• Announcements

    • khawk

      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.

Undeadragonslayer

Members
  • Content count

    12
  • Joined

  • Last visited

Community Reputation

130 Neutral

About Undeadragonslayer

  • Rank
    Member
  1. Just thought I'd point out that from what I've read, ATi cards do have a serious performance problem with texture borders, however seeing as I have never actually tested it, I cant say either way, but that seems to be the consensus.
  2. OpenGL

    There are three different variants of the GTX 260, the original one, with 64 TMUs (192 shader units), a 216 shader unit version, with 72 TMUs and a die shrunk version of the 216 shader version, also with 72 TMUs.
  3. Actually that is a good point, that you should be charged either nothing or very little for just bumming around chatting, getting quests, trading, et cetera. But don't forget that some people pretty much only use these sort of games as chat rooms (was disturbing to me when I played WoW the number of people that just hung around for about 90% of the time chatting). However if you go for a free model for things like just chatting, then you should probably not rely on people having credit just to log in, because otherwise that could isolate them from their friends/guild or whatever, rather allowing them to log in if they don't have credit, just allowing them to stay within a certain area (like a city) and not let them leave (possibly not trade either) but the problem with that is that when a player went to log in without credit what do you do? Send them to the nearest city or free area? These sort of things would have to be smoothed out.
  4. @sunandshadow: "One thing I might be interested in is a subscription that got used up by minutes of time logged in, rather than monthly regardless of how much time you played." Errr... That is what the "micro-time" (properly called a game time system) system that is being discussed is, you purchase game time as opposed to paying for a period in which you can play, so you pay for say 10 hours, that is 10 hours that you are logged in for, not 10 hours in which you can play, so that 10 hours will last you for a while until your have spent 10 hours playing the game. Of course you would have to sell decent amounts of time otherwise it would be annoying to the end user to rebill all the time, or give them the option for either simple rebilling that can be done quickly, not automatic billing though. If I was considering making an MMO then I would most likely use this model.
  5. I'm pretty sure that there are games that utilise this sort of subscription system. I think I remember reading about an MMO a while ago that did anyway. Either way I prefer the buying of game time over buying time in which you can play the game. Or in less confusing words, I prefer to pay only for the time that I use and not for the time period I am allowed to play in. However you would have to do a bit of testing to get the pricing right, because some people will go through small amounts of game time quickly. For example a guy I knew in high school managed in a 3 month period to rack up 1 month of game time in WoW, and that was during school and some school holidays (2 weeks were school holidays of that). So he was averaging 8 hours a day. If prices were tweaked appropriately I think this is a very good model to use for subscription games, better than using a game credit model or a time model (as in 1 month of time, not game time), given that you only pay for the time that you play. It all depends on how casually people play, the more casual someone is about MMO's then the more likely they will like this model.
  6. Nice. When I saw that games could be made using the canvas element I started to make a framework for games to be made in the canvas. University crept up on me though =[ . Well that and a lack of motivation to work on it. Nice work though, I'm getting ~76 FPS on a reasonably old machine. Using Chrome of course. Coincidentally my development companies name is Tempest Game Studios and I was about to start a game engine called the Tempest Game Engine (3D game engine however) and I have started a physics engine called Tempest Dynamics Engine. guess I have to change my engine name now :P.
  7. Unity

    Just a point about the NeoAxis engine, the free version is non-commercial. There is an indie license (Less than $100000 income from the product) as well as a commercial license (More than $100000 income from the product), which cost $95 and $395 respectively (http://www.neoaxisgroup.com/services/licensing). Other than that, I have used one of the engines listed, Torque 3D or rather the earlier version, Torque Game Engine Advanced, however this was only brief so i can't really give you much of an opinion of it, but i suggest taking a close look at what you need, who you think your target audience is and so on, this should help you to make a choice.
  8. Works perfectly for me. I'm using Windows XP Pro. Service Pack 3, with the latest Java installed. Can't give you any help on it though, as I don't use Java.
  9. OpenGL

    The iPhone uses a newer version of the graphics chip that was contained inside the Sega Dreamcast, it uses the PowerVR MBX (MBX Lite = 4th Generation) where as the Dreamcast was the PowerVR2 (CLX2 = 2nd Generation). As for the graphics library I am not too sure, however the tile based rendering is automatically exposed, there is no difference to you when programming the only difference is at the actual rendering time. Unless there are any vendor extensions for OpenGL ES on the iPhone, all of the functionality of the chip should be exposed to you.