So, I finally found a moment to write a bit about how we created the water for TReload. Our basic goal was to flood all of the levels with acid - a lot of acid, as the flooded area is massive :) Here’s one of the results which we got out of this process:
Game design *
Visual game construction
The previous year has been very distressing for businesses and employees. Though, software development didn’t get so much affected and is still thriving. While tech expansion is continuing, Java development is also going under significant transformation.
The arrival of new concepts and technologies has imposed a question mark on the potential of Java developers. From wearable applications to AI solutions, Java usage is a matter of concern for peers.
Moreover, it is high time that developers enhance their skills as to the changing demands of the industry. If you are a Java developer, surely you too would be wondering what I am talking about what things you should learn.
Link to Part 1.
A SimpleGAS is a set of tutorials for entry-level Unreal Engine enthusiasts who wants to leverage the power of the Gameplay Ability System in their prototypes. While there are great tutorials and GitHub repositories which cover the topic of GAS in more depth, this tutorial is requiring a minimum C++ setup and showcases working examples built entirely using Blueprints. This tutorial is for those who are new to Unreal Engine gameplay/multiplayer development or simply need an easy headstart before diving into more sophisticated GAS-related content.
Today we finish what we started in Part 1 and make replicated grenade projectiles using Gameplay Ability System...
Hey everyone! I represent a game studio without a name, and the project we’re working on goes by the technical name of "CGDrone". I started writing this article earlier today, having tortured myself for ages with sketches, colours, algorithms and correcting bugs in rotations based on quaternions (the last one just about finished me off). You can probably understand I needed a break.
I’ve often come across stories people have posted online about how they made their game, the difficulties they faced, and the result they achieved at the end. Likewise, our team has its own story, and I’d like to share a bit about it.
The story of Fatal Fight started in 2015. The time when going global and having 5 million downloads on Google Play Store seemed to be a dream of every game developer.
In this article, I will talk about the way we converted the dream into our actual reality. To make it super understandable, find a guide below where I will cover all the stages of development of Fatal Fight and even more.
The idea of Fatal Fight hasn't just come from nowhere. Before understanding what game to develop, we needed to research what are the current gaps in the mobile games market. And, to come to this point, we took several steps.
First, we analyzed what are the most searchable mobile games in the Google Play Store. It turned out, the top 3 mobile games that users were looking for were the following:
- Puzzle Games
- Car Games
- Fighting Games
Here we narrowed down our research. We were playing most downloaded games from each category to figure out if those games meet users’ needs while trying to answer what kind of challenges they have with those games.
As a result, Puzzle and Car Games had a wide range of mobile games with pretty nice UI/UX design and other characteristics. However, during the testing of the fighting games, the picture was quite different.
We were surprised by the fact that we could not find any proper games with satisfactory features. And I believe, not only we but also the dozens of users who were craving for favorable experience while playing a fighting game.
While asking ourselves the question “Why?” we found out that the main reason was the gameplay. The interaction between users and the games was complex. It was not comfortable to manage punching, kicking, jumping and other possible moves separately or even all at once on a smartphone.
This year this event starts at 5 p.m. on Friday, January 31, and ends at 5 p.m. on Sunday, February 2. This weekend will be the hottest weekend of the month!
Global Game Jam is an event dedicated to creating games (for those who still doesn't know what Game Jam is). This event is an offline event so only people participating at Jam Sites are allowed to upload their works.
→ Text and video in Russian
The game industry is growing, especially among small, independent development companies. If you're looking for a game development company, let's take a glimpse at some top game development companies ranked, basing the list on games, as well as the number of existing players and uniqueness.
Today we bring you an interview with Richard (Levelord) Gray — level designer of such legendary games as Duke Nukem, American McGee Alice, Heavy Metal F.A.K.K.2, SiN, and Serious Sam. And he is the one who coined the famous phrase «You are not supposed to be here». Richard was born and spent most of his life in USA, but several years ago he moved to Moscow to his russian wife and daughter.
These who speak to Richard are Nick Zemlyanskiy, editor of Habr.com, and Nikita Tsaplin, co-founder and managing partner of RUVDS company.
→ Text and video in Russian
Creator of while True: learn() on programming in game development, VR issues and machine learning simulation
A few years ago I had a feeling that Oleg Chumakov (then working at the game studio Nival) was the most famous programmer in the game development industry. He was giving speeches, hosted Gamesjams and frequently showed up on the podcast How games are made.
When VR hit the market, Oleg was chosen to lead the company’s new department — NivalVR. But, as you probably know, VR didn’t quite take off as much as people expected.
I kind of moved to other to other things in life and stopped keeping up with game development for a while, but after getting into it again I noticed that things were looking up for Oleg’s team. Now it’s called Luden.io, and their machine learning expert simulator, while True: learn() became a huge hit in its admittedly small niche. Lots of cool stories are happening around the game and the team.
We decided to do an interview with Oleg, but I couldn’t stick to one topic — his life up to this moment has been, for the lack of a better word, “interesting”. He’s seen it all. And, to ensure that a programmer could talk about programming without fear of looking too “nerdy”, the interview was conducted by my friend, colleague and an experienced developer of its own fillpackart.