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About terra0nova

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  1. Deity Quest is an RPG which blends classic pokemon-inspired gameplay with an original 6 vs. 6 battle system and a light-hearted story of divine rivalry.    You play as an ambitious new god recently graduated from the Ethereal Academy. Despite being assigned as a simple lower deity of the world of Aberos, your goal is to become the Overgod, the most influential god of all. To get to the top you’ll have to convert followers to fight for you, support your followers in fast-paced 6 vs. 6 battles, develop your divine magic, and compete with other deities, including your cheeky school rival. The game features large procedurally generated locations to explore, challenging dungeon-crawler-esque quests, and in the extended edition, multiplayer arena battles and trading.    Website: Deity Quest Homepage Genre: Adventure/RPG (with some strategy elements) Flash Demo: Deity Quest on Newgrounds Android Demo: Deity Quest on Google Play PC/Mac/Win Demos: Deity Quest Downloads on IndieDB Steam Greenlight: Deity Quest on Steam Greenlight Trailer:   Screenshots:   Deity Quest is my first commercial game release, and it's been in production for about 10 months. I'm both excited and nervous for the release, and am looking forward to any comments or feedback you may have!    
  2. Rhythos RPG Builder in a nutshell: A completely free and open source game creation tool! Designed to be accessible and easy to use. New game developers will be able to make their first games in Rhythos and grow, while experienced game developers will find a lot of flexibility and extendability to create what they want! Some basic functionality is already done, including a battle system you can play right here! Dual-scripting system in Haxe: visual eventing requiring no coding knowledge + ability to directly edit code if desired. Awesome 16-bit style graphics from the Liberated Pixel Cup & Open Game Art! Exciting music and sound effects from Robot Horse Productions: listen here! Cross-platform (Flash, PC, Mac, Linux - and with a stretch goal: HTML5, iOS, Android, Ouya). Extremely flexible and expandable, with a powerful plugin system for adding more export targets, battle systems, assets, and much more! Rhythos.com: a community website where YOU can post your own content, chat about the project, and request features! Please consider backing the project or spreading the word to make it a reality: Rhythos RPG Builder on Kickstarter Hey game developers! I'm currently creating a free, open source RPG builder that will be cross platform and support many cool features, including an action/rhythm battle system which you can test out here: http://www.newgrounds.com/portal/view/616768! The builder will have an accessible dual-scripting system and be highly expandable, including a powerful plugin API. The editing capabilities are inspired by RPG Maker and based off of an older tilemap editor I have been developing on and off in my free time for the past year or so. The builder also uses the great 16-bit style graphics provided by the Liberated Pixel Cup/Open Game Art. I know first hand how hard finishing a project like this can be. I've had experience making game development tools before including VIDE, a 2D animation tool, HTML Tactics, a DOM-based tactics game editor, and a 3d cloud and atmosphere rendering API. I'm also the founder and lead programmer of Fancy Fish Games, with 6 games released so far. I feel I have the skills to make this project a reality as well as the knowledge of what it's like to be a game developer using the tools! With my experience and a large codebase already complete, I am confident I will be able to come though and finish this project, but I'm going to need a little help! [media]http://www.youtube.com/watch?v=ON0AVyLHjvk[/media] A 2x speed example video of me creating a simple house interior in the Rhythos Map Editor. That's why I've started a kickstarter page (which includes a lot more details about the project) here: http://www.kickstarter.com/projects/davidmaletz/rhythos-rpg-builder! If you're able to back the project, that's great! But even if you can't contribute monetarily, feel free to contact me if you are interested in supporting the project as a coder or artist! This is truly a community-driven project and any support possible (even just spreading the word to other developers) would be awesome! You can also peruse the current codebase on github here: https://github.com/davidmaletz/rhythos . It still needs integration work and a lot of features before I'll consider it stable, but feel free to check it out and let me know if you are interesting in contributing code! And of course, let me know if you have any questions, comments, or feature requests - this project is very expandable, and I hope to support a lot of options, features, battle systems and release targets eventually. I'm creating this tool for the community and with the community, so I want to know what you want!
  3. Thanks a lot for your comments! I'm glad you enjoyed it, you guys really "got" the game! Even though nothing seems particularly scary by itself, the atmosphere, the music, the art, even the game mechanics and several subtle tricks all come together to create a sense of dread and fear.   As for the music, I think it's interesting how it has a musical quality. The game is not in your face scary, so neither is the music - it can even sound somewhat nice at times, but there is always this subtle "something is wrong" feeling. Someone commented that eventually even the eyeballs began to feel comforting, as at least it didn't feel like they were all alone (which shows how dark the atmosphere gets)! If you start to map out the maze, you'll notice something else is quite wrong with the maze as well!
  4. Update: Curious if it's possible to escape? I have some hints and tricks about the game here: http://www.indiedb.com/games/i-cant-escape/news/can-you-escape
  5. Well, it was a bigger project than I had thought, but I finished my January 1GAM, and I think it came out very well! The best way to experience it is to play it, so give it a try here: http://www.newgrounds.com/portal/view/610205   Chris Priestman at Indie Statik also gave it a very nice review, which you can read here: http://indiestatik.com/2013/01/31/i-cant-escape-is-a-freebie-that-suprises-with-ambient-horror-trickery/   Game Description You have fallen into a vast underground maze. Can you find your way out, or will you end up trapped in darkness forever? As the title implies, you find yourself falling deeper into darker and creepier levels even as you try to go up towards freedom. The game is fairly experimental, with a psychological undertone, and it was designed to defy players expectations.   Screenshots         If you want some secrets/insight into the game, you should follow me on twitter (https://twitter.com/DavidMaletz) - I'm terrible at keeping things secret haha!
  6. We are very excited to officially announce Havencall, our first game using the VIDE animation toolkit! Havencall will be a short (2-4 hour) point and click adventure game which tells the story of a strange girl named Aura, and her journey between worlds to find the haven of her dreams. The original idea for this game dates back to 2009, but it wasn't until recently that everything came together: the technology, the story, and the design for what is in many ways our dream game - both to play and create. [center][url="http://2.bp.blogspot.com/-whPeVe_FP5Q/UHeT5B7siEI/AAAAAAAAAHQ/dOdkiwO0OLA/s1600/havencall.jpg"][img]http://2.bp.blogspot.com/-whPeVe_FP5Q/UHeT5B7siEI/AAAAAAAAAHQ/dOdkiwO0OLA/s320/havencall.jpg[/img][/url][/center] [center]Aura being beckoned into another world by a strange glowing figure.[/center] The game's story and progression have been written, all of the puzzles have been designed, and we're busy working on concept art and hammering out the details. We plan to release Havencall sometime in 2013, for PC, Mac, Linux, and potentially mobile devices as well. The gameplay will revolve around interacting with items and people, solving puzzles, awakening powerful abilities, and even fighting magical devices. My hope is for the game to be a stunning audio/visual experience that brings the strange and varied worlds of Aura's universe to life, with unusual puzzles and challenges along the way. I don't want to reveal too much of the story, so I will only say that it will be a mystical, magical and even philosophical journey. [center][url="http://4.bp.blogspot.com/-fmRd9yyQnuw/UHeT5h7EXII/AAAAAAAAAHc/2wzilySMd5E/s1600/hometown.jpg"][img]http://4.bp.blogspot.com/-fmRd9yyQnuw/UHeT5h7EXII/AAAAAAAAAHc/2wzilySMd5E/s320/hometown.jpg[/img][/url][/center] [center]Sneak Peek: Concept art of Aura's hometown, a small primitive village completely isolated inside a space-time bubble.[/center] Our trajectory now is to solidify the art style, music style, and prototype the puzzles to make sure we have all of the details ironed out, and then we plan to try to fund the project on Kickstarter. It will be our first time using Kickstarter, which should be an interesting experience in itself, but hopefully a good one as well. Stay tuned for more updates on Havencall, but they may be sparse as I don't want to spoil the story! I have also set up a website for the game here: [url="http://havencall.com/"]http://havencall.com/[/url], which we will update with more content as development progresses. To learn more about VIDE and my indie game development adventures, check out my blog here: [url="http://david.fancyfishgames.com/"]http://david.fancyfishgames.com/[/url]
  7. I've been quiet for the last few months, making smaller flash game projects and experimenting with ideas after Aero Empire fell apart, but I have recently started three things that I would like to share with everyone. For those of you who don't remember Aero Empire, you can see it's old MODDB page here: [url="http://www.moddb.com/games/aero-empire"]http://www.moddb.com/games/aero-empire[/url] [b]Fancy Fish Games[/b] - Following the recent success of some of my small flash game projects, I have decided to start a small, indie game studio called Fancy Fish Games. In the studio, I plan to catch some fancy ideas and make some interesting game projects. We already have a few projects planned, and two in the works, and I look forward to presenting them to the community soon. [b]VIDE[/b] - VIDE stands for the Vectorized Image Deformation Engine, and is a new tool I'm working on for future game projects at Fancy Fish Games. Like the name suggests, it's an animation program that can take an image and deform/animate it. The early results look nice, and it is written entirely in HAXE/NME. [b]The Legend of GameDev[/b] - My new indie game dev blog, which you can read here: [url="http://david.fancyfishgames.com/"]http://david.fancyfishgames.com/[/url]. I have already written two posts detailing how VIDE works, and plan to talk more about my future game projects and Fancy Fish Games. I also have some plans for a revival of Aero Empire, but I don't want to get anyone's hopes up while I still haven't solidified it or started working on it. Feel free to follow my blog for updates on that, as well as the current technology and games of Fancy Fish Games!
  8. Your HDR to LDR equation maps 0-infinity to 0-1, but this means that only infinite values will be mapped to white, and (1,1,1) will be mapped to (.865,.865,.865) gray. True HDR to LDR conversions take into account the average luminance in a neighborhood scale based on that so that dark areas will be lightened more, and light areas will be darkened more. However, to fix the dark sky, just use a different hdr to ldr conversion. Personally, I would just try gamma correction, replace vColor = 1.0 - exp( -2.0 * vColor ); with vColor = pow(vColor,1.0/2.2); This is still not a perfect hdr to ldr conversion, but it will brighten up the scene in a nice looking way.
  9. You'll need to post some code, specifically your framebuffer initialization and your call to glDrawBuffers.
  10. Not with glLineWidth. The best way to do it is to just render the lines as camera aligned quads. That way, you get perspective corrected distance for the line width, it's not that much slower, and you can add geometry like line caps to fill the gaps caused by lines with non-unit width.
  11. Radix sort works for positive floating point numbers, and is much faster than bitonic merge sort. I think cudpp's sort routine uses radix sort, and that should be fast enough for even a very large number of particles.
  12. Drawing the background with a quad should be pretty fast, the pipeline overhead is not much. If you want, you can directly write pixels to the framebuffer using glDrawPixels ( http://www.opengl.org/sdk/docs/man/xhtml/glDrawPixels.xml ), but I do not think this will be much faster (if at all). If you are drawing a lot of things on top of the background, try rendering the scene first with depth 0, and then drawing the background as a quad with depth 1 and the depth test enabled. This way, any pixels where there was something on top of the background will fail the depth test and will not need to be drawn, which could improve performance if not much of the background is visible.
  13. OpenGL

    Try per pixel lighting. A lot of the problems you are encountering are caused by the fact that lighting is calculated per vertex, not per pixel, which can cause some interpolation problems and some problems where the lighting is between two vertices (this is especially noticeable on the ripple model). With per pixel lighting, and perhaps a normal map, you should see these problems go away, even if you do not fix the quad triangulation (although, there are reasons to fix that anyways).
  14. Hey everyone, I recently released a small javascript game I've been working on called Shadow of Time 4. It should run in any browser without plugins (except the music and sound requires a java applet). I also released the engine code as open source, so anyone can make their own javascript tactics rpgs using the world builder and source code. Let me know what you think, and here's a link to the website: Shadow of Time 4 Homepage And here's the sourceforge project: HTML Tactics on Sourceforge. EDIT: Here's a screenshot of the game's battle engine Note that the I did not make the images, just the maps and the game engine (from scratch in javascript). [Edited by - terra0nova on September 28, 2009 11:29:27 AM]
  15. Yup. D is the vector of the ray, O is the origin. Also, gluUnproject will multiply by both the inverse projection matrix and inverse model matrix. So as long as the model matrix you pass has the desired translations and rotations, it will work. You can think of gluUnproject as mapping a point in screen space to model space (specified by the model view matrix).