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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.

JoeVanSickle

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  1.     [Play Chess Online]   Play against a friend or an opponent from around the world. No accounts required. Free analysis, spectating and more!
  2. [url="http://www.vec3obj.com"]Vec3[/url] is worth taking a look at... You can embed it also. Here's what it looks like: [url="http://www.vec3obj.com"][img]http://vec3obj.com/data/7.png[/img][/url] Random exceptional uploads: [url="http://www.vec3obj.com/re.html?id=39"][img]http://www.vec3obj.com/imgs/ptail39.png[/img][/url] (4.03 Mbs) [url="http://www.vec3obj.com/re.html?id=31"][img]http://www.vec3obj.com/imgs/ptail31.png[/img][/url] (4.45 Mbs) [url="http://www.vec3obj.com/re.html?id=34"][img]http://www.vec3obj.com/imgs/ptail34.png[/img][/url] (10.78 Mbs) [url="http://www.vec3obj.com/re.html?id=3"][img]http://www.vec3obj.com/imgs/ptail3.png[/img][/url] (1.23 Mbs) [url="http://www.vec3obj.com/re.html?id=4"][img]http://www.vec3obj.com/imgs/ptail4.png[/img][/url] (0.33 Mbs)
  3. Stop worrying about the feature level/graphics card. The only limiting factor here is the operating system. DX11 can target directx 9.1-11 enabled graphics cards. So for unity users that makes it 53.2% (Win7/Vista) to 44.1% (XP)...
  4. What about this: [url="http://vec3obj.com/"]http://www.vec3obj.com/[/url] A 3d model viewing/sharing platform for your browser. .Obj only though...
  5. I choose DX11 over DX9. Reasons for that: -Operating system trends [url="http://marketshare.hitslink.com/os-market-share.aspx?spider=1&qprid=11"]here[/url], [url="http://store.steampowered.com/hwsurvey"]here[/url] and [url="http://www.w3schools.com/browsers/browsers_os.asp"]here[/url]. -Your game will probably take a while to make yeah? So when it's done XP will have an even smaller market share.
  6. Gentlemen... We now have multiple texture support. [url="http://www.vec3obj.com"][img]http://www.vec3obj.com/data/13.png[/img][/url] [url="http://www.vec3obj.com/re.html?id=77"][img]http://www.vec3obj.com/imgs/ptail77.png[/img][/url] [url="http://www.vec3obj.com/re.html?id=78"][img]http://www.vec3obj.com/imgs/ptail78.png[/img][/url] Also: -[b]Fullscreen! (F10)[/b] -New cursors and icons -Error reports -Replaced err thumbnails -Misc tweaks [b]Beta is fast approaching.[/b] Only one major feature left (greatly improve embedding)... Can any of you think of a major feature that you would like to see added? I'm going to make sure it runs well on mac/linux now. Upload your shiny models for sharing today!
  7. Introducing [b][url="http://www.vec3obj.com"]Vec3[/url][/b], A model viewing/sharing service that runs on all browsers and all operating systems. Vec3 is currently in [b]ALPHA[/b] development. [b]Features?[/b] -Functions on all operating systems, all browsers; with no install -Offsite [url="http://www.vec3obj.com/embed.html"]embedding[/url] -Ability to view textures and uv maps -Rotation/panning/zooming -Model stats -Views/Ratings -Normal Maps -Spec -Alpha -Easy and safe uploading -Easy sharing -Customizable -Data compression -Browsing -Multiple textures -Fullscreen [b]What does it look like?[/b] [url="http://www.vec3obj.com"][img]http://vec3obj.com/data/7.png[/img][/url] [b]I want to try it![/b] Random exceptional uploads: [url="http://www.vec3obj.com/re.html?id=39"][img]http://www.vec3obj.com/imgs/ptail39.png[/img][/url] (4.03 Mbs) [url="http://www.vec3obj.com/re.html?id=31"][img]http://www.vec3obj.com/imgs/ptail31.png[/img][/url] (4.45 Mbs) [url="http://www.vec3obj.com/re.html?id=34"][img]http://www.vec3obj.com/imgs/ptail34.png[/img][/url] (10.78 Mbs) [url="http://www.vec3obj.com/re.html?id=3"][img]http://www.vec3obj.com/imgs/ptail3.png[/img][/url] (1.23 Mbs) [url="http://www.vec3obj.com/re.html?id=4"][img]http://www.vec3obj.com/imgs/ptail4.png[/img][/url] (0.33 Mbs) Most recent uploaded model: [url="http://www.vec3obj.com/re.html"][img]http://www.vec3obj.com/link.png[/img][/url] [b]How can I help you, help me?[/b] Share your experience; or anything that you upload. Comment or provide a question/suggestion. Help it spread by using it to showcase WIPs.
  8. [b]@landagen:[/b] Thank you! I've been working on the server/client side by side since very early on, I find it's best to get them both of the ground as early and as close to the same time as possible. All of my friends suck so sadly I can't really show off all the multi-player functionalities in the videos. The server/client are written in C++, I'm not using a database though. I haven't really found the need for one; I just need to save one file for each character and one for each account. The server reads and writes everything to different folders, I find the fore mentioned method to be lot more simple and strait forward than using a database. I get that question a lot though, perhaps I've always just missed something? I encountered frighteningly similar circumstances when I started up a team as well (previous project); this time around I'm going to be a lot more selective, and try to stick to 3 people max joining the team. I'm hoping that will solve the problems that I encountered before.
  9. [b]@JustChris: [/b]Nahh, If you have Vista or Win7 you will be fine!
  10. [font="Verdana, Helvetica, sans-serif"][b] @Nikke:[/b] Thanks, I chose to use DirectX 11 (same goes for shader model 4.0) to make things easier for myself. I understand that [i]that[/i] choice may have narrowed the potential audience I can reach.[/font][font="Verdana, Helvetica, sans-serif"] [url="http://marketshare.hitslink.com/os-market-share.aspx?spider=1&qprid=11"][clicky][/url][/font] [i](DX11 makes viv win7/vista only)[/i] [font="Verdana, Helvetica, sans-serif"]Misc reasons for choosing DX11:[/font] [font="Verdana, Helvetica, sans-serif"]-I wanted to use the most up to date APIs for this project. -I programmed all this by myself so I thought I'd make things easier and simpler by choosing just one DirectX version. -I've got more experience with DirectX11 than with DX9. -I have a DirectX11 graphics card -DirectX11 is going to be supported further in the future than DX9.[/font] [font="Verdana, Helvetica, sans-serif"]-Win7's popularity is growing[/font] [font="Verdana, Helvetica, sans-serif"]-I wont be done with the project for about another year...[/font]
  11. [b]Update posted.[/b]
  12. [b]@Ashaman73:[/b] Thanks for the feedback I will consider doing what you mentioned. Development Started June 2ed 2010 Ssooo.. 413 days ago (1.13 years). I first started to try to create a game like this one about 6 years ago (starting over a lot and redesigning things better since then). Iv never gotten this far. Based on current projections I'm predicting it will take another year more to get to beta. I did all the art-work for the game (meshes/textures/gui etc etc), which surprisingly I'm starting to dread doing [img]http://public.gamedev.net/public/style_emoticons/default/sad.gif[/img]. I'm also starting to notice that I get that question a lot [img]http://public.gamedev.net/public/style_emoticons/default/mellow.gif[/img]... I am torn as to whether I should try to start up a team, I have tried before and it didn't go so hot. I used windows live movie maker 2011 for the progress video but I do not recommend it as it butchers the video's quality and you can only output one format; it's fairly easy to use though.
  13. [font=arial, verdana, tahoma, sans-serif][size=2][b]Update posted.[/b][/size][/font]
  14. [font=arial, verdana, tahoma, sans-serif][size=2]Hey guys I've made some more progress... [url="http://vansicklegames.com/Data/Media/images/58.png"][img]http://vansicklegames.com/15.png[/img][/url] [media]http://www.youtube.com/watch?v=RYsbQ18-2mM[/media] [url="http://vansicklegames.com/"][clicky][/url] If you want to see more...[/size][/font]