• Announcements

    • khawk

      Download the Game Design and Indie Game Marketing Freebook   07/19/17

      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.
Sign in to follow this  
Followers 0
  • entries
    2
  • comment
    1
  • views
    2644

Entries in this blog

necro1895
[color=#000000][font=arial, sans-serif]

The last days i worked on the terrain generator. I was not satisfied with the result of my unparameterized height-generator. Because there were no significant continents or mountains. So i decided to implement a node-based height-generator, which will gives me overall control of the generation process.

[/font][/color]

[color=#000000][font=arial, sans-serif]

Node based systems are easy to explain. You have a source (or n sources) and a destination. Between these two points, there can exist 0..n modifier nodes which are modifying the incoming value. So i am abled to mix two noise-functions for getting a combined height value. Actually there are no restrictions in the number of sources, but of course you just have one output node.

[/font][/color]

[color=#000000][font=arial, sans-serif]

In the screenshot below i used ridged-multifractal and perlin noise. They are scaled, got an negative offset and are added together in proportion 1 to 3.

[/font][/color]

[color=#000000][font=arial, sans-serif]

I oriented myself on the blender node-system, which was a great inspiration. So i can also do easy mathematical operations like mix, add, sub, mul, div or trigonometric operations, ...

[/font][/color]

[color=#000000][font=arial, sans-serif]

The whole power of this system can just be used, if there is a GUI like in blender. Today i tried to combine windows forms with the xna-GraphicsDevice. But unfortunately i have a design-lack on my planet-class, so i cannot use them in this windows form (yet). I will try to find a solution for that. Actually I'll need an xna-internal GUI, but thats very cumbersome and eats a lot of time. Because of finalizing my vacation tomorrow, i cannot really spend much time on that now. But i have to, because i need it.

[/font][/color]

[color=#000000][font=arial, sans-serif]

The last point of interesting is the simple terrain-colorizer. Its just a simple pixelshader which colorizes the surface in depency of the height. If there is a GUI for the node-stuff, i will also parameterize the colors and tresholds. Planets with sand, grass, mountains are quite boring.

[/font][/color]

[color=#000000][font=arial, sans-serif]

ToDos:

[/font][/color]
[color=#000000][font=arial, sans-serif]

- Implementing atmospheric scattering

[/font][/color]
[color=#000000][font=arial, sans-serif]

- Implementing frustum-dependent LoD (my current algorithm is slow and doesnt work quite well)

[/font][/color]

[color=#000000][font=arial, sans-serif]

1aaa.png

[/font][/color]
necro1895
[color=#000000][font=arial, sans-serif]

I'm doing some researches about the creation of planets. One cannot doing something interesting, and i have some problems with creating fractalized terrain. But the first step is done. Credits goes also to Brano Kemen (Outerra), who helped me out a lot. Probably he's the most brilliant head for that topic on this earth.

[/font][/color]

[color=#000000][font=arial, sans-serif]

1a.png

[/font][/color]
Sign in to follow this  
Followers 0