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Learn about game development technology

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Very Low-Level Advancements

There are three low-level advancements I would like to make to Leadwerks Game Engine in the future: Move Leadwerks over to the new Vulkan graphics API. Replace Windows API and GTK with our own custom UI. This will closely resemble the Windows GUI but allow new UI features that are presently impossible, and give us more independence from each operating system. Compile the editor with BlitzMaxNG. This is a BMX-to-C++ translator that allows compilation with GCC (or VS, I suppose). This w

Josh

Josh

The Financials of Custom Content

The Leadwerks Merc character, who I think will go down in history over the next few years second only to the infamous "Crawler", is an experiment. First of all, I wanted a completely custom-made character to developer AI with. This ensured that I was able to get the model made exactly to my specs so that we would have a template for other characters to follow. Fortunately, the script I wrote can easily be used with other models like Arteria's Strike Troop.   The quality of this model is rea

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Josh

Games, games, games

Looking back at a recent blog, I talked briefly about my plans for 2016: My goals were the following: Paid Workshop items Release Game Launcher on Steam proper. More features.   These goals are actually linked together. Let's focus on the amount and quality of games being released for the game launcher. Right now, we have a lot of variety of simple games, and some that are very fun, but we don't have any must-play hits yet. As long as the reviews look like this, the game launc

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Building the Soldier AI

I recently added a new "SoldierAI" script to handle enemies that can shoot back and coordinate with one another. This was developed for the new Mercenary Action Figure. In this blog I will explain how I designed the behaviors to work.   Just like the MonsterAI script, the soldier AI script includes a "teamid" value. This has three possible values, "good", "bad", and "neutral". Good guys and bad guys will attack each other, but not their own team or neutral characters.     At its simpl

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Josh

Sell your 3D content in the Workshop Store

I am now accepting additional paid content from select authors to publish their Workshop content. Valve will take their standard 30% cut, you will receive 50% of each sale, and Leadwerks will take just 20%. If you are interested in reaching a new audience with the Workshop store, please contact me. You must be a seller with 3D models or textures in an existing marketplace for 3D content, or have a website showing your work.     More information on publishing here: http://www.leadwerks.c

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Workshop Spam

It appears that items that were released within a certain time period, right when the Workshop was made public, received a lot of "spam" comments like below, from people who don't even own Leadwerks:     I have nothing against TJHeldna's cola can, but I don't believe it is the top-rated item in the Workshop through genuine votes: http://steamcommunity.com/workshop/browse/?appid=251810&browsesort=toprated&section=readytouseitems&actualsort=toprated&p=1   It's very obvious

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Workshop update

The Workshop interface is updated with new options to let you quickly find items to use in your games.     When you buy an item, you will now be directed to the Steam purchase page in the editor interface itself, without having to sign into an external web browser.  

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Beta branch update

The Workshop interface will now more closely match our website. Item pages will now display videos, multiple images, and other information about the items.  

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Finished character model

I've received our finished "Merc" character, made exclusively for Leadwerks! Say hello:     He still needs a simple rifle weapon and some scripting to make him actually shoot and not just punch people with the butt of his gun. When that happens, watch out, he is going to be one mean enemy (or perhaps a valuable ally against the mutant hordes?)

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Josh

Beta update available

An update is available on the beta branch. This adds an optional recursive parameter to the Entity::SetCollisionType command and updates the MonsterAI script so that not so many special settings need to be adjusted to make enemies work.

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Josh

Slight Rebrand

Leadwerks Game Engine: Indie Edition on Steam is now just "Leadwerks Game Engine".   Leadwerks Game Engine: Standard Edition on Steam is now "Leadwerks Game Engine: Professional Edition".   When I first put Leadwerks on Steam, it was just an experiment. Separating out the Lua version was something I had not done before. In fact originally, Leadwerks was a C++ library only, and Lua support was added later. After the last two years on Steam, it makes sense to consider the Lua version our ma

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Josh

Beta Update Available

A new update is available on the beta branch. This is a full build that fixes numerous small bugs and prepares for paid Workshop items.

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Josh

Workshop Expansion

You've probably noticed a lot of new content and changes in the Workshop this week. Monday I plan to launch "paid items" in the Workshop. This is something I've wanted to do for several years, and it benefits everyone: More content will be available for you, ready to use with Leadwerks. I think content authors will make a lot more sales through Steam than they would through their own websites and even other stores. The top items will even get prime real estate and be shown right on the L

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Josh

Winter Sale recap and biz plans

With the Winter Sale wrapping up, I now have enough information to decide how to go forward with the business of Leadwerks.   Sales on a day-to-day basis were remarkably consistent, and comparable to last year's data, within 5-10% either way. This is good because it indicates that Leadwerks will continue to sell well at a predictable level, which makes planning a lot easier.   We did not get featured this year on the front page of Steam. Very few products did. The whole sale basically jus

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Josh

Default branch updated

An update is now available on the default (and beta) branch that will fix the crash when publishing a game, on Windows and Linux.

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Josh

Building a Steam Purchase Server

One of my main goals in 2016 is to build a built-in store for Leadwerks users to buy and sell 3D models and other items through Steam. It took me a while to understand how this works: The client (Leadwerks Editor) sends a message to the Leadwerks.com server requesting that a purchase be made. The Leadwerks.com server sends a message to the Steam server requesting that a purchase be initialized. Steam displays a dialog to confirm the transaction in Leadwerks Editor. The Steam server r

Josh

Josh

2016 Plans

Leadwerks is about making games, first and foremost. Therefore, you can expect me to focus on the following in the next year: More and better AAA first-party content. We're working out the process right now. It's a lot harder to produce top-quality content, but the results are worth it. I figure once we get the process down it will be easier to go back and produce more. Easy to use networking will open up a lot more gameplay possibilities and give us some fun games we can jump in and o

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Josh

Calling on the Leadwerks Community

Christmas is the season for giving, and it also happens to be my biggest sales time of the year. The Steam Winter Sale just kicked off and I need help getting us up on the first page of top sellers: http://store.steampowered.com/tag/en/Game%20Development/#p=0&tab=TopSellers   How do we do that? We drive web traffic to the Leadwerks Steam Store page. Here's a simple way to do it. If you could "Share" this Facebook post with your Facebook account, I would appreciate it: https://www.fac

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Josh

Vegetation Update

An update is available on the beta branch which adds the new vegetation system. You can open the attached map in the editor to see the system in action. Be sure to create a new project, or update your existing one, in order to get the new shaders and models. vegetationsample.zip   To get this update early you must opt in to the beta branch on Steam.   The new vegetation system is special because it does not use persistent objects stored in memory. Rendering and physics are executed accor

Josh

Josh

Game Launcher beta support for SteamOS

Leadwerks Game Launcher now works with SteamOS, with some caveats.   First, you must set the application to use the "Official Bindings" controller configuration by Leadwerks Software.   When you start Leadwerks Game Launcher on SteamOS, a page of available games will be shown. Click on the game you want to play. The game will be shown on a new page, and a blue button will appear on the bottom left of the screen. You can press the B button on your controller to go back to the main page, or

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Steam Machines are Here

I went into GameStop and purchased a new Alienware Steam Machine for testing. They had a nice display showing all the new Steam stuff you can buy in stores.  

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Vegetation Interaction

This video shows the player interacting with vegetation objects. Vegetation objects are special because they aren't stored in memory at all, but instead are dynamically generated in real-time according to a special algorithm! You can have infinitely dense forests without using any memory.  

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Building the game launcher user base

We've now got 40 games in Leadwerks Game Launcher and I am giving serious thought to the final launch. The application is presently in early release mode with about 2500 users. We want that number to be 100,000 users. Leadwerks Game Launcher is a really unique application; it's distributed exclusively through Steam, it's a standalone app, and it's free. This is not really like anything else out there, so how do you most effectively promote it?   I am running an experiment with Facebook ads

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Josh

Vegetation Demo

I'm really happy to see all the great and scary games coming out for the Halloween Game Tournament. I have something of my own to share with you.   The Leadwerks 3 vegetation system is a groundbreaking new technology. All vegetation instances are procedural and dynamically placed, so that physics and rendering of any amount of instances can occur with zero memory usage. This demo proves that the idea actually works!   This demo shows the new Leadwerks Game Engine 3 vegetation system in ac

Josh

Josh

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