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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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Back with a new focus

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mixmaster

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Well I was ment to take off 3 weeks, but things dont always work the way we want in life :-) Its been a Year and a bit since I last posted here. I'll try to explain why. I'll keep it short....

I was a 25% owner in a new online gaming company that was looking promising until the stockmarket went into freefall, oh well life's a bitch. Company folded, I moved somewhere quiet thinking I'll get stuck onto my engine and finish a game. This didn't happen, couldn't bring myself to code again, one year on and I'm back to my old self and now for the good stuff !!

vortxGE 3.0 is now under going a rewrite for Mac and ios (iPhone, iPad). It will get a slight flow redesign too , almost done. Here is a pic of the new composite Pipeline which is now just a generic Control object subclass, (Not to exciting yet) this will become clear as I update this blog more... Lets just say for now Controls are the building blocks of all subsystems in the engine. A control can be a Game Menu, a Game Level or even a AI process. So my composite Pipleline could just as well be a level really, but not needing all the features of a level of corse. This becomes a far more flexable method of constructing the engine.

more to come...

Screen Shot 2012-08-31 at 1.35.14 AM.png

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I should also add I have split the engine in 2 for easy future development of the Mac and iPhone/iPod/iPad versions, I was finding to many differences between the OpenGL (Mac) and OpenGL ES API (embeded devices). My code was already becoming a mess and would become even harder to work on later. Better to split the code now while I'm still sane :-P

Anyway its great to be back !
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