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Found 3873 results

  1. 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!
  2. 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
  3. 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
  4. 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.
  5. 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!
  6. 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.
  7. 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:
  8. 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
  9. 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.
  10. 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
  11. 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
  12. 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?
  13. 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
  14. drcrack

    Unity Zeal — Online PvP RPG

    It is a combination of fundamental RPG elements and challenging, session-based MOBA elements. Having features such as creating your unique build, customizing your outfit and preparing synergic team compositions with friends, players can brave dangerous adventures or merciless arena fights against deadly creatures and skilled players alike. More info: https://zealrpg.com/about
  15. Thief's Roulette is a Choice Driven Puzzle game inspired by the Danganronpa and Zero Escape game series. The game is being developed for Nintendo Switch and PC. Thief's Roulette takes the narrative heavy design of Visual Novels and combines it with immersive, first person Puzzle gameplay to create a unique gaming experience. With Thief's Roulette I hope to take the player on a journey through betrayal, deception, and trust. Player freedom through choices, building alliances or creating rivals will be the driving force of the game. With Thief's Roulette I'm attempting to blend some different game genres in interesting ways. Features A gripping story of deception. Who you choose to align with may either lead to your death or your survival. Heavy Player Choices that can alter the path of the Story. Multiple Endings Immersive and Intricate Puzzles to Solve. A Natural approach to Difficulty: Any time during a Puzzle, you may ask your teammates for help. Players who want to take on the challenge with no clues can simply not ask for assistance. Fully explorable 3D Environments and VN Style Artwork. A cast of unique characters with their own goals and personalities. Some are only out for themselves, others may have your back when the time comes. The game is currently in its early stages but I've recently been making a ton of progress. There is a Trailer nearing finalization. I plan to show it off very soon. I try to make semi regular Updates on Twitter
  16. Hey all! I'm proud to share with you a project that a fellow colleague and I have been working on for years (still in pre-alpha). It's an Indy flight game that takes inspiration from Studio Ghibli's 1992 film 'Porco Rosso'. The game blends accurate flight sim physics with RPG mechanics, coupled with an engaging atmosphere and narrative. I can only share these few details. The project has been added here. Any feedback is appreciated and welcomed! https://www.artstation.com/artwork/kV9y6
  17. Hey there, I am having this huge Issue that I thought I can avoid, but I missed the part of deserialization. So I was never a big fan of this approach but what we do is to collect all savegame data in one big class called SavegameDataBase. To store it, it is serialized into JSON. First I'd like to know what you think of this approach in general as this is new grounds to me. But the main issue is backward compatability, it seems to be impossible. There are so many savedata classes nested into each other that when changing just one we'd have to make new versions of all their parents at least and handle convertion. Doing it manually sounds crazy. We already invested some time into this system but it is not too late to change it as some level of backward compatability is necessary. The game is reconstructing the state by using Factory classes and each manager/controller class recieves the savegame data to apply data. The only idea I have is if somehow we can make a process that makes copies of each savevgame data class and stores them in a new .cs file, not yet linked to the project. Then it would rename all of the original ones (just like in VS with renaming everywhere where it is being used) and increment the number in the suffix, like from SavegameDataBase23 to SavegameDataBase24. It also automatically has to make conversion methods from the 23 version to the 24 version. Then we can make changes from that. We would end up with a lot of classes and especially unecessary versions, but we could delete the old classes and conversion methods simply by deleting the cs file. That is at least what has to be done manually and it is impossible. Is that even doable? Programming is not my main disciplin I see now how what a charm database migration is for web developers. Does anyone have ideas?
  18. Eugene Lazebny

    Unity [iOS] Fobia [2D Platformer]

    My first game is available now on iPhone, iPad & iPod touch! Fobia is a puzzle-platformer adventure game developed by my wife and I. The player character is a little girl who tries to escape from her fears overcoming various obstacles in her path. We really hope you enjoy it. App Store Link: https://itunes.apple.com/us/app/fobia/id1336452806?ls=1&mt=8 Launch Trailer: Screenshots:
  19. jb-dev

    Showing off the spatial distortion effect

    From the album: Vaporwave Roguelite

    This shows the spatial distortion effect. A video would be a better thing, but it also distorts the image with a sine wave according to time.
  20. jb-dev

    All foods in a row ready for debug

    From the album: Vaporwave Roguelite

    This shows most food in the game right now. Both the pineapple and the banana are currently in low LOD. I haven't had the time to configure those properly yet...
  21. Last week I've worked on two things: Foods and Activated Items. I can safely say that my goal was achieved, and even surpassed. I've managed to add three working Activated Items and a whopping 9 foods in total. So let's dive right into it. Focus system crash course Before we dive right into activated items, we first have to know about the focus system. The focus system is like the classes or specializations system in most RPGs. Except that the focus system is actually quicker and is overall much more simpler than traditional RPG class system. (Because it's in a roguelike game and permadeath exists) In essence, each time the player uses those items, then its focus will shift through three poles: Vaporwave (Rogue/Assasins), Future Funk (Marksmen) and Hardvapor (Brawler). Having a certain focus can results in additional bonuses in certain stats, and can even give weapons and other items different type of bonuses and capacities. As of right now, no actual bonuses are implemented. This is because the focus system is primarily linked to the player's equipment... These aren't in the game just yet... Activated items If you played The Binding of Isaac, then you may be familiar with this concept. The idea is to have an item that can have an effect when manually triggered. Activated items work just like this: they are items that the player can activate. Most of the time, these give additional abilities to the player, like becoming temporarily invisible. Activated items can also have relic-like capacities that apply as long as the item is held, and can also have modifiers. Items can also have a focus alignment. Right now, only three of these are functional in the game. The Cellphone Alignment: Vaporwave This is an old piece of junk. It's supposed to represent an old Motorola brick phone. With this phone, the player is able to set up a one-way teleportation trip. First, the player needs to set up an exit point by activating it. This will create a weird sphere of spatial distortion Afterwards, when the player activates the item once more, they will be instantly teleported to it. Useful when you're in a huge level and want to get back to a specific room like a mall after getting more dosh. Here are it's modifiers: -5% ATK -10% HP Survival Gear Alignment: Hardvapor This activated item is supposed to represent a survival backpack. With this item, the player can sacrifice its health for foods. Here are its modifiers: -20% AGL -10% HP This Alignment: None This is this or at least my interpretation of it. In my head, an object always was a big red specular sphere. Maybe it's because I started making games with Game Maker? Perhaps... With This, the player can reroll all items in a 25 meters radius for 10$. Here are the modifiers: +25% LCK -10% HP Foods Foods are like temporary relics. They sometimes have capacities like relics and also have modifiers that are usually out of this world. When the player eats foods then a countdown is initiated. When the countdown is finished, all modifier and capacities given to the player are removed. Right now every food lasts for about 5 seconds. This will be individually tweaked based on things like modifiers and capacities... Here's a list of foods in the game: Pineapple This is a simple pineapple. Nothing special here Here are the modifiers: -10% LCK +25% ATK +50% DEF -10 AGL Banana A normal banana. Here are the modifiers: +75% LCK +68% DEF +50% AGL Lime A normal lime, cut in half. Here are the modifiers: +10% LCK +25% ATK +75% AGL -10% HP Pineaburger A burger made of a slice of pineapple. There's also a lettuce leave thrown in there for good measure. Here are the modifiers: -10% LCK +25% ATK +50 % DEF -10% AGL Double Deluxe A plain waffle topped with whipped cream and glazed with some kind of syrup (claimed to be raspberry, but sure doesn't taste like it) Here are the modifiers: +75% LCK +10% ATK -25% DEF +10% AGL +5% HP Instant Ramen A normal instant ramen bowl. chopstick included. Here are the modifiers: +50% ATK +50% AGL -25% HP Bento box A somehow 80s bento box, with crazy shapes, lines and colours. Comes with chopsticks. Here are the modifiers: +25% LCK +10% DEF -10% AGL +75% HP Toast Sandwich A somehow plain looking sandwich. It appears to have a heavily buttered toast in the middle. This is one of the food that can give you a capacity. When eaten, it gives the capacity to do a double jump. Here are the modifiers: -10% LCK +25% DEF -50% AGL -5% HP Minor updates There are now proper debug tools, such as spawning folders and so, making the testing phase so much quicker Resolved some bugs with mall inventory not being properly chosen Finally added relic/foods/equipment/weapon spawning to folders items. This means that the player can finally get good loot from folders. Fixed an infrequent bug that gives wrong orientation to some rooms (i.e. some breakable wall used to spawn perpendicular to the rooms) Added a bunch of things to add effects like 2d drop shadows and outline rendering Next week Next week I planned to add statuses to the game. Statuses like poisoned of stunned. There's already a list of statues that was previously prepared. Now it's just a matter of implementing those. Otherwise, if I have the time I'm probably going to continue the implementations of items/capacities... I also realized that while testing things out I just forget I'm testing and I just play the game (even though there's only one unfinishable level) I genuinely had fun... I wish this feeling will get bigger as this is developed.
  22. First version of dialogues is done. Dialogue is similar to ones in Fallout series, or many other RPGs. After opening the dialogue panel, player chooses option, then NPC reacts. Dialogue works as tree, every nod has dialogue class instance containing paired NPC response and player choice, each nod has multiple children (if there is more options for player) representing player choices. Every response has action element, either opening next panel with options for player, or other events like trading, giving quest etc. Player choices will have impact on relationship with NPC, since every NPC will belong to some settlement, town or guild, et cetera, this relationship will affect reputation with given society - not implemented yet. As always, there is demo showing how dialogues work. dialog_beta.webm For better controls I added small feature, where mouse cursor changes depending on what interactable object is under cursor. For now its just for pickable (gauntlet), extractable - mining (axe) and chopping (pickaxe), attackable (sword) and for dialogues (dialogue icon). I might have already mention this in some of previous logs, but since one got removed, and I haven't found it in any entry, it's better to mention it again. Please visit my Altos facebook page or devlog website. See you in next log. Darthy.
  23. Hey, me and my team participated in a local game jam last month, we'd love if you could give us some feedback on it! Also, we're just one place behind in the regional ranking of the game jam, and if you guys could vote on us we'll be able to go to the finals, which will happen in 2 months o/ The game is free and playable in the browser: https://bit.ly/VoteForAgatha We plan on improving this game to do an official launch later this year, so any feedback will be really appreciated! Aaand we'd be specially grateful if you could leave a rating on the jam page, the voting ends today 🙃 Agathas-Escape-Vitoria-2-Set-2018.mp4
  24. THE PROJECT INT is a 3D Sci-fi RPG with a strong emphasis on story, role playing, and innovative RPG features such as randomized companions. The focus is on the journey through a war-torn world with fast-paced combat against hordes of enemies. The player must accomplish quests like a traditional RPG, complete objectives, and meet lively crew members who will aid in the player's survival. Throughout the game you can side and complete missions through criminal cartels, and the two major combatants, the UCE and ACP, of the Interstellar Civil War. Please note that all of our current positions are remote work. You will not be required to travel. For more information about us, follow the links listed below. INT Official website Steam Greenlight IndieDB page Also follow social media platforms for the latest news regarding our projects. Facebook Twitter WEBSITE MANAGER We are seeking a committed Website Manager. Our project is close to its public funding drive, we are looking to build a new website to support that effort. The Website Manager will be in charge of the creation and maintenance of the website. You will be helping with posting periodic updates, perform SEO, and perform UX improvements. Responsibilities: 1. Manage online content for company website. 2. Enhance existing aesthetics and user experience for web properties. 3. Work with team leads to institute content calendar for company website. 4. Help implement strategies to increase website traffic. 5. Proofread content. 6. Remain current with emerging web technologies. 7. Regularly attend remote team meetings. REQUIREMENTS To be successful in this position, following requirements apply: WordPress expertise. SEO basics Outstanding communication skills. Ability to complete tasks remotely without supervision. OTHER OPEN POSITIONS 3D Environment Modeller 3D Animator Unity Engine Programmer REVENUE-SHARE The project is marching increasingly closer to be ready for our crowd-funding campaign. Being an Indie team we do not have the creative restrictions often imposed by publishers or other third parties. We are extremely conscientious of our work and continuously uphold a high level of quality throughout our project. We are unable to offer wages or per-item payments at this time. However revenue-sharing from crowd-funding is offered to team members who contribute 15-20 hours per week to company projects, as well as maintain constant communication and adhere to deadlines. Your understanding is dearly appreciated. TO APPLY Please send your Cover Letter, CV, Portfolio (if applicable), and other relevant documents/information to this email: JohnHR@int-game.net Thank you for your time! Please feel free to contact me via the email provided should you have any questions or are interested to apply for this position. We look forward to hearing from you! John Shen HR Lead Starboard Games LLC
  25. THE PROJECT INT is a 3D Sci-fi RPG with a strong emphasis on story, role playing, and innovative RPG features such as randomized companions. The focus is on the journey through a war-torn world with fast-paced combat against hordes of enemies. The player must accomplish quests like a traditional RPG, complete objectives, and meet lively crew members who will aid in the player's survival. Throughout the game you can side and complete missions through criminal cartels, and the two major combatants, the UCE and ACP, of the Interstellar Civil War. Please note that all of our current positions are remote work. You will not be required to travel. For more information about us, follow the links listed below. INT Official website Steam Greenlight IndieDB page Also follow social media platforms for the latest news regarding our projects. Facebook Twitter 3D CHARACTER MODELER We are looking for a 3D Character Modeler to create and polish 3D characters for the game. You will be collaborating with the team in creating 3D characters that meet polygon-count and texture quality requirements. You will also need to be able to enact upon instructions from the Art team Lead and the Project Lead. Your duties include: Create 3D characters conforming to the polygon-count requirements. Skinning and un-wrapping of models created. Make adjustments to created models when required. REQUIREMENTS To be successful in this position, following requirements apply: Have working knowledge of 3D modeling suites. Understand import/export requirements for Unity Engine integration. Excellent self-management skills. Excellent attention to detail. Excellent communication skills. OTHER OPEN POSITIONS 3D Environment Modeller 3D Animator Unity Engine Programmer REVENUE-SHARE The project is marching increasingly closer to be ready for our crowd-funding campaign. Being an Indie team we do not have the creative restrictions often imposed by publishers or other third parties. We are extremely conscientious of our work and continuously uphold a high level of quality throughout our project. We are unable to offer wages or per-item payments at this time. However revenue-sharing from crowd-funding is offered to team members who contribute 15-20 hours per week to company projects, as well as maintain constant communication and adhere to deadlines. Your understanding is dearly appreciated. TO APPLY Please send your Cover Letter, CV, Portfolio (if applicable), and other relevant documents/information to this email: JohnHR@int-game.net Thank you for your time! Please feel free to contact me via the email provided should you have any questions or are interested to apply for this position. We look forward to hearing from you! John Shen HR Lead Starboard Games LLC
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