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Found 112 results

  1. I've checked this video: Surface Tension: Liquid Effects in The Last of Us. But after watching the video, I have difficulty imagine the way to create these blood effect. So he said the blood has 2 parts: Animation & Shading So here I imagine (I'm not an expert so the chance I imagine wrong is very high) The animation part, you can use Adobe After Effect & Photoshop to create, I think the final result is a particle effect: 1. Get a green screen blood effect video --> BloodFx.mp4 2. [BloodFx.mp4] --> [Adobe Photoshop] --> Images files. Then use Photoshop and some other program to tailor the images files, check the video in the spoiler below (I put it in the spoiler in case the image of the video too large for this page) About the shading part. I vaguely imagine like this: 1. Write shading script (HLSL) 2. Use a sculpt software to sculpt the blood and use XNormal to generate the Normals. But how can this work with the particle effect from the first part? What is this blood, it's 2d sprite particle effect or it's liquid entity (like water, the sea or the whisky you can see in Micheal's glass in GTA V). What software require to make this blood effect? Thanks for reading.
  2. Corbbin Goldsmith

    Marketing I'm writing about games!

    Hi, everyone, For the last month, I've been building out my news site for developers of all sorts, and I cover games, apps, web apps, SaaS, you name it! If you want to have an article written about your game, contact me so I can get started! Requirements: A "playable" game A good idea behind it Um, that's about it. Just send me a message through my site. Articles I've written: https://www.theinspectorpress.com/news/dreamscape-168-z-run https://www.theinspectorpress.com/news/unlok-wayward
  3. Timmmmmmmmmm.. T

    Double Fine Quest

    MY QUEST: I found out about Double Fine through your a podcast in 2012. Fast forward six years, I’m a student game developer giving it all I have for a job there. So, I checked their “Action Jobs” page to see what I could find. Under "We are always recruiting everybody, all the time" there is a short story about what happens when you get a job there. http://www.doublefine.com/jobs Also featured on this fabulous brochure. Last summer, I decided I wanted a job there, but they must have interns banging on their windows, so how could I stand out? I decided to make a game that would have several sections to demonstrate my ability and show that I would work hard. Last Fall, I learned Unity through my University. Every single project I made was either a part of my Double Fine game, or specifically designed so that I could reuse code for my Double Fine game. Around December I realized it would be awesome to go to GDC. The main reason being that I could speak to people from Double Fine and make an impression. It was too late to sign up as a GDC volunteer, passes were over $1k, but someone told me about the Unity Student Scholarship. I didn't have a proper portfolio, but I uploaded my work from my Unity class and any other Unity projects I had. Even without a portfolio, I tried to make it look good. I spent so long on the application process that I was late to a New Years Eve party. The new year came, and my game that would get me into Double Fine, codenamed "Project Sourdough," was not on schedule. It would never be completed on time, although parts of it were a complete mess. Since Sourdough didn't have time to rise properly, I needed to make a more concise experience very rapidly. I reused as much code as I could to make "Project Unleavened," a game that follows the story on Double Fine's “Action Jobs” page. Time passed. I really wanted to go to GDC. One night, I prayed that I would go, even though it was unlikely. I also prayed that if I didn't go, they would at least tell me soon, so I could stop thinking about it. The very next moment, I pulled out my phone to call someone, and an e-mail popped up on the lock screen from Unity folks. "Thank you for submitting... We received a lot of high quality applications ... Unfortunately, you were not chosen as a recipient ... But we were impressed with your application" and they gave me a limited access pass. I was completely in awe. SO I WAS GOING TO GDC! The next thing I needed was a way to give them the game. I designed a one-sided business card reminiscent of an atari cartridge, and had it printed onto two USB Business cards from VistaPrint. I had a lot of work to do on Unleavened. I put in some crazy hours in the weeks leading up to GDC, and had to either solve or work around countless issues. Unfortunately, due to a quirk in my dialogue system, I could only build for Windows at the time. Fortunately, I did get some help from my friends. I found out one of them is a QA guru. Another one could make great drawings, and it was amazing seeing him bring a piece of the game to life. But their time was limited by their own schoolwork, so I did all the coding and most of the art myself. That said, I can’t understate the importance of my friends and family during development. The final week of crunch on Monday, my phone died. It got hot, the battery drained quickly, and then it would not boot up. I've had it for years, so it was at end-of-life, but the week before flying across the country was a bad time to bite the dust. If nothing else, Verizon knows how to sell phones. I got my hands on a Pixel 2 before the week was out. Crisis averted, but it took the entire day to resolve that one. Tuesday, I referenced DF’s Jobs page. It had changed. I had been planning to apply for an internship, but there was a brand new note. “Alas, we are unable to offer internships pretty much ever, sorry!” That could be the end of the story. But it’s not. If I couldn't be an intern, I’d apply for a full position as a Gameplay Programmer. I programmed, built, tested, rinsed, repeated until it was error-free. After all that testing I copied those files onto the two business cards. I took a few hours off Sunday night before GDC to hang out with friends. Unfortunately, I needed more than two business cards for GDC, so I got back to work around eleven to design some normal ones. I lied down for a moment and fell asleep for three hours, woke up at 5 AM and then sent my design to the local Minuteman Press. The next morning, there was no next morning, I woke up at noon. I ran about a mile to the printer to get those business cards, and began to pack ASAP. (Disclaimer: That's not San Francisco ) I had a friend who was on-time to bring me to the airport, but I was too far behind packing, and missed the flight Monday. They rescheduled me for free since the next flights had open seats. I was stuck at the airport for hours, exhausted, but Tuesday afternoon I finally made it to San Francisco. Double Fine runs a booth called "Day of the Devs" which showcases a few selected indie games. I hung out there for hours trying to find one of them. I met plenty of good people, but I missed their main producer (Greg Rice) by literally a minute. Wednesday night was an awards ceremony, and the Tim Schafer got a big one. I waited twenty minutes after the show until the people from that company started walking out, and caught up to Greg Rice when he separated from the rest of them. "Mister Rice, can I talk to you for a minute?" "I'm really really late, I can't talk now." "Can you at least take this?" And I handed him one of the USB Business cards with my resume and the game on it. He ran away screaming. Well, not really, he just walked away quickly. THE HUNT CONTINUED, Thursday, I finally got lucky at Double Fine's booth. While scanning badges, I saw some tiny print. It said "Double Fine Productions." Whoah. I looked up, and saw he was wearing a shiny Double Fine pin. It was beautiful. I looked at his face, and he was talking to someone else. I awkwardly stood by until he was free, and then told him my story before relinquishing the second USB Business card. Package 2 delivered! Delivered to a Communications Manager, no less! Friday I walked out of a building and saw some people in Double Fine branded clothes ==> I orbited around in front of them, and introduced myself to two more DF people (programmers). They really liked the idea of my game, so I gave them my card and told then where to find it online. Saturday I applied to Double Fine thru their web site, the normal way, except that I included a link to the game. Monday, the Communications Manager sent me an e-mail that the game didn't work. I know exactly the issue and exactly why. I sent both the fix and a working version. Which brings us to today. Here is the game I made: https://sonictimm.itch.io/action-resume Playtime is usually less than ten minutes. I did modify my dialogue system for web, so you can play it in your browser. Experience Points: (AKA fancier way to say TL;DR) I'd love to say that you can work hard for your dream job, but at this point I have no idea if I'll get the job. What if I don't get the job. I poured my life into a project for a [possibly] failed endeavor. I still gained: -A portfolio. -A trip to GDC -Lots of contacts from said trip -Some free time in San Francisco -TONS of Unity Experience -Practice writing. I love writing, but it's hard to sit down and do it. -Practice Art-ing. I love UI, but spritework is not my calling. -A chance to collab with some friends -A game that may or may not be fun, I'll let you guys decide -This crazy story. Honestly, the University feels mundane after all this... This list is getting crazy long.. But seriously, if your project fails, you'll probably learn more than if it succeeds. That said, don't ever strive for failure. Study Failure. Look at why things don't work, learn from other people's mistakes. Everyone learns from success, myself included. (I'm not the first person to try and get into a company by making a game...) Anyway, I'd love to get your feedback. If you can spare ten minutes, I'd love to hear what you think of my game. Also, if you have any tips for getting noticed by a game company / making yourself more employable, I'd love to hear those as well. Cheers!
  4. My bestselling and highly recommended Unity book has been fully revised! Unity in Action, Second Edition teaches you to write and deploy games with the Unity game development platform. You'll master the Unity toolset from the ground up, adding the skills you need to go from application coder to game developer.Foreword by Jesse Schell, author of The Art of Game DesignDon't take my word for it being good, look at the sky-high ratings on GoodReads.You can order the ebook directly from the publisher's site, or order the book on Amazon to get both the physical book and a coupon to download the ebook!
  5. Hi, I am currently a college student studying to become a Game Developer. I need to interview current game developers for a class I'm taking. if anyone seeing this could answer just the 5 questions that I have provided below as well as your name, current position, and how many years you've been in the game industry. I'd really appreciate any responses. Name: Position: Year in the industry: What was the starting salary? How many hours do you work? What did you learn outside of school that was useful? How did you get your job and how hard was it to find it? how was this job different than you expected it to be? Thank you for your time. -Alex Daughters
  6. Timmmmmmmmmm.. T

    Grassroots Game Jam

    Last weekend was the first ever Game Jam at Marshall University. The Game Design Guild (club) has been planning to have one for months, but we're a new organization, still trying to get our feet on the ground. Lucky for us, and awesome doctor at our University had recently started a Digital Humanities program. She also wanted to hold a game jam, so we teamed up. 2 Game Developers + 2 English Professors = 1 Game Jam Admin Team! I also asked a guy from Dakota State how they run game jams, since he has run far bigger ones than this. He had a lot of good advice We advertised as best we could, and had no clue how many people would show up. It could have been five, it could have been thirty... Fortunately, we got a sweet number: 12 participants. Surprisingly, none were above college age, and many were high school, or even younger. There was an 8-year old in attendance. However, most of them weren't too social. I followed some advice I had received, and mixed the people around with each other while they came up with ideas. I'm not sure if it backfired or not: Everyone amalgamed into one GIANT group. They also decided to use Unity. So it began. Thanks to Piskel, everyone could easily make pixel art. One person found SFX, and a couple guys made music. It's amazing how many web-based tools there are. We showed these to our participants before getting started: https://soundation.com - Make music http://piskelapp.com - Make pixel art http://twinery.org - Make text and HTML adventure games https://ledoux.itch.io/bitsy - Make games where you walk around, talk to people https://freesound.org - Search THOUSANDS of free SFX However, programmers were short. One was experienced, and could only stay for half the project. Another 2 were low experience. In the end, one of them took on a team management role. With 12 people, team management is a full-time role! To pull it all together, I ended up programming about half of the game. We had more art than we could use, and it all came together in 18 hours. The final product is playable in-browser: https://mugameguild.itch.io/60-second-hero Before getting sucked into the main jam team, I also pitched to our admins that the four of us make a simple game. I tapped them for art and writing, and them implemented it in ~3-4 hours with a dialogue system I had already made: https://mugameguild.itch.io/game-jam-admin-2018 One weekend, two games. Monday was a showcase day, so that anyone interested could see the final product. There are five endings depending on what items you collect in the game, and people enjoyed trying to find all five Overall: SUCCESS. (Not how I expected, but it worked) Experience Points: Never underestimate the time overhead when you coordinate multiple people. Working in a team is not like working alone, and it's easy to end up with duplicate work and "idle villagers." ALWAYS have a sign-up or registration, even if it's not required. It takes a LOT of guesswork out of planning. You can never have too much non-perishable food. Or pizza. Instead of reinventing the wheel, talk to people who have done it before. Pizza Be flexible and run your event based on who comes. Having 3-person teams working in Unity when nobody has used Unity makes no sense. ANY GAME JAM: Only try to make a game that you know you can pull off. If you don't know how to do it, you probably can't do it well in a day. Choose your team wisely, LIMIT THAT SCOPE If you have two days, get a working prototype after ONE day. That way, you have a whole day to make it fun. This is just a game. Seriously, take care of yourself, exercise, go to church, etc., no game jam is worth your health. Peace!
  7. Hello my name is Jaymie and I am new here so I apologize if this is not the correct place to ask these questions. I have a few questions regarding my education and I feel in order to get the best answers I need to elaborate some on my current situation and background so I apologize if this is long winded. (I have my questions at the bottom of this post if you would rather not read my life story or think it is unnecessary). I am currently going to a community college in Virginia and I am in the process of getting my associate's degree with the intent of transferring to a 4-year school for a bachelor's degree. The school I am looking at is George Mason University and the program I am currently looking at is the BS in Computer Science. I initially was looking into getting their BS in Applied Computer Science with a Concentration in Computer Game Design however I decided to go for the normal CS degree instead due to my decision to get my Minor in Math. (This is due to the fact that the CS degree requires 4 out of the 7 classes that the Minor needs while the ACS degree only has 3 out of 7. ) The reason I decided to go for my Math Minor is due to searching what math is useful or even used in game design on this forum.(One such example here. I also apologize if I am not supposed to post links.) I enjoy math to a certain extent and I personally feel I am pretty good at it. Any game programming related courses that the ACS degree offered are available to the CS degree except for one course so I don't think I really am missing out on anything except for the 3 Art classes that the ACS degree requires. That is when I had the Idea to get a Minor in Art and Visual Technology as well to not only get those 3 courses but 2 additional courses as well. They also have a Minor for Computer Game Design and a Minor for Music Technology which are Minors I think I also would love to get. This is where my dilemma comes in as a lot of the resources I have been looking at suggest that it is not the best Idea to go for multiple minors or two different types of career paths for my degree(i.e. programming and art). I don't necessarily feel that any of these Minors would be useless in the game design field or that they would hinder me even. I do feel however that 4 Minors is too much and I would probably be better off Double Majoring. I would love to double Major in CS and in Computer Game Design but In all honesty I would rather not be in school 2 or possibly more extra years as I am already kind of late to the game of getting my degree. (I'm 23 so I know I'm not that old but the mistakes I have made in life have led to me getting my education 6 years later than I could have and I would like to produce actual results. Maybe some time after I get a job with my CS degree I'll consider going back for another or even go to a game design school but not right now.) I realize that art and sound design are things that I probably would not encounter at a company being that I am programming focused but I still feel they would be useful skills to have and things I would like to know anyway if I work on things on my own. (Which I intend to do as well as work with others.) As of right now I am leaning in the direction of BS CS with the Math and Art minor due to it more or less being the same curriculum as the ACS just with a few more classes. I believe I am more or less set in stone on the Math Minor and on the BS CS degree, however I am fairly indecisive on taking one of the other 3 Minors and at times I even lean towards the Computer Game Design Minor. Any minor I don't take I intend to learn at least some portion of during my free time. Questions(I realize that I am kind of assuming what I think the answer is with these. I know that answers aren't always yes or no but I am unsure as to how to address my concerns without asking these types of leading questions.) Will employers, be they in the Game Industry or any other field, even care about my Minor or if I have multiple? Will employers write me off as indecisive if I take a Minor or even learn something in my free time that some would say is unrelated to my field? (i.e. Programming and Art or Programming and Music Technology) As I am getting my CS degree, what are some of your opinions on the Minors I am interested in (Art, Music Technology, Computer Game Design) to compliment my degree.(I am open to opinions on the Math Minor as well however I have decided to commit to getting it unlike with the others where I am still on the fence.) Thank you in advance if you took the time to read this lengthy post or if you answer any of my questions. Have a good day, Jaymie
  8. Hello GameDev! This is an introduction to a new web app: Vitalkia.com. homepage - Vitalkia Making silly games and sharing them with friends and people online is something that is really special to me. When I was 13-14 I used to hang at various game forums a lot. I didn't really make any amazing games, but that didn't matter. What makes us love making games is sharing it with others and learn. Because of this, as a side project while I study, I've been making a new game creator tool. It lets you create cool games completely in your browser. This app will help you creating games! I've recently created a simple interactive tutorial that takes you step by step through creating a platform game: Platform tutorial This tutorial will teach you how to make a simple platform game and introduce you to the app. So far it's still very early in development, but it's very possible to create great looking games, here is an example. More info: The app lets you create games anywhere, anytime. Since it's cloud based, it doesn't matter which computer you use. All code and resources gets stored in your own personal web space associated with your account. Your account can be from Google or a new Vitalkia account if you want. You don't need to know how to code. The engine allows for direct Javascript coding but also the use of code blocks. The code blocks makes it easy to quickly create something that works. After you've created your game you can easily export it. It makes it directly available to everyone with an internet connection! There are still many things to do. For example more code blocks needs to be added, and some bug fixes, but I am looking forwards the future of the app and what people will be able to create with it!
  9. My university class this term is prompting me to ask a few questions, and hopefully you guys could help me out. I'm supposed to crowdsource ideas and techniques on how to "sell" my prototype asset. For context, my prototype is a procedural weapon generator similar to the one used by the Borderlands series.
  10. slayemin

    More Contract Work

    It almost feels like it hasn't been worth writing an update for the last month because so little "progress" has been made on Spellbound. But I suppose such is life, and it too must be captured and noted as a part of the journey of an indie developer. I have still been doing various contract projects for both corporate clients and small game studios. On the contracting side, I've decided that it would be a good idea to subcontract work I can't do to other people and then add my management fee to their rates. I currently have my former artist working on a small contract project, so it is a viable business idea. He charges me $35/hour and I charge the client $50/hour for his work and I keep the difference. It's not much, but its a good start. In the future, I will raise his rates and pay him more when there is more work and larger projects, but I don't want to make public promises I can't keep. The hard part will be finding enough work to keep everyone busy. I've also been playing a light support role to my girlfriend. Her business is taking off and she's easily become the primary bread winner of the household and that relieves financial pressure from me, allowing me to continue working with minimal income. I can't stress enough how grateful I am and what an impact it has on my creative pursuits. A few days ago, she had a senator from China come and visit her company and our ranch. He was really interested in seeing my VR game, so I gave him a demo in my office. My roommates are all sales people as well, so they got to try out the game at the same time. One of them was instantly motion sick, but the other really enjoyed it. Probably the best takeaway from this was just how bad my user interfaces actually are -- they are not intuitive enough at all for completely new people to use. Also, the pacing of the action is also too rapid for novices, so I'll need to redesign my tutorial level to be more "tutorial" focused than story/immersion. Anyways, the Chinese senator was very impressed with what I'd been working on. I have a feeling that I may have a trip out to China in my eventual future. I think the Chinese market for VR is thirstier for content than the North American market, so it would be great for me to see first hand what the market landscape looks like. A fellow VR game dev told me the other night that he's been wanting to show my game to other people, but the trailer for the game is so out of date that it doesn't do the game proper justice. I completely agree, it's two years old and features old technology which I don't support anymore. Here's the stupidest objection in the whole world: I don't know how to produce a good game trailer. This is extra stupid because... I work in an office filled with film people who could help me. What's wrong with me? I'm a bit afraid to ask for help knowing I have no money to offer. I have been doing a lot of reading of epic fantasy books on the bus ride too and from work. I'm currently reading through the "Legend of Drizzt" series by R.A. Salvatore. Every time I read one of these epic fantasy books, I feel totally inadequate as a writer. I have a lot of self doubt that I could produce anything as good. Despite that, I'm going to have to push hard and write out a story for Spellbound. The writing is going much slower than I would have liked due to various distractions (ahem, contract work and lack of funding). I also feel a bit daunted/overwhelmed by the size of the writing project and what it's going to take. I should just shut up, stop whining, and start writing. "Yeah, Eric! Quit yer moanin', bitchin' and belly aching and get back to writing!" *whip crack* I have been entertaining the idea of producing another type of nature VR travel experience using 360 videos. It would be much easier and faster to produce and could turn into a new revenue source to fund my development of Spellbound and build my brand a teeny bit more. I must find some time to produce a rough prototype and see if its technologically viable. I've written out a 2 page business plan and it seems pretty good (but all of our own ideas sound good!). This idea has passed through my feasibility filters and its time to start figuring out what it would take to produce. Anyways, it doesn't hurt to give it a try and see what happens. On another note, I think some of my best ideas come to me while I'm walking to work. There's just something creatively magical about the act of walking and thinking. It really gets the juices going. I remember this one time I was working in Iraq on a tough problem with relational databases. Somehow, I had to get multiple records from one table to match multiple records from another table. I couldn't figure it out for days while sitting at my desk, but then I went for a long walk on base and solved it in my head. I came back, implemented it, and it worked perfectly -- it required an intermediary table to store lookups. Two days ago, I was walking a mile to my bus stop (in the rain) thinking about "stuff". The night before, I had been tutoring my girlfriends son on math homework. I have also given lectures at my former university and local meetups on game development and design. I have worked in Iraq and Afghanistan to rebuild war torn societies, and through my experience, I have concluded that the underlying foundation for a peaceful and prosperous society is an educated society. So, if you want to bring peace, prosperity and compassion to the world, start by educating people. I happen to love the acquisition of wisdom and the feeling of enlightenment it brings, so my way of sharing that is by teaching people what I know and hoping they too can share my passion. On my walk, I got to thinking: What if I give lectures in VR where people can learn something? It would be done within the universe of Spellbound, so the learning experience would be within a classroom of budding wizards, being taught be an old, gray bearded wizard (me). The character animations could be driven by a mocap suit and the voice could be recorded easily enough. The instructional material would be framed in the context of things wizards care about, so I'd be giving an hour long class on the intricacies of alchemy and brewing a witches pot, and it would be about selecting the right proportion of herbs, spices, ingredients, and cantrips. On the surface, it would be a lesson on magical brews, but in truth, it's a lesson on fractions and ratios. It would be a great fake out, where people come into a classroom expecting an hour of entertainment (which it is!) but they'd really get an hour of education. But, the lesson would be framed and presented in such a way that the audience doesn't realize its learning something else which is valuable in the real world too! I could produce a dozen lectures on various topics of interest, framed in the context of advanced wizardry, and people could attend my lectures in VR. If I can convey my enthusiasm for the subject, it'll be infectious and people will want to see all of the other lectures. What seemed like a action role playing game on the surface, had a lot of secret surprises on the back end. Some people may not be interested in this academic part of the game and prefer action and adventure, but others may be only interested in the academic side -- There's nothing wrong with wizards who spend most of their time in the academy advancing their own knowledge. After all, that's what wizards are predominantly known for! I think if I embed secret rune combinations within the lessons, students can get unique magical rewards by paying attention in class and it can be just as rewarding as exploring an ancient dungeon. I like this idea; I'll have to think about it more and let it ruminate. Lastly, I've been continuing my work with the Leap Motion and integrating it with 360 video. Check it out here: I heard from my partner that some sales guy saw our work and liked it so much that he said if we finish this app, he'd be willing to sell our services to other companies. If that brings in more work and it pays well, I'd be all for it. I'd eventually want to hire someone else to work for me and take over the production and I'd move myself into more of a creative managerial role, but for now, I have to keep building out the tech and envisioning how this will work. I've been trying to unite the film industry and the gaming industry for over a year, so this sort of represents a culmination of my efforts and helps create a sort of new type of media. I'm excited to see where other creatives can take this. Anyways, I still have a lot more work to do here and this is still evolving quickly, but I think what we're building here may be the first of its kind in the world. I'm excited.
  11. Greetings, all! I am in the beginnings of my journey to become a gameplay programmer. I'm looking at current job listings and conducting a gap analysis for myself so I can see what I need to work on and develop a plan to improve my skills where they are lacking. I am comfortable working with multiple languages including Java, JavaScript, Python, C#, and a few others involved in game development, and I am most experienced and familiar with C++. Comparing the lists of skills required in gameplay programmer listings to my current skills, what I lack most is experience developing for consoles. Many of the job postings required experience developing for consoles (Xbox One and PS4). I looked around the internet and the only way I could find to get experience was to register with Sony/Microsoft as a developer, but that could only happen if I was already employed (or at least self-employed). Perhaps I was just looking in the wrong places - using the wrong keywords in my searches. Is there a way I can get some experience programming for these and future consoles as a student? How should I go about furthering my skills developing for consoles once I have access? What should I learn specific to these consoles (that I am not already learning from programming for PC)? How different is programming for Xbox/Playstation from programming for PC? Thanks! -Vito
  12. Hi everyone, as summer approaches and the college semester comes close to ending. I want some books or resources you would reccomend to a beginner video game programmer. On a side note, what are the important calculus topics that are applied to programming video games?
  13. ilia.glushchenko

    Game physics discrod server

    Hello everyone! I found my self recently in a dire need of a dedicated game physics discord server. The reason is I would really love being able to talk or chat with people who have some real experience in the field, such as people that I could find here. I really struggled to find one. So I started one myself. If you have any knowledge that you could share or you would like to learn something or just chat, we would be happy to welcome you there. https://discord.gg/QF9wVwu
  14. lilington

    Let's start

    Hi everybody, After my first game and story, it is time to start the new one with more experience this time. The primary goal is to avoid the same mistakes, so I will start to talk about it now. It is not the very beginning as I already have 11000 lines of codes. From Soul of Mask experiences, I learn that I should talk about my game as soon as possible. So I will introduce the new game to my two favourite forums GDN and another one in French: Game name: Not sure about it yet and it is not so important now. Game genre: Platform, Adventure. (kind of limbo and Ninja Gaiden mixt) Programming: C core engine, C or C++ game (not decided yet) Graphics: 2D/3D. Graphics lib: OpenGL > 3.5 Audio: Not sure yet (probably OpenAl) Platforms: for the moment Windows 10 and Linux (other may come later or not) Relative to the game ( story, artwork, ....): As I said it didn't start already, but story big picture is finished. So what am I doing now? I am finishing the first part that will make me decide if I continue the project or not. It is essentially technical like object collision, sprite animation, learning more about platform game technic... What did I do? Well, I decided to not use SDL2 as I want to port my game in some platform that does not support SDL. So I choose OpenGL. Plus I plan to use some 3D features in the game. So I mocked SDL2 behaviour and write it very specifically for my game. Here is a screenshot that shows objects rotating. I used a sprite sheet from Soul of Mask, we can also see a red box and a rectangle coming from a function call drawRectangle (more details soon) here we can see the code I will need to write for an animation: bkp_graphics_2dReady(BKP_TRUE); BKP_Rec dest,src; BKP_Rotate r; src.w = 64; src.h = 64; src.x = 2; src.y = 2; dest.w = 92; dest.h = 92; dest.x = 500; dest.y = 200; static float iii = 0; static double tm = 0; static double ta = 0; static int alpha = 255 ; static int dal = 2; tm = glfwGetTime(); //animation timers if(tm - ta > 64.0f / 1000.0f) { ta = tm; iii += .125; if(alpha <=0 || alpha >=255) dal = -dal; alpha += dal; } r.center.z = 0; r.angle = -iii; r.center.x = dest.x + dest.w / 2; r.center.y = dest.y + dest.h / 2; bkp_graphics_drawSurface(G[0] ,&dest,&src,&r,BKP_GRAPHICS_FLIPNONE, &alpha); dest.w = 368; dest.h = 138; dest.x -= 35; dest.y -= 20; bkp_graphics_2dsetColori(255,255,255,255); bkp_graphics_drawRectangle(&dest, BKP_FALSE); dest.w = 168; dest.x = 250; r.angle = iii; bkp_graphics_drawSurface(G[2] ,&dest,&src,&r,BKP_GRAPHICS_FLIPH, NULL); r.angle = -iii /4; bkp_graphics_drawSurface(G[0] ,&dest,&src,&r,BKP_GRAPHICS_FLIPV, NULL); dest.x = 620; bkp_graphics_2dsetColori(255,0,0,255 / 2); bkp_graphics_drawRectangle(&dest, BKP_TRUE); bkp_graphics_2dFlush(); Looks a little bit like SDL. In this example we can see all the job done so far, Scaling, Positioning, FLIP (vertical, horizontal), Rotate around a point and transparency. Those are all I used with SDL2 so far for Soul of Mask. The first objective is checked. Here is a video that illustrates it: bkp-2018-03-01_15.32.12 I don't go into the deep details about how I did things, but if people request it in the comments I will, I mean I would like to share it as I think some people who use OpenGL better than I do may give me some precious pieces of advice and improve the way I did it, in the meantime more beginner than I am will have a hint to start. Time for a little of performance: The graphics engine is able to draw on those 3 differents devices (here GPU integrated in CPU) - draw a frame in 0.016 ms for 1700 animated sprites on a Intel(R) Core(TM) i5-4210U CPU 1366x768 - draw a frame in 0.016 ms for 1000 animated sprites on a Broadwell Intel Core M-5Y70 HD 4k - draw a frame in 0.016 ms for 7000 animated sprites on a Intel(R) Core(TM) i7-7700 CPU 1920x1080 I didn't test it with a Nvidia or Radeon graphics card yet, for the moment it is irrelevant but it will come later. Conclusion on using custom vs SDL2 pro: Faster. I know everything behind it. con: Fewer features, less flexible, unoptimized and probably full of bugs I didn't notice yet. I also added a log system I didn't have it for my previous game so at any crash I add to try to reproduce it very hard now it is better just have to read log file on crashes. here is the output of this video: DEBUG set Moving to directory `../` [ INFO ][ 2018-03-01 15:27:06] -> Starting Graphics Engine ... [ INFO ][ 2018-03-01 15:27:06] -> Starting GLFW 3.2.1 X11 GLX EGL clock_gettime /dev/js Xf86vm shared [ INFO ][ 2018-03-01 15:27:06] -> Monitor info: [ INFO ][ 2018-03-01 15:27:06] -> #1 1920x1080 [ INFO ][ 2018-03-01 15:27:06] -> #0 1366x768 [ INFO ][ 2018-03-01 15:27:06] -> -------------------------- [ INFO ][ 2018-03-01 15:27:06] -> GL Context Params : [ INFO ][ 2018-03-01 15:27:06] -> GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS : 192 [ INFO ][ 2018-03-01 15:27:06] -> GL_MAX_CUBE_MAP_TEXTURE_SIZE : 16384 [ INFO ][ 2018-03-01 15:27:06] -> GL_MAX_DRAW_BUFFERS : 8 [ INFO ][ 2018-03-01 15:27:06] -> GL_MAX_FRAGMENT_UNIFORM_COMPONENTS : 16384 [ INFO ][ 2018-03-01 15:27:06] -> GL_MAX_TEXTURE_IMAGE_UNITS : 32 [ INFO ][ 2018-03-01 15:27:06] -> GL_MAX_TEXTURE_SIZE : 16384 [ INFO ][ 2018-03-01 15:27:06] -> GL_MAX_VARYING_FLOATS : 128 [ INFO ][ 2018-03-01 15:27:06] -> GL_MAX_VERTEX_ATTRIBS : 16 [ INFO ][ 2018-03-01 15:27:06] -> GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS : 32 [ INFO ][ 2018-03-01 15:27:06] -> GL_MAX_VERTEX_UNIFORM_COMPONENTS : 16384 [ INFO ][ 2018-03-01 15:27:06] -> GL_MAX_MULTISAMPLE_COVERAGE_MODES_NV : 0 [ INFO ][ 2018-03-01 15:27:06] -> GL_MAX_SAMPLES : 8 [ INFO ][ 2018-03-01 15:27:06] -> GL_MAX_MULTISAMPLE_COVERAGE_MODES_NV : 32768 : 32768 [ INFO ][ 2018-03-01 15:27:06] -> GL_MAX_SAMPLES : 0 [ INFO ][ 2018-03-01 15:27:06] -> -------------------------- [ INFO ][ 2018-03-01 15:27:06] -> Opening window with GLFW3 [OK] [ INFO ][ 2018-03-01 15:27:06] -> Renderer : Mesa DRI Intel(R) Haswell Mobile [ INFO ][ 2018-03-01 15:27:06] -> OpenGL version : 4.5 (Core Profile) Mesa 17.2.4 [ INFO ][ 2018-03-01 15:27:06] -> 4.5 [ INFO ][ 2018-03-01 15:27:06] -> program 3 GL_VALIDATE_STATUS = 1: [ INFO ][ 2018-03-01 15:27:06] -> ------------- shader programme 3 info --------------- [ INFO ][ 2018-03-01 15:27:06] -> GL_LINK_STATUS = 1: [ INFO ][ 2018-03-01 15:27:06] -> GL_ATTACHED_SHADERS = 2: [ INFO ][ 2018-03-01 15:27:06] -> GL_ACTIVE_ATTRIBUTES = 1: [ INFO ][ 2018-03-01 15:27:06] -> 0) type:vec3 name: vp location: 0 [ INFO ][ 2018-03-01 15:27:06] -> GL_ACTIVE_UNIFORMS = 2: [ INFO ][ 2018-03-01 15:27:06] -> 0) type:mat4 name: matrix location: 0 [ INFO ][ 2018-03-01 15:27:06] -> 1) type:vec4 name: color location: 1 [ INFO ][ 2018-03-01 15:27:06] -> ------------- end info --------------- [ INFO ][ 2018-03-01 15:27:06] -> program 6 GL_VALIDATE_STATUS = 1: [ INFO ][ 2018-03-01 15:27:06] -> ------------- shader programme 6 info --------------- [ INFO ][ 2018-03-01 15:27:06] -> GL_LINK_STATUS = 1: [ INFO ][ 2018-03-01 15:27:06] -> GL_ATTACHED_SHADERS = 2: [ INFO ][ 2018-03-01 15:27:06] -> GL_ACTIVE_ATTRIBUTES = 2: [ INFO ][ 2018-03-01 15:27:06] -> 0) type:vec3 name: vertex_position location: 0 [ INFO ][ 2018-03-01 15:27:06] -> 1) type:vec2 name: vt_loc location: 1 [ INFO ][ 2018-03-01 15:27:06] -> GL_ACTIVE_UNIFORMS = 3: [ INFO ][ 2018-03-01 15:27:06] -> 0) type:mat4 name: matrix location: 0 [ INFO ][ 2018-03-01 15:27:06] -> 1) type:vec4 name: vt_ location: 1 [ INFO ][ 2018-03-01 15:27:06] -> 2) type:sampler2D name: basic_texture location: 2 [ INFO ][ 2018-03-01 15:27:06] -> ------------- end info --------------- [ INFO ][ 2018-03-01 15:27:06] -> program 9 GL_VALIDATE_STATUS = 1: [ INFO ][ 2018-03-01 15:27:06] -> ------------- shader programme 9 info --------------- [ INFO ][ 2018-03-01 15:27:06] -> GL_LINK_STATUS = 1: [ INFO ][ 2018-03-01 15:27:06] -> GL_ATTACHED_SHADERS = 2: [ INFO ][ 2018-03-01 15:27:06] -> GL_ACTIVE_ATTRIBUTES = 2: [ INFO ][ 2018-03-01 15:27:06] -> 0) type:vec3 name: vertex_position location: 0 [ INFO ][ 2018-03-01 15:27:06] -> 1) type:vec2 name: vt_loc location: 1 [ INFO ][ 2018-03-01 15:27:06] -> GL_ACTIVE_UNIFORMS = 4: [ INFO ][ 2018-03-01 15:27:06] -> 0) type:mat4 name: matrix location: 0 [ INFO ][ 2018-03-01 15:27:06] -> 1) type:vec4 name: vt_ location: 1 [ INFO ][ 2018-03-01 15:27:06] -> 2) type:sampler2D name: basic_texture location: 2 [ INFO ][ 2018-03-01 15:27:06] -> 3) type:float name: alpha_factor location: 3 [ INFO ][ 2018-03-01 15:27:06] -> ------------- end info --------------- [ INFO ][ 2018-03-01 15:27:06] -> 2D Graphics Engine start [OK] [ INFO ][ 2018-03-01 15:27:06] -> Graphics Engine started [ INFO ][ 2018-03-01 15:27:17] -> [ INFO ][ 2018-03-01 15:27:17] -> deleting shader programe 3 [ INFO ][ 2018-03-01 15:27:17] -> deleting shader programe 6 [ INFO ][ 2018-03-01 15:27:17] -> deleting shader programe 9 [ INFO ][ 2018-03-01 15:27:17] -> 2D Graphics Engine closed [OK] [ INFO ][ 2018-03-01 15:27:17] -> Window closed [OK] [ INFO ][ 2018-03-01 15:27:17] -> Graphics Engine stopped [OK] [ INFO ][ 2018-03-01 15:27:17] -> Logger closed [OK] [ INFO ][ 2018-03-01 15:27:17] -> Game Engine stopped [OK] What's next? I am learning about the type of game I am doing, I should have some basic movement of main character and platform collisions soon. I promise myself I will not do everything alone again so this blog will be also used to seduce whoever want to jump into this adventure. But by experience I know I may finish alone again (who knows). Thanks for reading, I will post more as soon as I have something new to show. Have a nice day.
  15. Hello all. This is my first post in the forums here. I am currently an artist in the game industry. I have been working as an artist and/or art director for the past 12 years. I have been working in ue4 for the past several years and have become reasonably practiced at developing custom materials. My focus has shifted, quite a bit, from making art content to understanding the render pipe better. I recently purchased some books on directx and learned to develop basic shaders in hlsl. I am learning the math and physics as I go. As I learn, I am realizing that I have a real passion for this. My goal, initially, was to learn to be a shader programmer. However, as I learn more, I grow curious about what it would take to make a full transition into becoming a render engineer. I am curious where to start. I am piecing this all together as I learn at the moment. I.e render pipe, math, syntax, etc. Should I instead learn this in some particular order or fashion? Is schooling necessary to be successful in this endeavor? This is is basically a general inquisition. This could be a major career change for me and I am looking to get started the right way. Any help is greatly appreciated.
  16. Questions for women working in the video game industry: 1. What education you had before working in the video game industry? 2. Did you ever experience any sort of discrimination in the workplace? 3. What is/was your job role in the video game industry? 4. Why did you choose to work in the video game industry? 5. What challenges did you face in your job? 6. How many of your colleagues are women? 7. At school, did you have any spokesman from the video game industry or a workshop to expand your knowledge and views of that industry? 8. What can we do to encourage young girls to join the video game industry? 9. Was it hard getting a job in the video game industry? 10. In your opinion, what are the benefits of having more diversity in the workplace?
  17. Good day to you all. Firstly let me apologize in advance for this topic, since I fear this may be in the wrong place of the site. This is a question related to both career path and Game Design, so I didn't know where to ask it exactly. (If you rather skip all the background story which I would totally understand, just go read the last line please). Now to the topic itself. I'm in the last year of a 4-year degree in Multimedia Engineering, a degree I chose in order to become a game designer in the future. However, far from meeting my spectations, the degree only focused on the technical aspects of game development (programming, scripting, engine programming, artificial inteligence...). I would've wanted to learn at least a bit of such things as: Storytelling Gameplay and mechanics design Psycology of the player World building Level Design Visual Narrative Character creation & writting As it turned out, my degree had zero subjects or projects to learn any of those things. So now I find myself with a big lack of knowledge to start working in the area of the industry I like. As a result, I am currently looking for a good master's degree (1 year) to focus solely (or at least mostly) in learning game design. Problem is, there are not many options for this in my country (Spain) so I'm considering moving to the United States to study, where I have found several universities which offer this type of master's degree to learn game design. Before I move out however, I would like to make sure I don't make the same mistake I made when I chose my current degree, and hence that's why I'm here. I have found many of these master's but everyone has very generic names for the subjects and I want to approach my choice whith maximum care. Thank you sincerely to anyone taking the time to read down to this point. Do you know of any good master's degree in the US or Europe for Game Design or have you studied one which taught you the basics of the things I mentioned in the list above?
  18. Dear game developers – I'm currently working on my graduation work. As part of my bachelor thesis at Bremerhaven University of Applied Sciences, I examine to what extent the F2P business model can influence the long-term competitiveness of games. The Work focuses mainly on MMO games because of their long lifespan. Part of the work relates to developers and the impact of the F2P business model on them and their decisions when developing games. I have created six short questions that will help me to better understand this influence. The questions mainly relate to business and publishing sides of game development. I would like to ask you, if some of the developers here could answer these questions. Those of you who are interested, please send me a private message until March 16th and I will get to you with further details as soon as possible. Your contribution is greatly appreciated and it will help me to improve my thesis. Thank you
  19. HEY GUYS! i'm working on a game based on Adventure Time(cartoon show) but recently found out that i need rights to do it. Well, worked pretty much on the sprites, animations backgrounds and all stuff so it'll be just a lot of time spent for nothing. And I don't want to give up on the game, I'd really love to finish it and publish for some platforms. So may someone help me, what do I gotta do for those rights? How do I publish it legally without breaking any kind of law. Who I need to contact? thanks.
  20. This coming week, my game design club will (finally) start working on Digital Games. Last week we made paper concepts. Most of us have ZERO Game engine experience, this is going to be thrilling!!! I've decided to bring everyone into a 2D engine called Defold, which outputs Cross-platform (Mostly HTML5) games with LUA Scripting and joint animations. That's great Timm, but who's going to answer their questions? They are, of course! I have never used Defold, but in the Game Dev industry, they will routinely have to self-teach to keep up Rely on teammates to solve problems that nobody really knows the answer to Rarely if ever start a game from square zero, they'll always build on others' work. To that end, rather than making a game from zero (/*programmers NEVER start at square one*/), we are going to mod a public platformer template. Hopefully, we can divide into some kind of logical teams based on specialty and ability. Good groups are small enough to enable everyone's input, but big enough to explode productivity. My Experience: Modding is better than square zero for learning game development: THOUGHT PROCESS: Since every large company has their own proprietary engine, learning how to learn an unfamiliar engine is invaluable WORKFLOW: Game Companies will teach you by letting you dive into existing code, which is exactly what modders do SPECIALIZATION: You can focus on your specialty (programming, art, music, level design) instead of trying to juggle ALL OF THEM so that you can get a job in ONE OF THEM. SCALE: You get experience in a HUGE PROJECT that you may never fully understand rather than a tiny demo RESULTS: You can make something awesome (though not quite as accessible) in a shorter time since most of the heavy lifting is done PLAYERS: You already have a huge player base and a known target audience if you mod a popular game. this looks great on a resume FEEDBACK: If you do have lots of players, you have lots of complaints. Learn to deal with it, noobs. Today, I got to see an eight-year old open his VERY FIRST Raspberry Pi. I taught him to install NOOBS and use it, and he's really excited to change the world (For one, he won't be bored at home anymore). I showed him the built-in python games and how to edit their code (to make yourself faster, bigger, etc.). Even though I can code faster than I can make bad jokes, I would never have been able to make a game with him... but just editing a couple lines of code in an existing game brought about some super-fun results. So basically, I showed him how to mod as a gateway* into programming *Not a Gateway 2000, he's too young for those
  21. Hello, I'm an aspiring game designer and doing a research paper on being a game designer for high school. Part of doing this project is getting an interview from an active game designer. I was hoping someone could help me with this, If you're interested in helping me that would be great! I just need you to answer these 5 questions. What experience might you need for this job? What experience might you get from this job? What are the Hours like for this Career? Is there anything extra that you would recommend to learn in order to get better at this job or something to learn before going to college? Is there anything you know now that you wish you knew when starting out? If anyone could help that would be fantastic
  22. Timmmmmmmmmm.. T

    Unity Splash and The Guild

    That's right, I modded the Unity Splash screen. The default one wasn't doing it for me. I'll make a video on how to do this with your own image if there's any interest. In other news, project Unleavened progressed a little. There is a movable pawn that shifts gears, like a car. The bulk of Unleavened will be driving. I had planned to assign gearshifting to a button, like in pole position, but that was too unintuitive (and StickyKeys got in the way.) Instead, I took influence from River Raid on Atari 2600. If you drive into the top of the screen, you go faster. If you drive into the bottom of the screen, you go slower. But instead of a momentary boost, the speed boost lasts until you downshift, but the screen will never stop scrolling. MORE IMPORTANT NEWS: I am now president of the MU Game Design Guild. I have planned all our meetings since last semester, and this semester attendance shot up from ~7 to ~18 people per meeting. THE KEY: Announce it in classes, so that people are guaranteed to know about it. Also, promise them development experience. Meetings are tough to plan, because we gamify everything. We have done one design challenge and two programming challenges. Card Game Jam: Make a card game. Write the rules. Other teams play it from your rules. Iteration: You can revise the rules between rounds of playtesting. C++ Challenge: Write a simple calculator with as few ; as possible. Record: 1 semicolon, after the meeting. During the meeting, it got down to 3. ComBots Challenge - We had a tournament using this: http://www.crazymonkeygames.com/comBOTS.html Lots of chances for iteration since each team could make 3 ComBots. As el presidente, I will be kind to the people of Tropico. Long live the Guild!
  23. kane david

    Learning Level Design

    I want to start learning Level Design, so what are the main topics I have to learn about specifically? since I learn on my own, so I don't want to drop something that could be important, and if there are some suggested books or courses to start from.
  24. Hello, and welcome to Puppy Chef Academy! Puppy Chef Academy is a Virtual Reality cooking experience designed to help you learn how to cook without the stress and mess of a real kitchen. The game blends the simple controls of Job Simulator with the innovative gameplay of Cooking Mama, with a splash of visual novel storytelling. Throughout your adventure you’ll cook tasty recipes, learn about cooking, and even make some friends along the way! Today I'm going to talk a little about Puppy Chef Academy as not only a game, but how it helps players learn the one skill that everyone wants: Cooking! The idea for Puppy Chef Academy stemmed from my dissatisfaction with Job Simulator's "cooking" segment. While the control scheme was excellent and held so much potential, unfortunately it didn't satisfy my itch to make actual recipes and felt more like playing with an adult-sized toy kitchen set. I decided to make my own VR cooking game, and thus, Puppy Chef Academy came to be! My main goal for the project was to help less culinary-inclined players overcome their fear of the kitchen. You know who I'm talking about, the ones who've never chopped an onion, boiled water and burned it, and swore never to cook anything again. What those people don't realize is that anyone can cook! Like anything, it just takes time and practice, which unfortunately means you'll inevitably have to clean eggs off a stove top, throw away burnt pasta, and languish in the utter defeat that is seeing your loved one smile through their teeth to tell you your Penne Flambe was good while scraping the rest off into the nearest potted plant when you aren't looking. Puppy Chef Academy is designed to help you feel the accomplishment of gaining culinary skills, minus the risk of failure. The beauty of VR as a medium is that skills you learn in VR carry over into real life, and vice-versa. Surgeons are looking into VR as a training tool to perform life-or-death operations. One of Owlchemy's earlier videos showed one of their team members happily juggling in VR just like he does in real-life. It's incredible, because when the headset is strapped to your face, it truly does become your reality, if only for a brief period of time. Fostering a safe environment to experiment with a skill without the risk of failure is what Puppy Chef Academy aims to do, and how it strives to accomplish that is explained further below: Firstly, the techniques. As far as I know, no one has mentioned anything about the gravity feeling strange in Puppy Chef Academy, which is great. It means that I've done my job correctly. What players don't realize is that the world in Puppy Chef Academy seems to be a little smaller than ours, resulting in a lower gravitational pull. I'm joking, the gravity is set slightly lower than "real" physics. But why is that? Isn't the point of learning to cook in VR supposed to be a "realistic" experience? No! The slightly lower gravity is a very deliberate choice. The reason being is that the "realism" isn't as important as learning the movements and techniques. Did your elementary school have "juggling days" where you and 20 other kids were corralled into the gym to learn how to juggle scarves? No one juggles scarves professionally, that's not what juggling scarves is about (and if you do juggle scarves professionally, thank you for making me feel better about my career choices), it's about learning the movements that transfer over to juggling other things. Juggle a scarf, juggle two scarves, three, then juggle one ball, two balls, three, so on and so forth. It's about technique, which for the most part, the lowered gravity (and higher air friction, in the case of scarves) helps you learn. Like juggling scarves, Puppy Chef Academy helps you build confidence in your cooking techniques. The day I flipped an egg through the air and landed it in the pan perfectly was the day I realized I had made something truly unique, as up until that point I had never flipped an egg like that before. It wasn't until I reached several hundreds of hours playtesting Puppy Chef Academy and trying to nail the pan flipping technique in VR (juggling the metaphorical scarf) that I finally felt the confidence to do it in real life. I didn't even think about it, because subconsciously I had flipped hundreds of omelettes and eggs already! When you hear about the untapped potential of VR that so many devs, users, and analysts talk about when they discuss VR’s future as a medium, that’s what they’re talking about. And by that, I mean the skill learning, not the egg flipping (though egg flipping is pretty cool though, at least it impresses the missus!). So we covered how VR as a medium can help build the player’s confidence to learn new skills. Unfortunately, that alone isn’t enough to keep players engaged. What else can we cram into each recipe to make players feel excited to learn about cooking? Simple. Story, and history. From recipe to recipe, a story unfolds that bridges the recipes together and keeps players on the edge of their seat, excited to see what happens after each episode. Between steps, the characters will give an abridged summary of the dish’s history; sure, you may have ordered miso soup at your favorite Chinese restaurant before, but did you know that miso soup used to be a luxury consumed only by nobles? In Puppy Chef Academy, you learn interesting facts like that about every recipe you make. The combination of story and history tying together interactive segments make for an experience that is not only engaging, but also educational (without the boring homework assignments!). What better way to learn than to have fun while you do it, right? What I’m trying to get at here is that by interweaving gameplay, story, and history, Puppy Chef Academy helps players learn how to cook without even realizing it! While there may be some who don’t find the idea of visual novels, culinary history, or even VR at all appealing, I believe Puppy Chef Academy has hit the right balance of the three to bring something truly unique to the medium; both as an educational experience, and as a game. With any luck, hopefully future home chefs will pick up the game and feel the same way about it too! And of course, I'll add an option to play without the story. Anyway, thank you for taking the time to read the first devlog for Puppy Chef Academy. If you'd like to find out more about the game, feel free to take a look at the links for the game below! Until next time, - Tom Website: http://www.puppychefacademy.com Patreon: http://www.patreon.com/PuppyChefAcademy Discord: https://discord.gg/tJ6aZdV Reddit: http://www.reddit.com/r/puppychefacademy
  25. Hello everyone! Oh, I'm so delighted with the number of views! And gamedev.net even featured our entry on their Facebook page! Thank you for finding this blog interesting! In the last entry, I made a brief introduction of our Egypt: Old Kingdom game. It's not just based on history, we're basically trying to recreate the history in a game form. Of course, it requires a tremendous amount of research! Sometimes people ask us: "Why did you choose Hierakonpolis/Memphis as the main location, and not Thinis or some other important settlements?" The reply will be: because in order to make the game really historical, our location of choice has to be very well researched. We need a lot of information about the location: events, personalities, buildings, lifestyle. The research was done by the game designer, Mikhail, and I think he can now get his master degree as an Egyptologist because he knows A LOT about Ancient Egypt thanks to his research! He did the research by himself for Bronze Age and Marble Age, but then it got too hard to keep up with both research and game design. For the next game, Predynastic Kingdom, we contacted the scientists from the Center For Egyptian Study of Russian Academy of Sciences (CES RAS). We're lucky they agreed to help! Predynastic Egypt was the first game made with their support. For Egypt Old Kingdom Mikhail created a huge database containing most of the known events, places and personalities of the Old Kingdom period: Every little thing about the period is studied thoroughly in order to immerse the player deeper in the game. We learn about kings’ deeds, their authority, did they properly worship gods or not, did they start any wars or not. We study climate, soil, vegetation, natural disasters of that period. We learn about the appearance of ancient Egyptians, their dress, their food, their houses. Sketches of Egyptians' appearance: When the database is ready, Mikhail goes over it with the scientists. They check everything, correct what's necessary, provide more information and details. Like every other science, history has a lot of controversial points. For example, "The White Walls" of Memphis is something that scientists can't agree about. There are two major opinions about what could it be: 1. It is the walls of a palace. 2. It is the walls of burial grounds. In our game, we don't want to take sides, so the scientists of CES RAS inform us about such "dangerous" topics as well. This way we can avoid the controversy and let the player decide which theory he prefers. This is Mikhail (left side) discussing the game events with scientists In the middle - Galina Belova, one of the most famous Russian Egyptologists. The director of CES RAS to the right. During this part of the work we sort out all of the events and divide them in groups: the most important events which must be in the game; less important events which can be beneficial for the atmosphere of the game; insignificant events. When this part of work is done, and all of the information is sorted out, the design of the game begins. In the process we still keep in touch with the scientists, because some events are not easy to turn in a game at all. For example, one of our goals is to make the player fully experience the life of Ancient Egypt. We want to make player think like Ancient Egyptians, to make him exparience the same difficulties. In order to do that we have to know what Egyptians were thinking, and also through the gaming process, we have to put the player in the same conditions as Egyptians had. Ancient Egyptians strongly believed that if they would not worship their ancestors and gods properly, the country will experience all kinds of disasters. This belief was unconscious and unconditional, that’s why they were building all those funeral complexes, made sacrifices, trying to please their ancestors. Even cities were built only as a way to please gods and ancestors! They were sure if they will stop properly worship them, the country will be doomed, because ancestors will stop to protect them. We wanted to nudge the player to build all these pyramids for the same reasons as Egyptians, and this is how stat “Divine favor” appeared. This stat is mostly necessary to worship the gods’ cults, and player can earn it by working in temples and worshipping ancestors. But what really makes the player to feel like Egyptians did is the feature of “Divine favor” stat – it degrades by 0,1 every turn. It happens because people are dying; hence, there are more and more ancestors that must be worshipped. If player will not pay attention to this stat and it will degrade too much, more and more disasters will start to happen, such as fires, earthquakes, droughts, etc. If will greatly influence the economy and the result of the game. That's how we turn history in a game. It can be fun and challenging! There are many other examples of similar transitions. We'll definitely keep working with the scientists, not only Russian, but also foreign. In fact, we hope to engage more and more people in the process of game making. That's it for now. Thank you for reading! Comments are very welcome! If you would like to know more about the game and follow our social media, here are links: Egypt: Old Kingdom on Steam; Predynastic Egypt on Steam; Our community on Facebook; Our Twitter.
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