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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. Thank you, I will try your functions.
  2. Hi, Im having alot of trouble with determining the ray normal that goes into the scene through the pointer. Heres an example: I have. A projection matrix that i generate with an implementation of gluPerspective and glFrustum 0.001953000 0 0 0 0 0.002604000 0 0 0 0 1 0 -1 -1, 0 1 A dead simple view matrix obtained from a camera that sits at [0,0,5] and doesn't have any orientation. 1 0 0 0 0 1 0 0 0 0 1 0 0 0 -5 1 mouse pointer dead center in the screen (so [0,0] in clip space) I then do the following calculation. (that i found in a tutorial here: http://antongerdelan.net/opengl/raycasting.html) float x = (2.0f * mouse_x) / width - 1.0f; //0 in this case because the mouse is in the center of the screen float y = 1.0f - (2.0f * mouse_y) / height; //0 in this case because the mouse is in the center of the screen float z = 1.0f; vec3 ray_nds = vec3(x, y, z); vec4 ray_clip = vec4(ray_nds.xy, -1.0, 1.0); vec4 ray_eye = inverse(projection_matrix) * ray_clip; ray_eye = vec4(ray_eye.xy, -1.0, 0.0); vec3 ray_wor = (inverse(view_matrix) * ray_eye).xyz; ray_wor = normalise(ray_wor); I then expect a result of [0,0,-1] because the camera is looking straight down the z-axis and the mouse is in the center of the screen. instead the result i get is [0.799999,0.59999925,-0.001562398] Please take a look and point out what I'm missing here, Maybe the calculation is wrong, maybe I'm missing a step, maybe the projection or view matrixes are wrong or maybe my expectation is wrong and I'm just misunderstanding something. Thnx in Advance!
  3. Ya... As I develop the game I get so used to it gets hard to guess how easy others will pick it up. Next on my list is UI tooltips, a proper manual and some other small things to make things more clear. Those things should have probably been a slightly higher priority! In a week or two I should have a version up that's (hopefully) allot easier to get into.
  4. Thnx for the feedback. I will expand the guide. A gameplay video is also a good idea, I just tend to be way too lazy when it comes to these things. I can make the scroll area more apparent. I think I will add semi transparent regions on all sides indicating the area your mouse needs to be to scroll and have them light up when the mouse hovers over them. I wonder if I should then rather have the player click to scroll to prevent accidental scrolling. As for the different UI actions I think I will add tooltips to all of them that show up when you hover over them.
  5. Ah, cant believe I forgot to add the link. Added it in now. empirerising.net
  6. Hi. I've finished a first release of my game 'Empire Rising'. Its a turn based strategy game greatly inspired by Lords of the Realm 2 and to a lesser extent Heroes of Might and Magic. The game is fully browser based. No installation necessary, You can play against other people if you happen to find someone online otherwise you could just try it out by yourself (which has no challenge but lets you see the game nonetheless). You can play empire rising at empirerising.net All feedback/discussion greatly appreciated! Here are 4 screenshots. Some placeholder assets still exist.
  7. Hi. The name of the game is Ash Dawn We've finally gotten it to the point were the gameplay is mostly complete and we have a running server for anyone to log in and play. We are currently a team of 2 and we've been working on this game for the last 4 years.  website: http://ashdawn.net indiedb page: http://www.indiedb.com/games/ashdawn gamedev.net journal: http://www.gamedev.net/blog/807-wilhelms-journal/ Feel free to try it out. You can download it from the website (ashdawn.net) Most of the models currently in the game are placeholders. We are at the point were we would like one or two skilled modelers to start redoing the placeholders and then after that start creating new models for new areas. At this point we would firstly like to focus on the player model including various armour/weapons and secondly on static terrain objects (houses, trees, rocks etc). You'l notice that its a cell shaded game with a "anime"ish look. Ive found a couple of cell shaded games which style I really like but unfortunately the characters are usually very child like whereas I want more adult looking characters. After google image searching for long enough I found a game that has a character art style that's more or less what I'm looking for. Its Fire Emblem. Here's one nice gif image I found that shows some of the characters. This can be used as a starting point discussing character art style. Its not set in stone.   The game itself is free. We are planning on doing microtransaction and we already have one functional item that you can buy ingame as a test but making money really isn't the aim here. As such I cant promise any payment. If this were to turn into a commercial success then of course we will be fair but that should not be the reason you join us.  Since the game is already live any models that you make or change can be patched into the game quickly and we can add your name to the credits as soon as you start contributing. Let me know if you're interested and we can work out the details or feel free to ask any other questions in this thread.
  8. Hi First things first. Since S2 brought out their new moba named "Strife" we decided to change our game's name from "Legends of Strife" to "Ash Dawn". For quite a while we chose to keep the name as it was but in the end we thought it best to change it. Aspecialy since we would use "Strife" as short for "Legends of Strife" Ash Dawn has now reached the point where all the systems we considered critical are in place. It also has 1 big pretty much complete zone and 1 half done zone but with working pvp objectives. A good amount of quests items and npc's can be found and the 4 player classes each have an array of unique spells and abilities. With this we've reached a milestone where we consider the game feature complete and in Alpha. Just very unpolished and very thin on total content compared to other MMORPG's but fully playable. The amount of content should increase rapidly from here on as we have streamlined the addition of new content to the game and content now becomes our biggest priority. We have a server up for anyone that wants to try it and we welcome all feedback. I've created a basic website with a forum for Ash Dawn where you can download the game. http://ashdawn.net
  9. Hi. Ive been very busy with my main project (Legends of Strife) Its pretty much ready for an fully playable release. There is still only one zone but it has about 60 quests and 20 spells/abilities and a decent amount of frendly and hostile npc's with unique behavior and lots of items/stats and a working "town siege" system but il save that for another post in the hopefully near future. I decided to take a little break from that so for the last three weeks I've been playing with a library called TeaVM. It allows java classes to be converted into javascript to run directly in the browser. As far as I understand there are other projects that aim to do the same but before now I never thought it possible ^^. So I took the time to create a javascript implementation of my engines "system interface". basically swapping openGL calls for webGL and instead of loading files from disk downloading them through the browser etc. I then went ahead and compiled one of the smaller games i made a few years ago and it works very well. For me this is amazing. I used to have a website hosting of couple of games that i created in java + opengl using my engine. But they all ran as java applets wich is basicly blocked everywhere now. Chrome fully blocks java applets regardless of security setting as of about two months ago and other browsers make it so hard it might as well be fully blocked. But even when java applets were still feasible they were annoying since the users had to have java (and a new enough version of java) installed. It also even back then came up with threatening security warnings that detered users and anyone with slightly higher than "normal" security settings could not run it. Making sure the applet ran in linux or mac also needed quite a bit of effort. Now i can host those games again and have them run in the browser with no security warnings, no plugins and less cross platform issues (Only tested it on windows and linux using chrome though).No changes were needed to the actual game to have it run in the browser. So the exact same game code runs as a desktop app as well as in the browser. There is one big downside though. It is quite a bit slower. But since its small games thats hardware rendered it doesnt matter too much. And i expect it to only get better with time. One other drawback is that TeaVM doesnt support reflection. and probably never will based on the fact that it only compiles methods that can possibly execute though static linking. Wich once again for smaller scale projects should be no problem. I had to do a little refactoring on my engine to get rid of one or 2 instances of reflection but that wasnt too much of a problem. On the other hand this makes compiling really fast and the output javascript as small as possible. Lastly I found that TeaVM failed to compile some deeply nested loop structures with labelled break or continue statements so I had to do a little more reworking in that regard. But i hope future versions will address that. Its only at version 0.4.0 and seems to be under active development. I hosted the game here. http://www.distantmelody.net/spheres-of-madness/ I plan on soon putting up my other small games as well
  10. Legends of Strife I realized that i haven't made and update in 7 months. Fortunately its not for lack of progress I somehow just never got to writing posts. So here's a quick summary, in the last 7 months I have: Separated the opengl part of my engine from the rest via an interface and with that created a DirectX equivalent. Since I'm using java I had to create my own directx bindings in C++ and link it in using java's native interface. All of that was a surprisingly large amount of work especially considering that before I started I had no experience with either C++ or directx (or java's native interface for that matter). Soon I want to add an android opengles equivalent as well ^^ Significantly improved the AI system and made it easier to quickly define an NPC's behaviour and abilities. Server and client now reads all Quest, Entity and Item information from XML. If you're interested here's the current Entity XML file. For two good monster examples check the ForestBoar and the AntleWorker. For two town npc examples check Valice and Auburn. http://distantmelody.net/journal/2015-01-12/entity.xml Added various spells that can be used by the different player classes and/or npc's and lots of other things (Npc's, Terrain, Terrain Objects, quests, items etc etc.) Here's a small montage we've made demonstrating some of the new (and some old) spells and abilities followed by some screenshots. For a more detailed breakdown of the new content visit our our other blog on indiedb (link at the bottom). [media][/media] [color=rgb(40,40,40)][font=arial][font=arial] [/font][/font][/color]
  11.   Thnx i didnt know that. Il give it a try.
  12. ok some more info as requested. I use java and the lwjgl opengl wrapper (wich supports windows, linux and mac). To make the mac build i use vmware to run macosx on my windows machine. but that has the limitation of not suporting any hardware rendering so i can only test it to an extent. I also bundle a jre into the app so the system it runs on doesnt need java installed. I should not be using any feutures newer than 2.1 unless im not realising it (wich i supose is possible) but the game in its current state is a dead simple prototype that only has one simple vertex/fragment shader set to render 2D objects.
  13. Hi.   Im doing the programming on a certain 2D project. I'm using my own game engine and I'm developing on a windows pc. The person I'm working with unfortenetley has a mac wich means I need to be able to make mac test builds for him to test. Now Ive made a build that seems to work on his mac but he says it runs extremely slowly (as in theres a good amount of time between frames whereas the game should run at 60 fps and is not intensive at all).   Im thinking it might be the video driver falling back to software but Im not sure how to go about it especially since I don't have access to a mac to test it myself :/   Hes graphics hardware is Intel HD Graphics 3000 512 MB   Is this hardware perhaps known to give such issues? And if yes is there anything one can do about it?   I've also uploaded a version of the prototype for if there is anyone with a mac willing to help me test it. Especially if you have a better graphics card. Due to an NDA I've stripped all the artwork and replaced it with colored squares. But if you see any squires moving across the screen then it means its working.    https://drive.google.com/file/d/0ByipJlGRu1zsV0dWMXFxOTE4eFE/view?usp=sharing   Thnx in Advance!
  14. Thanks il take a look at that.