• 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.

Archived

This topic is now archived and is closed to further replies.

wolfman8k

Tank Wars 3D Demo - Very early stage

22 posts in this topic

Here''s a cool game I''m working on: http://www.geocities.com/wolfman7k/tankwars3d.zip (~100k) It''s sorta action strategy. Basicly you gotta defend you flag while trying to steal your opponents. Right now you can only drive around and build. But I''m working on missles now. Please download(it''s really small), and tell me what you think and also the framerate you got. Thanks, wolfman8k
0

Share this post


Link to post
Share on other sites
It worked and could have been fun, but I got only a framerate of
1, just 1. If you could make it with Hardware acceleration it would probobly work perfect.

Anyway, keep up the good work.

MindWipe
0

Share this post


Link to post
Share on other sites
What? What computer do you have? It should use hardware acceleration, because it uses openGl. Your sure that you have the right drivers? Do Nehe''s(nehe.gamedev.net) demos work with hardware acceleration on your pc?
0

Share this post


Link to post
Share on other sites
yeah, i got 24 with framerate locked, and 60(fullscreen) and 85(windowed). the bpp setting might have something to do with the lack of acceleration of the other guys machines. try switching it to 16 or to 32. it looks like an amusing game. kutgw.
0

Share this post


Link to post
Share on other sites
I used my 3dfx card. It was 24 FPS for the limiter, 55 FPS, unlimited. Good game. Need any sound? Or an icon? I can help with that.
0

Share this post


Link to post
Share on other sites
It''s possible that your card doesn''t support 800x600x16 with hardware acceleration. If this is the case use the GREY plus and minus keys to change the resolution. (max is 1024x768 and min is 320x240).

MISSLES AND GRENADES ARE NOW FULLY FUNCTIONABLE! Download again! It''s really cool, now you can build a base and blow up your opponents. The only ESSENTIAL thing left is the powerups, + a million other little things(including one player mode(AI)).
0

Share this post


Link to post
Share on other sites
I fixed up the explosions. They look really nice. You can still get the game here:

http://www.geocities.com/wolfman7k/tankwars3d.zip
(~100k)

I also fixed up the readme file.

To DeShawn: Thanks for the offer. Maybe I could use some help with the sound. You can email me here wolfman8k@hotmail.com
0

Share this post


Link to post
Share on other sites
I got a website for my game! Here''s the URL:

http://tankwars3d.8k.com/

You can read the latest news about the game their, download it, and read some other stuff about the game their.
Note: The web site is under MAJOR construction. I just slapped it up, so it''d start getting on search engines. Anyway, expect frequent major updates.
0

Share this post


Link to post
Share on other sites
About the game being dark: This is because I plan to have the explosions give out light, and the tanks have headlights. I might make an option for day/night, but then only in night you''ll get the pretty lighting effects that I plan to have.
0

Share this post


Link to post
Share on other sites
One more thing, the next version will support every resolution and color depth.
(320x240x16)
(320x240x24)
(320x240x32)
(400x300x16)
(400x300x24)
(400x300x32)
(512x384x16)
(512x384x24)
(512x384x32)
(640x480x16)
(640x480x24)
(640x480x32)
(800x600x16)
(800x600x24)
(800x600x32)
(1024x768x16)
(1024x768x24)
(1024x768x32)
(1200x800x16)
(1200x800x24)
(1200x800x32)
(1600x1200x16)
(1600x1200x24)
(1600x1200x32)
0

Share this post


Link to post
Share on other sites
It was too hard to tell my framerate when it was unlocked. All I know is I pressed the right button and my tank was on the other side of the screen instantly. (I love you Geforce2)
0

Share this post


Link to post
Share on other sites
It's cool now. I added real volumetric fog, and am working on rain and lighting effects. I can't update now, cus I'm at school. It's my first "real" project, but I've done a lot of Qbasic games when I was little, and a few Dos games with allegro. I have to really clean the code up though, it's full of constants that I have to replace with variables so the user can change them through the options. One question - Is it ok to ask the user the resolution/color-depth in a window box, before the game loads, or do I have to do it ingame? I've only seen two games that pops up a message box requesting the resolution(Rollcage I & II).

Don't forget to visit the webpage(under heavy construction):
http://tankwars3d.8k.com/

Thanks

Edited by - wolfman8k on October 16, 2000 12:57:30 PM
0

Share this post


Link to post
Share on other sites
I guess you should have a separate configuration utility that allows for changing resolution and stuff.

Ideally, the game should also start it when it is run for the first time (or simply supply default values).

See ya
0

Share this post


Link to post
Share on other sites