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Found 37 results

  1. Hi everyone! Today’s screenshot is, as you can see, a cherry tree! You will be able to plant lots of trees in your village! This is one of them! Do you like cherries? Cya next week, everyone! The FAXIME Team Follow us and keep updated at: Facebook: https://www.facebook.com/FaximeGames Instagram: https://www.instagram.com/faximegames/ Twitter: https://twitter.com/FaximeGames Pintrest: https://www.pinterest.pt/faximegames/
  2. Building Block Heroes - Freshleaf Forest Following on from last week's feature on Jollyville, I'm going to talk about the second area in the game, Freshleaf Forest. Description Freshleaf Forest is a dense and dark place with colourful flora and gigantic trees that cover the entire area in shade. I generally try to introduce some new gameplay feature with each new area, and in Freshleaf Forest players will encounter Leaf blocks. The player characters will fall straight through leaf blocks, but coloured blocks will not. It thus becomes necessary to place blocks on top of the Leaf blocks in order to traverse them. Naturally, this lends itself well to levels with bottomless pits in them. There is no damage, nor are there lives, in this game, so falling through the ground only results in being sent back to the start of the level. Nevertheless, it can set the player back a bit if they fall through when near the end of a level. Tread carefully! The enemies in Freshleaf Forest are a bit more of an obstacle than those in Jollyville, but aren't too tough to deal with. The first moves back and forth like the enemies in Jollyville, but takes up two spaces rather than one. The second enemy in Freshleaf Forest moves vertically in the air, providing a different kind of obstacle for the player. At the end of Freshleaf Forest, players encounter the second boss in the game, a giant mechanical spider that shoots legs out in six different directions while its front legs dangle uselessly in front of it. It's your job to work your way up to his glowing weak point even as he flings his long limbs at you. Having a friend to fight alongside you here is useful, as you will be able to attack from two sides. Design Freshleaf Forest was inspired by similar jungle scenes in Rayman and The Lion King. I noticed that they made use of crazy and unrealistic colours for plants in these scenes, and wanted to incorporate the same variety in colour so as to break up the monotony of having green everywhere. Nevertheless, Freshleaf Forest does consist primarily of green. It was my job as the artist, therefore, to ensure that I used different shades of green to prevent everything from looking the same. I mentioned in a previous article that warm tones work well with highlights, and cool tones work with shadow. The concept is demonstrated well here. Notice that foreground elements and leaves near the top of the screen - thus near the sun/primary light source - tend to consist of warmer and yellower shades of green, while foliage further in the background or closer to the ground tend to make use of more bluish hues of green. Judging from the thumbnail of the background, it is plain to see that green and turquoise are the colours that really stand out. This deliberate association with green helps set Freshleaf Forest apart from the other areas in the game and give it its own "character". It is also important to note that, despite the overwhelming focus on green, it doesn't feel too monotonous or repetitive due to the mixture of different hues of green, as well as the smattering of colourful foliage along the ground. For the music, I wanted to capture a jungle vibe, so I began by composing a percussion track consisting of conga drums and maracas. Once I had that nailed down I threw in some extra "percussion" using a bass to add in a "creepy-crawly" feel. From that point, coming up with a main melody to match the beat was relatively easy. Like the percussion, I made use of "ethnic" sounding instruments to make the track feel more exotic. At the end, there was still something missing. It was my goal to give the players the feeling of traversing through a dark jungle while still encapsulating the cartoony look of the game. To emphasize the silliness, I added a string section to the percussion track, to include some of the same "bounciness" that Jollyville's music possessed. Every area introduces its own challenges, and things will only get more challenging from Freshleaf Forest onward. I hope this was an interesting read!
  3. Advice for very very beginner ...

    Hi guys, so me and team about to make our very first new game. We decide that Isometric RPG would be good to go (Sort of like Final Fantasy Tactics). So, what I want to ask for the advice is : - Is it good to go after RPG game for our very first game? (i sorta doubt it) - Also, what market should we go after Desktop or Android? - What kind of engine best for this kind of game? (Currently, I'm using LIBGDX, i heard unity is good)
  4. Hi folks, Imagine we have 8 different light sources in our scene and want dynamic shadow map for each of them. The question is how do we generate shadow maps? Do we render the scene for each to get the depth data? If so, how about performance? Do we deal with the performance issues just by applying general methods (e.g. frustum culling)? Thanks,
  5. Building Block Heroes - Jollyville I've been posting a lot about the thought process of Building Block Heroes in recent weeks, so for this week's update I thought I'd talk a bit about the first area in the game, Jollyville. Description As the name suggests, Jollyville is the town from which the Jollyfolk have been abducted by the neighbouring Mechafolk. It's a pleasant and bright place, a simple town for simple folk. Jollyville is the starting area of the game, and as such is meant to be fairly non-threatening. There are no real obstacles or challenges placed in the player's path beyond the basic gameplay of using blocks to save the caged Jollyfolk. It features several tutorial levels unlocked gradually in order to ease the player into becoming more familiar with the core game mechanics. The first tutorial, in particular, is a bit longer and changes depending on the game modes and options. Eventually, enemies are introduced. Enemies - with one exception - generally just walk around and get in the way rather than actively undermining the players. The enemies in Jollyville are about as simple as it gets - they just move back and forth, turning around once they reach the edge of a platform. Finally, the concept of bosses is introduced in the final tutorial level of Jollyville. Bosses in this game aren't attacked directly. In keeping with the theme of the game, the players need to use blocks to reach the glowing blue killswitch located on the boss itself. The boss of Jollyville is a fire-breathing dragon-type Mechafolk who mostly just stands in one place and shoots fireballs at the player's blocks. The first boss is meant to be rather simple, given that it is the first that the players face. The fireball itself is two blocks high and travels in a horizontal path across the screen. That's it! Players shouldn't have too much trouble with him. Design Jollyville was inspired by Disney villages and starting villages of other games, so I tried to focus on bright, welcoming colours. I also made the town "zany" by exaggerating the proportions of the buildings and getting a bit creative with the tree designs. Generally, I tried to enforce a consistent colour scheme for each area to give them more "character", but Jollyville is the exception. If there is an overall colour palette I suppose it would be the light green and sky blue of the grass and sky respectively, but ultimately I took the opposite approach and tried to incorporate as many colours as possible by injecting colours in places where I felt there was too much green. Jollyville's "character", then, is its lack thereof, in keeping with its status as a standard intro town. I like to judge the overall feel of an area by how it looks as a thumbnail, and a simple glance at Jollyville's thumbnail shows that no one colour really stands out. Rather, the colours used are relatively basic and varied. The music for Jollyville was inspired by bright and jolly platformer games like Super Mario World or Klonoa. I wanted it to sound "bouncy", which is a difficult feeling to quantify. Jollyville's musical theme, therefore, started off as a simple "bouncy" percussion theme before I added the melody. The melody itself goes up and down, bouncing from high to low and back again, in keeping with my goal of composing a track that players felt like skipping to. I plan to talk about the areas in the game one at a time in detail, and Jollyville was just the first. I hope this was an interesting read!
  6. I have been fleshing out an idea that I want to implement in a physiological horror proof of concept for a game. (yea another one of those). My focus is to have a very solid playable demo. Its a mix of crime solving (i.e. Condemned : Criminal Origins), with a bit of Amnesia elusiveness, and some minor unconventional combat elements (i.e. Fatal Frame:: this part is still in the works). I need both feedback and advice on some mechanics i want to implement as well as game states i would like to include as well. I don't want to tote the games story around too much, so ill be brief. The game centers around a person suffering from severe mental illness. The goal of the game is to avoid going insane. I scrapped the traditional health system in favor for a system that requires you to find and take doses of medicine to subdue the mental illness. So first as feedback, is this a system that would work period, and if so, how can i implement that so that it doesn't become redundant and predictable? I have addressed (well somewhat) what would happen if the player loses their sanity. They go into a state of pshycosis , and have to find medicine to bring themselves back. This will bring on a change in the game state completely and the player won't be able to complete the game until they re up on their meds. I have been also toying with the idea of having the player randomly loses their senses when they might need it the most. That would of course only be sight and hearing. I was thinking having the camera blur when there is a need, or having a blocking volume for the sound if a player is attempting to follow noises. I have a tendency to jump all around the place when i talk so if anything is confusing please let me know. I really seem pretty stuck at this point
  7. Hi everyone! Just as we promised last week, here is your surprise! We're proud to announce that we'll start doing our Screenshot Day from now on, every Monday. Yes! This mean you'll finally start seeing something new from "Project SpaceVille" every monday! Screenshots will range from concept art (like today), but also 3D models, promotional art and screenshots directly from the game it self. So, without further ado, here's today’s screenshot! SMXLL This is one of the NPC concepts our artist has drawn. This is our fox villager! What do you think of it? Isn't it cute? See you soon, The FAXIME Team Follow us and keep updated at: Facebook: https://www.facebook.com/FaximeGames Instagram: https://www.instagram.com/faximegames/ Twitter: https://twitter.com/FaximeGames Pintrest: https://www.pinterest.pt/faximegames/ Website: https://faxime.wixsite.com/site
  8. Hi there, it's been a while since my last post. I was creating a bunch of games but there was always something missing. Something which makes the game (maybe unique)... After a few tries I decided to start a side project for a combat system which should be used for fighting games. I did a lot of research and programming to finally get something that makes actually fun to play. Well... it is only a prototype and I do not want to share it (yet). Now I decided to share my ideas of the basics of a combat system for fighting games. Don't get me wrong... This is only my way of doing stuff and I want as many feedback as possible and maybe it will help people with their games. I will provide a few code snippets. It will be some sort of OOP pseudo code and may have typos. Content 1. Introduction 2. Ways of dealing damage 1. Introduction What makes a combat system a combat system? I guess it could be easy to explain. You need ways of dealing damage and ways of avoiding damage. At least you need something for the player to know how to beat the opponent or the game. As i mentioned before, I will focus on fighting games. As it has ever been there is some sort of health and different ways to reduce health. Most of the times you actually have possibilities to avoid getting damage. I will focus on these points later on. 2. Ways of dealing damage How do we deal damage by the way? A common way to do so, is by pressing one or more buttons at one time in order to perform an attack. An attack is an animation with a few phases. In my opinion, an attack consists of at least four phases. 1. Perception 2. Action 3. Sustain 4. Release Here is an example animation I made for showing all phases with four frames: Every one of those has its own reason. One tipp for our designers out there is to have at least one image per phase. Now we should take a closer look at the phases itself. 2.1. Perception The perception phase should include everything to the point, the damage is done. Lets say, it is some sort of preparing the actual attack. Example: Before you would punch something, you would get in position before doing the actual action, right? Important note: the longer the perception phase is, the more time the opponent has to prepare a counter or think about ways to avoid the attack. Like having light and heavy attacks. The heavy attacks mostly have longer perception phases than the light ones. This means, that the damage dealt is likely greater compared to the light attacks. You would like to avoid getting hit by the heavy ones, right? 2.2. Action The action phase is the actual phase where damage is dealt. Depending on the attack type itself the phase will last longer or shorter. Using my previous example, heavy attacks might have a longer action phase than light attacks. In my opinion, the action phase should be as short as possible. One great way to get the most out of the attack animation itself is by using smears. They are often used for showing motion. There's ton of reference material for that. I like using decent smears with a small tip at the starting point and a wide end point (where the damage should be dealt). This depends on the artist and the attack. 2.3. Sustain At first sight, the sustain phase may be irrelevant. It is directly after the attack. My way of showing the sustain phase is by using the same image for the action phase just without any motion going on. The sustain phase should be some sort of a stun time. The images during the sustain phase should show no movement - kind of a rigid state. Why is this phase so important? It adds a nice feel to the attack animation. Additionally, if you want to include combos to your game, this is the phase, where the next attack should be chained. This means, while the character is in this phase of the attack, the player could press another attack button to do the next attack. The next attack will start at the perception phase. 2.4. Release The release phase is the last phase of the attack. This phase is used to reset the animation to the usual stance (like idle stance). 2.5. Dealing damage Dealing damage should be only possible during the action phase. How do we know, if we land a hit? I like using hit-boxes and damage-boxes. 2.5.1. Hit-boxes A hit box is an invisible box the character has. It shows it's vulnerable spot. By saying "Hit-box" we do not mean a box itself. It could be any shape (even multiple boxes together - like head, torso, arms, ...). You should always know the coordinates of your hit-box(es). Here is an example of a hit-box for my character: I am using Game Maker Studio, which is automatically creating a collision box for every sprite. If you change the sprite from Idle to Move, you may have a different hit-box. Depending on how you deal with the collisions, you may want to have a static hit-box. Hit-boxes could look something like this: class HitBox { /* offsetX = the left position of you hit-box relative to the players x coordinate offsetY = the top position of you hit-box relative to the players y coordinate width = the width of the hit-box height = the height of the hit-box */ int offsetX, offsetY, width, height; /* Having the players coordinates is important. You will have to update to player coordinates every frame. */ int playerX, playerY; //initialize the hit-box HitBox(offsetX, offsetY, width, height) { this.offsetX = offsetX; this.offsetY = offsetY; this.width = width; this.height = height; } //Update (will be called every frame) void update(playerX, playerY) { //you can also update the player coordinates by using setter methods this.playerX = playerX; this.playerY = playerY; } //Getter and Setter ... //Helper methods int getLeft() { return playerX + offsetX; } int getRight() { return playerX + offsetX + width; } int getTop() { return playerY + offsetY; } int getBottom() { return playerY + offsetY + height; } } When using multiple hit-boxes it would be a nice idea to have a list (or array) of boxes. Now one great thing to implement is a collision function like this: //check if a point is within the hit-box boolean isColliding(x, y) { return x > getLeft() && x < getRight() && y > getTop() && y < getBottom(); } //check if a box is within the hit-box boolean isColliding(left, right, top, bottom) { return (right > getLeft() || left < getRight()) && (bottom > getTop() || top < getBottom()); } 2.5.2. Damage-boxes Damage-boxes are, like hit-boxes, not necessarily a box. They could be any shape, even a single point. I use damage-boxes to know, where damage is done. Here is an example of a damage-box: The damage box does look exactly like the hit-box. The hit-box differs a bit to the actual damage-box. A damage-box can have absolute x and y coordinates, because there is (most of the times) no need to update the position of the damage-box. If there is a need to update the damage-box, you can do it through the setter methods. class DamageBox { /* x = absolute x coordinate (if you do not want to update the coordinates of the damage-box) y = absolute y coordinate (if you do not want to update the coordinates of the damage-box) width = the width of the damage-box height = the height of the damage-box */ int x, y, width, height; /* The damage the box will do after colliding */ int damage; //initialize the damage-box DamageBox(x, y, width, height, damage) { this.x = x; this.y = y; this.width = width; this.height = height; this.damage = damage; } //Getter and Setter ... //Helper methods int getLeft() { return x; } int getRight() { return x + width; } int getTop() { return y; } int getBottom() { return y + height; } } 2.5.3. Check for collision If damage-boxes and hit-boxes collide, we know, the enemy receives damage. Here is one example of a hit: Now we want to check, if the damage box collides with a hit-box. Within the damage-box we can insert an update() method to check every frame for the collision. void update() { //get all actors you want to damage actors = ...; //use a variable or have a global method (it is up to you, to get the actors) //iterate through all actors foreach(actor in actors) { //lets assume, they only have one hit-box hitBox = actor.getHitBox(); //check for collision if(hitBox.isColliding(getLeft(), getRight(), getTop(), getBottom()) { //do damage to actor actor.life -= damage; } } } To get all actors, you could make a variable which holds every actor or you can use a method you can call everywhere which returns all actors. (Depends on how your game is set up and on the engine / language you use). The damage box will be created as soon as the action phase starts. Of course you will have to destroy the damage-box after the action phase, to not endlessly deal damage. 2.6. Impacts Now that we know, when to deal the damage, we should take a few considerations about how to show it. There are a few basic elements for us to use to make the impact feel like an impact. 2.6.1. Shake the screen I guess, I am one of the biggest fans of shaking the screen. Every time there is some sort of impact (jumping, getting hit, missiles hit ground, ...) I use to shake the screen a little bit. In my opinion, this makes a difference to the gameplay. As usual, this may vary depending on the type of attack or even the type of game. 2.6.2. Stop the game This may sound weird, but one great method for impacts is to stop the game for a few frames. The player doesn't actually know it because of the short time, but it makes a difference. Just give it a try. 2.6.3. Stun animation Of course, if we got hit by a fist, we will not stand in our idle state, right? Stun animations are a great way to show the player, that we landed a hit. There is only one problem. Lets say, the player is a small and fast guy. Our enemy is some sort of a big and heavy guy. Will the first punch itch our enemy? I guess not. But maybe the 10th one will. I like to use some damage build up system. It describes, how many damage a character can get before getting stunned. The damage will build up by every time the character will get hit. After time, the built up damage reduces, which means, after a long time without getting hit, the built up shall be 0 again. 2.6.4. Effects Most games use impact animations to show the player, that he actually hit the enemy. This could be blood, sparkles, whatever may look good. Most engines offer particle systems, which makes the implementation very easy. You could use sprites as well. 2.7. Conclusion By using the four phases, you can create animations ideal for a fighting game. You can prepare to avoid getting hit, you do damage, you can chain attacks and you have a smooth transition to the usual stance. Keep in mind, the character can get hit at phases 1, 3 and 4. This may lead to cancel the attack and go into a stun phase (which i will cover later). A simple way to check for damage is by using hit-boxes and damage-boxes. 3. Ways of avoiding damage Now we are able to deal damage. There is still something missing. Something that makes the game more interesting... Somehow we want to avoid taking damage, right? There are endless ways of avoiding damage and I will now cover the most important ones. 3.1. Blocking Blocking is one of the most used ways to avoid damage (at least partially). As the enemy starts to attack (perception phase) we know, which attack he is going to use. Now we should use some sort of block to reduce the damage taken. Blocking depends on the direction the player is looking. Take a look at this example: If the enemy does an attack from the right side, we should not get damage. On the other side, if the enemy hits the character in the back, we should get damage. A simple way to check for damage is by comparing the x coordinates. Now you should think about how long the character is able to block. Should he be able to block infinitely? You can add some sort of block damage build up - amount of damage within a specific time the character can block (like the damage build up). If the damage was to high, the character gets into a stunning phase or something like that. 3.2. Dodging Every Dark Souls player should be familiar with the term dodging. Now what is dodging? Dodging is some sort of mechanism to quickly get away from the current location in order to avoid a collision with the damage box (like rolling, teleportation, ...) Sometimes the character is also invulnerable while dodging. I also prefer making the character shortly invulnerable, especially when creating a 2D game, because of the limited moving directions. 3.3. Shields Shields may be another good way to avoid taking damage. Just to make it clear. I do not mean a physical shield like Link has in the Legend of Zelda (this would be some sort of blocking). I mean some sort of shield you do have in shooters. Some may refill within a specific time, others may not. They could be always there or the player has to press a button to use them. This depends on your preferences. While a shield is active, the character should not get any damage. Keep in mind. You do not want to make the character unbeatable. By using shields which are always active (maybe even with fast regeneration), high maximum damage build up / block damage build up you may end up with an almost invulnerable character. 3.4. Jump / duck These alternatives are - in my opinion - a form of dodging. The difference between dodging and jumping / ducking is, that you do not move your position quickly. In case of ducking, you just set another hit-box (a smaller one of course). While during a jump, you are moving slowly (depends on your game). The biggest difference in my opinion is, jumping or ducking should have no invulnerable frames. I hope you enjoyed reading and maybe it is useful to you. Later on, I want to update the post more and more (maybe with your help). If you have any questions or feedback for me, feel free to answer this topic. Until next time, Lukas
  9. Polygons and art.

    We continue 3D modeling the two characters for the game Charly Men's BIZARRE: the main-character and the colored woman. Plus, we start 3D modeling the world-outside-Charlys-appartement-window according the concept art (see below). We also continue furnishing Charlys appartement, i.e. the kitchen, the entrance hall, his home office, the bedrooms and the corridor, etc. A lot of polygons, I think! For more, read our German game blog: http://charly-men.de/de/game-blog/
  10. Hello, I am Michael and I have a concept for a game. I would like to think it is a unique but simple idea, therefore I would like to hear some feeback off of someone else to see if they think it could work both in terms of being a success and being possible for as a future first project. I would also like to specify that I am not looking for any partners in designing the concept and will not be pursuing the idea until I have the time, resources and ability. Thank you for reading this and I hope to hear your feedback. If you would like to give feedback, please do using private messages. Use replies only to discuss my post itself and not the concept that I am speaking of.
  11. Looking for feedback on a concept

    Hello, I am Michael and I have a concept for a game. I would like to think it is a unique but simple idea, therefore I would like to hear some feeback off of someone else to see if they think it could work both in terms of being a success and being possible for as a future first project. I would also like to specify that I am not looking for any partners in designing the concept and will not be pursuing the idea until I have the time, resources and ability. Thank you for reading this and I hope to hear your feedback. If you would like to give feedback, please do using private messages. Use replies only to discuss my post itself and not the concept that I am speaking of.
  12. Hello! We are small independent game studio from St.Peterburg, Russia. We are only two people team and over the previous year we have developed a cross-platform multiplayer game - Slash Arena: Online. We have done a small video footage with different development stages of our game. Here is how the game evolved from a simple prototype to an almost done game. We hope it will be interesting. You can play on: Facebook, it passed greenlight and coming on Steam, GooglePlay and AppStore.
  13. I was thinking about some sci-fi game like Grand Theft Auto. It is important because story is designed for this type of game. Story Year 3050 Ships of new enemy attacked planet and destroyed almost whole planet, before federation fleet destroyed them. Some people survived. Between them was a girl, Kes. She stay on planet, steal food. One man find her and help her. Because he know she has a adventurous character. They become traders nad space pirates. One day man was shot and she runaway and take his ship. The second main protagonist and playable character is son of general or some else with high status. His father want for him to be ship commander, but he ended in a hangar and helping with repairing ships. One day Kes is arrested and blackmailed by federation. She must do some jobs for them and her partner is Raldy. When doing some job they meet old friend. Man who saved Kes when she was young. They make a team and start some business. I think sci-fi is great for game like GTA. In game can be lots of gangs, stealing space ship, lots of business and I already hate games when you saving the world. Mass Effect have lots of talking and I do not like it in this game type.
  14. Hi, everyone! I'm quite a newbie about the whole game development thing and I need help in this. My professor in a subject (Entrepreneurship) asked us to think of something that we can sell to the general public and the first thing I thought about was a simple 8-bit styled game. At first, I thought that it was just a joke but now she accepted my idea and now I gotta produce some results for the next two weeks. My main problem is the time, as I am also doing my internship/On-the-Job Training at a certain company. I'm spending about 9 hours everyday in the office and I have a a three hour class after that. I am generally free during the internship time whenever we aren't doing any experiments. Second problem is that I only had one programming language class (C++) 2 years ago, and we didn't fully dive in into the language so much that I am now forgetting the concepts about it. (I still hate myself for not really focusing on the language after the subject has ended.) My idea is about a cute animal journeying throughout the universe correcting misconceptions about Astronomy. Each enemy (up to four) would ask three or more questions about astronomy and the player would attempt to give the right answer. The player now has three attempts to answer all the questions given before advancing when they win or restarting the battle when losing. When the player reaches the last enemy, the boss, the questions should get harder and when they beat it, they should advance to the ending of the game. Pretty simple concept, but I do not know how to put it in the game itself. The art style would be 8-bit, as I mentioned earlier to capture the classic game feel that I remember during childhood. Face sprites will be used for each enemy and the player, then the questions and answers would appear like the ones in Who Wants to be a Millionaire and the answers will be clickable. I haven't thought of any help to give to the player should they be stuck in a question. No ideas coming up about game engines that should be used or other programming languages that I should use for the game codes. The game will just be used for an event at the university and will not be released for the general public. My purpose is that I want to help clear up and educate people about astronomy in my school. I hope that this wonderful community will be able to help me and other beginners in their venture in the game development scene. I will be eagerly waiting for everyone's responses. Cheers! PS. I attached a flowchart that I whipped up in Paint.
  15. Idea: Sci-Fantasy Survival FPS

    One of my ideas for a game, the scope is a bit big, but I think its a cool idea and needs some feedback. Introduction: “Xeranath” is a sci-fantasy first person shooter on the pc that captures the Unreal Engine’s ability to immerse a player in a hostile world where mystical magic blends with modern weapons. Description: In Xeranath, you are responsible for an artifact hunter from the old world, the home continent of the humans. On first arrival, you venture out into the world in search of ancient ruins filled with potent artifacts. You are traveling alone, or with your companions, when a noise echos from the woods around you. This is your perception, or ability to detect hidden players with a combination of sound and vision. You turn around, to see a group of enemies, rifles armed, pointed at your head. You have two options, defend yourself with lethal force or defend yourself with a silver tongue. You decide to talk it out, but the bandits decide to rob you dry, and leave without a trace. If you had defended yourself with violence, and been successful, the blood of your enemies turn to energy, which you absorb and save to use another day. After your first encounter with the other players, you move on to your destination. On arrival, you find and ancient stone ruin, with a magical air about it. Inside this ancient crypts depths, you face off against vicious monster. If you had settled your first bout peacefully, the monsters energy is absorbed into you as you slay them. If not, the essence dissipates into the air, as you have already absorbed another’s blood essence. You fight through the monsters, some in groups, and some alone, until you come to an ancient rooms, filled with coins, statues, cutlery, plates, and any other ornament you could think of, all made of the finest gold. From the coffin in the center, an ancient Mage rises from the coffin, disturbed by your incessant killing of his minions. The Mage is strong, and packs quite the punch with his various weapons. He easily dodges your attacks, and gains power from 4 statues in the corners of the room. After destroying the statues, the Mage is slower, and you can finally kill him. The Lich’s energy dissipates, and slowly gets absorbed into the ornaments and statues, as they rearrange themselves into their former positions. Upon further inspection of the room, you find, underneath where the lich lay in his sarcophagus, an ancient weapon. You take the weapon, only to find that it is old and rusty, and relatively weak, but something is missing from a slot in the weapon. No matter. You return to the city, Xeranath, and ponder the other ruins. Rumors go around that nearly no ruin is the same, some are massive temples with master mages lying in their depths, some sprawling cities, home to ancient Elementals and vicious Dragons. Some contain a portal to the other realms, and require that a larger party must go to survive the fights within. But one thing stays constant, the boss will always have a Hollowed Weapon. In the city, you know of a place to use the essence you have stored up, whether it be Blood Essence or Ancient Essence, and the use of your Hollowed Weapon. First, you combine this essence you stored into a receiver gem, infusing the gem into a Blood Gem or an Ancient Gem. Then, you slot your gem into your Hollowed Weapon, permanently enchanting it with a specific power. Blood weapons are more proficient against Players, but require Blood essence as fuel to keep it at top notch. Ancient Weapons are more proficient against the Monsters of the world, but hence require Ancient Essence to keep the weapon at full power. You have heard of a different type of weapon, however, known as World Weapons. After some research, you learn that World Weapons require you to capture the soul of a world boss into a special world gem. You know world bosses are especially tough, and the process of killing it to absorb its essence will require assistance. You gather your friends, and venture out to find the elusive world bosses. Some take the form of wondering animals, lost elementals, or adventurous dragons, among other things. After find one and targeting its weak spots, you hold the gem to the dying monster, and its essence is absorbed. You slot your new world gem into Hollowed Weapon, and a new world weapon is born. World weapons require no essence to run at peak efficiency, as they gain their power from the world. They have no special proficiency against players OR monsters, but specialize getting every single drop of essence out of every kill. The benefits can expedite the process of weapon crafting and recharging, and are regarded highly among crafters. As long as the World weapon gets the last hit, it will surely absorb all the Essence of the kill. You are moving to another dungeon, as you are jumped again by a band of thieves. You decide to fight them, but they overpower you with skill and numbers. The last strike hits, and your sight fades to darkness. You wake up in the streets of Xeranath, with rags for clothes, and no weapons on you. Thankfully, however, you still retain your essence, as the normal weapons can only absorb essence native to you. If you had been killed by a world weapon, though, all your essence will be lost, whether it was drained into the killer or dissipated into the world. Thankfully, you have kept some spare hollow weapons in storage, so the journey to rebuild yourself will be much shorter. You regear, acquiring proper clothing to fit your needs, and your spare Hollowed Weapons and Gems, ready to be made into a new weapon. To bad you couldn’t store your enchanted weapons away too. Key Features: Open world PVP and PVE, as well as World Bosses and open Dungeons The use of a perception and stealth system, allowing player with high perception to detect players sneaking up on them, and players with high stealth to sneak up on players. Blood essence and Ancient essence, dropped from players and mobs respectively. Dying does not cause loss in essence, unless killed by a World Weapon. Common Weapons, which are cheap and require no Infusing Enchanted weapon, which require infusing from either a Blood Gem, Ancient Gem, or World Gem. Blood Weapons from blood gem Infusing have specific bonuses that assist in taking down other players, and require the player to infuse more blood essence periodically (like a durability system) Ancient Weapons from ancient gem Infusing have specific bonuses that help with kill monsters (applies to world bosses), and have the same durability system as Blood Weapons with ancient essence instead of blood. World Weapons from world gem Infusing have infinite durability, and steal all essence from mobs. If the player can not hold the essence, it will either go to a party member that also has a world weapon or dissipate into the air. Everything killed drops essence, and the amount of essence increases drastically when killed by a world weapon. The world takes place on a multi biome island, riddled with various dungeons, that recent after a period of time. Dungeons all contain a boss, who always drops a Hollowed Weapon. Some dungeon bosses are found through an instanced portal at the end of the open world dungeon. Instances are open to all, and the instance closes, is down for a period of time, and respawns everything after the boss is killed Rare world bosses roam appropriate biomes, and do not aggro player unless attacked. Very tough and require multiple players to kill them. Everywhere is a PVP zone. While killing players is the only way to get Blood essence, killing young players gives much less than old ones. Killing players also causes them to drop all loot accept enchanted weapons, which get destroyed and become hollowed weapons of the same type. “Age” is determined by how long the player has been alive, and online. Young players have either just joined or just respawned. Young players give much less blood essence, and older ones give more. This is to encourage people not to kill new players randomly, as they will drop next to nothing and give no essence. Weapons consist of melee (swords, polearms, daggers, etc) and Ranged (Rifles, Snipers, Throwing Weapons, Bows, etc). Genre: The genre is an FPS Sci-Fantasy, mixed with a bit of survival, MMO, and sandbox. Platforms: Platforms would start with PC, possible console ports as well. Again, if anyone has some feedback, that's great. I'd like you to keep in mind that this is a concept, hence there are no fleshed out mechanics or scripts or art yet. I just want to see if this is something people would want to make or play.
  16. From the album Dhruva

    Dhruva is one of the best game art studio in Bangalore with over 100 console games, social games, casual games and mobile games. The different teams of console art, concept art and animation work together to deliver the best 3D animated games for mobiles and web. The company comes across as one of the best game designing studio which offers a varied list of gaming designs and also offers academic study and job opportunities. Console art and many other art services are offered by Dhruva. Dhruva Art services
  17. Playing with authentication in Go

    It’s almost 2am and I’m sleepy, but I wanted to write this down while it’s relatively fresh in my mind. I’ve been playing around with user authentication in Go. While actual user interaction is not the primary part of the simulation and will not be the focus in the Go rewrite as I said in my previous post, there will need to be a few basic actions that a user will take before leaving the rest of the simulation to do its thing. This is why I mentioned implementing a very basic CLI to interact with the simulation earlier. The user will basically just need to sign up, log in, set some basic options for their snail stable (like the stable name and location), capture a snail or two, and leave them to do their thing from there. It is kind of like norn Wolfling runs in Creatures 3 - you have to hatch some norns before you let nature take its course. Design differences from the PHP version The main difference from the way the concept of users is currently implemented in the PHP version of SnailLife is this: users will no longer be considered synonymous with owners. In the PHP version of SnailLife, users and owners are just one table - account details, moderator/BrainHub management access fields, and stable information are all stored in one location. In my opinion this isn’t the best approach. A user of the snail simulation will not neccessarily need to be an owner of a stable or of any snails. This is especially true considering I’m building this thing with multiple possible applications in mind. Approach I haven’t worked much with authentication systems before - the PHP version of the app made use of the authentication features that came with Laravel. So this is largely going to be a matter of trial and error. The commit with the rough first stage of this can be found here. Here are the highlights: For the Go rewrite I am thinking of using Auth0. I suspect I may need different auth approaches for web and cli authentication, and my first thought is to separate these into plugins. I have added a client type enum to the Application struct that is populated on app init. If the application is of type CLI, the CLI authentication plugin will be loaded. If it is of type Web, the web authentication plugin will be loaded (but I am only implementing the CLI version for now). The CLI plugin is built like this: go build -buildmode=plugin -o cli.so, and the authorizer then imports cli.so (or web.so, which is currently not built) The plugin could potentially have multiple possible providers, but right now I am only implementing Auth0 - each provider is to implement the Provider interface defined outside of the plugin in the auth package. I have added an auth.json to the conf directory (in gitignore of course), and also added a separate credentials generator for auth0 testing (also gitignored). So far I have a registration and login test implemented - the test generates a random username (email) and password each run to test registration and login. Authentication package structure is currently as follows: auth ├── authenticator.go ├── auth.go ├── cli │ ├── auth0 │ │ ├── auth0.go │ │ └── tests │ │ ├── auth0_test.go │ │ └── config_test.go │ ├── cli.go │ └── cli.so ├── provider.go └── web
  18. Building Block Heroes - Choosing an Art Style I've received some praise for the colourful and cartoony look of Building Block Heroes. The art style of the game was chosen deliberately, and in this feature I discuss why I chose to make Building Block Heroes look the way it does. Foundation I've always had some modicum of talent from a young age due to having grown up playing games and reading comics. Nevertheless, until development on this game began I never was able to produce finished artwork, just rather messy sketches. To feasibly produce the artwork for Building Block Heroes, I knew that I would have to learn how to produce finished artwork. Furthermore, I had to learn how to do it on the computer, which I had never attempted before. After purchasing a cheap tablet on Amazon (for about $45 CAD), I got to work practicing digital art. Pixel Art Failure I originally intended to produce pixel art due to a perception that it would be easier than producing hand-painted work. I was wrong, so horribly wrong, and my early attempts at pixel art constitute what can only be described as "failed abortions." I realized after about a day or two of creating "pixel art" that it would be too much of a jump to go from sketches on paper to presentable pixel art - I didn't possess the ability or even the patience to do so. The principles of traditional art are far more different from those of pixel art than I thought. I then decided to go back to the basics. Instead of creating art solely for the purpose of game development, I figured that the best way to start creating art digitally was to first simply become familiar with the use of a tablet. With this in mind, I just practiced drawing as if I was drawing on paper. It did take a while to become used to it - more than once I caught myself looking at the tablet and wondering why nothing was appearing before remembering that the lines would appear on the monitor in front of me. Eventually, I was able to recreate my sketches on the screen after about a week or two of practice. The next step was colouring. This was something that I had no real experience with, even on paper. Keep It Simple, Stupid I started off painting simple shapes with solid colours until I became somewhat familiar with it. Things like blending colours, or even choosing the right colours, were new to me and took some time to become accustomed to, especially on the tablet/PC. Nevertheless, I managed to learn a few tricks from this simple practice, such as adding a warmer tone to highlights and a cooler tone to shadow when painting solid colours. However, once I decided to paint something with more substance - in this case, a tree - I quickly realized that it would take me forever to produce finished art with the kind of detail I was accustomed to sketching. Sketching allows the artist to handwave away a bunch of details and be a bit more lax in terms of things like realistic colour and proportions, etc. Producing finished art was a different story, and the tree ended up taking several days to finish. Given that I was learning on the go AND working solo, I knew I needed to reduce the scope of artwork I was going to have to produce. A man's got to know his limitations, after all. I looked back at the simple-shape, bright-colour paintings I had produced thus far and realized that they looked vaguely cartoony. Thinking that I could extend this over the whole of my game, I went to "work" watching various cartoons and playing cartoony games to see how the professionals did it. While such graphics weren't exactly light on details either, they definitely were a lot more creative and wacky in terms of colours and proportions. I knew that such creative freedom would compensate for my relative lack of skill in the art department since I wouldn't necessarily have to worry about things looking like their real-world counterparts. It would also make learning how to produce digital art a lot more fun, as I could really experiment with zanier backgrounds and colours. Rayman, in particular, also provided a template for character animations. I had originally envisioned animating my characters with full bodies, like those in Earthworm Jim. I had no experience with animation, however, and I was worried that learning how to paint AND animate might be a steep hill to climb. Observing that characters in Rayman do not have limbs, I immediately realized that using a similar method of character design would make it much easier to animate them. I extended this compensation further by making the enemies in the game mechanical, meaning that I would be able to move the parts individually, rather than having to animate large creatures by hand. Many experienced game developers suggest starting off with a simple game with small scope for newbies getting into the field. Art is no different, and the appearance of Building Block Heroes is my attempt to produce quality art while understanding and working with my limitations. I was genuinely nervous about whether or not I had managed to end up producing attractive work, and thankfully it seems that I've done so. Hope this was a fun read!
  19. Final Equinox: The Arrival is a turn based space combat sci-fi role playing game with a unique combat system. The main character is a newly appointed star ship admiral whose fleet encounters a new enemy in deep space. The game takes place in a complex world filled with multiple different races, in the midst of political upheaval. Rules and feel of the game hark back to the days of old school role-playing games,where combat is difficult and the game forces players into morally compromising situations.Experience in Unreal Engine is appreciated, but not required. Looking for someone who is hard working, passionate, and has a genuine enthusiasm and passion for game development, as well as roleplaying games.Revenue share is negotiable based on skill level, experience, and overall dedication to the project.We are currently looking for someone to help with our 2D environment art for our space stations and backgrounds, as well as other more general art tasks.Here are some images of concept art we have so far, be sure to check out more on our website or Indie DB page: Concept Artist/ Illustrator We are looking for someone to help us create concept art, as well as create digital illustrations. Requirements: Inventive and innovative personality Works well in a collaborative environment. Understanding of digital art and ability to help us bring our world to life 3d Modelers We are currently looking for someone to help 3d model the space ships in the game. Also would be very interested in someone who is able to implement many of the assets in unreal themselves, and is also willing to help with writing. Requirements: Inventive and innovative personality Experienced in creating, texturing, and animating 3D models Works well in a collaborative environment. Pluses:Interest in Computer Role Playing GamesAvid gamerInterest in Science FictionBeing able to contribute in many different areas More information can be found about the game here: http://finalequinoxgame.com/ Please send portfolios and any other material to frozenwastelandentertainment@gmail.comWe are always looking for people in other roles as well. So feel free to mail general applications.
  20. Hi! We just released a preview for our upcoming game Follow the Leader. http://followtheleader.ludivergames.com It's an interactive fiction set in a zombie apocalypse (waves to TWD fans). As the leader, you have to take your group to safety. Throughout you will have many choices to do, and it wont be easy. Can you make your group survive? Take a hit at the preview, and signup for the beta, we'll be starting it in August. Enjoy and thank you, Ricardo
  21. Hello there! I am Theo and I am looking for an evil minion/partner in crime to help me with making games. Currently I am working on my first "official" game, which is point&click 2D adventure in Unity with Fungus extension, and I will need some help with that. More about the project and future goals in private. I need somebody who: - First and foremost is interested in making games, but since you are on this forum... yeah. - Is a 2D artist(amateur will do, but must be willing to improve) - Has at least some grasp around Unity(or is willing to learn) - Has at least some grasp around Fungus extension for Unity(or is willing to learn) - Is interested in talking about various concepts of imaginary worlds/characters(I need somebody to help me developing my universe and talking to myself proves inefficient) And optionally: - Is interested in fantasy worlds - Is interested in mythology - Is interested in sci-fi worlds - Is interested in talking about interesting ideas, even if they are completly abstract I am offering up to 50% of any profit made, depending on how engaged you'll be. This is the first time I am looking for someone to work with me by forums, so if I chose wrong place to announce I am sorry. If you are interested in working with me - feel free to PM. I do not expect you to sacrifice all the time for the project. For now it's pretty lightweighted.
  22. We are a small team working on an ambitious project We decided to start working on this game a few weeks ago and finally managed to assamble a team of good and productive people, yet we still lack a writer and we would really need another programmer with experience in unity, given the complexity of the core mechanics. Our team is composed of 2 progammers and a 3D artist and a concept artist, Many members of our team have already worked on other games and projects, such as this. And also this is a portfolio that contains some of our artwork. The game is set in a steampunk world ravaged by a mysterious plague and the core mechanics of the game revolve around the xcom-like turn-based combat, it's open world and resource management. We are currently working on a demo and eager to receive new members, You can join our discord. Or you can shoot us an email at day.dream.dives@gmail.com or a tweet at @AmonMx
  23. Project Stonewall is a medieval/steampunk fantasy RPG game currently being developed by HydraFlame Studios. Currently, we need artists to begin creating more assets for the game. We need these kinds of artists: 3D artists 2D artists, or Concept Artists UI Artists If interested, please contact me at: thomasmunson2277@gmail.com Please note that this is a rev share project.
  24. Francois DIY DVD

    From the album Francois DIY - Make Your Own Games - Finished Product

    This is the only way to obtain a copy of Francois DIY.
  25. Imagine a ladder with players up and down it. The better go towards the top, and the worst are at the bottom. These are constantly switching up and down, so when an event is triggered, I can grab the lowest on the ladder move them to spectator (perma death). My problem is how can I write code in a way that will allow me to move them up and down. In Update() should I just check where they are on the leaderboards and reassign numbers, shifting everyone down. What is a good way to do this?