What? I'm not u/ARE-YOU-DONUT-MATE ? Well you're just going to have to deal with it, because I wanna make the update today. (we agreed dw)
Hi, I'm the artist, Nina! While it's true for the past few weeks we've been a little burnt out after getting a running start, we're locking everything down right now. I can't really speak of the programming side of things, he's working on a bunch of systems, the main one being growing the fruit fields and getting the returns.
On the art side, which you can see everything at my ridiculous trello board, I've had like 80% of the game roughed out for awhile, but now is the time to really pound out everything.
I started yesterday:
From here, I have a list on trello for all the art things we still need to do. Most of it is actually modifying what we already have, such a different workers and more planting sprites. Very few big large new assets need to be created right now. The biggest "???" of this game is the factory, as we've not really tackled it beyond the design phases. JTay actually said that he would work on that, so I've not seen anything of it!
Oh, also I don't think we addressed it in previous updates, but our other artist dropped out pretty much after day one. We've been a duo this entire project. I thought I'd mention it in terms of "official team records" if we want to get a count on how many teams lost members and how quickly it happened. (spoiler: it's a lot very fast)
[Sales Harvest (Tycoon Game earlier) - Ripe Games]
For those two days, we managed to talk through the whole game, its mechanics, and how are we gonna execute it. We set up a skype group and a Trello board (which is public).
Right now we have planned out the UI, art is still in progress and the game mechanics are too. For now we have implemented the time and date system, the end of day transition to the next day, AI that makes the workers come to the building when the day starts, and a dynamic background. We also ensured that the game runs properly in resolutions between 1280x768 to 1920x1080.
Currently, the game looks like this (a lot of placeholders, the workers aren't animated yet but they do move to their desks when the time is 9:00.
Overall I'd say we did a good job over the past two days. We organized and talked down most of the aspects of our game and we're on a good road to make the game we want it to be.
Considering that we are going with Unity and C#, I guess you should learn Unity and C#. The tutorials on the website are pretty good and help you get running pretty fast.
Also, don't be afraid to use the video resources they provide when you get stuck or just ask someone from this group.
Bullet-Helloween
Currently it is windows only, but I am working on adding a mac application.
It is an endless shooter where you take down pumpkins, skele-ghosts and candy-corn. There are also three weapons. This is all explained in a little more detail readme file. Also, if the game is too dark pressing 9 and 0 changes the brightness between three different levels.
Also there is a bonus mode that can be accessed through the titlescreen that is really only there for a little fun.
Most art created by me, music was designed by me.
Source code is here, although it is pretty bad because I did not plan it very well. Lots of bad programming practices. Overall, terrible, terrible code. For the sake of your own sanity, just don't even click the link.
edit: fixed a spelling mistake
Video Update: https://www.youtube.com/watch?v=4032BNJgGQs
We're making a direct push towards the gameplay itself before going into pretty things like animations, shadows, story, etc.
There were a few issues getting our new programmer 210grams set up over the last weekend. For example: The video card didn't recognize his monitor as... a monitor. Until it magically decided it was.
All in all, we're making great progress, and you can see our task list here: https://trello.com/b/LfUF3iIq/wayward-game
S.F.M.L is a Simple Fast Multimedia Library that can be used with multiple programming languages and and multiple platforms. It can be used to easily create a window and handle graphics, audio, networking, and other system functions.
I have a team, but thanks everyone for the offers!
~~Skills: Pixel art. And that's about it? Here is my deviantart, even if it's a little empty so far. Here is Cat Finger, my recently finished game.
As you can tell by my portfolio, I'm really interested in quirky concepts and generally weird games with cute graphics. If you are also interested in these types of games, I am very good at coming up with goddamn really weird ideas.~~
The latest week was really benefiting for our UI. Nina (our artist) did A LOT of awesome work to ensure it's really good looking for the eye. She's also working on finishing off the building sprite and slowly drawing first sketches of the magazine/factory building and the farm.
I was slowly figuring out implementing certain mechanics to the game, and I had a lot of trouble with pathfinding but for now I went with simple movements. Hopefully in the next weeks I can implement some proper AI for the employees.
We still haven't decided a lot of things about game's balance - how much each employee will energy, how much energy will actions work, how much will fruits cost etc. but we're on a really good track now.
Our trello is still public and I have made a gif to show the menu transitions that are currently ingame.
Overall, we haven't ran into any big problems yet and we think that we can manage to release the game on time.
You might want to look at the Godot Engine. It's great for 2D games and completely open source, so you won't run into any licensing fees down the road. It's written in C++, so if you want to modify and add stuff, you can. The scripting language doesn't necessarily play to your strengths, if you are looking for something like C#, but GDScript is syntactically very similar to Python and therefore easy to wrap your head around, if you have prior programming experience in any language.
There are a great bunch of tutorials by Games From Scratch (both video and text!) that introduce the engine features.
If you really just want to decide between Monogame, Unity and GameMaker, then I guess the main factor is the licensing. Monogame is open source, Unity you can start using for free, but you'll need to buy (monthly) licenses to unlock some advanced features, or if you pass a certain amount of revenue. GameMaker you have to buy upfront, I think, so that's something to consider. Do some research, look at some tutorials to see how things are actually done in the engine and decide what suits your needs.
Good luck!
I have zero experience in code or art and only have completed a small amount of assignments on Codecademy, but I can come up with a story and I'd like to learn as much about everything I can. I'm EST. I'm LycaNinja on everything.
Hmmm, I'm a little biased because I use Unity, but honestly I would suggest it. It's a great engine for beginners, and there are plenty of tutorials to get you started on C# scripting. Another option is using PlayMaker or PlyGame asset in unity which is a visual scripting plugin. It's great for learning the building blocks of logic, and will allow you to begin prototyping your game!
Unity: http://unity3d.com/unity/personal-edition PlayMaker: https://www.assetstore.unity3d.com/en/#!/content/368
Happy dev'ing :)
I wanted to make a simple and minimalist platformer it came out to be Rodha, Rodha is currently available on android, any feedback is welcomed and appreciated. Thanks in advance.
Alright, we got a Trello set up too so we can track our progress. It's open to anyone and we'll be including the changes every update. We were thinking about including some skype convos and screenshots from the game.
Hey, I checked out your stuff and I like it. If you are still interested check out our trello board. https://trello.com/b/lZQXooP9/team-big-bang You should make an account and send me your username so I can add you to the board. You should also send your email so we can invite you to the google hangout on friday.
I don't have a playable file to share, but here's a gif: https://twitter.com/lolfrad/status/669240307389739009
I've decided I'll be putting it on google play this weekend :D, I'll post a link here when I put it up.
EDIT: It is done: https://play.google.com/store/apps/details?id=com.TomazKrajcar.Game
Hi folks, I've always loved game design ever since I was little. It's the reason I got into software development. I got a Bachelor's in Game Software Development from Westwood College (don't go to Westwood). I've been a professional Software Engineer for seven years, but I've always been moonlighting as a hobby game developer. After many years of half-baked projects and prototypes, this past year was the first time I actually released a game. I've since released a few more, my most recent one being a piano for my one year-old daughter.
I specialize in Unity/C#. It's so darn easy to make a game with Unity on any platform, and I now have a lot of knowledge and resources built up around Unity.
To pre-answer TheBadProgrammer's question on why I would want to be apart of a thread for beginners:
So I'm really looking forward to how this all works out. This has already been a great experience just seeing how many people are in the same boat I am.