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  • It's a hobby.
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  • Mark the Artist Fights the Future
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  • Get back to work!
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  • Level editor in the works
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  • bricklayer developers: Fountaindale
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  • Old code never dies, it just fades away
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  • Life in the cereal box....
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  • The Log: Cloud Ocean
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  • Don't forget, it's supposed to be fun!
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  • Just Glad to Be Here
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  • Ep's tool-dev diary
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  • The Adventures of a Universal Traveller
  • Merry Prankster Games
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  • Software Renderer in 28 days
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  • Untitled
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  • My Newbie GD Journal
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  • Windows [Phone | 8] musings
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  • Isolate Development
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  • Graphics Engine Development
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  • Elucidation
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  • DudeMiester Speaks!
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  • Robot University -- a 2D DirectX Puzzle
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  • Dark Horse Software
  • Digital adventures through the third dimension
  • Gnoblins - Development journal of an indie game
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  • Wavesonics Pseudo-Random Journal Generator
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  • Dans Journal
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  • True, False, Maybe
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  1. It’s the weekend, and that means another edition of the Village Monsters Dev Diary Digest (VMD3) This edition is an extra-large one. I typically try to pick out the 3 most important things I worked on to share, but I was a real whirling dervish of productivity this week, and just 3 things ain’t going to cut it. Enough talk, let’s dig in. A Preview of Seasons Up until now, every screenshot I shared has been from ‘Spring’, but it’s been somewhat misleading as Village Monsters is a game of many seasons and colors. This week, I wanted to experiment with what different seasonal tilesets might look like, so I whipped up the above to test them out. It’ll likely change a few times between now and the final release, but I’m pretty happy with the colors and mood of each season. New Additions to the Town Last week’s addition of the beach inspired me to do some further work to the village and surrounding areas. The ‘civic district’ - such at that is - has seen some love. A new town plaza sits empty, but that won’t be for long. A graveyard was added to the church, though I’m not sure what the monsters are planning for it. The ‘residential district’ has also seen a new house pop up seemingly overnight. That skull really sticks out like a sore thumb, and Stapes & Saley (you know, the skeletal warriors that guard the gates) have been told to do something about it. Maybe next week. Finally, a new area has been spotted east of the Crossroads. It’s called the Overlook, and it’s one of the best ways to get a view of the land outside the village. As with the beach, this area is usually pretty quiet. Maybe one day it’ll make for a good gardening spot? Compendium Vol. 2 The Compendium is a very important book that is much more than just a menu. It is a complete log of your adventures and exploits in the world. It tracks quests, villager profiles, critter and fish collections, a map, and much more. The Compendium Vol. 2 does all these same things, but with a fresher coat of paint and some increased usability options. I’m unsure at this stage how fleshed out the Compendium will be by Alpha 1’s release, but at minimum you can expect some light tutorializing to via quests to be handled by the Compendium A Grab Bag of Other Goodies Stalking Critters By holding the ‘Swing Net’ action you can now enter stalk mode. You move much slower, but animals will almost never run away from you. Be sneaky, but still be quick about it! A System-level menu Escape no longer dumps you from the game instantly. It now brings up a menu Reworked Choices Choices in dialog now works a bit differently. You simply hold the direction of the answer you want to give Well, that’ll do it for this week. Just a few more weeks before PAX, Alpha 1, and something pretty big. I’m pumped!
  2. In this daily blog (and video)-series I take a first impressions look at the best mobile games that I come by. Be sure to share your favorite mobile game with the rest of us in the comments below! Turbo League is an attempt at making a Rocket League for mobile, with both single- and multi-player game-modes. Surprisingly, the controls actually work decently well everything considered. However, the game is heavily monetized, with both VIP and nitro boosts available for premium currency, and worst of all; unskippable video ads! If you can live with that, though, the game is actually rather fun. I just wouldn't recommend spending money on it My thoughts on Turbo League: Google Play: https://play.google.com/store/apps/details?id=com.zerofour.turboleague&hl=en iOS: https://itunes.apple.com/us/app/turbo-league/id1142610367?mt=8 Subscribe on YouTube for more commentaries: https://goo.gl/xKhGjh Or join me on Facebook: https://www.facebook.com/mobilegamefan/ Or Instagram: https://www.instagram.com/nimblethoryt/ Or Twitter: https://twitter.com/nimblethor
  3. Have you played physics puzzles , which are very addictive and you just can't take your mind off that stage you’re stuck on, well here's another of those logic puzzles ; totally free . Bounce N Bang Play Store Trailer: Using cannon, shoot your enemy or bounce cannon-ball through walls guiding it towards their building.Rotate cannon , place moving walls , making the best angle ; just so when you open fire , ball hits the target. Key features:➤ Currently 30 levels (more coming soon)➤ Innovative game play (logical thinking , openfire / shooting cannonball, bounce off borders)➤ Fun animation (especially of explosion)➤ Simple and addictive (solve the puzzle, which gets difficult)Not always that easy, when you openfire , line of shot should hit the end point after limited reflection.How•Use touch or buttons to rotate cannon.• Aiming at enemy directly or bounce off walls guiding it towards them. • Rotate and place moving walls at suitable points ; so when you openfire, BANG ! Cannonball hits the target. Little story if interested : Zormen kingdom has forcefully taken over a village and jailed its inhabitants; few of them have managed to escape prison .They are now trying to get back their occupied land and people. You are a savior who is helping villagers . Provided with cannon you need to destroy enemy's castle. Further story inside game. Screenshots:
  4. In this daily blog (and video)-series I take a first impressions look at the best mobile games that I come by. Be sure to share your favorite mobile game with the rest of us in the comments below! FootRock 2 is either horrible or actually kinda genius. Or maybe the game is actually both. Think Goat Simulator crazy. The game has you run from one end to the other of an American Football field filled with giant wheels, enormous playing cards, dangerous circular saw blades and other obstacles. Your goal is to navigate your way through the map, while shooting everything that stands in your way with an American football that occasionally will turn into a teleport ball or bazooka ball. Yes, I know, straight out crazy. And the monetization has you sit through skippable video ads (although very rarely), but I still couldn't help but laugh out loud as I played this game. My thoughts on FootRock 2: Google Play: https://play.google.com/store/apps/details?id=com.epicdreams.crazyfun2&hl=en iOS: Not yet released Subscribe on YouTube for more commentaries: https://goo.gl/xKhGjh Or join me on Facebook: https://www.facebook.com/mobilegamefan/ Or Instagram: https://www.instagram.com/nimblethoryt/ Or Twitter: https://twitter.com/nimblethor
  5. Before we start, let's us all UNLEARN everything we know about 4X It does not have to be muliplayer, it does not have to be symmetric, it does not need to be balanced, it does not even need to have other entities than the player (like player vs environment). Basically free yourself from all/most of traditional restrictions Also feel free to assume any settings, game rules, mood, etc. The question is how to make warfare goals in space 4X? Typically there is only one goal, use fleets to conquer or defend own planets. So, basically everything revolves around planets. It results in the "take over all planets" goal, which is kind of unfun in many cases So, I was thinking on other approaches to space warfare goals. Maybe something like "you need to defeat enemy fleet to show them who is the boss and therefore get a tribute from them", or maybe like "there is a pirates threat and you pursue to destroy their bases (without taking their planets) to assure safety of own trade routes/planets", something along those lines. Or maybe something completely different.
  6. In this daily blog (and video)-series I take a first impressions look at the best mobile games that I come by. Be sure to share your favorite mobile game with the rest of us in the comments below! A super unique "heist" game where you play as either a sniper vs 4 thieves, or one of the thieves in online multiplayer. As thieves, your goal is to run all the way to your heist runaway car without being shot by the sniper. The game runs smoothly, is super entertaining, and is very generous with the rewards you get from winning matches. However, you do have to wait 2 hours to open the cases you receive when you win a match, unless you pay premium currency to speed it up. Overall, one of the more unique gameplay experiences I've had on mobile in a few weeks. My thoughts on Snipers vs Thieves: Google Play: https://play.google.com/store/apps/details?id=se.foglo.svt&hl=en iOS: https://itunes.apple.com/dk/app/snipers-vs-thieves/id1159723495?mt=8 Subscribe on YouTube for more commentaries: https://goo.gl/xKhGjh Or join me on Facebook: https://www.facebook.com/mobilegamefan/ Or Instagram: https://www.instagram.com/nimblethoryt/ Or Twitter: https://twitter.com/nimblethor
  7. Building Block Heroes - Freshleaf Forest Following on from last week's feature on Jollyville, I'm going to talk about the second area in the game, Freshleaf Forest. Description Freshleaf Forest is a dense and dark place with colourful flora and gigantic trees that cover the entire area in shade. I generally try to introduce some new gameplay feature with each new area, and in Freshleaf Forest players will encounter Leaf blocks. The player characters will fall straight through leaf blocks, but coloured blocks will not. It thus becomes necessary to place blocks on top of the Leaf blocks in order to traverse them. Naturally, this lends itself well to levels with bottomless pits in them. There is no damage, nor are there lives, in this game, so falling through the ground only results in being sent back to the start of the level. Nevertheless, it can set the player back a bit if they fall through when near the end of a level. Tread carefully! The enemies in Freshleaf Forest are a bit more of an obstacle than those in Jollyville, but aren't too tough to deal with. The first moves back and forth like the enemies in Jollyville, but takes up two spaces rather than one. The second enemy in Freshleaf Forest moves vertically in the air, providing a different kind of obstacle for the player. At the end of Freshleaf Forest, players encounter the second boss in the game, a giant mechanical spider that shoots legs out in six different directions while its front legs dangle uselessly in front of it. It's your job to work your way up to his glowing weak point even as he flings his long limbs at you. Having a friend to fight alongside you here is useful, as you will be able to attack from two sides. Design Freshleaf Forest was inspired by similar jungle scenes in Rayman and The Lion King. I noticed that they made use of crazy and unrealistic colours for plants in these scenes, and wanted to incorporate the same variety in colour so as to break up the monotony of having green everywhere. Nevertheless, Freshleaf Forest does consist primarily of green. It was my job as the artist, therefore, to ensure that I used different shades of green to prevent everything from looking the same. I mentioned in a previous article that warm tones work well with highlights, and cool tones work with shadow. The concept is demonstrated well here. Notice that foreground elements and leaves near the top of the screen - thus near the sun/primary light source - tend to consist of warmer and yellower shades of green, while foliage further in the background or closer to the ground tend to make use of more bluish hues of green. Judging from the thumbnail of the background, it is plain to see that green and turquoise are the colours that really stand out. This deliberate association with green helps set Freshleaf Forest apart from the other areas in the game and give it its own "character". It is also important to note that, despite the overwhelming focus on green, it doesn't feel too monotonous or repetitive due to the mixture of different hues of green, as well as the smattering of colourful foliage along the ground. For the music, I wanted to capture a jungle vibe, so I began by composing a percussion track consisting of conga drums and maracas. Once I had that nailed down I threw in some extra "percussion" using a bass to add in a "creepy-crawly" feel. From that point, coming up with a main melody to match the beat was relatively easy. Like the percussion, I made use of "ethnic" sounding instruments to make the track feel more exotic. At the end, there was still something missing. It was my goal to give the players the feeling of traversing through a dark jungle while still encapsulating the cartoony look of the game. To emphasize the silliness, I added a string section to the percussion track, to include some of the same "bounciness" that Jollyville's music possessed. Every area introduces its own challenges, and things will only get more challenging from Freshleaf Forest onward. I hope this was an interesting read!
  8. There's a C++ library I'm developing and while it's not specifically targeted at games, all projects that I know of which use it are games. It's called DynaMix. In short it allows you to compose and modify polymorphic objects at run time. This has proven to be rather useful in gameplay programming. Compared to more traditional ways to write gameplay, like scripting, it has some benefits (well, and some drawbacks). It's C++ so it usually is at least a bit faster (and in the cases that I know of a lot faster) and less power consuming than scripts You can reduce code complexity when you don't have a C++<->scripting language binding layer. You can reuse utility code between the core and gameplay subsystems (instead of having to rewrite it in the scripting language. Hotswapping is supported relatively easily achievable Still, it's C++ so I guess it's a bit harder to write, and impossible to delegate to game-designers and other non-programmers Because of this it has found a niche of sorts in mobile games, where the benefits from the performance and smaller power consumption outweigh the fact that the gameplay code is strictly programmer country (whereas desktop/console developers, might be less willing to pay this price) The repository is here: https://github.com/iboB/dynamix The docs are here: https://ibob.github.io/dynamix/ I have written about it before back when it used to be called Boost.Mixin. I have since rebranded it and removed the dependency on Boost. Recently I released a new version and I'm using this as an opportunity to gather more feedback and, perhaps, maybe new users. So, any comments and questions are welcome
  9. In this daily blog (and video)-series I take a first impressions look at the best mobile games that I come by. Be sure to share your favorite mobile game with the rest of us in the comments below! Alright, yes, I covered an endless runner. Sue me! But what sets Chicken Jump apart, is that it allows up to 8-player (local, same device) multiplayer, which actually works rather well! The game has you simply tap to jump as everything from cars to alien spaceships and everything in-between come crashing towards you at increasing speeds. Controls work great, the game is extremely challenging, there are many characters to unlock, and no annoying video ads. My thoughts on Chicken Jump: Google Play: https://play.google.com/store/apps/details?id=com.firepunchd.chickenjump&hl=en iOS: https://docs.google.com/forms/d/e/1FAIpQLSd7cnxp6hhkN6xCCqBtf1bHK6oGEQwrtk_C9rvXvNAL_6b2Aw/viewform?c=0&w=1 Subscribe on YouTube for more commentaries: https://goo.gl/xKhGjh Or join me on Facebook: https://www.facebook.com/mobilegamefan/ Or Instagram: https://www.instagram.com/nimblethoryt/ Or Twitter: https://twitter.com/nimblethor
  10. In this daily blog (and video)-series I take a first impressions look at the best mobile games that I come by. Be sure to share your favorite mobile game with the rest of us in the comments below! Alright, let's address the elephant in the room; yes, Crusaders of Light has an auto system, and yes, you are nearly forced to use it for quests, as there is no other way of knowing where to travel for quest objectives. With that out of the way, I honestly feel like Crusaders of Light is a really solid open-world MMORPG, with a large focus on instances and teamplay (guilds, parties, raids). The UI is relatively un-cluttered for an MMO, the daily login bonuses (there are several) are rather generous, and according to other players, the auto system can't be used during higher levels raids, as you'll simply die. So would I recommend checking the game out? Definitely. You might dislike the auto system, but it's one of the most hyped MMOs of 2017, and it would be a shame not to form your own opinion on the game at the very least. My thoughts on Crusaders of Light: Google Play: https://play.google.com/store/apps/details?id=com.netease.z3.android&hl=en iOS: https://itunes.apple.com/nz/app/crusaders-of-light/id1206328878?mt=8 Subscribe on YouTube for more commentaries: https://goo.gl/xKhGjh Or join me on Facebook: https://www.facebook.com/mobilegamefan/ Or Instagram: https://www.instagram.com/nimblethoryt/ Or Twitter: https://twitter.com/nimblethor
  11. Hi i am new to this forum i wanted to ask for help from all of you i want to generate real time terrain using a 32 bit heightmap i am good at c++ and have started learning Opengl as i am very interested in making landscapes in opengl i have looked around the internet for help about this topic but i am not getting the hang of the concepts and what they are doing can some here suggests me some good resources for making terrain engine please for example like tutorials,books etc so that i can understand the whole concept of terrain generation.
  12. This is a self-made game maker. I made it create games for myself to run but wanted to share it with you. In this video I show how I can create the game Flappy Bird using the editors and then play it! The programming of the sprites use a language called Francois DIY Script. I stream development and gameplay on Twitch as francoisdiy. Video Link: Video My Twitch Channel: http://www.twitch.tv/francoisdiy I tend to stream in the evening after 7:00PM.
  13. In this daily blog (and video)-series I take a first impressions look at the best mobile games that I come by. Be sure to share your favorite mobile game with the rest of us in the comments below! Combat Monsters is a rather hardcore strategy card-game played on a hex-grid with both singleplayer and multiplayer with a bunch of play-modes (async pvp, real-time pvp, co-op and more!). While the game isn't being updated anymore, it includes over 2600 cards to collect and mix into unique decks, and feels like a rather complete game. It isn't visually as appealing as some other card games, but the gameplay is rather unique and the game runs smoothly. My main frustration with the game is the UI, which takes a while to get used to. My thoughts on Combat Monsters: Google Play: https://play.google.com/store/apps/details?id=com.rubicon.dev.combatmonsters&hl=en iOS: https://itunes.apple.com/us/app/combat-monsters/id698616840?mt=8 Subscribe on YouTube for more commentaries: https://goo.gl/xKhGjh Or join me on Facebook: https://www.facebook.com/mobilegamefan/ Or Instagram: https://www.instagram.com/nimblethoryt/ Or Twitter: https://twitter.com/nimblethor
  14. Proof of Concept

    Greetings everyone! I finally managed to put together complete system that will be used as a backbone of my new game. The game itself is supposed to be a mix of Kerbal Space Program and Space Engineers in 2d, maybe with some added influences from other games. I'll get back to this later, when gameplay is more fleshed out. Right now what the game needs is: orbital physics of planetary system, large deformable terrains with rigid body simulation and transitions between those two. tl;dr; There is a video. Orbital physics This part was relatively easy. I choose simulated n-body system over fixed orbits with patched conic approximation. It's simple to write and supports all phenomena like Lagrange points. My system uses Verlet integration with fixed time step (64s) for planets and adaptive time step for small entities (artificial satellites, asteroids). The only drawback here is that plotting trajectories requires to know positions of all planets ahead of time, so it's best to evaluate whole system many steps to the future and just playback current position from history. (You can see these in video when debug drawing is enabled) Planetary physics I modeled planet's surface as linear space located around planet radius, with wrapping around when traveling sideways. Since I want my planets big (not real live big, not even KSP big, but still), each one is split into spaces that span around 4km. Those spaces are all linear and centered around origin. Rigid bodies can move from one to another, can have joints across spaces, but will never collide or interact in any way. Of course the problem is when some body wants to leave one space and enter another. We could simply teleport whole rigid body, but it would miss some collisions. My solution is to clone whole body at new location and link them with teleport joint. It's similar to fixed joint, but maintains relative offset. (don't forget to split mass in half between two bodies) In order for this to work, you need two bounding rectangles: tight and fat. When tight intersects space boundary clone body (2). Destroy cloned body only if fat stops intersecting boundary (4). For all this to work I made some changes to Box2D library, you can find my fork on github. Stitching it together Moving from planet surface space to orbital space is using simple teleportation with conversion from local space coordinates to global orbital one. I sill have some quirks to iron out, but hey, you can fly to the moon!
  15. In this daily blog (and video)-series I take a first impressions look at the best mobile games that I come by. Be sure to share your favorite mobile game with the rest of us in the comments below! Alchemica is all about exploring randomly-generated areas to find crafting materials, craft items using said materials, and then sell them in your store. The crafting process includes a "match-3"-like mini-game, and during the exploration process, you'll encounter and fight monsters in a very classic RPG-style combat (with a lovely art-style, I might add!). I enjoyed playing Alchemica, but it has a lot of story and NPC conversations, especially in the beginning, so if you're not into that, you might not enjoy this game. The controls can also be a little finicky, although that is something the indie team behind Alchemica are said to be working on a fix for. My thoughts on Alchemica: Google Play: https://play.google.com/store/apps/details?id=com.gdi.crunchybit.alchemica&hl=en iOS: Not released Subscribe on YouTube for more commentaries: https://goo.gl/xKhGjh Or join me on Facebook: https://www.facebook.com/mobilegamefan/ Or Instagram: https://www.instagram.com/nimblethoryt/ Or Twitter: https://twitter.com/nimblethor
  16. It's the weekend, and that means another edition of the Village Monsters Dev Diary Digest (VMD3) There is now less than a month to go until the version I'm working on releases for you all to play with. This'll mark the very first Alpha version that I make public, and I'm pretty excited about it. September is shaping up to be quite the month, and it's not just the Alpha release; stay tuned for more information on that very soon A Day at the Beach Due to the nature of the game it's not often that I get to create a new area, so it was a real nice change of pace to work on one this week. Introducing...the beach. The beach is just a short walk away from the village - just head south from the gate and keep going until you reach the surf. Though you or I would consider such a trip to be a nice day out, it seems that monsters haven't really taken to the human notion of spending the day in the sun and sand. Unless there's a special event going on you're likely to find the area to be largely empty. Still, you'll probably enjoy the solitude. You can catch fish, work on your tan, and nosh on some whoopie pies in peace. Ancient Ruins of Soon Longtime followers of the game know that I often try to slip in as many 'meta' elements as I can. After all, this is a game in which the conceit is that the NPCs have taken it over and the digital barrier between our worlds is thinner than ever - I'm hoping it gives me some artistic liberty Alongside beaches I added another new area to visit, though this one won't make it to the final game. It's called the Ancient Ruins of Soon, and it's an area you can visit to consult stone tablets on prophecy... ...in other words? You can view my plans on future features and changes from the game instead of going to my website or elsewhere. I tried to split it up by category, so if you want to know what the future holds for hobbies or story or your house then you can view just that information. Even More UI Changes This marks the 2nd week in a row in which UI changes made it to the top of my priority list. Here's a sampling of what I worked on this time. Notifications have been slightly resized and now rotate so that the newest is always displayed at the bottom Meeting villagers for the first time now produces a notification The inventory now has context-sensitive prompts depending on the mode or item \ Finally, I did an initial pass on an in-game version of the world map. Ok, that'll do it for this week. Hope you're enjoying these dog days of summer, because I'm definitely not. I hate the heat. Autumn can't come fast enough! Until next time
  17. So something I wanted to do was to make a standalone RPG character creator. I wanted to do it either in the style of Black Desert Online Or the Bethesda/Elder Scrolls/Fallout way. https://www.youtube.com/watch?v=er44WfcaOl4https://www.youtube.com/watch?v=er44WfcaOl4 I'd like to think I'm a decent programmer, but I actually have no clue as to how I could make something like this work. Does anyone know of any resources or possibly even books/tutorials I could go through to help me get started on this? Just to clarify, my starting scope is pretty basic, all I'd want to do is: adjustable limb length/width, and detailed facial customization changeable body proportions on an individual scale (so that asymmetry is possible) basic poses I'm pretty sure for something like this all of the body rigs would have to be the same (since I'm starting out with only bi-pedal human characters) that type of thing. If anyone has any information, please let me know! Edit: Ah, by the way, I'm decent at C++, C#, Java, and HTML5, and can find my way around Unity. I have no problems with "you have to make this from scratch", I just want to know how to get started.
  18. Our team, Forgotten Mines, has launched an early public beta for War to the Core. We are now seeking to form a board of gameplay designers and passionate gamers to help balance the game. War to the Core is a multiplayer online battle arena (MOBA) game where fleets of massive warships wage tactical battles in low orbit in a struggle to control Earth's resources. While we are still building up the ships arsenals and weapons choices, there are already quite a few in the game today. Getting the right mix to enable good strategy and tactics without making certain builds over powered or under powered, requires a high level of creativity combined with fine level of tweaking on an ongoing basis. As a game play designer, you will help make the game more fun by enabling more elaborate tactics and making design suggestions to the development team as well as gain access to new ideas that will are not yet implemented, so you can provide early feedback on them. As a board, you will help tweak the properties of the game mechanics: How far can ships teleport? How strong are mines? How quickly do they explode? How wide is the impact range? How do different weapons change when they gain new levels? And so on. We are looking for gamers with a good understanding of game balance and a passion for game design. You don't need prior design experience, but you need a great sense of what makes games fun. If you are interested to join us, just get in touch. Discord: https://discord.gg/462GFeT Official website: http://www.WarToTheCore.com Official app store link: https://www.microsoft.com/store/apps/9nblggh4s7xl Mailing list: http://eepurl.com/cUGQ9v Facebook page: https://www.facebook.com/WarToCore Facebook players group: https://www.facebook.com/groups/WarToTheCore/
  19. It's the weekend, and that means another edition of the Village Monsters Dev Diary Digest (VMD3)! Like last week I have a bit of housekeeping to do before diving in. Longtime followers know that I've tried several different ways to present progress updates, but none of them have really 'stuck'. However, it seems this weekly format has really been working for me. As such, I went ahead and created an archive for every Dev Diary Digest I've posted since I started doing them. If you missed earlier editions, or if you just want to see how far I've come, then please do take a look! http://warpdogs.com/developer-diaries/ Anyway, onto the update Pets I may have shared this anecdote before, but the road to pets was a serendipitous one A few weeks ago I was working on debugging critter behavior, and for whatever reason I was testing it in the player's house. As I kept going in and out of the house it occurred to me how much I actually liked having a critter there - it was sort of like having a pet! Wouldn't it be cool if that was an actual feature? This week I was able to prototype this idea: Here's how it works: first, you gotta catch a critter. Then, walk up to an special item (currently a pet bowl) and select the pet you want to tame. You can only tame one at a time, so choose wisely At first, all critters start out as "Wild", and they'll act much like they did before you caught them. Over time, if you feed them and treat them well they'll increasingly become tame and more affectionate. Tamed critters will also continue to behave similarly to their wild versions, and they'll retain any unique attributes. For example, if you catch a Snowflake Elemental he'll make your entire house cold; good during the summer, but not so good if you have a lot of fish on display... Hail / Thunderboomers I always enjoy working on weather systems, so I took a detour to add a new weather type - Hail I had to improve the weather system to handle the little hail pellets, and these improvements should help with any 'ground based' weather effects in the future...leaf piles in the fall, snowdrifts, rain puddles, and so on. I then went ahead and added more sound effects to the various weather types. I also added a minor feature where weather sounds can still be heard indoors at a lower volume. It's surprisingly atmospheric, especially during thunderstorms! UI Improvements (Map, Inventory, Notices) Finally, though I generally don't like it, I also spent a great deal of time on UI work. I've never enjoyed UI work, not even at my last job where functionality was preferred over looks, but I'm actually pretty happy with how things shook out this time. First, I added a map for the village to the Compendium. It's very basic and just lays the foundation for future maps: I then added movement to various notifications. I like it a lot better than the notices just appearing suddenly. Finally, I completely blew up and reworked the inventory. I actually did this some time ago, but I added an extra layer of polish and usability this week. It's unquestionably better than the old inventory, but that's not saying much - the old one was really bad! Anyway, that's it from me. As usual I also added a lot of minor things, quality of life improvements, and bugfixes, but nothing I need to call out. Have a good week!
  20. Animation and Gameplay

    So. I've been away for a while. I had promised some people to take a vacation with them. It was fine. Problem is, though, that I get bored when I don't develop for a while. So I made sure my short vacation was active enough to occupy my mind. The good thing about breaks is that you get a chance of perspective. I got a lot of new ideas that I made sure to write down. I started animating the Tiger-Hawk-hybrid ( which I still need a good name for ) and it took me a couple of days. I still need a few animations. They are: Swimming and Diving, Otherwise I think I am there! The animation list looks as follows: Format: Name frameStart frameStop doesLoop speed Data: Idle1 40 60 1 0.5 Idle2 65 110 0 0.5 Idle3 115 185 0 0.5 //Layer Base WalkSlow 195 215 1 0.5 WalkNormal 195 215 1 0.5 Run 220 240 1 1.0 Sprint 245 270 1 ~1.8 Break 285 300 1 ~0.6 Sneak 305 325 1 0.25 IdleLowSneaking 330 350 1 1 Sit 355 375 1 0.5 LieDown 380 395 1 0.5 RightPawAttack 400 413 0 2.0 LeftPawAttack 415 423 0 2.0 BiteAttact 430 440 0 1.0 BraceLanding 445 460 1 0.5 Hover 465 480 1 0.5 VerticalHang 485 505 1 0.5 VerticalCrawl 510 530 1 1.0 FlyingPose 540 550 1 1.0 Landing 555 566 0 0.8 Jump 680 685 0 0.5 Swimming Falling //Layer Wing FoldedFull 575 580 1 0.1 FoldedSemi 585 590 1 0.1 FoldedTip 595 600 1 0.1 Spread 570 572 1 0.1 LandingFlapping 445 460 1 0.5 Flapping 605 625 1 1.0 flying 630 670 1 0.7 StillFlyingPose 670 675 1 0.1 //Layer Head Idle1 IdleVariation1 IdleVariation2 I know - Quite the handful. As you can see, I planned the layering a bit in advance. There's a bit of coded animations done real-time as well. Fx. I wanted the wings and feather bones to bend correctly when turning while flying. : Here - the red lines being the normal direction of the feather-bones and the blue lines being the coded, extra turning of the bones. This is applied when yawing and pitching to give and extra effect of control and it looks really smooth. There's a link to a demo video of the controls at the bottom of this post. So I spend some time coding the controls and flying physics, and I really think I've hit some sweet spots. A big game-play relevant topic for me is the limits you are presented with and forced to abide in a game. I'm talking about the mechanics that make a game fun and forces you to act a specific way. I want to talk a bit about this. An example of a simple game where the entire game-play is decided by mechanics is Counter-Strike. Very simple game. The game essentially consists of the player knowing the different weapons( bullet amount, reload time, spread by recoil, projectile power, move speed with specific weapons ) and the levels and how to act in each situation (which varies because you often play against humans, who adapt to other players style). This makes a simple game very dynamic, with very simple game mechanics. The entire game relies on the player feeling like he's getting better at the game, which is up to his/hers brains capacity to create synapses and reducing reaction time - developing hand-eye coordination. So the player is limited by his weapon and all of these parameters that makes the game-play are actually hidden! - except for bullet count. the game-play is made fun by adding damage depending on where you are hit and bullet force. When you are out of HP - you die. Many players keep coming back to this game because the player level essentially is decided by the ability of the actual player. In contrast - lets look at almost every MMORPG ever. In most of these games - you get in higher level by just investing enough time and pushing the same button a million times. I'm not saying that is a bad thing - but it is very different from a game where being good is actually caused by the player being better at the game. So since the resources I can provide into this project are limited ( I can't spend thousands of hours building beautiful levels and rich dialogue), I am going to try and aim my focus on building something where the player level is decided by his reaction time and skill in using the game-mechanics he has at hand. This means I have to come up with some intuitive game mechanics. I am still developing ideas and this is definitely one of the fun parts about being a game developer. The most obvious mechanics are obviously something like Life/Health and Energy/Stamina. Since I am not a fan of numbers in graphical experiences, I am toying with some different ways to represent these internal numbers without doing it explicitly. The one I have come up with so far is having a heart-icon for health. As the health deteriorates, so does the heart. I placed this in the lower right corner. To denote the energy level, I created an indicator that let the heart beat. When the energy is very low, the heart beats very fast. When the energy is high, the heart beats slowly. By doing this, I combined two indicators into one icon. Also - to emphasize the energy-level, I added a sound of a single beat to the heart. This gives the player some audio-feedback. This, I feel, is necessary to give the player a chance to become good at a game. Like counter-strike - many players skills rely somewhat on his decision to spend time reloading. Doing this strategically time-wise gives the player an advantage. Knowing when to reload relies on the players knowledge about how many rounds are still in the clip. Good players will know this by knowing the type of gun and how many rounds he has already fired. Here - by taking breaks at the right time when hunting could decide between failure or victory. Other topics I debated with myself is the terrain. Naturally the vision in my mind is a picture of a mix of a beautiful jungle and a vast savanna, both rich with rich foliage and vegetation. This is a priority, but not so much as getting a running game. What I have made so far is a spatially partitioned terrain with two Levels of detail each. There's a script on each of them deactivating the collision detection from the rigid-body whenever there's no living entity in it. This is just an optimization, but it is necessary if trees and other landmarks should ever have to find their way into the physical world of this simulation. Also, while Unity is a nice and neat engine, that provides so much functionality that it feels like not moving a finger compared to the shit one has to set up and code if creating your own engine from bottom up, Unity does have its performance issues. I definitely have to develop a shader to render the grass and other foliage. Normally, I would go with Unity's own Terrain editor using height-maps. But there are some disadvantages of this. The built-in terrain suffers from a limit in scaling. Furthermore, it does not render foliage fast enough for this project. it has to update very fast because the player can move very fast over the terrain. So I'm designing other algorithms, but it will take time - especially when it's not in the main-development time. Coming Objectives The next objective is to implement the hunting-aspect of the game. Firstly, this requires the AI aspect for all prey of learning and evolving. So this means that I have to sit down and program some evolution-algorithms for all these creatures. I think I want to try and use Neural evolution (or Neural Evolution of Augmented Topololies(NEAT) invented by Kenneth O. Stanley) , even though I predict that the learning curve is too mild for use in this application, but in return, if I can get it to work, I get a map of the development of the different brains, which is worth it, I think. Another thing is functionality for camouflage and tracking of specific prey. This could be smell, night-vision or heat-vision/infrared vision when hunting at night. Also - I want to implement the auditory aspect of the hunting as much as the visual. So I'm looking forward to all of this. Even though I would like to spend all my time on this project - there are a lot of things I need to take care of too. Currently, I'm looking for a new place to live, and I have to do so by the 15th of November at latest. I have to keep a job so that I can live and even though I want to keep that at a minimum so I can develop this, I have to earn some money for moving and to get by. The next update may be a little delayed - but what the heck. I hope you enjoy this little video (there's not much to show yet, apart from the general flying and animations. As you can see, the ragdoll mode needs some serious work as it just spazzes extremely, but the idea is just that when the player hits something very hard, he looses life and becomes numb for a short period of time.) https://drive.google.com/file/d/0BxnLa_qsqQBoOU9rdnpTM0Jub3M/view?usp=sharing
  21. In this daily blog (and video)-series I take a first impressions look at the best mobile games that I come by. Be sure to share your favorite mobile game with the rest of us in the comments below! Tactile Wars is a super neat strategy game where you pick one of six colors and battle it on in weekly tournaments against the other colors (think of the colors like factions). You battle other players' defenses to earn points for your color-faction, and the faction with the most points at the end of each week, wins. With swipe-controls to maneuver your troops around, and no obtrusive ads, the game plays really well! The main concern could the pay2win in-app purchases, but unless all players from your faction also buys in-app purchases, it is unlikely that they will influence the weekly tournament much. My thoughts on Tactile Wars: Google Play: https://play.google.com/store/apps/details?id=com.ankama.tactilwar&hl=en iOS: https://itunes.apple.com/us/app/tactile-wars/id892320294?mt=8 Subscribe on YouTube for more commentaries: https://goo.gl/xKhGjh Or join me on Facebook: https://www.facebook.com/mobilegamefan/ Or Instagram: https://www.instagram.com/nimblethoryt/ Or Twitter: https://twitter.com/nimblethor
  22. I have spend around 5 hours thinking on an idea to develop, I got 4 but after making time estimates, they became not possible. The ideas I had are: 2D Turn based rogue-like (Themes: Castles, Alien Invasion, Chain Reaction, Assassination) Player is an alien and has to invade a castle, avoid or stun guards, reach to the king room and kill him. The map is a grid, player can move or use its gun to stun enemies, gun has charges (can find more charges exploring). Every action spends a turn and after every turn enemies move. Enemies can move, alert guard on the same room and attack player. Player has 3 lifes, every attack usually takes 1 life. Pros: Uses all themes Has potential for more content Relative easy to make Cons: My time estimate says it'll take 6.5 days (to make it more realistic I multiply it by 3) Requires a lot of art (I can draw simple stuff) Castle defender 1 (Themes: Castles, Alien Invasion) Defend a castle from an incoming alien invasion. Aliens appears from right and left of the castle (2D game). Castle has archers to defend itself and kill aliens. Each alien gives money. Click on the castle to buy upgrades and need defense modules. Survive each wave to win the game. Pros: Simple idea Easy to make Cons: Requires a variety of enemies to be enjoyable and not repetitive (I think at least 5) Castle is complicated to make (it has to look good with and without modules) Time estimate says 5 days (5*3 = 15) Castle defender 2 (Themes: Castles, Alien Invasion, Assasination?) Like castle defender 1, but player is a warrior and no upgrades exist. Each time player kills enemy gain experience. Experience gives bonus stats and attacks. Player ends invasion by destroying the spaceships on the edge of the map. Pros: Simple idea Easy to design and balance Cons: Requires a lot of drawings + animations. Time estimate says 5.2 days (5.2*3 = 15.6) 2D Puzzle based platformer (Themes: Castles, Alien Invasion) The castle is being invaded by aliens, player has to eliminate them, reach their ship and destroy the spaceship. Player begin as a warrior who can attack, jump and move and have an special heavy attack. Some characters are look down by the aliens, player has to rescue them, after that they can be used aswell (mage and an archer). Can switch to any character at any time to solve puzzles. After completing the castle levels goes inside the ship for 3-4 more levels. Finally they sacrifize themselves to destroy the energy source of the ship and save the castle. Pros: None Cons: Requires a lot of resources to make. Time estimate says 7days (7*3=21) I will be using the rest of the day to try to come up with a feasable idea. I like these ideas but they feel like to much work for 1 week. I multiply my time estimates by 3 because I have not ever made a game where I knew exactly how long it will take me and it always takes a lot longer that I expected. Hopefully some of you could use any idea from here
  23. 8 AUGUST - GODBOY Hey, guys!! There's less than a month for our upcoming major update & revamp of Hell Warders, and I am excited just as you are! What have we been doing last week? Firstly, the development process has been delayed a bit due to our original company Ares Games' rebranding. Now, we are officially called Anti Gravity Game Studios!! Lots of souvenirs designs, hoodies, and merchandise, etc., we hope Anti Gravity will give you a fresh feeling and show you our passion for game development! Our website: www.antigravitygame.com Secondly, Hell Warders is undergoing a rapid development on scenes!! We are determined to give players more maps to play. Our art director has a deadline of 10 maps within two weeks, which is a very challenging task, but we promise players to bring the best experience, therefore we will try our best to satisfy every one of you!! Thirdly, the gameplay is nearly finalized; we are now working on game balancing for tower's attack damage, monsters HP/damage, and resource allocation. Fourthly, we will be setting up a booth from 10-13 July in a Retro Game Expo in Hong Kong, we hope if anyone of you happens to be in town, come visit us!!!
  24. In this daily blog (and video)-series I take a first impressions look at the best mobile games that I come by. Be sure to share your favorite mobile game with the rest of us in the comments below! Made by the Triple Town developers, Bushido Bear is a fruit ninja-like game with a bunch of unique ninja bears (characters) to unlock, who each have their own abilities, and even more weapons! The gameplay is fun and challenging, and the levels are endless rather than level-based. An easy recommendation if you're looking for a casual action game with no obtrusive ads (game monetizes through incentivized ads and in-app purchases). My thoughts on Bushido Bear: Google Play: https://play.google.com/store/apps/details?id=com.spryfox.GiantSword&hl=en iOS: https://itunes.apple.com/us/app/bushido-bear/id1071426243?mt=8 Subscribe on YouTube for more commentaries: https://goo.gl/xKhGjh Or join me on Facebook: https://www.facebook.com/mobilegamefan/ Or Instagram: https://www.instagram.com/nimblethoryt/ Or Twitter: https://twitter.com/nimblethor
  25. Join OWN closed alpha!

    Hi everyone!I'm super excited to announce that my game is finally ready to be alpha-tested, so here I am giving away access keys!OWN is a browser game, so that you don't even need to install it. It is a competitive 1v1, 2v2 & 3v3 game which could be best described as a mix between League of Legends and Super Smash Bros. You get to fight opponents in a 2D world with platforms, but with a skill set very similar to those in League of Legends. It is real-time action, so it is quite skilled. It can also be competitive (with ladder and leagues), but you can play casually as well if you want.Also, it is 100% free-to-play, meaning that all items can be bought with free currencies, and it's not pay-to-win (you pay for customisation items, like skins, icons and such).Here is a (very poorly made, sorry) glimpse at what it looks like : But no more talking, see for yourself! You can try the training mode without even being registered!You just have to click on any of those 4 heroes : We've just started opening the access to more testers, so it's still very intimate yet. But we're eager to expand to a lot more testers so that it's more fun to play, with more feedback and plays!Here are a few access keys (each key works for only one account, so first come, first served) : crPK28BdGe3cHZtJ SJ2OUU3yHKYZSn06 fPQhYbLnGPQXyLrR etpAOs8fDgFfUFlA eCrDnE14cSbbnS2S MrckkkQxRfevuQ7Z cymQDnTpF5R3XTVt L7e7r55KjjGeANEl M0CZnfP3kp6IJbBf jplburueaCJkYWWu If you need some more, PM and I'll be pleased to give you some!Also, one last advice : if you feel like you could appreciate the game, bring in some friends. Of course we'll be here to help you and play with you, but this kind of game is obviously more fun when you can ladder with friends. Of course it's in my best interest, let's be honest, but it's also for you to enjoy the game as much as possible.Here is the link to the game : http://www.nemroth.com/own-fe-alphaHave a nice day guys!PS : the game is available in English and French