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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 BeautifulGames

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  1. Hi everybody. I'm new here but I've been programming for a long time. I'm working on a simple multithreaded Direct3D 11 game engine named "imiEngine." It is an open-souce project (GNU GPL); in my journal, I am chronicling its development. Note that this is just something I'm doing for fun, and is based on a lot of experimentation. It's not the "official" way to use Direct3D. However it does show how to use the API in a practical setting. The journal may be found at [url="http://www.gamedev.net/blog/1559-imiengine-development-journal/"]http://www.gamedev.n...opment-journal/[/url]. If anyone wants the source code please message me. (I presently have limited internet access so I may not be back until Thursday). - Mim
  2. Thank you, driftingSpaceMan, for the advice. I've been programming for 20 years but I'm entirely self-taught. My day job actually is a music editor for a small orchestra. Your suggestions make sense; I'm going to put this big project on hold and make a small demo. There's something special I've been wanting to make for a while, anyway
  3. Thank you driftingSpaceMan for pointing out the holes in my story. I appreciate it. I'm hesitant at the moment to ask anyone to invest more than a few minutes in my project since I have no portfolio and this is my first actual game (all of my previous work has been experimenting with parts of game engines). I will rework the story, though, being careful with feasibility. Once I have a signifigant, playable game I'll probably ask for an experienced writer to help clean up the storyline. Also my budget for this project is zero, but thank you for the offer. [b]In other parts of the project:[/b] Since I cannot afford high quality modeling software I am starting by coding my own modeler. So far the program initializes Direct3D and DirectInput, generates 3D primitives, and allows me to change their properties using the keyboard. These primitives will be the starting point for most of the game's models. Next I will write a routine which will allow me to warp the primitives into the 3D forms needed in the game. Here's a test render: [img]http://www.mi-imi.com/imi_testimg01.jpg[/img] Also at this time I'll start working on a gameplay or battle type system; after I do that I will be able to start creating the game's components. Mi-imi
  4. I made an official thread for the project I was discussing 4 posts up. It may be found in [url="http://www.gamedev.net/topic/614496-my-fps-morpg/"]this thread[/url].
  5. Hi everyone I joined this forum recently. This is to announce what will be a first person multiplayer online RPG. I've taken as many of the general ideas in [url="http://www.gamedev.net/topic/613865-if-you-could-make-any-game-you-wanted/"]this thread[/url] as I could and will make them into a PC game. Ideas are welcome from anbody; I'll implement as many as I can. This will be a freeware game. If anybody feels I'm using their idea and would rather I did not, please post here or message me, and I will remove it from the plan. Special thanks to Wiggin, who gave this specific idea and gave me permission to use it (I'm copying it here so it will be listed in this main thread): [quote]I would make an MMO where players control steampunk-ish ships in a world much like the Skyland universe, floating islands and such... there would be no grind. The gameplay would be about fleet tactics. Ships and missiles would move slowly, it would not be twitchy who-aims-best-with-a-mouse stuff. Lag issues in large battles would be managed by increasing the fog-of-war when many ships are fighting. There would be large permanent stargate-like portals to fly through and ruins of ancient civilizations.[/quote] I came up with a basic story line, which is included in the end of the post. I feel I should also copy the following from the previous thread: I am not currently asking for help. I also don't know yet what my policy will be concerning unsolicited media contributions (such as art and music). Although this will be a free game it will also be a professional quality one, so I need to be careful with copyrights. If anybody wants to contribute please message me first. However I do appreciate ideas and criticism for game design, the story, or anything else related to the project. If anybody has ideas please post here Next step for me is to get started on the code and iron down a few character types and settings. Mi-imi [b]Story:[/b] The game takes place on an unnamed planet completely covered by a deep ocean. Seperating the ocean is a chasm several miles wide and about a mile deep, creating a waterfall effect on both sides; the water there runs into the interior of the planet. Floating about two miles above the ocean are large masses of porous rock filled with naturally occuring helium (and sometimes hydrogen); on top of these rocks grow grasses and plant life. These islands float around randomly, pushed around by the wind. The first people on this planet lived on a few of these islands and were carried around by them. Some drifted across the chasm which divides the ocean. As civilization developed it became necessary to keep the islands in one place, so giant anchors were constructed which tied each island to one place on the ocean. Although these early civilizations had boats, crossing the chasm in the middle of the ocean was next to impossible, so the two societies on either side of the chasm were isolated from each other and developed seperately. Centuries went by. Having an abundance of water and hydrogen for fuel, steam powered inventions became most improtant and developed in both societies. But one society, later known as the "dark society," was warlike and developed machines for conquest, while the other one, the "light society," devoted itself to scientific endeavours. Things changed, though, when both societies simultaneously developed powered flying machines. The chasm in the middle of the ocean could now easily be crossed. An army from the dark society invaded an island populated with people of the light society, and a war began.
  6. Surprise I am knowledgeable in how to make games, and I would like to combine as many of the general ideas posted here as I can into an actual freeware PC game. During its development I will welcome ideas from anybody, and I will implement as many of them as I can. If anybody feels I'm using their idea and would rather I did not, please post here or message me, and I will remove it from the plan. Here is the combined idea: I will make a FPS MORPG about two continents on a fictional planet which are in a war with each other. Several different climents would be included, making it a game-planet wide event. The player would be able to walk around and participate in hand-to-hand battles, but the player can also build NPC armies, control supply routes, conduct real time battles from a bridge, and other strategic actions. The battle engine can also be used to participate in sports (which actually would not take much additional work; I reuse commands like kick, throw, shoot, etc); the winners would get military resources. I do not want to steal anybody's specific plans, therefore I am not using the mushroom cultivation, Edible Cow, or Steampunk ships ideas, unless these posters would like me to. Not having a direct fiberoptic Internet connection, I will try to increase the number of simultaneous players by minimizing the amount of data needed to describe each player's actions (I think I can get it down to 128 bytes per frame per player). I also have ideas of how to share the server load among individual clients, which I will type up later. I going to start thinking of a storyline for this project. The plan right now is for a futuristic fantasy setting. This entire project will be in addition to a couple of others I'm working on. Finally I am not currently asking for help. I also don't know yet what my policy will be concerning unsolicited media contributions (such as art and music). Although this will be a free game it will also be a professional quality one, so I need to be careful with copyrights. If anybody wants to contribute please message me first. But I do welcome ideas for story or game design. If you have any, please post here or message me Mi-imi
  7. Hi everyone I'm new here. I develop multimedia techniques and algorithms as a hobby. Here's a topic for discussion: If you could make any video game you wanted, what would you make? Here's an idea I have (though its probably not that creative): Cross an FPS with a 16 bit side scrolling shooting-type game and a puzzle game. The side scrolling game would be reformatted to use 3D, and the object would be not to just blow everything up but to control the patterns of enemies by shooting the correct ones. So what ideas do you all have? Mi-imi