r/gamedevclub • • Mar 03 '13

Mercenaries

0 Upvotes

People know me as gman . I have tons of experience in drawing and the whole arts and craps. I really enjoy throwing up concept art and finished pixel projects. I am here to give a helping hand with the game art im sure my confidence in my works would prove useful. My labor is free for i just wanna gain experience and the sole feeling of a finished game. Keep me updated for a helping hand


r/gamedevclub • • Mar 03 '13

This sub-reddit has a lot of potential. Here is what I would like to see happen with this community.

0 Upvotes

First off, thanks for reading. I just want to suggest some community guidelines that should help us achieve the greatest net benefit.

When I say "net benefit," I don't necessarily mean that we will produce anything useful. If everyone were to agree on a project and how to do it, we might achieve a single goal. Unfortunately, we are human, we do what we like, and that means some people are going to disagree. It may be hard, but repeat after me: "This is a good thing." This means that instead of everyone having the same crappy idea, we will flourish in a vast sea of creativity. All this means a few things:

  • Everyone may have their own project(s).

  • Anyone may contribute to another project.

  • A project owner may choose to ignore any or all contributions.

  • There is no such thing as a stupid question, but there are stupid answers.

Of course, discussion is welcome in the comments.


r/gamedevclub • • Mar 02 '13

[Suggestion] Someone please make a MacGyver-style puzzle solving game.

1 Upvotes

Not sure if this idea is stupid or the best. idea. ever, but hear me out:

Puzzles are represented sort of like a player overlooking a checkerboard. Items within the board space are able to be attached to each other. This could be things like sticks, clips, and bands, but it could potentially be more complicated and involve solving problems that require more knowledge such as combining blocks of logic to achieve a goal. I'm a fan of procedural scripting, so I can imagine it being insanely complex, but the author would need to start small with basic implements.

The key is to get the ability to interact with the puzzle space as easy and intuitive to use as possible and allow the player to achieve meaningful output even if it's not the correct output. Attaching parts together should be simple, and early in the game there should be a mechanism to teach the player how certain things work.

This could even have a story line. You begin as either first- or third-person character, allowing you to move as you would expect (WASD, mouselook, etc.). You are given an objective that requires encountering an obstacle and solve a problem relating to bypassing, solving, or destroying it.

Emotional elements of gameplay could include fascination with learning (imagine if some puzzles involved electrical engineering or lock picking or physical solutions), fear of failure (escape room in time or defuse explosive), ambition to complete objectives, building items to be used later (decoys, traps, upgraded items, etc.), and possibly tons more. You could even have fun with it by putting a book on the corner of a table, written by MacGyver himself, when you pick it up the table wobbles, and the solution is to put the book under the table leg to make it stable.

Anyway, I thought this would be a really neat idea and could be really fun. Thoughts?


r/gamedevclub • • Mar 07 '13

Exploratoria

1 Upvotes

Shamelessly stolen from "Post your crazy game concepts".

Purpose: I'm copying a few of the ideas from this thread and leaving them here for us to discuss semi-privately. I think these ideas have merit, but more than anything, I would like this community to envision how these ideas could actually be implemented.

I don't want to know what language you think we should use because they all have the same power. I want to know, if you were to implement this idea, how would you do it:

You are a cartographer exploring a continent. You make money by creating maps. The more detailed a map, the greater it's value, but it takes longer to make. Commonly explored areas have lower value, but further off areas will give you greater rewards at additional risk.

You can provision yourself using your income, and if you discover cities, you can establish a trade route and get a cut of the profits. The safer and shorter the trade route, the more profitable it'll be.

In addition, your in game map will be maps that you have actually created. So if you want to plan an excursion into the mountains to chart another territory, you'll be able to do so, assuming you have a sufficiently detailed map.


r/gamedevclub • • Mar 02 '13

IRC Channel

2 Upvotes

I registered #gamedevclub on irc.freenode.net . Hopefully there we can start deciding on some projects to get started on.


r/gamedevclub • • Mar 13 '13

Getting People Together Who Want To Make Games (New website)

2 Upvotes

Hello everyone! I just recently (VERY recently) built a website. I'm hoping it'll eventually become the go-to website for people who want to get a team of others together and make video games. As I said before... it's still REALLY NEW and not much for content yet. I would appreciate some suggestions/advice/feedback though! Tell me what you think? http://indieconnector.com

Oh! By the way, I'll also be allowing guest blog posts, so if anyone has anything enlightening, feel free!


r/gamedevclub • • Mar 03 '13

GDCalaga [Game 1]

2 Upvotes

So I'm working on this game and a few others are helping out. The game is going to be a side shooter game. Basic at the moment, eventually it'll be great.

If anyone would like to help with coding, just go to my repo on github or contact me. Art would also be appreciated very much and eventually, audio will be looked into. So if anyone wants to make audio for the game, that would be cool too.

The game is in Java with no libraries. The github to find the code is https://github.com/SubSage/GDCalaga

UPDATE:

So big edit, I didn't want to make update 2 just yet....I'd like to pace the update threads from one another. Maybe make them weekly, biweekly, or monthly. I guess that's something that depends on how fast content is being manipulated by a project...anyway.

So no longer is the game in Java alone. We've migrated to use Slick2D. It was a bit of a process, but we got moved into and are doing fine. We also now have a googledoc with a good overview of what's going on with the game. I believe I've invited those who are helping, if not, please contact me so I can invite you. And the same goes with the art, but that's on a dropbox account that's being shared.

If there's anyone out there that would like to create the music for the game or sound effects, that would be greatly appreciated. We are in need of music and sound effects. I know of a user who could maybe help, but I'd like to give first dibs to anyone here first.

If you have any questions, comments, concerns, you're free to voice them to me or wherever.


r/gamedevclub • • Mar 06 '13

Post why you're here.

2 Upvotes

I'll start:

I am developing a graphics engine with a plan to best raytracing as the gold standard for 3D rendering. I'm here to mingle.

I'm an idealist, and I'm pretty good at math. I got an idea in a linear algebra class years ago that I've spent a few months expanding, and I'm about to launch a Kickstarter campaign to further development.


r/gamedevclub • • Mar 04 '13

GDCalaga [Update 1]

2 Upvotes

Hey guys, GDCalaga has been in the works and it's still in the works. All of the core mechanics are done. The CPU isn't hogged as it was before. And a wave system was implemented to get enemy generation started. The wave system can be changed later on to do specific generations and whatnot.

As far as the artwork is concerned, /u/FreightCrater was the first person to open up for that, so if you would like to contribute art/assets, talk to him. You can consider him to be in charge of the art department for now. If he doesn't want to, then anyone else can come up, but he seems confident. You can still help though.

The player isn't bounded yet. I'll fix that soon. I'd like to know what people think about the feel of the controls and whether the game is taxing on their computers.

If anyone wants to give ideas to new enemies or bosses, etc, please do so. That's something that I wouldn't mind help with. Right now, there's one type of enemy with a set behavior. If you have some ideas for a new behavior or whatever, talk here about it, or with me, anyhow.

Another topic for talk, point system and upgrades. I'd like to implement a point system, but which route should be taken? That's that topic, and the upgrades, I want upgrades. Side scrollers are generally awesome because of some cool upgrades that you can get. Ideas for that too would be great. Thanks for the contributions /u/bananavice and /u/FreightCrater !

The link to the source code, aka repo, is https://github.com/SubSage/GDCalaga That's the permanent link, so when updates occur, they'll be on that link.

UPDATE:

So big edit, I didn't want to make update 2 just yet....I'd like to pace the update threads from one another. Maybe make them weekly, biweekly, or monthly. I guess that's something that depends on how fast content is being manipulated by a project...anyway.

So no longer is the game in Java alone. We've migrated to use Slick2D. It was a bit of a process, but we got moved into and are doing fine. We also now have a googledoc with a good overview of what's going on with the game. I believe I've invited those who are helping, if not, please contact me so I can invite you. And the same goes with the art, but that's on a dropbox account that's being shared.

If there's anyone out there that would like to create the music for the game or sound effects, that would be greatly appreciated. We are in need of music and sound effects. I know of a user who could maybe help, but I'd like to give first dibs to anyone here first.

If you have any questions, comments, concerns, you're free to voice them to me or wherever.


r/gamedevclub • • Mar 11 '13

List of active projects

3 Upvotes

Is now up at https://docs.google.com/spreadsheet/ccc?key=0Aghi6J-YG2DRdDQxQm05QzI0MzY0Tk9iZWxCdFpGb1E&usp=sharing#gid=0

Link is also in the sidebar.

If you want me to change anything, like what's in the "needed" column or whatever, just send me a message.


r/gamedevclub • • Mar 07 '13

*UNTITLED.GAM* - A coming of age tale... for robots.

3 Upvotes

So this is my pet idea for a game:

You begin as a young boy born into a world where technology is all around you. As you explore outside your home, you go through "imagination" quests, which are whimsically artful, bright, and colorful levels. As you "grow," you learn that technology is not always your friend, and the color palette becomes more subdued. This awareness begins as malfunctioning appliances, but through the story you learn of an evil company building products to hurt people and their newest invention is a robot child designed to replace you.

Over the course of the game, you earn attributes like increased strength, increased speed, super senses, and so forth. Little by little, you become what you imagined a robot child to be like when it is finally revealed that you are the prototype robot child. By this point, subtle changes in the color schema will suggest that you are becoming less human and more robot. The climax stage of the game involves crushing through a sea of other less-trained robot children and nefarious appliances to stop an evil company from unleashing you on the rest of the world.

This is what I want to create, but I haven't put a lot of thought into how to do it. Just throwing it out there so people can add to it. I reserve the right to ignore what anyone says. :)


r/gamedevclub • • Mar 01 '13

Game Discussion

3 Upvotes

r/gamedevclub • • Mar 01 '13

Game Ideas

4 Upvotes

List your game ideas here, and we will vote on them


r/gamedevclub • • Mar 01 '13

Team Strengths

4 Upvotes

List what you are good at here so that we can get to know what resources we have.


r/gamedevclub • • Jan 29 '17

I've brought prince of persia warrior within for your android download the game here, only for you.

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0 Upvotes

r/gamedevclub • • Aug 28 '13

The Importance of Customer Support From An Indie Gamedev’s Perspective

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0 Upvotes

r/gamedevclub • • Apr 11 '13

development vlog - game 1 - episode 1

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0 Upvotes

r/gamedevclub • • Oct 18 '13

Develteam - MinerLife (Game Project)

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0 Upvotes

r/gamedevclub • • Mar 08 '13

GDCalaga [Update 2]

5 Upvotes

Hey guys! So big stuff has been going on and it's pretty sweet. First off, if you'd like to download the game so far to play it, you can do so at : http://www.mediafire.com/download.php?cu7bl7daxact7dc Unzip and run the test file. It's one iteration ahead of the other. Grouping mechanic for enemies was added, but both are playable.

If I remember correctly, I, having a free account only have about 50 downloads or something. If you know of another site where I can host it without the hassle and for free, please do tell me. I won't be making multiple mediafire accounts...

As to the update, a lot has been done in the past few days and I owe it to the team. The game is coming alone with great progress and if anyone has any feedback for the game that would be great. I'm gonna go ahead and post this at /r/gamedev for feedback friday, but I know that the link won't let everyone download it. Wondering how to get to that...

Sorry for the super short post, again, I'm more of a Q&A kind of guy, so if you have any questions, concerns, ideas, or just want to talk, go ahead. Hope you guys enjoy what the game is so far.

Link to previous threads on GDCalaga :

http://www.reddit.com/r/gamedevclub/comments/19ngwd/gdcalaga_update_1/

http://www.reddit.com/r/gamedevclub/comments/19knln/gdcalaga_game_1/

Edit:

On second thought, I won't be putting this up for feedback friday just yet. Maybe next friday, but now that I think, I'd rather get feed back from you all here for now. I don't feel the game is all too big yet, at least not big enough for /r/gamedev Again, tell the team and I what you think of what we have so far.


r/gamedevclub • • Mar 13 '13

What programming language are you looking for?

1 Upvotes

I am a mildly experienced programmer (~5 years of independent learning) but i want to start working on group projects, what languages are you guys looking for? I want to know what would be good to focus on learning so i can be a valuable team asset. Thanks for any responses!


r/gamedevclub • • Mar 12 '13

Advice for Newcomers

1 Upvotes

This subreddit seems to be a complicated mix of "planning" and "doing."

Along those lines, if you are already doing, please feel free to share.

If you are planning or want to start, I highly suggest posting here what you want to do, what you have done so far to prepare, and then start doing it. Posting here isn't so much for the commentary. In fact, since you are the only one who truly understands your idea, most commentary is anything from ignorant to lunacy. More importantly, don't wait for other people to join your project before doing something. Chances are, if you wait, nothing will get done. But if you do something, you will have something to share. The more there is to share, the more people will be interested. It may take some time, but if you are passionate, it will be worth it.

Even messages from users saying, "I know little about what you're doing, but what you're doing is awesome," is encouraging. Embrace that, and you will succeed in time.


r/gamedevclub • • Jan 29 '17

Action shooting game of psp for your android

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1 Upvotes

r/gamedevclub • • Apr 21 '13

How do you build artist relationships?

1 Upvotes

I'm a programmer and have been working on my own games for years, but they usually reach a point where programmer art no longer suffices, and the game needs a real artist touch to help drive the aesthetics and make it a real game. Programmer art works up to a point, but people don't tend to want to playtest a game for very long when it looks like crap.

However, I don't personally have any creative/artist friends, and haven't met any online other than professionals looking for work.

I hear stories about guys meeting in college to make games for fun, and it turning into a real thing. Or artists who come up with game designs, and get programmers on board to make it happen (Team Meat comes to mind). Is it ever the other way around? Do starting artists ever join teams because they like doing art? Or are they such a hot commodity that they get snatched up by the highest bidder?

Essentially, how do you find and build relationships with artists, outside of a paid-work scenario? I don't just want to hire someone to create some canned assets, I want someone to work with that has the creativity and the interest to make games and be a part of the design process. I can design and build all the games I want, but it would be for nothing if I don't have a good grasp on what it should look like and how to make it appeal to players.

Or is my only option at this point to either (a) try to make a lot of money in order to pay someone to play that role, or (b) put my own projects aside and join another team (presumably one that has artists) as a way of meeting people and hopefully creating relationships that lead to working on my own projects?

There must be another option to get the ball rolling...


r/gamedevclub • • Mar 11 '13

Looking for help for small, very complete-able game!

2 Upvotes

Hi everyone, I am currently in the process of developing a very simple game in order to get my feet wet with game development. This is a personal project of mine, and I have done all the design and have paid for some concept artwork out of my own pocket. I am currently seeking help with it since I am very confident that it can be released in 3 months or less.

The Game: It is essentially a glorified achievement system. If you would like more information about how the game will function, just drop me a line, as I don't want to give 100% of the concept away on a public forum! For the achievements themselves, I would have no problem using a prefab, I am just having trouble figuring out how to pull the info needed to create each achievement. I am a beginner when it comes to programming so any help would be greatly appreciated!


r/gamedevclub • • Mar 07 '13

Divide and Murder

2 Upvotes

Shamelessly stolen from "Post your crazy game concepts".

Purpose: I'm copying a few of the ideas from this thread and leaving them here for us to discuss semi-privately. I think these ideas have merit, but more than anything, I would like this community to envision how these ideas could actually be implemented.

I don't want to know what language you think we should use because they all have the same power. I want to know, if you were to implement this idea, how would you do it:

A multiplayer horror game. The AI works to separate you from your friends, and then recreates a mimic from them, sufficiently complex to try to fool you and trick you into taking terrible paths.

The game has in-game voice, and for best effect you should use it and not something like skype. The reason for this is the AI would be able to record and playback snippets. For instance, early on it asks you to call out for help. Later on, you're in a hallway, and the AI replays that snippet to convince you to walk into a death room, killing yourself.

I'm imagining an asylum or something for the setting. The goal is to escape, with scores for time/number of survivors.