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Found 205 results

  1. Hi everyone I’m currently learning programming and getting into the world of game developing. I set to myself the goal of trying to make a League of legends card game in unity, I already came with a few ideas but I’m still talking with friends and researching in different places which would be the best way to proceed with this project. I’m not really sure where is the place to post this but I’m looking for people who could help me, either by how could I put the “soul” of league into a card game if you know what league is about,how to make a card game that feels like a moba, any advice on the best way to develop a card game on unity, different mechanics that I should consider putting in the game, helping me find the right place to post this or Anything that you think could help me on this project. I will be more than thankful with anyone with the will to help me, sorry if you find any mistakes here, not a native speaker.
  2. Hi everybody, So, me and my colleagues are now joining Unity Game Jam. It's gonna be two weeks and we are trying to make a Third Person Shooter with RPG and RTT mechanics video game. We've started yesterday with the main concept and this is what we have: Game Storyline Nobody could imagine the falling of the whole world until the deaths woke up. That nonliving ones became something we cannot consider as human being. They change into a new creature, stronger, more frightening, and almost unbeatable. Society broke in pieces and the few ones alive had to survive at any cost. As the Major of a ranger platoon you have found an abandoned Military Outpost crowded of helpless people closer to one of the coldest parts in the world. You must keep them in safe until the reinforcements arrive. There’s only one way to kill the damn zombies: the BlockchainZ Ammo. Search for the BlockchainZ Ammo and destroy the hordes of zombies, but beware of the raiders: they will take your BlockchainZ Ammo whatever it takes. Right now the Raiders have all the BlockchainZ ammo, you must fight them and spoil it, but be on guard, they will counterattack. Remember, the survival of the people depends on you. Don’t let them down! Gameflow. Once you start playing Project BlockchainZ, you must defend the bunker against the hordes of zombies and raiders on a fixed map where you'll fight with your troops and traps. The bunker is basically the main area where you'll not only have to keep the people within alive, but also yourself during the reinforcements arrive. The zombies are extremely resistant, so you will need a type of ammo called BlockchainZ, which contains a very strong poison that acts directly against the brain traveling through the body. The BlockchainZ Ammo is hidden in Raiders's Facility Bases and you must spoil it from them. The more B-Z Ammo you spoil, the more Raiders will attack you, increasing the game difficulty level. Features. Third Person Shooter. Tactical map to manage your troops across the battle. Deploy defensive elements to direct the action where you want. Post apocalypse - scify style. RPG character development. Right now, we've just opened our Project page in the forum. We only have two weeks to develope this idea. Our team is formed by two programmers, one game designer/ scriptwriter and one artist. So, we will update this thread to show you our improvements. Hope you like it. Any suggestions are always welcome. Thanks for all the support!
  3. PersuaderGames

    Plot beats needed for Whodunnit

    Hello everyone! I am working on developing a prototype on a classic adventure game at the moment. Most of my focus was so far on the game mechanics and performance. However, now that I am going deeper into the project I am starting to think about the actual story. I want to combine the Adventure genre with a Whodunnit story. Here is the gist I have so far: 8 strangers meet at a remote chalet in the Swiss Alpes. During a snowstorm the group is isolated from the outside. Slowly the group notices that they are not alone, but someone else is present. And that dreadful feeling becomes a certainty when one of the group is found, murdered. Unfortunately, I have hit a creative roadblock. I did not come up with any ideas characters, character development and overarching themes. Does anyone have any tips for me where to find inspiration? Thank you so much for your help =]
  4. jb-dev

    Main menu draft

    From the album: Vaporwave Roguelite

    This is a nice first draft of how the main menu will look like. I've was inspired by Memphis design while making this.
  5. Hello, I'm currently looking for a talented and passionate concept artist that would like to join our team that's creating a small horror game (which would be created in 3 months or so). At the moment we're a team of 6 people. You must be able to create environments, creatures/monsters and characters. The game is a sci-fi/post-apocalyptic survival horror 3D game with FPS (First person shooter) mechanics and an original setting and story based in a book scene, where a group of prisoners are left behind in an abandoned underground facility. If you are interested or would like to know more about the project you can DM me through here or in discord (world_creator#9524)
  6. Hi you! Introduction: We are 2 game designers and programmers. Currently have a little bit of experience, and we want to take a bigger leap and bring our new little game to the world! That's where you would come in to join our team and help us draw some beautiful art for the game. Current team: 2 programmers: One has two degrees: IT and Design. Works as freelancer mainly focusing on JavaScript and Adobe Suite. Second one has a programming degree, specializes in building and supporting servers, Socket.IO, CSS, JavaScript, HTML. 1 composer - been creating music for games for about 7 years. 1 game designer - has an IT degree. Worked in a large VFX company. Works with colour grading and editing. Game concept: Nontraditional multiplayer card game challenging your imagination and how well you can crack a complete stranger. A 'Magsman' has to describe a card in such a way, that it would be selected by less than all, but more than none players to get points. What we have so far: App can already connect to the server. Some in game screenshots: What we need: A 2D artists to create: Card art. We can show examples, cards description and direction to go once you contact us. In game design. Background, main window, buttons. Thanks for your attention and hope to work with you soon.
  7. Hello! So I have been interested in game development for a few years now. But.. I haven't bee able to develop anything as time focusing on School which I still need to do as well as keeping my passion alive for the project is hard, but I think I have a game I am willing to spend time on. Specifically, a game idea. What I want to give out and eventually develop into a fully fledged game is a Boss Rush game, like Cuphead, with of course some upgrades. There would be 4 classes. These however feed on my obsession with the 4 elements. I imagine it having similar graphics to Dead Cells, and after a few bosses. When your at the end and final boss. You'd have to either face a copy (Singleplayer) or the other player (Multiplayer) Air would be a mainly fast attacking but average health with mostly ranged attacks. -Beginning abilities- -An Air burst, Shotgun like attack sending the enemy back along with dealing above average damage, but has the most cooldown timer -A simple Air shot, a simple 1 shot of Air. Earth would be the tank of the 4. High defense with slow attacking and mostly melee attacks -Beginning abilities- -A wall type of defense that is the height of the character. It can take at most 5 hits before crumbling, but can be upgraded with spikes and more durability -Weapon summoning. Instead of a chosen weapon at the beginning. Earth can summon random weapons (Warhammer, Hammer, Broadsword, Greatsword, etc.) that wil break after 2 hits on the boss, but will form another weapon when the tank tries attacking again. Fire would be the dps. Dealing above average damage with moderate attacking speed but have the lowest health of the group. -Beginning abilities- -A flame pillar that lasts for 5 seconds and deals continuous damage with a 55% chance to burn the boss. It can be changed to either Horizontal or Vertical and wouldn't damage the other players -An ability to enchant your weapon or your friends weapon to deal more damage and give a 10% chance to burn the boss Water would be the healing of the group, with average everything but slightly more health than average. -A whirlpool like attack that can stun the boss for 10 seconds after it is used but during this time. Water and the other teammate are healed for 25% of their overall health which can be changed to be 50% or 75% or all the way up to 95% of their overall health. -A healing pool that as long as Water doesn't leave it or is attack for more than 100 damage then it will slowly heal the other player 5 or 10% every 20 - 25 seconds That is what I have so far but I plan on adding more abilities and upgrades when or if I am able to work on the game. I just wanted to get a wealth of opinions and feedback on my idea and if it is worth it or not.
  8. Ryuji Sakomoto

    Watchbot - an idea i had

    This is just an idea i had, its about a robot, he takes down criminals and turns them in. the robot attempts to take down a hacker, but fails and gets shut down. the company who made the robot made a whole bunch more guard robots, all of the robots get hacked and take over. the original robot wakes up and the company has the robot take back the robots to be shut down and to fnally take down the hacker.
  9. Eduardo Oriz

    Unity New Unity 2D Challenge

    Hi everyone I thought this could be useful for devs interested in Unity's 2D tools. We have just launched the new #Unity2DChallenge. https://connect.unity.com/challenges/2dchallenge It's a good opportunity to make or share a small demo of a game using the new 2D features, there's cash prizes and no restrictions on publishing your game afterwards. There's more information on the Connect channel or I can answer your questions here
  10. Eduardo Oriz

    Unity New Unity 2D Challenge

    Hi everyone I thought this could be useful for devs interested in Unity's 2D tools. We have just launched the new #Unity2DChallenge. https://connect.unity.com/challenges/2dchallenge It's a good opportunity to make or share a small demo of a game using the new 2D features, there's cash prizes and no restrictions on publishing your game afterwards. There's more information on the Connect channel or I can answer your questions here View full story
  11. Hello, I'm an amateur digital artist looking for a beginner-level project. I'd like to be a part of a team that wants to learn to create games. It might be a simple idle, mini, simulation game or a visual novel. I'm still a beginner at backgrounds and I usually draw females but I'm willing to learn. Time invested to the game creation might differ every week mostly because of my work and will be discussed separately. Here's my DA : https://www.deviantart.com/sneikyz
  12. My idea for a moblie strategy game starts out like this.A world in turmoil.Where war is all.The world will be a medieval style.A huge map with lots of citys, towns, forest,hills,mines ,and landmarks,that players and factions can control. The gameplay or battleing handle like this.Each player controls a unit that can freely move around on the map.They can attack enemy faction players.The attacks deals a kill and wound damage.The wound damage can be heal with a freindly healer,while the kill is permant.The thought behind this kill and wound damage is that the battles will be fair,so as each side will suffer lose.While the wound damage will help prolong a good fight.There can also be unit or a camp on the map that will reinforce your units once your out of combat with new troops to replace the kill ones. The objective of the games is too help your factions grow which will consist of thousands of players.Will your doing that you be lvling up your units and commander skills. For the server there will only be one server to keep in a flux of new players.To help new players keep up with the older players ,the freindly faction players can loan there exp troop unit which will be one of many unit types,so they can be on par against other players unit lvl.
  13. Septopus

    How and Why my world Turns.

    Continuing my rewind for Unsettled World: Time to give some detail on the foundations of my game environment. The planet I've created and how it mechanically works within Unity. Here is a 2d view of the editor interface with the "canvas" highlighted sitting at 0,0,0. The planet object has a 30000m radius and it is sitting @ 0,-30000,0. The object parentage looks like this. Generic GameObject "PlanetHolder", non-rendered mesh w/collider "Planet" (used by the procedural terrain system mostly), followed by the camera, player, water sphere and the actually visible surface mesh. Now, this arrangement may change somewhat, I may figure out a way to combine the "Planet" with the visible surface, but it is how it is for now. And it works. The PlanetController script is responsible for keeping the player and camera close to Origin, 0,0,0. This is necessary because once your player/camera cross the 10000m distance boundary the underlying floating point mathematics loses enough precision that your meshes begin jumping around the screen. The PlanetController script contains this logic: public class PlanetController : MonoBehaviour { public GameObject Planet; public GameObject Player; Rigidbody rb; void Start() { rb = Player.GetComponent<Rigidbody>(); } void FixedUpdate() { if (rb.velocity.magnitude < 1) { Planet.transform.localRotation = Quaternion.FromToRotation((Player.transform.localPosition - Planet.transform.localPosition).normalized, Vector3.up); } } } Keep in mind I omitted a lot of extra stuff from that code, for example, it doesn't actually run EVERY FixedUpdate, but as a timed event inside the fixed update, every few seconds or so. Also Important to note, I still have a minor amount of vertical jitter that is caused by the planet sitting at 0,-30000,0. I am actively working at ways to reduce this, in fact, as I type I'm having more ideas on how to fix the issue.. So keep posted. ^Solved and NOT related to the size/positioning within the 3D space, see comment below. The visual look of the planet(Before the procedural code kicks off and repaints it with textures/objects). Is a split up version of the planet mesh(will be split up MUCH more than this eventually).. And the water is a simple sphere object(also broken up and non-visible sections removed) with a water texture. My Gravity "system" is also very simple(Just a script, like this one, attached to the objects that need gravity applied to them): public class GravControl : MonoBehaviour { public GameObject planet; private Rigidbody rb; public Vector3 upVector; void Start() { if (planet == null) { planet = GameObject.Find("Planet"); } rb = GetComponent<Rigidbody>(); Vector3 upVector = (transform.position - planet.transform.position); transform.rotation = Quaternion.FromToRotation(transform.up, upVector) * transform.rotation; } void FixedUpdate() { upVector = (transform.position - planet.transform.position).normalized; rb.AddForce(-upVector * 9.81f, ForceMode.Acceleration); } } I may incorporate this into a "controller" type script that isn't attached to every object at some point for simplicity, but for now, it works just fine. So that, just a few pics and sentences, well summarizes at least 2 or 3 solid weeks of 8+ hour days... hahaha!
  14. Hello everyone! I´m new here so please forgive me any nonsense i could say, if i say any. So, currently i´m studying game design to start doing games. So far so well. I want to be a game designer and creative director if posible. The thing is that, from there, i don´t know what else to do. Like, when i´m done with the game design course, what things can i add? I must clarify: Besides game design, i write, so i have that covered. I like to illustrate and do concept art, but here´s the problem, i´m not very good at those things. I don´t really like programming, but i´d like to know a bit about it, just to... know. Or be able to use some engine by myself, like Unity or Unreal or etc. I know this is kinda confusing, but that´s because i´m confused as well. Want to add things to do my own proyects. What´s the standard path to follow after game design? Should i go with art and illustration? Or do programing first? Or any other things you can tell me? Thanks in advance!
  15. Hi, I am new in the app and gaming business and I am looking for people with any level of experience to help me make my vision come to life. I am a freshman in college and I am just beginning in the world of technology. I am attending for Computer science and I dabble in game design. I have a great app game design that I believe is idea is going to work and become very popular, all I need is some help. After the app is made, if it is a hit, I will try to monetize it and I will split the profits among however many people are on my team and want to help. I will share the idea with my team after I have created it. I am looking for trustworthy people who want to help and want to learn. I think I have a special idea and I think it will work. I would prefer to share the idea and show you my vision via a video chat service and I would like to work and continue from their. If you like the idea and think it will work, then I hope you join the team. If you think otherwise, I will not be offended and we can go our own separate ways. I really hope you want to be a part of my team, we could make something crazy happen.
  16. k0fe

    Researching and balancing

    This week I’m working on researching. It’s a fun process which helps me better understand my own game vision. What’s wrong with my design, what should I change, add or cut. I finally moved from paperwork to Excel. Though I still use pencil and paper while making quick design decisions. Well, that’s really helps me and there’s nothing better that old (but gold) method. It’s been a year since I started designing GODCOMPLEX. Last month I’ve been hardly working on system design and still I have no content design. Like really, no script, no NPCs, no locations, nothing! I hope to change it and go hard on content design in next month. So this week is: research, feature balance Next week is: - narrative design - world design p.s. I love design. Design is everywhere. p.p.s. Sadly I can’t post screenshot, so I make pics on my iPhone. That’s so silly tho I can’t do anything yet.
  17. Hi everyone, Stitched has been released for almost a year now and our game has gone through numerous great updates and revisions thank to feedback from everyone! To conclude a wonderful summer, our game is currently on sale for 30% off on Steam from September 17th to October 1st. Check us out here: Store.steampowered.com Also, we would want to showcase some of our artworks for our game. Below are some of the concept arts that we did in the past. Firstly, the main subject we wanted to focus on before any art is the primary color of the game. We decided to choose purple as it's a color that stands out and somewhat fitting in a horror game. Below is the original title screen and the finalized version of the title screen of Stitched. We original wanted to give Catherine long hair but decided against it because we feel the long hairstyle was done too many times. We wanted to give Catherine a unique look hence we decided upon the new shorter hairstyle. We also touch up on her expression to make the player see that Catherine is terrified. Thirdly, we wanted to emphasize the title of the game by making it glow with light purple color. The below three images represent design stage for the doll character in Stitched. The first image is the original sketch. The second image is an updated version to give the character a more serious tone. The final sketch is to give the character her color which include her hair, face, and dress colors. We went through a large amount of revisions for this character to get the right color, facial expression to match her personality. And lastly, check out some amazing fan art for our game through this youtube video! For anyone who is interested in our art. Check out our deviant art page here. For those who have further interest in our game, check out our website here and our Steam developer page here for future projects! Cheers! Fluffex Studios
  18. Hello, I am university student. This year I am going to write bachelor thesis about Vulkan app using terrain to render real places based on e.g. google maps data. I played World of Warcraft for 10 years and I did some research about their terrain rendering. They render map as grid of tiles. Each tile had 4 available textures to paint (now 8 by expansion WoD) However I found issue about this implementation, that's gaps between tiles. Is there any technique which solves this problem? I read on stackoverflow that guys find only solution in using smooth tool and fixing it manually. Main question: is this terrain rendering technique obsolete? Is there any new technique that replaces this method to render large map as small tiles? Should I try to implement rendering terrain as grid of tiles or should I use some modern technique (can you tell me which is modern for you?). If I should implement terrain as one large map to prevent gaps between tiles how textures are applied for such large map? Thanks for any advice.
  19. bencinStudios

    Science Game Jam Weekend Project

    Over the weekend of September 8th and 9th, 2018, our team participated in a Game Jam hosted by the Nashville Game Developers and The Adventure Science Center in Nashville, TN. The event kicked off on Saturday morning with introductions and our challenge for the weekend: create a science-based game with an educational spin. Given that The Adventure Science Center had dedicated September as "Make It Month," creating a video game based on the science of water seemed perfectly in sync with that idea. Through a bit of brainstorming and ideation, we came up with our theme: Water. Water is one of the most interesting substances in the universe with a host of properties and uses. We wanted to use our game to teach about the 3 main phases of water - solid, liquid, and gas. The player would be tasked with navigating a 2D puzzle environment using game mechanics to heat or cool their water character to make it through obstacles and finish the puzzle. Following a ton of online research on water, we all got a little bit smarter about how water acts, what it can do, and why it's such a versatile substance! Now, to make that into some interesting and educational gameplay. We knew we wanted the experience to include the player having to change between the various phases of water to complete the level. The challenge became how to do that in an educational, yet fun way. We decided to utilize the idea of a Bunsen burner to heat the water into a gas to be able to float. We would use a freezer to turn the water into an ice cube to be able to break through obstacles. And we'd use the idea of time and friction to turn the gas or ice back into water to navigate grates in the floor. From there, the team began pulling together assets, coding, and building the game level. By the end of Day 1, you could start to see the results of the team's work. For Day 2, our goal was to put out a finished game that would be fully playable start to finish, while also providing some polished visuals and gameplay. One of the aspects added during Day 2 was our water molecule character, Mo L. Cool, who would serve up interesting facts about water or helpful hints to get the player through the puzzle. Seth, our artist, came up with a very cool, unique take on the water molecule, showing the hydrogen atoms as headphones on the "head" of the oxygen atom. Mo L. Cool would live on the game screen and pop up with info every so often throughout the game, triggered by keys the team placed in the level. By mid-Day 2, we had some Adventure Science Center guests come through to see what we were working on at the Game Jam. We decided it would be a perfect time to get some outside opinions on the game and let them play test the current version of the game. With an Xbox controller in hand, the 2 guests gave the game their best shot while providing us some helpful insights into where we could make adjustments and fixes to make the experience even better. By the end of Day 2, we had our completed prototype game, which we dubbed "Mind Over Matter." While we were able to build a complete game level and experience, there are still a few tweaks we'll be making for the final product. We'll be putting it out on our social channels plus this and other gaming sites for folks to download for free to play (very soon). It was great to see at the end of the weekend what all the other developers at the Game Jam had been working on. Each of them showed off their science-themed gaming creations to the group. Some had been working solo on their project, while others also worked in teams. Everyone had amazingly creative ideas and were able to get completed game experiences built over 2 days. We thoroughly enjoyed ourselves and look forward to future game jams! Here's a gameplay video showing our completed prototype from start to finish (that first part is tricky)! ASC Game Jam 9_17_2018 2_14_17 PM-1(4).mp4
  20. Hello all, I was not sure where to place this so I decided to place this in the general forum. Please note, that I have not developed anything at this time. I am currently doing some research and scouting. I have been considering to develop a game controller. I was thinking that it would be nice if the controller registered as a Xbox 360 controller when connected to a windows PC. I could go out and get an actual 360 controller but I am redesigning the case and the electronics. So, I was thinking about utilizing the XUSB protocol. After doing some research, it appears that I am not able to find information regarding this protocol. I am starting to have concerns that the XUSB is proprietary to Microsoft. Is this the case? Are approved Microsoft accessories only allowed to use the XUSB? If so, then how do I become "approved" so that I can develop XUSB controllers? If this is not the case, then where would I be able to find documentation on XUSB communications?Or would i be able to use a USB Sniffer and basically reverse engineer the communications protocol between the controller and the PC? Note: Yes, I am aware that windows supports the DirectInput method. This is my fall back in the event that I can't get the XUSB protocol to move forward. Thank you
  21. xaddrian666

    My first RPG game in javascript

    Hello, i want to share my project with others just for not being the only person who knows about it I think i'm not completely beginner, so i decided to try some game. I'm still learning game mechanism so probably this project is for testing purposes. I started as a website developer so i am coding in javascipt. Of course i will learn new real programming languages like C++ or java but probably in near future. For now js is enough for me This is my first video from the game just to show features i've made. It was recorded some time ago, so there's more small features now, just need to record new video Please let me know what you think about it(don't look at rpg maker textures, it's for testing purposes, ofc in official release i will made my own txt) and what features would you like to see in the future. P.s: sorry for my bad english, i'm still learning(and for no HD in video ) Link to video(Youtube)
  22. Illuminus Games is an indie mobile gaming project, founded with the mission to transform the industry by providing a quality and engaging free-to-play mobile games without destructive monetization schemes. Currently we are looking for: Artists - 2D/3D/Animators with focus on low-poly style and desire to build immersive worlds Game Designers - Unity/C# developers with passion for building powerfull gameplay mechanics Backend Developers - adepts of Node.js, ASP.NET or any other backend stack for creating powerfull server-side code QA Testers - ninjas willing to play our "buggy" something and making it shiny game Please, note that this is "hobby project" (so no payment will be provided); however, in the future if all things will go well, we will seek for private financing. No experience is required, but the willingness to learn and dedication to project are expected. About the project: Atana Chronicles: The Great Lords is a unique blending of different traditional mobile and console/desktop genres brought to mobile platforms. In its core, Atana Chronicles: The Great Lords is traditional 4X strategy game, with inclusion of such genres like grand strategy, turn-based tactics, role-play game (RPG), political card-based simulator. In addition, an important part of AC:GL is its online multiplayer and story narrative. The unique element of the game is monetization scheme: the game is distributed with Free-To-Play model with zero conventional core-loop-based monetization. Key features: Screenshots (ver. 0.13 alpha): If you want to learn more about the project (including strategic analysis, detailed game features and project roadmap), you can download project brief HERE. Demo (WebGL) | Demo (APK package) | Official website | Email | Blog | Twitter | Facebook | Instagram | LinkedIn
  23. PROJECT OVERVIEW: Beyond The Frontier is a open galaxy RPG set in an galaxy far far away. its a game i have envisioned for years!, The Game will be developed in Unreal Engine 4. in the game you will be able to be who YOU want to be, Fly Epic And Fast Ships, But Most Importantly, Go On Epic Quests! Become A Pirate, Kill The Pirates, Join Factions And Go On Epic Adventures Through The Galaxy! im currently in the middle of designing the game however i need concept artists for the gdd, then we will go from there eventually getting 3D Artists And Unreal Engine Programmers. Recruitment Details: - Concept Artists: responsibilities include creation and design of environments, Weapon Concepts And Ship Concepts. DEVELOPMENT PLAN: PHASE 1: Concept Art Planning Future Development + Brainstorming Game Design Document Completion PHASE 2: 3D Character Modelling +Environment And Prop Modelling And Texturing Basic First Person Set Up With All Player Character Features And Inventory And Quest Log. Early Marketing (For Kickstarter Or To Grow A Community) We Will Be Adding Phase 3 And 4 which Will Include Much More Questing Stuff. APPLY: email me at rioishere14@gmail.com
  24. addictCoderCS

    2D Artist Needed

    Hey all, I'm currently working on a medieval web game. I'm in need of character art and ui art. I don't care if it's realistic or stylized. There is no animation. Experience in front-end technologies(html, css, javascript, jquery, ajax) would be a bonus. If you don't have front-end experience, it's not a problem. I can handle it all, I just hate front end. Work I've already completed: Stood up sql server and sql database. Developed API to be consumed by game using OAuth Developed class library to send requests and receive responses from API. I'm a very experienced programmer. This isn't a project started by a self taught beginner programmer. I've already sunk some money into the project and am very serious about completing it. I know I could get some free art online to get the job done, but I figured I'd give an artist a chance to showcase their work on a published project. This is not a Unity or Unreal project. What I need: 2D Artist with experience in character art. Experience in 2D environment art. Experience creating UI elements for web. Front-end experience a plus, but not needed.
  25. The Battle Royale Genre is being played out with clones of Fortnite and PUBG, I want to make a genre changing game that redefines the format of the game. I want to make a game that's a side scroller with a large map with depth (caves, buildings, etc...) where players spawn in at random, loot up, and battle it out to the end. I really appreciate pixel art style games and I would like to incorporate that into the idea. Specific details are up to debate, such as: close range, long range, or a mixed combat system, the platform to develop on (I use Unreal myself), character customization, etc... What I need from the community are programmers, artists, coders, anyone who wants to help. I can't pay so I don't expect people to be chomping at the bit but I believe this project has potential so if you'd like to lend a hand I'd greatly appreciate it. -The Disaster Artist
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