• 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.
Sign in to follow this  
Followers 0
gooncorp

New Weapon technology built from scratch - New FPS written in javascript NEED FEEDBACK!

138 posts in this topic

updating the space scene
starting on scripting the transition sequence

[media]http://www.youtube.com/watch?v=EJURhCkBwqU[/media] Edited by gooncorp
0

Share this post


Link to post
Share on other sites
more transition stuff, getting that seamless transition in multiplayer
working out a vector reset system to avoid round off shaking.

http://www.youtube.com/watch?v=rHJ9uHgbobw
0

Share this post


Link to post
Share on other sites
getting a look at some of the docking procedures
the game will have an active docking system with interactive airlocks etc

right now im using vector 3 magnitudes to transition from space scene to planet scene.
i am using a 30ms while loop to sync the clients on their scene switch

i will present particles to obfuscate the switch so as to make it more seamless

http://www.youtube.com/watch?v=jI7nKBPKDmY&feature=youtu.be Edited by gooncorp
0

Share this post


Link to post
Share on other sites
I don't know why you don't get more replies; you post regular updates and make regular, observable and impressive progress.
0

Share this post


Link to post
Share on other sites
[quote name='Narf the Mouse' timestamp='1348985008' post='4985276']
I don't know why you don't get more replies; you post regular updates and make regular, observable and impressive progress.
[/quote]

i probably dont put enough information in my posts. i work fast and barely have time to update my partner. i appreciate the feedback ive been working hard to try to get this project up to speed. we are about to put this on kickstarter, and are in the process of making our "pre alpha video".

im now working on both space stuff and planetary stuff - terrain, rocks, trees, water

we are trying to get as much footage of the stuff we have accomplished to edit into the showcase video.


today i worked on adding splashing particle effects to footsteps and rover when you drive over water. should be in a video tommorow most likely.


heres a new update:

http://www.youtube.com/watch?v=KH4p6I2pkJk
0

Share this post


Link to post
Share on other sites
heres the water effects. i use a raycast downwards to find the height and then add water in place of the footprints. i have sounds for the effects but i decided to use music for the video.

http://www.youtube.com/watch?v=Nuc_1YvKbD4
0

Share this post


Link to post
Share on other sites
heres some mp testing for hit detection

had to rewrite my core to make it more modular

now the weapon script ties in with the main core functions


all the hit detection is done from a generic function that tracks everything in mulitplayer

much simpler, easier, factorized etc


anyway heres the video



http://www.youtube.com/watch?v=7p8J2sKaNxc
0

Share this post


Link to post
Share on other sites
working with getting the rover into the back of the shuttle


http://www.youtube.com/watch?v=L7Y8pLF8i-8
0

Share this post


Link to post
Share on other sites
having a test battle with some new ai i built

using parasitic enheritance and stochastic expressions to get a lifelike ai logic

http://www.youtube.com/watch?v=FaXFuNEqIT0
0

Share this post


Link to post
Share on other sites
new jetpack system
need to improve it quite a bit

the particles i did not happy with
not happy with the animation obviously

anyway it works for now

going to be officially in the pre alpha release


http://www.youtube.com/watch?v=aevGk7yqNIU
0

Share this post


Link to post
Share on other sites
slapped some shaders on the new station additions my partner made
check it outski

http://www.youtube.com/watch?v=5GjoHENZwfI
0

Share this post


Link to post
Share on other sites
some space walking

need to change physics to space physics
going to take away gravity

my character controller is already physics based


http://www.youtube.com/watch?v=POZHaq6UicQ
0

Share this post


Link to post
Share on other sites
melting some enemies with laser gun

testing new ai system, friendly ai to fight by my side
working on behaviours like suppression

stochastic loops raycast pre detection then random y axis rotations to make inaccuracy then add a line renderer presto

here it is:

[media]http://www.youtube.com/watch?v=r7R6GVgpkwc[/media] Edited by gooncorp
0

Share this post


Link to post
Share on other sites
thanks. ive been spending a lot of time on this i wont lie.

your right i gotta work on the lighting everyone is saying its too dark [img]http://public.gamedev.net//public/style_emoticons/default/tongue.png[/img]

heres some footage of a game mechanics test we conducted today, this ones even darker i apologize [img]http://public.gamedev.net//public/style_emoticons/default/smile.png[/img]


[url="https://www.youtube.com/watch?v=6wbgBPnJBuc"]http://www.youtube.com/watch?v=6wbgBPnJBuc[/url] Edited by gooncorp
0

Share this post


Link to post
Share on other sites
testing out some planetary assault features

http://www.youtube.com/watch?v=u1m1Yp7oq1A&feature=youtu.be
0

Share this post


Link to post
Share on other sites
[quote name='cofruben' timestamp='1353317693' post='5002292']
Count on me for the pre-alpha, you're doing an impressive work.
[/quote]

will do thanks a lot brother :)

heres a new update:
http://www.youtube.com/watch?v=zaQplh35INI
0

Share this post


Link to post
Share on other sites

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
Sign in to follow this  
Followers 0