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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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Every Semicolon: Parts 13 to 18

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Matt Carr

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[background=rgb(254, 254, 254)]It's been a while since I've done a post here in the journal. I didn't want to do a post per episode, but since there's been 6 episodes since my last post I thought I should do the update. I think that's all I'll write because well... there's 9 hours of video below. Yeah... Lots of good progress and cool stuff worked on so if you're one of the crazy (awesome) people that has time to sit through this stuff then this should keep you busy for a while smile.png.[/background]

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Part 13:

[media]
[/media]
(I recommend watching in fullscreen 1080P. Youtube).

Some of the events in this video:

  • I setup the ballista so that it will interpolate it's animation based on the adjustable power and tilt

    • I make the ballista play a shoot animation adjusted depending on the selected power and tilt


      Part 14:

      [media]
      [/media]
      (I recommend watching in fullscreen 1080P. Youtube).

      Some of the events in this video:

      • I setup more intuitive controls for the ballista (and other weapons) for adusting tilt and power


        Part 15:

        [media]
        [/media]
        (I recommend watching in fullscreen 1080P. Youtube).

        Some of the events in this video:

        • I identy the cause of editor freeze that occurred in the last couple of videos through a process of elimination and fix the issue

          • Some small tweaks and fixes


            Part 16:

            [media]
            [/media]
            (I recommend watching in fullscreen 1080P. Youtube).

            Some of the events in this video:

            • I introduce the Developer Console system

              • I create an exploding barrel block

                • I make the trajectory indicator remain full when changing size

                  • I ensure the ballista bolt ejects from the ballista at the correct angle


                    Part 17:

                    [media]
                    [/media]
                    (I recommend watching in fullscreen 1080P. Youtube).

                    Some of the events in this video:

                    • I discuss my scene view camera technique

                      • I add and setup the new clouds model and skybox

                        • I add the WIP cannon model and setup the cannon mechanics

                          • I update some of the textures to higher resolution versions

                            • I add a custom inspector for the standard Transfom component allowing copy and paste and world space changes


                              Part 18:

                              [media]
                              [/media]
                              (I recommend watching in fullscreen 1080P. Youtube).

                              Some of the events in this video:

                              • I create a Quick Selection tool to allow for fast selection of multiple nearby objects

2
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