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Found 356 results

  1. In order to increase the aesthetics, we looked for tips on the post-processing filter for our engine and came up with the idea of using a VHS / Analog post-processing filter, Because my teammate had already built OpenGL shaders in the past and that's kind of his hobby, he gave me the link to shadertoy. This site is amazing! There're a lot of shaders to use as a base we can build on, and it's also 100% web thanks to WebGL. This shader in particular caught my eye: It's really cool, and yet there are no VHS artifacts that can really obstruct the players' view . So I did a little tinkering with JMonkeyEngine and got this result: I'm really happy with the results. I could however reduce the blur amount: it can be annoying it it's too high...
  2. Hey All, I'm looking to get into the gaming industry. I've skirted around the idea for a long time, always thinking that I couldn't do it. I've finally decided to take the plunge. My question is whether it's worth going to school for game design/coding etc. I've been writing content for paper games for a while, and have a good idea of story and some basic design. But I have next to no technical know how. My instinct is that such things can be learned with a lot of practice, video tutorials, and more practice. I've also heard that a degree is not really that important, since you get hired based on your portfolio/prototypes. Why not just make the games? But won't a degree help with contacts and mentoring--I'm not a great networker. Of course, it'll plunge me into more debt, but... If anyone has advice, let me know. Also any idea of a program to start with: Game Maker, Unity, Godot, Construct, Stencyl--I've heard good things about them all, so much so that I don't know which would be best to start with! Thanks
  3. Hi Everyone, My name is Bob Pepek, I'm an audio post production engineer for film / TV. I'm looking to try my hand at Game Audio. Did you know that great sound design is rarely ever noticed but is always felt by an audience? That's where I can help. I've worked as the dialogue editor and sound designer for Sprout / NBC's Saturday morning cartoon Astroblast. I sound design for the web-series Channelate (hosted by Explosm / Cyanide and Happiness). Though most notably work as the go-to sound designer for the hundreds of the LEGO Star Wars / Marvel / Ninjago product animations and mini-movies.My past sound design clients include NBC, ESPN, LucasArts, LEGO, Sprout Network, Disney, Sci-Fi Network, Walmart, Sesame Street, The list goes on and on! Below I've included a link to my demo reel as well as other projects I have done sound design for:Sound Design Reelhttps://vimeo.com/214093302Other Work (Channelate, Explainer Vids, Ads)meloncollieproductions.com/work/360 Sound Designs (LEGO Star Wars / Avengers: Infinity War)https://www.youtube.com/watch?v=-Gdss2fANPQhttps://www.youtube.com/watch?v=mj7Leyaq780https://www.youtube.com/watch?v=LJzPu_tw6eYRecent Film Work:https://www.youtube.com/watch?v=hbFXobIMAgMhttps://vimeo.com/273203490https://vimeo.com/229448486If you're looking for a sound designer I'd love to help out! Feel free to reach out at bobpepek@gmail.com. Cheers, Bob
  4. Developer Dre Reid

    Should I share my ideas?

    Hello fellow game devs I am seeking some answers to a somewhat simple question. Now I always thought that when a dev was going to work on a new game to publish he/she should keep some aspects secret infill time to release then he/she can give out needed information pertaining to the game to the public as a marketing tactic. However I had a discussion with other game devs who stated that my way was somewhat not right and the only reason I had such thoughts was due to me being a smaller indie dev who was afraid of having my idea stolen. Therefore I would honestly like to know if my way was right or were the other devs correct. If I were to start working on a new game and give out information about it online via social media would I be risking my idea being stolen and it being made faster and better by another developer or team of developers. Am...Am I paranoid???
  5. hello! so i had this idea of a game i wanted to make that i had in mind for years and i wanted to try to execute it (at least partiality). problem is, i don't really know what kind of game style this game can fall under and i don't really know where to start learning sources and design wise :/ . i want to create a management style game and all the controls the user has are through a menu of some sort similar to this (this particular example is from a game called '911 operator' by jutsu games): to find more information about how i can create such a game i really want to know what's the name of this style of game, mostly GUI controlled game. aside from that i'm looking for a bit of advice, which engine would be best for such a game? i'm fluent in C++,C# and python so any game engine you can throw at me is great! are there any good sources to learn from before jumping into this kind of game, tutorials of some sort perhaps? thanks so much to anyone who answers, this really means a lot to me!
  6. To work with inventory I certainly will need some items to pick up or equip. On my devlog website is this log about modeling an axe for my game. In that time I already had few item models in game as sword, pickaxe, hatchet and some armor. For icons of my items in inventory I use psd files, set as Sprite (2D and UI). The advantage of Unity is, that Unity works directly with psd files, so I dont have to export new files after eventual editing. After picking up the items will show in the inventory under proper panels. After selecting the item, action buttons appear under the details panel. For equiping weapons (or tools - every tool is also a weapon, beacuse you certainly can attack somebody with pickaxe or hatchet), there are two options. Either you can equip it by clicking on button "Equip" (duh), and the weapon is going to be equipped in the right hand by default, or you can hit the key R for the same result or the key L for the weapon to be equipped in the left hand. For two handed weapons or tools like pickaxe, it automatically equips it to both hands, no matter what key you hit. When equipping two one handed weapons, just hit L and then R key on second weapon or vice versa. For armor equipment there is obviously only button for equipping. The character consists of several separated meshes, the default set of meshes is controlled by one script, when equiping the armor only the corresponding mesh will swap for new armor mesh, after unequipping the armor, the default mesh will be set back. Default mesh is for instance clothing at the start of the game. This behaving will work also for NPCs, so they can wear different armors and change them in game. armor_equipment.webm Visit Altos facebook page or devlog website. See you in the next log. Darthy.
  7. Darthy

    Player menu and inventory. Log #1

    After setup of test scene and basic mechanics of animating character and adding few models I stared with player menu. Player menu is menu for access to inventory, stats of the character and to market/trading panel. It is ring type shape with sectors as buttons. This ring will always stay around characters head no matter what zoom ar angle of the camera. For the buttons I use own created shapes, the icons I downloaded from game-icons.net. Position of the UI element I dynamically change based on the position of the head pivot on screen using "WorldToScreenPoint". Here's an video of player menu. player_menu.webm There is also devlog about how this player menu was created. Inventory works similarly to the inventory in Skyrim, it will consist only the list of the items with the icons, names and the numbers of items. There is a panel on the right with item description and some action buttons. Also there are toggles on the top of the inventory for choosing what type of items to show in inventory. Item types in game are following; weapons, tools, armors, books, potions and gooods. The last one is favorite group for quick access to favorite items. There are added favorite marks to toggles to lock the item type panel so it won't hide after reopening the inventory. Also the invetnory has devlogs on website. Here's the first one about creating the UI. Visit Altos facebook page or devlog website. See you in next log. Darthy.
  8. Hi Everyone, first I want to say thank you to everyone who backed the project, but sadly we had to cancel the Kickstarter campaign. We could not recover from 7% in 22 days, we knew it would be tough with no public build for backers to test and to send the press for coverage but all things considered, thanks to you, we did good nonetheless. We will take a look at the overall campaign design, the rewards, the pitch and the trailer as we see they could all be done better. Good news however, is that soon we are launching our new web-page on www.seasoffortune.com where you can support the development more directly with a reward system as well, we have a lot of cool stuff we are already working on so be sure to stay tuned. Thank you everyone for the great support, I've said it before and I will say it again, SOF has the best community out there. Here is an overview of the pledge system in progress: Port Waver $4,00 - Name in Credits The Sailor $23,00 - 4K Digital Wallpaper (Backer Exclusive) -Full Game Steam or GOG Key On Release (Digital) -Name in Credits -Digital Soundtrack -Exclusive in game ring (Design 5) The Chef $33,00 - 4K Digital Wallpaper (KS Exclusive) - Digital Soundtrack - Full Game Steam or GOG Key On Release (Digital) - Name in Credits - Beta Access - Exclusive in game ring (Design 6) The Boatswain $47,00 - 4K Digital Wallpaper (Backer Exclusive) - Closed Beta Access - Digital Soundtrack - Full Game Steam or GOG Key On Release (Digital) - Name in Credits - Exclusive in game ring (Design 7) The Sailing Master $63,00 - Name in Credits - 4K Digital Wallpaper (Backer Exclusive) - Full Game Steam or GOG Key On Release (Digital) - Closed Beta Access - Digital Soundtrack - Exclusive in game ring (Design 8 ) The Merchant $83,00 - Exclusive in game ring (Design 9) - Free Camera Roam: The Blue Bird - 4K Digital Wallpaper (Backer Exclusive) - Alpha Access - Closed Beta Access - 2x Full Game Steam or GOG Key On Release (Digital) - Digital Soundtrack - Exclusive Bronze KS Forum Badge - Name in Credits - Take part in the community builds along with the developer The Quartermaster $107,00 - Exclusive in game ring (Design 10) - Free Camera Roam: The Puffin - Exclusive Silver Forum Badge - Name in Credits - 4K Digital Wallpaper (Backer Exclusive) - Closed Alpha Access - Closed Beta Access - Digital Soundtrack - 3x Full Game Steam or GOG Key On Release (Digital) - Take part in the community builds along with the developer The First Mate $197,00 First Mate - Custom Exclusive in game ring. - Free Roam Camera: The Raven - 4x Full Game Keys on Steam or GOG Key on release (Digital) - 4K Digital Wallpaper (KS Exclusive) - Closed Alpha Access - Closed Beta Access - Exclusive Gold Forum Badge - Digital Soundtrack - Name in Credits - Take part in the community builds along with the developer Slick Moby! $797,00 - A ship Named after you (Developer approval needed) - Custom Exclusive in game ring. - Free Roam Camera: The Albatross - Exclusive Platinum Forum Badge - Be a crewmember (deliver a portrait) - 8x Full Game Keys on Steam or GOG Key on release (Digital) - 4K Digital Wallpaper (Backer Exclusive) - Closed Beta Access - Closed Alpha Access - Name in Credits - Digital Soundtrack - Take part in the community builds along with the developer The Legend! $1497,00 - A 3d-print ready model of a SOF ship - First mate character made out of a portrait of you! - Closed Alpha Access - Closed Beta Access - Digital Soundtrack - Custom Exclusive in game ring. - Free Roam Camera: The Albatross - Name in Credits - 4K Digital Wallpaper (Backer Exclusive) - 12x Full Game Keys on Steam or GOG Key on release (Digital) - Unique Legend Forum Badge There will be a better overview of what is what on our page. So lets get started on what we have been working on these last few weeks. After the KS we are looking at a few things to shape up, first one is lighting which is a work in progress, next is the ocean and we are reverting back to our previous build where the overall look is much better. After we sent out our first community build to get feedback on sailing we will also be spending time fixing turn ratio on the ship & buoyancy as well as other issues that I have spent the last week on, which is mostly tiling issues, verts not being welded and clipping. Here you can see how the ocean system used to look like compared to in the trailer, this is what we will be reverting back to + bigger waves. We are also working on the sails having the be effected by wind and for the player to control the sails, we are morphing sails in 3 states (Extended, Half Collected, and Collected) We also need to get some of those cools flags in there! sails.mp4 I also started streaming some of the development on twitch, if you have an account there please throw us a follow to stay informed of when we go live: https://www.twitch.tv/trym_studios. We have some great fun placing assets on the ship as well as modelling new assets: 33838829_977291482430732_1301612485132170957_n.mp4 During one of the streams we also started a new figure head for the ship, which will be a lion holding a lantern. It was great fun to do this together with the community. Its still a work in progress of course but we are doing good progress among all the other stuff we do. New animations: We discovered a bug on the hands, more closely the wrists which would break during certain animations, so we decided to fix it and redo it as well. We absolutely think that was the best choice as you can see on our new steering animation, it is way better then the old ones, so we are also adding some more social animations which will make more sense later down development. Whipstaff.mp4 Opening the rooms on the ship: If you followed the streams you probably already know that we opened the kitchen and some other rooms on the ship, making it ready for some cool stuff down the road, we also added walls and rooms on the 3rd deck. I am very exited to have community testing feedback on this some time after the summer. So what is the plan ahead: We will send out a new community build in some months when we have fixed some of the feedback issues and hopefully have a stronger build which can then also be used for a potential relaunch of crowdfunding, this will also of course help regarding press. Probably 80% of what is being fixed for the new build is a result of direct communication and feedback from our the testers and it has helped immensely. On stream we also got a question of who is working on this project. Take a look here at some of the artists: Our Social media accounts: https://www.indiedb.com/games/seasoffortune https://discord.gg/3SsrpV https://twitter.com/seasoffortune https://www.facebook.com/seasoffortunegame/ Until next time!
  9. Welcome to my new Youtube video where I show you my new Punch Sound Effects ! Soon available in my Sound Effect Online shop: http://www.ogsoundfx.com Don't forget to subscribe to my newsletter to get 120 MB of FREE high quality sound effects: http://www.ogsoundfx.coml/welcome
  10. I know that pre-rendered games use images of 3D scenes rendered on other hardware; then these images are used as backgrounds. I was wondering if the power of the console is irrelevant to visualize these images. What I mean exactly is: if the console only visualizes these images, and so it must not compute them as it does with games rendered in real time, is it possible that a pre-rendered game, created with the more sophisticated hardware and techniques today, can be visualized correctly with a console like Playstation 1 without problems (resolution and some other factor aside)? For example, to use pre-rendered images like those of Resident Evil 0 (Nintendo Gamecube) on the Playstation 1. Or does the console has its limits regarding the pre-rendered images which it is able to visualize? Another question which connects to the previous one: what is the difference between pre-rendered images of games and the realistic scenarios used by architects etc? Can those realistic scenarios used as pre-rendered backgrounds? I did this reasoning: if with my dated computer (so with my Nvidia Geforce go 7300 Turbocache) of 2006 I can visualize renderings created with the most advanced hardware today, this should be the same regarding the matter of pre-rendered backgrounds created today with the most advanced hardware, put in old consoles like Playstation 1. Is this reasoning correct?
  11. So much has changed since the initial "Twin Demon Slayers" game (made for a game jam), that was the origin of all this. First of all, I will stop using the original game title from the jam. The current game evolved into something much more than its original. One thing remained contstant though - its combat system does resemble the one XCOM. Also, I've decided to put the game in a steampunk-dystopian settings - hence the title of this blog post. Anyway, here's the progress made in May (well, in the second part of May - as previous blog post was written on May 14th): 1. Overwatch mechanism 2. New graphics 3. UI/QoL changes 4. Performance improvements 1. Overwatch mechanism The idea behind overwatch is simple - a character can spend their action to going into an overwatch state - this will allow them to perform a ranged attack during enemy turn - if the enemy moves within the shooting range. Such mechanics allows for more tactical depth during combat - but let's not get into details here, as XCom has already exercised this concept. Anyway - do see it in action below: both player characters enter overwatch (and an icon indicating this is being displayed). Then they take their reaction shots when the enemy starts closing in on them. 2. New graphics So I knew I told myself to wait with the graphics until all core game features are ready. However I came across opportunity to work with a great pixel artist (whose name is Kurt Prieto) and I didn't want to waste such chance. The result of our cooperation are this first concepts of the rogue/ranger character type - check them out: Rogues, baby! Now, the important thing here was to make sure that the game environment (which is tile-based) works correctly with new character model. Previously (when using my 'programmer art') this was easy - a character was of the same height as other tiles. This did not look realistic, but at least did not introduce any extra issues. The new models are taller, and I had two possible ways to make sure that they blend in the tile-based word: #1 I will make sure that they are still of the same height as the other tiles, or #2 The character models will be higher than the tiles. Big-tile approach on the left, small-tile on the right. For me, the 2nd one is a definite winner. Approach #1 was looking too rough for me. The price of making sure that the characters and map tiles always take up the same cell space came with a huge price - the allowed character density was not good enough. Also, the walls become too bulky; basically the game scene contained too much empty space. So I've chosen approach #2. This of course introduced other issues - especially with visibility behind parts of the walls, that I will address in a while. 3. UI/QoL changes So a good and smooth user experience is something I always value the most in computer games. I will make sure that the same could be said about the game I am working on. First major improvement is the cover display at the movement target - basically the user is able to see the cover that each obstacle could provide. Also, if the character would be flanked at the given location, the covers are displayed on yellow. Yeah, I know that enemies are using the same sprite as the player character. You can already see an issue with this in the gif above: the user is not able to see the cover information on the tiles which are hidden behind walls. Same for the display of characters themselves. Maybe such walls should become transparent? Another improvement is targets preview. When the player holds the alt key, they are able to see all potential ranged targets that will become available at the given location - along with flanking information. Neat features, aren't they? And sure, XCom had them too. And as they were extremely helpful there, I am sure that they will be useful in my game as well. 4. Performance improvements Yes, I know that early optimization is a bad practice - but surely not in a situation when the pathfinding code starts to tank the framerate when it has to deal with 50x50 tile map. And sadly that was happening before the improvements. The solution was simple - to make sure that the A* pathfinding algorithm only works on a limited part of the map; basically it now does not perform the calculations outside of the movement range of a character. What's next? I am constantly working on making the tactical combat playable. My plans for June include: area of effect attacks, including grenades, armour mechanics (reducing damage, armor piercing mechanism), changes to ammo mechanics (will try out a different approach than the one in XCom!). Stay tuned and let me know what you think so far!
  12. ACTORS is a small framework explicitly built for Unit3d. It is used to ease the pain of decoupling data from behaviors without tons of boilerplate code. It relies on Unity3d scripting monobehavior concept but without unnecessary overhead. All game related entities are called Actors - they inherit from monobehavior and take role of container of data and behavior components. Like that : public class ActorPlayer : Actor, ITick { [FoldoutGroup("Setup")] public DataMove dataMove; protected override void Setup() { Add(dataMove); Add<BehaviorInput>(); } } [System.Serializable] public class DataMove : IData { public float x; public float y; public void Dispose() { } } public class BehaviorInput : Behavior, ITick { [Bind] private DataMove dataMove; public override void OnTick() { dataMove.x = Input.GetAxis("Horizontal"); dataMove.y = Input.GetAxis("Vertical"); } } The framework includes: Time management Custom Update Management. While Monobehavior update method can be used only with inherited mono components, you can use framework Update method in ANY script. public class MyCustomClass : ITick{ public MyCustomClass(){ ProcessingUpdate.Default.Add(this); } public void Tick(){ } } Object pooling both for game objects and plain c# objects Signal-event system Toolbox-singleton ( a simple servie locator ) Simple ECS for actors Unity additive scenes solution Blueprints - scriptable objects to define common actors data Extended tags system Timers for delayed action Timer.Add(0.75f, () => actor.tags.Remove(Tag.StateImmortal)); FoldGroup attribute to make your inspector look more organized: Bind attribute for lazy initialization of components inside of behaviors [Bind] private DataMove dataMove; Currently I'm working on documentation and example projects. I use framework in my working projects and always keep it updated.
  13. The game we're currently making is a rogue-lite. This means that we're gonna have some kind of upgrades during gameplay. We choose to take the "Binding of Isaac" way and went along with passive items. We call them "Relics". Anyway, here are some renderings:
  14. Louis Brady

    Week Four: Level Design

    Happy Sunday! This week I did not have much time to work on m game. My schedule right now is terrible for an indie game developer. I just started a new full time position. I am also staying at a friends house until I get my own apartment, which won't be until the end of the summer.... For me, I would like to be able to dedicate 2-4 hours a night for my game, but in my current position, I'm working on my game maybe 3-5 hours a week. So the amount I accomplished this week was minimal. I didn't even finish the level I was working on. I am a little upset about my progress, but I have my priorities in line and I know that this game is not on the top. In this post, I am going to show you how I develop a level. First I make a map. The map is a long image with colored squares that represent different items and enemies in the game. After I create the map, I add the background layers to the map which become the hills and houses in for the in-game background. I then import the images into Game Maker. First I assign the map as the background and match the items and enemies. Then, I'll switch out the background with the actual background. From this point on, if I created any new enemies in the map phase, or a new item, this is the point where I will make the new enemy or item. This is where I am at right now, actually. I created some new features for this level, and I am still working on them. If you have any questions on my process, I'd be glad to explain. That's it for this week. Thanks for reading.
  15. Alexandar04

    Intro

    Intro: So this thread is going to be the place where I plan out the game design and mechanics of my survival crafting game. While I'll mainly be focused on my game feel free to input your own thoughts and ideas about survival crafting genre in general. So yea I strongly believe there are two types of game developers, those who jump right in and try to figure it out as they go and those who don't start coding until they have an actual structured plan about what they want in their game. I fall into that category. So the engine that I plan on using is RPG maker MV, mainly because unity scares me and RPG maker fits the aesthetic of what I'm going for better. Core Gameplay: So the Core gameplay loop involves the players moving around the different environments and collecting resources, while avoiding enemies. The resources can then be used to upgrade their base and gear which will in turn allow them to better explore and loot areas of the map. Elements: So to make things simpler I've broken down the mechanics into groups, or key elements of gameplay. I'll go more into detail on them in different posts and maybe add more, this is just a brief summary. Base upgrade: Definitely planning on this being one of the big features of the game. Right now I'm thinking the upgrades will consist of base defensive (so like structure reinforcement, fences, maybe turrets), as well as department./room upgrades (so like upgrading your crafting bench or maybe adding a science room, or helicopter pad, a farm, water and bullet plant) Item/Weapon/Armor crafting: Pretty straight forward. Craftable items will include stuff like health, armor, and weapons and other items used to help with further exploring. Player Stats: I want to keep this part pretty simple with only a few basics stats the player has to worry about and have a direct impact on gameplay. The biggest problem that i'm going to have to worry about here is how to make the narrative work with the stats. combat: Another element that I want to keep simple, well in terms of actions the character can take anyway. X to melee something and Z or C to shoot/reload. Beginning level enemies only take one hit to die while harder enemies will take more than one hit. I want to set combat up in a Dark Souls style, where the challenge/fun factor isn't so much in the combat itself but rather the player figuring out the best/most efficient way of moving around the areas and dealing with the enemies. And that's it, like I said I might add in more elements the more I continue to design and plan out the game but for now those are the big 4. Will talk about them more in depth in the posts below.
  16. Marco Masera

    Num8.png

    From the album: Ripple

  17. Marco Masera

    Num7.png

    From the album: Ripple

  18. Marco Masera

    Num6sat.png

    From the album: Ripple

  19. Marco Masera

    Num5.png

    From the album: Ripple

  20. Marco Masera

    Num4.png

    From the album: Ripple

  21. Marco Masera

    Num3.png

    From the album: Ripple

  22. Marco Masera

    Num2.png

    From the album: Ripple

  23. Marco Masera

    Num1 saturated.png

    From the album: Ripple

  24. Hi again, After some looking around I have decided to base my game directly on Direct X rather than using an existing game engine. Because of the nature of the stuff I'm doing it just didn't seem to fit very well and I kept running into road blocks. At this point I have a big blob of code for doing fractal world generation and some collision code, and I'm trying to put it into some form that resembles a game engine. Since I've never used one before It's a bit alien to me ..... so can someone direct me to a book, website, article, whatever... that covers this? I'm mainly looking for stuff that covers C++ library design. I'm not adverse to using 3rd party tools for stuff I can used them for.
  25. Ok, firstly, Hi. This is my first post on this forum. I am an Indie Dev making my first game so bear with me when I say dumb stuff, I'm on a huge learning curve. My first question is about inventory systems for unity. I am trying to make a survival type game with crafting. I have purchased Inventory manager pro by devdog from the unity asset store and it seems like a pretty powerful assett but for an intermediate coder its a little tough to use. I'm beginning to wonder if it was the right purchase. So my question is.... does anyone have any experience of inventory plugins / systems for unity and can anyone reccomend a system to me? It needs to have the following: Loot system, crafting system, character sheet, blueprint system, character stats system. Ideally with as little coding as possible. Thanks
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