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Member Since 03 Jun 2005
Offline Last Active Mar 06 2016 05:22 AM

#4763606 Paradox Interactive is publishing my game!

Posted by on 23 January 2011 - 03:43 PM

I just got back from the Paradox Convention 2011 ( in NYC ), and I'm really happy that the Swedish publisher Paradox Interactive is publishing/funding my latest project, previously called 'Armored Warfare'. I've been posting all my work in progress stuff on gamedev.net since 2005....I think I have the 2nd most viewed journal with like 900,000 views, so I really appreciate all the support from you guys over the years! As some of you know I write my games and technology from scratch myself ( outsoucing the major artwork to artists/studios all over the world ), so I really value the feedback I get here. I've posted a detailed entry with pictures, etc of the event in my gamedev.net DEVELOPERS JOURNAL . There were 30+ press from all over the world there, and I got to show them my game, also people from Valve/Steam were there checking out all the projects :-)

Besides the announcement of the publishing deal, we also announced the new angle of the game...it's now being called 'Gettysburg: Armored Warfare'. The game is a RTS/FPS hybrid supporting 64 players per server. The Gettysburg twist is one that I think people will either love, or hate. Essentially, in the year 2060 this evil Tony Stark esq guy goes back in time to change the outcome of the U.S. Civil War so that the South wins...the government finds out and sends back their own technology creating an arms-race in time. So we have this fusion of 2060s and 1860s technology, with a steampunk twist ;-)

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Here is a quick preview screenshot of a procedural farmland rendering system I wrote a few days ago...it sort of shows an early version of what I'm going for with the game/engine.

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Here is an example of what we had in NYC, the sales presentation room with my game logo on it :-)
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We've created a little facebook page for the game if any of you like how it looks feel free to "like" the game, post about it, etc.

There are already a few stories from the press up, including this one from bit-tech: http://www.bit-tech....rmoured-warfa/1

And there are more from google http://www.google.co...i=p-p1&aql=&oq=

Overall it was a very fun experience in NYC the last week, and I'm really looking foward to working with Paradox...I'd like to hear any questions or comments any of you might have? :-]

- Dan

#4543075 SSGI round 2

Posted by on 16 October 2009 - 03:19 PM

Original post by toasterthegamer
When I do that I get the same output as you pretty much:



Alright then try that in your ReadDepth() function, return Depth/Max_Z instead of depth and see if that fixes it.

- Dan

#3888254 Compiling NVIDIA SDK 9.5 w/Express 2005...

Posted by on 30 January 2007 - 12:18 PM

Alright...I got the samples compiling using the June 2005 SDK. I must have missed that notice when d/ling the SDK. Or figured their website was a little out of date [grin].

It turned out that just including the June 2005 libs + headers didn't fix the problem though. I was looking around the NVidia SDK because I couldn't believe that they wouldn't include their version of the framework files...and sure enough they are in the SDK9.5\Libs\Inc\DXUT\ and SDK 9.5\Libs\Src\DXUT\ directories.

I moved all the files from those two directories over to the Demos\Direct3D9\inc\shared\ folder and added the 7 .cpp files [ dxstdafx.cpp, DXUT.cpp, DXUTenum.cpp, DXUTgui.cpp, DXUTMesh.cpp, DXUTmisc.cpp, DXUTSettingsDlg.cpp ] to whatever project's workspace I want to compile. That, along with the earlier edit to the dxstdafx.h file, allowed the samples to compile...I'm sure there's a better/easier way to do it, but now I can get on with what I actually had to do in the first place.

Thanks for the help Jack. I've already rate++ you ;-/

- Dan