Step one to being a successful indie developer: Don't buy Skyrim. Don't even LOOK at Skyrim. Therefore, I have failed. So I'm working on some custom armour. Plans also include a sword and sort-of shield. Armour and sword: And a heavily-armoured arm instead of a conventional shield: Here's what I've got thus far:
This is a misconception: that there are casual games, and hardcore games. In reality there is depth and there is ease of use and they are NOT mutually exclusive. The great money making game companies have bridged this gap. My question is, why can't your friend pick up your game? Is the camera hard to navigate because it's…
Hi! I think ziz makes a good point, the environment would benefit from some more geometric detail. I would look at the silhouette of things, that those don't read overly low res/ facetted. Situations that silhouette the most would be probably edges/ corners. I think generally having more geometric detail around camera/…
I don't understand how you can say that classes are a bad concept for a multiplayer game because people do as they please (whats that even supposed to mean ?) and break the game flow ? (By doing what the game intends them to ? huh ?) Forcing the more dedicated players to start working ? (??) and killing themselves ? You…
Hey everyone, I wanted to share with you some of the art and workflow that went into the creation of LOST ORBIT. If you have any requests or questions let us know and we'll try to include them. If you want to check out more about the game itself visit our site: www.LOSTORBITgame.com To start off I wanted to share our main…
I am a 2nd year MBA student planning on developing a career in game production. My current project is a sci-fi multiplayer mod for the Source engine called "Xenocide." Our concept art team is working dilligently to produce final model sheets for our designs so the time has come to add modelers, UV mappers, animators, and…
If it works for ya I don't see a problem with it. I think it can be a smart maneuver to error on the side of painting too big and down res than it is to paint too small and try to upres later. Going up in res never really works out well, going down can be made to work. That's why I kind of sit in the middle on the issue.…
Good afternoon fellow Polycounters, And thank you @Brian "Panda" Choi! Quick update to current development, we're happy to finally get the demo of BulletRage up on Steam! With he demo now done I can move on to working on to adding in the core assets to the game, which means getting the final player character models done.…
no story, no narrative, no anything like that. my perfect game is something that is as skill based as possible, and preferably player vs player. player vs computer or player vs themselves can be good, but player vs player has the most replayability. the game should be highly competitive and have a high skill ceiling so…