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yaku-rpg:The game has just been sent to the testers, I´m going to take a rest, and then if everythin

yaku-rpg:

The game has just been sent to the testers, I´m going to take a rest, and then if everything is in order i will translate the game into english. Just wait a bit more!!

The demo has been deleted.

One of the testers has finished!! By the other side, I have started to translate my game into english! I hope you really like the game, I´m too nervous haha. I revise all the concepts and I want to make a good game. Please, be patient!


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The game has just been sent to the testers, I´m going to take a rest, and then if everything is in o

The game has just been sent to the testers, I´m going to take a rest, and then if everything is in order i will translate the game into english. Just wait a bit more!!

The demo has been deleted.


Post link

Some progress with #gbstudio really digging this application. Saw #godzillakingofthemonsters today so I’m super inspired to work on this.
#kaiju #gameboy #pixelart #gamedesign #art #leveldesign
https://www.instagram.com/p/ByJZYNXHrmp/?igshid=qygkbq33oshy

Bizarre twist…

Today we successfully completed our first day at PAX! The halls were full of intimidating and amazing games, the accumulation of years of hard work and sleepless nights from our sibling developers!

The announcement was made, the gates unlocked and then the swarm of people flooded in keen to try out the next generation of games! At first we were shy but we began reaching out and talking to people which led to a great reception of the game.

The game was full of bugs and tiny things that we wanted to fix but overall people seemed to thoroughly enjoy it! We’ve learnt a bunch today and know what we can do to improve for the buils tomorrow!

Along the way we were approached by a veteran of the games industry who seemed interested in our product, asking if we’d be interested in collaborating!

That’s right! Unveiled VR will be playable at PAX Aus this weekend!

Come check it out in person or follow our twitter to keep up to date!

https://twitter.com/UnveiledVR

Unveiled VR

Follow UnveiledVR on Twitter.

Awesome news coming soon!

What will you latch onto?

Unveiled VR is well underway, with the majority of our core mechanics in and working we’re making some decent progress!

Our biggest target now is improving polish and feel, ensuring our bowplay hits gold.

Follow us on twitter to keep up to date with progress!

Take a look at Unveiled (@UnveiledVR): https://twitter.com/UnveiledVR?s=09

Testing a new puzzle mechanic out for our game UnveiledVR!

Hopefully, it works just as good in VR tomorrow!

More soon!

Block-outs for playable areas in our upcoming VR project!

More Soon!

We’re slowly plotting along with our VR Archery game, our industry-panel presentations are coming up soon, so we thought adding some placeholder Mixamo animations would be great.


The team has been working hard getting as much in as we can before the panel date next week! 

More Soon!

Slowly chipping away at this one, having most of the environment destructible by the boss and the player has its own challenges


I thought I’d start sharing progress of the end of year project. This is the final room for the playable prototype, where the player will face off against a towering enemy!


People have inboxed me asking about what thenext project will be, and as I’ve told many, I had news for June/July!

Mypartner in crime@danielstuddert and I have just finished throwing together a pre-production-pitch-trailer for the next big thing!

image

*full video further down (best with sound)

The trailers will be voted upon and if we get enough votes, we get tomake the game!

And now, I present our pitch trailer!

The trailer shows some base features of the action VR archery game!

More Soon

Quick update

So our VR Archery game is going along. I threw together a quick modular kit and am pretty happy with the first pass.


More soon!

Our next unit covers simulating a client brief, where us Designers need to make a game according to a brief in about 4 weeks. 

So! I’m partnering up with

@danielstuddert

for a VR Archery focused game! After Beat Ninja, I’m definitely up for some more VR, this time hoping to focus on more of an experience rather than an arcade game.

  • The Prototype is being made for PC, this is so we can get lot’s of the mistakes out early before the project starts.
  • VR is cool, but it’s hard to look at a game with a clear lens whilst inside VR, because most things are “cooler” in VR, so testing loops on PC will ensure we have an enjoyable experience before going in.

Our 3-week first-experience in VR is almost coming to a close, so what better time to polish the game up and make sure it isn’t just grey-boxes!

@nicholasbarnett  and I still have time to (slightly) modify the visuals, so if anything looks out of place, or you think it could use more, don’t hesitate to share ideas!

More soon, 

MarBarDev

So our first unit this year is focused mainly on in-game economies and “return” loops, keeping players in the game, and making them want to come back!

We were tasked with pitching an idea, throwing together a quick GDD, and then if we felt up to- making a basic prototype. I had an idea, and started on a prototype for something that I thought would have been very achievable. I was wrong.

I spent way longer than I thought I would writing, testing, raging, and re-writing code. I took a break, and came back to it, and from scratch I tried putting together the lowest forms of what I’d need in my prototype; this is where it is now.


I’ve learnt so much about script communication, OOP, Unity, and even Visual Studio! It’s been a blast so far, and I’m really proud of the functionality that’s working (smoothly!) and will be using this as a basis for my intended Economy prototype.

More soon!

My prototype’s main intention is to practise and study the balance in a game’s economy. I’m going to add options to be able to modify some specific stats that will affect the difficulty curve, in hopes that other users will be able to test balancing the prototype also!

More soon;

I’ve taken a few days off away from gamedev, but have gotten the prototype to a point where gameplay can be seen.

SO visually it’s still super dodgy, but the overall idea was a space traversal platformer with the main learning experience being:

  • 2D Sprite animations (modular/dynamic)
  • AI State Machines
  • Hookshot behaviour

I’d love to flesh out a level more with both visuals matching a cyberpunk/dystopian/junker world kind of theme and then improve functionality and tighten controls!

More soon

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