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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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About ryan20fun

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    Milkyway Galaxy \ Earth \ Africa \ South Africa \ KZN \ Durban
  1. I suggest looking into how the Borderlands series handles leveling up. (This is what I have noticed from my playthroughs) The higher the enemies level is, The more xp you get upto a limit. So killing a enemy that is around the same level or lower will get you like 1xp, But 5 levels higher gets you ~100-~300xp. Also the harder the enemy is (Badass, Super BA, Ultimate BA) applies some kinda multiplier to the xp.   HTH
  2. i just happened to be evaluating that over the weekend.  Can't seem to use it to make a pretty girl.     There also is Manuel Bastioni Laboratory as well. I have only moved some sliders around, But it is similar to MakeHuman. You should (double) check the licenses for the resulting models. IIRC Bastioni Lab base models are Creative Commons.   HTH
  3. I just checked, And the BP code that I have is like yours. But I don't check for authority as I am using custom events that only execute on the server/client.   The C++ code I have works the same way as the BP version. I ran into a similar warning due to an ownership issue (It was from the weapon from the FPS template that I was converting to network friendly) Wierd, But atleast it solved the warning.
  4. I remember running into something like this, It had to do with Actor ownership. Does the actor have an owner?   Here is a link to the "Actors and their Owning Connections" doc. You can also read through this thread here, It mentions that you need to own the actor you are calling the RPC on.   I could post what I have done for networking in BP's if you want.   HTH
  5. I believe that is now a GDNet+ only feature, IIRC it was mentions in the "New interface" thread.
  6.   I'm not getting that behaviour.  Anyone else getting/not getting it?   I'm using Chrome Version 54.0.2840.99 m (64-bit), with the following extensions: AdBlock Plus, B.S. Detector, Chrome Remote Desktop, Tampermokey and WebRC.   edit: I only added B.S. Detector yesterday, so it can be ruled out   I am getting that behavior. I am using FF 50 Adblock plus(disabed for GD.net :), And some other misc addons that don't affect page loading.
  7. What about "The most poseable hero"?   Edit: Wrong word
  8.   I forget which mod pooped his pants when we got javascript to make all the letters in a post look like an orbiting asteroid belt.   Ah. Good Times.   Is there a link to that or gif?
  9. Greetings. Day 323 I think I need to start off with this tip from uncle Eck "If you see yourself being lazy, call yourself out on it and get back to work!" I have gotten a little lazy, I have been spending too much time reading and watching youtube videos instead of working on my game. There are one or two things that I did that have not made it into this list. Progress (September): Just about finished the Teleporters. They play a sound when: sending, receiving, warming up, cooling down. UI: Spent a some time Prettifying(TM) the HUD, Used some icons from "Game-Icons.net"(Currently added stuff from: lorc, sbed) for the UI. [Picture:HUD] Event channels now store a name, And that is now used in the HUD. [Picture:OBJECTIVE_LIST_Before] [Picture:OBJECTIVE_LIST_After] Todo: Teleporters: Create/Get some sound effects to play instead of the dummy/default brown noise sample I am currently using. Get UE4 to use Tortoise SVN, But apparently the problem I am facing is a bug in tsvn. Misc: I am finding that certain tasks are easier and or faster to do in C++ then with BP's, Most of that has to do with structures and containers. As an example, UE4 BP's do not have maps exposed to them (probably to do with the template nature of them). Yesterday my 4GiB RAM stick died on me, ~30-45 minutes of: checking connectors, moving GPU to other PCI-E slot, trying ancient NVIDIA 7200GS, Moving RAM sticks around. And the problem turned out to be one of the sticks of RAM that I had in, So now I have a 4GiB RAM stick for a desktop ornament. That stick of RAM may be related to the page fault BSoD's(and there were other ones as well, I did not get BSoD's till I added a 8GiB RAM stick, So that could be a contributor ) I have been having, Which occurred when Win8 did its disk stuff(indexing, and what not). I was supposed to take some screen grabs for the stuff marked in square brackets, But I did not get around to that. I do have this GIF I made that shows the teleporter working: (this is actually a excert out of a recording showing the infinite teleport loop bug) Thanks for taking the time to read this entry. That's all for now, Ryan.
  10. Congratulations to the winners, And everyone else. It looks like we have all done well :) I am happy with how well my game has scored, It seams that I get better at this each time I do this( And UE4 helped alot too).   And a BIG thank you to the judges!
  11. So I have done some stuff since the last entry, Unfortunetly I am unable to recall them. I NEED to take better notes... I have just changed the handling of objectives for the UI. I have changed it so that it displays a entry for each event channel along with the number of completed and total objectives, It currently looks like this: "Channel N [{Completed}/{Total}". I started writing the handler for that in blueprints, But I again found my self wanting to do it in C++ as it will result in clearner and easier to read code. The metrics for the tracker is (SourceMonitor settings: Modified complexity metric, Not counting blank lines, Ignore continues header and footer comments) : Lines=246, Statements=141, % branches 19.9(mostly debug related). I am currently focusing on updating the UI side of things, So there should be a few updates and changes there. Thats all for now. Till next time, Ryan.
  12. I suggest you look at the "Community Edition. It will give you all the features of the Pro version for free as long as you have 5 or less people working on the project IIRC.
  13. Hmm,I think getting the wondering AI characters to chase the player when close enough using the "senses" AI system/module. Before I had only made two AI: One that randomly picks a point to move to in a certain radius And then one that would move to the players position every N seconds.   So having randomly moving AI that chases you would be what I am happiest about.
  14. Here the post-mortem of my entry, A little late tho.
  15. So, Here is the postmortem for my entry. What went (mostly) right: Using UE4 meant that I could get right into building the game and using stuff I don't think I would have completed yet by this time. It is a time saver my WIP engine where I more or less spent the first day setting up the project and getting a blank window with 3D device attached running. I also used some materials(shaders) from the ToyMission rewrite, So that helped to establish the look quickly. It turns out that I did not need to use Blender to make any content for this as there were a few meshes provided with the template. Things that did not go so well: You probably noticed that the AI and player can and do bump into each other when navagiting constrained areas. The reason is that the lights are based off the [Character] class, And I was unable to make default capsule collision from ignoreing the player without it falling through the world. Development of the PC would have been faster if I used the C++ template instead of the BP one. The PC BP would need to be recompiled when making adjustments to it, And the compilation would sometimes take upto a minute or so. I have found that node heavy BP's tend to take longer to compile, So a C++ base would have sped that up as core functionality would be untouched. Fun facts: The materials (expluding player) are just a base colour with mult using some aluminium normal map that was listed in the content browser that I tiled. Misc: The raised U and L platforms where done with a Blueprint/prefab, Two versions: One with AI markers and one without. It seams that using lots of child actors in blueprints can slow down BP compilation when signatures are changed. I also had to add a delay to the spawn and light manager as they would collect the list of spawn points and lights to handle before the prefabs AI was spawned. I also had a few instances where the AI would not move, It turns out that I forgot to add a navmesh bounds volume. There also appeard a bug or something where two or three times the levels lost there navmesh, But moving the bounds volume fixed that. There may be some other details I am unable to recall at the moment. Thanks for reading, Ryan