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Found 952 results

  1. Hi! We're currently two programmers and a game designer working on a turn-based tactics fantasy board game. For reference you can search for images of "Tactics Arena Online", a fairly dated game that used to have a lot of depth and complexity. Our goal is to use the same combat concepts, but giving it a much needed modern touch as well as a whole new set of heroes to choose from with additional abilities. The game is a mix of isometric and 3D and we plan to release the game on Steam and hopefully Android & iOS as well. We are looking for someone to work with us pro-bono (just like we're doing) as a 3D character artist. The skills needed are creativity, a hard working attitude and an ability to make minor animations (things like idle, walk, block and very rudimentary attack animations). A perk to have would be the ability to make some VFX. If the game makes it on steam and money starts coming in, you'd obviously be compensated for your hard work, but as it stands this is a hobby project to garnish your portfolio. A bit more about the game: This game will be an online multiplayer game where each user gets to pick up to 10 characters to place on his half of the board (this would be done before even entering matchmaking. Think runes in League of Legends for example). The user can place his 10 units of choice anywhere he likes on his half board. Some units can be used more than once. So if you want 4 knights and 2 mages or even if you want 10 clerics, you can do as you please. You can then save your setups for future use. The goal of the game is to wipe out the enemy team. Each character or Hero (except premium and abyss characters) start with 1 ability and they can ascend (either by playing a certain amount of matches with the character or by forcing the ascension with real money) to gain a new ability or passive. Acquiring a new character can be done by using in-game currency that you earn from playing matches or using real money with the exception of Abyss characters which can only be acquired by winning certain rare matches. The goal is to offer a freemium game with lots of customizable elements while making sure that no user can "buy power" with real money. We want everything that a paying user can get to be available to non-paying users who play the game a lot. Ultimately we want this to become a competitive game that people can enjoy and really get invested in. Each character is designed with options for counterplay in mind and synergy with other heroes. We sincerely believe in what this game can become and we home to find someone just as passionate as we are to get involved in this project!
  2. Dev Blog #04 – Extending the Worlds

    It’s been a while since the last update, so lots to get through. We’re still progressing, probably slower than we had hoped, but never the less, its still going forwards. Kat’s been busy working on tons of graphics, icons, lighting, and we now have all the 4 worlds pretty much done with backgrounds and world layouts. She is currently working on placing items in the 2 remaining worlds, working on more puzzle ideas and polishing of the graphics. I’ve been working on performance a fair bit, making sure we stay in a good position. Just finished up with reducing memory usage, as I found that unloading scenes wasn’t quite releasing all resources and therefore if you went between 2 worlds it was using 1GB or so extra memory. This was ok on my rig, as I had 4GB VRAM, but Kat’s PC started to chug a bit when she went between worlds because she only had 2GB of VRAM. This was because I had some textures and materials being cached in variables, and the scene unload wasn’t catching that they were now unused, so I had to set them all to dummy textures/nulls and then call Resource.UnloadUnusedAssets() to clear them. I made heavy use of the memory profiler, which also lead me to some more memory improvements to further reduce memory usage. On my PC now we have a steady 200+ FPS (GeForce GTX 970, Core i7 920, 14GB Ram, 2560×1600), and 100+ on Kat’s (GeForce GTX 580 , Core i5 750, 12GB Ram, 2560×1600) We’ve shown the game off to a few people locally now, some friends came around for a games evening. Even shown it to some of our nieces and nephews and they all loved it, and we got some good feedback and ideas to make things better. Upgraded several times to new versions of Unity in the past few months. Not been great sailing with that, seemed to hit a new bug with whichever one I went with. Been able to navigate around some, but currently waiting for them to fix Resource.LoadAsyc() so that it works with uncompressed Textures/PNGs correctly. Currently on 2017.3.f3, and will probably wait for 2018.1 before I try again. Spent quite a large amount of time making the loading of worlds (ie scenes) be async, so that we could play an animation/particle effect during load. This was quite a challenge, as I was doing lots on load so that it didn’t effect the actual game, thinking the load would be the best place. Unfortunately, that caused stutters etc with the load animations, once we put them in. After lots of profiling and understanding how the load works, we’ve got it to basically never stutter now. Mainly removing all Awakes() as they were just setting cache vars for GameObjects etc, and actually linking them into public inspector vars. Also turning most of our Init() methods into IEnumerators so that we could yield every so often, and using Resource.LoadAsyc() for loading. Will have to revisit it nearer the end, but its working well now. Spent some time putting in lots of particle effects to brighten up the game. We used the Ultimate VFX package from the Unity Store as a basis, and then played around with them. Got most of it done, but I have to go through and find all the graphics and sprite sheets we’ve used and pack them into our own sprite sheets and resize them to fit our game, so that performance is good. The same with the sprites used in the UI. Dotted throughout the worlds, there are puzzles that need to be completed to gain items, and we had done the world 1 puzzles, which were just basic push/pull of blocks and positioning them. These puzzles are intended to get harder as you progress through the 4 worlds, so I worked on the 2nd set of puzzles making 2 new elements for them to make them more interesting. ‘Mag’ blocks are placed around the area where you have to do the puzzles, and these either attract or repel the blocks you need to move. You need to work out which ones can help you or hinder you to complete the puzzles. Implemented a stats screen in-game, so that you can keep track of all the items, puzzles and other elements in the game. Then you can track your progress and see how much you’ve done… and what is left to do. Lots of bug fixing. We’ve played though the first level many times now trying to keep the number of bugs low so that we hopefully don’t have a big job at the end to fix lots of things. At the moment we are ‘bug free’ and everything we’ve found so far has been fixed, so that’s a nice place to be in 🙂 Major things left now are: 3rd and 4th world puzzles In-Game Tutorial Customization items for the alien Boss levels Achievements Sounds So, we will be powering on with things and will keep you updated either here or on our social media pages at FaceBook or Twitter. So if you’re not already following us there, head on over and give us a ‘like’ or ‘follow’. Till next time… watch out for ‘Somethings’ that may eat your aliens… Rob & Kat
  3. Imagine a game where the characters are not defined by body regions, but rather, each body region consists of thousands of components, which would kind of replicate the real world where we consist of molecules, atoms - that would open up many, many new possibilities for creative gameplay. Can this be done on any scale with today's technology, or would the games simply require too powerful of a computer to even be playable? Are there any theoretical limits to this? Thanks
  4. Sandman

    From the album Screenshots

  5. Sandman

    From the album Screenshots

  6. Sandman

    From the album Screenshots

  7. Sandman002

    From the album Screenshots

  8. Holding toy cube

    From the album Screenshots

    © Virva 2018

  9. Quest objects

    From the album Screenshots

    © Virva 2018

  10. Finger light

    From the album Screenshots

    © Virva 2018

  11. Arpago - Fox in a cave

    From the album Arpago

    Screenshot made in a cave leading from tutorial dungeon area. Shows one of the playable races - Fox Folk.
  12. Rail Route - Demo R0.1 Released!

    I am happy to announce that we release first demo of Rail Route! We have polished our first prototype of train routing and added a simple tutorial. To make it more a game than a prototype we have included short level where you can try your dispatcher skills. You can download it at our blog: https://railroute.bitrich.info/2018/04/17/demo-r0-1-released/ Or you if don't want download .exe from the internet we prepared Unity WebGL build: https://bitrich-info.github.io/railroute/r01/ Levels in Future Our vision is that the final game will contain a handful of such levels, some longer, some short (puzzle game / unlock scenario). You will be able to compare your performance with the others (global Top 10 list). We are thinking of tools that enable you to create & share own levels, so you will be able to model your home city railways if you want. These levels will be only one game mode, but the primary game play will be something completely else. Something like career mode where you take care of rail network that you will need to built, upgrade, manage and so on. We will write about it soon! Feedback We would like to hear any feedback from the prototype. So feel free to reach us anywhere :-). What's the best score you can reach?
  13. COMPANY AND THE PROJECT We are an indie game studio consisted of professional and skilled artists who are dedicated indie enthusiasts. Our current project is INT, developed on Unity Engine 5 for platforms Windows, Linux, and Mac. We are recruiting a few more members on the team to finalize our playable demo. 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. For more information about us, follow the links listed below. INT Official website Steam Greenlight IndieDB page Also follow social media platforms for the latest news regarding our projects. Facebook Twitter TALENT NEEDED 3D Animator 3D Modeler Unity Engine Programmer Please note that all of our current positions are remote work. You will not be required to travel. John Shen HR Lead Starboard Games LLC
  14. Hi All Since November we have been in the development phase of Heroes & Legends. The overall game will be developed in Unreal, but we have several stages of production designed to bring an income. The first stage is World Max, our procedural terrain generator. Now I have assembled thousands of textures, built various models, invested in tools like Substance, iClone and Speed Tree. I need several artists who are willing to dedicate some time to using these tools to produce art since I and David will be doing the programming and assembling the art into our plugin tool. You may view the overall project and updates here: We are currently beginning the plugin terrain programming in Unity. We will take the terrain we have created in substance and begin by creating a database of specific texture types, then generate our terrain and map the textures to the terrain. This should give us some nice video screen shots to put up on the site. However, we need a large variety of plant life, and trees that must be created to finalize our scenes. If you have experience with CG Art in general, Substance, iClone, Speed Tree, we could really use your help in this phase. As a side note, if you are familiar with C#/C++, Unity or Unreal please get in touch, need a few of you guys. Audio is taken care of on the music side of things, However, we could use sound fx creators. Thank You! Interactive 3D International
  15. Dear friends! Today we are happy to announce that the game TERRORHYTHM is ready to be able to play it to everyone. April 7 the game was released in early access!Of course, there were some technical difficulties, the main ones of which we have fixed immediately. TERRORHYTHM - Dynamic beat 'em up game in the cyberpunk style with colorful character animations and spectacular FX. Get ready for intense combat action in the battle with numerous guardians of the total silence using only 4 buttons. Every action is synced to the music beat. The direct connection between the music and required inputs will give a captivating gaming experience. Play to the rhythm of your own music library! Upload the MP3 track of your choice and the game will analyze the music to prepare adapted gameplay in real-time. So far, the game is in the early access, and currently, we are working hard on its preparation for a full release. We're looking forward to your support and comments, which will help us in this preparation. Steam Store page: http://store.steampowered.com/app/752380/ Teaser: https://www.youtube.com/watch?v=WAg1-0DPD9M Campaign mode gameplay: https://www.youtube.com/watch?v=k1cWQqF-6Oc& So, let's go!
  16. Hello, I'm a (mostly) Level designer with 9 years of experience, have worked in the past for studios such as Activision, Nexon and more. I'm looking to join a team as a level designer. I'm very proficient with Unity and Unreal. I'd like to join a team and release games on Steam (games that don't take years of development). For more info, please contact me at ro.alexdumitrache@gmail.com (I can send you a resume). To check my latest work/game I made by myself mostly, check the link below. http://store.steampowered.com/app/810460/Riverhill_Trials/ Thanks
  17. Game Name Copyright

    Can I get in trouble for naming my game similar to one that's not in the same genre? For instance, if a game is named Playarada and I name my game Playarade, can I get in trouble? Be mindful that the games would be in two completely different genres. Thank you!
  18. Eight Hours Version 1.5

    Version 1.5 release. If you want, you can go directly to itch.io or gamejolt to play the latest free version of Eight Hours. A lot has changed over the past few months for Eight Hours. First, if you haven't, checkout our trailer! Trailer Big Updates Here is a list of some of our updates and details of went behind them. Entity AI. The entity itself was very lax and boring in previous versions of Eight Hours. So, we had decided to update the entity to appear sooner and more often at random intervals. It also has a scaling difficulty curve based on the amount of time played in the game. This will help limit game time plays as well as induce more stress the longer it takes a player to capture all the EVPs. Hints. Previously hints would show up and auto disappear after a few seconds. We now re-programmed the controls so that hints show for a significantly longer period of time after they are triggered. Secondly, objectives and hints are shown by default, and can be toggled on and off with the space bar (default binding). Tutorial. A lot of feedback we observed and received was along the lines of "How do I play". So, we had worked to introduce more helpful tutorial text during gameplay at relevant moments. We hope this will help players get into the game quicker and enjoy the investigation. Get It Now Go directly to itch.io or gamejolt to play the latest free version of Eight Hours.
  19. Hello! I am an artist thats been wanting to develop a visual novel game called, "Hyacynth" , with another artist, @Quinncy Sama and our marketer, @Anthony Cao who is also part of the team. Hyacynth is a thriller, tragedy based story played in the view of a man reborn as a serial killer. As a visual novel, there would be various routes and endings within the story. I would also like to implement pixel mini games as well. My goal with Hyacynth is to make the game both pc and mobile based. This is my first time starting such a large project so I plan to make it free/non-profit with hopes in making in-game purchases an available choice in the future. I am mainly an Artist and character designer with a general idea of the main story route. With this in mind, I am looking for various people and talents who are willing to join and contribute to completing this project: - A writer(s) that can help me further flesh out the story and help keep any branching routes to flow well with each other. - A programmer(s) to code the game and implement various features including a mini game that would occur within the main visual novel. Due to the nature and features of the game I am looking for someone that has experience with Unity. I do not have any knowledge with coding so I won't be able to help much there ;w; this part of the project may be a challenge so perhaps a group of coders would make the processes smoother along the road. - A GUI designer that can design the overall user interface and system graphics for the game. - Artists for cover art, props, cg, backgrounds and sprites. As artists, Quin and I would be the main contributors to this field however it never hurts to find some helping hands! We are mainly looking for props and background artists at the moment however, we would also like a sprite artist to help us make the sprite making process for efficient. If you are interested in joining the team as an artist, you must provide any examples of your past work for I wish to look for styles that would be coherent with the already existing art styles that we plan to use for the game. With the hopes of implementing a pixel based mini game, we are also looking for pixel artists interested in joining as well! Future roles we are also looking for but are not mandatory at the moment: - Song writer/composer(s) for background music and OST's - Sound Designers for various effects and actions in the game. - Voice Actors, this isn't a mandatory feature for the project at the moment, but we do hope to implement voiced dialogues within the game as well. Our main source in communication for the project will be discord so you must provide your discord ID when applying via comment or PM. Thank you everyone for your attention and I await your responses! Sincerely, LingLingArtsu ┈┈┈┈┈┈┈┈┈┈┈┈┈┈┈┈┈┈┈┈┈┈┈┈┈┈┈┈┈┈┈┈┈┈┈┈┈┈┈┈┈┈┈┈┈┈┈ Update 4/17/2018 As of right now Voice actors will not be out biggest priority since there are many characters still in development. If you are interested in joining the Voice acting field of the project feel free to send us a PM providing examples of your past works. We are currently looking for writers who are willing to collaborate with our main writer for the script may be dialogue heavy. The following roles listed below are still open: - Programmer - GUI Designer - Sound Designer - CG artist - Background artist - Sprite artist
  20. I've started making some props for a chemistry lab recently, but I found out it would be smart to ask some questions here before proceeding since I'm a beginner so I don't have to redo too much. Any help I can get would be really appreciated. I've tried looking for triangle count and texture sizes for various props in current gen games, but find it hard to find specs other than for characters. I'm not making these for use in games myself, but as I get better I would be interested to start sell on markets like Unreal and Unity so I have to make sure the props fits the general performance requirements. Magnetic stirrer: Given the information given below, do you think the triangle count and texture size is acceptable Size: 15x25x12 cm 1024x1024 texture size. Should I add similar/mirrored UV's that can't be seen simultaneously on top of each other to preserve UV space? Do I need extra UV maps for light map generation if I do that? LOD0 = 2600 tris LOD1 = 1400 tris LOD2 = 700 tris LOD3 = 300 tris Approximate tris counts! In the picture below of the LOD3 mesh I have a little problem. To get nice normal bakes I had to add UV seams add every sharp edge. When I then start to remove geometry to make lower LODs it sometimes happens that some of the mesh is removed from the UV map. As you can see here this leads to no white border around the orange color for this mesh. Any nice tricks here, or is this acceptable considering the distance will be pretty large? Analytical balance: Triangle count of LOD0 (wireframe) = 2000 The part I've marked with a red circle in the second picture below is not connected to the main body of the balance since I would need a lot of extra triangles to connect it. The plane below it will obviously not be rendered and doesn't need UV space, but I wonder what the cheapest solution to "remove" this area without too much extra geometry? This got a bit much, sorry for that. If some of it got cleared up I would be very glad.
  21. SFX Punch Sound Effects

    Hi there ! Do you need Punch Sounds for your project ? Have you ever thought of making them yourself ? Check out my new Youtube video where I show you how to create your own Punch Sounds ! More punch sounds coming up on http://www.ogsoundfx.com
  22. Well, we have done up the first water and ice textures. At first we were thinking PBR Specular material, but, there is something additional that looks great when water has that metallic feel. If you like the water, please comment on it, if not please say why not. I am just getting a feel for what the overall impression is on our water done with a metallic specular look:
  23. Hello, With my friend we are creating an indie game and would like to hear early feedback from the community. Rail Route is a rail network management and operations simulation game. You negotiate contracts, build railroads, set up routes for trains and control the traffic. Unlock features to your dispatcher interface, upgrade railway network elements and research new technologies that allow you to automate the operations! Planned features: rail network building dynamic traffic contracts research system improve your dispatcher interface research new rail network elements upgrade existing elements unlock automation of the tasks multiple game modes career mode challenge mode puzzle mode in-game editor to create community based levels and scenarios Latest blog post is about routing of the trains. We are currently preparing a playable prototype. We will release it in a week and want to gather as much feedback as possible. Right now just about our ideas but I'll post an update when the prototype is ready. More info can be found at project homepage: Railroute.bitrich.info Follow us: @RailRouteGame
  24. Hello Game Dev Community, like most people nowadays i'm involved in Gaming for years now and I've seen genres come and go. RTS, MMORPGs basically died only hardcore fans are left and now MOBAs decline and it seems like Strategy game players can't play one game longer than a few years. My idea is a competitive Tower Defense Game 1v1 or 2v2 not 100% similar to Clash Royale but I think its still the best comparison. I'm not a professional graphics person nor a great programmer so its hard for me to show what my idea would look like. If someone has some time and wants to give me a very dare guess on what the production of a Clash Royale game with graphics on League of Legends level and multiple turret variations would cost that would be great. Thanks already have a nice day.
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