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Found 500 results

  1. RoKabium Games

    Tartarus enemies - Greeble

    From the album: SAMA

    Tartarus enemies – "Greeble" is a big web-spinning enemy that creeps across diggable blocks. You can kill it by digging the block it sits on or by using the Pyroblaster or Globspitter to reach it.
  2. Hello and welcome to this weeks Dev Diary! Today I will be talking about some examples of the building and advancement related mechanics of the RTS title and some trivia about the history of the location, where the first map will be based on. Also note that this Dev Diary contains an Easter Egg, if you'd like to go for a information hunt. Building With Purpose One of the easiest way to add more depth to tactics and strategy, is to build a more comprehensive building variety and varied options for how the player can improve them over time. One of my personal favorite activities in RTS games is building a base, which makes this a particular interest of mine. Today's examples are going to be Walls and Societal Synergy. The Walls Suitable for ancient times, the first type of "walls" the player can make is fences, which offer very limited defense against enemies and wildlife. Depending on materials around your first village, it can be build from rubble or sticks - or from sticks and stones, for added rigidity. Ancient building methods also include dirt and sand slopes, which are mostly just to make the terrain more advantageous for the defender. Another, more advanced type of wall is sand or dirt filled wooden wall, which is harder to break when built right. The point of the above examples is granularity - a slight advancement in building techniques, dependent on what is lying around your starting location and how skilled your builders are. Current plan is to make every starter unit have just rudimentary skills to survive, something that was common for most of the people those days. By crafting stuff and depending on other attributes of your starting character, he/she will figure out new ways to improve upon what they build, making even the starter structures they build more durable and practical to use even later in the game. Which brings us to... Societal Synergy Building synergy is a term used for buildings that complement each other in some way. a Modern real life example would be a raw material extraction site, that is close to the factory, that is close to the warehouse that has mass distribution capabilities, making the production and commercial cycle more efficient. Similarly, Societal Synergy means societal structures that complement each other. For example, at first the player will have the ability to build only simple structures - every character knows how to make a simple hut and every character will be able to build their own home initially. You are able to increase the skills of everyone to maximize the overall advancement of the society as a whole, or just some certain characters, so that you don't need to speed grind the surroundings of your village bare of natural resources. These learned characters can then pass this knowledge to one apprentice at a time at first and as the teaching characters skills increase, they can have multiple apprentices and eventually even schools for their trade. The most important skill for your character early on, is what foods to gather and how to track and hunt wildlife better. Ancient Northern Fenno-Scandia was a really inhospitable place, with relatively little indigenous variety in food, which consisted mostly of various berries, herbs, Water caltrop, fish and game. Agriculture was possible in some areas, but hard due to short summers and long winters. Hunting skill is one of the most important ones, as it benefits the character's military skills also and provides food for the whole unit on long marches, making the supply line more efficient. Conclusion In short, my aim is to make technological advancement feel and function as organic and entertaining as possible and give the player a feeling of how their society is advancing through time. Technology trees might play a part in the bigger picture, but the progression is mainly character by character based. Only units defined by the player will have a shared XP pool, like military units or builder groups, that consist of multiple characters. There is also no plans in making storage houses or service buildings to serve just the immediate surrounding of the building, but the inhabitants will use the closest building available to fulfill their needs, even if it is straight from the hunters lodge, if the player allows it. The title of this Dev Diary is a hint of where the height map of last weeks Dev Diary was taken from and will be the initial area for the game. The size of the height map area is 60 square kilometers. Thank you for tuning in, and I'll see you on the next one! You can check out every possible mid week announcements about the project on these official channels; • YouTube • Facebook • Twitter • Discord • Reddit • Pinterest • SoundCloud • LinkedIn •
  3. Hi everyone! I am currently working with a pixel artist on a 2D top down action RPG game on Unity. We've got a lot of the design done, though as always, there are parts that are still ongoing, and we have started to build a prototype. We're using the More Mountain's Top Down Engine, Pixel Crusher's Dialogue System and Quest Machine, and Opsive's Behaviour Designer. We've done pretty well so far but we have got to a point where we need a programmer who can help us customise parts of the Top Down Engine (the Pixel Crusher's stuff and Behavior Designer are all fine). We're looking for someone who knows Unity and C# very well. It's a bonus if you enjoy the genre and if you've ever heard/used any of the above systems! We plan on making a prototype and a demo and look to get it up on Kickstarter or via a publisher. If you're interested or know anyone who might be, please don't hesitate to drop me a line and we can talk more about the project. Here are some pictures of the game. Thanks for reading!
  4. Unnamed Item Shop first month In this devlog we'll be discussing the various aspects of what we did in our first month of development. We'll cover important things like what we accomplished and how we set our expectations and processes to get the most out of the time we had. One of the first things we did to give ourselves a very vague direction was to make a few statement about what the game was. We first came up with the very baseline statement: "You run a fantasy item shop". As long as the game meets those expectations, we were on the right track. Instead of trying to rigidly force the game to be something, we are creating the systems one by one to enhance our first main idea. Things We Accomplished: Art: One of our big challenges was coming up with an art style we liked while also keeping a resolution and feel that would be easy enough to do within our time limit. We were initially thinking about doing a 32 pixel base size, but ended up going with a 16 base pixel size because we were able to get plenty of detail and style. Not to mention the characters came out looking absolutely cute. We're doing very well on the amount of sprite sheets we have already created with enough assets to make the entire player's shop, most of the exterior scenes and a few of the other interior scenes in the game. Since the pixel art represents basically every aspect of the game, this section can be summarized as: Everything you can see, is the art we've accomplished. Systems: We started creating systems for the game by layering various managers over each other as well as other independent systems such as character movement, pause functions and camera movement. Keeping these systems completely separate proved to be incredibly useful earlier this week. We were faced with a major refactor of the inventory system, it was the first thing I started working on with the game and since it's my first unity project it had several issues. A refactor was in order and because the systems were so independent, after I ripped out the entire inventory system all other systems were functioning fine. The shop system was also working pretty well, customers will walk around the player's store visiting a random amount of points of interest before deciding if anything in the shop is worth them buying. The user is also able to set custom prices on each item in their store, which works really well both in the fantasy of the game and as a mechanic (Also note the placeholder icons 👍) . All of our UI components are also broken out into prefabs, which makes it incredibly easy for our UI manager to perform all CRUD operations on them. Guilds, a fairly major feature in the game, are also implemented (although I only have 2 coded at this point). Each one can consume or produce resources and each interact with each other based on those resource production/consumption. It's currently in the air if we're going to do guild reputation at this point. Summary Overall I think we were able to get a lot accomplished, especially considering the fact that this is our first month of development time. We had a lot less direction and far fewer goals in the beginning, but now that we're under way we really are just blasting along. I think one of the most important things for us was to set an impossible development time, while keeping the focus of the game razor thin. If we get to the end of that development time and there's something missing or the requirement to add more systems we can easily add additional development or testing time. Also since we're beholden only to us and what we want to get out of this game we're not burdened with meeting other people's expectations. The first month has been very eye opening. Learning new software, learning a process that works for us (as a two person team) has all been really cool and we're looking forward to the next month of development.
  5. After destroying and creating many game prototypes, me and my friend have finally created a prototype which we think is fun enough to be developed and published. But that's what we think! We kindly ask you for the most important part of game dev; Feedback. The prototype we created is called Bomball. It is a Top-Down Shooter-Sports game in which the player's goal is to shoot the bomb at the opponent's base (or goal). With each goal scored, the base's health is reduced until the game is won by either sides. Right now we have developed a simple AI to play with the player so we can test the base mechanics of the game. We really appreciate it if you take the time to test the game and tell us what you think. Here is the link to the Bomball Project Thank you! 😍
  6. RoKabium Games

    Artefact materials

    From the album: SAMA

    Each planet had an ancient civilization that eventually emigrated into space, went extinct or de-evolved. Old artefacts made from specific type of materials from this time can be found in the underground while exploring so keep an eye out to collect them all.
  7. How to load and bind a texture larger than GL_MAX_TEXTURE_SIZE for sampling,when I bind a texture larger than GL_MAX_TEXTURE_SIZE,an invalid texture dimmension error occured,but I think it's possible because photoshop can handle this image,any advice?
  8. Hey guys, here's our most recent progress for our upcoming sci-fi horror survival game. Take a look! https://gamejolt.com/games/devilspunishment/391190/devlog/devil-s-punishment-devlog-6-hrji5tua
  9. RoKabium Games

    Mining madness animation

    From the album: SAMA

    Mining madness is a boost that makes you mine super fast for a short amount of time and this is how your mining laser looks while the effect is active.
  10. Smith and Winston. Out now on Steam or Itch.io! Take on the roll of Smith or Winston in a fun twin stick action adventure set in a shattered voxel world. Accompanied by a sarcastic spaceship AI known as Shippy, play single player or gang up for two player couch coop. When a strange signal is detected in deep space the Federation orders you to go and investigate. Along the way discover the ruins of an ancient race, kill and loot the alien invaders and uncover the dastardly plot of an enigmatic evil known only as the…..VOID! Use your trusty jet pack to boost between islands finding new parts of the map while utilizing the ancient teleport system to unlock new areas. Pick up an arsenal of weapons and use them to defeat the minions of the VOID. Shoot, blast and explode through the map in a world where virtually everything can be destroyed. Cooperate with your Buddies. Smith and Winston has a classic split screen two player local co-op mode. It also features an innovative buddy mode where you can play with your children or “friends that suck”! In buddy mode player two can’t be shot give hem a chance to join in the adventure without fear. All this is available on Steam to purchase, or if itch.io is more your thing you can get it here on Itch.io too. Also head over to our tigsource devblog if you would like to see how the game has developed over the years. And always happy to answer any questions
  11. ongamex92

    Game engine devlog new video

    Hi all, here is a new video about the engine and the game that I work on in my free time after work. This time I hope nothing happens to the frame rate of the video...
  12. For more information about The Eternal Cylinder, visit the official website, where you can also sign up to join the upcoming Beta. --- Follow ACE Team: ACE Team website Steam group Discord Reddit Twitter Facebook "ACE Team fans" Facebook page YouTube Twitch Player me Tumblr Instagram Minds Gab ВКонтакте
  13. DavinCreed

    Doomed Beginnings

    I started the Doom game dev challenge. Wrote out all the things I'll need to make and develop. Like all project starts, it's still looking good. UE4 is the engine I've chosen. It will be fun getting that engine to behave more like Doom. So far I've created a few graphics (about 65% of them done so far). I decided, against better judgement, to make the enemies in eight different directions. This is for a few reasons, one is that I want the mobs to wander a bit until they see the player, and the other is that for the GemDev.net power up, I want to slow the mobs down to half speed, which would allow the player to move around them and I didn't want the mobs to always face the player. I'm only planning on doing three mobs for the challenge, a zombie, a demon, and a hell puppy. I dropped the detail from the original by about half, I hope that I can still get a good looking aesthetic. Also some power ups, an ammo box, a medium health pack, a medium armor pack, and the GameDev.net power up. I'm going to try to finish all the graphics this week, then start in on the programming. The hell pup took a lot more time than I wanted.
  14. RoKabium Games

    Enemy specific weapons

    From the album: SAMA

    The Pyroblaster is the only weapon that can reach enemies that climb across blocks, but the Globspitter and Boom Box can also inflict damage if those enemies are close enough to the impact area.
  15. Hello and welcome to this weeks Dev Diary! It has been a sincerely exhausting week, as learning the ropes with Blender has been all but convenient. And here is why; Yet Some More Simple Lessons I started of with some beginner tutorials for how to make landscapes from heightmaps. I followed the said tutorials to the letter, but for some reason the shortcuts did not work, even when I did exactly, as the guy in the video, even re-watched from three to six times, to see every possible little detail that I might have missed. Well, it turned out, that the so called Beginner tutorials did require foreknowledge about the workings of Blender, as some skipped on what shortcuts to press in some stages and some outright cut off part of the video, where the method of selecting was not revealed. Only at fifth tutorial video, where the person in question used visual keyboard and had not cut content from the video, explaining simple way to make real 3D image from maps from start to finish. The little basic thing that all the other videos I watched had missed, was to press TAB in the Layout Workspace, which turn it into "Edit Mode", and only then you can select faces of the object. The intuitive way of unwrapping the object would be a simple one click in the object mode, which would select the object "in the right way" for the "U" shotcut to work. Or better yet, unwrap could be part of the right click menu, as it might be one of the most used functions in Blender. Lesson of this is; always try to find tutorials on the user interface of the more complicated software, no matter how frustrating it might be. My impression from the hype behind the Blender 2.8 was that it should be even more intuitive than before, but apparently, it's still nowhere near intuitive enough to start using without more careful study of the basics - unlike with SketchUp. The Alternative In the end, I didn't manage to make a working 3D terrain with Blender, even after working several hours with it, until late yesterday, when I had limited success, but nothing to show just yet, due to blender crashing with trying to subdivide the plane mesh to 60 and subdividing another 60 after adding the heightmap, so that the details would come out more. But to prove a point publicly, I started googling for SketchUp plugins - and today I found what I needed. A Simple tool called "Bitmap to Mesh", which turns any bitmap (or png) heightmaps to workable meshes. Here is the heightmap, while it is processing; And here is the ready mesh; No extensive tutorials, only 6 steps; Draw > Mesh From Heightmap Context Menu > Mesh From Heightmap Context Menu > Mesh From Bitmap Choose the Start Plane Choose the Width Choose the Depth And after processing, you have a rudimentary heightmap, ready for you to tinker with to make it look more terrain like. The above picture is just a test of this work process and does not represent the end product of my tutorial journey. As you can see, the workflow was effortless and extremely beginner friendly, yet powerful enough so that even professionals can start their miracle working with ease. I would also like to press a point here; I found this plugin today and before writing this Dev Diary, managed to get done what I needed in less than a hour, with nothing but a simple few lines of written tutorial. Blender isn't a bad software, but has a much steeper learning curve and needs a much more thorough study of tutorials and getting used to before you can use it effectively. Yet it is a very powerful tool for developers of all kind, like a swiss army knife for a camper - a tool for quite much any job an artist or game developer could need, if they know or learn how to use it. Also to be fare to Blender, it is a humongous task to make something so versatile to be as intuitive as possible. 2.8 is a huge step in the right direction, in my opinion. Conclusion I'm going to continue with my attempts to create a 3D world map for the RTS game - yes, I just can't shake that desire for a 3D game, even after saying that it would make more sense to do 2D first and touting that I would try to do a 2D (or 2.5D) game as my first release project. As much as I have dear memories from retro games, like the original Command and Conquer, Dune and the original Warcraft series, and even to some extent KKND (Krush Kill n' Destroy), I don't feel inspired by the thought of making a 2D RTS game in this day and era. Following the