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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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MoruganKodi

Project OS [Untitled]

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 Good Day.

 I thought I would share the project I am working on.

 

 

Title: Untitled

Genre: RTS / Tactical Fleet Command

Platforms: Windows
 

Description Draft:
 

"Civil War rages in the quadrant between the Coalition and the Federation. You will command your ship and lead your fleet in large battles for control of territory, resources, and supremacy. Your ship is the centerpiece of any fleet, a carrier. Your role as fleet commander is to manage and maintain orders for all combat and logistic units in order to overpower and outfight the enemy"

I intend to remain quiet at this time in regards to actual game-play elements, particularly on the point on how the player will be managing his fleet, resources, territory control and game modes.  I am posting here just to show some of the early work of the engine itself. However tmy goal involves large scale environments,  and fleet battles involving up to 4000 ships, fighter-craft, and drones. Logistics and Electronic Ware-fare vessels will play a key role determining the outcome of any battle. Ship classes range currently from tiny units such as combat drones, to massive super-capital ships. The commander's (player's) ship would almost always be some form of carrier, weather small or large.  There will be initially two factions with a variety of unit types under your command.

The above reflects mostly goals at this time, as I am still working on the game technologies, I figured it would be a good idea to post this as I get closer to putting out a really early combat prototype. At this time the game engine itself supports up to 50000 active ships in a single environment ( solar system ), and about 5000 in view of the camera on a modern graphics card.

Visuals:
 [attachment=17227:1.jpg][attachment=17228:2.jpg][attachment=17229:3.jpg]


Some of the completed mesh for completed unit types:

[attachment=17230:Carrier.jpg][attachment=17231:drone.jpg][attachment=17232:LightCarrier.jpg][attachment=17233:os_capitol.jpg][attachment=17234:os_cruiser.jpg][attachment=17235:OS_fighter_02.jpg][attachment=17236:OS_fighter_03.jpg][attachment=17237:os_frigate.jpg][attachment=17238:os_supercapitol.jpg]

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