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Found 73 results

  1. Why hello there, and welcome to this 27th weekly update! I've been cooking up something literally game-changing (sorry for the pun). Hang on tight and be careful not to fall, and let's get right to it! Steppin' In my previous post, I've ended on a bit of a teaser. I've talked about an algorithm that helps to create varied types of floors. In essence, the idea is to be able to "paint" different floor type onto a 2D array (or an "image" if this is abstract enough for you). Once that image is painted, we simply render it and generate special floor types all around the level. The Array Because I've previously used this Unity tutorial as a basis for building my level generate, reusing it was really ideal. I've simply added another 2D array that describes floor types at a given position. Because I've also previously worked on another 2D array algorithm for prop placement, I've also taken the liberty to reuse those drawing algorithm too. By mixing both codes I was able to create a reliable 2D array that was easy to modify and access, which is arguably really nice to have. The Rendering Now that the array is set, we now need to somehow render that array to the level, which wasn't as straight forward as it seems... Because I've followed that tutorial, the algorithm I use is the mighty Marching Square algorithm, which does work nicely on binary maps... However, my floor map isn't binary. This creates a pretty glaring issue: corners. While I can treat each floor type as their own binary map (and consequently as their own mesh altogether), their corners won't match up and will create holes where there should be none. Notice the small bright pink triangles on this map So we need to tweak the algorithm to fix that: we don't want the ground to be swiss cheese... Patching-up holes After thinking about it thoroughly I could list up the "problematic" cases. First, we could narrow down the problem by simply stating that because a square only has 4 sizes then there could only be as much as 4-floor types per square. this limits the amount of case to search. Then it was only a matter of visually scanning every problematic case possible. Here's what I've found: As we can see, there's a pattern forming. We can state that problems only occur when the following conditions are: The floor type we are currently rendering only has one active node for a problematic floor square. There are more than one floor type for that square The biggest sum of the total number of active nodes between two types of floors is less than 4. Aside from that, there's also the idea that only non-corner floors can be problematic. One thing to note is that there are two configurations that are exempt for it: As you can see, when there are exactly 3 types of floors with these configurations then there are no holes at all... The algorithm In order to fix those problematic cases, a new algorithm was in order. After snooping around and searching different marching squares tutorial and/or general discussions, I've decided that the best course of action was to use dual squares at these junctions. For those who don't know, dual squares are the more conformal cousin of marching squares. From left to right: marching, dual In essence, with marching squares, we want to create a "triangular" meshes with "rounded" corners (Think of it as a "smoothing" function for pixels), while with dual square we take their dual point. Like marching squares, dual squares also works by building indexes for particular squares. It's just that when it comes to rendering, duals are far more square that their marching counterparts. To illustrate this, here are the possible configurations for marching squares: And here's the same thing for dual squares: One particularly alluring thing about dual squares is that I can simply reuse the code for building marching cubes meshes but just create another vertices-creating function which creates those squares meshes. This is far easier to plug into the previous code. Walkable floors types Another important thing to note is that even though we now have a hole-free ground we also need to do another step in the rendering. The way the enum is organized is that there are certain floor types that are marked as "non-walkable" (i.e, they aren't your typical floors). Every non-walkable floor type has a chance to be completely invisible. This means that the player could see holes where those type of floors would be. Not really aesthetic if you ask me... So, in order to fix these, I've decided to create walls that would surround every walkable floor. Thus, if a non-walkable floor is completely invisible, there would be a wall and possibly a dark "bottomless" pit too. Because the tutorial also shows how to create walls you would think that just reusing that code would be great, and you'll be partially right. Although that walkable floor map would be binary, we also need to take into consideration the aforementioned junctions, and more specifically their configuration. If we have one of these dual junction squares then the extended walls need to only encase walkable floor. Otherwise, you'll get holes in the floor again. Notice the black triangle on the upper-left. To fix this we'll simply store an additional square for each junction that actually describes not whenever or not there's a floor there but whenever or not that node relies on a walkable floor. This way, while building those extended walls, we could simply check these "junction" square instead of the real ones. Paired with a nice fading shader this makes for a believable bottomless pit. Foor patterns Much like the props placement algorithm, this one also comes with room-specific floor patterns. It works much like the prop placement ones, but it renders directly onto the floor type map. Right now, aside from a generic random one, there's only one other arrangement: the Island pattern. Basically, the pattern consists of a central island surrounded by non-walkable floors. There are also ridges along the rooms' entry and exit wall side. Everything is connected by semi-procedurally generated bridges. There will be a lot more different floor patterns... There will also be huge structures here and there too, like lakes or chasms. Of course, some room patterns will override these, but not all of them. Floor types Now that the technical stuff is done then let's talk about the floor types. Normal Floors This is your typical floor. Nothing special here Grass Floors A typical grass-filled ground. It is very noisy and will get instantly noticed by enemies while walking on these. I'm not sure how to make this type of floor more interesting... (A Geometry shader perhaps, or maybe an actual separate mesh of simple billboarding triangles...) Grass Wetness One particular thing to notice is that this type of floor will have different coloration depending on the wetness level of a room. To achieve this I've decided to have another 2D array of the float that describes the wetness of a particular square. Like the floor types 2D array, there are many utility functions to draw on that array. I've also wanted to have some blur going on so I've decided to look into the gaussian blur algorithm, which is quite useful here. With it, I can control the amount of blur applied between different zones. After that, I store the wetness of a particular floor square in an unused UV map. In the shader, I just sample the U coordinate of vertices to get their wetness and that's it. Take a look: Here's the algorithm I've looked at. Sand Floor (WiP) This is a sandy floor. Jumping from it yields a really low jump. Mud Ew, mud! Careful not to get yourself dirty! You can't go really fast while walking in mud. Chasm This is a chasm. Falling into them results in death, so be careful. Lava (WiP) This is your old friend lava. It is a heart-warming friend that is always there for you. But seriously, don't get in there or you'll catch on fire. Ice A nice clear floor, yet it's quite solid. It is quite slippery, so be careful. Water Ah, nothing feels quite like a nice swim, especially when you're on fire. Poisonous Water This isn't like your normal water. Bathing in it will poison you, so be careful not to slip! Liquid Nitrogen (WiP) This is quite a scene: a sea of liquid nitrogen. It's impossible in real life, but this is a video game. But like real life, touching this will freeze you, so be careful! Spikes (WiP) I didn't finish their design yet, but it's your old friend the spikes. You get the gist: stepping on them will hurt you so be careful! Love Potion (WiP) A bit of a stretch, but it's there! Stepping in this will make you frenzied, so be careful! Liquid Floors Another thing to mention is that I've also cooked up a wavy vertex shader that makes models wavy, which is quite useful to simulate big bodies of liquids. Here's a good look of the shader in action: wavyWaves.mp4 I've followed this tutorial to achieve this if you're interested Minor updates I've finally decided to fix most melee weapons hitboxes. Previously I've used the actual weapon's hitbox to basically see if the attack hit something. This was unreliable at best, mainly due to by both animation and code being wanky. I've changed it so that hitboxes are now more reliable and will always hit where the player aims their crosshair. This makes weapons like sword relevant again! This applies to both players and AIs Next week Last week was insane! That floor algorithm really took a lot of my time and I think it can really pay. With things like chasms, jumping now gets the importance it should have. Lately, I'm trying to somehow fit AI in this. I want to give the player the ability to "push" enemies in chasms. Right now AIs are restricted to their navmeshes, which is neat but it makes them immune to chasms, so there's a lot of thinking ahead. There's also some polishing to do with, especially with floor formations and stuff. I also need to change the visual of some floors, like for example the spikes or the grass. Afterwards, I really want to diversify enemies. This would be an important step towards having a public demo of some sort.
  2. Hello everyone, In this article I want to introduce Zibbs - Alien Survival, my new game in development. Zibbs - Alien Survival is an open world game where you play as an alien trying to survive on the unknown planet - Earth. Alien research mission makes an emergency landing due to spacecraft malfunction. The landing place - unknown planet called Earth. Playing as an alien, the player must survive in the extreme conditions of a foreign atmosphere, as well as look for the necessary materials to repair the spacecraft. The aliens have unique abilities that will help them remain unnoticed when interacting with intelligent beings of the planet - humans. Being on Earth requires careful handling of the local flora and fauna, as well as constant monitoring of body temperature. Scanning the environment will help to find the necessary elements for the alien nutrition. Only the most experienced players will be able to successfully explore the unfamiliar and dangerous planet and safely leave it! Features: Play as an alien who arrived on Earth. Unique nutrition and crafting system. Interesting patterns of interaction between aliens and humans. Explore the environment using unique alien capabilities. Beautiful open world map. So, what is ready and what is currently in development? The game is an early stage of development. In the Early Environment Preview below you can see landscape and some inventory features along with nutrition of the alien. The next step will be adding some new animations. When it is ready I plan to add some humans and AI. Early Environment Preview: Steam page: https://store.steampowered.com/app/1001960/Zibbs__Alien_Survival/
  3. THE PROJECT INT is a 3D Sci-fi RPG with a strong emphasis on story, role playing, and innovative RPG features such as randomized companions. The focus is on the journey through a war-torn world with fast-paced combat against hordes of enemies. The player must accomplish quests like a traditional RPG, complete objectives, and meet lively crew members who will aid in the player's survival. Throughout the game you can side and complete missions through criminal cartels, and the two major combatants, the UCE and ACP, of the Interstellar Civil War. Please note that all of our current positions are remote work. You will not be required to travel. For more information about us, follow the links listed below. INT Official website IndieDB page Also follow social media platforms for the latest news regarding our projects. Facebook Twitter 3D ENVIRONMENT MODELER We are looking for a 3D Modeller to create and polish 3D models for the game. You will be collaborating with the team in creating 3D models that meet polygon-count and texture quality requirements. You will also need to be able to enact upon instructions from the Art team Lead and the Project Lead. Your duties include: Create 3D models conforming to the polygon-count requirements. Skinning and un-wrapping of models created. Make adjustments to created models when required. REQUIREMENTS To be successful in this position, following requirements apply: Have working knowledge of 3D modelling suites. Understand import/export requirements for Unity Engine integration. Excellent self-management skills. Excellent attention to detail. Excellent communication skills. OTHER OPEN POSITIONS Unity Engine Programmer Website Manager 3D Character Modeller REVENUE-SHARE This is a great opportunity to get into the game development industry. Being an Indie team we do not have the creative restrictions often imposed by publishers or other third parties. We are extremely conscientious of our work and continuously uphold a high level of quality throughout our project. We are unable to offer wages or per-item payments at this time. However revenue-sharing from crowd-funding is offered to team members who contribute 15-20 hours per week to company projects, as well as maintain constant communication and adhere to deadlines. Your understanding is dearly appreciated. TO APPLY Please send your Cover Letter, CV, Portfolio (if applicable), and other relevant documents/information to this email: JohnHR@int-game.net Thank you for your time! Please feel free to contact me via the email provided should you have any questions or are interested to apply for this position. We look forward to hearing from you! John Shen HR Lead Starboard Games LLC
  4. Good evening. Before I get to my question, I'd like to clarify that this is in a 2D (2.5D) view with pixel graphics. While making mockups, a question on map design came to me. If I were to draw an entire section of a map, including stairs, buildings, etc. would I be able to set constraints so that a character could move realistically on one asset (the room, I guess), Instead of having to place each and every tile for every corner, or variation in design, or every stair? I feel like this would be much easier when it comes to very intricate room designs that would be much cleaner and aesthetically pleasing if I could just put wall barriers (native to my engine) where the player can not go. Let me know if this needs clarification or if this is in the wrong subforum. Thanks.
  5. Hello, I'm currently looking for a talented and passionate concept artist that would like to join our team that's creating a small horror game (which would be created in 3 months or so). At the moment we're a team of 6 people. You must be able to create environments, creatures/monsters and characters. The game is a sci-fi/post-apocalyptic survival horror 3D game with FPS (First person shooter) mechanics and an original setting and story based in a book scene, where a group of prisoners are left behind in an abandoned underground facility. If you are interested or would like to know more about the project you can DM me through here or in discord (world_creator#9524)
  6. About me: Hi, my name is Christian and I am an enthusiast for games and simulations in the field of artificial life. I am an applied mathematician and have worked in my past for several years as a researcher on mathematical problems for damage mechanics. Currently I am employed as a software engineer. Physics engine: What I want to announce here is a 2D physics engine for damageable and glueable rigid bodys. Temperature effects such as radiation and heat conduction are also simulated via certain particles and internal energy distributions. The building blocks (nodes) of the bodys can be programmed by a simple assembler-like language enriched with physical actions, communication, sensoring and procreation functions. Portions of code is stored in each node as machine code and also potentially subject to changes. The code is processed by tokens moving/forking on a directed graph which constitutes the body. To get an impression of how the engine looks like in practice I attach some screencasts showing different examples. The engine performs multithreaded computations and is encapsulated in a C++-framework. I think it could be used to create realistic effects for space games. I am very interested in your ideas, opinions and constructive criticism. https://www.youtube.com/watch?v=DG61uprKzWg https://www.youtube.com/watch?v=2L3Cr2WwHDc Performance: With the current implementation one could simulate rougly 50k - 100k building blocks with 30 fps using 8 CPU threads (measured on Core i7-6700). There is still no finished GPU implementation but after experimenting with CUDA I would estimate that 300k can be simulated on my GPU (GeForce 960 GTX). To get an idea of of the computational effort please think that every building block in the scene (size of a pixel in the video) can be glued or detached to/from a body and performs calculations or other physical actions. The high degree of dynamics in simulation (damage and coalescence, function of nodes can change) was one the biggest challenge in the development. For broader applications it would be quite nice to port this engine to Unity. But I fear that the performance would then decrease substantially. Editor: In order to demostrate the engine I had developed an editor/simulator named alien. It allows to create and modify simulations filled with bodys. alien provides a pixel view as well as a graph and code editor for designing and visualizing every detail in a scene. As an demonstrating example I have designed a replicating machines that consumes nearby materials (see video below). More complex machines with sensoring, communication and attacking skills are also conceivable. Thus the material in the simulated world could be equipped with life-like or even intelligent behavior. https://www.youtube.com/watch?v=Slba3g7-LK4 More information and download: alien-project.org (it's opensource)
  7. PROJECT OVERVIEW: Beyond The Frontier is a open galaxy RPG set in an galaxy far far away. its a game i have envisioned for years!, The Game will be developed in Unreal Engine 4. in the game you will be able to be who YOU want to be, Fly Epic And Fast Ships, But Most Importantly, Go On Epic Quests! Become A Pirate, Kill The Pirates, Join Factions And Go On Epic Adventures Through The Galaxy! im currently in the middle of designing the game however i need concept artists for the gdd, then we will go from there eventually getting 3D Artists And Unreal Engine Programmers. Recruitment Details: - Concept Artists: responsibilities include creation and design of environments, Weapon Concepts And Ship Concepts. DEVELOPMENT PLAN: PHASE 1: Concept Art Planning Future Development + Brainstorming Game Design Document Completion PHASE 2: 3D Character Modelling +Environment And Prop Modelling And Texturing Basic First Person Set Up With All Player Character Features And Inventory And Quest Log. Early Marketing (For Kickstarter Or To Grow A Community) We Will Be Adding Phase 3 And 4 which Will Include Much More Questing Stuff. APPLY: email me at rioishere14@gmail.com
  8. Hi, I am developing my own 3D engine in C++ using Vulkan, called Fusion3D - See my post elsewhere on this forum - and to help test it and develop new features, I wish to design and develop a 3D game inspired by the Deus ex and Cyberpunk 2077 games - It will be a mission based(small singular stories) tech demo, that may become a commercial game at some point, or at the very least, a free tech demo to promote the engine. So we need the following. 1- Artists to create maps/environments, with textures. 2 - Artists to create animated characters, both player and npc. 3- 2D artists to create GUI/UI elements, logos and menus. If you can do more than one of the above, that is fine too. Pls reply here or via email: antonyrwells@outlook.com I am happy to offer royalties(We can discuss how much later) if either the engine or game makes money. fair and equal.
  9. leduardocarvalho

    Showing you a game I made

    I recently made a game in a 48h Game Jam. It would be awesome if you could go there and play it and please leave a rating for us to see if your're enjoying! Thanks a lot!! https://itch.io/jam/game-jam-plus-/rate/285252
  10. Hello All! We Are HeavyLight Entertainment, A small startup studio. we are currently making our first game together and are looking for members! Now, you are probably wondering... Whats Your Role?: im the game designer/quest writer and project lead (For now I’m the project manager aswell) im currently working hard on the gdd and the story for the game. What We Are Looking For: - 3D Artists(Animators, Character Modellers, Riggers, Environment Artists Etc Etc) - Unity Programmers (Must Have Knowledge Of The Coding Language Unity 5 Uses) 2D/UI Artists (Must Be Able To Make UI Or Concept Art) And That’s all for what we are looking for, now, for the game info. The Game: You are a nobody, you wake up in a dungeon underneath the city of walak, a very poor city filled with thieves and thugs. when in the mine a ghostly figure appears in front of you telling the player that the world of Opinius (WIP NAME) is in eternal danger as the god of death, Karn has escaped the box of anakera., a realm between realms. And now he is killing everything in his path. now, you must stop him. ————————————————————————— as I said before all the names are a WIP but yeah that’s a snippet of the main backstory. If Intrested Contact Me At rioishere14@gmail.com
  11. I'm looking for someone i can collaborate with in Unity or UE4, honestly any game engine is fine. My style of art is low to mid poly range, 3rd or 3rd person top down. Dungeon / Wolrd of Warcraft-esk style. Let me know if anyone is looking for group project practice. Lets make a small, simple game to start.Follow up for contact info.Here's a few examples.
  12. INTwindwolf

    [Rev-share]3D Modeler

    THE PROJECT INT is a 3D Sci-fi RPG with a strong emphasis on story, role playing, and innovative RPG features such as randomized companions. The focus is on the journey through a war-torn world with fast-paced combat against hordes of enemies. The player must accomplish quests like a traditional RPG, complete objectives, and meet lively crew members who will aid in the player's survival. Throughout the game you can side and complete missions through criminal cartels, and the two major combatants, the UCE and ACP, of the Interstellar Civil War. Please note that all of our current positions are remote work. You will not be required to travel. For more information about us, follow the links listed below. INT Official website Steam Greenlight IndieDB page Also follow social media platforms for the latest news regarding our projects. Facebook Twitter 3D MODELER We are looking for a 3D Modeller to create and polish 3D models for the game. You will be collaborating with the team in creating 3D models that meet polygon-count and texture quality requirements. You will also need to be able to enact upon instructions from the Art team Lead and the Project Lead. Your duties include: Create 3D models conforming to the polygon-count requirements. Skinning and un-wrapping of models created. Make adjustments to created models when required. REQUIREMENTS To be successful in this position, following requirements apply: Have working knowledge of 3D modelling suites. Understand import/export requirements for Unity Engine integration. Excellent self-management skills. Excellent attention to detail. Excellent communication skills. REVENUE-SHARE This is the perfect opportunity to get into the game development industry. Being an Indie team we do not have the creative restrictions often imposed by publishers or other third parties. We are extremely conscientious of our work and continuously uphold a high level of quality throughout our project. We are unable to offer wages or per-item payments at this time. However revenue-sharing from crowd-funding is offered to team members who contribute 15-20 hours per week to company projects, as well as maintain constant communication and adhere to deadlines. Currently the crowd-funding campaign is scheduled for mid 2018. Your understanding is dearly appreciated. TO APPLY Please send your Cover Letter, CV, Portfolio (if applicable), and other relevant documents/information to this email: JohnHR@int-game.net Thank you for your time! Please feel free to contact me via the email provided should you have any questions or are interested to apply for this position. We look forward to hearing from you! John Shen HR Lead Starboard Games LLC
  13. Kingsware Games

    Looking for aPixel artist

    Hi we are KingswareGames well we are 3 friends making games we are coders and we are looking for someone to join our team and to help us out with the art (spritesheets backgrounds and more) we have started the project its call: No More Milk its a 2D side scroller space shooter theme:babies vs aliens; we are getting them back! you can check the project in our gamedev page so hope you like the project us much as we do and let's work together see ya and thanks also give us a like and keep in touch https://www.facebook.com/pg/KingsWareGames contact us here or via email at: kingswaregames@gmail.com
  14. GOVERNOR is a modernized version of the highly popular series of “Caesar” games. Our small team has already developed maps, written specifications, acquired music and performed the historical research needed to create a good base for the programming part of the project. Our ultimate goal is to create a world class multi-level strategic city building game, but to start with we would like to create some of the simpler modules to demonstrate proof of concept and graphical elegance. We would like programmers and graphical artists to come onboard to (initially) create: A module where Province wide infrastructure can be built on an interactive 3D map of one of the ancient Roman Provinces. A module where city infrastructure can be built on a real 3D interactive landscape. For both parts, geographically and historically accurate base maps will be prepared by our team cartographer. Graphics development will be using Blender. The game engine will be Unity. More information, and examples of the work carried out so far can be found at http://playgovernor.com/ (most of the interesting content is under the Encyclopedia tab). This project represents a good opportunity for upcoming programmers and 3D modeling artists to develop something for their portfolios in a relatively short time span, working closely with one of Canada’s leading cartographers. There is also the possibility of being involved in this project to the point of a finished game and commercial success! Above all, this is a fun project to work on. Best regards, Steve Chapman (Canadian Map Makers)
  15. Louis Brady

    Week Four: Level Design

    Happy Sunday! This week I did not have much time to work on m game. My schedule right now is terrible for an indie game developer. I just started a new full time position. I am also staying at a friends house until I get my own apartment, which won't be until the end of the summer.... For me, I would like to be able to dedicate 2-4 hours a night for my game, but in my current position, I'm working on my game maybe 3-5 hours a week. So the amount I accomplished this week was minimal. I didn't even finish the level I was working on. I am a little upset about my progress, but I have my priorities in line and I know that this game is not on the top. In this post, I am going to show you how I develop a level. First I make a map. The map is a long image with colored squares that represent different items and enemies in the game. After I create the map, I add the background layers to the map which become the hills and houses in for the in-game background. I then import the images into Game Maker. First I assign the map as the background and match the items and enemies. Then, I'll switch out the background with the actual background. From this point on, if I created any new enemies in the map phase, or a new item, this is the point where I will make the new enemy or item. This is where I am at right now, actually. I created some new features for this level, and I am still working on them. If you have any questions on my process, I'd be glad to explain. That's it for this week. Thanks for reading.
  16. The Map System I've been subconsciously dreading has finally been implemented and the rest of the menus are coming together bit-by-bit as I program all the pieces separately and connect them together (instead of cramming everything I could into one giant, unreadable script like before). The results? See the latest gamedev update to find out.
  17. Check out my new Youtube Video to find out how to get 75 (or 380 MB) high quality Sound Effects and Atmospheres !
  18. pat thompson

    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. pat thompson

    Chinatown Luck

    From the album: PK Game Art

    Environment Design for the AGS slot game "Chinatown Luck". The gate was modeled in 3D first, and then illustrated with the rest of the scene in Photoshop. Heavily animated in After Effects - the whole cityscape comes alive, with lanterns swaying, neon flickering and sparking, people moving, steam rising from street food stalls, rain drizzling, mist flowing, etc.
  20. Lord McMutton

    Snowy Environment

  21. https://www.cgtrader.com/3d-models/interior/house/victorian-sconce https://fr.3dexport.com/3dmodel-victorian-sconce-173747.htm
  22. binarycat

    a hidden spring

    From the album: The Story of Little Fire (WIP)

    One of my favourite rooms that I've designed so far (also the smallest). Samus is a stand-in for my protag until I get a proper sprite, but everything else is mine.
  23. Hi guys! The second entry for Pixelpunk XL devlog is here. All new and interesting from the development is described below. In the last week I was working a lot on the new constructions and sci fi panels to decorate some rooms and tunnels. Now the biggest rooms have completely different look and it changes every time after random generation of the level. I am still working on the post procession filters which make the retro style look. Work on lighting never stops and here are some new examples and screenshots. There is still a lot of work on random levels, but now I'm starting to think about bosses. What will they look like? We'll see.
  24. 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
  25. Building Block Heroes - Mechafolk Factory Now we're starting to get into the heart of Mechafolk territory! In this week's feature I discuss the birthplace of all Mechafolk, the Mechafolk Factory. Description The Mechafolk Factory is a large-scale industrial zone from which all Mechafolk are assembled. The Building Block Heroes find themselves winding around large conveyor belts and cranes, taking care not to slip on the patches of oil on the ground. The Mechafolk Factory introduces moving blocks, which have a nasty tendency to ruin everything the Building Block Heroes have built. Moving platforms display one to three green arrows on them, which denote how many spaces they will move and in which direction. After a certain amount of time, the glowing arrows turn from green to red. Once the blocks are "armed", the player is given the chance to place the block currently under his or her control, providing an opportunity to prepare for the sudden movement of the level. The blocks were originally supposed to move immediately, but for gameplay purposes it was deemed to unfair to the players to have everything suddenly shift without warning. Thankfully, the Mechafolk Factory employs a streamlined shipping process that sends out completed Mechafolk as soon as they are finished, meaning that there are no enemies in any of the Mechafolk Factory's levels. The only one present is the area's boss, which launches attacks based on colour rather than simply smashing things. This boss likes to wind himself up before he attacks. As the screw on his head gradually twists upward, the screw body turns into whatever colour will be targeted next. Eventually, the screw drops and destroys all on-screen blocks of the same colour. This can be especially painful if the Building Block Heroes have been relying too much on a single colour to work their way around the level. Design Like the Mistypeak Mountains before it, the colour scheme of this area was one that had to be chosen carefully. A mechanical factory necessitated lots of grey, so I added hints of blue, green, and purple in order to mix things up a bit. Still, I didn't want a single colour to dominate too much, so I added copper piping for contrast. As a general rule, I try to have the boss sprites match the overall colour scheme of whatever area they reside in. However, because this boss attacks based on colour, I deviated from that rule to include all four colours of block into its sprite. This gave me an excuse to throw in some yellow gas tanks into the scene, because then there would be some precedent for them rather than having them stick out for no reason. The resulting thumbnail thus contains an enormous amount of contrast while still feeling mechanical. The background music was meant to sound kind of industrial and workman-like, so I started off by composing a strong bass line, complete with a fast-paced percussion track. Once it came time to compose the melody, I chose to rely on heavy brass coupled with saxophones and honky-tonk pianos. This gave the track a funky-sounding blue-collar vibe, which I felt captured the feeling of "men at work". Let me know what you think! The levels in the Mechafolk Factory were very fun to build and test, although people playing the game might hate me for it. Feel free to follow me on social media as well if you're interested! Twitter Instagram SoundCloud
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