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Found 1000 results

  1. jb-dev

    Equipment screen

    From the album: Vaporwave Roguelite

    This is how the game displays the players' current equipment.
  2. jb-dev

    Pieces of equiments in a clothes mall

    From the album: Vaporwave Roguelite

    This shows some default placeholders pieces of equipment. Because the game doesn't take place in a fantasy settings like most roguelites, I try to keep with the vaporwave theme a lot when it comes to modelings items...
  3. Our project is a scifi game that takes place 50 years in the future, as humanity takes its first steps onto the galactic stage. We currently have progress in the Meta-game and Space Combat areas and are looking to expand our programmer team to fill out some other areas. Gameplay Programmer If you're interested in infantry and vehicle combat. As well as tactics and strategy. Planetary Programmer If you're interested in procedural planets, floating origins, double precision coordinate systems, and relative scientific accuracy. Volumetric Programmer If you're interested in gorgeous volumetric effects for engine trails, planetary accretion disks, and more. If one or more of these positions interest you feel free to contact me on discord at mushroomblue#0384
  4. This is an adaptation of our Standard AD to forum structure due to the restructuring efforts of the site, I apologize for any formatting issues or inconsistencies as a result of this change. I have done my best to retain the previous format for our standard operating procedures (SOPs), since all current members with the exception of me and our creative & Art director were recruited with some version of what you are about to see. Project Info Team name: Honor Games LLC Project Name: Tiberium Secrets Target Aim: RTS communities Compensation Plan: Since this is classed as a modification, no direct monetary compensation is possible. Technology: -Command& Conquer 3: Tiberium wars- Sage Engine (XML code) Team Structure: 15+ members -myself: Project Coordinator/ Producer, PR Lead, Lead Writer -Creative & Art Director -2nd lead writer -Lead Coder -Lead Audio composer -Lead Animator -QA Lead -2 more 3D Artist -1 more Audio SFX Artist -1 more promotional Artist (a few other semi active/inactive contributors) Talent Needed In order of demand: -Lead Artist: https://www.moddb.com/company/secret-reality/jobs/unpaid-lead-artist-wanted-for-scifi-rts-mod PR manager: https://www.moddb.com/company/secret-reality/jobs/unpaid-pr-manager-wanted-for-sifi-rts-command-conquer-3-modification -3D Artist: https://www.moddb.com/company/secret-reality/jobs/unpaid-3d-artists-wanted-for-scifi-rts-mod -Writers: https://www.moddb.com/company/secret-reality/jobs/unpaid-writers-wanted-for-scifi-rts-mod1 -XML Scriprwes/ Programmers: https://www.moddb.com/company/secret-reality/jobs/unpaid-xml-scripters-wanted-for-scifi-rts-mod Homepage: http://www.moddb.com/mods/tiberium-secrets Contact Method secretreality7@gmail.com (include: time zone, educations/ experience, site/ portfolio/ samples) Skype: Eric Chou(Jist)/ eric.chou27 Additional Info -US Time zones bonus -Microphone Required -Use of Skype, Google Drive -Contract Signature -English verbal & written fluency -Grit -Initiative -8 to 10 hours a week minimum commitment (depending on position) Feedback Any Mission statement This project's aim is to create an aesthetically pleasing, diverse and intriguing play-style for each faction, drawing inspiration from many other works and real-world subjects (including the Tiberium-related canceled projects of Westwood & EA). Beyond the additions that we will be making, we have a desire to further diversify the three vanilla factions of the Tiberium universe. We wish to present them as they might appear following the events of C&C3 within the bounds of the parallel universe that we are creating. Greetings, We're working on a released project for Command & Conquer 3: Tiberium Wars. As an established team that has been developing this mod since 2011, our content, documentation, and accomplishments extend beyond conventional modding. For example, we were awarded two sponsored passes for the 2017 Game Developers Conference (GDC 2017), valued at approximately $2K each, for leadership. As well as 1 pass for GDC 2018. From the chief admin Khawkins,here at gamedev.net We consist of both hobbyists and individuals striving to get into the games and entertainment industries. We're looking for dedicated individuals interested and able to continue this journey with us. We've recently released, and are growing our team to expand and support our efforts (Note: Depending on the skills being contributed to the project owning a copy of said game is not required, but strongly recommended. Past familiarity with the universe and or RTS is also a strong bonus." Due to the flexibility build into our GDD to As we prefer for each team member to put their own unique spin on things Project overview Tiberium Secrets is a total overhaul mod set in a parallel universe to the Command and Conquer canon. It introduces three new factions that can stand in conjunction and potentially independent from the others within the Command and Conquer Tiberium universe. These new factions come complete with diverse units, structures, mechanics, and lore. Players will take command of a shadowy human faction intent on ensuring the survival of its species without concern for red tape or ideologies, a biological experiment turned hunter of their creators, and an artificial intelligence believing itself to be the next evolution of humanity. Comparatively minor, but fundamental changes will also be made to the original factions. New factions Artificial Systematic Intelligence (ASI) Their aim of Ascension is through the use of technology, not Tiberium, which is where the ASI split from the Brotherhood of Nod. For all their belief in the purity of the ingenuity of man, they have transcended their biological flesh, and willingly integrated their consciousness with that of their own messiah of sorts, ASIM, an Artificial Intell The Colony The Colony is heavily based on the designs similar to the appearances of deep sea and insect creatures found on earth and from other games’ universes. Their primary theme is that of a plague involving the mutation and infection of creatures. In addition to this they also have now developed with some bony and scaly attributes on top of pre-fall civilization technology. The Dream Army (D51) The Dream Army is a secretive military organization that draws heavily from the designs of the US. Military and Area 51 (Located out in Nevada). Technological advancement has been made from analyzing alien technology recovered from the Roswell crash (i.e. remains of an alien vessel). Thank you for your time & consideration, -Eric (Project Coordinator/ Producer, PR Lead, Lead writer)
  5. Zemlaynin

    The Great Tribes Devblog #1

    Concept Document Game project, a global strategy simulator of civilization development - The Great Tribes 1. Classification Genre: global strategy, simulator. Time of one walkthrough: 10 + hours. Platform: PC. 2. Main Features The Great Tribes is a global strategy simulator of civilization development, the action of which takes place in the historical period from 3000 BC to the beginning of 3000 AD. During the game the player will have to create their own unique civilization and try their hand at its development in a nonlinear, constantly changing world. Conceptually, the game is a cross between a turn-based strategy Sid Meier’s Civilization VI and strategies of Paradox Interactive (Crusaders, Europe and Victoria). Similarity with these games is limited to the time period covered in the game and some game mechanics. In our project we want to reflect the role of a personality in history, but instead of personalities history is influenced by different factions. We focus on working out in detail of various historical phenomena. We are planning to create an advanced economic system that will make it possible to simulate economic processes with a high degree of realism. The simulation of interaction between different countries includes: diplomatic relations, economic, technological, cultural and social influence. The conduct of military actions between the countries in our project will be realized in a wide range, from single collisions to waging a trench warfare at a vast front. Realistic simulation of the historical process The game model is based on the results of the latest research in various scientific fields: from history and political science to geology and agricultural sciences. Simulation allows to simulate all the significant historical phenomena and processes. Flexible Turn-based Gameplay System The calculation of the game turn is divided into a turn and a tick. The turn calculates global parameters: population and economy growth, migration of strata and changes in their characteristics, etc. During the game it is possible to change the time step depending on the player's preferences. Ticks only occur in combat. There are 4 ticks in the course of the turn: spring, summer, autumn and winter. Thus, the army that committed a long march-throw and entered the battle running out of action points will fight in the winter tick with the corresponding consequences. Advanced Technology System Technological discoveries occur randomly, and the probability depends on the accumulation of a corresponding number of technological points: agricultural, industrial, military or social. After the discovery, the technology is embedded into one or another technology package, which has an impact on a particular game system. Mechanics of technological packages allows to make development in the game realistic and not always predictable. Two-dimensional Social System The population in the game is grouped into strata and factions. Strata determines the place of the household in the labour division while the factions are responsible for the redistribution of power in the game. For example, the insufficient number of strata workers could hamper industrialization of the country and the trade union faction can fight for the rights of this small strata. Flexible Coalition System The coalition system allows to create various forms of relations between administrative units: an administrative zone and a region, a region and a country, between several countries (confederations, vassal relations, unions, etc.), between a region and an army (government armies, feudal armies, etc.). Realistic Economic System Economy in the game is a system based on the dynamic cost of resources, goods and services. This makes it possible to simulate a variety of regional specializations, economic imbalances, etc. Unique Political System The main elements of the political system in the game are the form of government, political values, laws and corruption. The form of government is based on the ratio of five elements: barbarism, community, democracy, oligarchy and monarchy. Changing the ratio of these elements, it is possible to simulate any existing or even a non-existent form of government. Political values reflect the position of the elite on each of the political or parapolitical issues. During the game the elite (of its own free will or under the pressure of the player) can change their values, but, as a rule, it is painful and not fast. Laws allow to carry out quite a fine adjustment of the country, and corruption can help to restrain the player from excessive expansion of their power. Diversity of Cultural and Civilization Forms Unlike other games, civilizations in the game are formed on the basis of 4 pairs of framework principles, which can form up to 16 unique civilizations, and their combination allows to generate up to 3520 unique cultures. Conduct of Military Operations The military aspect of the game focuses on the strategic management of armies: formation of military doctrines, establishment of the conduct strategy of armies, determination of the optimum correlation of branches of armed forces for this or that army, etc. The player will be able to concentrate on planning the strategy of the military campaign. 3. Gameplay The main task of the player is to develop their country in conditions of external threat and/or internal instability. By controlling a multitude of mechanisms, the player can implement any of the goals offered in the game: creation of the richest trading empire, holding power in the role of one ruling dynasty as long as possible, being the first to implement the industrial revolution, etc. 4. Game Map The game map is divided into tiles and subtiles. But this division is valid for the technical side of the game. In terms of gameplay, the map is divided into tiles only. Each tile occupies an area of 1369 sq. km (this value may change during balancing). Within this area on a tile there can be located districts (in the cities), buildings (outside the settlements), the tile can be divided into different types of biomes, etc. Depending on the biome, a certain amount of resources may be situated on the tile. So, it is advantageous to place fields on meadow plains, the area of which depends on the area of agricultural lands of the tile. In addition, each tile has a certain level of transport infrastructure, which defines the movement speed of armies and the capacity of trade caravans. However, unlike armies, caravans can move only along the main routes which are indicated on the map. This path can change its trajectory, depending on the quality of transport infrastructure of neighboring tiles, crime rates and other factors. The closer is the tile to the crime center (the settlement of the player or another country or a bandit/pirate settlement), the higher is its crime rate. On the map there constantly appear bandit armies, so they are exactly simulated by this parameter, only without the need to constantly drive armies across the country to destroy them. Rebel armies will be represented in the form of full armies. In addition to the transport infrastructure, there is a parameter of urban infrastructure. The urban infrastructure represents the level of development of various services and engineering networks of the settlement (accessibility and quality of utilities, communication facilities, urban transport, catering, retail, emergency services, etc.). Urban infrastructure is available not only in cities but also in villages. To create favorable conditions in the settlements the player will have to balance between the development of transport and urban infrastructure. 5. Administrative division and types of settlements The game has three levels of control: a country, region and administrative zone. An administrative zone is a territory with dynamic boundaries, being controlled by the settlement. Within this territory, residents of the settlement can build anything within the framework of the ongoing development programme. All types of settlements without exception have this zone, from villages to cities. If a city in the region forms a new region, all the tiles in its administrative zone also become part of the new region. Administrative zones are grouped into a larger formation – a region. A region is a territory with dynamic boundaries, consisting of a certain number of administrative zones. It necessarily includes the capital city of the region. Unlike the administrative zone, a region can simultaneously be a country (consisting of one region). In addition, the player can directly manage it (whereas administrative zones can be managed only through legislation). A country is the highest level of control in the game (not counting international coalitions), representing one region or a coalition of regions. A coalition means not the country's federal structure, but the system which defines relations between different administrative units in the game. Each country has a capital, and as a consequence - the capital region. The region of this type has the same functionality as a usual region, but in addition it hosts the highest state bodies: ministeries and the advisory board. Each level of management has its own central settlement. It can be a village (only for the administrative zone), city or encampment. A village is a type of settlement focused on food production or resource extraction. Over time a village can be upgraded into a city. The game presents 3 basic types of villages: agricultural, resource-extracting and military. An agricultural village is oriented to the processing of farmland. A resource-extracting village is focused on the extraction of minerals. The type of resources that are extracted depends on the demand for the resource. A military village generalizes a variety of villages, the inhabitants of which are hostile to the player. A rebel village: village troops will defend their village and their independence. A village becomes rebellious if the population's loyalty to power is too low. A bandit (pirates) village: village troops will attack the settlements and trade routes located nearby. A village prefers to move into this state due to absence of legal means to maintain an acceptable standard of living. The given types of villages are conventional. All villages have the same characteristics, but their chosen vector of development depends on the demand for a particular resource, or on the level of loyalty to power. New villages in the game can be formed either automatically or due to a certain decision. The place of automatic appearance of villages is determined on the basis of attractiveness of adjoining territories for processing, and also is located at a certain distance from other settlements and processed tiles. As the population of old settlements rises to some level, the chance of a new village emerging at some distance increases. Its population will not appear out of nowhere, but it migrates from the settlement. New villages can occur both inside and outside the region. Encampment is a type of settlement of nomadic cultures, able to move to other tiles. Settling, nomads form a village or city (depending on the size of the nomadic group). Unlike a city, playing for encampment is concentrated not so much on the management of the population, but on the management of tribal clans (factions). Each clan has its own encampment. The elite of each nomadic group includes every member of the clan. However, the encampment can include residents who are not part of the clan (slaves, mercenaries, etc.). The more solid (controlled) the clans are, the stronger the tribe is in clashes with other nations. This clan structure of the society is typical of all countries with barbaric elements of government. However, in settled states clans do not always act as the elite of the settlement. In addition, unlike cities, change of dominant elites in the tribe occurs not gradually through transfer of population from one faction to another, but via change of the fraction status. In game mechanics it is represented in the form of change of the capital nomads and status of the elite. Another distinguishing feature of nomads is their ability to move around the map. This is possible in two ways: moving the nomadic population of the ruling clan, while the rest of the nomads are moved in automatic mode (due to an insufficient level of control or by the decision of the player); moving all the nomads manually with a sufficient level of control. Poorly controlled nomads are moved in automatic mode. A city is a type of settlement with multiple forms of activity, but with a certain specialization. A city is not necessarily a result of the village development, but it can be built from scratch, or formed from the outpost (see Regional buildings). Unlike a village or encampment, a city that is the capital of a region or country can have up to three Wonders of the world (one of each level: regional, national and international). In the game there are many specializations of cities: Administrative center Science center Trade center Cultural center Religious center Industrial city The higher the city is placed in the hierarchy (a provincial city - the capital of the region - the capital of the country), the greater effect its specialization produces. So, if the player decided to build a huge empire, it is better to establish an administrative center as the capital (for the control of large territories), for a trading empire it should be a trade center, and for theocracy it is more preferable to assign a religious center of a state religion, etc. The difference between a city and a village: a city has a more developed social infrastructure; it occupies a certain area of the tile and when it is exceeded, it expands to a neighboring tile; a city creates an administrative load; it is possible to construct wonders of the world (in capitals); it has diverse stratification and division into districts. 6. Urban districts In the city, a player can build up to seven districts that can be expanded to accommodate various infrastructures: An administrative district performs functions of control and development of the administrative resource; An industrial district produces practically all types of goods (except luxury); A cultural district produces luxury goods, prestige, and also creates some modifiers for the city; A scientific district is responsible for increasing literacy of the population and accelerating the development of technologies; A religious district - the development of the district contributes to increasing the influence of state religion; A commercial district – transport and financial infrastructure is created here; A social district provides the population with housing and urban infrastructure. Six of the listed districts can be built in the city center and determine its specifics. In addition, the effect of all districts depends on the location of the city – it can be situated near the shore or in the depths of the continent. Characteristics of districts Cost includes resources needed for the region expansion. Content includes resources necessary for supply of the district during each turn. Workforce is the number of working hands required for the efficient operation of the district. Area is the area given and available for expansion. Effect stands for the bonus-malus payments, received in the course of functioning of the district. Wonders of the World Instead of usual constructions three types of wonders of the world are built in cities: regional, national and global. The effect of every kind of wonders is spread according to their scale. The list of wonders available for construction in the city depends on the central district of the city. And the effect produced by the district will be determined by the chosen wonder. In addition, the district can include up to three wonders, one of each level.However, construction of a higher-level wonder reduces the effect of wonders of a lower level. The wonder effect can also be reduced by the presence of a similar wonder in the zone of influence and visibility. The scale of the wonder influences its price and effect. In addition, the effect of a small wonder can easily disappear if certain conditions are not fulfilled, whereas the effect of a world wonder never disappears. 7. Regional buildings In addition to the wonders of the world and urban districts, the player can also build constructions outside the city - in regional and extraregional tiles. Characteristics of regional buildings: Cost stands for resources necessary for construction. Supply includes resources necessary for ensuring the construction during each turn. Workforce is the number of working hands required for an efficient operation of a building. Location defines whether it is possible to build a construction only within the district or everywhere. Improvement - some buildings can be rebuilt into other more significant constructions. For example, a wooden advance outpost can be upgraded into a stone one. Accommodation conditions - most buildings can be built only in tiles with certain conditions. Effect - buildings can produce a variety of effects: from ordinary bonuses to the ability to extract resources and supply armies. List of buildings Agricultural: gardens, a pasture, a field, a camp; Mining: a quarry, a sawmill, a mine, a drilling rig; Military: an outpost, a military base. Unlike other buildings, outposts can be installed outside the district. The outpost has its own control zone, which complicates the speed of enemy forces passing through it, and decreases the level of crime in the district. In addition, outposts with a sufficiently high level of development of urban infrastructure can be converted into a city or village. 8. Domestic Policy The key indicators of domestic policy are the administrative burden and the administrative resource. The administrative burden is the level of constant administrative spendings on the management of the country, as well as various actions of the player. The administrative burden of the country is the burden of the regions and the highest governmental structures. The administrative resource is the management resource which represents the number of civil cervants and their management efficiency. If the administrative load exceeds the administrative resource, the player begins to lose control over the regions. In addition, the administrative resource can be spent on corrupt practices. Corruption in the game is trade in administrative resource, carried out by the management apparatus. Like for any resource, the laws of supply and demand apply to the administrative resource. Strata that captured part of the administrative resource of the city, region or country get the opportunity to determine the actions of a chosen government institution. In addition to trade in the administrative resource, corruption is expressed in the form of an indicator of the region or government structures which determines the efficiency of budget spendings on their needs. Forms of Government Another important element of domestic policy is the form of government. It is a mixture of five elements: barbarism, community, democracy, oligarchy and monarchy. Each element can take a value from 0 to 10, where 0 is the absence of characteristics and 10 is its pure, pronounced characteristics. For example, a country may have the following form of government: barbarism (5), community (3) and oligarchy (2). Total expressiveness of all forms of government should be equal to 10, so to increase an element, for example, democracy one must reduce the strength of one of the remaining elements. Each of the elements of the form of government gives its own unique effect and when changing the form of rule the gameplay changes accordingly. Forms of government also give access to 1) certain social technologies. Some of the technologies are closed from some forms of government. For example, rooted barbarism closes access to tax collection and trade technologies. 2) to the laws For example, a strong monarchy gives an opportunity to pass a law on inheritance of power. Political values Political values reflect the standpoint of the strata and factions on each of the political or parapolitical issues. In the course of the game they (of their own will or under the player’s pressure) can change their values, but, as a rule, it is painful and not fast. The game has the following groups of values: Economy: a hard plan \ a soft plan \ pragmatism \ a regulated market \ a free market Openness of the society: closed \ moderately closed \ semi \ moderately open \ open Social Policy: state / state-society / society / society - individual \ individual Foreign Policy: isolationism \ non-interference\ realism \ interventionism \ expansionism Religious Policy: theocracy \ clericalism \ secularism \ anticlericalism \ militant atheism National Policy: nazism \ nationalism \ multiculturalism \ internationalism \ cospomolitism Post-values: denied \ invalid \ neutral \ minor \ important Post-values in the game reflect the attitude of people to the values of new, upcoming phases of development. For example, in the course of society's transition to the industrial phase of development, issues of emancipation of women, ecology and others became significant. The more loyal the society is to post-values, the more inclined it is to revise its other values, which can lead to social instability. The forms of government along with the political values of the elite allow to simulate all the basic forms of political formations. Laws If the forms of government tell us who rules the country, then the laws show how the country is ruled. Laws can be adopted both for the whole country and for each region separately. The adoption of any law entails a temporary decrease in the loyalty of regions. Besides, the laws are not just effects, but also constant expenses on their maintenance. The lack of resources for the maintenance of laws leads to the fact that laws cease to operate, starting from the recently introduced and ending with the most entrenched. Forms of struggle for power Finally, the domestic policy is expressed in the struggle for power. Depending on the prevailing contradictions between the authorities and the opposition, the latter may make various steps to change the current power: Change of the party of power (occurs in the form of cabinet struggle within the established norms) Civil disobedience Insurrection / Coup d'état Terrorism Civil war Guerrilla war Participants of the guerilla movement are the strata with the state religion and culture Peasant War The lower the position on the list is, the higher is the massiveness, the number of victims and the cruelty of speeches; the current rules and regulations are followed less and the speed of the process is higher, but, in case of success of the action, reforms conducted by the new power are more radical. 9. Foreign Policy Diplomacy and Prestige The basis of diplomatic relations in the game is the system of coalitions. Coalition agreements can be concluded between countries, between regions and even between the capital of the region and the settlements belonging to it. In fact, it is a universal pattern of establishing communication between administrative entities. The main resource of diplomacy is prestige. Prestige is a generalized measure of grandeur of an international organization, country, region or settlement. This parameter affects both the other administrative entities and the perception of any entity by the population. So, a city, producing a lot of prestige, can get a good income from tourism. And a country with high prestige can tempt other countries and regions over to its side. Espionage Espionage in the game is an agent network that is introduced into a particular region. The more developed the agent network is, the higher the chance of success of espionage actions or counteraction of foreign secret services is. 10. Demographics The population in the game is divided into strata and factions. Strata reflect the professional role of the population in the game, whereas the role of factions is to fight for power in any of its manifestations. Strata The game presents the following strata: Peasants Workers Slaves Specialists Merchants Clergy Aristocracy Civil servants Soldiers From the very beginning the game presents only part of the strata. The rest get available as technology evolves. Strata parameters Values are the views of a strata on the best government policy. Openness is the level of difficulty in entering and leaving the strata. The degree of attractiveness is an indicator that reflects the extent to which people seek to change their social and professional status and become part of this strata. In working strata (peasants, workers, specialists) attractiveness depends on the level of their income and unemployment in the industry where they work. The attractiveness of civil servants depends on the state demand for them. The attraction of slaves always equals 25%. The attractiveness of the other strata depends only on income. The minimum attractiveness is 10%, the maximum is 500%. In addition, the attractiveness of a strata is influenced by its rights, consumption level, entry into the elite and dominant values in the society. Size - the growth of the size of a strata depends on natural population growth and the entry/leaving of people to other strata. In addition, the size of a strata can change the losses in the war and during repressions. Fertility falls with the increase of consciousness of the population and when achieving a high standard of living. It is growing with the development of healthcare. Mortality falls when the population's living standards rise, as well as with the development of healthcare. Consumption level reflects the categories of goods that strata needs. These products are divided into three categories: necessities, everyday and luxury items. If a resident has no money for essential goods, or if these goods are not on the market, he is threatened with death.The level of happiness depends on the satisfaction of everyday needs, as well as on the consumption of luxury goods. The ability to buy luxury items is a factor of transition to more attractive strata, while lack of access to essential goods and luxuries contributes to the transition to less prestigious strata. Income depends on the wage rate, or on income from enterprises. Expenditure is expenditure on consumption, as well as contributions to the funds of the factions. Wealth is all the accumulated property of a strata. Wealth increases due to the fact that strata keep part of their income. Wealth decreases with high crime level in the settlement or its looting, growing in the course of accumulation and investment activity. Unemployment exists only in working strata. Crime is the proportion of strata involved into criminal activity. Consciousness is the level of political culture and simply civic consciousness of the population. The loyalty to the authorities reflects the level of support or opposition to the ruling regime. It can take values from -5 to + 5. Civil, political and social rights are set by political decisions. Literacy reflects the level of theoretical knowledge of strata in its professional sphere and the degree of its qualification. Culture stands for belonging of a strata to a certain culture. Religion is belonging of a strata to a certain religion. Migration of the population Migration occurs between settlements if they are connected by roads. People will migrate between the settlements of the region, from one region to another, if there is a shortage of working force, the prestige of the settlement and the living standards of the population are higher etc. The quality of the road network determines the volumes of migratory flows. Factions In addition to strata, the game includes factions (groups of interests) that represent the force that can influence the political situation in the country. Examples of factions: Ruling Dynasty/Royal Court/Government Aristocratic/Oligarchic/Mafia clans Parties/Revolutionary groups/Separatists/Terrorists/Ideological groups Religious orders/Sects/Schools of Great people Metropolitan and Regional Elite Faction parameters Size stands for the number of supporters of the faction. Goals/values are goals and/or values that determine the direction and nature of the faction's activities. Openness is the level of difficulty of entering the faction. Prestige reflects the attractiveness of the faction among the other factions, as well as the degree of influence. Wealth is a foundation which deductions are made into by members of the faction and other factions/organizations. Income/Expenses Radicalism is readiness of the faction to illegal actions. Rights stand for the level of political rights of the faction. Cohesion is the level of strength of the faction and the ability of its members to act as a whole. Breadth of views consists in the hope of increasing the number of its supporters. The faction can expand the scope of its value views, but this makes it lose cohesion and weight of each faction member in its cumulative effect. 11. Culture and religion Culture is ethnic affiliation of the peoples inhabiting the country. It is based on a combination of 4 pairs of framework principles: Time-Space Individual-Mass Rational-Transcendental Spiritual – Material The combination of these principles allows to create 16 unique civilizations. Civilizations are not a homogeneous mass, but a collection of many heterogeneous cultures whose values are conditioned by civilizational principles. Cultural values, in fact, represent the imposition of civilization principles on each other. All in all in this way each civilization can form up to 220 unique cultures (i.e. in total in the game there can be up to 3520 unique cultures and 16 civilizations). The civilizational principles also define the peculiarities of religions of certain civilizations. Cultural assimilation The player is allowed to carry out cultural assimilation of villages and cities into the state culture at the cost of reducing control over them. The process of cultural assimilation takes dozens of turns. Players can also change their state culture. This process takes several turns. In the course of changing the state culture, control over those villages and cities that have a former state culture falls sharply. Religion If the value aspect of religions depends on the place of their origin, their organizational type is determined by the player. Religions have three parameters: 1. Type of religion: Polytheism Henotheism Dualism Monotheism Ethical system Secular philosophy Animism 2. Organizational structure: Lack of structure Decentralization Centralization 3. Type of organization: Cult Church Each of the religions has a certain level of influence, which depends on the development of religious areas where this religion prevails. 12. Economy Types of economic processes include hunting, fishing, cattle breeding, agriculture, extraction of raw materials, commodity production, slavery. Hunting - with the help of hunting the tile gets a certain amount of vegetables, fruits, meat and cattle from all the unprocessed subtiles. Fishing is carried out in river locations, as well as in water coastal locations. Similarly, the hunting region gets some amount of fish and pearls. Cattle breeding is a more productive type of activity. The area of pasture lands is important for cattle breeding. It depends on the type of landscape, the type of buildings and the level of woodiness of the tile. Pastures as source of improvement of locations increase the effective area of pasture lands. The lack of grazing lands leads to a decrease in the number of cattle in the region. Agriculture is the most massive type of economic activity in the game. It includes the largest number of working hands. Grain is both a product of agriculture and a necessary condition for its maintenance. Grain is distributed to locations from the region's reserves. The amount of grain that will be used for sowing depends on two things: Arable land area; Number of working hands and intensification of agriculture. Livestock, as well as improved instruments of labour, can increase productivity. Types of property: Property of a strata Property of a faction Communal property Regional property (owned by the regional elite) State Property Among the strata and factions holders can be small, medium or large. Each of the types of property has a certain entrepreneurial potential. So, the entrepreneurial potential of the community is lower than that of small holders. On the other hand, the community is extremely effective in difficult conditions of management. Dividing the economy into white and shadow Goods have a certain level of utility for the population Inflation = money supply * speed of money circulation = level of prices * production volume Trade Trade in the game is divided into internal, external and distant. Internal trade is carried out in the territory of one country between all the settlements having trade routes with each other. External trade is carried out between all the regions of one trade center. Long-distance trade is carried out between two connected trade routes by trade centers. A trade route is a regular land and/or sea path connecting two settlements with each other and the regional capital with the army it supplies. If a trade route is overloaded, first of all it is used for delivery of the most profitable goods. To plunder the trade route one only needs to put an army on it, whereas two mechanics are provided for protection: Allocate funds for the protection of trade lines (then in case the allocated funds surpass the force of bandits, the attacks are considered to be beaten and the squad of bandits bears losses); Place armies at unprotected areas (the area of protection can be selected by moving the slider in the army menu. The larger the area is, the more dispersed the army is along the route and the weaker it is in protection). Pricing The price of the goods is determined basing on the cost of production + costs of implementation + mark-up. The mark-up is determined automatically based on the maximization of profit, competition and price constraints. Resources Resources include raw materials or goods necessary for the production of another resource or satisfaction of the needs of the population or the army, maintenance of buildings or spending on certain actions. Types of resources 1. Food: Meat, fish, grain, vegetables, fruits, canned food, alcohol 2. Agricultural: Agricultural resources, cattle (cattle, pack animals), technical crops 3. Industrial: Construction materials, wood, leather, fibre, fabrics, paper, tools, weapons, luxury, consumer goods, machinery, electronics, prom goods, energy, ships, cars, airplanes, trains, fuel, consumer products, medicines, chemicals, plastics, local products 4. Strategic: Metals (copper, tin, iron, aluminum), energy (coal, oil, gas, uranium), sulfur, gold, silver, precious stones 5. Services, Slaves Resource characteristics Quality is the quality of the resource, depending on the technologies used for its production. It affects the cost and mark-up. Price is the amount of gold per unit of the resource. It depends on the value of demand and the value of the supply of the resource, as well as its production cost. Production is the number of units of the resource produced. Consumption is the number of consumed units of the resource. The principle of movement of resources in the course of trading can be given on the example of grain: - Peasants produce a certain amount of grain and then either pay a natural tax, or sell it in the local market, and then pay the tax in monetary terms. The remaining volume of grain is used as food, for new sowing and, if there are surpluses, for sale in the local market. - The tax paid by the peasants passes to the ownership of the country or regional elite. - Regional elites either pass a part of the received tax to the state, or leave all to themselves, depending on the established order. Available resources can be both sold and spent on their own regional needs. - Finally, merchants who buy a resource in the local market sell it at a shopping centre which the region belongs to, or in the capital of a region of one state at a more attractive price. 13. Science The technologies in the game have three levels: The first level of technology represents the general level of development of one or another sphere: agricultural, industrial, military or social. The second level of technology includes specific technologies, the condition for the invention of which is, among other, a certain level of technologies of the first type. The third level of technology is technological packages that group second-level technologies. It is technological packages that set the effect for different systems in the game. Technology implementation Implementation of technologies is carried out by means of investment by the state or population of money resources and administrative resource into introduction of a technology. The bigger an industry in which a certain technology is implemented is and the less well-known countries and regions of the country with this implemented technology exist, the more expensive the implementation is. Technology Exchange Countries active in trade are increasing the chance of implementing the technologies that had been introduced by the trading partner. 14. Military action The main resource of the army are recruits. The number of recruits reflects the number of people who the authorities are able to transfer to military service. The number of recruits is slowly increasing over time, but is quickly exhausted in intense military conflicts. Officers Officers are a separate category in the army. They are recruited as part of recruiting, but the ability to occupy this position can be closed for some of the countries. Army and control zones Army is a group of troops under a single command with its control zone. A control zone is divided into a response zone and a combat zone. As a rule, the response zone has a radius of 4 tiles. When an alien army enters it, it activates the line of behavior set by the player. The combat zone is an area of 1-cell radius. When an alien army enters it, it stops its movement and forces the player to enter the battle. Moreover, with the growth of military technologies and, consequently, the scale of wars, the control zone can increase significantly. Thus, the zone of control in positional warfare, typical of world wars, can reach the size of the region. Supply and replenishment of the army Each army must be assigned to one or more regions. The designated regions will continue to supply this army. Replenishment of the army reserves is carried out through a trade route of supply from the region to which the army is assigned. Roads can contribute significantly to accelerating the supply of armed forces. In addition, it is possible to replenish stocks by plundering the local population. The fighting efficiency of the army, left without supplies, sharply falls, while the speed of movement decreases and action points are reduced. It also means that in order to win over a strong army it is not necessary to win it in an open battle - it is enough to cut the lines of supply communication. Replenishment of the army is also carried out through trade routes of supply, which in addition to supplies (food, weapons, pack animals) will transfer new recruits. Reinforcements It is possible for armies to establish automatic reinforcements for other armies of the player located on its territory or in the zone of another army’s control. Movements, military operations and tactical schemes At the beginning of the turn each army has a certain number of action points (AP), which can be spent on a movement, the beginning of the battle, siege or change of the state of the army. The AP cost of the movement depends on the area and infrastructure development. Speed of the army equals the speed of the slowest kind of troops in it. The army can have four states: Combat readiness is a standard condition that does not give any certain bonuses; Marsh allows the army to move twice as fast, but twice as low as the protection characteristics. However, it is possible to attack another army during the marsh; Camp is a recommended condition for peace time. It allows not to spend a lot of supplies on the army, but it is particularly vulnerable in this state as both the characteristics of attack and protection decrease. You need to spend all the AP to move into another state; Ambush gives the army a chance to escape from the enemy’s visibility distance, increasing the characteristics of the attack, but reducing the protection characteristics in case of ambush exposure. The army can adapt up to three different tactical circuits. Tactical schemes increase the combat characteristics of some troops, but can reduce the combat characteristics of others. Or they can amplify some combat characteristics, but reduce the others. For example, the tactical scheme "phalanx" increases the close-in attack for spearmen in general and against cavalry in particular, but it decreases the speed of movement and its ability to maneuver. Therefore, in such a tactical scheme additional attention should be paid to the saturation of their army with cavalry. A tactical scheme is also a familiar pattern in the fight, the way of thinking for the generals, so change of an accepted tactical scheme can be quite painful: it leads to a loss of experience for the entire army. Battles between armies in the open field At the end of the turn for the enemy armies, which came together at a normal location (without a fortress or city), the battle is calculated. The battle consists of two phases. The "Long-range combat" phase. It involves all the troops capable of a long-range attack. The "Close-in combat" phase. All the troops are involved in it. Only a limited number of troops can participate directly in the battle. Their number depends on the technology and the area. The rest of the troops are in the standby mode. For example, in the mountains it is quite possible to stop quite a large army. The formal winner of the battle is the one who leaves the battlefield. However, the gained experience and state of the army after the battle play a larger role. Siege of cities and fortresses. City fights It is impossible to take a fortress or a fortified capital without siege-assault engines. Also taking a fortress or fortified capital always requires a minimum of 2 turns. In the first stage of assault it is necessary to break the fortifications and enter the besieged settlement. The battle at this stage consists of two phases. The "Long-range assault" phase. It involves all the troops capable of a long-range attack and siege-assault engines of the attacker. The "Close-in assault" phase. The purpose of this phase for the attackers is to capture the wall of the settlement, and for the defenders-trivia attack. If the attacker managed to capture the walls, the next turns begins with the battle for the settlement by the rules of the battle in the open field. However, for the final victory the attackers must destroy all the troops of the defenders, and not just win. Only then the settlement will be completely seized. Thus, battles for cities, which consist of more than one location, can last during more than 3 turns, as each part of the city will have to be captured separately. Fleet Fleet is a group of ships under the authority of a single commander with its control zone. As a rule, the zone of control is an area with a radius of 3-6 locations. When the alien fleet enters it, it leads to the sea battle. The radius of the control zone increases with the growth of technologies and experience of the fleet crew. Fleet Supply and Repair Unlike the army, the fleet is not assigned to any region and is supplied by all of them. To exit the port, the fleet can bring a limited amount of supplies. Supplies include food, weapons and building materials. For replenishment of supplies it is possible to go to any friendly port. The fleet, left without supplies, sharply loses fighting efficiency while the speed of swimming decreases and action points get reduced. During the battle ships can get damaged or lose a part of the team - to repair and replenish the team again you have to go to a friendly port. Swimming and sea battles The fleet receives a number of action points (AP), which can be spent on swimming, repair and replenishment of supplies, boarding and landing of the army and the beginning of sea battles. The sea battle is not divided into phases and represents individual battles between ships of fleets. The formal winner is the one who retained the highest morale of the fleet.
  6. Last week was really productive. There were a lot of changes and refactoring and it was really worthwhile. Regular rooms Firstly, regular rooms got a major uplift. Before, there were only two types of hardcoded rooms. Neither of which were interactable as they were placeholders. I've had a blog post on how these work, but in essence, we place several prop formations at anchor point around the room. We then create those props using those and by removing props outside the room. If you want to learn more, click here! Props Secondly, there are now new types of props. Because of the major room refactoring, I need better types of props than just ferns. Rocks These are regular rocks. There are three kinds of shape which are selected randomly. These are solid and cannot be walked over. The player can, however, use a bomb to remove these. There's also a chance that when a rock breaks common consumable items can drop (things like money, bombs, keys, etc.). I've also planned to have special types of rocks that can spawn uncommon items (like foods, activated items and whatnot) through it's not implemented yet... Boxes These are solid wooden boxes that the player can break using normal attacks. Each box has a certain damage threshold, so the stronger the attack, the quicker the breaking occurs. If the attack isn't strong enough, multiples attacks could be needed. Everything that can deal damage can be used to break those, including bombs and laser beams, although some attacks are better than others. In the future, there would be a visual indicator that tells how much damage the box took. Like rocks, a broken box can drop common items. I also think that enemies could sometimes spawn out of these. I'm not sure however if there could be special boxes that could drop special items... (Rocks DO fill that role anyway...) Minor Upgrades Some special rooms, such as the Gym, can also spawn with props. Props that are inside room specific props, such as the gym mat in Gyms, are also removed... These special rooms include: Starting rooms; Ending rooms; Gym rooms ; Landfill rooms. There could be more types of special rooms with those in the future. Ferns now spawns using the new room layout algorithm, just like rocks and boxes Palm trees don't spawn anymore as of now. Not sure if they're gonna be used as background props or actually used inside rooms... Sometimes chrysanthemum plants can be spawn rather than ferns. I don't think that these could fit within a level... These could be used as fallbacks, though... Many new types of shaders have been created. There's a serious need of refactoring though... Next week I feel that next week will be about refactoring and upgrading UI elements like the pause menu and such. I really think that it's also about time to add at least a piece of equipment to test, even if it's a placeholder. After the GUI is done, back to relics and capacities. Now that regular rooms are nicely generated, about 25% of the game is done. Things are progressing, and bit by bit (literally or not if you would... 🙃) the whole picture is taking form.
  7. Here: How We planned Tiberium Secrets RTS, Development Cycle Explained + Discord Open to All It's all here: https://www.moddb.com/mods/tiberium-secrets/news/how-we-planned-tiberium-secrets-development-cycle-explained-discord-open-to-all View full story
  8. Here: How We planned Tiberium Secrets RTS, Development Cycle Explained + Discord Open to All It's all here: https://www.moddb.com/mods/tiberium-secrets/news/how-we-planned-tiberium-secrets-development-cycle-explained-discord-open-to-all
  9. Here: https://www.moddb.com/mods/tiberium-secrets/news/how-we-planned-tiberium-secrets-development-cycle-explained-discord-open-to-all
  10. Game Title: "Time To Marble" Hi everyone. I'm looking to get together a team to conduct a collaborative project on Unity. I have the ideas and I will be studying the game code, design of levels in every bit of my spare time to get this completed by the end of 2019. However if There is an experienced Blender 3d level designer or texture designer I would very much like to have you on the team and discuss the ideas I have come up with so far while also listening to yours. If anyone has played the regular Nintendo game called "Marble Madness" That is the original inspiration of my game. The intention is to release this game free, with ads, while providing and ad free version for a small price. I am open to speak with anyone on the side just let me know.
  11. Title Shiba's Adventure Description If you are a dog lovers, you must not miss this epic RPG roguelike game that you've never seen. In this turn-based roguelike RPG game, you have to pick your cute favorite dog and dive into the perilous dungeons. Simply move by swiping on your screen when you are exploring the dungeon. • You have to avoid all the bad people whom trying to catch you to be their pet because of your cuteness! When you go into deeper dungeon, more bad people will try to catch you, just stay away from them! • Besides avoiding those bad people, you also need to keep your stomach full in order to survive through the deep dungeon. Don't forget to ingest some foods while you are crawling the dungeon, otherwise you will be starved to death. • Plan your move carefully as every move will cause you energy and you will be perish once your run out your energy. • More than 15 kind of adorable and cute dogs to unlock and play! Many more are coming soon! • Turn-based gameplay • Simply swipe to move your dog • Randomly generated levels provide a different game experience every time! • Compete with your friends and see who can survive the dungeon longest! Leave your review or feedback to us if you can't find your favorite dogs in the game and we will create for you! Download now from App Store: Coming soon Download now from Google Play: Coming soon
  12. Hello, I have regular matrix-based skinning on the GPU working for quite a while now and I stumbled upon an implementation of Dual Quaternion skinning. I've had a go at implementing this in a shader and after spending a lot of time on making small changes to the formulas to make it work, I sort of got it working but there seems to be an issue when blending bones. I found this pretty old topic on GameDev.net ( ) which, I think, describes my problem pretty well but I haven't been able to find the problem. Like in that post, if the blendweight of a vertex is 1, there is no problem. Once there is blending, I get artifacts Just for the sake of just focussing on the shader side of things first, I upload the dual quaternions to GPU which are converted from regular matrices (because I knew they should work). Below an image comparison between matrix skinning (left) and dual quaternion skinning (right): As you can see, especially on the shoulders, there are some serious issues. It might be because of a silly typo however I'm surprised some parts of the mesh look perfectly fine. Below some snippets: //Blend bones float2x4 BlendBoneTransformsToDualQuaternion(float4 boneIndices, float4 boneWeights) { float2x4 dual = (float2x4)0; float4 dq0 = cSkinDualQuaternions[boneIndices.x][0]; for(int i = 0; i < MAX_BONES_PER_VERTEX; ++i) { if(boneIndices[i] == -1) { break; } if(dot(dq0, cSkinDualQuaternions[boneIndices[i]][0]) < 0) { boneWeights[i] *= -1; } dual += boneWeights[i] * cSkinDualQuaternions[boneIndices[i]]; } return dual / length(dual[0]); } //Used to transform the normal/tangent float3 QuaternionRotateVector(float3 v, float4 quatReal) { return v + 2.0f * cross(quatReal.xyz, quatReal.w * v + cross(quatReal.xyz, v)); } //Used to transform the position float3 DualQuatTransformPoint(float3 p, float4 quatReal, float4 quatDual) { float3 t = 2 * (quatReal.w * quatDual.xyz - quatDual.w * quatReal.xyz + cross(quatDual.xyz, quatReal.xyz)); return QuaternionRotateVector(p, quatReal) + t; } I've been staring at this for quite a while now so the solution might be obvious however I fail to see it. Help would be hugely appreciated Cheers
  13. We are a small team of 2 coders (both with degrees in software engineering) a writer/producer (me) and a sound designer. We are currently looking for a reliable and dependable person to help us with this project. It is in early planning and the art style will be decided by who applies. Think King's Quest style art and game play. Anyone interested please contact me or tell me how to contact you. - We are using Unity as our platform and will distribute through Steam. - The game will have mature and occult themes, so applicants need to be fine with this. - The game requires about a dozen characters and 12 - 24 backgrounds. - We are female friendly and welcoming. Creative input is also welcome. You will feel like part of the group. Rather than write a wall of text, if you are still interested after reading this feel free to ask questions here and I'll answer them with as much detail as possible. Your questions will also help me learn what information is important to add in the future.
  14. This is a follow up to a previous post. MrHallows had asked me to post the project, so I am going to with a new fresh thread so that I can get the most needed help. I have put the class in the main .cpp to simplify for your debugging purposes. My error is : C1189 #error: OpenGL header already included, remove this include, glad already provides it I tried adding : #define GLFW_INCLUDE_NONE, and tried adding this as a preprocessor definitions too. I also tried to change the #ifdef - #endif, except I just couldn't get it working. The code repository URL is : https://github.com/Joshei/GolfProjectRepo/tree/combine_sources/GOLFPROJ The branch is : combine_sources The Commit ID is: a4eaf31 The files involved are : shader_class.cpp, glad.h, glew.h glad1.cpp was also in my project, I removed it to try to solve this problem. Here is the description of the problem at hand: Except for glcolor3f and glRasterPos2i(10,10); the code works without glew.h. When glew is added there is only a runtime error (that is shown above.) I could really use some exact help. You know like, "remove the include for gl.h on lines 50, 65, and 80. Then delete the code at line 80 that states..." I hope that this is not to much to ask for, I really want to win at OpenGL. If I can't get help I could use a much larger file to display the test values or maybe it's possible to write to an open file and view the written data as it's outputted. Thanks in advance, Josheir
  15. sevenfold1

    PBR rendering engines?

    I'm looking for a open source PBR rendering engine that I can use. Basic requirements are Windows (C/C++) and free to use type license. The first two hits I get on Google are: Filament https://github.com/google/filament/ LuxCoreRender https://luxcorerender.org/ Does anybody have any experience using any of these, or do you recommend something else that's better? Thanks. Pluses: Active development, easy to compile, zero dependencies.
  16. What is the game like I'm working on a game where the main mechanic is the player creates their own spells. They create spell using a sort of visual programming language Here is a diagram showing how the spell system would work The top spell would shoot fire out of the casters hand The second spell would shoot a projectile in a straight line until it hit something with no other effects The third spell would shoot a projectile and when it hits, explodes in a fireball Armed with only their knowledge of magic the player must navigate through caves and dungeons looking for artifacts and spells to allow them to become a master of the magic arts. What I have so far I prototype of the spell creation system. The user can draw symbols using an oculus touch controller in the air. The computer recognizes the symbol and the user can then move the symbols around to construct spells. List of spells I have working at the moment Fire - does damage, burns wood, and can light torches Wind - pushes objects and puts out torches Levitate - causes the target to become weightless, when used with wind you can push even heavy objects Light - a bright light used to light up dark areas What I need It would be great to have an artist to work with. I am going ahead doing the artwork on my own but having somebody who could take that too let me focus on the other aspects would be of great help I would also like if somebody would take on the role of designing levels. I think this game will rely on having many different interesting encounters to force them to come up with clever solutions to problems using their magic. It would be helpful to have somebody to collaborate with for ideas in the category and to focus on trying different levels out to help me focus on the programming.
  17. I'm looking to create a small game engine, though my main focus is the renderer. I'm trying to decide which of these techniques I like better: Deferred Texturing or Volume Tiled Forward Shading ( https://github.com/jpvanoosten/VolumeTiledForwardShading ). Which would you choose,if not something else? Here are my current goals: I want to keep middleware to a minimum I want to use either D3D12 or Vulkan. However I understand D3D best so that is where I'm currently siding. I want to design for today's high-end GPU's and not worry too much about compatibility, as I'm assuming this is going to take a long time anyway I'm only interested in real-time ray-tracing if/when it can be done without an RTX-enabled card PBR pipeline that DOES NOT INCLUDE METALNESS. I feel there are better ways of doing this (hint: I like cavity maps) I want dynamic resolution scaling. I know it's simply a form of super-sampling, but I haven't found many ideal sources that explain super-sampling in a way that I would understand. I don't want to use any static lighting. I have good reasons which I'd be happy to explain. So I guess what I'm asking you fine people, is that if time were not a concern, or money, what type of renderer would you write and more importantly "WHY"? Thank you for your time.
  18. jb-dev

    Procedurally laying-out regular room props

    From the album: Vaporwave Roguelite

    This is a picture of a regular room. Each rooms has a chance to have props with a certain layout. If a rock is spawn the player can try to break it by exploding it. These can spawn common collectibles like money and such... There are many different type of layout possible, including a totally random one. The generator simply picks a shape, an anchor position and the type of prop to be generated. The process itself is simply a 2D boolean array. We simply draw on that array like we would in a bitmap using traditional image manipulation algorithms. Once the array is set, then we simply add a given prop for each true cell of the array We then finally remove every props that are either outside its room or obstructing an entry/exit point. Right now, only two types of props can be generated, although the algorithm itself is kinda flexible.
  19. This week my artist finished working on the new alien type called Fast Alien. After he finished, I spend some time incorporating it into the game, which means that I did some coding and managing animations. After I finished with this new alien, I started implementing the new GUI system. As of now I have finished settings and main menu screens. This is how it looks now: I also started preparing for the release of the game. I signed up for steam direct, sent them my documents, payed the registration fee, got my documents approved and next week I will start populating the steam store page.
  20. jb-dev

    Spa V3 w/ plants

    From the album: Vaporwave Roguelite

    This is a nicer version of the spa room, plants included!
  21. Last week, there was a lot of thinking going on... There's still is least one new room plus many different refactoring. The Spa Firstly, there's a new room: the spa. This is a relaxing and zen room filled with classical Vaporwave aesthetics. I've based it on really generic Vaporwave images around the internet. The gist is that the player can cure its status effect by interacting with either massage table in the back. You may or may not have seen the fountain in the middle of the room. Its water is purely refractive with a solid, almost emissive colour when perpendicularly facing its surface (like some kind of Fresnel). This shader is part of Unity's Standard Asset, so it wasn't a hassle to get it up and running. The water is also being used in the restroom's toilet. There might be other places where it might pop up in future rooms. Minor Changes I've modelled and imported a generic spherical light that makes lighting a tad more tangible and credible. Most lights are now coloured using blackbody colour temperatures, adding a little bit more reality to most rooms. Changed the palette texture. Colours are now more distinct from each other and more contrasting for at least the default palette. This is due to some feedback saying that the palette was too much pink... Changed how most solid colours meshes are being rendered so that they rely more on the palette texture. This means that changing the current sub-pallette or even the texture itself will dynamically change the colour of those meshes as well. Made the palette initializing run within the Unity Editor. Now there's no need to run the game only to look how models are shown. This really speeds up room designs and model previews, mainly because I previously needed to compile the game and regenerate the levels until the wanted room was generated. Refactored the RNG. Now each level has its own isolated RNG state. This means that actions taken in one level won't influence the next one anymore. This also means that a given seed at a given chance (or luck if you fancy) stat will always produce the same level with the same loot. There's still some tweaking to do, but overall the isolated RNG system is in place. Many bugs were corrected, particularly with shaders. Next Week Most significant rooms are now in the game. There are still some minor rooms left, but these can wait: those might not even make it into the game so my energy could be better used on more critical stuff. Right now, normal rooms are in dire need of polish. Like in The Binding of Isaac, there will be different types of regular rooms. Each room would have different types of decoration in them. For example, some might have loads of rocks while others won't. There are currently only two placeholders kind of regular room... I do not know how many kinds of disposition there'll be: all of this needs research, sketches and design... There's a lot of work ahead. The good news is that heavy modelling is momentarily stopped. The following week will be fundamentally a coding one...
  22. jbadams

    Free art assets

    The older version of this topic is getting quite dated, with some broken links and notable omissions, so after 8 years it's high time for an update. This is a list of free graphics for games but aims to avoid sprites ripped from existing games in favour of ones that may be legally used in your work. Please feel free to submit your own suggestions, but note that any off-topic posts and all spam may be removed from this topic. Be sure to check the licensing terms before using any of the linked graphics. Free Airplane Sprite Pack A free .zip package right here on GameDev.net containing various aircraft from different (mostly side or top down) angles. Includes fighter jets, bombers and cargo planes. Provided by our very own (but recently inactive) @Prinz Eugn (Mark Simpson). Free for any use with attribution to the author. Kenney Assets A huge collection of freely available assets (both 2d and 3d) for many different styles of games, available under CC0 1.0 Universal licensing terms. In addition to the free assets, Kenney's work is supported by the sale of cheaply available asset packs which you'll find linked at the top of the page, and the fantastic Asset Forge which allows the easy creation of customised game assets. SpriteLib GPL A free .zip package of 2d games sprites by Ari Feldman, now available under a Common Public License Version 1.0. Unfortunately, the original website is no longer online, the source website is back online HERE, but the sprite package is attached to this post for you to download: spritelib_gpl.zip Contains sprites for a platform game, Pong/Breakout/Arkanoid style games, overhead shooter in the style of 1943, and a maze combat game in the style of Tank Force. Lost Garden Freely provided graphics from Daniel Cook of Lost Garden & Spry Fox, under licensing terms explained on this page. Danc's Miraculously Flexible Game Prototyping Tiles Danc's Miraculously Flexible Game Prototyping Graphics for Small Worlds 250 free hand-drawn textures Tyrian ships and tiles Tiles for Zelda-like RPG Complete set of 8-bit Sinistar clone graphics Unreleased RTS Postmortem: 'Hard Vacuum' (graphics near end of post) In addition to the above, Daniel also has a couple of 'Game Prototyping Challenges' where he provides the basic outline of a game design and challenges people to implement and iterate on the design to hopefully create a fun game. A couple of these challenges come with freely provided graphics, although in this case the assets are intended for use if undertaking the challenge (a fantastic learning exercise!) in question rather than for general use: Prototyping Challenge: Play With Your Peas Prototyping Challenge: Fishing Girl Glitch - Public Domain Art (and code) All assets from a defunct web-based MMO game, made freely available under CC0 1.0 Universal licensing terms. Get it HERE. Most of the graphics are available in .fla and .swf formats. Quaternius Quaternius offers a large range of basic low-poly models with CC0 licensing. You can also support his efforts by purchasing all of his sets in a single file for $1. OpenGameArt.org OpenGameArt have a huge collection of different art, constantly added to by new and existing contributors. Quality and style vary, but there is some really good material available if you're willing to spend some time looking. Note that licensing terms vary, so be sure to check each item's license before use. Game-Icons.net At the time of writing, Game-Icons.net offers 3044 free icons in SVG and PNG formats with CC BY 3.0 licensing (which requires attribution). The built in editor on the site will allow you to alter the icon size and apply some simple properties (such as background type and colour). AI War 2.0 graphics library Graphics from the space RTS game AI War: Fleet Command. Free for use by indie developers. Get it HERE. Reiner's Tilesets 2d and 3d graphics (use the menu at the top of the site to view categories) available under these licensing terms. MakeHuman MakeHuman is an open source (AGPL licenced) tool for creating 3d characters. Output characters can be used under a permissive CC0 license under certain conditions. GameDev.Market There are some free assets available via the GameDev Marketplace (our very own asset store!). Looking to hire an artist for custom work? Check out our Contractors section, or advertise your project in our Game Jobs board (for paid commercial projects) or Hobby Classifieds forum (for free hobbyist projects). Looking to purchase pre-made assets? Try the GameDev Marketplace, or other asset stores such as GameDev Market (not affiliated with us!), the Unity Asset Store, the Unreal Marketplace, or others.
  23. Ordnas

    Rocky Knight

    Rocky Knight https://ordnas.itch.io/rocky-knight Rocky Knight is a Beat 'em up prototype game developed by Alessandro "Ordnas" Capriolo. Featuring the beautiful 3D fantasy assets from Synty Studios, and the music scored by Aaron Krogh, Rocky Knight builds upon a classic gameplay with a fresh story and dangerous boss fights inspired by the arcade-style from the 90' like Double Dragon, Knights of the Round and Final Fight. If you liked this game follow me on Twitter: https://twitter.com/CaprioloOrdnas
  24. Hi, I have C++ Vulkan based project using Qt framework. QVulkanInstance and QVulkanWindow does lot of things for me like validation etc. but I can't figure out due Vulkan low level API how to troubleshoot Vulkan errors. I am trying to render terrain using tessellation shaders. I am learning from SaschaWillems tutorial for tessellation rendering. I think I am setting some value for rendering pass wrong in MapTile.cpp but unable to find which cause I dont know how to troubleshoot it. Whats the problem? App freezes on second end draw call Why? QVulkanWindow: Device lost Validation layers debug qt.vulkan: Vulkan init (vulkan-1.dll) qt.vulkan: Supported Vulkan instance layers: QVector(QVulkanLayer("VK_LAYER_NV_optimus" 1 1.1.84 "NVIDIA Optimus layer"), QVulkanLayer("VK_LAYER_RENDERDOC_Capture" 0 1.0.0 "Debugging capture layer for RenderDoc"), QVulkanLayer("VK_LAYER_VALVE_steam_overlay" 1 1.1.73 "Steam Overlay Layer"), QVulkanLayer("VK_LAYER_LUNARG_standard_validation" 1 1.0.82 "LunarG Standard Validation Layer")) qt.vulkan: Supported Vulkan instance extensions: QVector(QVulkanExtension("VK_KHR_device_group_creation" 1), QVulkanExtension("VK_KHR_external_fence_capabilities" 1), QVulkanExtension("VK_KHR_external_memory_capabilities" 1), QVulkanExtension("VK_KHR_external_semaphore_capabilities" 1), QVulkanExtension("VK_KHR_get_physical_device_properties2" 1), QVulkanExtension("VK_KHR_get_surface_capabilities2" 1), QVulkanExtension("VK_KHR_surface" 25), QVulkanExtension("VK_KHR_win32_surface" 6), QVulkanExtension("VK_EXT_debug_report" 9), QVulkanExtension("VK_EXT_swapchain_colorspace" 3), QVulkanExtension("VK_NV_external_memory_capabilities" 1), QVulkanExtension("VK_EXT_debug_utils" 1)) qt.vulkan: Enabling Vulkan instance layers: ("VK_LAYER_LUNARG_standard_validation") qt.vulkan: Enabling Vulkan instance extensions: ("VK_EXT_debug_report", "VK_KHR_surface", "VK_KHR_win32_surface") qt.vulkan: QVulkanWindow init qt.vulkan: 1 physical devices qt.vulkan: Physical device [0]: name 'GeForce GT 650M' version 416.64.0 qt.vulkan: Using physical device [0] qt.vulkan: queue family 0: flags=0xf count=16 supportsPresent=1 qt.vulkan: queue family 1: flags=0x4 count=1 supportsPresent=0 qt.vulkan: Using queue families: graphics = 0 present = 0 qt.vulkan: Supported device extensions: QVector(QVulkanExtension("VK_KHR_8bit_storage" 1), QVulkanExtension("VK_KHR_16bit_storage" 1), QVulkanExtension("VK_KHR_bind_memory2" 1), QVulkanExtension("VK_KHR_create_renderpass2" 1), QVulkanExtension("VK_KHR_dedicated_allocation" 3), QVulkanExtension("VK_KHR_descriptor_update_template" 1), QVulkanExtension("VK_KHR_device_group" 3), QVulkanExtension("VK_KHR_draw_indirect_count" 1), QVulkanExtension("VK_KHR_driver_properties" 1), QVulkanExtension("VK_KHR_external_fence" 1), QVulkanExtension("VK_KHR_external_fence_win32" 1), QVulkanExtension("VK_KHR_external_memory" 1), QVulkanExtension("VK_KHR_external_memory_win32" 1), QVulkanExtension("VK_KHR_external_semaphore" 1), QVulkanExtension("VK_KHR_external_semaphore_win32" 1), QVulkanExtension("VK_KHR_get_memory_requirements2" 1), QVulkanExtension("VK_KHR_image_format_list" 1), QVulkanExtension("VK_KHR_maintenance1" 2), QVulkanExtension("VK_KHR_maintenance2" 1), QVulkanExtension("VK_KHR_maintenance3" 1), QVulkanExtension("VK_KHR_multiview" 1), QVulkanExtension("VK_KHR_push_descriptor" 2), QVulkanExtension("VK_KHR_relaxed_block_layout" 1), QVulkanExtension("VK_KHR_sampler_mirror_clamp_to_edge" 1), QVulkanExtension("VK_KHR_sampler_ycbcr_conversion" 1), QVulkanExtension("VK_KHR_shader_draw_parameters" 1), QVulkanExtension("VK_KHR_storage_buffer_storage_class" 1), QVulkanExtension("VK_KHR_swapchain" 70), QVulkanExtension("VK_KHR_variable_pointers" 1), QVulkanExtension("VK_KHR_win32_keyed_mutex" 1), QVulkanExtension("VK_EXT_conditional_rendering" 1), QVulkanExtension("VK_EXT_depth_range_unrestricted" 1), QVulkanExtension("VK_EXT_descriptor_indexing" 2), QVulkanExtension("VK_EXT_discard_rectangles" 1), QVulkanExtension("VK_EXT_hdr_metadata" 1), QVulkanExtension("VK_EXT_inline_uniform_block" 1), QVulkanExtension("VK_EXT_shader_subgroup_ballot" 1), QVulkanExtension("VK_EXT_shader_subgroup_vote" 1), QVulkanExtension("VK_EXT_vertex_attribute_divisor" 3), QVulkanExtension("VK_NV_dedicated_allocation" 1), QVulkanExtension("VK_NV_device_diagnostic_checkpoints" 2), QVulkanExtension("VK_NV_external_memory" 1), QVulkanExtension("VK_NV_external_memory_win32" 1), QVulkanExtension("VK_NV_shader_subgroup_partitioned" 1), QVulkanExtension("VK_NV_win32_keyed_mutex" 1), QVulkanExtension("VK_NVX_device_generated_commands" 3), QVulkanExtension("VK_NVX_multiview_per_view_attributes" 1)) qt.vulkan: Enabling device extensions: QVector(VK_KHR_swapchain) qt.vulkan: memtype 0: flags=0x0 qt.vulkan: memtype 1: flags=0x0 qt.vulkan: memtype 2: flags=0x0 qt.vulkan: memtype 3: flags=0x0 qt.vulkan: memtype 4: flags=0x0 qt.vulkan: memtype 5: flags=0x0 qt.vulkan: memtype 6: flags=0x0 qt.vulkan: memtype 7: flags=0x1 qt.vulkan: memtype 8: flags=0x1 qt.vulkan: memtype 9: flags=0x6 qt.vulkan: memtype 10: flags=0xe qt.vulkan: Picked memtype 10 for host visible memory qt.vulkan: Picked memtype 7 for device local memory qt.vulkan: Color format: 44 Depth-stencil format: 129 qt.vulkan: Creating new swap chain of 2 buffers, size 600x370 qt.vulkan: Actual swap chain buffer count: 2 (supportsReadback=1) qt.vulkan: Allocating 1027072 bytes for transient image (memtype 8) qt.vulkan: Creating new swap chain of 2 buffers, size 600x368 qt.vulkan: Releasing swapchain qt.vulkan: Actual swap chain buffer count: 2 (supportsReadback=1) qt.vulkan: Allocating 1027072 bytes for transient image (memtype 8) QVulkanWindow: Device lost qt.vulkan: Releasing all resources due to device lost qt.vulkan: Releasing swapchain I am not so sure if this debug helps somehow :(( I dont want you to debug it for me. I just want to learn how I should debug it and find where problem is located. Could you give me guide please? Source code Source code rendering just few vertices (working) Difference between links are: Moved from Qt math libraries to glm Moved from QImage to gli for Texture class Added tessellation shaders Disabled window sampling Rendering terrain using heightmap and texturearray (Added normals and UV) Thanks
  25. gdarchive

    Reverse-Normal 3d Outline Tutorial

    Duplicate your mesh. Apply flat black material for the outline. Select your duplicated model and reverse its Normal direction. 'Face normals' are the direction a face is pointing/rendering. Next, we turn on backface culling. 'Backfaces' are the sides of faces that are pointing away from the normal direction. Change your move manipulator to move based on normal direction. Then scale the mesh outwards. You can use a shader to do this but you will often get issues at corners where the faces diverge. Be mindful of your poly count since you're basically doubling it. If you're working super low-poly though it's all good! Note: This tutorial was originally published on the author's website, and is reproduced here with kind permission. Check out Brendan's ArtStation and Twitter accounts for portfolio and other tutorials.
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