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Found 432 results

  1. You are unemployed and living on benefits in a filthy town centre bedsit circa late 1980's Britain. There are no jobs and there is no future but you don't care because there is a betting shop, kebab house and pub right outside your front door and today is the day your benefits cheque arrives! Faithfully recreated old fashioned smelly, dingy, smoke filled betting shop complete with authentic racing commentary (using the latest in speech synthesis technology) and sounds. Study the Sporting Life newspaper, place your bet and listen as the race is played out in realistic nail biting audio commentary. Why hasn't the commentator mentioned your nag yet? Will it swoop late? Is it tailed off? And will Grimsby Town finally get a win this Saturday? Will you eat tonight or take another miserable step towards starvation, disease and death? Take a walk on the beach to gain a health boost or visit the pub in a Monopoly 'community chest' style card rewards system and play the fruit machine. Available November 1st on Steam: Steam
  2. Hello world! I searched for a while a proper forum where discuss games development, I have a """little""" project to complete in spare time, but I need to know which tools use so, here I am. Premise: I want to make a 2d management/rpg game, it is nothing particularly advanced I think, but I don't wan't to look like the dude who thinks creating a game is an easy task. Which features I want to implement? What kind of gameplay? Well, I'm thinking about a game where you manage your hotel (and much more), divided in floors, where you upgrade rooms, assign employees to certain tasks with a drag'n'drop system. Every floor is selected with a button, you just see the map with rooms and decide what to do wiht them and who assign where. Meanwhile the employees are assigned to their own rooms or they just spawn in a common selection area because they just come to work there. If you want to look out of your building you click on the exit button and you have a new sort of menu, the local town (or city area) where you can select by clicking which building enter, you have shops, carpenter's workshop, docks, city council...I thought something like "Shakes&Fidget" town menu, where you can select what you need from a list or click the specific building, when you click you enter there you see another menu with the specific selections available. Meanwhile you can see you own hotel and how much is upgraded! You should be able to pay the city council to improve and upgrade the streets around you, install better lampposts and make your neighbourhood more attractive to customers. Also you can see the world map and other locations where you can have more buildings to manage, for example a steamer floating casinò, or another hotel in another town/city/area. So I thought this "root" structure: World map, cities/towns, local areas, buildings, floors. Then again, characters will have statistics, skills and abilities used while working, so I need to project how certain stats influence certain activities and which one is related to another, but I have already thought some for fights and challanges. Fight and challanges, talking about this you can also manage arenas/cage fights and "public events" such as pull the rope team vs team or 1v1 boxing match or stuff like that between your crew and rivals ones. Then again (is a big project, I know) I would like to implement body transformations * for those subjects intended to trasform their bodies, and become more than humans. Have you ever played "Impossible creatures" ? well, I would like to change characters arms, torso and legs, add tails and wings, horns and antennas, change skin color and add tattoos, piercings, changing hairstyles... (ok maybe the last 3 ones can made in a normal barber shop or tattoo shop) in conclusion, body customization. * It would be quite long for me to tell you the game's plot and how in the heck you connect a hotel-casinò sim with arena fights and laboratory transformations... I'm just telling you the most relevant features I want to insert so you will know exactly what I'm planning to create and you will answer me with all the informations you need. Leave the plot to me Well, I guess it's everything. I don't know much about coding, I passed an exam of conding (C, MatLab) so I know the very basics things and way to operate with algorithms. I made some reseraches and I found some programs that I may use to work at this project (but I know there are more): Unity (They told me is not the best for 2d games...) Godot Engine GDevelop Dragon Bones (for animations) Defold I still don't know which choose, meanwhile I'm practicing with digital drawings and drawing all the game concepts I came up with. My question is: which software do you recommend me? As you read up here you see that I'm making a game wich requires a lot of 2d animations, but beyond that is all about 2d model customization, characters stats, leveling up/upgrading, and backgrounds. I do apologies if this thread is not written with a perfect english or if something isn't clear. Thank you all for your answers!
  3. Looking to design a learning game that teaches formal, critical thinking. The demographic would be those who have never taken a critical thinking course or a logic course. But I just don't know what to use to create it. I'm a novice in programming but have the motivation to put in the time to learn. Starting the user out slow, focusing on argument form and the nature of arguments, how to identify the issue being discussed, identifying and evaluating value and descriptive assumptions, moving on to fallacies, types of evidence and their relative strengths/weaknesses, etc. Maybe adding sections on types of logic (syllogistic, propositional, predicate, modal. More of a focus on text-based learning and interaction, but with images, animations, maybe video (I don't know). Think of it as a modern and more interactive version of Logicola (it's ok if you don't know what that is). So it isn't graphics heavy, definitely not 3D or even 2D platform sort of game. Maybe something similar to the JackBox games on Steam, but not entirely sure at this point. Thoughts? What are some good possibilities to use for such a project? I'd like to be able to market it, perhaps on Steam, maybe even to education institutions.
  4. Rpg magic alternatives

    So thought I'd throw this out here. The game is multiplayer, kind of an mmo/moba hybrid. The setting is low fantasy and I'm trying to keep magic subdued. There is a strong emphasis on vehicles and siege type weapons, and naval combat is a large part of the game. Right now I'm focusing on naval combat, that's where most of the functionality has been fleshed out. Currently I have the equivalent of ballistas and catapults, I call them bolt thowers and lobbers right now. Probably also worth mentioning that you build your own ships. You get a choice of hulls that are premade, and then you can place weapons/armor, etc.. All of it crafted. SO anyways current naval combat is lobbers do damage to the ship itself primarily, plus some small splash damage to weapons. Bolt throwers do high damage vs mounted weapons, low damage to the ship structure itself. But what I want is to have more support type effects. Something similar to Eve online logistics. Right now the best idea I have is crystals. I've started to run with it as it's the best I have, but it's in the early stages. So now ships have sails and a crystal drive for power. You can be using one or the other not both. Crystals drives move slower but can go backwards (solves a practical issue). On the combat side I'm starting to try and flesh out the idea of a crystal 'turret'. Since I want magic subdued, these turrets for the most part just provide buffs/debuffs. I'm also thinking that I need classes for combat ships, to constrain ships to either having the normal weapons or the crystal turret, support vs damage dealer concept. I also started to kind of run with some other ideas around crystals. The game is made up of regions/zones, and I'm thinking of having the origin of crystals being they fall from the sky, maybe some neighbor planets collided resulting in all these crystal fragments that occasionally fall. So if I create a shower of valuable crystals in an area, that should be a good way to get pvp action going. This also feeds into doing more with the treasure hunting mechanic I wanted, so oceans over time would build up more and more crystals. And when a new region is discovered, it could have a lot of them. In any case I'm not entirely certain about the crystal idea so was looking for some more feedback. I am certain about a lot of the underlying mechanics and abilities, so I'm pushing forward using crystals. If I change gears it won't effect much of the implementation. I think the biggest part of what I'm not certain about is can I subdue the magical feeling of crystals. Like if I can come up with some science behind why they work like they do. For instance maybe the core of the planet is made of some material that gives power to the crystals. Or if the crystals drop from the sky, their power could come from how close to the sun they got (if they originated from say another broken planet on the other side of the sun). Anything to avoid the whole idea of 'magic crystal'.
  5. Indiegogo Campaign on November 1st

    Hi, everyone! This time we came here to call for your help to make our Indiegogo Campaign great! On November 1st we will launch our Indiegogo Campaign for the game "The Gragons Farm". And we want all of your help and support to reach our final goal of releasing The Gragons Farm. The Gragons Farm | Pre-Launch Indiegogo Campaign Indiegogo Pre-Launch Campaign Today we show you our Pre-Launch Campaign. This Pre-Launch Campaign shows a little bit about what the full Campaign will be like. We have a lot to show. In the full campaign we have lots of different goals to reach, for example Marriage and Children, Gragon Breeding, NPC Quests, and much more. If you help us reach this goals, we together can make the game we all want. If we reach all the goals, we have a big surprise to show you, but only if we reach all the goals. On the full Campaign we will have lots of different Rewards/Perks to choose, for example, Digital Cards, Wallpapers, Digital Books, Name on Credits and much more. Join Up on our Pre-Launch Campaign to receive de latest news and activities about the campaign and about The Gragons Farm. Click on the link below to Join Up now with your email. Indiegogo.com Join Up now before the launch to get a Free Digital Gragon Card! There are 100 different cards, you get 1 random card. Full Campaign on November 1st We want you to be part of The Gragons Farm, so on November 1st, we want you to join us on Indiegogo Campaign to earn lots of different Rewards and help us make the game you truly want. That´s all for now. We need all the feedback possible to create the game you want. If you have questions to ask, ideas to tell us, just email to voidjogos@gmail.com. Note: This game is a Beta Demo and the full version is still in development. Links Visit our Itch.io page to download the Beta Demo Visit our VoidJogos Facebook page to see what we are doing and contact our team and also Like the page. Visit our VoidJogos Youtube Channel and Subscribe to see all the latest videos.
  6. I’m Tamás Karsai (Spidi) a solo game developer forming "Magic Item Tech". I used to grind for magic items day and night, now I’m building games using technology fueled by them . I would like to present my third completed solo game project from start to finish . I Am Overburdened is a silly roguelike with a fun twist to the tried and true classical formula. The player takes the role of an artifact hunter, who has a surprisingly large carrying capacity, embarking on a quest to search through dungeon after dungeon for mystical artifacts and answers, in a world where magic has long been forgotten… Run focused campaign, playable in short bursts. Fill a huge inventory having 20 slots. Find more than 100 crazy artifacts, all of them unique. Learn the ins and outs of an RPG system which feels approachable and fresh, but familiar and deep at the same time. Crawl in procedural dungeons generated from hand authored layouts. Collect details about monsters and artifacts in your journal. Unfold a funny story, packed with vicious evils, puns and jokes. Immortalize your best playthroughs in the “Hall of Fame”. What is this 20 slots, 100+ unique artifacts RPG nonsense? Simple, your “hero” does not get more powerful magically by beating some orcs to death and he is not a wizard either. In the world of I Am Overburdened the art of magic wielding was lost, but legendary artifacts and relics retained their power. If you equip these you become stronger, sometimes immeasurably, and you may even learn reactive skills and otherworldly abilities, but no sane person wears two pants… The game will be sold primarily through Steam and itch.io for Windows PC initially. It will cost 4.99$ (may vary based on store & region). You can already wishlist the game on Steam to get an e-mail on release day: Or you can follow my developer profile on itch.io to get a notification: My website, the Steam store-page and the Steam Community Hub already has a lot more information about the features of the game and the release itself. I'm also doing a little marketing "sprint" thingy up until the release day. I'm calling it the "Wishlist Release Calendar". I'm going to release an artifact from the game every day with its "fluff" text posting the new version of the following image here:
  7. Feudal Alloy menu.png

    Main menu in Feudal Alloy. twitter
  8. SAMA - UI Dev ScreenShot of Inventory

    Got the UI Inventory screen working now. Fully keyboard and mouse driven, this is where you manage all your items split up into separate 'tabs'. This is the 'Fossil' management area.
  9. Where to post your game

    Hello everyone i am new here. I have an awesome game to show all of you and was wondering where on this forum i should post it?
  10. Hey, I'm looking for some people that can help me with a game that I'm making that is a 3d platformer. I mostly need someone for character design and animation, I can do some coding but if you can do coding as well you're still welcome because I'm still not the greatest at coding just yet. if you need to contact me add me on discord @ Kurupted#1206
  11. Hello this is team Z1P UP we are looking for new members to join our team as we make different types of games , learn skills ranging from audio editing and production right up to cinematics and programming , we are looking for members from any status such as learing to advanced users . We are all friendly and help each other out on our Discord server maintained professionally and made with time and care , we are hoping to see you guys over soon to talk and make progress over on our Discord chat . The Team Founder Z1P UP Discord Chat : https://discord.gg/z9TrYc
  12. Give me feedback

    Hey, everyone! This is my first post here. I would like to know what you think about my project called STRATUM. It's a 2D platformer that is heavily based on storytelling and boss fighting while trekking through the world. Everything in STRATUM takes place in the first century AD, in a world that wraps our own universe, called The Stratum. A parallel Universe that is the home of the Christian deities . In this game you will play as a Dacian warrior, unfamiliar with everything in this world, you’ll get to know and understand The Stratum together with him. The main thing that I want with STRATUM is to reinvent the known lore and history of the Christian deities and realms. The story is unconventional, it plays down a lot of the mysticism of Hell or Heaven and it gives it a more rational view while keeping the fantastic in it. What do I mean by that? Well, think about Hell. What do you know about it? It's a bad place where bad people go, right? Well, that's not the case in STRATUM. I don't want to describe such a world. In STRATUM, there is a reason for everything, especially for the way Hell is what it is in the game. "Hell" is called The Black Stratum in the game. This world is not very different from Earth, but it is governed by different natural laws. The story will also involve the reason why this world entered in touch with ours. What do you think about all that I said? Would you be interested in such a game? I have to say that everything is just a work of fiction made with my imagination. I do not want to offend anyone's beliefs. I want this to be a one man game. I have been working alone on it (this was my decision from the beginning) from art to effects to programming to music to sound effects to everything. I also have a youtube video HERE if you want to see the way the game moves and the way my music sounds. Please, any kind of feedback will be highly appreciated. If you have something bad to say, do it, don't keep it for yourself only. I want to hear anything that you don't like about my project.
  13. Earthbound fan game!

    Im making a game in construct 3 (I'm using this because this is the only game engine that i know really well) and it is based off of earthbound. I actually have some stuff already and i have some team members to. What I need is basically a pixel artist, a person to help a member of my team with the music, and someone who knows the construct engine. This is not payed because i don't have money but if i can make money from it i will split the profits among the team members.
  14. Hey guys, I am working on a 2d orpg called Shadows of Mayhem and seek a small team to help me bring it to fruition. Some story and concept art can be found at https://shadowsofmayhem.tk . I am primarily looking for mappers/eventers (via a world editor) but these roles would also be useful Female Voice Actor Artist Secondary Developer (C# & Monogame) SFX Designer I have a fair history of experience with these types of games in various different roles and am an avid storywriter as the site may give away. If you are at all interested please add me on skype ( dapr0ph3t ) Or alternatively contact me via email at toom_dog@hotmail.com Thanks in advance!
  15. AstroShift screenshot 11

    From the album AstroShift

    If you see a ship drifting that you'd like to jump to, you can always hit the self-destruct button. In effect, this turns your ship into the most powerful weapon in the game: the shock wave created by self-destruct destroys just about anything in a radius around you!
  16. AstroShift unlockable arcade game

    From the album AstroShift

    I love arcades, and spent a lot of the 80's in them. As a cool bonus in AstroShift, I added an unlockable arcade machine in an arcade, with an arcade-y version of the game to play. I added scanlines and ghosting to all the sprites in it, and lined the back walls of the arcade screen with other machines, running their attract sequences. Did I mention I love arcades?
  17. AstroShift screenshot 12

    From the album AstroShift

    On this level, I made the enemies attracted to your thrusters; So the more you speed up to get away, the faster they come. I tried to add new gameplay elements into every level, so you were constantly discovering new things to play around with.
  18. AstroShift Ship Index

    From the album AstroShift

    You can pause the game any time and enter the Ship Index, where you can get a close-up look at the ships you've piloted so far. There are 30 ships to find and fly in AstroShift - some are awesome, and some are kinda crappy...
  19. AstroShift screenshot 3

    From the album AstroShift

    In AstroShift, your ship getting destroyed isn't a bad thing; You get flung out into space, the camera zooms out, and you have a time limit to find a new ship. If your air runs out before you do, then you die. But the levels are littered with ships, and as long as you manage your air, you'll be flying and shooting agin in no time.
  20. AstroShift screenshot 2

    From the album AstroShift

    I like the level in R Type where you fly around a giant ship, blowing pieces off, so I put a boss encounter like that in AstroShift. He has a shield up, so first you have to fly around and destroy the shield generators. Then you can blow off pieces of the hull, exposing the important bits underneath. I put in touches like: if you destroy the engines first, the ship slows to a crawl, making it easier to fly around it; if you destroy the control computers at the front, it will stop sending out fighters to harass you, etc. These aren't spelled out in the game, but they are there to be discovered
  21. AstroShift main menu

    From the album AstroShift

    I like game menus that have something going on in them - that aren't just a bunch of text. I put a ship flying on fire, stars zipping past, and planets, moons and asteroids that roll by. I added some animated 'computer HUD' stuff, and all the text is hand painted. I wanted to set the mood and style on the menu.
  22. AstroShift Cover

    From the album AstroShift

    This is the 'cover art' and splash screen for AstroShift; I wanted something to relay the arcade feel of the game, that would contrast with the game's 16bit pixel-y graphics.
  23. Launch Trailer

    Finally ! Release date is set for 27 October! Here is a Launch Trailer for BB: Steam Page: http://store.steampowered.com/app/680620/Bouncy_Bob/ How do you like this video ?
  24. An adventure indie game with quests in a beautiful, bright world. Characters with unique traits, goals, and benefits. Active gameplay will appeal to players found of interactivity, especially lovers of quests and investigations. Available on: Gameroom (just open the web page and relax) AppStore GooglePlay WindowsPhone
  25. Biq Quest: Bequest

    From the album Big Quest: Bequest

    Big Quest: Bequest. An adventure indie game with quests in a beautiful, bright world. Characters with unique traits, goals, and benefits. Mobile game, now available on Gameroom. Just open the web page and relax.