• 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
    46
  • comments
    91
  • views
    64115

Project B - 2013-07-08 Update

Sign in to follow this  
Followers 0
Squared'D

664 views

2013-07-08 Update



[font=arial]Progress has been going at a good pace, albeit a little more slowly than I had thought. The code that the entire engine runs on has changed, and I've been trying to slowly reintegrate everything. A lot of the low-level graphics code is done. That last little tech demo that I did may not have looked like much, but there were a lot of things going on under the hood. Shaders, textures, post-processing, rendering to a texture, rendering states, blend states, and basic start up code are all in. I've now been developing some of the more high level engine systems. These are the systems that game itself will touch.[/font]



[font=arial]I already know what things too make as I'm making exactly what I did before, but it's not as easy as it sounds. For one, as I've been writing this code, I've found that I've also needed to write the code that connects everything together. For example, the last demo that I made uses a temporary framework, but I've had to upgrade that a bit so I it behaves more like than final stuff.[/font]



[font=arial]I've also be taking some time to try to upgrade some of the engine's designs. From my own personal lessons learned and also from reading articles, blogs, and forum post, I've decided to change some things especially when it comes to asset management. I also want my future code to be multi-platform, so I have to make sure Direct X specific stuff doesn't rear it's ugly head in my higher level things.[/font]



[font=arial]One other thing that has cause a little bit of a slow down is I don't just copy and paste code from the original engine. I examine it. Because of this, I've found some bugs. I had a bug in my old game whereby, objects would look dark if you looked at them from certain angles. It turns out that the code that sets some of the shader constants wasn't getting the correct camera position. It was always getting (0.0, 0.0, 0.0).[/font]



[font=arial]

2013-07-08-TaskList.png

[/font]

[font=arial]I'm a little behind schedule, so I've updated things a bit to show where I am.[/font]


1
Sign in to follow this  
Followers 0


0 Comments


There are no comments to display.

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