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      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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Vegetative vagiaries

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Aph3x

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Argh - I is demoted! Lost my GDNet+ status due to my paypal details becoming obsolete. Was a shock to see a blue avatar icon next to my name and be unable to post here! Fixed now :)

Had a bit of a bad time with my chosen Lua binding lib LuaPlus recently - it seems I can't trap any meaningful error output when calling Lua functions from C++. This makes development a nightmare, and almost impossible for 3rd parties to write mods. Plus it looks like no-one uses LuaPlus any more as it's too old/unsupported, so I may have to migrate to a different solution there :(

Added level-of-detail facilities to the model & rendering system. Not essential at the moment, but will be once the world/model detail ramps up, and I want to increase the island mesh resolution and size too at some point (bigger, more detailed islands :)).
Model meshes tagged in Blender as a LOD level are auto-extracted and used when rendering at a distance.
Also added support for specifying mesh 'render flags' in the modeller: i.e. setting polygons to be two-sided, alpha-tested and unlit.
To test both of these new additions I added the first vegetation to the world - a nice fir tree in keeping with the original's unusual planting scheme.

Ah refactorisation. The structure hierarchy has had yet another revamp, and this time I'm happy with it at last! I'd strayed from the path a bit regarding the cells as a different class, so now it's back in the heirarchy deriving from a Structure and all is well. Now the basic objects/structures in the world are fully recursive, so I could build a cell base, build a structure on it, and build a defense turret on that, etc. The individual cells are like mini ACCB's and build their own supporting structures at the site. All these spawn/build instructions and the ACCB deployment have been moved over to lua so are fully customisable.
Work has been done on the structure placement process too, as it was simply some basic suitability checks on land height/slope. Now I need to evaluate a 'placement score' for a given position, maybe relaxing the score requirements after some searching so we can guarantee that essential structures always get placed somewhere. Might have to alter the island geometry in real-time to ensure gameplay requirements are met though - will have to see how it goes.

So yes, gameplay progression has been somewhat stalled, but hope to get back on track...

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Hi,

I liked all the things you've done so far...
In the end, most likely is that fans really would like to play your version of such a good old game, but where would you put the game? in case i miss the pre-release or Beta or Alfa???
Anyway, the work you've done so far is hard but greatly appreciated....I sure am going to spend hours playing it, killing time with this kinda strategic game is my kinda game..

Good luck on developping, sorry that i cannot provide any graphical or programming help, only translational stuff to Dutch, and if you need someone to test it, my quadcore Intel and 4GB memory on my HD4870X2 will be at your service....

Mail to ilike2playgames at gmail dot com if you like to test it on the worlds fastest videocard ((-:

Kind regards,
Anne
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I've noticed you are looking for help with modellers. I'm not going to be able to help with that but I'm an experienced C++ developer, STL, boost, SQL from within C++ and windows system/gui. I work looking after a network, switches/routers. Wondering whether you considered a networked multiplayer angle for CC??
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Yep - still here and busy, including suffering from the plague that's hitting the UK at the moment :(

Welcome Anne, and thanks for the support... nice setup you got there :)

janstetka - (sure I recognise that name from somewhere...) where can I contact you?
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Hi !
I've been following your progress all over the past two years.
I'm really dying of testing any alpha or beta release !

I'm glad you don't give up the project, go on, go on.
A French fan !
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Yeah, I'm also following this, Carrier Command was a marvellous game for its time. At that time, I even made a drawing of all the isles on the manual, so I could quickly find out where the enemy carrier was when I got an attack warning.
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Aph3x,

Have been checking your Carrier 2 site for some years now and just wanted to say that good things come to those who wait. I've seen the improvements you've made and think you've come on in leaps and bounds.

I'm not a programmer, I'm a Network Engineer (saw someone else form that background on here as well - knew there was more than one bofh ;-)) so can't offer any more than my paltry computer for testing on - hey there's got to be a minimum spec right??

Anyway I'll stop rambling and just wish you luck in your endeavour...

Regards

Yozzer
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Aph3x,

Have been checking your Carrier 2 site for some years now and just wanted to say that good things come to those who wait. I've seen the improvements you've made and think you've come on in leaps and bounds.

I'm not a programmer, I'm a Network Engineer (saw someone else form that background on here as well - knew there was more than one bofh ;-)) so can't offer any more than my paltry computer for testing on - hey there's got to be a minimum spec right??

Anyway I'll stop rambling and just wish you luck in your endeavour...

Regards

Yozzer
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Aph3x,

Have been checking your Carrier 2 site for some years now and just wanted to say that good things come to those who wait. I've seen the improvements you've made and think you've come on in leaps and bounds.

I'm not a programmer, I'm a Network Engineer (saw someone else form that background on here as well - knew there was more than one bofh ;-)) so can't offer any more than my paltry computer for testing on - hey there's got to be a minimum spec right??

Anyway I'll stop rambling and just wish you luck in your endeavour...

Regards

Yozzer
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Cheers for the well-wishes all! Life & work getting on top of me at the moment unfortunately :(

As well as trying to sort out some nasty problems with the latest physics sdk I've been working on vehicle obstacle avoidance at the mo, although I seem to have unwittingly developed a system that reliably finds the most awkward and concave part of an object and then gets stuck in it... :rolleyes:
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Any updates Martin?

I have to confess, I haven't checked in for a while myself - just life and Christmas and everything gets on top of you, etc.
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Supposed to be getting a new build of the physics sdk this weekend. Um but no show so far...
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Sheesh man, it's been a while, eh? I think when I first started following your progress I only had 3 kids. I'm up to 6 and a 7th on the way. If this keeps up I'm going to be a grandfather before your first alpha! :)

Still patiently waiting.

WaverLH
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lol Waver, you'll know how hard it is to find spare time with that many offspring :)
But yes it's been far too long - should have kept it to myself until recently really...
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