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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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Houses

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O-san

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At last I have gotten my Cintiq display. It works great! Drawing new graphics is a breeze. This should allow me to do some nice portraits for the game NPCs and such. The display takes up a large chunk of my table though.

Game development progress... I'm trying out some new building graphics together with multiple floors. The new house type has walls made out of wood planks. I think it makes the house look a little bit more sophisticated. I find that a mix of the two building types gives a village a bit more of natural feel, I like.

But all is not well; multiple floors have raised an issue with the pathfinder. The pathfinder uses a ray test when finding out where the player wants to go. Right now the ray test only returns the closest point on the nav mesh (to where the player clicked with the mouse). This results that only points on the top floor of the building are returned. This is bad if the player wants to go to a floor in the middle or in the bottom of the building. I need to find a point on the nav mesh which is on the same floor as the player. I am guessing this will require some work and tweaking to get right, stairs for instance... might get a bit tricky.

Some screens showing the new graphics:

village.png

house-wood.png

house-interior.png

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Glad to hear you finally got your new cintiq :)

 

Also, the graphics look really smooth and clean, the only thing I would suggest is more contrast with the roof colour and the grass.

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What size is your cintiq? I am looking to get the 24hd Touch within the next month.... god i cant wait.

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I really love the art style, it really looks fantastic, especially the interior.

 

Have you thought about adding some hints to the faded out walls ? Maybe a few centimeter height base ?

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This graphics are simply AWESOME!

I would agree that the roof color needs to be a bit more different between and the grass.

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Thanks for the suggestions. The roof color have bothered me somewhat also but I have been too caught up in other things to actually change it. Though last night I tried a slightly less saturated color and I think it turned out nice.

riuthamus, I got the 24hd touch. I am however a bit disappointed with the touch functionality in some programs. Photoshop for instance doesn't support touch very well. I disable touch all together when drawing, at least for now. When browsing the web and other things the touch works fine.

Ashaman73, I could split the walls in two sections, one that stays solid and one that fades away. However, I don't know if it will look that good with a seam when viewing the building from the outside. I have instead tried changing the floor graphic beneath the wall, I think it hints that the wall has been faded out pretty well?

house-interior2.png
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