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Found 1000 results

  1. Im looking for a pixel artist to improve the current graphics of a mobile game. Here is a video of current beta. Knowledge of unity3d is a plus.
  2. Damnwing0405

    Form a team

    I am looking for talents to form a team of making a strategy base action game. Talents I am currently looking for are : - (I) Unity programmer (mobile) (II) Game designer (III) 3d Artist (IV) SFX Artist The attachment is some game concept for the game. All the concept will be turn into 3d or card form. The game will be strategy game where the players can form their own team and control the units in the battle field real time to fight against each others. If you are interested to know more details please pm me or send an email to damnwing0405@gmail.com
  3. Hi everybody, So, me and my colleagues are now joining Unity Game Jam. It's gonna be two weeks and we are trying to make a Third Person Shooter with RPG and RTT mechanics video game. We've started yesterday with the main concept and this is what we have: Game Storyline Nobody could imagine the falling of the whole world until the deaths woke up. That nonliving ones became something we cannot consider as human being. They change into a new creature, stronger, more frightening, and almost unbeatable. Society broke in pieces and the few ones alive had to survive at any cost. As the Major of a ranger platoon you have found an abandoned Military Outpost crowded of helpless people closer to one of the coldest parts in the world. You must keep them in safe until the reinforcements arrive. There’s only one way to kill the damn zombies: the BlockchainZ Ammo. Search for the BlockchainZ Ammo and destroy the hordes of zombies, but beware of the raiders: they will take your BlockchainZ Ammo whatever it takes. Right now the Raiders have all the BlockchainZ ammo, you must fight them and spoil it, but be on guard, they will counterattack. Remember, the survival of the people depends on you. Don’t let them down! Gameflow. Once you start playing Project BlockchainZ, you must defend the bunker against the hordes of zombies and raiders on a fixed map where you'll fight with your troops and traps. The bunker is basically the main area where you'll not only have to keep the people within alive, but also yourself during the reinforcements arrive. The zombies are extremely resistant, so you will need a type of ammo called BlockchainZ, which contains a very strong poison that acts directly against the brain traveling through the body. The BlockchainZ Ammo is hidden in Raiders's Facility Bases and you must spoil it from them. The more B-Z Ammo you spoil, the more Raiders will attack you, increasing the game difficulty level. Features. Third Person Shooter. Tactical map to manage your troops across the battle. Deploy defensive elements to direct the action where you want. Post apocalypse - scify style. RPG character development. Right now, we've just opened our Project page in the forum. We only have two weeks to develope this idea. Our team is formed by two programmers, one game designer/ scriptwriter and one artist. So, we will update this thread to show you our improvements. Hope you like it. Any suggestions are always welcome. Thanks for all the support!
  4. Hi everyone, I'm creating a series of tutorials about the creation of Game Effects in Unity. I hope it may help someone around here, and feel free to ask questions. Thanks & Enjoy!
  5. A few months back we quietly released a GameDev.net Search Unity plugin on the Asset Store. Sure, you can keep a browser open to GameDev.net or your favorite search engine, but imagine if you could see what GameDev.net had to offer directly from the Unity Editor. The GameDev.net Search plugin allows you to customize your search for all content GameDev.net, only the latest, or the most relevant. Much like our search on the site, you can also narrow your search to specific content areas: Blogs Articles Forums News Contractors Projects and more Check it out on the Asset Store here.
  6. On picture 1 is actually what I get, but how to make it to look like pic 2?
  7. Hi, I am using unitys mecanim system I have a layer that controls movement ie idle -> run it works fine when I press W I run forward with the animation via transform.position += anim.deltaPosition; // anim is on a child object that has the animator I have a second layer for attack set to override 100%, on this layer I have just the head moving and is masked just for the neck up. it plays when I press the mouse button. Now my problem is when I press W and mouse button, it plays both animations BUT it stops moving forward. Theres no location key frames on the attack or any key frames on the root node for that matter. Please tell me if I am being unclear. Thanks in advance, Also I lost my other acc because I cant remember my pass or the email i used, is there a way I can get it back? like I say the account name and it tells me which email i used?
  8. MiniDarkOF

    SFX Sound Expansion in Unity

    Hello Again, I'm trying to create a "sound expansion" The Example: a nuclear explosion sound has 1000ft of audible sound area players who is next to the explosion hear it first players who is far to the explosion will hear after some seconds when the sound reaches its area limit, it ends with a "fade-out" The Point: i already know how to create fade-out sound effect in Unity know i want to know how i can create this "sound expansion" effect
  9. Well, it's not complete but I think the gears are all there now. I still need to incorporate leader-boards, build some NPCs and do some more fine tuning here and there. Still, not much more than a toy, but it's pretty fun! https://www.kongregate.com/games/WilliamOlyOlson/slingbot-boarding ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ Really anxious to hear about frame-rate numbers(bottom corner). In this latest(WebGL) build I've been getting close to a stable 60fps in FireFox. I even threw together a simple touch interface, haven't tested it on a touch device yet though, so I dunno how well I guessed for size/placement of the buttons. I'm thinking they might need scaled down a bit for some devices... haha. Anyhow, would love some feedback if you got a minute to do some rocket-powered snowboarding, with a robot.
  10. Hi there, I'm working on an web RPG. This is not and action RPG. The problem is I work full-time as a software developer and while I may get some code for the game done at work, I'm still a little short on time. So I'm looking for a second programmer to help me out. Please no beginners. I prefer working with someone who has built a full game (client, game server, web services, db) Requirements: Proficient in C# Proficient in .Net Core 2.X Experience with ASP.Net Core MVC Experience with ASP.Net Core Web API Experience with Unity 2018 Proficient in SQL and SQLite Proficient in EntityFramework Experience in AWS (RDS and EC2) Experience with IIS I'll handle the cost of any third-party services, domain names, etc. I'm just looking for a little help to get this game built in a reasonable amount of time. It will also be nice to bounce some ideas off each other. If you are interested, please send me an email: addictcodercs@gmail.com
  11. Tedson Santos

    [Play My Game] Rise of Ages 0.9d

    Hey Folks!!! We have a great news for you, we just released a Demo that is our last version of the game before the Early Access on Steam! This is Version 0.9d. The game had several modifications, We hope you like it! Download Link: http://playriseofages.com/demo-0-9d/
  12. Hey everyone! My name is Ryan. Visualistic Studios is looking for experienced developers of all talents to join a game development team focused on completing contract work for compensation. Work Description Typically you will either be assisting the team or working on your own contract. We usually bid $16-$25/h, however contracts can go above and below that so all pay grades are welcome, just be realistic. Short Term Contracts Long Term Contracts We have the highest priority for these skills right now Programming - Unity, Unreal Blueprints Environment Artist Character Artist Character Animation UI Artist 3D Asset Optimization VR/Mobile experience is a plus. The Process All communication is done through discord. All tasks and design documents will be laid out in "HackNPlan" for organization. Initially, you'll get in contact with me and answer a few questions so I can get a scope of your experience. Afterwards, our outreach team will start looking for jobs that fit your description. Nothing is guaranteed, but if we know you're interested we can start looking Our Experience For the past 3 years I've been working in game development contracting, and the past year I've been working full time from home. Since then, I've received more and more contracts and I'm now at the point that I have too many for myself to handle. This sparked the idea of creating a game development team for contract work! I've also been running my own hobby company for 5 years, and have a lot of experience in team management. Get in contact! Please fill out this form so we can get all of the information out of the way, then we'll get in contact with you! Thank you everyone for reading, hope to hear from you soon!
  13. Hi there I'm working on a simple racing game at the moment that I like to pitch as Thumper vs. Burnout vs. Journey. In a nutshell it's a single player experience where the player races across a city in the dead of night with a time limit of one hour. The main mechanic being that driving well earns the ability to go faster, making things more challenging and opening up shortcuts and alternative routes, while mistakes (colliding with walls for example) make the player loses their highest speed and have to re-earn it. I have a grand vision for an a pounding, dynamic sound track with elements being added to the music as the player goes faster and I'm looking for someone to collaborate with on the audio effects. Here is a video of the early direction and feel of the project (it's moved on since, but this still gives a sense of the style): Contact me if you're interested in the opportunity to work on an interesting unique soundscape with me. Kind regards, Jamie
  14. Hey, nice seeing you again! I can safely say that this update is packing quite a punch, so let's get right to it! Patching up holes First, I want to talk about navigation meshes. Previously, only the procedurally generated floors were included in the navmesh baking process. This meant that all special rooms (aside for landfills and gyms) were completely inaccessible for any NPCs. This was due to two issues. The first one was simply that the navmesh baker only looked for the generated floor rather than any walkable surface. In Unity, it was just a matter of changing things a bit to use a bound box rather than checking in the object's hierarchy. The other issue was the way the floor was generated... Previously, most special rooms using static assets had floors that only covers the room itself, without counting the actual connective gap between it and the rest of the rooms. Because the floors were generated using marching squares, that connection's floor turns into an awkwardly shaped triangle, and thus created two small triangular holes. The problem was fixed by simply adding another square of the floor after that connective square. With these two solutions, NPCs are now able to enter and navigate special rooms, so there's no escape now! New Relics and capacities Next, there's now a lot of newly implemented capacities (and thus relics). Backup Floppy Capacities This relic comes with the Second Chance capacity Second Chance When the player is about to die, then they instantaneously regain 25% of their health. This capacity can only be used once. You can, however, have that capacity many times and thus have multiple chances. Stats Bonuses DEF -35% HP -25% Beach Ball Capacities This relics only has one capacity: Double Jump. Double Jump This capacity is self-explanatory: You can now jump again in mid-air. Stats Bonuses AGL -12% Concentrated ATK Juice Capacities This relics comes with two capacities: Slow Attack and Charge Up Slow Attack This capacity simply slows down the attack speed. It also influences the charging times of chargeable weapons (like bows). This capacity can also be applied multiple times, meaning that attacks get slower and slower the more Slow Attack capacities you have. Charge Up This capacity lends to the wearer the capacity to charge attacks with swingable weapons like swords. A charged attack will have a somewhat substantial damage bonus depending on how long the player held the attack button. Quite useful to deal with stronger enemies! Stats Bonuses ATK +25% AGL -10% Echo Drop Capacities This relic only got one capacity: Shockwave. Shockwave With this capacity, the entity can generate a shockwave when they attack if they're lucky. This makes any enemies in a small radius take damage no matter if they're hidden or not Stats Bonuses DEF -29% Electronic Mask Capacities This relic comes with two capacities: See Enemy Health and Clairvoyance. See Enemy Health This capacity is quite self-explanatory. It gives the player the ability to see any targeted enemy's current health. Quite handy for planning attacks! Clairvoyance This capacity helps the player find their way by rendering a nice glowing path to the exit. The path actually gets refreshed every 5 seconds, and there's even a nice fade-out. Here's a picture of that path As you can see it's really AESTHETIC. The colours of that path are picked from our palette, meaning that it changes colours depending on the current level. Stats Bonuses DEF + 5% HP -20% Fan Of Violence Capacities This relic lends two capacities: Corrosive Spead and Enflamer Corrosive Spead This capacity makes any killed enemies drop a puddle of poisonous blood. If another enemy walks on it they instantaneously become poisoned (if they don't have any other status effect that is). The puddle dries up after a while. As of now, there's no actual damaged dealt directly to enemies when they stand on a puddle. This might an idea for later, though. Enflamer This capacity is quite easy to understand: you now deal fire damages and have a chance to give the burning status to any attacked entities. Stats Bonuses ATK +5% HP -5% Flying Shoe Capacities This relic only got one capacity: Hover. Hover This capacity makes the entity able to glide for a short period of time after a jump. Simply press and hold the jump button to glide. After a bit, the glide will stop. You can also release the jump button during a glide to stop it. One would think that the Double Jump capacity would counteract with this one but one would be wrong: just hold the button down after the double jump. This paired with a ranged weapon will make a deadly combo. Stats Bonuses HP -5% New Activatable Item Next, I want to talk about a new activated Item: French Fried French Fried Alignment: Future Funk Description This is a rather funny looking moustached french fry wearing a beret and smoking a cigarette (Don't smoke, kids). This item can summon a seagull familiar that attacks any nearby enemies for a limited amount of time. Once the time runs out the seagull disappears. The player can have up to 3 seagulls at a time. there's also a cooldown before the item can be used again. Capacities Aside for its activatable ability, the Hover capacity is also given to the player as long as they hold the item. Stats Bonuses DEF -11% Headshots! I've previously thrown the idea around of having different damage bonuses if the player targets a specific body part with a projectile. I'm proud to say that the feature is now fully implemented. Now there's a 5x damage multiplier to projectile if they hit the head (for example). Although these bonuses exist, there's still a lot of balancing to do and whatnot. But I got to say that it's quite fun headshooting enemies with arrows (mainly because enemies aren't balanced yet). This works (of course) for any projectiles. Mouse Refactored There's also have been a big mouse control refactor. Previously, the mouse script I used wasn't as flexible as I originally thought. Rather than coding everything from the ground up, I've decided to cherry-pick code from Unity's standard Assets FirstPersonController script. I Initially wanted to fully use the controller, but there were some input delays with the Update and FixedUpdate functions. I decided to pick its MouseLook script and integrate it into my custom PlayerController. The results were night and day. Not only I could easily change the sensitivity, but there's even a "Smooth Mouse" function which interpolates mouse movements. Mouse Sensitivity Speaking of mouses, I've also added the ability to change the mouse sensitivity. This was made after many feedbacks of my playtesters, who were either unable to use the mouse properly or complained about an excessively sensitive mouse. The Mouse Sensitivity setting takes the form of two components: a slider and an input field. In essence, the input field is used to save the actual sensitivity, while the slider is just a more tactile way to set the sensitivity. Right now, changing the slider will update the input field, which in turns updates the mouse sensitivity. If the player wants an absurd sensitivity (like 100 or something), they can't use the slider for that (which only goes up to 20 right now) and instead have to manually input this in the input field. There's also another checkbox component controlling that previously mentioned "Smooth Mouse" mode. Pause Screen Option Tab Now there's an options tab in the pause menu: This is a quick way to change common settings such as volume slides and mouse sensitivity among other things. These work just like their Main Menu counterparts. Once the player closes the pause menu, options are automatically saved. Quite handy if you want to adjust your mouse sensitivity mid-game, or lowering volumes while streaming. Closed Rooms Previously, all rooms were open form the getgo. The player could technically speedrun their way through the game without breaking a sweat. This kinda made the game quite boring, as there weren't any valid reason to destroy every enemy in each room. This was in a dire need of change. So I've now implemented a linear progression system, in which the player needs to clear the room of any enemy before passing on. Of course, the player can break walls or enter special rooms anytime (mainly because these rooms are optional and won't provide any shortcuts at all), but in order to go to the next room, they need to clean the room first. The way this works is by having closed/opened doors (much like locked doors but without any type of locks). This makes the game feel more like a game, although there's still place for improvement. Minor Upgrades Fixed the MSAA artifact bugs It was quite simple: just use FXAA Technically I can also do TAA (Temporal Anti Aliasing), but this could be put in the options. Of course, there's a lot of other options, but right now FXAA does the job just fine There might be better options, or maybe an MSAA fix but this will wait. Added a looping testing sound effect when fiddling around with the Sound Effect volume slider This is for both the Main Menu's options screen and the Pause Menu Options tab. Fixed a lot of bugs, especially with destruction/creation Charging an attack now slow down the player Once the player unleashes its attack it resets Previously both the Quick and Slow Attack capacities only affected swing speeds. Now they also affect the charging rate. Added a touch of Ambient Occlusion I will probably put this in the options later on... Next Week Even with a cold doing its thing I'm still trying to be proactive and work on the game. In fact, yesterday I started working on a draft of a boss behaviour tree. Although still really rough and full of bugs I think I can have a working boss ready for next week. Afterwards, It'll be modelling time again, but this time it'll be level specific stuff. And after that, there's other relics, items, food, capacities and abilities that are left in the design document that needs to be implemented in the game, which means modelling, coding, designing and whatnot. But right now let's focus on bosses...
  15. Time to Marble is a game I have been working on and expect to have a product ready for release by the end of 2019, but in order to make sure I can reach that dream, passion, and goal, I will need a designer so that I can give more focus to the coding and mechanics aspect. Revenue Share is promised at the release of the game to the Designer that joins and helps me reach this release. I am Using Unity, and also have ProBuilder as an asset that helps bridge polygons between 3d modeling and unity.
  16. Hey Developers! If you already played No Man's Sky, you probally visited another planet, but the planets are a sphere (obviously duh) but when you are entering the atmosphere of the planet, the "curved terrain" turns into a flat terrain with moutains, etc... I'm creating a space travel system, and i want to simulate this "effect" but i don't have any idea how to do that idk if is a camera trick, a illusion etc... Help Me guys!
  17. GameDaily.Biz spoke to Improbable about its new shortcuts to multiplayer game development for Unity and Unreal. Improbable helps game developers build believable online worlds with its bespoke technology, SpatialOS. Now, that task is much easier and accessible for those building games on the technology with the recent release of the SpatialOS Game Development Kit (GDK) for Unity. With these kits, Improbable hopes that developers find it easier to create vast, dynamic and unique worlds. This GDK for Unity includes a 200-gamer, first-person project that allows developers to experiment and tinker with their ideas for what their vision of a multiplayer game will look like. GameDaily.Biz met with Improbable’s Head of Product Marketing, Paul Thomas, and Head of Comms, Daniel Nye Griffiths, to speak about the SpatialOS GDK for Unity, as well as the upcoming launch of the SpatialOS GDK for Unreal Engine. In its first week, the SpatialOS GDK for Unity achieved over 2,000 developer sign ups to use it. “What we're trying to do is basically make it really fast for people to build multiplayer games,” said Thomas. “It comes with all the multiplayer networking so that developers don’t have to do any multiplayer networking. It comes with feature modules to allow [easy] solutions to common multiplayer problems, like player movement and shooting. And it comes with a cool starter project where you have 200 players in a free-for-all scenario. You can obviously use the power of SpatialOS to scale that project up to more players, with NPCs, and things like that. It gives people a really good base to start building multiplayer games.” There are several games currently in development or early access that utilize SpatialOS. The first into Early Access was Spilt Milk Studios’ Lazarus, a space MMO where the player becomes a pilot in a universe that ends every week, complete with a map that’s twice the size of Austria. Additionally, Bossa Studios released its survival exploration game Worlds Adrift into Steam Early Access earlier this year. Also using SpatialOS is Scavengers from Midwinter Entertainment, a studio founded by former 343 Industries studio head and Halo 4 Creative Director, Josh Holmes; the game is heavily inspired by his Halo 5: Guardians’ multiplayer mode, Warzone. Right alongside that company, Berlin-based Klang Studios is working on Seed, a simulation MMO that, according to its developers, lets players “interact and collaborate to create a world driven by real emotion and aspiration.” According to Thomas, for those looking to use the SpatialOS GDK for Unity, there is no limit to what their games can do with Improbable’s tech. “What we're doing is expanding the possible gameplay you can do. Traditionally, when you make a multiplayer game, you're constrained by one single server. So you can say you have a 64-player game with a handful of NPCs or you could have a world that's 3km by 3km. With Spatial, you can go beyond that, test a much broader canvas to start thinking about different gameplay.” “You can go for a massive online persistent MMO with 10,000 players and hundreds of thousands of NPCs, something very, very vast and big like that. But you can also have smaller experiences. For example, there's a lot of interesting space in just extending what you see in the Battle Royale genre and session-based gameplay.” Thomas continued: “Our partners at Automaton have a game in development called Mavericks. The interesting thing there is they have a Battle Royale with 1,000 people, but what I really find interesting is the gameplay mechanics they've put in, like footprints so you can track people. They've added a cool fire propagation mechanic so you can start a fire that spreads across the map and changes the world. Or you can add destructible buildings and things like that.” “So I think even looking at smaller scale games, we add a lot of value in terms of the new gameplay you can start adding. I'm just interested to see what people do with this extra power - what they can come up with.” While Battle Royale games and MMOs are obvious standouts for genres that best fit with SpatialOS, Thomas introduced some other ideas of genres that could benefit from the technology. “I also think there's a space for very interesting MMORTSs as well,” he said. “An RTS where you have persistent systems, like telling AIs to do things and then coming back to them a week later and seeing what's happened is an interesting space.” “I also see interesting mobile experiences that could come up. Having these worlds where you lay down some interesting things and then come back a few weeks later to see how they've evolved and changed, and the massive player interaction. Say for example with Pokemon Go, we can actually roam around the world and battle on the streets. I can see something like that working very well. Again, these are just ideas we've had and talked to people about. It's about giving people that flexibility and the ability to explore these ideas.” Klang’s Seed Griffiths added the possibility of events in a game that will have a massive, rippling, and lasting impact on its world as something that has people excited. One example he gives is how someone on one side of the map can do something that’ll have a knock-on effect for the rest of the world in real time. “There's a whole bunch of different angles you can take, some of which are about much larger player numbers or a much larger map, but there are other things you can do which are taking a relatively constrained game experience, a smaller map, a smaller number of players and adding richness to the game as well.” In fact, this is something that Thomas refers to as a “persistent in memory database,” meaning that for every object in the game world, there’s a history. Two examples cited by Thomas: “...a player could chop down a tree and that tree stays disappeared forever. Or a player can kill a big monster that was raiding a town and that town no longer gets raided by that monster, and this changes the dynamics of the world. Worlds can have a history. That means players can have a lot more meaning in these MMO worlds.” “Normally in MMOs, they're kinda like roller coaster rides: you go into a dungeon, you kill the boss and that guy respawns. It all resets,” Thomas continues. “But in Spatial MMOs, you could have these persistent effects that should change the gameplay meaningfully for all the rest of the player base.” “The other one I think that is interesting is the level of dynamism that you could have. So because you can have so much more server-side compute, you could potentially have NPCs roaming around the world changing their mind and deciding all of a sudden, 'oh, we're going to attack this player's base' or 'we're gonna go attack this town' and they have a lot more range and emotion and intelligence to them that you'd not see in other MMOs. “Normally in MMOs, NPCs sit there tethered. You go near them and they come and attack you, you run away, and they go back to where they were. In a Spatial MMO, that NPC can trace you across the whole map or a group of them can decide to get together and attack someone..” Bossa Studios' Worlds Adrift Next week, Improbable plans to launch its SpatialOS GDK for Unreal Engine, which will have a big focus on ease of use for access to Unreal, as well as a big emphasis on porting your projects to SpatialOS. “One of the things we'll be trying to push is a porting guide so you'll be able to take your existing Unreal game, move it onto SpatialOS and then you can grow to expand it with new and extra gameplay,” says Thomas. “ You can bring across your existing Unreal game and it feels very, very native and similar to Unreal if you're familiar with Unreal.” Griffiths continued, explaining how testing these experiences includes free cloud deployments, to a certain point. “If you're developing in SpatialOS in other ways, we provide a sandbox environment so you can get your game running. When you’re happy, you can port it over and sort of experiment with it in a free sandbox environment with a small number of cores to get started.” Based on what we learned, Improbable’s SpatialOS GDK for Unity will give developers enhanced flexibility to produce more in depth and engaging videos games. That said, we look forward to catching up with the company in the near future to see how this exciting technology is being used in the different games that we play.
  18. Hi folks,My name is Aydin. For a while, i'm developing a game by myself. My profession is actually illustration and animation. I'm just learning coding. So I have no idea how long the process will take. But I'm sure I can finish it. The main theme is the mysterious events that emerged in the 15th century Ottoman Empire. ( Yeg (Baba Yaga), gulyabani (ghoul), itbarak(werewolf), vampires, zombies and witches emerging in Constantiniye (aka İstanbul) etc.) You can review a 20-second preview at the link below. I am aware that there is not enough data to evaluate it yet.But, i'm glad to hear that what you're thinking about the first look and the idea.
  19. Hi everybody ! We are an indie startup called Darkstar Games ! We are just creating our first game called Greater powers, a novel type medieval fantasy TCG MMORPG with which we use unity. We develop our games for Android, PC, iOS, and we have a software kit developer contract with Microsoft to adapt them to VR Microsoft HoloLens and VR Magic Leap in the future. We are developing our own alpha for the Kickstarter campaign at the moment ! So we are actively searching for motivated programmers willing to take place in our project to build the engine we are creating of our own right now ! The game is coded in C# and any unity experience is greatly appreciated! We collaborate to the startup worldwide remotely ! Programmers collaborating to the project such as building the alpha become shareholders and are hired in the start-up launch ! Here are some links about the project: https://www.artstation.com/floriangionnane https://www.facebook.com/DarkstarGamesCorp https://connect.unity.com/p/games-greater-powers If anyone interested, please send your resume to flosambora123@gmail.com Have a nice day !
  20. COMPANY AND THE PROJECT We are an indie game studio consisted of professional and skilled artists who are dedicated indie enthusiasts. Our current project is INT, developed on Unity Engine 5 for platforms Windows, Linux, and Mac. We are recruiting a few more members on the team to finalize our playable demo. 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 UNITY ENGINE PROGRAMMER We are looking for Unity Programmers. You will be working with our Coding team Lead to implement systems and mechanics using C# language. Your duties will include: Attendance of regular team meetings. Timely completion of implementation of assets. Direct contact with Project Lead and other Department Leads for the implementation process. Utilization of version control suites. Utilization of our project management boards (Trello) and communication channels to obtain up-to-date assets. REQUIREMENTS To be successful in this position, following requirements apply: Clear communication and self starter - pushes to meet deadlines and contribute to the project. Ability to complete tasks with limited input/direction from management. Comfortable with working with people remotely and via Trello management system. Good internet connection with ability to update assets/builds quickly, with large dependencies. At least 15 hours of availability each week. Proficient experience using the Unity Game Engine. Proficient experience in implementing assets into the Unity Game Engine. OTHER OPEN POSITIONS 3D Environment Modeller Website Manager 3D Character Modeller REVENUE - SHARE The project is marching increasingly closer to be ready for our crowd-funding campaign. 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. We look forward to hearing from you! John Shen HR Lead Starboard Games LLC
  21. 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 CHARACTER MODELER We are looking for a 3D Character Modeler to create and polish 3D characters for the game. You will be collaborating with the team in creating 3D characters 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 characters 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 modeling suites. Understand import/export requirements for Unity Engine integration. Excellent self-management skills. Excellent attention to detail. Excellent communication skills. OTHER OPEN POSITIONS 3D Environment Modeller Website Manager Unity Engine Programmer REVENUE-SHARE The project is marching increasingly closer to be ready for our crowd-funding campaign. 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
  22. Hello there, Let's say I am looking into designing a game similar to Guitar hero for mobile. If a player plays niche songs from obscure bands, what is the best way to register his highscore on a global server? I'm interested in resource efficiency and response times. Thanks!
  23. NanotaleTeaser_with_sound.mp4 Something is wrong with the heart of magic. Play a young archivist venturing out into a dying world, cataloging its mysteries and its wonders to unearth the truth. Nanotale is the new adventure from the Typing Chronicles franchise and the spiritual successor to the acclaimed Epistory. We are proud to finally be able to announce the development of our new typing game, Nanotale - Typing Chronicles, the spiritual successor to 2016’s acclaimed indie title Epistory - Typing Chronicles. Something is wrong with the heart of magic. Play a young archivist venturing out into a dying world, cataloging its mysteries and its wonders to unearth the truth. Nanotale - Typing Chronicles is an atmospheric typing adventure RPG set in a colorful vibrant world that blooms to life under the words of Greg Buchanan [www.gregbuchanan.co.uk]. Developed by Fishing Cactus Games with the same core team as Epistory - Typing Chronicles, we can’t wait to share the adventure! Wishlist the game NOW Weekly Updates Today is the opening of our Steam page, and with it, the beginning of us being able to talk about the project. To make sure that communication between players and devs flows perfectly, we will post weekly updates about the game on the following channels: Nanotale Steampage Twitter Facebook [www.facebook.com] Discord [discord.gg] Your voice is important Many of player participated in our survey last year about those features they loved in Epistory and how they would like to see these features in our next title. That survey has been used as a solid base when brainstorming about the Nanotale - Typing Chronicles. It helped us to capture the DNA, the essence of Epistory, to create a new game that we hope will please the community. Sometimes decisions have to be taken. Some are harder than others, but we will count on you to continue to enlighten us about what you think of Nanotale - Typing Chronicles. We want you to take part in this incredible new typing adventure with us! Leave us your thoughts in a comment and don’t hesitate to spread the news all around you! Thank you!
  24. PROGRESSThought I'd reach out for some feedback on my little project. This is an android two-player game for top-down boxing matches. The core mechanics are all that I have accomplished thus far, later I want to add different configurations for your boxer (special effects, increased health or damage, etc) and maybe even a single player AI to practice against.SCREENSHOTS #1 *****************************************************************#2 FEEDBACKRight now the gameplay feedback I'm looking for is on the fundamental mechanics of the game.One area of particular concern is the window of opportunity for a player to block after their opponent has begun a punch. Currently that window is one-tenth of a second, otherwise you will be to late to counter their blow. I want it to be difficult to successfully pull off a block and have it be something that requires real attention to accomplish. I'm wondering though if it isn't too difficult right now, which may encourage mindless button mashing, which is certainly not what I want to condone.Another consideration is whether having three main actions (block, attack, charge) provides a good balance. My idea with having three main areas is that your two thumbs will have to leave one section uncovered at all times. This should result in hand movements that telegraph actions to the opponent.Aside from these, any other constructive criticism is very welcome.LINKMy game can be found at the Google Play Store here: https://play.google.com/apps/testing/com.meatandgrain.PunchABunchNOTE There is a known graphics error when performing a special punch. There are no doubt other unknown errors as well. Thank you for your time, I hope you'll be able to find some fun in this little game!
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