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Found 3864 results

  1. Creativityy Everythingg

    Friday Facts #3

    Hello everyone, this is the third Enchanted Land weekly update. It is scary how fast the week went by. The summer is almost gone. I spent the week fixing the character selection and scripting networking functionality. The bugfixes were mostly finished. In the end I managed to do that on Tuesday night, after a full day of work on fixing small issues:). After the hectic release I spent the next day trying to relax a bit and put plans together for the next iteration. More or less the plan is now clear. There are three priorities: New terrain New main campaign - Having multiple levels. Trailer Ideas . Here is the progress on one of the main scenes: https://www.facebook.com/enchantedlandgame/videos/261398247708592/?modal=admin_todo_tour
  2. Creativityy Everythingg

    Add'em

    Hello, Here I am again with a handful of fresh news from the Enchanted Land back stage. The even better news is that it will be my birthday tomorrow, so there will be a reason to celebrate :). I have some of the interactivity such as adding/deleting friends, etc. programmed. Now I'm going to start programming the messaging system, which users will be able to send images and text.
  3. bencinStudios

    Science Game Jam Weekend Project

    Over the weekend of September 8th and 9th, 2018, our team participated in a Game Jam hosted by the Nashville Game Developers and The Adventure Science Center in Nashville, TN. The event kicked off on Saturday morning with introductions and our challenge for the weekend: create a science-based game with an educational spin. Given that The Adventure Science Center had dedicated September as "Make It Month," creating a video game based on the science of water seemed perfectly in sync with that idea. Through a bit of brainstorming and ideation, we came up with our theme: Water. Water is one of the most interesting substances in the universe with a host of properties and uses. We wanted to use our game to teach about the 3 main phases of water - solid, liquid, and gas. The player would be tasked with navigating a 2D puzzle environment using game mechanics to heat or cool their water character to make it through obstacles and finish the puzzle. Following a ton of online research on water, we all got a little bit smarter about how water acts, what it can do, and why it's such a versatile substance! Now, to make that into some interesting and educational gameplay. We knew we wanted the experience to include the player having to change between the various phases of water to complete the level. The challenge became how to do that in an educational, yet fun way. We decided to utilize the idea of a Bunsen burner to heat the water into a gas to be able to float. We would use a freezer to turn the water into an ice cube to be able to break through obstacles. And we'd use the idea of time and friction to turn the gas or ice back into water to navigate grates in the floor. From there, the team began pulling together assets, coding, and building the game level. By the end of Day 1, you could start to see the results of the team's work. For Day 2, our goal was to put out a finished game that would be fully playable start to finish, while also providing some polished visuals and gameplay. One of the aspects added during Day 2 was our water molecule character, Mo L. Cool, who would serve up interesting facts about water or helpful hints to get the player through the puzzle. Seth, our artist, came up with a very cool, unique take on the water molecule, showing the hydrogen atoms as headphones on the "head" of the oxygen atom. Mo L. Cool would live on the game screen and pop up with info every so often throughout the game, triggered by keys the team placed in the level. By mid-Day 2, we had some Adventure Science Center guests come through to see what we were working on at the Game Jam. We decided it would be a perfect time to get some outside opinions on the game and let them play test the current version of the game. With an Xbox controller in hand, the 2 guests gave the game their best shot while providing us some helpful insights into where we could make adjustments and fixes to make the experience even better. By the end of Day 2, we had our completed prototype game, which we dubbed "Mind Over Matter." While we were able to build a complete game level and experience, there are still a few tweaks we'll be making for the final product. We'll be putting it out on our social channels plus this and other gaming sites for folks to download for free to play (very soon). It was great to see at the end of the weekend what all the other developers at the Game Jam had been working on. Each of them showed off their science-themed gaming creations to the group. Some had been working solo on their project, while others also worked in teams. Everyone had amazingly creative ideas and were able to get completed game experiences built over 2 days. We thoroughly enjoyed ourselves and look forward to future game jams! Here's a gameplay video showing our completed prototype from start to finish (that first part is tricky)! ASC Game Jam 9_17_2018 2_14_17 PM-1(4).mp4
  4. Last week didn't have any particular theme, although it still was a busy one... Statuses First off, all statuses now have effect textures. these are really abstract, but nice to look at. (From left to right: Bleeding, Burning, Damned, Frenzied, Frozen, Knocked Out, Poisoned, Paralyzed and Stunned) Also, I've perfected statuses effects on enemies. Now their current status is a lot more obvious. A nice status icon is displayed over their head to help identify that status. The Diner Secondly, I've added a new room: the diner. The idea of it is quite simple: the diner offers food for the player to eat. The room itself is modelled after classic 50s diners with a jukebox and checkered patterns all over the place. There's even a nice neon sign that is truly aesthetic. The lighting is still a WIP, but the models themselves are pretty much done. There might be some details to add here and there, though... The exterior also needs some work. I was thinking of giving it a huge diner sign, but for now, there's nothing fancy... Crystals Lastly, I've given the player the ability to switch their active crystals. For those who didn't know, crystals are run-persistent collectables that can give the player the opportunity to take shortcuts that gives fame and fortune to whoever chooses to take them. A GUI element is displayed at the bottom of the screen. Within it, there are 3 crystal counters for each type of crystals. When the player switches their active crystal, the element rotates around to display the right counter at the right time. There's even a nice animation for it. I've only worked on this yesterday, so it still has rough edges here and there. Also, there's no discernable way to identify the active type of crystal on the GUI element alone as of yet... There are some icons that could be ready, but I want to try to put those icons in a custom font file. This way, I can use Unity's dynamic text display functionality to have scalable graphics. One of the drawbacks of this is that only monochrome icons can be used... Minor updates Modified the bank so that it spawns with a back wall Fixed bugs with MonoBehaviours scripts presets Fixed a whole lot of bugs with the map generator. Turns out that when the player was extremely lucky, they could remain trapped in the stating room because all other rooms would become secret rooms. Added a limit on how many secrets tunnel rooms can be spawned Added a ceiling to most room obstacles such as locked doors and cracked walls so that the lighting won't look weird anymore. Added back walls to special rooms. Thus, the design of those rooms will be applied continuously rather than abruptly end. Changed the tri-colour decal shader to add emission (mainly used with the diner's neon sign) This week Now that the diner is done, I can go ahead and continue the implementation of even more rooms. Last time I've talked about status-themed rooms, but turns out that there are a lot of other more important rooms to be added beforehand. I will be adding these up progressively... Now that the player knows their current active crystal type and their remaining amount, I can also add rooms dealing with those. I could also try to spawn pickable crystals, but right now rooms seem to be more important than crystals: they add more opportunities and varies the gameplay a lot. And finally, another possibility is to actually create these custom font files I've previously talked about, although it's not that important... Before I forget! Last week I've forgotten to mention that I've also tried to compose some music for the game. Here's a preview: ohok.mp4
  5. A few years ago I started creating a procedural planet engine/renderer for a game in Unity, which after a couple of years I had to stop developing due to lack of time. At the time i didn't know too much about shaders so I did everything on the CPU. Now that I have plenty of time and am more aware of what shaders can do I'd like to resume development with the GPU in mind. For the terrain mesh I'm using a cubed-sphere and chunked LODs. The way I calculate heights is rather complex since it's based on a noise tree, where leaf nodes would be noise generators like Simplex, Value, Sine, Voronoi, etc. and branch nodes would be filters and modifiers (FBM, abs, neg, sum, ridged, billow, blender, selectors, etc). To calculate the heights for a mesh you'd call void CalcHeights( Vector3[] meshVertices, out float[] heights ) on the noise's root node, somewhere in a Unity's script. This approach offers a lot of flexibility but also introduces a lot of load in the CPU. The first obvious thing to do would be (I guess) to move all generators to the GPU via compute shaders, then do the same for the rest of the filters. But, depending on the complexity of the noise tree, a single call to CalcHeights could potentially cause dozens of calls back and forth between the CPU and GPU, which I'm not sure it's a good thing. How should I go about this? Thanks.
  6. While we work up to the final small project, we will be publishing assets that will be used in our Game. We have finished uploading the texture pack to our server and made it available to Epic Games. Unity has a version of our Texture pack as well. Just waiting for the final approvals and they should be available for purchase. Each texture is a complete specular PBR set and comes in resolutions of 2k, 1k, 512 and 256. Created the materials to go along with our texture sets including a example of panning water and how to make the water any color. The look is pretty cool, but will be adding Gershner wave and inputs for wind direction and speed in the near future.
  7. Hi, this is my first finished game ever. It took my 2 years because Im little bit lazy. Its simple game where you defend the castle agains random spawned enemies. Lots of flying physics objects included :). What do you think? Video Google play link
  8. Do heavily-loaded compute shaders affect the performance of the other "normal/render" shaders? or do they use a dedicated core?
  9. GamesByNama

    [Android][Free] 2 Play

    Hey there!2 Play is a collection of 8 GAMES for 2 players in a local multiplayer on one device (split-screen)!They are all from different genres like racing, maze, arcade, reaction, mind games, ... so there is a game for everyone among them!Get it here for free: https://play.google.com/store/apps/details?id=com.Gamesbynama.ToPlayThe games are all easy to understand but can really challenge the two players competing against each other. The games are great to kill boredom (e.g. while waiting) or just to have fun together!HAVE FUN!
  10. Making games is hard. You need all kinds of technical and creative skills, you need a big team, a budget... But making your first game can be even more difficult if you have no previous experience in game development and your team is only two people. But it didn't stop us. We quit our jobs and started this indie game journey full of mistakes and pitfalls. Why? What encouraged us to make this stupid move? Inspired by Extra Credits, Hellblade Dev Diaries, and ThinMatrix we decided to start a weekly behind the scenes show. There we'll be showing bits of our production process. The whole project is a huge and risky experiment for us and we would love to hear your support and recommendations. We are opened to all sorts of feedback. Even if you consider something is of a low quality in our video, please let us know it as is. We would love to learn from the community and improve. Thank you.
  11. Greetings fellow gaming enthusiasts! I am the Product Manager for a VR game called Funny Farm VR. https://www.funnyfarmvr.com/ We have already have a proof of concept build of the game that is published on iOS, Android, Oculus Rift, Oculus Go, GearVR, Pico and Niburu platforms. Not a bad start eh? It's a 3D VR game built on the Unity platform. We are now looking to further develop the game concept and build on what we have to achieve the following: Introduce a game economy (power ups / rewards / currency) Add more levels We need 1 or 2 developers with experience in developing on the Unity 3D platform as well as a 3D artist and animator. This is a great opportunity to work on a fun game and inject your own ideas / personality into it. If you're interested in getting involved drop me a message and I'll get in touch. Looking forward to putting a team together! Liam
  12. Hi, I`m developing a fantasy RPG / card game. Game is already quite far, but still some help is needed for the final push. It´s kind of hybrid between a RPG and a card game with leveling and skills and tactical combat on square grid. Those who are familiar with Gloomhaven board game and Card Hunter PC game should get the idea. We`re using Unity so that is a requirement and multiplayer knowledge is a huge plus. Game is targeted mainly for mobile platforms and for semi casual playing. Think Clash Royale with turn based combat..
  13. 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!
  14. Hi everyone! So, I have this rather complex Unity project, I've been working on for the past months. So I will try to narrow it down to only the most relevant parts. The game's core is pretty much your standard space sim, meaning you're flying your spacecraft through open space. To do that, I have a "Player" GameObject in the scene's root. The Player has a Rigidbody (3D) attached, and a simple box collider. And it has two child objects: One is the actual ship (incl. meshes, etc.) to be used for the simulation and outside camera views. The other is the cockpit (also containing meshes) to be rendered on top of the main camera's image by another camera. The ship is then moved by applying force (and torque) to the Rigidbody. So far, everything seemed to work smoothly. But I discovered, that if a coordinate exceeds about 20k on any axis, I get a very visible stutter/jitter in the cockpit. Will I really have to re-scale my whole game into miniature wonderland or did I overlook something? It might be important to note, that as soon as I get the jitter, I can make it worse by changing course in any direction. Also, returning to my starting point (thus, putting coords into "working parameters" again) won't cancel the jitter. Neither flying back nor setting the coords by script will help. Any idea will be much appreciated. Thank you very much
  15. Trivia Quiz: All about everything! - this is an exciting intellectual game that allows you to learn a lot about the world and improve your IQ. Especially useful quiz will be for students and pupils - it allows you to learn more than tell in the classroom, as well as help to test your knowledge! Choose your favorite theme and test yourself in different quiz modes! You can choose from one to four topics of questions or all at once! Play in Steam: Trivia Quiz in Steam To your taste, the game has a wide range of topics: - Geography - here you can test yourself on the knowledge of countries, capitals, flags, continents, volcanoes, mountains, lakes and other things. - IT - if you know all about computers and technology, then you here. - Amazing nearby - find out the most-the most on the planet: the biggest, the longest, the most unusual, the smallest and other amazing facts. - Biology - test yourself on the knowledge of biology from cells to animals and humans. - Space - all about the planets, their satellites, galaxies and the conquest of space! - Chemistry - is a topic for those who know chemical formulas not only of water and alcohol, but also understand the structure of elements) - Mathematics - answer questions on mathematical formulas, famous scientists-mathematicians and various definitions. - History - do you like to study dates and key events in the world history? Do you know who Alexander the great, Napoleon and Kutuzov are? Then you here! The game has several modes: 1. Game on time (Classic, Until the last) 2. Free play (Classic, Until the last) 3. Try your luck 4. Survival 5. Survival for a time 6. Campaign Mode For streamers, we have a special option that allows your channel's subscribers to vote online for one of the answer options during the game. If you use this option, you can contact us and we will provide you with everything you need. This feature makes the stream much more interactive and fun! For you there are Achievements and a rating of Knowledge Leaders. With each update we will add questions on existing topics and create new topics! Soon we will add themes: - Physics
  16. Revival Gaming

    Revival Gaming

    Hi my name is Darryl Burkett and I am owner of Revival Gaming. I have a website (https://revivalgamingllc.com/) and I have a kickstarter for the first round of funing. I would like feed back and how to get a good team for my company.
  17. Hello! I'm currently looking for a programmer for my hobby project, to be built in Unity and released on the PC. It's currently in the pre-alpha stages, as I am currently working out how all the systems should eventually work and quickly realized I didn't have the coding knowledge to achieve it. (I'm more of an artist than a coder.) This is where you can potentially come in! Should the game be released, all funds accrued will be split equally and credit will of course be given wherever applicable, I can't guarantee it will get released, however. The Premise A fantasy, pixel art game in which you build a city and look after its inhabitants by supplying them with the things they want. (Education, Politics, Entertainment, ect..) The people can be visually customized, gain skills & jobs, marry, have children, grow old and die, their lives are at your whim. As you are building your city, you'll find that some citizens can go on quests for unique building materials, this turns the game into a X-Com style turn-based strategy, using the people that you send. Your city can be built however you want, with decorations and such, though your people may get upset if you don't give them what they need/want and abandon your city. The Programmer As the only coder in our project duo, I'd really need to insist that you know your way around a coding environment fairly well, as well as be able to utilize those scripts with Unity, the engine the game is being built in. The project will require: Pathfinding Coding UI Coding AI Coding Shader Coding (This may not be required if another method can be found) Communication I've found using Google Drive for documents, Unity Collab for file-sharing and Discord for communication really helps keep everything tidy and easy to access. If you have any problems with these systems, please let me know. If you are interested, please contact me at nathan.jenkins1012@gmail.com Whilst it is difficult to showcase coding, some examples of your work would be highly appreciated. Thanks for reading!
  18. Hello Game Developers, We are an Indie Studio by ourselves, so we understand the difficulties you face every day. We have created a cool Unity plugin, which gives you an instant community inside of the game. You can talk to your audience right from the game, use this plugin as in game chat and there are many other features are about to be released. This plugin is currently in Beta and we are looking for Indie teams on any stage for cooperation. We can help you to grow your community! http://developers.unnynet.com/ If you are interested please contact me here or by email. Any feedback is also appreciated.
  19. Lessons Learned From Playtesters Last week I released an alpha version of the game and got some feedback. Even though only one person actually responded, it was still enough for me to see what is wrong with the game. I had few people play my game before the alpha release and their response was pretty similar. I also looked at how people play the game and seen some gameplay mistakes they do. People who are not familiar with tower defense genre seem to be clueless as to where the towers should be placed. Also, number of people told that they would like to zoom out further away from the play field to see more of it. Things Done This Week This week I totally revamped the camera system. Since this is what the players wanted, the game now lets the user completely zoom out and see the whole map at once without the need to move the camera. This system also makes sure that the camera doesn't go out of play field's bounds and when the player zooms in, the camera gets closer to the mouse pointer. Another thing I've implemented is the explosion mark decals on the ground which makes the play field look more like a real battle zone. Next, I made the tanks shoot at the turrets, but these tanks will be introduced in later levels, since it might be too hard for beginner to keep up with all the action going on. You can see the new camera view and explosion decals in this screenshot: Also, just for fun I wanted to do a little flashback into the past and remind you how the game looked like 3 months ago, when it was still programmed in Java/Kotlin + OpenGL Tower Models Here is the new level 3 anti-air laser tower model: And this is the rocket tower which is still in progress of development:
  20. Brua-1589

    When at first you don't succeed...

    So it's been a while since my last update. While I would love to say I've made much progress in that time. In all honesty I simply haven't had the time to work on this project since the last post. Indeed, since my last post I haven't as much as opened this project. Until now that is. About this time last week I opened up unity to see what look back at what I had started. What I saw needed a lot of work and looking at it with fresh eyes showed just how much work it really needed. I hated it So — I torched it, burned it to the ground, Dragged the files in to the trash and hit delete. That's not the say that I have given up, just the opposite in fact. Over the past week, I've started to rebuild for the ashes of this project. Let's compare the old with the new to see what we've learned. —UI— As show below, the UI Has Changed a lot while sticking to the same concept. Somethings are simply using new sprites. for instance the D-Pad and Hand slot. However, the clock no longer displays health information and the hot bar is not always visible. Instead there is a tab bar on the top right of the screen which, when selected give access to things such as the inventory, phone and setting menu. You can now access the hot bar by tapping or sliding from the right side of the screen The inventory has changed dramatically. The old The new The UI is much cleaner and scales better on different devices. The interface is also much more natural. By clicking the items in the tab bar at the top, you can easily switch inventory, crafting status and phone views. Crafting Phone —Scripting— Every script has been rewrite simpler and better than before. The scripts architecture is now more modular and polymorphic. As a result build and run prominence has improved much. I have also implemented a new JSON based inventory system that is compatible with PC and Android at this time. I hope you've enjoyed this small up date. Feel free to let me know what you like and don't like about what I've done Happy coding, —Brua-1589
  21. Last week I've worked on implementing statuses in the game. To put it simply, statuses negatively affect entities. Things like poisoning or bleeding, for example, will continuously dish out damage for a specific amount of time. Statuses Here's a list of some statuses and their effects. Keep in mind that statuses times aren't final and will eventually change depending on the impact of their effects... Poisoned This status is self-explanatory. It will damage the entity for about 20 seconds. The damage amount will increase linearly through time. Burning In essence, the entity is burning. Not dissimilar to being poisoned, the burning status also damages the entity for 20 seconds. The difference here is that the damage will increase using a reciprocal function. Bleeding The entity is bleeding heavily. Again, that status is like the previous two. The difference here is that the damage will increase logarithmically. Frozen The enemy is frozen solid. It can still move but at a reduced speed. Can also attack, but at a slower rate than usual. It will go away after 20 seconds. Damned The enemy is cursed. For 20 seconds, the entity will be extremely unlucky. Any luck tests will fail regardless of the entity's current luck. Paralysed The entity is paralyzed. For 20 seconds, the entity can't move. Frenzy The entity is caught up in a violent frenzy fits. If the entity isn't the player, then they will ignore the player and attack its friends. If the entity is the player, then the situation is reversed: every entity will attack the player. It lasts for 20 seconds. After then, the fits end. Here's a video of frenzied enemies fighting themselves: InAFrenzy.mp4 Stunned The entity is blinded and incapacitated. A big and blinding flash is produced. The affected entity retrains their mobility, but both vision and earing are temporarily lost. Knocked out The entity is knocked out. it can't move or see... A mix between paralyzed and stunned, except that everything will black out rather that light up. Statuses visual effects Each of these effects will have their own visuals to help to identify what type of effect is induced in who. If the effect is applied to the player, then a vignette effect is applied to the screen. This effect actually has a nice wavy effect among other things... Here's a video of it: wavy.mp4 When inflicted by the frozen status, the player will also see ice crystals forming on their screen, just to be fancy. If otherwise an AI is given a status, then the same pattern will be applied to it. The pattern is also screen aligned, making it really abstract. New Relics and Activated items Because statuses are now fully implemented in the game, there's now even more relics and activated items. These are directly related to statuses and give the player unique capacities like to those as well. Relics There are 4 new relics. These are all related to statuses in one way or another... Hot dreams This is an abstract representation of a sunset. It's actually quite cliché in 80s aesthetics... This relic also does billboarding. There are just some shapes that don't translate well in 3D... With this, the player is able to set entities on fire (thus giving the burning status) to attacked enemies. These attack can be direct (like a hit) or not (like a laser beam). As long as it originated from the player, it's all right. Here are its modifiers: -5% ATK +5% AGL Ice drop This is an ancient artifact resembling a raindrop. While holding it, any attack received or given will result in the other party to receive the frozen status. Here are its modifiers: +10% DEF -5% ATK Crystal Cola This is a clear cola. It's supposed to represent a Crystal Pepsi. This relic gives the Purifier capacity. In essence, it can make the player resistant to status changes. Here are its modifiers: +10% LCK -5% ATK Crystal Tea A nice tea beverage. It's a reference to Arizona green tea. It has the Purifier capacity and also speeds up attacks. Here are its modifiers: -25% ATK +25% AGL Activated Items There's only one new activated item: the Lipstick. Lipstick Alignment: Future Funk This is a lipstick. A red one in fact. While holding it, the player will experience a small growth... When activated, the item will make any hostile entities in a 25m radius receive the frenzy status. Here are its modifiers: -20% LCK Minor changes There weren't a whole lot of other changes. But the AI was considerably changed to include status effect in their behaviour (ex: stunned enemies can't spot the player or frenzied enemies will attack other enemies)... Next week There's still a lot of work on status effects. For example, not all statuses have patterns, and there's also more effects to be added and tweaked here an there. If there's anything new, it could be better props or even more specials rooms... After all, now that statuses are in, there's a lot of things that can be implemented.
  22. Questengine

    VR Game Beta. Rift Only

    I made a VR game for Oculus Rift. It feature complete, but of course some assets are incomplete and balance needs work. If you have an Oculus Rift and you're looking for something to do with it, you could do worse! It's a puzzle/resource management game disguised as a space shooter. You're in a space ship cockpit and the guns are shooting the aliens, but that's all automatic and passive. You just maintain ammo supplies, manage heat, recover loot and keep the ship shielded. There's lots of switches and do-dads scattered all around the cockpit to keep you busy. It's very VR friendly: you have a mostly stationary cockpit, lots of reasons to turn and look and use you motion controllers, and games can be very short. This beta is very configurable too. There's a plain old text file where you can change lots of the static values the game uses. I'd actually like help balancing everything to be honest as it's a bit complicated. If you have an Oculus Rift I hope you'll take a look. http://www.questengine.com/vercs
  23. Hello, This is actually my first post after being a lurker for quite some time here. For the last couple of days I try to get my head around the concept of Overwatch's multiplayer architecture after watching the GDC 2017 talks by Timothy Ford ("Overwatch Gameplay Architecture and Netcode") and Dan Reed ("Networking Scripted Weapons and Abilities in Overwatch"). ( I hope someone here has Vault Access :D) As usual with such complex systems Overwatch seems to combine different approaches to hide latency. Among others, the ones I am mostly interested in are, Command Frames and State Synchronization. I think I understood both concepts but I have problems adding them up. 1) Ford talks about the client being in the future by ~ half the RTT plus one command frame. This ensures that all commands sent from the client to the server tend to arrive when the server is actually at the tick referenced in the command. If that's correct my assumption would be the following: Server is at tick 1000. RTT is ~ 10 ticks -> around 10*16.6 ms. Client simulates tick 1005 and sends command associated with tick 1005. <5 ticks later> Server is at tick 1005 and received a client command. (maybe its already queued in a buffer). Server applies command and sends state for tick 1006 (State_N + Input_N = State_N=1). RTT might still be 10 ticks. Client simulates tick 1010. <5 ticks later> Server is at tick 1010... Client received State for tick 1005 and checks internal buffers for prediction. Does that really apply? Does the client really simulate half-rtt in the future? 2) How do I handle ticks at the start of the game? My network layer requires a timestamp to work and I'd use ticks in the main game loop. Do I have something like a grace period until the client can calculate the required ticks to move to the future (by calling simulation.Tick(1/60f) for the number of ticks to be in the future)? 3) If I run the simulation at 60Hz and the network layer at say 20Hz. Do I have 60 Inputs that I send from Client to Server or 20? I know, this is somewhat similar to other questions in this forum, but I feel like this particular talk has never been discussed? Cheers, poettlr
  24. Hi All, Just found a interesting site with SDK that provide ability to monetize games with monero mining on user pc, they said that: "It completely safe for user, because it spend only ~3% of CPU time.". I download standalone demo and unity package, seems all work as they describe (spend 3-5% of my CPU), when plugin start his work it tell about that with windows notification, now i plan to create some small game and try this service. What did you think about that?
  25. Illuminus Games is an indie mobile gaming project, founded with the mission to transform the industry by providing a quality and engaging free-to-play mobile games without destructive monetization schemes. Currently we are looking for: Artists - 2D/3D/Animators with focus on low-poly style and desire to build immersive worlds Game Designers - Unity/C# developers with passion for building powerfull gameplay mechanics Backend Developers - adepts of Node.js, ASP.NET or any other backend stack for creating powerfull server-side code QA Testers - ninjas willing to play our "buggy" something and making it shiny game Please, note that this is "hobby project" (so no payment will be provided); however, in the future if all things will go well, we will seek for private financing. No experience is required, but the willingness to learn and dedication to project are expected. About the project: Atana Chronicles: The Great Lords is a unique blending of different traditional mobile and console/desktop genres brought to mobile platforms. In its core, Atana Chronicles: The Great Lords is traditional 4X strategy game, with inclusion of such genres like grand strategy, turn-based tactics, role-play game (RPG), political card-based simulator. In addition, an important part of AC:GL is its online multiplayer and story narrative. The unique element of the game is monetization scheme: the game is distributed with Free-To-Play model with zero conventional core-loop-based monetization. Key features: Screenshots (ver. 0.13 alpha): If you want to learn more about the project (including strategic analysis, detailed game features and project roadmap), you can download project brief HERE. Demo (WebGL) | Demo (APK package) | Official website | Email | Blog | Twitter | Facebook | Instagram | LinkedIn
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