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About EGDEric

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  1. EGDEric

    One website for each game?

    I second the notion of using subdomains, that works, and doesn't cost you extra. Have you heard of Greengeeks? Check them out, you could save a lot of money.
  2. Thanks for the answer Lorenzo!
  3. EGDEric

    Getting around Quebec's language laws

    Kseh, I believe that's correct, unfortunately the company name I want doesn't translate in a way that I can re-use words. I think the lawyer advice is a good idea. I'll start by calling the PME, it's an org in Quebec that helps out entrepreneurs, gives them free advice, classes, etc.. I can also consult a lawyer as well if need be.
  4. I would write a Game Concept Document, one that explains the game in as simple terms as possible, and has pictures. I would get an artist to help you with making the concept document look good. This document could be used for pitching.
  5. I want to register my game development business, and I want to use an English name. I live in Quebec. Quebec's language laws require that a company be registered under a French name. You can show it in English, but wherever you do, it has to be shown in French too, and the French should be more prominently displayed. I don't want to register a name in French. My company will be making games for people around the globe, not just in Quebec, and English just so happens to be a much more ubiquitous language. The way around this law is to register a trademark first. If you're naming your company after your registered trademark, you can give it whatever name you want. That requires some additional fees, both initially and every 10 years, but it's not a big deal in the grand scheme of things. What I'm wondering is, what did all these other game studios in Montreal do? I see a bunch of them here with English names, and I don't see them in the Trademark database. Anyone familiar with how new game companies go about registering their name? I'm wondering if trademark registration is the only way to go.
  6. I'm doing budgeting for a game I'm working on, and I was curious about this idea: Are artists willing to work for less in exchange for a share in the profits, if so, how would that work? (i.e.: How does pay reduction convert to % of profits?) If you were working for a new indie company, would you agree to a lower pay in exchange for a percentage of the profits after the game ships? If so, how much less pay would you be willing to go for for this type of job? 75% your normal rate? 50%? For 75% your rate, how much equity would you ask for? What about 50% your normal rate? How much equity then? Let's assume the company is comprised of just one developer right now; they have a website, a business plan, they seem organized, but in typical indie fashion, they're working from home. Edit: Also assume that the game is supposed to ship in 2 years.
  7. So, a flocking algorithm? I suppose I could make it so that they pick a direction to move away from their friend, one that's perpendicular to the vector from them to their target. I like the idea of stopping once collisions are done with.
  8. I've been working on a strategy game myself, and thinking about the same kind of thing. If you know from the get go what beats what, you could write a matchup graph ahead of time, and use that to determine what should be built. Say, you match up a unit to itself, the result is 1, since they're evenly matched. If you match up say, a bomber vs a tank, you get 8, since you've figured out ahead of time that in a fight, 1 bomber is worth 8 tanks. If you match up a tank vs a bomber, you get 0, because they're useless against bombers. Say some kind of anti-tank infantry is worth 1.8 tank (cost-wise). When you matchup tank vs anti-tank infantry, you get 0.55. When trying to figure out their composition, the AI will try and maximize the total values. A simpler solution: Make a list of units and their counters. Try and spend as much money on the enemy's counters as they did on their units. If you can do that consistently, you'll win every battle.
  9. Have you ever played Starcraft, or games like it? Notice when you tell a group of air units to attack a target, they bunch up and move towards it, but once they're in range, they spread out around the target. They don't all just bunch up together, occupying the same spot, even though the game allows them to pass through each other. How would you approach this problem? I went with a "occupation grid": It's just a low-resolution 2D boolean array (640x480). Each ship (my game only has ships) has one, and updates it every frame. When attacking, they refer to the grid to figure out where they should move to. It works pretty good: The ships are nice and spread out, and don't just all occupy the same space, looking like they merged into one ship. The problem is is that this way is pretty inefficient. Just updating every ship's grid sometimes takes 24-31% of the CPU time. Using Bresenham line-drawing algorithm for every ship is the culprit. I'm thinking of having one shared grid for all the ships on a team, and instead of using a simple boolean 2D array, allow each square of the grid to keep track of every ship that is using it, by using a data structure with a linked list of references to the ships using that square. That way, I wouldn't have to update a grid for each and every ship. Maybe the solution would be to use a much simpler grid, minus the bresenham line drawing, just: a bunch of squares, try to stay in your grid square. Maybe allow larger ships to occupy more than one square. Another solution might be evading me completely, one that doesn't involve grids at all. Any thoughts?
  10. EGDEric

    Make a Particle Explosion Effect

    None of the videos are available.
  11. I've been unemployed and working on a game now for about 9-10 months, pretty much by myself. I'd like to go back to work for about 6 months so I can have more money to work on the game, and I'm trying to find contracts, but it's hard to find non-permanent jobs for someone of my experience level (3+ years). I may just have to take a permanent job, and maybe work there for a year instead of 6 months, but the question of why I've been gone from the workforce for so long can't really be answered honestly without disqualifying me. I've been working on a game this whole time, it's not finished, and I want to get back to it... "Oh, so you're not going to stay with us? Bye!"
  12. EGDEric

    Game genre preference statistics

    Hermm.. therefore when calculating market potential, you're just doing a bunch of wild-ass guessing.
  13.  Say I hire an artist or a composer to do some work for me. I write up some contracts for them, stating that I own the license to the thing they're producing for me, etc.. Every contract I've seen has been between an individual and a company. Instead of having a contract read: "This agreement is made by and between [companyLegal] and [Person's Name]" having read:   "This agreement is made by and between [myName] and [Person's Name]"   You might be wondering: "Why not just register a business or LLC first?". The answer is, I'm planning on doing that, but I'm applying to a self-employment measure offered by the gov't of Quebec. It's for people on EI who want to start a business. I may not be able to qualify for it if I already have a business registered, and I could get my EI payments stopped if I register a business.   I could wait until I have a company registered, but I'd like my artist and composer to start sooner, rather than later.   edit: Bolded [myname]
  14. I was wondering if anyone knew of any good resources that would tell you what percentage of gamers like fighting games, strategy, turn-based strategy, flight sims, RPGs, casual, etc.. This would be useful information to know for calculating market potential, but I'm having trouble finding anything that isn't expensive: Most of what I've found requires payment.
  15. I was thinking about how one would go about implementing the special effect for a force-field taking a hit. If you've ever seen Star Trek, you know what I'm talking about. When a ship gets hit by a phaser, the shields light up and sparkle at that location.   The solution I thought up would be for the ship to be surrounded by a textured sphere/ovoid. The alpha would be 0, but when the shield takes a hit, the alpha for the vertices around that location would go up a certain amount, and the texture would be an animated one, all bluish and sparkly.   Any thoughts? How would you approach this? I'm also curious about how one would implement this in a sprite based game.
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