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Found 491 results

  1. New video on game music -- Coherent Situational Music in Undertale | Game Audio Lookout https://www.youtube.com/watch?v=4G5AsGBnYew In this episode, we’ll look at how the very special RPG “Undertale” creates a coherent atmosphere by situational music. Introduction “Undertale” was originally released in 2015. It is a cleverly made RPG with bullet-dodge shooter mechanics in enemy battle encounters. The game was nearly entirely developed by one person, Toby Fox. In case you haven’t played “Undertale” yet, I try not to spoil any of the story for you since it lives from the wonderfully crafted characters and story twists you encounter along your way through the underground filled with monsters. But I assure you it’s very much worth playing and “Undertale” is one of my favourite games to date. -- Alex
  2. jb-dev

    Equipment screen

    From the album: Vaporwave Roguelite

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

    Pieces of equiments in a clothes mall

    From the album: Vaporwave Roguelite

    This shows some default placeholders pieces of equipment. Because the game doesn't take place in a fantasy settings like most roguelites, I try to keep with the vaporwave theme a lot when it comes to modelings items...
  4. Hi you! 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 on the game cards. We are looking for about 30-50 cards (1000x675 pixels). Art should be colourful, inspiring, mysterious, surreal, (picture a crazy dream or something Dali like) with few different intepretations and multiple objects in it. Thanks for your attention and hope to work with you soon.
  5. Last week was really productive. There were a lot of changes and refactoring and it was really worthwhile. Regular rooms Firstly, regular rooms got a major uplift. Before, there were only two types of hardcoded rooms. Neither of which were interactable as they were placeholders. I've had a blog post on how these work, but in essence, we place several prop formations at anchor point around the room. We then create those props using those and by removing props outside the room. If you want to learn more, click here! Props Secondly, there are now new types of props. Because of the major room refactoring, I need better types of props than just ferns. Rocks These are regular rocks. There are three kinds of shape which are selected randomly. These are solid and cannot be walked over. The player can, however, use a bomb to remove these. There's also a chance that when a rock breaks common consumable items can drop (things like money, bombs, keys, etc.). I've also planned to have special types of rocks that can spawn uncommon items (like foods, activated items and whatnot) through it's not implemented yet... Boxes These are solid wooden boxes that the player can break using normal attacks. Each box has a certain damage threshold, so the stronger the attack, the quicker the breaking occurs. If the attack isn't strong enough, multiples attacks could be needed. Everything that can deal damage can be used to break those, including bombs and laser beams, although some attacks are better than others. In the future, there would be a visual indicator that tells how much damage the box took. Like rocks, a broken box can drop common items. I also think that enemies could sometimes spawn out of these. I'm not sure however if there could be special boxes that could drop special items... (Rocks DO fill that role anyway...) Minor Upgrades Some special rooms, such as the Gym, can also spawn with props. Props that are inside room specific props, such as the gym mat in Gyms, are also removed... These special rooms include: Starting rooms; Ending rooms; Gym rooms ; Landfill rooms. There could be more types of special rooms with those in the future. Ferns now spawns using the new room layout algorithm, just like rocks and boxes Palm trees don't spawn anymore as of now. Not sure if they're gonna be used as background props or actually used inside rooms... Sometimes chrysanthemum plants can be spawn rather than ferns. I don't think that these could fit within a level... These could be used as fallbacks, though... Many new types of shaders have been created. There's a serious need of refactoring though... Next week I feel that next week will be about refactoring and upgrading UI elements like the pause menu and such. I really think that it's also about time to add at least a piece of equipment to test, even if it's a placeholder. After the GUI is done, back to relics and capacities. Now that regular rooms are nicely generated, about 25% of the game is done. Things are progressing, and bit by bit (literally or not if you would... 🙃) the whole picture is taking form.
  6. Hi there ! Do you want to learn how to create your own sound design for your games ? Here is how you can very easily make some bow and arrow sounds for your RPGs or adventure games !
  7. Greetings, I have a specific need to launch a game from an existing app. Has anyone come across a game engine that can be built in this way? Any help would be appreciated. Thank you! Robert
  8. Hi, I'm a beginner game developer and i have an original game idea for a shoot 'em up video game. But I'm not a professional designer so i dont know if the idea is worth making or not. So, i need some advice for my idea. If someone wants to help please contact me at: aparsh123@gmail.com
  9. I am trying to figure out what to name some of my planned games so I need your ideas on what title to give them. You can give as many names per game as you like. The games are: A 3D platformer involving a rabbit as the main character whose name is this game's title ( What name should I give the character?) A dino killing Sci-fi Fps where the protagonist also fights mutants, hominids and giant insects ( What should be the main character;s name?) A 3D platformer involving a boy genius. What should be his name? A detective/adventure/platforming hybrid. A martial Arts Beat em up action adventure. What should I name the main character who is Asian? And an open world Adventure involving a Family of three/four. What should be the Surname of the family?
  10. Instead of one big ugly image, this time I'll give you lots of smaller ugly ones. I added a new main branch to the old Mind Map, this one describes how the actual servers will be configured. This is a general overview of course, I'm building for a single (Physical/Virtual) server installation first then I'll add in data replication and failover capabilities later. A new server type was added as well, the Social Server, it does some fairly obvious types of things.. After looking at the big picture and, well spending some time painting it first, I started to see some ways to optimize and organize things better. For example I've completely moved the main "Player Attitude Network Relay" or Position/Attitude Reflector (the thing that makes network player character coordinates propagate to other player clients on the internet..blah!). It was going to just live in the Avatar Server, but that handles Authentication and quite a few other very crucial game play roles.. So now it lives where it makes way more sense, at the point in the system where its data is needed the most. In the Action Server, this server handles all of the fast action related decision making. The Avatar Server still handles propagating the player character's Data(features, wardrobe,etc), just not the deluge of player movement data. This makes it far easier to design this part of the system to scale, which is important because this is one of the critical points for concerns of scale. As long as EVERY Action Server maintains accurate positional buffers, then it doesn't matter WHICH Action Server processes the client's messages. Keeping the positional buffers in sync will probably require the addition of high speed intermediary "Data Base" Servers and all that jazz. I ramble, but I'm making some good progress towards a cohesive plan, and it's making everything start to feel like it's coming together. The hacknplan data entry is still much in progress, I've started adding tasks to keep myself on track with adding data to it.. haha, sounds redundant but it's helping me stay on track. Here's the Game Design Model I was talking about in my last thread, I'm enjoying the simplicity of it all. It's essentially just the tree structured view of my Mind Map, so it's pretty easy to keep these two tools in sync. I add child items where necessary and attach tasks to whatever branch/child I want. The main "Board" view is just a standard KanBan style system, but it's simple and easy to work with, it integrates well with the Game Design Model and seems to be fairly stable. Here I'll attach the whole of the latest Mind Map revision, for the curious and/or gluttons of punishment. I'm happy with my progress so far. Slowly approaching the Maintenance point. Then the full code sprint starts again. I'm still coding, so I don't lose my place, just not at the pace I would like with all the admin work I've given myself. Anyhow, enough talking about stuff I've already done, I've got stuff to do!
  11. jb-dev

    Procedurally laying-out regular room props

    From the album: Vaporwave Roguelite

    This is a picture of a regular room. Each rooms has a chance to have props with a certain layout. If a rock is spawn the player can try to break it by exploding it. These can spawn common collectibles like money and such... There are many different type of layout possible, including a totally random one. The generator simply picks a shape, an anchor position and the type of prop to be generated. The process itself is simply a 2D boolean array. We simply draw on that array like we would in a bitmap using traditional image manipulation algorithms. Once the array is set, then we simply add a given prop for each true cell of the array We then finally remove every props that are either outside its room or obstructing an entry/exit point. Right now, only two types of props can be generated, although the algorithm itself is kinda flexible.
  12. Hello,Glad to share that our mobile game: Solbot Energy Rush available on Android and iOS platform got accepted into:Indie Prize Showcase at Casual Connect Asia 2018 to be held in November-12 to 14.As indies it's a big encouragement for us! Playstore: https://play.google.com/store/apps/details?id=com.freakoutgames.chromaflyeriTunes : https://itunes.apple.com/us/app/solbot-energy-rush/id1368418939?ls=1&mt=8
  13. Septopus

    Organizing this Unsettled World

    So, I've been thinking hard about this little project of mine and I came to the conclusion that I'll never finish it if I don't get some things in order around here. I'm not talking about smelly code either. That's a constant cleanup task in my world. NO, I'm talking about Project Management type thingums and stuffs.. So, I spent a few hours working up a mind map on mindmeister only to get it nearly to where I was happy and then their whole interface started failing miserably on me, browser related weirdness.. So I tried xmind, decent, but I knew it was more than I ever wanted to pay for... FreeMind (https://sourceforge.net/projects/freemind/) to the rescue! So, here's a little picture that's STARTING to describe all the little bits and pieces that need to be massaged into existence in order to call my game nearly functional in most of the ways I would like. Every time I look at it I add another two or three or twelve nodes... In addition to Beginning the Mind Map I've also started using hacknplan.com to keep track of Tasks and my Time investment. I wish very much that I was able to break my entire project down into 50 more tasks that will take less than 200hours to complete.. Very very much.. Sadly, no, this is the result of me entering a goodly portion of the Mind Map data into hacknplan's "Design Model" which is just a simple tree system. Simple, but quite functional. Tasks can be created out of items in the tree or attached to items in the tree. If you are looking for a good free project management system that is designed for building games, it's working great for me so far. These 50 tasks are probably a 10th of what I still have to add before I have the project "roughed out" in hacknplan(I'm adding in tasks for items that are in "Completed/Testing" stages as well, so I can get an idea of total time investment). I was hesitant to stop working on things for a few days to get this stuff up and running, but I'm already starting to see the benefits. First off I'm developing a much clearer idea of what I'm actually building. That's going to be a game changer I think. Being able to look at the bigger picture of the whole eco-system, I'm able to re-evaluate what code goes where based on what systems need to access/interact with it, instead of a hunch based on a rough imagining of how I want things to work. I'm also able to begin prioritizing my time and deciding if I want to try to build a project team, or continue the solo adventure. If I want to have any help though, this whole process is going to be the absolute key to making it possible. So much more to do... I'll post an update again when I get my hacknplan setup more flushed out.
  14. jb-dev

    Spa V3 w/ plants

    From the album: Vaporwave Roguelite

    This is a nicer version of the spa room, plants included!
  15. Last week, there was a lot of thinking going on... There's still is least one new room plus many different refactoring. The Spa Firstly, there's a new room: the spa. This is a relaxing and zen room filled with classical Vaporwave aesthetics. I've based it on really generic Vaporwave images around the internet. The gist is that the player can cure its status effect by interacting with either massage table in the back. You may or may not have seen the fountain in the middle of the room. Its water is purely refractive with a solid, almost emissive colour when perpendicularly facing its surface (like some kind of Fresnel). This shader is part of Unity's Standard Asset, so it wasn't a hassle to get it up and running. The water is also being used in the restroom's toilet. There might be other places where it might pop up in future rooms. Minor Changes I've modelled and imported a generic spherical light that makes lighting a tad more tangible and credible. Most lights are now coloured using blackbody colour temperatures, adding a little bit more reality to most rooms. Changed the palette texture. Colours are now more distinct from each other and more contrasting for at least the default palette. This is due to some feedback saying that the palette was too much pink... Changed how most solid colours meshes are being rendered so that they rely more on the palette texture. This means that changing the current sub-pallette or even the texture itself will dynamically change the colour of those meshes as well. Made the palette initializing run within the Unity Editor. Now there's no need to run the game only to look how models are shown. This really speeds up room designs and model previews, mainly because I previously needed to compile the game and regenerate the levels until the wanted room was generated. Refactored the RNG. Now each level has its own isolated RNG state. This means that actions taken in one level won't influence the next one anymore. This also means that a given seed at a given chance (or luck if you fancy) stat will always produce the same level with the same loot. There's still some tweaking to do, but overall the isolated RNG system is in place. Many bugs were corrected, particularly with shaders. Next Week Most significant rooms are now in the game. There are still some minor rooms left, but these can wait: those might not even make it into the game so my energy could be better used on more critical stuff. Right now, normal rooms are in dire need of polish. Like in The Binding of Isaac, there will be different types of regular rooms. Each room would have different types of decoration in them. For example, some might have loads of rocks while others won't. There are currently only two placeholders kind of regular room... I do not know how many kinds of disposition there'll be: all of this needs research, sketches and design... There's a lot of work ahead. The good news is that heavy modelling is momentarily stopped. The following week will be fundamentally a coding one...
  16. Hey Gamedev.net Community! I am working on a mobile builder game that's already running for 8 years. In its early days, the game had a nice content progression until level 30(current max level is 140). With content progression, I mean at what level items unlock in the build menu. However, over the last ~4 years, the previous developer decided to unlock all the content between lvl 1 and level 30 (reasoning that the new content should be available for all players). This results in 1200 ~available items at level 1 and ~3300 items at level 30. Overwhelming players at the start and missing any content progression after level 30(can be reached within a few weeks, while a big part of the community is playing since multiple years). But how should this be addressed in a running game with a considerable user base across all levels? Internally we have a passionate discussion between moving existing items to later levels(and risking to anger existing players) or just adding new content to later levels(don't address the too much choice issue at the start) Since we are kinda stuck in the discussion, it would be nice to hear some external input Thanks!
  17. jb-dev

    Spa V2

    From the album: Vaporwave Roguelite

    A new remodeled spa room. Gone is the grid structure and in with light and simplicity. I've also retouched the default color palette here and there. I do believe that it's more vaporwave that way.
  18. jb-dev

    Looking at a mirror

    From the album: Vaporwave Roguelite

    This is a picture of the player's reflexion onto a mirror. It's all real-time, it's essentially unity's water shader stripped out of anything useless in a true mirror scenario.
  19. Like last week, the room development is still in progress. While there are two new rooms I've also had time to tweak the lighting a bit here and there. New Lights Basically, I've tried to change the lighting of most rooms. First thing first, In order to properly shade the inside rooms I've used invisible shadow casters. At the time, it was the cheapest and quickest way to deal with it when I've started. I did find out that another quick way to do this was with layers and light culling masks. Basically, every game objects that are inside sealed rooms is given a specific layer. That layer, in particular, was made to ignore the global directional light altogether. This means that there were no more need of these shadow casters (except on some opened rooms like the temple; the directional light can actually illuminate the room if the angle is good enough) I've also tried to fix the lighting in most rooms. Although not completely finished, it is getting prettier: The VIRTUAL Clinical Research Center As one of the newest rooms, this one represents a fictional clinical research facility named VIRTUAL Clinical Research. While in this room, the player can actually take part in a dodgy clinical trial involving either a strange cream, pills of unknown content and glowing fluids inside syringes. Each test takes away part of the player's health in exchange for cold hard cash. The ratio of health and cash is actually one to one as of yet. Taking the cream gives 5% of damage, the pills are 10% and the syringes are 25%. This room is quite useful if you're in dire need of cash, just like in real life. (except you don't get hurt as often in real life...) The Restroom This room is quite special. It a rather small room that is actually a normal public restroom, complete with a toilet, a sink, a real-time working mirror, a hand dryer, etc. Although not functional right now, the idea is that the player can flush down one of its piece of equipment down the drain. You can only flush one piece of equipment per restroom because, well, toilets aren't really made to be able to flush down metal armours really... For those who don't know, a piece of equipment acts like a relic but is actually set to a specific equipment slot. You can only have one piece of equipment of a specific slot (for example, the player can have only one pair of gloves because it would be overpowered otherwise). Like most RPG, different pieces of equipment have different types of stats bonuses. Each piece of equipment also has a focus alignment. This means that while the player is wearing those, its focus will progressively be drawn to whatever alignment the equipped piece is. There will also be additional stats bonuses that are applied if the player's focus matches a worn piece of equipment. But anyways, the reason the restroom isn't functional is quite simple: there's no piece of equipment yet. So it's something I'll have to get back to once there's at least one piece of equipment in the game... Next week The game is progressively coming together. Especially when it comes to rooms. There's still a lot of relics and capacities to add. There are also some rooms to add an maybe add different types of enemies and whatnot. I still want to work on rooms as of right now. The thing is that those rooms are really modelling heavy, and I really want to get those out of the way as soon as possible. The rest won't be as heavy as those, but once they're out of the way it will be a pretty big chunk of modelling that will be done. If there's time, maybe I'll work on capacities and relics...
  20. Hi! I'm looking for a game designer and marketing/crowdfunding/overall manager for a farming RPG that I am planning to make. ABOUT THE GAME: A quirky top-down pixel RPG involving NEETs getting sucked into another world by a ditzy goddess in other to bring back order and life into her world by making the player help its occupants cultivate the land and fight the eldritch horrors that are trying to take over it. If you want to know more about the game or any monetization issues feel free to comment or PM me and I'll send you the GDD. REQUIREMENTS FOR GAME DESIGNER: * have a good sense of humour! (not the offensive kind because jeez you can make funny jokes without them being offensive ok) * be able to write romance, comedy, and adventure * skilled in world-building * be familiar with/passionate about farming sims, RPGs, dating sims, and the Isekai genre * know about NEET culture * have great experience in working on RPGs, please provide examples of past works * be able to commit on a long-term project * you should be a team-player REQUIREMENTS FOR MANAGER: * strong leadership skills but could be laid back and be friendly * very organized and meticulous * be able to help us with working out things for crowdfunding and marketing * help set us straight to our goals by making realistic schedules * be familiar with/passionate about farming sims, RPGs, dating sims, and the Isekai genre * know about NEET culture * be able to commit on a long-term project * you should be a team-player I'll be honest I'm gonna be really picky on who I'm gonna choose on this one even though I myself am a greenhorn. I would like this concept to grow into a full-blown game and I want everyone to enjoy it. I would really love it if someone with experience guides me through this well. I will be one of the artists and writers who will be working on the game :D Here is my portfolio: https://artsybarrels.wixsite.com/barrels Feel free to message me on Discord: barrels#6465
  21. k0fe

    Quest a day challenge

    The first week of October is over. I was writing quests and NPCs. The main goal was to write at least one quest a day. And this is really interesting and fun! My total result for this week is 15 quests and 20 NPCs. There is a lot of work on polishing ‘em all but at least I captured the main idea on every quest and NPC. Today I skipped and did nothing but analyze the whole result. Tried to make a document where I can store quest data (conditions, dialogues, rewards, stages and thoughts). Now I’m planning on prototyping quests via Creation Kit (Skyrim). But still there are relatively negative moments. I’m not satisfied because there is no real motivation for a player to complete those quests (as I think) and quests a simple as hell. They are more MMO like actually. Yes, they are not about killing n amount of slimes but still they don’t force player to use game features. Like why should anyone get fun from a quest that is fully independent from the game? Or maybe good narrative is enough for an engaging & fun adventure? This made me think about the main game mechanics. Those that player will use real often regardless of the playstyle. Of course I should start from movement as my game features an extended movement system which includes crawling and climbing mechanics. Example: Assassins Creed where player MUST use those mechs, so he can climb up to a viewpoint and open quests markings on a map and he MAY use them to avoid enemy NPCs in a different type of situations. This mechanics was used in solving puzzles and getting to a right place quests. Well, will see how all of this thoughts, quests and NPCs will evolve a week after 😛
  22. jb-dev

    Ragdoll removal tests

    From the album: Vaporwave Roguelite

    It's just me trying out ways to remove ragdolls from the world.
  23. jb-dev

    Going to the bathroom

    From the album: Vaporwave Roguelite

    This is a bathroom. The player can use the toilet to flush down one of its unwanted piece of equipment. But because toilet drains aren't build for that in mind, it just get clogged after one use. And yes, the mirror is RT.
  24. From the album: Vaporwave Roguelite

    These are the products the player can actually test. These will always remove health from the player and will always yield the same amount of cash. Each of these products get progressively more damaging and profitable the more right they are, starting at 5 and ending at 25 of both total damage and profits.
  25. From the album: Vaporwave Roguelite

    This is an early screenshot of the VIRTUAL clinical research center. The player can earn money by testing questionnable new type of pills. The thing is that those pills always hurt the player. This effectively makes it a life-money trade.
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