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  • The sleeper must awaken... and code some.
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  • NetSim: A Hacking Simulator
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  • "Another genius foiled by an incapable assistant."
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  • Untitled
  • Sheridan's adventures in random nonsense.
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  • A love story: Me and my 2D engine.
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  • The journal of rpg_code_master
  • 2D Game Development with a splash of Mumbo Jumbo
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  • Graphics is gooder and stuff
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  • Explicity undeclared yet implicitly defined ramble
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  • I am a duck
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  • It's a hobby.
  • Subverting C++
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  • Monkey Land
  • Dev. Blog of Empire Productions
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  • Ramblings of a partialy sane programmer
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  • Better Together
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  • Project Kingstone
  • Brainfold
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  • Bradley Sward - Small Game Projects
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  • Mark the Artist Fights the Future
  • PumpkinPieman's Journal.
  • Get back to work!
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  • Level editor in the works
  • Good Enough?.... Never!
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  • Developing Firebox
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  • The Enigma Code
  • bricklayer developers: Fountaindale
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  • Yet Another Game Maker
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  • Indisputable Tales of Interest
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  • The ballad of a n00b
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  • The Richest Beggar in the World
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  • This Is My Story
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  • Yeah
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  • Frogames adventures
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  • The never-ending story...
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  • Old code never dies, it just fades away
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  • The Mystic work of Chad
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  • Memoirs of a Graphics Engine
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  • MJP's Last Stand
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  • Mammal Games
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  • Laura's Game Journal
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  • Rex of the Arx
  • Leandro's endeavours on managed code land
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  • Chronic Procrastination
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  • Z Axis Games
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  • Life in the cereal box....
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  • Omegaice's Dev Journal
  • MMORPG Development
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  • Pixelante
  • nerd_boy's journal
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  • The Log: Cloud Ocean
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  • Don't forget, it's supposed to be fun!
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  • Just Glad to Be Here
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  • Ep's tool-dev diary
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  • Crawling with ideas
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  • IfThen Software
  • Academia
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  • Journal of Earthania
  • Journal of Lethargic Programmers
  • The Adventures of a Universal Traveller
  • Merry Prankster Games
  • Journal of caldiar
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  • Journal of Encicra
  • Software Renderer in 28 days
  • Journal of DrSizzla
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  • Journal of linternet
  • Journal of matt_j
  • Untitled
  • Journal of m3sh
  • My Newbie GD Journal
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  • Drew_Benton
  • Journal of FeverGames
  • Windows [Phone | 8] musings
  • Journal of popcorn
  • Journal of gytha
  • Isolate Development
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  • The Pixel Ocean
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  • Starting Thoughts
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  • dwn
  • Tachyon Wars
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  • Journal of rip-off
  • Treehouse Gaming
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  • Journal of Tower City
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  • Graphics Engine Development
  • Journal of hGonzalez
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  • Skipping a D
  • Journal of Matt328
  • Elucidation
  • Battlefield simulation engine
  • Journal of AEdmonds
  • DudeMiester Speaks!
  • Technical Artistry
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  • Mason's Journal
  • istar's Game Life
  • The Greatest Development Journal Ever Written
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  • Robot University -- a 2D DirectX Puzzle
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  • Dark Horse Software
  • Digital adventures through the third dimension
  • Gnoblins - Development journal of an indie game
  • Journal of ThomasBelgium
  • Wavesonics Pseudo-Random Journal Generator
  • Yckx's GameDev Journal
  • Tales of Ozak
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  • tinyrocket
  • Think Small
  • The YAR Project
  • Journal of Christopher Loyd
  • Journal of Vanderry
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  • Feathers and Code
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  • Dans Journal
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  • Wilhelm's Journal
  • Journal of Laval B
  • Journal of Sybalos
  • Journal of dx elliot
  • True, False, Maybe
  • Journal of dragongame
  • Journal of ManuelMarino
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  1. This is my last week as indie developer ( also featuring the work of my team ), the most important point is that i move to Game Maker 2 : Hope you like it, comments appreciated. Thanks !
  2. It’s the weekend, and that means another edition of the Village Monsters Dev Diary Digest (VMD3) This edition is an extra-large one. I typically try to pick out the 3 most important things I worked on to share, but I was a real whirling dervish of productivity this week, and just 3 things ain’t going to cut it. Enough talk, let’s dig in. A Preview of Seasons Up until now, every screenshot I shared has been from ‘Spring’, but it’s been somewhat misleading as Village Monsters is a game of many seasons and colors. This week, I wanted to experiment with what different seasonal tilesets might look like, so I whipped up the above to test them out. It’ll likely change a few times between now and the final release, but I’m pretty happy with the colors and mood of each season. New Additions to the Town Last week’s addition of the beach inspired me to do some further work to the village and surrounding areas. The ‘civic district’ - such at that is - has seen some love. A new town plaza sits empty, but that won’t be for long. A graveyard was added to the church, though I’m not sure what the monsters are planning for it. The ‘residential district’ has also seen a new house pop up seemingly overnight. That skull really sticks out like a sore thumb, and Stapes & Saley (you know, the skeletal warriors that guard the gates) have been told to do something about it. Maybe next week. Finally, a new area has been spotted east of the Crossroads. It’s called the Overlook, and it’s one of the best ways to get a view of the land outside the village. As with the beach, this area is usually pretty quiet. Maybe one day it’ll make for a good gardening spot? Compendium Vol. 2 The Compendium is a very important book that is much more than just a menu. It is a complete log of your adventures and exploits in the world. It tracks quests, villager profiles, critter and fish collections, a map, and much more. The Compendium Vol. 2 does all these same things, but with a fresher coat of paint and some increased usability options. I’m unsure at this stage how fleshed out the Compendium will be by Alpha 1’s release, but at minimum you can expect some light tutorializing to via quests to be handled by the Compendium A Grab Bag of Other Goodies Stalking Critters By holding the ‘Swing Net’ action you can now enter stalk mode. You move much slower, but animals will almost never run away from you. Be sneaky, but still be quick about it! A System-level menu Escape no longer dumps you from the game instantly. It now brings up a menu Reworked Choices Choices in dialog now works a bit differently. You simply hold the direction of the answer you want to give Well, that’ll do it for this week. Just a few more weeks before PAX, Alpha 1, and something pretty big. I’m pumped!
  3. Last Rites is an isometric role-playing game that takes place in TSR’s Planescape setting. It uses the Bioware Forgotten Realms engine with Interplay artists supplying the Planescape ambiance and feel. The player creates a single character. Over the course of the game, the player picks and chooses a series of allies (pals and romantic interests) to join his party and allow him to kick ass more efficiently. The maximum party size at any one time is five. Download: Torment_Vision_Statement_1997.pdf
  4. Game Pitch - Bioshock

    Download: BioshockPitch.pdf
  5. During the development of Metal Gear Solid 2: Sons of Liberty, Hideo Kojima came up with a Grand Game Plan for the sequel to Metal Gear Solid and how it would be utilized on the PlayStation 2. The Grand Game Plan was included in The Document of Metal Gear Solid 2, although only in the original Japanese text. In July 2006, Marc Laidlaw of Junker HQ released an English translation of the Grand Game Plan: MGS2gameplan.pdf
  6. Ion Storm Design Docs

    Scanned collection of design, planning, and concept documents from Ion Storm. Download: Ion Storm Design Docs.pdf
  7. The Thief 4 Game Concept Submission Document from 2004. From the document: Download here: Thief 4 Submission Document.pdf
  8. The Quest for the Custom Quest System

    Intro - "The challenges of dynamic system design" Custom Quest evolved during development, from a minor quest system used for our own needs in our own game production Quest Accepted, to something entirely more dynamic and customizable, now finally released, these are our thoughts on quest design and developing standalone subsystems. Splitting what is a major production for a small indie team, into smaller installments such as a quest system was a good idea we thought, this way we can get some releases out there and fuel the development of our game. But building a system that works for yourself is one thing, building a unity plugin that will let other developers create quests, missions, and objectives, you would never have thought of is something else entirely. The first thing we had to realize was that when building a quest system, the task is not to design great quests, the task is to enable the users to create great quests. That still meant we had to find out what good quest design is and what a quest really is. Our task was to create a system where the user is free to create creative engaging and rewarding mission experiences for their players. What is a quest? - "Cut to the core" First off, we need to know what a quest really is. A quest is the pursuit, search, expedition, task or assignment a person(s) does in order to find, gain or obtain something. In games, quests and missions function in many different ways depending on the genre. A single game can contain a multitude of different types of quests put together in just as many ways. In an MMO, for instance, quests are vehicles for the story and the player's progression. In many cases they are formulaic and simple, some can even be repeated, there are hundreds of them and everyone can do them. In other games quests are for single player campaigns only, here they shape each level giving the player a sense of purpose. Quests can span the whole game or just be a minor optional task on the way, there are so many design philosophies and creative quest designs that we had to narrow it down and really cut to the core of what is needed for good quest design. What all quests have in common is the task, the criteria for successful completion of the quest, and the reward, the goal of the quest, what the player gets out of doing what we ask of him. Quests cover an incredible variety of tasks so it was important for us to base our decisions on thorough research. In our research, we found that there are three layers to quest design. The type, the pattern and the superstructure. Quest types exist within quest patterns and quest patterns exist within the quest superstructure. We found that there are 8 basic types of quests these are the various tasks/criteria the player must do in order to complete the specific quest. There are 12 quest patterns. These are ways designers can use their quests, connect multiple quests set them up in engaging ways or teach players how to interact with and get the most out of the game world creating variety and engaging the player. Enveloping the patterns is the quest superstructure, the overall structure of quests in the game, we found that there are two main ways of structuring your quests. Historically quest have a quest giver, an NPC or object that informs the player about the quest, what they need to do, the story behind it and perhaps even what their reward will be should they complete the quest. Quest types - "Do this, do that" The core task each quest consists of, the criteria for completing part of or all of a single quest. These are the actions we want Custom Quest to be able to handle. Kill Probably the most basic quest type, the task is to kill something in the game, for example; kill 10 goblins. Gather Again very simple, the task is to gather x things in the game world, collecting berries or the like. Escort The player must escort or follow a person or object from point A to B while keeping it safe. FedX The player is the delivery boy, they must deliver an item to a person or point. Defend The player has to defend a location from oncoming enemies, often for a set number of waves or time. Profit The player must have a certain amount of resources to complete the quest, contrary to gather quests these resources are resources the player would otherwise be able to use himself. Activate The player's task is to activate/interact with one or more objects in the game world or talk to a number of NPC’s. In some cases, this must be done in a certain order for a puzzle effect. Search Search an area, discover an area of the game world. This is useful for introducing areas of the map to the player and giving them a sense of accomplishment right off the bat, showing them a new quest hub or the like. Quest Patterns - "An engaging experience" Tasks are one thing, and in many games, that might be plenty but we wanted custom quest to let the users create chains of quests, specialize them and set them up in ways that draw the player into the experience, there are many ways to go about this. Arrowhead The most basic quest pattern, the quest chain starts out broad and easy, the player has to kill some low-level cronies. The next quest is narrower, the player must kill fewer but tougher enemies, lets say the boss' bodyguards. The last quest is the boss fight, the player has killed the gang and can now kill the boss. This quest pattern is very straightforward and works well, giving rewards either at every stage or only when the boss is dead. Side stub A side stub is an optional part of the overlapping quest. Lets say quest A leads to quest C but there is an option to complete a side objective B, which makes completing C easier or it changes the reward, for example. The player must escape prison, the side stub is “free the other prisoners” in this example escaping with all the prisoners is voluntary but it might make it easier to overpower the guards or the prisoners might reward the player when he gets them out. The side stub differs from a generic side quest in that it is tied to the main quest directly. Continuous side-quests These are side-quests that evolve throughout the game, one unlocks the next, but they are also affected by external requirements such as story progress. This pattern is often found with party members in RPG games, where the player must befriend the party member to unlock their story quests. Deadline As the name implies these quests are time sensitive. The task can be of any type, the important thing is that the quest fails if time runs out. This could also be used for a quest with a side quest where the side quest is timed for extra rewards but the main objective is not. Deja-vu quests This kind of quest pattern gives the player a quest they have done or seen before. In some cases, this “new” quest will have a twist or something that sets it apart. It can also be the same sort of quest that exists in different areas of the game world, perhaps there is more than one goblin camp? or perhaps the player has to pick berries daily. Delayed impact Delayed consequences of a previous decision. Often used in games where the story is important and the players’ choices matter. These quests are tied together without the player knowing. Let's say the player is set the optional task of giving a beggar some gold to feed himself. The player gives the beggar a few gold and is on his way. The next time he meets the beggar the beggar has become rich and rewards the player for his kindness with ten times what he gave. One of many The player is presented with a number of quests, they have to choose which one to complete, they can only choose one. The others will not be available. Hidden quests Hidden tasks that aren’t obviously quests at first glance or are hidden away for only the most intrepid players to find. This could be an item the player picks up with an inscription in it if the player then finds the person the inscription is about he can get a reward for delivering it. A good quest pattern for puzzles, these kinds of quests can really make the game world come alive and feel a lot more engaging, allowing the player to uncover secrets, Easter eggs and discover all of the world created for them Moral dilemma Punish the bread thief who stole to feed his family? often used in games that have a good/ evil alignment level for the players, these kinds of quests make the player make a choice about what kind of character they want to play, they get to choose if their character is good or evil. Side quests Optional quests, these quests are often found in level based games where the overall quest must be completed to get to the next level, the player can optionally do some extra tasks to get more points. The important part is that these are optional but they give the player a reward for, getting everything they can out of the game. Tournament Tournament style quests, a series of quests that get harder as the player progresses. An example could be a gladiatorial arena if the player defeats five enemies one after the other he gets rewarded as the champion of the arena, but if for example, he fails at the third, the whole tournament is failed and he has to start all over from quest 1. Vehicle missions Despite the name these quests are not confined to being about cars, these are simply quests where the players control scheme changes to complete the quest(s). An example could be; changing from running around in the game world to driving a tank to destroy a fort. Quest superstructure - "The whole package" With quest superstructures, we are venturing into general game design. The superstructure is how the player is allowed to complete quests in the game world. It's basically a question of whether the game is “open world” or a linear experience. The diamond structure The open world model, think games like The Elder Scrolls V: Skyrim, the player is introduced to the game through a quest, but after that, they can go wherever and do whatever quests they want. There are tons of quests of the above types and patterns, the player is free to pick and choose which to do, giving the player the illusion of freedom within the game world (the diamond). However, the game still ends by completing a quest that is locked and always a requirement to complete the game. This can, of course, be varied by different choices the player has made throughout the game or even have multiple endings. Quests can be concentrated into quest hubs, i.e. towns with lots to do or the like, but they don't have to be completed in a linear fashion Linear hub structure This structure consists of a number of required “bridge” quests that need to be completed in order to unlock the next area or “hub”, each hub can have any number of quests, this could be a town full of people in trouble, each with their own quests and quest chains to complete, when they are all done, the player moves on to the next hub through another bridge quest. Limiting the quest size of the hubs will make the quest structure feel more linear and thereby the game linear, and creating larger more open hubs can make the player feel freer. Outcome - "So many options!" The development of custom quest has been the quest to allow game developers to create quests and missions that use these types. However, no matter how well we have researched, some one will come up with a new and creative way of doing quests. The solution for us was to make the system more customizable. Letting users convert their quest prefabs to quest scripts that automatically inherits the core functionality, so the user can freely add their own additional functionality on top of the existing core Asset development as fuel - "A learning experience" Developing this way, splitting the production into sub systems that can function on their own and even be used by others is not something that should be taken lightly, but if you can build something lasting, something others can find value in using, then the final product will be all the better for it. Custom Quest started as a project we thought could be completed in a couple of months, it ended up taking 7. In part this is because we realised that if we were going to release the system, we might as well do it right, that meant creating a system that was customizable and robust, a system that can be added to the users game and not the other way around, a system we could be proud of. The experience of developing for other developers is quite different to developing a game. One that has made us much stronger as programmers and as a company, it forced us to think in new ways, in order to create a dynamic and customizable solution. Custom quest has evolved from an asset we could use in Quest Accepted, into a tool others can use to create a unique game experience. All in all, the experience has been a good one and Random Dragon is stronger for it, I would, however, recommend thinking about your plugin and extra time before you start developing. Sources: www.pcgamesn.com -"We know you aren't stupid" - a quest design master class from CD Projekt RED http://www.pcgamesn.com/the-witcher-3-wild-hunt/the-witcher-quest-design-cd-projekt-masterclass http://www.gamasutra.com/ - Game Design Essentials: 20 RPGs - http://www.gamasutra.com/view/feature/4066/game_design_essentials_20_rpgs.php?print=1 Extra credits - Quest Design I - Why Many MMOs Rely on Repetitive Grind Quests https://www.youtube.com/watch?v=otAkP5VjIv8&t=219s Extra credits - Quest Design II - How to Create Interesting MMO and RPG Quests https://www.youtube.com/watch?v=ur6GQp5mCYs Center for Games and Playable Media - Situating Quests: Design Patterns for Quest and Level Design in Role-Playing Games - http://sokath.com/main/files/1/smith-icids11.pdf Center for Games and Playable Media - RPG Design patterns https://rpgpatterns.soe.ucsc.edu/doku.php?id=patterns:questindex Special thanks to Allan Schnoor, Kenneth Lodahl and Kristian Wulff for feedback, constructive criticism and background materials.
  9. Before we start, let's us all UNLEARN everything we know about 4X It does not have to be muliplayer, it does not have to be symmetric, it does not need to be balanced, it does not even need to have other entities than the player (like player vs environment). Basically free yourself from all/most of traditional restrictions Also feel free to assume any settings, game rules, mood, etc. The question is how to make warfare goals in space 4X? Typically there is only one goal, use fleets to conquer or defend own planets. So, basically everything revolves around planets. It results in the "take over all planets" goal, which is kind of unfun in many cases So, I was thinking on other approaches to space warfare goals. Maybe something like "you need to defeat enemy fleet to show them who is the boss and therefore get a tribute from them", or maybe like "there is a pirates threat and you pursue to destroy their bases (without taking their planets) to assure safety of own trade routes/planets", something along those lines. Or maybe something completely different.
  10. Right now I'm designing a fantasy tactical turn based game. Originally the game was inspired by Vandal Hearts ( for reference see https://www.youtube.com/watch?v=gc6yp7DH3ts&list=PL5V4iNEm527MCEyGwSkmhJ12aAkFNHKtz ). As it was inspired by Vandal Hearts I currently have the class and unit progression using points (damage, for example is the [ unit's Phys.Att. + weapon Phys.Att ] - [ defender's Phys.Def + defender's armor Phys.Def ] = base damage (minimum damage is 0) + 1-6; it has a rock-paper-scissors type class superiority ring. The challenge I'm facing is this is extremely difficult for me to balance. I've been considering the possibility of changing the character progression system to something along the lines where level/rank unlocks class tree abilities (sort of like a mix of WoW skill trees and X-COM) -- and then having weapons do base damage with variable damage like from Terror from the Deep (damage * (0.5 .. 1.5)); I would like to keep the rock-paper-scissors balance where skills chosen determine the unit's class and access to weapons. -- you know writing it down makes it sound more similar to the modern XCOM system. I've already redone spells so that they are more like the modern XCOM's abilities with cooldowns and limited uses per combat session. Any suggestions and/or tips would greatly be appreciated! Is the Vandal Hearts point type system a sacred cow or is a more XCOM-ish system workable and fun for a fantasy tactics game? Please reply in-thread as I have it set to receive notifications. Thanks!
  11. 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!
  12. The Sims Design Docs

    A collection of design documentation from the development of The Sims from Electronic Arts and Maxis, dating back to 1997. 3DPeopleQuestion.pdf AnimationClassBreakdown.pdf AnimationDocumentation.pdf ArtDepartmentPostMortum.pdf BrainstormProblemListForArtTeam.pdf Ch00-TableOfContents.pdf Ch01-Goals.pdf Ch02-World.pdf Ch03-Objects.pdf Ch04-People.pdf Ch05-PetsAndPests.pdf Ch06-Simulator.pdf Ch08-Framework.pdf Ch09-Architecture.pdf Ch10-Graphics.pdf Ch11-Movement.pdf Ch12-CharacterAnim.pdf Ch13-Sound.pdf Ch14-Resources.pdf Ch16-Tools.pdf Ch17-TDSB.pdf Ch18-ContentDevelopment.pdf Ch19-SoftwareDevelopment.pdf Ch20-Documentation.pdf Ch21-Happy.pdf Ch22-ContainedInteractions.pdf CharacterRenderingDevelopmentPlan.pdf ComprehensiveArtAssessment.pdf ContentCreationRules.pdf CuckooClock.pdf EdithDocumentationOverview.pdf EdithPrimitives.pdf FailureTrees.pdf FigureNG.pdf FloatCompression.pdf GuineaPigCage.pdf HappyFriendsHome-2-10-96.pdf HitSoundRevivew.pdf HitSystemDesign.pdf HowToPursueHappiness.pdf JeffersonCharacterMotives.pdf JeffersonDemoTutorial.pdf JeffersonTools.pdf MasterIDAndSubIndexOverview.pdf MaxisSimRules.pdf MooseHead.pdf NotesFromMaxisNewPencilPostmortem.pdf ObjectFileFormat.pdf ObjectIFFFileFormat.pdf ObjectList.pdf ObjectMakingProcedure.pdf ProgrammingObjectsInTheSimsV3.pdf ProgrammingSimsDialogs.pdf ProposalForExtendingTheSimsFranchise.pdf QuickReferenceGuideForTheBewSimsSpriteExporter.pdf ResourceEXE.pdf ResourceFileOverview.pdf SimsBoxXSpecAndDesign.pdf SimsContentLibraryNotes.pdf SimsFileFormat.pdf SimsScripts.pdf SimTransmogrifierDesign.pdf SimTransmogrifierTODO.pdf SlotMachine.pdf SpriteGeneration.pdf Storytelling.pdf Strategy.pdf SuitConventions.pdf TDRObjects.pdf TDSB.pdf TDSBInfo.pdf TechnicalEmail.pdf TheSimsDesignDocumentDraft3-DonsReview.pdf TheSimsDesignDocumentDraft5-8-31-98-DonsReview.pdf TheSimsDesignDocumentDraft5-DonsReview.pdf TheSimsDesignDocumentDraft7-DonsReview.pdf TheSimsPieMenus.pdf TheSimsProjectCompletion-18-12-98.pdf TheSimsQuickStartGuide.pdf TheSoulOfTheSims.pdf TheStateOfTheArtAndGoingForwardToE3.pdf Tools%20Proposal%20Updated.pdf TransmogriferRenovationPlan.pdf VirtualMachine.pdf VitaboyOverview.pdf VM.pdf VMDesign.pdf WallLights.pdf XAnimatorDesign.pdf JeffersonDevelopmentMilestones.pdf JeffersonGameDescription.pdf JeffersonSpectrumOfChallenge.pdf SpriteRotations.pdf TDSEditToDo.pdf
  13. Fur and Dress

    Hi there guys! Recently I found an interview with cool 3d modeler where I was very attracted by the Fur on dress that I was looking for my snow knight (like in the Game of Thrones)Somebody maybe knows how to make a fur for a dress?Searched on the forums, youtube, but the fur is obtained both from the clay
  14. Hi. To be honest, but the game design for me has always been something unique and interesting. My path of game development first started with programming. After I began to draw, in order to be universal, but later, I discovered the game design and that was for me, on a pedestal favorite direction. Today I would like to touch on the types of players, why they play the games and pleasures of games. Be brief and clear. In our nature there are 4 types of players: explorers, killers, sociable and those who like committed to something. Crooks. This type of players are focused more on the quick passing game. It does not matter the study and details in the game. Killer. These guys love to destroy everything and kill everybody. Just put them in the tank, tell them where it is necessary to blow - trust me, they will not leave anything alive there. Sociable. They love socializing, but most of all they love online games where can someone make friends, work in team and to tell you the recipe for a delicious mother's cookies. Researchers. How do you think, what you like to do this group of players? I also think that they are exploring every path in the game where you can collect all achievements. Every time you create a game, ask yourself the question: "what kind of player I do my game? Is it possible to combine these types of players in my game, changed some part of it?" Incidentally, with regard to online games. Why do you think people play online games? First, they like competition, will compete to get to the top and gain respect. Secondly, people like to work in a team. Personally I play team games and more hours spent in team modes rather than in single. I love this mode. Thirdly, people play online games in order to meet and chat with friends, spend time with them online and meeting them to have constant, friendly contact. As you know, men play more games than girls. Their main game is the first 20 years. Action and aesthetics - their element. From 20 to 30 years, men are already playing something more calm and tactical, where you do not need a lot of push on the joystick, but need to think. And about men from 30-35 years to play in something calm, for example in genres "I'm search" and "Farm". But women, as a rule, begin actively playing with for 30 years. More women in the world, but I don't like the game. But often after 30 years of playing farm frenzy. Identify the main fun of the players: Fantasy. We love to feel part of another world, which could be anyone. Plot. Sometimes the plot can cause a pleasant sense of his sudden change of events, a dramatic denouement and linearity. Partnership. Teamwork is enjoyable. Discovery. The opening of the new - is the main game fun. Expression. Everyone loves to brag about. Obedience. Cool when you can control others. Feeling. When you realize that step the expected event, then the waiting becomes a pleasure. The gloating. When you killed your enemy, it's nice. Gifts. We love to receive gifts? Humor. No comment. Choice. To go left or right? I have a choice? Fulfilled goal. We love to reach goals and to feel pride because of this. Surprise. We love to be surprised. The Japanese are masters at it. Fear. We love to be frightened and to feel the shaking. This is an interesting kind of fun that we both and hate. A miracle. When we are strongly of something was surprised and experienced a wild delight from something. A tough win. That moment, when initially there was little chance to win, but you win. So when making a game, think of the fun highlights of your game and how much to add. My name is Flatingo and I love to make games. If you also like to make games, welcome to my YouTube channel. Good luck in your projects.
  15. Week of Awesome V - Day 1 + 2

    Intro This is the first of many to chronicle our journey through the Week of Awesome V game jam starting 07/08/2017 to 14/08/2017. Thanks for reading, we hope you enjoy the ride with us! Please excuse the long list of mistakes made as I'm low on sleep, concentration and annoyingly ill at just the right time... Day 1 Blue Monday We got a late start due to delayed flight but we got what we wanted to done. I managed to have a quick look at the themes in the morning to start getting the ideas flowing and the cogs turning in the back of my head. Chain Reaction | Assassination | Alien Invasion | Castles Not bad, definitely not what we were expecting, though we didn't really know what to expect as this is our first game jam. Our process was to split them off into all possible combinations and pitch as many ideas to each other as we could, write them down refine them and then whittle them down. There was a fairly even spread of ideas in the different combinations except for Alien Invasion, we couldn't seem to come up with anything too interesting or original. Not a problem still 3 other themes to play with. After an initial pass to refine the ideas and make sure we both had a concrete understanding of each of them with eSach took turns nominating ones to be removed from the list. I feel like there could have been a better way of doing this, maybe a round robin followed by a knockout stage but time was limited after I got back late and we wanted to settle on a theme before the end of the day. Eventually we whittled the list down to 2 finalists, surprisingly an Idea from each of us. we then each chose one and made an argument as to why we shouldn't make that one. with great confidence we both nominated our own ideas to be cut it took a while and we went over all the pros and cons of each, in the end we had one we were more excited about and we managed to remove a negative from the equation which was the amount of resourced needed to create it. All hail the asset store! We ended up going with his idea using the Assassination and Castle themes. The basic premise being a chasing with the intent to assassinate a target before they get to their destination in the large castle city. not that interesting at first thought however we're placing emphasis on the gritty and messy nature of hunting down and assassinating someone in a large environment filled with twists turns and intractable objects that can help or deter your chase. You won't end up killing your target in one hit as you jump off a 3 story high building gracefully landing without a single scratch or broken bone. Instead it's going to be an uphill battle where things don't go as planned or expected. We plan to make the AI as smart as possible with the objective of escaping you through erratic pathing through packed city blocks and using what they can in the environment to slow you down or injure you. You will use your reflexes, planning and resources to slow them down, steer them in the wrong direction and ultimately catch up with them to fight tooth and nail to put an end to them before they reach their objective. Our biggest worry with this idea were the potentially high amounts of assets we'd need to make it look and feel good. However after doing a little research on the asset store as well as looking at the standard assets provided with unity we were confident that we would be able to make a great game with decent assets while having very little artistic skills as we're both programmers. Time was also a large factor so having access to great assets to quickly prototype and get our game playable was essential. We ended the night making sure we had fleshed out the idea enough and gotten everything written down coherently and set up a Trello board so we could easily plan and keep track of what needed to be done. Day 2 Motion Blue After being awake for nearly 24 hours I crashed and got a late start to day 2. Nothing a strong cup of coffee couldn't solve. We started the day with a meeting to make sure we knew what our current focus was and to make sure we were all in approval of what was discussed and decided upon at 3 in the morning the previous night. We started trying to figure out Unity Collaborate as well as Scene Fusion. No simple task. We had conflicting unity versions as well as Scene Fusion only working with the older 5.6 version instead of the new 2017 version so it took a while to get up and running as well as figuring out how it all worked and what the drawbacks were. Scene Fusion is great for playing around in the scene together to work on level design as well as talk about concepts more easily by following the other person's camera. however whenever a file or script change is made and needed to be uploaded using collaborate we'd have to restart the sessions so making small changes to a script to see the changes would take a little extra effort and frustration. But we're getting used to it and it brings a lot to the table and adds to our experience of creating together in Unity. First major goal - make something playable to see if this is fun or not... we started by taking the standard character model, controller and camera provided by unity and teaking them until we had something pretty basic to run around in and have a feel for what we wanted. Most of the work ended up going to making a decent 3rd person camera that felt nice to explore the world with. After getting some decent terrain and buildings in the scene without much regard for position I worked on the lighting for the scene while my colleague worked on the camera. We decided on night time for atmosphere/mood lighting reasons as well as not needing large crowds to make it feel alive and the complications, time and effort the bring with them. Some quick tweaks to the skybox, main directional light - color and intensity - and I began adding some environmental lights such as braziers and torches near and on some of the buildings. We also tweaked the movement and jumping of the character so that now he not only felt good to run around with but also to jump over things. The camera took a lot of work and was filled with quite a lot of frustration but we got there in the end... Our camera is over the shoulder where rotating the camera where holding right click rotates the character with the camera, and holding left click is a more free look camera so you can see around you while moving but then snaps back to the direction of the character when you let go. There were quite a few interesting bugs and whenever we squashed one 2 more popped up. One interesting one set the camera a random distance and direction away from the player after using the free look camera while another one snapped it back to the last position you let go of for the free look camera if you clicked left mouse button again. We slowly got rid of them through trial, error and some oft underrated luck. What we're left with is a smooth, intuitive camera that gives the player a large amount of freedom and control. On top of that we had a bit of fun with the character's gravity and jump strength to make for a convincing and fun superhero, definitely something to play with for future game ideas! Thanks for reading this far it's been quite fun and interesting. I can't wait for tomorrow! Up next - Finishing off a basic environment to test in. - Adding in the target and working on its AI.
  16. About the game Aliens from the Sky is an arena based shooter, where you as an alien need to destroy the human castle, avoid the mage spells and upgrade your ship. What went well Game in a playable state. Effects and details that adds up to the overall user experience. Flexible design that allowed to cut some features without compromising gameplay. Implemented at least 3 upgrades. Both themes (Alien invasion, Castle) seems to work well. What went wrong Spend the first 2 days mostly designing, had several ideas but all were out of scope. No main menu. Wanted and still want to do pixel art instead of vector art. Music and sound effects could be better. End game scene needs a lot of polish. Had to cut difficulty levels and just focus on one. Conclusion When designing I was thinking only on themes instead of mechanics, which led to projects out of scope. And I should work look for teams to work with. Overall I’m happy with the results, hopefully I’ll participate next year.
  17. This is a self-made game maker. I made it create games for myself to run but wanted to share it with you. In this video I show how I can create the game Flappy Bird using the editors and then play it! The programming of the sprites use a language called Francois DIY Script. I stream development and gameplay on Twitch as francoisdiy. Video Link: Video My Twitch Channel: http://www.twitch.tv/francoisdiy I tend to stream in the evening after 7:00PM.
  18. Hello, I'm in the process of writing down a large project into a mind map (and testing the suitability of these features in Unity) and I would love to hear the views of other people interested in game design and perhaps more experienced in game design than I am. I will keep it short since all the information about the games design is in the mind map, but I just want to mention that it's an "immersive sim survival game" with a high focus on collaboration with NPCs. Small disclaimer, the mind map is rather big, around 8 pages worth of text. https://www.mindmeister.com/912394562/group-focused-survival-game-system Any feedback on any of the mechanics, suggestions for improvements or additions would be greatly appreciated. Also the issue of death is still something I am not quite sure on how to do, I want something new and novel and not just the same old re-spawn system, the only two alternatives I can come up with is permanent death or that you continue playing as one of the NPCs you have around you when you die, but this feels very lacking since it's a survival game and death should really mean something, does anyone out there have a new and novel way of how to tackle death? This is also meant to be presented to a team of people so if anything is unclear I would be very happy if you told me
  19. New video featuring last week of work, getting more views with every new video : Please, give me some comments to improve. Thanks !
  20. If anyone knows what it takes to break into the game design industry, it’s Al Doyle. A teacher of art, architecture, animation and game design for over 25 years, Doyle has been witness to the evolution of the gaming industry. From America all the way to Russia, Doyle has taught and given lectures in game design to students and children across the world. The work Doyle has done with his students has recently been featured on ABC News, the NY Times, Bloomberg Radio and many leading educational technology magazines. Doyle offers his advice on the best ways in which game design students can get into the industry, discusses esports and talks on the subject of the future of video game consoles. Hi Al, thanks a lot for speaking to us, firstly, broadly speaking, how would one go about becoming a video game designer? Al Doyle: The best way to get started in the video game design is to Beta test games for a variety of platforms, markets and target audiences. In many cases you will be significantly provided high quality interactions with the users, who can easily be videos to create an archive of UI testing and more. I was very lucky/smart to be able to test and launch three video game creation engines that range from zero coding to some coding and finally to fully coding a working game. This 2D Platform creator asks the creator to write one line of code at a time (much like Python) and the Pop Code! Language does not need to be compiled in order to execute giving the users instant visual feedback for their code. Gamestar Mechanic does not demand any coding skills as the UI is simple drag and drop. This is a great intro to Game Design for ages 5—12. Finally, ‘Ready’ is a unique and very powerful means of creating games. Just how difficult is it to find a job within the video game industry at the moment? I've heard there is a lot of competition. Doyle: Start by Beta testing games: it is low-entry and allows you to connect with a lot of industry players... a lot of people get their start this way. (I did) Decide what aspect of the industry you would fit (programmer / writer / 3D artist / etc.). GameDev.net is a great game developer’s community site and a great job board through GameDev.Jobs. So it's all about getting involved and working hard for free in order to gain experience that employers want? Doyle: You have to develop the skills somehow. The kids go to school now as many colleges have game design programs. Is going to university to study game design enough now though? Doyle: People will ask 'what have you done? What was your role? What can you do for us? A lot of jobs are very specific: special effects, voice over, programming, etc. New York University (NYU) has a Master’s program and then they incubate a select few of the grads with stipends and tech support that gives them a leg up: I know a few of these teams that are now producing real world products. I know another team that ‘just did it’: a lot of hard work to do independently yet they have launched successfully. No one cares where you went to school, they only care whether you can do the job? Yes, there is a lot of competition but skills rule the day: it is somewhat of a nerdy glamour profession like fashion or acting and the competition is tough: many people are willing to work long hours. Are certain companies/countries more likely to employ recent graduates with less experience than others are? Doyle: Many companies hire interns for little or no pay (just like many other industries). Recent grads will be facing tough competition yet if they have the particular skills for the specific job and are willing to put in the long hours during sprints they will find their way. Smaller companies are probably easier to break into. Would you recommend to a recent graduate to intern then first of all? Doyle: Beta Test, Global Game Jam and Internship is one pathway for someone to gain experience and skills for sure: this can work for beginners without schooling. Yet if someone is a crack 3D artist or a programmer with the right set of skills then they can skip the internship route and go right into the paid work. Many graduates of Masters Programs still have to prove themselves by building games, polishing their portfolios and getting their first jobs. Start small: join a small team with a limited role and build from there. The big triple AAA teams have small roles to fill while the smaller start-ups need comprehensive skill sets. GameDev.net and other "communities of practice" provide so much in the way of advice, blogs, news, job boards and insightful how-to articles to support those interested in getting a start. In New York City, ‘play crafting’ offers classes and workshops and has over 6000 indie game developer’s meetings throughout the year. Classes in Unity, Unreal, Corona SDK, and other aspects of the industry provide a support system independent of the University route. Is the university route important still? Or are people able to learn the same skills that they would at university via the internet? Doyle: Skills rule the day and many think the University system is a somewhat outdated model yet the University provides real mentorship, built-in networking events, industry talks and contacts. I have seen people succeed with absolutely no formal schooling besides Google and GitHub and others who have gone the Parsons / NYU / Full Sail route. The Programs at both NYU and Parsons are comprehensive and provide a sort of 'one-stop shopping' that makes the pathway more straightforward than the 'Bootstrap' approach. Yet, they both can work. The skill set is king. The portfolio is paramount. At the end of the day: can you produce on time and on budget? Have you known of any of your own students who have tried their absolute hardest to break into the industry (taking other courses, learning new skills, trying to get unpaid internships etc) and then ended up failing? Or if someone has that determination to get out into the world, build their portfolio, build their skillset, will they eventually land a job? Doyle: It depends on how you define failure. Many students find that the industry is not for them; they may end up teaching, doing related jobs in ancillary industries like working for Google or Mozilla or in other related educational settings. They may become entrepreneurs and build YouTube / Twitch / Social Media presences. Not everyone wants to be part of the Triple A ecosystem but there are so many related opportunities to exploit: escape rooms, blogging, teaching, speaking engagements, writing, non-profits, corporate team building. There are many places to apply game-based learning, playmatics, team-building and engagement. Is the theory true that it is easier for female game design graduates to get into the industry? Apparently, the game industry wants to become more diverse so they have begun employing a lot more women? Doyle: Diversity in any aspect of the Tech Industry is a goal that is easier said than done. The indie game developer scene is definitely making inroads. Black Girls Code is an initiative that aims to do just that. Other initiatives are specific to getting women into Tech as well. I don't think that is any easier for anyone as the competition is global and outsourcing is an issue. Game Design is hard work period. Is there a certain role in the industry that is constantly in demand that you would recommend to students to learn and full understand the aspects of? Doyle: There are so many students in the front end (animation, character design, illustration) yet the back end (programming, analytics) is the more demanding and in-demand skill. In terms of the future of video gaming, will consoles cease to exist soon? Doyle: Millennials play with consoles, kids today play with phones and hand-held devices (a gross exaggeration yet there is some truth here). I see almost everyone playing games on the subway. Contact lenses with built in video cameras/playback are being developed now. Bio feedback, prosthetics and wearable tech will make gaming even more ubiquitous, transparent, seamless and pervasive. The future will see us send games to friends like e-cards (many have been doing this already). Anna Anthropy builds casual games that are quick exercises in possibilities; some are more like sketches for games. Gamestar Mechanic challenges budding game designers to build a 'Birthday Game' for their best friend. Geometry Dash has an 'insanely great' level design tool. Is Super Mario Maker is a portend of things to come? I hope so for sure. It's possible that game design itself will be like photography: we are all photographers now was a mantra when cell phone cameras became everyone's preferred mode of discourse. We will all be game designer as the tool sets become more intuitive, powerful and accessible Do you think that the growing popularity of esports is a positive thing for the game industry? Doyle: I learned from a High School student of mine that did an extended essay on esports: it is more popular (in terms of numbers) than the NFL, the NBA and MLB world-wide. This is a good thing for the gaming industry as it bridges the gap between Sports and Life. The popularity cannot be denied, dismissed or denigrated as some sort of cultural backwater for trolls and teens. Stereotypes of Korean and Japanese kids being addicted to the Internet/gaming notwithstanding, the esports phenomena is providing users with a way to connect to the media in a direct experience that is both fan boy and celebrity-driven. That’s a wrap, Al. Thanks a lot for talking to us and keep in touch!
  21. Day 7 - Final day

    Here we are, the final day! Today I spend most of my time cruching, polishing some features and balancing the gameplay. Its feels good enough so better leave that way... Also I managed to make some sound effects and background music (nothing fancy, but its something). While I'm writing this, the game is being uploaded to https://neonlightgames.com/woa/ and I also posted it on http://gamejolt.com/games/Aliensfromthesky/276519 as backup I enjoyed this game jam as I found difficult to implement 2 themes and its a week, where usually game jams are 2-3 days, everything felt like a nice change of format. Posting devblogs each day was something that I'm not used to but I think I should do it for my next games. I want to say thank you to the WoA community for being active and to @slicer4ever for this opportunity
  22. Team Members Wanted

    Team Members wanted 2D Artists Environment Artists Engineers/Programmers Been working on a project for 6 months now and looking to expand the team. Fans of MOBA's this may appeal to you. Project Details Once the initial demo is completed a Kickstarter campaign will be created. Contact info is in the flyer, if interested please email me
  23. It's the weekend, and that means another edition of the Village Monsters Dev Diary Digest (VMD3) There is now less than a month to go until the version I'm working on releases for you all to play with. This'll mark the very first Alpha version that I make public, and I'm pretty excited about it. September is shaping up to be quite the month, and it's not just the Alpha release; stay tuned for more information on that very soon A Day at the Beach Due to the nature of the game it's not often that I get to create a new area, so it was a real nice change of pace to work on one this week. Introducing...the beach. The beach is just a short walk away from the village - just head south from the gate and keep going until you reach the surf. Though you or I would consider such a trip to be a nice day out, it seems that monsters haven't really taken to the human notion of spending the day in the sun and sand. Unless there's a special event going on you're likely to find the area to be largely empty. Still, you'll probably enjoy the solitude. You can catch fish, work on your tan, and nosh on some whoopie pies in peace. Ancient Ruins of Soon Longtime followers of the game know that I often try to slip in as many 'meta' elements as I can. After all, this is a game in which the conceit is that the NPCs have taken it over and the digital barrier between our worlds is thinner than ever - I'm hoping it gives me some artistic liberty Alongside beaches I added another new area to visit, though this one won't make it to the final game. It's called the Ancient Ruins of Soon, and it's an area you can visit to consult stone tablets on prophecy... ...in other words? You can view my plans on future features and changes from the game instead of going to my website or elsewhere. I tried to split it up by category, so if you want to know what the future holds for hobbies or story or your house then you can view just that information. Even More UI Changes This marks the 2nd week in a row in which UI changes made it to the top of my priority list. Here's a sampling of what I worked on this time. Notifications have been slightly resized and now rotate so that the newest is always displayed at the bottom Meeting villagers for the first time now produces a notification The inventory now has context-sensitive prompts depending on the mode or item \ Finally, I did an initial pass on an in-game version of the world map. Ok, that'll do it for this week. Hope you're enjoying these dog days of summer, because I'm definitely not. I hate the heat. Autumn can't come fast enough! Until next time
  24. Only a day left, the game still needs more polish (and music is still missing) but I like how it looks and feels. Made a lot of progress of art and bug fixing. Currently I'm working on music, this can take a while so I might only be able to put sound effects. Also some other details missing: When player wins they are shown a celebration image, with the credits and some options. (this needs art) When a mage dies it should show a +1 star symbol on top of it. Balance the castle life and the spawn rate of the mages. Put a cursor image when hovering a button. A main menu. These are minor details, but they will improve the game by x100
  25. I saw someone else post their Patreon here, and he was not punished for doing so. So Im taking the chance as well I have created a Patreon for my game OMEGAz to help me develop the game. The current budget is actually just my welfare, wich makes development tricky https://www.patreon.com/Drakensson I went indie in 2015 after working as a game-director in a local corporation for various specialists. My project there was cancelled so I left in the end. OMEGAz synopsis: You take the role as Kinsaku who infiltrates the headquarters of her city's security force named Proioxis, after they attacked her at home for not conforming to their rules. Proioxis is an army built up by delusional and hostile fanatics, who have been allowed by the government to oppress citizens by silencing offensive speech, and punishing those who live lifestyles considered "damaging" and counterproductive to their ideals. The politicians running the country, approve of this political correctness policing. Kinsaku was attacked because of her "sexual" clothing and for not promoting feminism. Features: You can control each bullet individually, or fire normally (selective fire mode) The game will have stealth segments A transgressive epic. A rebel of a game! Absurd surreal humor like in Rise of The Triad (2013) Large HQ anime sprites, no pixel or retro visuals Starring: SJWs, White Knights and YOU The game isnt meant to be a political message, just a crazy satirical and absurd experience. I am going to admit though, I do expect to recieve death-threats because of this game.