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  • Next Level Tactics and Strategy Games

    Groovy Games SDK: Finite Systems isn’t a cookie cutter solution for tactics and strategy games. It goes above and beyond to do things that no other strategy game engine does.

    It Doesn’t Get in Your Way

    The entire SDK is engine-agnostic. We recognize that you may want to run your game online using a server. Our powerful SDK will let you write your game’s core simulation without tying it to an engine, making it trivial to deploy the same code to your server instances and your game client.

    True Voxel Pathfinding

    The pathfinding in every tactics games gets the job done, but Finite Systems lets you do much more. It has all of the standard mechanics including difficult terrain and height traversal, but it also lets you implement much more interesting motion mechanics. Tiles can be turned into teleporters, one way doors, can force your actors to move in a particular direction, and more. In addition, while other engines force your characters to stay on top of the tiles, our paths use all six sides of a cube voxel, letting your characters cling to walls, hang from the ceiling and even walk in interesting gravity.

    Line of Sight Built Different

    Line of sight comes into play for ranged fighters in tactics games, but most tactics games treat the battle arena the same: you can see where everyone is at all times. Our line of sight solution does things differently, turning your map’s terrain into gameplay opportunities. Trees and walls can actually block sight entirely, giving your players entirely new stealth mechanics that other tactics games don’t have. The line of sight is also built to be very dynamic. You can simulate things like fog effects that gradually cause vision to fade over distance, and each side of a voxel can affect sight differently, enabling effects like one-way glass. Imagine a new kind of mage who can create sandstorms not to deal damage, but to hide troop movement.

    Size Matters

    Tactics and strategy games are usually built the same at their core: humanoids, monsters and halflings may be given different models, but they still each occupy the 1×1 tile that they are standing on.  Our system is different and lets you give your actors different sizes measured in voxels. Your game can have a massive ogre that stands 2×2. It can have a spider creature whose 8 legs occupy different voxels. It can have halflings that are actually half the height as other humanoids. These arbitrary sizes and shapes work with the pathfinding and line of sight systems, and you can even let your actors change their shape mid-motion. Imagine a human going prone in the middle of walking to crawl through a narrow tunnel. Imagine a gigantic spider monster shifting its center of gravity by moving only two of its legs.  We are excited to see what kinds of things creative game teams can do with these systems.

    Saving Artists and Designers Time

    Lowering costs is at the heart of what Found Media Games aims to do. Using Unity’s editor you can create graybox versions of the maps you want to use in your tactics game. These grayboxes will let your artists render the final terrain models, your engineers build game systems and your designers play with gameplay mechanics without needing to wait on one another.

    Head to the Unity Asset Store to check out this powerful game kit. Join our Discord and follow our socials to learn more about our games and tools and connect with other talented developers.

  • Groovy Games SDK Release

    Announcing the release of the Groovy Games SDK. This powerful toolkit was built to save game teams valuable time. It is delivered as a set of engine-agnostic C# assemblies and engine-specific code to bind them to Unity. You can use the entire SDK or only select the modules that do what your team needs.

    The initial release of the SDK will include the SDK foundation: a powerful general-purpose toolkit, and the Finite Systems: a flexible set of utilities used specifically to make tactics and strategy games.

    The SDK is 30% off for the first two weeks. The main SDK package will allow you to receive new systems as they are released at no additional charge. Head over to the Unity Asset Store to take a look.

    https://assetstore.unity.com/packages/slug/329217

    Links to the individual components:

    Foundation: https://assetstore.unity.com/packages/slug/329045

    Finite Systems: https://assetstore.unity.com/packages/slug/329216

    Join our Discord and socials to learn more.

    https://discord.gg/2AapVZDB

  • The Price of Longevity

    Video games started out as a very niche hobby. The price to play and the technical know-how required for early gaming was too high for many of us to even consider. Nowadays, everyone with a smartphone can carry an entire library of titles in their pockets.

    This ease of access comes with a price, and to help give games more longevity we will actually need to make them less easy to play.

    This sounds like a distasteful proposition but we argue that gamers are already in this position. While a publisher is supporting a game it’s very easy to join a lobby, play a game and have your stats be automatically saved across multiple devices. When a publisher pulls support for a game this situation becomes reversed: very often the only way a community can continue to play is thanks to a couple of very tech savvy members who can deploy and maintain server instances. Much of the time the greater community stops playing altogether, creating a situation where the remaining players have virtually no one to play with.

    We plan to move this model back in time a little bit by creating a situation in which the each player needs to have a little bit of expertise to manage their own game instance. We expect that this will lead to player bases that are smaller than modern games, but we can eliminate the drop-off moment when that base drops to 0.

    Join us on our discord and socials to talk more about this proposal. We would love to hear what you think.

    https://discord.gg/2AapVZDB

  • Who we Are

    Found Media Games is a play on “lost media”: books, TV shows, movies and music that are no longer available. It’s a loss for everyone when pieces of art like movies or books become lost media, no matter how important or how obscure they are. The founders of Found Media Games feel that’s it’s equally tragic when the same thing happens to video games

    The choice to sunset a game title is a business decision, not a technical inevitability. We see an opportunity to create online games that are made from the ground up to be resistant to sunsetting. Our game technology can reduce the server costs for games to 0, letting the players decide when they are finished with a game, not publishers.

    We are excited to talk more with the gaming community about what might be possible and whether this is even the right time for this idea. Join our socials and discord to engage in discussions and learn more.

    https://discord.gg/2AapVZDB

    https://assetstore.unity.com/packages/slug/329217

  • Intro

    The Experiment

    Found Media Games is an experiment. Across the games industry we see one prevailing business model:

    1. Free to play
    2. Micro transactions
    3. Advertisements
    4. Games as a service
    5. A game’s lifetime is tied to its continued profitability
    6. Copycatting

    This model works for many games but it leaves the hardcore fans out in the cold when the rest of the players have moved on to the next greatest thing. Found Media Games aims to take a fundamentally different approach to the business of making and publishing games.

    How We Got Here

    By now gamers are used to seeing announcements of sunsetting titles nearly every month. Despite how unique and innovative these games often are, the publisher’s decision to sunset is solely based on whether they are profitable over a long term. No amount of effort from the developers and love from the community can sustain these titles if the mass of the player base has moved on due to better marketing for other games or the whimsy of influencers.

    Why the Experiment?

    This cycle has left many players feeling jaded. Why invest your time and effort into a game if you know the title could simply go away because of a publisher’s bottom line?

    Found Media Games will try to do something different. Our games are designed to last forever and will still be playable as long as there are players that want to play them. Our games will also be free of micro transactions and advertisements that interrupt the play experience.

    The Rules of the Game

    Found Media Games will operate with these principals:

    1. Serverless online experience: you can play your games online without a server. The servers can’t be turned off if they don’t exist.
    2. The community is responsible for the community: the community for a game will exist as long as there are players engaged with it.
    3. Pay once, own forever: You pay for the game to download it. After that you keep it forever. We won’t ask for extra money through micro transactions or force you to look at irritating ads.
    4. No AI: real art, real design, real audio.

    We hope you will join us as we embark on this experiment.