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ageshero

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  1. [quote] Here's a little hint: you absolutely will have to experiment with these things. These are very complex subjects, and the only way to really master them is to experiment. You [i][b]will[/b][/i] have to scrap models. Many, many models. I do not believe that you will be able to just fill your head with a bunch of tutorials, then jump right in to building perfect, game-ready models immediately without discarding and trying again. Sorry, but that's just not the way the world works. [/quote] _____________ Thank you for the awesome help and links, one more thing. I obviously want to cloth my model with armors and Jackets or whatever. So if the flexible objects are added in Engine, i guess it would be proper to sculpt them as the same model, and i take it there mind be a kind of painting tool to get the cloth to fall and look right.... i suppose for attachments, all i can see for the time being is to sculpt them directly into the mesh or add them as other objects and combine it, i dont think there will be any mesh problems, but again maybe the uv map will hate it, im not even sure how to work with or fix a uv map. but im sure there's a point where i will need to learn to. That whole texturing tutorial thing looks amazing, i think i will enjoy looking that over for art in general. As for the robots, Im trying to think of how really it could be done because i was certain that when useing the painting thing that it makes the mesh stretch in place. and thats just not very robotic, you know? so maybe if the limbs are each totally separate models and then some how attached thorugh rigging. even then im confused. Rigging doesnt seem that complicated, but i do want very expressive and vibrant characters, robot or not in the future, and ive seen some tools people dont normally use like the Eye tracking glasses marker. I tried and downloaded a rig of the maya Norman animation guy, but it required me to use some other version of blender that was newer and i was uncomfortable with the whole set up of how the camera worked and everything. Also in adding key frames it didn't do the smoothing in between so i could really see how it worked. Sorry if i sound really ignorant or incompetent, im learning, haha. I just want to intake all the info and experience i can, and i will hopefully do that eventual in blender, its just like navigating a complex maze, and if your a baby in the world how do you know what an IK or a UV is or even the concept of walking and running in this new world of tools. _______________________________________________________ A problem just recently actually if you could incline me to an information, i have a low poly cat model, but iwant to delete his leg, and i know how, but when i do i discover he has 5-6 points, not 4, and i can reface the object, how to i reface something like that? Is there an opposite of CTRL R loop cut that will give me more possibilities?
  2. Help: Clothing,modeling,Animation,Rigging,and robots? _________________________________________________ Hey peoples,if possible could anyone help me? Theres a few questions i have and i need to get familiar with it before moving forward on BLENDER 3D which is the program i work with. I know some really basic modeling and i have quite a bit of experience with art in general. but some things are driving me nuts and i dont know how its generally done. 1: Clothing in Games or as an attachment: How do you attach an object, lets say a big scarf or a trench coat with a kind of cloth like feel in the right places, because ive seen it in games because ever game has it from God of war to Mafia II, even Zelda. So how the heck do i add that to my character when i want to? Does it have to be part of the model some how? or an attachment? is the flexible cloth only part of the engine? This question would also answer how i would go about attaching armor to, say a knight, or even swords and weapons, right? 2: Clothing in Animation: I'd imagine there's someway of doing this ,but its probably really difficult? how would you animate a guy taking off his coat. 3: Animation, Floor threshold? is there a way to do that? its viciously inconvenient to have you characters foot not hit the floor. 4: ROBOTS, how do they work!? haha, really though, i really want to make some robots, but see, how would you make him look robot like without all that annoying bendage that your organics would usually have. Also, if anyone has some painting or render tips to make something look like metal or brushed steel or chipped paint. (Big textureing photoshop madness tutorials, stuff that would really help) As for robots, i figure theres gotta be some where to convert objects themselves to bone armatures or something? 5: Say my crazy new animation ready robot needs glowy light emitters in his eyes, and i dont know how to do it, how would i? 6: Symmetrical pipes and gears, is there some kind of way to make sure it gets done absolutely perfect? any ideas would be nice. Alot of this stuff needs a good deal of info in my eyes before i can step out and go for it, the reason is, i dont want to model something that im going to have to scrap when i finally figure out how to do what i need to, because i built it up wrong or something.
  3. Theres so many ideas i would love to express with the effects you can make in blender. though i see that it probably is incredibly hard, i might never get to the point where i make something decent, but maybe. Adding some of those effects into a live action clip would just be wonderful to do. Super powers and smoke action, hahaha.
  4. Thanks for all the information its very helpful. i love the you tube videos of people useing the Effects and such. Esspecially the weird heavy smokes that look so darn real. its mind boggling.
  5. Hahahaha, Hi, i go by Ages i guess. I'm really stuck mentally on a few things, and though people say you should learn by trial and error, im going to flat out bypass that because by trial for 5 hours on something is hopeless. clueless and just a waste of time. and it never gets solved. My questions pertain to Blender 3d and some other Art topics, such as textured models, and generally how to go about all of it. I am already an average or less than such artist, and i have some perspective to what its like to create a character, but the thing is there are so many different winding roads that cannot and will not let me through to my next step in even approaching models for games. Bear with me( and use ENGLISH please, no whacko Mega rocket science nerd speak, okay? ) ___________________________________________________________________________ QUESTIONS: (if you respond just adress the number of the question)( ALL tips pointers, tutorials welcome) 1: How do i assure that i keep my three dimensional blender model Clean, and precise, Ive used mirrors a few times, but i end up with some weird inner model glitches that dont work very well. In the end if i screw something up royally like overlapping faces and or dots and lines( Dots and lines... You know, veretex crap, all that.) how can you tell if they are over lapped(which obviously, if your going to texture, you need a clean model) And when they are overlapped, how do you fix them. 2: Im rather impressed with lower resolution textures found on something like the twilight princess Link model, 3d and texture wise, What is the definitive or ideal way of making game textures, i have cs4 Photoshop, but the 3d painting tool is terrible ( probably just my pc) And i know there are programs like zbrush, but that is pricey, is it not? (tips pointers, tutorials welcome) 3: I would like to know how to cut a hole, or fill in a pre-existing hole, or extrude inwards of the model to add depth and what not... How might i do that? 4: i had this horrible problem at one point in time where the center marker disappeared entirely and i couldn't retrieve my models because they were somewhere in the infinite void of blender. i fixed it once... but i dont really remember how... Help. lol. 5: Before getting into the 3d blender animation department, i'd love to know anything that can be offered, how cameras work, how on earth do you get proper lighting?( i cant even do it in a normal render. of a crappy ball or something) and in the animation process is here a floor or a setting for where the model cannot pass through the threshold or whatever? 6: Very puzzling this one is, I see games and alot of things use custom clothing and weapons that change. Are these like Second-life's attatchment system? over the last year or so this has been driving me a little nuts every time i think about it, which isnt to often BUT STILL.... hooowww do they do it. Armors, clothing, weapons, and how can they be properly atributed to a model in blender. ( attatching objects to a model, as if not truly part of it but it follows a certain point-joint or whatever) 7: any info i might be able to have regarding safety( things like overlapping faces and the like, really sneaky junk) of the model for media aspects such as Animation, games, etc. I would hate myself if i made some great model, but theres some awful thing that i totally overlooked, because i didnt know what it looked like. Kind of a vague question i know, but please throw some random "WARNING, DONT DO THAT"'s out there if you please. 8: How is CGI in general made into an animated or live action film, theres motion blurs and depth of field and all manner of colors and textures. Any ideas on how it all comes together. weird effects i'd love to make like black smoke or blood, Lights, glows. etc. how would you per say make a streetlight, and have it with a realistic lighting. Textures, i know that games can make them have fake shadows passing by and the like. i dont know if thats able to be done in Blender though. 9: hair and fur, I don't want all my characters to have big clean junky cartoon hair( and even if they all did, they need more depth with some extra work), and at the same time not have to model every last strand of complicated hairs, What if i want to make a Bear, and he needs bear hair. Ive seen games like Soul Calibur 4 use something that looks like a alpha texture on an object, but to make it flex, and low poly. 10: Can i render or create some kind of (ink in water ) black smoke, if so, and how. and if i wanted to take a picture of it how would i keep said smoke from going where i dont want it to. ________________________________________ I'm fairly new to blender, but i hope to create sculptures and art that could easilly be used later in games or animations, which is why i want to get all the info i can soak up. as i love the prospect of making cartoon characters, and suits of scifi armor, and really anything i want, and being able to use and apply it into any form, Adding bones so i can use this highly detailed model and apply it to a Sculpture involving several other rigged characters.
  6. I would try to get into programing, because i don't have any friends or reliable partners in the business of making games to work with. At least not anyone stable or flexible with an open mind to try getting made a rpg like im wanting to.
  7. I might just end up being good at what i do, Writing, Music, Drawing.
  8. Yes, I sent you a message 3 days ago with information on Allacrost. Check your inbox, it should be in there. It shows up in my outbox and says that you have not yet read the message.
  9. Hello, Sorry, did you send the personal Conversation start? still interested in doing some pixel art, though i hope i'm good enough to match what you need.
  10. Interesting, but im not really enthused with using RPGmaker, i feel like im cheating, Lol. Game maker seems really really versatile and if you can master it, you really can do anything you want in the realm of 2d.
  11. [quote name='MERKB' timestamp='1309062117' post='4827777'] I don't know at what point something here will really stick out for the OP, or at what point all this will become INFORMATION OVERLOAD. What I do know is that there has been alot of good advice, and a bit of not so good advice, but this post seems more like a cry for reassurance, something that many, if not all of us, had before we started "making games" That is something everyone here CAN and SHOULD give you. With realism thrown in, of course, but here's the truth of the matter in game development: 1. EVERYONE here has a passion for games. Mostly, some stage and form of developing them. That being said, everything begins with... 1.a IDEAS IDEAS, PASSIONATE, EXCITED, IDEAS. 2. You have an idea and a desire to make a great game. The first step, which you probably have by this point, is start small to learn. 3. FIND YOUR NICHE. What about the games stimulates you? Do you have a desire to create beautiful things that will make a game (graphically) what it is? Does the art inspire you? Maybe you want to bring things to life. Programming is a safe bet if you do, because, for 2D games especially, there is art available, even just stock graphics, that can give you some gratification without hiring an artist. 4. Prepare for some form of burnout. This is important, because as you learn everything that goes into making a game, you will inevitably become overwhelmed with something at some point. This adheres to the Rome wasn't built in a day. Imagine if one man decided to build Rome himself... he might get as far as getting the tools and supplies, and even erecting a building before realizing... HOLY SH** I'M TRYING TO BUILD A CITY. You will learn about the process, and it can be very overstimulating, but with lots of experience, you will learn to pace yourself and prepare. Don't give up. 5. Yes, choose your tools wisely. I will not go into this here, there are many other posts on this, and it sounds like you have some idea anyway. I would say using Gamemaker or the like to prototype at least is a safe bet, because it provides quicker gratification than, say, C++ could afford you. That being said, I doff my cap to everyone who insists on learning things like C++ first and only, as I know a good many of those people who suceeded. 6. Yes, you can make a game by yourself. What kind and how big, I truly belive that is best left for you to decide by just doing it. You will quickly learn what your limitations are, much more quickly than for you to digest all the pages we here at Gamedev have written. GOOD LUCK WITH CAPITAL LETTERS!!! [/quote] Interesting for sure. thanks for the input and inspiration, though i may end up not programming as much as i would like to be alittle more dependent on my own skills. Can anyone list some popular 2d games and what engines they were made with, if not their own.
  12. [quote name='DogmaDZ' timestamp='1308993244' post='4827505'] [quote name='ageshero' timestamp='1308988444' post='4827492'] ima go on a random rant. lol. For me, game play is always important to hold in a standard, keep it comfortable. And what i really mean is to be sure it adds to the flow of the game rather than makes it convoluted or boring. But truely in the end, the story is the most important part. if you have some crappy anime story, with no real conceivable plot then its going to fail miserably, Take a really bad anime for instance. no story, just lost of action does not intrigue anyone but little slimy troglodytes who cant conceive emotion or plot points, because its to complicated for them. Those same people probably crowd around terrible carbon copy FPS shooters. ... "Mankind predictably wipes itself off planet earth, only to find home just around the globe out of the reach of the planets gravitational pull. Before the pollution could overtake the planet in a hideous smog, mankind used all its greatest minds and most admirable tactics to gather what was needed to survive decades in space around Earth. At this time space vessels and space stations were a normal thing, but there is no way that man would leave his home. So they terraformed the planet after vaporizing the atmosphere, and letting machines smooth the planet over. All the work of all the past, documented in files, samples, historical containment facilities. Earth would be beautiful again. But because of our habits, we must start again, and lose everything we had known. our children will know only the metal corridors of a sterile space station, and now moments away after years and years. The Planet is ready sustain life once again. Earth is habitable, and the cloning of it's children will repopulate it. Were making history." Maybe if its about rebuilding the new earth? interesting concept for a RTS. But im much more of a hands on kind of action adventure person. so we move into something totally crazy, which it takes place thousands of years in the future. Where maybe history begins to repeat itself again with pollution, due to new fuel forms, i guess every so often we need a restart, yeah? ... SO there, my rant. Game writes suck really bad very often. Am i the guy to help? maybe not, but i like to dream about stories and adventures, and of a world different than this, imagine imagine imagine. To me, you have to be a dreamer to write, or at least give a picture of something beautiful and adventurous, which is needed in an rpg. (P.s. not stealing my story example. i think its neat and it mine, lol. If you want it, get me to write for you.) [/quote] I think almost any beginner starts out like this. Some story and vision that sounds awesome in your head, and this is what gets them started in game development. Your imagination is a good place to get your motivation, but to create a game you will need to add a lot of discipline, and you will need to compromise. An epic storyline like this one is of the scale of mass effect, and that needed quite a lot of people to complete. It might be doable in 2D, but it will take a lot of time with people working on it fulltime. You say yourself that it is not entirely original. One of the ways I like to work is by putting constraints on myself to work with. So let me try and put some constraints on you . Try to figure out a story and gameplay that takes place in one location, for example a small mansion or maybe even in an interrogation room, or a hangar. Then try to work with only 5 characters in your entire story, and make it a story that can be completed within two hours. Now, let me explain the constraints. It is the equivalent of a short film created by movie students. A 3D or 2D house can be created in a matter of days, maybe weeks. Creating 5 characters is also a matter of days to weeks. So what you have is a small playground to test your ideas in. You can also do tons of cool things in a small area with a limited number of actions. Let me give you some quick example of small storylines: - A story in an asylum where it is unclear to the player if what is happening is really happening, truth and lie interconnect a lot. - A story in a hounted mansion, where in the end you turn out to be the ghost instead of the things you think are ghosts. - A story where burglars invade your house, and you need to try and save your family and escape the house. You see, all these stories are small, but it allows for interesting gameplay to emerge and it can be very fun for players to play such stories. This might be an easier road to take, but I think many gamedevelopers (me included) have the tendency to try and create something epic and big. [/quote] I hear Walt disney said, that if he didnt get someone to find fault in his project, He figured it wasn't good enough of a scale in his opinion, lol I am a huge scale kind of guy, Most of my comic stories are planned to connect. i have a lot of plans to write novels and connecting story plots. intertwining things. And yes of course, a story can be short and simple. But there's something about adding that extra depth, its as if your staring into a 3d painting as apposed to something more 2d. I have some simple plots, and other game ideas, Just the rpg that i have been discussing has been the big dreamy Game only, concept that i had next to a few others. I like to wrestle all the spectrums, all i need is the knowledge on where to get it, and the motivation to do it, and im sure i could be pretty patient. lol.
  13. ITS A WALL OF MAAAADDDNnnenessSSSssss
  14. ima go on a random rant. lol. For me, game play is always important to hold in a standard, keep it comfortable. And what i really mean is to be sure it adds to the flow of the game rather than makes it convoluted or boring. But truely in the end, the story is the most important part. if you have some crappy anime story, with no real conceivable plot then its going to fail miserably, Take a really bad anime for instance. no story, just lost of action does not intrigue anyone but little slimy troglodytes who cant conceive emotion or plot points, because its to complicated for them. Those same people probably crowd around terrible carbon copy FPS shooters. They want a few head shots because that's all they care about... So i say, If we want a good story in a game, what do we do? well the first thing i would do is ask yourself really tough questions. like Why the hell is this cool? what makes this cool, and why and how can this work. Another example: Anime, 1st episode, no story, just a big fight scene and a few concepts that they are on another planet and there's some politics and bad guys. Nothing is connected, its unfinished. a story cant be about fighting aliens alone, there needs to be more substance than that. Why are they fighting aliens, (we'll continue this plot) Because they threaten the existence of man! Okay, cool. Do they aliens look like stupid Unreal 3 style small headed large muscle idiot monsters? And why is that cool to have that in your game? are you joining the massive circle jerk of testosterone addicts in the world of Modern gaming? hell no you are not, get screwed. make an interesting alien. What are your favorite stories? find that out and try to make your story better than they could. Starwars? Stick with the first 3 movies, and your better than George lucas, because the prequels stunk right? The very fact that i am harshly crtitical of other things and analyze this, is why and how you create a good story, and find the faults and the good parts of a story. ______ Here is a short story i will write now. "Mankind predictably wipes itself off planet earth, only to find home just around the globe out of the reach of the planets gravitational pull. Before the pollution could overtake the planet in a hideous smog, mankind used all its greatest minds and most admirable tactics to gather what was needed to survive decades in space around Earth. At this time space vessels and space stations were a normal thing, but there is no way that man would leave his home. So they terraformed the planet after vaporizing the atmosphere, and letting machines smooth the planet over. All the work of all the past, documented in files, samples, historical containment facilities. Earth would be beautiful again. But because of our habits, we must start again, and lose everything we had known. our children will know only the metal corridors of a sterile space station, and now moments away after years and years. The Planet is ready sustain life once again. Earth is habitable, and the cloning of it's children will repopulate it. Were making history." Obviously this isnt an unheard of idea, but speculative fiction is incredibly interesting. I plan to use this in a revision of a particular story line of which non need be talked about. its only a base on how mankind refines itself and moves into a new era. In the past, pollution smogged the skies, and the only option was to maticulously gather every living things that we could find and store the dna and substance of those things in cloneing, and of course in that day, 2600 maybe, this was legitimate and possible. The smog now gone, and the story bassis is set. now it would be horribly boring depending on how you do it. to play a game. Maybe if its about rebuilding the new earth? interesting concept for a RTS. But im much more of a hands on kind of action adventure person. so we move into something totally crazy, which it takes place thousands of years in the future. Where maybe history begins to repeat itself again with pollution, due to new fuel forms, i guess every so often we need a restart, yeah? Anyways, now were in a blade runner future, picture buzzing hover cars, gritty rusted massive building either being maintained by ant sized in perspective, human beings welding away with futuristic equipment to repair the buildings or build new ones, Lights like a whole wide city, scaling up the massive towering building. And all this is explained and is going on, and players are entitled, privileged in fact, to know the state of the world, the way of the universe in this storytelling. THEY NEED TO KNOW basically. I hate to get nazilike but you absolutely must be forced to see this. that the "scifi world" was in decay, and that its history is important to even concieving why this adventure is so great. To see whats happening, how the world is working, and how the character fits in, i cant stand something that is to small scale, or simple. Because all stories have to break the line between good and evil. and bleed the colors into grey. They have to tell stories of characters who may have done bad things, or have had hard times, heroes and thieves, Poets and scoundrels. Where are the stories that are this grand? who will make them? Who will write the engaging dialogue? And the game producer of a higher up company says "Eh, we'll get bob to do it... he used to write for the high school paper right? yeah itll be fine, besides, its not like a story holds the game together or anything. lol..... HAHAHAHAHAHAHAHAHAHAHAHAHAHAHA RIGHT GUYS!?" SO there, my rant. Game writes suck really bad very often. Am i the guy to help? maybe not, but i like to dream about stories and adventures, and of a world different than this, imagine imagine imagine. To me, you have to be a dreamer to write, or at least give a picture of something beautiful and adventurous, which is needed in an rpg. (P.s. not stealing my story example. i think its neat and it mine, lol. If you want it, get me to write for you.)
  15. [quote name='Tom Sloper' timestamp='1308969416' post='4827443'] [quote name='thatguyfromthething' timestamp='1308965576' post='4827427'] 1. You should not waste any time learning anything that won't be used for your project. 2. this place is full of incredibly terrible advice. [/quote] 1. That is incredibly terrible advice. 2. See #1. [/quote] Lmao...