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Found 415 results

  1. Hello, I'm finishing up my BS in Game Programming and Development and taking a course that wants me to start focusing on my specialization in the gaming industry. I've read a few articles on what a gameplay programmer is, but I still don't have a clear definition. The best description I've found is that a gameplay programmer has a very generalized job, and is basically there for "everything that [a company] hasn't hired a specialist to do." I am a generalist in game programming, and in life, which is why I feel I'm best suited for the gameplay programmer role. I understand that, as I said, the role is pretty general, and I'm sure the definition changes from studio to studio, but does anyone have any insight on the specifics of it? I've also read that at many companies this is more of a entry level job (which is what I need). Is that true? And lastly, I've read that an engine programmer role is much more involved than the gameplay programmer role. What are the key differences?
  2. Hi everybody, i'm ready to announce that Xilvan Design build 3D games since 2004: Lights of Dreams IV v8.37. Candy World II v8.47. Candy Racing Cup v2.75. Candy World Adventures v5.57. Candy to the Rescue IV v6.17. Candy's Space Adventures v16.17. Candy's Space Mysteries II v6.57. More than 4 new updates since last edit: - Enhanced the Space, Missions & Sceneries in Candy's Space Adventures & Candy's Space Mysteries II. - Verified bonus, options, maps & more tricks in all of our actual & old games. - We are planning Lights of Dreams V: There will be Space travel. - Just debugued Candy World Adventures V. - We are actually releasing our games. They are available for download on my website: - Xilvan Design Websites - Plenty of games wait you HERE, Hope you'll appreciate! If you want to watch the videos of our games: - My Youtube Channel - Please, Subscribe to my channel for more infos about our new releases. Friendly, Xylvan, Xilvan Design.
  3. Hey All, Another busy week. The wife is still in the hospital. I know everyone has a different religion, but whatever religion that may be please send prayers her way, it’s much appreciated. She currently has an infection and with ImmunoTherapy this needs to be treated immediately. It is very difficult times for us right now. Working on the game is definitely an escape and keeps my mind busy from going down a rabbit hole of thoughts with everything going on. Lots was done with the game. Here is a breakdown: In Game store created. At the start of each chapter in the starting room there will be a medical supplies cabinet. By interacting with this you are given the option to buy firecrackers, immunotherapy, and a temporary heart increase. You can use the coins that you gain by playing the game. The more coins you can save up the easier it will make the next run. In game coins are now saved from previous runs. Every run will make you stronger. The coins collected are now saved to your coin pool. You can now save up coins to use in the in game store. I changed the world layout of chapter 1. While I was planning out Chapter 2 I came up with this idea and wanted to implement it for Chapter 1 as well. Now in the path room where it splits off into 3 paths it will no longer be an easy, medium, or hard path. Now at the start of each game one of these paths are chosen as the path that leads to the boss. So you have a 33% chance of choosing the correct path. If you choose the wrong path there will be a locked door right before the boss so you will have to double back and pick another path. This time you have a 50% chance. Now most likely I will create an in game item that is a KEY. This can unlock the locked door if you choose the wrong path, but this item will be costly. So this is the new layout already working for Chapter 1 and this is what will be used for Chapter 2 and all other following chapters. Chapter 2 has been started. I have created the starting room. The complete room layout is done. This chapter the rooms will run vertical, so doors on top and bottom. Also you will see this Chapter is OUTSIDE! This Chapter is titled “The Garden”. Chapter 1 is called “The House” . These names will make sense once you learn the story. Chapter 2 Boss has been created and almost complete. The only thing I need to do is the boss intro. He does not have a name yet. I will show him off only a little in the video. He has a very interesting mechanic to him. He is a 20 crab like guys that are all attached. If you kill off one of them it will split them into smaller pieces. All of them have to be killed to finish him off. There’s two of them total of 10 each. So as you hit him many pieces can be created. 1 new enemy was created for chapter 2. You will not encounter this enemy until you reach chapter 2. He is very unique and different than the other enemies. He also is not a Germ or Virus. He is called the FireFly, and that’s really what he is, except much larger. He does not go out of his way to attack you. He will continuously fly around a selected bush. He also will change the direction he is looking so that he is always facing you. If you get to close he will attack you. You will have to destroy him to move on, but watch out when you hit him to many times he will begin to flash, once he starts flashing you better run! He will explode and shoot out fireballs in all directions!! Also created 2 new room hazards. One is the fire pit. This fire pit serves two purposes. Will be a light source in the dark outdoor levels but it also is a hazard. If you get to close it will hurt you. So stay away. The next hazard is the blow dryer. If you get to close to this it will turn on and blow you away. Watch out there’s going to be a hole near the blowdryer and you will get blown into it. You can tell when the blow dryer turns on as you will see the wind. These two room hazards and new enemy will def allow for some interesting room creations. I have started on the options menu for the game. You will see the title screen updated with an icon for Options, Pharmacy (in game store), and you can now see your coins. You can now tap on options and go to the options screen. So far I have the tutorial all setup and working. I will show this off in the video below. Other options to be added are sound control (once there are sounds and music) and credits screen. Added more sprites to the title screen to be selected randomly. fixed more bugs Also I set it up so the dodge ability is automatically equipped at the start of each game. This is an ability that everyone has at the start of the game and will most likely be the one that is used the most and every run. This saves the user time of opening the inventory screen and equipping it. Changed the darkness on the dark rooms so that it’s not so “dark”. This looks much better in my opinion and helps you see everything better when not lit up. Next I will be working on finishing Chapter 2 with creating all the random rooms. This should be done within this week. Also need to finish the options menu and the pharmacy store (permanent upgrades). Then need to add sound and music and polish the game. We are sooooo close to being done! Thanks. This video will show off the options menu and tutorial section: https://youtu.be/yVrSuSD_ZnM This video is showing off the in game store (medical supplies) and Chapter 2 “The Garden”. Just to show it off I have the player going from Chapter 1 starting room directly to chapter 2. This is only for debug purposes. https://youtu.be/ekwA8n2H9hI View the full article
  4. 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?
  5. Hello everyone, We are developers from Belgium and Panama. After 4 years of development, we just released our game Apocalypse Hunters. It’s a mix of Pokemon Go and Clash Royale with weather forecast interaction. As you may imagine it was a development road full of adventures. We had to go from 2D to 3D, redo some works because the plugin we had been using were out of date or the company making them closed, we also needed to add the multiplayer. Finally, we had to change game mechanisms to counter strategies of some smart cards ‘players. Now, we would love to invite you to try it HERE and please share your feedback so that we can keep improving it
  6. Hey All, Very excited about today’s blog update. I have to say this is probably the biggest update we have had yet. So much work went into this update. Very long nights to get this done. The wife has started her immunotherapy treatment and we are hoping for the best on that front. Please send your thoughts her way.There was so much done that I have to try and remember everything: First up is World 1 which is now known as Chapter 1 is complete!! This was a monstrous undertaking to get done as quickly as we got it done. There was a total of over 90 rooms that have been created. Every time you enter a room it’s randomly selected from a pool of 20 rooms. (this will be expanded in an update. I coded the game in a way so it’s very easy for me to expand on this) . Then the germs (enemies) selected are completely random (the quantity and type). The breakable objects are randomly selected (quantity and location). The odds of getting a loot drop from enemies and boxes is random. Everything is random. The only thing not random are placement of room hazards (spikes, crates, holes, slime, and dryers). These have been carefully crafted and placed to make up the pool of rooms. However the type of dryer you get is random! Some dryers are specially marked (you have to figure it out) and will always drop loot (which is random of what type) when destroyed by a firecracker. Secret Rooms is now a thing! Every time you enter a room there is a chance that room will have a secret room branched off of it. You can tell by looking for cracks in the wall. If you see them blow it up with a firecracker and it will lead to a secret room. All secret rooms will have different contents. what you get will be completely random, it may be awesome or it may be not so awesome. Touch Controls optimized! FINALLY fixed a bug in the joystick that has been haunting me. It would become unresponsive if you were attacking or using another button before you moved with the joystick. This has been resolved and works very well now. Also increased the size of the top action button so it’s easier to hit. Lots of bugs were fixed that I found from making the new rooms and play testing. I think I put in over 10 hours of play testing the new rooms on my phone. Lots of code was also optimized during this process. Sounds. As you know currently the game has no SFX or Music. This is all about to change. Teaming up with @luismipv. Check out his work . He will be doing some sound work for the game. Huge shoutout to him for his help!! TESTFLIGHT!! The game has been submitted to Apple for the external testflight beta. As SOOOOON as they approve it (I heard for TestFlight it can take a couple days), it will be available for beta testing. If you are interested please send me your AppStore email so I can add you to the beta. Your help and feedback will be very helpful. We are so excited that we have reached public beta and are very anxious to get feedback from people actually playing the game. Damage! You now take half hearts of damage. This is total zelda style right here. If you get hit by enemies or fireballs you only lose half a heart! If you fall into a hole or get hit by a spike you take a whole heart, so watch out for those! This allows a little forgiveness with getting hit by enemies or fireballs and gives you a chance at survivability. Half Heart refills will be coming as a loot drop as well. Flying Germ (new names for the enemies are incoming by the way) has been updated! Now when he flies at you and hits you he will move away and not continue to chase you. This will give you time to run away after he hits you. Previously he would continually hit you and it was hard to escape. Toothache boss has had his health bar moved to the bottom of the screen. Increased the speed of the player. You now move faster. This gives a great feel to the game. Feels very smooth, responsive, and allows for quick maneuvering. Also along with that increased the speed of the roll (dodge, from beanie powerup). Now you can dodge and roll away from fireballs, spikes, and enemies much easier. It’s fun now just to run around and roll, has a great feeling to it! Item Rooms! Now before you get to the end boss there will be an item room. After you beat the enemies in this room a random item will appear. It could be very helpful or not helpful at all. Crates are no longer pushable. I was experiencing a nasty bug with having them interactive. I know a way around the bug but I don’t want to go this direction right now. For now I am using them as a blocking obstacle, however they are destructive with your firecracker. I will revisit these being pushable later when I have time, I want to concentrate on finishing everything else first. Bat reach is now longer. Extended the hit box to the very end of the bat. Now the player can hit the enemies with greater reach and knock them back. Now you can hit, dodge, and hit again! It’s very fun. Phew, I think that was everything. Was def a lot in just a weeks time. Next up is World 2. This should go fairly quickly. I will be introducing 1 new boss, 1 new germ, and 1 new room hazard. After that is complete I will be creating the menus (shop which is known as the pharmacy, and options screens). Then i will clean up the pause screen and do the tutorial. We have 2 months to complete this, which should be plenty of time.Chapter 3 (which will be the final chapter) will come as a free update after the game is released. Attached is a video of a new room and a secret room! Also in the video you can see I only have one half of a heart left! Let me know your thoughts and questions. https://youtu.be/FOIm4JK1ghY 8792A96B-2AE9-4504-85A4-6D386E37E277.MOV View the full article
  7. Objective The main objective of this post is to give an idea of how to work with wheel collider and physics of Wheel Collider. Want to Make a Car Racing Game? Having troubles with Car Physics? Where to use Wheel Collider? How to use Wheel Collider? What are the components of Wheel Collider? How is Wheel Collider Different than other Colliders? Have these Questions in Your Mind? No worries... You'll know everything about Wheelcollider after reading this post. INTRODUCTION Wheel Collider is a special kind of Collider which is used for vehicles. It has in built collision detection technique and physics of actual Wheel. It can be used for objects other than wheels (like bumper Boats, bumper cars etc which uses suspension force ), but it is specially designed for vehicles with wheels. Is there is anything special which is not in other Colliders? Yes, each and every collider has something special (That’s why Unity created them). In this Collider, you will get all the components which are used to make vehicle drivable. Do have any idea about components..? No problem, I will explain components here. Before that, it's very important to understand how the Wheel Collider component works internally, to get a car working in Unity Here, I have explained everything. This is how you look at your dashing and shiny car. But, Unity doesn’t have good eyesight. So Unity looks at your car like this. 4 wheels colliders and 1 car collider, that’s it! Now Let’s Discover inside Wheel Collider. Wheel doesn’t have any shape it is Raycast based. Mass & Radius: mass and radius of the wheel. (Easy isn’t it ?) Below I had given a little introduction about physics of wheel collider. Every Wheel counts it’s sprung mass. Sprung mass (not weight) is used to apply individual force on each wheel. Suspension Distance is the distance between max droop and max compression. This suspension is calculated based on rest pose. Suspension Force(F) = (sprungMass * g ) +( jounce * stiffness) - (damper * jounceSpeed) jounce -> offset of the wheel relative to the rest pose. stiffness -> that means physics friction. (setting this to 0 means no friction change this runtime to simulate in various ground material). damper -> damping value applied to the wheel jounceSpeed -> wheel moved with suspension travel direction. Tire simulation rather than using dynamic or static material slip-based material is used. To learn more about physics of wheel collider click here First we need to setup Scene for that (Don’t Worry that is Easy part). PART-1: SCENE SETUP Step 1: Create a 3D plane Object give it scale of (100, 0, 100). Step 2: Create an empty Object add Rigidbody 3D. Name it as “Car” Step 3: Import 3D Car Model inside your Scene (you will get download link below) add as a child of Car. Step 4: Take Mesh Collider and add as a child of Car name it ”CarCollider”. Step 5: Create Two empty GameObject inside Car name them as “Wheel Meshed ” and “Wheel Collider”. Step 6: Inside Wheel Meshes add 4 empty GameObject name them as “FL” ,”FR” ,”RL” and “RR”. assign Mesh of Wheel (you will get download link below). Set their Position. Step 7: Inside Wheel Collider add 4 empty GameObjects name them as “Col_FL” ,”Col_FR”, ”Col_RL” and “Col_RR”. Add wheel collider as their component. Set radius of colliders same as the size of mesh and set their position same as the mesh have. Yeap, Its Done! actually that was the Difficult part to setup scene. Now Time for really easy part Scripting. PART-2: SCRIPTING (Check Script Reference Click here) [System.Serializable] public class AxleInfo { public WheelCollider leftWheelCollider; public WheelCollider rightWheelCollider; public GameObject leftWheelMesh; public GameObject rightWheelMesh; public bool motor; public bool steering; } In this AxleInfo Class, we are going to store info for a pair of the wheel. Variable Name Variable Type Description leftWheelCollider / rightWheelCollider WheelCollider To drive a car using WheelColliders inbuilt physics. leftWheelMesh / rightWheelMesh GameObject To Visualize rotation and movement of wheels. motor bool Enable movement of this pair of wheels. steering bool Enable rotation of this pair of wheels. Now, Let's go for long drive . This script is to drive Car. public class CarDriver : MonoBehaviour { public List<AxleInfo> axleInfos; public float maxMotorTorque; public float maxSteeringAngle; public float brakeTorque; public float decelerationForce; public void ApplyLocalPositionToVisuals (AxleInfo axleInfo) { Vector3 position; Quaternion rotation; axleInfo.leftWheelCollider.GetWorldPose (out position, out rotation); axleInfo.leftWheelMesh.transform.position = position; axleInfo.leftWheelMesh.transform.rotation = rotation; axleInfo.rightWheelCollider.GetWorldPose (out position, out rotation); axleInfo.rightWheelMesh.transform.position = position; axleInfo.rightWheelMesh.transform.rotation = rotation; } void FixedUpdate () { float motor = maxMotorTorque * Input.GetAxis ("Vertical"); float steering = maxSteeringAngle * Input.GetAxis ("Horizontal"); for (int i = 0; i < axleInfos.Count; i++) { if (axleInfos [i].steering) { Steering (axleInfos [i], steering); } if (axleInfos [i].motor) { Acceleration (axleInfos [i], motor); } if (Input.GetKey (KeyCode.Space)) { Brake (axleInfos [i]); } ApplyLocalPositionToVisuals (axleInfos [i]); } } private void Acceleration (AxleInfo axleInfo, float motor) { if (motor != 0f) { axleInfo.leftWheelCollider.brakeTorque = 0; axleInfo.rightWheelCollider.brakeTorque = 0; axleInfo.leftWheelCollider.motorTorque = motor; axleInfo.rightWheelCollider.motorTorque = motor; } else { Deceleration (axleInfo); } } private void Deceleration (AxleInfo axleInfo) { axleInfo.leftWheelCollider.brakeTorque = decelerationForce; axleInfo.rightWheelCollider.brakeTorque = decelerationForce; } private void Steering (AxleInfo axleInfo, float steering) { axleInfo.leftWheelCollider.steerAngle = steering; axleInfo.rightWheelCollider.steerAngle = steering; } private void Brake (AxleInfo axleInfo) { axleInfo.leftWheelCollider.brakeTorque = brakeTorque; axleInfo.rightWheelCollider.brakeTorque = brakeTorque; } } I know, this script was a little bit difficult but I am here to help you. Variable Name Variable Type Description axleInfos List List of AxleInfo Which contains a pair of wheels data. maxMotorTorque float maximum Torque is applicable on Vehicle. maxSteeringAngle float Maximum angle at which wheel is rotate. brakeTorque float Torque is applied when a brake is pressed. decelerationForce float This force is applied to stop the vehicle because of friction. ApplyLocalPositionToVisuals (AxleInfo axleInfo) This Method takes one argument: axleInfo. This method is used to Display rotation and position of WheelMeshes. FixedUpdate() This is Unity callBack used to do certain changes in physics at fixed time. Inside that, we will take Input. Vertical: W/Up Arrow for Forward & S/Down Arrow for Backward. Horizontal: A/Left Arrow for Left Side Rotation. & D/Right Arrow for Right Side Rotation. Space: To Stop(brake). Assign this Script to our “Car” GameObject. Add Size of AxleInfo to 2. Now add your Colliders and Meshes to appropriate Location. We have 3 methods to Control Car Acceleration(), Steering() and Brake(). You can relate all the methods listed below. These methods are works like how actually Vehicle we drive in reality Accelerator, Brake(No Clutch here). Acceleration() It is used to make the vehicle move forward and backward. If forward or backward buttons are not clicked then need to add Deceleration(). motorTorque is used to add torque (In forward or backward direction) in a vehicle. When the vehicle is moving at that time brakeTorque is needed to change to 0. Deceleration() It is used to stop the vehicle when forward and backward buttons are not pressed. Steering() It is used to turn angle of vehicle. steerAngle is used to change an angle of the the vehicle Brake() It is used to stop the vehicle using brakeTorque property. PART-3: ASSIGNING VALUES Finally at the end, This is the last thing to make your car drivable. Enable motor if you want to Apply Force and Suspension on That Wheel. Enable Steering if you want to give rotation Force on that Wheel. Maximum Motor Torque change as per your car’s Rigidbody mass. Maximum Steering Angle must be between (30-35). Brake Torque depends on how much Brake Torque you want to apply. Deceleration Force is must be less than Brake Torque. Tip Experiment with This Value to make your Car run smoothly. Caution Brake Torque and Deceleration Force value need to be much higher to stop usually(1e+5 to 1e+8).
  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. While I’m working on my MMO engine, in parallel I wanted to get some feedback on a few ideas for the eventual game. First, the idea behind it is that everyone will be on a single shard, a planet of perhaps 2000km in diameter. This size is not set in stone. It could be larger or smaller. I would like to have high population areas and vast wildernesses All this will be supported by the run-time procedural generation engine that I’m working on. There will be some limited modification of the world through voxels with “override functions” and you will be able to build houses and eventual cities, but no willy nilly construction and destruction as this is probably a disaster in an MMO for several reasons. Any modification will take a lot of player resources, so players will not be encouraged to just create havoc for the sake of it. I wanted to make the world large to give players a real sense of adventure. The general idea is that when you first start, you are placed in an area corresponding to your true location on earth. For instance, if you live in China you will be in a virtual fantasy sort of China. It won’t be called China but it will have architecture and a general feeling of ancient China. Also the map won’t be the same as the earth, just certain areas in the fantasy world, will correspond roughly to certain areas of the real world. That goes for say medieval England, Germany, etc etc. When you first log in, people around you will naturally be from your region and speak the same language (assuming you aren’t trying to hide your location). As you travel, it will be like you are traveling in the real world. You will meet people you may not be able to talk to. There might be some very limited accelerated travelling but generally I want to keep that to a minimum. Fast mounts will be really valuable. Flying mounts will be elite and only available if you make heavy sacrifices to your character to obtain one. I want to make them a real rarity, such that actual horses and similar creatures are the mainstay mounts of the world for the most powerful characters. I also want to make ships valuable. In general everything will be a tradeoff. For instance, if you want to be a good crafter, you won’t be the best at combat. On the other hand, you will have certain support skills that make you valuable in a group, for instance sharpening weapons. In addition the absolute best equipment in the game by far, will be player made. However the materials to make such items will be hard to come by and require group effort. In general I want to highly encourage group play. That being said, in general I dislike raids. I’ve always thought they were a huge boring waste of time and kind of a crutch to provide end game content. I think if I make the world big enough, there will naturally be a lot of stuff players have never seen, so I’m hoping I don’t need to put in a bunch of fake stuff just to give players things to do. There will perhaps be some sort of long term grouping such that if a traveling party gets separated (say because people log in and out at different times) you can bring members back together, however I want to force people to really traverse the terrain, because I think jumping around too much breaks immersion. As for combat, I’m leaning towards simple tab targeting because I’m thinking it’s not so lag sensitive. Also I’m an old time table top player and I don’t really want a twitchy game since to me that really isn’t what RPG is all about. A want a character’s stats, skills and equipment to play a huge part in what they can do. PvP is kind of a though thing to design. While it’s cool to have it, I think it has to be designed very carefully. I would rather make PvP naturally part of the game rather than having special battlegrounds etc. Again, I’m shooting for maximum immersion. At the same time allowing power gamers to kill off people randomly tends to destroy a game pretty fast. The average player just gets sick of dying over and over and simply quits, and once the community is gone that’s pretty much it. I was thinking of a system that allows you to engage in PvP at your own discretion. However players will be able to choose between being a civilian or a soldier. Killing enough civilians will have serious in game consequences. You will be freely kill-able by anyone in the game including civilians. You will get bad rep with guards and won’t be able to enter cities easily. In short you will be a criminal. The idea is to turn the screws on these types of players to the point where only the most hard core PK will want to take that rout. I think you really need play testing to get this right. If it turns out you still have too many PKs, you need to make it even harder for them until you reach the right level. I look at this as somewhat realistic. In most cases if you go around killing people on the street you won’t last long in the real world. I think I’m kind of rambling now. I don’t have any specific questions. I just wanted to get some thoughts from people on this stuff. Thanks for reading.
  10. Hey All, WOW it has been 4 months already. I feel it has gone very well. When I look back to the beginning I can’t believe how far the game has come. These next 8 weeks are going to be exciting with the game. First up is I have completed the entire layout of world 1. I can play from the beginning to the end boss on the easy path, medium path, and the hard path. This is very cool to see it all together. I had some bug fixes on the auto save that I had to fix as there were some exploits the player could have taken advantage of, but not anymore. These paths are going to be labeled stage 4 (hard path), stage 3 (medium path), and stage 2 (easy path). The different stages of cancer with the 4th being the hardest to beat. Now that the layout is done this next week I will be designing the rooms. 25+ rooms will be carefully designed with puzzles, room hazards, and enemies. Then they will be randomly selected from every time you enter a room. This part is actually going to be fun. Also done are power ups and items. I have now finished the coding on power ups. You will find these “hidden” through out the game. Items that can increase you hearts (health), increase you stamina, give firecrackers, and give immunotherapy. They will be random drops in item rooms and can be found in secret rooms. Secret rooms will be finished when I design the rest of the rooms. There is one more power up (special attack) that I have planned and will code in the coming weeks. Aside from that I fixed more bugs that got introduced with these enhancements. In this video I am showcasing the items and power ups. I have placed them in the first room so you can see them. I do not want to show any other room at this point as I do not want to spoil anything. Let me know your thoughts in the comments. With 700 views on the last blog you guys need to leave some thoughts for me! Thanks View the full article
  11. I was wondering if anyone by chance had a clue of how they pulled off this main menu transition in Kingdom Hearts 2? I'm trying to recreate a similar thing and my original idea was to do it all through programming though I'm thinking that it's unlikely it's done just through programming. It seems like there would be way too many lines of code to get it like this
  12. PlayStore link: https://play.google.com/store/apps/details?id=com.kg.superhero.captain.city.america.rescue.mission.freegame APP Icon: https://ibb.co/dw2FLJ ★★★ FEATURES ★★★ • Amazing City Environment to explore• Superb Flying Robot captain Hero City survival rescue mission• Great Flying Robot Controls and Animations• High Quality 3D Graphics and Sound Effects• Interesting Challenging ScenariosDownload Superhero Captain City America Rescue Mission right now for unlimited fun.
  13. Hello everyone, I was tasked with creating a clone of one of those Mobile Idle games where you start by pressing a few things to get Currency and then move over to have it be done automatically. So my question is whats a good way to implement something like that? Lets say i have a Furnace that, when you press on it, it creates a cookie after x seconds. Now having X cookies you can upgrade that furnace to produce Y more cookies/ click and also run faster. Pretty simple i guess but my question is what is a good way of storing how much more cookies you get and how much faster is goes? My idea was having an upgrade class that stores all that and then having an array of that upgrade class on the furnace class to control how much the stats increase each level. I feel like that is a LOT of work if you want to have like 600-700 maybe + upgrade levels, but then again i guess it allows the Designer full control over the system compared to having a set amount that it goes up? I guess my question is if they actually manually set every level for these games or not? Sorry if its a bit confusing but thanks for the help in advance!
  14. Hey All, I can’t believe it’s almost been 4 months. I am really glad I decided to do these blog posts as it is a sweet log of everything accomplished but also shows how much we have improved. This week is actually a fairly large update. Development went fast as there was very little issues with the new features and everything went smooth (I think a large part is my coding skills are getting vastly improved). So what is new… First up is darkness. A new room hazard and just really cool effect that will be used through the game. The whole room is now dark and the only light you have are from flickering lights on the wall. They are not that strong and only cast out light a short distance. This effect came out great. The closer you get to the center of the light the brighter it is and as you move away it gets darker. This is going to make some really awesome rooms. Here is a video showcasing the lighting. I added it to the starting room just to showcase right now. Second item up is ToothAche!! He is the first boss of the game. He has a very distinct pattern that you have to figure out, BUT he is also random in the choices he makes of where to move, so good luck In the intro he floats down from the ceiling and then shoots out fireballs as he rotates. He then shoots back up and starts smashing down upon you. Watch for the exclamation marks, dodge, then hit, then run. Once he is down to 50% health he changes in appearance and gets angry. He now falls down faster and rises back up faster. Oh also he will randomly crash down and shoot fireballs. Good luck catching him. Watch out for the top and bottom of the room as its full of holes, you are restricted to a specific section. Here’s is a video showcasing him. For debug and testing I have it so as soon as the game starts it goes straight to him. This obviously is only for this reason. The third big feature are immunotherapy potions. My wife, Sarah (Also games main character) just got accepted into an immunotherapy trial. This was only fitting for the game. These will be very rare items in the game. One potion (treatment) restores your health to full. These potions can only be bought with in game currency you earn by playing the game. They will definitely help you in times of need. For testing and debug purposes I gave myself 2 potions in my inventory. Watch the video as I will select them and use them for a quick restore as I am fighting the boss. Aside from that there were more bugs ironed out. I am fixing each bug as it’s discovered so I don’t “forget” any or have it turn into a larger issue. Next thing I am working on this week is finishing all the rooms for world 1, and I mean it this time. I am finally done with everything needed to make this possible. World 2 will be very fast as the core of the game is done and all the artwork for world 2 is nearly complete. We are still on track for September release and TestFlight beta will start in the coming weeks. Thanks all! View the full article
  15. buzylaxy

    Card game AI help

    Hi, My apologies if I am posting in the wrong section. I want to code a card game where the player needs to make pairs, triplet or quadruple to earn points. I need some help/guidance for the AI to make it compute the best strategy based on the hand it draws and the cards on the table. to take decisions. If possible to rise difficulty by teaching the AI to count the cards in some manners to predict the player moves / mimic real players. 1- the game has 40 cards 1st round 4 cards are distributed and 3 cards for each player after that 2- points can be earned by making a match: 1point = a pair, 5points = triplet, 6point = quadruple. I don't Know if this is similar to some existing pattern, the one I found were specific to some pupular card games like black jack. thanks
  16. I'm making basic fps controls. I managed to apply acceleration to a velocity vector and of course velocity to position. Everything works perfectly and the character accelerates and decelerates in 3D space. But I can't seem to figure out how to apply direction to the character. I'm trying to move the camera (character) towards the direction I'm looking at. I'm very sure the fwd, right, and up unit vectors are fine. By the time I get to adding my velocity to the position: // Acceleration already calculated and it's increasing and decreasing velocity every frame. transform.position.x += this.velocity.x * Game.Time.step; transform.position.y += this.velocity.y * Game.Time.step; transform.position.z += this.velocity.z * Game.Time.step; I can't do something like this this: // No good. transform.position.x += this.velocity.x * transform.forward.x * Game.Time.step; transform.position.y += this.velocity.y * transform.forward.y * Game.Time.step; transform.position.z += this.velocity.z * transform.forward.z * Game.Time.step; because it won't work. I'm able to walk forward, but not to the right (nor left). Btw, before adding acceleration to the mix, I would do something like this: // Used to do this, but no acceleration. Only moves as soon as I press a key. if (Game.Input.Key.upArrow.down) Game.camera.transform.moveZ(-speed); if (Game.Input.Key.downArrow.down) Game.camera.transform.moveZ( speed); if (Game.Input.Key.rightArrow.down) Game.camera.transform.moveX( speed); if (Game.Input.Key.leftArrow.down) Game.camera.transform.moveX(-speed); ...and the moveZ function would look something like this: // Move X works the same obviously, just replace forward with right. moveZ(speed) { this.position.x += speed * this.forward.x; this.position.y += speed * this.forward.y; this.position.z += speed * this.forward.z; } But of course this clearly doesn't accelerate the character, but my camera would move towards the direction I was looking at. I'm sure this is a very basic question with an answer I should already know Oh by any chance you want to take a look at the acceleration function I wrote, you can see it at this pastebin. Granted, I'm sure there's way simpler ways of doing it.
  17. Fixed numerous bugs from last update. Showcasing some more features announced in that update. Also added the bat icon to the action on screen button. View the full article
  18. So, as the title says i am trying to figure out a good way sync all that information with other players in Unity. My problem is that i can't come up with a good solution since i am used to creating classes for everything e.g. attachments are its own class and then the weapon would save a reference to that attachment. But since you can't send custom classes over [Command] & [ClientRPC] i am a little stuck. A solution for this would be giving each attachment for a slot a unique ID and then passing the ID to other player but i feel like that is very error prone if other ppl add a new attachment or the IDs get mixed up. Is there a "standard" way that this is usually done that i am missing? I am fairly new to programming so any help is appreciated!
  19. Hey All, Blog is a day later than usual, there was a bug with saving that I wanted to complete before posting. The auto save feature was not saving some global variables correctly that was needed for the room randomization scripts. In order to resolve this I had to re-write the scripts as it was really messy and caused a huge headache. The re-write is great, I took about 30 lines of code down to about 10 so it was a great optimization at the same time. The good news is though it works flawlessly with auto save now. It works perfectly on the phone so if there’s a crash or you don’t finish a run it auto saves from the last room you cleared and the save is deleted upon game over. Items added for touch controls: Changed size and location of vstick and on screen buttons Made it so the item you equip to a button is now displayed on the button itself!! Added a pause button to the GUI. Pressing this pauses the game and draws the inventory. Hitting pause again un-pauses the screen. Added a go to main menu button on the game over screen Added a continue game button on the title screen. If there is no save present it will display no save found. Bugs fixed: If you have full health hearts are now pushed out of your way. Was a bug stopping this from happening on the phone Save game issue resolved Issue resolved on player not being destroyed on game over Features added: Added smoke to the explosion animation. Slowed the animation down. Changed smoke color on fireballs. Title Screen!! Added what will be the official start screen. This will also be random. The blurred background will be chosen randomly and show different room layouts. The character shown on the right side will also be chosen randomly between all enemies, boss, and player!! Added fade in screen transition for new game There might be some little changes I forgot. Gameplay video showcasing everything above and was on an iPhone 7 Plus. View the full article
  20. Hello, I have built games in the past in unity and XNA, android SDK etc. but it’s always been quite specific, when building a small Game Engine or more accurately a sub-set of code that is reusable across projects the tendency to structure the project falls towards composition of objects that are more "generic" than toward inheritance-based models. For the Engine specific sub-systems, we have components such as a MeshInstance/Renderer that contains a Handle to a Mesh in a MeshLibary and a handle to a Material from the material library which in turn hold PSO data etc. We can also have Components such as SoundSorce, which are managed by an AudioSystem and contains the data to specify what sound, at what volume etc. These systems can be Set up and shut down from within the Engine/Game class such as: void Engine::Run() { if (Initialize()) { //Main loop call the systems //Dispatch Events } ShutDown(); } void Engine::Initialize() { //Init all sub-systems FileSystem.Init(); RenderSystem.Init(); PhysicsSystem.Init(); AudioSystem.Init(); WorldManager.Init(); //Creats Entities } void Engine::ShutDown() { //shutdown all sub-systems WorldManager.ShutDown(); AudioSystem.ShutDown(); PhysicsSystem.ShutDown(); RenderSystem.ShutDown(); FileSystem.ShutDown(); } But where does logic go? in smaller games like XNA or SFML you generally create some managers, let’s take the example of darkest dungeon. They have various managers like: Darkest Dungeon Manager Campaign Selection Manager Estate manager Party formation manager Town manager etc.. All the logic and systems to run the game are based within the managers, and objects contain scripts of data that are fed thorough the systems. In a small reusable code base how would you separate the logic from the engine, should like the smaller games all the managers just be shoved into the Engine Class even though that goes against a reusable data-driven framework? Should they just be stuck in a GameLogic system that's is initialized in the Engine Initialism function. And how do people tend to connect data scripts to the other various engine systems without causing too much game specific coupling. For example, you can use an Event System, but firing and event such as DAMAGED_BY_ZOMBIE and having the internal engine respond to that seems to break the separation from the low-high level of the engine system. Would be great to here some opinions from the community on this subject as it is quite a vital and potentially problem prone aspect of engine/game development. Thanks.
  21. Hi, everybody! In early April of this year, we have brought out the early fruits of our semiannual work - a musical rhythm - beat'em up game with the ability to download your own music content! Yesterday we have introduced the results of the very first TRRT’ tournament! We’ve found that it’s a very good experience as for the players so for us as the developers too. Today we’re happy to announce the launch of the second TRRT’ competition! You should upload this song to Custom Game mode, reach the best game score to this track, record a video of playing through the level, and throw us a link on the game Steam page HERE! The prizes: Third place – key for our previous game 'Star Story: The Horizon Escape' Second place - 'Star Story: The Horizon Escape' + Star Story’OST keys The champion - 'Star Story: The Horizon Escape' + Star Story’OST + TERRORHYTHM keys. Link to the original where you can download this song: EvilCoGames team played at Hard mode and got the score 27576 points (15364 points/min). Take a look: And what will be yours? Try your best! EvilCoGames Team evilcogames@gmail.com Twitter.com Steamcommunity.com
  22. The video of the first iPhone gameplay in the last blog was not rotated to landscape view. I have deleted that video (was very hard to watch) and uploaded a new one now that I know how to use iMovie. Let us know what you think and sorry about that. View the full article
  23. worldzpoc

    ZPOC Game Summary

    Zpoc is a single-player sim game of moral exploration in an apocalyptic survival situation. You are not just one person trying to make it in the end times, but you lead a colony of people to either flourish or perish. How will you survive? Zpoc includes the classic survival objectives such as building a shelter, finding food sources, gathering resources, and fending off enemies. But this is all just a base for the bigger question -- how far will you go to survive? If you have barely enough food for the members of your colony and a random solo survivor asks to join, do you recruit them and figure it out, or do you turn them away to what will almost certainly be their doom? Do you reward your dog’s loyalty by protecting it from zombies, or do you sacrifice it to a zombie horde in order to distract them, perhaps giving your people a few extra seconds to escape? A member of your colony drinks too much, eats too much and doesn’t work as hard as the others. You could confine them, but then they’re using up resources and contributing nothing. You could invoke corporeal punishment - but are you leading that kind of society? You could send them away, but exile is almost certain death when just outside your barriers an unsleeping horde of the undead waits to devour anything living. Every choice you make, every colonist your recruit, your relationships with other groups of survivors, and even the way you build your base will determine who leaves, who joins, who lives, and who dies. The culture you create affects all of its members, and each of the members in turn affects that culture. Each person you see in the game has thoughts, emotions, skills, and desires, and every action the colony takes will shape those feelings - and ultimately your society as a whole. All of your units will have personal relationships with each other as well as with rogue units and members of other colonies. While good relationships will lead to enhanced teamwork and mood boosts, bad relationships can lead to name-calling, fighting, and even murder. These unscripted rivalries and friendships are the core of Zpoc’s emergent storytelling, and will give it infinite replay value. The best of friends may be torn apart (literally or figuratively) in a zombie hoard, but the worst of enemies may learn to respect each other if they have each others’ backs on the battlefield. It’s up to you to determine right from wrong, but watch out for those who might disagree.
  24. Hey All, We are now 2 months into the development and moving along nicely. This week I finally faced what I thought would be the biggest hurdle in the development and that was getting the game compiled over to my phone. Fortunately this was not as difficult as I thought it was going to be. I had some very good articles to step through the process of generating the Apple certificates and setting up Xcode. Once I got that all configured, I configured GameMaker for the port and glad to say that on the first try everything worked!! It was a very cool moment in the development to see our game playable on the phone for the first time! So in order for this to be playable, I had to create the touchscreen controls. Went with a virtual stick for movement and virtual buttons for action inputs. All I had to do was map everything over from keyboard and mouse to the touchscreen and MFI controller. Yes the game is coded for touchscreen and MFI controllers, as well as game pads / keyboard and mouse for PC. For now the main menu is not interactive on the alpha phone version. I have it in place so once you tap on the screen it auto selects new game. I will have this interactive in the next week. Touch controls that are complete are: vstick action button for attack 1 power use button pause button(accomplished by tapping the coins counter in top right of screen) will add a pause icon for clarity the whole pause screen, inventory, is interactive with touch controls. What I need to add is one more power up button for the 2nd power up slot, as you can equip and use 2 at the same time. The graphics for the buttons and vstick are not final. These are just placeholders until the final design. Also added a fade out effect to the game over screen when you run out of health. Over the next week I will be finalizing all the touch controls and main menu. Once that is done it’s back to finishing the design of the levels for world 1. The following gameplay video is recorded from my IPhone 7 Plus. All videos and screenshots will now be from the iPhone version of the game. Thanks for reading and checking it out. View the full article
  25. Hello there guys! Welcome to the second post of NinjaCube's devblog. So, after releasing the other post, I started to work on a new stage, an underwater one! To set a little base before we get into the info of the new stage, NinjaCube is a having a level select system. But to avoid the difficulty problem I did make a little order which is: Training stage > 4 stages (Including the underwater one) > 4 other stages > Final stage So, what is going around with that underwater level? Basically, most of the games have underwater stages with less gravity and all that sort of stuff. So I decided, "Why wouldn't NinjaCube turn into a fish, then fight in a Shump style?". And I did it, the game's weird indeed. Introducing, Gilbert! So, after being inspired by Sonic Mania's 'Heavy Magician' and a few magical ideas (And a lot of Blind Guardian's songs!), I decided to make this boss as a magician. Previously this boss was a witch that was able to turn into other forms, but a few problems happened so I had to scrap it. Anyway, this boss' attacks are a bit based off some magical tricks as the usage of a hat or cards. Except they are slightly weirder? Haha. The music is from the game's soundtrack, made by Caleb Cuzner. I'm also posting over twitter, you can check it here And that was all for this week! Take care and have fun.
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