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Jon Alma

Member Since 24 Sep 2002
Offline Last Active Jul 20 2016 01:56 AM

Posts I've Made

In Topic: Where can I get this type of models?

02 June 2016 - 02:40 AM

I would recommend looking at gametextures.com - there are pricing models attached (clearly explained on the site) and the textures are material textures in general (metal textures, wood etc) that I then tend to extract sections for when skinning models - so not ready made isometric object textures, but something easily adapted.  From personal experience, where I am okay with the coding and modelling but rubbish with the texturing, the textures on offer has helped me turn programmer art into something will a professional feel - excellent texture and very good support (with even the option to request specific textures).

In Topic: Radio Chatter and Computer Voices

31 December 2014 - 02:10 PM

For each of the "styles" I used multiple, overlapping layers. The effect is based mostly on guitar amp simulators, namely Guitar Rig and Amplitube (both have "free" versions for you to use). The entire thing is squashed by using loads and loads of compression. Additionally, down-tuning a layer or two by 1-3 semitones seemed to enhance it dramatically. Cutting some low end and a bit of high end makes it more audible. Then it's just a matter of clearing it up with surgical EQ and sculpting it a little. Bit Crushers and additional tube saturation can also come in handy.

I can dig up the archives for the specific effect chains and processes I used if you are really interested.
For computer voice, aside from the mentioned vocoder, I would also advise using a heavy ring modulator and mix it with "raw" material. A very nice effect can be achieved by using pitch correction software like Melodyne with dramatic quantization and pitch change settings. I'm not sure if there are any free alternatives or built-in tools for Audacity to achieve this though.
A few useful free plug-ins:

Many thanks for all the detailed advice ... absolutely exactly what I was after so very much appreciated. I'll start experimenting based on your advice and see what comes out of the process!

In Topic: map borders in an open world game

08 August 2014 - 05:58 AM

It would also depend on the style of game you are aiming at.  I remember playing a text adventure game years ago that played to fantasy cliches and wasn't afraid to make fun of them.  The edge of the world in this game was a barrier of fog with signs saying "This part of the world has not been created yet" - it worked nicely here but clearly wouldn't work in a more serious game.  In these cases think what the player cannot do ... if it isn't possible to swim then islands work, if the player is flying a plane then what is the effective range before fuel runs out - these create logical barriers that don't break the player's immersion in the game.  


And whatever you do don't create something interesting the other side of the 'wall' as the player will probably want to pay it a visit.  Fallout 3 failed for me on this point as there simply was an invisible wall beyond which there was often something more to discover (if the radiation kept increasing until it was impossible to keep moving forwards then this would have worked and made sense to me), while I had a similar bad experience with one of the Fable games. The worst example I've seen is an impressive locked door impossible to open - I wasted hours trying to find the key, break down the door and so on before discovering (by surfing the net) that the door was just there to give the impression of a larger world.

In Topic: 3rd person camera versus Diablo III style camera

10 June 2014 - 09:30 AM


We are 6 people and 3 want 3rd person and 3 want diablo style. 


From my experience both playing games and developing my own, this is fairly typical response.  For example I always prefer first person perspective as it is both more immersive for me and easier to control.  However, some else playing the same game might (as indicated by DavitosanX above) find a third person or isometric view better.  Could be because of experience with cameras in other games, whatever.


As a result my advice is to be flexible and probably give the player the choice.  With the ability to switch from first to third person perspective this adds a bit of work, but with care usually not too much - the camera classes I've implemented in the past are pretty compact with the only difficulties coming when I wanted to implement six degree of freedom.


Looking at your specific case the difference between third person perspective and diablo style might be very small (as small as having a third person perspective camera fixed to a predefined angle and distance from the character or scene).  Even switching from full 3D to an isometric display can be pretty simple (switching from a dedicated isometric engine to 3D can be trickier!)


As suggested try all options and see what works for the team - it may be that the prototyping may highlight one option that really gives the game the right feel - it just feels right and everyone agrees on the approach going forwards.  And if not then you have several options up and running with no need to select one or the other - this becomes the player's choice.

In Topic: Coffee Table Game Design / Game Art Books?

02 May 2014 - 07:23 AM

Um, I'm fairly sure a "coffee table book" is one that's intended to look nice, generally having a fancy cover and lots of color pictures; that's rather different from your description of what you're looking for.


That said, most of the good written works about game design are only available in digital formats; few of them are available as paper books.  I have like 2 paper books on game design topics, and neither of them would I particularly recommend.  I've got lots of art books I'd recommend, but none of them are specifically about games.  "Game Art" as a topic is too broad to effectively write a book about; at the least you'd probably want to narrow down to 2D or 3D.


True ... lots of colour pictures would not be a problem smile.png , but in describing what I am looking for as a "coffee table book" I was trying to make a distinction from the normal programming / game design books that I have scattered around my PC and that I refer to when I am working out how to code a particular element in a game.  Coffee table as in I'm not developing anything, but something I can dip into when relaxing and wanting to have a stimulating read.  I find a lot of Dev blogs and Gamasutra features interesting and I'm looking for something similar ... but with real paper involved...


For the game art I did find a general 2D and 3D book in the past (in French but called "Game Art") that had a good mix.  However, if anything I am much more interested in the 3D side of things



I've found The Art of Game Design:  A Book of Lenses to be immensely helpful, and possibly within the scope of what you're looking for.  


Thanks for the suggestion.  Will have a look at that one on Amazon and see what I think