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Found 7 results

  1. What is Cloud Assets?Cloud Assets is a simple and lightweight but incredibly effective library that allows you to add dynamic content to your Unity games in all the gaming platforms available, PS4, Xbox One, Steam, Windows Store, iOS, Android and even Nintendo Switch! This is the first and the only library in the Asset Store that supports adding dynamic content simultaneously on consoles, PC and Mobile games. It can be used to: Cross promote your game with Video, Images, or Text Ads. Show news to your gamers dynamically. Display offers, new features, etc How does Cloud Assets work?Cloud Assets it's a Unity library that works with a single JSON file stored in a server to serve text, images and videos to use in your projects. You can change the content of your game without having to update the binary. You just need to change the references to the assets in the JSON file in seconds, and your game content will be updated.What are the features that make Cloud Assets the unique library in the Asset Store? Use it on any game platform (PS4, Xbox One, Nintendo Switch, Steam, Windows Store, iOS and Android) Display text, image and/or video wherever you want inside your game. Open external links in the platform web browser or the device store (mobile, consoles and PC) Works with a simple JSON file stored in a server. You don't need to be a programmer! Just change the URL which redirects to your games and adds the text, image and/or video that matches your needs. Use tags to quickly identify your assets and replace them easily. You can add title, description and URL in the text asset. Useful links about the library:- Unity Asset Store: https://www.assetstore.unity3d.com/#!/content/116697- Game Troopers Website: http://gametroopers.net/- Cloud Assets Tutorials: https://www.youtube.com/playlist?list=PLkZtvv5GUSSUVWeVhRJ1tb3MaoZV7ILWP
  2. Hello all, I know that this question has been beaten to death, but not in the context of certain questions I have and I am just trying to make sure I use my time as efficiently as possible. So my question is this: I am an intermediate level c++ programmer and a decent sprite artist (imho) I am going into game development with myself and hopefully eventually a few others. I am unsure of what path I should take to get some of the ideas I have for games off of the ground. Without getting too heftily into the details, I enjoy the camera orientation of Metroidvanias and Battletoads, I like the use of elements from rpg games, I have ideas for interesting system implementation into games (for example, a submenu from your main menu that is a bookcase that is a representation of your character's training of various skills. The book case can be replaced with various other bookcases (3 spaces instead of 2, etc..) and the books that go into the spaces each contain a few miniature skill trees pertaining to specific subsets of skills such as a lancer book, or a book with fire skills etc. that could be found as enemy drops ala' castlevania. So that the player can sort of create their own sphere grid (ff10) with some of the skills being passive changes to primary attack that can stack and effect each other (think the binding of issac if it were a metroidvania for this aspect) and the game would require some sort of p2p networking to get groups of up to 4 to load to stages similarly to the way Monster Hunter Freedom Unite or Left 4 Dead or Diablo 2 (any of those models really)) I realize this is a massive undertaking, and is not the first idea I am pursuing by a long shot (due to those and other complications) but with these ideas being my motivator, would it be better for me to use a framework like monogame and then import the libraries necessary to do the missing core functions (like box2d, etc) or use Unity and try to teach myself C#? (being that I have moderate proficiency in C++) OR just write my own engine from scratch in C++? I have heard so many conflicting viewpoints about the value of programming your own engine from scratch on monogame, as well as conflicting reports as to the limitations of Unity. Thank you for anyone who reads this massive wall of text and provides me any insight.
  3. Zpocalypse: Survival - Post nuclear zombie apocalypse.by Jeff Gracia: Greenbrier Games · HomeUpdatesMarlborough, MA Video Games Just wanted to share my companies first video game project, Zpocalypse Survival. Similar theme to projectzomboid, but with more emphasis on RPG level/skill mechanics, survivor groups, radioactive wasteland giving it more of a fallout vibe then walking dead. See below for more details. A rogue-lite strategic survival game with exploration, scavenging, base building, crafting, and deadly battles! Zpocalypse: Survival is a game about exploration and survival in a gritty post-nuclear zombie apocalypse setting. Your job is to help a group of survivors attempt to eke out an existence and build a place for themselves in a brutal world. You will need to scavenge for supplies and food, find and fortify a shelter, recruit other survivors to your cause, defend your people, and attempt to grow and expand, facing challenges every step of the way. Starting from a procedurally generated world with dynamic events and encounters, Zpocalypse: Survival combines base management and good ol'fashioned combat with infinite building possibilities. It is designed to be moddable at every level, from your base, the survivors and enemies inhabiting the world, to the events and encounters you might come across. Our goal is to build tools and documentation. They will ship sometime after release (or sooner with your help) allowing you to add your own customizations to the game, and share them with friends The game is part Sandbox, part Real Time Strategy, and part RPG. We will support PC initially, with plans to release on Mac & Linux. This will happen sooner rather than later with your support! We are looking at possibilities for tablets and consoles.This Kickstarter is to fund the single player version of the game. We are extremely interested in multiplayer and this may appear as a future stretch goal. We think the game is going to be truly amazing, but only with the help of our backers. To that end, we will put up a playable pre-alpha demo on April 21st for all of our wonderful backers to check out. We took our demo to PAX East and got a lot of great feedback from people checking out the game for the first time. We wanted to add some of those suggestions in before we made it available again, so you can tell us new and even more awesome ways to improve YOUR game. Zombie games are a dime a dozen nowadays, so why do we deserve your attention? Here are some things that we believe set us apart from the rest: 3D Procedurally Generated World Buildings in an area and their internal structure will be different from the last time you played all in 3D. No sprites here! (Well at least not for the game world...) Dynamic Stories & Events While the game is not purely story-driven there will be events and elements of story depending on how you play the game. Each event is built to compliment the area it is associated with, not just make each play through different. We want to bring the world to life. Our AI Manager will also help to keep the world interesting and challenging. Nuclear + Zombie Apocalypse The Zpocalypse universe is one that isn't limited to zombies and scavenging. The world as we know it today is gone, but that doesn't mean that there is only one thing raising hell in the world. Rogue-Lite Survival Hybrid When your survivor or squad dies they stay dead, but it doesn't necessarily mean it is the end of the game. This approach gives us a lot of power as developers; we can put deadly mechanics in the game that would otherwise be unfair in a normal rogue-like game. We want squad members to be important and cherished but this is the apocalypse so when people die they stay dead... unless they come back as a new undead enemy. See how long you survive and compare your scores with your friends'. Day/Night There is only so much time before the darkness comes and the real danger begins. With our day/night system you have to decide how you want to manage your time to get ready for the night. You may be forced to defend yourselves from the hordes of zombies. Base Building/Management/Defense This is the yin to the exploration/scavenging plays yang. You are not just out scavenging living for this moment. Instead you need to try and build up a safe place, planning for the future. Search for somewhere that you can band together with more survivors and have people work to build a new community and survive this harsh world. You are not a superhero; you will need others' help to make it in this world. Physical to Digital Unlike most games that start from scratch or eventually go from digital to physical, we already have a physical game that we are basing our digital title on. This means we already have a great design base to start from, we already have an existing fan base, and we already have a LOT of story to pull from and expand the game into the future. Also as we expand the physical game it gives us more content to expand the digital game and vice-versa. Merging genres We draw a lot of inspiration from our favorite games like FTL, Project Zomboid, Fallout, Diablo, XCom: Enemy Unknown, Endless Space and more. We are taking inspiration from pieces that we love in all these games and bringing them together into a new zombie game, that with your help, has the potential to be a great game like those above! THE WORLD When starting a game of Zpocalypse: Survival, the player will be able to choose from several themes for their post-apocalyptic world as they unlock them through gameplay. This theme they choose will determine the look and feel of the world. Some themes may be more dangerous than others and perhaps have special conditions associated with them. For example a radioactive waste themed world would have more radiation zones, more radiated zombies and a higher chance for survivors to get radiation sickness. The world will be broken into a number of areas, each area will have its own unique feature. For instance, in a town themed world, one area might be a house with a yard, while another area might be a school with a playground. The layout and content of areas will be procedurally generated when the world is created. As you progress in the game you will eventually be able to setup how your world is generated by adjusting settings such as the size, the amount of infected, scarcity of resources, and more. Scavenging One could argue that the entire point of going out into the world in Zpocalypse: Survival is to scavenge. Besides staying alive, the goal of the player is to scavenge for materials when out in the world, in order to shore up base defenses and improve its quality. THE CHARACTERS During the course of the game, players will control numerous characters in the wasted lands of the zombie apocalypse. To highlight the brutality of the Zpocalypse, this game will be designed with a high turnover rate of characters in mind; players will lose characters often to starvation, disease, zombies, natural hazards and more. To this end, the character stats will be quick and easy for the player to understand and use. The character advancement system will be light but still interesting. Roles There are 3 roles that every character will fall into: fighter, bruiser and smarty. Each role has their own strengths and weaknesses and a unique advancement tree. Within their advancement tree each role will have opportunities to further differentiate themselves even from other characters with the same role. THE BASE The central nexus around which all games of Zpocalypse: Survival revolve is the player’s base. This base is where the player’s survivors have gathered, trying to hold out for another day in the Zpocalypse. It is where their characters sleep at night (hopefully), where they store their food and supplies, and where they craft the tools and equipment their group will need if they hope to survive for one day more. Base Center Bases will be defined by their base center, which is a safe location in which the characters can retreat to in an emergency and where all the supplies and gear found by the player are stored. The quality of the player’s base center determines the quality of the base entire. The better the base center the better weapons, fortifications, and more the player can craft, the more survivors they can have in their band, and the more storage space available. Crafting All items that can be built or crafted will require resources and time to complete. The resources will be the things the player finds out in the wastelands: various scrap like wood, metal, or cloth and possibly special items. The amount of resources and time required to build something will be dependent upon the complexity of the item. A debris wall will only take a few wood scraps and a short period of time to build while an electrified defense wall might take a lot of metal and a special item as well as a full day or more to construct. Crafting isn’t limited to only your defenses but also includes supplies, weapons and other fun treasures as we build out the game. ZOMBIES The major threat to characters in the zombie apocalypse is, of course, zombies. Zombies will have stats just like characters. These stats will be used for combat purposes to determine how hard the zombie is to kill, and how dangerous they are if they get too close to a character. Initially there will be two types of zombies you will encounter day zombies and night zombies. Zombies will have multiple levels of physical degradation. Zombies degrade usually from the result of combat, though when encountered they will be given a random state for variety. COMBAT Combat in Zpocalypse: Survival will be a brutal but measured affair. Most times the player will have ample opportunity to make good tactical choices, both because the pace of combat will be slower than most RPG style games, but also because our pause feature will allow the player to take the time they need to review the situation and make decisions if he/she chooses. That said, combat will still be hard and brutal. We WANT characters to die because we WANT the player to feel the pressure of keeping their survivor numbers up, alongside all the other hardships we put on his/her shoulders. Players can take their time to plan their strategies, but if something goes awry, if zombies get too close or appear where they were not expected, then things could go horribly wrong right-quick. EVENTS Events will be used to add setting and story flavor to the game in interactive and exciting ways. Some events will be scripted and some will be semi-scripted occurrences. These events could play out a larger story arc or they could be simpler occurrences that add flavor and something unique to your current experience. While one of the key aspects of the game is trying to survive we want to make your survival experience interesting, especially when you playthrough multiple times. The base game is not about winning or losing, instead it is about the drama and sometimes comedy that goes on while you try and survive.
  4. Hi everyone (especially Will!), As the first thread in this new forum it's my honor to introduce the game I've been working on with my friend Peter Nicholls, Legends of Firestorm, it's an action based MMO supporting hundreds of players per server fighting thousands monsters in a giant open world. We've also just launched a kickstarter over here : Legends of Firestorm Really looking forward to hear what you think!
  5. http:/wwww.youtube.com/user/xmrspyx Hello it's Matthew Mayne from the UK, I am currently the only developer of my game called "One Starry Night". One Starry Night was started 5 months ago as a hobby when I was bored, then it turned into something magical for me so I started posting YouTube videos of it. Very few people see these videos but I want to show you my project to a greater audience and get advice on what I should tweak/remove from my game that I am developing. If you have ever played slender the game-play style is very similar but in ways is different, for example Slender has no animations or cut scenes, my game does, slender revolves around finding notes, One Starry Night revolves around looking for information on what had just happened before your plane crashed, this can be found via radio. Not that slender is a bad game I just need to tell you the differences as there is a limited amount of footage I can show you via YouTube. These are some screenshots that I've got of my game currently as I do not have my computer handy. Plot: The game starts of the protagonist going to bed while very sleepy, his butler says to him that his flight to Los Angeles is booked for 6 A.M when he proceeds to leave the building and a radio broadcast starts to play giving information on what's about to happen to you. The room the cut-scene plays in (Unfinished) The map of One Starry Night is 700m long in this map you will find abandon building, wrecked settlements, some old antiques. Thanks for reading please leave a reply!
  6. http:/wwww.youtube.com/user/xmrspyx Hello it's Matthew Mayne from the UK, I am currently the only developer of my game called "One Starry Night". One Starry Night was started 5 months ago as a hobby when I was bored, then it turned into something magical for me so I started posting YouTube videos of it. Very few people see these videos but I want to show you my project to a greater audience and get advice on what I should tweak/remove from my game that I am developing. If you have ever played slender the game-play style is very similar but in ways is different, for example Slender has no animations or cut scenes, my game does, slender revolves around finding notes, One Starry Night revolves around looking for information on what had just happened before your plane crashed, this can be found via radio. Not that slender is a bad game I just need to tell you the differences as there is a limited amount of footage I can show you via YouTube. These are some screenshots that I've got of my game currently as I do not have my computer handy. Plot: The game starts of the protagonist going to bed while very sleepy, his butler says to him that his flight to Los Angeles is booked for 6 A.M when he proceeds to leave the building and a radio broadcast starts to play giving information on what's about to happen to you. The room the cut-scene plays in (Unfinished) The map of One Starry Night is 700m long in this map you will find abandon building, wrecked settlements, some old antiques. Thanks for reading please leave a reply!
  7. Use perception and memory skills to encounter cristals that match color with diamond. Play on Kongregate: http://www.kongregate.com/games/GabeOliveira/memorix3d Availible for Android on GooglePlay Store: https://play.google.com/store/apps/details?id=com.Gabriel.Memorix3D&hl=pt-BR
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