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  1. I have experience with unity and C# script, I have also purchased the Google Developing Console to upload games to the play store. The problem I have faced is how much work and how tedious it is to complete a game on your own. So if anyone wants to partner up on a simple 2D mobile game email me at laurens.fernando17@gmail.com.
  2. Who are you? We call ourselves Dobbey. Our team currently consists of two people. We are both early 20's and come from Germany. At the moment this is our hobby. What's the name of the game and what is it about? The game is called Insane and it is a 2D adventure puzzle game with horror elements. Insane is about a scientist who has been doing human experiments for years. His most successful experiment is number 73, which seems to be mentally labile. This experiment manages to flee one day but can't distinguish between reality and imagination. In this game you will find a creepy atmosphere with difficult and varied puzzles. What inspired you? The style of the game is inspired by Limbo. But we were also inspired by Jump 'n' Run games and movies. Of course, we have also our own elements like an inventory system, butterfly effect, the "INSANE" effect, using a QR-Code.. Which program do you use to develop the game? We are programming it with Unity. In our opinion, it is the best program for indie games. And of course we are working with Photoshop to create the graphics. What platform will Insane be available on? For PC. How can I support you? Twitter: http://bit.ly/20POkfM YouTube: http://bit.ly/2rLXoM0 Instagram: http://bit.ly/2qwU2bl Facebook: http://bit.ly/2p3nwRQ Website: http://bit.ly/2s8buqU Here you can see some of our screenshots. (You can find the animation on Twitter/Instagram.) (You can find the animation on YouTube.) What do you think about it? Yo can see more screenshots or videos on Twitter, Instagram or YouTube.
  3. Hello, my name is Thomas and I am currently starting up a project. The project is going to be a very hardcore, and tactical FPS that is similar to Escape from Tarkov. It will be made within Unity, and will be programmed in C#. Currently, I have a Unity project started, an organized Discord setup, and as well as a very organized Google Drive. The Google Drive has art references, and plenty of folders for organization. Lastly, the payment for this project will be solely rev-share as I have no money. I am looking for anyone who can contribute: 2D artists, 3D artists, composers, programmers, etc. If you would like to help out and be of use, please email me at: thomasmunson2277@gmail.com Alternatively, add my Discord: Thomas#3788
  4. Hi all, I´m currently working on a little 2D "explorer game" in Unity and do have some problems with the item database. First I created a simple XML Database in which I stored things like ItemValue, ItemDescription.....and also the Path to the specific prefab. Because I wanted to manage my Database only in one place, I started to build a Custom Editor and used Scriptable Objects to represent my desired Item Hierarchy. At this point I learned a lot about Unity´s crappy serialization system and how you have to do "big" workarounds to save your Database without any restriction like "No support for custom null classes, no support for polymorphism....) . I started to realize that I have to setup my own little "system" to get the job done but I can´t get my head around the whole thing. 1) Lets say I have the raw data representation of my Items (ItemID, ItemDescription, ItemValue e.g) saved in a .json or .yaml file, how do I map the "raw data" to the visual part of the item (in game)? Should I create the Items dynamically (e.g create some factorys for diffrent item types and build them in code)? Should I rewrite my "custom editor" to create acutal prefabs and save the path to my desired item like I did in the XML thing? Is there an best practice for this kind of problem in Unity? Kind regards,
  5. Sniper

    Score points by shooting enemies! Before you is one of the best representatives of the simulator sniper games genre, with stunning graphics, quality effects, and realistic ballistics of bullets. It will not be easy to win for sure. Are you ready? Then take a sniper rifle and fight! Download http://falcoware.com/Sniper.php
  6. MMO development (Help)

    Good morning, i'm a designer, i'm currently developing a MMO with a friend. Is our first project, he will take care of all the programming and I of all the design. But we have no experience in connections, yesterday I saw the packages that Unity handles for multiplayer, and I think the prices are high for something that I will be financing by myself, and I can not sustain an income of $ 479 per month for 50k players, I look for a server Dedicated to support at least 5k players at the same time (I understand thats called CCU no(?)), but I really do not understand how all that works. I am afraid to invest in developing the game and in the end it will not help because I will not be able to support the monthly multiplayer. I look forward to your advice of all kinds, not just connecting, it would really serve me well, and sorry for the inconvenience. Game notes: It will be a game that will handle mostly low poly designs, but if it will have many effects, and an extensive open map, it will be zombies, therefore there will be too much action simultaneously on the screen. It will be developed in Unity. I leave some screenshots for you to have an idea, clear all the ambient light and many effects like broken things, trash, some water, etc.
  7. Hi everyone! I hope you’re all doing great! Today, we’re going to talk to you about what we’ve been doing on “Project SpaceVille” in the last couple of weeks. This last one in particular, we focused on fixing the most critical bugs in the prototype. As you may already know, that was the last week before submitting the final demo for Lisboa Games Week. So, that was quite stressing! (laughs) By the way, here’s a screenshot of that said demo. Enjoy! Bugs. Bugs everywhere! Something we didn’t tell you before (ups!) was that you were actually able to dig holes inside houses... But, we fixed that and you are no longer able to plant trees in your living room. There goes the environment, I guess. (laughs) Speaking of that, another bug that also occurred inside the house happened when you tried to place an item from the inventory in the room. Suddenly, it would start to be multiplied insanely (laughs), but that’s fixed as well. While fixing these “small” issues, we were breaking other things related to the player's actions. For example, the player couldn’t catch butterflies anymore, trees wouldn’t fall no matter how hard you struck it with the axe! And after fixing these action related bugs, the achievements stopped working as well! What a mess, I know... (laughs) Bugs aside, we’ve finally changed the player’s 3D model and animations to the “final” ones. But even there we found some issues. The new model’s rotation and player input sync was all wrong. So the player would be walking right with his body facing left (laughs). We’ve also changed the NPC models to the cat models. But unfortunately, we haven’t had the time to implement their animations yet. Art Styles Finally, we’ve been testing a couple of different art styles in the game. We want “Project SpaceVille” to have its own look and feel. So, we’re giving a lot of time and thought into this. We haven’t set anything in stone yet, other that we want it to feel cartoonish, somewhat stylized and, above all, unique. So, if you could help us, we’d love your opinion! Gil has been playing around with shaders and he has came up with these. What do you think? Cya next week, everyone! The FAXIME Team Follow us and keep updated at: Facebook: https://www.facebook.com/FaximeGames Instagram: https://www.instagram.com/faximegames/ Twitter: https://twitter.com/FaximeGames Pintrest: https://www.pinterest.pt/faximegames/
  8. I'm building an American football simulation(think football manager), and am wondering about the best way of implementing AI based on various inputs which are weighted based on the personality of the NPC...I have a version of Raymond Cattell's16PF model built into the game to be able to use their various personality traits to help guide decisions. I am going to use this extensively so I need this to be both flexible and able to handle many different scenarios. For instance, a GM has to be able to decide whether he wants to resign a veteran player for big dollars or try and replace them through the draft. They need to be able to have a coherent system for not only making a decision in a vacuum as a single decision but also making a decision as part of a "plan" as to how to build the team...For instance it makes no sense for a GM to make decisions that don't align with each other in terms of the big picture. I want to be able to have the decisions take in a wide range of variables/personality traits to come up with a decision. There is no NPC per se...There isn't going to be any animations connected to this, no shooting, following, etc...just decisions which trigger actions. In a situation like a draft, there is one team "on the clock" and 31 other teams behind the scenes working on trying to decide if they want to try and trade up, trade down, etc which can change based on things like who just got picked, the drop off between the highest graded player at their position/group and the next highest graded player in that position/next group, if a player lasts past a certain point, etc... There needs to be all of these things going on simultaneous for all the teams, obviously the team on the clock is goifn to have to decide whether it wants to make a pick or take any of the offers to move down in the draft from other teams that might want to move up, etc.. So I am planning on making use of something called Behavior Bricks by Padaone Games( bb.padaonegames.com )which is a Behavior Tree but in conversations with others who have worked on AI in major projects like this(EA sports) they said to combine this with a State Machine. My question is would I be able to do this using just Behavior Bricks or would I need to build the state machine separately? Is there something else already created for this type of purpose that I could take advantage of?
  9. Project XSYS - WIP

    THE GAME: Project XSYS is an untitled indie game that features world map HEX crawling, turn based combat, and multi-character party RPG adventuring. Features thus far: Hex Crawling World map hex crawling is a unique feature. It's up to the player to ensure his/her party is well prepared and provisioned for each journey. Like many 4X games,time controls allow the player to speed up, slow down, and pause the passage of time. As time passes, various events will occur such as combat encounters, interaction scenarios, inter-party personality conflicts, discoveries, etc. The screenshot below is the most current view of the hex map. It is auto-generated by stitching smaller hand crafted Terrains together. But, yes, it's pure programmer art. Tactical Turn Based Combat The combat system was built to satisfy the itch of tactical turn based enthusiasts. In addition, I've worked hard to ensure that the combat grid is truly 3D. This means that characters can climb, fly, crawl, and jump over and under obstacles. The action point based combat system is designed around the concept that your character can try to do anything. For example, if you want to fight with two weapons, trip, guard, parry, or disarm you don't need a special skill to try it. There are no talent trees just proficiency levels. Character Party The character creation system is extensive and is a multi-step process. Steps include selecting Class, Race, Ability Scores, Interaction Skills, Combat Skills, Exploration Skills, Spells, Appearance, Personality, Backgrounds, etc. At the moment, the system allows you to create up to six characters. At the moment, the graphics are nothing more than prototypes / placeholders. I don't plan on hiring or partnering with an artist until next year. One of the first things I will have commissioned is a base character model and various pieces of equipment for each race. For the moment, Adam and a pair of Mixamo thugs will do just nicely. Development Thus far, I've spent many long nights coding and refractoring the games numerous subsystems (true 3d grid pathfinding, sqlite database, event message system, animations, personality system, combat mechanics, inventory, character sheets, items, vendors, character creation, terrain based hex map, encounter system, survival mechanics, campaign events, etc). The game has truly become a labor of love and I'm quite happy with the code thus far, but of course it's not perfect... yet. My current focus is developing the content pipeline and assessing what Unity assets (if any) I will be integrating. In fact, I can't wait to start adding more creative elements to my game. The game is now moving from being a game framework to an actual game, but there are still many detailed decisions that have not been made. Anyway, I hope you enjoy watching my game take shape. I really need all the feedback I can get as I have much to learn.
  10. Weekly update #26

    Ideas for armour sets & jetpacks I made a couple of different concept sketches for the armor sets that I mentioned in the previous blog post. From simple wooden planks tied on the player to welded metal plates that form a strong looking armor. Below you can see some of the examples (arms, legs and helmet). sketches for arms, legs and head armour This week I mainly focused on the player jetpack. I created various jetpacks that would fit into the game, and then create 3 different “skin” types that will include particle effects individual to each “skin”, and added modular pieces so they will differ from each other. jetpack variations Armour sets After we got settled into the new offices and extended the weekend, I started preparing the gear and outfit models for the player’s 3rd person model. Mito prepared some sketches for me and I modeled wooden and junk metal armour sets so far. The armour sets are made as separate items the player will be able to equip: Head gear, body armour and leg armour. The jet pack will also be an item that will be equipped. The armour sets will also get more models as skins for the players to collect and wear proudly. armour sets Drone destruction This week was all about the way enemy drones react when they get hit by a bullet. Running away manouver really gives them a life-like feel. Another cool little quirk we added was, how drones fall apart when they are destroyed. The connections between parent/children parts are being disabled and a small “invisible” explosion is created, so that parts fall away from that destroyed position. drone destruction Logic Gate system Lately I’ve been improving the Logic Gate system. I wish to make event-driven logic simulation, and it’s quite a hard thing to do. Why did I decide to do this? Because current implementation of logic gate simulation is really bad and I doubt people will be able to play with complicated logic. Unfortunately I can’t show you any pictures yet, but I can explain a little bit about the base components of current state though: Pin – can be input, output or bidirectional Connection – connects two pins Element – element consists of many pins, can think and update state Event – events are raised on changes, then processed when it’s time ProcessingSystem – this system holds all those components and processes events The hardest part so far has been building a correct simulation. A simulation that can be modified in real time – adding and removing elements, connecting elements, or pressing hubs on switch. Recording voices for NPCs Currently we are recording and reviewing different ways of incorporating voices for our NPC’s. When it comes to speech, we will not record out every single line, but we will try to bring reactions and emotions across. I have build a homemade vocal booth that will serve for recording the voices and sound-FX. Sound-FX will be partly recorded and partly created with synthesizers. For recording sounds we will switch between an instrument microphone (SM75) and a condenser microphone (NT1A). Singal processing is important. Every recording will be enhanced and amplified. You can’t go anywhere without a Pre-Amp and my weapon of choice is a Golden Age Pre 73 MKIII. Further sound processing will be done with plug-ins that I will demonstrate on a later update. More about Floatlands: website, facebook, twitter, instagram
  11. Week of Awesome V - Day 1 + 2

    Intro This is the first of many to chronicle our journey through the Week of Awesome V game jam starting 07/08/2017 to 14/08/2017. Thanks for reading, we hope you enjoy the ride with us! Please excuse the long list of mistakes made as I'm low on sleep, concentration and annoyingly ill at just the right time... Day 1 Blue Monday We got a late start due to delayed flight but we got what we wanted to done. I managed to have a quick look at the themes in the morning to start getting the ideas flowing and the cogs turning in the back of my head. Chain Reaction | Assassination | Alien Invasion | Castles Not bad, definitely not what we were expecting, though we didn't really know what to expect as this is our first game jam. Our process was to split them off into all possible combinations and pitch as many ideas to each other as we could, write them down refine them and then whittle them down. There was a fairly even spread of ideas in the different combinations except for Alien Invasion, we couldn't seem to come up with anything too interesting or original. Not a problem still 3 other themes to play with. After an initial pass to refine the ideas and make sure we both had a concrete understanding of each of them with eSach took turns nominating ones to be removed from the list. I feel like there could have been a better way of doing this, maybe a round robin followed by a knockout stage but time was limited after I got back late and we wanted to settle on a theme before the end of the day. Eventually we whittled the list down to 2 finalists, surprisingly an Idea from each of us. we then each chose one and made an argument as to why we shouldn't make that one. with great confidence we both nominated our own ideas to be cut it took a while and we went over all the pros and cons of each, in the end we had one we were more excited about and we managed to remove a negative from the equation which was the amount of resourced needed to create it. All hail the asset store! We ended up going with his idea using the Assassination and Castle themes. The basic premise being a chasing with the intent to assassinate a target before they get to their destination in the large castle city. not that interesting at first thought however we're placing emphasis on the gritty and messy nature of hunting down and assassinating someone in a large environment filled with twists turns and intractable objects that can help or deter your chase. You won't end up killing your target in one hit as you jump off a 3 story high building gracefully landing without a single scratch or broken bone. Instead it's going to be an uphill battle where things don't go as planned or expected. We plan to make the AI as smart as possible with the objective of escaping you through erratic pathing through packed city blocks and using what they can in the environment to slow you down or injure you. You will use your reflexes, planning and resources to slow them down, steer them in the wrong direction and ultimately catch up with them to fight tooth and nail to put an end to them before they reach their objective. Our biggest worry with this idea were the potentially high amounts of assets we'd need to make it look and feel good. However after doing a little research on the asset store as well as looking at the standard assets provided with unity we were confident that we would be able to make a great game with decent assets while having very little artistic skills as we're both programmers. Time was also a large factor so having access to great assets to quickly prototype and get our game playable was essential. We ended the night making sure we had fleshed out the idea enough and gotten everything written down coherently and set up a Trello board so we could easily plan and keep track of what needed to be done. Day 2 Motion Blue After being awake for nearly 24 hours I crashed and got a late start to day 2. Nothing a strong cup of coffee couldn't solve. We started the day with a meeting to make sure we knew what our current focus was and to make sure we were all in approval of what was discussed and decided upon at 3 in the morning the previous night. We started trying to figure out Unity Collaborate as well as Scene Fusion. No simple task. We had conflicting unity versions as well as Scene Fusion only working with the older 5.6 version instead of the new 2017 version so it took a while to get up and running as well as figuring out how it all worked and what the drawbacks were. Scene Fusion is great for playing around in the scene together to work on level design as well as talk about concepts more easily by following the other person's camera. however whenever a file or script change is made and needed to be uploaded using collaborate we'd have to restart the sessions so making small changes to a script to see the changes would take a little extra effort and frustration. But we're getting used to it and it brings a lot to the table and adds to our experience of creating together in Unity. First major goal - make something playable to see if this is fun or not... we started by taking the standard character model, controller and camera provided by unity and teaking them until we had something pretty basic to run around in and have a feel for what we wanted. Most of the work ended up going to making a decent 3rd person camera that felt nice to explore the world with. After getting some decent terrain and buildings in the scene without much regard for position I worked on the lighting for the scene while my colleague worked on the camera. We decided on night time for atmosphere/mood lighting reasons as well as not needing large crowds to make it feel alive and the complications, time and effort the bring with them. Some quick tweaks to the skybox, main directional light - color and intensity - and I began adding some environmental lights such as braziers and torches near and on some of the buildings. We also tweaked the movement and jumping of the character so that now he not only felt good to run around with but also to jump over things. The camera took a lot of work and was filled with quite a lot of frustration but we got there in the end... Our camera is over the shoulder where rotating the camera where holding right click rotates the character with the camera, and holding left click is a more free look camera so you can see around you while moving but then snaps back to the direction of the character when you let go. There were quite a few interesting bugs and whenever we squashed one 2 more popped up. One interesting one set the camera a random distance and direction away from the player after using the free look camera while another one snapped it back to the last position you let go of for the free look camera if you clicked left mouse button again. We slowly got rid of them through trial, error and some oft underrated luck. What we're left with is a smooth, intuitive camera that gives the player a large amount of freedom and control. On top of that we had a bit of fun with the character's gravity and jump strength to make for a convincing and fun superhero, definitely something to play with for future game ideas! Thanks for reading this far it's been quite fun and interesting. I can't wait for tomorrow! Up next - Finishing off a basic environment to test in. - Adding in the target and working on its AI.
  12. Hello, I'm in the process of writing down a large project into a mind map (and testing the suitability of these features in Unity) and I would love to hear the views of other people interested in game design and perhaps more experienced in game design than I am. I will keep it short since all the information about the games design is in the mind map, but I just want to mention that it's an "immersive sim survival game" with a high focus on collaboration with NPCs. Small disclaimer, the mind map is rather big, around 8 pages worth of text. https://www.mindmeister.com/912394562/group-focused-survival-game-system Any feedback on any of the mechanics, suggestions for improvements or additions would be greatly appreciated. Also the issue of death is still something I am not quite sure on how to do, I want something new and novel and not just the same old re-spawn system, the only two alternatives I can come up with is permanent death or that you continue playing as one of the NPCs you have around you when you die, but this feels very lacking since it's a survival game and death should really mean something, does anyone out there have a new and novel way of how to tackle death? This is also meant to be presented to a team of people so if anything is unclear I would be very happy if you told me
  13. So just got online when I noticed a few emails asking me how I got so many physic objects working in Unity. The answer to that is nothing special. On average there should only be a 1000 physics objects on screen. The physics is also a lot more strict on making objects sleep. The way this is done is the same most AAA games work with art. In a AAA game it isn't rare to have a static duplicate of a skinned mesh. As a example take the players gun, often the gun will be a skinned mesh, playing it's firing animation while the player presses fire. However skinned meshes have an extra cost just to be in a game, so because exporting the static model only takes a click of a button and the code for swapping them is very fast you can just change your animated model into a static model. Some engines even turns a animated into a static when it's done with the animation. So in Project Castle I did what most games would do with a destructible wall. First I made a object using physic blocks, then I took there meshes and generated a new mesh. The blocks are disabled and the new mesh is displayed. When any object that can hit it is near the static mesh is swapped for the rigid bodies. Now at this point of the blog I thought I would share the code, although @Avalander says my new build still doesn't working so I realized I could just upload the Unity pack. Everything, except Unity, was made by me for this game so you can use it as is. Import the Unity pack as a custom pack. The layer for shooting is "Water" because the Unity pack doesn't export layers. Space key will swap physics for static meshes, causes a kind of freeze time effect. I would like criticism on my code if anyone has time for it. ProjectCastleFiles.unitypackage
  14. Hi there. I am an indie game developer and have developed a couple mildly successful games on Android and iOS. I am looking to move into VR and AR games. I am looking for someone who has compatible creativity and work ethic to team up for a game. My favorite style of game is like Super Mario or other cartoony type game. I am also open to new ideas. I work in Unity so if you have some experience with that, it would be favorable. Also, my ideal teammate can come up with tangible game design and not just throw ideas in the wind and think it will just happen. I like to get things done so if you do too, message me or reply here. Thanks!
  15. Unity has announced that support for Xbox One X is now available. This means developers can now deploy their projects to any member of the XBox One family: Xbox One, Xbox One S, and Xbox One X. Unity developers can now take advantage of the increased power and 4K HDR output. From their blog announcement:
  16. Unity has announced that support for Xbox One X is now available. This means developers can now deploy their projects to any member of the XBox One family: Xbox One, Xbox One S, and Xbox One X. Unity developers can now take advantage of the increased power and 4K HDR output. From their blog announcement: View full story
  17. ProjectCastle LastDay.

    The deadline is here and I have only managed to spend less than 30 hours on the game. In the end I just entered the sandbox, there was no time to add my menu. At least the time I did spend working on the game was fun and I did learn a few things: First @ryan20fun asked what tech I was using and the answer to that is Unity. The whole idea behind this for me was to start from scratch, using no tools or extras, just Unity. There was a problem with the batch limit, this is as large as a building can be. Adding one more floor causes the mesh merging from Unity to fail. Shadows is the largest performance killer and I found no way around it that I could achieve in a reasonable time frame. Second thing I learned is that once you understand how Unity planned on using there Quaternions it's easy to pass math between them and Vectors. The most of how smooth this game feels is thanks to lerping the vectors and quaternions. The tank as is only took 4 hours to implement and one of those hours was me wrongly using the Quaternions. The Camera was very fast and because it didn't have any extra behaviors added to it, I got the Battle City feel easy without having to counter code that exists. I wanted to measure how switching from primitives to complex art is and never found the time for it. However switching from a cube to the building place holders was fast. There was no performance loss at all even if in theory it was 16* the amount of vertices. I do believe I will not even stand a chance this year, not with the other brilliant entries I had seen. However I did enjoy it and seeing the skills of others as they make browser games, multiplayer games and implement there own engines was amazing. Postmortem: Game died of neglect. Edit: Fixed the zip. ProjectCastle.zip The zip is 18mb and the game should work on most computers even old ones.
  18. Hi everyone, I'm creating a series of tutorials about the creation of Game Effects in Unity. I hope it may help someone around here, and feel free to ask questions. Thanks & Enjoy!
  19. Day 7 - Final day

    Here we are, the final day! Today I spend most of my time cruching, polishing some features and balancing the gameplay. Its feels good enough so better leave that way... Also I managed to make some sound effects and background music (nothing fancy, but its something). While I'm writing this, the game is being uploaded to https://neonlightgames.com/woa/ and I also posted it on http://gamejolt.com/games/Aliensfromthesky/276519 as backup I enjoyed this game jam as I found difficult to implement 2 themes and its a week, where usually game jams are 2-3 days, everything felt like a nice change of format. Posting devblogs each day was something that I'm not used to but I think I should do it for my next games. I want to say thank you to the WoA community for being active and to @slicer4ever for this opportunity
  20. Hello, my name is Thomas and I am currently starting up a project. The project is going to be a very hardcore, and tactical FPS that is similar to Escape from Tarkov. It will be made within Unity, and will be programmed in C#. Currently, I have a Unity project started, an organized Discord setup, and as well as a very organized Google Drive. The Google Drive has art references, and plenty of folders for organization. I am looking for anyone who can contribute: 2D artists, 3D artists, composers, programmers, etc. If you would like to help out and be of use, please email me at: thomasmunson2277@gmail.com Alternatively, add my Discord: Thomas#3788
  21. Robots Attack

    Crowds of alien robots fill the streets of a small town in the US, killing everyone who crosses their path. You are the commander of an elite military unit, and your task is to repel alien attacks as long as possible. Good luck! Download http://falcoware.com/RobotsAttack.php
  22. Steam Page

    Few days ago we have published Bob's steam page. It is quite popular, and lots of people is subscribing to wishlist. Take a look for more details about game, and dont forget to subsrcibe as well if you like it: http://store.steampowered.com/app/680620/Bouncy_Bob/ Ok, some advertising for today is done, and now im going back to level polishing
  23. WoA V — Update 2

    I've got my first day off since I started working on the project. Started early this morning, got bullied a bit by my laptop arbitrarily and suddenly restarting, cursed a little, got over it, and spent some time on art. I've got about nine and a half hours clocked into the project so far. Since yesterday, enemies are swinging swords and running after you, falling (knights are subject to gravity, too, after all), and knocking you away and hurting you with their swings. You can shoot them to kill them (which still causes them to awkwardly disappear for now). I'm working on getting the art into the game and ready to go. Too much fooling around with enemies when the art isn't in the game yet is just going to end up wasting time when I have to go through and switch values around because nothing is sized appropriately. I still need archers. Lancemen might get the axe...quite literally, because I'm planning on implementing healthier, stronger, slower, axe-wielding soldiers in their stead, which knock you harder and have a larger weapon/hitbox. I'm not much of an artist, but I'm doing my best with my voxels... Although it's all looking a little crude, I don't really have the time to putt around with it. I'm happy with the scale and style I have, for now. I've got the player model in and I'm working on getting the soldier model in. Simple, flat colors with a blocky style. Might not be the prettiest or most impressive, but hopefully it'll get the job done. Trying to make sure the entities (player and foes) have a brighter palette, and I plan on giving the castle parts a darker palette so the entities contrast well with it and read easily. When things are a little further on, I'll post some screenshots where it's all together, in-game. I'll be working on getting most of the art in today, with proper player death and respawn. I've decided to make levels in separate scenes, give the player 3-5 lives per level, and reload/reset the scene if they lose all their lives. After that, I'll try to get a nice tutorial in with some explanations of the mechanics. Lots of core stuff to do, not a whole lot of time to do it. We'll see how it goes. If anything, we'll throw audio under the bridge and end up with another soundless game. I hope it doesn't come down to that, but I'd rather lose a possible 1-10 points on audio than lack mechanics, art, polish, and a nice tutorial.
  24. Project Castle Day 5 update

    So first day of the weekend and I spend my time focusing on making the game playable. In the above image we see the game running at 50FPS on a mid range PC. With 4608 blocks, representing the buildings in the game. The idea is that once a bullet is fired into a building it explodes a small part of it, causing the building to fall over. The buildings will be used to crush the enemies by checking for a collision with a X amount of force. I realized that these blocks where to small and to build cities the size I need for the game +/- 5000 objects would not be enough. So destroyed parts will keep cleaning them self up and only the lower floors need small blocks, I think as the buildings increase in size they will reduce in complexity. This image shows the newer and improved collisions boxes with more realistic physics. Each one of these now take the place of 4 old blocks. One interesting thing I found here was that the building parts would fall over and block paths. In my testing now I tried adding in the aliens, it was a bad idea. The updates on the nav mesh needed for them to adapt to thousands of blocks falling is too much. At the same time I don't want them to immediately adapt because they move away from the falling blocks. So my plan is to remove that tag from the blocks and use the shadow casting block to also predict the path. Then after a block enters rest I will remove it and replace it with a fully static block with the nav mesh tag. My aim to get done by the contest end: 1) Tank track shader working. With at least the tank on it's second graphics pass. 2) Particles to make things look better. 3) Aliens in and working and health system 4) Aliens and blocks explode into pieces that can cause chain reactions. It isn't much but with the little time I have left this is the most important part to focus.
  25. I spend most of the time polishing current mechanics and adding some details. Decided to make the spacebar activate a shield that blocks shots for certain amount of time (to help the player come out from risky situations), and make the player shot automatically (there's no situation where not shoting would be beneficial and its easier to aim at mages). I'm happy with this combination I need to work on the music/sound aswell but the art needs more polish, programming wise things are almost done. I might take the entire day tomorrow to work on this (crunch time is here!)