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  2. Hello, i am Felix from Tübingen. I want to develop animated movies and games. If anyone has the same plans and no partners, please whatsapp me +4917656922229. I need people to exchange ideas with
  3. Psychopathetica

    Specular Lighting seems Backwards

    Im gonna make a sample program and see if the same code can work with the left handed system. Im curious to see if thats why it messed up the way it did.
  4. That's a 75 exabyte image, by the way. In practice very few prints go even into the max size of a TGA file - print costs scale even faster than memory costs, making it economically problematic to print even multi-gigabyte images at full resolution.
  5. @swiftcoder -- Sweet! @lawnjelly -- The use case is to create a print, and display that art on an actual billboard. @Hodgman -- Yes, there is always the option of creating a new format. Thanks for pointing that out, it's very handy.
  6. According to the official numbers, it works out to just 1 pixel per inch. Which is still pretty ridiculous, given how big it is.
  7. Today
  8. pathfinding

    Need pathfinding idea feedback

    I still don't understand how that stores a coord pair of {x:1, y:2, z:3}. Could you show an example using those?
  9. I wonder what the ppi for the Fremont Street Experience is... and man, that canopy is long! 8th Wonder.
  10. Coming up with a level design for a narrative driven survival game was not an easy thing. A lot of Survival Games are know for their procedural generated open world layouts such as Minecraft and Don't Starve. Then we have games such as Long Dark who have a certain level design around a narrative path. In the case of indie game, The Mills, I wanted to create an inbetween of a procedural generated open world setup and a narrative one. I decided first to make a demo level version of the full game. My resources and modular terrain pieces would be procedural in the future but I settle for putting things in place for right now. Here is my process and challenges thus far: Inspiration A beautiful junkyard of Classic Rolls Royce, Bentley and Jaguar parts in Fort Lauderdale, Florida. First Level Design Sketch At first, I thought to do a linear narrative path. The large dark chunks of art illustrated below are representing broken pieces of large Robots. They where used to create wall systems to guide the player about. The player starts in the bottom of the layout and moves their way up. In my mind I thought maybe a player would still go back down thinking of the idea of an open world scenario. This was all an illusion in my mind - no chance at an open world level in this way. Second Level Design Attempt I read Architecture - Form, Space and Order by Francis Ching. Francis outlines the different types of layouts that are used for Architecture. One of them was a spiral design. I also discussed the level design challenge with NYU Game Center professor, Robert Young, who pointed out that a spiral design could work. A spiral design seemed promising as illustrated in my sketch below. The idea behind the spiral design, was to give players the feeling they could keep going (like an open world design) but making sure the player passed trough the narrative areas which ever path they took. Section A | Tutorial Area. Player learns they can pick up resources and craft. Robots can do the same. Section B | A new habitat is encountered by the player, robots are more hostile about the resources they need. Section C | The player and the robots are starting to run out of resources. Some robots are dying by losing their battery life. Section D | The robots died from a lack of getting resources such as batteries that keep them alive. Resources do not spawn back. The level is deadly. First Level Design Block Out I then made a quick block out level prototype to measure its effectiveness with playtesting. A bunch of things did not work from this design. The balancing when the player made it to interacting with Robot NPCs did not work correct based on using the exact dimensions from the sketch. I did make the interior of the rocks spread further out as I could not even get camera to properly see the starting of the game. Then, there was the challenge that playtesters felt confused that instead of going trough a spiral design smoothly at the beginning, it was as if they had to be the ones turning around to find where to go. Getting the camera to work correct was not helping. In this stage for some reason I decided on a 2D camera because I thought it would add an interesting effect and for the player to hit the key 'Q' or 'E' to rotate the camera around. The center spiral layout and in combination of the camera, completely lost playtesters. Not to mention that after a player left the center of the level, they where greeted by a wall of fog - making it hard to see their path. This gave a lot of player frustration. Player Visibility We quickly Incorporated a 3D camera to give players more visibility. The player could hover the mouse on the left or right side of the to move the camera. In this way, players had an easier time moving around the space. However, turns out visibility is not always good in a level design. What with this new camera, the player could now see everything beyond the rocks; all the resources and the enemies. The wall of fog was not enough and so was this layout. Creating Space A space between where the player started and the rest of the world had to be made. Also, this environment was suppose to be a bleak one. Therefore, the rocks (that where added to block the players view and path) had to go. They mainly cause too many issues with the camera. A future for them could work if a better plan was made. For now, adding a cliffs instead of rocks, seemed more feasible. For an update of the level's space, we decided we should work with modular cliff pieces. In the previous blockout, the entire piece was a solid model that made not efficient for level design. The image below illustrates a more boxy look achieved with only one modular cliff piece. The critical path for the players to navigate through is now cleaner and more effectively. There where additional changes made to from the original sketches to balance the timing when players interacted with NPCs as illustrated above. I also changed the camera to follow the player from their back instead of panning from left to right. This and a combination of giving the players an easier path out of their starting point, helped out. Art Board Final Thoughts This level design is great to achieve a demo version of the game. Everything so far will help us when a procedural level will be created. Different habitats would be spawn based on a critical path. About Me Hello, my name is Nova Villanueva. I am the Game Developer; Game Designer, 3D Artist, Programmer and Concept Artist for The Mills and in my other work life I’m the Game Design Adjunct Instructor of Pratt Institute, New York. Live Stream of the development for The Mills at: Twitch
  11. Yesterday
  12. Regard the honesty of people as a gift not a curse and you will reach heights not fathomed by your current self. To show you that we are not evil persons I made a template for you (File 13). Its a png DIN A4 and at 300dpi so you could even print it out. File 12 is a showcase how you could arrange things. - Top left is for the Page number <-- allways same position! - Top header is your name etc. <-- I would recommend to repeat for each page -underneath that you come to the actual description what is shown on this page and a brief but comprehensive description. All this must be aligned on an invisible line on the left. place it with spaceing in mind. - In the more blueish part you place your actual stuff with also minor comments if needed. - On the bottom is your contact. Hyperlink everything etc. make it not so big but they must realize it´s there <---- REPEAT FOR EVERY PAGE!!!! I used Roboto font. If You want to go for more Serif Font Minion Pro is good. NEVER sitch font NEVER!!! Within these fonts you have different options which you can and should use BUT keep some restrictions on variety Fontsize and subtypes of font used. Do not surpass more than 3 variations! Sorry for my bad english. had to slap this together very quick and I´m not an native english speaker. This template can be used by whoever wishes to do so for his own personal use (your portfolio i.e.). Any commercial use (selling template and others) is forbidden. Have fun!
  13. Thanks for the information, all. I will just use multiple TGA files if I ever need to go beyond 5.55 metres. It also turns out that the BMP format uses a long unsigned int for storing the number of pixels per dimension, and the limit is like 363.64 kilometres at 300 ppi.
  14. As @Green_Baron mentioned, separating the force/torque calculation and integration is a good idea. In theory the order should not matter. But, since the brakes could lock up the wheels that could introduce some extra "fun" In normal circumstances you would not need to care about this at all. The free-rolling angular velocity is a derived value and has nothing to do with the simulation. Your others steps seem right to me. You only need the torques that change the speed of the wheel and don't have to zero the angular velocity! The torques only give you the angular acceleration that change the velocity in every frame. This might not be related, but at low speed you can expect some problems. The tire formula is designed to work at speed. Below around 5m/s it becomes "unstable". That shouldn't affect the overall movement of the car, but the angular velocity calculation gets problematic. Search for Tire relaxation length method or SAE950311, also there is a simpler way of doing it but I don't remember its name For me it looks like this: if (ground_seed < 1) slip_ratio = 2 * (wheel_speed - ground_speed) / (1 + ground_speed^2) else ... use normal slip ratio calculation...
  15. DeadShip


    Dead Ship is an atmospheric isometric scifi shooter. As a player you must explore the space station, fight the monsters and survive. The game was developed by small team of only three people in free time (mostly after work) in one year. We worked on the project fully remotely. And this is our first project. Dead Ship is completely free. If you enjoyed gamplay, you may send as a small donation for beer or coffee
  16. Don't put illnesses on your CV, that will scare most employers off immediately.
  17. Hello everyone! My course "UNITY AND C# GAME DEVELOPMENT" has been published as a book in Spain and Amazon in spanish, I have the English version in Udemy, here´s a coupon for the course in English 95% off. In this course u will learn the player action, Artificial Intelligence for the enemies, items, game states, lives system, health bars, Graphic User Interface, a complete system for the Final Boss Battle, virtual controllers for mobile devices, adds insertions. Hope you like it! https://www.udemy.com/develop-professional-videogames-with-unity-2018-and-c/?couponCode=UNITY_GAMEDEV
  18. _Silence_

    A Revolutionary New Game

    Very sorry for that. I missed the point.
  19. WitchLord

    Query class for inherited mixins from application

    Correct. Once the script is compiled, there is no way to tell which if the code was produced via a mixin or simply a copy of the script code. For what reason do you need to know that the mixin was used? metadata might be used, but you could potentially also solve it by using interfaces. interface iFoo {} mixin class Foo : iFoo {} class Bar : Foo {} // Now Bar implements interface iFoo due to mixin Foo
  20. I've been working on workarounds. Users can script Second Life, so it's possible to sort of work around bugs. But no, there's not much that can be done user side. They have a huge legacy code problem after 15 years. I'm waiting for a next generation big virtual world in which I can build. High Fidelity just went bust. (They're "pivoting to enterprise applications." Right.) Sinespace is cute but going nowhere. Sominium Space never got any users. Sansar is at 11 users on Steam. Nostos just slipped to October 2019. Nothing yet. I was expecting more from the Spatial OS crowd.
  21. calioranged

    GLFW Callbacks From Inside Class/Struct

    My GLFW is totally messed up. I will try that if I am able to restore it back to its previous state.
  22. Lord Fers

    GLFW Callbacks From Inside Class/Struct

    try it: But, before you need set this: glfwMakeContextCurrent(pWindow); This is what I do in my tests apps.
  23. calioranged

    GLFW Callbacks From Inside Class/Struct

    I seem to be having some pretty serious problems with GLFW now. Functions aren't being called when they should be and even when they are being called they are doing the wrong thing. For example glfwSetCursorPosCallback() is only working when the mouse is inside the window and other callback functions just aren't calling the function at all. Have read that this can be due to not calling glfwPollEvents() but this is certainly not the case in my program. Thanks for your help anyway!
  24. Hi All! GameSoundCon is accepting submissions for its 2019 conference in Los Angeles. Talks and panels can be on just about any topic in game audio from, in any of the 5 "session tracks" below: "GDC" style talks Audio for VR/AR/MR Game Dialogue and Performance Game Audio Research Game Audio Studies Last year, GameSoundCon featured over 100 speakers across 75+ panels and sessions For details, www.GameSoundCon.com/submissions
  25. Tom Sloper

    I need ideas

    Have you made Pong yet? Breakout? Space Invaders?
  26. Don't showcase a wide range of work. Show only your very best work. You have a lot of competition, and you have to knock our socks off.
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