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Found 502 results

  1. Hi folks,My name is Aydin. For a while, i'm developing a game by myself. My profession is actually illustration and animation. I'm just learning coding. So I have no idea how long the process will take. But I'm sure I can finish it. The main theme is the mysterious events that emerged in the 15th century Ottoman Empire. ( Yeg (Baba Yaga), gulyabani (ghoul), itbarak(werewolf), vampires, zombies and witches emerging in Constantiniye (aka İstanbul) etc.) You can review a 20-second preview at the link below. I am aware that there is not enough data to evaluate it yet.But, i'm glad to hear that what you're thinking about the first look and the idea.
  2. After two years in early access, indie game Tank Universal 2 is now ready for your game library.Inspired by the shapes and spaces of Tron and the gameplay of Battlezone, the sequel to 'Tank Universal' has arrived! Take control of your virtual tank and confront the forces of Gorgon in explosive first person 3d tank combat. https://www.youtube.com/watch?v=b5OL1Cs--c0 Steam link for more information https://store.steampowered.com/app/523030/Tank_Universal_2/
  3. Hi all, The main project for this weekend was to get powerups tied to an actual level in the game, which i have now got working as in the video below: With this out of the way I have decided to progress onto the next feature of the game which requires development. This is the level select page, which you are presented with if you have previously unlocked any levels in the game, letting you revisit and replay them to get better scores and collect extra powerups. Within the menu, each level should have a preview image, or thumbnail, showing its appearance to allow for visual memory of which level is which. This was previously implemented on the .NET version of Firework Factory, as can be seen below: In the newer unreal engine version this must be re-implemented. In the previous version, screenshots were taken by spawning the entire level, taking a screen capture of the level and storing that in a texture. I decided to do something similar in UE4, only to find that doing so would be overkill, as instantiating a level is quite expensive, and would have to be done dozens of times on startup just to capture screenshots to render targets, which could then be turned into materials, and displayed in the menu. Instead, i chose to make a 'photo studio', and get the levels 'photographed'. Yes, you heard right, a photo studio. The solution for the problem is to first create a separate map. Within this separate map create a couple of strong directional lights to ensure that there isn't too much shadow in the images. Secondly, create a floor made of a non-emissive completely black material with no reflectiveness. Essentially, this floor is impossibly black, much like it has been painted with vantablack. Next, I set up a blueprint to incrementally load each level in a loop, wait 1 second for the postprocessing effects to settle, and issue the console command: HighResSnapshot 3.0 The code for this can be seen in the blueprint below: This causes the game to save a screenshot of the current level to the folder Saved\Screenshots\Windows, where it can be loaded into GIMP and autocropped, giving me an image like the one below, which is the one for level 4: These can then be associated with the levels as a Texture2D by importing them into the content folder, so that a thumbnail can be displayed. As i add new levels, i just re-run the process to generate the snapshots, pick the new levels images, autocrop them and drop them into content, which takes all of 30 seconds. This means i can ensure that all the images are taken from the same angle, with the same lighting, the same postprocessing effects, and have an image of exactly the same dimensions. Next on the list: Use these thumbnails for an actual level select menu! Feedback as always is more than welcome, stay tuned for further updates!
  4. Valsi_Noen

    Noel's Hope - is alive!

    Noel's Hope - is alive! Hello! Not a little time has passed since the second post, but the project is still alive;) Moreover, after a series of successful and not very successful tests, the project is finally ready to try to go in Steam Shop and conquer your hearts! Noel's Hope - This is a story in RPG, Survival, Adventure style with a small of Roguelike genre. What game should be expected now? Collect resources for survival, build useful objects on the ship, improve your character, upgrade characteristics, explore the islands and dungeons, destroy bosses, solve secrets, help survivors, find satellites and etc.! There are dungeons/islands and some zones in the game, with auto-generation of traps, enemies and useful items. Also bosses, additional quests and many stories! Unfortunately, because I am alone make this game - I had to use a lot of Free Open Source models, textures, etc., which probably already become boring of games on the Unity3D engine, but without this, the game could not exist... An important aspect is the COMMUNITY and the feedback that will be. Your opinion about the mechanics of the game, about which points you liked / didn’t like, what needs to be changed, what to adds, what to news and etc. I really hope that "Noel's Hope" will like to those who love these genres of games! p.s. In the game is not fully implemented the plot, for several reasons - one of them, the lack of a good, high-quality translation into English. (Yes, I use Google Translate + some plugins + some help else, but this is not enough!). The game is in early access until the plot is fully implemented, like some new mechanics. Much of what was planned - I am implementing right now and in the future this will be even more! Thank you for understanding Trailer: Idk, why videos (.wmv) don't work here, so just a link on Steam Page (Trailer) Screenshots: Dungeon gate example: Magic Ocean: House on island: CHA-A-A-A-ARGE! Skill upgrade tree: Treasure: Steam Shop: Steam Page P.p.s. I’ve almost finished preparing a big update, in which appear the heavenly islands, new types of traps and something else. The work on Alchemy and tools of the ship, is also actively underway. Thanks for attention:) P.p.p.s. Download Trailer (file Promo.wmv): Promo.wmv
  5. Hi everybody, Xilvan Design building 3D games since 2004 in Blitz3D, we are now presenting you our kindly official gaming related pages: - The Xilvan Design Website - (please click on each links, download games & bookmark the pages): Lights of Dreams IV: Far Above the Clouds v10.57. Candy World II: Another Golden Bones v14.37. Candy Racing Cup: The Lillians Rallies v4.07, Candy World Adventures IV: The Mirages of Starfield v8.07. Candy to the Rescue IV: The Scepter of Thunders v8.47. Candy's Space Adventures: The Messages from the Lillians v18.57. Candy's Space Mysteries II: New Mission on the earth-likes Planets v9.07. Heres my YouTube Channel ZeldaOOT, where we are showing Candy's & Lights of Dreams Series. Lately, I was working on newer video for my fans. - My Youtube Channel - Friendly, Alexandre L., Xilvan Design.
  6. Hi guys, check out our new game about sticks. Feedback welcome!Download on Google Play:https://goo.gl/WKWRN5 Stickman Hello Stars is a sequel to the legendary puzzle. The job of each level is to guide a bomb from a predetermined start point in stickman. The bomb and nearly all objects on the screen are affected by gravity. As the game progresses, you'll have to use all sorts of theory to figure out a solution for each puzzle. Youtube: Website: http://strifexxx.wixsite.com/cyberponyFacebook: https://www.facebook.com/groups/577850349043463/VK: https://vk.com/cyberponydeveloper
  7. You know those single player RPGs that you have a ton of fun with, but when you're completely done, there's not much of a reason to do another playthrough, aside from self-made challenges, nostalgia, and perhaps understanding the story better? That's why I'd like to have this thread dedicated to thinking up an idea that involves competition with other players through an online server that is NOT simply your team versus another player's team. An idea I had was have randomly selected party members, who have randomly selected gear/items, fight a certain amount of randomly selected enemies per battle, and for every win, you get points. Throw in a time bonus for winning under X minutes/seconds to get even more points. Once you get a game over, your record gets submitted to an online server for X total battles/X total points, so players can compete for the highest score. The more wins a player racks up, the more enemies are present in future battles. I can see how randomly selected party members, gear, items, and enemies per battle could screw you over if you have bad luck, but I thought it'd also be too boring to retry for a higher score with everything being similar, so that's why everything is random. Do you think this idea works? Do you have any input to polish it up? Can you think of another idea that'd be even better for the concept of player competition?
  8. Hello, Over the rest of winter break I'm hoping to create a cinematic platformer in the style of Abe's Oddysee or Another World/Out of this World, in order to practice writing, design, art, and programming in one project. If I can at least get a proof of concept or prototype done, I'll be happy. But to be honest, I'm not exactly sure where to start with the logic or system that the game would require. For reference, I'll be doing this in Game Maker Studio 2, since I'm very familiar with GML. I was hoping I could discuss it here with somebody before diving into it. I have two ideas as to how I'd go about it, but they both seem like they'd be unnecessarily tricky to work with. Obviously, there'd be some kind of grid that the player's location would be set to. My first idea would be to set the player's speed depending on the input, then set it back to zero when the reach the appropriate grid location. This would be more in line with how I traditionally program a platformer. However, I'm not sure how I'd get it to only register input at one of the specified grid locations, at least not without a lot of testing. My other idea might be easier in that respect, that being I'd have different sprites for each type of movement, and when that sprite animation finishes, set the object's location to where it should be. I can see this working better with hit detection as well, but it would also mean precisely setting every single sprite's size, which might take to long given the time window I have. I don't know, if either of these ideas sound viable enough, let me know, but I just think it be interesting to talk about, since I can literally find no information on the subject anywhere else on the internet. Thank you for reading, and here's to hoping this account proves useful in the future, because at the moment I've only made it to talk about this.
  9. Why hello there, and happy new year! I feel like 2019 is gonna one of those years where change is imminent, and let's just hope it's not a bad change but rather a pleasant one. With the new year comes a new schedule. I've decided to write the Weekly Updates (and consequently ends sprints) on Saturday from now on. This way I can synchronize all of my updates. But anyways, I've also decided to take a 2-week hiatus, hence the radio silence for the last weeks. It was a nice well-needed break and I feel overall revigorated and well rested from it all. With that said, I have a whole lot to talk about, so without further ados, let's get right to it! Minimaps Markers First, there's been a significant upgrade to minimaps. Now the minimap can display the position of collectables items, interactable props and other notable landmarks. Each point has their own type of minimap markers so players can easily locate any collectable items they missed. Each marker is also kept straight no matter the map's orientation, giving them the appearance of some kind of GTA-like map markers. Mainly an aesthetic choice but I like it like that anyways. Quite handy if I say so myself. Stores, Stores, STORES! Another upgrade worth mentioning is that I've revamped the level generation code so that the appearance of malls won't depend on the player's luck anymore. This means that it's the seed that decides malls position. This effectively means that during normal gameplay players can still encounter shops no matter if they're lucky or not. Aside from that there's also been a significant upgrade in special rooms constraints. Now special rooms are more likely to spawn due to less strict constraints. Overall this means a more seasoned level, of which the game is in dire need of. Rests areas Second, I've decided to add a new type of interactable props: the rest area. These are actually modelled after rest area found in most shopping centers and malls. (because of aesthetics) The player can actually use these to rest and restore some of their health. Each rest areas can only be used once, as the player actually "trashes" it when they use it. However, there's a catch: every enemy also gains their health back. This means that players have to be careful when using these, especially if they're facing a boss. Rest areas only spawn in regular rooms if the player is lucky, and there's only one rest area per rooms. There are two types of rest area: a common one and a rare one. Common rest areas This common rest area only heals 50% of health to any active entities Rare rest areas This is the rarest variety of rest areas. It fully heals any active entities Bosses Range Attacks Previously I've talked about how bosses were in, and now I've enabled that boss the ability to do range attacks. The way it works as of right now is similar to a melee attack, but it also produces some kind of "shockwave" that moves towards the enemy. A skilled player can actually try to either jump over it or simply avoid it altogether. Bosses choose to do range attacks whenever their target is far enough, otherwise, they'll either try to get closer or do a melee attack depending on its distance with its target. Item agglomeration Third, let's talk about items in general. I've previously said that I've started to do playtesting among my closest friends and family, and have been taking notes on some matters here and there. One of the most noticeable things was the fact that most players disliked walking around the room to try to collect most items that were either drop as loot or from a treasure box, especially if it was money. So, after thinking about it I've decided to implement an item agglomeration mechanics where collectable items can "fuse" together, much like how it's made in Minecraft. Each item agglomeration has some kind of "notification pill" on the top right corner telling how many items it has inside. If two items that can agglomerate together are near enough from each other, then a magnetic force will pull each item towards each other, creating some kind of magnetic/gravitational forcefield. Most aglomerated items will also have different sizes based on the amount of agglomerated items. Larger agglomerations mean larger sizes and vice versa. The item's mass also gets bigger and bigger the more items it has. There's also a limit on how big an item agglomeration can be. If the limit is reached then another agglomerated item is created. Item agglomerations that are full won't agglomerate anymore, and there won't be any pull forces applied to them. When the player grabs an item agglomeration, then they get the specified amount of items. With this, it was significantly easier and less time to consume to collect every item, as they now group themselves together. It's also quite mesmerizing to see items get pull towards each other. Right now only money, keys and bombs can agglomerate, but I'm sure there's gonna be a whole lot more different type of agglomerate items in the future. Minor updates I've decided to nerf the bow by removing the ability to the bow to induce knockback. Fixed bugs with items orientation when placed on their pedestal There are now many more different distinct types of notification, each with their own designs and colours Added a "box breaking" effect that shows the "health" of breakable boxes I'm still working on it though. It seems that I'm not really satisfied with it, to begin with... Consequently, I've also fixed some bad geometries on the breakable box model here and there too. Added a velvet-ish shader for some types of props that are made of cloth or similar substances I've decided to balance movement speed a bit. After a series of playtesting that shows that the player moved too fast. It was a wonderful thing to do. Now the speed seems more reasonable and manageable. Changed how much damages bombs do (slight buff). I've also changed the actual damage distribution. It is now a linear one (might change it in the future though). This means the closest an entity is to the bomb the more damage it gets Same thing with the explosive force Next Week Next week will be a really hard one. With all that free time of mine during countless car trips and what not I decided that some brainstorming was in order (especially with all that playtesting. It's really eye-opening and all) One crucial idea I had was to diversify the room's landscape a bit. I hope that with that it's gonna make the game a wee bit more exciting and captivating. Technically this is currently in WiP and that's why some of the pictures taken may have holes here and there. I'm currently working on an algorithm that will enable me to have varied types of grounds (like grassed, iced or even chasms). I'm currently working on it and it would probably be the main theme of next weeks' sprint. Aside from that, there's also the idea of adding many more enemy types and perhaps more weapons and even more balancing. There are also other relics, activated items and perhaps pieces of equipment to add. In other words, there's no shortage of work to be done!
  10. I'm currently learning XAudio2, and so far I think I've got a general idea of the basics (load sound to buffers, send buffers using a source voice to a mastering voice, and so on) So I was wondering, is audio something that needs to be in sync with the game's frame rate? I decided to watch some youtube videos of games being played at very low and very high frame rates, and all music and sound effects were played the same. I believe this is not surprising, otherwise the audio would be played at a variable speed depending of the frame rate, and that would ruin the experience completely. But still, is there any situation that audio needs to take into account the game's FPS? (rhythm games, lip sync perhaps?)
  11. Hi everyone. First time here, not sure I have this post in the right thread, so forgive me if I do not. I write in several languages, depends on needs and mood LOL, Currently I've been visiting my DOS DAYS of gaming and wrote a few quick ones. Currently working on a text adventure. Like those of old days (Get key, open box etc...part of the fun was figuring out two word combos), but with modern story line and mechanics. So am curious where could I find the right type of gamer that likes these types of game to test it. The story line is weak as it is just a rough draft while I complete it both the engine and the game. What I would be looking for is the interaction part. Do the rooms link up right, do the puzzles make sense, do they even fit with the story line etc... There will be tyupos in the story (did you catch that LOL ). Once the game can be played in its entirety, I will go back and flesh out the story better. So if anyone is interest.. let me know. The release will be far apart, as I am working on a few other projects as well, not to mention I take care of several properties and that keeps me busy, The story is called "The Apartment", and is a haunted thriller about a girl (who you play) that got stuck in this abandon apartment while jogging to escape a freak storm, only to find herself stuck there. Find your way out, and what coincident pulled you there (wooooooooo...). Since I am a huge gamer (600+ games in steam alone), I pulled several mechanics and story lines from some of the best games and made a new one. I think it works (even nabbed on idea from a great movie). thanks again if you read this far..
  12. Brain

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  13. Brain

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  14. Brain

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