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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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Behind the scenes- terrain!

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dtg108

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Hey guys, I want to start a new kind of "series", where we tell you how we do things technically so you won't feel that we're lying about what we can do. So this is kind of like a 'How will you pull that off' answering series.
So, today I want to go over how we're planning on doing the terrain. If you have been following our game updates, you would know that it's an open world zombie survival game. At that would be one of the big challenges- the world! Our game will be a huge world; with places ranging from big cities to farmland to small towns, it will be massive! So a question may be- how in the world will you pull this off?
There are a couple problems with how the terrain will work. First off is the Unity game engine. It's a great engine, no doubt, but it definitely isn't a god, so we don't know exactly what it is capable of (which is why I eventually want to write my own engine). The second thing is that with a world this big, it would lag on even the best computer. Yea, it's that big! Anyway, we have a simple solution to this problem.
The solution is this- we break the terrain into bits. Yes, there will be some loading screens, but it will definitely help in the long run. This way, you don't have to render everything in one scene- it will be in several different ones! This is a very simple solution to a problem.
We wanted to make it where you weren't just walking into a forest when you randomly hit a loading screen, so we've decided to do something. The map will have the boundaries of each zone- so whenever you go the boundary line, you'll know that it is about to have a loading screen. Even then, we will still have a message pop up, saying 'Are you sure you want to travel to _____?" This will solve that problem!
Alright guys, that's mostly it! Hopefully we will finish the terrain soon and then we can have a trailer for you! We will also soon have a confirmed announcement of something great for people with no internet. Thanks for reading, blog to you later!

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