• Announcements

    • khawk

      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.
Sign in to follow this  
Followers 0
  • entries
    45
  • comments
    25
  • views
    47874

RPG Project - Post 4

Sign in to follow this  
Followers 0
kseh

1150 views

Winter and summer screenshots. Though apparently flowers still grow during winter.

2013-01-22 Screen A.PNG2013-01-22 Screen B.PNG

I have a whole lot of code that does in some way what I want it to but it's by no means organized to be able to intentionally create different levels yet. Layering still doesn't work quite right and I have no way to descend into the caves below. Even if I had some kind of stairway, I don't think my code could support moving around there at all since I added in the trees. Also, not really sure if the frame rate being displayed is at all accurate. But what bothers me the most right now is that I have what I think is a really bad flicker on the trees which is especially noticeable in the winter scenes.

I could use some advise on the flicker problem. Right now, everything is just blt to a back buffer every frame and then the final result is blt to the screen. I'm not expecting the trees to change much though there will be the ability to chop them down or perhaps for a quantity of them to become fallen due to an area of effect spell. If anyone can suggest some techniques to look into, it'd be appreciated.

4
Sign in to follow this  
Followers 0


2 Comments


But what bothers me the most right now is that I have what I think is a really bad flicker on the trees which is especially noticeable in the winter scenes.

I think that this happens because of the very high contrast between close pixels (almost white snow vs almost black tree).

 

I would try to use a limited color palette, maybe an analogic (3 base colors) color scheme for the winter scene around a bluish, desatured color, something like this, and then recolor your scene from this color scheme.

2

Share this comment


Link to comment

Thanks, I don't think I ever would've thought about the choice in colors.

 

I took a quick stab at playing with the color of the tree, making it more of a grey color, and it did have an effect. I also noticed that there's a bit of a difference depending on the scrolling speed. Between the two changes I think the effect has been reduced significantly on my development machine but I'll have to see what it looks like on one of the ones I use for testing.

 

I'm not sure what this is going to mean for the final look of the trees but I do think I'm going to hold off on tearing up the rendering code (at least for the time being).

0

Share this comment


Link to comment

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!


Register a new account

Sign in

Already have an account? Sign in here.


Sign In Now