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Hit me at @devilsgarage
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I do like this approach of sticking to a theme when creating 3D game assets. On the technical side, as long as the poly count is relatively low, the mesh is optimized, and it's textured well - I think you have a start to a good project
Ah cool! I finally go to try out those vehicles - good start
Im curious why the player has to switch the gear from neutral to drive? It's a two step process
I like the way the lights function and light up the little covered passage way
If you are looking at expanding this game, and polishing those game assets -- shoot me a message sometime @ devilsgarage
Got to bookmark that link for further reading - thanks for sharing
I remember coming across this Reddit gamedev user who is a video game attorney
This person has been a big source of help for law and related, to the community over there, and my best guess is messaging this person about your specific case
I have not done this before, but have worked at companies that have dealt with IP licenses.
Assuming you intend on making content that fall in the greyzone of IP copyright, then yes you will need to obtain a license. Try this site http://www.disneystudiolicensing.com/ - no harm in figuring out what it costs, and seeing if it's affordable.
Just my thoughts - If you are going to be investing x hours creating content that has commercial value, it would be better to err on the side of caution and make something that has not legal implications.
Hope this was helpful
Ok, here's a more thorough feedback - these are a bunch of suggestion, nothing to really action on.
The game can start off with a menu that floats over the game play area that just says - 'Play', may be a line for credits, etc.
Escape key - Escape key is more often used as a home key - so if user hit the escape key - surface a main menu giving players options like - restart game, save, sound, music - etc. This might solve that whole 'Escape' key being assigned as a restart button.
Alternatively - if you still feel that the escape key should be a restart option - when players hit the escape key - give them a yes/ no confirmation popup asking if they would like to restart the game.
The first time user experience exists, and is pretty decent, I'd only suggest making this a bit more on rails so as to improve on this. aw
- Player should start the game on a single tiled path - that way you can control the first time user experience, by getting the player to follow a path.
- Player can start the game with no inventory. pickaxe should spawn very close to player - probably have a jumping arrow pointing towards it. Square bracket now appears next to cursor.
- Popover / signboard / speech balloon- telling players that they can use WASD to move character
- Popover / signboard / speech balloon - instructing player to press right mouse button to perform action.-
- Green is universal for health bar. you can use green with white outline if you want it to stand apart from the background. Since heroes health is a green bar, use the same green color as the health bar for all the objects the hero interacts with. This is just to maintain consistency though the games' player experience
- When player collects the second item in the inventory, use - popover / speech balloon and instruct player to use scroll wheel to cycle though the various items.
- There was a short cut key to use / expel the selected item. I was not sure why my food kept disappearing. If there is a way to avoid that as it's a destructible action
- When player has the pickaxe selected - pressing and holding down the right mouse button should be a repeat action. It gets a bit tedious performing repetitive actions
- Not too sure if there is a way to drop an item from your inventory - It took quiet some time for me to empty my inventory
- Wish I had access to that storage cart a lot earlier. Or atleast the option to make a small one that can hold one type of item
Bunch of your commenters are talking about bugs - that should probably the first thing to address
- Sometimes on restarting the game, the square brackets and cursor would not originate to where the real mouse cursor is.
- -Sometimes the character get's stuck behind an object that occupies a single tile.
- -There is this residual lighting effect that appears at times - like it is originating from the player - can at those moments the game drops frame rates
- Avoid the subtle zoom in + zoom out when the player has to interact with objects. This get's a little uncomfortable to the eyes especially when the player has to chop a big tree.
- Playing the game in fully zoomed out view - as I was running though the game world - chunks of world object disappeared
- opening that first treasure was the best thing ever - It would have been a delight if there was some kinda aspirational music that played the moment you opened it
Hope you find these helpful
After playing years of minecraft, this game is just sight for sore eyes - thank you for this fun game! I love the art direction, the meta sound effects, and everything about the gameplay experience.
There are a few small bugs, like when hitting escape restarts the game ( hehe I know this is a feature and not a big) and when the game restarts at times, the cursor position and the cursor get misaligned - Im really looking forward to playing an updated build
The ZIP file contains the following
- Ball set 1 to 15 - Two levels of details (LOD0, LOD1) (.fbx, .obj, .dae, .PNG)
- Ball Emoji themed - Two levels of details (LOD0, LOD1) (.fbx, .obj, .dae, .PNG)
- Table (.fbx, .obj, .dae, .PNG)
- Chalk (.fbx, .obj, .dae, .PNG)
- Light (.fbx, .obj, .dae, .PNG)
- Poolstick (.fbx, .obj, .dae, .PNG)
- Rack (.fbx, .obj, .dae, .PNG)
- Preview images
A big thanks to EmojiOne for the opensource emoji art. Emoji Images are downloaded from : http://emojione.com/
.fbx, and .obj are 3D formats that can be opened by most 3D programs. The Collada format *.dae can be imported into Superpowers using the COLLADA2gIFT converter. This pack also contains C4D formats. All these formats can be opened in the following 3D programs: Unity (.fxb) UE4 (.fbx) Maya (.fbx, .obj) 3D Max (.fbx, .obj, .3DS) Cinema 4D (.fbx, .obj, .dae (Collada 1.4 and 1.5) Substance Painter (.fbx) 3D coat (.fbx) UV Headus Layout (.obj)
Not exactly reaching out to help - but I did create a free Hex tiles asset pack that you might find helpful for your game development
Interesting point. Here's a though - Newgrounds.com has a similar setup with a ton of submissions on a daily basis. Now, mind you - a good portion of them are not really the best. But either way the last 10 most recent submissions get listed on the home page.
The site takes in a lot of submissions, but it also empowers its users to vote on games. Games that get a very low rating get buried. Games that do substantially well get voted to the top of the list for the day. The next day, the top 10-20 games that have been voted get listed in a section of the site. Returning users know where to go to play the best games from the day before and the 'Latest' list gets filled with the current day's submission.
The top games for the weeks are reviewed by the staff and they pick the best games for the week to be featured on the home page. This way, the content is always fresh, and new noteworthy games get featured.
Just a thought.
As a creator,my list of project has grown a bit and I came across a pain point when I noticed that projects are sorted alphabetical only. I'd be super happy if there was an option to sort project by release dates too. This would help me me navigate though the list chronologically a lot quicker than by name.
Here's a quick demo of the user experience suggestion