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      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.
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Stay on target... Stay on target!

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Aph3x

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Bit overdue for one of those log update thingies - my SVN changelog is getting crowded.

It's amazing how much work it takes at this stage to do stuff, and how little the game seems to progress after doing a big hack session. I have to tread the fine line between rapidly chucking in more features and keeping the build working on all fronts (especially save game functionality - that's paramount to testing stuff efficiently). ...which is the reason for seeking help recently, before this thing turns into Duke Nukem Forever type neverware.

Still hoping to get some form of release at the end of this year (to a smaller group first), though that is approaching rapidly!!


Anyway, main things of note:


  • Integrated the new (beta) version of Newton Physics SDK - still a few problems left, but it's much faster & nicer & smootherer all round :)

  • Lots more basic structures added - hopefully got a few modellers on the case now to improve and texture em. Islands looks a lot more busy and varied, even without detail & skins.

  • Rehashed the terrain shader, which also now takes params for visual 'look & feel' - e.g. rockiness, rock type, vegetation etc - see recent screenies. Lots of variations of terrain look now possible.

  • Worked on balancing collisions, damage & effects to go with them.

  • Refactored quite a few code parts - onwards & upwards :o

  • Had to rewrite my object construction code to handle child object physics bodies & joints correctly. That was fun :(

  • Moved loads more stuff out to Lua for flexibility.

  • The Walrus finally has proper wheels and looks rather nice now :)

  • More work on the new island cells - still more to go though.



[ed] hmm interesting formatting there. Ah well.

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Blimey! That is a lot of progress!

I was just having a look at some of the old screenshots on the old site... It's amazing how far this has come...

UTTERLY OUTSTANDING!
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Definately looking good. As someone that still plays the original both in MS-DOS format and on an ST emulator, I can't wait for this. Hopefully things wont be too far from the original... unlike this one's gonna be I think:

http://www.carriercommand.com/

Keep up the good work, I know which one I'll be playing.
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Cheers people. Yeah been very busy (and big fat deadlines at work too :-/) - lots of the work I've done is too small to mention on the list. That screenshot has become my new winders wallpaper :)

@ steve: yeah some of those old screenies are embarrassing to look at now :o

@ b6x: yeah, that 'official' version will be quite a different game indeed from what I know about it. The concept art I've seen is stunning though, hope it translates well into the game.

P.S. Can any old-timers here mail me their machine specs if they want to help me out with the uh... 'alpha' thingy please.
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hello... I'm what you would call a master 3D designer. I've been working in 3D animation since raytracing was first made available on the video toaster system. I don't have a huge amount of time to donate, however... I greatly enjoyed playing Carrier Command on my Amiga back in the good old days. I'm excited to hear about your project and would like to help. I'm sure you'd find my input and modeling useful. I only signed up to this site to post this comment and will not likely come back to check this thread. If you are interested please contact me by e-mail

metallic_medium (a) yahoo (.) com

Amiga_Nut
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What do you need to know?

AMD Phenom(tm) 9500 Quad-Core Processor
4GB RAM
NVIDIA GPU GeForce 8400 GS

While I normally run Linux, I can and do boot into Windows XP to play games.
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CPU Intel Pentium Dual 1600 MHz
Graphics NVIDIA GeForce 8400GS
Memory 1024 MB
Windows XP

Hope this helps.
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Well, that would require an e-mail address. Do we use the one from the old web page? I can't seem to find an e-mail address on this one.
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First alpha is just gonna be for the old-timers, for their patience & support - they'll have my mail addy.
[ed] Or PM me here for round 2 ;)
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heh, i thought pretty much everyone round here was an old timer ;)
Think i might still have your email addy kicking around somewhere...
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