• Announcements

    • khawk

      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.

ChristianFrantz

Members
  • Content count

    324
  • Joined

  • Last visited

Community Reputation

443 Neutral

About ChristianFrantz

  • Rank
    Member
  1. A guy is standing on the corner of the street smoking one cigarette after another. A lady walking by notices him and says "Hey, don't you know that those things can kill you? I mean, didn't you see the giant warning on the box?!" "That's OK" says the guy, puffing casually "I'm a computer programmer" "So? What's that got to do with anything?" "We don't care about warnings. We only care about errors."
  2. I figured that becuase I have a steady and great paying job now, I can take my time to build my portfolio and whatever else I need to. I'm in no rush to get into the industry, but I can't see myself doing what I currently am for the rest of my life.
  3. I looked at a college earlier and decided that a tech school or trade school is the way for me to go! Less general ed classes and more focus on what I want to learn
  4. Feel free to point me to an easier way because I'm just following riemers tutorial on how to do it :P
  5. The only issue that is preventing me from going to an actual school is my job. If it wasn't for that, I'd be there right now. But thank you for the advice! I'll have to look at some more schools and make a few phone calls.
  6. Theres two ways to measure a man: dead hookers, and calendar years.
  7. I am in a predicament here. I want to go to school to get a bachelors in computer science, but I work on a boat 20 days out of the month and don't have time to go to school. I've decided to research online schooling and I have a couple questions about it. Time or cost is not as issue for me at this point. I'm just looking for something doable because of my work schedule.   1) Do I have to take general education courses like biology and history for an online degree is CS?   2)Does getting an online degree effect how companies look at your resume compared to an in-school degree?   Thanks in advance for any replies. I looked at a couple websites and the only thing that has deterred me so far is taking all the general education classes. I wouldn't mind a few math classes, but I don't want to take anything unnecessary if I don't have to.
  8. This is what I'm getting this is what im supposed to get So there is no clipping done at all.   @BlackBrain I'm talking about refraction, not reflection. Unless you just made a typo :P I'll give it a shot though  
  9. I'm thinking of an idea for a survival game, mostly because the last actual good TRUE survival game I played was Lost in Blue. I like the idea of being stranded on an island. There aren't many available that I can find, the popular games being Rust, DayZ, and The Forest. But these games aren't true survival "stranded" type games.   The way my game will differ is in the inventory system and that everything on the island can be used. You can take a handful of sand and put it in a jar if you wanted to. Trash that washes up on shore can be stored in a pile to attract insects, which in turn can be used for bait when you fish. Leaves, branches, bark, and even roots from trees will all be useful. If you built a pickaxe, you could mine rocks and then smash them up into pebbles to use as ammo for a slingshot.   Inventory will be based solely on the fact that when you are on an island, you can't carry 99 logs in your pocket. When you pick up a stick, you hold it in your hands. When you have 5 sticks, you carry them as a bundle. If you want a big log, you have to heave it on your shoulder and carry it to your destination. You'll be able to craft pouches, belts, and quivers to hold sticks or arrows. To carry more than one log, you can craft a sled type thing that you drag. This will dramatically increase the difficulty of the game and give you a sense of what being stranded would really be like.   As far as the story, I haven't thought of one yet. The only thing I've thought about is creating a magical/voodoo element further in the game. For example: when youre able to travel further into the island, you may come across a cave with glowing lights inside and writing scribbled on the walls. I want to incorporate something like that into the game, but I'm not sure how quite yet.   So my question for anyone reading is, what are your opinions on the inventory system? I know hauling items back and forth to your shelter would be repetitive, but thats what you have to do to survive. What could I do with the story? There could be alternate endings, not unlike Lost in Blue, where you escape the island, get killed, or choose to live there for the rest of your days. 
  10. Following Riemers tutorials for creating a water effect, I came across a function device.ClipPlane which does not exist in XNA 4. I googled a bit and found this effect that someone wrote for clipping a plane. float4x4 World; float4x4 View; float4x4 Projection; float4 ClipPlane0; void vs(inout float4 position : POSITION0, out float4 clipDistances : TEXCOORD0) { clipDistances.y = 0; clipDistances.z = 0; clipDistances.w = 0; position = mul(mul(mul(position, World), View), Projection); clipDistances.x = dot(position, ClipPlane0); } float4 ps(float4 clipDistances : TEXCOORD0) : COLOR0 { clip(clipDistances); return float4(0, 0, 0, 0); // TODO: whatever other shading logic you want } technique { pass { VertexShader = compile vs_2_0 vs(); PixelShader = compile ps_2_0 ps(); } } The result is supposed to show a saved picture of my refraction texture, but nothing is clipped. public void DrawRefractionMap(Effect clipEffect, Camera camera, GraphicsDevice device) { Plane refractionPlane = CreatePlane(waterHeight + 1.5f, new Vector3(0, -1, 0), camera, false); clipEffect.Parameters["ClipPlane0"].SetValue(new Vector4(refractionPlane.Normal, refractionPlane.D)); device.SetRenderTarget(refractionRenderTarget); device.Clear(ClearOptions.Target | ClearOptions.DepthBuffer, Color.Black, 1, 0); foreach (EffectPass pass in clipEffect.CurrentTechnique.Passes) { pass.Apply(); DrawTerrain(clipEffect, camera, device); } device.SetRenderTarget(null); refractionTexture = (Texture2D)refractionRenderTarget; FileStream stream = File.OpenWrite("Screenshot3333.png"); refractionTexture.SaveAsJpeg(stream, refractionTexture.Width, refractionTexture.Height); } Is there something wrong within the shader? I am not getting any errors or warnings 
  11. Since I am using a type of particle system for the smoke, having 3000 of these quads on the screen would give me a huge performance issue I would think.
  12. Is there a way I could apply the texture to a 3D object and use that object? That may be easier in the long run
  13. Finally have alcohol in me. I feel complete
  14. That made things worse. Heres the tutorial I'm referring to: http://rbwhitaker.wikidot.com/2d3d-combined