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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 VZdemon

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  1. Hey people. As a heavy Unity3D user and a programming hobbyist I was inspired by Unity3D to make my very own game engine. Except this one was going to be free for everyone and completely cross-platform. Meaning you could play and make games on linux, windows, and osx (Not ready to get in to mobile yet). I have a very rough base to start from and I wanted to get some feedback or just show off some code. #include "Core.h" class Controller : public Component { public: void Init() { // Gets Called Right before main loop starts cout << "Hello World" << endl; } void Update() { //Gets Called every frame update if(Input::GetKey(KEY_W)) node->transform->Translate(0, 0.1f, 0);//node is the GameNode this object is attached to if(Input::GetKey(KEY_S)) node->transform->Translate(0, -0.1f, 0);//node is the GameNode this object is attached to } void Quit() { // Gets Called Right after main loop closes //Nothing to put here and it doesn't have to be declared. Just wanted to show it exists } }; int main() { Engine::Init(); { GameNode* Cam = Engine::Create("Cam"); Cam->AddComponent(new Camera()); GameNode* Cube = Engine::Create("Cube"); Cube->AddComponent(new Renderer()); Cube->AddComponent(new Controller()); } Engine::Play(); return 0; } of course a lot of core features are missing such as lights and shadows, asset pipeline, and an interactive scene graph viewer and editor, and addtional graphics features. But for a start i think I'm in the right direction.   Btw any opengl advise/help is gladly welcome.   thanks for reading
  2. hello i'm new to this forum and i am wondering if anyone could help me with a game me and my friend are working on. it's a frist person shooter. we've gotten really far but there is one problem i just can't seem to solve. i want to use automatic weapons and to do that i need to use the MouseDown function but then if i hold down the mouse it just shoots sooooooo fast it's unrealistic. plus i wanna control firerate for guns. can any pliz tell me how to control mousedown speed it would be sooooo awsome if you could