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  1. I'm nearly finishing my Pong game, and I was wondering if I should encapsulate things such as physics, rendering, sound, in such a small game.
  2. Hi, I am new to Game Development and am currently making my first game in Unity using c#. I am a second year uni student studying computer science (internet security specialization). I am new to unity and have had trouble understanding how the game engine actually functions and how I should use the engine to my advantage when programming. Currently I am making a RPG and want to implement an efficient and scalable item database. My plan is to store all items in the game in an xml database using the built in unity xml serializer. I have an abstract class item -> weapon, armour, potion, ring etc. Each of these classes have respective values (damage, cost etc.). For a relatively generic and straightforward item system: How would you organize your code? What interfaces/classes/other would you implement; why? In your experience what kinds of issues have you run into and how did you work around them? Is there any other advice with regards to rpg design in general?
  3. 2018 has already been a busy year. The Gears of Eden team has been hard at work as we prep for our Alpha 2 release. For our art and dev team, that means designing and implementing in-game resources. For our writing team, that means research and planning. But, combined, that means we get the chance to test our cool new toys and show them off for everyone to see. To accomplish this, our team recently held our first Gears of Eden Discord Day. In case you don't know, Discord is an app that allows gamedevs to make their own chat servers and share images and info with people who join (here's YOUR invite). We shared our new rover design, talked about influences for the game, explained how this project got started, and streamed the first meeting between our old rover and the new one. Check out the first meeting: https://www.twitch.tv/videos/208097308?t=12m04s Since then, the art team has been hard at work on base design and updating our UI. We've gone over quite a few models looking to find the right fit for our game. Because the bases are to be used by rovers, and modular (read expandable!), we decided that design must be functional rather than just aesthetically pleasing. The images above were just a few samples that we reviewed, and we are getting closer and closer to deciding what the base design will be for Alpha 2. Based on these images, our team was able to render a sample of the base in-game. As mentioned, our UI is being updated to be more intuitive and provide better information for players. Instead of clicking on the gears to craft using the inventory, there will be separate tabs implemented. The Crafting tab will show all blueprints collected, which you will then be able to craft from if you have the resources. With that in mind, we've been doing some more Twitch streaming. Some of that has been development videos, and some of that has been members of our team showing off some games we enjoy playing. Here you can see Sledge going over the new UI, testing out the new rover, and doing some crafting: https://www.twitch.tv/videos/210491947?t=02m54s We're making a lot of progress, but Alpha 2 is going to be a critical phase for us. Right now, we're doing all our development at our own costs, with a small team. Once Alpha 2 is out, we're going to have to find a way to secure some financial backing if we want to finish our demo in a reasonable timeframe. That's where you come in. We really, really need your help in growing our audience. Please engage with us, and follow us on our various social media accounts to help spread the words to others. Like, comment, share. And, if you're able, you could always support our endeavors at our donation rewards page, or through Patreon. We literally cannot make this game with you. Thank you so much! This is going to be so fun! We can't wait to show you everything we've been working on these past few months, and it'll be a great stamp on this stage of development! If you want to see how we get all this done as we get it done, follow us on Twitter, Twitch, and Facebook for all the latest and greatest news on Gears of Eden.
  4. Forest-themed levels in 3D linear games seem to be tricky to pull off. I primarily refer to first person games though this can easily be applied to third person games and possibly top-down games. Older games were limited by the hardware used at the time so texture space and polygon counts were important to manage. These games uses a flat texture of trees to create the illusion of depth or create rocky cliff walls to obscure parts of the scene the player is not meant to view. An example of a linear forest level is Forest Edge from Disney's Donald Duck: Goin' Quakers on the PlayStation 1. A relatively recent example of a linear forest level are portions the Outlands White Forest from Half-Life 2: Episode 2 on the PC. You can see that it looks more like a small narrow valley. For gameplay and readability it works well and doesn't feel artificial though it's not quite a dense forest. Outlast 2 did have areas set in tree-filled areas but the only indication of not being able to go through some bushes or trees are invisible barriers, which supposedly works but feels very artificial in my opinion. Some games in recent years like The Forest and Ark: Survival Evolved have made fully explorable forest levels but they are non-linear open world games. Since the respective games aren't linear in nature they have no need to funnel players through areas designed to be traversed. How can depth and believability be achieved without making the player confused or lose their direction? How can making a linear forest level be done without making the environment appear artificial? I created this topic as I'd love to hear what you guys think. I don't think there's a right or wrong way going about making a 3D linear forest level.
  5. Hey guys, I recently made this post, I recommend skimming for a quick gist and look at the results at the bottom of the post : (I felt that post misrepresents what I've turned the language into as of right now, so here's this post.) Where I described my proposition for a language to replace CSS (for good reasons, in my view). Well I've gone ahead and create a Jar for it, and a GitHub wiki with a syntax specification (I recommend reading that instead of the syntax in the post I linked), and a quick-start guide to start making your own UX Library compatible with the language, if you want something a little less... shipoopi to work with. More organized, and robust. Here is the GitHub for anyone who is interested: https://github.com/BetterBe/Kiss-lang/wiki
  6. First thing's first, let's address what is perhaps the greatest flaw any open world game has, emptiness. I'm not saying that every open world game has this flaw, but if this flaw goes unchecked, it can cripple an otherwise brilliant game. Many games have overcome this and have risen to be legends such as The Witcher 3: The Wild Hunt, Assassin's Creed: Origins, and (my personal favorite) Legend of Zelda: Breath of the Wild. However, the one thing that no-one can deny about these games is that they have limits. I'm not saying that's a bad thing, rather the fact that those games have limits is probably what made them great because the developers could work extra hard to make everything they offered the finest they could. Be it through a colorful and motley cast of characters, utterly unique content, and compelling gameplay. But I'm not here to talk about your average ordinary Open World games, I'm talking about a special, new, and somewhat unrefined form of video game that offers an endless world to explore. An example: No Man's Sky. No Man's Sky was incredibly appealing because it offered a game world whose vastness was beyond compare. It offered an endless amount of places to go, but that was it's undoing. Video games aren't just about going places, they are about doing things. When I played No Man's Sky, what I got most interested in was finding upgrades for the ship and multi-tool. But it lost it's appeal to me because I realized that despite the fact that you had an endless amount of places to go, you had a severely limited amount of things to do. Sure you could interact with the different species and scan the local fauna, but it was all the same to me, the multi-tool was your primary method of interacting with the world, but you could only interact with the world in certain particular ways. Another example: Minecraft. Minecraft came close to defeating the flaw of an endless open world to the point where No Man's Sky tried to mimic it to save itself. You can build anything in Minecraft, and because of that, it can offer an endless amount of things to do. But it isn't the kind of thing that appeals to everyone, probably because not everyone has fun being creative just for the sake of creativity. The most creative thing I built was a flat-sided square building, first out of cobblestone, then out of solid stone, to serve as a home base for exploration, but what really appealed to me was crafting because crafting was doing something that could enhance future ways to do other things. I did have fun exploring, but once you've seen one cave, you've seen them all. So in a nutshell, Minecraft offered an endless world and an endless amount of things to do, but it did so in a way that they didn't match up well and doesn't appeal to everyone. Some of my favorite games were (and are) Super Mario Sunshine, Banjo Kazooie, Banjo Tooie, Ty The Tasmanian Tiger 1, 2, and 3, Okami, Rayman 3, Far Cry 4 and Primal, and Sonic Adventure 1 and 2. What they all have in common is that they're sandbox games. Orthodox sandbox games generally revolve around collecting things or fulfilling goals to collect things, but collecting those things rarely serves to enhance gameplay other than to make a way to collect more of those things. But despite this, I keep coming back to those games. After thinking long and hard, I decided that what keeps me coming back is discovery and testing the limits of my skills. Now to the hypothesis. The appeal to an open world game is endless discovery and endless things to do. But even with procedural generation, it is impossible to make a game like that without things getting a little stale and similar. Even if the game implements discoverable things that add new mechanics, eventually the players will run out of new things to discover and new things to do. But there might be a method to do it in a way which can allow the player to have a number of mechanics, tactics, and methods at their disposal so great that it would be impossible for one player to uncover them all. Instead of a discovery being just an achievement or new gameplay element, it should also offer the possibility to unlock more achievements and elements depending on how the player matches up or arranges the discovery with others. That way even if the number of discoveries is limited, the possibilities each discovery offers are beyond what anyone could do by themselves. And maybe a good way to go about it is to make the number of uses each discovery has limited so that the player has to constantly venture out in the world to get the most out of their favorite discoveries. But above all, the challenges offered to the player must not call for one specific mechanic, there might be a few that would make the challenge easier, but even if using any other mechanic would make conquering the achievement harder, it would encourage players to test the limits of their creativity and skills without making them feel restricted. How could something like this be implemented? I don't know. That's why I'm posting it here like a thesis so that maybe someone with the right capabilities would read this and make the game I and possibly many others have been waiting a very long time for. I had a few ideas myself, but that is a post for another time. A few games that I feel helped me realize these ideas were Megaman Battle Network and Castlevania: Aria of Sorrow (Because of the number of abilities and mechanics they offered) Magika (Because of the mixing up of abilities) and Super Mario Odessey (for the different captures changing up the mechanics). Like my ideas, want to add or expand on them, or have some of your own? Please, leave a reply!
  7. PC My idea for a 2d game

    So i'll start from the beginning and go to the story. If anyone ever finds this thread, please let me know of your thoughts. I'm sorry for any misspells. I'm Finnish so i'm not really great in English. So. A few days ago i experimented on making 8-bit-like music (not actually 8-bit) and it really sounded great and i got these vibes about how it could be on a game like pokemon. A few hours went by and i had made a full soundtrack consisting 20 different 8-bit songs. I got excited about making it into an actual game and started to make some sprites. I already got an idea of the story in the game because i've been thinking about that story for a longer time. I took a lot of inspiration from Undertale on the sprites i made and i used a 8-bit palette of colors designing them. The game is a 2d game. But i made this thread to talk about the story, not the graphics or audio so let's get into it. For a long time i have been thinking of making a game that talks about things such as death and afterlife but presents it in an unusual way. I know it's not a new idea just from me but you understand the concept. The game starts with you waking up in a church with no opening scene or anything. You're not supposed to know that you're actually dead yet and it is supposed to look like any other game. Actually you're not told about it anywhere. It just hints in slight ways that you are actually in the after life. You are supposed to help your friends in a project they won't agree on telling you about. You do some ordinary stuff with them like exploring an abandoned fortress (abandoned for obvious reasons), When you get to the fortress, you're the first to enter the gate. After going inside you see that your friends are not coming. Inside the fortress is a medieval village witch is not abandoned at all, it's populated with different creatures. The fortress acting as it was the afterlife and the scene with you and the friends acting as it was kind of between life and death. I am not telling more of the story, BUT i want to inform that yes the idea is supposed to be a bit symbolic of death but no the story is not going to be complex. And a little bit more of the gameplay: As i said; i'm not going to present the game in a creepy or scary way. I'm not going to tell the player that you are actually dead and in the surface the game is supposed to look like an ordinary kids game. BUT i was planning on making these collectibles witch are as if they were your memories from your life and every time you find them the game shows you an animation/photo from for example: You and your friends, You in school, You in work etc. Also i was planning on scripting the game with C# since i got the most experience of it but i'm not really sure on what engine should i use. If you have any suggestions i would be really pleased if you helped So i don't really have much more to tell you and i' a bit exhausted from explaining everything so i wont continue but guess you got the concept if you read this post. Sorry if i presented the story in a weird way. It's purely because i'm not the best at formatting sentences in english but i hope you get the point. That's the most important thing. Please tell me your thoughts about my idea!
  8. Every game has to start somewhere, and mine will be the concept development phase. I've laid out a personal time line that I am striving to follow for my development process and I will be discussing the process for the Concept model. Sadly, this concept model is going to be more of a gameplay feel concept and not a game concept. My objective is to create a working arena for combat, for the player to practice sparing with a single enemy. Practice Arena In order to begin developing, I need an environment to play and test in. For this purpose, and to offer a place to practice gameplay mechanics for players in the future, I've come up with the Practice Arena. The Practice Arena will consist of 7 game objects. 1 Floor 4 Walls Player Spawn Point Enemy Spawn Point Using unity, this will take me roughly 15-30 minutes to fully configure to my liking. I have no intentions of creating visually appealing content until achieving a "beta" state for the game. After attaching coliders and placing spawn points I can move forward to the Player Prefab. Player Prefab For the player prefab, I will be using some of the free models I found on reddit.com/r/gamedev created by /u/QuaterniusDev. (Full URL for model: https://www.reddit.com/r/gamedev/comments/7jobpt/free_lowpoly_animated_woman/) For the player, what I want to do is import the asset into unity and drag it into my game world. We will be focusing on developing the player as a Prefab and not a game object. By doing this we can easily create the player in new worlds without a lot of extra work. Controls A game is quite literally just an animated movie without user input. The next major step will be defining the user controls for movement. As an engineer, I have a very object oriented mindset which is why I have decided to build a "ControlHandler" class. The control handler will handle input from all sources and trigger events in responses. I'm choosing event driven input vs direct input so that I can easily seperate what triggers each event/movement and give myself easier control/management over the entire game by not having to spend hours scouring for code. Single Spell A single spell sounds boring but with the intricacy of the spell system, and the future talents, building just one extendable spell will be a great start to an intricate spell system later on. Both the player and the enemy will have access to this ability and it will be the primary source of combat in the early stages of the game. Enemy I will also be building an enemy in the same manner that the player was created, I'll be using a model borrowed from our good friend in /r/gamdev and using the low-poly zombie model link: https://www.reddit.com/r/gamedev/comments/7pla8z/free_lowpoly_animated_zombie/ Enemies will have their own customizations in the long term which is why enemies will also be built as prefabs. The goal is the create EVERY object in the game in a generic expandable form. Enemies will be hanlded via an AIController. The AI Controller will handle all active game AI in the scene. Hit Detection In order to provide a small combat experience I will have to build hit detection. The hit detection module will be implemented inside of spells, spells will register everything they come into contact with and register it as a hit. If the spell was from a friendly targe the hit will do no damage. Dodge Mechanics The hyperactive/reactive nature of the gameplay will be ever present inside of the dodge mechanics. Each class has unique ways to defend and protect themself but the most common will always be their dodge mechanic. The first dodge mechanic that will be implemented is a roll to left or right. Dodge mechanics will be expanded as the class system is built out later on. 1v1 Battle Mode In order to create a battle mode, I will add health to both enemy and player characters. Whoever drops from 100 to 0 first is the loser. I will be playing in this version for a while trying to get a better feel for the movements and upgrading. I look forward to writing development posts about all the topics I just discussed, and I greatly appreciate you following on this journey. Outro Nothing in the world is free and I immensely respect anyone willing to take time working on products that they release for free. On that note, I just wanted to share the Patreon for /u/Quaternius. Thanks for all the models you make and I wish you as much success as your heart desires! https://www.patreon.com/quaternius
  9. Art is one of the most important aspects in Noahmund. Everything that includes our videogame is conceived from the vision of beauty and inspiration. For that, the department of art works unceasingly so that the most innovative ideas that arise in the studio have a true reflection in the final content that, after all, is what players are going to experience when they finally enjoy Noahmund. Miguel Guzmán is one of our 3D modelers, who has been working very hard during the last weeks for our second demo available from the 16th of October. In this demostration you will be able to see the city of Shinn and Costa Penumbra, so that Miguel’s work has been centered in modeling both scenes/settings. In the seaside site it has been recreated all of the props, such as stones, vegetation or the collectible elements, that are essential for the creation of catalysts (potions) in the advance of the adventure. In the same way, Miguel has elaborated all of the objects of dungeons that you will see in the final version of the game, which contains many details of a huge artistic importance, especially to contextualize the player with the place where they are. These kind of elements, like monuments or big size elements, comprise the greatest difficulty, since they need a more exhaustive and thorough treatment in order to perfectly reflect their characteristics. To Miguel one of the biggest satisfactions is the composition of collectible elements, such as herbs, flowers or bushes, which, despite of appearing very homogeneous between them, they offer the possibility of doing the task with more dynamism, providing their personal touch, something that does not happen in other types of compositions more attached to the conception of the script. About the city of Shinn, Miguel has been working on a striking area of this mythical location. A restful place, full of spirituality, surrounded by forests and separated from the bustle of the city and its population. This forest, inspired by the zen gardens for its design, is a rest and repose area within the city, a place where mysticism and mourning come together with familiarity. The work is continous, but without any doubt it is made with great ilusion so that everybody can enjoy it. Next week we will come back with another devblog especial for the release of the second demostration. You can download the second demo of Noahmund in www.noahmund.com
  10. Hello everybody, I hope you all got a good start into the new year! I am starting this thread because I would like to get in touch with some of you who are currently working in the game industry as designers or developers. A little background: I am currently finishing up my PhD in Psychology, but discovered lately that the path of going on into science might not be for me. Game have always fascinated me, both from a technical as well as theoretical (psychological?) standpoint, so naturally our career advisor suggested getting more information. I am not very adept at general programming (except for a lot of R, and a bit of Unity), but confident I could teach myself what I need to know. What is more important to me however is getting a clearer idea about what the daily tasks can look like, and whether I would fit the work environment. I generally discovered about myself that I like to solve "concrete" puzzles (e.g. at the moment this could mean writing out and testing the syntax for a statistical problem) or finding new approaches to some existing questions (e.g. in academia this could coming up with the idea to be using a novel method to examine a question from a different angle). I noticed that I am not very happy when working under VERY uncertain circumstances (e.g. having no idea where the task is going, what the status of completion is, or what is expected from me to do a good job, as in endless revisions of an article) or very tedious detail work (e.g. the final, final stages of writing up an paper, checking for typos etc.). I see myself as this kind of this 'mid-level' guys of solving a task, that brings in new ideas and solves problems in a well-described environment, but doesnt necessarily finalize everything. Now my question would be to the people working in the industry (I realize that some of these can vary greatly with different jobs): In your daily work life, do you feel like you are being stimulated with new task frequently, or do you mainly work on similar tasks? Do you feel like you have the possibility to innovate and bring in new ideas in your job / task? Do you feel that, for the most part, your position has clearly described activities, or are you mainly taking on various roles that are currently needed? Do you get a lot of feedback on performance or progress? Or is your work mainly done 'when its done'? I would be very thankful to anybody willing to share some of their experiences. I tried looking for other topis on this, and found some good overviews, but these focused more on the technical aspects (what language to learn first, where to look for jobs). This didnt feel very applicable to my personal situation, so I thought I'd give it a shot myself. Thank you all for reading through this novel, happy 2018! Best, Alex
  11. Phobos Vector Prime

    Hi everyone, we are Gunstar Studio, an indie team, and we're currently making Phobos Vector Prime which we'll launch in 2018. Phobos Vector Prime is a shoot'em up become a MOBA up to six players. It's a mix between the old and the new style of gaming with awesome scenarios, powerups, etc. Our game has an inmersive sigle player campaing too. You can summon differents types of minions depending on your gaming style. Wide variety of maps in which team must be quickly coordinate to get advantage over the opponent. A Phobos trailer can explain it easily You can know more about us in our YouTube channel. We have explanatory devlogs and all our OST. Gunstar Studio http://phobosvectorprime.com/ YouTube, Twitter, Facebook, Instagram
  12. 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
  13. I need to program a game, in task manager. How do i do it?
  14. Survival Crafting game

    Intro: So this thread is going to be the place where I plan out the game design and mechanics of my survival crafting game. While I'll mainly be focused on my game feel free to input your own thoughts and ideas about survival crafting genre in general. So yea I strongly believe there are two types of game developers, those who jump right in and try to figure it out as they go and those who don't start coding until they have an actual structured plan about what they want in their game. I fall into that category. So the engine that I plan on using is RPG maker MV, mainly because unity scares me and RPG maker fits the aesthetic of what I'm going for better. Core Gameplay: So the Core gameplay loop involves the players moving around the different environments and collecting resources, while avoiding enemies. The resources can then be used to upgrade their base and gear which will in turn allow them to better explore and loot areas of the map. Elements: So to make things simpler I've broken down the mechanics into groups, or key elements of gameplay. I'll go more into detail on them in different posts and maybe add more, this is just a brief summary. Base upgrade: Definitely planning on this being one of the big features of the game. Right now I'm thinking the upgrades will consist of base defensive (so like structure reinforcement, fences, maybe turrets), as well as department./room upgrades (so like upgrading your crafting bench or maybe adding a science room, or helicopter pad, a farm, water and bullet plant) Item/Weapon/Armor crafting: Pretty straight forward. Craftable items will include stuff like health, armor, and weapons and other items used to help with further exploring. Player Stats: I want to keep this part pretty simple with only a few basics stats the player has to worry about and have a direct impact on gameplay. The biggest problem that i'm going to have to worry about here is how to make the narrative work with the stats. combat: Another element that I want to keep simple, well in terms of actions the character can take anyway. X to melee something and Z or C to shoot/reload. Beginning level enemies only take one hit to die while harder enemies will take more than one hit. I want to set combat up in a Dark Souls style, where the challenge/fun factor isn't so much in the combat itself but rather the player figuring out the best/most efficient way of moving around the areas and dealing with the enemies. And that's it, like I said I might add in more elements the more I continue to design and plan out the game but for now those are the big 4. Will talk about them more in depth in the posts below.
  15. Hey guys! My name is Nikita, I'm 19 currently. I'm from Mother Russia, working for FSB and trying to recreate the Soviet Union... Just joking So, I have some questions that I hope you can help me with: I REALLY enjoy playing the game Rimworld. It's kinda realistic, filled with details and random stuff like random (good or bad) events, random character traits, so it's kinda like a real-life game. I really like to manage my colony, overcome the troubles, and evolve. Now I decided I wanna create a clone of it, but with some my own stuff that this game doesn't have. I DON'T WANT to make a mod for it (at least right now, when I start), I want to make a standalone game that will basically be 80% like Rimworld. Of course it will be MUCH simplier, at least at the beginning. 1) What engine do you suggest for such purpose? What programming language should I learn? I have some basic skills in programming (if, while, for - level). My game can also be like with pixel graphics, for old-school look and probably easier for me to create. 2) Tell me please about your exprerience in finding kinda...like-minded people that might help you when you just have nothing but a bunch of ideas in your head? Sorry for my imperfect English, I don't write things in it like every day. Thanks.
  16. Hey everyone, brand new developer here, working on my first RPG and wanted to know how folks went about writing the dialogue for the game. Do you tend to write it like a movie script? Or is there a specific format I should be following? Or a recommended one? Just wanted to see how other developers went about the writing process. Thanks
  17. Hey guys. Need advice on a matter thats been baffling me. I have a main story. Made in proper context and all. I have two characters who generally have an uneasy past that will be presented in the form of flashbacks and argumentative conversations in cutscenes. The story has many secrets behind the becoming of the second character because they play the villain, but in a sense where they are misunderstood (Like Sylar on Heroes). I was wonder how I could incorporate this secondary characters life story after their separation with the first character.......should I make a interactive flashback where the player can see things through the secondary characters eyes so that his actions can be justified through what he went through (i.e. Call of Duty Ghost. The fathers flashback to why Rorke is hunting ghosts) or should I got with the more subtle approach, presenting it as a prologue that shows the past, then works through present day. Any other approaches would be highly appreciated
  18. Looking for someone who is experienced with programming video games. I already have the game designs drawn, but i am not a good programmer. Hopefully someone is interrested in working together on a mobile game for android, low poly style.
  19. Any self-respected JRPG has always an iconic city, a place that will stay forever in the player’s memory for years to come. There are so many examples of this kind of places in the industry. A fact that makes it more complex to come up with new ideas. Despite all this, at Abrego’s it has been clear to us that the main city of our game had to be special. Inspired by ancient greek and japanese culture, we aimed to create a place that would not only serve as a place to pass through but that could be as meaningful as the protagonists, a nexus between the story and the characters. From this desire, Shinn is born, one of the most important city in Feros. The cruel war between the North and South have made Shinn into a fundamental emplacement for each opposing forces. Shinn is a city surrounded by everlasting flows of clear water, and the draught that is hitting the south of Feros makes its control essential for the survival of both sides, so, ruling Shinn is one of the most powerful weapons to win the battle between North and South.This conflict has also been fundamental in the conception of Shinn. Before the war, the city didn’t have a wall around it and it was really only a small village surrounding a temple, but after the conflict began this circumstances changed, Shinn became then a bastion against the attacks of the enemy. Life in Shinn had began around the temple devoted to the Synchrony, the discipline used by the northerners to synchronize themselve with their allies and enemies, to control, improve or weaken their minds and bodies. The lasting battles made them build their homes, businesses and other places, with easy to repair materials like wood, but placing them on strong and solid rocks. The city layout is inspired by The Acropolis of Athens, but with clear reminiscences of traditional japanese villages. If we walk around Shinn, we’ll see all those characteristics of the old oriental cities, livened up by a soundtrack that will take us to those magic places, where the wind embraces honor and dreams. The final creation of Shinn in the video game has been as tough as fulfilling. The amount of details contained in the city, is only a little proof of the care we have put in its development. Shinn is not just an accidental location or a setting to place the story, it is where players will want to stop and watch the surroundings, interact with its citizens, improve their equipment and feel every little piece of story like a gong hitting their heart. As Leonardo Da Vinci said “water is the driving force of all nature”, in Noahmund’s world, Shinn is the power that will put in motion the charm from each corner of Feros. The second demo of Noahmund is out in www.noahmund.com
  20. Not sure if this is where I post an idea but I need the feedback on my concept. Plot: Game revolves around identical twin brothers raised on two different sides of the law. One is a well respected detective with a deceptive dark past whilst the other is a misunderstood hacker who lost everything because he trusted the wrong person. The detective is living the life that his presumably dead brother had always dreamed of. But he soon discovers that the mastermind criminal who has beat him in every step of his investigation is his brother who actually plans to take his life back and use this brothers' police resources to investigate the unsolved murder of his biological mothers death. Gameplay: Game has a GTA like set open world feel with an L.A Noire investigative prowess. The investigative part of solving crimes won't be like L.A Noire because of the lack of resources used. E.G. Facial Capture. Instead all investigations will have two way outcomes that lead to the same end. Engine: Unity or Unreal Engine.....which ever is within budget. For more of a detailed illustration of story contact me at: Iheartkc.kushchronyc@gmail.com or Facebook: Sam Ndebele
  21. Looking for someone to aid in writing a narrative script for a narrative-driven video game. -Open to all kinds of writing styles at the moment, looking to find a new innovative way to tell a story through gameplay. The writer should be able to convey emotions strongly through dialogue and conversation. -The basic plot has already been created. Just looking for help in writing the script. -All ideas and input will be deeply appreciated and credit will be distributed accordingly. -game: Slice of life, adventure, first person, rich atmosphere. -the game doesn't involve much mystery. It's largely about unfolding emotions and feelings between two members of a family as time goes on. Major details cannot be revealed yet. This will be an indie release. Warning to anyone looking at this as a serious Job opportunity, this is only a side hobby project, time and patience will be required. Contact: sehanshetty_10@yahoo.com
  22. Anyone ever seen a stylized horror game? All most all of the horror games feature a very realistically rendered visual style! Can horror really be transmitted via a stylized world? Any thoughts?
  23. Story Synopsis

    Tlandar must undertake a pledge to protect Astashica and free the planet from Asemeri oppression.
  24. Hello, I want you guys to help me to know the difference between technical artist and graphics programming role. I'm very interested in arts, maths and programming that's why i started to study computer graphics ( before i know that there is a technical artist role ) but after i know it i get confused knowing what the key similarity and difference between both of them. Can both position be in overlap and may be work on the same set of tasks/problems? What is the responsibilities of both of them? What's the skillset one should have to work on either of them? Thanks for your time, Regards.
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