my question lies.. Would it be possible to make a full blown 2d rpg-ish game with a game framework, without building a game engine and just focusing on game code? .. By that, I'm assuming a game engine is a separate piece of software/framework. I would really like some advice and feedback/thoughts on what I said and my question..
  2. There are two projects. One is called VampEngine (a Shared Library) and the other Application (A console application). The VampEngine contains a VampEngine::Core class. This function contains a void VampEngine::Core::MainLoop() method. There are also two extern C functions void *Vamp_Core_Constructor() and Vamp_Core_MainLoop(void *obj) Now, this is what happens: The client is calling void *Vamp_Core_Constructor() in order to create a VampEngine::Core which lives inside the Shared Library. And also casts this void object into a Core object. The void VampEngine::Core::MainLoop() is being implemented both in the Shared Library and in the client. The client's MainLoop() is just a wrapper for calling the extern c function Vamp_Core_MainLoop(void *obj) The code compiles and links in both Windows and Linux. When you run it on Windows, MainLoop() (shared library's implementation) is getting called, but on Linux, there is a recursive call in the client's MainLoop() implementation. The behavior in each Operating System can be shown below: You can check the project (It's small, I just started it ) On my GitHub Repo . Also, I have a Premake script if you want to check the code for yourself. You are most interested in the files: API.h EntryPoint.h Application.hpp Core.cpp Core.h Core.hpp Main.cpp This might explain the problem in a better way: The Core class has two implementations of the Core::MainLoop(). One is implemented inside the DLL and the other in the client. The client's implementation is just a wrapper which calls a c extern function (which lives in the dll) which actually calls the MainLoop() implemented inside the DLL. Now in visual c++, because I'm only exporting that c extern function, Core::MainLoop() acts in a polymorphic way. The client calls his implementation of Core::MainLoop() which calls the extern function and eventually the Core::MainLoop() inside the dll runs.On linux, I believe by default all the symbols are getting exported. And this is the behavior I saw using a debugger:The client calls Core::MainLoop() , this calls the extern function, the extern function calls again Core::MainLoop() but instead of running the dll implementation it actually runs the the clients implementation. It's like the clients Core::MainLoop() is calling itself over and over again! Conclusion: I located the above behavior using gdb debugger on Linux. I just noticed the client's implementation was getting called in a recursive way instead of acting polymorphically ending up calling the implementation of the dll's MainLoop()
  3. Hi and Welcome to this weeks Dev Diary! Unfortunately this week I don't have any pictures to show for the progress, as I have not been able to make any prototypes this week. I have, how ever, been doing research on the various ways that the text could be done, and it seems that pursuing full 3D texts is the hardest option here, which has made me lean towards faking the 3D effect with caustics. Since the "Announcement Bar -project" has taken such a long time, this might be a necessary sacrifice to speed up the process. Instead of talking about the "Announcement bar -project", I will be revealing some goals and plans regarding the mobile game project. The Plan In General The game will take place in an ancient time, before any recorded history, which gives a plenitude of creative freedoms. The ideas I'm having has been largely inspired by the oldest stone structures found thus far, one of which is Göbekli Tepe, that dates back to more than 12 000 years ago and the re-discovery of the Richat Structure, also known as the "Eye of Africa", which looks geologically a lot like how Plato described Atlantis - what if there really was a much older high civilizations before the Sumerians, that was destroyed by some huge local or global cataclysm? Not a new idea by any means, but it is interesting to think about, how things might have panned out before any recorded history. Without taking any part in if it is true or not, it does allow your imagination to go wild with ideas. The early goal is to make a playable, simple prototype, which is expanded from the core mechanics, which are; The game is 2D or 2.5D, with a fixed perspective, similar to all the other popular RTS video games. You manage and command your units by selecting them with a tap. You build buildings by selecting what you want to build and tapping where you want to build it, most likely grid based placing. You need to gather resources in order to construct buildings and fund the training of your troops. Pretty basic stuff. How ever, the interesting part is where I'm planning on going with this game, step by step; Making a PC version of the game; -> With improved graphics and flexibility in managing everything. -> With an eventual goal to add the ability to link your Mobile save to your PC game, allowing you to play your saves where ever you go. Expanding the game mechanics; -> From a simple RTS to City-Builder RTS, with functioning economic mechanics. -> Adding RPG elements to the game (in which the most comprehensive hooks for the game will be designed in) -> Building a diplomacy system for the game, in preparation for PvP elements. -> Making a balanced PvP system, that would make sure that beginners are not steamrolled or have to pay them self's sick in order to not be steamrolled. I have several ideas to combat this issue, some of which have not been tried in any other PvP game that I know of. -> Find a way to add user friendly and extremely affordable micro transactions, that does not make the game pay-to-win (which is a serious problem in my opinion), but pays for the development of the project. and many further developmental plans with ambitious goals, which I would like to hype about endlessly, but shouldn't. One thing I need to say about them as a hint; The ultimate goal is to go beyond City-Builder RTS RPG, where you can choose to be one of your soldiers and level him/her up as your avatar in the world that you created. This might sound like a grandeur mishmash of really difficult ideas to pull of, but I like to dream big - you might not succeed in it, but at least you tried and learned something along the way. No matter how big of a dream you try to follow, even in failure you can walk away wiser than you were before. Either way, you win something. One thing is for certain though - I will need a lot of help to get to where I wish for, with this project. The development of the horror title will continue at the latest once the first commercially viable version of the mobile game is released. That's all for this time. Thank you for tuning in and I'll see you on the next one! And as always, you can check out every possible mid week announcements about the project on these official channels; • YouTube • Facebook • Twitter • Discord • Reddit • Pinterest • SoundCloud • LinkedIn •
  4. RoKabium Games

    Unity IndieRanger Interview!

    From the album: SAMA

    Our first interview! Click the link below and read what @IndieRanger had to write about us. https://indieranger.com/on-building-a-game-from-the-ground-up/
  5. Weston Bradford

    My Qs for Game Developers

    Ageism, Benefits, Education, Experience, Locations, Competitiveness, Industry Crossover, Contracts My Big Qs about the game industry before I get into it. I wanted to contact HR from several companies to ask these questions, but I can’t figure out how. I don’t know anyone in the industry. I want my answers straight from the horse’s mouth because I’m in a bit of denial about my ability to join the industry, so here I am. A little about my position. I loved art in high school and I still do projects here and there. I joined the military straight out of high school and am looking at the end of my enlistment (+2 extensions due to my inability to decide what to do with my career). My problem is that I want to change my career field, but the only thing I have interest in is doing digital art (2D, 3D, environment, character, what have you) for a AAA animation or video game company. I realize it will take time to get there. I’ve been so interested that I have experienced emotional stress by the thought that the industry might not be right for me and my family. I’m looking at 3 big options at the moment. 1: Separate from the military with my GI Bill, go to college full time for Media Art and get a part time job. 2: Separate from the military and get a well paying job doing what I do in the military, and slowly work towards games over the next several years. 3: Stay in the military, work on art education and skills, retire in 13 years, then go for games. So here are my questions. Ageism: I’m 26 and would like to get into the industry now, but I likely will be unable to for a few years due to financial trouble. That’s why options 2 & 3 are good. But 3 means I’ll retire from the military at 38. And 2 likely means not making game art a career for another 5 years or so. That makes me worry about my age in the game industry. I’ve seen a disturbing number of articles and posts talking about how there are very few in game development older than 40. I don’t want to work towards a career that wont hire me by the time I’m ready for it, nor do I want to join a field that will be done with me by the time I’m 40. Is all this hype about age discrimination in the game industry really that bad? Is it any worse than any other career field? How many people work in your studios who are 40+, relative to the size of the studio, and what kind of roles do they play? Benefits: I realize these are different company to company, but what is typical? Of smaller companies and of AAA ones? Health insurance, family insurance, education, time off (paid/not paid)? Education: Do game companies typically hire from particaular schools, famous ones, or ones nearby the studio? Or is it solely based on portfolio? I’m enrolled at a state school (UNO) that seems to me has a pretty good Graphic Design/Media Arts program. What might the employer think of state schools? Experience: What kind of experience should I be looking to obtain to get into a AAA studio? What should I have on my resume and in my portfolio? Locations: It looks like 80% of the jobs in the US are in California. Mostly based on the population and cost of living, I’m not sure I want to live there. Will I be hard pressed to find opportunities outside CA? I know there is some stuff near Seattle, WA, which sounds great. Pretty sure there isn’t much here in Omaha, NE. Competitiveness: I know crunch time (whether a management failure or not) is a big thing. I’ve worked 70 hours in a week before and studied on top of it, so I’m no foreigner. Is it a regular thing though? Besides that, what do the managers expect from their employees as far as skills and growth? Do you have to be the best to advance in your career? What does advancement look like? Where is the glass ceiling? Industry Crossover: As I mentioned before, I’m interested in game art as well as animated movie art. I imagine these are so closely related one could readily hop between the two. Is this true, and if not, why? Contracts: Are most game development jobs temp jobs? Will I be hopping from studio to studio for years on end? Are AAA studios like that? It sound like an adventure, but I don’t want to have to move my family every year or two. I thank you greatly for any answers you provide.
  6. 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!
  7. 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!
  8. 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.
  9. 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?
  10. 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?
  11. 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
  12. 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
  13. 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?
  14. 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.
  15. 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.
  16. 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?
  17. 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?
  18. Charly Men's BIZARRE

    BIZARRE Sprint 35 plus 36

    Hi! 🙂 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? 😉 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!
  19. 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!
  20. 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.
  21. 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!
  22. 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.😀 😀
  23. 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.
  24. 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. I’m very interested in MMO’s so that would be a plus for me :)
  25. 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
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