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Found 3128 results

  1. Hi All, I am currently trying to create a tactical pathfinding system using Unity's built-in Navigation. The problem is I can't find an elegant enough solution to my problem. This is what I am trying to accomplish: The Red AI needs to navigate behind those square obstacles in order to tactically navigate to its goal. This is what I have achieved so far: In the above video I have used the NavMeshSurface component. The high-area cost (ie. pink mesh) is generated only if I re-build the NavMesh. I don't want to re-build the NavMesh during runtime, because I have a fairly large level. My Question: Is there any way for the Red AI to do tactical pathfinding on top of Unity's Navigation System?
  2. Swordbreaker in Action

    Adventurer took a paper bundle out of his coat. It was the very same map that the man in the tavern gave him. That map depicted a castle and marked a path to the treasury hidden behind its walls. They say this treasury contains lots of jewelry and gold, but the most valuable of them is one diamond. They say this is the biggest diamond in Dorgan, and maybe even in the whole world! Someone even said that you can buy a small castle for this precious stone, and live happily ever after until the end of your days for the rest of the money. All these talks and tales let our hero to the mysterious castle. Do you want to know who is this adventurer? His name is Swordbreaker! The game will tell you about the Swordbreaker’s blood-drenched enigmatic adventures in a mysterious castle. Our hero has to go through many trials before he possibly could find what has led him to the castle — treasures! Swordbreaker in Action (working title) is a remake of the original Swordbreaker the Game. It is full 3D action-adventure with RPG elements. The action is based on the previous game plot, but the main focus now is on fighting hordes of enemies, exploring the locations, and solving puzzles. Game features: • Dynamic battles behind the walls of an ancient castle. • Many different locations, both inside and outside the castle. • Character progression system. • Different kinds of weapons, armor and magic. • Dynamic change of music depending on the hero's karma. Team: DuCats Games Platform: PC Engine: Unity3D We may be a young team but a very active one, as we crave for bringing the high-quality product to you! The game will be on sale on Steam after the release. We already have a project on Steam called “Swordbreaker The Game”. The new project is a more advanced remake version of it. And yes, you got it right — you’ll be able to break swords with the swordbreaker! We’d also like to say that our game isn’t set in a classic Middle Ages fantasy world. It’s more of a mix due to modern elements and a good amount of humor (those who played the first game get the point) It also goes for the game music score — fantasy motives intertwined with modern ones and it becomes more dynamic during battles. The music also depends on the prevailing character’s karma. At the moment, the battle system in the game is at its very early stage and we work on its major improvement. We’ll add new strikes and other elements to make battles more dynamic. Facebook group: https://www.facebook.com/groups/swordbreakergame/ Twitter: https://twitter.com/DuCatsGames Patreon: https://www.patreon.com/swordbreaker Armors and enemys
  3. Hello, I am trying to get a grasp on those "Idle games/Clicker games" or "Incremental games". I want to write one in Unity3D, but I am not sure how to deal with those high numbers. I wonder how they do to present this? Does anyone here know a trick? Just to make one thing clear first though: I don't think they are all using "Arbitrary precision data types", Sure you _can_ use them but that would probably be like using military/space spec. components in a game console (you _can_ but very much more expensive (creepingly slow in this case)). There are several games out there from several companies, for several platforms, including small battery driven devices, and those do simply not have the power to shuffle that much data without becoming too battery/CPU hungry. So hence I am sure they must have different solutions. So is there any idea on how to implement this _without_ using "Arbitrary precision"? I have googled for a clear description with well commented C# code for use with Unity3D but nothing. Some Youtube video however suggested that for each "Exponent" they divided or multiplied the main number with 1000 but that was not explained either fully. And asking Hyper Hippo would not work I am sure. (As for the rest of the game I am sure there are tutorials, how difficulty is controlled and so on.) I intend to use Unity3D/C#
  4. Who We Are We are Forged Interactive, a small team of like-minded game developers with the sole purpose of making games we love! We're a team of artists, animators, programmers, level designers, writers, composers, producers, and other creative minds. We want to make games that you, the modern gamer want to play! We hope to build a community that enjoys our games as much as we love creating them. With your feedback and support we will be able to achieve that. About the Game GAME NAME is a fun, action-packed army builder with unique characters, challenges and engaging levels. Set forth on an adventure to protect friends, family and countrymen from new adversaries. Once defeated your enemies turn coat and join you in your adventures. Players can enjoy a range of troops and abilities based on their gameplay style which become more important as maps introduce more challenging terrain, enemies and bosses. Strong orc knights, dangerous shamans, and even a dragon are out on the prowl. Knowing when to fight and when to run, and how to manage your army is essential. Your actions alone decide the fate of this world. Previous Work by Team Although we are working towards our first game as a team, our team members themselves have past experience in the industry. This includes members who have worked on titles including: Final Fantasy Kingsglaive, FIFA, Xcom 2 and Civilization. Who are we looking for? 3D Modellers Concept Artists Marketing Specialists Level Designer What do we expect? Reference work or portfolio. Examples what have you already done and what projects you have worked on academic or otherwise. The ability to commit to the project on a regular basis. If you are going on a two-week trip, we don't mind, but it would be good if you could commit 10+ hours to the project each week. Willingness to work with a royalty based compensation model, you will be paid when the game launches. Openness to learning new tools and techniques What can we offer? Continuous support and availability from our side. You have the ability to give design input, and creative say in the development of the game. Shown in credits on websites, in-game and more. Insight and contacts from within the Industry. Contact If you are interested in knowing more or joining. Please email or PM us on Skype. Myself or Colin will reply to you within 48 hours. E-mail: Recruitment@ForgedInteractive.com Skype: ForgedInteractive Regards, David and Colin Follow us on: Facebook: https://www.facebook.com/ForgedInteractive/ Twitter: @ForgedInteract Youtube: https://www.youtube.com/channel/UCpK..._as=subscriber Reddit: https://www.reddit.com/user/Forged_Interactive/
  5. Hi, everybody!

    Hi! We are Evil Corporation Games, an indie studio, which was founded in 2016. In April 2017 our first game project - Star Story: The Horizon Escape (a text turn-based adventure RPG with 24+ alternative endings) was released on Steam. We are currently working on our next game - TERRORHYTHM. That will be rhythm + beat'em up action in the style of cyberpunk. In this blog we will inform you about our game projects and the latest news about it. First post we would like to dedicate to our first project call "Star Story: The Horizon Escape". It was released on Steam 05.09.2017 (http://store.steampowered.com/app/610310/), then it was published on itch.io, g2a.com and gamersgate.com. Was a work experience with chrono.gg. Soon Star Story will be available on kinguin.net and greenmangaming.com also. It’s a text turn-based adventure game with elements of RPG. The plot is developing in accordance with the actions of the player; there are 24+ alternative endings of an exciting adventure. Trailer: A spaceship of archeologist Van Click crashes, and he finds himself on the last unexplored planet in the whole galaxy called “Horizon”. As the Hero is trying to get out from this planet, he meets various inhabitants of unknown locations; he has to struggle for life encountering extremely aggressive species of Fauna and resolving various puzzles. The end of this eventful flee from the Horizon planet depends only on the player’ choice. In this game we have mixed the mechanics of dialogues, choices, turn-based battles, puzzles, crafting and technology researches. Work on this game lasted 1 year. And before an official release Star Story took the first prize in the nomination «Best PC game» according to Indie Cup 2017 and got the first place in the Deconstruction Workshop at the White Nights St. Petersburg 2017 conference. As it our first post, in honor of it we would like to share 5 STEAM keys to Star Story for our very first readers and friends here: FZGMK-9HVVZ-R6HY4 6RYY4-VBX2Z-67X2B 3VGHH-Q8YY9-LTW73 J4CRJ-ZAZFT-X8FIV HG8RV-IQ8Y4-IEH8A Very soon we will post the early details of our new project making, that will be released Spring 2018.
  6. Hello. Let me introduce red. It's a logic puzzle game filled with 45 unique, mind-blowing, extremely hard riddles, designed for tablets and mobile phones. If you like puzzle games, IQ tests and stuff like that, red is for you. Check it out here: Google Play and Apple App Store And check the video here: Youtube Remember to submit a review so I know what to improve when creating more games! Any feedback will be appreciated Also, check out my website: Zenith Codes And check out my previous game! Have a good day !
  7. slogy logotr.png

    From the album Slogy

    first and only logo , for now

    © ZiZuLot

  8. My Firts Game

    I'm Learning how to create games from codding, as i develop my game i'm learning c# as well, so here is my first game, is a game text, i hope your coments, for this my first game to improve the next versions of this game, and new games. The Game is in Spanish. For the Unity Version 5.5 the game run in firefox or IE. https://www.gamebucket.io/game/43be1184-f374-4fbb-9209-809f151f94ec Thanks.
  9. Hi gamedevs! As you may remember from the previous post, we have an AI-powered avatar creation tool that allows to create realistic game avatars from one selfie - Avatar SDK. Embedded in the game, it allows players to instantly create their virtual selves. We use deep learning to build an accurate 3D model of a head and predict all the tiny details of face, so each avatar gets completely unique! We've released the beta version of the Avatar Web API more than a month ago and since that time we've collected feedback from lots of developers. And today we are excited to announce two important updates - the release of Avatar Web API v1.0 and the release of beta Unity plugin! Avatar Web API The key features of Avatar Web API v1.0: Automatic generation of a textured 3D face model from a single selfie photo. Works with any frontal photo of a face. Shape and texture are unique for each person, and are synthesized with a deep learning algorithm. While we are working on improving hair model synthesis, Avatar SDK provides a predefined set of hairstyles which you can also use in your application. 3D reconstruction pipeline in the cloud with an easy to use Web API, scalable to whatever throughput required. More features to be added in the upcoming releases, including fullbody animated avatar support, hair synthesis, haircut recoloring and more! The Avatar API will be available on a subscription basis. The starting plan (Free) is intended for development and testing, it will be completely free, but limited to 50 avatars per month. Other plans (Indie, Plus, Pro) offer higher volume of avatars per month depending on your application business model and user flow. For more information about API and pricing, please visit: https://itseez3d.com/avatar-sdk.html. Unity plugin (beta) The plugin is a plug-n-play solution for all Unity developers that are interested in our technology, and it allows you to start experimenting with avatars in gameplay in a matter of minutes. Key features: Fully asynchronous C# API for all Web API requests such as creating, calculating and downloading of avatars With zip utility and runtime .ply reader the downloaded avatar can be automatically displayed in a Unity scene - no need to worry about mesh formats Several textured haircuts provided for each avatar Easy to use authentication pipeline with editor GUI Well documented samples Works on mobile and desktop platforms supported by Unity The plugin is ready for production use but is still called Beta, because weaEUR(TM)re planning to add many more features before calling it an official release. Some of the functions our user can anticipate in the future versions: Blend shape facial animations Unique haircuts inferred from the looks of each person Support for full body avatars and automatic tools that can attach head to arbitrary body preserving correct skeletal animations Cartoonish stylisation of avatars and different rendering modes Multiple LODs to provide best user experience on both mobile and desktop platforms (at the moment avatars have around 6K polygons, which should still be acceptable in most cases) Integration with cameras on mobile platforms More haircuts and the option to change hair color In a more distant future - face tracking, lip sync and many more For more information about plugin, please visit https://itseez3d.com/avatar-sdk.html. What's next? We also plan to add support for Unreal Engine and iOS in the near future. If you're working on these platforms, please stay tuned for more updates from us. If you have any questions about the API or plugin, please feel free to contact us at support@itseez3d.com. We'd really love to hear your feedback! itSeez3D Team
  10. Hey guys, As the title says, I'm trying to control a desktop game by using my mobile phone as a controller. I created two scenes, one that acts as a server, other as a client. Server has this code: void Start () { Test = "Nothing yet happened"; NetworkServer.Listen(25000); NetworkServer.RegisterHandler(888, ServerReceiveMessage); } private void ServerReceiveMessage(NetworkMessage message) { StringMessage msg = new StringMessage(); msg.value = message.ReadMessage<StringMessage>().value; if (!String.IsNullOrEmpty(msg.value)) { Test = "Message received"; string[] deltas = msg.value.Split('|'); Horizontal = Convert.ToSingle(deltas[0]); Vertical = Convert.ToSingle(deltas[1]); TestScript.MoveForward(Vertical); TestScript.RotateAroundY(Horizontal); } else { Test = "Nothing received"; } } And client this: private void Connect() { client.Connect(IPAddress, 25000); } void Start () { client = new NetworkClient(); Connect(); } void Update () { #if UNITY_ANDROID MobileTouches = Input.touches; if (MobileTouches.Length > 0) { for (int i = 0; i < MobileTouches.Length; i++) { if (MobileTouches[i].phase == TouchPhase.Moved) { Horizontal = MobileTouches[i].deltaPosition.x; Vertical = MobileTouches[i].deltaPosition.y; }else if(MobileTouches[i].phase == TouchPhase.Stationary) { Connect(); } } } #elif UNITY_EDITOR Horizontal = Input.GetAxis("Horizontal"); Vertical = Input.GetAxis("Vertical"); #endif thumb.Translate(Vector3.up * Vertical * Time.deltaTime); thumb.Translate(Vector3.right * Horizontal * Time.deltaTime); SendControllerInfo(); } static public void SendControllerInfo() { if (client.isConnected) { StringMessage msg = new StringMessage(); msg.value = Horizontal + "|" + Vertical; client.Send(888, msg); } } Ip address is hard coded, I just replaced it with the "IpAddress" variable. The code itself builds fine, and when I try to run in on a desktop computer, it works as expected (just a simple movement of an object on the server screen). However when I try to publish the client scene to a mobile device (Android), it doesn't connect to the server. They are both connected to the same network. Can anyone tell me what the problem might be? Thanks
  11. so i have this 2D point and click game wherein you play as teenage boy being forced to deal illegal drugs in exchange for your kidnapped sister. the game is currently in production and the game somehow has very few challenges to it according to testers. now, im kinda looking for suggestions regarding some puzzles that i could integrate onto the game. the game's theme is somehow dark, serious and true to life. something that happens in real life perhaps. some of the mechanics i have is item interaction and dialogue system where responses would vary and affect certain outcomes. comments and suggestions would be very much appreciated. thanks!
  12. 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
  13. 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. Talent Needed Unity Engine Programmer Website Administrator Community Manager 3D Animator Revenue-Share This is the perfect opportunity to get into the game development industry. Being an Indie team we do not have the creative restrictions often imposed by publishers or other third parties. We are extremely conscientious of our work and continuously uphold a high level of quality throughout our project. We are unable to offer wages or per-item payments at this time. However revenue-sharing from crowd-funding is offered to team members who contribute 15-20 hours per week to company projects, as well as maintain constant communication and adhere to deadlines. Currently the crowd-funding campaign is scheduled for the year 2018. Your understanding is dearly appreciated. Thank you for your time! We look forward to hearing from you! John Shen HR Lead Starboard Games LLC
  14. Margot Allard

    From the album Beneath the Waves

    We have gotten a lot of work done so far in November. This is Margot Allard, manager of La Mère Allard in our adventure game Beneath the Waves.

    © KJ Interactive

  15. Hello everyone! I'm one of the creators of the Colossal Game Music Collection and, as we now approach the end of the first year in which the collection has been released, we are currently planning our first major update to it... As such, we thought it would be cool to ask you guys first about what sort of music content indie devs are most looking for and what they think it's currently missing on the asset markets. We would truly appreciate your opinions on this, as it would be crucial to improve the quality and usability of our collection. Here it goes: - Our first question is in regards to the type of music currently available to indie devs (for example "Action", "Horror", "Fantasy"...) and not just in regards to the game genre, but also to the type of instrumentation / production (for example "Electronic", "Orchestral", "Ambient"...). What type of game music asset types are you most in need these days and feel like they're lacking on the marketplaces? - The second question is in regards to how the music itself is presented in the asset packs. For instance, we have been making 5 original tracks per pack available on the collection, available as both full tracks and seamless loops (sometimes with also smaller / longer versions available, as well as multiple small loops). Do you think this is the best approach? Or would you prefer the music to be presented in any other way? Any other information you can give is also very much welcomed. Cheers!
  16. Writers Note: Sorry for the lack of updates, I'm not dead yet! I went on a short vacation and got horribly sick. I'm hoping to continue as I have been going before. Welcome to Day 37! Today, things are finally going to get serious in working with VR! Currently, there are a lot of problems with the app from when we launch it. Some are just limitations and others are actual problems. However, before we start to go in and fix everything that we encountered yesterday, today we’re going to add the Google VR SDK into our game. Today we’re going to: Set up wireless debugging so we can both: debug and receive console print statements from our game Remove the old scripts that we’ll replace with VR Add the Google VR SDK into our game Set up a simple Event Trigger Today, we’re going to start working in VR, so let’s not waste time and get to it! Step 1: Setting Up Wireless Debugging/Consoles Before we do anything, one of the most important thing we should do is to set up remote debugging or at the very least, the ability to have our console statements be sent to Unity untethered. Currently, in Development mode, we only get console logs from our Android device if our phone is connected to our computer. This wire would become too limiting if we must do something like spin around in a circle. To fix this, we’re going to set up wireless debugging where our phone can send data remotely to Unity. We’re going to follow Unity’s documentation on attaching a MonoDevelop Debugger to an Android Device. The instructions are straightforward, so I’ll just leave the link to the instruction. In our current state, because we have no way of restarting the game, we must rebuild and run every single time we want to see the console wirelessly. The reason being we lost the ability to restart the game inside the game. However, when we re-add our ability to restart the game, wireless debugging will be more useful. Step 2: Removing Old Scripts that Needs VR Replacements It’s finally time to start working in Unity! Before we do anything, let’s think about the things that the Google VR SDK gave us and what must we get rid of in our current system that conflicts with the VR SDK. The main thing that the Google VR SDK provides is: The ability to move the camera with our head Its own Raycasting system What we need to remove from our game is: The ability to move our character The ability to move our camera The ability to shoot The crosshair UI Luckily for us, this process is going to be fast and easy. First, let’s remove our ability to move: In our game hierarchy, select the Player game object. Select the little cog on the top right-hand corner of the Player Controller (Script) and select Remove Component Next, let’s get rid of the game following our mouse. Select Player > Main Camera Remove our Mouse Camera Controller (Script) Component After that, let’s get rid of the shooting script. We’re going to come back later and re-purpose this script, but that’s going to be for a different day: Select Player > Main Camera > MachineGun_00 Disable the Player Shooting Controller (Script) We’re still going to need this. Finally, let’s get rid of the crosshair. As you recall, when we add the VR SDK, we get a gaze prefab that already adds a cursor in for us. Select HUD > Crosshair and delete it from our hierarchy. When we’re done, we’ll have a completely unplayable game! Yay…. Step 3: Adding the Google VR SDK in Recalling from the Google Cardboard demo, for our game, we’ll need to add: GvrEditorEmulator – to simulate head movement GvrEventSystem – to use Google’s Event System for dealing with raycasting GvrReticlePointer – for our gaze cursor GvrPointerPhysicsRaycaster – The Raycaster that GoogleVR uses to hit other objects The set up for this will also be very straightforward. Drag GvrEditorEmulator in Assets > GoogleVR > Prefabs > GvrEditorEmulator to the hierarchy Drag GvrEventSystem in Assets > GoogleVR > Prefabs > EventSystem to the hierarchy Drag GvrReticlePointer in Assets > GoogleVR > Prefabs > Cardboard to be the child of Main Camera Selectcs from Assets > GooglveVR > Scripts > GvrPointerPhysicsRaycaster.cs and attach it to our Main Camera. When we’re done, we’ll have something like this: Now with these prefabs and scripts in, we can rotate and look around our game by holding Alt. We can also shoot our raycasts with our VR Raycaster, however right now we don’t have an Event Trigger set up in our enemies that will detect them getting hit. Let’s do that! Step 4: Setting Up an Event Trigger Before we end today, I want to make a simple event trigger that allows us to be able to defeat an enemy. Luckily for us, we already have the function available to us! Specifically, inside our Enemy Health script, we have a code that we call to damage an enemy. Let’s set this up. We want to get something like this: For now, we’re only going to change our Knight enemy. Here’s what we’re going to do: Select our Knight prefab in Assets > Prefab > Knight Add an Event Trigger Component to our prefab. Click Add New Event Type to select what type of event we want to listen for Select PointerClick Now click + to add the object we want to access the scripts of. Drag our Knight Prefab into the empty Object slot Then we need to select the function to call: EnemyHealth > TakeDamage(float) Set the float value we pass in as 1 When we play our game now, when our gazer focuses on an enemy and we click, we’ll shoot him! There are a lot of things that we’re missing like the push back, but we can start focusing on the rest of that tomorrow! Now let’s do that to the rest of our prefabs: Bandit and Zombie! Conclusion There we have it! Our first dive into doing some work with VR. It turns out right now, there’s a lot less code that needs to be written, instead, a lot of it is just putting prefabs and scripts to the correct location so our game would work. Either way, now we have a game that is playable. Tomorrow, we’re going to discuss what changes that we should do to make a better VR experience. Or at the very least, as good as it was before we try to VR-ify it! Phew, it’s been a long day, I’ll see you all tomorrow on day 38! Day 36 | 100 Days of VR | Day 38 Home
  17. Fonts dissapearing in Unity!Help!

    Hello everyone, I need your help (attention all unity developers), i have trouble trying to enlarge my fonts in my game (it's a 3d game), every time I scale the font to 29 and above, the texts just disappear. Please tell whether this is a bug or just some hidden settings I was not aware of when trying to scale the fonts bigger. Thank You, Toby Manurung
  18. A Turd's Life

    Hello Everyone at Gamedevnet! First post here. I am an indie developer and am currently working on a game called A Turd's Life. It's basically about the life of a turd after being flushed down, and the hardships it must go through to get to the ocean and be free with its turd friends. Here's a link to the video clip: https://vimeo.com/242829938 Please let me know what you think and if it has any poo-tential!
  19. A 2D digging, adventure puzzle game with some retro feel reminding us of the amazing first digger games such as BoulderDash that we knew when we were younger. That is the type of game me and my partner wanted to create as our very first joint project for our studio “RoKabium Games”. Both being avid gamers we hadn’t seen many games in that genre that focused more on the actual digging being the main element rather than being an action plat former or survival and crafting sandbox with the occasional digging part. So last year we started working and planning for our game “Something Ate My Alien”. We knew early on that for a 2-person team to pull of creating a whole video game we had to have a planning structure for a game that wasn’t too large or complicated. So early ideas of making a full blown 3D, interactive, huge sandbox with multiplayer alternatives was just not gonna be a good starting point. We scaled down the idea of a huge concept and decided to rely more on our existing skill set in the game industry. We decided to focus on a more manageable core of that we ourselves would like to play and what we believed other people would also enjoy to play. A finite game story of about 6-10 hours game play from start to finish, something fun and charming with just the right amount of action/digging/puzzles ratio. We also knew that our game would show quality and engaging graphics being hand painted by myself and it would all be done in a style that would ooze retro, hand painted, uniform and a beautiful game with easy to navigate and clear game mechanics and graphics. We wanted it to be a lighthearted but a addictive little gem suitable for a both younger and a more adult audience. Our game would be exactly how we envisioned it since it would be the labor of our own vision, not working for anybody else. As a digital artist with several years experience in working for game studios and painting game assets, backgrounds, icons, characters etc and being part a team of other game developers, I did have some much needed experience in understanding just how much art is needed for a complete game. Even the smallest game contains more art pieces than you might think. For example, for every animation you do in 2D graphics you have to paint a new image and each animation can have anything from a very basic 5 frames up to 30-40 frames. So for each enemy you draw for example you need to also draw that enemy having an idle position, a walking cycle, a running cycle, an attack cycle, a dying cycle, a jumping cycle etc. So for one single enemy in a game you might have to produce up to around 100 images. Add to that, our game would have at least 10 different enemies for each level and we have designed our game to have a total of 4 levels. Each game level or planet as it is represented in SAMA is built up with a set of ground tiles that has seamless tiling for a smooth and more realistic look. For each tile-set I’m designing 6 variants so the illusion of random and unique ground that looks like it is not repeating. Each world has 4 unique tile types to add variation for the digging mechanics and giving the player more varied game play. On top of normal ground tiles we have variants of 20 unique decals and edges created to blend different types of ground together better and adding even more realism. Inside the ground tiles you can as a player find all kinds of loot. So far I’ve designed 25 unique minerals, 9 different type of gemstones, 8 different kind of gases (each with animation cycles), 28 types of artefacts, 12 different types of complete fossilized animals which consists of 62 separate type of bones to find. There are teleporters, oxygen stations, health hearts, energy boosts, lamps to light up the dark caves, secret doors with puzzle areas to solve to get rare loot or upgrades. There are icons for every item and enemy you can find. All of these visual elements are hand painted by myself and still this is just the bare base of each planet level. When designing the UI for the game we both wanted it very neat and tidy look, using our main colour scheme of blue-green-warm yellow that I first came up with during the conceptual art at the beginning of the project. I also wanted some elements to have somewhat of a computer screen/electronic look with glowing outlines to emphasize that you as the player are the actual AI of the ship and the UI you see is the computer interior. While continuing painting and designing the artwork for SAMA we are getting closer to a first Alpha of the game and we are hoping that with the help of feedback from gamers around us and people interested in our game we can develop a game that is incredibly fun and beautiful to play. See more over at our web site: http://www.somethingatemyalien.com/
  20. Hey there! My name is Cpaws and I compose music, sound effects and overall sound design for video games and film. I'm looking to work on a horror game mainly for fun and as an addition to my portfolio. I've used Unity & Wwise before for audio implementation. If you're interested in working together, don't hesitate to contact me at cpawsmusic@gmail.com Here's a few demo reels of my past projects: Here's some snippets of some quick game music I've composed: https://soundcloud.com/cpawsmusic/sets/cpaws-video-game-film-music Here's my portfolio/website: https://CpawsMusic.com/ E-mail: cpawsmusic@gmail.com
  21. Hi Everyone, Here is the first gif of a arena shmup I'm working on. The basic idea is to have increasing waves of enemies and to take orbs to get new weapons to increase the score multiplier. There are still many things to do: more enemy types, more weapons and more juice.
  22. Hey guys!We are two guys looking for people to join our vision of a fast paced shooter like never seen before.We already did some work, for example I developed an FPS kit we will make use of for the game.But before I go into detail, I'll let you guys know who I am.My name is Marcel and I am a 22 years old student from Germany.I've been using Unity for more than 4 years now and I think the time has come to build a great game with the knowledge I developed.The other guy I talked about is a modeler from US, he has some decent skills too and developed a lot of knowledge in the last years.While we both are pretty good at our job we miss some people to make progress at an acceptable speed.More specifically, we are searching for anything between coders and modelers.We want to get at least two more modelers and one more coder plus sound designer and animator.At best you have some interdisciplinary knowledge, tho not required.Know that you know whom you are dealing with, here it comes. The game.Set in an unknown time, this will be a modern, competitive shooter that required more than just good aim and some tactics. You will be able to literally reach any spot of the map so there is no time to rest.The concept is mostly inspired by Brink, Dirty Bomb and Call Of Duty, tho it will be unique.Our goal is to release this thing F2P once it reaches an early beta state.We are not going for pay to win concepts or anything, the only thing people will be able to buy is skins.There will be operators like in Rainbow Six Siege so that there will never be a round like one before.If you are interested to join us or want more info, just join our server on discord.https://discord.gg/JcDY85cAlso, here are snippets of the game.https://gyazo.com/c735906f975b3ba8e0c83023745f66dbhttps://gyazo.com/aac5e10442830e7c508dcb4994a02119The model is currently a placeholder downloaded from the asset store but we are working on own weapons, which is why we need more modelers, too.
  23. Issue: Unity Collaborate

    Description; I am a designer currently working on the video game Colony 7. The purpose of the blog is to address the issues of the game's development and to address any solutions or alternative methods to better prepare for the arrival of inconveniences in the future or how to avoid them entirely. The blog also addresses my individual performance. The team is made up of two programmers and four level designers but all do not necessarily combine roles during development. The game is being developed in Unity (2017.1.1f1 onward) with a development time of 13 weeks for a college allocated task. Unity Collaborate was the bane of my team's existence is what I believe I should begin with. After having solved recent issues with it beforehand, the solutions my team put in place to avoid any mismatching between project versions stopped when too many members were altering the project version they had and upload their own copies. Much like my personal difficulty with MagicaVoxel once they had finished and prepared their changes Unity Collaborate would update the initial copy but would delete all changes made. Two days of both programming and design implementation were lost to this error but were quickly implemented again after the error was noticed. We found that using only two machine had no effect on the project but once three were using Collaborate then the errors would begin to appear. As our new precaution only two team members were allowed to work on the project when intending to use Collaborate to upload new additions for Colony 7. Using Trello to update our organised production we could focus on when changes were made and communication over Slack was more than efficient to tell the team when Colony 7 needed to be updated on all machines. Given my little interaction with the current copy of Colony 7 I did not have much to do with the solution but I was able to refer everyone to the similar issue with MagicaVoxel and the team now checks that they can upload without any halting progression before any major or big implementations are started. More unexpected halts in progression will be addressed with future blogs throughout Colony 7's development time. Thank you for your time and feedback is appreciated. Colony 7 Designer.
  24. Freakman 1.2

    Winter is almost here, so we added new chapter in game with winter theme. There Will be new levels added on weekly bases. Freakman is available on Google play; https://play.google.com/store/apps/details?id=com.zeroSkills.Freakman
  25. The Battlecruiser is a game about building a gigantic space battleship from scraps. Construct, adapt and protect your mothership to fly away from dying world. Engine: Unity3d Genre: Exploring/Action/TD Facebook Subscribe to newsletter Twitter