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Found 232 results

  1. I'm wanting to create a hybrid game between turn based and action. I'm looking to create a system where the player has a list of attack or move options on their turn, but I want to add a skill minigame in order to make the game more engaging for non-strategists. I figured some sort of minigame or something. Any ideas are welcome. Thanks in advance!
  2. Hello everyone! I'm new to programming and pixel art, and I would greatly appreciate hearing some feedback on my Idle and Running animations. I'm looking for constructive criticism so that I can become better at making sprites in the future, so don't hold back!
  3. Hello everyone I am here to gather your opinion, remarks, ideas or any constructive criticism you may have about what I am going to present. Don’t be shy! A bit of background: I am working alone on an indy web-based game, a simulation of RPG (idle game) where the player controls a group of 4 characters that he can sent into battle and that will fight automatically based on some AI preference that are similar to the FF 12 system (but more complex / powerful). He then earns some experience and resources that he can use to improve his unit’s gear, talents and skills. He has a lot of control on what skills his characters will use and how/when. What brings me here today: The AI of Monsters. I have the AI settings for players covered (basically a bunch of if/then/and/or/else settings that he can combine and order so that his units will act as he intends in battle). I’ve been working on the AI of monsters for quite some time, made a long break and came back recently to it. Short description of the battle system: No movement involved. Battle is fully automated. Players setup its units AI settings before battle and monsters are controlled by a separate AI. This is a 4v4 battle, like FF7 with some kind of ATB and any time a unit fill its ATB, it can play and the then the next unit who will fill it will play, etc. The player is completely free of his playstyle and may create very offensive group or very defensive ones. 4 healers or 4 tanks is completely possible. The battle system is very complex and allows for very varied and sometimes unusual strategies, like killing your own allies to proc an “on death buff” that will be devastating for the opponent. What I want for my AI? It needs to be fun to fight against and challenging. Ideally, I would like an AI as smart as possible (not omniscient but thinking as a human would). I know that a super-smart AI is not always the best way to make a game fun or challenging but in the context of my game, this is the result I want to achieve. It may seem unfair to have the AI try to kill your squishy while your tank is standing right there but my class design gives the tools to players to counter that so it’s not an issue (tanks are not purely aggro based for example). I want players to always be challenged by AI moves and that they must carefully think about their strategy because if they leave a big hole in it, I want the AI to exploit it. In practice, it means a few requirements: No dumb decision / do not fall into obvious player’s traps Exploit obvious flaws of the opponent Act in coordination when appropriate with other units Able to find who should be their focus in the player’s team (some notion of threat) Find the best move to use and if there is some kind of combo possible, use it These requirements are harder to meet than it looks. The issue is the sheer number of different mechanisms and strategies available to players and to monsters as well. For example, there are many cases where killing or attacking a player unit might be detrimental (units that return damages or that gain power when you hit then for example). What I have tried before? I have tried or at least reviewed many different AI concepts so far. - A simple copy of my player’s AI system (hierarchical if/then/else). It was easy to script as I already have the UI in place for players so I can quickly define a basic AI for any new monster’s group. The main drawbacks are that it needs to be written for every monster group, it does not allow smart targeting and cannot find the best target or the best skill to use. It will also make dumbs decision as the targeting options cannot assess threats at all. I’ve rules out planners since for purely selecting the best pair of (skill, target), they do not seem to match my needs. (H)FSM or BT does not seems to match my needs as monsters do not have states / transition condition that can lead to something useful for me. I’ve ruled out aNNs as they might, with proper training, be able to find the best action at a given time but it’s very tedious to implement and will not solve my need of finding combo or coordinating with other units very well. (plus, let’s be honest, I’d be a bit out of my depth to program them) I have spent an extensive period of time trying with tree searches. Mainly: monte-carlo with random sampling and came to the conclusion that due to the complexity of my battle system, it is excessively costly to compute any kind of reliable data this way. - My current AI system is a version of my first one (the same as the players) but with access to some “smarter” targeting function that in theory allow to choose the best target. These functions work by gathering data for thousands of simulated fights during the AI time to play (1 second). It’s a first step to find the best target but not very accurate (lots of big flaws that can be exploited by players) and it is very time consuming and that is something I’m trying to get away from. I do not want to use 100% of the players CPU as I do now. What is my latest idea? I started to study more in-depth the Utility theory as described by Dave Marks (I read his book and watched his GDC AI lectures as well). I liked the idea. I like that I can start on something relatively simple and add more considerations as things progress to handle more and more situations. While my work began as something very close to utility theory, it evolved a bit afterward. Here is what I plan on doing to compute a unit’s best course of action: A – Score every of its move (each move is a pair [skill, target]). B – Chose the move according to a selection strategy (highest score, weighted random, random amongst the top scores… lots of different selection algorithm can be used there). So far, easy, right? Let’s dig deeper into our first phase of scoring (A), which is the hard part. For all the damage or healing skills: Step 1: The final scoring of the move [skill,target] will be function of the a “Survival” scoring for the player team and for the enemy team. An example of this relationship could be: Adding all the survival scores of each unit in Team A and divide the result by the addition of all the survival scores for each unit in team B. Step 2: The survival score of each unit will be its Health after the move we are evaluating, divided by the total damage per turn that we estimate other units can deal to her (minus the total heal it ca receive). [This a step where we can process damage and heal over time as well] Step 3: This damage per turn estimation will be, initially, the sum for every unit in battle of the damage or heal per second it can deal to that unit. For example: If I’m alone vs 2 bad guy that can deal 1 dmg/turn and if I can deal 1 heal/turn, the damage per turn estimation against me will be 2-1 = 1. [This is not optimal since we are counting the damage of each unit once per enemy unit but it’s a start] Step 4: To compute the DPS or HPS of each unit, we review the unit’s skills and compute their output against the unit we want to evaluate it against. From that, we construct a skill sequence to maximize the damage output and once we got the optimal skill sequence, we can compute its DPS or HPS output and pass it along for Step 3. It might seem like a lot of work, since, in a world with only damage or healing skills, the DPS or HPS sequence of each unit will be the same in every situation and as such only the damage done or healing done by the skill evaluated would be enough. But… The tricky part comes from buffs and debuffs. If we use the above algorithm, (de)buffs that changes the damage or healing someone does or receive will be evaluated correctly as it will change the damage or heal per second output of units and it would affect the survival score and the final scoring. That is why I chose to include DPS and HPS computations for each unit for each move. This is all fine until we consider (de)buffs that changes the power of other (de)buffs. Like: I cast a buff that double the length of all my future buffs. My algorithm can’t evaluate it correctly. It’s a situation that will be common enough in my game and I want my AI to deal with it. Note: there are more complex situations where a unit could buff a buff that buffs a buff that buff a buff [….] that will end-up buffing a damage or healing skills, but those cases will not be addressed as they will hopefully be rare and too cumbersome to compute anyway. So, my goal is to score properly buffs that: Buffs the damage or healing output of someone Buffs that buffs a skill that does the above L Long story short of how I am doing that. I’m using my initial algorithm but while also estimating damage or healing per second change for each dps or hps sequence.To do that I’m evaluating every move of the unit (or every unit in case of AoE but lets keep it simple with single target) that is targeted by the buff. So, we are switching PoV here compared to the initial unit we are evaluating (unless the move evaluated is buffing itself) - I’m doing the above in 2 situations: o A : After a cast of the buff skill I’m evaluating o B : Without the cast of the buff, just like if it was that unit’s turn to play - Using a sort of min/max approach: if the unit targeted by the buff is an ally, we will take the best branch of our tree in A and compare it with the same branch (pair [skill,target]) in B. If the unit targeted by the buff is an enemy, we want to lower their maximum score and will select the tree branch that does that in A to also compare it with the same branch in B. - The information we extract here are DPS or HPS delta for each sequence of DPS/HPS for each unit vs each other unit. - Then, we go back to our steps 1 to 5 and compute our scoring for the move (buff) while using our new dps/hps deltas to get better and more accurate dps/hps sequence for units affected by the buff. This is basically it. I’ve ran a manual version of the algorithm in 2 different battle settings to test it and see if it gave good results. It worked. Not flawlessly but it worked. Lots of cases will still require tweak and additions to the basic idea but I think its promising. (taunts and CCs are not easy to deal with but it’s manageable) What I like is that I can add more considerations later (as in the utility theory) like: resource cost, general unit strategy (cleave or focus), behavior (careful, lunatic, reckless). While this will still be a bit time consuming it should be a good order of magnitude faster than my current AI. It also does not prevent me from adding hardcoded AI move if I want to “script” more some monsters. Debugging and tweaking might be a bit painful though, especially when fights will involve lots of skills & stats but that’s an issue that most AI for my game would likely have anyway. To come back with my initial goals: No dumb decision / do not fall into obvious player’s traps o Not perfect but it should choose the best target whenever possible Exploit obvious flaws of the opponent o Same as above Act in coordination when appropriate with other units o This can be done simply by adding weight to some targets or computing moves for all units of a group before deciding which one to take (for example to take the best move vs a specific unit, on average) Able to find who should be their focus in the player’s team (some notion of threat) o It will naturally focus the unit who is the easiest to kill and debuff or CC the ones that deal the more heal/damage. But, to better solve this, we will need to add other considerations to the AI scoring process, It should not be *too* hard Find the best move to use and if there is some kind of combo possible, use it o Combo are very often in the form of buff/debuff setup before an actual damaging or healing skills and my AI can compute up to a 3 moves combo (buff > buff > skill that dmg or heal) which should cover most cases. I’m quite happy with my initial tests. I’m not going to be coding it now. My goal was to reflect on the subject on paper and try to see if designing my AI would be a roadblock or not for my project. There are a few other area I want to design and take time to really think about before getting back to my project full time. I’d love to hear your toughs and feedbacks about my AI ideas. Do you see huge roadblocks I’m missing? Does it sound ok to you? If you read that far…. thank you and I can"t wait to hear from you guys😊
  4. Polydone

    Small features + minimap.

    Last month I posted a tech demo for my game. Only a handful of people played it, but the ones who did gave me some useful feedback. Audio: Background music and sound effects is high on the list. I haven't implemented any audio yet. I'm currently talking to a composer - with a little luck he will be able to create something nice. If I get around to working with audio before that happens I will be putting in some free or cheap assets to get a feel for the workflow. The composer pointed me to fmod - it's worth taking a look at. Audio/Visual feedback: It wasn't immediately apparent when items dropped, or that you could click on an NPC to talk to them. I've implemented hover UI for items and mobs. This includes the name of the item/mob and for mobs it also includes a health bar. This can be expanded upon with more info - colors for item quality, extra info for mobs etc. I'm not sure if NPC hover should include a health bar - you probably won't be allowed to attack them in the final game anyway. A dynamic cursor was also implemented to show if you could pick up items, attack mobs, talk to NPCs etc. It does seem a little busy / confusing when the cursor changes so I'm not sure if that's a good idea. Perhaps using the same basic cursor with a sub-icon will make it easier on the eyes. The first NPC asks you to kill some spiders, but there are no spiders in the game... will do:) The first area needs some love - a bit of story, better flow and a basic quest line. Quests are not yet implemented but the flow can be simulated with dialogues. Monsters tend to clump together in one spot, and when you kill them they respawn immediately at their spawn point. The respawn behaviour is something I will address soon, but fixing the clumping requires quite a bit of work. Originally I wasn't planning on implementing any sort of monster-blocking or dynamic obstacle avoidance. I'm afraid this simplistic approach won't cut it. Monster blocking is not in itself a must-have, but the clumping must be dealt with. Implementing dynamic pathfinding / steering behaviour - in particular in a way that will perform well enough to scale to many players - is going to be a bit of a hurdle. I got started on a minimap. The approach I have used is to visualize the navmesh by extracting the triangulation and turning it into a mesh, which is then rendered by another camera into a RenderTexture and shown on the screen. I need to find or write a good shader to make it look right. Also I need to visualize enemies, NPCs, portals and other entities on the minimap, and visualize camera and player rotation. (Come to think of it I also need to implement camera rotation...) One thing I would really love to have is an installer and a launcher application that will be able to auto-update the game files. High on the wish-list is also a code-signing certificate, but due to costs this will have to wait unfortunately. But I really want to have the launcher in place soon. A new build can be downloaded at: https://treacherousjourneys.com/downloads/journeys.zip. I really appreciate all of the feedback I can get:)
  5. FishingCactus

    Release Date Announcement

    Hi gamedevs, We are happy to announce the release of Nanotale in early access on the 23rd of October 2019. http://www.youtube.com/watch?v=5IohCH2aCx8 Wishlist the game on Steam Why in Early Access? The initial plan was to release the full game in September 2019 but then, we noticed that if we really wanted to release the game we dreamed of along with our community, it would take a little bit more time. So, we decided to polish the first 35% of the game and put it in your hands to make sure that we are on the right track while finishing Nanotale. We give more info about the early access and its content in the following video. http://www.youtube.com/watch?v=Z2kd_ams2fo&t=4s The more feedback we get, the better our game will be at release. So, thank you in advance for your support! Have a wonderful week. -VirginRedemption
  6. Test build from 11 september 2019. Download link Build includes full first location, one half of second location. There are two languages supported: english and russian. Input (controller's) settings - works from in-game Settings-screen only. Video settings - from Unity start window for now. This window will be turned off in fufture. Download format - RAR-archive, simply unpack to any folder and run OwlShooter.exe. Platform: Windows x64 Needs an active steam client. I'm waiting a feedback and error logs. Error log will be: "SYSTEM DRIVE":\Users\"YOUR ACC NAME"\AppData\LocalLow\Homeship Ind_\OwlShooter\output_log.txt Video of previous build:
  7. Can someone please program a new whacking game. The title of the game is "Whack the Mouse". I made the characters on Pixton. The weapons that are attached to the cat are claws and fangs. Don't forget to add the violence and gore warning. Here are the characters (the cat is the player and the mouse is the one who's getting whacked):
  8. AlienplayGames

    Few drastic changes

    Hello everyone! Since my last devlog there were quite a few drastic changes I made to the game. I actually changed the whole concept of the game. WHAT'S DIFFERENT? Well, in terms of gameplay, basically everything. You still need to get the ball to the end goal but now, instead of controlling the ball, you can rotate specific platforms which allows you to move the ball. I think that GIF explains it much better than I can. WHY? I felt that my previous idea was a bit too generic. Even though it had a cool control scheme, it still felt like "just another platforming game". I made a stupid mistake of not prototyping enough before starting the development. WHERE TO FOLLOW THE DEVELOPMENT? The game in its core is still the same, you have to get the ball to the goal, so I'll just continue posting my devlogs like it's the same game. https://twitter.com/alienplay_games https://gamejolt.com/@Alienplay/games https://alienplay.itch.io of course, I'll post here on the gamedev.net as well. Thanks for reading this devlog! :) Any feedback is greatly appreciated!
  9. Hello my name is Lillian Chansky. I have been a musician for 13 years and have been making music for 2 years. My friends all think my music sounds like game music so I decided to post here to get my work out there. I play the violin and I am classically trained. I am also a music education student who is planning on minoring in commercial music and recording. I would appreciate any advice that you can give me since I am just starting out with making my own music. I would also like feedback on my songs. Thank you all so much.
  10. As the title says, one year ago I set out to make my first game. And it truly has been a crazy experience, filled with constantly alternating periods of sadness and doubt and excitement and enthusiasm. Along the way, I made an amazing decision, and that was to find some other people who wanted to help make a great game. We're doing our best to release the game before 2020, and I'm truly excited to share it with the world, no matter what the reception may be. I really hope you enjoy Birdie as much as we have enjoyed making it. Birdie is a 2D pixel-platformer endless flyer game at its core with some RPG elements, other minigames, and tons of love put into it. There's lots of competitive aspects to the game, treasure to find and clothes to collect, characters to interact with and procedurally generated worlds to explore. Birdie is completely free and will be released on Android and iOS. You can sign up for the beta now on our site, and everyone who signs up gets to play first! It would be super awesome if you did. Just visit https://www.playbirdie.com. Filling out the form just takes a few seconds. Also, the main theme for the game was just completed! If you want to listen to it and show our composer some love, that would be amazing! You can listen to it here! https://soundcloud.com/ginaloughlin/lets-fly I hope you have an amazing day, and if you've made it this far, thank you for reading my post. P.S. Join our Discord server: https://discord.gg/UqvN7DT Other social media links can be found on our site!
  11. Hello, this is my first post here at GameDev.net, nice meeting you all I was wondering if someone can give me feedback on my portfolio website... I'm not sure if this is the right place to post something like this, if not then please let me know. Any feedback would be greatly appreciated. https://kevinjyparkdesign.com Thank you
  12. After destroying and creating many game prototypes, me and my friend have finally created a prototype which we think is fun enough to be developed and published. But that's what we think! We kindly ask you for the most important part of game dev; Feedback. The prototype we created is called Bomball. It is a Top-Down Shooter-Sports game in which the player's goal is to shoot the bomb at the opponent's base (or goal). With each goal scored, the base's health is reduced until the game is won by either sides. Right now we have developed a simple AI to play with the player so we can test the base mechanics of the game. We really appreciate it if you take the time to test the game and tell us what you think. Here is the link to the Bomball Project Thank you! 😍
  13. I want to preface this by saying that I have played my fair share of turn-based RPGs, and while all different, I have found a lot of them to be similar and limited in the choices that can be made mid-battle. So I was interested to hear your thoughts on an idea for a (potentially) new battle system idea I am creating. The battle system is derived from traditional JRPGs such as Final Fantasy, Disgaea, and Legend of Heroes series, with major inspirations from MegaMan Battle Network. I was interested to hear your thoughts or if there was even anything else out there like this because no one I know plays RPGs. Each battle begins with 2 4x4 grids appearing on the screen, much like Megaman Battle Network. Enemies are on the right 4x4 grid and the player's team of 4 adventurers would be on the left grid. At the start of the battle, the player can place their 4 units on their half of the board. Units placed nearer to enemies deal more damage, be more accurate in casting spells, and also be more likely to be targetted by enemies. Character and enemy abilities may lend themselves to units being bunched together, or spread out to avoid AOE attacks. Turn order then runs based off of a speed stat. Similarly to Disgaea, abilities and spells can target multiple board positions at once. Sorry if this is the wrong place to post this, but I am interested to hear your thoughts on what some issues with a system like this might be, if it seems interesting, and any other games that may have something similar that I may have just not seen yet.
  14. Hi all, It's been a very long time since i last worked on this project. Now that Mr Boom's Firework Factory has been released, i decided to turn my attention to other projects, namely this one that has sat languishing on my hard drive for many years now since 2015. On deciding to restart this project, I had to take stock of the situation, not only technically about how outdated the code was and how badly written it was, but also on how to build from what i'd learned with Mr Boom's Firework Factory. It's safe to say now that this previous game was a critical success, but pretty much a commercial failure - this isn't to say that this will cause any issues for me, as I was extrem