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1411128 Posts in 69302 Topics- by 58376 Members - Latest Member: TitanicEnterprises

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701  Developer / Technical / AAA Pipeline for Indies (1 Draw Call @60FPS) on: May 09, 2017, 08:17:23 AM
Hey guys!

My team and I have been developing some pretty cool tech with our current project I thought you might find interesting. It's an asset production pipeline aimed at giving small, low budget teams the capability to produce high volumes of quality assets so that they can compete with the production capability of large, high budget teams.

To give some context, we are developing a 2D collectible card strategy game that will have over 400 playable cards and 250 animated characters. The art budget for our game might run $3 million or more to develop, but we need to do it on a budget under $50K.

To accomplish this, we're leveraging a combination of free open source technology and visual templates to create art that is both low budget to produce and has a visual style that can compete with the budget of large teams.

In addition, our pipeline has several key technical benefits:
  • Because we use vector graphics, the game can scale to any display size, so it will look razor sharp whether you play on a 4" phone or a 70" TV.
  • Our texture atlas is created  dynamically, so there is virtually no filesize footprint (our unpackaked install size is under 47MB
  • Assets can be scaled to ensure they fit on a single atlas. This means we can render at 60FPS on a single draw call and support mobile devices as old as 5 years back.
  • All of our assets and game logic can be delivered OTA within the provisions of iOS in DLC packages < 2MB without the need for client updates.

Here's a video that explains our pipeline in more detail and includes a walk through of how we are using it to develop assets:





Please let us know if you find this information useful. We'd love to further develop this once the game is finished and provide it as an open source resource for other developers to use.
702  Community / Tutorials / Asynchronous Multiplayer Tutorial on: May 08, 2017, 09:37:50 AM
Hey all!

I've been thinking about how I can help support folks on this forum and then I found this tutorial thread. If you're interested in programming an asynchronous multiplayer game, I wrote a fairly extensive tutorial on this subject that I will share here. While the articles were originally written back in 2012 and geared at programming with AS3/Smart Fox Server, all of the programming principles are still relevant and language agnostic. In addition to discussing how to save/load games from the server and setup matchmaking, the articles also talk about how to create a bridge between real-time multiplayer and asynchronous multiplayer gameplay.

Let me know if you find these articles useful and please ping me with questions you may have on this thread as I don't check the comments on the articles themselves these days.


How to Create an Asynchronous Multiplayer Game

Part 1: Overview
http://www.indieflashblog.com/how-to-create-an-asynchronous-multiplayer-game.html
Part 2: Saving the Game State to Online Database
http://www.indieflashblog.com/how-to-create-async-part2.html
Part 3: Loading Games from the Database
http://www.indieflashblog.com/how-to-create-async-part3.html
Part 4: Matchmaking
http://www.indieflashblog.com/how-to-create-async-part4-html.html

703  Community / Townhall / Re: All of the latest Game AI news! on: May 04, 2017, 08:22:49 AM
@brainybeard Pleasure to meet a fellow AI enthusiast! Thank you for sharing your weekly AI round-ups. It's fascinating to me to see how other developers are leveraging AI in innovative ways within their games. AI is something near and dear to my heart - in school I majored in philosophy and computer science and did a lot of writing about machine consciousness and the ethical considerations of robots having a spiritual awakening.

I'm working on project you might find interesting from an AI perspective. Imagine if you wanted to create a Magic the Gathering or Hearthstone like collectible card game and be able to play anytime you wanted to with computer opponents. Now imagine you wanted to create new cards with new mechanics that change the game play and introduce them into the system without having to reprogram your AI. This is the kind of thinking that inspired me down the path of creating a unique type of AI that uses a combination of simulation testing and sampling that would allow the computer to effectively play the strategy of any "deck" I give it.

I did a talk about it for a local university that you can check out on my Youtube channel, Game Dev Chats, called "How to Create AI for Strategy Games". I apologize in advance for the visual quality on the slides. If you're interested, I can send the slide deck.

Keep these post coming  Grin
704  Community / Townhall / Re: The Obligatory Introduce Yourself Thread on: May 03, 2017, 08:39:52 AM
Hi everyone!

I’m Ross Przybylski, the founder of D20Studios and the creator of the YouTube channel “Game Dev Chats”. I discovered TIGSource through a colleague of mine, Nicholas Lives, who recently launched “We Need to Go Deeper” and highly recommended this community as a place to connect with other developers.

My journey into indie development began in 2006 designing a tabletop board game called “Hero Mages”. A friend of mine challenged me to program it into a digital game, and in 2009 I launched it as a browser based strategy game, and again in 2011 as a cross-platform mobile game on Android and iOS. From there, my travels took me to Salt Lake City, where I worked at Electronic Arts for almost four years as an engineer manager and producer.

I’m proud to say I’m back as full-time indie developer and have built a small team that’s helping me create an exciting top-down RPG/strategy adventure called Summoners Fate. What I enjoy most about being an indie is the community. In the AAA industry, competition can be ruthless, but in the indie world, folks have a genuine desire to see one another succeed. In my own experience, I’ve found that my greatest success is the impact I’ve had supporting others with their projects. On my YouTube channel, Game Dev Chats, I share industry insights like how to start a game company, how to build production pipelines, and how to program artificial intelligence for games.

I look forward to being a part of your community. Hit me up if there’s something I can help you with!

Game Dev Chats https://gamedevchats.com
Summoners Fate https://summonersfate.com

~Ross
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