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Member Since 16 Jun 2012
Offline Last Active Feb 25 2015 06:17 PM

Posts I've Made

In Topic: How to create a team around an existing project?

18 February 2015 - 06:12 PM

I agree with most of the points you are making. 

I think first thing I'll do is getting everything playable, with decent looking placeholders. Then set up a website with a short, illustrated and catching description of what makes the game unquie, fun and challenging, together with some short video displaying the gameplay.
When that is up and statisfying me, I'll start to approach artists. I'll look for people who are into competetive gaming and therefore can relate to the project. I'll make it clear that profit and ownership will be shared across the team, and that they can have a huge impact on the final product.


Thank you for sharing your oppinion on the matter!

In Topic: How to create a team around an existing project?

18 February 2015 - 06:20 AM

Thank you for your answers!


The intent of the project is indeed to go commercial when released. Not selling copies, but a free2play model with a fair and by the industry established system for monetarisation.

The more people keep playing the game, the more money it will make. So it actually needs to be a good game.


I understand that money is the biggest factor here, but that is sort of a problem. Since I have skipped grades in school, I am currently in my 6th semester in university at the age of 19. My parents don't have any money to support me, so I have to work while going to college. Money is always short, and I am still far away from finishing my degree.

That said, my goal was to be able to push the project to release (or atleast open beta) at the same time I finish my degree - turns out I am better at getting stuff working than at learning stuff I only need to remember for an exam.


In case your advice is to first finish my studies, save some money, and then resume the project: I figured that the time I spend as a student is the only time where I have sufficient amounts of free time to be able to get stuff done. I have worked both in office and as a freelancer from home over the last 2 years, and I think that my guess was right.



So what this comes down to is if I am able to convince people to work for free.


I can offer a wide variety of stuff to choose from, since nothing is done yet. Characters, envoirement, VFX, interface - you name it.

With some basic stuff in mind, like the general layout for a level, its theme and colorscheme, people can go and create whatever they feel like.

I also created a level-editor for every artist to use, to design the world but also to just to load his models into the game to check how they look.

Loading in characters, letting them fight, cast spells and stuff is also possible.

I set up a scripting engine, so even a very inexperienced programmer can make their own spells and heros. This has been tested with some inexperienced programmers :)


Also note that the visual style of the game does not require "high-quality" assets like a first-person game. Everything is supposed to be low-poly and texture-driven. The camera is fairly far away from the game at any time, and the visuals aren't what the game is about anyway.

The only requirement I have when judging someones work is that it looks slightly better than stuff I create. And I am really bad at modeling/animating/textureing.


Have a look at this old screenshot from League of Legends, the current #1 game in the gerne. They had a big graphical update some weeks ago, but for the longest time this is how their game looked, and it rose to be the biggest game in the world. Therefore "what I need" is, I think, not unrealistic to get.


I can do modeling, rigging, animations etc. myself, but when I start to also create all the assets myself I am not going to get anywhere. They also look shitty.

I don't need professionals and I am more than okey with people learning and improving while working on my project.


I think I can make up a nice presentation. But where do I post it? Who should I show it to?

Should I create a website with all the details regarding gameplay, some screenshots? How important are videos?

Do I have to be afraid of people stealing my gameplay ideas and releasing before I do? Because I kind of am.



Anyway, thanks for your support!

In Topic: Setting texture (sample?) quality

28 January 2015 - 10:59 AM

Thanks, that is exactly what I needed!

In Topic: GPU skinned object picking

16 December 2014 - 02:18 PM

Quick post to finish the whole thing: 


It works fairly fine as follows:

float BoneAnimatedObject::tryPick(D3DXVECTOR3 pickOrigin, D3DXVECTOR3 pickRay){
  D3DXMATRIX inverseWorldMatrix;
  D3DXMatrixInverse(&inverseWorldMatrix, NULL, &worldM);
  D3DXVec3TransformCoord(&pickOrigin, &pickOrigin, &inverseWorldMatrix);
  D3DXVec3TransformNormal(&pickRay, &pickRay, &inverseWorldMatrix);
  D3DXVec3Normalize(&pickRay, &pickRay);
  for(int i = 0; i < currentFrameSkeleton.numJoints; i++){
    if(currentFrameSkeleton.joints[i].parentID > -1){
      float dist = lineSphereIntersect3D(posFromWorldMatrix(currentFrameSkeleton.joints[i].combinedMatrix), currentFrameSkeleton.joints[i].length, pickOrigin, pickRay);
      if(dist > 0.0f){
        return dist;
  return -1.0f;

To make it better:

- move spheres to the half-way-point between bone and parent

- include leaf nodes



Hope this helps someone out one day!

In Topic: GPU skinned object picking

15 December 2014 - 05:13 PM

Thank you! That's gonna be what I will go for!


In quick pseudo-code, does this look right?

(This leaves out the leaf-nodes)

bool pickTest(list<bone> skeleton, float3 pickRay, float3 pickOrigin){
  foreach(bone b in skeleton){
    Matrix m = inverse(b.fullTransformMatrix); // fullTransformMatrix beeing b.localTransform * b.parent.localTransform * b.parent.parent ....
    float3 transformedPickray = ray * m;
    if( sphereRayIntersec(transformedRay, pickOrigin, Sphere(b.pos-b.parent.pos, b.length)){ // place sphere half way between bone and parent
      return true;
  return false;