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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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Blood Tactics - Multiplayer FPS - playable prototype available.

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EternityZA

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The artist that I was working with on Desent is taking a break from the project because of end of year exams. In the meantime I decided to start yet another game. I'm now really at the point where I have 2 much playable but half baked games on my site, I need to buckle up and finish of all of them.

I decided to make a multiplayer fps mostly because it would allow me to go very far with development without actually needing to recruit artists and modellers. There are ample amounts of free textures to use and you don't really need any models apart from your opponent's avatar. So far I have the basics set up and I have a incomplete map that my girlfriend hand typed for me using a simple interface I created (Its allot of number crunching!). I will be creating a map editor for it soon though.

If you want to check it out you can play it here. www.distantmelody.net/blood-tactics. The server is online. Note that currently there is only one "game" and everyone will join it. To chat with other players press enter. WSAD for movement, space for jump, and left mouse for shoot. Also note that you can double jump and wall jump.

During the next couple of weeks I will be focusing on this. So it should take form pretty quickly.

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Cool! What are you using on the server side? How do you handle NAT? It seemed to connect almost immediately and worked pretty reliably. Needs some client-side interpolation, but overall a great start.
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I couldn't get it t;o load. It asked me my username but then it opened in a flash and closed. Only had a black window for a sec. I unblocked any security.
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Thnx! Ive written the server in java (currently using UDP and TCP) and its hosted on a dedicated server. Good to know its responsive and reliable!

I havent realy added much error reporting. If its not running then my shaders (wich is still terribly rough) most likely failed to compile on youre card. I will be implementing proper error reporting.

I have in the mean time added frustum culling and i fixed the the rendering order for transparent objects. Aslo F5 will now invert the mouse. I was just playing with 3 other people at the same time making the maximum amount of people to play at the same time 4.

Tomorow i plan on adding kill display, and scores. And probely get rid of all the z-fighting.
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yes. I never got that far. I have now added 2 screenshots to the webpage wich il also link in here.<BR><BR>EDIT: i took the images out of this post since i cant get them to show up ;/.
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Just finished adding kill display and simple name conflict resolution and some other small things :D. Im going to keep the game open on the pc next to me for the rest of the evening! fight me!
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