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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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AnotherFalseProphet

What are you working on?

47 posts in this topic

I am currently working on a very interesting storyline..... That is all I can say for now! =D
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I'm building my hometown's church out of legobricks, the tower is done and it's about one meter high. I ran out of bricks and I'm waiting for the next ones I ordered. Don't have picture of it because my digicamera decided to take only totally black pictures for some reason.
Also I'm programming a minecraft stylish terrain with C++ for fun.
[img]http://imageshack.us/m/844/5443/24897076.png[/img]
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Working on a C64 game (more details in my journal). I'm currently on step 40 and I have no idea how many more are going to come.


[attachment=2401:supernatural_shot.png]
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[quote name='Endurion' timestamp='1306095057' post='4814332']
Working on a C64 game (more details in my journal). I'm currently on step 40 and I have no idea how many more are going to come.


[attachment=2401:supernatural_shot.png]
[/quote]

Very cool, have you made any progress on this?
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Currently just got picked up on a project as a System Design Lead... though were still in concept :-)

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Doing way too many things at once O.o

SprintZ (as everyone/everything) -- working on coding (TPP "platrofmer")
Stormwave (as writer) -- writing branches from a seed story
Lyco Stories (as writer) -- waiting for my story to get coded by the programmist

And a few more. Plus full time job. I'm so socially dead T_T
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[quote name='AnotherFalseProphet' timestamp='1309312332' post='4828910']
[quote name='Endurion' timestamp='1306095057' post='4814332']
Working on a C64 game (more details in my journal). I'm currently on step 40 and I have no idea how many more are going to come.


[attachment=2401:supernatural_shot.png]
[/quote]

Very cool, have you made any progress on this?
[/quote]


It's a ongoing work. I've had a very talented graphician make new sprites and charset and am currently putting the new stuff in.
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I am currently working on a casual puzzler based in a firework factory where crates have to be kept in motion on conveyor belts. Destroying the crates results in particle based explosions, the particles being destructive to other crates which can cause recursive mayhem.

I am currently hampered by my inability to find an artist or musican, though although the gameplay is practically complete...

Screenshots below.

[img]http://brainbox.cc/images/ff0.jpg[/img] [img]http://brainbox.cc/images/ff1.jpg[/img]
[img]http://brainbox.cc/images/ff2.jpg[/img] [img]http://brainbox.cc/images/ff8.jpg[/img]
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I had a few weeks off earlier this summer and, while looking for something to do, stumbled across the [url="http://www.lostgarden.com/2007/05/dancs-miraculously-flexible-game.html"]PlanetCute[/url] prototype art assets. I liked the look of them and was able to produce some nice-looking alternative versions with some fiddling, so I decided to take them and push them to their limit.

The result is a pretty cool terrain and map system that I really want to use to produce a high-quality game when I get the time next semester. The terrain is randomly generated, and the generation algorithms are exposed in Ruby scripts, so the end-user has total control over how the terrain is produced. It features a generation pipeline where the terrain dataset is operated on by a sequence of operators, each implemented in a Ruby script. The current algorithms are fairly innovative: noise comes from a randomized plasma fractal; mountainous and flat regions are produced using a Voronoi tesselation; and water and sediment are propagated using a cellular automaton simulating thermal erosion.

What you can't see in the pictures below is that the terrain has over 15 million blocks, the trees sway in the wind and their leaves rustle, the grass waves in the wind, and the water is fully animated using a neat effect that I've never seen before where the individual blocks move up and down to produce actual physical waves. There's some basic and high-performance shadowing going on as well, and leaves blow off of trees and pass over the terrain in the wind. A feature that is partially implemented and is not shown here is sheets of rain simulated with basic fluid dynamics rushing across the screen and whipping around trees.

As for what I'm actually working on right now, I'm doing research in mathematics involving transferring de Rham cohomology and basic Hodge theory to fractals like the Sierpinski gasket which lack a manifold structure.

[img]http://i.imgur.com/922CYh.jpg[/img]

[img]http://i.imgur.com/9xtl4h.jpg[/img]

[img]http://i.imgur.com/a138fh.jpg[/img]
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[img]http://anarchistsunited.com/crap/downonthefarm.jpg[/img]
Heres a game I started last week, Its practically finished now. Just need to do the finishing touches & expand on things eg more levels & play test.
Im itching to start on my next game. Gonna be an arcade game like rubiks cube but the aim is to make the cube disappear (actually theres not much in common with rubicks cube, hmmm)
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[quote name='ApochPiQ' timestamp='1309395973' post='4829347']
Me?

Oh, [url="http://www.guildwars2.com/en/"]nothing[/url].
[/quote]

What a coincidence! :cool:


In my spare time:
SlimDX v2
Mono x86 Runtime
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[quote name='ApochPiQ' timestamp='1309395973' post='4829347']
Me?

Oh, [url="http://www.guildwars2.com/en/"]nothing[/url].
[/quote]

oooh.... how quaint.... lol
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Nice work Endurion! :-)

I'm working on an isometric medieval game called Medieval Story, solo project.

[img]http://members.gamedev.net/osan/images/workingon.png[/img]
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[quote name='O-san' timestamp='1309433258' post='4829500']
Nice work Endurion! :-)

I'm working on an isometric medieval game called Medieval Story, solo project.

[img]http://members.gamedev.net/osan/images/workingon.png[/img]
[/quote]


wow that looks awesome, can i play it?

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Hey,

I've spent the last 5 months on a Milkdrop clone (the music visualiser in Winamp).

Rendering happens via DX11. The equation solver works via DirectCompute or via C++ (slow). But it all still needs some work (compilation of the compute shader takes a relatively long time, so i need to put that in threads etc etc, lot of small things)

My plan was to convert it to opengl/opencl for mac os x, but it took me already so much time that i'm currently concentrating on some other smaller projects.

[media]
http://www.youtube.com/watch?v=x4QDJP34Ov8?hd=1
[/media]

[url="http://imageshack.us/photo/my-images/715/lithmilkscreen2.jpg/"][img]http://img715.imageshack.us/img715/8272/lithmilkscreen2.jpg[/img][/url]
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I'm working on a series of projects myself.


[size="6"]There's No Place Like Homeless:[/size]

[b]Summary:[/b]
[u]Homeless is about a loveable Bum who has gotten himself in an unlovable situation.[/u]

In this 2D side-scroller, you play as the Bum who is trying to find his way out of Somewhere City. It has recently become [b]illegal[/b] to be homeless and those who are must be captured and arrested. Our Bum has too much soul to be captured. So he sets out on a risky escape so that he can be free.

[b]Old Teaser:[/b]
[img]http://i27.servimg.com/u/f27/16/57/92/56/harbor10.png[/img]

[b]Recent Video:[/b] (Sorry for the bad quality. It runs at a smooth 60 fps.) Video may also take time to load.
[media]http://dl.dropbox.com/u/1333628/TechVids/Homeless/First_Homeless_TechWorld.swf[/media]
[b]
[i]If it takes too long, here's a direct link:[/i][/b] http://tinyurl.com/3h7xme2

[b]Link to the blog:[/b] [url="http://supercuriosityblog.blogspot.com/"]http://supercuriosit...g.blogspot.com/[/url]

[size="6"]Salem[/size] (Overall design still in progress.)
Just a Tech Video - Showing off water I added -
[media]http://dl.dropbox.com/u/1333628/TechVids/Water_Effect_Pt1.swf[/media]

[b][i]If it takes too long, here's a direct link: [/i][/b]http://tinyurl.com/3o4j7rd
[i]
[/i][size="6"]Mr Caffeine's Time Machine - THE GAME[/size]
Based on my somewhat-popular E3 remix of Mr Caffeine [url="http://www.youtube.com/watch?v=XDM4jPJZ8n4"][u]here[/u][/url], I decided to make a quick [i]retro[/i] game based off of him with an 8-bit version of the tune [url="http://dl.dropbox.com/u/1333628/MrCaffineGame/TimeMachine_8bit.mp3"]here[/url]. Still in progress (Just working on this with the spare time I have).

Screenshot:
[img]http://dl.dropbox.com/u/1333628/MrCaffineGame/Screen_1.png[/img]
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I'm working on a planet renderer (Yes, another one :D) it's in a pretty bad state at the moment, I have alot of things left to implement and fix before I can post a screenshot, should be in the next few weeks though hopefully!!
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[img]http://anarchistsunited.com/crap/Untitled-1.jpg[/img]
I was a bit bored so I started on a voxel renderer today ( a couple of hours work ).
Im quite pleased with the blocky look (its more pleasing than I thought it would be) theres an old game of mine that would fit this style of rendering.
Unfortunately the game is very CPU intensive & I'll be using javascript
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[quote name='capn_midnight' timestamp='1304913284' post='4808365']
I'm actually not working on any games right now. My current project is a solar-powered water desalinization system. I have an idea for how to build paraboloid mirrors and sun-tracking systems very cheaply, so I will be trying it out pretty soon (i.e. as soon as I get my first pay check at my new job so I can buy supplies).
[/quote]
Even if this is a lie, that's just cool to hear.
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Three major things underway here, and they will get done if I can stay focused! Alexandria is very nearly complete and needs testing, the others are underway.

[b]Alexandria[/b], a set of Java libraries: (more details can be located by following the tech.wishray.com link in my sig)
[list][*]Simple [u]Sound[/u] Support (SPI, java.sound.sampled based, called Copernicus)[*]Simplified OpenGL 2D [u]Video[/u] (JOGL based, called Galileo)[*]Basic [u]Networking[/u] (derived from Jexxus, called Kepler).[/list]

[b]HiPOW[/b], a Hashcash inspired Proof of Work system for the network library above, which is for the game below:

[b]Starlok[/b], a game not unlike minecraft in space, where you hack an alien network and use their society as your play thing - really a 2d strategy meets sandbox meets Elite kind of deal.
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I am currently working on a Planet renderer uses a geomipmaps for the terrain, and realtime atmospheric scattering, water and clouds are a bit crappy at the moment, but i am getting there i have just managed to get the fps from 20fps to max of 150fps so still heavy work in progress. But thought i mite post some screenshots. :)



[url="http://imageshack.us/photo/my-images/685/screeny80.jpg/"][img]http://img685.imageshack.us/img685/1241/screeny80.jpg[/img][/url]
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