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Data and Insights in the VR Market. Data and Insights in the VR Market. Dragon by Stanislav Potlov. Downwell's Dual Purpose Design. [SHMUPtheory]: The Anatomy of a Shmup. If I haven't made it clear yet, I'm working on another shmup.

[SHMUPtheory]: The Anatomy of a Shmup

This time, since I'm not restricted by a competition deadline, I've been paying close attention to the art behind creating shmups, both commercially and online. The big boys appear to be doing everything right. I only ever have a few nitpicks about them. If I ever feel like I don't like one, it's because of personal preference, not something that I can point out as being done poorly. As for the indie shmups available for free or for a few bucks, they are hit or miss.

Below I've gathered together a list of what I've observed over the months and years of playing. Keep in mind that not everything I say is required for every shmup. Enemy bullets should always be visible. To kind of drive these points home, I'd like to use the same identifying features from the screenshot of Ikaruga above and apply them to Space Invaders. . - Death vs. Loading Screens - How to Make the Most of Them.

Indie Game Basics - Vlambeer. Designing a shoot em' up - tips n' tricks 101. This is a post aimed at those of you who is interested at starting developing games (primarily shoot em' ups).

Designing a shoot em' up - tips n' tricks 101

If there is a more suitable forum for this topic, I kindly ask a moderator to move it there.Wall of text inbound, possibly with grammatical and spelling errors. You have been warned.This is supposed to be a "short" guide on important points regarding the balance and design of shoot em' ups, something that might be of interest to starting developers aiming at that particular genre. I will update this guide with new points if I deem so neccessary.

Also note that this information is to a large degree subjective to what I feel is vital regarding the design decisions, and my perspective as a GML programmer. However, you are free to discuss in the posts below. {cdd83abb 43f4 410e 9cae 6a50ac362250} 4783 WP1 Updated. Tutorial: MatCaps in Unreal Engine 4. LitSphere Material Example. Lighting Techniques and Guides. Multi Lock-on System by NekoNekoFrenzy in Blueprints - UE4 Marketplace. Preview: youtu.be/9IiSeDFEUdM You can quickly lock on to multiple targets that are displayed on the screen.

Multi Lock-on System by NekoNekoFrenzy in Blueprints - UE4 Marketplace

And aiming at target After lock-on is complete you can launch the missile. You can use the 2D mode to display the marker at UMG. You can also use 3D mode to display a marker on the 3D space for virtual reality. In order to use the lock-on system uses a dedicated game mode, you only need to attach a dedicated component to the actor to lock-on target.

Number of Blueprints: 17 in total, 8 Actor Classes, 6 Components, 3 Interfaces List of Features: • BP_LockOnController: Base class of lock-on marker control Intended Platform: Windows support email: nekoneko.frenzy@gmail.com support forum thread: forums.unrealengine.com/showthread.php? Making Your First Game: Basics - How To Start Your Game Development - Extra Credits. Intro to UX Design - User Experience and You - Extra Credits. Doom Tech Analysis: The Best-Looking 60fps Console Shooter? Puppygames news, diary, ramblings and rants. It’s been a little while since I ventured a post onto the blog, as I’ve been extra busy doing contract work.

Puppygames news, diary, ramblings and rants

One of these days we’re going to have a game that sells enough that I don’t have to do contract work, but that day hasn’t happened yet. We have high hopes for Revenge of the Titans, though! Who knows, maybe we’ll even manage a retail deal, or Steam? So, here’s what we’ve been up to since the last blog post… Game progress We’ve been hard at work putting in lots of little touches into the game that polish it up in many tiny little ways. We’ve got a “BASE UNDER ATTACK!” Similarly we’ve got a “RELOAD TURRET!” And lastly we’ve got a “FACTORY FULL!” There’s now a bit more of a delay at the start of a level (which gets longer the bigger the level is), which gives you a few more seconds to survey the terrain and where the gidrahs are coming from, before you start constructing your base.

Factories now shut down a short while after the gidrahs stop coming. Performance Tuning. Puppygames news, diary, ramblings and rants. Lessons Learned from VR Prototyping. A Course About Game Balance.