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  1. About the Game Lore Summary Coming Soon! The Jist Ruinic is a competitive multiplayer dungeon crawler -- CMDC for short. The objective of the game is to farm loot, hone your skills, discover ancient and forgotten secrets, and compete with other players via a comprehensive ranking system. In addition to this, Ruinic will feature a strong social element, as guilds will also be able to compete with each other. Gear and skills Unlike most other dungeon crawlers and RPGs, your character will not be locked to any one class; rather, your characters skill will be determined through a combination of how much time they've put into utilizing that particular skill and the abilities of the gear they're using. The skills in Ruinic will be centered around four different types of game play: Damage, Tanking, Healing, and Necromancy. All of these game play types will have to work in harmony in order for the players to survive the harsh environments in which they find themselves. Players may also create unique gear builds in order to hybrid between these roles and secure all the treasures of their adventures for themselves. The first three types of game play are pretty standard in most games, but the fourth is unique to Ruinic. More about these skills can be found below. Damage - As should be obvious, the purpose of damage builds is to unleash as much destruction upon foes as possible. It is vital that enough damage is done in order to assure that the Tank is not overwhelmed and that the Necromancer is able to fulfill its role. Tank The purpose of the tank is to concentrate the wrath of enemies upon itself and soak up as much of their damage as possible. Healer The purpose of the healer is to, as simply put as possible, ensure that everyone stays alive Necromancer The Necromancer plays an extremely important role. The purpose of Necromancy is to harvest the life force of dead foes and channel it into forms of energy usable by other roles. Without the Necromancer, the Tank, Damage, and Healing roles cannot effectively perform their jobs. The Necromancer plays an extremely important role. The purpose of Necromancy is to harvest the life force of dead foes and channel it into forms of energy usable by other roles. Without the Necromancer, the Tank, Damage, and Healing roles cannot effectively perform their jobs. Dungeons Dungeons, which will make up the majority of content within the world of Ruinic will be massive, sprawling labyrinths filled to the brim with monsters, traps, puzzles, and other players. Entrances to these dungeons will appear to the overworld occasionally, so players should always be on their toes to be the first ones to jump in, explore, and amass untold riches. After a set amount of time has passed, dungeons will begin to become unstable and collapse in on themselves. Players should then quickly evacuate, as a stray piece of ceiling, fire storm, or chasm in the ground could see that much of their acquired treasure is lost. PVP Player-versus-player interactions in Ruinic will be very similar to older hardcore ORPGs such as Tibia, where player killing can be extremely rewarding, but potentially disastrous should you decide to take a risk and slay your fellow explorers. Past a particular introductory level, which is yet to be determined, the initiation of a PVP battle will be unrestricted aside for some severe penalties for the initiating player. If you are successful in slaying your opponent, you will receive the treasures they have acquired in their backpack as well as some of the experience they gained while in the dungeon, but, if you are unsuccessful, there are some rather nasty consequences! Upon attacking another player in a dungeon, you will receive a red skull, which will last for a duration of time scalable to the difference between your level and the victims. This could range anywhere from 30 minutes for a player who is equal to or greater than your level, to an hour for players who are of a much lower level. If you die while skulled, you will not only lose all of the acquired items within your backpack, but also your equipped gear and the experience acquired from the dungeon you were skulled in, as well as every dungeon you visited after you received your skull. If you attempt to enter a hub city while still skulled, not only will you have guards to fend off who will have been warned of your treachery, but players will also be able to attack you without penalty, so it's best to wait out the heat before trying to resurface! Hub Citites The hub cities are where players will congregate to interact, buy and sell their amassed loot, host clan events, and participate in various other social activities. Players will be able to set up their own custom stocked shops, where you can set your own prices and allow other players to swing by and see what you have up for grabs. More information will be released about hub cities as we move forward in development, but expect an update about the first city, Thelara, to be released very soon! Website & Community You can read more about the game and sign up for early access at our website, here:http://www.ruinic.com/community Screenshots and Details Below you may find a collection of updates that I will also post as replies in this thread. 9/14/2017 9/9/2017 8/28/2017 2/7/2016 2/12/2016 2/22/2016
  2. Introduction Background Since my entire career has spanned around the video game industry, I will be citing examples based on my experience. I have been in the industry for over 14 years and have witnessed a lot of trends changing in the approach. This may not be the most modern in comparison to the available technology and reporting tools. But this is the core learning that every tester should have and I feel that it is an important skillset to upgrade with the testing knowledge. Any tester who has his core concepts set right in the testing industry will have the potential to excel in any form of QA. While the topic is very simple, mastering it is a challenge that is faced by many. This blog will not just explore into the base rules of writing a bug but will also help to map the tester’s thought process. This will help them articulate and convey what they want to say in real world scenarios. Problems Following are the problems / overlooked issues while writing a bug: Lack of game knowledge Usage of phrases/terminology Condense steps to reproduce Proofreading Review of bugs Severity versus priority Easier method of reproducing the bug Summary Reproduction rate Solution Research on documentation This is probably the most important aspect before testing the game. The game documentation will contain names of objects used in the game world. Knowledge of these names creates the world of difference between the explanations being vague / commonly worded to specific instructions which are to the point. This does not just help to explain the bug but to show the developers that you are aware of the game and know all the intricate details while writing a bug. Most of the games also have zone markingsin each level which is usually not shown in-game. These markings on the documentation will help shorten the bug and be very specific in the description. Example: the sentence “Level 18: After crossing the barricade of cars, observe the abandoned bus near the wall. If the bus is to the left-hand side, continue straight till you find the 4th house to the right. This is the gray house with the broken window on the first floor. Enter this house through the back, head to the living room and observe the missing texture above the fireplace.” Can be rewritten as “Level 18: Zone 3, House no 18. Enter the back door and head to the living room. Observe the missing texture above the fireplace.” Also, with bug writing, it’s helpful to use the consistency of words while describing a bug. Words like user/player, input names, character names, game specific objects, weapons and other game factors need to follow the same game terminology. This consistency will help to describe the game better. Usage of phrases/terminology – A lot of games use real-world objects. Even the game environment settings are taken from famous buildings/areas and some games even are set in famous cities. A back research of the place where the game is set and the culture research will help to not just test the game but also give inputs on things which do not align with the game. The areas of research which can help in identifying the culture are: Game environment – City/Famous places etc The involved city’s background The people’s way of life Art/Music /Entertainment Climate Basic flora/fauna Social festival/events Steps to reproduce The best way to write a bug is to write the STR before writing the rest of the bug. By focusing on the STR at first, the bug is easily divided into sections. This will help to break down the bug and explain it better. The best way to write a bug is to have the STR condensed to 5 basic steps. This helps in keeping the main explanation of the bug focused and removes all unnecessary information. To make this easier, I have broken down how a typical bug needs to be described: Step 1: Game mode (Single player, multiplayer, campaign, mini-game etc.) Step 2: Which area/level/map Step 3: Which location? Step 4: Steps were taken to create the bug Step 5: What is the bug I find this practice not just useful while writing a bug but by putting it in any real life explanation, I find it very easy to explain multiple varieties of things. It helps you keep your mind object oriented and focus on the end issue you want to convey. In the above 5 step analogy, there will be issues where step 3 and 4 may need a further breakdown. This is not a hard and fast rule but a basic interpretation of what needs to be conveyed. While there can be more or lesser steps, this is the optimal approach to writing a bug. This method will remove the unnecessary information and keep the focus on the main issue. It is human nature to drift away when exposed to a long explanation. Keeping it short will definitely retain the focus and convey the point. With these points in mind, the maximum acceptable STR needs to be within 8 steps. Proofreading The best way to write a bug is with Word or any other formatting tool for documents. They not only help you with spelling errors but also assist you with grammatical mistakes. One area which has been a concern with a writing of bugs is the usage of tenses. Many, who write bugs, do mess up when it comes to writing a bug while explaining the tense. The below link is a small example of how the sentence needs to be structured. http://www.english-for-students.com/Tenses.html Bug review This is a personal growth progress. Testers need to keep a track on how many bugs they reported, the severity of the bug and the days when they reported it. This helps to track a pattern of their areas covered, the maximum productivity of the week and the amount of contribution they have to the project. One major thing that they need to track is a number of bugs they reported versus a number of bugs that returned with ‘need more information’ or ‘moot’. This will help to track the quality of bugs reported. This is important in a tester life as it reveals two important things: The bug did not make sense The tester did not understand if it was a bug or a feature The second part is a bigger worry because the tester has not had the knowledge transfer and hence, he/she are not empowered with the game. As testers, we are expected to be masters of the game and the tools we work with. Any issue in this area shows weakness and does not instill confidence of the developers. Severity versus Priority This has to be the most challenging debate with testers and developers. An A class bug need not be fixed even if it feels important. Now suppose the player entered a car, drove it to a port, took a boat, hooked the character to a plane, jumped off and stole a bike, then ran into the wall which crashed the game. This bug is an A class in severity. But, consider how many gamers will attempt the same stunt while reproducing this bug. This will be less than 8% of the gamers who find this issue by mistake. If they reload the game and they’re saving progress is still intact, they don’t even bother about this issue. Consider all the games that have a strict schedule or timeline. When the game is about to release, an issue with this probability is low, will be overlooked. On the other end of the spectrum, if the player chooses the left side of the bridge to cross, the screen goes blank for 5 seconds, there is still a 50% probability that gamers will face it. This is not an A class issue, but since the probability of gamers facing that issue is still high. This issue will feel important to the end user’s overall game experience. Hence the priority of the issue does take a front step. The entire development team does focus on releasing the product on the issued date while maintaining the maximum quality. We need to respect the fact that everyone works on a certain timeline. As a QA member, we need to focus on the issues which will change end user experience. This does not mean a tester does not report all edge case issues. We as testers have our primary fulfillment to report any issue that we encounter. Alternate bug repro steps While we find a bug, it’s not necessarily the best way to find the bug. We may be testing some other function in the game while we encounter the bug. The tester needs to be intelligent enough of the end cause of the bug and then retrace the steps that actually caused it. In this method, we encounter several other possibilities which caused this issue. We can take the simplest form to reproduce the bug. This will also teach us the root cause of the bug. Example: On a calculator app, if I did 2*5, it crashed. While this scenario might be correct, it may fix the bug only for this calculation. But had I done 10+0, 20-10, 200-190, 20/2, etc, I would have found the same issue. The end result proving that the app has an issue with 10 being the result rather than 2*5 being the error. Hence, research into the issue and come up with alternatives. This will always help to narrow down the issue. Summary This is vital not just to explain the bug in a short form but it helps other testers to check if a bug is logged. Most database search strings involve looking at summary first. If the summary is optimized, the tester will spend lesser time searching for an issue instead of logging one. The summary needs to be crisp, precise and hold all important information within a sentence. While writing a summary, know that the issue always takes precedence over other factors like location, game mode, user level etc. This will help to narrow down the issue and create a referral point for any other tester who wants to look up the issue. Reproduction rate This has been ignored by most testers. The above point of having alternate repro rate is vital to me having to emphasize this. Just because you find an issue doesn’t mean it’s down to the code or art. There are several other factors involved. There can be issues with the hardware or any software in the background which is causing interference. This may not seem like the bug you wished for but it is worth its weight 10 times in gold. Any background app/hardware which causes an issue to the running game, the developers spend much more time fixing this because they wouldn’t want the user to be deprived of any other app to accommodate the game. This can be a big deal since most users will blame the game and leave it to accommodate the app instead. This can be a huge negative publicity to the game and most developers tend to avoid being in this state. Related: Know More About Our Game Testing Services Conclusion As this blog tends to dwell on the issues that need to be addressed while writing a bug, it isn’t necessarily a bible to enforce how a bug is written. The tester has full control on what needs to be conveyed in the bug. All this article wishes to cover is the fact that a bug can be so much more powerful when carrying the right message. Do follow these steps and believe in it for it can be a useful method to showcase the thought process. It will not just help you in writing a bug but also assist you in formulating your thoughts.
  3. Description: Platinum Kill is a fast paced, run and gun shooter featuring lots of action, weapons, and a tongue in cheek sense of humor. It will feature six unique levels each with a challenging level end boss. The game features a chiptune soundtrack with a unique song for each level. The graphics will be a low res pixel art style. The game is playable with 1 to 5 player local co-op (4 gamepads and 1 keyboard player) and up to 4 AI players (limited to 5 real and AI players total). This game also features AI helpers that are unlocked when you reach kill streak milestones. These helpers are slightly intelligent characters that you play alongside you, giving you the illusion of playing with friends even if you're all alone. They stay with you until they die or your player is killed. Interested in feedback and anyone willing to playtest. The obvious comparison with Platinum Kill is going to be with Contra. Contra certainly is a big influence on this game (the original two NES titles mainly) but it is my hope that Platinum Kill can do enough different and better that it can stand on its own as not a copy but rather an envolution of the genre. There have been other entries in the genre since Contra and Super C, but I feel like those failed to really capture the excitement and pace of the original games. I want to recapture that as my starting point and layer improvements upon it. Think how the new Doom still feels like the original Doom games but then expands upon it. The original game this started as (see History section below) took about a month and a half to complete and I've been working on this version since January of 2017. I'm hoping I can complete this in the next 3 months but I'm bad at estimates and it'll probably end up taking way longer. I do all the programming and design myself and UI graphics and then contract out for in-game graphics and music. I want to talk about my game here, share what I am doing and gather feedback on how I can make the game better. If you want to playtest my game yourself and can use Steam on Windows, just drop me a line. Screenshots: http://www.funinfused.com/images/PK_SlimeMonster.png http://www.funinfused.com/images/PK01.jpg http://www.funinfused.com/images/PK02.jpg http://www.funinfused.com/images/PK04.png http://www.funinfused.com/images/PKBoss1Emoji.gif Videos (newest to oldest): https://www.youtube.com/watch?v=a1AYpxt4EC4 https://www.youtube.com/watch?v=3OCgf9eaQgg https://www.youtube.com/watch?v=vtfCtKpu-l0 https://www.youtube.com/watch?v=uXrLNczWMdQ https://www.youtube.com/watch?v=yzRybGbitH8 https://www.youtube.com/watch?v=NyVwYudnXNw https://www.youtube.com/watch?v=Xl3fykqJ1c4&t=2s Engine: Custom built using C# and MonoGame. Platform: Steam (Windows). Maybe PS4 down the road. Game History: Platinum Kill started off as Ultra Aktion for XBLIG and later ported to itch.io. My hope was that I could do monthly releases of titles and be able to support myself as a full time indie dev. Because of the short timeframe, I did all the graphics using simple colored rectangles and instead focused on making the gameplay as fun as possible. To this end, I think I succeeded well, but in a flooded marketplace and even at just a dollar, Ultra Aktion didn't stand out. XBLIG, where I released it initially, was also near the end and had a plethorea of issues (such as the game showing up in new releases but not being able to be downloaded for over a week before Microsoft finally fixed the issue). After the itcho.io release, I placed Ultra Aktion in Steam Greenlight was the comment that if it got appproved, I'd turn it into a full proper game. Well it did and that's what I'm doing now. https://www.youtube.com/watch?v=9LAI7DURjaU Dev History: I'm the developer and founder of Fun Infused Games. My focus has always been on creating 2D old school styled games, games that I grew up playing and have a special place in my heart for. I started making games back in 2009 with XNA and released 8-9 games for Xbox Live Indie Games (XBLIG) over the next few years. After XBLIG folded, I tried a few other platforms, releasing one game on iOS (Hypership Out of Control) and two on Ouya (ugh, waste of time). For the past few years I have been doing Steam releases and have released improved versions of four of my XBLIG titles on the platform. I also have a PS4 dev kit and a mostly working version of one of my games, but I have since gotten distracted doing Steam games. One day I plan to get back to PS4 stuff and release an actual game there too. Links: Website - http://www.funinfused.com Twitter - https://twitter.com/funinfused YouTube - https://www.youtube.com/channel/UCtzFZwb1UhLKp8edddZbq8g Facebook - http://www.facebook.com/pages/Fun-Infused-Games/261073264705 SoundCloud - https://soundcloud.com/user1903103 Ultra Aktion on itcho.io - https://funinfusedgames.itch.io/ultra-aktion Current Steam Releases - http://store.steampowered.com/search/?developer=Fun Infused Games
  4. Hello together, we are a small indie game development team from germany 🙂 Our couch-coop fantasy tower defense game called "BACK TO THE EGG!" recently got released as Early-Access title on Steam and we are trying our best to promote it. First of all the entire feeling of the game is inspired by the Blizzard Universe. Play as an hero of the order, build your defense and try to survive as long as you can. Group up with your friend in the couch-coop mode for an extra challenge! Maybe you want to take a look at it: http://store.steampowered.com/search/?snr=1_4_4__12&term=back+to+the+egg Currently we are already working on the next patch which will include persistent player profiles, armory and much more 🙂 We would be very happy about any kind of support! Your feedback can affect the future development of the game. Greets from germany, The JaudaLabs Team 🙂
  5. Hi guys! I would really appreciate some feedback and advice from you guys on the game I'm developing The game I'm working on is a 2D ARPG single/multiplayer using my own custom engine which is a 2D OpenGL engine inC++. The game have two distinct areas: outdoor world environments and dungeons. Right now I have reached a point where I'm starting to feel quite satisfied with the outdoor environments but the dungeons feel very lacking right now. Whereas the outdoor environments have at-least somewhat of a depth feeling to them the dungeons just feel... flat... I am not sure how to improve the graphics in the dungeon areas to get a bit more depth and/or vivid feeling. Outdoor was easier as I could play a bit with sun-shadows and parallaxing but I cant quite use that in the dungeons which is causing problems. I have posted a few images below on both the outdoor world and the dungeons for comparison as well as a small update trailer if you want to just get a feeling for the current dynamics of the game. Any feedback or ideas on how to improve upon the dungeons would be greatly appreciated. This is the first real game I have developed so I'm sure you guys have a lot of ideas I haven't really though about yet Best Regards BG109 Trailer/Update Video: https://www.youtube.com/watch?v=aZthsgv1zPg
  6. Feudal Alloy menu.png

    Main menu in Feudal Alloy. twitter
  7. I'm making a multiplayer third person shooter (TPS) game using a Panda3D engine. It's in an early prototype state. A few videos from my DevLog:
  8. HTML5 PicsWars.io

    Hello, everyone! PicsWars.io is a global multiplayer game where you upload a picture and capture territories for it! Imagine a fight between your selfie, a meme, a McDonalds and Burger King logos? In this game, you'll fight for dominance in a huge shared field of squares. The more territories you capture, the more people will be able to see your picture! The game has limits of 10 turns per day. This means that everyone has got the same chances: busy people, gamers… This is my first serious game, which has just reached Beta. You can view the latest devlog here I will be glad to receive any feedback!
  9. Hello.We're a two-member team and I'd like to introduce you our game - Feudal Alloy. It's a metroidvania-style action RPG with fishbowl-powered medieval robots. We've been working on the project for a few months. I'd be happy for any feedback. teaserhomepage twitter facebook Our Steam page is public now: steam link
  10. Hello this is team Z1P UP we are looking for new members to join our team as we make different types of games , learn skills ranging from audio editing and production right up to cinematics and programming , we are looking for members from any status such as learing to advanced users . We are all friendly and help each other out on our Discord server maintained professionally and made with time and care , we are hoping to see you guys over soon to talk and make progress over on our Discord chat . The Team Founder Z1P UP Discord Chat : https://discord.gg/z9TrYc
  11. PC Sewers

    Sewers level in Elium - Prison Escape
  12. Press Releases Are Important, So Why Aren’t You Writing Any? Welcome back to our marketing lessons focused on the indie developer, aptly titled “Indie Marketing For N00bs”. This lesson will focus on the importance of getting the news out to journalists and the media. This can be done a number of ways, but our primary focus is on proper etiquette for writing a press release. If done right, a press release can be seen by thousands of people, so there’s certain things that anyone writing the release needs to focus on and present. The world has their eyes on you for that brief second; make it count. A well written press release can go a long way. What makes a good press release, though? We can talk for hours on intricacies of writing and proper culture in dedicated writing. But, we’ll bring this down to some general tips to make your writing better without boring you too much on the details. No Fluff! Look, the details are important. You need to make sure you convey everything you want to say to the masses and I understand that. But, this isn’t technical writing. This is your great stand about your game. People don’t care about the coding that goes into a game. They don’t want every detail about how it was made. Leave those to Dev Diaries and blogs that you can go into detail about how you made your main character’s arm move super realistic with a special line of code. “Tl;dr”, which is shorthand for “Too long, didn’t read”, is a well-known term in writing. Get your point across first. Saving important details until later in the press release can damage your chances of getting eyeballs on the post. “Personality” Doesn’t Mean “Opinions” Personality is key and will optimize the eyes that see your writing. Boring press releases get overlooked because writers want to write about things that interest them and get their attention. Be humorous and witty. Don’t be afraid to make a relevant pun in writing. If you can make the journalist laugh, you’re likely to have a good write up about the news. Extra fluff can come in a number of ways. Press releases, for instance, should be devoid of opinions. You can be happy you get your game out there, but going into opinion and blog-like writing is an automatic turn off for a lot of journalists that are picking up the write-up. People want news to be, you know, news. Inject some personality into the writing, though. This isn’t an expository high school essay. This is your masterpiece. Be proud of what you’d got here. But, be careful not to turn it into an opinion piece. You may love it, but someone else may not. Create hype by being honest and straightforward. If I wanted your opinion, I’ll read your Dev Blog or watch your Dev Diaries (which are also a great way to create hype, but need to remain separate from the news). Empower Yourself With Quotes Now, let me go against everything I’ve said prior, but only if done in a specific way. Quotes are the one place that a press release should have enthusiasm or opinion. By quoting yourself or someone on your team, you open up the ability to say whatever you want. This is your time to shine as a human that made the game. Be excited and enthusiastic. I’ve seen too many quotes that read like a robot wrote them. I once had to explain to one of these robots the best way to give a quote, “Pretend you’re telling your best friend in the entire world about your product for the very first time. Show the excitement from that moment!” I do have a personal rule that works well for quote, though. Too many quotes will drown a press release. Most reporters that take your release and have to massage it are going to pull the main information and re-write it, then maybe snag one or two of the quotes for the article, if any at all. Limit the amount of quotes in a single release to be no more than three, with no more than two quotes for a single person. Source Your Sources Everyone wants to compare their game to a bigger, well-known game. Everyone wants to mention other companies, studios, or events that are relevant and/or topical to the news. This is where the ground gets a little shaky. This release isn’t about others. This isn't an elevator pitch, this is the real thing. This is about you, your team, your game, and everything involving those things. I highly recommend keeping others out of the mix. But, if you have to, there’s good ways of going about it. Make sure to include the proper copyright and trademark information for any brand you decide to utilize. You can’t mention another company without the proper legalese. This should be included near the bottom of the release, just to cover your own behind. Additionally, if you mention any copyrighted systems that your game will be on, it’s important to give the proper copyrighting symbol with it and make sure it’s named properly. Look up proper style guides for anything you mention, because each brand has their own unique shorthand. It’s “Sony PlayStation 4”, not “Playstation” (The “S” is Capitalized). It’s “XBox One”, not “Xbone”. Properly attributing your mentions makes you look more professional, as well as more likely to have people pay attention. Don’t be afraid of links in the press release. Embrace them and link to all of your sources properly. Did you attend an event that is in your news? Link the main page of the event. Are you name-dropping a specific console or game series? Give them props. Do you have assets for your own game, like a press kit? Link it and make it bold. Adventure, Excitement… A Journalist Craves These Things I talked about journalists a bit in a previous entry to this series, but I want to elaborate on their thoughts about press releases. When you network, you make allies. But, it’s a lot easier if you give them news that they can do something with. Searching them out makes their job much easier for them. They are actively looking for things to write about and most publications keep themselves on a constant stream of press lists for this exact purpose. Even if you don’t know them, utilize that press list that you made in the earlier lesson to get ahold of them and make yourself known. Journalists, for the most part, are pretty personable and are just looking for a new scoop. Just remember: Journalists and the media love press releases. Even if the release you write isn’t as successful as you had hoped, they can be added to your own “Press Kit” that any game should have for later usage. But, Press Kits are a lesson for another day. Also, don’t forget: Hit all of the relevant news-wires and aggregators if possible. This will be key to getting the press release to those you don’t already have access to, as journalists (and even everyday people) look at sites like Gamasutra and GamesPress. Even websites and forums like GameDev.Net are notable examples of places to put your news, sharing among other developers. Additionally, don't forget to share the press release on your social media.
  13. Sheep Story

    Assist the main characters in finding their way home. Cute and lovely sheep George, Dolly and Tony escaped their home and are now traveling around the world and must reach their home safe and sound. Only you are able to help them in finding their way to home, doing various tasks and solving puzzles. Every sheep will be useful in accomplishing these tasks and solving puzzles. There would be 4 cool year times, 120 levels of various difficulty, logical puzzles, a lot of good emotions and of course you will have a lot of fun during your journey! Download https://falcoware.com/SheepStory.php
  14. Dead Bunker

    In the world there was a terrible epidemic from which most of humanity died. People in search of salvation began to hide in the underground bunkers that were left over from the Cold War. You are the security officer of one of these bunkers, and your task is to protect the bunker from attacks of the infected. Download http://falcoware.com/DeadBunker.php
  15. Pig Swinging on Boat Level

    From my WIP game called Ballimals. Check out the devlog here.
  16. Pig Special Attack in Snow Level

    From my WIP game called Ballimals. Check out the devlog here.
  17. Elephant Special Attack in Forest Level

    From my WIP game called Ballimals. Check out the devlog here.
  18. PicsWars.io devlog #5: 08.09.17 - 15.09.17: Final features and a tutorial! Hello again! This week was big. The game finally has everything that’s needed for the game to be complete. Well, at least, that’s from the current perspective ;] At the beginning of the week, I’ve improved game performance on both frontend and backend about 3x times. Now the game loads and responses much faster, hopefully, you’ve noticed that already. The initial cause for the server's slowness was that I focused too much on premature optimisation which resulted in a worse performance. Oh, the irony! About the frontend: I just had to switch certain Phaser settings and it went all right. Next, I’ve rewritten squares hovering. Previously, the information about the hovered square was displayed in the corner of the screen, which wasn’t very intuitive. Now, the information about the square is displayed right under when you hover it. What’s more, now the players are able to add a link to any page to their territory! This way you’re motivated to capture more squares: people will click your link more often if they see it more. This is great if you’re an entrepreneur or a community member: you can use PicsWars to promote your thing! Next, when the player runs out of turns a social sharing window is displayed for them. Neat! Please share the game with your friends, it’s more fun that way! But, most importantly, we now have an interactive tutorial! The previous tutorial wasn’t used by the players because it presented all information at once in one huge wall of text. Now it gives information in small portions and waits for a player to complete certain actions before proceeding further. Hopefully, this will help with the game’s main problem right now: understandability. Next week, my goals are: Launch beta! Gather feedback. Fix whatever breaks. We’re getting close to a release, hooray! Thank you for reading so far! I will keep writing devlog every Friday, so stay tuned! I will be very grateful for any feedback too! Check out PicsWars.io in your pc! P.S. I am open about my development, so here are some links: https://twitter.com/cbrwizard game’s and my personal updates https://github.com/cbrwizard/picswars.io/projects/1 my Kanban board https://github.com/cbrwizard/picswars.io/issues game’s bugs, tasks and ideas (you can post yours there too!) https://docs.google.com/spreadsheets/d/1FaEH9uGHclU7EP48r5yh0g0kDvDJJVGwatis7qzoBsc/edit?ts=59788122#gid=0 all recorded feedback https://docs.google.com/spreadsheets/d/10g08fzcSSYjplOD_hQP6i-lcjCvzGSY3YEfZBW_p5TY/edit#gid=2025177204 tech measurements
  19. INT PROJECT We are an indie game studio consisted of professional and friendly people. We are a team of skilled artists and dedicated indie enthusiasts. Our current project is INT, developed on Unity Engine 5 for platforms Windows, Linux, and Mac. INT is a 3D Sci-fi RPG with a strong emphasis on story, role playing, and innovative RPG features such as randomized companions. The focus is on the journey through a war-torn world with fast-paced combat against hordes of enemies. The player must accomplish quests like a traditional RPG, complete objectives, and meet lively crew members who will aid in the player's survival. Throughout the game you can side and complete missions through criminal cartels, and the two major combatants, the UCE and ACP, of the Interstellar Civil War. Please note that all of our current positions are remote work. You will not be required to travel. Please click the links below for more detail on each open position. OPEN POSITIONS Level Editor Unity Programmer Animations Rigger Website Administrator PR Manager DISCLAIMER This is a great opportunity to get into the game development industry. Being an Indie team we do not have the creative restrictions often imposed by publishers or other third parties. We are extremely conscientious of our work and continuously uphold a high level of quality throughout our project. We are unable to offer wages or per-item payments at this time. However revenue-sharing from crowd-funding is offered to team members who contribute 15-20 hours per week to company projects, as well as maintain constant communication and adhere to deadlines. Currently the crowd-funding campaign is scheduled for the year 2018. Your understanding is dearly appreciated. Thank you very much for your time, we look forward to hear back from you! John Shen HR Lead Starboard Games LLC
  20. Building Block Heroes - Dealing with Controller Support for Multiplayer I'm currently in the polishing stage of Building Block Heroes, and just a few weeks out from release. Since I've spent the last couple of weeks talking about the game itself, I figured I'd switch gears a bit and talk about some of the challenges I ran into during this crucial, final stage of development while making sure controller support worked. Control Schemes I knew going into the development of Building Block Heroes that I wanted to encourage people to play with friends in local multiplayer, while still making it fun in singleplayer. This meant that I had to make it easy and convenient for players to be able to include their friends when they played the game. To facilitate this, I deliberately designed the game such that it would be possible for a second player to jump in or out at any time - think old-school arcade games with their "Here Comes a New Challenger!" notifications. I originally envisioned three control schemes - the keyboard, and up to two controllers. This meant that multiplayer was only possible if there was a controller present. In today's PC gaming landscape, this isn't too much of a deal since most gamers seem to have a controller of some sort. However, as I was designing the default key mapping for the keyboard controls, I realized two things: The default layout assumes the player using the keyboard wants to use both hands. Forcing people to own/bring a controller for multiplayer isn't particularly conducive to casual gaming or gaming on the go with a laptop. To mitigate this, I designed a second control scheme for the keyboard which makes use of the number pad. This allows a second player on the same keyboard, while providing an alternate one-handed control scheme for people who enjoy gaming with a drink in their hand or something. What does this have to do with controller support? Because having a second control scheme for the keyboard dictated how I decided to handle the issue of controller disconnection for the second player. Handling it for player one was simple - just revert to the keyboard (or keyboard 2 if player two is using the keyboard already) if you disconnect player one's controller. Player two, however, required a lot more thought. Bad Timing Out of curiosity one day I decided to see what would happen if I decided to arbitrarily disconnect the controller while selecting characters. To my horror, absolutely nothing happened - the character selection screen became unresponsive, with no way to back out or otherwise recover from the screen other than reconnecting the controller. "Okay," I thought, "I suppose the user can recover from it if he or she reconnects the controller." But then I thought, "What if the user doesn't? What if the person using the controller OWNS the controller and decides to pack up and go home?" I suspect prevention of permanent unresponsive states is why arcade fighting games have a timer on the character selection screen. However, I didn't feel like forcing the remaining player to wait for 30 seconds or whatever to get back to the game if the other player takes his or her controller and goes away. Originally, I simply made the second player disappear and had the game revert to singleplayer mode when the controller was disconnected. When I added the second keyboard layout, unfortunately, I then had to consider the possibility that the second player might have disconnected the controller without actually wanting to stop playing. Most games will offer the user a chance to confirm any action that will change the status quo of the game ie. saving or loading, or returning to the main menu. I figured I could use the same approach when determining whether or not to nuke player two when his or her controller is disconnected. When player two's controller is disconnected, the game brings up a popup asking if player two wants to leave. If the Yes button is pressed, the original solution of simply removing player two takes effect. If the No Button is pressed, then the control of player two reverts to whichever keyboard control scheme is currently unused. Hop On, Hop Off The issue of what to do when a controller is disconnected becomes more pronounced during actual gameplay. My original solution was simple - add a second player when the controller is connected, and remove it when the controller is disconnected. However, adding the Keyboard 2 control scheme again scuttles this solution, since it doesn't take into account the possibility of the controller being disconnected even if player two wishes to keep playing nor does it address the issue of which character to assign to player two. To handle controller disconnects and reconnects during gameplay, I added an event handler that causes the same confirmation popups as before to appear asynchronously. That is, when a controller is plugged in at anytime during a singleplayer session, the game immediately pauses and the user is asked whether or not to add a second player. If Yes is selected, then the new controller is assigned to player two and the game returns to the player select screen. Otherwise, the controller simply becomes a new control scheme option in the Settings screen. If two players are active and the controller for player two is disconnected at any point during gameplay, the same solution as the player select screen applies - choosing not to remove the second player reverts player two's control scheme to the unused keyboard option. The last thing to consider with regard to having a second player jump in and out of the game actually had nothing to do with the controller support. I needed to provide a mechanism for enabling or disabling player two without having to rely on the controller connection event, in case players wanted to jump in using the keyboard. For this option, I simply created a "None" control scheme which player two is set to in singleplayer. Setting it to anything else prompts a confirmation popup asking the user whether or not to add a second player. Selecting Yes brings the game to the player select screen with player two's control scheme set to whatever is selected, while selecting No reverts the control scheme of player two to "None". Last Thoughts This article might not have been as fun to read as the ones talking about the game's areas, but I figured others who are at the same stage of development I am might find some use in reading about some of the design decisions I made when considering controller support. The process I went through can essentially be distilled into a couple of key questions: "How does the player decide to use a controller?" "How easy is it for a player to include a friend in their gaming session?" "How does the game add or remove a second player?" "What happens when you plug in the controller without warning on a certain screen?" "What happens when you unplug the controller without warning on a certain screen?" I hope this helps others consider how to handle controller support and/or multiplayer in their own games! Feel free to follow me on social media if you enjoyed the read: Twitter Instagram SoundCloud The Steam store page is also up, so feel free to check it out and wishlist the game if you find it interesting: Buidling Block Heroes on Steam Thanks for reading!
  21. Hello All, We at Snaketakes Studios Inc. are eager to start sharing more about our project "End of the Beginning" which is slated for PC, Xbox One & Scorpio, PS4 & PS4 Pro. We're aiming for an early 2018 release right now and want to start getting the word out. End of the Beginning is a unique sci-fi shooter with bold visuals and hardcore game play including 1st / 3rd Person shooter, flight action, space combat, and more... FIRST EVER: End of the Beginning's creators have been working with some of the top ufologists on the planet to gain access to formerly classified documents about aliens via FOIA Freedom of Information Act requests. Some of which clearly show that our governments have lied to the public about the reality and potential threat of real aliens. End of the Beginning will give players access to these documents as the players progress through the game!!! Please visit us online; www.snaketakes.com or www.eotbgame.com Check out our latest videos on YouTube at: https://www.youtube.com/channel/UCD-f9A_AyRj5n6JunXV9_Cw?view_as=subscriber We are always looking for new recruits as well so please feel free to message us. Team Snaketakes. EOTBX_Cine_A.wmv
  22. Hi we at the neo arcana team are in search for a 3d artist to help with character rigging. We are getting closer to finishing our prologue but the workload means we need some help to get the character models ready. we sre using 3d models and while we can handle assets for the battle maps. we are having issues getting the characters rigged properly so we looking for someone to ease the work load Neo arcana is a urban fantasy game set as a strategic roleplaying game. using the orkframework as the basis for our game we are telling the story of timmy who ten years ago encountered faeries togethe with his best friend maria bellatrix. the events that where to happen would form the basis of his predicament and his quest to find her again as well as the truth of thoseevents ten years ago.
  23. Somewhere on Zibylon (work in progress) Gameplay trailer: https://www.youtube.com/watch?v=PPaUT3BeoRM About the game: Sci-fi exploration puzzle game with stealth elements, set in deep space and without gravity. The signal from the Control Center of the colonized planet Zibylon has been lost. A repair drone is sent to the station. Upon arrival, it detects loss of control over the stations and strange activity taking place in them. Using the capabilities of the drone and the orbital module, explore Zibylon, solve puzzles, hide from enemies and fight with them, search for resources and produce equipment to capture stations and mines. If you want to regain control over the stations, figure out the tangled mechanisms and structures and avoid the many dangers that threaten you. Main features: - Explore the space stations and the entire planet. - Solve the variety of environmental puzzles. - Use stealth to find ways to avoid skirmishes with aliens. - Combat the alien forces, using the capabilities of the orbital module. - Search and capture space bases and mines. - Mining, crafting and researching technologies for equipping and arming the orbital module. Game modes: (Explanation of the game process and game modes). The game contains two game modes - Drone Mode and Planet Control. The essence of the game is to reach new levels in Planet Control mode, and then pass them in Drone Mode. In Planet Control mode the player controls the orbital module, which explores the planet and finds the captured stations. Destroying the aliens' defensive weapon first will give access to most stations. Installing the weapon and the reinforced hull to the orbital module increases your strength. Extracting resources and using the crafting mode to produce all the necessary details are key to winning. Producing these requires certain technologies; they become available after passing the corresponding level in the drone mode. The Drone Mode refers to exploration of huge space stations, solving logical tasks and avoiding collisions with aliens by using stealth. Screenshots: Links to the game: Twitter Facebook Youtube IndieDB page Official website Any feedback is appreciated!
  24. Weekly update #29

    Our first live stream DOMEN KONESKI & ANDREJ KREBS Me and Andrej have done our first live stream, explaining some core mechanics of Floatlands while showcasing the EGX Rezzed demo build. Andrej also did a quick tree sculpting for our new biome. Bear with us that this stream was our first one and we were pretty shy doing it. Check it out! Better terrain generator DOMEN KONESKI I have made some changes to the terrain generator. It allows water to be rendered, hills/mountains are more exposed now allowing us to create different types of terrain with ease. Setting up Wiki pages ANDREJ KREBS Started setting up Floatlands Wiki and worked on the item and main page. I prepared the template for the individual item’s pages and filled out some basic resource pages. Trees for swamp biome ANDREJ KREBS Modeled some trees for the swamp biome and made LOD’s and colliders. Creating a game build for development testing TADEJ VRANEŠIČ This week was mostly about rushing to create a game build for mid-game development testing. A few changes were made in controller menu, but it still needs fine touches. New logic was implemented for drone movement, which is now completely physic based. Shotgun close encounter, adding effects VILI VOLČINI These past couple of weeks I worked on pimping up Close encounter shotgun, added ricochet particle effects and blood effect. Otherwise, I just spent my time fixing bugs for upcoming demo build. Reworking some older ideas MITO HORVAT Since we’re frantically preparing the demo for the SGC event, there’s really no point of pumping out new concepts and content. Therefore its time to rework some of the older ideas. We’re dumping the wooden fences and completely overhauling the buzzard. The changes wont be extreme, but since we’re constantly evolving I think its appropriate we update the older assets as well.
  25. Swim Out is now available on Steam with a 20% launch discount only for a few daysGet it on Steam by visiting its store page. Check out the trailer : About the game: Dive into the relaxing and refreshing atmosphere of Swim Out, a strategic, turn-based puzzle game, that will transport you into a sunny day by the swimming pool, the river or the sea. Plan each of your strokes wisely and be sure to never cross any other swimmer's path if you want to peacefully enjoy the sea view on a cosy chaise-longue. What the press already said: "I am delighted by how unfamiliar a swimming experience this is to me" - Rock, Paper, Shotgun "There are precious few things I appreciate more than a straightforward puzzle game with a strong commitment to its aesthetic, and Swim Out is exactly that" - Waypoint "Swim Out is a perfect summertime game." - Mac Stories "If you're a fan of puzzle games Swim Out is very likely for you. It's attractive, intuitive, and fun." - Touch Arcade "Swim Out looks like the perfect tactical escape into a lush digital paradise" - Touch Arcade Features : Over 100 levels nestled in carefully crafted landscapes, soothed by the sound of seagulls, frogs or water splashes. 7 chapters combining : 12 different types of swimmers : each with their own way of moving around, ranging from the simple breaststroke swimmers to the more complex divers or cheeky water-bombing kids 12 different objects to interact with : buoys, fins, water guns, you can even ride a kayak! 6 disruptive environmental elements like waves, crabs or jellyfish that will give your brain a work out until you swim out! Get it on Steam by visiting its store page.