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Found 315 results

  1. This here is a WIP of what's essentially the pony/monster encyclopedia. Not functional, but the pieces are in place. Very red. Maybe too red. Feels like I should add some purple frames here and there. Another week in and the game's revamped menu systems still aren't done! Feels like I'm running in place sometimes, but week after week new things are being added and I'm feeling more and more capable as a developer. I just want the alpha build done already! Take a look at what I managed to do this past week. (The Yotes Games Blog)
  2. Imagine a game where the characters are not defined by body regions, but rather, each body region consists of thousands of components, which would kind of replicate the real world where we consist of molecules, atoms - that would open up many, many new possibilities for creative gameplay. Can this be done on any scale with today's technology, or would the games simply require too powerful of a computer to even be playable? Are there any theoretical limits to this? Thanks
  3. Hi all, Does anyone here know if coloring book games are popular among little kids? If yes, I have the following questions: Do kids tend to color the same image over and over again? UI is supposed to be 'childish and crowded' or 'flat and peaceful'? Does 'kid songs' matter as in-game music? (In my current project, we have found that the audio is ignored by the adults) Anything you would like to add and I should consider?
  4. Hey guys, wanna introduce to you my new arcade game! I'll be very grateful if you leave your impressions and recommendations in the reviews. Please, don't judge strictly, my first experience. Have a nice day!) Google Play: https://play.google.com/store/apps/details?id=com.ReikoApps.LeapGameSpeedEvol
  5. I have coded small games and put some of the features from them into a platform game. But I know my art is not appealing and I don't want to plan the story and cut scenes out. That is why I am posting on the collaboration forum to see if anyone wants to make a game out of this. Only hobbyists apply. Please don't change your mind about it being a hobby. PM me when making your application. My platform game includes: Camera and Movement Moveable camera and not binded to player when pressing middle mouse button. Bug free jump. Player direction following mouse cursor. Environment Good collisions. Platforms and diagonal slopes. Stored Statistics Level up with statistics. Health bars. Save system with continue room. Gameplay Basic attack. Self heal. Attack and pull enemies back. Attack and throw enemies in the air. Essential Rooms Zoning to a new room. Menu with sounds. Game over room. Randomized rooms. Text Dialogue Interacting with NPC displays a message. Ending conversation with a key press. Text typing itself. Fast forwarding text with a key hold. P.S. I know everyone suffers from jealousy if someone starts selling the game and forget about the other people that worked on it. That is why we need to make sure that we use Discord. But I do not plan to sell the game.
  6. I've been thinking a lot about how I want to approach the design for interactive objects in my 2D Platformer. I wanted to do something lightweight and centralised so I started work on an Event Class that embodied anything that would be interacted with. The type of interaction would be defined in the Unity Editor though a Custom GUI that I am working on. As you can see, this "event" would be for a moving platform. If "Is Triggered" is ticked, the Platform moves only when the player jumps onto it and activates it. Otherwise it will interpolate between the definable "Start Position" and "End Position". Depending on which "Event" (enum) is selected, the Editor properties will change and so will the behaviour of the Game Object with the event attached to it. For example, selecting "Item Collect" would mean that the Game Object is no longer a platform - no longer an object that moves when activated - it would be a stationary sprite that, when activated, would disappear and add itself into the player Inventory. Here's some code to show where I'm at with it: /* * ############################# * ##@@## INITIALIZATION ##@@## * ############################# * */ private void Awake() { SetupEvent(eventType); } public void Activate(bool calledFromTrigger = false) { if (autoTrigger && !calledFromTrigger) return; Debug.Log("Activated " + name + "!"); StartEvent(eventType); } private void StartEvent(EventType type) { switch (type) { case EventType.Movement: MovePlatform(); break; case EventType.Dialogue: break; case EventType.NPC: break; case EventType.ItemCollect: break; case EventType.Cutscene: break; case EventType.Switch: break; case EventType.Custom: break; } Don't be deceived by the snippet - this is all quite functional as of right now, but I can't help but feel I am making a mistake. I keep having this gut wrenching feeling pulling me to scrap it and rewrite the "Event" class to be a base class of "Interactible" and for each type, or what is currently an enum, to be a child of Interactible. Essentially, I am not sure whether to base my events off of one Event class, with functionality dependent on the selected "Event Type" enum... Or have the "Event Types" span multiple classes inheriting from a base "Interactible" class. I like to be able to just drag and drop, select what I want all in one place - but I feel that this is entirely impractical due to its low level of abstraction and code being all in one spot. Can I get some opinions? I am a relatively beginner programmer but I know code decent enough to be able to use more advanced techniques I think. Here is a screenshot of my game for context.
  7. Attention colony managers, you may have expected from update 42 the "Answer to the Ultimate Question of Life, the Universe and Everything"or have you ever sheltered a passing hitchhiker in one of your outposts? Anyways, what you get instead is of course just another bunch of problems which will make the colonizing business so much more interesting... TL;DR Catastrophes let colony shares drop Riots in cities and native camps Security Complex New item: Soma New city center animation Anti-aliasing Biome & forest diversification Fixes & improvements Catastrophes Let Colony Shares Drop For example a persisting epidemic in another companie's colony is lowering their colony's stock price. Use this opportunity to buy their shares at a discount! Riots, fires, hackings, flood, tornadoes, asteroids, meteors and other incidents have similar effects. Also threats like Assimilators or Xrathul will cause a drop. Your ability to artificially trigger these natural catastrophes through temples and items makes price drops an interesting prelude to the next strategic equity buying spree and the takeover of other colonies. The free market makes it possible. Riots in the Colony Riots are now a real threat to your colony! This is what happens when your colonists are unhappy for a long time. Under-supply of resources or negative external influences lead to a poor quality of life. If these circumstances continue for too long, people's misfortune increases to anger and a riot develops. It's too late to fight the causes of the uprising as soon as it breaks out. A riot can be pacified with the use of Soma and prevented by a security complex or a frontier tower. But the easiest thing to do is to provide good colony living conditions in the first place. Security Complex This building stations police units to maintain order in the colony. Riots of dissatisfied colonists in the surrounding area are prevented. This ensures peace and quiet, although this is associated with additional costs. The facility monitoring upgrade scans production facilities in the surrounding area and prevents incidents. The cyber security upgrade monitors the information networks in surrounding buildings and prevents hacker attacks. Soma We could finally synthesize Soma, the famous drug from Aldous Huxley. This is what the packing slip says: "To avoid major mood swings that can lead to negative moods, people regularly take Soma, a drug that has a mood-lifting and stimulating effect and is also used as an aphrodisiac. Unlike alcohol, it has no side effects at the usual dosage and is produced synthetically." To sum it up: it's raising the general life quality and helps against riots. New City Center Animation A new age of ingame animations awaits us! Starting with the colony center base which is expanding in various parts that screw, bend and turn out of the ground when the landing capsule is coming down. The worker drones are now stationed on landing pads from which they will lift off to build and repair. Anti-Aliasing Might sound a bit weird but we had to disable this basic graphics feature for ages due to framework issues. But what it adds to the game's look is awesomely amazing. Lovely, calm and soft edges everywhere especially when you zoom out from the planet, have a look. Biome & Forest Diversification Ralph sent us a very detailed feedback with improvement suggestions to make the environment and nature more realistic (Thanks!). Based on this we decided to further diversify the biomes and forests: Forests in fertile areas are often better at binding CO2. This is for example the case for rain forest and bog forest Big fish swarms are more common in cold areas Industrial farming and fishing reduce fertility Steppe is bad ground for forest growth, but quite good for farms and especially resistant, so fertility is only slowly decreased Rain forest ground in contrast is easily damageable and loses it's fertility fast Fixes & Improvements Added achievements for Edora, Iqunox and Thera and when reaching 40 points in the campaign Workshop queue is only available for workshops of level 2 now Camera position is restored when loading a savegame Priorization stores at least 10% of a resource's production. This amount is now shown in the list of consumed resources Fossil resources below 10% will decrease a fossil power plant's productivity (up tp 20%) Fixed bugs in highscore list New unlocked items are highlighted in the inventory Switched background music compression from ADPCM to WMA streaming Fixed game freeze and window disappearing problems
  8. 2D art for RTS

    Small team(x3) working on 2D RTS, need art direction/design help for characters and environment. I would say programming side of things is 50% complete and we have been weekend warriors on this project for well over a year. There are well over 100 unique characters/buildings that need to be made, but I will leave art decisions 90% in your hands.
  9. Hello Designer Community, we havent seen for a while but now, as I'm doing some more advanced game design again, I thought visiting you to get some feedback [deleted by moderator] As I'm in the design phase now, I had some ideas/thought about the HUD and input system of the basie game engine Spark is carring with it. When playing games like multiplayer/online/mmo RPGS in the llast time, I always see screens full of overloaded HUDs, icon-bars in every corner (especially for mmos) and more text as in my last taxing sheet. The question I asked to myself was "why dont make a game's HUD/input system as simple as possible? Sure, it sometimes depends on the kind of game like for an mmo RPG you have bars over bars with user triggered skills/abilities but is this really necessary or did it evolve during years and centuries of game design? While also taking into account to be VR ready in the future and platform independent anytime, I designed a simple "touch" based input system and HUD with the philosophy in mind "everything is a touch and anything should only be a touch away". Some differs in VR to "traditional" control input, thats right but I think that this just equalizes both for some kind while you are free to touch in VR, in traditional control schemas you are bound to what do you focus. Anything in the game world may have a touch point to trigger either the one action it is capable to or to show a menu for choosing whatever action is capable to be done. You do this in traditional input with the camera focus and an action button (mouse or similar on gamepad). The number keys or shoulder buttons switch between hands (for example 1, 2 or L, R on gamepad switches to either left or right hand while 3 or bot pressed at the same time on gamepad activate both hands) to decide what hand and/or item to use. The HUD is separated into the static interface just showing some player information like HP, buffs/debuffs as long as necessary (they will disappear if HP are full or buffs/debuffs delay) and the fully touch friendly interface that is opened with the zipper gesture or the left mouse/inventory key on gamepad in traditional input. A full handed swipe gesture or the same inputs on traditional input system will close a menu. Anything else is also touch controlled as above. A claw gesture or the quick key in TIS openes a quick access menu. In summary, I have Mouse/Keyboard M Right (Use) M Left (Menu) W, A, S, D (Movement) 1, 2, 3 (Switching Hands) Crouch/Sneak Key Jump Key Gamepad/Switch Right Stick (Movement) Left Stick (Camera) Right Shoulder Button and/or Left Shoulder Button (Switching Hands) Use Button Menu Button Crouch/Sneak Button Jump Button What I'm left off now is if player triggered skills/abilities/spells/whatever matches in this category exists, how to do this in VR and how to minimize input complexity (like having 3 swicthable bars with shortcut keys) in TIS? Am I missing some functions features (like blocking?) and where/how would you place it in VR/TIS? Thanks in advanced!
  10. Hello Designer Community, we havent seen for a while but now, as I'm doing some more advanced game design again, I thought visiting you to get some feedback [deleted by moderator] As I'm in the design phase now need to think about what makes a kind of multiplayer/online/mmo RPG/whatever uses similar mechanics playable besides mob-farming/boss raids (if existing) or PvE, PvP; what makes even small Quests interesting. I now this has been asked a whole time but I decided to ask this again for the background of automated content creation as a desired result for the Spark ecosystem. What kind of quests or quest components could be generated too that are not listed below to make the game more interesting? Collect X of Y Carry X to Y (you maybe need to find X first) Kill X of Y Talk to X Kill X As I've played many hours of different RPG's (solo, online, mmo) there are always these five archetypes of core quests or core quest components that may sadly lead to just skipping the often more or less trivial storyline if existing just to raid through the quest for getting the XP and loot items. This isnt fun and even a good story (bad telled) may not keep the longterm gameplay experience very valuable. This may also be a bigger problem for auto generated quests so what should the generator also take into account to lead to an acceptable result?
  11. Looking For Talent Looking For: - 3D Modelers (Natural & Hard Surface) - 3D Animators - Texture Artist - Game Designers Payment: Royalty My Experience: Programmer & Manager & Game Designer. My recent project: (so you see that I'm serious and actually finishing and releasing games) `http://store.steampowered.com/app/787820/Rickos_Island/` Project: A voxel open world game. It will be released on Steam in Early Access. Mostly completed/completed key features: - A Procedural & Infinite world to explore. - Over 12 Biomes to discover and find new creatures, blocks, resources and more. - A voxel block building system with over 150+ Blocks. - 30+ creatures to tame, train, ride, breed. (0 now but the mechanics are ready, just need models and animations) - Character progression system: train your character: level up, increase skills and more. - 6 Different Game Modes: Survival, Freedom, Hardcore, Freecam, Creative, Adventure. - The world noise gets crazier the more farther you get from the start. - Action System: let's be honest, it's like redstone but has more features and wireless. - Fully automate everything using the Action System, from a crops farm to an auto killing creatures machine. - Plant, farm and grow using an advanced farming system. Not completed key features: - Forge custom tools and weapons using an advanced system. - Fight mini bosses and bosses in order to progress in the game and unlock new items. - Find and master dungeons to get XP and higher stats weapons, tools, armor. - Magic: get essences from the nature and make potions, spells and more. Length of Project: Hoping for 2-4 months until the game is ready to release in Early Access, but then a few more months in the Early Access period. If you can only help for a limited time, that's fine but please mention it when you contact me! Contact: Add me on Discord Tbjbu2#8639
  12. Once again we have a new entry to this devblog. First of all some logistics: We will post new updates every other week from now on because we just don't make enough breakthroughs to justify wasting your time every week. And we decided to categorize these entries. So far we got "Update" and "Feature". Updates will deal with the current state of the game while Features are more theoretical and will explain certain features we are planning on implementing or are currently implementing. So let's jump right in, shall we? The cell stage is coming along nicely. You can see the current state in this video on our ... Could that be? On our brand new YouTube channel! There are still two minor bugs with the compound clouds: #1 Vertices only move until they are in the center then stop there; Solution: Move the cloud end reorient the vertices as soon as one hits the center #2 You can basically swim through the cloud and as long as you don't get too close to any vertex it won't deform; Solution: If you are between a vertex and the center move that verteg towards the center of the mesh One feature we wan't to add that isn't in the code yet: Calculate the value of the clouds (the amound of the compound you can extract from it) based on the mesh's volume. So far it's a static value and the mesh simply disappears once it's zero. Also you don't gain any compounds from consuming the clouds yet. But that will change within the next week. During that time we will also implement the different types of clouds. So far there is no solution in sight on how we will generate the cloud representation so we can finally make the mesh invisible. This is our main hurdle at the moment. There is now a Logging function that writes important messages into a log file, e.g. if the connection to the database failed. That's right: We now got a database connected to Lyfe. There will be a separate DevBlog on its structure once it's fully planned out. We decided on SQLite. Mostly because it does everything we need and is easy to use. Another thing that's currently being discussed is how we should save your creations. The first idea was to use XML: <Creature name="" stage="creature"> <Backbone count="6"> <!-- starting at 0 then move in one direction and note all vertebrae then the other direction alignment in the degree varying from horizontal --> <vertebra id="0" parent="" alignment=""/> <vertebra id="1" parent="0" alignment=""/> <vertebra id="2" parent="1" alignment=""/> <vertebra id="3" parent="0" alignment=""/> <vertebra id="4" parent="3" alignment=""/> <vertebra id="5" parent="4" alignment=""/> </Backbone> <Limbs count="2"> <!-- type are the prefabs you pull into the creator x and y position on parent body mesh or something Limb set as tail/one central leg etc are symmetrical but not split --> <limb id="0" parenttype="body" type="" positionX="" positionY="" symmetry="y" split="y"/> <limb id="1" parenttype="body" type="" positionX="" positionY="" symmetry="y" split="n"/> </Limbs> <Extremities count="2"> <!-- Extremities can also be put onto the last vertebra--> <extremity id="0" parenttype="limb" parent="0" type="" scale=""/> <extremity id="1" parenttype="limb" parent="1" type="" scale=""/> <extremity id="2" parenttype="vert" parent="5" type="" scale=""/> </Extremities> <!-- ... ... ... ... ... --> </Creature> But one of the problems was finding a proper way to parse it while directly constructing your creation after each parsed node. Also XML files are gerenally constructed in scripts like C# or JS (from my experience; correct me if I'm wrong). This would create some additional steps while storing your creation so we decided against it. The next thing is a quite simple text file that looks pretty much like a config file and our programmer came up with: #CREATURE creature #BACKBONE 6 #VERTEBRA 0 -1 0 #VERTEBRA 1 0 0 #VERTEBRA 2 1 0 #VERTEBRA 3 0 0 #VERTEBRA 4 3 0 #VERTEBRA 5 4 0 #LIMBS 2 #LIMB 0 body -1 -1 -1 y y #LIMB 1 body -1 -1 -1 y n #EXTREMITIES 2 #EXTREMITY 0 limb 0 -1 1 #EXTREMITY 1 limb 1 -1 1 #EXTREMITY 2 vert 5 -1 1 As you can see the structure is preserved so all parent objects are listed before their children so the creature can be built line by line. All the stats are missing a defining name now and this is the only let down with kind of structure: it's not that easy on the eye and probably hard to understand. But it's easy to write, easy to parse and a lot smaller. The second one only is a third the size of the first one (after you remove the comments). I guess that's it for this week. And as always we would appreciate if you shared your thoughts with us. Keep on evolving!
  13. What's your favorite Terrain Tool?

    Hello everyone! I've been looking into terrain tools lately, and have the feeling they aren't talked about as much online as other tools, so I thought I'd start a thread on it My favorite so far is the World Creator (2, not the old one), as it's super easy to use and to import into Unity. Atm I'm only playing around with it to see how much can be done, so I haven't used it in a game yet. But that can still come, once I have more free time and an actual idea for an outdoor-game So what are your favorite tools for terrain creation (if you use any at all)? Best, J.
  14. Before "Starting Fresh" I'd like to take a moment and look back on the 1.6 years PolyInteractive has had in the gaming industry, looking back to when we first bashed our heads together and conjured up the amazing idea to put our gaming degrees to good use and start our own gaming studio... Oh how I envy our old bright eyed and bushy tailed selves, we were so optimistic. THE BEGINNING We started off by registering our company on "Companies house" and this was it, this is what made us official and if you searched for PolyInteractive Games on the Companies House website you'd find us, it was great. Later in that day we looked into getting a loan, those big bad scary things that you should probably avoid especially if it's coming from the Government/ loan shark, or get a loan from a wealthy relative/ bunch of relatives, I'd have taken the latter if it was an option, however, it was not, so I went with the loan shark... I jest, Government, I went with a Government loan. How much did I get? I managed to get a £15,000 loan because my credit was amazing *Insert amazing gif* The application and gaining the £15,000 was a month-long process that involved business plans, future projections, proof of identity etc... etc... We then over the course of 7 months spent the £15,000... We bought new equipment, a bunch of licenses like Photoshop, Illustrator, Substance painter and 3DS Max, computer desks, an accountant and a space to rent... Everything was looking great, we even found a 2D artist, a 3D artist and a programmer all willing to work for free and reap the rewards of a finished game (they'd get a % of what the released game would make) THE DOWNFALL The downfall all started when our programmer handed in his resignation to his day to day workplace as he wanted work full time on the game, him not being big on his IT job in the first place really helped him in his decision to move to us, however, he was that good at his job he was given a higher wage to stay at his IT company, and who'd blame him, with the raise he got we couldn't argue, and with that swift blow our programmer was gone. After our programmer left our 2D artist went a.w.o.l and vanished and we still to this day haven't heard from him, not long after our 3D programmer became so busy with the day job that he too slowly vanished into the black. We started looking online for people to fill these empty seats & holes in our hearts but no one was willing to work for cash that a game may or may not make, thus leaving us with a game that was close to being half complete. HOMELESS A month went by after we lost our team to their day to day lives and temptations of better wages that we started to spiral out of control in our personal lives, Alex and myself found our selves technically homeless, living out of our office space which was 7 foot wide by 20 foot long, and the only thing separating all the companies in this office space was a very thin wall, thin enough you could hear could hear the next business, it was usually best working with headphones in to avoid distractions. We used to cover the doors glass panel and sleep in hidden placed (under desks, behind shelves) so that other business didn't know we were sleeping in an office space that didn't even have a shower (we cleaned in the toilet sinks) but we still worked on the game, Alex being the 3D artist and myself being the 2D artist and together being game designers, waiting for a programmer to answer our Polycount advert. Homeless or not, we still worked our asses off. THE SAVIOUR A few weeks went by of radio silence until we finally got an email, a British student studying in Sweden answered our prayers and this person was a programmer, we rejoiced and got the game to a half-completed state within a few weeks, just in time for EGX. To go to EGX we needed £700 but we only had £350 in our bank left over from the £15,000 we had originally loaned, so we called up the EGX representatives and asked if an exception could be made to which they agreed, we would pay half now and half later, things were finally looking up for us. THE ROAD TO EGX Now you might think that things were easy from here on out, but we had to figure out a way to get to London, and stay in a hotel room for 4 days during the event, so our producer who's good at this sort of thing finds us the best-staying deals and he himself is willing to drive us down there to show off our game, however, we just spent the last of our money on getting the ticket... Needing the money Alex throws his car on Facebook for £300 ono and within a day Alex gets a reply to meet up with the guy willing to buy the car, Alex sells the car for £200 and an ice cream. (He never did get that ice cream) EGX We spent 4 glorious days at EGX, we met some new faces and some old, I met old tutors who had gone on to creating their own games company and making it successful & met new games companies also trying to make their way in life just like ourselves, we ate homemade meals as our B&B apartment thing had a small kitchen and our producer was very nice to us and took money from his own pocket to feed us. While at EGX we had the opportunity to meet with publishers, publishers like Sindiecate, Play Stack & Rebellion, all amazed at how quickly we put together our game and how we went about making it but none of them took the bait, no one wanted to publish our game, so we left EGX, we were still happy because we got to meet so many people but slightly disheartened that publishers didn't want to help us in making our dream. When we got back to the studio we poked around for more publishers sending emails to at least 30+ publishes in and out of the UK, about 80% didn't reply and the 20% that did wasn't interested or didn't work in the mobile games market. Later that evening we released out game Rise of Factions: Sparta, only half finished with a promise to complete it when we can for free. THE AFTERMATH After releasing Rise of Factions: Sparta we sat and waited and watched the installs of the game, for days no installs were added to the Google Development Console, we pushed it as hard as we could on social media sites, we didn't have any cash to pay for advertising, so all we could do was watch as no one installed the game, and we're certain it's because of the £0.99 price tag we attached the unfinished game, but a lesson was learnt, the industry is harder than it looks. Myself and Alex were given a week to move out of the office as we had overstayed our welcome for 2 months owing our landlord £1200+ and our accountant services we discontinued and a payment of £700+ was also due to be paid back, making a nightmarish sum of £1900 to be paid back, to which our loan also wanted us to start paying back at a £350 a month sum... We managed to hold things off as we'd just become more homeless & because we were too broke to start paying any of it back. Myself and Alex found a very very small place to live, we chucked out the bed so we could move our office into the only living space there was and we both slept on the floor, myself on a futon I managed to save from my last relationship and Alex in his old trusty sleeping bag, and we slept like this for 4 more months, we were beaten down, but we weren't out for the count. .............................................................................................................................................................................................................. I'm going to leave this blog here with you and give you the rest of the story in a weeks time, I didn't realize that I would fill a blog with so much content.
  15. Hello there everyone. I want to make a game inspired by Mass Effect, but there are a few general storytelling in video games problems that I'm trying to figure out, before I really get down to making the game. I've been thinking about it a lot, so it will be a bit of a longpost, but thinking in a bubble is never a good idea, so I ask for your help in solving these problems and criticism of my solutions. Any feedback is appreciated. I believe that these problems are interconnected, so I will present them here together and then present ideas that I have about addressing them. Problems Player character can't lose This is the biggest one. And it is not as simple as it may sound. In a lot of games, Mass Effect included, it is impossible for player character to lose an engagement with an opponent. The player can lose a gameplay section, but it doesn't result in player character losing, you just load a save and try again. Witch means that there are no stakes, not really. You can present a story in a way that creates an illusion of stakes, but after playing a couple of times, player realizes that they will defensively win eventually, so it becomes more frustrating then challenging. If you really need player character to lose for story reasons you only have two choices: create a gameplay section that is impossible to win and show a cutscene after one attempt or just show a cutscene where player character loses. Both feel cheap and betray trust between the game and the player. On the other hand, if you take away the ability to load a save at any time, you are presented with two other problems. 1. How do you handle player character's defeat? What exactly happens mechanically if you fail a mission? Does the character die and you have to start the game over? Do you need to write a story for every possible encounter going bad? 2. In a video game, you need to give player time to understand and practice game mechanics. You can't expect player to just be good at your game from the get go, so it feels a bit unfair to just throw them into important story missions that they can't replay and then present them with consequences. Choices that don't matter This is a very common problem in games. Often player is presented with a choice, that seems important, but doesn't really affect anything or affects things, but ultimately doesn't matter. Like: do you kill this person or let them go? witch of this two groups do you support? witch color do you like more red, blue or green? In my opinion, this is very closely tied to the first problem, that player can't lose. Imagine that you are an all-powerful godlike being that can time-rewind-magic their way through any presented problem, what can possibly matter to you? What consequence can you really feel? You could set up a system where your choices affect your relationships with other characters, but in this case you have no reason not to cater to those characters, because no other consequences matters. Linearity of the story This one is a result of the first two. If you can't ever lose and non of your choices matter then the story can only really unfold one way with minor deviations. So if you want to make the story not linear you basically have to make two or more different stories and let player choose witch one do they want to see, choose you own adventure style. Witch is not necessarily bad, but is very cost inefficient and difficult to produce. Solutions Conflict instead of a story All stories are based in conflict. But each story is only one example of how a conflict could unfold. When we tell a story in a video game we basically choose a way this conflict will go and take player through it one step at a time without ever showing them the whole picture. Why not instead present player the conflict itself in its entirety and let player try to solve it themselves? An example that I can think of is Total War games. In Total War you have a campaign map and individual battles. Telling a story is like defining everything that will happen on the campaign map in advance and only letting player win the battles. Presenting a conflict is like giving the player full control of their armies both on the campaign map and the battlefields. Separation of practice and performance Just giving the player full control over the conflict is not enough. We still need to address the whole time-rewind-magic thing. My idea is to create some sort of practice mechanic for the player to learn the game. It can range from letting player play the mission itself in practice mode, to only letting player practice individual mechanics (like a fight with a set of enemies), to anything in between. I personally would introduce some randomness into the missions and let player just play through them as many times as they want. Then, when player had enough practice, it's time to play the mission for real. Player gets one attempt and that's it. What those two ideas would achieve (in theory) When it comes to "Player character can't lose", together these two ideas address all underlying problems. It allows player to practice, it allows player character to lose and it sets up an overarching system of the conflict that defines what happens if player wins or loses and where the narrative goes from there. These ideas together help to create a more complex and believable system for choices. Since player can lose, they must consider not only what they want or what other characters want, but also what can they achieve in gameplay and what gameplay consequences each choice may bring. Finally, since you have full control over the conflict it creates more diversity in how the narrative can unfold, including player's complete defeat. What are problems that these ideas bring Nothing is perfect, so here are the problems that I see in these ideas. Less control over the narrative This is pretty obvious. If you give player full control over the conflict you can't reliably set up scenes, events or set pieces, because they may not take place in some playthroughs. You can guide the player in a particular direction, but you can't force them. Having to design campaign level gameplay and mechanics This is also pretty obvious. If you present player with the whole conflict you need to figure out what does the whole conflict look like, its rules and limitation. And create gameplay mechanics, that will govern it. Difficulty in presenting the narrative When the narrative is so diverse, it gets more difficult to figure out, how to present it to the player. I would tie missions to characters and present most of the story through character interactions before, during and after missions. Player can lose The opposite of the problem that I'm trying to solve is the problem of player losing. If player can lose each individual mission, it means that they can lose the conflict, the whole thing. Imaging putting 20 hours into a game only to lose it in the end. Imagine in Mass Effect 1 you lose to Sovereign in the end, reapers come through the citadel mass relay and destroy the galaxy, how would you feel? I'm not really sure how to address this problem and weather or not this problem should be addressed. So what do you think? Are these problems relevant? How would you solve them? Do you think my ideas can work? Do you see any flaws in my ideas? Do you have any other comments or feedback?
  16. Hi guys, would like to show you my new pet project. It's simple and fun game about running candies. To make game used real Plasticine (my daughter help me to sculpt candies). Run, jump, collect coins and candies. You can unlock 50 candies while you running or by collected coins. Preview: Game preview video Link to the game: Run, Candy, Run I hope that you like this game and waiting feedback from you!
  17. Advice on best design

    Hi, I'm trying to remake MS-DOS game tunneler You can play it here. In the game, you control a tank that digs tunnels as it goes. I decided to make the dirt from individual particles(Objects). Each one has its own collider and the tank destroys them as it moves along. It works but it's really intensive for my pc. The FPS drops even when the game is built. I'm a complete newbie and I realized this is not the way to go. I thought maybe creating a mesh instead but I'd like to know what's the best way to go around doing this? If anyone experienced can suggest a better solution it'd be much appreciated.
  18. Woah! Hey everyone! This is the new dev-blog for Project PunchWitch, a RPG I started about a two/three weeks ago in Unity because I really wanted to recreate the feeling I got when I played Legend of Zelda: Link to the Past. I'm imagining this game the way 8-year old me imagined LTTP was at the time of playing it, as opposed to now, with the nostalgia-goggles not affixed any more. This game follows a witch who hates using staffs, wands, ect, and enjoys casting her spells through punching. Of course, this creates some social rift for her with the other witches at her magic school and it's through going on her journey that she will grow to accept herself. (Y'know, the ol' feel good narrative.) Development has been a little slow at the moment as it is just me working on all aspects of the game by myself but as you may see from the images, slow progress is still progress! The current attack animation, I have only recently gotten to work through zero animation transitions. In the game, you'll be able to hot-swap what type of attack you are doing based on a few select elements. The attack, will have the selected elements "attack effect" around the witch's fist, as well as a little effect coming off the attack to simulate air/fire/ect.. being pushed off, whilst I've drawn these effects, I still need to implement them mechanically. The character can also move in 8-directions, something that caused me a little strife drawing since I've done little work on perspective, it was with the help of a pixel artist known as Sandy Gordon (AKA: BandyGrass) that really helped me out with their tutorials on 8 direction movement and if you're interested in pixel-art I greatly suggest checking them out. The tiles are starting to look reasonably okay-ish, though I do want to touch up on them later down the track. It's my goal to have any type of tileset blend with any other tileset seamlessly, as this could really make the map-designing a lot easier once I get to it. With that, I'll leave this blog post here and will be back shortly with some more info! Thanks for reading!
  19. Hello everyone - I'd like to just start this post by saying I am totally new here and so I am sorry if this is in the wrong place or something, I will be happy to take it down or move it to another place if advised! I am a student doing a research and information project on the story-writing side of games, which may lead into my dissertation next year. I have a couple of quick questions I would like to throw out, and I will be using the answers in a portfolio of research (with your permission), as well as possibly being used in leaflets that I will be creating for the project These questions are mainly intended for those who are on the story-creation side, but you can answer most of them anyway even if you didn't write the story Any-who, what I really want to ask is the following, and feel free to waffle on or throw in extra info, and likewise don't feel like you have to answer all these questions, even one response to one question will help! 1) What position do you hold in the industry, and how/why did you achieve this position? 2) What tends to come first in the creation process, the game-play or the story? Which is more important? 3) How often do projects you are involved with actually make it to full release? 4) What is your advice for people dipping their toes into game design and story-writing as A) a hobby (i.e. fan games and mods) or B) a career? 5) Is your current job full time, self employed or freelance, and do you ever find yourself working multiple jobs? Do you find this to be a positive or negative side of your line of work? 6) How does your job impact your social life and general well-being? Thanks all who answer
  20. Okay, I want to find someone or a group whos in the process of making a browser game or mobile game or is interested in doing so. Im interested in guiding and help choose the route the general direction of the game should lean twards. Of course it is your game and you do have the rights to refuse the suggestions i have to improve the game, I have marketing concepts and ideas in mind and i do take time studying other strategies as well as come up with my own strategies for success. Look at it this way, you have a game you are trying to perfect, yet dont know how to raise a fanbase or increase player count, dont know how to generate revenue substantually. I have solutions to try, and as you may see it, I am your npc offering you the optional side quest to improve your game... Like normal side quests, they are optional but can be rewarding. I dont need money or asking for it either, because my service is free, but if it does lead to success then a generous donation or hiring me as a permenent team member in the future might work for the best for me.
  21. Hello, I'm looking for my dream teammate(s) to help me work on my Unity game. I still dont know where Im going with that project but I want to make a good final product that I would be able to sell or publish it for free on Steam. Here a video of the prototype (The only thing I dint made is the skybox) https://www.youtube.com/watch?v=y2Otmt9jRkc My discord : Just4lol#46982 I want somone at least as competent as me : - I want somone with at least one year of experience in Unity (already worked with scriptable object and know oop). - Already worked with shaders or can do editors tools is a plus. - Can do 3d models in Blender or can do 2d art for the ui or particles effects. - Can make soundtracks or sound effects a bonus. Im a french Canadian so mind my english I will do my best to edit any errors I see.
  22. Play(test)ing Paper Prototype

    We are small indie studio from Ukraine focused on Soulsmith card game creation. In this article we would like to share our experience of testing early paper prototypes and what we have learned from it. The reason why you need a paper prototype is quite obvious and well-known by every game designer - creating a test build requires a lot of time and efforts. Testing small balance changes is not a big deal even if you have to prepare a new build. At early development stages, on the other hand, you can't afford spending a significant amount of resources every time you need to test something fundamental, especially if you are an indie developer. As Jesse Shell stated in his wonderful "The Art of Game Design" book, it's quite possible to make a paper prototype even for a first person shooter. Fortunately, if you are making digital card game you won't need one person for each character. You'll need quite a few things: 1. An IT geek and a gamer (that's me); 2. A bunch of MTG cards from good old days; 3. Deck protector sleeves and pieces of paper with some weird symbols and numbers; 4. Another addicted card game fan (that's Anna); 5. Old magnetic "Almost Every Desktop Game In 1" (or something similar) set; 6. Some dices and coins; 7. Woolen handmade whale (optional). That's it, you are all set and ready to go! BTW, things may escalate quickly. These red dices on my cards are damage counters and I'm not happy about it. Still, hope never dies. Especially if it is supported by battlemages on one lane and a firewitch covered by an armored knight on the other! You see, you can easily test core mechanics with paper prototype of your digital card game. Just don't forget to make additional notes when you test the main idea or solution as you may forget them later, trust me. When your prototype is mature enough, it's possible to literally play the game you make. We learned that it's very useful to play your prototype a lot even if it's (almost) final. Playing your game by yourselves, inviting friends to a pizza party and playing together, trying to find new sneaky strategies and super strong combos - everything helps in finding hidden issues in your gameplay. Difficulties with ending the game when one player is far ahead, lack of comeback mechanics in certain situations, dumb dominant strategies, stalemate scenarios, and many other nasty things can be found only after dozens or even hundreds of playing sessions if your game is deep enough. It's better to find and solve core gameplay problems in a paper prototype and not when everything is coded. Last but not least. After months of playing final prototype, when you become an expert in your own game and if you still love it, you can hope that players will also love the game. That is why you make it, at the end. P.S. Including a couple of links for those interested in who we are and what we do: facebook.com/playsoulsmith playsoulsmith.com
  23. Hi, I'm new here and would like to get some help in what i should do first when designing a game? What would you consider to be the best steps to begin designing my game? Give resources with it as well please.
  24. Ideas to make more action

    Hi there, Thinking about improving strategy/survival web/app based game with some action in it. Because leveling up the infrastructure, gathering resources, etc, is getting bored. To be more specific it's a survival game, based on astronomy, trying to save planet, etc. So the "fighting" model doesn't fit here, because there are no dragons on the planets :))) Either its a co-op based, so PvP also doesn't fit. Thinking about some puzzles solving at some point of game or turn-based/event-based dissasters handling... Stuck there What do you think ?
  25. Happy Thursday! Looking for some recommendations for apps that help plan/organize classes and methods for a project (something like xmind but for programming). Also Looking for good app beyond GitHub for project coordination. Thanks in advance :3 ~Wolf
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