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justcolorado

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  1. Warning:  This project is not for the faint of heart   10 Cupcakes is a first person kisser made to be played in virtual reality.   It is controversial.  I am going after for an M rating.  It has already  been covered by a few web news sources.   (Jim Sterling, LewdGamer, VRandStuff, GravityBoom, GamePlayMotion)   I expect that this project will get more press and yes more bad things  will be said.  So far the reviews have been pretty negative.  But they are  talking about it, and regardless of what they say, people want to try this  type of thing on their new VR headsets.  Here is the trailer:   https://steamcommunity.com/sharedfiles/filedetails/?id=670605785     I made the demo in one month working alone.  I did everthing.  Character Modeling programming, Level Design, Hud, etc.  Yes, the demo sucks.  A team can do much  better than that.  I was testing the concept to see what the response would be.   The test worked.  There is demand for this type of product.     My strongest skill is programming.     The team members I need are:   1 Level Designer 1 Animator 1 Character Modeller    I am willing to split the royalties evenly among team members that are willing to commit the time.  I am also open to suggestions on how to make this better as long as it can be completed on schedule.   This is my website where you can see other projects I have completed: http://www.repulse.com/games/   My Plan is:   3 months - New Distributable Demo.              Beautiful level design, and hot passionate animated kissing in VR            New youtube promo videos   Submit project to:  PlayStation, XboxLive, Oculus, Kickstarter Do a press blast.  Most bloggers with a VR headset will want to try this and write about.    6 months - Complete Game              Small Polished Game.  3 beautiful levels, Lots of Hot passionate Kissing in VR Release on:  Steam, Windows Store, Mac Store, Amazon, Itch.io, Others (if approved)   The original demo of 10cupcakes is really crude.  I don't want to post a link in a  public forum.  But I can send a private link to whoever is interested.   I do have a working alpha prototype  which combines some of the best features from Unreal Demos.  It includes: the Shooter Project, the Vehicle Project,  Survival Flashlight Exploration, and Custom Bots.     Here is the link to that:   https://www.dropbox.com/s/f9ge1tmw4kql1bz/Demo.rar?dl=0   If you are interested in this, send me a PM with examples of your work.
  2. I would have to concur with SirWeeble where he said, "the best place to start is with something much much simpler than your idea." The game you described sounds very challenging to make.  I think it is a really bad idea to try and make that for a first game.   I started by programming a video game from 40 years ago, Pong.   And just slowly working my way toward the games of today. 
  3. I have hired concept artists to work with me in the past for freelance stuff.  I am guessing only the bigger game studios could use one full time.  For me as a game developer, I scan the portfolio for 3 things.    Full Environment Sketches - These were the most important, I need these to give to the level designers     ---- for more on this ---- each month Polycount website has a monthly noob challenge for level designers to turn concept sketches to a full 3d playable scene. You can get some great examples of how these sketches are used by looking at some of the past contests it will help you understand how the buyer of your work is going to use it.  The threads are great because they even talk and complain about what sketches are easy to work with which ones are difficult and why. Here is this months link  Character Model Sketches - A character concept sketch should be in color, on a plain background and posed contrapposto.  This is useful to communicate the idea but not useful to build anything.  To build a character I need Orthographic Views - Front and side in t pose with a clear silhouette.  I always check to see they know how to do all 3 properly. Action sketches - This is to make sure the animator gets things right.  I don't need to see an action  concept of something that is a basic human motion, that can be said with words.  (load a gun, punch, jump) but if I have a stylized character or custom monster that is doing something unique.  I definitely need a sketch so I scan portfolios for action sketches on interesting movements that are so odd it needs they need to be explained in a sketch.   Movie guys have other needs.  I have no idea what they want to see. Lastly;  If you have never seen Feng Zu's videos on youtube, I would highly recommend checking them out.              I spend hours watching him.  He is truly a master.             they were so good and inspiring it made me want to be a concept artist.  https://www.youtube.com/user/FZDSCHOOL   Just my $0.02    
  4. We just submitted to greenlight Here is the steam link:  http://steamcommunity.com/sharedfiles/filedetails/?id=549325949 Critique Please:  Let me know what you think.       and a link to the website:  http://www.hipsteraxe.com
  5. "I think it looks quite better than the previous one" YES   ", more immersive... or not?" you mentioned "immersive".... not yet 
  6. "You can't sell your creations without negotiating (buying) a license from Valve." That pretty much clears up my question for me.     "UDK, Unity, Oblivion, C4, and many others had "easy to use" as part of their design philosophy." I am learning UDK for 4 months now, and still haven't explored at least half of the features. if that platform is easy, I would hate to see what hard is.     Seems like this could be great option for when I reach a level somewhere much further than I am today.   Thanks guys
  7. I am planning to put together a small team.     $9.99 sounds like an almost too good to be true price if it is comparable to Cry and UDK
  8. To go back to your original question why C++   Like WodinOneEye, Danicco, and Night Creature all pointed out.  The most powerful feature of C++ is the ability to reserve and release blocks of memory at will.  Most likely you will not need this power in a small indie project.   You can make a great game without ever doing this.  But...........       if you want to your game to push the machine to its absolute maximum potential, you will want to use all of its memory.       And to do this you need to control exactly what memory to allocate and what to release as your program is running     only C++ gives you that control
  9. I never hear anyone talking about Valve when discussing which game engine to use.   And I couldn't even really figure out what the terms were from their website.   Apparently the engine is Free if you buy any game built on it. So basically for $9.99 I just buy half life 2, and then I have a complete access to royalty free use that engine to build a game?     Or is this just a modding tool, that a game can't be built with?    
  10. Reading the Book "Clean Code" helped me understand how to avoid making a "big ball of mud", and creating "Technical Debt"   Big Ball of Mud - http://en.wikipedia.org/wiki/Big_ball_of_mud   Technical Debt - http://en.wikipedia.org/wiki/Technical_debt
  11. I didn't like that article. I haven't launched a successful indie game, but I don't think the author of that article did either. I have however launched several very successful windows and mac software programs and run a great software company. I agree with all of the advice he was complaining about.   1.  My first game sucked so bad!!!!!!!!!  It is normal.  Your first game won't be GTA, it will suck.  And you get better from there. Anyone whose first game didn't suck please correct me.     Getting a sponsorship on FGL doesn't mean a game doesn't suck.  I love FGL.  I think FGL is awesome because it gives the small developer a chance to get a few bucks for writing a game.  The guy who sponsors it basically gets the right to upload it to all the big game sites, and almost always makes back his money and a profit in ad revenue.  Only because new games are always on the top for a little while and get a bunch of ad views.   But Look at the stuff that gets sponsored there.  These arcade sites will buy almost anything the prices starting at $50 and the biggest deal ever there was like $10,000 or $20,000.  How is getting a guy with an arcade site to give you a few hundred or thousand bucks for the rights to your game a measure of not sucking.   I am not the slightest bit interested getting a sponsor on FGL And I don't know of anybody making a living through FGL sponsorships.   2.    Start small is good, everybody here will say the same.  But yes if you are 100% sure you can complete it in your timeframe then go for it.   3.    What works for us might not work for you?  I see about 1,000 candy crush imitators and only candy crush is making $1 million a day.   4.    Marketing is Important   5.    On this one I really agree with the old standard.  Prototype first.  Block Out First.  make a game that is fun to play with just boxes.  That is the foundation for something great.  Graphics won't help you if your gameplay sucks.  Start with the foundation.  Graphics are the finishing touch.
  12.   That pretty much sums it up for Unity.     One other recommendation on an Engine that works great for ISO 3d games.  SFML I have done projects in this one also and I loved working with it.  Also a great community there and it is Free.  I haven't tried it for iOS or Droid yet.  So I can't vouch for that.  But for PC it worked fantastic.
  13. Also, you said:   "The most interesting things ever done, were always done by people going the hard/impossible path."   So the easy road is Unity.  The hard path is Unreal.  I don't believe in impossible, but the almost impossible path would be writing your own engine better than Unreal.  They have been working on that for 15 years and is among the best if not the best of it's class.   One last thing.  I agree with every one else who told you this project is too big for a beginner.  I don't think you fully comprehend the scope of making a game that that is fun, forget about the graphic or MMO complexities for now.   Just think about what I am saying for a second.  Make something that is fun.  It is not as easy as it seems.  Fun is not just about knowing how to make the graphics and the code or making the program work, it has to be fun.  If the game isn't fun, nobody will want to play it.  If it is fun there is no limit to how far you can take it.   Not that you can't your MMO ever, but I would set my first target a little lower.  I would set my sights on just solving the simpler problem of making a small game that people will love to play, and go from there.  I am at this for a few years already, I can afford to hire a team to build whatever I want, but I wouldn't even think of tackling an MMO just yet.
  14. From Everything you wrote:  I strongly advise against using Unity!!!!   I am sure all of the Unity fans will hate me for saying this.  But it is my strong opinion.   I have completed projects in Unity and Unreal. For me there is no comparison.   Unreal is the winner in every single category by a landslide.   Unreal is a C++ Engine, and if you buy a full license they give you the source. Their is also 2 levels of proprietary scripting languages that run on top of the C++ code that help make quicker prototyping.  A node based completely visual language, and  a standard Scripting language that is Unique to just this engine. Unreal is considerably steeper learning curve, and will take you much longer to get comfortable with it.   Unity is a runtime environment where you will do most things in JavaScript, or C# You can get something up and running in Unity pretty fast.  The learning curve is not so bad. Unity is a good stable program and it works.  For most beginners it is fine. If you are just doing this for fun this is fine. But................... You have already thrown out a few things about yourself such as:      you code in C++      you own your own business      you can afford to hire people   If all of this is true, then you should totally understand what I am about to explain.   At some point down the road, You will want your game performance to be as good as possible For a simple game on the PC unity will do just fine, because modern PC's are very powerful.  You can afford to be sloppy and not optimize to the max. But PC gamers demand high levels of excellence on games, and to be a commercial success it must be very good.   Eventually, you will want to push the PC to the max (Example you want to get 4,000 players simultaneously fighting in an MMO battle everybody firing projectiles, enemies attacking, beautiful sound, beautiful environment graphics, Everything perfectly synched to the fraction of a second, etc etc).  You are going to need all the control only C++ can provide.   As soon as you want to port it to a tablet or mobile. THIS BECOMES MORE IMPORTANT THAN EVER portable devices are severely limited.  So every KB of memory is going to count in a big way. it will mean the difference from your level looking good, sounds being good, your characters looking better etc.   Whether you do PC or Mobile, eventually you will want to push the machine to its max abilities a runtime environment program such as unity will rob you of that choice, and will dictate to you what the runtime environment allows not the machine's max.   It is like If you build a great app in Basic and then push it to as far as you can take it.   You realize you need C++ to take it into the next level, and that you basically need to rewrite the whole thing from scratch. I am sure you know what I mean.   It is the same thing with Unity.  Nothing against them it is a great product.   But I think whatever pleasure you get out of it being easier to use, will not come close to the pain of  working a year in Unity only to realize you need to start again if you want to go any further.   I would say don't even think about Unity and go straight for Unreal or another C++ Engine. Unreal is not that much harder to learn. You can do most things in the editor and never need to touch the C++ code.   But the second you need, it is there, you can get the machine running to the max, and don't have to start again.   Also looking at what was released on Unity vs what was released on UDK. You will see many huge releases on Unreal, and unity is really focused on smaller projects.   As far as support and community.  There are the same if not better resources for UDK.  Just check out Eat3d or 3dMotive Unreal Tutorials.   Why start with the wrong platform?   Just my $0.02
  15. Hello all I am an entry level C++ game developer, and I decided I want to switch over to Flash. C++ is awesome, but I love the fact that Flash Games are so easy to share, and I really want to try my hand on a new platform. Which SDK is the best one to start learning the language. I am completely new to Flash so I am only looking to do some Hello World, and other ridiculously simple programs. But I still want the best development environment that would I could eventually use to develop games. If I have to pay for it, that is not a problem. Any suggestions would be greatly appreciated [img]http://public.gamedev.net//public/style_emoticons/default/smile.png[/img] C.