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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. Hello people i am working on a project that doesnt use standard unity asset pipeline, im loading meshes not from bundles but from folders, building database of all assets.   Currently i do it like this - 1. load game 2. read through all folders, find definition files 3. if definition uses mesh, i convert .obj to .cache which is bitstream, it loads faster 4. in game on runtime when that particular object is met, i create a GameObject as mesh container, and then instantiate that mesh and provide it to object that requested it.   Now this causes one problem - load time. Mesh deserialization/build and deployment even for small meshes can take so significant ms, despite all my optimizations, so right now before i continue doing something stupid, i want someone who has experience to share some ideas on what would be the best approach.   Additional info: all objects in game are loaded from directories, this is done because of "open architecture" paradigm we use (mods etc) the game is massive open world, and done in one scene, so simple "preload per level" will not work. I will be happy still to hear ideas on preloading into memory and what kind of problems i can run up into.   Thank you!    
  2. Unity

      Yep new ui is decently made, easily adjustable, but still due to their "no overlapping" paradigm, they are missing organization opportunities.
  3. If you mean Escrow.com they have very strickt limitations for credit cards and paypal, which makes  it impossible to use for big crowdfunding.
  4. I have a possibility of KS campaign, and a good friend that i wish to trust. But i would still like to protect myself, what are my options?
  5. Hi guys, i'm stuck - i need to teach 13 years old how to programm, and i was thinking - ok i just go the old way will teach him basic, and what i found is that most of basic stuff is insanely outdated, or has some scent of commercialism in it 9all different implementations that are as outdated).   Im really lost, last resort i downloaded vs2010 i thought ok this product must be up to date and there are certainly some books teaching basic barebones on the basis of vs but instead even some "starting programming from scratch using vs2010" teaches FORMS IN FIRST CHAPTER! FORMS LOL Why on earth would someone teach windows forms in basic book about basic?! Please guys help i need some REAL basic implementation of Basic without all that litter, to teach kid the basics. And it should be up to date i don't want to fight outdated compilers or some OS related problems.   If that even exist.    
  6. Thank you for aswers, i've learned something new.
  7.     huge. Planning to have that tradeoff, so player will wait for region to load. The problem is not rendering landscape, i can render that. Also i think paged geometry will solve some performance issues, objects will load/unload in 3 squares radius. I think it's solved, i don't think loading screen will be an issue.
  8. I want to create huge territories. Preferably generated (POLYGONAL, NO CUBES), builded like Vue's , or Dreamscapes's, based on real world. What i want to avoid is huge numbers problem. Like in minecraft if you go to what they call "Far lands", due to pos_x 120123123.12312301239 , everything goes into astral and bug/glitches/probably lags.   I assume i can switch player local coords parent, rebinding it to terrain pieces (2km square for example), this will cut lags to some level. But still, terrain will have world coords. So i imagine i must create different root's, for each 100km^2 for example. And switch them under player. Any thoughts on that?
  9. You just throw player into some strange world. I tryed to fight dogs. Then i saw some stuff on the ground. Was chased by sceletons, run through upper door, see coast, pick stick, pick stick, run back - different place. Same door - different place. And i'm dead. I love it, no jokes.
  10. Hi, i'm new here, and to programming too. I hope someone could give me dangling pointer. I've seen implementations of event system of two types: based on event receiver, and based on event/subscriber method. Althrough i clearly see the benefits from the last, i can't create complete understanding of it. Wait,wait, i must begin from different angle. I must say why i don't like the idea of centralized receiver, where every change must be recompiled. So i begin (if you're already bored, that's right, i'm quite boring person([s]and messed up in the head[/s]), please sorry for that). I'm fan of dwarf fortress for a long time. But our relations are very unstable though. Doesn't matter. Dwarf fortress imprinted in my mind the concept of tokens. If you're not familiar with it, ill describe: figure a text file containing roughly the next: [human] [head] [left hand] [right hand] and so on.. [giant] [tough] [slow] [low intelligence] etc now imagine you change this file [mutant_human] [head] [head] [blind] [3 legs(just shorter)] etc The thing is, this (most of the times) will work in game. You really can add or reduce amount of different tokens, and game will eat this and produce some great amounts of [s]death[/s] fun. Impressed with such flexible system i decided to use something very similiar, firstly because of independence. And as every [s]noob[/s] genius, i ran into the wall of misunderstanding of concepts. As topic says - i don't understand how to implement event system different from event receiver version. I don't understand, for example, can i minimize the use of mediums in messages? Can i directly send a message to another object, without making it heavy class? Can such system be implemented using absract class derivation? I know, that this is too much questions, but it's really a matter of one string to point me. I know there are many others who run in same kind of problem, and they can help just by saying something smart beyond reason.
  11. [quote name='Tom Sloper' timestamp='1355549608' post='5010853'] Then you cannot use that name, if you are going to sell it in any country where that company sells games. [/quote] Thank you for info.
  12. Myst series, The longest journey, Rayman raving rabbits (little story but a lot of minigames), Stupid Invaders (that one was something =)), GBA Summon NIght Swordcraft story, classic adventures like broken sword 2. Can't remember more right now.