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  1. I wanted to take a moment to reach out to the GameDev.net community for any of our members who are working on a game and ready to show it off. Based on the Blogs and Projects activity, I know of at least a few of you who might be interested in this as it's a great opportunity to get free marketing and exposure for your game. The Intel GameDev Program is running a contest right now that you might be interested in entering. There isn't a lot of time to enter - you need to submit your game for testing by December 21, 2018, but if you do you'll be entered in the contest for some big prizes. You can learn more about how to enter here. By submitting your game you'll be submitting it to Intel to earn the Runs Great On Intel® Technology Certification, and if your game tests in the Top 25 then you'll win prizes. The Grand Prize winner will receive placement in Green Man Gaming's PC 2019 promotion. Plus the top 25 will be eligible to win: $5,000 worth of Intel advertising via social media † A distribution & publishing meeting A rotational placement on gameplay.intel.com A 7th generation Intel® Core™ i7 processor A feature in the 2019 GDC* Indie Lounge at the Intel booth I encourage any GameDev.net members getting ready to ship their games in the coming months to consider entering this contest. It's easy to enter, and the benefits are great. What do you have to lose? Learn more from the Intel GameDev Program at https://intel.ly/2BiPRKH.
  2. Hi guy , i wanna really quickly introduce myself , So i'm a 18 year old Highschool student that have been for a while really pationate about video game (i have been doing Esport , Streaming all that really fun stuff) but lately i had to made a choice about what i wanna do in life and i'm pretty sure its going to be in the video game industry. Last year i started learning to use UE4 , pretty much only for fun trying to recreate cool stuff i was seing in the game i was playing at that time. But now , i wanted to trie creating something of my own so i wanna show you what a got in the head. Also , I'm french so sorry if my spelling is quite right.. So in Short , i was playing lately alot of FPS (Quake champion , Law Breaker and bunch of other cool game). I was talkinh with my friend and its pretty much their that a got the global idea of what this game is going to be. I wanted to take little simple game mecanics from every game and put them i one unique game. For exemple , Player could Strafe Jump like in quake , while other Start randomly Wall running like in Titanfall 2. After i came up with what would be the game objective , because player won't start playing a game for no reason . I didn't played CTF game for a long time so , i decided why not make this a CTF game , But ctf is kinda mainstream and really linear in term of game play, This is when my friend had this idea of <<Why not let the player decide if the want to play it ''Run it down to the flag'' or ''let's just #*@! the other team'' (sorry for the bad words) >>. at this time i had a clear idea of what would exactly be the Core ''gameplay'' (if we can call this gameplay). To win you have two option : 1- Capture the flag and bring it back to your's. If you managed to do so , the game instantly stop and you win. 2- Kill all the enemy team. Now you most be thinking , <<Well how? they will just respawn right?>> well no , because i came up with the idea of limiting the number of time player can respawn using some kind of respawn point system. i'll came up with more details later (i have to go to my next class) , but let me know what you think about my idea? what should i add or ajust?
  3. Obligatory disclaimer - Yes this is for academic purposes, not for making actual games. I've been employed as a Software Engineer for 2 years but still feel like a beginner when it comes to writing a game engine (and much of coding in general). What little experience I have with writing 3D software from scratch is from super rough university projects (which we called "engine" but that's definitely debatable). Meanwhile, my current job doesn't really take me down this line of learning. This thread is to ask for advice; mainly pointers to good guides, or comments on what structural approaches are considered to be good ones. I'm looking for something that teaches me about how to structure a game engine so that: it's good for learning about writing an engine it's not completely devoid of modern techniques it will be usable for later feature learning; networking, AI, unit testing, etc. (I imagine this criterion is typically a given anyway.) Some things I'm aware of so far (you may want to comment on any of these): https://www.gamasutra.com/blogs/MichaelKissner/20151027/257369/Writing_a_Game_Engine_from_Scratch__Part_1_Messaging.php I also have the book Kissner recommends: Game Engine Architecture by Jason Gregory. From what little I've read of it, it appears more advice than structural guide. ECS was a buzzword back when I was at uni, but the more I google it the more it appears to have become a dirty word. Unreal Engine's source Regarding ECS: For all the flak it appears to generate nowadays, it is at least a structure. If ECS isn't recommended I'm interested in what other general structural approaches there are. Regarding Unreal: I'd love to jump in and learn how Unreal Engine's structure works, but it might be biting off more than I can chew. Language of choice is C++. Thanks
  4. Hello! I'm new to the scene of video game developing and was wondering if anyone here has any experience developing 2D fighters and are up for making a little test demo to see if the idea would catch on to the public? I have no way of paying but I want to put the demo onto Kickstarter and I will pay a good amount if I get a good amount. Please, if you want to contact me for more info, add me on my Discord or Twitter. Thank you, and see you later! (Twitter: @enderstaffexe Discord: EnderStaffExe#3193)
  5. Hello, I'm currently searching for a talented and passionate programmer to create a small but great horror game that would take around 3 months to be done. About the game: The game would be a sci-fi/post-apocalyptic survival horror 3D game with FPS (First person shooter) mechanics and an original setting and story based in a book (which I'm writing) scene, where a group of prisoners are left behind in an abandoned underground facility. It would play similar to Dead Space combined with Penumbra and SCP: Secret Laboratory, with the option of playing solo or multiplayer. Engine that'd be used to create the game: Unity About me: I'm a music composer with 4 years of experience and I'm fairly new in this game development world, and I'm currently leading the team that'd be creating this beautiful and horrifying game. I decided that making the book which I'm writing into a game would be really cool, and I got more motivated about doing so some time ago when I got a bunch of expensive Unity assets for a very low price. However, I researched about how to do things right in game development so I reduced the scope of it as much as I could so that's why this game is really based in a scene of the book and not the entire thing (and also that's why it would take 3 months). Also I'm currently learning how to use Unity and how to model things with Blender. Our team right now consists of: Me (Game Designer, Creator, Music Composer, Writer), 3 3D Modelers, 1 Sound Effect Designer, 1 Concept Artist and 1 Programmer. Who am I looking for: - A programmer that's experienced in C# and with Unity. Right now the game is very early in its development (GDD is completed and all 3D Items, Music and Sound Effects are completed). If you are interested in joining, contributing or have questions about the project then let's talk. You can message me in Discord: world_creator#9524
  6. Hey my dudes, Me and 4 friends are third year compsci students. Three of us are pretty good at drawing. We are hoping to make a 2d roguelite game with unity during the next few months. We are still brainstorming. At the moment, my idea is to create a card roguelite game: First, you would need to choose 2 heroes to enter the dungeon with the goal of finding a treasure. The treasure found gives you extra bonus in later runs. You can choose between mage, gunner, rogue, paladin, warrior and fighter. Each hero has their own unique cards. And there are common cards that every heroes can get(like hearthstone). The progression system would be like slay the spire’s. You can choose your own path, but every paths leads to the boss. It would use procedural generation. After defeating an enemy, you get to choose a new card out of the three options. There would be shops, random events, elite enemies, etc The combat system is where i need some suggestions on. There would be two piles of deck. One for each hero. I can think of two good combat systems: 1. Before every enemy encounters, you can choose what cards to use from your deck. Cards not used would not get discarded. Cards are drawn from the deck only if they break or due to special card’s effect. Every card have a durability number. Ones the durability reach zero, the card would break and can no longer be used. Events/enemies can modify the durability of the cards. 2. Card not used this turn would get discarded. Once the deck is empty, the discard pile gets shuffled and copied to the deck. Card/item effects can increase the number of cards you draw. How can I make the game more interesting? Any suggestions would be appreciated.
  7. Random Number God has been updated to v1.1.0. This is an incremental (although not idle) game about defeating randomized robots by rolling dice and playing cards that alter those dice and their effects. Other than performance fixes, the game has been rebalanced from the ground up. Now it should progress in a more fluid fashion. An option to reset the game with a significant boost to your power has been added, allowing you to advance further than you could before. There is also now an option to significantly speed up battle animations. Once you learn the rules of the game, a battle can easily take <2 min. Windows, Linux: https://justacicada.itch.io/random-number-god Android: https://play.google.com/store/apps/details?id=samuelVazquez.randomNumberGod
  8. Hello, I'm currently searching for a talented and passionate programmer to create a small but great horror game that would take around 3 months to be done. About the game: The game would be a sci-fi/post-apocalyptic survival horror 3D game with FPS (First person shooter) mechanics and an original setting and story based in a book (which I'm writing) scene, where a group of prisoners are left behind in an abandoned underground facility. It would play similar to Dead Space combined with Penumbra and SCP: Secret Laboratory, with the option of playing solo or multiplayer. Engine that'd be used to create the game: Unity About me: I'm a music composer with 4 years of experience and I'm fairly new in this game development world, and I'm currently leading the team that'd be creating this beautiful and horrifying game. I decided that making the book which I'm writing into a game would be really cool, and I got more motivated about doing so some time ago when I got a bunch of expensive Unity assets for a very low price. However, I researched about how to do things right in game development so I reduced the scope of it as much as I could so that's why this game is really based in a scene of the book and not the entire thing (and also that's why it would take 3 months). Also I'm currently learning how to use Unity and how to model things with Blender. Our team right now consists of: Me (Game Designer, Creator, Music Composer, Writer), 3 3D Modelers, 1 Sound Effect Designer, 1 Concept Artist and 1 Programmer. Who am I looking for: - A programmer that's experienced in C# and with Unity. Right now the game is very early in its development (GDD is completed and all 3D Items, Music and Sound Effects are completed). If you are interested in joining, contributing or have questions about the project then let's talk. You can message me in Discord: world_creator#9524
  9. Hi Guys We are looking for a n assistant producer to assist myself with day to day running of our project. It is a 3D first/third person battle simulator. Its set in the Viking age in Norway and we want to create a brutal but fun game with focus game mechanics. We would like to have a stamina system that is linked to a weapon and armour weight system. This system will require management from the player if they hope to survive. This project is intended to be commerical so if all goes well, you will recieve a share. If interested you will be sent a copy of the GDD. You will be assisting myself with oragnising the project which will include giving tasks to devs, attending meetings, helping devs with questions, social media and promotion, enquires, acting as a reprenstative of the team, overseeing the development of the project, assisting with contracts, contributing to the games design, resolving disputes among other producer realted tasks. We have a team of other devs that will be working on this, 3d artists, a composer, a programmer and concept. If you are reading this but not intersted in this role but want to be involved please message me as we are still looking for other devs and artists.
  10. Does your code use one of the most popular graphics or compute APIs? Here is a map of Intel® processor series to each graphics generation to add to your dev docs. Developer Documents for Intel® Processor Graphics Intel® processor graphics provide the graphics, compute, media, and display for many of our processors including the 6th gen Intel® Core™ processors. Does your code use one of the popular graphics or compute APIs? Do you want a deeper understanding of our graphics hardware architecture? In the table, you’ll find the right documents to help you write and tune your software so it runs great on Intel processor graphics. If you’re developing compute applications, the compute architecture guides give foundational reading and the OpenCL™ optimization guides show you how to optimize. If your code uses the graphics APIs, read the graphics dev guides or programmers reference manuals. Read more
  11. Good evening. Before I get to my question, I'd like to clarify that this is in a 2D (2.5D) view with pixel graphics. While making mockups, a question on map design came to me. If I were to draw an entire section of a map, including stairs, buildings, etc. would I be able to set constraints so that a character could move realistically on one asset (the room, I guess), Instead of having to place each and every tile for every corner, or variation in design, or every stair? I feel like this would be much easier when it comes to very intricate room designs that would be much cleaner and aesthetically pleasing if I could just put wall barriers (native to my engine) where the player can not go. Let me know if this needs clarification or if this is in the wrong subforum. Thanks.
  12. Howdy! I've recently been working on a tower defense game, nothing fancy! In fact "A simple militant styled, tower defense game," is my opening line on the description :P. Anyway I would say I am new to this despite 'learning' for a while. I've definitely got a long way to go before anything 'amazing' is born but I wanted to post the game somewhere and try to get some feedback. https://gamejolt.com/games/3ndl3zz-basedefense/325756 if anyone wanted to try it out please do so! I fully intend to make updates in the coming weeks to improve upon the current application. I started making this using 'Kenney' assets, I met someone through this forum that is interested in getting invovled in stuff like improving the graphics so that alone will make the game better but since i'm not great with designs and creativity I'm looking at this from the technical side and was wondering if anyone would give some feedback about my game/tower defense games in general. Best methods to increase difficulty without ultimately making it crazy impossible. If you try it out and try the endless mode, you'll see what happens as of today... Enemies end up with crazy speed so i'm thinking of trying to cap a max speed in there and just focusing on increasing health or something... Anyway I'll leave this post here.. Apologies if this isn't the correct place to post looking for feedback I don't really use forums often so I don't know my way around all that well just yet! Like everything else I am Working on it though! Many Thanks! Edit: Updated to Version 0.1.4 With notes.Thank you for the current feedback! I appreciate it a lot!
  13. Hello there GD.net! Dead Inside development is currently looking to fill 2 positions on our development team. Right now we are a pair of programmers\unity developers working hard on a small Metroidvania title. We are looking for people that are as hungry as we are who can work independently, or as a team when need be. We are looking for level headed and laid back people to work with! All experience levels are welcome! As long as you can produce assets it will be our privilege to watch you grow! The details: These spots are non-compensated until we launch a product and or collect revenue. Discord and microphone required. Responsibilities for the artist slot include - creating 2d sprite sheets with various animations. Creating environments, creating concept art, giving creative input where you can. responsibilities for composer slot include - creating OSTs for our games, mastering tracks and ensuring everything is the same volume and cohesive, and implementing sound fx. The basic ability to follow instructions, and reference design documentation!
  14. The next update is progressing very well and I wanted to cover some additional details of what to expect in Alpha 0.17. Updated Attribute System As mentioned in a previous developer log, I’ve been working on adding equipment that can be installed/equipped to affect colonists, machines and vehicles. This has taken a bit longer then expected, but the end result will offer a wide range of upgrade possibilities. Originally, equipment was planned for vehicles, but with improvements to some core systems, I’m able to add equipment items that can also affect vehicles, colonists and objects. Some time ago, I created an attribute system for colonists. Attributes function as a container for a data value and effects. An effect object modifies the attribute data value, such as quirks, ailments and general positive/negative effects. Attributes were later tacked on to vehicles in a less than ideal way. Objects/machinery didn’t use attributes at all. I have now revamped this system to allow colonists, vehicles and objects to use attributes in a more consistent manner. This means that equipment can target these attributes to allow for boosts to everything, instead of just vehicles. Equipment Items Many types of equipment will be made available in Alpha 0.17, with more planned for future updates. Objects, vehicles and colonists will now have equipment slots. Equipment items must be found, or crafted, and then installed. In the case of objects/machines, the equipment will be picked up and installed by a builder after it’s been assigned. Vehicle equipment will require that the vehicle is docked and, once assigned, will be installed by an engineer at the vehicle assembly station. Equipment selection will only show available equipment for the selected target. For example, a Power Efficiency item can’t be equipped by a human colonist. New Vehicles Hover vehicles are being added which allow for traversal over water. These new vehicles will need some additional research and surface materials. Alpha 0.17 is coming along very well and I hope to release it into the Test Build branch soon. A huge thanks for all the support and feedback! Follow Mercury Fallen development on: Twitter: https://twitter.com/mercuryfall Facebook: https://www.facebook.com/mercfall/ Website: http://www.mercuryfallen.com Discord: https://discord.gg/WdndeXx
  15. Greetings Space Colony Managers, the Universe is expanding! Because of this growing luxury of empty void we implemented much bigger planets into Imagine Earth which can be played with or against up to 6 factions. There is now technology trade to make other colonies more interesting. There is a new trailer as well as tons of gameplay fixes and improvements to make Imagine Earth ready for the launch of early access on Humble Store on Nov 9th... - that's right, one day ahead! Please share the joy about this with us and the rest of the world. Bigger Planets We implemented bigger Planets into the game because many of you asked for them. Let us know if you have any feature requests, ideas and stuff coming to your mind while checking out the latest version. Here are the details: Biggest planet has 2880 compared to previously 2000 fields Increased maximum competing companies to 6 (from 4) Maximum landmass increased to 80% of planet Tuto twice the size (720 fields, previously 320) Addition: Tuto mission has received a lot of detail improvements to make it a smoother experience Technology Trade Now you can buy single construction kits for buildings from other corporations. This means trading with other colonies gets more interesting. Each building that has been licensed by the other colony will be offered in their store - given that your diplomatic status is good enough. Of course it will be much more expansive to buy these single construction kits and therefor make sense to license a construct yourself if you need it more often. Landing animation As you can see we started implementing epic cut-scenes to introduce all other factions, traders and invaders landing on your planet for the first time. https://youtu.be/NXtSLwv8-oQ Planet Themes The last update introduced planetary themes and this time we made a general and huge rework of the themes textures to make them look more diverse and individual and last be not least, much better. Volcanic world for example has by default no polar caps (so no rising sea level) AI Doing Research Another important step done in order to make the AI fair and fun to play: The AI now has to research upgrades and other improvements in order to use them. So far those tricksters were able to build any upgrade without having to research it. New Trailer Video & Subtitles The existing trailer clearly needed a remake and has been replaced with a new one that is much more relying on in-game graphics to give you a perfect introduction into the actual game. Watch it and enjoy advanced space traveling via ideon powered hypergates! https://youtu.be/GjwPzI1D-DE Improvements & Balancing New Music Track. Tracks are now looped to a maximum of three minutes and than randomly change. Forests back in build ring. No longer license-able. Removed remediation from tool ring. Increased maintenance cost for forestry (the relatively low cost was basically the reason the AI most times choose to build it). Changed description and factors of industrial farm GM upgrade to make it less confusing Sleeping volcano new better visualized and explained Increased number of volcanoes and likelihood of erupting every once in a while Rare rocks are now also detected on neighboring fields During campaign also block fields next to rocks for first city center Auto saves are now done based on real time instead of in-game time Dead sea grass on land field is automatically removed Dead forests can now be removed Desertification can now also be canceled with temple powers (growth and fertility) and super-fertilizer Temple power cure can now also be used on other colonies Assimilator uplinks can now also be set on fire while they are building a drone. The uplink will extinguish itself after some time, though UI Improvements New fertility icon Build process is now visualized with the icon of the building Influences of neighbor buildings are now visualized with the resource type icon instead of the buildings icon For huge buildings and mountains influence icons are now only displayed on the main field Harvesting resources new displays the corresponding resource icon Improved goal description visualization Improved mouse responsibility when interaction with menus Added separate smiley when a district is losing people due to missing food Added icon to build ring to clearer distinguish it from the tool ring Highlight in inventory when new item has been crafted New sound for cancel Dead forests and temple ruins are now properly named Added tooltip for fossil resources to field info panel in bottom left Adjusted building order in the technology panel Improved game over dialog Bugfixes Fixed a bug where the game didn't start at all on windows 7 systems Fixed graphics bug for assimilated cities and city centers level 2 and 3 Display fires in the short-cut panel (top right) Fixed a bug where fires could not be extinguished Fixed description of the fire temple power When blasting mountains sometimes two rocks where placed at the same field
  16. Hello all, Let's get straight into it! This game is an open world multiplayer survival game taking place on large map composed of a main island and other land masses separated by rivers and ocean. Filled with thick jungles, forests, deserts, icey realms and mountainous terrain crawling with native creatures. You have crash landed your spacecraft onto this island. You have nothing, your ship exploding in the process, you are lucky to have survived. Or were you? Welcome to Kirakkou - a gorgeous island landscape with aesthetic visuals and tamable creatures. It's up to you to craft items from your Knowledge Tree, harvest resources, craft and build structures and bases, as well as weapons and tools to tame the wildlife for your advantage. Getting bored with single player? Join the multiplayer servers on Kirakkou and find or make your own Clan. Work together to become feared among other clans and tame even more powerful beasts. Make alliances, enemies and friends. Explore, craft, tame. Survive. * This is in early idea brainstorming stages, so all new ideas or thoughts are welcome. The Kirakkou Team (Who i'm C U R R E N T L Y looking for!) - Concept artist/Management (Myself) - 3D Modeler/artist (s) - Substance painters/textures - Programmer (s) (Graphic/object/inventory/multiplayer/crafting etc..) Future Skills Needed - Model animator - Level designer - Digital 2D artists for species hand-book. - Testers (You don't have to be professional, but good experience and understanding of how to do certain tasks is very appreciated!!) Feel free to message me with inquiries or questions. If you are wanting to apply/join the Kirakkou Project send me a message. PLEASE (Add in examples of your work, what job you are applying for, a little bit about yourself and any past experience!) * I will add you on discord if your application is successful! This has to be a friendly, communicative and determined team. (So only apply if you are certainly interested) 😛
  17. Hi guys We have a few positions available for our Viking battle sim. It is a first/third person 3d game set in norway. We are looking for a concept artist and an assistant producer. We have a team of devs already and we are still in pre production but any devs can contact me and I may be able to offer additional positions for the right dev. This is a part time project. Anyone interested must be dedicated and motivated. For more info please contact me
  18. Welcome to my recruitment thread! This is my second post on these forums, so please bear with me if I do something wrong. Shaokimi's Oddysey is a VN Project. Read more below STORY Each god has four worlds. And once in a year, they are allowed to make an event. Cabra is probably the most powerful goddess; However, her event is pretty simple. She switches four candidates, one from each world, to the following world. These candidates can´t return to their homeworlds, unless they find a world fragment, or kill someone from the current world, and remain alive for a short period of time. Shaokimi is a young red haired boy from a human world. He lives in an isolated cabin in the forest, with his grandma. Even if his parents were very important people, they dissapeared a long time ago. His grandma says they were eaten by a beast, but she is considered a crazy woman. Shaokimi´s life may be very quiet, and even boring, but he enjoys each second of it, spending time in the nature, or doing activities such as reading or painting. But it´s gonna change forever. The goddess already chose him as the candidate from his world. His objective from now on is to survive. What is he going to do in order to survive? It´s up to you. HOW GAMEPLAY WOULD BE Since there´s no actual gameplay now, this is just an idea of how it would be. It may change during development As Shaokimi, You´ll have to make choices in order to make progress in the story. These choices may be something as simple as choosing a conversation topic, to stealing objects, or killing. Even if the story would be practically linear, there would me choices that may lead you to an alternate ending, that may be an early game over. You´ll have to be very careful with those! You will have free times where you´ll be able to choose from different places to go, and talk with different people. Doing so, you may find important facts, or even objects. Sometimes, you´ll have to use these times to progress on the story. ABOUT THE PROJECT The idea is more than an year old, and many RPG prototypes have been made in RPG Maker; However, all of them failed. But now, that I'm trying to make it a VN, I expect to get a good team working along me, and make it happen The development itself hasn't even started yet; I'm still in the stage of recruiting people. Once we get the most basic posiions covered, we'll start working on it. I am planning to use Ren'Py; But this may change. ROLES AVAILABLE: Character Artist: 1 Slot Background and asset artist: 2 Slots Programmer: 4 slots Voice actor: 10 slots Story writing helper: 1 slot Community Manager: 1 slot Music and Sound FX: 3 slots Other: Unknown slots DISCORD IS REQUIRED FOR MOST ROLES Please, attach an example of your work if possible HOW TO APPLY: There are 3 possible ways: Fill the application form Send me an e-mail Comment this thread EDIT: We also got a small website, in case you wanna take a look: https://sites.google.com/view/odysseyvn/the-project Thank you very much! ❤️
  19. Been struggling to find the best way to create LOD's for a delaunay triangulated terrain mesh. Currently I triangulate the entire area, then have a simple chunk system where triangles are assigned to chunks by their center. Naturally this results in the jagged edges as shown in the pic, so it's nearly impossible I think to create LOD's from that. But triangulating by chunks has it's own set of issues. Mainly that chunk edges would not match exactly. And even if they did, it would be visible in a bad way. I haven't found any free mesh decimation tools that can retain the edges correctly. Plus any tools here need to integrate into a procedural pipeline in Unity. I was thinking maybe there was some way to handle this in a shader. I'm using a single global texture with planar mapping for the terrain, so I was thinking maybe I could use a stencil buffer in some way to get the pixels representing the gaps in the LOD's? Any ideas appreciated.
  20. Hello everyone, first off, thank you for reading! About us Visualistic Studios was founded in 2013. Our focus is creating psychological horror games that pull you into the experience and disturb you. Our released game, Mist of the Dark, is a horror FPS that focuses on player tactics and intense encounters between players to create a dynamic horror experience. Our current team includes: Ryan (Myself) - ~5 years experience in UE4 (including beta), LinkedIn - https://www.linkedin.com/in/hobbsryan/ Thomas - Freelance Contractor 3 years UE4, 3 years working on Mist of the Dark. Seth - 1 year level design experience. Joshua - 3 years marketing experience. Zach - 3 years Marketing experience. Our game, "Mist of the Dark" Mist of the Dark, is currently out on Steam Early Access. It's a free-to-play horror FPS that focuses on creating the need for tactics and intense player interactions. We aim to create immersive and terrifying environments for players to scare and be scared. We started the project in March 2013, put it on hold in August of 2015, and revived the project in March of 2018 after gaining more experience in the field. We released our game with the intention of getting player feedback and bug-testing. Our reviews are mixed right now, but this is mainly due to player inactivity. We've been working on a solution to fix that, which is to integrate an AI and Matchmaking system so that players can automatically create or join a server and fill it with bots until players join. After this is done, we're going to be focusing on enhancing playability by introducing a new game mode: "Horde". This will be a survival defense scenario in which players will gather resources and defend themselves from endless hordes.  In the future, we look to adding features like a customizable Weapon System, new game-modes, new maps, tournament hosting, and more. Once our play-ability has reached an acceptable level, we're going to start offering items to players on a store. Store Items: Monsters Monster Skins Gun Skins Soldier Skins Monster Ability Particles Masks Tracers These are not the only items we will put in the store, but we want them to remain cosmetic as to not split our player-base. Our current installs are ~30,000, we've been on Steam for 3 months. What we're looking for Blueprint Programmer: Experience with Unreal Engine's Blueprint Scripting system. Including=; AI, Character Mechanics, Networking, Weapon System, and more. We will be working together on these projects, so if you get stumped we can help! Level Designer: Experience with Unreal Engine's level editor. Ability to design and create intuitive and engaging multiplayer FPS levels with pre-built mesh assets. UI Artist: Graphic Artist with experience creating game HUD UI and menu UI's. Looking for a clean and dark style. What we can offer Paid contract jobs - We just started a game development firm to help other developers get their projects finished and to release! We get offers from different companies with various tasks, and could offer these jobs to you based on what you're interested in. 10% gross royalties - You will receive 10% of gross royalties, with a cap. The cap is determined by the amount of work you've done based on milestones, plus 10% since you're working for future pay. Experience - Mist of the Dark is a released game on Steam, which looks great on a resume! We can also provide references when you've completed some work. Teaching - Thomas and myself are both very experienced in Unreal Engine and many other programs, and are very willing to help when you find yourself stumped. In Summary I hope that you have a good idea of what our game is, and if you have any questions at all feel free to email me at "ryan.hobbs@visualisticstudios.com", or get in contact with me on Discord "TSpartanT#4670" Thank you for your time!
  21. 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:
  22. RoKabium Games

    Something Ate My Alien - Aura puzzle solving

    From the album: ScreenShotSaturday

    Screenshot of the Aura world in our upcoming game "Something Ate My Alien", and the alien solving puzzles. #sama #screenshotsaturday #gamedev #indiedev
  23. 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 Steam Greenlight IndieDB page Also follow social media platforms for the latest news regarding our projects. Facebook Twitter WEBSITE MANAGER We are seeking a committed Website Manager. Our project is close to its public funding drive, we are looking to build a new website to support that effort. The Website Manager will be in charge of the creation and maintenance of the website. You will be helping with posting periodic updates, perform SEO, and perform UX improvements. Responsibilities: 1. Manage online content for company website. 2. Enhance existing aesthetics and user experience for web properties. 3. Work with team leads to institute content calendar for company website. 4. Help implement strategies to increase website traffic. 5. Proofread content. 6. Remain current with emerging web technologies. 7. Regularly attend remote team meetings. REQUIREMENTS To be successful in this position, following requirements apply: WordPress expertise. SEO basics Outstanding communication skills. Ability to complete tasks remotely without supervision. OTHER OPEN POSITIONS 3D Character Modeller 3D Environment Modeller 3D Animator 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
  24. Martin H Hollstein

    Eight Hours Version 2.0.0

    Version 2.0.0 This is a short post to announce that Eight Hours has released version 2.0.0. This is a big change in the core game code, there were some new assets purchased to build out levels, and we went through a lot to fix up the lighting within the game itself. We are very excited to release this on Halloween and hope that you can give the game a play. There are two options to download the ( FREE ) game from: Itch.io and GameJolt.com. There will be more on this in the future, but for now we hope the game will do all the talking.
  25. Hi all, Even though PBR is basically today’s standard. I was wondering what a good approach is to determine ambient, diffuse and specular values for different types of material, using the “old” blinn phong approach. Are there for example studies or reference data for common used materials, like grass, metals, concrete, tiles etc. Any input would be appreciated.
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