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Found 99 results

  1. Comic book inspiration I want to make it clear that the game is highly inspired by my comic book experience. I am a big fan of Garfield, Gaston LaGaffe and Charlie Brown. I find the 9th art to be a very subtle, intelligent way to make people think and smile. Doing cartoon was always something I was proud of. I first started doing them when I discovered about Nabuchodonosaure cartoon and "Le concombre masqué". They triggered something inside me to start producing my own. My graphic style was Charlie Brown and Garfield as it was very simple and efficient. I want the game to feel like you are part of that background. I like how things look graphically, how anything can happen. More specifically I produce the Recontre du 3e type cartoon book which was self publish and sold locally in my home town. 500 copies were sold, which is not bad considering the market. Despite the book didn't make it to the big league, it was show case in the International comic book fare of Quebec and at the Salon du livre jeunesse. I was very proud of it and had a lot of very good feedback on the work from the readers. The book wasn't necessarily really strong artistically. The core story was great, but It wasn't fully exploited and my skill at the time wasn't strong enough. I'll gladly share part of the original book in the upcoming weeks. What is important about that book is that it serve as a starting point of this project. I have 2 tome of prewritten scenario to start with. I don't know about other indie developer, but I think having a scenario draft is really important. I want to develop things around a story and not squeeze a history inside of a confine set of feature. Those two book gave me the opportunity to know my character. This is a lot of character background to work with ! It's cool. It's like if I had started that game a couple of years ago without even knowing I will ever produce that. That said, things have change for the best and I am not sticking to a simplistic adaptation of an old unsuccessful cartoon. This is a complete rewrite, remaster, recreated, new, unique and super wow bing bang history inspired by the original work ! I think it is very important to have a good story a good plot, we want to tell a story, we want a start, a reason to play and the goal to be clear. We want a strong story to support game feature and we have one. So graphically you can expect things in 3D but with a cartoon style approach. I want this game to be more like how Pixar does thing. Cartoon but with a realistic look... ok hold it here. I am not Pixar, but if I have to aim at something, i'de rather aim as high as possible. I don't want the inspiration to stop there. I want the game to feel like a comic book, not by having super great 3D simulation of a page being turn, I don't want it to feel like a gimmick. What I am saying is that I want it to be funny, colorful, action packed and for all age. Everything will be, from a design stand point, inspired by that. Designing a character is also very complex to me. Designing a character is not only how it look it is how it live, how it walk, how it talk, how it react to certain situation etc. You have to create, in your mind, a full feature humanoid. I remember working up at night to write down idea and redraw stuff that wasn't working well. All this data is part of me now. They were born and lived in my head and they still do. I'll make various blog entry regarding each character Game inspiration I can't really pin point what game would be the closest similar game to the our. I am not necessarily inspired by 1 game or a set of game, but i'm inspired by some game feature of the old days. At the time of classic arcade, colleco and nintendo NES there were some stuff about these game that make them good even 30 years later. They were very addictive, they required complex pattern learning, skill and you had to be really crazy devoted to finish a game. I remember the adrenaline rush and excitement of finishing a game meant at that time. I find today's game to be more on the easy side, very forgiving, very beautiful and cinematic but also very short and almost no replay-ability. Replay-ability is a big word that a lot of developer said to aim at but very few actually achieve it. We will try to achieve that in various way by implementing a lot of game mechanic we will talk in future blog post. What game had They were hard and frustrating To a certain degree this is not so good as we want stuff to be fun, but if you want to have this adrenaline rush we all like, you have to go through painful moment. A mix of nice easy moment and hard impossible level that draw the line between care-bear and hardcore gamer ! I know that I treat the "hard level" of todays game as the "normal level". How difficulty work in our game will be shared in a futur blog entry. They had a LOT of replayability Yes, people still play Mario 1. It will always be fun. Q*Bert, still very fun, even though every level look the same. PacMan ! 256 level of frustration. We will not have only 1 level repeating itself at higher speed indefinitely until the game crash, but we will give you reason to restart the game even if you ever finish it. We will give you reason to restart the game if you are stuck at a certain level that is too hard. We will give you reason to start many game in parallel just to do thing differently. I can't wait to share more about it later ! They were unforgiving Ever played Rick Dangerous ? This is one of the most sadistic experience (still a very gun and good game) as everything in this game kill you instantaneously and this Indiana Jones inspired game had all of impossible to detect death trap every where. Each path was design to kill you each and every single time. Ever played the NES version Dragon's Lair ? (ok this one is a bad exemple, as the game was really bad, and the control were terrible) There is a funny episode from the angry game nerd about it.( go to 2:46 https://youtu.be/00xIvTOLrYA ). We don't intend to have a game that frustrating, That is not fun at all. But even in mario everything kill you in 1 shot. It's hard, some level require a Epic level of eye finger coordination. Today's game give you plenty of health, and health typically regen etc. We have our own thinking on how to draw the line between those two extend. More info soon They were fun and had their own signature As easy as it sound, this is the hardest part. Make it fun ! You will be be the judge of that and you'll be able to judge the more you discover about the game. Stay tune as the next blog post will be about the game story and what will be the humorous approach of this crazy universe. Follow us ! What do you guys think about today's game difficulty level ? Are they just right or are they too easy ?
  2. Fellow space colony managers, we recently discovered a new planet – say hello to Thera a really earthlike world. In addition, our world management system needed some adjustments. All building upgrades were rebalanced and the resource simulation was revised. And of course there is so much more….. TL;DR New bonus mission on planet thera – a planet like earth New vegetation graphics Upgrade balancing Resource simulation revised Assimilators & Xrathul Harvester interaction with bombs New trailer voiceover Other improvements Thera – a Planet Like Earth The latest planet that you can unlock in the bonus galaxy is Thera. It might remind you of another planet you left long ago, right where you grew up before you joined the colonization business and started building a better future in space. Make sure that history wont repeat itself on this planet… Organic Flora We added some edge modells to forests so they look more organic and more round than triangle. As simply as this is said as astonishing it does look in the game. Upgrade Balancing All the upgrades in the game have been revisited and rebalanced. We mostly made them cheaper and more powerful to increase their strategic value. Furthermore the visualization has been improved so you can see the most important numbers at a glimpse. Resource Simulation In order to make the upgrades more significant, we also had to adjust the complete resource simulation. Let’s have a look at the most important change: The production and consumption values of all buildings are now per space minute instead of per space second. For example the tax value of a district now represents what is collected within a full space minute. 1/60 of the amount will be added to your budget ervery space second. If your colony makes a profit of +300€, it will take one space minute until the full amount is added to your budget. This equals +5€ per space second. This allowed us to increase the production and consumption values of all buildings which makes them easier to read and compare. Money related values have been increased by factor 10. Energy, food, goods and rare resources have been increased by factor 2-4. The same goes for emissions and field pollution. In addition it allowed us to halve prices and money budget and to reduce the size of a resource cargo from from 1.000 to 100 units. These values are now easier to read and compare with the production as well. Assimilators & Xrathul Harvester Interaction These flying enemies are now attackable with ideon bombs and explosive devices, which will be thrown on them by your drones. To do so you can simply hover and click the flying enemy unit and pick the item of your choice. Thisway you also get a context info about their motives and vulnerabilities. New Trailer Voice Over As you can hear the game features and mechanics are now explained by a native speaker with a compelling voice. As soon as we find time to redo the intro/trailer we also want to have this voice for Lima, the leading character in the game. More Stuff The inventory is now accessible through the tool ring for fields where it makes sense to use items. In addition you can open the construct ring with a right click any time. Tower upgrades are also constructable through the tool ring when you have bought the corresponding item from a trader. No distorting ringing sound for infos anymore. Joe’s 50k Sales Goal on Mission Joma is only triggered when Joe was not already fired by the boss… oups, that was a spoiler ;D On Planet Iqunox you have to craft medicine now instead of just selling medical substence harvested from corals. Rounos Native Quest now tells you to build towers to repress uprisings of angry natives. Mission Joma: We added a „Buy Scanner“ goal to make more clear how to proceed in the mission. Grafix The fieldmarker was redesigned to look better! Tons of forest models have been optimized and graphics reworked. Underwater build animation got fixed. Hospital icon fixed, pumpkin shadow fixed. Rooftop of the saw mill construct fixed. Palms bigger and bump map fixed. Reconstruct icon fixed. -- Imagine Earth | A build-up strategy simulation and a global climate survival thriller for space colony managers with early access on Steam. Newsletter | Website | Blog | Steam | Forum | Youtube | Facebook | Indie DB | RSS
  3. What to do next

    Hi guys, I am not new to programming as I am DB programer and I already tried(and succeded) writing Pong games in Python and Unity and a couple of text based games in C++ and C#. This time I tried to bring one of my game ideas closer to reality than it was in previous (unsseccesfull) attempts. I decied to go from really basic things. So I wrote some of my ideas on paper and started coding in my DB language - VFP, so that I can get to the point of having something. Well after two weeks of sporadic coding I finished with what can be called smaller unit of game concept that works. Actions that player can do are buttons and the results are in grids, comboboxes and textboxes. The question is what do I do next? Do I extend what I have in VFP to test more areas of what works or do I move to Unity(thats my choice) and start implementing what I have already done in VFP, but now in game like manner. If you recommend going to Unity, Id like to know how do I get to good (or at least usable) user interface? Another question is related to information that I store in DB. I already have a lot of tables and data in them. What game developers use for storing these data? Thanks Z.
  4. Blooth Mug Shot

    From the album Character Concepts

  5. Ptero Mug Shot

    From the album Character Concepts

  6. I'm looking for a team of people who can provide services such as Music, Programming, Story Writing, Art, Character Design, etc. It is a 2D, Sprite and drawing style RPG. It will have seperate areas instead of an open world, and a combat system with unique boss battles. The story is about how a friendless kid named Toby was bullied by his older brother and his brother's friends. Toby has two imaginary friends who "help him" battle his bullies, including his brother. All of the events lead up to Toby being hospitalised and all but one ending involve Toby's death. Toby has a love interest that ignores Toby throughout most of the game unless you meet certain requirements which will unlock one of the "good" endings that involves her falling in love with you. Message me with questions if you are interested. I will provide further details upon request.
  7. Not sure if this is where I post an idea but I need the feedback on my concept. Plot: Game revolves around identical twin brothers raised on two different sides of the law. One is a well respected detective with a deceptive dark past whilst the other is a misunderstood hacker who lost everything because he trusted the wrong person. The detective is living the life that his presumably dead brother had always dreamed of. But he soon discovers that the mastermind criminal who has beat him in every step of his investigation is his brother who actually plans to take his life back and use this brothers' police resources to investigate the unsolved murder of his biological mothers death. Gameplay: Game has a GTA like set open world feel with an L.A Noire investigative prowess. The investigative part of solving crimes won't be like L.A Noire because of the lack of resources used. E.G. Facial Capture. Instead all investigations will have two way outcomes that lead to the same end. Engine: Unity or Unreal Engine.....which ever is within budget. For more of a detailed illustration of story contact me at: Iheartkc.kushchronyc@gmail.com or Facebook: Sam Ndebele
  8. Hey all! Me and 4 people are looking for a concept artist for our game. This is a hobby project which means we are mainly looking for someone who wants experience however if you do decided to make the game paid then profits will be split. If intrested email liondude12@gmail.com
  9. Story Synopsis

    Tlandar must undertake a pledge to protect Astashica and free the planet from Asemeri oppression.
  10. Hello! Merry Christmas and Happe New Year everybody! Lina's here. Thanks for checking our blog again I would like to share with you a bit of our development jorney with the focus on the new game, Egypt: Old Kingdom. It all begun with the idea of making a strategy game which will be truly historical, not only set in historical decorations, like many other strategy games. But having some experience in the gamedev industry, we didn't want to rush into an ambitious complicated projects which we will have no chance to finish. In 2013 our first game Stone Age was released. It was made by Mikhail, the leader and the mastermind of our team. The game was intentionally simple and focused on workers management. The feedback was mostly positive, so we kept the gameplay, and added more functions for the next project, Bronze Age. It became our main approach to making games - present the concept, check the feedback, keep the good parts, get rid of the bad parts, add some new features. On and on. Games got more complex, the team got more members in order to divide tasks like programming, art and game design. The most challenging part of the process, aside of solving thechnical problems, was the historical research. Everything had to be 100% according to the history. For the games like Bronze Age and Marble Age Mikhail somehow managed by himself, but it changed when we started to work on Predynastic Egypt. The support came from Center of Egyptian Study of Russian Academy of Science (CES RAS). Scientists who work there are not only in the University, they are also archeologists and their support was invaluable. That's how our main routine of game production was established. It's based on our ideas, players' ideas and scientific data. That's how, by the time we started to work on Egypt: Old Kingdom, we had a clear image of what we would like to make. Before we will get into a more detailed explanation, let's cover the basics: The history fo the Ancient Egypt is commonly divided by these main periods (credits to Wikipedia): Early Dynastic Period 3150–2686 BC Old Kingdom 2686–2181 BC 1st Intermediate Period 2181–2055 BC Middle Kingdom 2055–1650 BC 2nd Intermediate Period 1650–1550 BC New Kingdom 1550–1069 BC 3rd Intermediate Period 1069–664 BC Late Period 664–332 BC Predynastic Egypt game was set in 5000-3000 year B.C. in the place called Nekhen, or Hierakonpolis. In this game player has to develop the city, discover new territory and learn ancient technologies. At the same time (s)he learns about the very beginning of Egyptian civilization. Egypt: Old Kingdom is the sequel, the next chapter of the story. It begins with a group of people sent from Hierakonpolis to discover a new territory. It overlaps with Predynastic Egypt by 500 years. The period of the new game is 3500-2140 B.C. Said group of people came to the Lower Egypt border, where they will have to establish a new settlement, Memphis. After Predynastic Egypt was released, first people to start the research for a new game were our artists, Maxim and Ivan. For their part of the job, they had to find out what how did Memphis look like at that time? Surely it wasn't the same as today. As they found out, during Old Kingdom period Memphis was less dry, it was a savannah. It resembled a lot the current nature of the South Sudan. With this reference they were able to start sketching maps and arts for a new game. After that the main research for the game design begun. It included reading a huge amount of historical sources and the work with scientist. It's a whole another topic, so we'll keep it untill the next post. To finish today, please enjoy this beautiful video about the nature of South Sudan. See you next time! Our sources. Please subscribe and add our new game to your wishlist! Egypt: Old Kingdom on Steam; Predynastic Egypt on Steam; Our community on Facebook; Our Twitter. P.S. I try my best to write without mistakes. But English is not my native language, so some mistakes are inevitable. Please don't hesitate to correct me if you see any, I will really appreciate it!
  11. From my over 10 years of game dev, I've found that the hardest part of game dev (after staying motivated) is getting useful feedback for your games. So a while back, I came up with a possible solution. I'd love to hear feedback about it. So the idea is an "on-demand" testing service catered to games. You'd pay $29/tester, and you'd receive 30 minutes of gameplay, audio recordings of testers speaking their thoughts, and a post-game survey. Another $39 could get you a gameplay/controls/pacing review by a veteran game dev. What do you guys think of this idea? I'd love to hear your feedback on service, things you think are missing, price, ANYTHING. Thanks for your time!
  12. Currently, every hour, there is a circle of day and night that may effect players or monsters in terms of status. Wait till pvp update for that.
  13. Hello Everyone

    Hello Everyone!
  14. Advice Gameplay vs Story

    What techniques do you use to help develop the plot alongside gameplay when you finally have an idea for a story down?
  15. A team has a position open for a 3D artist and/or modeler. Excellent opportunity to gain experience working with a team remotely. Great chance to extend your portfolio Candidates, if successful have the chance to join the team permanently with entry-level financial benefits. Revenue Share What they expect Excellent communication skills Portfolio of previous work If you are interested please attach a CV and/or relevant works to jobs@iamdavidmt.com
  16. Hello, I have been working on a level design asset for a 2D RPG and I was wondering what would be the best way to push the concept in order to get additional assistance with improving on the idea. I know that a prototype/demo of the level is a good start, and that is what I am working on currently, but with this being just an idea for a dungeon style level what other methods could be used to get others to see my work?
  17. Just wondering the best method for selling concept art and 3D character models? Is there anything that I should be sure to include in my drawing model sheets? Like character name, artist name, or story synopsis. Also, what methods are best for advertising, promoting, and sales of game assets. Is there anything I need to know before selling a game or game asset? Is Unreal Engine Marketplace a good place to start selling game assets like 3D modeled weapons, armor or characters? Is it very hard to get a game onto Steam, or are there better platforms to start with selling a game? What is Steams policy for allow a game into its market? I do apologize for the broad topic and the scattered questions. If anyone could provide any insight to any of these fields it would be helpful. Also, tried and tested methods are much more enlightening than simply accepting a Google search answer.
  18. Hi everyone! Today we're sharing the dog villager! He looks goofy doesn't he? Ahaha Cya 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 SoundCloud: https://soundcloud.com/faximegames
  19. This will be my third thread here, and I'll celebrate for being....engage in a forum community for this much by....er....ah yes, thanking everyone that has helped me in my previous two thread, esp to Kylotan for nuking my mistakenly submitted thread, also for the friendliness and patience of everyone toward me, a complete n00b. :confetti: As I've mentioned before in my previous threads and in the above paragraph, I know nothing. So I thought to myself: At least don't just sit there waiting for Jesus to come down and bless you with programming skills and do something! Thinking that, I wrote /have been writing out my ideas for my game while looking for pirated udemy courses (I'm broke btw fyi). The game is a big one, and it being my first game ever, lead me to thinking: "Maybe I'm taking more than what I can chew" after reading tips that can be generalized into "Making small game frequently first, then tackle big ones". But I plan to work on this game for quite a long time in a part-time manner Then it hit me. Most of the features I planned to include in the game is already there in, if not, have high similarity to, other games that I played and am playing. The thing is, most of those games are backed by companies like KOG Games, and other company that can...hit me with a copyright report. Why..... TL;DR: I think I picked the wrong to start my game making path, my game may get hit with copyright reports Again, I need advices, on these questions: - Am I taking the wrong path? I think I am taking the wrong path.... - Should I be too worried on copyrights? If yes, how should I deal with it, tweaking the game or play "Dodge the Bullet"? Also, here is my game idea, at: Is this okay? Is there anything I can add in to spice things up or cross out? Also, I have an under-average skill in English so, if there are any clutter in my writing, let me know so I can clarify it to you. Again, thank you you guys so much! >~<)/
  20. Light vs Dark-Header.png

    From the album Light vs Dark

    © ZiZuLot

  21. Concept Art of Terrator jumping out of the ocean

    From the album ScreenShotSaturday

    We did the 7 day BW challenge for our game on FB, so thought we would show of our best one here...
  22. slogy logotr.png

    From the album Slogy

    first and only logo , for now

    © ZiZuLot

  23. LF> Contributions

    Hello, I'm Lollipop. I have hobby project it is in very beginning phases. I'm looking for people to come in see my ideas and add input, nicely and respectfully poke holes in everything and even contribute if they desire. It's all concept, ideas, some story line, concept features, some characters. It is original creative fantasy with hopes of being open world, mmo-rpg. Thank you and be kind
  24. Project Valiant

    Project Valiant About the Game: Project Valiant (Name not final) would be a semi open world rpg in a fantasy/steampunk setting. It would be mostly story driven, but with action elements. The dev team would be very open for input, and people would be able to suggest things they’d like to see in the game. The game would be built in Unreal Engine 4, but would have a nice anime-like art style instead of focusing on ultra realistic graphics. I want this to be a community based project, meaning that I want people’s input on what they think should be added. A Bit About Me and Other Important Stuff: I am a 17 year old modeler and developer from California. I’ve picked up many talents, but I am best at environment and object modeling. I’ve always wanted to make my own game, but never really had the means to do so. This project would be mostly a casual one, but if enough people support it and everything goes well, we will probably become an official project. All game assets and such will be made by the dev team (no buying pre made stuff), and we would give frequent updates on the game’s progress. Instead of branching out and trying to do everything at once, we would focus on specific areas of the game one at a time, give people an update, and see what they think of it before moving on. If enough people support this and help flesh it out, I will make a kickstarter page so we can pay developers. We would need environment and object modelers (other than me), character designers, artists, animators, coders, sound designers, and voice actors for a proper team. Q & A: How can I help right now? Suggest some ideas in the discord, and help flesh out the concept. If you have any of the skills mentioned before, and want to help, join our discord (Our Discord) or email me (garret2kool@gmail.com). Pay? In case you missed the part about this, I’ll say it again: This is a more casual project, rather than a professional game right now. If this goes well, I will make an official thread in the proper forum, but consider it a hobby project for now. I do however plan on eventually making it an actual project with paid devs. If enough people support this and we have devs saying that they want to work on it, I will put up a kickstarter page to fund its development. Why is it called Project Valiant? It was the best name I could think of at the time, it’s not final If you want to suggest something, please do so in the discord channel. I highly encourage your input, as I want to know what mechanics people would want in a game like this.
  25. Hi Everyone, Here is the first gif of a arena shmup I'm working on. The basic idea is to have increasing waves of enemies and to take orbs to get new weapons to increase the score multiplier. There are still many things to do: more enemy types, more weapons and more juice.