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Found 1000 results

  1. So, I ripped out all the UMA2 code from my game client. Slapped in some Space Robot Kyle. Say Hi! And apparently, I guess some of the mesh magic going on behind the scenes of the 10000+ lines of code that is UMA2, was suppressing the last bit of positional jitter... So, if you've been following along, you may recall that I was relying heavily on a parent child relationship to keep the player character attached to the planet when the planet was rotated to keep the player/camera close to 0,0,0, in order to squash the jitters. That was apparently ill advised, and it's actually been a nagging disparity in my mind for a while. That being, when the player character was a child of the planet object, the player characters 0,0,0 was actually 0,-30000,0 in the Unity game world. So, now, the player character is "parent-less" and I've modified the planet moving script to adjust the position of the player along with the planet. Since this all happens within a single Physics tick, it's visibly seamless. MAJOR Caveat: When I enable this planetary rotation to occur when the player is in motion, I'll need to add some more code to handle velocity adjustments and whatnot. As it stands, a player could theoretically run non-stop out of the 10000unit bubble and the rotation script wouldn't try to kick in until they stopped moving. I currently have no idea if this would result in jitters, but my guess is yes. New planet rotation code: using System.Collections; using System.Collections.Generic; using UnityEngine; public class PlanetController : MonoBehaviour { public GameObject Planet; public GameObject Player; public Rigidbody prb; public UWThirdPerson.UWThirdPersonCharacter tpc; Vector3 upvector; int cnt = 2000; int interval = 2000; Vector3 newP; private void Start() { prb = Player.GetComponent<Rigidbody>(); tpc = Player.GetComponent<UWThirdPerson.UWThirdPersonCharacter>(); } void FixedUpdate() { cnt++; if (cnt > interval) { if (prb.velocity.magnitude < 1) { //Convert and store players position as the current planet relative position. newP = Planet.transform.InverseTransformPoint(Player.transform.position); //Rotate Planet Object(and children). Planet.transform.localRotation = Quaternion.FromToRotation((Player.transform.position - Planet.transform.position).normalized, Vector3.up); //Extract and set the new "world" positon of the player's planet relative position. Player.transform.position = Planet.transform.TransformPoint(newP); cnt = 0; } } } } Still, for now, the Camera is a child of the planet object as that preserves it's angle and direction with the least amount of code, and it is jitter free. Very strange imho.. And yet again, the player is totally jitter free. My client code is also now 10000+ lines lighter, and I'm ALWAYS happy when I can get rid of code I didn't write. That was nagging at me too. I've revised a few parts of the design mind map, all UI elements are now going to be simple HUD style "robot vision" type elements. Since we're no longer using Human characters, it's perfectly logical that text and images might just appear out of nowhere. I've also yanked out all the organic modeling branches from the design tree, YAY!! Aside from the rotation code there were a quite a few other places(and still are probably) where I had to perform a TransformPoint() or InverseTransformPoint() of the players position (from the planets transform) for the game logic to continue unhindered thinking that the player is actually existing within the planets relative coordinate system. If I tried NOT to do this, then the players tracked coordinates wouldn't be very useful at all, since it never really gets more than a few hundred/thousand units away from 0,0,0(terrain elevation variations). So, all in all, an hour or so of ripping out stale code references and a bit of an object juggle and my world is ready for a total robot revolution. Now, off to Blender land for a few days while I build Kyle's replacement(s).
  2. Unity is a cross-platform game engine developed by Unity Technologies, first announced and released in June 2005 at Apple Inc.'s Worldwide Developers Conference as an OS X-exclusive game engine. As of 2018, the engine has been extended to support 27 platforms. I have started a video tutorial on A Complete Game Development course using Unity3d on YouTube. It is completely a beginner to advance course so any on can visit and learn to code and design game from beginning. Course will be updated daily. Visit here for more information. https://www.youtube.com/channel/UCJjDIEeBxUT8VxBVnMXHkDQ
  3. ReyGates

    Unity Nyasar Feature Update

    Weather System I am currently working on the weather system that can affect cold, so the player need to find warm place to sleep/stay .
  4. What is the game like I'm working on a game where the main mechanic is the player creates their own spells. They create spell using a sort of visual programming language Here is a diagram showing how the spell system would work The top spell would shoot fire out of the casters hand The second spell would shoot a projectile in a straight line until it hit something with no other effects The third spell would shoot a projectile and when it hits, explodes in a fireball Armed with only their knowledge of magic the player must navigate through caves and dungeons looking for artifacts and spells to allow them to become a master of the magic arts. What I have so far I prototype of the spell creation system. The user can draw symbols using an oculus touch controller in the air. The computer recognizes the symbol and the user can then move the symbols around to construct spells. List of spells I have working at the moment Fire - does damage, burns wood, and can light torches Wind - pushes objects and puts out torches Levitate - causes the target to become weightless, when used with wind you can push even heavy objects Light - a bright light used to light up dark areas What I need It would be great to have an artist to work with. I am going ahead doing the artwork on my own but having somebody who could take that too let me focus on the other aspects would be of great help I would also like if somebody would take on the role of designing levels. I think this game will rely on having many different interesting encounters to force them to come up with clever solutions to problems using their magic. It would be helpful to have somebody to collaborate with for ideas in the category and to focus on trying different levels out to help me focus on the programming.
  5. While making a roguelike game, procedural generation have to be quick and yet intriguing enough for the generated level to be fun to just pick up and play. There are many ways to generate and laying out procedurally generated rooms. In The Binding Of Isaac, for example, you have many different types of regular room presets. The generator just picks a preset based on things like room placement and size. Because those rooms are always of fixed size, this is a nice compromise. By having handmade presets the generated level is somewhat believable (i.e. there are no gaps or obstacles below a room door or secret room and whatnot). Another example would be Nuclear Throne. The game takes a different approach to procedural generation by keeping it relatively simple. Because it's not room-based like The Binding Of Isaac, there are more things like caves and large open area. The gameplay also plays into this, as the player needs to eliminate every enemy to spawn a portal to the next level. Because my game is somehow more inspired by The Binding of Isaac, the right way to procedurally generate rooms would be to use presets, and this is how I make special rooms. However, there's a big difference between The Binding Of Isaac and my game: my regular rooms aren't always the same size. This means that rather than having presets of regular rooms as well as special rooms I need something more flexible and, most importantly, dynamic.. The anatomy of a Room In my game, as I've said in a previous post, levels are big two-dimensional arrays from which the level geometry is generated. Every room of a level is made using a BSP tree. I won't go in details much on how rooms are generated, but in essence, we create a grid from which we trace a path between two rooms and sparsely attach bonus rooms along the way. Because I already have rooms sizes and whatnot with that level generation, I could reuse the same idea for room layouts. Within rooms, I've also set special anchor points from which props (or more precisely, prop formations, more on that later...) could be generated. Basic Layouts The idea here is to have room layout presets. Within those, presets are an array of prop formations, and each of these formations is linked to a specific anchor point. A formation has a two-dimensional boolean array that indicates whenever or not there should be a prop here. Let's take, for example, a diamond array: The dimension of the array depends on its rooms' dimensions. Here's how it's done: \( size = \left \lceil \frac{2(max(RoomSize_{x},RoomSize_{y}))) }{ 3 } \right \rceil\) In order to change the array's content we actually use common image manipulation algorithms... Bresenham's Line Algorithm The first used algorithm is the Bresenham's Line Algorithm. Its purpose is to simply render a line describe by two bitmap points onto a raster image. To put it simply, we get the deviation (delta, or "d" for short) in both X and Y of each point of the described line and compare both of them. Depending on the biggest, we simply incremate the point on that axis and colour it in. Here's the implementation: public void TraceLine(Vector2Int p0, Vector2Int p1) { int dx = Mathf.Abs(p1.x - p0.x), sx = p0.x < p1.x ? 1 : -1; int dy = Mathf.Abs(p1.y - p0.y), sy = p0.y < p1.y ? 1 : -1; int err = (dx > dy ? dx : -dy) / 2, e2; while (true) { m_propArray[p0.x][p0.y] = true; if (p0.x == p1.x && p0.y == p1.y) { break; } e2 = err; if (e2 > -dx) { err -= dy; p0.x += sx; } if (e2 < dy) { err += dx; p0.y += sy; } } } Midpoint Circle Algorithm The midpoint circle algorithm is an algorithm used to render a circle onto an image. The idea is somehow similar to Bresenham's Line Algorithm, but rather than drawing a line we draw a circle. To do this we also need, for simplicity sakes, to divide the circle into 8 pieces, called octants. We can do this because circles are always symmetric. (It's also a nice way to unroll loops) Here's the implementation: private void TraceCircle(Vector2Int center, int r, AbstractPropFormation formation) { int d = (5 - r * 4) / 4; int x = 0; int y = r; do { // ensure index is in range before setting (depends on your image implementation) // in this case we check if the pixel location is within the bounds of the image before setting the pixel if (IsValidPoint(center + new Vector2Int(x,y)) { formation.m_propArray[center.x + x][center.y + y] = true; } if (IsValidPoint(center + new Vector2Int(x,-y)) { formation.m_propArray[center.x + x][center.y - y] = true; } if (IsValidPoint(center + new Vector2Int(-x,y)) { formation.m_propArray[center.x - x][center.y + y] = true; } if (IsValidPoint(center + new Vector2Int(-x,-y)) { formation.m_propArray[center.x - x][center.y - y] = true; } if (IsValidPoint(center + new Vector2Int(y,x)) { formation.m_propArray[center.x + y][center.y + x] = true; } if (IsValidPoint(center + new Vector2Int(y,-x)) { formation.m_propArray[center.x + y][center.y - x] = true; } if (IsValidPoint(center + new Vector2Int(-y,x)) { formation.m_propArray[center.x - y][center.y + x] = true; } if (IsValidPoint(center + new Vector2Int(-y,-x)) { formation.m_propArray[center.x - y][center.y - x] = true; } if (d < 0) { d += 2 * x + 1; } else { d += 2 * (x - y) + 1; y--; } x++; } while (x <= y); } Flood Fill Algorithm This is quite a classic, but it's still useful nevertheless. The idea is to progressively fill a section of an image with a specific colour while The implementation is using a coordinate queue rather than recursion for optimization sakes. We also try to fill the image using west-east orientation. Basically, we fill the westmost pixel first, eastmost second and finally go north-south. Here's the implementation: public void Fill(Vector2Int point) { Queue<Vector2Int> q = new Queue<Vector2Int>(); q.Enqueue(point); while (q.Count > 0) { Vector2Int currentPoint = q.Dequeue(); if (!m_propArray[currentPoint.x][currentPoint.y]) { Vector2Int westPoint = currentPoint, eastPoint = new Vector2Int(currentPoint.x + 1, currentPoint.y); while ((westPoint.x >= 0) && !m_propArray[westPoint.x][westPoint.y]) { m_propArray[westPoint.x][westPoint.y] = true; if ((westPoint.y > 0) && !m_propArray[westPoint.x][westPoint.y - 1]) { q.Enqueue(new Vector2Int(westPoint.x, westPoint.y - 1)); } if ((westPoint.y < m_propArray[westPoint.x].Length - 1) && !m_propArray[westPoint.x][westPoint.y + 1]) { q.Enqueue(new Vector2Int(westPoint.x, westPoint.y + 1)); } westPoint.x--; } while ((eastPoint.x <= m_propArray.Length - 1) && !m_propArray[eastPoint.x][eastPoint.y]) { m_propArray[eastPoint.x][eastPoint.y] = true; if ((eastPoint.y > 0) && !m_propArray[eastPoint.x][eastPoint.y - 1]) { q.Enqueue(new Vector2Int(eastPoint.x, eastPoint.y - 1)); } if ((eastPoint.y < m_propArray[eastPoint.x].Length - 1) && !m_propArray[eastPoint.x][eastPoint.y + 1]) { q.Enqueue(new Vector2Int(eastPoint.x, eastPoint.y + 1)); } eastPoint.x++; } } } } Formation Shapes Each formation also has a specific shape. These shapes simply define the content of the formation array. We can build these shapes using the previously mentioned algorithms. There are 9 different types of shapes as of now. Vertical line A simple vertical line of a width of one Horizontal line A simple horizontal line of a width of one Diamond A rather nice diamond shape, especially pretty in corners Circle The circle is rendered using the Midpoint circle algorithm. Especially pretty in the center of rooms Cross A simple cross shape, i.e a vertical and horizontal line align at the center. X Shape An "X" shaped cross, i.e two perpendicular diagonal lines align at the center. Triangle An Isocele triangle. Square A solid block. Every cell of the formation is essentially true. Checkers A nice variation of the square shape. Every other cell is false. There might be more types of shapes as time goes by, but it's about it for now. Placing props Once the array is set, we simply need to place the actual props in the room. Each formation is of an actual type, i.e. rocks, ferns, etc. (For simplicity sakes, let's say that every prop is a 1x1x1m cube. This would simplify future steps.) In order to find their position, we simply align the array's center to the formations' specified anchor point. For each prop formation, we then instantiate props for each true cells while checking whenever or not the prop would be outside its room. Afterwards, we do a precise position check to make sure no props are either partially or fully outside a room. Finally, we make sure every room connections aren't obstructed with props. And voilà, we have a nicely decorated room In Game Screenshots Here's a couple of screenshots of what it looks like in-game
  6. jb-dev

    Procedurally laying-out regular room props

    From the album: Vaporwave Roguelite

    This is a picture of a regular room. Each rooms has a chance to have props with a certain layout. If a rock is spawn the player can try to break it by exploding it. These can spawn common collectibles like money and such... There are many different type of layout possible, including a totally random one. The generator simply picks a shape, an anchor position and the type of prop to be generated. The process itself is simply a 2D boolean array. We simply draw on that array like we would in a bitmap using traditional image manipulation algorithms. Once the array is set, then we simply add a given prop for each true cell of the array We then finally remove every props that are either outside its room or obstructing an entry/exit point. Right now, only two types of props can be generated, although the algorithm itself is kinda flexible.
  7. Hey all! I thought I would lay my post out a little different just so you can skip to the main parts that you wish to see. I Am: CheekyTrooper / Jason (JSON) Who Am I: I am 25 years old, software developer working on websites currently (C#, T-SQL, HTML5, CSS3, Sass, Angular, IIS) from England (for timezone purposes). What am I looking for: I am seeking a individual / team to join so that I can expand my game programming skills further and make some cool stuff . I don't really want a MMORPG to start working on, a small game would be better for myself. Motivators and encourages so we can push each other forwards. Previous Experience: I have created a zombie survival game in Game Maker, I have created a non-engine nodeJS html5 multiplayer chat node application (Little circles floating around with ability to chat). Engines I Know: I have previously used Unity, Game Maker, GoDot, and played around with code not in an engine. Languages I Know: C#, HTML5, CSS3, Sass, GML(Game Maker Language), T-SQL, Javascript. How long can I dedicate to the project: I work from 6am - 4pm, Monday - Friday. Saturday morning I take my daughter to gymnastics. Other than this i am pretty dedicated and determined to create something great!. How to contact: Please PM myself, or view my profile to see my Twitter or website to get hold of myself. I look forward to hearing from you! Take Care.
  8. This week my artist finished working on the new alien type called Fast Alien. After he finished, I spend some time incorporating it into the game, which means that I did some coding and managing animations. After I finished with this new alien, I started implementing the new GUI system. As of now I have finished settings and main menu screens. This is how it looks now: I also started preparing for the release of the game. I signed up for steam direct, sent them my documents, payed the registration fee, got my documents approved and next week I will start populating the steam store page.
  9. How could I animate a model that has been created from high-fidelity scans with blend shape-based facial rigs? Should I find a set of Unity|Unreal plug-ins and packages (middleware, libraries, tools, etc...) that separately do speech synthesis, lip sync, cheek movement, eye rolling, etc...? I know this is a broad question, but I would appreciate some pointers to help me understand how I can create verbal & non-verbal behaviors in such a model when I open it in Unity|Unreal in order to create a primitive virtual human.
  10. Hello,Glad to share that our mobile game: Solbot Energy Rush available on Android and iOS platform got accepted into:Indie Prize Showcase at Casual Connect Asia 2018 to be held in November-12 to 14.As indies it's a big encouragement for us! Playstore: https://play.google.com/store/apps/details?id=com.freakoutgames.chromaflyeriTunes : https://itunes.apple.com/us/app/solbot-energy-rush/id1368418939?ls=1&mt=8
  11. jb-dev

    Spa V3 w/ plants

    From the album: Vaporwave Roguelite

    This is a nicer version of the spa room, plants included!
  12. Last week, there was a lot of thinking going on... There's still is least one new room plus many different refactoring. The Spa Firstly, there's a new room: the spa. This is a relaxing and zen room filled with classical Vaporwave aesthetics. I've based it on really generic Vaporwave images around the internet. The gist is that the player can cure its status effect by interacting with either massage table in the back. You may or may not have seen the fountain in the middle of the room. Its water is purely refractive with a solid, almost emissive colour when perpendicularly facing its surface (like some kind of Fresnel). This shader is part of Unity's Standard Asset, so it wasn't a hassle to get it up and running. The water is also being used in the restroom's toilet. There might be other places where it might pop up in future rooms. Minor Changes I've modelled and imported a generic spherical light that makes lighting a tad more tangible and credible. Most lights are now coloured using blackbody colour temperatures, adding a little bit more reality to most rooms. Changed the palette texture. Colours are now more distinct from each other and more contrasting for at least the default palette. This is due to some feedback saying that the palette was too much pink... Changed how most solid colours meshes are being rendered so that they rely more on the palette texture. This means that changing the current sub-pallette or even the texture itself will dynamically change the colour of those meshes as well. Made the palette initializing run within the Unity Editor. Now there's no need to run the game only to look how models are shown. This really speeds up room designs and model previews, mainly because I previously needed to compile the game and regenerate the levels until the wanted room was generated. Refactored the RNG. Now each level has its own isolated RNG state. This means that actions taken in one level won't influence the next one anymore. This also means that a given seed at a given chance (or luck if you fancy) stat will always produce the same level with the same loot. There's still some tweaking to do, but overall the isolated RNG system is in place. Many bugs were corrected, particularly with shaders. Next Week Most significant rooms are now in the game. There are still some minor rooms left, but these can wait: those might not even make it into the game so my energy could be better used on more critical stuff. Right now, normal rooms are in dire need of polish. Like in The Binding of Isaac, there will be different types of regular rooms. Each room would have different types of decoration in them. For example, some might have loads of rocks while others won't. There are currently only two placeholders kind of regular room... I do not know how many kinds of disposition there'll be: all of this needs research, sketches and design... There's a lot of work ahead. The good news is that heavy modelling is momentarily stopped. The following week will be fundamentally a coding one...
  13. Ordnas

    Rocky Knight

    Rocky Knight https://ordnas.itch.io/rocky-knight Rocky Knight is a Beat 'em up prototype game developed by Alessandro "Ordnas" Capriolo. Featuring the beautiful 3D fantasy assets from Synty Studios, and the music scored by Aaron Krogh, Rocky Knight builds upon a classic gameplay with a fresh story and dangerous boss fights inspired by the arcade-style from the 90' like Double Dragon, Knights of the Round and Final Fight. If you liked this game follow me on Twitter: https://twitter.com/CaprioloOrdnas
  14. Jonty K.

    Unity Jittering in game

    Hi, i just made a simple game. An infinite cube runner typish, i used object pooling for repeating platform and and another object pool for obstacles(that are to spawn randomly on x axis), but the game is jittering too much, please give any improvement for any efficient solution in the scripts i have attached below, would be greatly appreciated btw i like to build this game for mobile device(android). PoolManager.cs Spawn_Obstacles.cs
  15. Color Fiesta is a collection of best and most addictive color matching games with minimalism graphics and unique game level design that suitable for kids and adult. You can play the best color matching game like Match And Catch, True Color, Color Roulette which are easy to learn and fun to master in one game. As a color matching game lover, you don't need to spend time searching new brain teasers any more. We will give you a ONE-STOP game experience from now on!Games you can play in Color Fiesta★★ Match And Catch ★★Simply rotate the blocks so that the side of the block that face the falling ball has the same color with the falling ball. Make sure you are reacting fast enough to keep rotating the block to match the color of falling ball.★★ True Color ★★There are several options appear on the screen, only tap on the options that the color is match with the text of the option. Stay patient and look carefully before you make your choice!★★ Color Roulette ★★The roulette is keep rotating, make sure you only tap on it when the section is match with the color of the pointer! Beware, it's keep speeding up!★★ And many more games ★★We will constantly adding new game so that you can keep having fun with us without spending much time search for your favorite games!Time and patient is the key for you to complete all levels.Please feel free to leave your review or feedback to us @ bigcheeseapp@gmail.com! We'd love to hear from you! Download now from Google Play or scan the QR code below Download now from App Store: Coming Soon...
  16. Eagleman95

    [Game] Head Stall Soccer

    Hi everyone, I release my new game Head Stall Soccer, your goal is to keep the soccer ball over your head without letting it fall. I'm relatively new in gamedev so feedback and suggestion are appreciated. Here is the link: https://play.google.com/store/apps/details?id=com.EBDev.HeadStallSoccer
  17. jb-dev

    Spa V2

    From the album: Vaporwave Roguelite

    A new remodeled spa room. Gone is the grid structure and in with light and simplicity. I've also retouched the default color palette here and there. I do believe that it's more vaporwave that way.
  18. Random Number God is a card/strategy game where you defeat randomized robots by rolling dice, and use cards to alter the probabilities and effects of those rolls. It's in a very early beta stage and pretty much only the main gameplay core is finished (battles, cards, deck building). This is more of a testbed where you can fool around with the battle system. I would appreciate some feedback on the core of the game before adding bells and whistles. You can find the project page over here: I would very much appreciate any feedback on this, since it is a very unusual and hard to analyze breed of game. Is it fun? Is it too easy or too hard? Are any of the cards too broken or too useless? Anyway, thanks for your time and all that. Cheers.
  19. Hi everyone, Is there a way to allow mods, adding assets and code, to a Windows/Linux/MacOS Unity based game? We've tried googling for a bit and haven't really had much success. We are developing an RTS game with a large focus on resource management and production chains. We feel like the game design and logic engine are very well suited for mods and extending the amount of buildings, goods, research technologies and units, but we've had some trouble figuring out how to support this. Is it possible at all to begin with? Are there licensing aspects to deal with as well?
  20. Hi community ! Check out my new "Magma Chamber" sound design track. What do you think ? Would you use it for your projects involving volcano sceneries ? You can find this sound and more volcano sounds on my website: http://www.ogsoundfx.com/
  21. Plummet Studios

    End of the Line Progress (10/10/2018)

    "End of the Line" development has been at its fastest since the beginning of development, trying to reach its mid-late December Alpha release! Some amazing work has gone into the planning of such a complex story universe with many characters, groups, and locations all coming together to form one story. Expect the hints of the large mysteries involved in the series to start coming out around Halloween! Gameplay-wise, the game has received some major fixes and work on the code since the beginning of the month. Most of the voice actors planned have recorded their necessary lines so we're waiting on some last minute stragglers to finish up! It's very exciting to see all the effort that people are putting in for this game. A new story route is being finalized which will change the end drastically and allow for more choices to affect gameplay. The interactivity between the enemy and environment is being implemented as I type! It has been an amazing week for development and I can't wait to update all of you guys!
  22. Slyxsith

    Full Speed Ahead!

    NOTE: Guys at the time of writing this developer update I have made the decision not to rebrand the project. To anyone who has worked with me on development in the past, Aakrana has been around for over a decade. It's been a vehicle on a journey of learning, discovery and many great adventures. I had planned to relaunch production as Saryn: Kingdom of Thrones but really it was just a name. Just wanted to be completely transparent with what is going on. Aakrana and the gaming systems that were designed for it are back in play. Long live Aakrana. Sorry it’s been a while since I’ve updated the blog. The good news (and there is lots of it) is that the progress we’ve made on the servers in the last month and a half has been staggering. We went from basic account setups and some basic network code across multiple instances to integrating some of the most foundational systems to kick off alpha. In the last 4 weeks we have: - Implemented our advanced questing engine - Implemented tiers 1 through 5 of the resource harvesting system - Itemized Resource harvesting for Lumbering, Herbalism, Farming and Mining - Implemented phase 1 of crafting (Currently Blacksmithing) - Implemented our first pass at day and night cycles - Upgraded the starting area assets (more on this later) - Improved the chat system - Added personal banking and storage - A bunch of gui improvements/functionality (In game compass bar, login screen updates, character selection updates) - UMA character models are in game - A lot more… All of the above has been fully integrated and is testing well on our headless servers. We are slightly ahead of our planning roadmap for pre-alpha completion by the end of November. I’ll attach a couple of screenshots to this blog for your enjoyment but I have a couple of messages I want to pass on at this point. 1) If you are skilled in UMA character management, 3D modelling and or building/integrating 3D animations and want to talk about how you can be a part of what we are building I would really be interested in talking. Please head to our website and hit the opportunities link in the navigation bar to see more details 2) If you are a 3D modelling professional and have fantasy RPG asset bundles for sale that are Unity and UMA compatible and are willing to offer us a an amazing “special offer” please get in touch. 3) Are you a 2D fantasy artist and interested in showcasing your talents through our website and in game screens? We are currently so focused on delivering an awesome player experience with our in game systems that we could really use a talented 2D fantasy artist to help us spruce up our web presence. Things like loading screen artwork and GUI upgrades are all on our roadmap but if this is something that interests you we’d love to have a conversation. I would like to be clear (and the website has all of the details on this) this project is un-funded. Every cent that gets spent is money I am taking away from supporting my family. I am doing this project because I have a passion for game development and over 15 years working in the indie game dev world. We are looking for individuals with a similar passion and commitment who can work in a professional manner for the love of what they do. If this sounds like you please get in touch. Thank you for reading this latest blog. Looking forward to the next one.
  23. What a great week it's been on the development front. Completed the coding and testing of the Master/Login servers, built the standalone client, added in the new chat services we have been working on... The list goes on. But, as with anything great, you take the good with the bad. I messed up the repository by trying to sneak some changes into a file, accidentally deleted the repo copy aaand.. lost a couple days of work but HEY! That's what makes this exciting right? The development community has been amazingly helpful. A resource system is ready to implement, mounts are ready to implement and updated GUI elements are now pending a push to Test. I spent a couple of hours today working with the community group testing an upgrade to the network layer. The results were outstanding. We capped out at 107 unique clients connected to the hosting server (which was a 4CPU 3.3Ghz 8gigRAM ) and there was no errors or hiccups. This was with 100+ people in a tiny area all updating each other with network packets. Was a beautiful sight to see. We then ran a similar test with the old network code and the server ended up melting down at 80 clients in the same general area. We started to see errors at 50 but the whole thing went south for the winter at just over 80. So what does this mean for indie MMO development? Let's put it in perspective, Path of Exile never really has more than 20 people in a town at a time, World of Warcraft rarely has 100 people in close proximity (as in field of view top LoD). Even Elder Scrolls Online rarely sees 100+ player battles in close proximity. Albion online turns into a slideshow with 60+ people in a zone. I for one was very very pleased with the network results. This tells us we can have hundreds of players in an instance and a large portion of them in very close proximity. (Towns and cities anyone?) A massive amount of work has gone into the Unity HLAPI-CE network layer and it is really starting to show. Big props to vis2K and Paul and the rest of the development community for their work on that asset. This can change indie gaming development in such a positive way. Next steps? I am going to implement some of the new systems into the game like mounts, GUI updates and harvesting. These are foundational and allow for testing and need time for debugging. I’ve had the servers up for 4 days now and everything is running awesome. The Database is happy as a clam, the chat servers are good and... once I fix my boo boo with the client (related to the chat system but it desychn'd the entire client build arg!) we'll be in great shape! At this point I am comfortable saying that I anticipate putting "Milestone 1: Servers and core infrastructure" behind us this weekend and move on to feature implementation. The faction system is coming along well. I watched a test of AI fighting each other based on faction checks, very cool. Building an mmo is a massive, just a sec need that to sink in... I mean MASSIVE with a triple bold capital flashing letters M A S SI V E undertaking. Taking a project based approach, defining sprints and milestones and stabilizing your core game systems is, in my opinion, the only way to start. It's not about fireballs and story writing or anything else. Having the coolest fireball spell in the world means nothing if the server desynch's every time you cast it. I am hoping to put the website back up for the game "soon"(tm) but really focused on the nuts and bolts right now and not trying to make the project look all snazzy. I anticipate having some pretty cool screens and our first video footage in the next 2-3 weeks. That being said I am out of town for a week shortly so here is hoping I can get some stuff done. If any of you are experienced Unity3D world builders with a keen sense of poly optimization, LoD and occlusion feel free to drop me a line. World building is tremendously fun but.. I will be the first to admit it's really not my forte. If you want a project to showcase your world building talents and create some wicked in game video of your worlds we should talk. And remember... It's your world now!
  24. Slyxsith

    Meats back on the menu boys!

    Been the better part of 7 years since I've been on GameDev. And yet somehow the site has managed to persevere without me... My professional carreer has been front and center for me for the better part of the last decade. I have tinkered around here and there with some indie developments. Working with others to forward their products and sometimes diving back into my own little creative pools to forward my coding and design work. I'll tell you one thing though, game design still inspires me. It calls to me and every time I start it back up I come up with great insights and proof of concept ideas that really get the creative juices flowing. So here we are once again. I've reopened the studio and Aakrana is back on the table. Not because it's some kind of sacred cow that is awesome and the concepts I've been fussing over for the better part of a decade are going to make the next great MMO... More specifically because I know there is something awesome that I can provide gamers. And let's be clear not all gamers. My professional carreer has taught me something over the years. Focus on something you are great at. Find your market for it and embrace that market like no tomorrow. I don't want the next great "WoW killer", I just want to provide gamers my version of enjoyable online gaming. Ive been focussed on it for years, I know many others have been looking for it, and I think Aakrana is ready to be that outlet for a niche of people. Indie game dev is exciting. Every 3-5 years when I come back to the table, the middleware is so much more advanced, the talent pool is so much broader and the resources to run servers and online games is so much more affordable. I have been working with Unity for the better part of 5 years now. It's a great platform. There is a strong community of developers and a tremendous ammount of succesfully released products. Coming back to this now I spent the last few weeks firing up my server farm, upgrading to the latest mySQL and getting servers rebuilt in the latest version of Unity. The servers have been up for a week without a hitch. My character is level 6!!! (which is amazing considering Aakrana will be a level-less world ) but most importantly I am ready now. I am ready to make the investment once again in time and money to take this little beast to where it needs to be for people to start enjoying it. Stay tuned fellow indies. More to come
  25. Hey there! I'm new to being a game dev. My main skill sets are in art, writing, and design (gonna drop a link to the portfolio I use to sell at conventions): http://brakinja.blogspot.com/2018/02/piece-examples.html So, my game was picked up by my university club 6 months ago, and me and a VERY small team have been trying to a demo happen. The problem? It's 1) a club project, so it's not at the top of people's to-do lists, and 2) I'm not a programmer, so even if I WANTED to get stuff done with it (and I do want to get stuff done), I can't. I'm needing to rely on other people to make my game for me, and I think I'm starting to get a little over it (not knocking their effort, mind you). The main problem, is, again: I'm not a programmer. At all. I have no experience, and though I'm making progress in learning, I'm pretty far away form the skill of others that I work with. I'm a man on a mission to get skilled enough to work on his own darn game. The game will involve visual novel-esque dialogue, choice branches, a cutscene system reminicent of games like Gravity Rush and The World Ends with You, and of course, a tactical RPG combat system much like Final Fantasy Tactics and Fire Emblem. I've always been bad at Unity (not a programmer), and while Game Maker has been giving me better luck (I can actually make something move in Game Maker), I'm worried it can't do what I need it to do. God don't get me started on making an isometric map. So here we are. How should I approach learning how to do this so I can help my future team (I know this won't be a solo project), what tools are out there I should consider, and what engine can help me make this game happen?
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