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Found 98 results

  1. Hi, I'm creating 3D environment for our side-scroller platformer game Warriorb. I use Blender for creating props and UE4 as game engine. My aim is to create different looking and feeling area types while keeping the same art style. I go for something between stylized and realistic. I don't use much detail because I don't have much time for each area. I've attached some examples. If you have any tip on how to improve my scenes I would be glad to hear it!
  2. unity game developing help

    Hello everybody, This is my first time doing anything like this and I need some advice. As part of my school assignment, I need to create an educational video game about mutation. Here is my idea - there are three levels, each level has two arcade type games and the number of points earned in each game is the level of mutation you can cause to your character. Ultimately in each level, the mutations you cause to your character in the game will result in how ready they will be for the boss battle at the end of each level. The first two levels will have an interactive text battle and level three will have animation. I need help creating this game and feedback to make it easier because of the time constraint. I will keep updating on how the game is but this is my first time with Unity so I would appreciate any sort of feedback. My game design document is attached if any of you want further details on the game. Game Design Development Template.docx
  3. I have recently created my own Sound Effects plateform: http://www.ogsoundfx.com Have a look ! There are basically 2 options that you can chose from: Packs or Single tracks. 1/ Sound effect packs/Full albums: Their price range from a few dollars up to $29 for huge collections of hundreds of sounds. If you have the budget, these packs are really worth the money. You can also wait for discounts if you are not in a hurry. 2/ Single tracks. The prices start at $0,99. The aim is to offer game developers or film makers the possibility to acquire specific sound effects for the lowest budget possible. At the moment I am offering a 50% discount for purchases of a minimum value of $10 on single tracks. So if you have $5 to spare on super high quality and professional sound effects, you get $10 worth of a selection of your choice ! I am planning on creating a permanent volume discount scheme on those single tracks. The more you buy, the bigger the discount. For now, I am only selling my own sounds, but I want to expand by allowing other sound designers to sell their sounds on www.ogsoundfx.com. What do you think ? Any opinion or advice you want to give on the presentation, the content, navigation and so on, are most welcome. And I would be happy to compensate any feedback with a nice coupon code. Oh and by the way, if you subscribe to the newsletter, you will not only be the first ones informed of great deals, but you will also receive 120 MB of free high quality sounds ! I hope to see you at http://www.ogsoundfx.com Olivier Girardot Music Composer & Sound Designer PS. Let me share latest youtube video too:
  4. Hello, I managed to finish my first Android Game from A-Z in about 2 months, the game was planed to be an endless game since as a solo Dev i thought it would be easier to finish , it was created using Unity/blender3d and i made everything except for the music tracks. Currently i am looking for feedback, especially about mechanics and game play, especially since i found out this is the hardest thing while developing as and indie , i seem to be able to get 0 feedback from most communities i posted in so i hope i will have more luck here. A short game play trailer: The game is Free and available on Google Play Store: https://play.google.com/store/apps/details?id=com.CrazyApplesStudio.ApplesMania So feel free to comment , critiques are appreciated, even if they are harsh, since that is what will help me improve the game. Also the website for the project : http://crazyapplesstudio.com/ Twitter: https://twitter.com/ApplesStudio Facebook: https://www.facebook.com/ApplesManiaX/
  5. Double Fine Quest

    MY QUEST: I found out about Double Fine through your a podcast in 2012. Fast forward six years, I’m a student game developer giving it all I have for a job there. So, I checked their “Action Jobs” page to see what I could find. Under "We are always recruiting everybody, all the time" there is a short story about what happens when you get a job there. http://www.doublefine.com/jobs Also featured on this fabulous brochure. Last summer, I decided I wanted a job there, but they must have interns banging on their windows, so how could I stand out? I decided to make a game that would have several sections to demonstrate my ability and show that I would work hard. Last Fall, I learned Unity through my University. Every single project I made was either a part of my Double Fine game, or specifically designed so that I could reuse code for my Double Fine game. Around December I realized it would be awesome to go to GDC. The main reason being that I could speak to people from Double Fine and make an impression. It was too late to sign up as a GDC volunteer, passes were over $1k, but someone told me about the Unity Student Scholarship. I didn't have a proper portfolio, but I uploaded my work from my Unity class and any other Unity projects I had. Even without a portfolio, I tried to make it look good. I spent so long on the application process that I was late to a New Years Eve party. The new year came, and my game that would get me into Double Fine, codenamed "Project Sourdough," was not on schedule. It would never be completed on time, although parts of it were a complete mess. Since Sourdough didn't have time to rise properly, I needed to make a more concise experience very rapidly. I reused as much code as I could to make "Project Unleavened," a game that follows the story on Double Fine's “Action Jobs” page. Time passed. I really wanted to go to GDC. One night, I prayed that I would go, even though it was unlikely. I also prayed that if I didn't go, they would at least tell me soon, so I could stop thinking about it. The very next moment, I pulled out my phone to call someone, and an e-mail popped up on the lock screen from Unity folks. "Thank you for submitting... We received a lot of high quality applications ... Unfortunately, you were not chosen as a recipient ... But we were impressed with your application" and they gave me a limited access pass. I was completely in awe. SO I WAS GOING TO GDC! The next thing I needed was a way to give them the game. I designed a one-sided business card reminiscent of an atari cartridge, and had it printed onto two USB Business cards from VistaPrint. I had a lot of work to do on Unleavened. I put in some crazy hours in the weeks leading up to GDC, and had to either solve or work around countless issues. Unfortunately, due to a quirk in my dialogue system, I could only build for Windows at the time. Fortunately, I did get some help from my friends. I found out one of them is a QA guru. Another one could make great drawings, and it was amazing seeing him bring a piece of the game to life. But their time was limited by their own schoolwork, so I did all the coding and most of the art myself. That said, I can’t understate the importance of my friends and family during development. The final week of crunch on Monday, my phone died. It got hot, the battery drained quickly, and then it would not boot up. I've had it for years, so it was at end-of-life, but the week before flying across the country was a bad time to bite the dust. If nothing else, Verizon knows how to sell phones. I got my hands on a Pixel 2 before the week was out. Crisis averted, but it took the entire day to resolve that one. Tuesday, I referenced DF’s Jobs page. It had changed. I had been planning to apply for an internship, but there was a brand new note. “Alas, we are unable to offer internships pretty much ever, sorry!” That could be the end of the story. But it’s not. If I couldn't be an intern, I’d apply for a full position as a Gameplay Programmer. I programmed, built, tested, rinsed, repeated until it was error-free. After all that testing I copied those files onto the two business cards. I took a few hours off Sunday night before GDC to hang out with friends. Unfortunately, I needed more than two business cards for GDC, so I got back to work around eleven to design some normal ones. I lied down for a moment and fell asleep for three hours, woke up at 5 AM and then sent my design to the local Minuteman Press. The next morning, there was no next morning, I woke up at noon. I ran about a mile to the printer to get those business cards, and began to pack ASAP. (Disclaimer: That's not San Francisco ) I had a friend who was on-time to bring me to the airport, but I was too far behind packing, and missed the flight Monday. They rescheduled me for free since the next flights had open seats. I was stuck at the airport for hours, exhausted, but Tuesday afternoon I finally made it to San Francisco. Double Fine runs a booth called "Day of the Devs" which showcases a few selected indie games. I hung out there for hours trying to find one of them. I met plenty of good people, but I missed their main producer (Greg Rice) by literally a minute. Wednesday night was an awards ceremony, and the Tim Schafer got a big one. I waited twenty minutes after the show until the people from that company started walking out, and caught up to Greg Rice when he separated from the rest of them. "Mister Rice, can I talk to you for a minute?" "I'm really really late, I can't talk now." "Can you at least take this?" And I handed him one of the USB Business cards with my resume and the game on it. He ran away screaming. Well, not really, he just walked away quickly. THE HUNT CONTINUED, Thursday, I finally got lucky at Double Fine's booth. While scanning badges, I saw some tiny print. It said "Double Fine Productions." Whoah. I looked up, and saw he was wearing a shiny Double Fine pin. It was beautiful. I looked at his face, and he was talking to someone else. I awkwardly stood by until he was free, and then told him my story before relinquishing the second USB Business card. Package 2 delivered! Delivered to a Communications Manager, no less! Friday I walked out of a building and saw some people in Double Fine branded clothes ==> I orbited around in front of them, and introduced myself to two more DF people (programmers). They really liked the idea of my game, so I gave them my card and told then where to find it online. Saturday I applied to Double Fine thru their web site, the normal way, except that I included a link to the game. Monday, the Communications Manager sent me an e-mail that the game didn't work. I know exactly the issue and exactly why. I sent both the fix and a working version. Which brings us to today. Here is the game I made: https://sonictimm.itch.io/action-resume Playtime is usually less than ten minutes. I did modify my dialogue system for web, so you can play it in your browser. Experience Points: (AKA fancier way to say TL;DR) I'd love to say that you can work hard for your dream job, but at this point I have no idea if I'll get the job. What if I don't get the job. I poured my life into a project for a [possibly] failed endeavor. I still gained: -A portfolio. -A trip to GDC -Lots of contacts from said trip -Some free time in San Francisco -TONS of Unity Experience -Practice writing. I love writing, but it's hard to sit down and do it. -Practice Art-ing. I love UI, but spritework is not my calling. -A chance to collab with some friends -A game that may or may not be fun, I'll let you guys decide -This crazy story. Honestly, the University feels mundane after all this... This list is getting crazy long.. But seriously, if your project fails, you'll probably learn more than if it succeeds. That said, don't ever strive for failure. Study Failure. Look at why things don't work, learn from other people's mistakes. Everyone learns from success, myself included. (I'm not the first person to try and get into a company by making a game...) Anyway, I'd love to get your feedback. If you can spare ten minutes, I'd love to hear what you think of my game. Also, if you have any tips for getting noticed by a game company / making yourself more employable, I'd love to hear those as well. Cheers!
  6. 3 Reasons Indies Should Apply for DreamHack's New Activities Coming to Austin June 1-3 We're expanding our DreamHack events to encompass a "Gaming Lifestyle" approach. So basically we're bringing a ton of new content to the already massive show that focuses on Indies, Tabletop, Films, Students, Art, and more. Of course this means we're making everything we're already doing even bigger and more awesome such as Esports, LAN, Music, Expo, and pretty much everything else. The Top 3 Activities Indies Should Apply For... 1. Indie Playground: The Indie Playground is a curated area where games entered into our competition before the event have a chance to win a complimentary booth to showcase their game. The selected games are organized into 12 genre categories that are reflected in the layout of the Indie Playground. Multiple titles are selected for each genre ensuring attendees will enjoy as many indie titles as possible. It's free to enter and those selected will score a FREE 10'x10' booth. We're pretty flexible on what you can send us. If you're not finished with your game yet you can definitely still submit. We've judged and accepted tons of unfinished video games, tabletop, etc. before. Entry form....https://tinyurl.com/DH-IndiePlayground Deadline: April 20, 2018 2. Game Pitch Championship: The Game Pitch Championship was created to help build the skills you need to successfully get your product out there. Many developers are talented and either nail the build they have to show but don’t really nail the business plan or they nail the business plan and not the build. With a pitch, you have a short time to impress so you need to nail it all. This competition will not only help hone your skills with industry vets guiding your progress through the competition, but you’ll win accolades too. You could also win $2,500! Entry Form....https://tinyurl.com/DH-GamePitchChamp Prize: $2,500 USD Deadline: April 20, 2018 3. Art Gallery: Exactly as it sounds, our gallery showcases some of the most amazing artists in video games, tabletop, comics, anime, and more. DreamHack staff select a number of works then we just print cool art on canvas for FREE—your game gets a slice of advertising while our fans enjoy a non-TV wall on the expo floor. It doesn't even require you to be onsite for the event, so this one should be a no-brainer. Entry Form....https://tinyurl.com/DH-GameArtGallery Deadline: April 20, 2018 Good luck!! Reach out to sydney.mantrom@dreamhack.com for questions.
  7. Hail to you, our wise readers! Gods generously gifted you all with the power and knowledge. The time of great trials is coming, and the people of Egypt - your people - will need your help. Put your powers to a good use and lead the people of Egypt to prosperity! In other words, we're happy to share with you our first trailer! Many indie game devs out there struggle with making a good trailer for their games. We're not an exclusion Our game has both strategical and historical components and we wanted to show off them both. So instead of making only one trailer, we decided to make two! First one for the historical component and another one to demonstrate the mechanics of the game. Take a look at the result and let us know what you think! Check our page on Steam and add the game to your wishlist!
  8. Gameplay trailer

    Hey guys, Here is Pixelpunk XL gameplay trailer:
  9. Plz download and try it! Hunger road is a single or local co-op (player 2 shares keyboard or uses controller) game about looting, shooting and travelling across an continent and escape with a space rocket! Zombies, bandits and the evil government will hunt you down and you need to always be looking for guns, ammo, fuel, food and medical supplies. If your ride breaks down you need to find a new one, all while your grandma encourages you over the radio. Now with nice bluegrass music and extra flamethrowers! - Too hard, too easy? - Any bugs? - Any suggestions for improvements? Download link (50 MB file, just unzip, no install needed. Requires directX)
  10. Greetings, In this devlog I want to show you how the combat with a boss will look like. You appear in a large room with a weird contraption in the middle of it. This contraption is a boss who attacks you immediately. There are several platforms around, where smaller enemies appear time by time. Also you can find some places with replenishments for health and ammo. You need to move a lot to dodge the boss's ammo and shoot the smaller enemies which chase you. And of course the main action is shooting at the boss which has a lot of health. The video in toxic display mode is here:
  11. Hi guys, check out our new game about sticks. Feedback welcome! Download on Google Play: https://goo.gl/VHbVFc Youtube: Website: http://strifexxx.wixsite.com/cyberpony Facebook: https://www.facebook.com/groups/577850349043463/ VK: https://vk.com/club122273704
  12. ONLINE MULTIPLAYER The core game mode is now fully networked and ready for lots of testing. Basic matchmaking has also been completed, connecting you to players in your region. Soon you'll be able to jump online and play with your friends, taking on the role of the hunter, now re-named the Gobbler, or the hiders, now known as Pixies. To make this a reality we're currently working on adding a server list that will allow you to see and join games, as well as the ability to join your friend's games by typing in their username. Multiplayer public demo is going to be available on the 4th April! INTRODUCING ABILITIES In an effort to increase the diversity of game-play we've begun to think about and design abilities for the Gobblers and power-ups for the Pixies. Before the commencement of each round the player taking on the role of the Gobbler will be able to select a Gobbler with a unique ability. Examples include a charge ability, night vision, and a ranged attack. Similarly Pixies will be able to collect items known as moon drops during the round to gain power-ups; including but not limited to invisibility from the Gobblers light, an oil slick, and decoy ability. LEVELS IN DEVELOPMENT You've seen the Dark Cave and Spooky Mansion, but know that we are hard at work putting together new levels for your entertainment. The pixies Enchanted Forest home is threatened by the Gobbler's insatiable hunger. Amidst giant flowers and mushrooms and beneath the umbrella of the tallest trees, he stalks his frolicking prey. So run and hide little pixies, run and hide or become a tantalising meal for the fearsome hunter. A Creepy Dungeon is no place for pixie folk, especially when the Gobbler is close by, looming and lurking in the shadows. Within these cold stone walls where once many uncomfortable unpleasantries ensued, the inhabitants now search for a place to hide, to sneak away from gnashing teeth and pinching pincers. FEEDBACK Finally, we've added a Feedback Form accessible from the huntnsneak.com homepage. We'd appreciate any and all feedback you can provide us so that we can work towards providing the most enjoyable game-play experience for you, the players. HERE'S A LOOK AT SOME OF THE NEW GOBBLERS Pugsley - He will find you where you hide Waxopus - Nothing escapes his long grasp Yokai - He's a sticky one
  13. Marketing idea

    Hiiii, so ive been studying marketing in my own time and I have experiments i wanna try do to past recorded strategies of other marketing strategies. Also im on Redbull, Dr Pepper and a 48 hour energy mixture soooooo excuse my preppy nature on my typing and grammer usage. As far as I can see I have a theory (actually I got hundreds of these), so as far as I know a game doesnt necessarily need to be advertised to be sucessful from the content publishers themself. There are other means to counter the forceful advertisment. Yea im not speaking of reviews and playthrews to go up in search ranking and relevancy tho that is a tactic that happens on its own. Sooo whats on my mind today is that online games pretty much baits the players to spend money to look smancy, now what if the fancy panties were to be grabable in game without the need to spend actual money. Then no one would spend anything right? What if i told you there is a way to trick players mentallity using this method in order to get them to spend money. Your probably thinking to yourself "go to sleep Anthony you are drunk"... Im energy high theres a different... If a function were to be available in game for free then by all means players would go the free route, now if the free route was difficult to achieve the player would quit the game and you will have a fanbase on those rage quiters (Dark Souls, and binding of isaac). If the free route was easy to perform yet very time consuming and grindy then thats more hours spent on the game. Now heres the trick, what if the option to purchase instead of grinding was available? Then the players would think, would they spend a full hour trying to fetch the item, which in a working net worth terms 10$... Or would they rather spend 3$ to get the item right away. [deleted by moderator] This weird drink mixture is making me lo key depressed. Alsooo what do you think about this marketing concept...
  14. Hi! I am new here, so if I made some mistakes tell me about it. Also English is not my native language. Let’s start. I am part of a young gamedev team. Now we don`t even have a title. Shortly about a game. Our project is a T-RPG in the style of a bright noir (the closest example is L.A. Noir), where the story revolves around the misadventures of a private detective and his mixed team of comrades-in-arms. The main rivals are not only gangsters who have entangled the city with criminal networks, but also policemen who disagree fundamentally with the methods of the main characters. But at the beginning we faced with a lack of statistic information. So, I want to ask you to tell your opinion about this conception. And, maybe, answer some questions from this Google Form: https://docs.google.com/forms/d/e/1FAIpQLSdZXkOV_D_NrwzgYBnW7LswU1XSMtY8V2VxW47QNk1z4hZPIQ/viewform?usp=sf_link
  15. Hi everyone!Let me represent my first game.It's mix of arcade and logic (just a little). Play Market: https://play.google.com/store/apps/details?id=com.mountaingoblin.hedgehogscommandos Gameplay: https://www.youtube.com/watch?v=HfpNvDt9CQc Spiteful UFOs seized the hedgehog commune. Four hedgehog fighting commandos will not give them any chance to destroy it.Be the fifth member of the team. Destroy alien’s bases!Save your friends!Use the commandos’ features to seize and destroy aliens’ bases. You won’t be able to clean the commune from hateful aliens without rationality, speed and agility. - 40 fascinating levels in different parts of the world;- 8 different locations. I'll wait for yours feedback. It's very important for upcomming updates! Thanks!!!
  16. I don't know if it's possible, but it'd be real nice if we could customize our front page portal. I just noticed the current layout change when I logged in, and I found it quite jarring and busy looking. I mean, I'll get used to it, so it's no big deal. But still, it'd be nice if we could define our own layout. Also, you could offer it exclusively to one (or more) of your GDNet+ tiers, thereby incentivizing people to sign up for that feature (I would upgrade my account for this + ad free in a heartbeat). To give an example: I really don't need (or want) the sections about contractors, game jobs, image of the day, upcoming events, who's online, etc... It'd be nice if I could hide these or collapse them in some way. I know this would not be trivial to implement, but if ever you get everything done, and you're so totally bored that you need something to do, then this is something you might want to consider?
  17. We recently launched our first Android indie game: The Cube, which is about adapting the platformer game mechanics to touchscreens. The Cube features 12 challenging levels and an endless mode, along with a simple achievements system. We are constantly looking to update the game and hence, looking for feedback. Download Link : https://play.google.com/store/apps/details?id=com.fauton.thecube Trailer : https://youtu.be/-TDQP-ZC-sk Playlist of all Gameplays and Speedruns : https://www.youtube.com/playlist?list=PLOSBJzXMf0Z575qgERDVEuGVosZm4cxjy What is the best and the worst thing about the game?
  18. Gameplay Devlog #5 - Toxic Mode

    Greetings! The fifth devlog is a video demonstration of my experiment with post processing filters. I found the following result interesting, it can be an option in the main menu - the player can choose how his gameplay process will look. It looks completely different from the standard pixelated mode. Here is the video:
  19. Feedback a game i developed :D

    hello everyone, so i have been working on this game i call Ruby for the past few months (as side project). i realsed it last week and i would be happy to hear from you some feedback to find it on google play you should search: ruby birdy enjoy!!
  20. Funding strategy

    Hi all, I'm new to the forums and hope this is the correct place to ask this. I've lately been going over some ideas on how to develop a (hopefully) profitable game from beginning to end. I do have a small amount of money to invest on this, and professional experience in programming and project management, although not in programming games. This would be fine for a hobby project, I suppose, but if I want to make a product, I'd say a team and some more funds are required. The way I think, it's either try to find a publisher or go for crowdfunding. Here are some of my thoughts about this and I hope I can get some input from you also: A) The most important point I see at the moment is to prove that giving me money to finish the game is a good idea. The most obvious way I thought was to build a demo of what I intend to build. Not a proof-of-concept, mind you, but really something you could play for a couple to few hours. Then I'd use this demo as a pitch of sorts. B) The publisher path - I don't think publishers would waste so much time evaluating something. I expect then to go with a kind of 'professional gut feeling', to know what to look for very quickly. In this sense, I think investing less in assets and more in, say, video editing and concept art a wiser course. Gameplay length could even be abbreviated for this purpose. (Possibly interesting link relating to this https://www.gamasutra.com/view/news/309088/Video_30_things_to_avoid_when_pitching_your_game_to_a_publisher.php) C) Crowdfunding path - I think people are a bit weary of game crowdfunding at the moment. It is very tricky to stand out and it's very important to give confidence that the project will be finished. Here I believe it's very important to give a more or less polished advanced Alpha type of build that would entice people to pledge. I neither plan on making anything near AAA games nor RpgMaker type of game. I'm thinking thinking about a Diablo-like game, with some twists to mechanics and setting. So, what would be your take on this? Feasible?
  21. Hi, I wanted to introduce my/our project and also ask for some feedback on it. It is called Lyfe - A Game About Things. The subtitle started off as a joke between me and a friend when we talked about the idea and it kinda stuck to it. This friend is also the reason why I wrote "my/our project". We've been planning this for some time now and I thought since my springbreak is coming up I could really dig into it and try to make this dream become reality. So, the project then: I'm pretty sure a lot of people reading this will be familiar with the game Spore by Maxis. I think I just lost a lot of people writing this, didn't I? So yeah, this is the point we're starting from. We both really liked the game, loved it even, but it was lacking in some aspects. Also by now its almost ten years old, so we wanted to create a spiritual successor to it. I'm already working on a DesignDocument.pdf. It is not finished yet, obviously but will be constantly updated. For now the focus is on the first stage: The Single Celled stage. This is also one of the important points we want to make different from our inspiration material: Less stages and smoother transitions. As described in the design document we agreed on the stages: Single Celled MultipleCells Creature (includes Aquatic) Civ (Tribe and actual Civilization) Space We want to keep the transitions as fluent as possible, too. Then to the team: Currently that's my friend who's working on his A levels at an art school and me. I finished my third semester studying Informatics-Games Engineering at Technical University in Munich. We're both not working fulltime on this because of our degrees. I also don't see that changing anytime soon. Since we are just two people at this point we desiced not to write our own game engine but instead use Unreal (I'm more experience with Unity but I wanted to be more felxible on this project). Also if you're interested in this project and believe in the slim chance we have to succeed we are always open to take people on board. Now that I got that off my soul I'd like to know your opinion on our little suicide mission.
  22. Hey guys, does anyone have any recommendations please for companies offering Community Management/Marketing services? I'm quite price conscious, so if you know which ones are cheaper/expensive/how much they charge, for a small/medium sized developer? Thanks
  23. Main Menu

    From the album Area 86

  24. Once I needed a program for packing an atlas with 3d models. I could not find one, so I made it. Now it has only basic functionality. Should I improve it further? Does it need someone else? Link to download(for Windows): https://drive.google.com/open?id=1CLizcUAOsYnbdfyKCYDcGxmso79GPBuv
  25. Pistache Games: IOS release

    Pistache Games has been published in iTunes. Check it out! https://itunes.apple.com/gb/app/pistache-games/id1345143005?mt=8&ign-mpt=uo%3D2
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