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Found 1000 results

  1. Hi there! I'm developing a 3D drone racing game. I'm implementing the AI movement and I've applied the Craig Reynold's Path Following Algorithm. Now I want to make the Obstacles Avoidance. My main question is how to determine the best Avoidance target to Seek it, in order to not collide with obstacles. Does anybody know a good solution for this situation?
  2. I was tying to figure out what to do with my procedural planets and for an initial step and I wanted to fly a spacecraft in and establish a low orbit around my world starting from some distant point and initial velocity. I know how to set up the gravity and I think I can pretty much do manual controls that will simulate Newtonian physics. However what I'm looking for is some software or algorithms that let me establish the orbit by controlling thrust in the right direction at the appropriate points in a trip towards the planet. So I guess the software would accept something like starting position, starting velocity, desired orbit height (I'm assuming circular for now) , and desired orbit plane. From there it would give me firing points, duration and trust vectors needed to for the orbit. To make things simpler I'm assuming infinite fuel. I figure NASA must do stuff like this all the time but I haven't been able to find something solid on how it's done. Perhaps it's too complex, I'm not really sure, but I thought I throw the question out there anyway.
  3. there are many options in front of me to select like 1)-unreal engine 2)-game with js 3)-c++ in these three which should i do first and if there is anyting new anyone wanted to suggest then please feel free to do it
  4. Hi guys! Our first game (Dongo Adventure) has just been released on Steam! I hope you have fun with the game! O/ The game was produced by me and my brother for 11 months. We did everything with free and open source software (Blender 3D and Gimp). About the game: The game is 3D Platform style, inspired by the classic platform games (mainly 'Donkey Kong Country 2'), bringing all those challenges and fun of the genre. Thank you all for the support! Steam Game Page: http://store.steampowered.com/app/811450/Dongo_Adventure/ Official Trailer:
  5. Tedson Santos

    [Play My Game] Rise of Ages 0.9d

    Hey Folks!!! We have a great news for you, we just released a Demo that is our last version of the game before the Early Access on Steam! This is Version 0.9d. The game had several modifications, We hope you like it! Download Link: http://playriseofages.com/demo-0-9d/
  6. Hi, I wish to generate light map textures for objects in my scene containing ambient occlusion and global illumination. Currently I can do this in 3D Max, but it is taking too long on my single computer for this to be feasible. Does anyone know any rendering farms that supports this (light baking)? I checked "Rebusfarm" and they did not support this feature. Any help appreciated, Doggolainen
  7. Tired of working on games that never get released? Then you're at the right place! Game Description Titanforged Entertainment is currently working on a 3D multiplayer game containing several board games. The environment of the game is something of an RPG tavern/potion/scroll shop and the game style is stylized with hand-painted texturing. You can think of the art style as in World of Warcraft or Fortnite or Warcraft 3, just to make it more clear. The environment is ONLY used for the looks. Meaning, the environment is only there as a lobby screen & waiting area. There will be a cinematic screen in the tavern and we will make it feel cozy and nice when people are in the menu's and waiting for a game. At the bottom of this post, you can see some screenshots from the game at its current state. Note that the screenshots are taken from the 3D software and are still not sculpted or textured which is why they look simple and plain. They will look more detailed at a later stage in development. The game contains multiple board (and card) games where people play against each other in for example Chess, Ludo, Snakes & Ladders, Uno, Poker, Scrabble, Drawing/Guessing and more. The boards we are developing will also be in full 3D. For example, Chess would have a castle/monastery environment with the pieces designed as character pieces. In this game you can play to gain ranks and medals. You earn coins from playing, which you can use to buy skins and different pieces in the coin shop. There are more features in the game but these are just some of them. Programmer Needed Titanforged is looking for a highly motivated and talented Programmer. You will be provided all the assets from the artists and it is your responsibility to bring life to the game. If you’re up to the challenge, we want to hear from you! Description: - We do not require a specific programming language. It is up to you, as long as everything is written nicely and the game is working as it's supposed to. - You should be able to program the game as a solo project. We only try to recruit members if necessary. - You need to have a passion for board games. - You are someone who finishes projects. Please do not apply if you have a hard time finishing a game. This will at least take 3-5 months before release. - You are confident when it comes to Networking and Multiplayer programming. The game will be released on Steam. - You should know how to build good security for the game to avoid cheating and 3rd party software. - You are able to spend at least 15 hours a week on the project. If you can spend more, that's great. Currently we are spending 35 hours a week on the art. - You are 18+ years old (Legal contract reasons) Big plusses (NOT REQUIRED): - You have previously released a game before. - You have a degree in your field. Notice that if you don't have a solid portfolio, you will be tested by creating a chess game. We will provide you the board, pieces and textures. You will "only" have to write the code. There is no AI / singleplayer programming. Payment The payment for the project is revenue share. This will be our first game to release on Steam and therefore we are currently all working for free. When the game is released on Steam, payment will be divided between each member as promised in the contract you will sign before working on the game. Your revenue share for the project will be 35% and is not negotiable. We predict high income for this game when it is released on Steam. A lot of the money will be saved in Titanforged Entertainment so that we can create a better next-game and afford anything we need. Our goal is to progress such that we can do this full time and pay our members monthly. Contact Information If you're interested in joining us for this project and hopefully for the future projects, you can add me on discord Nafei#9413 or write an email to Nafei@titanforged.net Screenshots
  8. Creepa-Bot Inc.

    I want to make a game.

    As does everyone on this site, I suppose. Allow me to elaborate. You've heard of Undertale. right? That retro-graphics RPG that put a spin on the whole concept? Yea, of course you do. (I mean, if you don't, here's a Wikipedia link: https://en.wikipedia.org/wiki/Undertale) Then, of course, you know about the various Alternate Universes (AUs) of this game that the community has made, like Underswap or Underfell. Well, I want to make a sort of "fan-game" of Undertale. Basically Undertale, except it's an AU: Painted Plummet. Now, I'll give you a basic summary of Painted Plummet. It's basically Undertale, but the characters are replaced with YouTube animators, like Jaiden Animations or TheOdd1sOut. Now, the Au itself belongs to [RP]=Retribution, but I have made my own take on it, called CB!Painted Plummet. Now, let me clarify, takes on AUs aren't uncommon. There's a take on Underswap called TS!Underswap (and that's admittedly the only example that comes to mind.) Now, I'm posting this on here because I'd like for you guys to give feedback on this idea, maybe throw some concepts for game mechanics at me, whatever you feel like giving me. So go ahead! (Oh, and if you want me to tell you the characters, lemme know.)
  9. NanotaleTeaser_with_sound.mp4 Something is wrong with the heart of magic. Play a young archivist venturing out into a dying world, cataloging its mysteries and its wonders to unearth the truth. Nanotale is the new adventure from the Typing Chronicles franchise and the spiritual successor to the acclaimed Epistory. We are proud to finally be able to announce the development of our new typing game, Nanotale - Typing Chronicles, the spiritual successor to 2016’s acclaimed indie title Epistory - Typing Chronicles. Something is wrong with the heart of magic. Play a young archivist venturing out into a dying world, cataloging its mysteries and its wonders to unearth the truth. Nanotale - Typing Chronicles is an atmospheric typing adventure RPG set in a colorful vibrant world that blooms to life under the words of Greg Buchanan [www.gregbuchanan.co.uk]. Developed by Fishing Cactus Games with the same core team as Epistory - Typing Chronicles, we can’t wait to share the adventure! Wishlist the game NOW Weekly Updates Today is the opening of our Steam page, and with it, the beginning of us being able to talk about the project. To make sure that communication between players and devs flows perfectly, we will post weekly updates about the game on the following channels: Nanotale Steampage Twitter Facebook [www.facebook.com] Discord [discord.gg] Your voice is important Many of player participated in our survey last year about those features they loved in Epistory and how they would like to see these features in our next title. That survey has been used as a solid base when brainstorming about the Nanotale - Typing Chronicles. It helped us to capture the DNA, the essence of Epistory, to create a new game that we hope will please the community. Sometimes decisions have to be taken. Some are harder than others, but we will count on you to continue to enlighten us about what you think of Nanotale - Typing Chronicles. We want you to take part in this incredible new typing adventure with us! Leave us your thoughts in a comment and don’t hesitate to spread the news all around you! Thank you!
  10. Hi, At the moment I want to create a team to make a new top down shooter game for Windows and Mobile. Our store page https://play.google.com/store/apps/dev?id=8448896228303860944 I need gamemaker programmers and 2D artists, You can send your cv / works on; contact@massoftgames.com And you can add me on Discord; RuLing62 Thank you, and see you later!
  11. I'm trying to offset the depth value of all pixels written by a HLSL pixel shader, by a constant view-space value (it's used in fighting games like Guilty gear and Street Fighter V to simulate 2d layering effects. I wish to do something similar). The projection matrix is generated in sharpdx using a standard perspective projection matrix (PerspectiveFOVLH, which makes a matrix similar to the one described at the bottom there). My pixel shader looks like this struct PSoutput { float4 color: SV_TARGET; float depth: SV_DEPTH; }; PSoutput PShaderNormalDepth(VOutColorNormalView input) { PSoutput output; output.color = BlinnPhong(input.color, input.normal, input.viewDirection); output.depth = input.position.z; //input.position's just the standard SV_POSITION return output; } This one gives me the exact same results as before I included depth output. Given a view space offset value passed in a constant shader, how do I compute the correct offset to apply from there? EDIT: I've been stuck on this for weeks, but of course a bit after I post it I figure it out, after reading this. So, with a standard projection in clip space position.z really contains D = a * (1/z)+b where b and a are elements 33 and 43 of the projection matrix and z is view space depth. This means the view space depth can be computed with z = a/(D-b). So to add a given view space depth offset in the pixel shader, you do this: float trueZ = projectionMatrix._43 / (input.position.z - projectionMatrix._33); output.depth = projectionMatrix._43 / (trueZ + zOffset) + projectionMatrix._33;
  12. hello guys, i'm new in unity and i wanna make a ricing game , but i don't know how to start. The script of racing games in youtube is very bad how i wanna a better script but i don't know how and where to start , is any one here can help me ?
  13. Samuel Aponte Sustache

    AIMBOT prevention

    Ok am not an game developer but I really got annoying when a player uses aimbot and no way as a player to do a thing. Im graduated as electronic technician and I study the nand. This guy can be implemented on our game program as a protection in case of cheating. The objective of a cheater is for example 7, 10, 15, kills on a row but what if the player install a nand program and instead of the cheater kill he automatically dies....."wtf" he will be confuse. What about a nand program. If the player suspects cheating or server admin then you will apply the cheater the medicine and he will eventually goes. Thanks Samuel Aponte
  14. ErnieDingo

    Strafe Demo Build 0.1.94.285

    From the album: Strafe Air Support - Version 0.95

    © Insane Software 2018

  15. About LILITH A simulated open-world galaxy with a mission: help an alien family (your crew) survive the harrowing journey to planet Lilith. 🌟 website 🌑 newsletter 🌓 facebook 🌕 twitter 🌗 instagrump Every Journey is New Warp from moons to planets to distant star systems, navigating the dangers of a procedurally generated galaxy teeming with life. The galaxy's big and you never blast off exactly the same way each time. A Flying Home It's not just a spaceship. It's your strategic command center. Your storage hub. Your medical station. Your lifeline. Keep her running smooth and upgrade when you can, because you can't always count on galactic police to help you fend off raiders. [Those tentacles are your space sails, absorbing solar energy and keeping the ship's systems humming.] Planets Are Life Beam down to planets and gather or grow resources needed for survival. Command your crew, build harvesting rigs, and explore an array of atmospheres and environments. Hope you know how to handle a laser pistol. Advance Your Tech Invest in your survival by researching the best tools, weapons, and suits possible. Better items lead to longer stays on planets and higher yields. And it doesn't hurt to have a few grenades and machine guns. They Were Here First Engage civilizations for trade and business. They're aware of their simulated nature, so be cooland try not to do anything weird. The Intragalactic Government is aggressively seeking to purge "Users" like you. Other than that little detail, relax and tune in to a radio blasting government-approved music hits and delightfully peculiar ads. I'll be posting more game play content and descriptions! Looking forward to showing y'all more about this indie puppy. - Jun & Pate
  16. Well Rogue is a unique multiplayer shooter that allows you to semi customise your own powers & create your own weapons.Wether you create a handgun or something else, it’s up to you and what gun you create that could turn the tide of war in your favour.WHAT GAMEMODES WILL THERE BE?: Well here are a list of them (TO BE CHANGED) Free For All, 20 players battle it out to see who will get the most kills Team Capture,10 V 10 will battle it out to capture an area War, a massive 50v50 fight for an area, (or 100v100 not yet decided) Hop into your vehicles, get your Grenade Ready. At the moment my main focus is on assembling a strong team that can work together to make something great. The game will be built on the unreal engine. The 2 main focuses on recruiting are 3D Artists/Animators (animators are important) and UE4 Programmers. if interested contact me on discord at RioIsntHere#4207
  17. Looking for a developer to help me develop a bot for discord, it will be a few simple features that will all work together to create a bot perfect for Discord servers that want to be used for games. I am creating a server for Halo Infinite competitive play and need something to fit the purpose, but I want the bot to be multipurpose and work on other servers for different games. The features i want it to have are: - Auto Roles, controllable by admin of how they are given, so if admin accepts them they get given a specific role. - Basic announcement commands - Nickname requester - auto message when specific command is made e.g. when i use a specific reaction to a message, I can automate a new message. - Welcome messages, leave messages etc... - I want a way to organise teams in roles, but I want their team captain to choose who has that role so I want specific people to be able to give the team role to people or request a role for someone if the other isn't possible. -A ban, unban, report system etc. - Chat command purge, so when a command is used or a specific reaction etc... the chat is cleared for that person to keep the chats tidy. -Maybe a way for messages to be moved into a different chat almost copy and pasted, so if a user requests to change their nickname in one chat the request goes to a private chat for the admins, so the public chat stays clear. Extra Features if possible: - Event reminders for when there are matches etc... sent to team captains when they have a scrim match - Leveling system but given by the admins, this can be when they win matches, or tournaments they level up on the admins command, this will then categorise the roles. -A way to search for certain roles so for example search for all of the players with a specific role(rank), specified by the admins so they can recruit players etc... and also a way to search for a certain players username and find out what rank they are in your server. - A twitch broadcasting automation set by admins for when a specific matchup is being streamed and this gets posted wherever specified maybe announcements etc... Future Preferences: -A way for people to get involved like a in discord currency everyone is given a specific amount when they start and they then can use that to gain currency by predicting who is going to win/draw, so they place the currency on specific result, result is posted by admins and the total amount of currency used is split between the people that won etc... There will be in discord leaderboards for people with the most currency, there will be prizes for people with the most currency by the end of each month or so... they will also be able to donate to the channel, and will receive bonuses in the channel. -Depending on how much is donated to the channel, they can work up tiers, if they donate £10 for example they get priority status on twitch links and when they start to stream they are auto posted in the twitch channel. etc... -got more ideas,
  18. Hi everyone! I'm one of the developers from Far North Entertainment. We are a startup studio based in Sweden. We have been working together for three years and are currently developing our second game, a sandbox game in a post apocalyptic cyberpunk setting where you explore the world and find materials for crafting tools to help you survive against thousands of zombies! We have been working on this project for about four weeks and have taken inspiration from other games such as Project Zomboid, Terraria and Left4Dead and we are trying to gather feedback to determine in which direction we are taking it. Our Project page: The Gameplay Features: Online Co-op Multiplayer: team up with your friends, or go solo if you dare! An open world: explore the world and scavenge it for objects and materials that will help you survive. Crafting: use acquired materials to forge new weapons and armor or modify your existing arsenal. Build your bases: build bases of operations where you will be able to craft, plan your next destination or simply catch your breath in between your encounters with the Infected. Hordes of thousands: thousands of Infected can be simulated on screen at the same time. Make sure you have an escape route or enough ammunition in an encounter, otherwise your death is certain. The gameplay centers around you exploring the world, trying to find and gather materials that can be brought back to your base and be used for crafting tools that will help you survive. Our goal with the Infected is to have a dynamic threat that can create emergent gameplay scenarios where, in one instance a street you cross is completely empty only to be crowded with Infected shortly afterwards, thereby forcing you to plan a different route to circumvent them or try to blast an opening and push through them. This means that communication between you and your friends will be key in order to survive encounters with the Infected. You could have a friend draw the attention of the Infected away from you while you gather resources to take back to the base, or have a friend desperately firing of a shotgun shell, in a small encounter, drawing the attention of a large horde and dooming your entire team. We also have a DevLog on Youtube which I thought I'd update this thread with, in addition to the written updates about the game's development progress. We would appreciate any feedback on the game, I look forward to take part in it!
  19. I am happy to announce that we release the fourth demo of Rail Route! We intended it to demonstrate how campaign mode works. You will find yourself operating a small tranquil rail network, facing the challenge to expand it to a vivid center of transportation. What is New Almost everything! Except rails, trains, contracts and basic map layout (Prague, again). From the beginning, you will control manual switches and semaphores. You can expand your network by buying platforms and building rails, but you have to research the control room upgrades to operate more stations. Automated semaphores are helpful component indeed and you can use them after you research and buy them. Read more information on our website: https://railroute.bitrich.info/2018/11/23/demo-r0-4-released-from-the-beginnings/ Feedback We deserve your feedback! We would like to steer the game development according to gamer’s needs so we decided to grant a life-time license to end product to everybody who helpfully answers these questions (either by a comment or via e-mail): How much time did you spend playing the game? Which stations did you connect to your network (except Bubny, Dejvice, Docks)? Did you find the game play intuitive from the beginning? Have you had any problems with the understanding of what’s going on? Was it intuitive to you how to receive the incoming trains? Why not? Was it intuitive to control the switches and semaphores? If not, why? Was it intuitive how contracts work? If not, why? Was it intuitive how research works? If not, why? Was it intuitive how building / buying works? If not, why? What did you like the least? What did you like the most? Do you have any idea what we should definitely add into the game? Don't miss this opportunity!
  20. Orangatang Games is a new indie gaming company team looking for new members to work on it's first PC title Ruminate. The game is about a hero who's lost his memories and is on a quest to rediscover them. The game is a clever physics-based 2D puzzle platformer. It is inspired by the Karoshi games and flash-based platform racing games. One interesting feature of the game is an in-game level editor, server side functionality will later be added to the game to allow online level sharing. Around 80% of the coding for the game is already complete! All it needs now is some inspirational artwork, interesting level designs, and a couple boss battles! Who we're looking for: Passionate individuals who have some experience in their field of expertise. -Level Designer -2D Artist & Animator -Musician -Writer Payment: For now, members who work on the project will discuss a revenue sharing percentage until a quality demo is produced and the kickstarter begins. Once the Kickstarter begins, depending on how much money is raised, artists and team members may agree on a paid salary. Requirements: - Skilled, has required software for your chosen role. - Responsible, mature, and gets the job done. - Examples of work How to Apply: PM me on this site or discord @Orangatang#0141 with some examples of your work, a quick summary of yourself, any previous project experience, and approximately how much time you can spend working on the project every week. Try the Demo: If your interested in seeing what I've completed thus far, feel free to click on the following google drive link and download an early prototype demo! Any constructive feedback would be appreciated! Windows Version: https://drive.google.com/open?id=1dQLPuuHqvmMldmA87-cEKW60RrLBdDKz
  21. So I've got this idea for a game, could someone review it? Wouldn't it be awesome if there could be RTS style battles, but everyone is a real person from a 1st or 3rd person perspective? That's my idea. There would be 3 base classes, warrior, mage and archer. But as you level up, ALL your classes get more powerful. It would be 50 vs 50 battles, with several modes(castle siege, field battle, etc...) it would be free with unlockable cosmetics. Any ideas?
  22. Hello Villagers! There’s no way to actually prove this, but I’m pretty sure more people have played fishing mini-games than have actually gone fishing. You can fish in Zelda, in Nier, in Red Dead Redemption 2, in Pokemon, in Deadly Premonition, in Torchlight, in Yakuza. You can hardly walk into a Gamestop without tripping over a pile of rods and tackle boxes. And of course fishing is especially prominent in life sim games like Animal Crossing, Harvest Moon, and Stardew Valley. Village Monsters is no different – fishing was one of the first hobbies I added to the game. There’s a lot to draw inspiration from, and if it seems the tone of this post is overly negative it isn’t because I don’t like fishing mini-games… it’s because of how intimidating they are! With so many different standards and expectations there are almost too many options, and this left me feeling paralyzed when designing the system for my game. The good news is I’ve finally settled on a system, and I’m super excited to talk about it. But first let’s talk about how bad of a designer I am. Failed Prototypes I prototype every feature – often before I even analyze or document it – and fishing was no different. In a lot of ways prototypes are ‘meant’ to fail (seeing what doesn’t work is more valuable sometimes than seeing what does), but my fishing prototypes took the word ‘failure’ to a whole new level. My very first prototype was similar to what you find in Breath of Fire. You’d be presented with a side view of the body of water you’re fishing in and your goal was to guide your hook to a fish and reel it back to shore. 1st Prototype, 2017 It was… fine. It was certainly unique compared to my contemporaries, but the more I played with it the more I realized this wasn’t necessarily a good thing. It was equal parts clunky and boring, and I scrapped it shortly before the Kickstarter. The prototypes that followed were all over the place. I experimented with “fish HP” and “rod HP”, I put in timed button challenges, I tried out things like line strength and fish stamina and generated all sorts of random numbers. Another fishing prototype I wanted to capture the full cycle of fishing – the relaxation of waiting, the excitement of hooking, the struggle of reeling in a big one – but nothing I tried was working. You might even say I was floundering… heh… heh… ugh. Then one day inspiration struck. Perhaps it was Poseidon himself that whispered in my ear, or perhaps it was that 4th Monster energy I just drank. Whatever the case was, the outline of fishing should look like revealed itself before me anchored by three words… Dash, Mash & Clash Fishing in Village Monsters can be broken up into three distinct phases which I lovingly call Dash, Mash, and Clash. After casting your line in a body of water the music dims and you can let your mind wander as the outside world fades into the periphery – that is, until a fish bites. That’s the Dash, referring to how you must quickly hook the fish before it gets away. After hooking the fish it’s time to Mash, which is exactly what it sounds like. Your job is to reel in the fish as fast as possible. There’s no subtlety required, so mash that reel button as hard as you can. A little fishing meter tracks your progress. Of course, most fish won’t be too pleased about the hook in their mouth and they’ll often try to fight back. This leads to our next stage, Clash, which finds you being challenged with a series of button prompts as the fish attempts to get away. If you miss a prompt then you’ll start losing the progress you made reeling the fish in. Miss too many and the slippery fish will make their escape.. However! If you manage to get a “Perfect” during this stage then the fish’s defenses are shattered which makes it much easier to reel in. This gives the clash stage a high risk / high reward component and acts as a test of skill compared to the previous test of stamina. These two stages cycle back and forth until the fish is caught or gets away. How often they cycle and for how long depends on the fish. Easier or smaller fish need less reeling in while legendary fish require several clashes before they submit. And there you have it! Fishing is finalized in forthcoming folly, Fillage Fonsters. What’s Next? Finalizing any gameplay mechanic is sorta like writing the 1st draft of a story – it’s a great feeling of accomplishment, but there’s lot of editing and polish to do. Now that I have all these levers and nobs to play with it’s time to give each fish a “personality” – heavy fish that are hard to reel in, fish with extremely quick ‘hook windows’, and so on. There’s also an entire range of possibilities for upgrades: lures that attract fish faster or rods that make reeling in easier. Then I can start looping back into other parts of the game, like a potion that slows down the clash stage, or a mushroom that attracts rare fish when used as bait. You’ll be able to play with the new fishing system yourself once the latest Village Monsters demo hits later this month.
  23. Hello, I'm currently searching for additional talented and passionate members for our team that's creating a small horror game. About the game: The game would be a sci-fi/post-apocalyptic survival horror 3D game with FPS (First person shooter) mechanics and an original setting and story based in a book (which I'm writing) scene, where a group of prisoners are left behind in an abandoned underground facility. It would play similar to Dead Space combined with Penumbra and SCP: Secret Laboratory, with the option of playing solo or multiplayer. Engine that'd be used to create the game: Unity About me: I'm a music composer with 4 years of experience and I'm fairly new in this game development world, and I'm currently leading the team that'd be creating this beautiful and horrifying game. I decided that making the book which I'm writing into a game would be really cool, and I got more motivated about doing so some time ago when I got a bunch of expensive Unity assets for a very low price. However, I researched about how to do things right in game development so I reduced the scope of it as much as I could so that's why this game is really based in a scene of the book and not the entire thing (and also that's why it would take 3 months). Also I'm currently learning how to use Unity and how to model things with Blender. Our team right now consists of: Me (Game Designer, Creator, Music Composer, Writer), 2 3D Modelers, 1 Sound Effect Designer, 1 Concept Artist and 1 Programmer. Who am I looking for: - A programmer that's experienced in C# and with Unity. - 3D Environment Artist experienced with the creation of high poly/realistic horror/underground/sci-fi environments. - A talented and experienced 3D animator. Right now the game is very early in its development (GDD is completed and all 3D Items, Music and Sound Effects are completed). If you are interested in joining, contributing or have questions about the project then let's talk. You can message me through here or in Discord: world_creator#9524
  24. Me I've been designing and developing games since I was 9 when I was making my own card games or setting up rules with my cousins for pretending to be shopkeepers and selling each other toys and other things with monopoly money (epic). Fast forward and I've been making random stuff, tinkering with things, and not really getting anywhere. I'm currently working on my first solo project and taking it farther than I've ever taken a game on the PC. It's pretty sick. \m/ My end goal is to have a team who can work together with varying ideas to make something memorable that gamers can come back to and appreciate. At the end of the day creating games is my passion, it's the best form of story-telling and that's what I want our team to be known for. Three of my Favorite Games Halo 3 Warcraft 3 World of Warcraft What I'll Do Game Design Management Writing Help make awesome games with you. oWo What I Can Help Do Intermediate Programming (C#, Python, GML, JS, PHP, CSS, Java) Pixel Art (I can do traditional drawing, but I don't have anything for digital art.) What I can't do right now. 3D modeling or coding. Audio anything. Expert/Advanced level programming. Goals of Our Team PC-Only, could change in the future. Genre Scope: Story-Heavy Horror RPG Survival Getting our feet wet, finding out who's who in our team, and making phat $ at some point /s. Requirements A mic and a Discord account to join our Discord server. Some previous work (doesn't have to be professional or with a team) for whatever position you're wanting with us. A couple hours at least 3 days a week to communicate and work with us. Great communication skills THREE of your FAVORITE games. >:D
  25. Undergroundies

    Uagi-Saba Dev Log, Full Release!

    A long journey coming to an end, after almost three years in development Uagi-Saba is releasing into full access on Steam. Uagi-Saba will release in four days, November 30th. I will be patching this evening with the end game story content, the new achievement screen and the gene pool screen. This blog entry will include the last set of Steam patch notes from "The Giant Halloween Patch", mystic drawing contest details and digital art book info. This may be the last blog post I make about Uagi-Saba here on gamedev.net, the next post will most likely be about my next project. I live stream game development daily on Twitch, stop by sometime! https://www.twitch.tv/undergroundies What Is Uagi-Saba? Uagi-Saba is a creature care simulator that takes place deep underground. Raise, care for and breed magical beings known as Mystics while harvesting resources, expanding sanctuary and exploring. In-Depth Genetics Uagi-Saba uses a realistic genetics system, every body part has two genes which can be passed on from parents to offspring resulting in thousands of body part combinations. Stats, skin pigment and many other parts of a mystic's DNA also have their own unique genes and can be passed on through breeding. Recessive and dominant genes, resistance to sickness, mutations and the incorporation of "wild" genetics. It's all possible. Uagi-Saba On Steam Mystic Drawing Contest I am currently throwing an art contest to celebrate full release, if you are interested stop by this link https://steamcommunity.com/games/788390/announcements/detail/1712952601874725936 2 more days to submit your entry. Uagi-Saba Digital Art Book The Uagi-Saba digital art book will go live this evening on Steam, you must own the game to purchase this DLC. I will be doing some giveaways the next few days on Twitch, this will include non-Steam versions. Last Patch YES! The biggest content patch since EA release. Super excited to get this into everyone's hands. Got a lot of new content for ya just in time for Halloween! I have also made some general balance changes and regular bug fixes, those will be included in the patch notes below. This is an optional update, to opt in right click Uagi-Saba in your Steam games list. Then click properties, click betas, then click "select the beta you would like to opt into" and select "uagitest". Mystic Skill System After a long wait the mystic skill system is now live. All three skills that can be taught to mystics will help the player progress towards the end game. The three skills are "Smash", "Repair" and "Far Sight". First to even teach a skill to a mystic the mystic must have an intelligence rating of 4 or above. Depending on what skill you want to teach you also need to have a high enough rating of the corresponding stat. Smash (Strength) Repair(Intelligence) Far Sight (Wisdom). Skill Objects New objects have been introduced to be used with the new skill system. Giant Stones- Giant boulders that can be broken apart with the Smash skill. What might you find? Broken Computers-Use the Repair Skill to fix these old computers and learn more about what happened to sanctuary before the meteor hit. Memory Objects-Use the Far Sight skill to read into old memories attached to these special objects. These objects have a swirling blue green orb above them. WARNING these can be destroyed and lost forever when renovating a room. End Game With this patch I decided to lock the Great Machine button to restrict players from ending the game after they have met the requirements, That will be coming in the next patch. I still wanted to introduce the skill system though in case players wanted to play around with it a bit and discover some hints about ending the game. -If you would rather wait to see the ending complete I recommend waiting for full release November 30th to update. -Requirements needed to end the game I will not disclose. "Hints can be found within the memories." New Body Part Coloring System I am happy to finally introduce the new body part coloring system. Previously a mystics entire body was colored with one tint based off three color genes. Now with the new system each individual body part has it's own three color genes. This vastly increases the possible mystic look combinations and makes each mystic really feel unique. New Room Biomes Originally for this patch I was only going to include the new vine room biome but since I finished the ancient room biome in time I thought I would hand that over as well. Bordered with old runes these warm rooms are filled with flat glowing stones, inspired by my love for Mignola and Guillermo. Come with their own spawns and a new plant species. New Plant Pack The first plant pack to be introduced into sanctuary. One new plant species has been included for each room biome type. For the default rooms biomes the "Cave Blades" hearty grass sharp enough to cut skin. For the cool vine biome, the "Stone Suckers" barnacle like growths that suck minerals from the stones they grow from. Lastly for the muggy ancient room biome I have created the "Fingers Of The Beast" a worm like tube plant that dances slowly in the dark. Full Release Here is a list of what to expect in the full release -The in game achievement system will be finished, currently is locked. -Player will be able to press the button on the Great Machine and end the game if they meet the requirements. -Finishing the two animated end game story screens. -More balance changes. -More added to the tutorial. -Completed Art book for Uagi. Patch Notes From 2.0.3.3 -Added new "Other Upgrade" Self harvesting Fermentation tanks. -Fixed problem with back cloud and haze creators not destroying with room renovations, would create overlapping clouds and haze. -Increased the distance at which essence extractors receive a synergy bonus ic close to other extractors. -Mushroom Gardens now cost 5 stone instead of 10 stone. -The Improved mushroom farm upgrade now costs 75 Lore and 200 Essence instead of 150 Lore and 250 Essence. -Added different color text within the info section of the HUB for easier reading. -Added info about the skill system and skills within the HUB info section. -Added info about holding shift to move camera faster in the HUB info section and in game controls menu.
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