Hunger Games meets Chivalry. Lighting is shit. Assets are shit, I know. I'm upgrading to Unity 5 and overhauling the assets to use PBR. Might use Source 2 when it comes out.
high concept is killing ISIS, has nothing to do with the screenshots I just posted, though. Just playing around with Unity 5 lighting. The free version finally has awesome visuals.
pretty much, lots of environments, different weapons, possibly tomahawks/bows no crafting bullshit either.
UNREALISTIC FPS with large variety (think timesplitters)
>downloaded Game Maker weeks ago
>haven't started with learning anything
>watch a programming tutorial and get bored halfway through
Indeed. Keep going, friend, and good luck.
chiptune for some guy's game:
It's just in the prototype stage and the character is just some shitty fan art I did once. I replace it mostly because people complained when I used the standard mesh that came with UE4.
Doesn't look like much yet.
No graphics, just boxes and spheres so far. Still working on mechanics and level design concepts.
It's a puzzle game about monsters of various sizes chasing and eating each other.
I don't know much about programming, but I understand the concepts and I've used the Unreal Events Graphs for map making and I've made some small demos in AGS.
I want to make a PS1 style adventure platformer with a high up camera, simple enemies and lots of stuff to collect. Would this be a one man job (I can make art assets and 3D models with textures) or would I be better off making some assets and doing some fake "proof of concept" images and videos to try and get a programmer/someone experienced wth UDK/Unity interested?
Game about ramming beavers with a thick log.
Lots of assets not implemented yet. Also still on the ugly side, which art assets to go through another pass.
Thank you. Yeah, irregularity can be quite important. It's way more intuitive with organic thing like human bodies. With a cabin like this it becomes tedious work distorting every log just a little bit.
It's probably going in my personal asset/resume archive. It's nice to look back a year and see what progress one has made.
>tfw when losing over 50 self made assets a few years ago
Started a new project with some friends an hour ago, so haven't really got anything to show yet.
standalone game me and a friend work on, on and off. he does coding, I do art. it's gonna be similar to hotline miami with more focus on gunplay and gunporn in general, set in eastern europe so plenty of slavshit guns.
Animating that guy now.
Quadriped rigs are the pain.
Its a rats map of a convenience store for unity.
you guys can play the game it's for.
sadly not a game yet. we've got basic mechanics like movement and shooting but there's no AI yet or anything to play at all. we're also not like dedicating ourselves to working on this on any frequent basis at all so it might not ever even lead to a finished game. it's just practice for us atm, sorry.
Not really making a game but here's my skybox for space station.
I want to create a game like Bug Bomber.
In fact, fuck that, I want to rip off bug Bomber.
It's Bomberman but you pick up energy items at the start of a round then drop down various robots/enemies to attack the other player.