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Found 38 results

  1. ProjectTaival

    Dev Diary #042 - SitRep 02

    Hello and welcome to this weeks Dev Diary! For the last two weeks, I have been spending time further examining the effects of re-scaling the heightmaps and searching for the optimal size I should aim at first. Since there is no further findings to go into detail for, I can only announce that for my purposes, the 40k heighmap for the 4km2 -area is more than enough, giving an accuracy of 10cm between data-points (or vertices, when talking about 3D models). I also found out, how long it takes to upscale pictures to 400k size with my current PC specs and that was frustrating to say the least, with over 2 hours waiting time. Conclusion; aiming for 1cm map accuracy was frankly an overkill, to say the least. One problem still remains, as to how can I combine the land areas effectively in the game engine, without having to join them together manually, one by one? That is one thing, that I'm trying to find out for this week. Here is a filler image from 2 weeks ago, a 5k x 5k portion from the 40k heightmap, with a 100:10:1 subdivide. Thank you for tuning in, and I'll see you on the next one! You can check out every possible mid week announcements about the project on these official channels; • YouTube • Facebook • Twitter • Discord • Reddit • Pinterest • SoundCloud • LinkedIn •
  2. I'm wanting to create a hybrid game between turn based and action. I'm looking to create a system where the player has a list of attack or move options on their turn, but I want to add a skill minigame in order to make the game more engaging for non-strategists. I figured some sort of minigame or something. Any ideas are welcome. Thanks in advance!
  3. Hello everyone! I'm new to programming and pixel art, and I would greatly appreciate hearing some feedback on my Idle and Running animations. I'm looking for constructive criticism so that I can become better at making sprites in the future, so don't hold back!
  4. Hello, It's my first time posting anything on this forum but I thought it was time to step up my knowledge about gaming theory and game design if I want to get into the industry. I have a lot of ideas of games that would be great. I write everything, draw characters, right stories, design and think about gameplay mechanics etc. A day I had an epiphany about a fighting game with Sekiro's gameplay. I know of course there would be a lot of problems with...camera being wonky, the guard bar must be readjusted, and the major problem would be the deflect spamming. But personally I think that with some adjustments, great character, some risk reward (like you can cancel an attack to throw of your opponent or if you try to deflect and miss your deflect you get punished for 'spamming') mechanics, It would be an engaging experience. It would be intuitive, easy to learn hard to master and mind games. Of course, I write all of this because I intent to begin digging a bit deeper with that idea. If any of you think this is crap or it is the wrong section of the forum feel free to report me. Sorry if it is the case ^^. Hope it will interest anybody.
  5. Polydone

    Small features + minimap.

    Last month I posted a tech demo for my game. Only a handful of people played it, but the ones who did gave me some useful feedback. Audio: Background music and sound effects is high on the list. I haven't implemented any audio yet. I'm currently talking to a composer - with a little luck he will be able to create something nice. If I get around to working with audio before that happens I will be putting in some free or cheap assets to get a feel for the workflow. The composer pointed me to fmod - it's worth taking a look at. Audio/Visual feedback: It wasn't immediately apparent when items dropped, or that you could click on an NPC to talk to them. I've implemented hover UI for items and mobs. This includes the name of the item/mob and for mobs it also includes a health bar. This can be expanded upon with more info - colors for item quality, extra info for mobs etc. I'm not sure if NPC hover should include a health bar - you probably won't be allowed to attack them in the final game anyway. A dynamic cursor was also implemented to show if you could pick up items, attack mobs, talk to NPCs etc. It does seem a little busy / confusing when the cursor changes so I'm not sure if that's a good idea. Perhaps using the same basic cursor with a sub-icon will make it easier on the eyes. The first NPC asks you to kill some spiders, but there are no spiders in the game... will do:) The first area needs some love - a bit of story, better flow and a basic quest line. Quests are not yet implemented but the flow can be simulated with dialogues. Monsters tend to clump together in one spot, and when you kill them they respawn immediately at their spawn point. The respawn behaviour is something I will address soon, but fixing the clumping requires quite a bit of work. Originally I wasn't planning on implementing any sort of monster-blocking or dynamic obstacle avoidance. I'm afraid this simplistic approach won't cut it. Monster blocking is not in itself a must-have, but the clumping must be dealt with. Implementing dynamic pathfinding / steering behaviour - in particular in a way that will perform well enough to scale to many players - is going to be a bit of a hurdle. I got started on a minimap. The approach I have used is to visualize the navmesh by extracting the triangulation and turning it into a mesh, which is then rendered by another camera into a RenderTexture and shown on the screen. I need to find or write a good shader to make it look right. Also I need to visualize enemies, NPCs, portals and other entities on the minimap, and visualize camera and player rotation. (Come to think of it I also need to implement camera rotation...) One thing I would really love to have is an installer and a launcher application that will be able to auto-update the game files. High on the wish-list is also a code-signing certificate, but due to costs this will have to wait unfortunately. But I really want to have the launcher in place soon. A new build can be downloaded at: https://treacherousjourneys.com/downloads/journeys.zip. I really appreciate all of the feedback I can get:)
  6. FishingCactus

    Release Date Announcement

    Hi gamedevs, We are happy to announce the release of Nanotale in early access on the 23rd of October 2019. http://www.youtube.com/watch?v=5IohCH2aCx8 Wishlist the game on Steam Why in Early Access? The initial plan was to release the full game in September 2019 but then, we noticed that if we really wanted to release the game we dreamed of along with our community, it would take a little bit more time. So, we decided to polish the first 35% of the game and put it in your hands to make sure that we are on the right track while finishing Nanotale. We give more info about the early access and its content in the following video. http://www.youtube.com/watch?v=Z2kd_ams2fo&t=4s The more feedback we get, the better our game will be at release. So, thank you in advance for your support! Have a wonderful week. -VirginRedemption
  7. AlienplayGames

    Few drastic changes

    Hello everyone! Since my last devlog there were quite a few drastic changes I made to the game. I actually changed the whole concept of the game. WHAT'S DIFFERENT? Well, in terms of gameplay, basically everything. You still need to get the ball to the end goal but now, instead of controlling the ball, you can rotate specific platforms which allows you to move the ball. I think that GIF explains it much better than I can. WHY? I felt that my previous idea was a bit too generic. Even though it had a cool control scheme, it still felt like "just another platforming game". I made a stupid mistake of not prototyping enough before starting the development. WHERE TO FOLLOW THE DEVELOPMENT? The game in its core is still the same, you have to get the ball to the goal, so I'll just continue posting my devlogs like it's the same game. https://twitter.com/alienplay_games https://gamejolt.com/@Alienplay/games https://alienplay.itch.io of course, I'll post here on the gamedev.net as well. Thanks for reading this devlog! :) Any feedback is greatly appreciated!
  8. Hi all, It's been a very long time since i last worked on this project. Now that Mr Boom's Firework Factory has been released, i decided to turn my attention to other projects, namely this one that has sat languishing on my hard drive for many years now since 2015. On deciding to restart this project, I had to take stock of the situation, not only technically about how outdated the code was and how badly written it was, but also on how to build from what i'd learned with Mr Boom's Firework Factory. It's safe to say now that this previous game was a critical success, but pretty much a commercial failure - this isn't to say that this will cause any issues for me, as I was extremely careful not to "bet the house" and only spent small amounts on the development and promotion that i could afford to spare or even lose. On the flip side this meant that the community around the game was very small, not large enough to sustain it upon release. As such I decided that a change of approach was needed, if i was to recoup anything at all from such a huge and complicated project as The Seven Spells of Destruction, which is an open world role playing game inspired by the Fighting Fantasy novels of the 80's and 90's. The Release Approach and Timeline I decided that in the case of this game my approach would be to somewhat open up the alpha testing. For the next two years at least, I would have open and free alpha testing, with the game freely available via itch.io, and trusted close fans who had stuck with me throughout Mr Boom and retained an interest in this project would be given steam keys. On the subject of steam, i would set up a steam page as early as humanly possible, pay for the steam direct fee, and build a page within weeks of announcing that the game was restarting. This steam would bootstrap a much larger fan base into spending multiple years gathering wishlist entries. After two years, in August 2021, if development goes to plan, there should be enough features in the game at this point to flip the switch and move to a full-on steam early access model at a fixed price of approximately $12. This price has been selected as the price point other competitors in the open world genre are charging - this includes indies, with equal sized open world games, and also AAA studios selling their older back-catalog, e.g. Bethesda's Skyrim. Within five years of this release date on early access, I plan to complete the game to a condition that it can be called 'done', and make it an actual non-early-access release. It would be nice to pick up 3D artists along the way to help with content generation, but as with Mr Boom this isn't essential to my plan or schedule. As you can see, i'm currently using a lot of off the shelf art, and can do a lot with it, but i'm sure there are improvements that can be made! The results so far... I announced this plan a week ago today, and in the past 7 days, i have gained 30 alpha testers (it's easy to gain testers when the game is free!) who offer feedback regularly on my discord server. I have also produced a trailer (see below) which has been used to bootstrap the itch.io page, be included into the embryonic steam page, and used on woovit. The response has so far been far more successful than the initial similar one for Mr Boom. I've also run an ad campaign on facebook to build a following there, in the past week I have gained 500 followers on that network, who are responding well to the Seven Spells Of Destruction videos. Speaking of videos... The trailer With the limited content at my disposal, i have created a simple trailer to promote the alpha, and have distributed this on various discords and websites: As always, feedback on this entire plan, and on this rudimentary trailer is more than welcome, in fact mandatory! You will leave feedback... just kidding 😀 The plan going forward The plan now is to fix bugs. A lot of bugs had to be fixed just to get this far, let's not even get started on how much of a pain in the ass it is to upgrade a large project from Unreal Engine 4.10 to Unreal Engine 4.22.3, with a whole load of editor modules and a lot of C++, which also included an update from Visual Studio 2015 to 2017, and threw a lot of modern C++ warnings and errors. I've had to rejig the way the whole game displays, due to tone mapping, i've had weird bugs with the camera rotating as the player walks, I've had strange bugs where the player's sword and shield grow to the size of a car. Bumper sword's got nothing on that. I should have captured a video as it was possible just to walk through enemies and slaughter them due to the size of the sword's hit box and the speed of movement of the edge. Please do let me know what you think of this plan, and if anyone wants to offer any kind of help, well you know where to find me. For those of you who want to actually try out the alpha, you can download it on itch.io. Thanks for reading, everyone!
  9. Greetings, New feature has been added to the game and now the alien can move faster and more effective. Stretching the body is the innate ability of the aliens. Using it in the Earth environment leads to interesting results. The alien can stretch and throw himself in the air and then hover above the ground stretching his legs between trees or rocks. This abilities can also help to land on the ground safely. Scanning and searching of nutrients has been also improved and became harder on the ground. But it can be easier when using stretching taking nutrition spheres from the air. The new features were hard to integrate into the game, but now I am happy with the result and I have a video to show you! The new video is here: https://youtu.be/x4_raPNIoXI
  10. theaaronstory

    Feedback The next step? (Prototyping & funding?)

    The next step? Just some thoughts and worries that I've been having lately: [When a hypothetical scenario is wanting to become reality.] It's one thing that somebody is 100% dedicated to their project, but it's an entirely other matter, when it comes to judge its own market value: aka. viability. [More so to see it from other's perspective.] Not in the traditional sense of "Is an ARPG worth making?", but rather than, Is my take on the genre alluring enough for others to explore? Of course, naturally, this quickly could lead to all sorts of theoretical situations, where one questions their own abilities, and the fact that do they even have the right to come up with such a game; more so that would people play it, or would it be inventive/interesting enough? But the list simply doesn't end there, as there are more obvious factors [Like being a rogue "newcomer" to the industry, as many have/had ideas such as this before--better or worse--which are also wanting to be made, etc.] that are at play. That being said, I still strongly stand by my game, and these thoughts are unlikely to change my mind on the matter. Mainly for two reasons: Been years that I've been wanting to see a real--according to my expectations of course--competitor to Diablo 2, both in scope and production value. [Maybe it's just nostalgia, or I'm getting old . . . Or has something to do with my ASD] I know it's a huge shoe to fill, but seeing some of the--worrying--trends in gaming gives me just enough courage to keep trying. This derives from the first one: Say you're on board with EOTH (STRAW POLL), but know that there are a ton of potholes when it comes to indie gaming--especially in the scope of this one. The budgeting, human resources, knowledge and time are all key variables that are often overlooked (as just having a couple of developers, working full-time costs hundreds of thousands, per month). [Hence there are so many failed attempts of such projects.] That's why I've been thinking more of the scale of a small prototype, which would mainly focus on the core offline experience (with super rudimentary graphics and absolute focus on gameplay). If it can be done with a small team, and enjoyed by others, than I could start thinking of finding ways to further finance the project . . . For that reason, I've been looking into potential ways of funding, but not having a prototype severely limits my options; leaving me with only a limited option of choosing crowdfunding as an alternative path. [Which can be huge minefield--in itself--and I really wish to exclude it if there's zero interest in the game.] I wanted to get this out from my system, so there's that . . .
  11. FishingCactus

    BETA Testing and Weekly Recap #30 & 31

    Hi Indies, BETA testing is coming! Apply for a chance to join the closed BETA of Nanotale by answering the following form. APPLY HERE[docs.google.com] Once we are ready, we'll create groups of players for testing and notify them by email. Weekly Recaps Last week we introduced you a member of the team: Quentin, our 2D/3D Artist. Feel like that polishing step on the Ancestral Forest is taking ages! Here's a video of Quentin painting the sheep in ZBrush 🐏 If you are curious about Quentin's work, you can have a look at his ArtStation[www.artstation.com]. Here are the sheep running away from me after I burnt half of the Ancestral Forest in the game. Fair enough. The sheep are not just there to populate the plain. These fluffy creatures are part of a puzzle designed by our Level Designer, Fabrice (FabCactus on Discord). So, last week we mainly focus on making sure that everything works fine for the puzzle idea he has. Our three kind of sheep are now fully finished 😍 baa 🐏 🐑 🐏 In that mysterious puzzle, we use flowers to attract sheep. The gif below shows you something more technical. It's how we easily change the Houdini digital asset of the flowers in Unity3D. Here's another gif showing you how we can create and modify another Houdini digital asset in Unity3D. That's a lot of fun and time-saving. That's all for today. Thank you for reading. Cheers, -VirginRedemption
  12. OlegAntipov

    Utilizer Deluxe v. 0.6.0 is live!

    Heya, pilots! Utilizer Deluxe v. 0.6.0 is live! Batten down the hatches, warm up the engines, activate the magnetic grippers, reload the guns - it's time to utilize to the maximum! What's new: A new game mode - "Abyss"! level II upgrades are added! new upgrade: killing reward new upgrade: nuclear bomb new backgrounds menu system is improved reward is increased in survival mode diamonds are added: give +5 coins. ANDROID LINK: https://play.google.com/store/apps/details?id=com.anegmetex.utilizer iOS LINK: https://testflight.apple.com/join/luaNLiOE I bring to your court an beta-version of the game, I would really like to hear your opinion about the project, how much gameplay is complex and interesting, how responsive the controls is, how smooth is the difficulty line, and of course are there any bugs. With your advices, I hope to improve this project. Any feedback are welcome! 😸
  13. Download >> The purpose of this demo is to show what the game will be like and gather early feedback. Feedback form: Link >> To complete the demo content, obtain a full set of iron equipment, cape, sash, and amulet. Note: To do PVP, find and equip red cape. This will change your faction alignment, allowing you to attack the other player. Have fun!