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Found 120 results

  1. Today again I painted the next drawing. I look at him and I understand that something is wrong in him. Can problems with the prospect or with black and white or with the composition or is everything terrible? help me figure it out, help.. My english is not very well, i'm from russia and i want to draw for game
  2. Creating an awesome trailer for your indie game (on a budget) In this post I’ll talk about: Background information about our trailer; Features and spec of our trailer; General advice to make a good trailer; How to create an awesome trailer for your indie game (on a budget); Translating the trailer (and website); Preparing the video to be shared; Make all your effort worth it. Background information “3 Minutes to Midnight” ‘s (Scarecrow Studio’s first point-and-click adventure game) teaser-trailer has been officially released today! At Scarecrow Studio we couldn’t be prouder! In fact, we’ve been working on this teaser for the whole last month, while not losing focus on the point-and-click part of this adventure game. First a few specs about the “3 Minutes to Midnight” trailer Voices in English. 16 Subtitles (English, Spanish, Chinese Simplified, Chinese Traditional, Czech, Polish, German, French, Italian, Portuguese, Hindi, Turkish, Catalan, Korean, Japanese and Russian; Length 2:20 minutes; Resolution 4K; Youtube Link. General advice for creating a good trailer Keep it simple and to the point; This means avoid unnecessary logo intros; Cut to the chase, you don’t want people to close your video even before seeing the actual footage; Avoid showing too much black screens with text; That’s a resource many indie games use, because they don’t have enough material. If you don’t have enough material, don’t do a video. It will hurt you more than it will help you; First impressions count! Don’t ever think they don’t; So try to make your first impression a good one; Show the video first to people who wouldn’t mind hurting your feelings; That means forget about family and friends, you want to know the truth about what you created, not someone who tickles your ears; Make it short and interesting, try to keep the viewer paying attention all the time; We managed to make it interesting, therefore in our case the video is 2:20 minutes long; However, I would advice you to try to keep the length around 60 seconds and 90 seconds; Make sure you show what your game is about and the main features. Now, how did we do it? Aka, creating an awesome trailer for your indie game (on a budget) My first advice to you would be to make a list of the features that are going to make your game stand out; After creating the list, you have to make sure that every item on your list is shown in your trailer. Since there’s a huge variety of games I’m going to use our game, “3 Minutes to Midnight”, as an example. The features that make our game stand out from others are: Environment art; Character design; Fluid animations; Great story and background stories of the characters; Voices in English (and translations into 16 languages); A high dose of humor. So, how could we show all that in our teaser trailer without spending a lot of time (money) on it? At that point we had no game-play ready, so we couldn’t show that. At the same time, we had a lot of material that we couldn’t show to people (to avoid major spoilers or ruining the story), and the final script still was on the works. We wanted to create something unique and original while re-using some of the materials we already had, keeping the game development unaltered. Creating a trailer video, to show what we were doing, allowed us to start the promotion. The idea was to show the game as a movie that is about to be filmed. For instance, we could use the scenes, we already had, as the trailer’s background sets. Same for the characters, we could use them in their already animated positions for the game. Moreover, we could create a parallel script pretending the characters of the game are ‘actors’. The script should also clearly show the sense of humor of the game. It also allowed us to have the voice-actors begin with the voice-over prior the trailer was done. Translating the game A big piece of advice: Do all you can to have enough budget to reach as many users as possible. We realized how important localization and translations are. And we believe players will certainly appreciate this fact. In case your budget is really really tight, I’ll list you (in order of amount of users) the most important languages: English | Spanish | Russian | Chinese | Portuguese | German | French | Polish | Turkish We hired freelancers for the translation, (our budget can’t allow us to have permanent positions for this task). In order find the right freelancers we used a couple of websites, (I’m not going to write them here, but google “freelancers” and you’ll find them easily). First, you search the freelancers and sort them by reviews and amount earned, (that will ensure quality); After that, you contact them and negotiate terms and costs, (really important to do it before hand); Then, you make them do a test, (a small one, you might get it free of charge); Later, you make someone else proofread the test to see how many mistakes the first one made, and you repeat the process until you find the right person. Important advice when dealing with other languages: Make an excel file, with all the sentences in one column; Always specify the gender of the speakers, even if the character is talking to him/herself, (some languages change completely depending on the speaker’s gender); Be really careful with rhymes (in your language it might do, but in others it will need a lot of effort in localization, in the end, it might either increase the cost or lose the meaning); Also, don’t use expressions or sentences that only make sense in your country, (such as inside jokes that only people from your country would understand), that will save you a lot of time of giving explanations to the translators, simply try to make the process easy and smooth; Try to make short sentences, use as many punctuation as you can, avoid long sentences AT ALL COSTS! A long sentence might force the translator to paraphrase it completely and might lose the sense you were originally aiming for. Since you are an indie company, and your resources are limited, you don’t want to spend a lot of time answering questions coming from the translators. In our case, we have 16 languages, imagine answering questions being made by 16 people at the same time. Preparing the video to be shared One of the main features of our game is that it’s going to be 4K. A 4K 2:20 minute video is about 53GB after you get it ready with any edition software. So we recommend not to upload that directly. Why not: When you upload a video that big, YouTube will automatically resize it, which means you’ll have to wait until YouTube processes the whole video. You can’t control the outcome quality, since it’s the YouTube algorithms who are going to control the output file. Recomendations: After creating the video with your edition software, find out how that software generates a YouTube ready video. What you’ll get doing it like this: Smaller video (will upload way quicker) the bigger the file the longer it takes the higher chances of something interrupting the upload. YouTube won’t edit at all a YouTube ready video. Your video will be available right away after the upload without waiting so you can start working on it right away. Uploading the video and working with subtitles: We suggest you to upload it in one place, in our case in YouTube. So since you are indie and small try to concentrate all the viewers, visits, and comments in one spot. Create your own channel. If people like it they will subscribe and your updates will reach people who’s actually interested in your game. Create a good description of your game, you obviously know what is about, but explain that clearly to people. In our case it’s a 2D Classic Point-and-Click Adventure Game. Help people know where they can find out more about the game, add a link to your website or social media in the description. Work with the best quality you can, in our case is 4K but YouTube automatically creates duplicates in lower resolutions so anyone can see it. Fill all the information about the video, tags, description, suitable for all viewers, etc. Make all your effort worth it! Let people know about all the languages of your game, IN THEIR LANGUAGE, so make sure your website has at least one page where you can talk about the game in every language your game is going to be available to. In our case, we made the whole website in English, except the press kit, our press kit is in 16 languages, and it auto-generates the content depending on the preferred language of your browser, give it a try if you want: Press Kit
  3. Unity Bit Rolling

    Hi, New simple concept, one touch game. Please try and give your feedback https://play.google.com/store/apps/details?id=com.LittleRabbit.BitRolling Like it : https://www.facebook.com/bitrolling/ Contact : littlerabbitgames@gmail.com
  4. 2D Show Off

    Hey guys, How is everyone doing? I am new to this forum and I thought what better what to introduce than show off your work? I am a Pixel Artist, Concept Artist and now delving into the world of painting.
  5. Hello. First, a bit of context. I'm having my first contact with the entity-component-system architectural pattern in the simple shoot'em up game I'm writing. I appreciate the flexibility and decoupling the pattern promotes. So far, I believe I have the basics down. I have already defined a handful of components and systems which operate based on them. I'm now looking to add a cannon to the player's spaceship. I defined a Cannon component and attached it to the player entity (IOW, I "tagged" the player entity as having that capability). That component has a single member which indicates the cannon's rate of fire. Then I defined a PlayerWeapon system that is responsible for actually firing. At the moment, all it's doing is write a message to the console. Because no actual rate control is implemented yet, each press of the assigned fire button causes multiple messages to be output in quick succession. I would like to implement a sort of debouncing mechanism to have the fire rate respect what the cannon component dictates, e.g. fire once every 500ms. Now for the actual question on ECS modeling. Suppose I'd use a simple elapsed time accumulator to decide when the next shot should be allowed to fire. Where would that information be stored? Should the system be responsible for managing that type of information? Or should systems be considered completely stateless? In that case, the accumulator would be stored in the cannon component, along with the existing fire rate. Would you kindly share some advice on how to handle a situation like the above? As stated, I'm new to ECS and would like to make sure I implement the concepts as properly as possible. Thank you.
  6. Command Pattern Review

    I tried to implement the command pattern explained in this book : http://gameprogrammingpatterns.com/command.html. I'm looking up for someone which could revise my code and see if I did implement it the right way, or even if I did deviate a lot from how it should be implemented. Here's the code : https://github.com/Luhanmacedo/Command-Pattern Questions: I didn't understand if the base class (Command) could be modified to introduce methods as I did to facilitate implementation details in the derived classes. What would be a good way to map the buttons according to the configuration the player wants to use, such as X for Jump and Y to shoot. P.S. : If it's not possible to review the whole code, tips in some parts are welcome as well.
  7. Help With Story-Driven Game Concept

    I'm very much a beginner when it comes to game development. I'm merely trying to come up with a concept at this point for a project later in life. I would like constructed input, opinions, and criticism that will help me fix things wrong with my concept in mind. I've loved story-driven games, and have always thought about making one. I'm not the most colourful crayon in the box, so I find it difficult to come up with appealing storylines that are well designed for a video game and not a written novel. I've came up with several story concepts that I feel may be suitable for games, but for this thread, I'll only explain 1. Please respond with things that I should add, remove, or fix. I want this to be a story-based game, obviously. I'm not sure if I want to create a game that looks like an old-school RPG game, a 2D sidescroller, a click-to-select, or any other media I happen to think of. I feel it wouldn't be good to make it a first-person perspective game, because that is usually used for gameplay purposes in survival games, shooters, and other games including first-person fighting, which, being a story-driven game, this concept does not have. The protagonist is this kid that's around 20 years old that has seemingly dropped out of high school before the game's story takes place. Despite this, he's intelligent and classy, and is able to live comfortably in his own apartment; he even has his own job at a nearby bookstore, where he makes decent money. You figure this all out around the time you begin playing. After a while you notice that the protagonist is dealing with strong grief and sadness; could this be the reason he dropped out? But, what could it be? This idea begins to grow itself into the player, but, as the player continues playing normally- meeting some of the protagonist's old friends, learning more about them- they begin to forget about the protagonist's depressed state. This is then brought back after a while of exploring the town and coming back to your apartment to rest. After doing so, the player is dropped into this "dream" first appearing to be your normal residence, but slowly becomes distorted over a few minutes until you realize where you are. You can't seem to wake up. This can be done a few sections later when you receive a necklace given to you by a dubbed "imaginary friend" from your childhood that appears in the dream. You can use this to your advantage if you need something to complete an area that is in the real world, shop for new items, or complete a day of work at the bookshop in exchange for currency. Doing so can and will affect the way you perceive the dream world; dreams are never the exact same. Enemies can become more difficult, an area can become more distorted, dialogue may change, tiles may switch, and you may lose or receive items. The amount of times you transfer between realms will affect the outcome towards the end; not by a lot. Only things such as dialogue, characters, and the attitude that characters have toward you will change. The game will consist of a tutorial character that is seemingly a normal-looking person. Of course, since the world becomes more distorted throughout the dream, the leading characters/bosses will also become more and more bizarre and hostile-seeming throughout the areas leading up to the end of the game, where you discover the true background of the protagonist and the reality of the real world; the character was born with a mental illness that allows them to create a different 'world' to cope with trauma, and has morphed the real world into their own perception of a normal life, where they only have to deal with the grief hinted at towards the beginning of the game (the death of their mother). Though reality is actually very terrible; they realizes that the world is filled with horrible death, destruction, and peril that is not only being dealt with by them. This realization causes them to revert their perception or the real world back to this insane nuclear wasteland full of sorrow. They can't find any of their "friends" and can't go back to the dream world, because none of them were real; they were made up by them to cope with their mother's passing. The wasteland is also a perception by him, but it's much more realistic, figuratively speaking. The message from this is that no matter what your issue is, almost everyone else has, is, and will deal with the exact same thing that you are. There is so much bad in the world, so much death, and so many horrible things that you don't notice. So, you need to stop wallowing in self-pity and fix it yourself, because no one else is going to. They have their own problems to deal with. Please respond with constructive feedback and advice. Tell me what to add, take away or fix. Thank you for taking your time to read this.
  8. Vector3 How does it move?

    if (!_ReachedDestination) { // I'm not sure why you need to subtract the TranslationVector from the Waypoint which is the point you need to go to in world space? var Direction = _Waypoint - Unit.Transform.WorldMatrix.TranslationVector; // I'm not sure why you would divide the length here for the direction? // Get distance towards next point and normalize the direction at the same time var LengthToDestination = Direction.Length(); Direction /= LengthToDestination; // Check when to advance to the next waypoint bool WaypointAdvance = false; // Check to see if an intermediate point was passed by projecting the position along the path if (_PathToDestination.Count > 0 && _WaypointIndex > 0 && _WaypointIndex != _PathToDestination.Count - 1) { Vector3 PointNormal = _Waypoint - _PathToDestination[_WaypointIndex - 1]; PointNormal.Normalize(); // I think the Unit part is where the unit is in world space so we are doing a dot method to find the distance from our waypoint? float Current = Vector3.Dot(Unit.Transform.WorldMatrix.TranslationVector, PointNormal); float Target = Vector3.Dot(_Waypoint, PointNormal); // If we are at our waypoint or passed it advance to the next waypoint? if (Current > Target) { WaypointAdvance = true; } } else { // Check distance to final point if (LengthToDestination < _DestinationThreshold) { WaypointAdvance = true; } } // Advance waypoint? if (WaypointAdvance) { _WaypointIndex++; if (_ReachedDestination) { // Final waypoint reached Stop(_ListUnit); return; } } // Calculate speed based on distance from final destination // Slows the unit down or speeds it up...? based on how far away from the end point it is? float moveSpeed = (_MoveDestination - Unit.Transform.WorldMatrix.TranslationVector).Length() * _DestinationSlowdown; if (moveSpeed > 1.0f) { moveSpeed = 1.0f; } // Slow down around corners // I know this puts an arc in the path but i dont understand why you would want that for a straight line on my 3d plane it still arcs a bit to its destination // I need to figure otu how to make it go straight if there are no corners float cornerSpeedMultiply = Math.Max(0.0f, Vector3.Dot(Direction, _MoveDirection)) * _CornerSlowdown + (1.0f - _CornerSlowdown); // Allow a very simple inertia to the character to make animation transitions more fluid // Adds everything up to try to provide a direction on the update game loop _MoveDirection = _MoveDirection * 0.85f + Direction * moveSpeed * cornerSpeedMultiply * 0.15f; // Using the default character component to do the moving _CharacterComponent.SetVelocity(_MoveDirection * _Speed); // Make the unit face the direction its traveling but at the end when it gets to its end point rotates back to the -z axis... not sure why it reverts to facing that way instead of just facing the way it was going if (_MoveDirection.Length() > 0.001) { _YawOrientation = MathUtil.RadiansToDegrees((float)Math.Atan2(-_MoveDirection.Z, _MoveDirection.X) + MathUtil.PiOverTwo); } Unit.Transform.Rotation = Quaternion.RotationYawPitchRoll(MathUtil.DegreesToRadians(_YawOrientation), 0, 0); } else { Stop(_ListUnit); } } Below is some code I pulled from our current project. I'm trying to figure out how in the world it works. Can someone take a look at my comments and tell me if its right or shine some light on the question I commented out?
  9. The story of a great adventure ET : Are they really intelligent ? It has become a common concept for everyone that if there are ET, they MUST be more intelligent... but why ? Maybe we haven't found anything yet (or at least anything was announce yet) because we ain't searching the right thing. We are searching stuff that come out of our own science fiction and we never thought about the hypothesis that maybe WE are the sci-fi of them ? That idea of them being equal, at most, but different, was the start of this crazy story. We imagine people that have live their own life, on their own planet and timelapse. Similar to our. What would happen ? probably different stuff than here, but not so much more or less. Stuff would be different because we would probably think different, but with equal evolution time there is no reason to think they would be far more advance than us. One thing we may have in common, the search for Extraterrestrial Life. We are the monster ! Yes we are ! I take into consideration that if they have similar evolution but different technology and that they are seeking life too, well then there is a high chance that they have sci-fi too and that we are the monster, we are the alien, we are scary ! The comic book evoke this through encounter between the Zarin and natural force. We have water all over the place, what if other species don't have water, what if you see the sea for the first time in your life and that you never heard of it. What is calming for us could be really threatening from an untrained eye who see this weird material/creature moving toward you trying to grab you with the wave. The reaction from an outsider to everyday object could be really interesting and funny. The mission As stated before, Zoïle get a mission briefing from the high council and form his own squad. One of the them, Guigner, is a true believer of the "tall colored one". (Yeah we are afraid of little green alien, they are afraid of tall colored one...). Their mission is to investigate our planet in search for intelligent life form. Nobody really think that there is life here because the CO2 level is higher than life could sustain for more than 20 years, at least, based on their biology. Still, Zoïle take his mission very seriously and depart to earth. The army, desperate to get rid of Zoïle toxic behavior, was sending them to what they believe to be an insignificant mission that could leave them away from the real business for a couple of time. Left with a ship in a poor condition, the crew risk their life in the deep space. Approaching earth, mechanical trouble put their safety at risk, the only hope is to land and hope for the best. The group crash into earth, spreading spaceship piece all over the globe following it's explosion. The group survive thanks to their anti-gravity shield armor, they face no fall damage. They are in shock and wake up in an unknown location. They are afraid in this very hostile area, their first goal is to settle a camp, their primary mission is to find proof of intelligent life form. It's a recon mission, they don't know if we are hostile or not, they don't want to get notice, they want to get safe, take proof and repair/rebuild their ship to reach freedom. Through their journey, they will discover new and hidden information about their original mission that will change their destiny forever. We hope to explore our universe with a different eye, through the eye of a visitor, we want this story to be fun and believable in a way. I have attach a small section of the very early sketch of the original story comic book. The entire story and book will be completely redraw and rewritten to provide a high quality final product. There will be different technology, your alien will feel overpower but their weakness put them at risk. We want the world to feel both pretty and dangerous and I hope you'll find the plot interesting. The game will unlock many information about the species and their mission. Your primary objective will be to rebuild your ship to leave this god damn planet (isn't it Ripley that said that in Alien ?). The hidden objective and story will be revealed in-game while you progress and you will be unlocking the real primary objective. We don't want to spoiled it here, but I expect some of you to expect what will happen. Let me know what is your favorite sci-fi movie in the comment below ! I nearly missed this week blog, my personal life was a bit troubled this week, but I am here. Last time, i was hoping to get more comment to reveal a tutorial on how to draw Zoïle. We didn't get enough comment, but I will share a video anyway next week. Make sure to subscribe so you don't miss it. The tutorial will include both the sketch and inking.
  10. Freya

  11. Costello Fortress

  12. BALZAC

    From the album Ethios: Valiant Plume Saga

    The incredible, imperious, and resplendant BALZAC
  13. Gelta Female

    From the album Ethios: Valiant Plume Saga

    Concept for a female Gelta- an aquatic race.
  14. Meteor Bombardment Series Devblog 02 Introduction This developers blog goes over the inspiration for the game, some of the considerations taken into the series as a whole as well as a deeper look into the overall goals and direction for the series. Series Inspiration The inspiration for the game series came from initially wanting to develop a game with simple mechanics in order to see a project to completed status. Wanting to make something akin to a late 70's/early 80's game, Tetris, Space Invaders and Asteroids were the first games to come to mind. It was decided that something involving meteors might be used as inspiration. The next few days were spent mentally conceiving what might be enjoyable as a similar game experience. After deciding that a series of incoming attacks designed in a 'waves' type format with the player controlling a ship that shoots the incoming projectiles, physical sketches of concepts were created. Thinking further about the reasoning behind why the player was performing what the game required of them, a basic story was created wherein Earth was being bombarded by meteors redirected by an alien force wishing to thin out the population before a proper invasion begun. Wanting to include a level progression system similar to Tetris, meteor speeds increasing as the player continues through levels was decided upon. Once the sketches encapsulated the base concept for the game, a design document was created along with a pixel art styled visual representation of combat. Research The initial title for the game series was intended to be Meteor Invasion, however upon researching similar games it was discovered that a game by that same name had already been created. Thus the name Meteor Bombardment was chosen. During the research phase two like games were also discovered, however both games had varying mechanics from what the overall goals were for the series. This was a crucial discovery as infringement on someone else's intellectual property is not exactly desirable. Direction Goals Meteor Bombardment 1 will ultimately act as a technical demo/proof of concept for Meteor Bombardment 2. The concept behind this is to bring something to completion while building a small team capable of executing the needs of the project. As the project progresses we will be releasing documentation to help demonstrate how the game was designed, and programmed. This will include technical and concept design documents. This is in an effort to show our process, not only in the hopes to inspire other developers, but also in order to gain feedback and advice from other developers so that as a development team we can learn, grow, and teach.
  15. This is my first time building a game engine, albeit a 2D one for Android. I've decided to build a simple ECS engine. The game I'm trying to *almost* duplicate at the moment is Doodle Jump. I currently have the following systems running in my update loop, in the given order: 1) Physics (applies gravity) 2) Collision (works by predicting next position based on current position and velocity, and updates the current position on collision) 3) Transform Update (updates all entities based on their current velocities) 4) Render System (Draws to canvas) I have the following questions: I want to write a manager that generates obstacles at, say, fixed gaps and when the player reaches the middle of the screen. This manager will need the current position and velocity of the player. (It finds the player by quering the ComponentManager for all entities having a PlayerComponent) 1) Where should this manager be placed in the game loop? 2) Should it even be a manager? Can such logic lie in systems? 3) Extending upon 2, what really are Systems supposed to handle? Any help is appreciated!
  16. Character Concept

    Hello! We are currently developing a real-time strategy mobile game and this is the concept art for one of our characters. Her description is: „She blends upper class sophistication with very sharp blades and even sharper fangs.” What do you think?
  17. Main character : Zoile. First shared concept art ! Please give me your tough about him (comment below, share and subscribe). My first intention was to reveal the plot, but I felt like the blog was missing some more visual support. 10 followers and we will unlock a new character next week Today's question: who was your favorite game, cartoon or comic book heroes and why ? Zoile is the main character of a group of three. In our game, you will have the chance to control 3 main character, each having individual weakness and strength. You will be able to control them all at the same time and all the time ! How you will control them will be covered in an upcoming post, but promise to be a fun and unique way of handling different skill set. I remember one of my old time favorite arcade game 1989 Teenage Mutant Ninja Turtle. My favorite character was Michelangelo, but Donatello had this long stick that could reach enemy from a much further distance making him the best choice to fight the first boss Rocksteady which I felt was the strongest of the game beside Shredder. It was always annoying to have the choice between the one I liked and the one that was most capable to handle that situation. I felt the same thing playing many RPG like Diablo, II and WoW where you just can't invest enough time in all classes and you always dreamed to mix and match class skill to get the best possible character you could build that would match your play-style. How we approach that problem will be reveal soon. Zoile is the self-proclaimed leader of our squad. He is particularly strong physically for his race and possesses a quick wit, few have dared to challenge him. His descent gave him a high level of self-confidence and Zoile quickly became imbued of himself. Afraid of none, he sees himself as one of the best fighters of his race and has an unwavering pride of his homeland. He was born from a war hero and has always dreamed of becoming a full member of the prestigious flying squad of the 452b Pekler Interplanetary Army. After several failures in the admissions exam, Zoile became very mean and bitter towards others. After 4 years of attempts, he finally was accepted as a low rank recruit. It is said that his father intervened with the council so he could have the chance to demonstrate his value. Unfortunately, many disciplinary problems and conflict with other members have confined him in low rank function. After several difficult years with the squad, the high council allowed him to create a small squadron with two members of his choice for his first mission. He, unsurprisingly selected the only two members with whom a sincere friendship was developed. The two members accepted the honor after a convincing patriotic speach from Zoile and since then he has taken his role with the great honor. Despite is strong wrong and frequent fight with his two friend, he is willing to give everything to show to everyone that his team is the best, because he is the best leader and a good leader can bring weak soldier to great honor. You can see Zoile with and without his armor set and a typical ray-gun weapon. The Zarin are a humanoid skinny race from a nearby planet. Zarin, as a race, are mostly peaceful, minding their own business and seeking knowledge. They have an equivalent length of evolution compared to human, but they took a different path. They are scared about a recent discovery they made that put their world at risk of what they call the "multicolored tall people invasion". More info about the Zarin will be shared in an upcoming post ! Thanks, please share your opinion, it's very valuable. 5 comments and we publish a video tutorial on how to draw it.
  18. Underwater Pandora Concept

    From the album PK Game Art

    Environment concept exploring what the underwater worlds of Pandora in Avatar 2 might look like. Fan art illustrated in Photoshop.
  19. The North Will Remember

    From the album PK Game Art

    Just some Game of Thrones fan art! Had to draw a picture of the Night King after Season 7, mostly just to see the poor dude smile for once! I mean he's got a new ride, things going well in his career as evil incarnate, why so serious? Also, thought I'd see if I could illustrate the ice armor, as written by GRRM, but also merge the book version of the Others with the TV show version. Illustrated in Photoshop.
  20. Huli Jing Fox Girl

    From the album PK Game Art

    Character concept of the Huli Jing fox spirit of Chinese mythology. They are known as beautiful tricksters, sometimes in the shape of a fox, at times a young maid, at times something in-between. They are known to be benevolent at times and malevolent at others - a cross between a foxy fairy and a succubus. They possess powerful sorcery, and feed off of the essence of the men they seduce. Illustrated in Photoshop.
  21. Dagobah Orc

    From the album PK Game Art

    Concept piece exploring what it might be like if the worlds of Lord of the Rings and Star Wars were to cross over....
  22. Comic book inspiration I want to make it clear that the game is highly inspired by my comic book experience. I am a big fan of Garfield, Gaston LaGaffe and Charlie Brown. I find the 9th art to be a very subtle, intelligent way to make people think and smile. Doing cartoon was always something I was proud of. I first started doing them when I discovered about Nabuchodonosaure cartoon and "Le concombre masqué". They triggered something inside me to start producing my own. My graphic style was Charlie Brown and Garfield as it was very simple and efficient. I want the game to feel like you are part of that background. I like how things look graphically, how anything can happen. More specifically I produce the Recontre du 3e type cartoon book which was self publish and sold locally in my home town. 500 copies were sold, which is not bad considering the market. Despite the book didn't make it to the big league, it was show case in the International comic book fare of Quebec and at the Salon du livre jeunesse. I was very proud of it and had a lot of very good feedback on the work from the readers. The book wasn't necessarily really strong artistically. The core story was great, but It wasn't fully exploited and my skill at the time wasn't strong enough. I'll gladly share part of the original book in the upcoming weeks. What is important about that book is that it serve as a starting point of this project. I have 2 tome of prewritten scenario to start with. I don't know about other indie developer, but I think having a scenario draft is really important. I want to develop things around a story and not squeeze a history inside of a confine set of feature. Those two book gave me the opportunity to know my character. This is a lot of character background to work with ! It's cool. It's like if I had started that game a couple of years ago without even knowing I will ever produce that. That said, things have change for the best and I am not sticking to a simplistic adaptation of an old unsuccessful cartoon. This is a complete rewrite, remaster, recreated, new, unique and super wow bing bang history inspired by the original work ! I think it is very important to have a good story a good plot, we want to tell a story, we want a start, a reason to play and the goal to be clear. We want a strong story to support game feature and we have one. So graphically you can expect things in 3D but with a cartoon style approach. I want this game to be more like how Pixar does thing. Cartoon but with a realistic look... ok hold it here. I am not Pixar, but if I have to aim at something, i'de rather aim as high as possible. I don't want the inspiration to stop there. I want the game to feel like a comic book, not by having super great 3D simulation of a page being turn, I don't want it to feel like a gimmick. What I am saying is that I want it to be funny, colorful, action packed and for all age. Everything will be, from a design stand point, inspired by that. Designing a character is also very complex to me. Designing a character is not only how it look it is how it live, how it walk, how it talk, how it react to certain situation etc. You have to create, in your mind, a full feature humanoid. I remember working up at night to write down idea and redraw stuff that wasn't working well. All this data is part of me now. They were born and lived in my head and they still do. I'll make various blog entry regarding each character Game inspiration I can't really pin point what game would be the closest similar game to the our. I am not necessarily inspired by 1 game or a set of game, but i'm inspired by some game feature of the old days. At the time of classic arcade, colleco and nintendo NES there were some stuff about these game that make them good even 30 years later. They were very addictive, they required complex pattern learning, skill and you had to be really crazy devoted to finish a game. I remember the adrenaline rush and excitement of finishing a game meant at that time. I find today's game to be more on the easy side, very forgiving, very beautiful and cinematic but also very short and almost no replay-ability. Replay-ability is a big word that a lot of developer said to aim at but very few actually achieve it. We will try to achieve that in various way by implementing a lot of game mechanic we will talk in future blog post. What game had They were hard and frustrating To a certain degree this is not so good as we want stuff to be fun, but if you want to have this adrenaline rush we all like, you have to go through painful moment. A mix of nice easy moment and hard impossible level that draw the line between care-bear and hardcore gamer ! I know that I treat the "hard level" of todays game as the "normal level". How difficulty work in our game will be shared in a futur blog entry. They had a LOT of replayability Yes, people still play Mario 1. It will always be fun. Q*Bert, still very fun, even though every level look the same. PacMan ! 256 level of frustration. We will not have only 1 level repeating itself at higher speed indefinitely until the game crash, but we will give you reason to restart the game even if you ever finish it. We will give you reason to restart the game if you are stuck at a certain level that is too hard. We will give you reason to start many game in parallel just to do thing differently. I can't wait to share more about it later ! They were unforgiving Ever played Rick Dangerous ? This is one of the most sadistic experience (still a very gun and good game) as everything in this game kill you instantaneously and this Indiana Jones inspired game had all of impossible to detect death trap every where. Each path was design to kill you each and every single time. Ever played the NES version Dragon's Lair ? (ok this one is a bad exemple, as the game was really bad, and the control were terrible) There is a funny episode from the angry game nerd about it.( go to 2:46 https://youtu.be/00xIvTOLrYA ). We don't intend to have a game that frustrating, That is not fun at all. But even in mario everything kill you in 1 shot. It's hard, some level require a Epic level of eye finger coordination. Today's game give you plenty of health, and health typically regen etc. We have our own thinking on how to draw the line between those two extend. More info soon They were fun and had their own signature As easy as it sound, this is the hardest part. Make it fun ! You will be be the judge of that and you'll be able to judge the more you discover about the game. Stay tune as the next blog post will be about the game story and what will be the humorous approach of this crazy universe. Follow us ! What do you guys think about today's game difficulty level ? Are they just right or are they too easy ?
  23. Fellow space colony managers, we recently discovered a new planet – say hello to Thera a really earthlike world. In addition, our world management system needed some adjustments. All building upgrades were rebalanced and the resource simulation was revised. And of course there is so much more….. TL;DR New bonus mission on planet thera – a planet like earth New vegetation graphics Upgrade balancing Resource simulation revised Assimilators & Xrathul Harvester interaction with bombs New trailer voiceover Other improvements Thera – a Planet Like Earth The latest planet that you can unlock in the bonus galaxy is Thera. It might remind you of another planet you left long ago, right where you grew up before you joined the colonization business and started building a better future in space. Make sure that history wont repeat itself on this planet… Organic Flora We added some edge modells to forests so they look more organic and more round than triangle. As simply as this is said as astonishing it does look in the game. Upgrade Balancing All the upgrades in the game have been revisited and rebalanced. We mostly made them cheaper and more powerful to increase their strategic value. Furthermore the visualization has been improved so you can see the most important numbers at a glimpse. Resource Simulation In order to make the upgrades more significant, we also had to adjust the complete resource simulation. Let’s have a look at the most important change: The production and consumption values of all buildings are now per space minute instead of per space second. For example the tax value of a district now represents what is collected within a full space minute. 1/60 of the amount will be added to your budget ervery space second. If your colony makes a profit of +300€, it will take one space minute until the full amount is added to your budget. This equals +5€ per space second. This allowed us to increase the production and consumption values of all buildings which makes them easier to read and compare. Money related values have been increased by factor 10. Energy, food, goods and rare resources have been increased by factor 2-4. The same goes for emissions and field pollution. In addition it allowed us to halve prices and money budget and to reduce the size of a resource cargo from from 1.000 to 100 units. These values are now easier to read and compare with the production as well. Assimilators & Xrathul Harvester Interaction These flying enemies are now attackable with ideon bombs and explosive devices, which will be thrown on them by your drones. To do so you can simply hover and click the flying enemy unit and pick the item of your choice. Thisway you also get a context info about their motives and vulnerabilities. New Trailer Voice Over As you can hear the game features and mechanics are now explained by a native speaker with a compelling voice. As soon as we find time to redo the intro/trailer we also want to have this voice for Lima, the leading character in the game. More Stuff The inventory is now accessible through the tool ring for fields where it makes sense to use items. In addition you can open the construct ring with a right click any time. Tower upgrades are also constructable through the tool ring when you have bought the corresponding item from a trader. No distorting ringing sound for infos anymore. Joe’s 50k Sales Goal on Mission Joma is only triggered when Joe was not already fired by the boss… oups, that was a spoiler ;D On Planet Iqunox you have to craft medicine now instead of just selling medical substence harvested from corals. Rounos Native Quest now tells you to build towers to repress uprisings of angry natives. Mission Joma: We added a „Buy Scanner“ goal to make more clear how to proceed in the mission. Grafix The fieldmarker was redesigned to look better! Tons of forest models have been optimized and graphics reworked. Underwater build animation got fixed. Hospital icon fixed, pumpkin shadow fixed. Rooftop of the saw mill construct fixed. Palms bigger and bump map fixed. Reconstruct icon fixed. -- Imagine Earth | A build-up strategy simulation and a global climate survival thriller for space colony managers with early access on Steam. Newsletter | Website | Blog | Steam | Forum | Youtube | Facebook | Indie DB | RSS
  24. What to do next

    Hi guys, I am not new to programming as I am DB programer and I already tried(and succeded) writing Pong games in Python and Unity and a couple of text based games in C++ and C#. This time I tried to bring one of my game ideas closer to reality than it was in previous (unsseccesfull) attempts. I decied to go from really basic things. So I wrote some of my ideas on paper and started coding in my DB language - VFP, so that I can get to the point of having something. Well after two weeks of sporadic coding I finished with what can be called smaller unit of game concept that works. Actions that player can do are buttons and the results are in grids, comboboxes and textboxes. The question is what do I do next? Do I extend what I have in VFP to test more areas of what works or do I move to Unity(thats my choice) and start implementing what I have already done in VFP, but now in game like manner. If you recommend going to Unity, Id like to know how do I get to good (or at least usable) user interface? Another question is related to information that I store in DB. I already have a lot of tables and data in them. What game developers use for storing these data? Thanks Z.
  25. Blooth Mug Shot

    From the album Character Concepts

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