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      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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Screenshot Saturday 159-160

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evanofsky

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I missed last week's post, so now you get to enjoy twice the screenshots!

Screenshot Saturday 159

This week I overhauled the menu. It's very Valve-ish now:

8AY0jOKl.jpg

I also distributed a number of mysterious notes around the levels to help flesh out the back story. They're actual 3D objects rendered and lit in the game world.

LKreni6l.jpg

WHAT COULD IT MEAN? THIS REVELATORY NOTE HAS ADDED HEFTY NUANCE TO THE PLOT AND SIGNIFICANTLY INCREASED MY IMMERSION IN THE STORY.

Other than that, just lots of level design iteration, scripting, and tweaking.

1FUQNs3l.jpg

I've also implemented the first bit of non-linear storyline, which actually turned out pretty well. Looking to do much more non-linear stuff in the future.

I thought the very first section of the game was a bit frustrating with all the platform jumping right off the bat, so I simplified it a bit:

Clicky for Gfycat

Screenshot Saturday 160

This week I finally fixed my water code to allow finite bodies of water like this:

kDdQxBNl.jpg

(It's so dark because I still have a pesky rendering bug)

I also realized I accidentally had pre-multiplied alpha turned on for my cloud texture. Here's what it looks like when you use pre-multiplied alpha incorrectly:

xxi45Mnl.jpg

And here it is fixed (I also made the clouds fade in over distant objects):

O5dNppPl.jpg

I finally fixed a long-standing bug which caused shadows to get really shaky when the camera was far from the origin due to floating-point errors. I fixed it by rendering everything as if the camera is at the origin. Here it is before. And after (I also switched from back-facing shadow maps to front-facing).

I also did a ton of level design and minor tweaks like making the game pause when you alt-tab away from it, but that's boring stuff. Here's something cool, I totally rewrote the orb enemy to be much scarier. It jumps around all over the place now and is super dangerous.

That's it for [s]this week[/s] these two weeks. Thanks for reading!

Mirrored on my blog

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