• 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.
  • entries
    432
  • comments
    1166
  • views
    759371

Hooking Up Goblinson Crusoe

Sign in to follow this  
Followers 0
JTippetts

1586 views

Spent a little while today learning the ins and outs of Urho3D's animation system, and worked more on the wiring to hook it all up. Here is GC out tooling around the wilderness:

r6I5Q0b.jpg

The island generator was a simple drop-in with a bit of rewiring to instantiate the new hex tiles, but otherwise it went smoothly. GC looks pretty green, and I think he fits the overall look of the new system quite nicely.

I'm a lazy re-topologizer, so the low-poly mesh of GC is a tad sloppy, but since this view is actually a lot closer than what I suspect the game view will end up in the end, I don't think it really matters. I can either spend a lot of time getting the retopo perfect, or I can spend significantly less time getting the retopo acceptable.

The animation system in Urho3D is very easy to work with. Very nice. And unlike other engine's I've tried, it is simple to implement the paper-dolling that I (eventually) would like to add. I'm actually quite impressed with this little engine. I've found it to be significantly easier to work with than Ogre, and more fully-featured and flexible than Irrlicht. Mad props to AgentC for his efforts.

Edit: Here is a zoomed out shot that is closer to what I imagine the final view distance would be:

dUXa5Qf.jpg

6
Sign in to follow this  
Followers 0


7 Comments


I meant to post on your previous entry where you started the specialized hex rendering - I absolutely love it!  I have no idea why people haven't been doing this all along...  It looks very distinctive and unique, and makes good use of a simple fact of the mechanics of your game.  Nice job1

1

Share this comment


Link to comment

I like the look and distance. My only comment would be that it is not the easiest to see the Figure.

1

Share this comment


Link to comment

Thanks guys. Yeah, I suppose I'll have to keep tweaking. I think I might have over-saturated the tiles a little bit. I might need to bring them down just a tad to make the important stuff pop out better.

0

Share this comment


Link to comment

You might also consider re-colouring GC's clothing as an alternative way for him to stand out against the tiles. Nice looks though.

0

Share this comment


Link to comment

Unfortunately, Goblinson Crusoe is wearing nothing but a loincloth.

 

I've been needing to repaint him, though, so I might tone down the green. Or I might run a desaturate across the tile textures. One or the other.

 

As a small update, I finished wiring in the new system to Goblinson Crusoe travel mode, sans the UI since I haven't gotten my hands dirty with Urho's UI system yet. But all the doohickeys and thingamabobs work. I started to hate the hill tiles so I replaced them:

 

 

I think it helps break up the green and brown of the dirt/grass tiles, especially on large stretches.

 

My current TODO list involves combat mode. I'll need to do another quick graphics push to outline the look and feel I want there, then start wiring up all of those gizmos to work with Urho. Fortunately most of the graphical work there is done now, since most of the components are shared with Travel mode. Unfortunately, it's going to be busy next week so hopefully I'll be able to keep this burst of motivation going through it.

1

Share this comment


Link to comment

I really like the grey white mountain tiles. As for the hills, maybe there is a way to use multiple smaller hills to like more like a group of hills for the areas that you want to keep green.

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