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Found 20 results

  1. Episodic, 3D 3rd Person Co-op, Action Adventure Puzzle Plat-former Hey everyone I'm looking for a PART TIME/ HOBBYIST PROGRAMMER with an interest in the "Afropunk" style and culture. He would need a understanding of Unity C# and marching cubes, or a willingness to learn it. I'm a character artist/ animator dabbling in coding and while starting to develop this game myself I just realized I don't have the time. I need help. I need a team. Hopefully some what passionate, but any little bit will help. You covering the coding would free me up to do more art, animation and character design, (and find more guys). The game is a procedural puzzle game, which aims to make all of the 5 (or more) characters on screen use different methods of traversal and fighting styles. The more characters in the party the more complicated the puzzles get. The players need to work together to survive (Dark Souls combat difficulty). There are charts, diagrams, and examples of each with assets I've already created, and a frame work you just need to stitch together. But don't fear, this is a "BY THE EPISODE PROJECT", each of which will be individually Kickstarter'd. Once you sign on we will begin to understand one another's work habits, schedules, etc. while we make this FRAMEWORK. The framework is what we CROWD FUND for support to make the first episode. If there is anyone out there interested in... - Bringing more diversity to Indie games - Working with an unique horror adventure world (https://www.worldanvil.com/w/central-world-dreamcity ) - Working with an committed artist (who understands coding) and a remote growing team - Developing a tight development plan, with passive income contracts: Patreon, product sales, (micros) and of course Revenue sharing - Interested in working on a co-op TRINE ~like game mixed with DARK SOULS - Willing to grow with this me/(us) as this company takes off. ~Lets make a dream worth dreaming~ (Contact with questions) Discord: https://discord.gg/ZV83U5P Email: bnbdarklegacy@gmail.com
  2. Hi everyone! I recently put two of my games on itch.io for all the world to see! I would love it if y'all would give them a play and welcome any feedback too. They're both free You can watch trailers on itch, but here I'll leave some blurbs and screenshots. https://phoebeshalloway.itch.io/?fbclid=IwAR06Y4PygoFp1oZoSqkFG1m3KC1cV8T-SghpJfe66ZnNP4EhK6ctDENFhUs SOLARPUNKIFICATION Play as a guerrilla gardener in a grim and crumbling cyberpunk city, where you will plant gardens in abandoned buildings, water them with water gathered from burst pipes, collect seeds, avoid the police, and transform your city into a green solarpunk world. The game inspired by the writing, art, and design movement known as solarpunk, which seeks to envision a realistic yet optimistic future based around sustainability. Even in Arcadia In a distant future in which capitalism and consumerism have continued to run rampant, corporations have replaced all government, and planet Earth has long been relegated to legend, society constantly moves to new planets and throws away the old ones like last year's model of smartphone. You are a guest at the launch party for the most recently developed planet: Arcadia. The party takes place at the planet's premiere attraction, the Arcadia Botanical Gardens. As a guest, you may wander the Gardens' various rooms and eavesdrop on the other distinguished guests whose stories and dramas play out in a repeating cycle over the course of the evening.
  3. Hello, I'm currently searching for additional talented and passionate members for our team that's creating a small horror game. About the game: The game would be a small sci-fi/post-apocalyptic survival horror 3D game with FPS (First person shooter) mechanics and an original setting and story based in a book (which I'm writing) scene, where a group of prisoners are left behind in an abandoned underground facility. It would play similar to Dead Space combined with Penumbra and SCP: Secret Laboratory, with the option of playing solo or multiplayer. Engine that'd be used to create the game: Unity About me: I'm a music composer with 4 years of experience and I'm fairly new in this game development world, and I'm currently leading the team that'd be creating this beautiful and horrifying game. I decided that making the book which I'm writing into a game would be really cool, and I got more motivated about doing so some time ago when I got a bunch of expensive Unity assets for a very low price. However, I researched about how to do things right in game development so I reduced the scope of it as much as I could so that's why this game is really based in a scene of the book and not the entire thing. Also I'm currently learning how to use Unity and learning how to program. Our team right now consists of: Me (Game Designer, Creator, Music Composer, Writer), 3 3D Modelers, 3 Game Programmers, 1 Sound Effect Designer, 1 Concept Artist, 1 3D Animator and 1 Community Manager. Who am I looking for: We are looking for a talented and passionate 3D Character Modeler who is experienced with organic modeling and is able to create characters and horror creatures. Right now the game is in mid-early development and you can see more information about it and follow our progress in our game jolt page here: https://gamejolt.com/games/devilspunishment/391190 . We expect to finish some sort of prototype in 2-3 months from now. This is a contract rev-share position If you are interested in joining, contributing or have questions about the project then let's talk. You can message me in Discord: world_creator#9524
  4. Hello Everyone, I am a one man team looking for the perfect technical collaborator to partner with on the making of an independent story driven game. I have been working in the video game industry for the past 4 years as freelance Cinematic Artist. I can take care of most of the Art related tasks involved in the production of a video game, from narrative writing, to blocking out levels, animations, cinematic sequences, audio, lighting, modelling and manage outsourcing. I can also script in c# myself, which helps me to quickly prototype new gameplay ideas independently. My counterpart must be technical, possibly but not necessarily with an artistic mind too, and can take care of everything that is related to the engineering part of a game, from basic artist friendly features scripting to structure solid, stable and modular code that will support the core of the game. Knowledge of C# and Unity is required. I dedicate a lot of hours in game development, whether I am working full-time on something else during the day or whether I am unemployed. The ideal “partner” then is someone that can put together enough hours during the week and weekends too. I know how to balance life, work and personal work, so I am expecting you to be able and willing to do the same with passion, dedication and sometimes spirit of sacrifice. I am based in Central Europe, so ideally no more than 2 hours difference in our time zone is preferred, for productivity reasons. Should you be a good match with the description above and in case you are interested in knowing more about me and the project, please get in touch. Cheers
  5. Hero's Journey

    Howdy folks! As some of you already know and have tested, at the start of this year I started work on a digital pen and paper roleplaying style game. I basically wanted the experience of playing Dungeons and Dragons or other tabletop roleplaying games but without having to need other people and cumbersome dice rolls and stat tracking. So, I started work on this game. It basically randomises prompts and suggestions for a player, who has to then build the story out of what the game provides to them. I'm trying to keep it simple and extendible so that it could be easily modded or rewritten at a user's whim. Here's a quick demo of how one part of the game works. This shows a randomly generated prompt for the Setting of the game. The prompt just has some key jumping off points, and then I as the user have to define what it actually is in the story by incorporating the details that the game has provided. The goal is for it to be a player driven narrative, so that it offers a lot more breadth of options but that the limitations of the structure still encourage creative ideas. And the fact that so much of it has to come from the player is supposed to make you more invested in the story as it's playing out. It's been surprisingly successful so far! I have a solid working build, and it reads everything from a JSON file so it's easy to rearrange the structure and rewrite the prompts. My intent is that down the line people could easily write a new JSON file with a totally different flavour. You could make a noir game, road trip or reality show simulator without having to actually edit any of the code. I wanted to start this thread now as motivation and to start talking/thinking more deeply about some aspects of the game so far. It's a fairly strong foundation (I hope) so I just need to continue fleshing out parts. Right now my main focus is making it communicate a lot of things clearer to the player. Thanks for reading this post! If anyone's interested in trying the game out for yourself, get in contact. I've been getting great feedback from testers so far and it's helped shape the upcoming road map.
  6. I've been playing a lot of the Legacy of Kain series, and have taken some ideas for my Metroid Prime inspired game. Firstly, I like the idea that there are certain enemies that are a puzzle to fight. In my game, there are going to be quick enemies you have to impale set on fire to kill or they're invincible. I also like the idea of spectral world being where you respawn. I think I might do something similar, but put my own horror spin on it. If you die, you can't come back unless you take an innocent life. So, an NPC, a Vendor, or someone else. The air is toxic, so you only have a limited time outside with your suit on. The problem is, bullets and other wounds can penetrate your suit and suck out your oxygen. Oh, and when you get your suit about an hour or two in your only vendor at the start of the game will turn on you and morph into a later boss fight, destroying your save point and forcing you to move on. I like games that explore mental health, so I was thinking delusions, hallucinations, and aim shake. The only way to calm yourself down is to either wait in a safehouse until your sanity regens, or taking illicit substances. You can smoke a cigarette to ease the shakes, but you'll be easier to spot. You can take some harder substances, but they all have side effects you have to worry about. I want all power ups to be both mobility boosting and useful in combat. For instance, a dash can stun enemies or knock them into spikes or fire. Double jump uses a thruster so you can set enemies on fire. Later on, you get cut in half, and all your abilities from then on stem from mechanical upgrades. You can have bionic legs that make you move at Doom Marine Speed, Spider legs that let you walk on walls and ceilings, and things like that. I won't spoil some of my more inventive designs. For weapons, I want a gravity gun style weapon, a pistol, a shotgun, a quad shotgun, some form of automatic rifle, a rocket launcher, a ray that turns enemies inside out (some are stronger in this form though), and some spells. One of which turns enemies to your side until they die or kill themselves. I want this to be a dark game. You start in an intergalactic prison, then get transferred to a medieval style dungeon. The architecture is a mix or European and Oriental dark ages style stuff, as well as some more technology based stuff. There are ships, neon lights, and all the buildings/weapons are organic Geiger style monstrosities. So what do have so far? I have a script. I have the first person camera and pistol set up, and the start of my double jump. That took two days, so if anyone can help out, it'd be much appreciated. I'm a level designer/musician/writer but I'll need some help for art, sound effects, and stuff like that. Anyone who can help with coding or just knows shit about Unity, feel free to hit me up. Trying to get a team together.
  7. Hey everyone, I'm new to Idle Thumbs, but not new to game development! Me and my team have been hard at work over the last year creating our debut title Du Lac & Fey: Dance of Death . Here is our announce trailer, website and some in game screen shots. Du Lac and Fey is a branching narrative adventure game set in Victorian London 1888 during the infamous Whitechapel Murders, play as immortal knight Sir Lancelot Du Lac, and cursed sorceress Morgana Le Fey as they hunt the Killer. Each decision you make effects the characters profoundly and shapes their story, as well as the lives of the many NPC's you can get to know on your journey! Salix uses new techniques to bring you the beauty of traditional art and the power of modern technology by seamlessly integrating 2D and 3D assets to create a world akin to a living painting. We would love to hear what you think! We will be launching a Kickstarter later this month with goal of self-porting and publishing! Please follow us on Facebook and Twitter, we're lovely people. Honest! https://www.salixgames.com/ https://twitter.com/SalixGames https://www.facebook.com/salixgames/ All the best and thank you for looking, Jessica - Director of Salix Games
  8. Hey Everyone! I wanted to post my current progress on a game I've been developing over the course of 9 months or so. I work for about an hour or two most mornings before work / my wife wakes up. It's a Sci-Fi top down dungeon crawler / shooter / loot game. The systems are a weird hybrid of Diablo and Destiny (the power progression and equipment work very similar to Destiny / The Division). I have a video of the latest build up on youtube which you can see here: and if you're so inclined you can download the latest build here from my google drive: http://bit.ly/2wIJud4 The current build doesn't have an ending and there are many known bugs. I just wanted to share what I've been up to with people. Thanks and I hope you enjoy it! Addendum: This is made using Unity3D and is intended for PC / Mac (hence why there are two executables in the build folder).
  9. Call of Saregnar RPG

    Hi everybody. I thought I'd share with you my old-school story-centric tactical role-playing game Call of Saregnar. It is a project I've been working on in my spare time for the last couple of years, and I expect many more years of development ahead. As an introduction, here's my vision: A Mature Story, A Believable World A deep and engaging story with charming characters unfolds over ten chapters filled with murder, mystery, intrigue and suspense. The world is low in fantasy, and magic is rare. Despite that, you will encounter some creatures coming straight from mythology, but giant rats and slimes have been evicted from this universe. In the game you take control of a small group of unique charactes, each with their own backstory, personality and ambitions. As you progress through the world, they may join or leave you and they do interact with each other, giving you clues and directions on your quests and help you unfold the intricate story. 1990’s Old School Look Call of Saregnar features a 1990’s inspired 2D + low-poly 3D look, so you can get immersed into what’s most important: the story and gameplay. Let your immagination do the heavy lifting! Oh, it also features real actors! Freedom to Explore Despite being a story-driven game, the world is always open for exploration, so there is nothing stopping you from exploring the whole map in the very first chapter! Tactical Turn-based Combat Combat is turn-based and each opposing party starts roughly at the opposite side of a grid-separated battlefield. The party that has the initiative, starts first, moving all of its characters. After one side has moved all of its characters, the opposing party gets to move. There are a number of highly-strategic spells to be used in combat, not just damage-dealing ones, so you have to plan accordingly if you want to succeed. Detailed Party Management The characters you play are alive, so it means that they get thirsty and hungry, they feel cold and heat, they can also fall ill and must be taken care of. Fortunately for you, micromanagement is not completely manual as characters will feed automatically, as long as they have the food in their inventories. When you're traveling through snow, it is best to have heavy clothes in your inventory or your characters will fall ill or worse. You'll also need to heal their illnesses manually, for example. Talking about clothing, boots do wear out, so be sure to watch the condition else your characters might end up walking barefoot. You should also regularly take care of your weapons - oiling the bowstrings and swords, repairing armor, etc… – as they get damaged. Character Development While your characters’ attributes rarely change, their skills advance on a per-use basis. Skills can also be learned from a trainer or by reading a book. Encounters In a land as rich as Merrentar, you can expect to run into a variety of events that will affect your journey. These events may go from falling into enemy ambushes, discovering particular interesting spots and places, meeting traveling merchants or bandits, perhaps wild creatures, wounded travelers, a neat trove of herbs, a set of game tracks... all of these events are greatly affected by the various party skills. Unique Magic System To gain divine favor from the gods, pray and give offerings in the form of money, food or other valuables. Divine favor is you magical pool from which you can cast unique highly-strategic spells. Items Although the game has fewer weapons and armors than the average RPG, each item is that much more detailed and fleshed out. Finding new equipment brings significant benefits as the difference between the old and new is now actually noticeable. Grey Matters CoS challenges you to think and pay close attention to everything you read, because often that's the only way to complete sidequests or even main objectives. There are no quest markers or objectives, only a quest log with your past conversations for reference. If you want to know more about my project, visit the game's page at http://www.callofsaregnar.com. Thanks for looking!
  10. After making a procedurally-generated pipe photography game for Wizard Jam 4, I'm back for more! I hope ya'll are ready to get hoisted, because LORD HOISTMAS is coming to town. In ancient times, man created a weapon known as the petard. This fearsome explosive was created to destroy walls and doors. But another spicy use was soon discovered: hoisting. 1000 years later, the immortal god-king LORD HOISTMAS rules over the humans. Hoisting has become a professional sport. Every year, we hold the Bagblast tournament, and only the greatest hoister will have the honor of challenging our LORD in the final match. Lord Hoistmas With Bagblast! An explosive bocce-like dystopian pro sports sim with arcade hexagon elements. Play it here: https://blushine.itch.io/lord-hoistmas-with-bagblast Diversifiers used: Hoisted: You can literally hoist yourself by your own petard. Limited Vocabulary: Your only verb is "throw". "You Just Played Yourself 🔑": Every round begins with your placement of the petard. While you are technically competing against an opponent, the real challenge is to throw your balls close to your original throw. A poor petard placement can make this task very difficult. Texture Thrift: Almost every texture in the game is re-used and re-colored at least once.
  11. Chillsim VR

    Greetings! I'm Fanomatic and I'm new to the forum. It's nice to meet you all! Me and my two friends Silverfish and cej are currently developing a VR-project for fun and we felt like sharing our progress as we go. We call it "Chillsim VR" (working title), and as the name implies it's a sort of relaxing experience where you sit out in a forest by a fire and grill hotdogs and marshmallows. The idea is that you should be able to put logs on the fire to keep it going and be able to eat the stuff you're grilling. The project is created using Unity 5, and the graphical style is very inspired by Firewatch so it will have a hand-drawn style to it. We think that style fits the mood we want to create and there's lots of reference-material to look at. So to start things up, here are some pictures of what we have so far: Things are still pretty early on. Most objects are greyboxed and lack textures, but this way we can have a look at how things look scale-wise in VR. We are using a HTC Vive and the blue square you can see in the last two pictures shows the area that the player can move over.
  12. Chronicles of cyberpunk is adventure in the city of the near future in which power belongs to the big brother and his supercomputer. You have to convince the inhabitants of the city is in danger of artificial intelligence and fight together with the forces of cyborgs. Play it on Steam http://store.steampowered.com/app/742470/Chronicles_of_cyberpunk/ Story and atmosphere of the game inspired by a lot of movies, games and images about cyberpunk. One of my main goals is to create a world to which the player wants to plunge and which he did not want to leave. Game will contain a lot of handmade artwork .. and many models
  13. Get It Here Fellow Readers and Jammers: We are on our way to creating the next exciting entry in the qwop-a-lunk-a-like genre. You control a human, who is controlling their own thumbs, which are controlling Santa, in the form of a mobile game. Santa must navigate chimneys whilst continuously eating cookies to sustain his own impossibly rapid metabolism lest he perish. Please to enjoy this artist's rendition of the primary game screen in action*. *Actions and screens may or may not contain placeholder assets borrowed from a team of diverse websites.
  14. Hey everyone, I'll get straight to my question: My character has several sing buttons. I need to smoothly loop a clear "ooo" singing tone when you hold a sing button. Thus far I've recorded short "ooos" and "ahhhhs" at each tone on the major scale, but I don't have a good plan for initializing the tone and transitioning to a smooth loop to continue it. How long should I make these tones to get a good loop? Any Audacity tips for creating an audio file of a clear singing tone that smoothly loops? Any Unity implementation tips? Thanks! Notes on the game: I'm making a little prototype where you sing as part of a large choir. Right now the game controls with the keyboard, with each of your home row keys commanding your voice to a different pitch on the major scale. Here are links to my concept art and my first in-game gif https://drive.google.com/file/d/0B1p24Mtti2l1c1p0ZGpXbmZuM2s/view?usp=docslist_api https://drive.google.com/file/d/0B1p24Mtti2l1bDB4NjNnNXFFeHc/view?usp=docslist_api
  15. The Unity Thread

    We have a couple Unity threads but it seemed like a general purpose thread for sharing cool projects, asset store stuff, talking about new features, etc would be useful to keep things contained. If you're looking for tutorials or have questions, check out these threads: Unity Tutorials Unity Questions Anyway, I just got back from Unite Boston, which was the main Unity conference this year. Lots of cool stuff coming soon, one of the coolest new features they showed was the new 2D tile maps (which seem awesome). They showed a bit during the keynote: There was another longer presentation that went more in depth that elicited audible gasps and cheers from the audience, but it's not on youtube yet, though there is an alpha available for pro users here. All the talks are going up eventually, so when they do I'll post a few recommendations of other stuff I liked. A couple other handy features announced were that Ads and Analytics are getting fully integrated into the client, and they're adding support for mobile IAP so people won't need to write their own native Objective-C/Java code just to handle microtransactions. Super boring features I wouldn't have cared about a year ago, but having dealt with all that stuff over the past year, sounds like an awesome time saver. Another feature announced was the 'Made with Unity' program, which they pitched as a way to increase discoverability, but actually just seems like some kinda slapdash user blogs. Here's mine. Anyway, Unity. It's cool. What asset store stuff is invaluable to you? What sweet Unity thing have you seen recently? What do you want more, multi-scene editing, or nested prefabs? https://www.youtube.com/watch?t=2&v=L7-zRWai5yY Also check out #unitytips Tuesday on Twitter.
  16. Conversation System in Unity

    I'm working on a solo project in Unity (C#), and I need to script something that will handle conversation between characters. Players won't be able to choose between dialogue options, and there's no UI, so basically all I need is to be able to manage a large number of sound assets in an organized way. Before diving in, I thought I'd ask if anyone here could offer any ideas. Previously, I had started managing conversation with a list of sound assets and a function that could be called to play one of them. So, there was a lot of "if (Time.time >= nextLine)" to determine when the next line of conversation should be played, etc. My Game Controller script was riddled with calls for lines of conversation... it was gross and confusing. Ideally, I want something that will store properties about each line of conversation (e.g., who is the speaker, what is said in the line, how long is the line, should the line be interruptible, should the line be repeatable, has the line already been said, what triggers the line), so that I can avoid having "SayDialogue (12);"s everywhere, and so that I can revise the sound assets and their properties in one location. Also, I'm thinking it might make sense to have a conversation queue, so that lines that are ready to be played stack up in there instead of interrupting each other. I don't have a formal CS background, so my main problem is that I don't know what my options are with designing this. I was thinking of trying to use an array to store the assets/properties and a list for the queue... Is there something else that I should also explore? Or am I overthinking this? Any tips or advice would be greatly appreciated. For reference, you can read my devdiary and/or play my latest build here. Thanks!
  17. So yeah. Grow Home. It's a short-ish(took me ~5 or 6 hours to beat) game from a small team in Ubisoft Reflections that is just innocent climbing, exploration, and putting animals into teleporters. The premise is, you're B.U.D.: Botanical Utility Droid, and you've been put on this planet that has a Star Plant on it. Your job is to help grow this plant(by connecting its Star Shoots to energy rocks) beyond 2,000 meters, so it can finally flower and bloom. It's got charming music, a nice art style, procedural animation, and just feels super original, fresh, and lovely. It's also $8, and does not require UPlay, so if any of the words in this post appeal to you, you really oughta play it. I 'beat' it today, but have a ton more to do, and I haven't been able to stop thinking about it all day.
  18. Unity Tutorials

    The purpose of this thread is to post tutorials for Unity. It can be a tutorial you've made youself, or one you found somewhere else. Difficulty can range from stuff for beginners to advanced techniques.
  19. Disclaimer: I'm a bit tired as of the time I'm writing this, so some of the things I said in this may make little to no sense Hello, everyone: I need help figuring out what to do with a recent prototype I created in Unity. Basically, it revolves around a gun which allows players to 'blink' from one place to another, much like in Dishonored (pronounced "dis-hoe-nored"). Much like Dishonored, it takes place in the first-person perspective. However, players have the ability to launch projectiles in space and travel to their latest location. Players can use this to travel great distances with ease. By holding down and releasing the projectile-launching button (currently the left mouse button) after a set amount of time, the projectile will travel faster and farther than normally, allowing for faster travel between across environments. It currently seems interesting enough to me to tinker around with a bit more, but I'm not sure what else to do with the project or which direction to take it in the future. The main thing I don't want this to be is another Portal knock-off puzzle game: no sterile laboratories, no snarky invisible voice talking the player down while doing puzzles, little to no traditional puzzles. This could apply to games like Quantum Conundrum, Magrunner, and (arguably) Stealth Bastard Deluxe. The environments and gameplay situations in these games just don't strike me as very creative in my opinion. Anyway, I ultimately just want feedback on what I have available to show right now. This, in turn, will aid me later in seeing where I can or need to take this game in order to become a game. Speaking of which, I may just make this a free game by the end of all of this. You can play it online following this link. The main objective as of right now is to get to a floating platform with sparkles flowing out of it. The controls are as follows: WASD - move character Space - jump Left mouse button (press) - launch projectile Left mouse button (hold) - charge projectile Right mouse button - travel to projectile Again, let me know what you think of the prototype as of now. Also, inform me whether it works properly or not.
  20. Anyone here know Unity well?

    I've been trying to create a main menu where the menu box appears slides (slowly) to the center of the screen slides (slowly) out of view when the player presses an item in the box However, whenever I try to find out how to do this (let alone anything about how to do things in Unity), I was met with little to no simple tutorials or correct tips on how to do anything relative to this. This is especially true when visiting Unity Answers; there's little to no help from YouTube, as well. So, does anyone know how to do what I wan to do? I've already tried using Time.deltatime to move the box slowly (i.e. not snapping to the new position when a button is pressed), but then the box just stays at the second position after the button is pressed. I've attached a .zip file with a C# file with some code I found online that I've been modifying to allow for the same function I mentioned above, but I just don't know what else to do. MainMenu.zip