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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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  1. Previously, space combat was mainly in a open space environment. I can now place fixed elements, and combat is much enjoyable and tactical. Even if ennemies have no proper IA, you can hide behind crates and try to sneak them... promising ! You can see in the video below new features of SpaceBeam: 2d HUD showing enemies Different ship designs Some level design blocks (fixed & moving containers) Speed boosters, triggered when a ship enters a zone Placeholder sounds & music. [media][/media] Next to come : Some deeper game design
  2. I just want to introduce my new blog, about thinks I'd like to share about technical art-related things in videogames. Feel free to comment content or ask for new articles I'm always open to suggestions ! http://video-game-art.blogspot.fr/ Here are the first 3 articles: How to model a sphere http://video-game-art.blogspot.fr/2012/06/how-to-model-sphere.html Polygon repartition on humanoid http://video-game-art.blogspot.fr/2012/06/polygon-repartition-on-humanoid.html How to count vertices http://video-game-art.blogspot.fr/2012/06/how-to-count-vertices-in-videogames.html Thanks for watching !
  3. Redefined blocks from 8x8 to 16x16 (thrusters & wings not updated yet). Few visible progress because I'm designing and coding the fact to place blocks that are not only 1x1 square, with some smart rules so blocks like weapons to know that they can only be added near a hull, and so on (these already exist but were hardcoded). Anyway, the ship above is 100% procedural
  4. Thank you; Hope I'll have some more time to work on this ! Even it's not for today, I'll tell you when there will be playable builds. Meanwhile, do not hesitate to share here if you have some ideas
  5. Nice to play, runs smoothly. Some feedbacks: - Hitting the border slows you quite much (and I hit it a lot as a beginner) - Maybe some larger road portions sometimes could be nice - Weapon could fire in front & back ? - Maybe the boost could be a bit more effective - Knowing how far away is the opponent could motivate you - An ingame help screen with keys could help - Why not control ship with letters intread of arrows (then strafe would be more accessible) - If you have some time, you could handle AZERTY (french) keyboard
  6. Use PHP if you don't need 3d. Use Unity if you need 2d/3d advanced graphics.
  7. 1) A general remark, beware of using Int means you will get rounding errors. You could use float instead on some areas. 2) Call SDL_GetTicks() once at the beginning of you function and use it. In your case it's CurrentTime. Don't call it multiple times (it could return a different result each time) 3) You want your hero to move 50 pixels by second, then [CODE] // Considering LastTime and CurrentTime are **seconds** // It seems that SDL_GetTicks() returns milliseconds, then CurrentTime = ((float)SDL_GetTicks()) / 1000.0f; float MoveSpeed = 50.0f; float deltaTime = (LastTime - CurrentTime) x += MoveSpeed * deltaTime; [/CODE]
  8. As eveything is animated maybe a video could be nice ?
  9. Added two different weapons : Bullets and missiles. Bullets are short-range, high-speed. Missiles are slower, longer range, and can be "controlled" with the ship direction. Added some particle emitters for thrusters, bullets and missiles, that give a trail feeling. The video shows a combat between my small ship and 3 generated ennemy ships. [media][/media] Next steps ? Hud & Objectives
  10. After some reflexion on structure (I'll be back to this later), I worked on some cosmetic features: Explosion effects Background planet Zoom in/out Enemies can now fire on you [media][/media] You can see in the video that it's really hard to survive when they are setup to be aggressive !
  11. Sure, white arrows are debug display only, it won't be displayed like this at the end ! I'll think about how to display that "skeleton"....
  12. Don't worry, positive criticism is always welcome I expose my work on this blog to have feedback, like you do, so... thank you ! But you are right, if player doesn't know the structure (like in the video), he will be frustrated. I would like to have a more subtle way of destroying ships than just breaking the outside then the inside. Two visually identical ships could have a different structure and be beaten different ways. I think gameplay would be more interesting. Then the solution, from my point of view, is to have player to better understand the structure. How ?[list] [*]I reworked the structure algorithm : it starts from the -blue- cockpit and then makes some kind of tree structure much more logical than previous "snake" structure [*]I could display/orient the graphical blocks depending on where they are attached and have them less symmetrical [*]Maybe a display mode "laser scan" could display ship structure for a short time[i] (I like this one)[/i] [/list] If all this doesn't work (from a gameplay point of view), I will switch back to another way of connecting parts (like the one you suggested). this won't be a lot of change, as the structure algorithm is not merged with the destruction algorithm. In this case, I'll try your approach (that could work but is more classical). Check out the results from the new algorithm. It could nearly be understood without displaying it. [img]http://img6.imageshack.us/img6/7159/shipstructureb.png[/img] What do you think of it ?
  13. I think it's shader model 3 that unifies use of textures in pixel and vertex shaders. You can also see user's shader models here (it's Unity users but it's a really good information source) [url="http://unity3d.com/webplayer/hwstats/pages/web-2012Q1-shader.html"]http://unity3d.com/webplayer/hwstats/pages/web-2012Q1-shader.html[/url]
  14. Thanks. As you can see it's more an iterative way of working than a fully designed game ! I'll keep posting my future updates here (now I'm still working with spaceship structure, there are lot of possibilities designing spaceships !!)
  15. Structure of breaking These last days I worked on spaceship structure. As I want it to be break nicely, I built some kind of structure from ships described in text files. The result is not perfect yet, but it works, ships can be broken firing at them ^^ Here's an image of a ship structure, built automatically starting from cockpit and kinda path-finding in the ship (I highlighted a ship in red to see arrows better). One element is only attached to a single other. This leads to quite "weak" structures, that is what I want. If you break a block all the connected parts will be "freed" from main ship. Unlike Captain Forever, the ships will break down into smaller pieces (they won't be destroyed). These parts, in certain cases, will continue to live as independent ships (yes, like lizard tail : ). If a ship is broken in two parts, and each one has engines, they will try to flee (or even attack the player if they have weapons left). Result [media][/media] As you can see, structure is already important. With a single shot on the side, I can easily break the big square in 2 parts, because its structure is made in "S". But after this, i shoot multiple time in the center, with nearly no effect. Fighting strategy coming