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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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Tweaks

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JTippetts

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Spent a little time at work tweaking things and getting a better feel for it:

0WIYY86.jpg

A possible sticking point for me is trees. Well, vegetation in general. I've always had a hard-time with low-poly vegetation, which is why previously I would just use an L-system or other generator to generate high-poly vegetation, since I was just rendering it to sprites. Now, though, if I stick with this style I'll have to hone my barely-existent skills. I did a clump of practice trees, really quick ones, and they actually don't look horrible to me. A bit simplistic, perhaps, and I should probably have spent a bit more texture budget and added a lightmap with some ambient occlusion to help with the shading, but all in all it looks okay.

Most of what I did during my free time at work, though, was starting on some of the miscellaneous wiring required to hook this new setup to existing Goblinson Crusoe framework and systems. The swap should be fairly straightforward, but there is some work to be done.

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Very nice work!

 

I am sorry but haven't read all of you postings, but are these hex grids all polygons, or just a quad texture... If each grid is a mesh how many polygons per hex?

 

Thanks!

 

BTW where is Accidental Noise lib at!!!! angry.png

 

You promised me awhile ago an update damit!!! :)

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The hexes are somewhat heavy-weight, about 380 faces per tile, a bit more for the mountains to maintain the silhouette. In any final art pass, I would probably do a merge on some of the flatter tiles, but right now I'm not too concerned about it.

 

And yeah, I did promise you an update. I'm sorry. :/ But you know, I've quite forgotten what it was I'm supposed to fix. :P

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