Latest Concept Activity
School assignment (per other thread). Locked.
We are Data7, a group of ambitious artists and game developers looking to experience the worlds we would want to see and play for ourselves.
We are currently looking for a talented concept artist to help us bring to life our epic science-fantasy episodic game!
HomecomingYou play as Ashley, a young so…
WHO ARE WE?
We are a group of 15 creating the worlds and stories we want to play! we are currently looking for modellers and concept artists for our episodic science-fiction game!
ABOUT THE PROJECT
Set in the far future, you play as a young soldier who is sent on her first field mission, bu…
We are forming a new universe and adventure. come and join us! we are a group of passionate artists and storytellers from around the world. we are very determined to create something amazing and awesome!
we are currently looking for a conceptual artist to join our ranks and the team! someone who is …
@ThomasJoseph Thank you, I appreciate it ^_^
If you want something to work, you'd better make it yourself!
At least that's how things usually turn out . . . Eventually.
So in my last entry, I quickly jumbled up some of the key movement features I'd wish to see in EOTH. However, the result…
In the case the link is missing for the video: https://youtu.be/8Aqs0DmJOMw
In the spirit of continuation (from last entry)In this stage of development, I wanted to prototype how the player would be able to move around in the game: Only using basic movements and actions that are available for all po…
I think it was Picasso who said that an artwork remains in flux for all of eternity, or something like that. Sharing your artwork will hopefully inspire people to create their own artworks. Here is an image rendered using OpenGL 1.x. My goal is to render it using OpenGL 4.x.
Been extremely busy working on EOTH and on my many (book) projects, and wasn't planning on making a blog entry any time soon. However–somewhere along the way–I've gotten a bit distracted, and made something completely unexpected; as you'll find out shortly!
I've barely started…
It will be a big focus of the story and character, but it definitely won't be the only thing that there is to the story.
I myself have OCD, and while it isn't the most severe case that there is, I've had it since I was a kid and it has given me more anxiety and stress than I care to admit. I…
Hello and welcome to this weeks Dev Diary!
Unfortunately, while tending for my wife while she has been sick, the flu catched up with me. Despite every sensible precaution (not involving hazmat suits or rubber gloves), We have both succumbed to bed rest, doing our best to just being able to p…
This website has a policy against using trademarked properties of others, and that certainly includes trademarks owned by the Pokemon Company and Nintendo. This thread is closed to further discussion.
Also, this is a Game Design question, not a Writing question.
Thats a solid mechanic, and a good idea.
Someone has to be in the front row taking the melee hits however, you can't just have four spell casters up the back not getting wailed on by melee monsters.
So maybe the player characters slide right until someone is in the front row, or similar …
We glad to introduce the very first concept of the game for you! ? Don’t blame us for poor graphics and outdated technologies (the prototype is written in Flash to speed up development).
perimetria.griffgriffgames.com
Originally, the concept was borrowed from an educational game for chil…
17 hours ago, BG109 said:Good question, I can only speak from my own personal experience here so please keep this in mind
I usually like to iterate a few timesbefore getting external feedback, at least based on real gameplay.
Also,I would say that I spend, may…
I don't know, for me a indie game is when a freelancer (or a small group of developers) create a game with a limited budget.
Another name for the job is Narrative Designer. But writing is a prerequisite.
And most of the time, the narrative designer has to create within the game designer's vision (for instance, the game designer says the game takes place in a zombie world, not a Marvel superhero world). You can't expe…
You can use SQL databases or NoSQL databases or just keep it on the server's File system.
If you use SQL databases (such as postgresql, mariadb, mysql, MSSQL, Oracle, etc), you may keep it as BLOB (Binary Large Object) inside the DB or you keep the path that point to image on filesystem. and…
In this post, I add the keyboard management to the facade, and I propose a way to detect key sequences. These sequences are used, for example, in games like Street Fighter II, where characters move according to specific key combos.
Keyboard facadeI first design the keyboard facade. As I…
Hi,
It looks like I answer my own question ? Maybe this will useful to others.
If anyone has the same problem as I did, don't try to understand open3mod's source (suggested on the assimp's repo) or the samples directory, but start checking out this code: assview (I know, funny name). It …
Requiring you to lead your shots has been a staple of game design since the 1970s. Entering into the early 1980s games like Missile Command were entirely based around the mechanic.
Some games use it quite effectively. If you're on the defensive, the lead time can allow you a moment to escape…
In PixelCast 7, Jeremy hangs out at Pixels = Pints + Bytes for the latest PixelFest Devs meetup and chats with two local indies about their studios. Joshua Jané demos 'Bouncy Bear' and explains what makes 'Just Bare Games' tick, including the fact that all their games contain bears! Meanwhile,…
In PixelCast 7, Jeremy hangs out at Pixels = Pints + Bytes for the latest PixelFest Devs meetup and chats with two local indies about their studios. Joshua Jané demos 'Bouncy Bear' and explains what makes 'Just Bare Games' tick, including the fact that all their games contain bears! Meanwhile, J…
After loading a level, I now propose to add interaction with the use of a mouse. This will be an opportunity to see two other patterns: the Observer Pattern to handle mouse events, and the Game Loop Pattern for synchronization between controls, updates, and display.
This post is part of the…
In this article, I propose to use the Visitor Pattern to easily load a level. The GUI facade in the previous post is used to display the level. This pattern allows (among other things) to easily browse a data structure to extract information. In our case, it is an XML file created by “Tiled Map …
Hello and welcome to this weeks Dev Diary!
Today I'll be continuing on how upscaling heightmaps affects the end result, when you wan't to create more detailed terrain with ease.
After last weeks test with the heightmap upscales, I decided to try to upscale the heigthmap even further - fr…
I figured that might be overkill considering there would be no GUI .Well depending on how closely you wanted to model it to real world stuff. As you eluded to earlier higher birthrate does not always mean a good outcome especially if you don't have the infrastructure to support the growth rate. S…
I continue the extension of the graphic facade (see previous article), with here the addition of a very classic form of drawing for video games: tiles. These make it possible to compose an image using small images called tiles. There are several types of tiles, I propose in this article the simp…
The facade seen in the previous article has only an interface with its methods. It is also possible to enrich a facade with additional interfaces, connected to each other by various means. To illustrate it, I propose to add image management. This addition also makes it possible to present anothe…
I've spent these last couple of weeks experimenting and slowly building up the foundations (concepts) of a playable character; which would ultimately end up in the demo. It's based on an old Frankish design, with some additional tweaks here and there. Granted, it is r…
In this article, I propose to continue the design of a facade for a 2D tile game (previous post). I add two new features: creation/destruction of the window, and basic drawing. Each feature is managed by a batch of methods in a GUIFacade interface.
This post is part of the AWT GUI Facade ser…
Hello and welcome to this weeks Dev Diary! Today, as promised last week, I'll be explaining how Astuvansalmi relates to the last weeks title; " Read more
In this series, I propose to discover the Facade Pattern. In short, this pattern defines an interface that allows a reduced and simplified use of a set of features. To illustrate, we design a facade of the AWT graphic library for a 2D tile game.
This post is part of the AWT GUI Facade series…
3 hours ago, Shaarigan said:
Personally I won't work with people that don't introduce themselfes to the people thay want to do some job for them (unpayed) so finally I think this is important and fully belongs to a better social converse ?♂️
Hi Shaarigan,
I understand your point of view, but I look a…
Robot Sketches
I started by making quick silhouettes sketches using Photoshop. I kept the drawings rough at this stage. I had developed other parts of the world-building of the game, therefore I had an idea of what the Robots needed to look like.
Hi all!
I'm an independent video artist looking to collab with an environmental artist to create a short video game scene for my next project, set inside A mythical jaguar's Ethereal Jungle. I'd like to work with someone who could create an ether jungle environment & biosphere for …
Hello and welcome to this weeks Dev Diary!
Today's topics revolve around my attempts to create a height mapped terrain. As mentioned earlier, after several hours of watching tutorials and finding most of them lacking in beginner friendliness, I was a tad frustrated to say the least. But afte…
Hello and welcome to this weeks Dev Diary!
Today I will be talking about some examples of the building and advancement related mechanics of the RTS title and some trivia about the history of the location, where the first map will be based on.
Also note that this Dev Diary contains an Eas…
Hello and welcome to this weeks Dev Diary!
Today I'll explain some of my last weeks ups and downs and explain the importance of setting up your tools properly for your work style, before doing major changes to your graphical works.
The Mistake
On an earlier dev diary, I mention…
[edited version]Slow and steady steps, #Future
Been away from blogging for a while, as I've been constantly experimenting with different engines and solutions (for my non-coder side, that being said learning LUA seems a good way to "get back" into coding, with my first choice), to be able …
Hi Guys,
Last week we mainly worked on being ready for Gamescom 2019, and we also continue to produce new concepts and elements of the lore.
Talking about new stuff, here's the "Shield" enemy. We needed an enemy with low speed and immuned to basic spell, but th…
Hi everyone
I thought this could be useful for devs interested in Unity's 2D tools. We have just launched the new #Unity2DChallenge.
https://connect.unity.com/challenges/2dchallenge
It's a good opportunity to make or share a small demo of a game using the new 2D features, there's cas…
DMarket, the world’s first and only working marketplace on blockchain for in-game items trading, today announced the release of its product version 2.0 Beta.
One of the key features of v2.0 is Steam integration. It allows users to trade and exchange Steam-stored in-game items on DMarket, pro…