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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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Hello Universe

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NickUdell

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I figured Hello World was a bit of a cliche these days, and since I'm working on a procedural space game, I figured Hello Universe would work better.

So I'll start by introducing you to my game. I call it Pigment.

Pigment is a game in which you fly among the stars, mining asteroids, trading, building factories, upgrading your ships and meeting interesting AI. I haven't gotten anywhere near AI yet (it's still a scary blob in the future), but I hope to make characters that you'll actually want to play with and keep alive. And I'm going to try to make those procedural. We'll see what happens along the way.

I'm also very new to games programming in general. I did a course on Graphics Programming two years ago as part of my BSc in Computer Science, but it was at an unfortunate time when everybody seemed to be translating from fixed-function to shaders, and we got taught the dying art. I have a long history of loving games, I used to make amateur levels for Unreal Tournament and UT 2003, and 2004 and did a bit of level design for the mod UnWheel (if there are any really ugly levels in there - you can bet I made them). Since then I've come to realize that design just isn't my thing, and so I've set out to create a graphically simplistic universe although it will be filled to the brim with pretty shaders because I love shiny things.

So, what's the story so far? I have a system which creates approximately 10,000 stars in random positions. I'm organizing them with an octree and I calculate gravity for each of them and move them all about in relation to each other using newtonian physics. In this game, there are no static objects.

I have just finished my post processing framework so I can add and remove shaders on the fly. It's based off of this, but a little more simplistic and specialized for my engine (although so far it works incredibly well, and is fantastically flexible).

And now that the framework is finished and working, I've begun writing some nice post-process effects. Currently I have bloom and depth of field blurring in there (although I want to modify the latter to use bokeh) and I have the following on my to do list:

Motion blur
Lens flare
Color aberration

Then after that I hope to put in fog volumes to simulate atmosphere and work out a better distribution algorithm for stars. Currently my stars are just placed randomly, I need them organised into galaxies.

So, what are my influences? Dwarf Fortress, Infinity: The Quest For Earth, the X series, Minecraft, Lego, Tribes: Ascend, Freelancer and, naturally, Elite.

So I present the culmination of approximately 1 year's worth of on-off work:

Pigment.

pigment.png
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As eveything is animated maybe a video could be nice ?
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Good idea, I'm new to this screen recording stuff, got any suggestions for a good recorder? Or should I just nab fraps for a quick one-off?
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