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  1. I've never really been a "Unity guy", since all of my game-dev learning happened in C++, and in other engines, but I recently discovered the "complete projects" section in the asset store. It's full up on projects you can buy that are billed as "ready to customize and release", with full ad integration. Some of them claim to be for educational purposes, but why would you include a complete, polished, full featured game with ads as an educational example? This leads me to the question of why this goes by unchallenged? Does Unity and the environment of the Unity Store actively encourage this style of game development? Is the problem of asset flipping our own fault? I don't mean this as a "we should make Unity shut this down" kind of thread, but rather just to examine whether or not the environment of being able to just buy whole games or pieces of games is something that damages the industry. I get why Unity would allow it, and I'm sure it's a working business model for some people- and maybe some people DO actually just use these to learn from, but I'm not that naive as to think that there aren't people who recognize this as one of the shortest paths to putting a game on the market so they can cash in. Thoughts?
  2. 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.
  3. Feudal Alloy menu.png

    Main menu in Feudal Alloy. twitter
  4. Line Driving (Game Template)

    Hi everyone! I have just released a project called Line Driving to the Unity Asset Store. Line Driving is complete project ready for release for both Mobile and PC. It is a game where you have to draw your own road for a car using mouse controls or touch input. Features: 1.Simple to understand,detailed commented scripts 2.Well-written documentation 3.Mobile-ready 4.Unity Ads implemented 5.Easy to customize and much more… Link to the asset: https://www.assetstore.unity3d.com/#!/content/101595 Support email: sjovanovic0831@gmail.com
  5. 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.
  6. Hi everyone! Sorry we didn’t post this yesterday but we’ve been quite busy ahah, yet we don’t have much to say! (struggling) Customization Feature I know we have been on and on about this but it should be almost finished! At least we think the coding is part is done YAY! And now all we need is to place the right rig (skelethon) in all the clothes models and it should be finished! Party ahah! Techdays Teresa was at Techdays, a technology expo in Aveiro, Portugal. Where about 50 companies gathered to show their products and services. Teresa was there for 3 days showing Project SpaceVille to people, and they had a lot of fun! We promise to have more a more interesting theme to talk about on our next devlog! Cya next week! The FAXIME Team http://www.reactiongifs.us/wp-content/uploads/2015/04/nothing_to_see_here_naked_gun.gif 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 SoundCloud: https://soundcloud.com/faximegames
  7. Hi everyone, I've seen on a gdc video from 2014 (http://www.gdcvault.com/play/1020583/Animation-Bootcamp-An-Indie-Approach) where a nice technique to animate characters (and other objects) is used by just using static poses, that will be interpolated to produce the animations. The dev that talks about this has used this on Overgrowth, an early access title on Steam. I don't know what the game is made on, but it's not made on Unity, AFAIK. I've been trying to approach that with Unity, since it looked like a good idea. In order to test this I thought I could animate a hand (e.g. that could be used in an FPS). I've generated AnimationClips with 3 poses (open hand, closed fist and pointing with index finger), so I can interpolate between them to get the animation of closing and opening the hand. I've put those clips into an Animator and got them to interpolate linearly between them. It looks OK, but I need to control the interpolation, so I can get the nice interpolations that can be saw on the video (around 7:00 and 8:00). In order to have better control, I set up a blend tree between the the open hand pose and the pointing pose and controlled the blending by code. This allows me to control the interpolation a bit, but still doesn't allow me to interpolate out of the [0, 1] range, as the blend tree seems to clamp it. I assuem that if I want to mimic what is shown on the GDC video at 8:00, I need to go out of the [0, 1]. I'm thinking that it may be that Unity is not exposing features for this to possible or nice to implement, since it seems like a non-standard approach to me. What do you guys think? Am I just overlooking the feature that will allow me to do that?
  8. 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
  9. For 20 years C++ was the recommended standard language, especially in the gaming industry. Mostly because it is fast and powerful, inheriting most programming language standards you can possibly think of. There were a lot of languages to come and go, and some stayed.   I.e. Java, since 1995 the most hated of them all (at least how I experienced it). Considered really slow, JIT is shit and its strong OOP rules and type safety is disabling the programmer or for whatever reasons. Causing (among others) a lot of religion flame wars between believers.   C# is basically a Java copy but with some changes to the base architecture like support for pointers, tuples, structs and more, extending the idea of Java. Now this isn't a Java/C# comparison or discussion! C# wasn't "well" received at the beginning, either. However, in the last two/four years I noticed that in general and in this forum C# suddenly got a big popularity boost, including but not limited to gaming industry.   I am neither against nor for C#, I get paid for writing code in a lot of languages, but What changed? Why is C# or JITs (or for whatever reason Java and C# were hated) acceptable, now?       My personal interpretation for a very long time was Unity and possibly the name "C"# causing a popularity boost among young programming beginners causing old hands to rethink their stance. Or is it just computers getting more powerful?
  10. Welcome back to day 29! Yesterday we finished creating our final enemy that we’re going to use for the game. Now that we have everything ready, it’s time to use them! After finishing the spawn system and played the game for a bit, I noticed a small problem. Sometimes when we shoot, the enemy doesn’t get hit. This becomes obvious when we try to switch the health of our enemy to be 1. Our goals today are: Start spawning all 3 of our enemies Fix the shooting bug Without any delays, let’s get started! Step 1: Spawn our new enemies Setting up the spawning system with our new enemies is simple, we already have the SpawnManager script to take care of spawning enemies every wave. Let’s add them in! In our hierarchy, look at GameManager > SpawnManager and to find our SpawnManager script. Set our Waves size to be 3. We want to spawn: 5 Knights at Wave 1 5 Bandits at Wave 2 5 Zombie at Wave 3 When we’re done, we’ll have something like this: Now we can play the game and we’ll be able to fight all of our new enemies on the map! Here might be something we’ll see! You might notice that after we win, our gun doesn’t stop shooting and our shooting sound doesn’t stop. Not today, but some other day, we will go in and disable all of those when the player wins. Step 2: Solving the Mystery Missing Shot Now that we’re spawning enemies and playing the game, we might encounter a very weird problem. When we’re shooting an enemy, sometimes they don’t get hit. I’m not talking about a long distance either, I’m talking very close proximity. What’s happening? After digging around for a bit, I found the problem: our raycast is still hitting the mesh collider of our dead enemies. As we have discussed in Day 20 the Mesh Colliders that we attach to our enemy doesn’t follow the form of our enemies. They’re just still there, as you can see from the image above. What’s happening here is that even though we defeated our enemies, their mesh collider is blocking our shots from hitting other existing enemies. But it’s okay, we can fix this. We must disable all colliders attached to the enemy when they die. Step 2.1: Disabling our Colliders in Code Now, let’s think, where would we know when the enemy is dead? In the EnemyAttack script! In EnemyAttack we have a function called Death() that takes care of everything when the enemy dies. Let’s use that: using UnityEngine; public class EnemyHealth: MonoBehaviour { public float Health = 100; public AudioClip[] HitSfxClips; public float HitSoundDelay = 0.5f; private SpawnManager _spawnManager; private Animator _animator; private AudioSource _audioSource; private float _hitTime; void Start() { _spawnManager = GameObject.FindGameObjectWithTag("SpawnManager").GetComponent<SpawnManager>(); _animator = GetComponent<Animator>(); _hitTime = 0f; SetupSound(); } void Update() { _hitTime += Time.deltaTime; } public void TakeDamage(float damage) { if (Health <= 0) { return; } Health -= damage; if (_hitTime > HitSoundDelay) { PlayRandomHit(); _hitTime = 0; } if (Health <= 0) { Death(); } } private void SetupSound() { _audioSource = gameObject.AddComponent<AudioSource>(); _audioSource.volume = 0.2f; } private void PlayRandomHit() { int index = Random.Range(0, HitSfxClips.Length); _audioSource.clip = HitSfxClips[index]; _audioSource.Play(); } private void Death() { _animator.SetTrigger("Death"); _spawnManager.EnemyDefeated(); foreach (Collider collider in GetComponentsInChildren<Collider>()) { collider.enabled = false; } } } New Variables Used None Walking Through the Code There’s only one major change that we did and that’s in Death() where search through all of the enemy’s child game objects looking for any collider component. If a collider is found, we would just disable it. One interesting thing to note is that we’re looking for anything of type Collider. We’re more used to finding something of exact type, for example, GetComponent<SpawnManager>(); However, taking advantage of the fact that all of the Colliders: Box Collider, Mesh Collider, Capsule Collider, etc all extend from the Collider parent class, they’re all considered of type Collider. What that means is that we can do what we did in Death() and look for anything that is of type Collider or inherits the class. Now after we added the code, if we play the game, we’ll see that dead enemies no longer have their Colliders on anymore: There are things that are sometimes better off staying dead. Conclusion That’s it for today! Today, we incorporated the rest of our enemies to the game and we even went in to fix “ghost” mesh colliders that prevented us from shooting properly. I think we’re going to work on one more feature before I start moving on to the actual VR portion of this series, and that’s making a point system! In our current game, we win and that’s it. There’s no replay value at all! Tomorrow we’re going to start making this game more interesting by adding a scoring system! With that all being said, it’s getting late, I’m headed out! Source: Day 29 Visit the 100 Days of Unity VR Development main page. Visit our Homepage
  11. Hi,guys.I m working on a Fantasy RPG.Currently i m work alone on the project.I really need someone can make UI stuff.If someone can handle it please feel free to contact me on email: 270514974@libero.it. Thank you guys and sorry for my english.
  12. Welcome back to day 28! Yesterday, we started our next task on creating multiple new types of enemies and made a new bandit enemy. Today, we’re going to create our last enemy, a slower enemy with more health that won’t get pushed back as far. Today is going to be very similar to yesterday, however we’re going to try and create a new animator controller for our enemy. We’ve seen this before in the Survival Shooter, which I once again blissfully ignored, however we’re re-visiting this topic today. Let’s get started! Step 1: Acquire new asset Let’s return to our favorite place in the world! The candy store Unity Asset Store! Just like yesterday, we’re going to look for an asset that’s mecanim ready. If you’re not aware of the glory that is the mecanim system, you can visit Day 11 where we first used it. Step 1.1: Get Zombie Asset Browsing around the asset store for another enemy to use and I found a nice barbarian mage to use for our tank enemy! It’s called Zombie01: Download and import the barbarian into our game. It’ll be in Assets > Zombie_0_1. Step 2: Setup the Zombie Yesterday, we created our Bandit enemy that we re-use our existing Knight Animator Controller, however for our Zombie I want him (it?) to have different move set and animations. Today, we’re going to do things differently! Step 2.0: Set Wave 1 SpawnManager to Spawn -1 Enemies If you have set our Wave 1 to spawn -1 enemies already then you don’t have to do anything. However, if not, go to our SpawnManager and make this change: Step 2.1: Creating an Animator Override Controller To achieve the goal of creating an enemy with new animations (but the same states), we’re going to use the Animator Override Controller. An Animator Override Controller allows us to give it an Animator Controller for us to override and put our own animation clips in. This is very handy for us if we want to create an enemy that has the same states from another Animator Controller, but you want to use different animations for each state. Let’s first create the animator. Go to Assets > Animator and right click and create a new Animator Override Controller. Let’s call it Zombie Animator Controller. Set Knight Animator Controller to be our Controller in our Zombie Animator Controller Now you’ll see something like this: See how we have the same 4 states from our Knight Animator Controller? With this we can add our clips in, but which clips? For this, let’s just re-use the existing ones that came along with the Knight Barbarian. In Assets > Zombie_0_1 > Animations, we’ll find Zombie_0_1, if we expand the model, we’ll see these animation clips! As you can see we have 8 animation clips attached: attack0 attack1 death idle0 idle1 run skill0 wound If you want to see what each of the animation does, click on the model and you’ll see the clips that are attached and what they each look like: Unfortunately, because these animations share very similar names, I’m going to have to rename them. The 4 we’ll need are attack01, death, idle0, and run. Click on each of them and hit Ctrl + D to duplicate them. Rename each of them to be ZombieAttack, ZombieDeath, ZombieIdle, and ZombieRun. Move these into our Animation folder. Here’s what we have: Back to our Zombie Animator Controller, let’s add our clips in and we should have this: Step 2.2: Attaching the Animator Controller Now that we have created our Animator controller, let’s create our zombie to use it! In Assets > Zombie_0_1 > Animations drag the Zombie_0_1 model into our game’s hierarchy. Add a new Animator component and inside for the Animator Controlleradd our Zombie Animator Controller. Here’s what we should have now: Note: The Transform position could be anything. I moved it closer to the player, but in the end, it’s not going to matter, because we’re going to spawn it in our present locations. Step 2.3: Attaching the Nav Mesh Agent and the 3 scripts: EnemyHealth, EnemyAttack, and EnemyMovement At this point, everything that we’re going to do is going to be the exact same as the day before. Select the Barbarian game object and add a Nav Mesh Agent Component, Enemy Health, EnemyAttack, and EnemyMovement script to it. Step 2.4: Setting up the Scripts and Nav Mesh Agent Now that we have attached our script, we need to set them up. Nav Mesh Agent For our Nav Mesh Agent component, we want to adjust the speed of how fast it moves. Let’s set the Speed to be 2. Our Knight’s speed is 3 and our Bandit’s speed is 3.25 EnemyHealth For our Enemy Health we want to set: Health: 15 Hit Sfx Clips > Size: 4 Set the 4 new Audio Clips to be Male_Hurt_01 — Male_Hurt_04 Hit Sound Delta: 5 EnemyMovement For the EnemyMovement scripts, we want to set: Walking Clips > Size: 4 Set the 4 new Audio Clips to be Footstep01 — Footstep04 Walking Delay:7 Knock Back Force: 9 EnemyAttack We’re going to do some re-work with our EnemyAttack script, technically speaking, we should use sound effects that are not punching sounds, however, because we’re only practicing, let’s just use the same sound effects we have been using. Attack Sfx Clips > Size: 3 Set the 3 new Audio Clips to be Punch_01 — Punch_03 Leave the Fist Colliders alone for now Now if we were to play the game, our Zombie will start chasing after us, but he won’t attack us yet, we haven’t set up our triggers and colliders yet! Step 2.5: Adding 3 Colliders: Trigger Collider, Mesh Collider, and Fist Colliders At this point, we’ll be doing nearly the exact same thing as we done yesterday. We’re going to add: A Capsule Collider to be used as a trigger to tell our zombie to enter attack mode if he’s near the player. 2 Box Collider that will be attached to the zombie’s weapon to tell when we damage the player. A Mesh Collider to be used for detecting when the player shoots the zombie. Adding the Capsule Collider Select Zombie in the hierarchy and then add the Capsule Collider component. We’ll make it a trigger, set the Y to be 1, and then expand Radius to be 1.5. When you’re done, we should have something like this: Note: the radius is the outer sphere that you see. To do a re-cap, whenever our player enters the circle, in our EnemyAttack script, we’ll hit OnTriggerEnter() which is used to tell the bandit that it’s in range to be able to hit the player. Adding the 2 Box Colliders Next up, we need to attach colliders to our weapon. The process won’t be too different compared to working with fists. In Zombie > Bip001 > Bip001 Pelvis > Bip001 Spine > Bip001 Spine1 > Bip001 Neck Bip001 L Clavicle > Bip001 L UpperArm > Bip001 L Forearm > Bip001 L Hand > Zombie_0_1_002 We want to attach a box collider. We’re just going to make it as big as our weapon. We need to make some changes with the collider. Specifically, the Z value for Center and Size. Set the Z value for Center to be 0.6 Set the Z value for Size to be 0.2 The reason why we’re doing this is because we don’t want our weapon to block our gun raycasting when we try to shoot the enemy. Next, we’ll attach our FistCollider script to our game object. At this point, we really should call it a weapon collider, but we’ll keep it the same for simplicity. When we’re done, we should have something like this: We’ll do the exact same thing for the right weapon as well. Adding the Mesh Collider Next up is our Mesh Collider component. The same as yesterday, the purpose of the Mesh Collider is for 2 reasons, it allows us to: shoot the enemy get pushed by the enemy For the zombie, this is easy. All we need to do is add a Mesh Collider component to Zombie > Zombie_0_1. And for the Mesh, attach Zombie_0_1 When you’re done, you’ll have something like this: Note: it has come to my attention, that using Mesh Colliders wouldn't be the best approach. Instead a better approach that was brought to light to me by Scouting Ninja is to use individual Colliders that covers our enemies. However, seeing how we already have this, I'll leave that as a future optimization we can do. We’re almost there, we still need to make our game object shootable so we can hit him. Step 2.6: Set Zombie Layer to be Shootable Straightforward, just like our Bandit, we did the day before, we want to go to our Zombie and change his layer to be Shootable. Step 2.7: Attach the Fist Colliders to EnemyAttack We attached our First Collider script to the Zombie’s weapons. It’s time to attach both of them to our EnemyAttack Script so we can detect when the weapon makes contact with the player in Attack(). In EnemyAttack set: Left Fist: Zombie_0_1_002 Right Fist: Zombie_0_1_1 With this, we can take damage now. Except for two problems: If we don’t move and let the enemy attack us, he just stops attacking us at one point! We don’t take damage when our enemy attacks! Step 2.7: Allowing Enemies to Continuously Attack Us Fixing the enemy not attacking problem turned out to be straightforward. If we were to look at the Animator of our zombie when he attacks us, you’ll notice something interesting. The zombie is in the right state attack state, but he only attacks us once. One possible area to look at next is the animation clip: ZombieAttack. Looking at it, the problem becomes apparent. Our Loop Time is not checked, which means that our animation won’t loop! Check it and we’ll solve our first problem. Step 2.8: Creating an Event in our Animation to Call Attack() The next problem is that our player character doesn’t seem to notice when they get attacked. If we were to do some print debugging, if we were to add a print statement inside our EnemyAttack script at Attack(), we’ll notice that we never call Attack()! As you might recall, we call Attack() by setting an event in our animation! Our Bandit was using the same knight attack animation so we never had to run into the problem, however, our Zombie uses a new animation! Let’s fix this: Select our Zombie game object In the Animation Tab (Window > Animation), select our ZombieAttack clip. Experiment around with what’s a good frame to add our event, but I chose frame 21 After creating our event, set the function to run to be Attack() When we’re done, this is what we’ll have: With this added in, the Zombie can now damage us! Step 3: Create a prefab Now that we finished our Zombie enemy, the last thing we need to do is to add it to our Prefabs folder for our SpawnManager in the future! We can just call our new prefab Zombie. Conclusion There we go! Now we have 2 more enemies that we can spawn in the game! Here’s what we have now: With all our new enemies, the next thing to work on is setting our SpawnManager to create new waves our enemy. We’ll set that up next time! Until then! Source: Day 28 Visit the 100 Days of Unity VR Development main page. Visit our Homepage
  13. Unity The Arena

    Hey I'm developing a game inspired by World of Warcraft PvP Key features: — It's not an MMORPG, you don't need to level up and gear up your characters — Many different rated and casual gamemodes: duels, 2v2 and 3v3 arenas, battlegrounds, deathmatches — Built-in voice and matchmaking without a party (if you don't want to push serious rating) — Non-targeting combat system Sign up for beta here: https://goo.gl/forms/IYSAQtiRXQVY2B192 Duels: 3v3 with bots: More videos coming soon!
  14. Hello guys, i make game in unity and i don't know how to make time script. i need to make how much points i have then gameplay begin to be faster. I try on this way but wont work i don't know much to programming i'm beginner. Can any one help me? Thank you! Sorry for my very bad english! Script i made: https://pastebin.com/VCEhtCub
  15. I did some evaluations on the time I need to spend on AI. It is not that difficult to create AI. It’s not even difficult to create impossibly difficult AI. What is really hard, is to create interesting AI. So – I started researching neural evolution. I spent a day reading through the Neural Evolution of Augmented Topologies (NEAT) by Kenneth O. Stanley a couple of times. A paper can be found here: http://nn.cs.utexas.edu/downloads/papers/stanley.ec02.pdf The algorithm is not that difficult to understand, but you need a bit of knowledge about neural networks and how they work to understand this paper. Luckily, I had already taken a course in Machine Learning by Andrew Ng and Stanford University. I would really recommend this to all interested in the field. Concretely for my case, I wanted to see if implementing this for the Moose in this game (and potentially all other species) would be a viable solution to create some interesting AI. I could then run a learning simulation for some time to create some base for these creatures, then add them with some mediocre intelligence to the version I ship to the end-users, but keep the ability to evolve the genome for the creatures alive in the game. NEAT in short For those who don’t know much about the learning algorithms, I just want to explain a little about how they work and the purpose of them. Neural networks are a computer model imitating the neurons, axons and dendrites that the brain consists of. Every neuron is a kind of computer that does a single calculation based on the input it gets. It then sends the calculated value to all the neurons it is connected to scaled by the connections. Here’s a picture of a classical neural network: This network can be trained over many iterations of measuring how far off from the goal the network performs, (called the error value or cost value). You then alter the connection values to try and better the performance for what you want. This could be looking at an image of a letter or number and trying to classify which number or letter it is. Or it could be analyzing an image of a road and training a car to drive itself. Common for all the purposes is that you have a large list of training data that tells the system how far off from the actual case the system is. The pixels of a picture here is the input values on the left, and the prediction of what the hand-written number is comes out on the right. For the case where you don’t have any training data, you can use something like neural evolution. The requirement here then is, that you supply the system with a Fitness function. The fitness function will supply the system by awarding “points” to the fitness of the performing genome every time it has randomly evolved to do something that has made it survive. For a very “simple” example, I’d recommend you watch Seth Bling’s version on YouTube: Here, he creates a system to teach a computer to play Mario. The fitness function is just a value of how far over time Mario has moved. This works fine for this case. The inputs are the fields of blocks on the screen which he has classified to be two different types (standable, and enemy). It is a rather impressive implementation. So - an evolution algorithm works by creating a genome, mutate it to add random neurons and random connections between them, then measure how well they do before they die (or some other kill function). We then take the best few of the saved genomes and fuse them together. The fusion compares the genes in the genome and adds the matching genes from the parents with a value from either parent. It then takes the genes, that doesn’t match up, from the best performing parent (the one with the highest fitness number) and puts it into the new child. What is essential to get NEAT to work, is understanding how a genome is built up. Kenneth Stanley has some quite smart ideas on tracking where the different genes comes from. A genome here is two lists describing the neurons in the system and the connections between the neurons in the brain. The connections have an extra feature. They have what he calls an Innovation number attached, which describes when in the simulation this connection has appeared. It is this value that is used to compare the genes when fusing the genomes. As the simulation runs, and you breed the best performing creatures/genomes, you get better and better performing creatures. How long this simulation will take to run depends on the complexity of how you want the system to perform. Implementing the System Running the Neural Network I started by planning the interface for the system that should be run. To make the evolution system generic, the “brainstem” must be defined for each creature. Analogous to the real brain, this system will need a coupling between the actual brain and the inputs/outputs that each creature can have. The brainstem works as a relay, interpreting the signals from the body and other senses and forwards these signals to the brain. Simultaneously, these signal are dampened or enhanced depending on the severity of the signal and possibly also per specific signal. The brainstem also converts signals from the brain to nerve impulses to the body and muscles. It is this module, that should be defined for each creature in order to make a generic learning algorithm that all creatures can be run through. So a general model for how the brain iteration could work is something like this: Every iteration start with the creature “Sensing” what is around it. For the Moose, I wanted to include stuff like its hunger and thirst level, because I wanted to see if it could evolve to be smart enough to find food or water when it was almost dead. I had a long list of stuff as the sensory. The Sensory is gathered and sent to an adapter that inputs these values to the neural network. The network is iterated through and the output values is again sent to an adapter that interprets each of the output signals. The output signals are translated into actions and sent to a Resonator module. The function of this is to save the last output from the neural network and perform the given actions until the next output from the neural network comes. The reason I created this module was that I wasn’t sure my little laptop could keep up with running the network every frame. This means I can turn down the speed to something like ten times per second, but the creature would still act in between iterations. The Evolution System When the creatures die or are terminated for some reason, the evolution system come into play. I started by making what you could call a cradle for the evolution to start in. This was just a terrain where I put up four walls to create and area of something like a square kilometer. To start with, I made 26 copies of the same creature that was “protected” by the evolution system – meaning that when they die, it’s body isn’t deleted, only its brain. This way, I made sure that no matter how much bad luck they would have, at least 26 entities would be simulating at any given moment. When the creatures did nothing for a wanted amount of time, I terminated their brain and created/fused/mutated a new one and injected this brain into the creature along with resetting its vitals. The Neural Network Manager attached to each creature records the performance of the performing creature and saves its fitness number to a file when it dies. The Neural Evolution Manager is then responsible for finding the genomes for the specific creature and breeding the best of them, mutating them and instantiating the new brain and injecting it into the creature again. The same algorithm is used when a natural birth occurs, only these individuals die for real when they run out of food or water. Presentation For debugging any system like this, testing and unit tests are necessary. Although, with real-time simulations, you cannot necessarily test every scenario that the system will experience, mainly because it can be hard to imagine every scenario. So visualizing the actual neural network is also vitally necessary. Here’s a video of the performing system from the beginning. https://drive.google.com/open?id=0BxnLa_qsqQBoR3Q5S2IzS2dzRlU And another session: https://drive.google.com/file/d/0BxnLa_qsqQBoVGpQd3ZEMTBsNzg/view?usp=sharing What you can see is me starting by setting some parameters for the evolution system. These are values such as how long the creature can stand still and do nothing before termination or how much its fitness has to change to be recorded. There’s also a value that controls how many loop iterations the performing neural network can take. This value is needed, because two nodes can feed each other, creating an infinite loop that never returns. The next thing that happens is… nothing. Nothing happens for the first 10-20 seconds. Eventually, a creature starts reproducing, running, turning or eating, which is awarded fitness points. So the next generation of creatures all inherit these features and half of them starts doing that. The green orbs in the system are input values and are shown for the current creature being viewed on the left. The red orbs are the output values for the current creature being viewed. The yellow orbs that begin to appear in between are “hidden neurons”. The lines between them are connections and its scaling value is representing by how much color it is shown in (black/grey means close to zero). Eventually they develop some behavior that gets them forward. at generation 10, they start to be able to detect obstacles in front of them, turn and conserve energy based on the steepness of the surface they stand on. This is very interesting to me. I really feel like this has great potential, once I clean up the input values and normalize them. If any of you are interested in seeing this early build and reading the source code, I’d be happy to share it. What's next? I need to supply a hunter/predator to the training simulation. This is just going to be a placeholder – most likely an animated red box with the “Player” tag. This being a hunter following and killing the creature when it is close enough. This will eventually train the creatures to flee, turn or attack at the right moment so that the creature doesn’t get killed, thus survive and increase its fitness. This requires the creatures to know the relative direction to the predator, and perhaps the distance. Another critical optimization for this system is normalizing the input values to be between zero and one. Some of these values are vectors and requires vector normalization, and I fear these calculations may be hard on the system and require me to turn down the iterations per second. I will optimize this further and begin some game tests when I have the time.
  16. 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.
  17. Hi, it's my first post on this forum and I would like to share the game I am working on at the moment. Graphics have been made with Blender3D using Cycle as a renderer and I am using Unity3D. It's a 2D game, one touch side-scrolling game for iOS and Android. Here some pictures, and you can have a look to the gameplay on this video : Feedbacks ? And if you want to try it, send me your email and I will add you to the beta tester list!
  18. 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
  19. 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.
  20. Biq Quest: Bequest (barraks)

    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.
  21. Biq Quest: Bequest (city hall)

    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.
  22. Biq Quest: Bequest (the farm)

    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.
  23. Biq Quest: Bequest (dialogues)

    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.
  24. New indie game development studio Knife Entertainment expects to release their debut project My Little Story: Reborn.Reborn is the first-person horror containing the spirit of the occultism and mystery. We decided to give players something, which they miss so much in games of this genre: you don't have to hide in dark corners trying to escape from some invulnerable monster. It will be vice versa. We gave players everything to make even the most savage and malicious enemy tremble with fear. You'll face the cruel world full of danger, to expose dark secrets and to fight with ancient evil.Our principal credo is our great attention to various details. That's why there are a lot of easter eggs in the form of references and visual quoting of such cult films, games and art works, as The Evil Dead, True Detective, Silent Hill, etc. The release is scheduled for the end of this year. Contact us: knifeent@gmail.com
  25. New Level design

    From the album ScreenShotSaturday

    Kat is starting the design of our second level in "Something Ate My Alien". This one is a lava planet.