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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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  1. I just released a patch that takes care of some of the connection bugs by updating to the newest build of Lidgren (my network library). And for the next 4 days, Gimbal is being featured on [url="https://indiegamestand.com/"]IndieGameStand.com[/url]. It's Pay-What-You-Want, which people seem to like.
  2. [quote name='Slig Commando' timestamp='1351214436' post='4993994'] Very cool. Im voting to greenlight it on steam. [/quote] Thanks, dude! It is apparently "58%" of the way to Greenlight, whatever that actually means, and very slowing rising.
  3. Hey devs. I want to show off some of the technology under the hood of [url="http://www.gimbalgame.com"]Gimbal[/url]. I'm quite proud of some of the tricks I used to make this game playable on modern computers, as a real time networked game. This is an open thread. Ask me anything. [img]http://www.gimbalgame.com/screens/email_triscreens.jpg[/img] [b]APIs[/b] C# codebase XNA for sound/graphics/input DirectX for gamepad support Lidgren for UDP networking [b]Tools[/b] Visual Studio 2008 is my IDE Paint Shop Pro 7 for art Audacity for sound Reaper for music Lightworks for video editing [b]Some generally cool stuff...[/b] Per-Pixel collision detection, optimized with bounding circles. All the parts of a ship affect the physics and handling. Ships are treated as rigid bodies, and collisions result in a semi-elastic response. For correct collision response, I calculate normals for all the outer surfaces. [img]http://www.gimbalgame.com/screens/tech/hit_detect.png[/img] Aerodynamics. Players can mount functional control surfaces to ships. Forces are calculated as a function of air velocity. [img]http://www.gimbalgame.com/screens/tech/aero.png[/img] Custom GUI engine and widget kit. For typing input, I have to poll the keyboard. I had to implement word wrapping, which was a bit of a bear. [img]http://www.gimbalgame.com/screens/tech/gui.png[/img] Motion blur on particle effects. This small effect adds a lot to the overall look. For Gimbal, I just stretch the sprites. [img]http://www.gimbalgame.com/screens/tech/blur.png[/img] One aspect of the component-based physics engine: Missiles physically leave the launcher when fired, and free up some weight and drag on the parent ship. [img]http://www.gimbalgame.com/screens/tech/missiles.png[/img] Client-Server multiplayer network model. Clients send their input changes (deltas), and the server runs the simulation. Server sends regular vehicle state updates to the clients. I use the Lidgren networking library. The physics engine is multithreaded and runs on N logical processors. I split the work across vehicles in the game world, which do not have direct dependencies on each other. When I calculate collisions, each thread computes a "pair" of possible colliding bodies. There are more cool programming tricks in this game. I can speak to any part you are interested in.