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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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Close to the finish line...

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mikeman

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Man, I can't believe it's been almost 2 years since we started working on Hyperdrive. smile.png

I guess part of the reason for that is because we used a custom engine, written by yours truly; however when the game started, it was just a personal project of mine, mostly for learning and fun; it was only when Jacob(code_zombie) entered the picture that we were able to hire some artists for graphics and music, thus making the whole thing a lot more "serious". At that point, we evaluated out choices: We could either switch to something like Unity or UDK(UE4 wasn't out at the moment), or continue with the custom engine...at the end, we decided that it would cost us more time to do a switch, so we continued with what we already had.

Anyway, this week I finally finished designing all the 8 basic race tracks that will be in the game. So now all that is left is mostly integrating the multiplayer component. In the meantime, I'll probably be working on some off-road tracks, to increase the total number of tracks to 12. I think that's a good amount of content.

Last 2 tracks I worked on were "Subzero" and "War-torn City". They are basically finished, aside from some things I plan to add on Warcity, like tanks and turrets fighting, spaceships flying above the track, and so on.

If you want to help us out with the development of the game, go to our site and sign up for the "Alpha Test".


http://hyperdrive3d.com/


You will receive in your mail the link to the alpha build, which you can play, and then reply to the mail with any kind of impressions or suggestions you have for the game. Some of the criticism and suggestions we have gotten so far has been really valueable!

And so, I leave you with 2 more gameplay videos, of the aforementioned tracks. Any comments, as always, are welcome. smile.png




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It always seems, most of the time it is the truth, the last 10% takes 90% of the work. Happy to hear you are so close! Good Luck!

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Just signed up, can hardly wait to try it out it looks like exactly my kind of game!

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