Does anyone have any tips, guides or online courses that will help me learn to write a nice, clean design document?
Does anyone have any tips, guides or online courses that will help me learn to write a nice, clean design document?
Does anyone have any tips, guides or online courses that will help me learn to write a nice, clean design document?
Does anyone have any tips, guides or online courses that will help me learn to write a nice, clean design document?
Does anyone have any tips, guides or online courses that will help me learn to write a nice, clean design document?
I just want to jump in and agree with everyone else. The times I have written a design doc it just doesn't complete any of the goals I want it too. My current design process seems to work for me, so I'll detail that out for you.Does anyone have any tips, guides or online courses that will help me learn to write a nice, clean design document?
Can anyone give me some feed back on how the controls feel in my game? Download Link
-C and X go between controller and KB+M. Imo Controller plays better, still tuning WASD movement
-No end screen, just press esc to close
-Unity camera stutter should be fixed?
-R lowers gravity (Changing this so it can only do it when you are not touching the ground)
-Q shoots you to another "planet"
Just wondering if anyone was able to test this? Almost ready to move into production but I would like some feedback on the control of the ball/marble itself. Fixed some camera issues that are still present in this build (mostly smoothing the in and out) and added 2 new power ups (pick-up system for that is next)
Thanks for the feedback! Yeah right now it is a prototype level more than a real level (though that might change this weekend) so the Q to go to the planet was more for fun hahaha.Gave it a go just now. I only got one level presented just in case there were supposed to be other layouts. Here are my disorganized thoughts:
- I assume the white flooring is lowered friction, it took me a bit to notice why I kept sliding right off when trying to turn a corner on it haha.
- Only difference between C (controller) and X (keyboard/mouse) was which device let me move the camera, both let me move the marble normally. Is there a way to just poll both or the most recent input method so you don't need the input switch?
- The marble seems a little floaty when jumping by default (as in, not a lot of weight to it even without using reduced gravity). Not a big deal here though, just seems like it might be heavier given its size.
- Otherwise, the controller version is pretty responsive on the ground. Keyboard controls I had a heck of a time aiming any jumps but to be fair I'm not a keyboard + mouse gamer, still I could tell the acceleration was a lot higher on keyboard.
- Regardless, some of the hops are a little finicky because when you collide into a wall/platform, even a short one, you lose all horizontal momentum so can't just roll over them even on small jumps. I feel with the marble's grip you should be able to roll over an edge (at least, an edge with normal floor friction) if the marble is above a certain height threshold. Or maybe just bounce away from the wall (reflect the horizontal motion vector). Not entirely sure what your aim is for this behavior to be honest so these are just suggestions.
- You can spin the marble in midair any which way you want but it has no effect on its motion until you land again, though this is just an amusing observation more than anything haha. Will adjust keyboard controls for sure though since that is the biggest complaint so far.
- Oh, and when heading to the planet with Q, if you drop gravity with R en route you'll just end up falling into nothingness.
Just wondering if anyone was able to test this? Almost ready to move into production but I would like some feedback on the control of the ball/marble itself. Fixed some camera issues that are still present in this build (mostly smoothing the in and out) and added 2 new power ups (pick-up system for that is next)
I played with keyboard + mouse and thought that the ball was quite difficult to control. It takes long to build up speed and then it's hard to stop the ball or to roll around corners. Maybe you could increase the friction on the floor? Obviously comes down to preference, personally I'm more a fan of precise controls vs. "build up insane speed". So depends in what direction you're going.
Also, did you think about allowing a bit of air control?
Yo guys, it's been a while !
Dropping by to announce I actually launched the official website for the game I've been working on
https://helvetii-game.com/
(now the game is to guess which podcast's promotional code I used for the squarespace website)
Looks great! What are you building this in?
I'm curious whether garbage collection will have any significant impact.C# support is I'm UE4 4.16, I'm going to test it out tomorrow and see how it goes
Let me know what you think
I have no idea of the quality of any of these books, but some people may be interested in the new Humble Book Bundle: Unreal Engine & Unity 5 presented by Packt.
https://www.humblebundle.com/books/unreal-unity5-book-bundle
Guys, I've become a father for the first time! Everything is fine.
Her name ist Ella -- Vienna's new pride!
Birth was hardcore for my wife. Respect to all women's giving birth! Jesus!!
Guys, I've become a father for the first time! Everything is fine.
Her name ist Ella -- Vienna's new pride!
Birth was hardcore for my wife. Respect to all women's giving birth! Jesus!!
Guys, I've become a father for the first time! Everything is fine.
Her name ist Ella -- Vienna's new pride!
Birth was hardcore for my wife. Respect to all women's giving birth! Jesus!!
Guys, I've become a father for the first time! Everything is fine.
Her name ist Ella -- Vienna's new pride!
Birth was hardcore for my wife. Respect to all women's giving birth! Jesus!!
Hi guys.
So I'm making a VR exploration/adventure game; STUPID HATE. A point and click adventure game in VR pretty much! Just a small 2 man team working on this in our spare time, I'm super passionate about this project and the concept has been in my head for the past 5 years, and the past few months has been the humble beginnings .
It's very early days yet, but full steam ahead right now. I am currently looking for an environment artist and dev with experience in VR for freelance work. if you know anyone or have the skillset, please show me your portfolio!
We just released a new teaser trailer for our game See You On The Other Side. It's an atmospheric first-person puzzle game where you cannot walk in the shadows:
It originally started out as a university project a few years ago. We basically wanted to make a fun little game with a twist. The concept came to us when we thought "hey, why not see if the shadow mechanic from Closure would work in 3D?" We wanted to make a game similar to Antichamber and LIMBO.
We didn't really expect anything, but just for the fun of it we put the original prototype up on Reddit as a free download. Suddenly we received a lot of attention from game journalists and youtubers. We then went to showcase the prototype at various events (and even won a few prizes!) which was a great experience.
Now, having finished our master's degrees last summer, we have decided to pursue the dream of making a "real" commercial version of this game. We founded a company called Tunnel Vision Games and are now in full-on production mode thanks to government funds (we are using Unity). Being a game dev is exciting, yet we never imagined that our original prototype would create a snowball-effect like that. Lesson learned: Reddit can be really awesome!
Woah, if that's actually real-time rendered in-game graphics it's very impressive. Although it appears your Steam link is broken?
Could you please not post giant flashing GIFs like that? That feels very risky for seizure-sensitive people. You'll also want a warning on your game if it's like that, as you may know.Hi guys.
So I'm making a VR exploration/adventure game; STUPID HATE. A point and click adventure game in VR pretty much! Just a small 2 man team working on this in our spare time, I'm super passionate about this project and the concept has been in my head for the past 5 years, and the past few months has been the humble beginnings .
I am shooting all of the environments here in Taiwan, using Photogrammetry we will create surreal cyberpunk settings that you will be able to walk around and interact with.
You can check out the Photogrammetry expert working with me on this as a steam environment to give you an idea of the output: http://steamcommunity.com/sharedfiles/filedetails/?id=965
It's very early days yet, but full steam ahead right now. I am currently looking for an environment artist and dev with experience in VR for freelance work. if you know anyone or have the skillset, please show me your portfolio!
Could you please not post giant flashing GIFs like that? That feels very risky for seizure-sensitive people. You'll also want a warning on your game if it's like that, as you may know.
*edit* If it's in VR, you need a freaking giant seizure risk warning. I'd never want to play a VR game that might flash something suddenly in my vision like that.
Unity !
Enjoy a gif of the FPS project i'm messing with alongside working on the racing game
I'm not sure exactly where it's going to lead at the moment but i'm focusing on a prototype of the basic mechanics right now
Guys, I've become a father for the first time! Everything is fine.
Her name ist Ella -- Vienna's new pride!
Birth was hardcore for my wife. Respect to all women's giving birth! Jesus!!
Reminded me of One Upon Light but yours has the opposite approach and looks a lot cooler. I really like the art style.
How are you handling darkness detection from a gameplay perspective? Will the player fail if they still have even the smallest amount of light on them? How are you handling shadows from behind the player that might not be noticed? I imagine those could be frustrating.
Not sure if it can interest some peoples here but there is a new game maker humble bundle:
https://www.humblebundle.com/gamemaker-rebundle
Are all of those GMS things for GMS 1? Because those licenses for $15 seem awesome bu I'd really want them for GMS2.
Not sure if it can interest some peoples here but there is a new game maker humble bundle:
https://www.humblebundle.com/gamemaker-rebundle
It's all GMS 1.
It's the same GameMaker bundle as last September far as I can tell.
Its for one but if you get it you can upgrade to version 2 for $50. That deal ends sometime in August. So $65 vs $100