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Found 720 results

  1. F.O.B: Forward Operating Base

    F.OB: Forward Operating Base is a military themed base building and resource management game. I am currently about 6 weeks into development. still implementing core game mechanics. The game is playable in a basic sense right now but there are no objectives or missions or anything motivating really lol. I have been inspired by games such as prison architect and rimworld. both in visual style and general gameplay ideas. Here is a quick 2 minute video i put together that hopefully communicates the general feel of the game and what gameplay is like. Any feedback or criticism is welcome I have been keeping a development diary on my youtube channel and i hope to have more developments on this project very soon.
  2. Hi guys, so I have about 200 files isolated in their own folder [physics code] in my Visual Studio project that I never touch. They might as well be a separate library, I just keep em as source files in case I need to look at them or step through them, but I will never actually edit them, so there's no need to ever build them. However, when I need to rebuild the entire solution because I changed the other files, all of these 200 files get rebuilt too and it takes a really long time. If I click on their properties -> exclude from build, then rebuild, it's no good because then all the previous built objects get deleted automatically, so the build will fail. So how do I make the built versions of the 200+ files in the physics directory stay where they are so I never have to rebuild them, but do a normal rebuild for everything else? Any easy answers to this? The simpler the better, as I am a noob at Visual Studio settings. Thanks.
  3. Hello everyone! Oh, I'm so delighted with the number of views! And gamedev.net even featured our entry on their Facebook page! Thank you for finding this blog interesting! In the last entry, I made a brief introduction of our Egypt: Old Kingdom game. It's not just based on history, we're basically trying to recreate the history in a game form. Of course, it requires a tremendous amount of research! Sometimes people ask us: "Why did you choose Hierakonpolis/Memphis as the main location, and not Thinis or some other important settlements?" The reply will be: because in order to make the game really historical, our location of choice has to be very well researched. We need a lot of information about the location: events, personalities, buildings, lifestyle. The research was done by the game designer, Mikhail, and I think he can now get his master degree as an Egyptologist because he knows A LOT about Ancient Egypt thanks to his research! He did the research by himself for Bronze Age and Marble Age, but then it got too hard to keep up with both research and game design. For the next game, Predynastic Kingdom, we contacted the scientists from the Center For Egyptian Study of Russian Academy of Sciences (CES RAS). We're lucky they agreed to help! Predynastic Egypt was the first game made with their support. For Egypt Old Kingdom Mikhail created a huge database containing most of the known events, places and personalities of the Old Kingdom period: Every little thing about the period is studied thoroughly in order to immerse the player deeper in the game. We learn about kings’ deeds, their authority, did they properly worship gods or not, did they start any wars or not. We study climate, soil, vegetation, natural disasters of that period. We learn about the appearance of ancient Egyptians, their dress, their food, their houses. Sketches of Egyptians' appearance: When the database is ready, Mikhail goes over it with the scientists. They check everything, correct what's necessary, provide more information and details. Like every other science, history has a lot of controversial points. For example, "The White Walls" of Memphis is something that scientists can't agree about. There are two major opinions about what could it be: 1. It is the walls of a palace. 2. It is the walls of burial grounds. In our game, we don't want to take sides, so the scientists of CES RAS inform us about such "dangerous" topics as well. This way we can avoid the controversy and let the player decide which theory he prefers. This is Mikhail (left side) discussing the game events with scientists In the middle - Galina Belova, one of the most famous Russian Egyptologists. The director of CES RAS to the right. During this part of the work we sort out all of the events and divide them in groups: the most important events which must be in the game; less important events which can be beneficial for the atmosphere of the game; insignificant events. When this part of work is done, and all of the information is sorted out, the design of the game begins. In the process we still keep in touch with the scientists, because some events are not easy to turn in a game at all. For example, one of our goals is to make the player fully experience the life of Ancient Egypt. We want to make player think like Ancient Egyptians, to make him exparience the same difficulties. In order to do that we have to know what Egyptians were thinking, and also through the gaming process, we have to put the player in the same conditions as Egyptians had. Ancient Egyptians strongly believed that if they would not worship their ancestors and gods properly, the country will experience all kinds of disasters. This belief was unconscious and unconditional, that’s why they were building all those funeral complexes, made sacrifices, trying to please their ancestors. Even cities were built only as a way to please gods and ancestors! They were sure if they will stop properly worship them, the country will be doomed, because ancestors will stop to protect them. We wanted to nudge the player to build all these pyramids for the same reasons as Egyptians, and this is how stat “Divine favor” appeared. This stat is mostly necessary to worship the gods’ cults, and player can earn it by working in temples and worshipping ancestors. But what really makes the player to feel like Egyptians did is the feature of “Divine favor” stat – it degrades by 0,1 every turn. It happens because people are dying; hence, there are more and more ancestors that must be worshipped. If player will not pay attention to this stat and it will degrade too much, more and more disasters will start to happen, such as fires, earthquakes, droughts, etc. If will greatly influence the economy and the result of the game. That's how we turn history in a game. It can be fun and challenging! There are many other examples of similar transitions. We'll definitely keep working with the scientists, not only Russian, but also foreign. In fact, we hope to engage more and more people in the process of game making. That's it for now. Thank you for reading! Comments are very welcome! If you would like to know more about the game and follow our social media, here are links: Egypt: Old Kingdom on Steam; Predynastic Egypt on Steam; Our community on Facebook; Our Twitter.
  4. angelscript/add_on/scriptstdstring/scriptstdstring.cpp:39: virtual CStdStringFactory::~CStdStringFactory(): Assertion `stringCache.size() == 0' failed. The above error happens when I quit out my application. I'm developing on Linux. I'm not sure why the stringCache still has strings in it. Shouldn't the destructor just clean-up the left over strings instead of asserting?
  5. SAMA Inventory UI

    From the album ScreenShotSaturday

    Another one of our new UI for #screenshotsaturday. This is the inventory screen for showing what animal fossils you have collected so far. #gamedev #indiedev #sama
  6. Hi everyone. I need some help with my project. It's a 2D-graphics-heavy WPF front-end app written in C#, which talks to two Access 2000 databases (yes I know, it's all I've got). It will be distributed freely on the internet, and so will be being used by Windows users of various installations/versions of Windows, Office, etc. One of the two databases (let's call it A), is intended to be read-only, and will be distributed with the app. It has half a dozen relational tables which I as the developer have populated, and is connected to in the app via OleDB Jet 4 with SQL querying the data now and then as the user uses the front-end. The database will be replaced whenever I release an update to the app. Database B is read/write, and contains end-user preferences, for example when they favourite something in my front-end, a Favourites table in here gets appended to. This database is not distributed with my app, and should not be overwritten, as it will lose user prefs, etc. and annoy my users. Whenever my app is run by a user, during initialisation database A will suck in the user data from database B (using simple SQL SELECT * INTO...), so that all the tables can be joined together by the SQL in database A (to include user prefs/favourites in SQL queries), and whenever the user favourites something, a record is created both in A (for the short-term session) and B (permanently). Database B isn't just about holding favourites, there is other user data in here as well, so there are 3 or 4 tables in B. So far, this is all working fine and I'm happy... Unfortunately my app is currently 32-bit, and it now needs to break the 32-bit memory barrier what with the size and volume of the graphics I'm pulling in (using the HDD is not really an option, as different graphics are needed kind of instantly and the hard disc would be being hosed and the app dog-slow otherwise, I suspect even off an SSD). I'm using VS2015, and switching to 64-bit will probably fix the memory problem, but it breaks Jet 4.0. I'm sure this is old news to most of you. To try to keep with 32-bit (and Jet4) but get the memory I need I've tried the -largeaddressaware toggle, and I've tried the editbin suggestion, but I just can't get these solutions to work in VS2015 no matter how hard I try. Are these definitely 100% solutions to 2gb memory limit in 32-bit applications? Should they always work? Am I dumb in being unable to get this to work? So otherwise I'm resigned to migrating to 64-bit, and having to get around the database issue, not the memory issue. My users will be using a variety of Windows versions (probably 7 and 10), and I'm sure various versions of Office, and so my solution for querying my two Access databases needs to be pretty open if possible. Googling has suggested I switch from JET4 to ACE12, but this is apparently requiring me to uninstall Office 2000 and install a 64-bit version (which I don't have), so I can't use it, and I suspect any users who also have an old version of Office installed won't be able to use it either? Googling has also suggested I use MS SQL Server. This sounds fine if there's such a thing as a "lite" local version which can manage database access, but I still need to somehow get the data from the databases (A.mdb and B.mdb) into the SQL Server each time the users fire up my app. The only solution I can think of at the minute, is to export all the tables from database A into CSVs every time I update the data in there, and have the app import them in a lame way, and also convert database B into some crappy text file which gets written to whenever the user changes a preference. I'd much rather use SQL to do all this if possible, as when the user browses around the app, queries involving joining several tables in A are regularly created and executed to adjust the user's experience/return search results/etc. So to summarise my misery, is there either an easy reliable way for me to keep with 32-bit/Jet4 and be able to address >2gb. Or is there instead an easy reliable way for me to switch to 64-bit and successfully query two Access databases without requiring all my users to have 64-bit Office installed? Thanks for reading and I hope someone can help.
  7. Missile Command

    Here goes my game. This challenge is sooooo convenient to me for I have no ability of drawing... :( By finishing it I learned lots of Cocos Creator, which is good at UI effects. Thanks a lot for the Challenge! Download (Windows only): https://www.dropbox.com/s/q0l37r5urhqgtup/MissileCommandRelease.zip?dl=0 Source code: https://github.com/surevision/Missile_Command_Challenge Screenshot:
  8. I'm wondering if I have this understood correctly: A basic 3d game engine ONLY renders the modelsw tthemselves, nothing else. Models a fairly crude looking by themselves. Curved edges and other round appeaarences are accomplished through post-processing effects, such anti-aliasing etc. New model and image enhancing effects are being developed all the time, thus needing new, built from the ground-up engines to be developed in order to support them. Now comes my question. What if the only thing the engine itself did was render those base models and geometry, and each of the post-processing effects came as pluggable, seperate "modules", so each time a new one was invented, a new module could be developed to accomodate them, thus avoiding the need to code a completely new engine. Is this idea feasible? Please let me know what would/wouldn't work about this idea, as well as anything I didn't/misunderstood
  9. Let me explain why I call it: 3rd person camera-based movement (honestly, I don't know if that's the official name) In GTA Vice city, you can see, when you turn the camera, the main character turns with the camera. When you press Back, the character walks backward, press Left, the character walks left-ward. I call this 3rd person character-based movement. In GTA SanAndreas (also GTA IV, GTA V, Sleeping Dogs, Prince of Persia,... ), when you turn the camera, the character won't turn, but the camera rotate orbit around the character, when you press Back, the character walks toward the camera, when you press Left, the character walk toward the left of the camera. So I call this 3rd person camera-based movement. So I see that 3rd person camera-based movement is pretty popular, I wonder if there is a good implement of 3rd person camera-based movement (that's from open-source, books, forums,... I tried searching but I haven't found any) so that I can learn from.
  10. Jumpaï is a game about creating platformer levels and playing them online with everyone. Will you become the most popular level maker or will you be a speedrunner holding world records on everyone's levels? More into casual play? No problems! You can happily play through the giant level database or chill at people's hub. Meet new people, make new friends, learn to master the game by asking pros or ask for people's favorite tricks on level making. Unlike other games of its genre, Jumpaï is about playing levels with everyone in real time. You have the fun to see how other people are playing and get to realize you are not the only one failing that jump! The game is currently into development and still have lots to do. I am looking for people willing to help how they can. Developer? Graphist? Play tester? Sound designer? Game designer? I'm welcoming everyone. The project is so big I have a lot of work to do in all areas. Server backend, UI/UX, Game networking, Gameplay and even the website some day. As you can see from the default buttons, the game has been made with LibGDX. If you plan to take an important role into the development of the game, we will discuss how you will get paid once the game generates money. Note that I'm not working on the game full-time. I'm studying full-time and working on it is a hobby. It's been 14 months since it started.So, are you interested? If so join me on my discord https://discord.gg/dwRTNCG and I'll answer all your questions.Additionnal screenshots:
  11. Hello My team is working on the game neo arcana a logical crisis. We are presently looking for coders to help with the user interface for it. as well as a working combat system the aim is to have a system where cards represent the skills and abillities of a character. each character wille have core cards that is the make up of what sort of character that is. then there will be other skills and abillities that can be shared among the party. the game itselfls is a strategic roleplayed game turn based. set in an alternate earth where magic is real but suppressed from the common people. And we want to use a combat system where a character gets one move and one action per turn. We are presently working with unreal but if you as a coder have a better idea we are at this stage able to switch engine So if interested in this project let me know
  12. Advice Getting started

    Hi, I’m starting out in game development as a whole and while I have some experience with programming in the past with small things like mods and a single byond game that I took over for a previous person I’m rather new to the start from the ground up thing. im looking to get some advice on where to start for tools/material/resources for such. I already have the core concept for the game hashed out, this has been a relitivly solo thing so far so any help is appreciated thank you.
  13. Custom Coffee Mugs

    From the album SAMA

    Custom coffee mugs have arrived... More caffeine!Have a great weekend everyone! #gamedev #indiedev #sama #caffeine
  14. (I realized I should probably just make a new thread now that I've gotten a plan together) Skies of Eden Skies of Eden would be a multiplayer voxel-based space sandbox where you could build anything you want. It would have procedurally generated planets, and you could deploy tanks and ground craft. You would also be able to create large stations. Planets Planets would be generated as soon as you hopped into a sector with one. The planet generator would first generated an image of the planet to be shown outside of it's atmosphere, then the actual planet chunks itself would be generated based off the values from the planet image generator (for example: an orange gassy planet would have orange/dusty terrain). The chunks would be large hexagons that would be loaded and unloaded as players passed near them, rather than rendering the whole thing at once, which would save a lot on performance. The player wouldn't be able to see the chunks loading in as the atmosphere would cloud their vision until the chunks were loaded (kinda like a loading screen). <-- A close example of how chunks would work The chunk layout on the ground would not actually be a sphere, rather it would all be a flat plain. However, the chunks would load so that it would appear to be one continuos sphere. (Note: Planets will most likely not be in the first alpha release) Weapons and Turrets Energy Weapons Energy Weapons will only use ship power, and have no ammo costs Cannons: Broadside close range cannons that have little penetration, but a lot of destructive power. Beams: Long range weapon with high penetration, but also high power cost and recharge time. Pulse: Kind of like a wave or something, good for EMP weapons. Physical Weapons Physical Weapons do more damage than energy weapons, but require power and ammo Missiles: Self explanatory. Literally just missile pods. Mines: Again, self explanatory. Space mines that can have stealth modules in exchange for less damage. Bolts: Sort of like a railgun. Shoots a single shell that has high penetration and explodes once inside an enemy ship. Energy weapons can also have effects added, such as EMP or anti-shield. This will greatly reduce their actual block damage, but will give it a useful effect for combat. Shield Systems Shield systems will not absorb all damage. Instead, they will take only the brunt of the damage, and the player can choose where to focus the most shielding. Anti-shield weapons can briefly weaken enemy shields so that their ship takes more damage. Stations Players will be able to make stations in SoE. These stations can have many uses, but are vulnerable to enemy forces. All factions will be allowed to have 1 "home station", where they can dock their ships and respawn. It will serve as their hub, and cannot be damaged. However, when a sector has a faction's home station in it, the sector will not automatically spawn resources (like asteroids) over time. This is to encourage players to spread out and make bases in other sectors. Factions can also claim planets using a claim block. This claim block will be how faction members can manage their forces on the planet and can provide a real time map of loaded chunks if they have support satellites. Planets cannot be destroyed, but they can be captured by an enemy faction if they break the claim block. Resource Gathering Players will have to mine asteroids for resources in order to make stations. Eventually, they will be able to create mining and shipyard stations in order to boost production. Mining stations will automatically mine nearby asteroids, and shipyard stations will automatically process materials and can build ships from those resources on demand. AI Players will be able to create AI fleets, which can patrol and assist in combat. Eventually, there will also be NPC crew mechanics and lua scripting. What We Need We will need programmers, artists, and modelers. The game will be in the Unity engine, as I feel it is best for this type of game. To apply, please join our discord below. https://discord.gg/BuxPsDs
  15. Beginning with game development

    Hi everyone, my name's Giusto and this is my first post in this forum First of all sorry for my english but i'm from italy so i might go wrong in some words I would like to start programming games, like a lot of people, but i would like to program them litterly and not using something like Unity even if i know it would help a lot I'm a student, i'll take the diploma in 2 year, i'm studing to program at school, i know basic c++, java and javascript but i would learn more about game programming So my question is simple, which language should i learn? I know that C++ is used a lot as well as java Where could i learn some function or things based on games I listen to all hint that you give me, thank you for reading all this, this means a lot for me
  16. Hi everybody, i'm ready to announce: Lights of Dreams IV v7.47. Candy World II v7.77. Candy Racing Cup v2.75. Candy World Adventures v4.75. Candy to the Rescue IV v5.57. Candy's Space Adventures v13.47. Candy's Space Mysteries II v4.57. They are available for download on my website: - Xilvan Design Websites - If you want to watch the videos of our games: - My youtube Channel - Hope you'll enjoy! Friendly, Xylvan, Xilvan Design.
  17. Devblog #35

    New inventory interface framework DOMEN KONESKI I established a new inventory interface framework by writing a new logical layer on top of the current system. By doing this we can now save a lot of coding and designing time. The system is generic which means UI elements are built on the fly and asynchronously. For example, we load sprites from the pool if they already exist in the memory, else we load them asynchronously from the resources – disk. Everything feels seamless now, which was the primary goal in mind while recreating the system. New logical layer introduced new item manipulation techniques while having your inventory open: By hovering over an item, a description panel shows which holds information about your item such as item name, description and quality; By dragging one item onto another one, swapping or merging becomes possible; If you right click on an item, you can split it if there is enough room in your inventory; If you left click while holding left-shift, you can transfer an item instantly to another inventory panel. Harvesting world resources DOMEN KONESKI World resources such as stone veins, metal veins, niter veins, crystals and trees now have a harvesting feature – items (wooden logs, ores) now drop while mining/harvesting the resource which significantly improves resource gathering feature of Floatlands: Critters ANDREJ KREBS We started adding some more critters to the game. These will be harmless small animals and robots that will add some more life to the game. So far I’ve modeled, rigged and animated the hermit crab and the spherical robot. I also added a missing animation to the rabbit. https://media.giphy.com/media/xUNd9GpFCnm1p4EnXW/giphy.gif Foliage ANDREJ KREBS I have prepared some undergrowth foliage to make the nature more varied and interesting. They’re made in a similar way the grass, bushes and treetops are made, with alpha transparent textures on planes. Companions MITO HORVAT Roaming around the world can sometimes feel a bit lonely. So we decided to implement a companion to follow you and keep you company as you play. Companion won’t just follow you arround and be useless, they’ll be a valuable asset early in the game. For instance, they’ll help you gather resources with their set of utilities. They’ll even provide the source of light during the night! As with any concept design task I’m given, I usualy sketch a bunch of ideas on a small collage. In this case we then printed it and everyone in the office picked their 3 favourites. Based on that decision I combined the elements of the companions everyone picked and came up with the following concept. It’s also important that the companion has elements that you can find in the game, to give it the unique aesthetic look.
  18. Meteor Bombardment 1 Devblog 01 Genre: Fixed Shooter Engine: Unity Platform: PC Art Style: 8-bit Pixel Graphics Current State: Technical Design Phase - 30% Complete Game Description Aliens from a distant planet have begun redirecting meteors and attack ships at earth in order to wipe out as much of the population as possible before they invade. Using the only salvaged alien attack ship, you must work to destroy the meteors before they impact with earth and kill off its population. Development Status Overview Conceptual design for the game is completed. Technical Design has begun, which involves defining how meteors and attack ships will travel, how many hits needed to destroy meteors and attack ships, as well as level design theory. Attached to this blog is the album for the game which includes the conceptual design image. When Technical Design is completed images regarding the technical aspects will be uploaded to the same album, with a new developer blog posted. Project General Goals Concept Design Technical Design Recruit Team Develop Game Test Game Launch as Free Title
  19. Game Title: Heroes and Legend Type: RPG + Online Description: Heroes and Legends is a role playing game similar to AD&D style play. This game features real time and turn based combat. Requirements: Blender, C++, Unreal, Git, yEd Looking For: 3D Modelers and 2D Artists Being part of this project you will get access to unlimited books, pluralsight, and be part of a permanent team. There are royalties and a contract ensuring partnership and pay.
  20. Hey guys! When getting damaged (or healed) there is usually a number that pops up or floats away showing the amount of damage you took (the heal you received). If you have shield mechanic, there is a number that says how much of your shield you lost and how much damage you took afterward. How would you go about designing feedback when you just flat out block the damage or some amount from it. Here is an example: You have 1 "block" and you take 1 damage, what should happen? Does a "-0" number pop up, because you took 0 damage or there should be no popup at all, because you blocked it or should there also be something to show the 1 damage blocked? Another example where you take 2 damage: Now the "-1" popup seems reasonable, but again there is the question of showing the blocked amount. If the player sees 3 damage coming should they be expected to calculate in their head that they took 2 damage because they had 1 "block", or should the game tell them that. One approach is (what I believe dota2 does with blocks) to show the amount blocked simultaneously with the damage popup, so there will be 2 numbers appearing at the same time (but there is still the 0 damage question). PS.: My question is more about dealing with small numbers (0-10) PS2.: The reason I'm asking this is because I am making an online CCG.
  21. 2018 has already been a busy year. The Gears of Eden team has been hard at work as we prep for our Alpha 2 release. For our art and dev team, that means designing and implementing in-game resources. For our writing team, that means research and planning. But, combined, that means we get the chance to test our cool new toys and show them off for everyone to see. To accomplish this, our team recently held our first Gears of Eden Discord Day. In case you don't know, Discord is an app that allows gamedevs to make their own chat servers and share images and info with people who join (here's YOUR invite). We shared our new rover design, talked about influences for the game, explained how this project got started, and streamed the first meeting between our old rover and the new one. Check out the first meeting: https://www.twitch.tv/videos/208097308?t=12m04s Since then, the art team has been hard at work on base design and updating our UI. We've gone over quite a few models looking to find the right fit for our game. Because the bases are to be used by rovers, and modular (read expandable!), we decided that design must be functional rather than just aesthetically pleasing. The images above were just a few samples that we reviewed, and we are getting closer and closer to deciding what the base design will be for Alpha 2. Based on these images, our team was able to render a sample of the base in-game. As mentioned, our UI is being updated to be more intuitive and provide better information for players. Instead of clicking on the gears to craft using the inventory, there will be separate tabs implemented. The Crafting tab will show all blueprints collected, which you will then be able to craft from if you have the resources. With that in mind, we've been doing some more Twitch streaming. Some of that has been development videos, and some of that has been members of our team showing off some games we enjoy playing. Here you can see Sledge going over the new UI, testing out the new rover, and doing some crafting: https://www.twitch.tv/videos/210491947?t=02m54s We're making a lot of progress, but Alpha 2 is going to be a critical phase for us. Right now, we're doing all our development at our own costs, with a small team. Once Alpha 2 is out, we're going to have to find a way to secure some financial backing if we want to finish our demo in a reasonable timeframe. That's where you come in. We really, really need your help in growing our audience. Please engage with us, and follow us on our various social media accounts to help spread the words to others. Like, comment, share. And, if you're able, you could always support our endeavors at our donation rewards page, or through Patreon. We literally cannot make this game with you. Thank you so much! This is going to be so fun! We can't wait to show you everything we've been working on these past few months, and it'll be a great stamp on this stage of development! If you want to see how we get all this done as we get it done, follow us on Twitter, Twitch, and Facebook for all the latest and greatest news on Gears of Eden.
  22. Hey, we are new around here! Our team spent the last year developing a prototype game called Rise of The Fey, a game that focuses on a dramatic story with a fast paced gameplay. Rise of The Fey is a third-person action-adventure RPG set within a fantasy world called Perrah. In Rise you control Kall, a young spaunian looking for revenge after the death of his beloved. We would appreciate if you could take a look at our stuff, tell us what you think and possibly help us out on Indiegogo. The prototype is in portuguese, sorry about that! Have a good one!
  23. From the album Meteor Bombardment 2

    Concept for combat in Meteor Bombardment 2

    © All rights reserved

  24. From the album Meteor Bombardment 2

    Concept for combat in Meteor Bombardment 2

    © All rights reserved

  25. What is Heroes and Legends? Well, it is meant to be the most advanced RPG to date, exceeding Skyrim, and as immersive as Baldur's Gate. This game will push the envelope of modern PC's requiring more modern technology, 16GB min RAM, 4GB min Video, Advanced in Game Kinematics, Actual Fluid physics, the works. I have been in programming for over 25 years. I have studied 3D computer graphics since the early days of WinG before it was DirectX. What am I offering? A team and partnership. Everyone who comes on board will receive royalties and be part of the company as I move it from a Sole Proprietorship to Corporation. Sky is the limit on this. All the project goals are meant to be a stepping stone in to the companies ultimate focus which is Military Combat Simulations. I need your help though. Right now, I am in content creation. I have over 600 textures needing normal maps, ambient occlusion, specular and displacement. I have a very advanced 3D model with rig that is almost complete. The rig uses actual anatomy and bone sizes of the human body. As I close the completion of this advanced work in the rigging, I still have to create high def detail, clothes, animations and I must add on to the rig for various humanoid types. The project is split in to modular pieces so that elements can be sold on Unreal store, converted to Unity and sold. So there will be money making in process. So, if your looking to become part of a permanent team with good project management, a very experienced developer, and be part of a developing company, then please, reply or send a message. I have received only 1 reply since I began making this effort and I can't do this alone. Game development is a team sport. No response, well, then this will never see completion. Here is who I need: HTML, Java EE 7, HTML, PHP, Linux Web Developers Server Administrators 3D Modelers and Animators 2D Concept and Interface Artists Sound and Music Composers Unreal and C++ Programmers What you need: Vision, Creativity and Dedication Enclosed is the blender file of the High Polygon Human Rig. This rig will allow for every type of human interaction you can imagine, right down to breathing. Using advanced IK plugins, and motion graphics, the level of character interaction and realism will be unlike anything experienced in games, right down to a punch molding flesh on the face. This is not complete, but the rig is almost there. My work, solely. MALE-0000-0000-0001.blend
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