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Found 439 results

  1. Piece of things to come. Will bring a competitive aspect to the game. View the full article
  2. Hi everybody, Me, Xylvan, announces Xilvan Design are building 3D games. Since 1993, our kindly official gaming related pages (please click on each links): Soul of Sphere Platinum v3.75. Age of Dreams:Abyss of Atlantis v1.5. Lights of Dreams IV: Far Above the Clouds v9.17. Candy World II: Another Golden Bones v9.37. Candy Racing Cup: The Lillians Rallies v2.97. Candy World Adventures IV: A Cloud of Starfield v6.57. Candy to the Rescue IV: The Scepter of Thunders v7,07. Candy in Space III: A dog to the Space v5.47. Candy's Space Adventures: The Messages from the Lillians v17.27. Candy's Space Mysteries II: New Mission on the Earthlike Planets v7.27. Discover more than 10 games which are coded in Blitz3D by Xylvan(Alex) from Xilvan Design. Download them on my websites: Plenty of games wait you HERE: - Xilvan Design Website - Hope you will like them all! To watch the videos of our games: - Xilvan Design Youtube Channel - You may need to Subscribe to our channel for more infos about our new releases. Now we have 991 Subs, I need more than 1000 to get fulfilled. Friendly, Xylvan, Xilvan Design.
  3. Hey All, The update has been submitted to Apple! Here is the changelog of all the changes. It turned out to be a pretty big update. Next update will focus on integrating GameCenter, Leaderboards for Endless Runs, Cloud backup, and Achievements!! Game is Completely and Fully MFI Compatible! Play the entire game without ever having to touch the screen with an MFI controller connected. Now when you connect an MFI controller the onscreen buttons no longer show No more blocking the view with your thumbs and buttons if you disconnect the controller while playing the buttons will re-appear Precise controls Can now control Title Screen, Store (Pharmacy), Option Menu’s, and Pause/Inventory Screen with the controller! All interactive objects like diary pages, signs, and medical supplies are controller compatible! Updated the Controller+ How To screen with updated description for the new controls Improvements Made: Adjusted the IAP it will now award 100 coins (from 50) every purchase Added new Shop (Pharmacy) Upgrade you can now unlock Endless mode using 100 coins Permanent unlock you can still unlock endless mode by completing the game, but now for those who wish to unlock it with coins can do so. REQUESTED CHANGE: Made some balance/difficulty changes Now the game starts off easy and progressively gets harder Each Germ type will slowly be introduced so you can learn their attack behavior HP of each Germ is lowered in their easy variant The chance for coins to drop has increased greatly in the easy rooms!! this way you can quickly earn some coins to get some upgrades that will make the harder parts of the game easier Hearts and half hearts have a greater chance of dropping during the easy rooms remember if you don’t need the heart come back for it later!! View the full article
  4. I'm writing a rendering system for our in-house game engine. My idea at first was to include only a Vulkan backend,but then Apple refused to port vulkan to MacOs and Microsoft relased their DXR raytracing for DirectX12. There is stil Radeon Rays for vulkan, but DXR is directly integrated with the graphic API. So we were thinking of a multiple backend rendering system with Vulkan for windows and Linux, Directx12 for Windows and Metal2 for MacOs. But this system would lead to an incredible amount of code to write than a single API, so my questions were: Should we stick to a Vulkan and maybe use a translation layer like MolteVk to port it to macOs ? Is it worth tl write the multiple APIs renderer ? Should we write a different renderer for each platform and then ship separate executables ? (Sorry for possibly bad English 😁)
  5. Hey All, This update was mostly focused on the MFI Controller. The game was playable using the controller at launch but was limited to just controlling the main character. Now the game is FULLY compatible with the controller. You can play the whole game, control menus, buy items, etc WITHOUT EVER touching the screen. Very exciting! Also the IAP now gives you 100 coins instead of 50. DOUBLE THE COINS!!! There is also now an option to unlock Endless Mode with 100 Coins! Or you can do it for free by beating the game. Last thing is difficulty balancing. I was getting reports the game was too hard and people could not get past the first room. So now the difficulty starts of easy and slowly gets harder. This will allow people to learn the mechanics, enemies, and how to play while earning coins and they feel like they are progressing. This update will be submitted to Apple tomorrow so you should hopefully have it for the weekend. Thanks All, Here is a video: View the full article
  6. Hello everyone, I have been programming games for about 3 years now mostly in Unity/C# (alot of my knowledge comes from youtube tuts) and now i feel kinda stuck and don't really know what i should learn/improve. My goal is it to get a job as a Gameplay programmer and i feel like a big problem is the code structure. So i was wondering whats a good way to improve that ( where can i learn good practices and code structure). Are there any good open source projects that i can look at and learn from? Since it doesn't really help if i just look up random open source projects since i won't really know if they are good examples. Also maybe someone has some good advice because i want to make games and want to make games with other people but every hobby project i join ends up abandoned. Thanks for any answers.
  7. Last week I've worked on implementing statuses in the game. To put it simply, statuses negatively affect entities. Things like poisoning or bleeding, for example, will continuously dish out damage for a specific amount of time. Statuses Here's a list of some statuses and their effects. Keep in mind that statuses times aren't final and will eventually change depending on the impact of their effects... Poisoned This status is self-explanatory. It will damage the entity for about 20 seconds. The damage amount will increase linearly through time. Burning In essence, the entity is burning. Not dissimilar to being poisoned, the burning status also damages the entity for 20 seconds. The difference here is that the damage will increase using a reciprocal function. Bleeding The entity is bleeding heavily. Again, that status is like the previous two. The difference here is that the damage will increase logarithmically. Frozen The enemy is frozen solid. It can still move but at a reduced speed. Can also attack, but at a slower rate than usual. It will go away after 20 seconds. Damned The enemy is cursed. For 20 seconds, the entity will be extremely unlucky. Any luck tests will fail regardless of the entity's current luck. Paralysed The entity is paralyzed. For 20 seconds, the entity can't move. Frenzy The entity is caught up in a violent frenzy fits. If the entity isn't the player, then they will ignore the player and attack its friends. If the entity is the player, then the situation is reversed: every entity will attack the player. It lasts for 20 seconds. After then, the fits end. Here's a video of frenzied enemies fighting themselves: InAFrenzy.mp4 Stunned The entity is blinded and incapacitated. A big and blinding flash is produced. The affected entity retrains their mobility, but both vision and earing are temporarily lost. Knocked out The entity is knocked out. it can't move or see... A mix between paralyzed and stunned, except that everything will black out rather that light up. Statuses visual effects Each of these effects will have their own visuals to help to identify what type of effect is induced in who. If the effect is applied to the player, then a vignette effect is applied to the screen. This effect actually has a nice wavy effect among other things... Here's a video of it: wavy.mp4 When inflicted by the frozen status, the player will also see ice crystals forming on their screen, just to be fancy. If otherwise an AI is given a status, then the same pattern will be applied to it. The pattern is also screen aligned, making it really abstract. New Relics and Activated items Because statuses are now fully implemented in the game, there's now even more relics and activated items. These are directly related to statuses and give the player unique capacities like to those as well. Relics There are 4 new relics. These are all related to statuses in one way or another... Hot dreams This is an abstract representation of a sunset. It's actually quite cliché in 80s aesthetics... This relic also does billboarding. There are just some shapes that don't translate well in 3D... With this, the player is able to set entities on fire (thus giving the burning status) to attacked enemies. These attack can be direct (like a hit) or not (like a laser beam). As long as it originated from the player, it's all right. Here are its modifiers: -5% ATK +5% AGL Ice drop This is an ancient artifact resembling a raindrop. While holding it, any attack received or given will result in the other party to receive the frozen status. Here are its modifiers: +10% DEF -5% ATK Crystal Cola This is a clear cola. It's supposed to represent a Crystal Pepsi. This relic gives the Purifier capacity. In essence, it can make the player resistant to status changes. Here are its modifiers: +10% LCK -5% ATK Crystal Tea A nice tea beverage. It's a reference to Arizona green tea. It has the Purifier capacity and also speeds up attacks. Here are its modifiers: -25% ATK +25% AGL Activated Items There's only one new activated item: the Lipstick. Lipstick Alignment: Future Funk This is a lipstick. A red one in fact. While holding it, the player will experience a small growth... When activated, the item will make any hostile entities in a 25m radius receive the frenzy status. Here are its modifiers: -20% LCK Minor changes There weren't a whole lot of other changes. But the AI was considerably changed to include status effect in their behaviour (ex: stunned enemies can't spot the player or frenzied enemies will attack other enemies)... Next week There's still a lot of work on status effects. For example, not all statuses have patterns, and there's also more effects to be added and tweaked here an there. If there's anything new, it could be better props or even more specials rooms... After all, now that statuses are in, there's a lot of things that can be implemented.
  8. drcrack

    Unity Zeal — Online PvP RPG

    It is a combination of fundamental RPG elements and challenging, session-based MOBA elements. Having features such as creating your unique build, customizing your outfit and preparing synergic team compositions with friends, players can brave dangerous adventures or merciless arena fights against deadly creatures and skilled players alike. More info: https://zealrpg.com/about
  9. Hello guys, My name is Quinn and I'm new to the forums here. I've made my first game for android, google play and I would love to get some HONEST feedback! 😃 Spooky Driver is a car racing game and it's the intention to pass as many cars as you can without crashing. Here is the link to my game on the google play store: https://play.google.com/store/apps/details?id=com.PancakeStudios.SpookyDriver Features: ★ NO annoying banners! ★ 100+ cool cars to choose from! ★ Play to gain new awesome cars and medals! ★ Three themes (forest, street and sea). ★ Top ten ONLINE highscores! 🙈🙉 ScreenShots:
  10. This is a game concept i made for the gmtk game jam over the weekend, check it out here: https://piranha305.itch.io/kingdom-battle, is this a game idea i should keep pursuing, right now in it's current version it's pretty basic, but it could be expanded on with more unit types and a multiplayer system, but i don't know if i should invest the effort? also right now the art it's using if from kenny.nl assets, but i'm im gonna roll with the idea, i'll probably get the art remade.
  11. Hi everybody, Lately, I have launched the perfect update for Soul of Sphere Platinum v3.57! Now, you can play it in full screen & It's altmost bug free… I have also Added a configuration program that may help. In Candy's Space Adventures v17.17 & Candy's Space Mysteries II v7.47 As well as in Candy World II v9.17 & Candy to the Rescue IV I have ended the 8 elements bugs removal. Friendly, Alexandre, Xilvan Design.
  12. https://itunes.apple.com/us/app/sos-cc/id1410850484?mt=8 View the full article
  13. In my previous update, I've said that the next step would be to integrate relics in the game. I'm proud to say that I've managed to implements some of the planned relics. What are Relics? If you played The Binding of Isaac, you may recall it's Passive Collectibles. Relics are the equivalent in this game. In other words, Relics are run-scoped upgrade the player either find or (if they're lucky) buys in malls. These give stats percentage bonus (i.e. +25% bonus in attack) and also give the player special capacities. What are Capacities? Capacities are passive (i.e. not explicit, or don't need special inputs) abilities the player gain. For example, one capacity could be the capacity to shoot laser beams at each attack. There's a science to it, though. They need considerable balance tweaks here and there just to make sure the game won't break with these capacities. Some capacities are linked to relics, and others not. For example, a capacity can be linked to a specific Item or even Foods. Right now, there are no items or Food in the game, so we'll talk about those in due time... Stats crash course Before we continue with the relics, we first need to understand stats. Stats are exactly what you think they are: just like in most RPG, they quantify the skills of a given entity. In the game, there are 5 base stats : Chance (or Luck if you're fancy): This stats dictates the probability of a player to have good things happen to them (e.x. good loots spawns after an enemy is killed or a lot of special rooms and tunnels are spawned). It also dictates your chance of doing a critical hit (when so, the total damage output are 50% stronger) Attack: it's self-explanatory. This simply gives how much damage is given at each hit Defence: Also self-explanatory. This simply says how much damage is subtracted from an attack Agility: This stats dictates how fast your character goes. there might be more in the future, but for now, it only affects this Vitality (or Health if you're fancy): This stat simply represents your maximal health. These make CADAV. I don't know if it's clever enough, but it's catchy. (Not as good as SPECIAL, but good enough) For each stat, there is two different type of bonus/malus. These are a unitary bonus (or simply bonuses) and a percentage bonus (or modifiers). Bonuses usually come with pieces of equipment (things like armour and/or weapons), while modifiers are usually applied with capacities as a counterweight. Relics List Here's a small list of relics that are fully functional as of today: Laser Gem The laser gem is a relic resembling an abstract transparent cube with an opaque core. When the player picks up that relic, it gives them the ability to fire penetrating laser beams that deal damage to enemies when the player attacks. When the laser collides with anything but entities (like enemies) it will be reflected. This can be a quite powerful tool to quickly dispatch large amounts of enemies. The beam itself last for about 10 seconds, and only 3 beams can be fired at a time. Here are the modifiers: -10% of Attack +5% of Luck Modern Computing This relic is also abstract, but it's nevertheless more meaningful than the previous relic. Both its name and its model references something really vaporwave. But I'll let you figure it out. When the player grabs this relic, a combo system is activated: for every enemy killed, drops that cames from defeated enemies will linearly increase in number. Of course, being a combo system, if the player is hit then the combo is reset. Here are the modifiers: -5% of Luck -4% of Attack Credit Card The credit card is a credit card. (I didn't know what you expected) With this cool relic, the player can actually purchase anything they want anywhere even if they lack the money for it. Buying an item without the needed money creates a debt in the player's funds. After each 10$ of debt, a random amount of negative modifiers are applied to the player's stats. When the player pays off their debts then these nerfs are progressively removed. Because of this special capacity, no base modifiers are applied when this relic is grabbed. DOUBLE-VISION This relic is rather abstract. It's actually a pair of eyes. When the player grabs this relic, every loot that are consumables (i.e bombs, keys or money) are doubled. Here are the modifiers: -5% of Attack -10% of Luck +5% of Agility Extension Cord This relic is simply a North American electric extension cord. There are two capacities attached to this relic. The first one simply makes the range of your attacks bigger. Its just actually the game resizing your weapons... Nothing special here. The second one is more a nerf than anything else: It slows down your attack speed by half. Here are the modifiers: -25% of Attack -25% of Agility Boxed Copy This relic is a Software box. It's supposed to mimic the Windows 9x boxes. With this relic, on the first successful hit by the player to an enemy, the latter has a chance to get "Boxed". When being "boxed", enemies are transformed into a similar box like the relic itself. However, that box is able to be opened by the player. It then spawns a random amount of consumables. It essentially one hit enemies if your lucky and gives you loot too. This only works on the first hit: subsequential hits won't work. Here are the modifiers: -25% of Attack Atk-booster 2000 This relic is a computer chip, presumably a CPU. It simply increases your attack speed by half. Here are the modifiers: -25% of Attack +10% of Agility Watch Out! This relic is a simple watch. With this one, you gain the ability to backstab other enemies. (not unlike the TF2 backstab) This means that if you hit their back they get one hit. In essence, this works by using the same algorithm that my vision field Here are the modifiers: -40% of Attack -25% of Health +5 of Agility Minor Updates Items that are in malls, along with relics and pieces of equipment, now rests on pedestals. These get removed when the item is picked up or otherwise get removed There's now a key collectible that can spawn with any type of loot. Picking these up simply increments the player's total amount of keys The Big Mall (the generic one) now has a chance to spawn a buyable relic in its inventory Fixed many bugs with a whole lot of things Thrown items now properly trigger AIs: they will look at the player that has thrown said projectiles rather than the projectile itself What's next? This week I'm planning to add more capacities and maybe add either Foods or Items in the game. Same goal as before: at least one Food or Item. Just to be clear: Items are like The Binding Of Isaac's Activated Collectibles except that they also change the player's stat and may also add passive capacities while the item is being held. As for food, think of relics, but temporary (a bit like Minecraft's potions). Here comes another big week I guess...
  14. Bryky

    2018.08.25.png

    From the album: Steampunk XCom game

  15. Hi! How is XP calculated? For example, to reach level 4, the player should reach 200 XP and to reach level 5 player requires 450 XP. Is there a formula? Is there a tutorial available online? Any source where I can learn how XP is calculated? Can you give me a simple example from any existing game where the XP increases whether the player wins or loses? Thanks!
  16. 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:
  17. I finally got a chance to play Twilight Imperium 4th edition so I figured I'd do a write up. We had 5 players and it was a blast. For race selection, we used this website about a week before the game http://www.mygurps.com/TwilightImperium.html and selected 3 choices per player. Here's what it rolled up for us (underlined is what we chose): Yellow (Eck (me) ) may choose from The Clan of Saar, The Naalu Collective, or The Nekro Virus. Green (Devin) may choose from The Barony of Letnev, The Mentak Coalition, or The Winnu. Blue (Matt) may choose from The Federation of Sol, The Yssaril Tribes, or The Xxcha Kingdom. Black (Eric) may choose from The Ghosts of Creuss, The L1Z1X Mindnet, or Sardakk N'orr. Blue (Alex) may choose from The Yin Brotherhood, The Emirates of Hacan, or The Embers of Muaat. To save time, I setup the map before hand since I was hosting. I went with a 5-player symmetrical design and tried to balance out tech specialties, resources, influence, and planet types. Here's what I came up with. See the future pictures for how that red section gets essentially "cut-out" for a 5 player game. Map setup With a mostly balanced map, we rolled to see who would get first pick of starting locations. And the last person to choose was awarded the Speaker token. One other house rule we played with was the Speaker would get to pick the 6th Strategy Card. The secondary ability on the 6th card would get triggered after the Speaker activated his Strategy Card. Round 1 start And then we started playing. It was a pretty standard set of early turns where people moved out and claimed a few systems. The only thing of special note was the Mentak (Green) chose Warfare but instead of claiming more of his central pie slice, he instead claimed the contested planet between him and the Hacaan (Purple). This led to immediate border friction and posturing between the two races. Green was there first, but Purple felt pinned in behind the Gravity Rift (black hole). I feel like the Naalu (yellow) are late bloomers so I was quick to make friends with my more combat focused neighbors. Here's what we looked like after Round 1. Round 1 complete I made a deal with the L1z1x (black) player to allow me to claim the green tech specialty planet and move out of the system so he could have the bigger resource value world. The green tech specialty would allow me to get my racial tech Neuroglaive faster and make it so I could hold my own versus all those dreadnaughts. We also exchanged Ceasefires. I couldn't quite take Mecatol this round so I moved adjacent to claim that victory point and set me up for next turn. I made sure to get Sol's (blue's) permission before taking that world and gave him our border planet to solidify the peace. I also traded my racial promissory note to the Mentak which allowed him to move first in the next round. Giving him a slight edge with the coming conflict of the Hacaan's (purple's) fleets. And I bought a sabotage card from the Hacaan which helped fund the war efforts. Publicly trading for a sabotage was great since it made people less likely to play action cards against me. Round 2 Complete Round 3 was very tense. L1z1x (black) chose Imperial, but his dreads could only move 1 (at the start). I delayed my move as long as I could so he was low on tactical counters. Then when he upgraded his dreads, I activated Mecatol Rex. At this point he stated multiple times that if I did that, he would roll through my territory. But this was the same turn I got Neurogalives. I told him I was no longer afraid of his fleets, Mecatol Rex was mine, but I would not strike first. He was still low on counters so he couldn't really do anything but stew this turn. While this was going on, the Hacaan (purple) got pinned in by Mentak (green) and Sol (blue). The space cats started massing a big fleet and told the Mentak (green) player he was coming for him. Blue claimed a few more planets and a couple of points. Round 3 complete L1z1x (black) started an arms race with my peaceful Naalu (yellow), threatening me the entire time. Not much was exchanged besides words however. Black was still token starved so he couldn't attack me without crippling his own position thanks to Neurogalive. Big things were happening on the other side of the board. The Hacaan (purple) used an action card to connect Alpha and Beta wormholes to threaten the Mentak's (green's) homeworld. In response, the Mentak moved their speed 3 cruiser fleets through the Beta wormhole and took the Hacaan's homeworld. My daughter was wandering in and out of the game all day. She was in the room around this time. After the game she asked me if green attacked purple with his cruisers because she saw he could sneak through... #ParentingWin Blue started moving his fleets towards Mecatol but I made some sweet deals just to get his ceasefire. Round 4 complete The Mentak (green) counter attacked the Hacan (purple), but the space cats played skilled retreat. Then they retook their homeworld. The Federation of Sol (blue) started moving towards Hacan (purple). L1z1x (black) built up a ton of PDS and upgraded them meaning I couldn't go crazy in his backyard. The glorious Naalu (yellow/me) made a series of plays over this round to gain 5 points. Imperial - held mecatol +1 Imperial - (Public Objective) Held 6 non-home system planets +1 Secret (Action phase) - Win a space combat versus a player with the most points +1 Secret (Status Phase) - Own two faction technologies +1 Public (Status Phase) - Own two unit upgrade technologies +1 So I went from 3 points to 8 points in one round. I still had the Speaker token so I'd get first choice of strategy card, and as the Naalu I would get to act first no matter which Strategy Card I chose. Nobody could take Mecatol from me this round since I had waited so late in the turn to make my move this turn. I knew there were action cards or agendas that might be able to mess me up, but the only thing that popped up was Seeds of an Empire. Voting on that either the first player would gain a point, or the last player would gain a point. I was scared for a moment because I thought first player might lose a point. Round 5 complete We didn't bother playing out any of round 6 because I was going to choose imperial, score a point for Mecatol, and score a point for one of the objectives that they couldn't take from me. Victory Naalu (yellow/me)! Final score: The Naluu Collective - 10 The L1z1x Mindnet - 6 The Mentak Coalition - 6 The Federation of Sol - 4 The Emirates of Hacan - 3 Final Thoughts: Fourth edition is much more streamlined than 3rd. The 5 player game took 8 hours including a break in the middle for pizza. Being the Naalu and going from 3 to 8 in one turn and then winning the first action of the next turn was really impressive, but it also felt a little bit unfair. Hanging out at 3 points, people didn't feel I was a big threat so they never felt the need to stop dealing with me diplomatically. But I was also on Mecatol Rex for the entire game and nobody attacked me there once. So I don't feel too bad about winning. I liked our 6th card house rule, and I also liked the 5 player wedge cut out. Most of the others didn't like it however, because they felt like it took away too many planets. I don't think they realize that with a 6th player we'd have someone else occupying space AND we'd also have to deal with 5 blank tiles so there would be EVEN FEWER worlds. I know people had fun though because they're already asking me when I'm hosting another round. Maybe we'll play the 14 point game soon.
  18. dillyframe

    New life of minesweeper!

    This is the first entry in this blog and it's about the minesweeper - some people hate it, others - love it. Why people don't play minesweeper? Probably because it's boring? The idea of our game is to unite people in solving logic task in classic minesweeper. It is not solo experience anymore, It's cooperetive game where you can gather your friends (up to 4) and win together or loose together. And this is not a flat 2D picture it's full 3d environment which you can explore (play mini-football or find some hidden places, or just kick chckens). It's not about minesweeper it's about challenging your friendship and your mind if you accept the invitation. How we came to it? It's simple: we like minesweeper and we like 3d games and we like games from third-person and we like puzzles. Why not to combine it all in one game? Here it is! What's new? Bunny Minesweeper have 2 game modes: classic and crazy. Classic mode offers 3 classic types of difficulties which you could see in traditional minesweeper Crazy mode offers 3 crazy types of difficulties - the biggestfield is 60x60, that is 3600 cells and 396 bombs - and we really tested it and it's damn hard to win in party!!! You can play solo if you want to - there are 3 matchmaking opportunities: solo, random and friends. As the game is only in steam - the friends matchmaking is your steam friends. Mini-football? And why not? It will help to rest from the main task and have some fun with friends. BTW you can play football not with the ball but with your friends to get more scores - just kick them into the gate! Statistics and Leaderboard At the end of the match you will see some statistics of the match - how many cells each player opened and how many flags they put. There is also a Leaderboard - separate for solo and coop modes for each difficulty - the faster you complete the game the higher your position will be. Customization For now you can change the color of your bunny before joining any game (in the menu). This color serve to identify the flags you put, so at the end of the match before building another field, everyone can analize where and who is responsible for the defeat. Future plans of customization are huge - from some parts of clothes (like hat or gloves) to full unique skins. Some of parts you can see in the main menu - those strange dancning bunnies. And - YES! - you can dance in game pressing 4 button. Why kicking? The main idea of kicking players is to force them to go away from the cell they could occupied when afk or bother you to play. You can use it in any way you like. It's just a possibility. Conclusion So if you love minesweeper you should definitely try this one and if you hate it - well... give minesweeper a chance to change your mind by playing it in 3d enviroment with friends - hard and fun simultaneously!!!
  19. Hello all! Unreal Question: I am wanting to make a inventory screen that when opens, the camera zooms in to a close-up of the character, pauses the enemies and environment, but keeps the character's idle animation. The player would be able to equip items and see them appear on the character in real time. However, I don't want an enemy running up and killing the player or an environmental hazard killing them. If something like that is possible, how would one achieve that? Here is a similar look of what I want to accomplish (I'm assuming this is a MMO so the game isn't actually paused, but this is similar to the look I want) However, I could settle for something like Destiny's menu, where the character model appears in the menu and not a camera change, but changes are reflected when items are equipped: Let me know if I can better clarify anything, and thanks in advanced!
  20. Hello All, Well we are wrapping everything up nicely for release. We are looking at August 21st as the absolute last day to submit to Apple. Shooting for sometime next week for submitting. Will let everyone know when we submit. My wife, Sarah, is still recovering in the hospital. She was set to come home today but is down 2 bags of blood so she needs to get a transfusion. So hopefully tomorrow she will be back home. There was a ton of work done on the game. It has been extremely rough for me emotionally. I’ve had my real downs. Creating and working on this game is definitely therapy for me. I completely understand why musicians and artists turn to there work as therapy, it really does work. If I didn’t have this and my kids I would be an absolute wreck. My kids keep me focused and remind me that they need me as much as I need them, they are definitely a rock for me right now. We had a surprise that happened this week. As I was spending the night with my wife in the hospital we were presented with the opportunity to have legendary Dale North compose the in game music. If you do not know of Dale North please check him out here: dalenorthmusic.com He is extremely talented and has worked on a lot of well known video games. We are blessed to have him on our game and I cannot wait to hear what he has for me and share it with you all. More to come!! Luis will still be creating the game’s sound effects as previously announced. Here is the changelog: Dale North will be doing the music for the game!!! Added Chapter 2 game over screen now if you get game over from any room in chapter 2 you get the appropriate game over screen MFI Controller Compatible!! Working Great on my Nimbus, very excited about this. Secret Rooms for Chapter 2 have been created, tested, and added. Testing complete for Chapter 2 (This took a good amount of time as I was very thorough) lots of bugs fixed thanks to beta testers as well New and probably last test build was submitted to test flight you can now dodge enemies and fireballs when you roll you are invincible during the first half of the roll this little change makes a huge difference in the mechanics very fun and helpful to roll around and dodge Player now kicks out dust when they roll Adjusted the lighting on all Chapter 1 dark rooms Corrected splash page Completed Intro of Boss (Chronic) in Chapter 2 Chronic is now fully animated and the room layout is complete! adjusted the boss’s multiple health max (yes there are multiple spots it has different health) Changed text boxes to contextual based text boxes now the background of the text box will look like the interactive object great visual seeing how this is the way you will learn the story added a subtle glowing star above the paper as a visual tell so you can identify where they are added a red type color to the text on the sign. After going through every type of color this was the only color that you could easily see that was closest to the color palette used in the game. Fixed a bug with the pickups spawned from grass on Chapter 2 not being centered added smoke effect when the Doors and Gates are destroyed IAP created, tested, verified, and working don’t have the finished graphics for this yet so just a test button placeholder being used for supporting us for the cost of .99 cents (less than a coffee) we give you 50 coins in return and a huge thank you! 50% of all proceeds we will donate to DanaFarber for cervical cancer research! Here is a quick video just showcasing some of the changes made and the additions without spoiling anything to much. I need some of this to be a surprise! Thank you and please let us know your thoughts, comments, criticism, etc. View the full article
  21. I love games but I really would like to know if I am or if I am not the only person who does not care for all these new games who put all their focus on ensuring the leaves in the trees look crispy and you can see molecules of water on them. Yes graphics are amazing but they are/should not be the end all be all, at least to me. Am I alone in this belief?
  22. I've seen all kinds of games people develop and post on app stores and indie game sites. What I noted is the lack of original ideas and innovation. Lots of games that look that they are developed by seven year olds, too many 2D side scroller mario clones, too many sonic clones, and a lot of stolen assets or plainly drawn graphics. Few games have original characters but they are also 2d side scrollers with exact mario style gameplay. For the few 3d games, most are FPS zombie shooters, also with stolen assets, many models with no animation. I see a lot of android games with the "made with unity" logo at the start. Obvious glitches and poor mechanics that the developers don't bother fixing, and a whole lot of ads. For me I have brilliant Ideas that I have got planned for 28 games I intend to develop. Most of them will be 3D and many will be AAA kind of games. Something few developers have done on the hobbyist / indie stage.
  23. Graphic artist look I g for game programmer to design a 2d platform, puzzle, peg or shooter game. Email me vincentwozlonis@gmail.com or call 585.443.5661 Lets design a fun addictive game together sell it for $1.99 per download and seek to get at least 100, 000 downloads and split the profit.
  24. Hey i have just posted my game to the play store and i would be happy if you would check it out and tell me what do you think The game called Expand and it is very simple, you need to move your circle to avoid the obstacled but at the same time the walls are closing down on you so whenever the Expand button appears you need to take it to open the walls!Hope you would like it.https://play.google.com/store/apps/details?id=com.expand.game
  25. Hey All, We now just finished week 20 of development. It’s amazing to actually see how much we have accomplished in 5 months, and to see what was in my head actually playable and alive. We are down to the last final weeks. I would like to have everything done in the next 2 weeks and by week 22 have the release build sent to Apple for approval. If everything goes as planned we will release the game on September 18th. With the first game content update arriving shortly after that. Wife is still in the hospital but she is on the road to recovery. Thank you to everyone for your thoughts and prayers, it has been a tough 16 days. Here is the Week 20 Change log: Completely re-hauled the options menu re organized, cleaned up, and changed some screenshots and text on the how to play category added an SOSopedia description of enemies, boss, items, and hazards all the enemies and bosses now have names! also the home of the games credits (these are not complete yet, just an empty screen right now) added audio section you can now turn off music and or SFX your own music can play in the background if you turn all audio off (both music and SFX) Added more sounds we almost have the sounds complete only need about 5 more SFX. Luis is wrapping up on that now. further testing on chapter 2 levels, making necessary tweaks and bug fixes as they are found. The entire randomization engine has been updated for Chapter 2. testing just needs to be done. fixed the loot drop % from grass, was too high. created pharmacy shop menu (Store) you can permanently increase heart by 1 (can be purchased twice, second time more expensive) you can permanently increase stamina by 1 (can be purchased twice, second time more expensive) upgrade the medical cabinet in game store to version 2.0. This lowers all prices by 1/2. start every run with 1 firecracker in inventory Only thing to add is the 1 and only IAP. This will be some in game currency for $1.99. Talking with DanaFarber on donating some of the IAP profits to them. Created Official Game Icon Added Game Stats to Game Over Screen (I am really excited about this, I like stats) shows how long your run was how many germs defeated that run how many germs defeated total and total amount of games played Created a new player sprite for item found will implement this animation shortly. Updated, Polished, and Completed all the secret rooms for Chapter 1. Created Boss 1 defeat animation and reward. Also transition to Chapter 2 complete Created sprite and object for fence piece in chapter 2 that leads to secret room updated pause/inventory screen with a visual for how to select items Next 2 weeks will def be busy trying to get the rest done, but in reality there really is not much more to do for the initial release. Thanks, Here is a video showing off the new layout in options. Showing the SOSopedia screens and the Pharmacy, store for permanent upgrades. Second video here is showing off the updated pause/inventory screen, final prices on medical cabinet before store 2.0 upgrade, and the game over screen with stats. I have a lot of hearts for debugging and testing purposes. View the full article
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