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Found 1000 results

  1. GamerHD9912

    District 187 REWORK

    Hello Guys, I want to create the game District 187 as a Rework because i love the game and so much guys want this game back and i give my self the task to rework it. Unity or Unreal engine can we talk over it when i got a team to rework it. But this game was closed i want to ask can some one or a little team help me to create this game as a Rework and publish it on Steam or any sites. Thank You all for help me or answers. Here is a Video to take a look:
  2. Hello! I'm recruiting 2D animators for my game that's currently in development. I need high energy animators who are interested in making Rule-Of-Cool animations and excited with working with a team of Grad Students, Freelancers, and advisors in the gaming industry. This is a great game to get behind if you're looking to gain experience. We have a build that displays functionality available to download, however, because the game is still in its early stage none of the final approved artwork has been implemented yet. You can download the build from my LinkedIn Profile page in the Accomplishments > Project section here: https://www.linkedin.com/in/joshua-fenby/ Any animators should have a portfolio showcasing their abilities and have at least 5 hours of capacity a week to contribute to the game. We have Bi-Weekly Sprints and a weekly Agile Meeting every Sunday at 12:00 PM (1200 Hours) Eastern Standard Time. At the moment everyone is working on the demo of the game for free, however, I plan on taking the game to Kickstarter in March to start funding. If you're interested and would like to assist, send me a message and we can do an interview! Description Project Name: Tricker Triger Team Size: 11 People Engine: Unity 2018.1.2f1 (64-bit) What you'll need: Hack n Plan & Google Drive | (GitHub is optional) Software needed: Any 2D software like photoshop is okay so long as it's licensed. Location: Remote Compensation (Full Game Development): Milestone Based & Revenue Share | Bonuses will be given via contributions made Payment Methods: Pay Pal Requirements: Portfolio Project Info: Genre: Active Turn-based RPG Theme: Space Exploration | Science Fantasy Synopsis: A massive unknown energy wave exploded across the galaxy, causing warp gates to shut down and damage to electronics everywhere. Our Hero wakes up from a malfunction in a cryo-pod and is greeted by his unknown friend. Gather your companions and tread across different worlds where your decision will drastically have an effect on the story’s events. Goals: 1st) Combat | 2nd) Exploration | 3rd) Resource Gathering Targeted Audience: Age 18-25 Development Time: 4 Months into development Progress: Tech side is almost completed, 3D Art is halfway done, some Progress on 2D animation, all 2D characters have been created. Art Style: Simplistic Stylize
  3. I encountered an issue: My app after first or second tick will trigger a TDR, the log said 'D3D12: Removing Device.' I have tuned TDRDelay to 20 seconds. I assume there are some memory issues here. But how can I debug it in an appropriate way?
  4. Greetings! The aliens need nutrition for their body and they have found the way how to find it on the Earth. Using the power of mind they can find necessary nutritional elements. This task is still challenging and the mind power can be exhausted quickly. The aliens can meditate to recover the mind power and continue using it for different abilities. There is still a lot of work on testing and balancing these features, but it is already playable. Also, the aliens interact with water in an unusual way. They don't have such liquid on their planet, so the interaction activates rough chemical reactions and releases some forces. Here is video demonstration with using of the features:
  5. Well it actually was released just before xmas, but only just back to announce, here ☺️ Upheaval is a turned based strategy game, inspired by the 1990 game, Conflict. The goal is to be the last surviving force in the conflict zone. This is done by diplomatic, insurgency and military action. Can you balance your options to survive? Project page created here on GameDev The game is playable, but i have a long way to go. Looking to add lots more features, improve graphics, etc. Any feedback is always welcome. Prototype v0.1.1.4 installer for Windows over on this Itch page Have fun!
  6. Drew Hatfield

    Asset recommendations?

    I'm looking to make a multiplayer horror game with one of the main mechanics being the game's internal voice chat. Currently I plan on making it cut in and out so that the players (being on opposite ends of the map from each other) will lose verbal contact with each other. I planned on using unity, so do y'all know of any assets that could help out with this? If not, is there any way I could go about making one of my own systems or would I need to use a different game engine (or just free willy my own engine)?
  7. Hi, I'm doing some experimenting on network architecture and currently working on my multiplayer RPG game. The game is written in c# (of course) and the client\single player part has basic functionality, so now I've started working on the network side of stuff. I've heard about KryoNet(Java) and it seems like a good solution for my server. But as I'm fairly new with C#, I wasn't sure what is the best library to go along with it on the client side. There is no KryoNet-like library in C#, so I was wondering if you have any recommendation on a library you know, or should I just use the basic system.net of C# and try to learn from that. I would gladly accept any tips! Thank you!
  8. A new entry in the devlog for 13 Ronin, a retro 2d samurai fighting game, this time I give you the first public developer build. Happy coding! /jan.
  9. ERASERHEAD STUDIO

    13 RONIN - DevLog #8 - First public build

    First public build Hello friends and a happy new year to all of you! In my September post I stated the goal for the year to be the release of a first public build of 13 Ronin. I followed this statement with a list of features the release should contain, although I haven’t managed to complete all of those features I’m still happy to have something to release. Lacking from the list is a background animation of a pair of women drinking tea, the color of the opponent (it should be white, but is grey) and an idle animation variation. The idle variation and the color of the opponent will be added later on. The tea-drinking women will probably be cut in favor of some other animation. Big disclaimer Please keep in mind that this is not a completed game, it's not even a demo, it's work in progress and a lot of stuff will be changed, improved and added before even this first level is finished. With all that said, you're very welcome to download it and give it a go, and hopefully give me some valuable feedback. This release is Windows only. Click this link to go to my DropBox-account Download file 13Ronin, 1st Public Build.zip When download is finished extract the zip-folder’ Open folder and double-click 13Ronin.exe Press ‘1’ to start game When playing, press ‘ESC’ to return to start-screen, and press 'ESC' once more to exit game. Controls Keyboard: Moves: Crouch - Arrow key down Jump up - Ctrl key Jump forward - Ctrl key + arrow key forward Jump backward - Ctrl key + arrow key backward Turn around - Space + Arrow key backward Walk forward - Arrow key forward Walk backward - Arrow key backward Attacks: Head cut - Space + Arrow key up Kick - Space + Arrow key forward and down Throat cut - Space + Arrow key forward Throw gravel - Space + Arrow key down Blocks: Block Head cut - Shift + Arrow key up Block Throat cut - Shift + Arrow key forward X-box style gamepad: Moves: Crouch - Directional pad down Jump up - Button X Jump forward - Button X + Directional pad forward Jump backward - Button X + Directional pad backward Turn around - Button B + Directional pad backward Walk forward - Directional pad forward Walk backward - Directional pad backward Attacks: Head cut - Button B + Directional pad up Kick Button - B + Directional pad forward and directional pad down Throat cut - Button B + Directional pad forward Throw gravel - Button B + Directional pad down Blocks: Block Head cut - Button A + Directional pad up Block Throat cut - Button A + Directional pad forward This release is heavily flawed with an unintelligent opponent and unbalanced gameplay, but still, it’s a game that can be played, isn’t that something? Happy new year! /jan.
  10. THE PROJECT 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. For more information about us, follow the links listed below. INT Official website IndieDB page Also follow social media platforms for the latest news regarding our projects. Facebook Twitter 3D CHARACTER MODELER We are looking for a 3D Character Modeler to create and polish 3D characters for the game. You will be collaborating with the team in creating 3D characters that meet polygon-count and texture quality requirements. You will also need to be able to enact upon instructions from the Art team Lead and the Project Lead. Your duties include: Create 3D characters conforming to the polygon-count requirements. Skinning and un-wrapping of models created. Make adjustments to created models when required. REQUIREMENTS To be successful in this position, following requirements apply: Have working knowledge of 3D modeling suites. Understand import/export requirements for Unity Engine integration. Excellent self-management skills. Excellent attention to detail. Excellent communication skills. OTHER OPEN POSITIONS 3D Environment Modeller Website Manager Unity Engine Programmer REVENUE-SHARE The project is marching increasingly closer to be ready for our crowd-funding campaign. 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. Your understanding is dearly appreciated TO APPLY Please send your Cover Letter, CV, Portfolio (if applicable), and other relevant documents/information to this email: JohnHR@int-game.net Thank you for your time! Please feel free to contact me via the email provided should you have any questions or are interested to apply for this position. We look forward to hearing from you! John Shen HR Lead Starboard Games LLC
  11. THE PROJECT 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. For more information about us, follow the links listed below. INT Official website IndieDB page Also follow social media platforms for the latest news regarding our projects. Facebook Twitter 3D ENVIRONMENT MODELER We are looking for a 3D Modeller to create and polish 3D models for the game. You will be collaborating with the team in creating 3D models that meet polygon-count and texture quality requirements. You will also need to be able to enact upon instructions from the Art team Lead and the Project Lead. Your duties include: Create 3D models conforming to the polygon-count requirements. Skinning and un-wrapping of models created. Make adjustments to created models when required. REQUIREMENTS To be successful in this position, following requirements apply: Have working knowledge of 3D modelling suites. Understand import/export requirements for Unity Engine integration. Excellent self-management skills. Excellent attention to detail. Excellent communication skills. OTHER OPEN POSITIONS Unity Engine Programmer Website Manager 3D Character Modeller REVENUE-SHARE 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. Your understanding is dearly appreciated. TO APPLY Please send your Cover Letter, CV, Portfolio (if applicable), and other relevant documents/information to this email: JohnHR@int-game.net Thank you for your time! Please feel free to contact me via the email provided should you have any questions or are interested to apply for this position. We look forward to hearing from you! John Shen HR Lead Starboard Games LLC
  12. Hi, I need help urgently. I have no background ongame development and am required to code out asteroid game for my project using C++, OpenGL, GLFW and GLEW. I've tried to create my spaceship and am trying to rotate the spceship left and right when users click on the respective arrow keys. I am unsure if the way I created the spaceship is right or not as well. Currently, my space ship is rotating around a circle. I have attached the source code below.
  13. Melione

    PC Online co-op game

    So… i am new to the forum, but… this is my question some friends and i decided to make a rpg game, but during the discussion of how the game would be, the idea of a online co-op game came. My question is, wich engine is the better for we use it? The game features are Only 2 characters, wich player would control one Graphics: Pixelated, like the old final fantasy of SNES The game would have a Variety of finals, and the choices of the two players would interfere at At the end of the two. I think it is a A little too ambitious for beginners, but we also want to learn and the delay is not something that worries us much.
  14. acrylicbunnies

    [IDEA] Modern Coffin

    Hey guys! I've been developing an idea for a small indie bullet hell game called Modern Coffin. Imagine this. The title screen fades up with lore about these ancient grim-reaper-esque soldiers called Violet Eyes (or something like that), and in order to stay alive they must eat someone's soul every month or so, the way they keep track of their hunger is the shade of their eyes (they start out a near-white violet and eventually descend to a deep purple.) The Violet Soldiers have certain weapons that follow a sort of food chain. from least to most powerful, it goes from a small throwing blade, a broadsword, a knife, a scythe, a sickle, a scythe, a pen, a hammer, and a bottle of nail polish. With enough practice, these people can summon them at will. but heres the kicker. when someone who isnt a Violet Soldier touches one of the weapons, their eyes turn that near-white shade of violet, and they keep turning deeper until eventually they die. However, when that happens, they inherit a slightly less powerful version of the weapon they touched, and they must kill the owner within a month in order to stay alive, in which case they inherit the real weapon. Even the Violet Eyes chase after each other, since when a VS has multiple weapons, they combine, and the VS grows stronger. Noone quite knows what would happen if one were to have all of them at once. The player wakes up in the middle of the night to a failed assassination attempt from the weakest Violet soldier (The first guardian,) to which they instinctively try to grab the weapon, the true world fades in, ridden with tortured souls, the players eyes turn violet, and they must attempt to track down and kill the first guardian, and then decide if they want to spend the rest of the game just killing people as a transitioned violet soldier, or if they want to try to gain all the weapons. If they choose to try to gain all of the weapons, two more choices will present themselves. I wont spoil too much. The GUI i've been using for battles is pretty similar to that of undertale, but i'm working to make one that's less derivative. I've got a simple piece of concept art for one of the guardians, and if any of you have any suggestions, GUI, Concept, or otherwise, please let me know!!! ^^
  15. ducats-games

    Swordbreaker in Action

    Adventurer took a paper bundle out of his coat. It was the very same map that the man in the tavern gave him. That map depicted a castle and marked a path to the treasury hidden behind its walls. They say this treasury contains lots of jewelry and gold, but the most valuable of them is one diamond. They say this is the biggest diamond in Dorgan, and maybe even in the whole world! Someone even said that you can buy a small castle for this precious stone, and live happily ever after until the end of your days for the rest of the money. All these talks and tales let our hero to the mysterious castle. Do you want to know who is this adventurer? His name is Swordbreaker! The game will tell you about the Swordbreaker’s blood-drenched enigmatic adventures in a mysterious castle. Our hero has to go through many trials before he possibly could find what has led him to the castle — treasures! Swordbreaker in Action (working title) is a remake of the original Swordbreaker the Game. It is full 3D action-adventure with RPG elements. The action is based on the previous game plot, but the main focus now is on fighting hordes of enemies, exploring the locations, and solving puzzles. Game features: • Dynamic battles behind the walls of an ancient castle. • Many different locations, both inside and outside the castle. • Character progression system. • Different kinds of weapons, armor and magic. • Dynamic change of music depending on the hero's karma. Team: DuCats Games Platform: PC Engine: Unity3D We may be a young team but a very active one, as we crave for bringing the high-quality product to you! The game will be on sale on Steam after the release. We already have a project on Steam called “Swordbreaker The Game”. The new project is a more advanced remake version of it. And yes, you got it right — you’ll be able to break swords with the swordbreaker! We’d also like to say that our game isn’t set in a classic Middle Ages fantasy world. It’s more of a mix due to modern elements and a good amount of humor (those who played the first game get the point) It also goes for the game music score — fantasy motives intertwined with modern ones and it becomes more dynamic during battles. The music also depends on the prevailing character’s karma. At the moment, the battle system in the game is at its very early stage and we work on its major improvement. We’ll add new strikes and other elements to make battles more dynamic. Facebook group: https://www.facebook.com/groups/swordbreakergame/ Twitter: https://twitter.com/DuCatsGames Patreon: https://www.patreon.com/swordbreaker Armors and enemys
  16. All, I represent a team of 60 people who are currently working on the development of a Third person multiplayer shooter. Currently this is a passion projects and we seeking the skills of a expierenced sound engineer in making and editing high-quality sci-fi and military sound effects. Experience and knowledge in one or more of the following would be needed: ableton audacity logic protools soundforge FL studio if you are interested to join click the below discord link, introduce yourself and join us. https://discord.gg/UMgEfzQ
  17. All, I represent a team of 60 people who are currently working on the development of a Third person multiplayer shooter. Currently this is a passion projects and we seeking the skills of a expierenced programmer. Ideally we are looking for someone with the following skills: Unity Expierence in one of the following C# / Java /Python /Lua general idea in OOP. Neural networks for matchmaking, Or Neural networks for NPC behaviour. if you are interested to join click the below discord link, introduce yourself and join us. https://discord.gg/UMgEfzQ
  18. RoKabium Games

    Toxic slime and goo!

    From the album: ScreenShotSaturday

    Give a thought to the Alien this Christmas, he's having a hard time fighting "Something" horribly toxic and slimy! Follow Rokabium Games to keep up with all our development on "Something Ate My Alien". Click like & follow!
  19. Please Guys I'm currently working on an Open-world PC, VR, and Mobile 3D Game. I'm using Python, Blender and Panda 3D and I'm looking for someone that knows how to use WLAN for the multi-player Game modes.
  20. IratusLord

    #10. Graveyard

    In this devblog we would like to talk about some new features that we decided to add during the alpha test. In order to expand the strategic layer of the game we’ve decided to include a base building to the game. Previously, all attention was focused on the protagonist and increasing his powers as the game progressed but now you will be able to build your own “town” and decide on the type of strategic and tactical perks you wish to pursue. Besides the familiar Iratus’s room there will be 8 buildings available for construction, each of which will provide a certain bonus. It will also be possible to improve these buildings and thus increase their productivity and abilities. But first these buildings will need to be constructed, since only two structures will be available at the start: the Training Room, where minions can earn experience and the Morgue, where minions can heal more rapidly. Moreover, it will be necessary to sacrifice one of your minions in order to construct or improve a building, along with an Architect’s Soul — a special resource, which can be earned in battles or through other activities on the map. You can “dismantle” the improvement or even the building itself to regain the minion that was used in construction. However, the Architect’s Soul does not return, so you should think twice before wasting such a valuable and rare resource. Buildings do not give their bonus by themselves and need minions to “work” there. At the initial stage there is only one slot in any building for a minion. Improvements will open additional slots up to a maximum of four. Minions that you have assigned to a building will not be able to take part in battles but they can be recalled back at any time. That will be all for now. We will soon be publishing a devblog featuring all the buildings and their bonuses. If you have any ideas or suggestions we appreciate you sharing them with us and we will try our best to include the good ones in the future! Unfrozen Team
  21. I'm considering making a 2D game for the PC. Here are the specs for my laptop: OS: Windows 10 Processor: Intel i5 GPU: intel Graphics 620 RAM: 8 GB I'd be the only one working on this game so my scope for testing is limited. Can someone suggest a minimum list of PC configurations I should consider testing the game on to ensure a wide audience has a similar gaming experience?
  22. Howdy! I've been making a tower defense game in Game Maker Studio, -- still got some programming updates to do. I have been using Kenney assets to serve as placeholders kinda thing as I am not really one that is skilled with the arts and crafts stuff. I am looking to see if anyone would be interested in joining in the creation of this game. https://gamejolt.com/games/3ndl3zz-basedefense/325756 this is like a 'beta' of it. A setback for me right now is to be able to make a new type of tower.. I'd need an image that works that way. I know the code, could you draw the image? I don't really know what to write in these things but yeah if anyone is interested do get in touch!
  23. Hello everyone I would like to announce that I am working on a fighting game that will be released in 2019 as a full game.I would like to take some of your time and ask that you check it out and give me some feedback.If you like the game please follow me on https://web.facebook.com/PlayMechs/
  24. Hey All! Its been a while, these last few months after the summer was rough, and involved a lot of hard work considering we have no budget and we have to keep such an ambitious project alive! We had our last community build out a while back and used a lot of the feedback we got from the greatest community on earth to fix and tweak things, so here is a list of what we have been up to, lets get straight to it! Animations: Our great animator Captain Lee spent a whole lot of time doing animations for us, as you saw in our previous update he spent most of his time on the first person hands. We have now added some of those in the build, after that he spent even more time doing some animations for the crew members, the focus this time was mostly idle animations. Conversations is always crucial for having "life" on the ship, so constantly finding out what fits is not only a fun progress but challenging. Having the crew do random idle animations that would make sense on a ship is also very important Build Notes: Lets jump to some tech stuff! -=- Version 0.4.1 Notes -=- * Implemented TRADING - Players can now buy / sell goods at ports. Each port has its own economy! * Modified the 'Third-person' camera view (Pressing 'V') with limiters and slightly smoother transitions (WIP) * Added the Crew System which includes two different behaviors (Deck Scrubbing, Talking). (In the future, Crew members will be able to dynamically switch between tasks) * Crew Members now have their clothing and beard randomized * Added a weather system (it can rain, clouds can change, etc.) * Added a day & night system (currently too fast!) * Completed Crafting System and UI overhaul * Added the character customization screen (portrait) * Added the ability to use a candle ("L") when its dark * Added the ability to pick up and hold a pipe ("P") * Added lanterns throughout the ship which can be turned on/off ("E") * Added cannons that can be fired (X6) ("E") * Sails are now animated (only an idle cycle for the time being) * Integrated audio hooks on the character (walking) * Integrated audio tracks and ambient loops (including a dynamic ambient audio system that is synchronized with ship water movement) * Added some crafting recipes * Improved water physics (buoyancy) and ship's navigation controls (WIP) * When using the whipstaff to navigate, can now lean left/right using "Z" and "C" * Replaced previous islands with new models, textures and lighting * Improved the Quest System by adding a new series of new Quest Categories: Craft a good, Buy a good, Sell a good. A new quest relating to crafted is now active by default. * Added contextual UI callouts -> When nearby an 'interactive station' (Whipstaff, Fiddler, etc.), when close to a Port, etc. * Multiple improvements to the ship's collisions * Changed the compass (now using a 2D UI asset) and waypoints * Added 'water splash' effects for the ship to make it feels a bit more realistic * Partial reskin of the Quest Book * Skinned multiple UI elements (popups, callouts) * Fixed multiple issues relating with 'game context' which resulted in mouse locks and other unwanted behaviors * Fixed multiple animation quirks and issues * Fixed multiple critical level shader issues that would prevent the game from working on various tech configurations * Optimized volumetric light performances * Optimized and streamlined visual assets to improve performances on lower end systems (GTX 580 / 8gb RAM) * Added a demo version text overlay to quickly walk through new controls Character Customization: Previously this was only tested outside the build. But we also added the option to change beards after some feedback from twitter, once we get more characters this option will be enabled in the build. I did not have the time to finish the frame in time to get it in the build. But whatever picture you choose here, will be displayed on your Captains table. Trade: Whenever you reach a port now, you can buy and sell goods for either making a profit, or for crafting at the workshop. As the game progresses we will add more and more goods for to sell or buy. The wallpaper will properly display the port you are in as well, creating a unique animation in the different ports. Sailing: We have of course worked on the physics, which seems to be a never ending thing. Steering feels a bit heavier now, so does the turn ratio. Also, sailing at night when you cant see anything? Of course, why not! Crafting: We have added a few crafting recipes, so harpoons and rum can now be made on the ship. If you run out of items you would have to buy these at port. Harpoons can be sold at outposts for a pretty nice profit. Adding new recipes is also something we will continue to add as we go. Crew: We have not added any crew interaction as of right now, except the fiddler (He will play a song if you want him to) But you can watch your crew mates work and talk around the ship. Cannons: Of course, firing cannons is the fun part! Later on you will be able to command your crew to do this for you! Whats next? As we throttle trough with tweaking and adjusting things on feedback, I have also started a new player ship! Yes, I know, very exciting! This time its the Cocca Veneta, a 16th century was an unarmed merchant vessel , trading from the Mediterranean, in particular Venice. The term 'Cocca' was applied to small merchant ships sailing from Venice to the east. Characterized by a high prow and stern and a simple, maneuverable rig with 3 square and 2 lateen sails. Their length was 20-30 meters and under 2000 tonnes displacement. This ship also has a different and earlier steering mechanism which provides a new play style. Take a look at the model I am working from here: If you want to reach out for whatever reason, you can always send us an email at contact@seasoffortune.com or check out our website at www.seasoffortune.com Until next time Captains, Have a great Christmas and a happy new year! - Captain Tommy
  25. Hi, Our hack & slash game, Book of Demons is exiting early access in less than an hour (8am PST) and we're doing an AMA live on reddit Feel free to join and ask us any questions
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