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  1. HI everyone We are looking for a game designer to assist with creating a game. It is a 3D first/third person battle simulator. Its set in the Viking age in Norway and we want to create a brutal but fun game with focus game mechanics. We would like to have a stamina system that is linked to a weapon and armour weight system. This system will require management from the player if they hope to survive. I have a rough GDD but I need a game designer to re write it and make it better. This project is intended to be commerical so if all goes well, you will recieve a share. You will also be doing other game design jobs throught the project. We have a handful of other devs that will be working on this, 3d artists, a programmer and concept. If you are reading this and your not a game designer but want to be involved please message me as we are still looking for other devs and artists but we cant start until the gdd is complete. thank you
  2. Hi there, So i'm an inexperienced student learning games dev at college and im studying c#, in my spare time im trying to work on a text adventure game with a narrative. My issue is that i dont know how to make the decisions, well not simply anyhow. I could write out 50 variables for each decision to read from the player but that would become very tedious and too messy to even comprehend when im adding content. I was thinking of adding functions to hold each decision or area but im at a lack of knowledge on how to jump to a function or if it's even a good solution. I know i could use an array and each decision be a number but that just doesn't seem like a good solution to me either. Any advice would be appreciated and this whole topic might sound dumb to a professional so be understanding please haha. Thanks, Luke
  3. This week my artist finished working on the new alien type called Fast Alien. After he finished, I spend some time incorporating it into the game, which means that I did some coding and managing animations. After I finished with this new alien, I started implementing the new GUI system. As of now I have finished settings and main menu screens. This is how it looks now: I also started preparing for the release of the game. I signed up for steam direct, sent them my documents, payed the registration fee, got my documents approved and next week I will start populating the steam store page.
  4. Undergroundies

    New Coloring System

    From the album: Uagi-Saba Screenshots

  5. Undergroundies

    New Body Part Coloring System

    From the album: Uagi-Saba Screenshots

  6. Undergroundies

    New Room Biome

    From the album: Uagi-Saba Screenshots

    © Aaron Arcand

  7. Hey GameDev! I'm currently sitting with a cool 2D game concept and time/team to get into a decently good development cycle, but torn between several engines. I'm currently considering: Java or Kotlin - LibGDX C# - SFML bind(SFML.NET), Unity, Godot C++ - Unreal, Cocos2d-x, SFML I'm not exactly sure about language either; With my interests lying mostly in Java/Kotlin area, they are pretty slow. C# is mostly referred as go-to game dev language, but SFML is pretty low-level(and won't run on my Linux Mono setup duh) and I personally don't like Unity too much as it's pretty heavy for my taste and seems somewhat messed up with its truckload of different features. Maybe it's not true and I've been approaching it from the wrong end since everyone seems to recommend it? Godot is there, too, but its C# support is in beta stage right now and they themselves advise not to use it for serious projects. I also considered C++ as I'm somewhat fluent in it, but it's pretty low-level and shooting myself in a leg seems to slow down the development and clutter the code too much. Maybe it's not true for some engines/APIs? Not sure. Just in case, I also know Python 3 and JS basics in case there is a decent solution(though I was unable to find it). If there are good options I'm missing for listed languages - please let me know as well!
  8. Hi guys! This is the final trailer for the a Independent game that I and my brother are producing. We are working on it for about 11 months and is already almost 100% complete. Will be available in December on Steam. We are using Blender 3D and Gimp software for production. (More details on the game page on Steam…) About the Game: Dongo Adventure will be a 3D platform style game, where the main character (Dongo) is a mouse that ventures through various scenarios (sewer, house, power grid, lake, etc) and faces several enemies along the way (cockroaches, mosquitoes, frogs, spiders, toxic gases, electric wires, etc). He carries a basket / backpack with cheeses that he uses to throw and defend himself from enemies, as well as being able to push objects that helps him to overcome obstacles. The ultimate goal will be a surprise! The game follows the style of games of classic platforms in 3D version, bringing many fun, surprises and challenges. Dongo Adventure (Steam Game Page): http://store.steampowered.com/app/811450/Dongo_Adventure/ Dongo Adventure (Final Trailer): https://www.youtube.com/watch?v=_fOhuHG07Lo Thanks for following the project!
  9. As the title says, I'm a bit stumped on this. I'm not sure what to do for the write_callback of libFLAC++. I have implemented the rest of the callbacks correctly (I think). So that way, libFLAC can decode using an ifstream rather than a C-style FILE*. Below is my implementation of the decoder and its callbacks. #include <FLAC++/decoder.h> #include <fstream> #include <iostream> class FLACStreamDecoder : public FLAC::Decoder::Stream { private: std::ifstream& input; uint32_t sample_rate; uint32_t channels; uint32_t bits_per_sample; public: ~FLACStreamDecoder(); // The FLAC decoder will take ownership of the ifstream. FLACStreamDecoder(std::ifstream& arg) : FLAC::Decoder::Stream(), input(arg) {} uint32_t getSampleRate() { return sample_rate; } uint32_t getChannels() { return channels; } uint32_t getBitsPerSample() { return bits_per_sample; } virtual void metadata_callback(const FLAC__StreamMetadata *); virtual ::FLAC__StreamDecoderReadStatus read_callback(FLAC__byte *, size_t *); virtual ::FLAC__StreamDecoderWriteStatus write_callback(const FLAC__Frame *, const FLAC__int32 * const *); virtual void error_callback(FLAC__StreamDecoderErrorStatus); virtual ::FLAC__StreamDecoderSeekStatus seek_callback(FLAC__uint64 absolute_byte_offset); virtual ::FLAC__StreamDecoderTellStatus tell_callback(FLAC__uint64 *absolute_byte_offset); virtual ::FLAC__StreamDecoderLengthStatus length_callback(FLAC__uint64 *stream_length); virtual bool eof_callback(); }; FLACStreamDecoder::~FLACStreamDecoder() { input.close(); } void FLACStreamDecoder::metadata_callback(const FLAC__StreamMetadata * metadata) { std::cerr << "metadata callback called!" << std::endl; if (FLAC__METADATA_TYPE_STREAMINFO == metadata->type) { std::cerr << "streaminfo found!" << std::endl; sample_rate = metadata->data.stream_info.sample_rate; channels = metadata->data.stream_info.channels; bits_per_sample = metadata->data.stream_info.bits_per_sample; } } static_assert(sizeof(char) == sizeof(FLAC__byte), "invalid char size"); FLAC__StreamDecoderReadStatus FLACStreamDecoder::read_callback(FLAC__byte * buffer, size_t * nbytes) { if (nbytes && *nbytes > 0) { input.read(reinterpret_cast<char *>(buffer), *nbytes); *nbytes = input.gcount(); if (input.fail()) { return FLAC__STREAM_DECODER_READ_STATUS_ABORT; } else if (input.eof()) { return FLAC__STREAM_DECODER_READ_STATUS_END_OF_STREAM; } else { return FLAC__STREAM_DECODER_READ_STATUS_CONTINUE; } } else { return FLAC__STREAM_DECODER_READ_STATUS_ABORT; } } ::FLAC__StreamDecoderSeekStatus FLACStreamDecoder::seek_callback(FLAC__uint64 absolute_byte_offset) { if (input.is_open()) { input.seekg(absolute_byte_offset); return FLAC__StreamDecoderSeekStatus::FLAC__STREAM_DECODER_SEEK_STATUS_OK; } return FLAC__StreamDecoderSeekStatus::FLAC__STREAM_DECODER_SEEK_STATUS_ERROR; } ::FLAC__StreamDecoderTellStatus FLACStreamDecoder::tell_callback(FLAC__uint64 *absolute_byte_offset) { if (input.is_open()) { *absolute_byte_offset = input.tellg(); return FLAC__StreamDecoderTellStatus::FLAC__STREAM_DECODER_TELL_STATUS_OK; } return FLAC__StreamDecoderTellStatus::FLAC__STREAM_DECODER_TELL_STATUS_ERROR; } ::FLAC__StreamDecoderLengthStatus FLACStreamDecoder::length_callback(FLAC__uint64 *stream_length) { if (input.is_open()) { std::streampos currentPos = input.tellg(); input.seekg(std::ios::end); *stream_length = input.tellg(); input.seekg(currentPos); return FLAC__StreamDecoderLengthStatus::FLAC__STREAM_DECODER_LENGTH_STATUS_OK; } return FLAC__StreamDecoderLengthStatus::FLAC__STREAM_DECODER_LENGTH_STATUS_ERROR; } bool FLACStreamDecoder::eof_callback() { return input.eof(); } // This is called for every audio frame. FLAC__StreamDecoderWriteStatus FLACStreamDecoder::write_callback(const FLAC__Frame * frame, const FLAC__int32 * const * buffer) { // A the size of a FLAC Frame is frame->header.channels * frame->header.blocksize. That is, the size of the buffer array is the number of channels in the current frame, times the number of samples per channel (blocksize). return FLAC__STREAM_DECODER_WRITE_STATUS_CONTINUE; } void FLACStreamDecoder::error_callback(FLAC__StreamDecoderErrorStatus status) { std::string msg; switch (status) { case FLAC__STREAM_DECODER_ERROR_STATUS_BAD_HEADER: msg = "BAD HEADER"; break; case FLAC__STREAM_DECODER_ERROR_STATUS_LOST_SYNC: msg = "LOST SYNC"; break; case FLAC__STREAM_DECODER_ERROR_STATUS_FRAME_CRC_MISMATCH: msg = "FRAME CRC MISMATCH"; break; case FLAC__STREAM_DECODER_ERROR_STATUS_UNPARSEABLE_STREAM: msg = "UNPARSEABLE STREAM"; break; default: msg = "UNKNOWN ERROR"; break; } std::cerr << msg << std::endl; } As you see, I have no idea what to do for the write_callback. Any help with regards to that would be appreciated. To be a bit more clear, the problem is that WASAPI has a frame size of numChannels * bitsPerSample bits, or numChannels * bitsPerSample / 8 bytes. I can't seem to figure out how to go from a FLAC frame to a WASAPI frame. I'll also paste my WASAPI playback code below: #pragma once #include <iostream> #define NOMINMAX #include <Mmdeviceapi.h> #include <Audioclient.h> #include <fstream> #include <algorithm> class WASAPIBackend { public: WASAPIBackend(); ~WASAPIBackend(); private: HRESULT hr; IMMDeviceEnumerator* pDeviceEnumerator; IMMDevice* pDevice; IAudioClient3* pAudioClient; IAudioRenderClient* pAudioRenderClient; //WAVEFORMATEX* pMixFormat; WAVEFORMATEX mixFormat; uint32_t defaultPeriodInFrames, fundamentalPeriodInFrames, minPeriodInFrames, maxPeriodInFrames; HANDLE audioSamplesReadyEvent; }; #include "WASAPIBackend.h" constexpr void SafeRelease(IUnknown** p) { if (p) { (*p)->Release(); } } WASAPIBackend::WASAPIBackend() : hr(0), pDeviceEnumerator(nullptr), pDevice(nullptr), pAudioClient(nullptr), pAudioRenderClient(nullptr)/*, pMixFormat(nullptr)*/ { try { // COM result hr = S_OK; hr = CoInitializeEx(nullptr, COINIT_MULTITHREADED); if (FAILED(hr)) throw std::runtime_error("CoInitialize error"); hr = CoCreateInstance( __uuidof(MMDeviceEnumerator), nullptr, CLSCTX_ALL, __uuidof(IMMDeviceEnumerator), reinterpret_cast<void**>(&pDeviceEnumerator)); if (FAILED(hr)) throw std::runtime_error("CoCreateInstance error"); hr = pDeviceEnumerator->GetDefaultAudioEndpoint(EDataFlow::eRender, ERole::eConsole, &pDevice); if (FAILED(hr)) throw std::runtime_error("IMMDeviceEnumerator.GetDefaultAudioEndpoint error"); std::cout << "IMMDeviceEnumerator.GetDefaultAudioEndpoint()->OK" << std::endl; hr = pDevice->Activate(__uuidof(IAudioClient3), CLSCTX_ALL, nullptr, reinterpret_cast<void**>(&pAudioClient)); if (FAILED(hr)) throw std::runtime_error("IMMDevice.Activate error"); std::cout << "IMMDevice.Activate()->OK" << std::endl; WAVEFORMATEX wave_format = {}; wave_format.wFormatTag = WAVE_FORMAT_PCM; wave_format.nChannels = 2; wave_format.nSamplesPerSec = 44100; //nSamplesPerSec * nBlockAlign wave_format.nAvgBytesPerSec = 44100 * 2 * 16 / 8; wave_format.nBlockAlign = 2 * 16 / 8; wave_format.wBitsPerSample = 16; //pAudioClient->GetMixFormat(reinterpret_cast<WAVEFORMATEX**>(&wave_format)); hr = pAudioClient->GetSharedModeEnginePeriod(&wave_format, &defaultPeriodInFrames, &fundamentalPeriodInFrames, &minPeriodInFrames, &maxPeriodInFrames); hr = pAudioClient->GetSharedModeEnginePeriod(&wave_format, &defaultPeriodInFrames, &fundamentalPeriodInFrames, &minPeriodInFrames, &maxPeriodInFrames); if (FAILED(hr)) throw std::runtime_error("IAudioClient.GetDevicePeriod error"); std::cout << "default device period=" << defaultPeriodInFrames << "[nano seconds]" << std::endl; std::cout << "minimum device period=" << minPeriodInFrames << "[nano seconds]" << std::endl; hr = pAudioClient->InitializeSharedAudioStream(AUDCLNT_STREAMFLAGS_EVENTCALLBACK, minPeriodInFrames, &wave_format, nullptr); if (FAILED(hr)) throw std::runtime_error("IAudioClient.Initialize error"); std::cout << "IAudioClient.Initialize()->OK" << std::endl; // event audioSamplesReadyEvent = CreateEvent(nullptr, false, false, nullptr); if (FAILED(hr)) throw std::runtime_error("CreateEvent error"); hr = pAudioClient->SetEventHandle(audioSamplesReadyEvent); if (FAILED(hr)) throw std::runtime_error("IAudioClient.SetEventHandle error"); UINT32 numBufferFrames = 0; hr = pAudioClient->GetBufferSize(&numBufferFrames); if (FAILED(hr)) throw std::runtime_error("IAudioClient.GetBufferSize error"); std::cout << "buffer frame size=" << numBufferFrames << "[frames]" << std::endl; hr = pAudioClient->GetService(__uuidof(IAudioRenderClient), reinterpret_cast<void**>(&pAudioRenderClient)); std::cout << std::hex << hr << std::endl; if (FAILED(hr)) throw std::runtime_error("IAudioClient.GetService error"); BYTE *pData = nullptr; hr = pAudioRenderClient->GetBuffer(numBufferFrames, &pData); if (FAILED(hr)) throw std::runtime_error("IAudioRenderClient.GetBuffer error"); const char* flac_filename = "audio/07 DaMonz - Choose Your Destiny (Super Smash Bros. Melee).flac"; std::ifstream stream(flac_filename, std::ifstream::binary); FLACStreamDecoder streamer(stream); auto initStatus = streamer.init(); if (FLAC__STREAM_DECODER_INIT_STATUS_OK != initStatus) { std::cerr << "ERROR INITIALIZING" << std::endl; } else { streamer.process_until_end_of_metadata(); if (!streamer.process_single()) { std::cerr << "FAILED PROCESSING" << std::endl; } else { std::cerr << "SUCCEEDED PROCESSING" << std::endl; } } hr = pAudioRenderClient->ReleaseBuffer(numBufferFrames, 0); if (FAILED(hr)) throw std::runtime_error("IAudioRenderClient.ReleaseBuffer error"); AudioClientProperties audioClientProp = {}; audioClientProp.cbSize = sizeof(AudioClientProperties); audioClientProp.bIsOffload = true; audioClientProp.eCategory = AUDIO_STREAM_CATEGORY::AudioCategory_GameMedia; audioClientProp.Options = AUDCLNT_STREAMOPTIONS::AUDCLNT_STREAMOPTIONS_MATCH_FORMAT; pAudioClient->SetClientProperties(&audioClientProp); hr = pAudioClient->Start(); if (FAILED(hr)) throw std::runtime_error("IAudioClient.Start error"); std::cout << "IAudioClient.Start()->OK" << std::endl; //bool playing = (streamer.get_total_samples() > numBufferFrames); while (/*playing*/ true) { WaitForSingleObject(audioSamplesReadyEvent, INFINITE); uint32_t numPaddingFrames = 0; hr = pAudioClient->GetCurrentPadding(&numPaddingFrames); if (FAILED(hr)) throw std::runtime_error("IAudioClient.GetCurrentPadding error"); uint32_t numAvailableFrames = numBufferFrames - numPaddingFrames; if (numAvailableFrames == 0) continue; hr = pAudioRenderClient->GetBuffer(numAvailableFrames, &pData); if (FAILED(hr)) throw std::runtime_error("IAudioRenderClient.GetBuffer error"); for (size_t i = 0; i < numAvailableFrames; ++i) { streamer.process_single(); memcpy(&pData[i], &m_audioFrame, streamer.get_blocksize() * streamer.getChannels()); } hr = pAudioRenderClient->ReleaseBuffer((uint32_t)numAvailableFrames, 0); if (FAILED(hr)) throw std::runtime_error("IAudioRenderClient.ReleaseBuffer error"); //playing = (streamer.get_total_samples() < numAvailableFrames); } do { // wait for buffer to be empty WaitForSingleObject(audioSamplesReadyEvent, INFINITE); uint32_t numPaddingFrames = 0; hr = pAudioClient->GetCurrentPadding(&numPaddingFrames); if (FAILED(hr)) throw std::runtime_error("IAudioClient.GetCurrentPadding error"); if (numPaddingFrames == 0) { std::cout << "current buffer padding=0[frames]" << std::endl; break; } } while (true); hr = pAudioClient->Stop(); if (FAILED(hr)) throw std::runtime_error("IAudioClient.Stop error"); std::cout << "IAudioClient.Stop()->OK" << std::endl; } catch (std::exception& ex) { std::cout << "error:" << ex.what() << std::endl; } } WASAPIBackend::~WASAPIBackend() { //CoTaskMemFree(pMixFormat); if (audioSamplesReadyEvent) CloseHandle(audioSamplesReadyEvent); SafeRelease(reinterpret_cast<IUnknown**>(&pAudioRenderClient)); SafeRelease(reinterpret_cast<IUnknown**>(&pAudioClient)); SafeRelease(reinterpret_cast<IUnknown**>(&pDevice)); SafeRelease(reinterpret_cast<IUnknown**>(&pDeviceEnumerator)); CoUninitialize(); } The playback loop is most definitely broken, but I can't fix it if the decoder isn't working. Please note that I'm doing this for learning purposes, to get a better understanding of how libraries like SDL_Mixer and libsndfile work at a more fundamental level.
  10. Random Number God is a card/strategy game where you defeat randomized robots by rolling dice, and use cards to alter the probabilities and effects of those rolls. It's in a very early beta stage and pretty much only the main gameplay core is finished (battles, cards, deck building). This is more of a testbed where you can fool around with the battle system. I would appreciate some feedback on the core of the game before adding bells and whistles. You can find the project page over here: I would very much appreciate any feedback on this, since it is a very unusual and hard to analyze breed of game. Is it fun? Is it too easy or too hard? Are any of the cards too broken or too useless? Anyway, thanks for your time and all that. Cheers.
  11. Project Title:ArcturonDescription:Arcturon is a 2d space singelplayer sandbox game where the player must "fight" or "flight" in a dying universe plagued by wars,universal catastrophes and so forth.The game is set in dimensions/realms where there are currently 6 realms/universes to go to "More might be planned"..1.being the main universe that is infinite in size but this is a statement that is shrouded as it is actively getting destroyed. 2.Xeon: The "Energy Void" as they call it is a realm that is a mystery this realm is full of space-time rifts that can spawn any sort of creature randomly and gravity is majorly different compared. 3.Crimaxtion:This realm is called worst than hell itself is a universe/realm so hostile this is where the true survival test will be given.There is more to this but thats just a quick rundown. For me this is a hobby project i have no true planning or motive for revenue.I would want to see where this goes first if this becomes some sort of big thing payment would be discussed if required.Im posting this as i believe that if im the one doing the programming and someone else can do the art at least for the majority it could get a lot of load off my back and the game can finally make major strides again in progression and feel.I have prototypes and some current snapshots should they need to be analyzed.Talent Required:2D Artist (How Many I Can Take)That have the ability to draw characters,npcs and hostile foes.The ability to animate if possible.Bonus.The ability to draw environments like parallax.Bonus.More details will be laid out to whoever accepts all this.If anymore information is required please Contact,PM or Reply. Also the formatting seems to be acting odd so sorry for these black lines of text?
  12. Plummet Studios

    End of the Line Progress (10/10/2018)

    "End of the Line" development has been at its fastest since the beginning of development, trying to reach its mid-late December Alpha release! Some amazing work has gone into the planning of such a complex story universe with many characters, groups, and locations all coming together to form one story. Expect the hints of the large mysteries involved in the series to start coming out around Halloween! Gameplay-wise, the game has received some major fixes and work on the code since the beginning of the month. Most of the voice actors planned have recorded their necessary lines so we're waiting on some last minute stragglers to finish up! It's very exciting to see all the effort that people are putting in for this game. A new story route is being finalized which will change the end drastically and allow for more choices to affect gameplay. The interactivity between the enemy and environment is being implemented as I type! It has been an amazing week for development and I can't wait to update all of you guys!
  13. Slyxsith

    Full Speed Ahead!

    NOTE: Guys at the time of writing this developer update I have made the decision not to rebrand the project. To anyone who has worked with me on development in the past, Aakrana has been around for over a decade. It's been a vehicle on a journey of learning, discovery and many great adventures. I had planned to relaunch production as Saryn: Kingdom of Thrones but really it was just a name. Just wanted to be completely transparent with what is going on. Aakrana and the gaming systems that were designed for it are back in play. Long live Aakrana. Sorry it’s been a while since I’ve updated the blog. The good news (and there is lots of it) is that the progress we’ve made on the servers in the last month and a half has been staggering. We went from basic account setups and some basic network code across multiple instances to integrating some of the most foundational systems to kick off alpha. In the last 4 weeks we have: - Implemented our advanced questing engine - Implemented tiers 1 through 5 of the resource harvesting system - Itemized Resource harvesting for Lumbering, Herbalism, Farming and Mining - Implemented phase 1 of crafting (Currently Blacksmithing) - Implemented our first pass at day and night cycles - Upgraded the starting area assets (more on this later) - Improved the chat system - Added personal banking and storage - A bunch of gui improvements/functionality (In game compass bar, login screen updates, character selection updates) - UMA character models are in game - A lot more… All of the above has been fully integrated and is testing well on our headless servers. We are slightly ahead of our planning roadmap for pre-alpha completion by the end of November. I’ll attach a couple of screenshots to this blog for your enjoyment but I have a couple of messages I want to pass on at this point. 1) If you are skilled in UMA character management, 3D modelling and or building/integrating 3D animations and want to talk about how you can be a part of what we are building I would really be interested in talking. Please head to our website and hit the opportunities link in the navigation bar to see more details 2) If you are a 3D modelling professional and have fantasy RPG asset bundles for sale that are Unity and UMA compatible and are willing to offer us a an amazing “special offer” please get in touch. 3) Are you a 2D fantasy artist and interested in showcasing your talents through our website and in game screens? We are currently so focused on delivering an awesome player experience with our in game systems that we could really use a talented 2D fantasy artist to help us spruce up our web presence. Things like loading screen artwork and GUI upgrades are all on our roadmap but if this is something that interests you we’d love to have a conversation. I would like to be clear (and the website has all of the details on this) this project is un-funded. Every cent that gets spent is money I am taking away from supporting my family. I am doing this project because I have a passion for game development and over 15 years working in the indie game dev world. We are looking for individuals with a similar passion and commitment who can work in a professional manner for the love of what they do. If this sounds like you please get in touch. Thank you for reading this latest blog. Looking forward to the next one.
  14. Slyxsith

    Meats back on the menu boys!

    Been the better part of 7 years since I've been on GameDev. And yet somehow the site has managed to persevere without me... My professional carreer has been front and center for me for the better part of the last decade. I have tinkered around here and there with some indie developments. Working with others to forward their products and sometimes diving back into my own little creative pools to forward my coding and design work. I'll tell you one thing though, game design still inspires me. It calls to me and every time I start it back up I come up with great insights and proof of concept ideas that really get the creative juices flowing. So here we are once again. I've reopened the studio and Aakrana is back on the table. Not because it's some kind of sacred cow that is awesome and the concepts I've been fussing over for the better part of a decade are going to make the next great MMO... More specifically because I know there is something awesome that I can provide gamers. And let's be clear not all gamers. My professional carreer has taught me something over the years. Focus on something you are great at. Find your market for it and embrace that market like no tomorrow. I don't want the next great "WoW killer", I just want to provide gamers my version of enjoyable online gaming. Ive been focussed on it for years, I know many others have been looking for it, and I think Aakrana is ready to be that outlet for a niche of people. Indie game dev is exciting. Every 3-5 years when I come back to the table, the middleware is so much more advanced, the talent pool is so much broader and the resources to run servers and online games is so much more affordable. I have been working with Unity for the better part of 5 years now. It's a great platform. There is a strong community of developers and a tremendous ammount of succesfully released products. Coming back to this now I spent the last few weeks firing up my server farm, upgrading to the latest mySQL and getting servers rebuilt in the latest version of Unity. The servers have been up for a week without a hitch. My character is level 6!!! (which is amazing considering Aakrana will be a level-less world ) but most importantly I am ready now. I am ready to make the investment once again in time and money to take this little beast to where it needs to be for people to start enjoying it. Stay tuned fellow indies. More to come
  15. Hello there, I'm Duco, a dev working on SpatialOS. I just wanted to let you know that today, following lots of feedback from devs, we launched our new Game Development Kit (GDK) for Unity. It helps you to quickly create, iterate and grow your multiplayer game. Early adopters have already described it as a huge improvement over our previous Unity integration, but I wanted to see what you thought. To help with that, you can try out our open-source example FPS, which will give you out-of-the-box access to a 200-player experience and modify it for your own game idea. For questions or help, our developer community will welcome you on both our forums and our Discord server. Finally, for those of you who will be coming to Los Angeles for the Unite event at the end of the month, we are holding a Happy Hour event. You will be able to talk with the technical and product leads behind the GDK, and see how it puts the multiplayer game that you have always wanted to build within your reach.
  16. ERASERHEAD STUDIO

    13 RONIN - DevLog #5 - Shouts N' Music

    It's been a long hot summer with wildfires crossing our country. We Swedes have a tendency to complain about the weather, mostly we think it's too cold, but after this summer I think most of us welcome fall and the cooler air. During the summer I've been working on a little bit of everything but mostly I've been focusing on sound. But before I go into that topic I'd like to present the milestone I'm currently working towards. First public build Before Christmas I like to release my first public developer build including: One player mode. One level, the tavern, featuring: Windy rain. People drinking inside the tavern. Flies buzzing around a lantern. An opponent dressed in white. Move forward, backward, turn, dodge, turn dodging, jump, front- and backflip. Four different attacks and ways to parry them. One death sequence. Blood splatter. One idle animation variation. One MIDI song arranged with classical instruments. Sound effects, only normalized, not processed in any other way. HUD including score and energy. Camera shake. This might not look like much, but for a one-man team, only working weekends and evenings it might even be too much. Sound If you've read my earlier posts you know I ordered an Arturia keyboard that happened to be broken on delivery. This caused a lot of annoyance and delayed my music production but now I've finally got all my gear set up. The keyboard is an Arturia KeyLab 49 and the speakers Audioengine A2+. Included with the keyboard was a DAW called Ableton Live. I don't know if this software is good or bad, I just know that I couldn't get my head around it. Instead, I've chosen to work with Studio One Prime, which is a free but limited version of Studio One, and has a user interface I feel comfortable working in. SFX To create a feeling of being inside an old samurai movie I'm going to use sounds from various movies as basis for the sound effects. So while waiting for the new keyboard to arrive I've spent a few summer evenings extracting sounds. It's amazing how much panting, grunting and screaming there are in those old movies. After a while I had to skip the speakers and use my headphones instead, if I hadn't I'm sure my neighbors would have thought I'd started some kind of torture dungeon and sent the police on me. Something I hadn't thought of, but became apparent during this process was the fact that there is almost always a howling wind in the background of old Japanese action scenes. This of course made a lot of the sound useless. Despite this unfortunate fact I now have quite an impressive collection of sounds including footsteps, screams, shouting, panting, growling, sword swooshes, sword clashes, and hits. So far I've converted the sound effects to stereo, I've normalized them and cleaned them from as much noise as possible without distorting the sound I want to keep. For my first public developer build I consider them done, but before releasing a demo of the game I will process them further. Early sound effects Scream of pain Sword hit Sword clash Music When on vacation, visiting my father in my hometown of Boden, I borrowed his Yamaha keyboard and a few evenings later I had the main melody for the first game song ready. I call it “Ronin encounter” and this is the song that will be included in the first developer build. I've not yet decided what style of music I want for the game. For a while I had my mind set on 8-bit music like the music made for the C64. It's a style of music that would sit well with the low-resolution retro graphics, but since I want the game to remind the player of old Japanese movies it might be better to use a musical style resembling the style found in those movies. Nothing is set in stone, but for now, I'll go with the latter. The final product will include at least three different songs, one for the intro-screen, one for the highscore-screen and one or more for the gameplay. Sit back and enjoy a rough mix of the first gameplay song - "Ronin encounter": Ronin Encounter.mp3 To make the music match the quality of the sound effects and also enhance the feeling of an old movie I'll give the music an old vintage sound. Ronin Encounter, vintage.mp3 If you wonder what instrument the strange "plucking" sound comes from, it's called "Shamisen" and is a Japanese three-stringed traditional instrument not unlike the western banjo. Shamisen is featured in many samurai-movies and often played by a geisha and sometimes accompanied by a man singing in a dark voice. A geisha playing shamisen. That was all for this post. Please let me know what you think! Next time - graphics! Happy coding! /jan.
  17. Hi! I'm looking for a game designer and marketing/crowdfunding/overall manager for a farming RPG that I am planning to make. ABOUT THE GAME: A quirky top-down pixel RPG involving NEETs getting sucked into another world by a ditzy goddess in other to bring back order and life into her world by making the player help its occupants cultivate the land and fight the eldritch horrors that are trying to take over it. If you want to know more about the game or any monetization issues feel free to comment or PM me and I'll send you the GDD. REQUIREMENTS FOR GAME DESIGNER: * have a good sense of humour! (not the offensive kind because jeez you can make funny jokes without them being offensive ok) * be able to write romance, comedy, and adventure * skilled in world-building * be familiar with/passionate about farming sims, RPGs, dating sims, and the Isekai genre * know about NEET culture * have great experience in working on RPGs, please provide examples of past works * be able to commit on a long-term project * you should be a team-player REQUIREMENTS FOR MANAGER: * strong leadership skills but could be laid back and be friendly * very organized and meticulous * be able to help us with working out things for crowdfunding and marketing * help set us straight to our goals by making realistic schedules * be familiar with/passionate about farming sims, RPGs, dating sims, and the Isekai genre * know about NEET culture * be able to commit on a long-term project * you should be a team-player I'll be honest I'm gonna be really picky on who I'm gonna choose on this one even though I myself am a greenhorn. I would like this concept to grow into a full-blown game and I want everyone to enjoy it. I would really love it if someone with experience guides me through this well. I will be one of the artists and writers who will be working on the game :D Here is my portfolio: https://artsybarrels.wixsite.com/barrels Feel free to message me on Discord: barrels#6465
  18. Septopus

    Inception, or How I Lost My Mind.

    Well, this is the first post for a project I've been working on for a few months already. So, let me rewind a bit.... A few months back I started toying with the idea of making a game with an actual spheroid planet as the core of the environment. Yay Unity and Blender!! A few weeks of toying around and I had a pretty neat little 5000m diameter spheroid planet with custom gravity and a player character(UMA v2) running around on it. Well, that was way easier than I expected... It was at this very point, the actual madness began to set in. Well, it's working, I guess I should make a game out of it... Okay. Hmm, online? Of course! Hmm, mmoYES! Oh, damn, I've really lost it now. Crafting, well, certainly. Mining and hunting?! Don't be silly, yes yes yes yes, all the yes. Bigger? hmmm.... hmm... yes? Let's try 10000m radius.. hmmm... Jittery character movements.. and jittery everything... hmm... 9000m radius? all good... hmmm... And this is where I learned all about the floating point precision problems of 3d engines at great distances from 0,0,0.. Fun stuff. Only slightly maddening. But, in the end, also easily solved by rotating the entire freakin planet periodically so the player character and camera stay close to 0,0,0. Let's pump this guy up to 30000meter radius and call that good for now. I ran across a few other jitter problems along this winding path but those were solved through the careful use of the "FixedUpdate" vs "Update" method selection. Moving anything that involved my custom gravity or physics in general to a FixedUpdate method was the solution for most cases. So, we got a character and a planet... I guess we need stuff to do. And from here the rabbit hole only started lengthening, until there really was no beginning or end. So, there's one of the nutshells... The inception! Over the next few days I'm going to try to detail as much of the current guts of this beast as I can for anybody who's crazy enough to follow along, while trying to not distract myself from creating more of them of course. Project Stats: Unity Game Client Lines of Code: 24,032 Avatar Server Lines of Code: 2,480 Economy Server Lines of Code: 387
  19. Mikael Henriksson

    Fourth Entry - October 7, 2018

    Greeting readers! This is the fourth entry of my development blog for my project 'Tracked Mind'. This month I've been focusing on learning how animations work in Unreal Engine 4, especially how different character stances would look and how different animations blend together, and to make it all look good of Course. I am very pleased with the result and that I will be able to use what I have learned in this project. I have also been doing some research on the lore of the game and how non-human creatures would fit into the story. The idea of adding an ability to do a short backwards dodge does not seem to be a something that fits the game’s pace, it might make the game too easy in certain situations as well, but I will keep testing it to see if I change my mind. Sadly no new screenshots or development videos yet but I’m planning on uploading some during october so stay put. Some changes this month: General changes Added new effects for some enemies that will "evaporate" when killed. Added new weather effects Thank you for reading! /Mikael Henriksson
  20. Looking For: 2D Artist & Unity ProgrammerMy Experience: I have 3 years in Game Design although I’m still not that good at formatting, Slight bit of experience with 2D Art (Still learning) and a writer and manager.Project Description: Touch Heroes is a idle tap mobile game, the game take inspiration from 3 games called “Tap Titans 2”, “Almost A Hero” And a game called “Full Of Stars”, I highly suggest you check out the gameplay of these games if you are interested.The game is a Idle tap and RPG Hybrid, in the game you will have “Side Missions” where the player will have to do a task to get more gold, once they have gold they can then upgrade their tapping skills and upgrade their heroes, the heroes will help you on your adventure, as you move throughout this medieval world you will fight all manner of creatures. There are 2 modes, Endless, and Story, endless is a see how far you can go mode, how many upgrades you can get before your main hero gets killed, and Story, The Story mode tells a story, you have dialogue choices, characters, but more importantly, a world hub, in the world hub you will have “Destinations” these destinations are required places you must go, although there are alternative routes you can take to encounter different beasts, Character Encounters And Environments. When you die in story mode you will be taken to what I call the “Consequence System” where you will have to give up recourses or gold for others, or to get yourself out of trouble.As for endless mode, you will just die and have to restart.Length Of project: 3 To 6 months if consistent.If interested contact me at rioishere14@gmail.com
  21. Hi! In my previous post I told about my game Chronicles of cyberpunk and here I will post updates about the second part of this game Chronicles of cyberpunk: Awakening. It will be on Unreal Engine and I am working on it since January 8, 2017 (and the first part was released on January 7). This is an independent game, you don't need to play the first part to understand what is happening, since there will be a brief retelling of the events of the first part in the beginning twitter
  22. So, in light of comments and various input from people on gamedev.net, I am simply developing a small interactive game and intro into what I hope will be a take off platform for a new brand of sci-fi. The game is simply a attempt to break thru the traditional sci-fi standard. It's a 3D Shooter, with a small amount of tactical command from a ship in a future based on current events and how they play out 150 years from now. I have iClone 7, CC2, 3D XChange Pipeline, Substance B2M, Designer, Painter and Speed Tree. I am a expert at Unreal 4. The idea is to take the idea of Globalism and Alex Jones, the populous movement wins World War III in 2024 opening the door to life extension, eradication of disease, space travel is realized to other galaxies, the space tether is completed and for 150 years man continues but the Globalist Elite return more evil than ever with a new, deadlier discovery. I want to take conspiracy theory elements, stuff people understand today and realize them in a imaginative creative way, in a new Star Trek, Star Wars, Babylon, type Universe. In this small game you will play Terrance Bradley, Captain and former Space Marine (Evolution of Trumps 'Space Force') sent to investigate the disappearance of a Earth Frigate in border space. There you will uncover a evil from 150 years ago, thought defeated, and race against time to survive, and warn Earth command of the immerging threat, returned from before the Transcendent period. This is simply a shooter for the most part. One guy, yes, some nasty creatures, one evil villain and a large vessel. A thriller video intro, great audio score and maybe ten hours of sci-fi shoot'em up action to open the door to a much larger series introduction scientific based technologies, conspiracy theory development, and a future, much larger Universe. Project should take two months at most. Nothing more. I have access to all audio we need. I have all art tools. Would simply like some creative minds familiar with Unreal, maybe another artist to collaborate with and have some fun. Could use a couple actors willing to play Terrance, Renei (Terrance Lover), and a really evil villain, simply voice overs. Voice overs are done with Crazy Talk.
  23. Hi guys, I first want to start off with a little bit about my background. I've been an active part of the game industry for approximately 7 years now, in various ways (off and on). I first started with helping a game project called BIONITE: Origins. I was responsible for recruiting talent, doing graphics for logos/GUI and marketing. I was also responsible for the Kickstarter campaign. Our target was $15,000 and we finished with $21,457.I then moved on to help another project that was halfway into their Kickstarter campaign (Insanity's Blade) and struggling to reach their goal of $6,000. We ended with $7,075. The project eventually went on to release and did fairly well. After that, I stepped in to help launch another Kickstarter campaign (DYNABOT: The Robo Marble). This campaign ended badly and had to be cancelled. Development of the game was also halted.Around the time I started with BIONITE: Orgins, I started a Twitter account (@IndieGameMan). Since then I've been sharing indie games on a daily basis to help them garner more exposure, as that's something I feel this industry needs. I've grown it to over 60,000 followers and later expanded to Facebook & Instagram. Facebook has been the hardest one to crack, but I've been gathering great momentum on Instagram since joining a little over a year ago.In 2015, me and my longtime friend started working on a game project. We entered into a competition hosted by Microsoft for independent Canadian developers. It was called Codename GOA. My friend created a small game for a gamejam some time before that and together, we came up with a better idea how to take the game even further. We finished in the top 5 for best Game Design Document and Best Use of Azure (Microsoft's cloud computing service). After the competition, the project was put on the back-burner and hasn't been worked on much since, due to work-life and just life in general. We still plan to work on it when the time is right. Which leads me to now. After the Microsoft competition, I began working on an idea I had for an indie game website/app. I wanted to make sense of what I've been doing on social media for so long now, and to create a central hub for indie games/developers, with the goal to continue to make exposure easier for them. It has gone through multiple iterations and I have created several visual prototypes demonstrating how it will work on computers, as well as mobiles devices. The domain name has also been reserved. My plan is to have the main part launch first and then have the other parts launch over time, as I realize the scope of this project. I have plans for monetization, however that's not set in stone yet. I also realize that further down the road, we might have to utilize crowdfunding. I don't want to go into all of the specifics here, but that's the gist of it. If you have any questions, please ask, and thank you for taking the time to read this. You can contact me on here, or by email: danrhodenizer[at]gmail[dot]com
  24. Welcome everybody to play my game for testings and for fun. It is like old game Soldat your parents played but faster and with more trick moves. Work is in progress. Focus now is 100 percent on good multiplayer code and nice gameplay. FEATURES + Bots and/or Online Multiplayer + Ask friend if nobody plays (it is first time release today!) + Account must be created - thanks good people from www.PlayFab.com + Only 2 maps without textures and 3 weapons but there will be more!! + for desktop Windows/Linux/Mac FEEDBACK Happy very much for feedbacks ))) 1. Does it work? I hope it works 100 percent ))) 2. Are intuitive controls? 3. How does game feel? 4. Do you want to play more? Maps are WIP. Final look will be 3 Dimensions, like this, using video card with hardware accelerator. KONTROLS movement keyboards [A/D] left/right [W/Space] Jump aim with mouse device [LMB] Fire [RMB] Jetpack boots [F1] stats! [Tab] scoreboard DOWNLOADS ON MY WEBSITE (for desktop Windows/Linux/Mac) Follows my twitter for update and conversations https://twitter.com/captain_danko
  25. Alpha 0.15 was a big update and, now that I’ve fixed its critical issues, I’ve hit the ground running on more content. Various additions, changes and improvements are on the way. Let’s take a look. Geothermal Generator Thermal vents have been added to the underground map and can be tapped for power. The new Geothermal Generator can be placed on top of a thermal vent and will generate 2,000W of power without requiring fuel. There are a limited amount of thermal vents, depending on map size. Thermal vents will be spawned in existing saved games as well. UI Changes A new research progress meter has been added to the HUD next to the power/water meters. Now you’ll see at a glance what is being researched and its progress. This new meter is also a button to open the research tree. Various tool-tips have been updated to provide more information and clarity. The job tool-tip, for example, will show the work speed bonus provided to each job based on the job level. Vehicle Drop Off Items Action The beetle miner will get a new drop off items action. This allows you to drop off materials, to the adjacent facility, from the miner’s inventory without having to dock the vehicle. AI Improvements I’ve taken a deep dive into the AI code to improve various behaviors and optimize how colonists determine actions. Builders will now collect and deliver items to multiple objects before performing construction. This greatly improves construction efficiency as it reduces colonists going back and forth collecting construction materials for each object. Fixes In addition to adding new content, I’m always working to resolve existing issues. Many fixes are already in place for the next update, such as the missing wheat thorn discovery, vehicles still moving despite being out of power, vehicle camera tracking and more. Thank you all for the awesome feedback and support! Be sure to follow Mercury Fallen development on: Steam: Twitter: https://twitter.com/mercuryfall Facebook: https://www.facebook.com/mercfall/ Website: http://www.mercuryfallen.com Discord: https://discord.gg/WdndeXx
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