I don't know about the others but the Cons on Python are very very wrong.
The more complex the application, the more complex the modules and packages
What?!
Extremely limited for UX/UI
No mobile platform support
Limited development resources
What on earth is saying here? Python is one of the most rich development languages ecosystem wise, from books to libraries to frameworks
Just my 2 cents
13 year old? I've started programming around the same age. Wow, I'm only 27 and I suddenly felt old :)
Anyway, I don't know if you want some tips, but here are a few I wish someone told me when I was starting:
It's a tough call, to be sure.
The game looks tailor made for mobile, but its really hard to make any sales on mobile right now. It is a very competitive market.
With a little polish it could be a fun game to play on Steam. On the other hand, Steam has become a very competitive platform lately as well.
No matter where you release it, it won't be easy. The sales will strictly depend on marketing, and since that's the case, why not release on Mobile + Itch.io? If it does reasonably well you can pay the 100$ fee and release on Steam Later.
Based off the dwarf fortress dev diary. Be yourself, and explain what you did that day, you don't have to get super technical about it. Mention any funny situations that came up as the result of a bug. I've been following what toady posts since I found dwarf fortress years ago. I've read every post. Theres something calming about reading what hes written and it really inspires me to continue my own escapades in the dev world.
Great weapons and damage model.
I assume the lasers are automatic once in the range cone and the cannons are manual firing by the player (or the canon AI misses a lot!). The range cones coming up behind you give you good situational awareness. The arrows to enemy ships could vary in size to show proximity.
The blocky modules reminds me of Galaxy Siege series and Bubble Tank Series. These games might give you some ideas for other offensive and defensive modules.
It would be interesting to add a salvage modules as you shoot off bit of other ships and a repair mechanism. This might add a more interesting subtly to game play then just shoot, loot and shop. More of a borg disable/assimilate and evade to recover.
That's pretty neat. You could use the same core code to describe a tech tree or to design and create an item or class hierarchy.
You should check out the demo of articy:draft 2. It is a commercial product similar to what you have designed with support for a lot more. If you felt so inclined to expand your system, I bet you would get a lot of support from the indie community--we really are in need of an open source articy-like tool.
I'm sure I'll make all sorts of silly noises about it in various places online. Or you could add it to your lists on Amazon.
Is this your game? https://store.steampowered.com/app/658480/Starfighter_General/
Based on what you've described, you're not in crunch. Crunch is something that is pressured on a professional developer by management. You can choose how to spend your time.
If you don't enjoy working on your game for it's own sake, you should stop.
If you do enjoy working on your game, there are plenty of other aspects of the game you could work on: improving gameplay, graphics, sound effects, etc, whatever you're passionate about.
Sometimes something is too hard or beyond your skills to implement, and you can't get help, and when that happens then you just can't implement it. The same thing happens to every game developer whether solo indie or AAA studio. Take a deep breath and try something else. There are always options.
Likewise, if exercise is important to you, look for a fun way to exercise that's healthy and enjoyable for you.
Complete the levels by passing the challenging obstacles. Any rating and comments is appreciated.
Play store : https://play.google.com/store/apps/details?id=com.like.a.dino.platformer.jump.trex
Abstáctomon Venom Violet Version is currently in development and will be added to the minigame collection Error Ware 2 by U-GameZ in the future. I might release it as a standalone game, as well.
Error Ware 2 is a Wario Ware inspired game for Windows made in Game Maker 8.1 and features motion controls via Wii Remote, a local multiplayer for up to 4 players and unlockable "Error Boy" games like the Pokémon homage Abstráctomon.
Development is taking me a loong time (started in 2014!) and the Abstráctomon part grew into a full sized game on its own.
You can read my devlog on itch.io or GameJolt and try the free demo.
I appreciate any feedback!
Unity3d has quite good culling built in. I developed some custom code because of a special case (to do with needing to remove lights).
My algorithm only works on grid based games so it's quite specific, where as the built in Unity version will work with anything.
I highly recommend Unity for getting into 3D development. There's tones of great tutorials online.
I'm not sure if I'm in the minority on this one, preaching to the choir, or if I'm just a crazy old man (30, for the record) ranting about stuff nobody cares about - but my latest attempts to integrate storytelling into gameplay led me to the conclusion to cut out virtually all cutscenes forever. Basically, I feel that a game like FTL does a better job at storytelling than most RPGs, even if you skip all the dialogue, because every time you play it's a new story involving the player that evolves out of gameplay. Like the time I teleported my crew over and accidentally murdered them with a thousand lasers (oops).
Hey,
> Does your engine work with "true" 3D internally (mesh/vertex, shaders, textures, etc) and does it use the GPU or is it software rendering only
Yep, the renderer (http://threejs.org) is true 3D using all that you describe and uses Web GL to gain access to the GPU.
> Is the UI you show in your Editor HTML/CSS and/or do you use a framework/library
Yep it's HTML/CSS but it's custom built. We're using jQuery a little bit but are considering dropping it and going totally native. We also use a little colour picker library called Spectrum.js and Underscore.js for more programming related stuff (not UI related I mean).
Thanks for the suggestion, I'll have to check out endless legend! The UI you see here is just for internal tools like this level builder. The game itself would most likely have a very different UI.
I found a tool the other day that does speech to text and you can convert the text into a video (the tool is Anchor).
Would you be interested in videos that showed text so you could read them?
(I've been wondering about this for podcasts as dev/studio blogs).
Did you consider Light Table for your IDE?
I've used it a bit on Gaggysnaggles, and while it has its rough points, if you can get the fancy features to work. I could sortof get them to work for gaggysnaggles, but actually doing it would've required refactoring parts of the code that I didn't want to refactor (anonymous functions seem to be hard for light table to reach into, for example). And it integrates with google chrome, which just seems like a much more desirable choice than IE.
'Course, I'm using Ubuntu, so, I haven't actually tried Visual Studios for web development stuff.
I've been working on a game for the last year and a half or so. It's a continual struggle to keep motivated and working. I used to think motivation was like fixing a broken machine, after which it (me) would just work. In practice, it's more like shoveling coal into a furnace. I have to keep searching out new insights or I will stagnate.
Something that's had a positive impact on my workflow recently is this reddit post: http://www.reddit.com/r/getdisciplined/comments/1q96b5/i_just_dont_care_about_myself/cdah4af (Strong language)
I like this. I have tried to use Trello in the past and it never stuck. I read though yours and though it was a good idea. Here is mine (still a work in progress) https://trello.com/b/ogm6Szbe/dev-work-weekly-tasks
I'm using this as a weekly guide tool to better manage my time. When I want to get some work I will look at this and the choose something to tackle. I'll try and touch things from all groups each week and hopefully it will help me be more structured.
Hello, this video explain the new game content of the game i'm developing for Android.
So at the end the chat system made with Unity and a php server is working. The chat seems resizable on adding messsages and also the other features work, like the community rankings and the other info. Probably i had to do a video showing the chat resizing, but i've tried it so much times that i would like to show only the "graphic" part.
Btw speaking about the game, if someone is interested, it is an infinite, adventure, arcade, action, 2D/3D, Online/Offline, space exploring game, with some RPG and soulslike features. Also you will need to cooperate with the whole community to unlock game contents. So grab or make new friends to explore the hidden areas of the game...
Here the Google Play link: https://play.google.com/store/apps/details?id=com.TronusGames.TheLastPlanets
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Thanks for reading and have a good day ^^
Yo, if you would try the game, it is currently in Alpha there: https://play.google.com/store/apps/details?id=com.TronusGames.TheLastPlanets . It's a action, adventure, 2d infinite scroller game with some cool levels, character customization, progression, achievements with an easy storyline and online rankings. Can be played offline.
Yo, if you would try the game, it is currently in Alpha there: https://play.google.com/store/apps/details?id=com.TronusGames.TheLastPlanets . It's a action, adventure, 2d infinite scroller game with some cool levels, character customization, progression, achievements with an easy storyline and online rankings. Can be played offline.
I just finished the game I was working on, LINER, a 2D android game. It's pretty hard but I think that is the fun part, I was going for a Geometry Dash type of gameplay (were each level takes you a while to complete).
I used Unity to make the game. It took a long time for google to process the play store listing. They took 7 days to review the game.
Levels get progressively harder. If any of you want to check it out here is the play store link:
https://play.google.com/store/apps/details?id=com.IgnacioSearles.LINER
I am using "My game collection" app: https://play.google.com/store/apps/details?id=com.tuyware.mygamecollection It has everything I need and the only thing I would add is a way to access it from desktop, preferably through the browser.
I've been working on mine for a year or so now, and here's the blog on TIG. It's an Android-first though, so I don't have all the power of HTML on my side, which is something I'm definitely missing.
>And yea I guess it is especially the personal touch and what you focus on primary
Yeah for sure. Not that I do have a design doc, but if I did, I'm sure you and I would both have wildly different games even if we did follow the same one.
if anyone wants to try it:
App Store: https://itunes.apple.com/us/app/comet-a-game-of-orbits/id1222667738
Google Play: https://play.google.com/store/apps/details?id=com.AlternativeControls.Comet
Cool looking game. I actually made a game called 'Block Farm' that's quite a bit different than your game even though the title differs by one letter.
If you're interested here's the iOS and Android link:
https://itunes.apple.com/ca/app/block-farm/id1158734337?mt=8 https://play.google.com/store/apps/details?id=com.beanpoleLabs.blockFarm&hl=en