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      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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About ZenDavis

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  1. So after a bit of research, the shader would have to cover: Diffuse, Normal, Specular, Height, Flow Maps, Cubemap, Vertex Blending, Phong-Blinn, Porosity. Does this sound about right?
  2. 10.26.12: Character Face in Progress (Now with wrinkles) [img]http://pedrohurtado32.files.wordpress.com/2012/10/ghost_sheet_update_11.jpg[/img]
  3. 10.25.12 Update: Plants In Progress [img]http://i.imgur.com/xJkJG.jpg[/img]
  4. [img]http://i.imgur.com/dP8AQ.jpg[/img] [b]General Information[/b] • Game Title: Conscience • Platform: PC • Genre: Survival Horror and RPG • Theme: Survival Horror / Western RPG • Camera View: First Person • Release Date: October 2013 • Team Size: 24 Part-Time Developers • Project Started: January 2012 [b]Features[/b] • First Slasher genre WRPG in development for the PC! • Twenty three killers with unique behaviors and methods of attack. • Next-Generation Artificial Intelligence that Flanks, Hunts, Tracks, and Traps you like no other game before it. • Persistent Injury System: Real time damage to the player causes the gameplay to adjust to their injuries. • Multiplayer co-operation allows players to promote or hinder the progress of other players depending on the situation. • Multiplayer Dialogue Trees. • 60 Community Perks that you can receive for helping or hurting the youth camp community. • Community tied directly into your progress. Death of individuals in the community means a loss of social points that used towards earning perks. • Over forty different endings depending on how you play the game. [b]Overview[/b] "Conscience" is a multiplayer first person psychological horror RPG set in a lakeside camp where players take on the responsibility of managing the grounds and looking after the youths when a group of masked individuals invade and begin killing everyone they come across. Part "Manhunt", part "Resident Evil 4", and part "Heavy Rain", "Conscience" is a brave new journey into horror, offering gameplay that is fun, exciting, and provocative, and an experience like nothing else from the industry. Developed inside CryEngine 3, "Conscience" brings together a number of the mechanics found in your favorite games, including an expanded version of the dialogue tree mechanic found in games like "Fallout 3" and "Mass Effect", the trap setting and AI mechanics found in the iconic opening village attack of "Resident Evil 4", the intense atmosphere of "Manhunt", and the mature storytelling of "Heavy Rain". Each choice you make in game. Each person you save or abandon will then end up factoring into one of over forty endings you receive at the end of your playthrough, resulting in unparalleled replay value for you and your friends. [b]Premise[/b] The premise of the game is based around the Slasher film genre. The genre had not been explored properly by the videogame medium in recent decades and felt like a fresh opportunity make some new headway into videogame horror. [b]Story Flow[/b] The game begins on a bus heading into the camp. The player chooses a character and then begins to introduce himself to a variety of individuals on their bus. Once they reach camp, they receive a roster sheet with the name of everyone attending the camp. As players get to know different NPC characters over the course of the next twelve hours, the nearby town erupts into flames. Hours pass and soon individuals at the camp start vanishing. Upon looking for these individuals, a fog descends inside the crater. In the distance shapes appear stalking the player. Not too soon afterwards, these individuals viciously lay siege on the camp. The players can retreat to the other NPCs or can try escaping the camp on their own. Depending how the player plays the game, the outcome of the story will change. [b]Target Audience[/b] "Conscience" is aimed at the 18+ market and fans of Horror and Western-RPG games. It will not be aimed at children as the content is not to their benefit. [b]Setting[/b] The game is set inside a forested crater. Filled with water, the base of the crater has become home to the counselors running the expensive youth camp. However, the shape of the crater has served to act as an entrapment meaning that there is only one way in and one way out. In the event of a terrible tragedy, reaching civilization would be relatively difficult to achieve. The only means of access is the local radio tower and signal booster which helps connect cell phones to the outside world. If that were to ever go down, the inhabitants of the crater would truly be isolated... [b]Player[/b] The intended player experience is meant to center on two specific experiences. The first is the experience of getting to know the community you are in and getting attached one way or the other towards those NPC characters. The other experience is of the terror of being attacked in the darkness by those who wish to hurt those you've grown attached to. We will incorporate gameplay ramifications of losing those individuals where you will lose the social points you will have gained by doing missions for individuals. The loss of social points will be retroactive resulting in the loss of earned perks. The player will have a choice of which perks they must sacrifice for the loss of those social points. The killers will typically try to ambush, hunt, and trap the player character. This will result in a constant state of fear and terror. A heartbeat meter based around hearing and the proximity of individuals will help keep a lump in players' throats and make the experience of playing the game far more intense than it otherwise would be. They will never know who is approaching. This will be exacerbated by the save system which works on a time oriented mechanic rather than allowing the player to save the game themselves. The fact that players will have to survive in order to reach a time based save point will further emphasize their survival and make the gameplay experience even more realistic for them (like Day Z). [img]http://i.imgur.com/LQk5W.jpg[/img] [img]http://i.imgur.com/ufrHF.jpg[/img] [img]http://i.imgur.com/faE6S.jpg[/img] [img]http://i.imgur.com/Ylnau.jpg[/img] [img]http://i.imgur.com/2Neuw.jpg[/img] [img]http://i.imgur.com/hqMwW.jpg[/img] [img]http://i.imgur.com/uZAEK.jpg[/img] [img]http://i.imgur.com/WVa88.jpg[/img] [img]http://i.imgur.com/2i5IK.jpg[/img] [img]http://i.imgur.com/7CNRq.jpg[/img] [img]http://i.imgur.com/k8QEg.jpg[/img] [img]http://i.imgur.com/JprUI.jpg[/img] [img]http://i.imgur.com/phmnH.jpg[/img] [img]http://i.imgur.com/iOfsC.gif[/img]
  5. [font="arial, verdana, tahoma, sans-serif"][size="2"]I'm working on a game that requires randomly generated 2d buildings with two textures. The base building texture and then window textures randomly laid on top of the building. The art style is relatively cartoony so the windows don't have to be perfectly generated but I'm having trouble conceptualizing how to go about this. Any help?[/size][/font]
  6. [font="Helvetica, Arial, sans-serif"][color="#111111"] [size="2"][img]http://i.imgur.com/MYBVe.jpg[/img] [/size] [size="2"][img]http://i.imgur.com/TTuUd.jpg[/img] [/size] [size="2"] [/size] [size="2"]Here is the mouse we're considering. The one we're specifically looking at is the one that says, "Zen. Pick me." Thoughts guys? This is going to be done in a crayon aesthetic. Thoughts on the buildings as well please?[/size][size=2] [/size][/color][/font]
  7. All right thanks guys. It's resolved. [Edited by - ZenDavis on May 26, 2010 9:24:28 PM]
  8. Quote:Original post by InvalidPointer Well, if you want some realism/plausibility nitpicks, I have a start :) The blood spray pattern on the axe head doesn't make a whole lot of sense. Recall that when said axe head comes into contact with J. Random Zombie, the spray pattern is going to come *out* from the area of contact, usually the bladed end. As it stands, it's just kind of there. It doesn't feel very believable and I'd be willing to bet even a casual observer would notice that there's something that just feels off about it, even if they can't identify how. Also, the individual spat marks would generally be more elongated, spreading out from the point of contact, whereas the detailing you have now feels like the axe was just sitting on the ground and a zombie happened to bleed on it somehow. Similar deal with the stuff on the axe handle. On a similar note, the paint chipping is also rather haphazard and just feels subtly off for similar reasons. If you grab a real fire axe that's seen some use, you'll notice that most of the wear actually occurs at the edges, as these come into contact with other surfaces most frequently. Scuff marks/chips on the more central regions, while certainly still present, tend to take on a much thinner, more elongated character as they come about primarily from the edges of something else scraping against it, only taking off small bits of paint. Right now it looks like you have a brand-new axe that just happened to come into contact with some acid blood or something :) I don't think I can really nitpick anything about the geometry, everything looks more or less in order. If I did have to pick something, however, the piece of the axe head in between where the handle pokes out of the top of the head and the axe blade could probably be a bit straighter instead of curving a little bit like it does now. This is probably a stylistic choice, however, and as such is pretty minor. So, in summary, doing convincing weathering is hard, but you're off to a good start. This looks sharp, and I'd love to see it in-engine! Thank you the care and detail of your answer! The artist hasn't had a chance to look at your advice yet but I will link him to it in the morning. Updated examples that came in today:
  9. Here is an axe. Please look it over and make any suggestions. I personally don't feel it is ready yet but I'm not sure how to improve it since I'm not a modeler. Advice?
  10. Pro-Wrestling Arena Test Footage! What do you guys think? This was done in UDK. Any feedback? Suggestions? Questions?
  11. Quote:Original post by jtagge75 Get off your high horse. The point is he didn't give you the answer you wanted to hear so you took it personally. Get over it and quit trying to justify it. You're the one that took on an attitude about it. As the others are saying, nowhere in his post does he belittle you. What was the answer I wanted?
  12. Rebellion has developed some of the worst games of this generation. I'm surprised we got what we did out of AvP.
  13. Quote:Original post by swiftcoder Quote:Original post by ZenDavis All I wanted to ask was whether GameDev would allow a posting of that nature. That's all.From where everyone else is standing, this is the exact question that Obscure answered, with a reasonable and detailed analysis of the risks GameDev would be opening themselves to if they did allow it. If you wanted only a yes/no answer, perhaps you should have specified that from the start. To reiterate to my thoughts that I was editing in above - He could have said the same thing without rambling on about what I was *REALLY* asking. I mean you tell me. What was the purpose of all that extra text other than to speak down to me? And if you should respond that you can't speak for him, then I think you're being a little disingenuous. This is the correct post Obscure should have made. In fact after reading it without all his extra nonsense, Obscure sounds like a pretty darn smart guy. Quote:Original post by Obscure The proof issue is a vital part of the answer because, until someone actually goes to court and the judge rules in their favor, the matter remains unproven. Just because someone believes that their project constitutes a parody that doesn't mean that the court will agree. Further more, as the matter is unproven, there remains the chance that the IP owner will take some form of action to prevent the use of the IP. That is fine if the project team are willing to take on that legal risk (and have suitable indemnity insurance). They can put up a web site, post about the project and hope that Nintendo don't notice. The problems start when they seek to expose Gamedev.net to that risk. What is the likely action? - In most cases I would assume a simple cease and desist letter and GD.net would immediately remove the offending material. However, there are companies out there who actively pursue trademark and other IP related infringements specifically in order to try and force a pre-court settlement. They know that companies will pay a settlement if it is likely to be cheaper than the cost of mounting a defense. they will often pursue any parties involved in the alleged infringement and specifically those that they think may have some cash. In other words they are less likely to actively pursue the (poor) individual who committed the alleged infringement and put more effort into attempting to prove the involvement of any company involved (such as GD.net), from whom they would have a greater chance of gaining a settlement. The cost of responding to a cease and desist is minimal; but there is a cost. Any escalation above that and the costs rise dramatically. I certainly don't believe that GD.net has any responsibility to expose themselves to any level of risk and believe the current system whereby IP related projects are banned, unless the team can prove they have permission from the IP owner, is perfectly reasonable.
  14. Quote:Original post by kdog77 Zen, I have read and re-read this thread and still don't see where Obscure's post crossed the line of being condescending. As far as I can tell, Obscure re-phrased one of your questions which you took exception to, but in all honesty I don't think it deserved a multi-paragraph adhominem response. As others have stated, this is a professional board and you are responsible for your own conduct. Claiming you were attacked by another poster doesn't relieve you of maintaining a certain level of professionalism. I see you what you've said... but what I think you're really trying to say is that you're excited to see someone stand up for themselves against a party that is taking a knee-jerk, the sky is falling overreaction to a simple question. Thank you for your support. It means a lot to me, the posters of GameDev, and the other mods who have been put under the thumb of Obscure for far, far too long. ::wink, wink, nudge, nudge:: ^_^ Quote:In response to your original questions (in the first post) I don't think you will find an official Fair Use FAQ from GD.net any time soon because it might be construed as legal advice. There are plenty of information resources on Fair Use available at Stanford website, the EFF and other such free speech foundations to provide guidance. I practice law (in the USA) and I am not going to jeopardize my license to explain to someone on an open forum how to argue a fair use defense (beyond general info) because if I am wrong (and with fair use that is certainly a possibility) then it's my behind that is hanging in the breeze. I certainly don't expect GD.net to take risks that I am not comfortable taking. As far as GD.net's policy in allowing you to recruit here, that is their call and I don't think that they would be out of bounds in limiting such posts. If you want to recruit a team to test the limits of parody in video games, then I suggest you consult an attorney prior to releasing the game and obtain a good E&O policy to cover your butt/legal costs if you are sued (which is always a possibility). But I don't think you will find many Sancho Panza's on this forum to step up the plate for this type of project for the sake of increasing their reputation. I expect most developers would rather be known for quality games. Good luck! I think I could probably find plenty of people who might be willing to take the time and energy on something like this. Plenty of modding communities are built on the foundation of working with other IPs. If I relied only on GameDev for my team building efforts, I would still be stuck trying to find a programmer for iPhone development instead of having four ongoing projects making their way into completion towards multiple platforms. Not to say that I don't respect the site or am not thankful for it. GameDev is the site that got me to believe that I could make games for myself and I love all you guys for it. However it's a matter of principle where I just simply do not put up with condescending attitude from anyone. I wasn't trying to insult the guy. I simply stated how I felt he was coming across and I meant it one hundred percent. He could have said the same thing without rambling on about what I was *REALLY* asking. I mean you tell me. What was the purpose of all that extra text other than to speak down to me? And if you should respond that you can't speak for him, then I think you're being a little disingenuous. Also you've stated a logical fallacy when you say most developers would rather be known for quality games rather than a title based in parody. To say that a parody project couldn't be a quality game at the same time is exceedingly short-sighted. The bottom line is that my question was answered about three posts ago, prior to Obsure really even posting anything.