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Found 3143 results

  1. New Here So...HI all

    Hey all im Norvik i really like games but recently want to create them yes i know it takes a lot of people to make a single game but right now im just focusing on the 3d aspect of it i tried c# i kinda understood a bit of it but it didnt catch my attention right now im doing 3d work in Blender and later on i would like to at least prototype my ideas into Unity the thing is i think i hate coding and the other day i saw something called Uscript (visual Scripting) can someone tell me if thats a good way to go ?
  2. Ragdoll Monster Shooter

    Hi there Gamedevs. We did our first Free Android Ragdoll Physics game just now. If you can check it out it would be great! Here is the Play Store link: https://play.google.com/store/apps/details?id=com.flaw.ragdollmonstershooter Free Ragdoll Monster Shooter at Google play. Keep in touch. Our Social media links: Facebook: https://www.facebook.com/Flaw-Mobile-Games-478361965871672/ Twitter: https://twitter.com/flawmobilegame1 Youtube: https://www.youtube.com/channel/UCHsOj2-3L5QLNw6q8vV6tWQ?view_as=subscriber Thoughts about the game? #gamedev #ragdollphysics #freemobilegame
  3. Hi there Gamedevs. We did our first Free Android Ragdoll Physics game just now. If you can check it out it would be great! Here is the Play Store link: https://play.google.com/store/apps/details?id=com.flaw.ragdollmonstershooter Free Ragdoll Monster Shooter at Google play. Keep in touch. Our Social media links: Facebook: https://www.facebook.com/Flaw-Mobile-Games-478361965871672/ Twitter: https://twitter.com/flawmobilegame1 Youtube: https://www.youtube.com/channel/UCHsOj2-3L5QLNw6q8vV6tWQ?view_as=subscriber Thoughts about the game? #gamedev #ragdollphysics #freemobilegame
  4. itSeez3D Announces Avatar SDK plugin for Unity

    itSeez3D, a leading developer of mobile 3d scanning software, announced today a new SDK for its automatic 3D avatar generation technology, Avatar SDK for Unity. The Avatar SDK for Unity is a robust plug-n-play toolset which enables developers and creatives to integrate realistic user-generated 3D avatars into their Unity-based applications. SDK users can allow players to create their own avatars in the application or integrate the SDK into their own production processes for character design and animation. “Virtual avatars have recently become increasingly popular, especially in sports games and social VR apps. With the advance of VR and AR, the demand to get humans into the digital world is only increasing”, said Victor Erukhimov, itSeez3D CEO. “Our new Avatar SDK for Unity makes it super-easy to bring the avatar technology into any Unity-based game or VR/AR experience. With the Avatar SDK for Unity now every developer can bring face scanning technology into their games and allow players to create their own personalized in-game avatars, making the gameplay much more exciting and immersive.” Key features of the Avatar SDK for Unity: Automatic generation of a color 3D face model from a single selfie photo in 5-10 seconds (!). Works best with selfies, but can be used with any portrait photo. Shape and texture of the head model are unique for each person, synthesized with a deep learning algorithm crafted by computer vision experts Head models support runtime blendshape facial animations (45 different expressions) Generated 3D heads include eyes, mouth, and teeth Algorithms synthesize 3D meshes in mid-poly resolution, ~12k vertices, and ~24k triangles Six predefined hairstyles with hair-recoloring feature (many more available on request) Avatar generation API can be used in design-time and in run-time, which means you can allow users to create their own avatars in your game Cloud version is cross-platform, and offline version currently works on PCs with 64-bit Windows (support for more platforms is coming soon) Well-documented samples showcasing the functionality. Availability The Avatar SDK for Unity is offered in two modes - “Cloud” and “Offline”. The “Cloud” version is available at http://avatarsdk.com/ and the “Offline” version is available by request at support@itseez3d.com. ### About itSeez3D At itSeez3D, we are working on the computer vision technology that turns mobile devices into powerful 3D scanners. itSeez3D has developed the world's first mobile 3D scanning application that allows to create high-resolution photorealistic 3D models of people's' faces, bodies and objects. The application is available for iOS and Windows OS mobile devices powered with 3D cameras. In 2016 the company introduced Avatar SDK that creates a realistic 3D model of a face from a single selfie photo. To learn more about itSeez3D scanning software and 3D avatar creation technology, please visit www.itseez3d.com and www.avatarsdk.com.
  5. itSeez3D Announces Avatar SDK plugin for Unity

    itSeez3D, a leading developer of mobile 3d scanning software, announced today a new SDK for its automatic 3D avatar generation technology, Avatar SDK for Unity. The Avatar SDK for Unity is a robust plug-n-play toolset which enables developers and creatives to integrate realistic user-generated 3D avatars into their Unity-based applications. SDK users can allow players to create their own avatars in the application or integrate the SDK into their own production processes for character design and animation. “Virtual avatars have recently become increasingly popular, especially in sports games and social VR apps. With the advance of VR and AR, the demand to get humans into the digital world is only increasing”, said Victor Erukhimov, itSeez3D CEO. “Our new Avatar SDK for Unity makes it super-easy to bring the avatar technology into any Unity-based game or VR/AR experience. With the Avatar SDK for Unity now every developer can bring face scanning technology into their games and allow players to create their own personalized in-game avatars, making the gameplay much more exciting and immersive.” Key features of the Avatar SDK for Unity: Automatic generation of a color 3D face model from a single selfie photo in 5-10 seconds (!). Works best with selfies, but can be used with any portrait photo. Shape and texture of the head model are unique for each person, synthesized with a deep learning algorithm crafted by computer vision experts Head models support runtime blendshape facial animations (45 different expressions) Generated 3D heads include eyes, mouth, and teeth Algorithms synthesize 3D meshes in mid-poly resolution, ~12k vertices, and ~24k triangles Six predefined hairstyles with hair-recoloring feature (many more available on request) Avatar generation API can be used in design-time and in run-time, which means you can allow users to create their own avatars in your game Cloud version is cross-platform, and offline version currently works on PCs with 64-bit Windows (support for more platforms is coming soon) Well-documented samples showcasing the functionality. Availability The Avatar SDK for Unity is offered in two modes - “Cloud” and “Offline”. The “Cloud” version is available at http://avatarsdk.com/ and the “Offline” version is available by request at support@itseez3d.com. ### About itSeez3D At itSeez3D, we are working on the computer vision technology that turns mobile devices into powerful 3D scanners. itSeez3D has developed the world's first mobile 3D scanning application that allows to create high-resolution photorealistic 3D models of people's' faces, bodies and objects. The application is available for iOS and Windows OS mobile devices powered with 3D cameras. In 2016 the company introduced Avatar SDK that creates a realistic 3D model of a face from a single selfie photo. To learn more about itSeez3D scanning software and 3D avatar creation technology, please visit www.itseez3d.com and www.avatarsdk.com. View full story
  6. Hello all! I'm currently building a simple pixel art platformer, currently named DarkWorld, in Unity. I've been attempting to build it as a solo project for fun and have found that what I want for the game is beyond my coding knowledge. Therefor, I require a coder to assist me in building this game! DarkWorld is a 2D Sidescrolling platformer akin to Mega-Man or Mario, in which you play as a character that has had their world over-run by darkness. Using the power of Light, they fight back against the evil, find the missing citizens and collect coins to rebuild their town of Paradox Falls and uncover the mystery of where they obtained their powers. Please note: The project requires you to have coding knowledge on a number of things including: Output/Input Shaders A.I's. If you're interested in helping me out on this, shoot me an email at nathan.jenkins1012@gmail.com and we can go from there! Note: The following image is edited on the desired effect and has yet to be implemented.
  7. If you want to make the coolest games the world has ever seen, you found the right team. I assembled a team of 1. One game entrepreneur, designer, producer (me) 2. One graphics artist (with me) 3. One animator (with me) 4. One sound developer (remote) 5. Two voice actors (remote) I am looking for a programmer to do the coding for the project. Someone passionate, loving and caring, willing to give all it requires. I am looking for someone who knows 1. Unity 2. C# 3. Preferably has computer studies background
  8. Hello! I am looking for a concept artist for a 3d brawl game. I will need sketches done for characters, and arenas. I would prefer a hobbyist for free, but I will pay if the work i am getting is significantly better than a free hobbyists. If interested, please do email me at JVGameDev@gmail.com
  9. Welcome back to day 39! Yesterday we started to look at fixing problems that involved the limitation of Mobile VR (and a lot of raycasting), today we’re going to make some more changes. Specifically, the goal today is: Change our Event Trigger logic to deal with what happens if we’re holding down on the screen Fix a problem with our player being pushed around Fix why our Knight turns black Change our enemy to be slower to make the game easier Let’s get to it! Step 1: Changing Our Event Trigger Logic for Continuous Fire Right now, we’re trying to solve the problem where we only damage the enemies when we tap on them. If we were to hold on, then we would continue to shoot, but the enemies won’t take damage Yesterday we discovered that there was 2 ways we could have implemented our game. Use our existing code where we shoot a raycast and depending on what we hit, run some function. Use the Event Trigger system along with Google’s changes. I’ve played around quite a bit with the Event Trigger system and made a solution, but it’s not the best, in fact, I might have preferred just keeping what we have, but that’s okay, we’re just learning! There are 2 problems that we must solve: What happens when we’re holding down the screen on an enemy What happens when we’re holding down and then we move to point at another enemy. After playing around for a while, the PointerClick solution we have will no longer work. Instead, I’ve started playing with the PointerEnter and PointerExit events. I’m going to add the changes to EnemyHealth: using System; using UnityEngine; using Random = UnityEngine.Random; public class EnemyHealth : MonoBehaviour { public float Health = 100; public AudioClip[] HitSfxClips; public float HitSoundDelay = 0.1f; private SpawnManager _spawnManager; private Animator _animator; private AudioSource _audioSource; private float _hitTime; private Boolean _isEnter; void Start() { _spawnManager = GameObject.FindGameObjectWithTag("SpawnManager").GetComponent<SpawnManager>(); _animator = GetComponent<Animator>(); _hitTime = 0f; _isEnter = false; SetupSound(); } void Update() { _hitTime += Time.deltaTime; if (Input.GetButton("Fire1") && _isEnter) { TakeDamage(1); } } private void TakeDamage(float damage) { if (Health <= 0) { return; } if (_hitTime > HitSoundDelay) { Health -= damage; PlayRandomHit(); _hitTime = 0; } if (Health <= 0) { Death(); } } private void SetupSound() { _audioSource = gameObject.AddComponent<AudioSource>(); _audioSource.volume = 0.2f; } private void PlayRandomHit() { int index = Random.Range(0, HitSfxClips.Length); _audioSource.clip = HitSfxClips[index]; _audioSource.Play(); } private void Death() { _animator.SetTrigger("Death"); _spawnManager.EnemyDefeated(); foreach (Collider collider in GetComponentsInChildren<Collider>()) { collider.enabled = false; } } public void HealthEnter() { _isEnter = true; print("enter"); } public void HealthExit() { _isEnter = false; print("exit"); } } Walking Through the Code In our EnemyHealth, we create 2 new functions: HealthEnter() HealthExit() These functions are going to be called from the PointerEnter and PointerExit from our Event Trigger that we set up. In these functions, we set new variable we introduced called _isEnter so we know when they’re being selected. Inside Update() we check to see if we’re currently hovering over the enemies and if we’re pressing down on the screen. If we are, we would call our already existing Shoot function. I’m not a fan of this method because it requires us to constantly call Update() in all of our enemy health scripts as opposed to just inside our PlayerShootingController script, but for just playing around, this is okay. I also changed the hit sound effect to be able to play every 0.1 seconds just like our shooting delay. Step 1.1: Updating our Event Trigger Now that we have our shooting script in, the next and final thing we need to do is to create the Event Triggers to use them. Get rid of the PointerClick event that we’ve previously set up. Instead, we’re going to create 2 new types of Event Triggers: PointerExit and PointerEnter. Here’s what we’re going to do: Attach HealthEnter() to PointerEnter Attach HealthExit() to PointerExit Now we can play our game like we intended to do from the very beginning. Make sure to make these changes to the Bandit and Zombie too! Step 2: Preventing Our Player from Falling Currently, if we were to play the game, when an enemy gets closed to our player character, we would fall. We should have addressed this in the past when we set constraints inside our RigidBody component, but it appears that we have not. Let’s go back and fix this In the hierarchy, select Player Under the RigidBody component, we’re going to set our constraints. Specifically, we want to freeze our position and rotation so that the enemies won’t push our character around. Having the game move us could cause nausea for our players. Step 3: Fixing our Knight’s Color If we were to play our game on our mobile device, we’ll notice one big problem. Our knights are all black. If we pay attention to our log, we’ll see this: It seems that we have some problems with the shaders that the asset is using. Unfortunately, I don’t know enough about this problem to resolve this. We have 2 choices: Ignore the problem and just have all black knights Change the materials that use these to use the standard shader. In our case, we’re going to explore the 2nd option. In Assets/Knight/models/Materials we have 3 materials that we’re using: clothColor, knight1Color, weaponsColor, and all of them uses one of those 2 shaders above. Let’s select them and changed them to Standard. Now if we were to play the game on Unity, here’s what the knights would look like: It lost the coloring we originally had for it, but at least we keep the details of the models. Step 4: Making the Game Easier Currently, in our game, we would be getting swarmed with enemies. That would have been fine if we can move around, unfortunately, we can’t do that anymore, thus as a result, we need to make some adjustments We’re going to do 2 things: Change the rate of how long it takes for an enemy to spawn Slow down the rate our enemies move Step 4.1: Changing Spawn Rate on the Spawn Manager Currently, we spawn the next enemy every 2 seconds. Let’s change that to 5. Select the SpawnManager game object (child of GameManager) Set Time Between Enemies to be from 2 to 5 Step 4.2: Changing Enemy Walking Speed As we might recall, to control the enemy speed, we must look at the Nav Mesh Agent component in our enemy prefabs. In order of speed, our speed order is Bandit, Knight, Zombie, with the Bandit being the fastest and Zombie being the slowest. I’m going to change the speed a bit. Bandit to 2 Knight to 1.5 Zombie to 1 Here’s an example: Conclusion Now we’re done! We have taken care of a lot of the technical problems that we encountered. Tomorrow, we’re going to continue to finish the rest of the game by figuring out how we would add UI into a virtual reality environment. Until then, I’ll see you all later in day 40! Day 38 | 100 Days of VR | Day 40 Home
  10. Pleb's Sled Devlog - Week #1

    The first week of developing our new game Pleb's Sled. We are going to post development vlogs weekly so stay tuned!
  11. Hello, I have a full experienced team that looking for a composer and another 3d designer, im expecting as much from you there are other people in this server that can help you we have a determined team, we have done many things in our game there is more information in the discord about everyone and there skills there region and about the game, if you join the discord pm asap https://discord.gg/b2teN3m
  12. Hi GameDev folks! We're back with another about for Avatar SDK. Today we are releasing the official Avatar SDK Unity plugin! The Avatar SDK for Unity is a robust plug-n-play toolset which enables developers to integrate realistic AI-powered user-generated avatars into their Unity-based applications. With Avatar SDK Unity plugin you can allow players to create their own avatars in your application or integrate the SDK into your production tools and processes, i.e. 3D character design and animation. Since the beta release, we’ve added some very exciting features like support of facial blendshapes, detailed facial features (eyes, mouth and teeth) and hair recoloring, reduced the avatar cloud computation time and introduced the new “offline” version of the Unity plugin. See the full list down below. We now offer the plugin in two flavors: “Cloud” and “Offline”. The “Cloud” version requires an external server for avatar generation and the “Offline” version supports local avatar calculations on a client machine. Key features of the Avatar SDK for Unity (applicable to both cloud and offline versions): Automatic generation of a color 3D face model from a single selfie photo in 5-10 seconds (!). Works best with selfies, but can be used with any portrait photo. Shape and texture of the head model are unique for each person, synthesized with a deep learning algorithm crafted by computer vision experts Head models support runtime blendshape facial animations (45 different expressions) Generated 3D heads include eyes, mouth, and teeth Algorithms synthesize 3D meshes in mid-poly resolution, ~12k vertices, and ~24k triangles Six predefined hairstyles with hair-recoloring feature (many more available on request) Avatar generation API can be used in design-time and in run-time, which means you can allow users to create their own avatars in your game Cloud version is cross-platform, and offline version currently works on PCs with 64-bit Windows (support for more platforms is coming soon) Well-documented samples showcasing the functionality. A quick demonstration of the how the plugin works: And here is an example of the facial expressions that you can create with our blendshapes: Availability Cloud Unity plugin To get the Cloud Unity plugin, sign up or sign in with at https://accounts.avatarsdk.com, choose a plan (Free, Indie, Plus, Pro) depending on how many avatars per month you need, then go to the Unity3D plugin tab on the Developer page and click “Download”. Please note, that the cloud version requires a small payment for every generated avatar to keep the servers running. Check the pricing here: https://avatarsdk.com/#pricing. A few important changes in pricing: While we’re still offering a Free plan for our Cloud SDK, from now on all 3D models will be watermarked with an Avatar SDK logo. Our existing users will still be able to generate models without watermarks until the 15th of January 2018. Please make sure to sign up for a non-free plan before this date to continue using Avatar SDK for any purpose other than testing or evaluation. In celebration of the Black Friday, Cyber Monday and the upcoming holiday season, we’re offering a 60% discount for our Indie plan! Sign up before December 6, 2017 11:59 PM EST and get a full set of features for just $20/month! If you sign up for this plan now you can stay on it after the offer expires. The discount applies to the monthly payment only, the extra avatars prices are the same. Offline Unity plugin Unlike the Cloud version, the Offline plugin is unlimited, so you can generate as many avatars as you need for your project. The Offline plugin is available by request, please contact us at support@itseez3d.com. As always, if you have any questions or feedback about the Avatar SDK, please feel free to reach out to us! itSeez3D team
  13. I like unity3d but the installation size is too big. the package itself is 1GB and the installation is 5GB. What are some good, easy 3d game engines similar to Unity that have smaller file sizes? Excluding engines that lack editors like level editors, world editors etc, with an easy enough scripting language, physics and good documentation.
  14. Hi everyone! Today we have something interesting to share with you. We have recently realized that Project SpaceVille can be much more than just a game. We’ve started to look at Project SpaceVille as a didactic way for people who have poor social skills to acquire and develop social skills. We’ve decided to work even harder on our Artificial Intelligence system so that we can actually recreate neighbors with very specific personalities to match the majority of people that you could have to deal with real life. The goal is for you to be friends of them and learn what you’d need to do to become friends of that person. Of course this is something very generic since everyone is different. We already have contacted some psychologists who became very interested in our idea. Especially since Project SpaceVille isn’t age restricted. And nowadays almost everyone has a smart phone so it’s very accessible. They say it could be used from introverted people to even the refuges and we’ve created the analogy of “going to another planet”. We've discussed this with many people during the Web Summit and they all thought it was a very interesting concept. What are your thoughts on this matter? On another topic, we’ve been sharing some content on our social media! Have you checked it out? The links are down below, leave us a 👍👍👍 But meanwhile here's a peek on something we've been working on: See you soon, 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
  15. Hello, I'm developing a roguelike game. Currently it's in a playable state and I think it's a high time to show it and hopefully get some feedback. The game has following features: - turn based - procedurally generated levels - tons of loot - spells system - trading system - some quests - some limited crafting - door/key/lever mechanics - quite a lot of different (look/behaviour) monsters Trailer: Demo: http://kotogames.com/wp-content/uploads/2017/11/OuaD_demo.zip Regards, Tom
  16. Hi everyone! Today I’m going to share my story with you. It all started during my summer holidays.. When I was small I heard about this spaceship that traveled through the universe every 20 years. I decided to go on space cruise! I was so excited I just couldn’t wait to see the rest of the galaxy! All the stars, planets, alien life! Everything I had dreamed about since I was little. So I did it, I booked my ticket and off I went to space! Everything was running smoothly. I was having the time of my life! The more we traveled the more different species were on the cruise, it was fascinating. On our way back to Earth we stopped at this little cute planet where life only existed inside a dome. I found it very interesting how they were able to maintain a system alive inside it. I got distracted exploring and missed the cruise back to Earth! Someone saw me crying at the space station, who would have guessed that he/she would become my best friend. He/she comforted me and offered me a place to live. He/She showed me around the city and introduced me to all the neighbours. Suddenly I felt better, and thought “It’s a new experience, come on you love adventures! And everyone is so nice here..”. After a tour around the village and after meeting most of the neighbours my friend left me at home. Where I was alone. On my own... My stomach growled! I realized I had no food. I sat there alone on the floor and got lost on my thoughts. And this was the conclusion I came to: “I don’t have any other option, if I want to go back to Earth I have to survive the next 20 years in this planet. And more, I need to raise enough money to survive and buy a ticket back.” The next morning I got up and went looking for a way to make money. On my way to the store the Fox asked me to help him cut the grass, he said he would even pay me. I needed the money, so why not? I helped him and he kept his promise and paid me. That’s when I realized... maybe... I could make a living just from helping all my neighbours? It sounded a lot more fun than working in a boring store. And this is how everything began... 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 Thunderclap: https://www.thunderclap.it/projects/63892-support-project-spaceville
  17. Hello 2D Artists, I've started making a 2D Puzzle Adventure game for mobile and I'm looking for someone who would want in on creating assets for the game. The core of the programming is pretty much complete, you can walk within the grid laid out and push boxes, when there is an object on top of a pressure pad it will activate the linked objects or if there is one object with multiple linked pressure pads it requires you to activate all points for the object to become active. The level iteration for the game is quick and simple, a Photoshop file that is made of individual pixels that represents objects is put into the game and it creates the level out of those pixels with the assigned objects. The objects that need sprites created so far is the character, box, pressure pad, door, trap door, the walls, the stairs and the tiled background. I intend to add more objects so the amount I'd like to add will be extended. My motivations for posting here is to have something that looks nice to be able to display on my portfolio, so if you're looking for a working game that you can place your art into and improve the look of your portfolio then we're in business. Please reply with a few past examples of your art below and I'll be in touch!
  18. Hello again! Long time no see! (*wink* laughs) I hope everyone is doing well. What did you think of yesterday’s post? Let us know in the comments! Today we are going to talk about something totally different. Today we will be talking about monetization. Monetization We’ve been thinking a lot about monetization, and how it will work in “Project SpaceVille”. On the one hand, we want to make enough money so that we can live (laughs), on the other hand we don’t want to screw up our loyal players. As such, we came up with 3 ideas. Just to be clear, we don't want make the game “impossible” or less enjoyable to play without paying. Most (if not all) of the game’s content should be accessible to non-paying players. Idea #1 Ads. Yes it’s annoying, we know. (laughs) But it’s one of the ways we can make money without giving out players much of a burden. And to make it even less intrusive, we thought about placing ads in loading scenes only, for example. Better to watch an ad than a loading screen with nothing at all, right? (laughs) And that way you'd be helping us survive as well. Idea #2 The player could buy in-game currency whenever he wants. Let’s say €1.00 or $1.00 can get you 150 coins or so of in-game currency, for example. This way, the player can buy new clothes, furniture, etc. whenever it feels like. Idea #3 There would be an an annual subscription that would unlock all content in the game, remove all ads, and give an allowance to the player as well. Let us know what you think! If you have any different ideas, please share them with us! Currency We have no idea what to name it. Maybe we could use your help? Help us by brainstorming names like SpaceBucks ahah. Share your ideas on the comments! If you want to chat with us, we are very responsive on Facebook. See you soon! 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 Thunderclap: https://www.thunderclap.it/projects/63892-support-project-spaceville
  19. Hi everyone! We’re back again for a quick update! We’re decided to create a Thunderclap campaign just to keep us motivated to continue to develop Project SpaceVille. It would mean the world to us if we had your support! Check out the campaign here! See you all soon! 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 Thunderclap: https://www.thunderclap.it/projects/63892-support-project-spaceville
  20. I am working on a game in which we control a rectangular box at the bottom of the screen. Three sphere which has alphabets in it fall down. When the game starts, a word is generated from the predefined list of words(which I'll give) and we are supposed to touch the correct sphere having the alphabet based on that word. The question is how to detect if I have touched the correct sphere. secondly, if I have touched a correct sphere before and there is no recurrence of that alphabet in that word then during the second wave the game should not proceed if I touch the same alphabet again. Looking forward to your answers, i have to submit this project in a couple of days. please help! (Working on Unity 3D) Thanks