The Halloween Jam is over, and the winner is Rook!
Hello again, it's been a while!
So recently I got an idea for a new project, since previous projects have been giving me troubles I wasn't interested in dealing with (though may be working on later) The inspiration came from playing a very loose version of Pathfinder, a tabletop roleplay game similar to Dungeons and Dragons, with some friends. Modern Western RPG's and particularly MMORPGs were inspired by this same genre of game, and I found myself thinking about how cool it would be to make my own, which will have network capabilities allowing my friends to connect and play through dungeons, castles, and anything else I can imagine up. I have several late-phase goals, which I will detail later in the project.
So far, the project is going well. I can create a server and connect from other instances of the game or (in theory) other computers. I've set up some cool effects, including a top-down camera to follow players through the progressing levels and a light effect that illuminates areas around the players, which I will be advancing with code down the line to be able to deactivate in lighted rooms, attract attention of mobs, etc.
The problem I am facing at the moment, is that when two players connect, instead of following the player in control, the camera moves for the other player. I've attempted to make the code that controls movement of players, which already is bound to only the player in direct relation to each client, specifically move only the camera related to the client's instanced player object, which has made no progress. I will be attempting to run tests using multiple computers to see if double-instancing on my development system is the issue. If that doesn't solve it, I may be forced to change the networking mode to send all information to the server to be distributed out to clients, which will unfortunately force increases in latency.
Dirty Game Jam is a game jam that uses all genres, open to all game developers, and will have prizes. Contact me if you would to participate. Groups of 3 to 5 only. Other information to follow or on request.
So I started working on a new project yesterday, and then afterward decided to update Unity. Now it turns out that the latest version isn't able to build standalone projects for me. I'm not sure exactly why, yet, but I've been trying different solutions and continue to do so. When I attempt to build a standalone, it tells me that Standalone Projects are not supported on this build, and to download a build that supports it.
So here's what I've tried. (Ordinarily I would be talking excitedly about my new project, as in the past, but right now the project isn't going anywhere until I fix this issue, so that will have to come later on.)
I tried to delete the build settings file from the Unity library, which I read in a forum post fixed a similar issue previously. It did not work, and one of the files mentioned for deletion didn't even exist anymore, so I'm not entirely surprised by that.
I tried creating a new project, to ensure that it wasn't just my project being corrupted by the update, incompatible with the update, or just generally messed up by something I did before updating that I shouldn't have and didn't recall. This did not help, even when I tried to just build an empty project.
I am currently re-installing Unity, which I hope will work. If this does not work, I will likely be forced to dig around the internet for alternative versions available, with the last version I was running that I know worked was somewhere in the 4.2 era, with the current build being 4.6.3f1
If all else fails, I could make the game a browser based game, but I greatly prefer standalones, as they load faster and in my opinion feel more professional. Honestly, with this being my first actual networked project, I had expected the difficulties I faced to be in optimization of the network protocols, not being able to build the game for testing.
Game machine is not about a specific game really, but experimenting with creating highly complex multiplayer games with an extreme focus on gameplay and functionality over story and visual content.
The goal is to take a niche that is already driven by gameplay not story, identify the key elements of what makes the core of the game tick, and then create a focused version of that. The first game is a massive pvp mmo along the lines of GW2, Daoc, Shadowbane, and parts of ESO, with a few sandboxy elements thrown in.
By design this project does not involve a lot of game design or storytelling. We are taking the best of what is known to work and bringing that together in a very focused way. While there are still design elements to be worked out, 90% of our time is spent adding real functionality to the game.
The development process is release early and often, and have a publically available alpha in the first 90 days if not sooner. A key tenant of this project is we are making games on 5-8 month max timetables. We are trying a rather radically different approach and it is somewhat of an experiment. Our motto is fail fast, find what works, and have as much fun as we can in the process.
At the core of this project is the people. We are all professionals that have worked in the industry, and we all bring something to the table that makes the whole greater then the individual pieces. While the project is a serious one, this is a spare/part time thing for all of us, so we put a high value on our time.
In practice this means that those with experience just fit better. We don't rule out those without a lot of experience, as talent can come in a lot of forms. A lot of what decides whether we succeed or fail is in making smart decisions. Knowing how much to build out now vs what we can skimp on until later, not going down rabbit holes, etc.. For smart people a lot of this is actually very intuitive, so we try to keep an open mind on this subject.
The game is already well past the idea stage. We have thousands of lines of code already, github repos, dev servers, and for the amount of time we have been at this, a huge amount of functionality.
Sound interesting? If so we would love to hear from you.
I'm new at this Develteam right now. I see that there are "follow" buttons.
So... Follow me?
Anyways, if you guys have any question for this game, please put it below and I'll answer it!
And if you want to help, then you're welcome too! We need musicians that can play violin. Cause violins are awesome. Seriously.
For the last few days I’ve been working hard on the campaign. Turns out that creating a story is hard work. Further, I needed to code the ‘special’ rules into the game for the various objectives and other things the player will need to do during the campaign.
Many times during the development of this campaign I ask myself why I am going through this effort. Certainly the story isn’t going to be a game maker or breaker. But as I move through the missions I’m adding special rules or objectives. I think that’s the reason for a campaign. It lets me explore different concepts and goals during gameplay.
Usually the game is won when you destroy all the enemy bases and capture all their cells. During campaign mode I can alter this formula a tiny bit to make things more interesting.
For example, I have one campaign where you need to get four gunships orbiting a planet. The story says they are going to bombard the planet from space. In another you need to escort an NPC from one side of the map to the other, without them getting destroyed. It’s actually fun to play the game with an objective other than destroy everything.
I’ve included a few screenshots of the initial missions I’ve completed in this post. I’m shooting for twenty missions in the campaign I want to offer.
This campaign is taking much longer than I expected, but it’s the last thing on my list. Then it’s deployment time!
Remember you can play the current alpha here: Here: http://www.akpco.net/play-ion-galactic-the-conflict/
So I recently had an offer from a publisher to put this game on Steam. It seems to have all but fallen through at this point, but I still have an interest in seeing how the current table would look when not designed for mobile devices.
You can see screenshots at http://www.develteam.com/Game/hyperspace-pinball/Media/Screenshots/ .
You can see the trailer at https://www.youtube.com/watch?v=Z1nfqBpssPg
Here's how the table looks without all the particle and lighting fanfare and in editor isometric view:
Pretty basic, eh? I'd like to have the art go more in this direction:
The catch is that this particular table has a stream of glowframe aliens you hit with the ball, and particle effects. I have no intention of giving those up as they are pivotal to the table. I'd also like to keep the outer space background but I'm open to alternatives. The BONUS letters are going away and I'm going to move the text to a LED-like display at the top or bottom of the screen.
If you're an artist, feel particularly creative, and want to take a shot at this, send me a message!
I just released the next and final alpha for the game Ion Galactic: The Conflict. I added a few extra features that didn’t make it into the last Alpha.
Try out the new (and final!) ALPHA here: http://www.akpco.net/play-ion-galactic-the-conflict/
>Two Hundred pre made Boards! There are 200 boards included in this alpha! They are broken into two groups: 100 smaller boards and 100 larger boards.
>Random Boards The game will now create boards on demand! You can create smaller or larger boards and further define the board difficulty and included nebula if desired. So that’s 200 boards + unlimited random boards.
>WIP Insurrection Campaign I’m working on the included campaign. However, the tutorial campaign that I started is now complete. You can play through all the tutorial missions and get a feel for the game before diving into the more complicated challenge games.
>AI difficulty settings Although the buttons existed in the previous Alpha, they didn’t work. Now you can configure the desired difficulty offered by the AI. You can set the AI difficulty per computer player. So mixing some harder AI’s with some easier AI’s is a good way to gradually increase the difficulty of the game.
>Board construction settings With the inclusion of AI difficulty settings and the ability to change how easy or hard the initial layout of the board is one can create some very easy and some very hard situations. I encourage you to try and beat a board with the hardest AI and the most difficult board layout. Without cheating it may not be possible.
Try out the new (and final!) ALPHA here: http://www.akpco.net/play-ion-galactic-the-conflict/
Woohoo... Kong is back and it's time to get wet!
Yep, join in the 3D fun & madness as you help Kong look cool as mustard by diving from a hot air balloon into an exotic jungle pool.
Make sure he lands straight, but more importantly, make him look super cool by spinning, doing tricks... and for the dive masters, knock out some fab combos.
Two successful dives lets you go higher, giving your more time for tricks.
Completely kid-safe, with no in-app purchases.
So come on, get your feet wet, join in the madness and have some FUN FUN FUN!!!
We are bonkers, but live to help create fun for others, so we really, really hope you enjoy our little bit of madness.
So what is NU1? It's a platformer to say the least. The story will be told in an old fashion world-level system, giving the player Story information during and in between levels.
To the story itself: You play as Sam, a person you wakes up in a place packed with memories. This world starts to dissolve and fall apart letting Sam fall into the first world. The player learns that Sam has lost something and that he has to get it back in order to restore everything that fell apart.
On his journey he goes through a total of 8 worlds each containing 8 levels. Each world has a certain theme that represents a problematic aspect of Sam's life.
About the gameplay: The player will have 3 abilities right from the start (except in a short prolog/tutorial phase) which are a basic jump that can also be used as a walljump, a dash that moves you quickly either up, down, to the left or to the right and a dodge that lets you dodge projectiles and also makes you dash slightly either to the left or right.
Since all abilities are at your disposal from the very beginning the level difficulty progresses by the addition new interactive elements in the world. Be it moving platforms, buttons and levers, projectiles or dissolving platforms.
The levels themselves will partly be rather reaction based, although some levels will also be in a fashion of “Antichamber”.
If you have any questions or are interested in working with us, don't hesitate to contact us! We're currently looking for musicians and especially sound designers.
We're Beardfeuds, a two-man devteam from Germany. A bit more than a year ago myself and a friend from school (Leukodi) decided to make a video game. We first wanted to make a turn based strategy game and worked on that for about 10 months. Progress was slow since we were both also preoccupied with studying.
At one point we noticed that Beardfeuds was a way too big project to get started. There were just too many things that we were too inexperienced for.
So we went back to an old concept Leukodi thought of a longer while ago, redesigned just about everything about the gameplay and started our new project "NU1", a platformer with a very minimalist art style.
That was in November 2014. Since then we've been writing the story and coding the game. Meanwhile the game is actually playable and we have a fully functional level-editor, although there aren't a whole lot of different block-types or stuff like that. But the story is finished.
If you'd like to find out more about NU1 check it our here. We'll be posting new stuff regularly and upload some gameplay soon enough. Besides that we're currently looking for musicians and sound designers. So if your interested just let us know, were happy to here from you!
It’s getting slim pickings for tasks around here! (That’s a good thing)
This weekend I finished altering the AI so it would pay attention to the selected difficulty setting. I still have a tad bit more balancing to do. Also, I need to balance against real human players. Even the easy AI can present a challenge that is a bit more than I had wanted.
Also, I altered the random game generator to take into account the size of the map selected. Right now a player can select from smaller and larger maps. These represent maps that have around 100 hexes vs. maps that have around 200 hexes. The game is quite different when playing on a smaller map. I have 100 larger maps and 70 smaller maps. I’m going to create 30 smaller maps and be done with those.
I noticed that beyond selecting AI difficulty the game can be greatly toned up or down from a challenge perspective when selecting the Board Setup difficulty. Right now the game allows the player to select the AI difficulty and the board setup difficulty separately. The AI difficulty controls the amount of work the AI will do to try and beat the player. The board setup difficulty controls how easy the randomized starting locations are compared to the opponents. I’ll have to write a post about how I do this construction, it’s a bit interesting.
Finally I got the campaign selection screen up and running. The game will ship with two campaigns: Training, and Insurrection. As you might guess the training campaign is a set of missions designed to introduce the game. The Insurrection campaign is a short story that will offer a few unique features not found elsewhere in the game. And of course for replay value there will be 200 prepackaged boards (as noted above), randomized boards, and hot seat multiplayer.
More features are popping into my head and being suggested by players but I am trying hard to keep those tabled until after launch. I’m pretty sure I’m feature complete and at this point I’m just filling in data. Barring an idea so good I just can’t leave it out, this thing is almost finished.
Below is a screenshot of the campaign selection screen.
Don't forget to try the alpha here. http://www.akpco.net/play-ion-galactic-the-conflict/
With a new year comes a new upgrade to Shaded Chasm. It took a while to get to this point, and through the experience we've gained from doing Rook over Halloween, I felt it was time to give this game a coat of new paint. Pincho will now be moving in 3/4 view instead of ortho. The art and style has additionally been upgraded. High hopes of what's to come.