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And now, with the scripting tool ready to be tested, and the beautiful placeholder as the main protagonist, it's time for some cinematic action. Remember: our goal was to make an rpg with a deep combat system and an entertaining story to follow (what else?!). The first thing you need to tell a…
For a game that tells a story... What do we need? Let's see... We need a way to tell the characters and events in the world what to do and when should they do it. And that's it for the most part. Sounds easy, right?
The easiest approach, for me at least, was making a set of commands to be tr…
Meet the almighty PLACEHOLDER!
Isn't he cute? His round face, his little nose... I think he is the all time most used protagonist for games. He does all the hard work, and later another fancy model gets all the credit. So unfair. Let's give him proper animations for such a hero.
I us…
Where to start? Of course, we need an idea:
I've always been a huge fan of World of Warcraft, and always thought it could make a great top down RPG. So the basic idea is to transmute WoW combat into a Divinity: Original Sin clone. Fair enough.
Now let's imagine how a game in our combat s…
First of all, an introduction:
I'm a software developer who enjoys playing games. All kind of games. I always admired the game design process, and puzzled myself about every aspect of creating a game. In recent years, I've spent a lot of time experimenting with Unity, and after a couple of m…