Page:23 - News Archived: 3437

Title Date
Autodesk Maya 2016 New Features Overview - Link Thu, 24 Sep 2015 20:39:20

Autodesk Maya 2016 is now out and available. Although Im not too happy about the main interface changes other changes like the overhauled Hypergraph interface are welcomed and long overdue

3ds Max 2016 New Features Overview - Link Tue, 22 Sep 2015 20:11:21

Once again the latest release of 3ds Max includes a bevy of new features. Some of these features are major and present full-blown interfaces like the new Max Creation Graph and others are minor but still impressive that will make us wonder how we ever lived without them like the Physical Camera the Camera Sequencer and support for Templates. Collectively all the new changes make for the best version of 3ds Max yet

You Arent a Rock Star Youre a Garage Band - Link Tue, 15 Sep 2015 20:00:13

Full Disclosure I have never released a game before. Im currently working on my first. All opinions here come from my experience working in a band not working as a developer

Math for Game Developers Advanced Vectors - Link Tue, 15 Sep 2015 16:37:00

Math for Game Developers is exactly what it sounds like - a weekly instructional YouTube series wherein I show you how to use math to make your games. Every Thursday well learn how to implement one game design starting from the underlying mathematical concept and ending with its C implementation. The videos will teach you everything you need to know all you need is a basic understanding of algebra and trigonometry. If you want to follow along with the code sections it will help to know a bit of programming already but its not necessary. You can download the source code that Im using from GitHub from the description of each video. If you have questions about the topics covered or requests for future topics I would love to hear them Leave a comment or ask me on my Twitter VinoBS Note The video below contains the playlist for all the videos in this series which can be accessed via the playlist icon at the top of the embedded video frame. The first video in the series is loaded automatically Advanced Vectors

A Rudimentary 3D Game Engine Built with C OpenGL and GLSL - Link Tue, 08 Sep 2015 23:51:56

What weve got here is failure to communicate. Some men you just cant reach. - The Captain Cool Hand Luke

Particle Systems using Constrained Dynamics - Link Thu, 27 Aug 2015 18:39:13

Simulating physics can be fairly complex. Spatial motion vehicles projectiles etc. friction collision explosions and other types of physical interactions are complicated enough to describe mathematically but making them accurate when computed adds another layer on top of that. Making it run in real time adds even more complexity. There is lots of active research into quicker and more accurate methods. This article is meant to showcase a really interesting way to simulate particles with constraints in a numerically stable way. As well Ill try to break down the underlying principles so its more understandable by those who forgot their physics.Note the method presented in this article is described in the paper Interactive Dynamics and was written by Witkin Gleicher and Welch. It was published in ACM in 1990. A posted PDF of the paper can be found here httpwww.cs.cmu.eduawpdfinteractive.pdfA link to another article by Witkin on this subject can be found here httpswww.cs.cmu.edubaraffpbmconstraints.pdfPhysical TheoryNewtons LawsEveryones familiar with Newtons second law F ma. It forms the basis of Newtonian mechanics. It looks very simple by itself but usually its very hard to deal with Newtons laws because of the number of equations involved. The number of ways a body can move in space is called the degrees of freedom. For full 3D motion we have 6 degrees of freedom for each body and thus need 6 equations per body to solve for the motion. For the ease in explaining this method we will consider translations only but this can be extended for rotations as well.We need to devise an easy way to build and compute this system of equations. For a point mass moving in 3D we can set up the general equations as a matrix equation left beginmatrix m_1 0 0 0 m_1 0 0 0 m_1 endmatrix right left beginmatrix a_1x a_1y a_1z endmatrix right left beginmatrix F_1x F_1y F_1z endmatrix right This can obviously be extended to include accelerations and net forces for many particles as well. The abbreviated equation is M ddotq F where M is the mass matrix ddotq is acceleration the second time derivative of position and F is the sum of all the forces on the body.Motivating ExampleOne of the problems with computing with Newton-Euler methods is that we have to compute all the forces in the system to understand how the system will evolve or in other words how the bodies will move with respect to each other. Lets take a simple example of a pendulum

Marketing my latest mobile game - post mortem of the first month - Link Fri, 21 Aug 2015 03:20:18

So about a month ago I published my second game. Never thought I would go this far but I guess this really makes me an indie developer no doubt about it. My first game was released last year just a trial to understand the development and publishing process from start to finish. I outsourced everything. Obviously it did not give tangible results but I learned a lot which was the point

How to Design the Data Structure for a Turn Based Game - Link Wed, 19 Aug 2015 13:32:35

One of the recurring questions I get is how to exactly make a turn-based game that has a coherent data structure.Because youre already great coding features for your games all you may need is a little guidance on how to organize your design to make the things you want actually work.When you see the following example youll see how easy it is. Stuff needed to build a turn-based gameTo keep things simple lets say you want to build a classic tic-tac-toe game. What features should be expected from a game like thisMultiple simultaneous games. Players should be able to have multiple games with different opponents taking place at the same time.Different game status. Every game should have a status that indicates what to expect. Waiting created running finished or cancelled.Play with listed friends. You could have the option to challenge your friends to a game or add new friends to the list.Play with random users. You may want to play with people you dont know.Play same skill users. You might want to play against random players that have a similar skill as you do.Luckily making a game with all these features is quite easyAll you need to know is how to lay out the features to make them work like you want.Here are a few questions you should be able to answer. 1 How are you going to store dataIn this case I assume a NoSQL database. There game data is stored in collections which is like a table in an SQL database.There are some differences though. In a collection you store objects with a similar concept but they dont need to have the same number of columns. In fact in a collection objects have attributes instead of columns.How many collections does the tic-tac-toe game needWhat information should we store in every objectHow does every process work inside the gameTo know these first we have to determine the data structure of a game match. Designing the game structureOur games will be objects stored inside a collection we can name GAMES.Every game object has these featuresIt is shared by two or more playersAllows players to make moves only on their turnsIt has a winning conditionIt has a winnerAll players in it can update the game objectWell store all these features in GAMES collection which must be readable and writeable by any player so they can work properly. 2 How will the game structure look likeObviously it will depend on the kind of game youd like to make but in the tic-tac-toe example were doing youll needUsers. Players involved in each game.Status. Whether it is a waiting created running finished or cancelled game.Current turn. In tic-tac-toe there will be a maximum of six turns between both players.Current user. Which player has the active turn and can make a move.Movements. List every move which must be ordered by turn and has to contain the information aboutUser who made the movePosition occupied on the board xy when the move is madeThis is how the structure of a turn based game looks like.Most games will have a more elaborate board than were dealing with in this example so youll need a complex matrix of coordinates and so on. But for this example the board can be represented by a simple array of positions.Lets see our board of coordinates so we can represent movements in the game.021222011121001020The format of the objects used here is JSON so every game will have this structure

A Spin-off CryEngine 3 SDK Checked with PVS-Studio - Link Tue, 18 Aug 2015 12:02:09

We have finished a large comparison of the static code analyzers Cppcheck PVS-Studio and Visual Studio 2013s built-in analyzer. In the course of this investigation we checked over 10 open-source projects. Some of them do deserve to be discussed specially. In todays article Ill tell you about the results of the check of the CryEngine 3 SDK project.CryEngine 3 SDK Wikipedia CryEngine 3 SDK is a toolset for developing computer games on the CryEngine 3 game engine. CryEngine 3 SDK is developed and maintained by German company Crytek the developer of the original engine CyrEngine 3. CryEngine 3 SDK is a proprietary freeware development toolset anyone can use for non-commercial game development. For commercial game development exploiting CryEngine 3 developers have to pay royalties to Crytek.PVS-StudioLets see if PVS-Studio has found any interesting bugs in this library.True PVS-Studio catches a bit more bugs if you turn on the 3rd severity level diagnostics. For examplestatic void GetNameForFile

From User Input to Animations Using State Machines - Link Sat, 15 Aug 2015 15:47:20

Performing smooth animation transitions in response to user input is a complicated problem. The user can press any button at any time. You have to check that the character can do the requested move and depending on currently displayed state switch to the new animation at exactly the right moment. You also have to track how things have changed to be ready for the next move of the user.In all a rather complicated sequence of checks actions and assignments that need to be handled. The sequence quickly runs out of hand with a growing number of moves game states and animations. Lots of combinations have to be checked. While writing it once is hard enough if you have to update or modify it later finding all the right spots to change without missing one is the second big problem.By using state machines it becomes possible to express precisely what may happen in an orderly way. One state machine only describes the animations and their transitions. A second state machine describes user interaction with the game character and updates the game character state. By keepinh animation state and game character state separate things get much easier to understand and to reason about. Later changes also get simpler as it avoids duplication.While having such state machines on paper is already quite helpful in understanding there is also a straight forward implementation path which means you can plug your state machines into the game and run them.Audience or what you should know before readingThis article briefly touches on what state machines are and how they work before jumping into the topic at hand. If you dont know about state machines it is probably a good idea to read about them first. The state machines here are somewhat different but it helps if the state machine concept is not entirely new. The References section below lists some starting points but there are many more resources available at the all-knowing Internet.The article concentrates on using state machines for describing allowed behavior and how the state machines synchronize. While it has an example to demonstrate the ideas the article does not discuss the environment around the state machines at length. That is how to make user input and game state available to the state machine condition or how to start and run animations. The implementation of the synchronizing state machines is also not shown in full detail.State machinesA state machine is a way to describe behavior activities that are being done for a while and how you can switch between different activities. Each activity is called a state. Since this is so awfully abstract lets try to describe your behavior right now. You are currently reading this text. Reading is a state. Its an activity that you do for a while. Now suppose you get a phone call. You stop reading and concentrate on the conversation. Talking on the phone is another activity that you do for a while a second state. Other states of you are Walking Running Sleeping and a lot more

The Challenge of Having Both Responsiveness and Naturalness in Game - Link Thu, 13 Aug 2015 22:37:04

Video games as software need to meet functional requirements and its obvious that the most important functional requirement of a video game is to provide entertainment. Users want to have interesting moments while playing video games and there exists many factors which can bring this entertainment to the players.One of the important factors is the animations within the game. Animation is important because it can affect the game from different aspects. Beauty controls narration and driving the logic of the game are among them.This post is trying to consider the animations in terms of responsiveness while trying to discuss some techniques to retain their naturalness as well.In this article Im going to share some tips we used in the animations of the action-platforming side-scroller game named Shadow Blade Reload. SBR is powered by Unity3D. The PC version has been released 10th 2015 August via Steam and the console versions are on the way. So before going further lets have a look at some parts of the gameplay hereYou may want to check the Steam page too.So here we can discuss the problem. First consider a simple example in real world. You want to punch into a punching bag. You rotate your hip torso and shoulder in order and consume energy to rotate and move your different limbs. You are feeling the momentum in your body limbs and muscles and then you are hearing the punch sound just after landing it into the bag. So you are sensing the momentum with your tactile sensation hearing different voices and sounds related to your action and seeing the desired motion of your body. Everything is synchronized You are feeling the whole process with your different senses. Everything is ordinary here and this is what our mind knows as something natural.Now consider another example in a virtual world like a video game. This time you have a controller you are pressing a button and you want to see a desired motion. This motion can be any animation like a jump or a punch. But this punch is different from the mentioned example in real world because the player is just moving his thumb on the controller and the virtual character should move his whole body in response to it. Each time player presses a button the character should do an appropriate move. If you receive a desired motion with good visual and sounds after pressing each button we can say that you are going to be merged within the game because its something almost similar to the example of punching in real world. The synchronous response of the animations controls and audios help the player feel himself more within the game. He uses his tactile sensation while interacting with the controller uses his eyesight to see the desired motion and his hearing sensation to hear the audio. Having all these synchronously at the right moment can bring both responsiveness and naturalness which is what we like to see in our games.Now the problem is that when you want to have responsiveness you have to kill some naturalness in animations. In a game like Shadow Blade Reload the responsiveness is very important because any extra move can lead the player to fall of the edges or be killed by enemies. However we need good-looking animations as well. So in the next section some tips are going to be listed which have been used to bring both responsiveness and naturalness into our playable character named Kuro.Cases Which Can Help Bring Both Naturalness and Responsiveness into AnimationsSome of the techniques used in Shadow Blade Reload animations are listed here. They have been used to retain naturalness while having responsiveness1- Using Additive Animations Additive animations can be used to show some asynchronous motions on top of the current animations. We used them in different situations to show the momentum over body while not interrupting the player to show different animations. An example is the land animation. After the player fall ends and he reaches the ground he can continue running or attacking or throwing shurikens without any interruptions or land animations. So we are directly blending the fall with other animations like running. But blending directly between fall and run doesnt provide an acceptable motion. So here were just adding an additive land animation on top of the run or other animations to show the momentum over upper body. The additive animations just have visual purposes and the player can continue running or doing other actions without any interruption. The video here shows the additive animation used for the purpose of landing momentum on players bodyIn Unity the additive animations are calculated with respect to the current animations first frame. So the additive animation pose in each frame is equal to the difference of the current frame and the first frame pose. The reference pose of the character is used here to bring more generic additive animation which can be added well on a range of different locomotion animations. This additive animation is not being applied on top of the standing idle animation. Standing idle uses a different animation for land.We also used some other additive animations there. For example a windmill additive animation on spine and hands. Its being played when the character stops and starts running consecutively. It can show momentum to hands and spine.As a side note the additive animations have to be created carefully. If you are an indie developer with no full-time animator you can do these kind of modifications like additive animations via some other procedural animation techniques like Inverse Kinematics. For instance an IK chain on spine can be defined and be used for modification. This is true for hands and feet as well. However the IK chain have to be defined carefully as well as the procedural animation of the end effector.2- Specific Turn Animations You see turn animations in many games. For instance pressing the movement button in the opposite direction while running makes the character slide and turn back. While this animation is very good for many games and brings good felling to the motions it is not suitable for an action-platforming game like SBR because you are always moving back and forth on the platforms with low areas and such an extra movement can make you fall unintentionally and it also kills responsiveness. So for turning we just rotate the character 180 degrees in one frame. But again rotating the character 180 degrees in just one frame is not providing a good-looking motion. So here we used two different turn animations. They are showing the character turning and are starting in a direction opposite to characters forward vector and end in a direction equal to characters forward vector. When we turn the character in just one frame we play this animation and the animation can show the turn completely. It has the same speed of run animation so nothing is just going to be changed in terms of responsiveness and you will just see a turn animation which is showing momentum of a

Why NASA Switched from Unity to Blend4Web - Link Tue, 11 Aug 2015 07:43:30

Introduction Recently NASA published their press release which mentions the unique possibility to drive around on Mars. I couldnt help myself and right away clicked on the link that lead to an amusing interactive experience where I was able to drive the rover around watch video streaming from its cameras in real-time and even find out the specs of the vehicle. However what shocked me the most was that this has all been done using the Blend4Web engine - and not Unity. Why was I so surprised Even two yeas ago or more there were publications about NASA creating a similar demo using Unity. However it didnt get passed the beta stage and it looks like the space agency had moved on from Unity. It is interesting that the programmers of such a large organization chose to discontinue the time-invested project and begin from scratch. It took a little time but I was able to find the above-mentioned Mars rover app made in Unity. Honestly it looks like an unfinished game. The scene loads slowly especially the terrain functionality is primitive you can only drive the overall picture is of horrible quality. We all know wonderful games can be made with Unity and its portfolio is full of hundreds of quality projects. So whats the deal Whats the Deal The reason is that Unity is seriously lagging behind when it comes to their WebGL exporter. The first alarm rang when Google Chrome developers declared NPAPI deprecated. This browsers global market share is too significant for any web developer to just ignore. You can find a lot of advice on using a magic option chromeflagsenable-npapi online. However in September 2015 this loophole will disappear. Creating games and web visualizations is an enterprise and nobody likes losing customers. Earlier downloading the Unity plug-in was not as big of deal as it was with Flash but now the situation has become completely different. The web plug-in can not be used anymore while Unitys WebGL exporter is still in its infancy. Developers of all kinds caused uproar requiring the Unity team to proactively respond. Finally Unity 5 has been released with WebGL support but only as a preview. Half a year has passed and the situation is not any better. They even came up with an ingenious method to check the users browser and then recommend using Unity in another browser. Unfortunately and for obvious reasons it is not always reasonable. And still whats happening with Unity WebGL Why is there still no stable version available What are the prospects These questions are of much interest to many developers. Im not a techie so its difficult for me to understand Unitys issues in this area but what Ive found online is making me sad. WebGL Roadmap The official Unity forum has a thread called WebGL Roadmap. A team representative explains the future of WebGL in Unity. I have looked through this text thoroughly and it convinced me that the bright future Unity keeps promising is still in the far removed distance. WebGL should work in all browsers on all platforms including mobile ones by default. Its not there. If you happen to successfully compile your game for WebGL strike out mobile devices from the list. The reasons are clear Unitys WebGL has catastrophically large memory consumption and bad performance. Yes a top-of-the-line device can still manage to run the game at decent speed but a cheaper one will run it as slow as a turtle. And forget about hoping your project will work on desktops with ease. Browsers are the programs which eat all of a computers free memory and the half-finished Unity WebGL build often causes crashes and closes browser tabs especially in Chrome. There are some problems with audio. I personally tried to export a simple game for WebGL and got croaking noise as the main character moved. The sound literally jammed and I could not fix it. The reason is poor performance but other engines still work somehow... Forget about in-game video. MovieTexture class is simply not supported for WebGL. As an alternative the devs are suggesting to use HTML5 capabilities directly. Network problems. System.IO.Sockets and UnityEngine.Network classes do not work for WebGL and will never work due to security issues. I havent enumerated all issues but this doesnt answer the question when will it start working Alas Unity devs comments are unclear obscure and dont include a specific timeline. Although I did find something We are not committing to specific release dates for any of these features and we may decide not to go ahead with some of these at all. Theyre Waiting They are waiting for WebGL 2.0 which will be based on OpenGL ES 3.0. The future version Unity 5.2 is planned to have an export option for the new API. However Im not sure that browsers will work with it now WebGL 2.0 is available only as an experimental option. They are waiting for WebAssembly which is very promising but has just started being discussed. Nobody can even guess the date when it will be implemented. Im sorry but if the problem can only be fixed as they say by upcoming third-party technologies then maybe the problem lies in Unity WebGL itself Unity is a convenient popular and cross-platform engine an awesome tool for making games and I love it a lot. Still this is a tool which can no longer be used for the web. The most annoying fact is that the future holds too much uncertainty. You may say you are a pessimist. No Im just a realist just like the NASA guys. This is the answer to the title of this article Why NASA Switched from Unity to Blend4Web. Its simple Unitys WebGL is not ready... and will it ever be We are not committing to specific release dates... So what about Blend4Web I can only congratulate the developers with such a conclusive win in the field of WebGL NASAs app has been showcased at the opening of the WebGL section on SIGGRAPH 2015 which means competitors have no intention of waiting. Background This post is a translation of the original article in Russian by Andrei Prakhov aka Prand who is the author of three books about Blender and a Unity developer with several indie games released.

The Art of Enemy Design in Zelda A Link to the Past - Link Mon, 03 Aug 2015 16:59:23

Let me preface this article by mentioning what this article is not This is not an exhaustive guide to every monster in Zelda A Link to the Past nor is it a comprehensive method on how each enemy class was designed. Rather this article is really about how to design enemies by their functions using the example of Zelda A Link to the Past.Most articles that discuss this topic often pick examples from various different games to give a better outlook on how this applies to different environments but they lack a hollistic understanding of how gameplay mechanics and functions actually intertwine.The purpose of this article is to dissect Zelda A Link to the Pasts monsters to better understand how this specific gameplay can host mechanically different obstacles and what their impact is on flow and player decision-making.Note that we will not cover Bosses here as theyre an entirely different form of obstacleGame Mechanics Resources in a Link to the PastThe first part of this analysis requires that we take a deeper look at the inner workings of the game so we can better understand how each monster was designed. This arbitrary breakdown of the games pieces is not absolute but it should suffice to explain monster design by their function.LifeLinks primary resource is his life. This is a measure of attrition that represents Links ability to survive the challenges laid in front of him. The primary issue with dying running out of life is actually a severe loss of time though the state of the game is effectively saved the player must restart progress from a distant location and needs to make his way back to where he was in order to proceed any further. Death is frustrating and the player seeks to avoid it by any means possible potions faeries and obviously not taking damage. There is however no form of loss associated with death.Causes of damage death- Bumping into enemies- Bumping into traps- Enemies missile attacks including Bombs- Falling into pitsMagicMagic is Links ability to use some of its most powerful tools magical items. It insures that Link pays careful attention to when and where such tools are used. Because most of these items cost a lot of magic and that magic is harder to come by than hearts this is a critical resource in the game.Running out of magic is inconsequential in and of itself.Bombs ArrowsBombs are an expendable tool that Link can stock up on and they can be used as soon as Link has at least 1 of them no other tool is required. They are effective at uncovering secret areas. Their max is limited.Arrows behave similarly with the exception that they require a bow to be fired regular or silver.Bombs and Bows are very similar to magic except theyre much more specific.RupeesRupees are the currency of the game they can be found in various colors which are worth different amounts of currency. Rupees are only truly useful for two thingsZoras Flippers a passive tool that grants the player the ability to swimPotions which can replenish life and or magic - mandatory for Turtle Rock in a regular playthroughEvery other use is optional increasing maximum amount of bombsarrows carried for example.TimeTime is not an obvious resource in this game but given that progress is not lost on death time is the only thing that the game takes from the player. To a degree dying in Zelda A Link to the Past can be summarized as having to walk all the way back to where you died but being able to avoid most of the danger on the way. Essentially dying is a loss of Time.Similarly should the player ever need to build-up their rupee count possibly to buy bombs arrows potions etc. or regain life magic etc. they can simply accomplish all of these by spending some Time in the less dangerous areas of the game.Thus it can be said that most resources can be acquired by spending time in the game and that death results in a loss of time that couldve been spent acquiring resources instead. Equivalently the loss of resources is also a waste of Time with the exception that the effect is delayed. This toll only trully becomes apparent when the player lacks a specific resource to complete a dungeon and must therefore go out of the dungeon to seek the missing resources. On most other occasions that loss is hardly felt as the player will come across resources naturally on their next trip through the worldmap.Enemies in Zelda A Link to the PastThe role of the enemy in A Link to the Past is to make the game longer by having the player spend Time. This is confirmed by the many rooms where the player is forced to kill all of the monsters to get the key or force the door open. The clear intent is to create an obstacle that the player must first analyse and then devise a plan to overcome.Each enemys role is to insure the player will lose some time at key locations.The obvious approach to doing this is creating monsters that have progressively more life and deal more damage. Doing so however hardly challenges the players ability to observe and react which in practice take a lot more time than simply becoming better at honing ones reflexes.If all enemies in the game were Sword Soldiers of varying strength not only would the game become boring quickly but it would also be much easier and faster to complete as whatever the player has learned to beat the sword soldier would apply to all other soldiers.So how exactly should monsters be created to enforce player observation and pattern recognitionEnemy Types and FunctionsSword SoldierLet us begin this breakdown by looking into The Sword SoldierOne might be led to assume from the above that the Sword Soldier is actually the most basic form of enemy in the game but it isnt as Vanilla as it seems. The Sword soldier has its own movement pattern and boasts one of the most interesting hidden features in the game Stealth.Until a Sword soldier has been attacked or has seen the player it wont actively pursue the player which makes it particularly interesting to avoid. A lot of the level design actually supports this to great effect but arguably very few people ever went through the game without engaging combat with them apart from the SpeedRunners community simply because there is no incentive to doing this aside from time which is a limited concern to most.In addition the Sword Soldier is likely to drop rupees or hearts which have some Time value. In essence you might just gain as much time from killing a sword soldier and getting its drop than you might gain by avoiding the fight altogether.Sword Soldiers Function Get acquainted with combat mechanics and stealth.Bow SoldierBy design the Bow Soldier is a coward which will not seek direct confrontation from upclose but it is a terrific flanker. As a result it makes positionning and movement all the more important to master and its strength is relative to the other monsters in the room and how hard it is to navigate said room. There is a specific room in Agahnims Castle where the player must push a block while a few Bow Soldiers

You need a plan and a design - Link Wed, 29 Jul 2015 01:40:46

IntroductionHave you been working on your game for what feels like eternity but have nothing to show for it Are you stuck on how to implement your game idea If these sound like you then this is your article. In this article I will talk about planning game design and technical designs. I am going to cover the importance of planning and designs and give you some tools and tips to help you successfully plan and design your next game project.Why do I need a planThe definition of a plan is a detailed proposal for doing or achieving something.. A proposal is a plan or suggestion especially a formal or written one put forward for consideration or discussion by others.. A plan helps you be successful by putting your goals on paper. It is HOW you will go from having a great idea to a great game. A plan can be broken down into goals objectives and tasks. Goals are broad and general objectives are specific and measurable which when complete achieve a goal and tasks are very specific things that you need to do to meet an objective. Your day to day work can be broken down into tasks. The tasks when finished complete objectives and the objectives when finished meet goals.For example if your goal was to lose 20 pounds then your objectives might be to work out every other day for three months and to consume 1800 calories a day. Your tasks would be your specific workout sessions the day to day and preparing healthier meals that meet the objective of consuming 1800 calories a day. Your game plan should be just as detailed. Your goals are not really directly measurable other than knowing when you are finished. Your objectives need to be detailed so you can evaluate whether the tasks that you are completing are really working towards accomplishing the goals.Adjusting your planPlans are always subject to change. Your game plan will change as you encounter the reality of development. There will be things that you have not accounted for and you will have new ideas as you develop your game. Creating a plan does not mean setting your entire project in stone but rather it is a general roadmap for success. You might take some crazy detours but as long as you keep track of your goal you will eventually arrive at your destinationSchedules - Putting dates to your planIn my mind a schedule is simply putting dates on your plan. If you say that by October 15th you need to have X amount of things done in order to finish the game by December 31st then that is a schedule. Your schedule can change independently of your plan. Some things will take longer than anticipated that is the nature of game development but putting real dates to things can help put the plan into perspective even though we often dont want to really commit to any deadlines.An easy way to keep track of a schedule is to use a calendar application like Google Calendar or iCalendarIf you really need to track a lot of resources then you could use something like Microsoft Project or Projectlibre to keep track of all of the details.In the software development world there is a concept called Agile programming and that is a big topic. You can use sites like Assembla to manage software projects using Agile concepts and that goes great with the whole planning concept. I have personally used Assembla and it really makes this process much easier by being able to set milestones create tasks ect.Putting things into perspectiveOne thing a plan will do is force you to confront the reality of your idea. If your game design calls for 100 unit types but you can only make one unit type a week then by making a plan you will find that takes best case 100 weeks worth of time. If you realize early that your plan calls you making units for slightly over two years then you are likely to revise your plan to something more realistic.Realistic estimationEstimating how long something will take is hard. The best technique I have found for this is to break the task up into very small tasks where each task can be executed in hours rather than days. Then estimate each small task and multiply by 1.5. If you realistically think a task will take you 5 hours then multiply it by 1.5 and you will end up with 7.5 hours for the task. Add up all of the small tasks with the extra time built in. The more you can break down a task the more accurate your estimates will be. If you are unfamiliar with a task then you might even multiply by an even larger number 2 or more to your hour estimate to really make sure that there is time for the unexpected.As you work keep a log of your time. You can use this time log to help improve your estimates gauge your performance and refine your schedule. Something like My Hours can help you keep track of your time. Assembla also has time tracking functionality.Stop wasting timeTime is your most valuable and finite resource. There are 1440 minutes in a day. If you want to be productive you need to stop using so many of them watching cat videos . Game development takes a very heavy investment of time. Even relatively simple games can still take months of development time to complete. If you find yourself not making progress as fast as you would like evaluate your time log and try to see if you can find ways to use time more effectively.Ok but how do I know WHAT to planYou know what to plan by looking at your game design document. Your game design document or GDD contains all of the information about your game. It has every story character level mechanic boss fight potion and whatever else that you need to make your game. Your game design is detailed enough when you can have someone off the street read your game design and they can play your game start to finish on a sheet of paper. Even if you are just one person putting all of your thoughts down in a GDD means that you cant forget them and if you dont write your ideas down you WILL forget them.For a proper GDD you will need sketches of your characters and levels backstory character biographies and all sorts of other supporting information. You really need to put in a lot more details then will make your final game because your job with a GDD is to get everyone working on the game including yourself on the same page. If anyone has a question about your game they should be able to answer it by reading your game design document. If they cant answer the question then your GDD is not detailed enough. If your game design document is not detailed enough then it is not completeSome people will tell you that you do not need a game design document. Some people might be able to get away with not properly designing a game. It is likely that you wont be one of those people and if you neglect your design then it is very likely that your project will fail. Think of creating a design and a plan like a way to improve the odds. It is not guranteed but it improves your chances of having a successful game. Odds are if you can stick with an idea long enough to create a detailed game design and a plan then you have an

Memory Markers - Link Tue, 28 Jul 2015 13:54:40

Memory is something that is often overlooked in combat games more often than not when a character becomes aware of you in a combatative action game they remain aware until dead. Sometimes they may run a countdown when they lose sight of the player and lapse back into their patrol state if that ends before they find them. Neither of these techniques looks particularly intelligent. The AI either looks unreasonably aware of you or unrealistically gullible in that they go about their business after theyve lost track of you for a few seconds. A memory marker is a simple trick The UE4 implementation of which can be seen here that allows you to update and play with the enemys perception. It is a physical representation of where the enemy thinks the player is. In its simplest form it has two simple rules The AI use this marker for searches and targeting instead of the characterThe marker only updates to the players position when the player is in view of the AIthis gives you a number of behaviours for free. For example the AI will look as if you have eluded them when you duck behind cover and they come to look for you there. Just from this minor change you now have a cat-and-mouse behaviour that can lead to some very interesting results. I was pleased to see that Naughty Dog also use this technique. In this Last of Us editor screen-grab you can see their enemy marker white has been disconnected from the hiding character It is also very extensible - in more complicated implementations covered in future video tutorials a list of these markers is maintained and acted upon. This lets us do things like have the AI notice a pickup when running after the player and return to get it if they ever lose their target. So how do we start to go about coding these markers In my experience the most important thing when coding this system in various forms is that your memory markers in code and their references in script must be nullable. This provides us with a very quick and easy way of wiping these markers when they are no longer needed or querying the null state to see if the agent has no memory of something - and therefore if we need to create it. The first pass implementation of these markers simply has two rules You update the marker for a character to that characters location when its been seen by an enemy.You make the AIs logic - search routines and so on - act on this marker instead of the character Its worth mentioning that each AI will need one of these markers for every character on an opposing team and every object they must keep track of. Because of this it is useful to populate some kind of array with these markers. Think too about how you can sort this list by priority. When the AI loses track of a target they can grab the next marker in the list which may be an objective or a pickup they passed. When the list is empty they fall back to their patrol state.

Narrative-Gameplay Dissonance - Link Sat, 25 Jul 2015 09:40:48

The Problem

Google Analytics-Driven Game Development by Example - Link Thu, 23 Jul 2015 11:36:08

Hi there. A few months ago my friend and I performed something like a gamedev experiment. It was just create a trashy game update it as frequently as possible and make it better based on users and Google Analytics feedback. We didnt want to spend 6 months on developing another game that will get stuck among thousands ofother games on Google Play. Moreover we didnt have as much as 6 months. It was more like a quick execution of a half-witted idea. We wanted our game to evolve based on the user feedback and our conclusions.The Beginning - version 1.0So what was the idea for the game Every time I had a browse in Google Play I wondered how a game about tapping an egg can become so popular. Over 5 million downloads of a simple tapping app. What is going on here - I asked myself.The game average rating was 3.0 and people were still downloading it. Apparently the rating does not matter... You can clearly see that for Google Play the number of downloads is more important than the rating. This game is the first search result for the egg keyword.So the idea was Lets make a simple egg tapping game as fast as possible. Ingredients free music 50 of free graphics 50 graphics made by my friend 5 hours of programming 2 hours of making screens and putting the game on Google Play and here we go Pet Baby Egg.Every time you tap the egg you get closer to obtaining another pet. The next levels obviously become more and more difficult.The only challenge for the player was to collect all pets nothing more. Boooooring.Now lets take a look at some stats.Damn somebody has actually downloaded it D611 sessions in 2 weeks. No marketing. Just keywords and the game. Only 46.2 of returning visitors means that after a month or two nobody will play this game anymore.The average session lasted only 303. First conclusions Lets try to interest the player. Lets give more content to get a longer session duration. So when a player gets a new pet why not let him take care of itFirst pet care - version 1.1We added basic tamagotchi features a kitchen to feed the pet a fun room to play ball with it and a bedroom for sleeping. Moreover a player could earn money by playing with his pet and by tapping the egg. There was also a shop to spend the earned money on food. It took us maybe a week to implement some new graphics and some new code in our spare time. This is what we gotAnd after 7 days of version 1.1 being available in the Google Play Store we had the following statsThe number of new installations increased by around 20Returning visitiors ratio grew to almost 52And... the average session duration almost doubled That made senseSo it was time to draw more conclusions There were a bunch of game events. We knew exactly what users did in the game.We analyzed the top events from the game and we came up with these results the most popular event is touching the ball thanks to the physics engine that made it fun for the player. The users got 1 coin for 1 tap on the ball or the egg. But we were surprised by how few users bought balls in the shop. Our conclusion was that they didnt know how to earn money. They play ball with their pets but they dont know that it earns them money.Earning money more visible - version 1.15BeforeAfterBeforeAfterThe effect In the 1.15 version there was over twice as much 6.77 to 14.99 events related to buying ballsOk lets add more stuff.Advanced care - version 1.2It took more than a week to implement it but we added special indicators to show the levels of hunger happiness and energy. Our goal was to engage the users more to take care of their pet or to return to the game more often. Playing ball with the pet also became more interactive as it could now play with us The Effect Over 57 of returning players. 5.5 more than in the previous 1.1 versionThe average session duration grew to 722 and that is a 142 boost in comparison with the version 1.0 303 and a 24 growth in relation to the version 1.1 556More content and a mini game to earn coins - version 1.3OK. We had a simple pet care simulator but we wanted to add more items to be available for purchase. They became expensive there was inflation in our small game because we didnt pay enough attention to economy in the game. For example we made wallpaper available to be put in one of the rooms for 5000 coins. We thought we had to introduce a new way to earn more money so we implemented a mini game that made it possible.The mini game made it possible to earn up to 500-1000 coins in a 1-2 minute gameplay. What was the effect The retention growth up to 70.5 It is 13 more than in version 1.2 It was definitely worth implementing.More stuff and features - version 1.5In this version we fixed some bugs and added more items and features to the game. It was the last update we made to this game.The effectThe average session duration increased to 820 which is a 273 growth compared with the starting point from version 1.0SummaryBy adding more content to the game we got more retention from 46.2 to 70.5.By adding more content to the game we got longer average session duration from 303 to 820.We do not only gather the Google Analytics events but we also analyze themWe dont encourage you to make a poor game and update it because in the long run it is not cost-effective. But we strongly encourage you to use Google Analytics and analyze the data you getArticle Update Log27 July 2015 Initial release30 July 2015 Removed bad word17 August 2015 Added authors Twitter profile link

2D Lighting System in Monogame - Link Thu, 23 Jul 2015 07:06:13

This tutorial will walk you through a simple lightingshadow system.Go into your current Monogame project and make a new file calledlighteffect.fxThis file will control the way our light will be drawn to the screen. This is an HLSL style program at this point. Other tutorials on HLSL will be available in the main website which will allow you to do some wicked cool things like distorting space and the map spinning dizzyness neon glowing perception warping and a bunch of other f amazing thingsHere is the full lighteffect file

3 Steps to Mastering Your Games Soft Launch - Link Tue, 21 Jul 2015 13:29:41

In one of the largest supermarket outlets in the whole of the UK just down the road from where your humble blogger lives sits a kitchen. Built in plain sight this bizarre little pantry feels a somewhat curious companion to the seemingly endless run of aisles selling all the goods youd expect a supermarket to sell

15 Metrics All Game Developers Should Know by Heart - Link Mon, 13 Jul 2015 15:51:42

Mobile game analytics can feel complicated. When it comes to metrics there are hundreds of numbers to track. On the simpler end of the spectrum there are metrics like downloads sessions and DAUs. These numbers are relatively straightforward and measure concrete actions. More complicated metrics includes things like churn Average Revenue Per Paying User ARPPU and DAUMAU. These are less intuitive to interpret and they might raise more questions than answers

Looking for TextureRigAnimation 3D Artists - Link Fri, 25 Sep 2015 23:12:10

Unpaid PositionLooking for 3D artists who can take already made 3D models drop them down to 2k polycount low-res texture rig and then begin animating them. Preferably done in Blender.Game project is here Steamcommunity.comand here Indiedb.comPlease email if interested.Free

AoP - looking for help. - Link Thu, 24 Sep 2015 17:44:11

Unpaid PositionAge of Pandemonium is a fantasy MMORPG with a fast paced action combat system some examples would be TERA and Black Desert Online. The world is dynamic and allows the players to play how ever they see fit gaining levels and experience through many activities such as owning shops trading crafting hunting players or monsters and of course the usual quests. The intention is to have a completely open world with no loading screens and freedom to explore all of the game on launch. We are planning a total of 11 races though some of these may be held back as playable for later releases. The abilities will be dynamic not locking you to a class but instead allowing you to pick from groups known as covenants in order to build your characters skill set to match your play-style. Even the spell system will be dynamic allowing you to build custom spells to use in combat. The world itself is a dark place after a long history of fighting among themselves a new threat has emerged to claim the world throwing the races into a war for survival but have they noticed the new threat too late Only time will tell.Free

Award Winning Audio Designer for Hire Indie Friendly - Link Wed, 23 Sep 2015 20:36:50

ContractorHi EveryoneI am an Emmy-Nominated Composer and Sound Designer in the Game Film and TV industry for 10 years. My projects range from AAA games like the soon to be released Just Cause 3 to casual and web based games for clients like Cartoon Networks and Nickelodeon. My audio can be heard on over 85 games titles which include many mobile indie games.Where can I listen to your audioPrevious work and full credit list can be found at httpwww.seriallab.comWhat are your ratesRates depend on the style and complexity of the music sfx and voice over work your project requires. Contact me today and we can work out a quote that will fit your projects budgetHow do I contact youWe respond quickly to requests from the contact page on our website or directly by emailing sounddesign a seriallab.comLooking forward to hearing from you0.00

RaginBear Studio Recruitment - Link Wed, 23 Sep 2015 15:50:30

Unpaid Position Hello peopleWe are RaginBear Studio and were seeking people to join us in our project Cael Dominis an exciting new sci-fi space action title consisting of an innovative cocktail that blends massive scale strategy RPG management ship construction environment sandbox and tactical combat elements together into an action packed space game.As a small focused and dedicated team that already has almost all necessary skills to complete the project apart from sound we are looking for dedicated specialists who are willing to demonstrate passion and provide high quality inputs to aid in maximum project success. We have specific positions available and were looking for talented and passionate people to deliver quality contributions to ensure driving a successful investment campaign for funding continued development.This is our list of available positions in finishing up the prototypeMusic composer - DarkDeep Aggressive DubstepMusic composer - Deep mix of instrumental and electronic ambientConcept artist strong at tech - ships stations etc.3d modeler - experience with game modeling understanding of all core principles of game related modeling strong portfolio is appreciatedCommunity buildermanager - work with social to push the project analyze and direct team efforts towards broaderhigher quality reach.About the RaginBear cultureWe are open minded and attempt to restrain our throbbing egos to create a fun casual environment. Nothing is sacred to critique and discussion as the majority of game related decisions are made collectively to ensure everyone has a voice. We love science. Astronomy cosmology physics astrology and any other field of science serves an integral part of our motivation with Cael Dominis. We feel deep appreciation towards infinite beauty and complexity of our universe.All positions are unpaid until funding is received through the investment campaign at which point compensation for contributions will be rewarded as well as potential to secure permanent placement within the RaginBear team.Feel free to meet us on our website at be considered please provide us with a few of your best samples of your previous work.You can contact us via supportraginbear.comFree

Tactics Battle System game - Link Wed, 23 Sep 2015 05:40:08

Unpaid PositionThe idea so far is to create a game similar to Final Fantasy Tactics and Fire Emblem as far as the battle style goes. We want to write a story where the player makes decisions that affect the outcome based on their choices. We want to add full customization to the weapons and armor you and your party have access to with the ability to enhance and enchant them. The weapons used will range from swords to primitive guns with everything in-between.This is going to be a brand new project open to ideas and suggestions. So far we have the art down and are formulating a storyboard. Anyone is able to pitch their ideas as far as the plot and characters go. The game will take place in a fantasy setting and will have many RPG aspects. Our goal is to create a short playable demo before posting the game on Kickstarter. This will be a shared revenue project in which we cant pay upfront but will split the earnings of the game once GreenlitKickstarted.We use Skype all the time and expect that you contribute to the conversation at least a few times a week. Were going to be very active. We want to work at least 20 hours a week on this project but expect to work much more. My Skype username is Tokisammich. Hope to hear from you soon.Free

Project Archon - Seeking staff members - Link Tue, 22 Sep 2015 18:17:19

Unpaid PositionHello everyone on the forums. I am an individual who represents a small group of people working on a project for a new kind of MMO. As of right now this is purely at the conceptual and design stages however we require assistance. This is by no means a small project. If I can assemble a team and create some things to show off then I intend to start a kickstarter campaign to get some donationsinvestments to develop this game and hire a full staff team. For now though I need your help getting to that stage.Below are the details of what we require.The ProjectAs of right now the project is simply codenamed Archon we have yet to decide on a name. It is planned to be a PC based MMORPG.It is a dark fantasy inspired game which takes place in a modern criminal underworld setting.We DO have a fair amount of conceptual material and several excellent pieces of concept art for this project right now. If you are interested in working with us we will disclose the details to you.This is currently unpaid work. However any materials provided for the project will remain YOUR property so if you decide at any point you do not wish to be part of the project and want to take away any art of your own we are perfectly accepting of that. If you want to take your work away and put it in your portfolio as part of a freelance project feel free to even if the game does not take off.Despite this project being currently unpaid it MAY become a paid job in the future should there be enough support to get it up and running. Anyone who works with us and creates good quality materials will be guaranteed a position on the staff team.Myself and the TeamI am a 25 year old man from the UK looking to possibly branch out from my usual career path and try something new. I have been playing video games for about 18-20 something years. In those years Ive experienced a huge amount of what the video games industry has to offer. Ive become involved in communities and even built a few of my own as well as hosted servers designedcreated forums and art and Ive even dabbled a bit in C coding.I have little technical skill when it comes to games design but I have an understanding of the skills required to create a game. Despite not having any specific video game technical design expertise I do have a fantastic vision in my head with some brilliant ideas to make a truly amazing game therefore Id consider myself to be a creative writer and lead designer.I currently hold a BSc. Hons Bachelor of Science with honours degree and very soon an MSc Master of Science degree so Im by no means uneducated or closed minded.Here is the current team.A. Harrison BSc. Hons ACSFS - Lead creative designer and team managerZ. Walters BSc. Hons - Co-lead creative designer level designer and secondary team managerD. OKeeffe - Creative designer and writerE. Rock - Creative designer and writerA. Frola BSc - Lead concept artistWhat do we needWe are currently seeking several talented individuals to join our team. Below is a description of the type of people we are looking to have join our team as well as the personal traits they should have.Characterweapon concept artists. As mentioned above we currently have a lead concept artist working with us but we would like additional concept artists to join the team.Environment concept artists. We are looking for people who can draw environment sketches so we can start to visualize our game world.Prototype-GUI artists. We are looking for someone who can design us a nice looking but not overly elaborate in-game graphical user interface for things such as an inventory or skill tree. It does NOT need to be functional we only require a simple concept of what it will look like. We have two pieces of concept art for skill trees designed in Photoshop but we are not willing to publicly share those at these early stages. The content will however be shared with any concept artists who join this project.Creative designers. We need people with a substantial amount of experience in MMORPGs and RPGs to assist us with designing the game. This will range from artistic design to quests characters and NPCs player interaction methods and a lot more.Creative writers. We are looking for people who are particularly talented at creative writing to assist us with creating quest story lines gamecharacter story lines and generally create the lore and background to the game.Skillstraits required for each roleCharacterweaponenvironment concept artist. If interested in this role you shouldBe comfortable working with EITHER a graphical design program of your choice e.g. Photoshop for digital art or be comfortable drawingpainting concept art by hand. Experience in this role is necessary but not necessarily paid experience. Freelance work will count. If you can create good pieces of art not looking for masterpieces you will be ideal for this role.Be comfortable creating art in a realistic style. Our project is not a stylized fantasy cartoon type game. We are looking for someone who can create concept art that is of a dark fantasy style set in a modern criminal underworld. The game will include a lot of human elements as well as a lot of Angels and Demons inspired elements.Work well with a team. You will be working with myself other concept artists and 3D modelers primarily.You should have a portfolio that includes some of your previous work.Prototype-GUI artist. If interested in this role you shouldBe comfortable working with EITHER a graphical design program of your choice e.g. Photoshop for digital art or be comfortable drawingpainting concept art by hand. Experience in this role is necessary but not necessarily paid experience. Freelance work will count.Have a good understanding of how to create a GUI. As previously mentioned this is ART for a prototype-GUI not actually creating it. Your art will be based off traditional MMO GUIs and will include things like a character avatar and inventory skillsskill trees items and hotkeys etc etc.Be talented at creating sharp looking elaborate concepts. We want you to create for us some images of what the in-game GUI will look like and it should be of a style similar to what the game is about.Have a keen eye for detail. This is the most important skill our prototype-GUI artist should have.Have experience with video game GUIs. As long as you have a good understanding of what it is that were looking for thats all we ask.Creative designerwriter. If interested in this role you shouldHave a substantial amount of experience playing a range of both current and past MMORPGs and RPGs. You will require a good understanding of what these games are and how they are created and played.Have a creative mind. We need fresh new ideas to help truly break the mold and make the game something special.Be fluent in the English language if applying as a writer. You will need a good understanding of written English and ideally previous experience in writing. Previous experience could be something

Music Composer for Hire - Link Tue, 22 Sep 2015 16:26:34

Paid PositionHi Im a music composer and beginner sound designer based in Spain. I have worked in short films and small adverts and Im looking to step into the videogames world.A little bit about meThough I have started my degree in music composition recently Ive been studying music for about 7 years now. I have a Higher Diploma on guitar performance courses with Berklee College of Music in the areas of guitar performance songwriting music production and music composition for film and TV also prior to starting my degree here in Spain I have studied a year and a half of composition in a private music school called Ars Nova in Venezuela.My experience goes from several student films to composing the headline of a local venezuelan web based news show called Notiminuto a jingle for a venezuelan oil company in Texas called CITGO and currently Im scoring a short documentary called A Better Place by canadian director Mark Hachem and soon will start scoring a web mini series for Texas based director Gavin Cody Wegener. Im a very easy going and collaborative person hard work shouldve been my second name always stay motivated no matter what and try to motivate otters whenever they are in need. I love to learn so Im always in the quest for the ultimate knowledge which I hope never ends so I will be always trying to innovate and to bring new stuff to the table.Im looking for paid work even if its not much. I understand that not being a renowned composer i have to lower my rates but I hope you understand that this is what I do for a living so I cannot accept unpaid offers. I guarantee you that I will always give my 110 and will always look to give you the best product as possible no matter the budget. You can check what Ive done so far at httpssoundcloud.comfer-salamancaIm really looking forward to become part of your project.Paid

Jack-of-all-trades Veteran wants to help indies - Link Mon, 21 Sep 2015 14:19:29

ContractorI am a Jack-of-all-trades Veteran consulting as a freelancer in the following - GameLevelEconomyUX Design - Gameplay Programming - MarketingPR - Business Consulting I have hands-on experience with - Mobile iOS Android Amazon Devices and Publishing - Desktop PC MAC LINUX - Console Microsoft XBOX 360 ONE Sony PS3 4 Nintendo Wii DS 3DS - Engines Unity3D Torque GameMaker UE4 Infernal - Tools Balsamiq yED SketchUp Willing to discuss previous projects. Hit me up0.00

OpenSmash - Link Mon, 21 Sep 2015 01:27:50

Unpaid PositionOpenSmash is a free and open-source rewrite of Super Smash Bros in Unity3D version 5. It is designed to be extremely customizable and is going to be deployed to Windows Linux and Mac OS X with Wii andor Wii U versions being made after ifwhen possible. OpenSmash intends to not only allow people to customize gameplay and content to how they want but to also serve as a replacement to Brawl mods and hacks.What OpenSmash isAs stated above OpenSmash is a free and open-source rewrite of Super Smash Bros. It is being programmed with extensibility as the biggest priority. OpenSmash wont be just a game either. It will be a full framework and engine for Unity allowing people to easily create SSB-like games using it.What is done so farCurrently we have a basic prototype done so far. As of this writing it has a camera system basic knockback KO detection with shaking camera a HUD neutral A implemented motion and jumping basic ledge grabbing basic crouching revival platforms You can see the progress made on the prototype on our GitHub repo.What we needWe need Unity3D programmers C and possibly UnityScript for the engine and game implementation 3D animators for charactersstagesitems includes rigging and texturing the models concept artists for new content reverse engineers to look for and document the working of Melees and Brawls engine and overall game mechanics this is especially needed level designers for new stages composers for new music and possibly sound designers for creating game sounds.Thank you and I look forward to working with you.- WindozeNTFree

Looking for a 2d artist for a multiplayer turned based game - Link Sun, 20 Sep 2015 21:29:06

Unpaid PositionHi guysIm working on a browser turn-based game - the mechanics and technical parts of which are mostly finished Now I need to make it look yummy The game is a two player board game where players take turns place dots on a grid and try to conquer the others players dots without being conquered themselves. The game is pretty simple to pick up but gets more mind tackling as it progresses. At the moment it looks like a programmer designed it read looks like shit and I really feel it could look way better without huge efforts - as there almost no animations to make. Theres no lore or story at the moment so thats open up for brainstorming. Generally I was thinking to put it in a sci-fi universe with a toony feeling. I dont want it to look to serious as I dont take myself too seriously But really the designer will have the biggest say in the artsy decisions.Because its a board game and turn based one too theres not much animation to be done - which makes it easier. So the game only needs static art like concepts for the home page map tiles for the grid avatars for the players and some UI.You can see the game here TactidotYou cant play alone so you either contact me and we set up a game or you fire up two browsers and sign up as two different peeps 8I want to stress that the game is already playable and out there and Im very serious about making this project fun for people to play and build a community around it. Im not in for the money but if any comes in Id be more than willing to share it.Looking for a focused and dedicated artist who wants to see his work enjoyed by other people.Free

Looking for a C progammer to work on game prototypes. - Link Sun, 20 Sep 2015 05:00:42

Unpaid PositionHi.A friend and I are looking to establish our own startup studio and work on our own games. Between us we have 7 years of industry experience in environment art character art art direction and design.Currently we are searching for a programmer experienced in Unity with the goal of releasing games on a variety of platforms.Ideally you will have experience in the following- A.I coding.- Procedural systems generation.- Experience coding for actionshooter games.Our current design prototype is a small rogue-like tank survival game influenced by titles such as FTL World of Tanks and Armored Core. We already have some preliminary art and coding done which will be made available upon request.Contact detailsSkype hayden.zammitEmail xhayden.zammitxgmail.comAlternatively you can PM me on here.We look forward to hearing from you- Hayden.Free

The Wanderer - Recruiting cycle 3 - Link Sun, 20 Sep 2015 04:09:30

Unpaid PositionHello inspiring game makerDo you want to get better in making games get experience to write in your portfolioThen this is the project for you.This is 2D top down pixel art real time single player RPG.You can get little more information on the project pagehttpen.sfml-dev.orgforumsindex.phptopic14563.msg102482msg102482You can check up update videos and see if you like what we are going for

Lets Make Harry Potter Game - Link Sun, 20 Sep 2015 03:06:26

Unpaid PositionLooking for Harry Potter fans interested in creating a Harry Potter gameWe need everyone we can get to help get this project created.Harry Potter deserves a good game. For a long time I have been playing Battlefield and Call of Duty games....I would always think what if we were holding wands instead of gunsWhat if we were firing colorful lights of magic at each otherWhat if we were battling at the Hogwarts CastleWhat if this was Hogwarts Vs DeathEatersThis will look absolutely beautiful.We Need Talented People.Concept ArtistsLevel DesignersProgrammers3D ModelingGraphicsNeed people who know the EngineNeed Harry Potter FansThere is much to be doneLets make the best Harry Potter game that we can make.If you have a skill we can use you can help make this game come to lifeFree

Team Looking For Writers - Link Fri, 18 Sep 2015 14:16:13

Unpaid PositionHello forum membersMy name is Ty and I am the project manager at Interlight Studio. We are looking for Strong Self-motivated and dedicated individuals to join our team. We are hard at work for the past few months and created awesome content. Join our SCRUM team as we are getting ready towards alpha release. We are now looking for a talented members for these positions. Required Fluent in communication skills. Age above 18. Ability to talk and manage proper arguments. Ability to work as a team player. Skype Voice is required. AgileSCRUM basicsOpen Positions we are looking to fill these right away.Sr. Writer Write portions of the game script. Creative Writing experience in a variety of genres. Collaborate with other departments to ensure a cohesive vision. Be able to act upon instructions independently listen and accept feedbacks from others. Possess superb writing skills. Ability to work efficiently and respectfully with the team. be able to resolve conflicts and solve problems have excellent people management and communication skills including tact and diplomacy Update documents on needs basis GDD Lore Wiki ect.What you will gain Experience. SCRUM experience. Expand your knowledge and portfolio. Be part of the creative process of game design credits Compensation when project gets successful via Kickstarter Free unlimited email account on our domain for the time of developmentMembers who join us will complete the NDA and Profit Share Agreement.We are excited that our team members are spread across the globe and so we use Open Project PM Skype VCS Bit source-tree and owncloud to stay organizeconnected. Best to contact over Skype koeanilo1or Email infointerlightstudio.comThank youFree

Professional 2D Illustrator - Link Fri, 18 Sep 2015 10:09:02

Paid PositionHi my name is Clint Sutton. I am a fulltime freelance illustrator. I have worked with many different clients from all over the world for the last 15 years. Creating art assets for marketing materials games and kids apps. I can offer a highly professional service with most of your illustration needs. Taking your game project from concept sketches through to final game ready art assets. I specialize in UI design logo design character design and animation scene design icons and most other artwork needed for your game. I only do 2D work not 3D. Working in the Indie game industry I have had to take on many responsibilities including Art direction. Understanding how a games artwork will need to be implemented into a game and saving time and space within the game engine is very important. Please take a look at my samples I have attached below or feel free to browse around my online portfolio at Paid

What should I learn before I create my own game engine - Link Sun, 27 Sep 2015 00:42:00

Hello everyone. Im new to game programming and I was just curious where I should start out if I want to create my own game engine. Thank you.

Use openGL in game engines - Link Sat, 26 Sep 2015 23:20:51

Hello. I Would like the make a small add for an android game. This addon requires that I have a small ui menu. This menu has to be compatible with all game engines. Does anyone know how i could make a addon for a game that can be cross compatible with all major game engines. I know that opengl is used alot . Can I directly access open gl from a java game engine and draw the menu i need for my game addon. Because If opengl is used with so many game engines then my code should be compatible with most of them. Is that true. If im wrong what is the most cross compatible ui that i can use for a game addition. This addition servers a sertine purpose which isnt important now its somthing that interacts with my phone while im playing a game. So I want to make an addon that I can add into most games and have it compatible on alot of game engines. Thanks for the help bye.

Simple GUI library to use with openGL - Link Sat, 26 Sep 2015 23:08:14

Hello. I hope this is the right place to ask this. I am writing a small first person RPG based on a 2D tile map so no complex collisions is needed but 3D rendering and decent GUI are targeting desktop systems with these good old keyboards and mouses. I have what I would call intermediate C skills but this project is the first one I work on where I need 3D rendering. I have chosen OpenGL because I work on Debian and that it have an implementation for both Windows and major Posix-compliant systems. I am a pure newbie when it comes to 3D stuff and I never was good in maths. I can learn those though and intend to when Ill have reached decent rendering and logic engines in term of number of features. Eye-candy-ness can wait. I already have a very rough 3D renderer but now I need to do basic GUIs for things like configuration or showing inventory. What I need is a really basic GUI library able to accept text input and display icons in movable and re-sizable windows movable and re-sizable by the user in-game not through an external tool. Ideally it would not try to support exotic stuff like XMLHTMLCSSJS I already have to learn glsl you know.... Simply placingsizing windows with something like window.movexpos yposwindow.resizewidthheight would be far enough and if more is wished in future I would already have at least something to play with. The library I am currently using to connect the OS displayinput is GLFW but if the libraries you know does not support it but instead SDL or SFML and are not too dependent with those I could do the port of the lib. Writing such a library should not be too difficult ok I know that text is pretty horrible when it comes to i18n but as long as I can display something Im fine... if I was not that bad at understanding OpenGL shaders. But if you do not know about such a library if you can point me a link toward a minimal code which just print a sprite over a 3D scene I would be pretty grateful too. I have found AntTweakBar which does almost what I need _ damn simple public API _ text input _ windows that the user can manipulate easily... but unfortunately it does not support icons printing and the code quality is... Ill just say poor. I tried to add the feature myself but I went lost in the 20KLoC of the 2 main source files between zombie code god objects global variables C allocation of C classes and more... Any help will be really welcome on this.

Unbind Render Target - Link Sat, 26 Sep 2015 21:25:04

Hi guys I dont really understand what is going on here this is simplified for clarity set render target to rt0 d3d_context-gtOMSetRenderTargets1 d3d_rt0_view nullptr d3d_context-gtDraw... now use rt0 as shader input set render target to rt1 shouldnt this unbind rt0 d3d_context-gtOMSetRenderTargets1 d3d_rt1_view nullptr this breaks my ssao and causes debug errors d3d_context-gtPSSetShaderResources0 1 d3d_rt0_shader_view d3d_context-gtDraw... Im basically rendering to textures then using them in a shader for SSAO etc. Thanks. SOLVED I have to unbind it explicitly like this ID3D11ShaderResourceView srvs1 nullptr d3d_context-gtPSSetShaderResources0 1 srvs

c - GDIPLUSImage how save an Image object on stream way - Link Sat, 26 Sep 2015 20:58:55

i have Image img how can i save the img in stream way for overloading the ostream ltlt operator i have these code but dont works int GetEncoderClsidconst WCHAR format CLSID pClsid UINT num 0 number of image encoders UINT size 0 size of the image encoder array in bytes ImageCodecInfo pImageCodecInfo NULL GetImageEncodersSizenum size ifsize 0 return -1 Failure pImageCodecInfo ImageCodecInfomallocsize ifpImageCodecInfo NULL return -1 Failure GetImageEncodersnum size pImageCodecInfo forUINT j 0 j lt num j if wcscmppImageCodecInfo91j.MimeType format 0 pClsid pImageCodecInfo91j.Clsid freepImageCodecInfo return j Success freepImageCodecInfo return -1 Failure IStorage pIStorage NULL IStream pIStream1 NULL HRESULT hr Status stat Ok hr CoInitializeNULL hr StgCreateDocfile LCompoundFile.cmp STGM_READWRITESTGM_CREATESTGM_SHARE_EXCLUSIVE0 pIStorage CLSID jpgClsid GetEncoderClsidLimagegif jpgClsid pIStorage-gtCreateStreamLStreamImage1 STGM_READWRITESTGM_SHARE_EXCLUSIVE 0 0pIStream1 rhs.img-gtSavepIStream1 jpgClsid NULL lhsltlt pIStream1 pIStream1-gtRelease pIStorage-gtRelease i dont get the image on file. or isnt read correctly IStorage pIStorage NULL IStream pIStream1 NULL IStream pIStream2 NULL HRESULT hr Status stat Ok hr CoInitializeNULL hr StgCreateDocfile LCompoundFile.cmp STGM_READWRITESTGM_CREATESTGM_SHARE_EXCLUSIVE0 pIStorage pIStorage-gtCreateStreamLStreamImage1 STGM_READWRITESTGM_SHARE_EXCLUSIVE 0 0pIStream1 lhsgtgt charpIStream1 rhs.img-gtFromStreampIStream1FALSE pIStream1-gtRelease pIStorage-gtRelease anyone can advice me

Perfect aabb frustum intersection test - Link Sat, 26 Sep 2015 20:57:58

The only way I know how to do perfect aabb frustum intersection tests is using separating axis theorem. Where you project the vertices of the frustum and aabb onto some axii test for disjointness. And this works fine but now Im trying to get a frustum that extends forever and has no far plane. Can I extend SAT to work with this type of frustum or is there another algorithm I can use

ndotL environment mapping - Link Sat, 26 Sep 2015 18:15:01

Ive been reworking my lighting shaders for physically based rendering. Real-Time rendering 3rd edition scales specular reflection by nDotL page 269 which makes sense that nDotL should apply to both diffuse and specular. Therefore should I also scale the light from environment mapping to do specular reflections by nDotL as well Seems like I should since environment mapping reflections are basically the same thing as light source specular reflections. However I couldnt find a mention in Real-Time rendering of this.

XMVector3TransformCoord - Link Sat, 26 Sep 2015 15:41:15

Hello. Im working with DirectX 11 and C. I have a mesh with some vertices and some generated points for the bounding box min and max vertice. I also have the transformation matrix for that mesh. When I render the mesh and another generated mesh for debug made from the min and max bounding points it renders them correctly. I just send the world transformation matrix to both original mesh and bounding mesh and everything is ok. But I want to make a function that will detect the distance between the camera player position and the mesh. So I need to transform the boundind vertices from local to world space and Im usingXMVector3TransformCoordboundingVectorMin transformationMatrix and I get weird results. The matrix is the same as for the original mesh but when I transform the bounding vertices with that matrix XMVector3TransformCoord and render them with Identity matrix in the shader I dont get the same result as when I send the original matrix to the shader. Any idea why this happens

How to deal with inconsitent game state in entity interpolation - Link Sat, 26 Sep 2015 14:11:25

Im prototyping an online fast paced multiplayer game for educational purposes. I use a client-server model with the server being authoritative. Ive already implemented the client side prediction based and it works fine. Now im working on the entity interpolation im using a simple algorithm interpolationTime currentTime - INTERP_BACK_TIME for my game 0.1s for INTERP_BACK_TIME state1 state2 getTwoInterpolationStatesinterpolationTime get two states to interpolate between length state2.Time - state1.Time t 0.0 if length gt 0.0001 t interpolationTime - state1.Time length entityPos state.pos entityPos.lerpstate2.pos t This algorithm works fine if the server sends only correct states which is not the case of my server let me explain why The client sends what i call Actions to notify the server about what he is doing. For example if the client press the right key it will send a new action to the server something like MoveAction1 0 to tell the server he is moving right. If the client keep pressing the right key for 5 seconds the client will send only two actions MoveAction1 0 at t s and MoveAction0 0 at t s 5. Im testing the whole thing with a ping of 150ms so the server receive actions 150ms late. Here is what happens on the server when the client presses the right key for 5 seconds there is 150ms ping between client and server 1. MoveAction1 0 is received at t s s is the time on the client 2. The action starts being processed on the server the player starts moving to the right until a new action is received 3. MoveAction0 0 is received at t s 5 4. The server knows at this point that the action MoveAction1 0 has ended and lasted 5 seconds on the client but on the server it lasted 5 seconds 150ms since the MoveAction0 0 is received 150ms late 5. The player then need to be snapped back to his correct position The step 4 is actually the one causing me problems for the interpolation. Since the actions are received 150ms late the player will keep moving right for 150ms on the server after the action is completed on the client before being snapped back to his correct position when the action finally arrives. My server sends game snapshots every 20ms so it will potentially sends 7 game snapshots with incorrect player positions. How should i deal with this scenario Should i avoid sending this kind of invalid states or should i handle them client side

Intersect ray with heightmap - Link Sat, 26 Sep 2015 11:21:44

Hello. I got fully working ray picking which tells me if ray hit an object. But using D3DXBoxBoundProbe tells me yes or no but does not give the XYZ of intersection point. Now i need to sleect the point on the terrain to make my unit move to given XYZ on right click press. The only solution for the heightmap which comes to my mind is to take every triangle then count XYZ of intersection ray - plane plane which contains the triangle and then check if the point is inside the triangle. It seems not too optimal for me are there better solutions Greetz

Learning GameStates - Link Sat, 26 Sep 2015 08:58:24

Hi Im looking at using game states in my programming So I went looking and found Lazy Foos tutorial on states. I found I could understand it even though I still dont like pointers Here is a small program I have made to learn how to use game states. I understand if I want to know the history of what state I have been in I could use a stack At this stage I dont need a stack to keep track of each state. my games are not big enough yet. Here is some code int main GameState CurrentState NULL CurrentState new Title bool ExitGame false while ExitGame false CurrentState-gtProcessEvents CurrentState-gtUpdate CurrentState-gtRender ifCurrentState-gtGetNextState -1 if CurrentState-gtGetNextState GameStatesExitScreen delete CurrentState ExitGame true else if CurrentState-gtGetNextState GameStatesSplashScreen delete CurrentState CurrentState new Splash else if CurrentState-gtGetNextState GameStatesTitleScreen delete CurrentState CurrentState new Title else if CurrentState-gtGetNextState GameStatesHighScoreScreen delete CurrentState CurrentState new HighScores return 0 And here is one of the states.... Title.H pragma once include GameState.h include SFMLGraphics.hpp include ltiostreamgt class Title public GameState public Title void ProcessEvents void Update void Render Title TitleTitle stdcout ltlt Title ltlt stdendl m_NextState -1 void TitleUpdate void TitleProcessEvents if sfKeyboardisKeyPressedsfKeyboardEscape m_NextState GameStatesExitScreen if sfKeyboardisKeyPressedsfKeyboardS m_NextState GameStatesSplashScreen if sfKeyboardisKeyPressedsfKeyboardH m_NextState GameStatesHighScoreScreen void TitleRender TitleTitle This is the first time I have used the virtual keyword in C. This is my base gamestate class. pragma once enum GameStates NullGamestate SplashScreen TitleScreen HighScoreScreen ExitScreen class GameState public virtual void Update virtual void ProcessEvents virtual void Render int GetNextState virtual GameState int m_NextState My question is this. Am I using this correctly In a way I look at it like each state like TitleScreen Highscores etc is its own program. It could be one state is Pacman and another state is space invaders etc. Another question also is How would I be able to use this to create a Pause state in my gameplay Is it something like when Paused is pressed through out gameplay currently I destroy the previous state. But If I am pausing the game I want to take it back to exactly the same state as it was previously. Is that where I would have to put my gameplay state into a stack run my pause state then when the player unpauses delete the pause state completely and pop the gameplay state off the stack which has saved all the variables like player position and what was on the screen at the time. Short question for above would be if I pushed the gameplay state onto a stack ran the pause state then popped the gameplay state back as the current state then it would continue where it left off In theory anyway. I actually need a stack at least for just the gameplay so I can pause dont I Does this sound like I am understanding this Thanks for reading werdy666 Attached Files Gamestates V1.0.rar 2.35KB 15 downloads

MySQL statement error - Link Sat, 26 Sep 2015 05:25:09

My experience with databases is very limited. The statement is INSERT INTO eventCategoryMapeventId categoryId VALUES ON DUPLICATE KEY UPDATE eventId categoryId The question signs are values which are added a bit later before the command is executed. And it generates the following error ERROR Failed inserting event-group mappings into the database. Cannot add or update a child row a foreign key constraint fails databtest.eventcategorymap CONSTRAINT fk_eventCategoryMap_category1 FOREIGN KEY categoryId REFERENCES category id ON DELETE CASCADE ON UPDATE NO ACTION How should I modify the statement

MySQL Connector C tinyint data type setup question - Link Sat, 26 Sep 2015 05:18:11

I am unable to setupaccess a database at the moment so I can only ask can I use the setInt method for a preparedStatement in the c connector to input data when a tinyint type is expected tinyint is only 1 byte in size Im wondering if the int will just be casted. Or I should use setBlob

How do you deal with tons of different same fundamental data types - Link Fri, 25 Sep 2015 22:14:42

Let us stay simple and state I want and need to use a single definition for fundamental types with fixed dimensions. lets forget about why do Microsoft and the CC standards provides non-fixed size... How do you deal with the tons of the Windows data types the VC compiler data types and the CC unfixed data types Do you split into two parts your project one where you code only with your own defined types where you do not have any external library includes and another where you have to deal with the Windows headers or other libraries Actually I pretty like to use the cstding fixed-size integers but every-time a function or a structure except a Windows data type I always check for compatibility through C-style casts not C-style casts. It is useless to state how boring and annoying is this. I was thinking to create an header where using tons of static_assert and check the compatibility of my types with Windows Data types and CC types. But I am not sure about that since I was to add it in the PCH after the Windows and the CC standard library includes. So any advice how to make neat all this is accepted.

Creating low poly game assets using blender - 3d modeling a simple - Link Fri, 25 Sep 2015 20:36:46

linkhttpsyoutu.beS1amy4FCyFc 3D Barrel Download License CC3.0 We are starting a series for absolute beginners making low poly 3d game assets. If you would like any custom 3d low poly assets just list them below and we will create a tutorial on the object and give out the object for free under CCL3.0. Also if you have any critique on what you feel a blender tutorial should involve and what it should avoid please let us know so we can grow and make future tutorials better each time. following this will be uv mapping then texturing.

c Allegro game - Link Fri, 25 Sep 2015 19:41:58

hi there i have some bugs in my game but cant figure them out

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