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  1. Give me feedback

    Hey, everyone! This is my first post here. I would like to know what you think about my project called STRATUM. It's a 2D platformer that is heavily based on storytelling and boss fighting while trekking through the world. Everything in STRATUM takes place in the first century AD, in a world that wraps our own universe, called The Stratum. A parallel Universe that is the home of the Christian deities . In this game you will play as a Dacian warrior, unfamiliar with everything in this world, you’ll get to know and understand The Stratum together with him. The main thing that I want with STRATUM is to reinvent the known lore and history of the Christian deities and realms. The story is unconventional, it plays down a lot of the mysticism of Hell or Heaven and it gives it a more rational view while keeping the fantastic in it. What do I mean by that? Well, think about Hell. What do you know about it? It's a bad place where bad people go, right? Well, that's not the case in STRATUM. I don't want to describe such a world. In STRATUM, there is a reason for everything, especially for the way Hell is what it is in the game. "Hell" is called The Black Stratum in the game. This world is not very different from Earth, but it is governed by different natural laws. The story will also involve the reason why this world entered in touch with ours. What do you think about all that I said? Would you be interested in such a game? I have to say that everything is just a work of fiction made with my imagination. I do not want to offend anyone's beliefs. I want this to be a one man game. I have been working alone on it (this was my decision from the beginning) from art to effects to programming to music to sound effects to everything. I also have a youtube video HERE if you want to see the way the game moves and the way my music sounds. Please, any kind of feedback will be highly appreciated. If you have something bad to say, do it, don't keep it for yourself only. I want to hear anything that you don't like about my project.
  2. Hi, it's my first post on this forum and I would like to share the game I am working on at the moment. Graphics have been made with Blender3D using Cycle as a renderer and I am using Unity3D. It's a 2D game, one touch side-scrolling game for iOS and Android. Here some pictures, and you can have a look to the gameplay on this video : Feedbacks ? And if you want to try it, send me your email and I will add you to the beta tester list!
  3. An adventure indie game with quests in a beautiful, bright world. Characters with unique traits, goals, and benefits. Active gameplay will appeal to players found of interactivity, especially lovers of quests and investigations. Available on: Gameroom (just open the web page and relax) AppStore GooglePlay WindowsPhone
  4. Biq Quest: Bequest

    From the album Big Quest: Bequest

    Big Quest: Bequest. An adventure indie game with quests in a beautiful, bright world. Characters with unique traits, goals, and benefits. Mobile game, now available on Gameroom. Just open the web page and relax.
  5. Biq Quest: Bequest (barraks)

    From the album Big Quest: Bequest

    Big Quest: Bequest. An adventure indie game with quests in a beautiful, bright world. Characters with unique traits, goals, and benefits. Mobile game, now available on Gameroom. Just open the web page and relax.
  6. Biq Quest: Bequest (city hall)

    From the album Big Quest: Bequest

    Big Quest: Bequest. An adventure indie game with quests in a beautiful, bright world. Characters with unique traits, goals, and benefits. Mobile game, now available on Gameroom. Just open the web page and relax.
  7. Biq Quest: Bequest (the farm)

    From the album Big Quest: Bequest

    Big Quest: Bequest. An adventure indie game with quests in a beautiful, bright world. Characters with unique traits, goals, and benefits. Mobile game, now available on Gameroom. Just open the web page and relax.
  8. Biq Quest: Bequest (dialogues)

    From the album Big Quest: Bequest

    Big Quest: Bequest. An adventure indie game with quests in a beautiful, bright world. Characters with unique traits, goals, and benefits. Mobile game, now available on Gameroom. Just open the web page and relax.
  9. New indie game development studio Knife Entertainment expects to release their debut project My Little Story: Reborn.Reborn is the first-person horror containing the spirit of the occultism and mystery. We decided to give players something, which they miss so much in games of this genre: you don't have to hide in dark corners trying to escape from some invulnerable monster. It will be vice versa. We gave players everything to make even the most savage and malicious enemy tremble with fear. You'll face the cruel world full of danger, to expose dark secrets and to fight with ancient evil.Our principal credo is our great attention to various details. That's why there are a lot of easter eggs in the form of references and visual quoting of such cult films, games and art works, as The Evil Dead, True Detective, Silent Hill, etc. The release is scheduled for the end of this year. Contact us: knifeent@gmail.com
  10. Unity The Arena

    Hey I'm developing a game inspired by World of Warcraft PvP Key features: — It's not an MMORPG, you don't need to level up and gear up your characters — Many different rated and casual gamemodes: duels, 2v2 and 3v3 arenas, battlegrounds, deathmatches — Built-in voice and matchmaking without a party (if you don't want to push serious rating) — Non-targeting combat system Sign up for beta here: https://goo.gl/forms/IYSAQtiRXQVY2B192 Duels: 3v3 with bots: More videos coming soon!
  11. New Level design

    From the album ScreenShotSaturday

    Kat is starting the design of our second level in "Something Ate My Alien". This one is a lava planet.
  12. Hi everyone! As you might know we have been working on dressing our player character. So.. girls... here are some of the dresses our artist has designed! SMLXL Offtopic As you know we are from Braga, Portugal and yesterday was a really sad day here. There were many fires, it was terrifying! Gil's house was actually threatened Everything is calmer now and nothing happened to us but it was verry scary This picture was taken by someone we know. Here is her facebook page https://www.facebook.com/inesfphotography/ ! Cya Wednesday The FAXIME Team Follow us and keep updated at: Facebook: https://www.facebook.com/FaximeGames Instagram: https://www.instagram.com/faximegames Twitter: https://twitter.com/FaximeGames Pintrest: https://www.pinterest.pt/faximegames SoundCloud: https://soundcloud.com/faximegames
  13. PC [Alpha] Endless Conflict [Co-Op] [F2P]

    Fight in the Endless Arena and never turn back! Past the year 427, in Errat, land of brainless multicolor warriors. They lived in a continious war until one day, when a farmer, curiously foreigner too, told them a way to solve their conflicts or just kick the crap out of each other's butts. Everyone on the land accepted this new way. But let's just quit this boring s***. To the ARENA! Endless Conflict is an online-fighting game where you can test out your brain and skills against your friends. Fight them the best way you can, using crazy power-ups and making amazing tactics, or just give them the Axe! Choose between different classes and customizations to your warrior and make it yours. Oh! And controller supported for those who always complain about "I'm better on controller" No matter your play-style, more skilled in combat, or more clever on tactics, you can easily adapt your own gameplay method to the Arena. Ah! And Solo-Player, we didn't forget you! You can also enjoy our PvE mode and the hilarious Co-Op campaign of this crazy and brainless world! And of course, if your friends want to come, they can play too in our vsIA :handjoystick: THE GAME IS IN EARLY STAGE, MAY BE BUGGED :handanykey:
  14. Meet The Aliens

    Some concept art of our UI for "Something Ate My Alien". This is what the aliens look like under their suits.... See more over here: http://www.somethingatemyalien.com/
  15. Hello guys, i make game in unity and i don't know how to make time script. i need to make how much points i have then gameplay begin to be faster. I try on this way but wont work i don't know much to programming i'm beginner. Can any one help me? Thank you! Sorry for my very bad english! Script i made: https://pastebin.com/VCEhtCub
  16. I did some evaluations on the time I need to spend on AI. It is not that difficult to create AI. It’s not even difficult to create impossibly difficult AI. What is really hard, is to create interesting AI. So – I started researching neural evolution. I spent a day reading through the Neural Evolution of Augmented Topologies (NEAT) by Kenneth O. Stanley a couple of times. A paper can be found here: http://nn.cs.utexas.edu/downloads/papers/stanley.ec02.pdf The algorithm is not that difficult to understand, but you need a bit of knowledge about neural networks and how they work to understand this paper. Luckily, I had already taken a course in Machine Learning by Andrew Ng and Stanford University. I would really recommend this to all interested in the field. Concretely for my case, I wanted to see if implementing this for the Moose in this game (and potentially all other species) would be a viable solution to create some interesting AI. I could then run a learning simulation for some time to create some base for these creatures, then add them with some mediocre intelligence to the version I ship to the end-users, but keep the ability to evolve the genome for the creatures alive in the game. NEAT in short For those who don’t know much about the learning algorithms, I just want to explain a little about how they work and the purpose of them. Neural networks are a computer model imitating the neurons, axons and dendrites that the brain consists of. Every neuron is a kind of computer that does a single calculation based on the input it gets. It then sends the calculated value to all the neurons it is connected to scaled by the connections. Here’s a picture of a classical neural network: This network can be trained over many iterations of measuring how far off from the goal the network performs, (called the error value or cost value). You then alter the connection values to try and better the performance for what you want. This could be looking at an image of a letter or number and trying to classify which number or letter it is. Or it could be analyzing an image of a road and training a car to drive itself. Common for all the purposes is that you have a large list of training data that tells the system how far off from the actual case the system is. The pixels of a picture here is the input values on the left, and the prediction of what the hand-written number is comes out on the right. For the case where you don’t have any training data, you can use something like neural evolution. The requirement here then is, that you supply the system with a Fitness function. The fitness function will supply the system by awarding “points” to the fitness of the performing genome every time it has randomly evolved to do something that has made it survive. For a very “simple” example, I’d recommend you watch Seth Bling’s version on YouTube: https://www.youtube.com/watch?v=qv6UVOQ0F44 Here, he creates a system to teach a computer to play Mario. The fitness function is just a value of how far over time Mario has moved. This works fine for this case. The inputs are the fields of blocks on the screen which he has classified to be two different types (standable, and enemy). It is a rather impressive implementation. So - an evolution algorithm works by creating a genome, mutate it to add random neurons and random connections between them, then measure how well they do before they die (or some other kill function). We then take the best few of the saved genomes and fuse them together. The fusion compares the genes in the genome and adds the matching genes from the parents with a value from either parent. It then takes the genes, that doesn’t match up, from the best performing parent (the one with the highest fitness number) and puts it into the new child. What is essential to get NEAT to work, is understanding how a genome is built up. Kenneth Stanley has some quite smart ideas on tracking where the different genes comes from. A genome here is two lists describing the neurons in the system and the connections between the neurons in the brain. The connections have an extra feature. They have what he calls an Innovation number attached, which describes when in the simulation this connection has appeared. It is this value that is used to compare the genes when fusing the genomes. As the simulation runs, and you breed the best performing creatures/genomes, you get better and better performing creatures. How long this simulation will take to run depends on the complexity of how you want the system to perform. Implementing the System Running the Neural Network I started by planning the interface for the system that should be run. To make the evolution system generic, the “brainstem” must be defined for each creature. Analogous to the real brain, this system will need a coupling between the actual brain and the inputs/outputs that each creature can have. The brainstem works as a relay, interpreting the signals from the body and other senses and forwards these signals to the brain. Simultaneously, these signal are dampened or enhanced depending on the severity of the signal and possibly also per specific signal. The brainstem also converts signals from the brain to nerve impulses to the body and muscles. It is this module, that should be defined for each creature in order to make a generic learning algorithm that all creatures can be run through. So a general model for how the brain iteration could work is something like this: Every iteration start with the creature “Sensing” what is around it. For the Moose, I wanted to include stuff like its hunger and thirst level, because I wanted to see if it could evolve to be smart enough to find food or water when it was almost dead. I had a long list of stuff as the sensory. The Sensory is gathered and sent to an adapter that inputs these values to the neural network. The network is iterated through and the output values is again sent to an adapter that interprets each of the output signals. The output signals are translated into actions and sent to a Resonator module. The function of this is to save the last output from the neural network and perform the given actions until the next output from the neural network comes. The reason I created this module was that I wasn’t sure my little laptop could keep up with running the network every frame. This means I can turn down the speed to something like ten times per second, but the creature would still act in between iterations. The Evolution System When the creatures die or are terminated for some reason, the evolution system come into play. I started by making what you could call a cradle for the evolution to start in. This was just a terrain where I put up four walls to create and area of something like a square kilometer. To start with, I made 26 copies of the same creature that was “protected” by the evolution system – meaning that when they die, it’s body isn’t deleted, only its brain. This way, I made sure that no matter how much bad luck they would have, at least 26 entities would be simulating at any given moment. When the creatures did nothing for a wanted amount of time, I terminated their brain and created/fused/mutated a new one and injected this brain into the creature along with resetting its vitals. The Neural Network Manager attached to each creature records the performance of the performing creature and saves its fitness number to a file when it dies. The Neural Evolution Manager is then responsible for finding the genomes for the specific creature and breeding the best of them, mutating them and instantiating the new brain and injecting it into the creature again. The same algorithm is used when a natural birth occurs, only these individuals die for real when they run out of food or water. Presentation For debugging any system like this, testing and unit tests are necessary. Although, with real-time simulations, you cannot necessarily test every scenario that the system will experience, mainly because it can be hard to imagine every scenario. So visualizing the actual neural network is also vitally necessary. Here’s a video of the performing system from the beginning. https://drive.google.com/open?id=0BxnLa_qsqQBoR3Q5S2IzS2dzRlU And another session: https://drive.google.com/file/d/0BxnLa_qsqQBoVGpQd3ZEMTBsNzg/view?usp=sharing What you can see is me starting by setting some parameters for the evolution system. These are values such as how long the creature can stand still and do nothing before termination or how much its fitness has to change to be recorded. There’s also a value that controls how many loop iterations the performing neural network can take. This value is needed, because two nodes can feed each other, creating an infinite loop that never returns. The next thing that happens is… nothing. Nothing happens for the first 10-20 seconds. Eventually, a creature starts reproducing, running, turning or eating, which is awarded fitness points. So the next generation of creatures all inherit these features and half of them starts doing that. The green orbs in the system are input values and are shown for the current creature being viewed on the left. The red orbs are the output values for the current creature being viewed. The yellow orbs that begin to appear in between are “hidden neurons”. The lines between them are connections and its scaling value is representing by how much color it is shown in (black/grey means close to zero). Eventually they develop some behavior that gets them forward. at generation 10, they start to be able to detect obstacles in front of them, turn and conserve energy based on the steepness of the surface they stand on. This is very interesting to me. I really feel like this has great potential, once I clean up the input values and normalize them. If any of you are interested in seeing this early build and reading the source code, I’d be happy to share it. What's next? I need to supply a hunter/predator to the training simulation. This is just going to be a placeholder – most likely an animated red box with the “Player” tag. This being a hunter following and killing the creature when it is close enough. This will eventually train the creatures to flee, turn or attack at the right moment so that the creature doesn’t get killed, thus survive and increase its fitness. This requires the creatures to know the relative direction to the predator, and perhaps the distance. Another critical optimization for this system is normalizing the input values to be between zero and one. Some of these values are vectors and requires vector normalization, and I fear these calculations may be hard on the system and require me to turn down the iterations per second. I will optimize this further and begin some game tests when I have the time.
  17. Dino Survival

    Have you ever dreamed of fighting with dinosaurs? If so, then this game is for you. Hold out against the bloodthirsty prehistoric lizards for as long as possible. Seize more weapons, including a shot gun, sword and other stuff. Good luck! Download https://falcoware.com/DinoSurvival.php
  18. COMPANY AND THE PROJECT We are an indie game studio consisted of professional and friendly people. Additionally, we are a team of skilled artists and dedicated indie enthusiasts. Our current project is INT, developed on Unity Engine 5 for platforms Windows, Linux, and Mac. 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 TALENTS NEEDED Animation Rigger Community Manager Website Administrator REVENUE - SHARE This is the perfect 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. Currently the crowd-funding campaign is scheduled for the year 2018. Your understanding is dearly appreciated. Thank you for your time! We look forward to hearing from you! John Shen HR Lead Starboard Games LLC
  19. Procedural Music Generator

    Hey everyone I've hit a milestone for a side-project of mine I've been working on for some time. It's been a frustrating labor of love, but reached my version 1.0 mark recently The asset can be used to create procedural music configurations that are editable in real time in a game. You're able to edit dozens of variables like the scale, mode, tempo, instruments, effects and dozens of other settings to react and adapt to gameplay or other events (or just use it as an easy tool to custom make music for your game). It's available on the unity asset store here: https://www.assetstore.unity3d.com/#!/content/99791 A demo is available on my github page: https://stickandbindlegames.github.io Video Link-Main: https://youtu.be/kDLc6GFdZTk Video Link-Presets showcase: https://youtu.be/dcVjY5rkUqU Video Link-Features Overview: https://youtu.be/TGQM11iRRUQ Video Link-Chiptune example: https://youtu.be/P3BNIbOhSfU It's still in active development, despite this release, so I'd be very interested in any feedback ( good or bad), advice, or suggestions for what may make it more appealing to you as developers. It'd be useful to know what features would make it more useful to you as a developer, or feedback on any aspect of the player, really, as I have a few directions I can take the generator for future updates. Thanks for your time! I look forward to anyone's thoughts :).
  20. Hi everyone, I'm creating a series of tutorials about the creation of Game Effects in Unity. I hope it may help someone around here, and feel free to ask questions. Thanks & Enjoy!
  21. So starting a new mobile game and this time I want to add a proper leader board and allow players to retrieve profiles. For my first game I used Facebook to hold score, however the one score per player limit and the fact that you can only see the score of friends are annoying. So now I wan my own server to deal with it except servers are expensive and I only need to store int and a copy of the Unity save.I have been thinking about getting my self a raspberry pi and turning it into a server for the mobile game, then I could also use it for my other mobile games if I want. 1.) Can I even use a raspberry pi as a server? if I can 2.) How hard would it be and how long would it take more or less? (Assume I know nothing of networking.) 3.)What kind of maintenance am I looking at? I notice the rasberry doesn't have a cover or anything. It would have to run day in and out. if I can't 4.) What are my other options? I notice free server sites often forbid game hosting and only data storage, I think because then no one sees the adverts these sites use. I really don't need much. Based on my projections from my other mobile games I think I am going to get around 500 - 800 players for about a month before it rapidly drops down. So I only need to store around 2000 player's data. Having my own server would make it easy to create more complex mobile games as I advance. I am doing this for the experience so I don't mind if it's difficult or comes with some expense, I just don't want to spend thousands on this.
  22. Welcome back to day 26! We just finished implementing our Enemy Spawning System, but before we move on to the next thing, I would like to go and fix/update some minor things that we glimpsed over. Specifically, I like to address these 3 points: When we get hit, there’s no player hit sound effect We should fix the crosshair to be something nice When the player dies, I would like the enemy knights to stop moving and enter their idle state That means today, we’re going back to the Unity Asset Store! Step 1: Creating punching sound impacts The first thing we want to do is play a sound effect for when our knight punches our player. Luckily for us, we already the Action SFX Vocal Kit asset that we installed from Day 14. Inside the asset pack, we have a variety of options for punching sound effects! Playing the punch sound effect in EnemyAttack We only want to play the sound effect to play when our player gets hit, so to do that, we’re going to update EnemyAttack so that when the player takes damage, we can play our sound effect. Here’s the updated EnemyAttack: using UnityEngine; public class EnemyAttack : MonoBehaviour { public FistCollider LeftFist; public FistCollider RightFist; public AudioClip[] AttackSfxClips; private Animator _animator; private GameObject _player; private AudioSource _audioSource; void Awake() { _player = GameObject.FindGameObjectWithTag("Player"); _animator = GetComponent<Animator>(); SetupSound(); } void OnTriggerEnter(Collider other) { if (other.gameObject == _player) { _animator.SetBool("IsNearPlayer", true); } print("enter trigger with _player"); } void OnTriggerExit(Collider other) { if (other.gameObject == _player) { _animator.SetBool("IsNearPlayer", false); } print("exit trigger with _player"); } private void Attack() { if (LeftFist.IsCollidingWithPlayer() || RightFist.IsCollidingWithPlayer()) { PlayRandomHit(); _player.GetComponent<PlayerHealth>().TakeDamage(10); } } private void SetupSound() { _audioSource = gameObject.AddComponent<AudioSource>(); _audioSource.volume = 0.2f; } private void PlayRandomHit() { int index = Random.Range(0, AttackSfxClips.Length); _audioSource.clip = AttackSfxClips[index]; _audioSource.Play(); } } New Variables added We added 2 new variables and they are: _audioSource — our sound player AttackSfxClip — an array of punching music sound clips that we’ll later add in. Walking through the code changes. Here’s the new addition we added into our code: In Start() we call SetupSound() which is where we create an AudioSource component in code and then set the volume. In Attack(), which you might recall is called by an event from our Knight’s attacking animation, we call PlayRandomHit() to play a random punch effect. In PlayRandomHit(), we get a random index from our array of Sound Clips, we set it to our audio source and then we play it. Step 2: Setting up the Audio Clips for EnemyAttack We made a slot in our EnemyAttack script for us to put in Audio Clips, so now we’ll put them in. Where? We’ll put in our Knight prefab, which is in the Prefabs folder. Select our Knight prefab, under the Enemy Attack (Script) component, expand Attack Sfx Clips and set Size to be 3. Then either drag and drop or open the selector to add Punch_01-Punch_03into those slots. Now when we play the game, if we were ever hit by the knight, the punching sound will play. Great! Step 3: Adding A Better Crosshair The next thing we want to do today is to add an overall better crosshair UI instead of the white square that we have. Step 3.1: Getting the crosshair from the asset store To do that, I went to the Unity Asset Store and I found a free crosshair pack: Simple Modern Crosshairs Download and import the asset to our game. Everything will be in the SMC Pack 1 in our Assets folder Step 3.2: Using the crosshairs pack I’m not going to be picky on my crosshair, so I just chose the first one. Setting our Crosshair image Inside our hierarchy, go to HUD > Crosshair and in the Image (Script) component, change Source Image to be one of the crosshairs you like. I chose 1 because it’s the first one. Changing our crosshair to be red Right now, it’s White, I decided to change it to Red. Also, it’s hard to see it when it’s so small, so I resized our crosshair. I set the width and height of our image to be 40. Re-center our crosshair Finally, after we adjusted the size of our image, we should reposition the crosshair to be in the middle of the screen again. To do that we click on the Anchor Presets (the box on the top left corner of our Rect Transform component) and hit ctrl + shift in the middle center box. Now when we’re done, we should have something like this: Step 4: Stopping Enemies in Game Over Now we’re on the final and more complicated part of today. Currently, in the state of our game, when the player loses, the enemies will continue attacking the player and the spawner would continue spawning. While leaving that as is could be considered a feature, for practice, we’re going to learn how to disable enemy spawning and movement when the game is over. The first thing we’re going to do is stop the enemies from moving after we win. Note: this is only when the player loses. If they win, all the enemies are already dead and there’s already no more enemies to spawn. Step 4.1: Spawn all enemies inside a parent holder in SpawnManager If we want to disable our enemy knights after the game is over, a simple change we could do inside our EnemyHealth or EnemyMovement script is to check our GameManager to see if the game is over in Update(), over and over and over again… As you can imagine doing this for ALL our enemies could become computationally expensive. So instead, I think a better solution is to store all enemies in a parent game object and then when we’re done, cycle through all of them. The best way for us to have this parent container is to create it in our SpawnManager and then push all enemies that we spawn in there. For our code to work, we need to access the EnemyHealth and EnemyMovmenet script to: Check if the enemy is still alive If alive, set them to an idle state and stop them from moving, all of which is controlled in our EnemyMovement script. Here’s the code, note that it won’t compile yet until we change EnemyMovement: using System.Collections; using UnityEngine; [System.Serializable] public class Wave { public int EnemiesPerWave; public GameObject Enemy; } public class SpawnManager : MonoBehaviour { public Wave[] Waves; // class to hold information per wave public Transform[] SpawnPoints; public float TimeBetweenEnemies = 2f; private GameManager _gameManager; private int _totalEnemiesInCurrentWave; private int _enemiesInWaveLeft; private int _spawnedEnemies; private int _currentWave; private int _totalWaves; private GameObject _enemyContainer; void Start () { _gameManager = GetComponentInParent<GameManager>(); _currentWave = -1; // avoid off by 1 _totalWaves = Waves.Length - 1; // adjust, because we're using 0 index _enemyContainer = new GameObject("Enemy Container"); StartNextWave(); } void StartNextWave() { _currentWave++; // win if (_currentWave > _totalWaves) { _gameManager.Victory(); return; } _totalEnemiesInCurrentWave = Waves[_currentWave].EnemiesPerWave; _enemiesInWaveLeft = 0; _spawnedEnemies = 0; StartCoroutine(SpawnEnemies()); } // Coroutine to spawn all of our enemies IEnumerator SpawnEnemies() { GameObject enemy = Waves[_currentWave].Enemy; while (_spawnedEnemies < _totalEnemiesInCurrentWave) { _spawnedEnemies++; _enemiesInWaveLeft++; int spawnPointIndex = Random.Range(0, SpawnPoints.Length); // Create an instance of the enemy prefab at the randomly selected spawn point's position and rotation. GameObject newEnemy = Instantiate(enemy, SpawnPoints[spawnPointIndex].position, SpawnPoints[spawnPointIndex].rotation); newEnemy.transform.SetParent(_enemyContainer.transform); yield return new WaitForSeconds(TimeBetweenEnemies); } yield return null; } // called by an enemy when they're defeated public void EnemyDefeated() { _enemiesInWaveLeft--; // We start the next wave once we have spawned and defeated them all if (_enemiesInWaveLeft == 0 && _spawnedEnemies == _totalEnemiesInCurrentWave) { StartNextWave(); } } public void DisableAllEnemies() { // cycle through all of our enemies for (int i = 0; i < _enemyContainer.transform.childCount; i++) { Transform enemy = _enemyContainer.transform.GetChild(i); EnemyHealth health = enemy.GetComponent<EnemyHealth>(); EnemyMovement movement = enemy.GetComponent<EnemyMovement>(); // if the enemy is still alive, we want to disable it if (health != null && health.Health > 0 && movement != null) { movement.PlayVictory(); } } } } New variable used The only new variable that we used is to a GameObject that we call _enemyContainer. _enemyContainer, is literally an empty game object that we create that’s sole purpose is to function as a container. Walking through the code The complexity of this specific feature isn’t the code itself, it’s changing multiple pieces that intermingle with each other. Here’s what we need to know about the changes done to SpawnManager: In Start(), we create a new instance of a GameObject, which will put _enemyContainer in our actual game. It’ll be called “Enemy Container” We create a new public function called DisableAllEnemies(), in here, we check all child game objects in our _enemyContainer. We make sure they all have our EnemyHealth and EnemyMovement If they all do, we’ll call the currently non-existent PlayVictory(). Once again, currently our code does not compile, we need to add PlayVictory() to our EnemyMovement script. Step 4.2: Creating PlayVictory() in EnemyMovement In SpawnManager, we’re essentially disabling all enemy movements after the game has ended. To do that we’re putting that logic in a function that we’ll call PlayVictory() Here are the changes that we made to EnemyMovement: using UnityEngine; using UnityEngine.AI; public class EnemyMovement : MonoBehaviour { public float KnockBackForce = 1.1f; public AudioClip[] WalkingClips; public float WalkingDelay = 0.4f; private NavMeshAgent _nav; private Transform _player; private EnemyHealth _enemyHealth; private AudioSource _walkingAudioSource; private Animator _animator; private float _time; void Start () { _nav = GetComponent<NavMeshAgent>(); _player = GameObject.FindGameObjectWithTag("Player").transform; _enemyHealth = GetComponent<EnemyHealth>(); SetupSound(); _time = 0f; _animator = GetComponent<Animator>(); } void Update () { _time += Time.deltaTime; if (_enemyHealth.Health > 0 && _animator.GetCurrentAnimatorStateInfo(0).IsName("Run")) { _nav.SetDestination(_player.position); if (_time > WalkingDelay) { PlayRandomFootstep(); _time = 0f; } } else { _nav.enabled = false; } } private void SetupSound() { _walkingAudioSource = gameObject.AddComponent<AudioSource>(); _walkingAudioSource.volume = 0.2f; } private void PlayRandomFootstep() { int index = Random.Range(0, WalkingClips.Length); _walkingAudioSource.clip = WalkingClips[index]; _walkingAudioSource.Play(); } public void KnockBack() { _nav.velocity = -transform.forward * KnockBackForce; } // plays our enemy's default victory state public void PlayVictory() { _animator.SetTrigger("Idle"); } } Walking through the code For possibly the first time in a long time, we aren’t introducing new variables, we just have new code: We implemented PlayVictory() that our SpawnManager will call. It’s pretty basic, we set our state to be idle. In Update() I’ve moved the animation state check to the outer if statement. The reason is that the moment we change our state, we’ll disable our Nav Mesh Agent so our enemy won’t move anymore. Step 4.3 Updating GameManager to use DisableAllEnemies() from the SpawnManager Now we have everything setup, the last and final thing that we need to do is to set our GameMangager script to use our new SpawnManager. Here’s the code for that: using UnityEngine; public class GameManager : MonoBehaviour { public Animator GameOverAnimator; public Animator VictoryAnimator; private GameObject _player; private SpawnManager _spawnManager; void Start() { _player = GameObject.FindGameObjectWithTag("Player"); _spawnManager = GetComponentInChildren<SpawnManager>(); } public void GameOver() { GameOverAnimator.SetBool("IsGameOver", true); DisableGame(); _spawnManager.DisableAllEnemies(); } public void Victory() { VictoryAnimator.SetBool("IsGameOver", true); DisableGame(); } private void DisableGame() { _player.GetComponent<PlayerController>().enabled = false; _player.GetComponentInChildren<MouseCameraContoller>().enabled = false; _player.GetComponentInChildren<PlayerShootingController>().enabled = false; Cursor.lockState = CursorLockMode.None; } } New variables We add _spawnManager so that we can stop all enemies when they win. Walking through the code The changes here is simple: In Start(), we grab our SpawnManager script, nothing new or surprising here (remember that our SpawnManager is a child of GameManager) In GameOver() we use our _spawnManager to disable all the enemies. Now if we play the game, you should see our enemies enter their idle state (and stop punching our poor body). Yay! Step 5: Stop Enemy Spawing On Death We’ve stopped the enemy from moving, the next thing we need to do now is to disable the spawner from spawning any more enemies when the game is over. Luckily for us, in our SpawnManager we already have code that runs at exactly when the game is over: DisableAllEnemies() Here’s what our code looks like in SpawnManager: using System.Collections; using UnityEngine; [System.Serializable] public class Wave { public int EnemiesPerWave; public GameObject Enemy; } public class SpawnManager : MonoBehaviour { public Wave[] Waves; // class to hold information per wave public Transform[] SpawnPoints; public float TimeBetweenEnemies = 2f; private GameManager _gameManager; private int _totalEnemiesInCurrentWave; private int _enemiesInWaveLeft; private int _spawnedEnemies; private int _currentWave; private int _totalWaves; private GameObject _enemyContainer; private bool _isSpawning; void Start () { _gameManager = GetComponentInParent<GameManager>(); _currentWave = -1; // avoid off by 1 _totalWaves = Waves.Length - 1; // adjust, because we're using 0 index _enemyContainer = new GameObject("Enemy Container"); _isSpawning = true; StartNextWave(); } void StartNextWave() { _currentWave++; // win if (_currentWave > _totalWaves) { _gameManager.Victory(); return; } _totalEnemiesInCurrentWave = Waves[_currentWave].EnemiesPerWave; _enemiesInWaveLeft = 0; _spawnedEnemies = 0; StartCoroutine(SpawnEnemies()); } // Coroutine to spawn all of our enemies IEnumerator SpawnEnemies() { GameObject enemy = Waves[_currentWave].Enemy; while (_spawnedEnemies < _totalEnemiesInCurrentWave) { _spawnedEnemies++; _enemiesInWaveLeft++; int spawnPointIndex = Random.Range(0, SpawnPoints.Length); if (_isSpawning) { // Create an instance of the enemy prefab at the randomly selected spawn point's position and rotation. GameObject newEnemy = Instantiate(enemy, SpawnPoints[spawnPointIndex].position, SpawnPoints[spawnPointIndex].rotation); newEnemy.transform.SetParent(_enemyContainer.transform); } yield return new WaitForSeconds(TimeBetweenEnemies); } yield return null; } // called by an enemy when they're defeated public void EnemyDefeated() { _enemiesInWaveLeft--; // We start the next wave once we have spawned and defeated them all if (_enemiesInWaveLeft == 0 && _spawnedEnemies == _totalEnemiesInCurrentWave) { StartNextWave(); } } public void DisableAllEnemies() { _isSpawning = false; // cycle through all of our enemies for (int i = 0; i < _enemyContainer.transform.childCount; i++) { Transform enemy = _enemyContainer.transform.GetChild(i); EnemyHealth health = enemy.GetComponent<EnemyHealth>(); EnemyMovement movement = enemy.GetComponent<EnemyMovement>(); // if the enemy is still alive, we want to disable it if (health != null && health.Health > 0 && movement != null) { movement.PlayVictory(); } } } } New variable I introduced 1 new variable, a boolean _isSpawning which we’ll use in our code to stop our enemy from spawning. Walking through the code Here’s another update with some minor changes: In Start(), we instantiate _isSpawning to be true. In SpawnEnemies() we add an if statement check to see if we’re spawning, if we are, we’ll spawn an enemy, if not, then we don’t do anything. Inside DisableAllEnemies(), which is called by SpawnManager when the player’s health drops to 0, we set _isSpawning to false so we’ll stop spawning enemies in SpawnEnemies(). Conclusion Phew, that was a long drawn out day today! We accomplished a lot today! We added an enemy punch sound, we fixed our crosshair UI, and then we went and did a large change that stops enemies from moving when they win. Tomorrow, we’re going to start creating new enemies that we can add into our SpawnManager so we can get some variety in the game! Until then, I’m off to bed! Source: Day 26 Visit the 100 Days of Unity VR Development main page. Visit our Homepage
  23. NEW MUSIC (OBSCURITY) Originally posted on FidelumGames.WordPress.com on October 1st, 2017 Here comes Obscurity! This was the first song I made for The Wayfarer. I actually did intend to do something a bit (a lot) brighter, but at times you really can’t really control what comes out. And since I liked how it sounded and felt, I kept doing it until it was ready. And I’m glad I did. If all goes as planned, during the next week I should be getting a new pair of stands for my Behringer Truth B2030A monitors. After that I can direct these studio monitors correcly, which should have a positive impact to mix quality. For now they have been positioned strongly asymmentrically, so they are next to useless during mixing, and 99% of the work has been done with headphones. That 1% is the last rouch check if there are any frequencies that come through in piercingly strong way. Can’t wait to have them. BR Mika Pilke HURRAH! MILESTONE #1 REACHED Originally posted on FidelumGames.WordPress.com on October 13th, 2017 First off: YAY! I’ve reached my first major milestone in the development of The Wayfarer. My enemies (as far as behavior goes) are complete! They still need to be replaced with proper models and given the ability to die (along with dropping loot, etc.), but all of the AI and related systems are complete and, as far as I can tell, mostly bug free. I think that, in order to stay motivated, it’s important to celebrate these small successes, so last night I had a few drinks, and today I’m writing this post and giving myself a pat on the back (good job, me). So why did I decide that this was my first major milestone? In my development experience thus far, one of the hardest and most frustrating things I’ve found is the difficult and delicate act of creating and maintaining complex interconnected systems. All of the individual items I’ve completed so far for my enemies (attacking, spellcasting, navigation, stats, decision making, editor tools, etc.) have not been overly difficult to implement individually. Sure, there were some challenges, but nothing too major. The real challenge is making all of these things fit together in a way that they all still work, and doing so in a way that makes sense and doesn’t cause terror when thinking about having to change something. The reason I’m considering this to be my first major milestone is because all of the features mentioned above, even though they’re all individual systems, are now combined into a larger closed system. This means that I know each individual system works, and I know they all work together, and the stress of having to make that a reality is gone! Moving forward, I can start working on smaller systems again (like player actions, looting, inventory management, levelling, etc.), which is a quicker, simpler and more carefree process than integrating said systems. Of course, once those individual systems are done, I’ll have to integrate them into another closed system, thus reaching another milestone. But, to keep myself realistic, and to prepare myself for the difficulties to come, I do realize that once ‘closed’ system number two is complete, I’ll have to connect it to closed system number one. I have no experience working with systems on this scale, so this is a huge learning experience for me, and I don’t know what to expect. Part of me is expecting the worst, another part is optimistic and hopeful that I’ve paid my dues in terms of keeping the code clean and sensible, and should reap the benefits when the time to integrate comes. Anyhow, I’m super pleased and happy at the moment, and can’t wait to start working on new features again. Hopefully things go smoothly for the next little while and these posts will start getting a little more frequent. This was a huge hill to climb, and I’m glad to be at the top of it (even though I can see the top of the much larger hill in the distance). SQUISHING MAGICAL BUGS During most of my last five or so development sessions, I felt I was making very little progress. I had my spell system pretty much complete, but the process for creating new spells had become too in depth and complicated, so I had to redesign some things and make some pretty major changes. Originally, I had been using ScriptableObjects for my spells, and while it was cool, and made me feel like a ‘real game developer’ to be able to create a spell by clicking Asset>Create>New Spell in the Unity editor, it just wasn’t practical for my purposes. I wound up sticking with trusty ol’ prefabs in the end. While the new system isn’t as generic as the old one (visual effects are now part of the actual spell prefab), it’s much more friendly and maintainable, and I’m able to create new spells in a matter of just a minute or two (not counting VFX creating time). Reworking this system was fairly straightforward. What really sapped my motivation and frustrated me was a bug that I just couldn’t squash. Many of the spells in the game will apply buffs to the caster, or to the caster’s enemy. These buffs have the ability to fortify or weaken any stat that exists in the game, and, when being used by an enemy, who the buff is being cast on (self or enemy), is important. I’ve designed my AI in such a way that, after it has decided to cast a spell, it chooses one at random, filtering out any spells that aren’t available to be cast. I’ve defined a spell that’s unavailable as one which: Has a range less than the distance between the caster and the target Costs more mana than the caster has available Added a buff to the caster which is still active The most important item on this list, in terms of the bug I’m about to describe, is number 3. I don’t want my enemies ‘wasting’ a turn by casting a buff on themselves which they’re already benefitting from. However, enemies are fully ably to cast the same buff on the player multiple times. The caveat with this, however, is that I don’t want multiple buff casts on the player from the enemy to stack. Instead, I want a re-casted buff to reset the remaining turn duration of the buff on the player. The exact opposite was happening–the buff was stacking leading to a spell which should cause a -2 to strength to be able to cause a -10 (or whatever other number) instead. Additionally, this was causing the player’s stat to increase when the buff wore off. This was a relatively small bug, but it drove me absolutely bonkers. Like I said, I spent somewhere around five sessions trying to fix it, getting little else done. Here’s the original method which caused the problem: public void AddActiveBuff(Spell spell) { foreach (StatusEffect buff in spell.StatusEffects) { if (!IsBuffActive(buff)) { activeBuffs.Add(buff, spell.Duration); stats.AddStatModifier(buff.stat, buff.amount); } else { activeBuffs[buff] = spell.Duration; } } } Can you spot the error? I’ll give you a hint: I use a Dictionary to store my activeBuffs, where they key is a StatusEffect object (the contents are unimportant), and the value is an integer representing the number of turns remaining for the buff. I fiddled with this friggin’ thing forever. I changed how I stored my activeBuffs, considered adding some polymorphism to my Spell class, creating multiple arrays to store the data–all kinds of things. In the end, I commented out a single line on a whim, and found the problem: public void AddActiveBuff(Spell spell) { foreach (StatusEffect buff in spell.StatusEffects) { if (!IsBuffActive(buff)) { activeBuffs.Add(buff, spell.Duration); stats.AddStatModifier(buff.stat, buff.amount); } else { //activeBuffs[buff] = spell.Duration; } } } Yep. One line of code. Seems to always be the cause of these tricky bugs. Because my spells are prefabs, the StatusEffect objects attached to them are instances belonging to the instance of the Spell when cast. Therefore, because the key in my activeBuffs Dictionary is an instance of a StatusEffect (something I overlooked, foolishly thinking that two separate but identical StatusEffect instances would be equal), I was adding a new entry to the activeBuffs Dictionary with the above commented line, rather than just resetting the duration of the existing entry. Of course, when I discovered this, I shook my head, and solved the problem in about thirty seconds by comparing buff names rather than objects: public void AddActiveBuff(Spell spell) { foreach (StatusEffect buff in spell.StatusEffects) { if (!IsBuffActive(buff)) { activeBuffs.Add(buff, spell.Duration); stats.AddStatModifier(buff.stat, buff.amount); } else { foreach (StatusEffect activeBuff in activeBuffs.Keys) { if (activeBuff.name == buff.name) { activeBuffs[activeBuff] = spell.Duration; } } } } } Once that was done, I was able to move on to fixing another small bug with my custom Stat inspectors, decide not to make another change regarding how buffs decay (a concern caused by the bug) and add a small piece of code that ignores the turn system when the player is not in combat (allowing for quicker exploration). Once those items were done, I suddenly realized that I had actually reached my first milestone and the frustration and lack of motivation I had been experiencing transformed into excitement and vigor. One more time: YAY! WHAT’S NEXT With that cumbersome set of tasks out of the way, what’s next? Well here’s what my task list has to say: 1.3. Milestone 1 Wrap Up – Complete Basic Turn Based System In Progress 1.3.1. Refactor and clean-up existing code 1.3.2. Document all existing features – UML, GDD, Code Comments 1.3.3. Celebrate! In progress 1.3.3.1. Have a few drinks (YAY!) Complete 1.3.3.2. Celebratory blog post In Progress Yes, this is actually on my task list. These things are important! But, more technically, here’s what the rest of my task list looks like at the moment. 1.4. Player Combat Actions 1.4.1. Attacking 1.4.1.1. Melee 1.4.1.1.1. Create Placeholder Weapon 1.4.1.1.1.1. Attack Animations 1.4.1.1.1.2. Damage Enemy 1.4.1.1.1.3. Ranged (Spear, etc.) 1.4.1.2. Ranged 1.1.1.2.1. Create Placeholder Weapon 1.4.1.2.1.1. Define how moving projectiles affect turns On Hold/Tentative 1.4.1.2.1.2. Projectile Animation 1.4.1.2.1.3. Magic 1.4.1.2.2. Casting Animation 1.4.1.2.2.1. Implement 1.4.1.2.2.2. Dual Wield? On Hold/Tentative 1.4.1.2.3. Define how the player will use dual wield (Attack both at once, choose which hand, etc.) On Hold/Tentative 1.5. Define item types (Consumable, Weapon, Armor, Quest, etc.) 1.5.1.Define item script heirarchy 1.5.2.Determine item commonalities and differences 1.5.2.1. Create item hierarchy 1.5.2.2. Weapons 1.5.2.3. Create Weapon Scriptable Object 1.5.2.3.1. Make Weapons equippable (through editor) 1.5.2.3.2. Share common animation based on type 1.5.2.3.2.1. Practice with Infinity Weapons 1.5.2.3.3. Practice with Mesh Effects 1.5.2.3.4. Integrate Infinity Weapons and Mesh Effects 1.5.2.3.5. Procedural Weapons 1.5.2.3.5.1. Experiment with Infinity Weapons texture generation and Blend Shapes at Runtime I made these items quite a while ago now, so the list will change before I actually start working, but this will give you a general idea of what I’ll be working on. The On Hold/Tentative items are ones that might not be needed, or that I have yet to fully decide to include in the game. POSSIBLE NAME CHANGE The last thing I’ll mention is that I’m considering changing the name of the game. I really like the title The Wayfarer; I think it sums up what the experience is essentially about. However, performing a search for the title, it seems too common a name. The first page of Google alone is filled with restaurant pages, and there are even a couple of games already existing with names similar to The Wayfarer. On the other hand, performing a search for my last game Pixel Zombie Shooter brings it back as the top result, and The Wayfarer has a much larger online presence than Pixel Zombie Shooter as far as all of the blog posts, Youtube videos, etc. So, I think that if I’m going to change it, I should do it sooner rather than later. What are your thoughts? Anyone with marketing experience want to chime in?
  24. The Balcony arcade mode updates

    Protecting yourself from flesh hunting zombies can be hard. In order for you to stay alive, you will need more than a water bottle, something bigger. Luckily there is a possibility to call in an air strike to aid you. Flaming napalm bombs, small bombs and gigantic nukes are great ways to deal with hordes of zombies but something as good as them comes with a high price. Remain patient and tactical to reserve enough coins to take an advantage of this new feature. In addition to the air strikes, we implemented supply drops. They come in two sizes, small and large, and contain neat explosives to throw. Not only did we implement explosives but also changed the way the yard and the zombies look like. Players will now feel the apocalyptic feel of the arcade mode. Zombies have more detail now as they are wearing ripped clothes, have eyes and produce zombie noises as they walk, attack and die. The objects of the scene have overgrown grass around them and image effects were added to create more darker scenery. https://i.imgur.com/usV4Szi.gifv To stay up to date with the latest updates and news, please visit our website: http://www.holotna.com/thebalcony/
  25. Hey everyone Was hoping to announce the release of a side-project of mine I've been working on for some time. It's been a frustrating labor of love, but reached my version 1.0 mark recently The asset can be used to create music configurations that are editable in real time in a game. You're able to edit dozens of variables like the scale, mode, tempo, instruments, effects and dozens of other settings to react and adapt to gameplay or other events (or just use it as an easy tool to custom make music for your game). It's available on the unity asset store here: https://www.assetstore.unity3d.com/#!/content/99791 A demo is available on my github page: https://stickandbindlegames.github.io Video Link-Main: https://youtu.be/kDLc6GFdZTk Video Link-Presets showcase: https://youtu.be/dcVjY5rkUqU Video Link-Features Overview: https://youtu.be/TGQM11iRRUQ Video Link-Chiptune example: https://youtu.be/P3BNIbOhSfU It's still in active development, despite this release, so I'd be very interested in any feedback ( good or bad), advice, or suggestions for what may make it more appealing to you as developers. Thanks for your time! I look forward to anyone's thoughts :).