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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 GoliathForge

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  1. Are these eighteen additional.people working for free or is there six to ten thousand dollars per day available for labor in the budget? Also, is this your first game project?
  2. Improve your frame rate... [roll eyes] Check your camera clear flag. Solid Color appears to be the fastest clear on some devices. I would have thought Depth Only. In the capture software, see if you can set to no encoding. You'll get larger file sizes but reduced burden during recording. If you have an nVidia device, maybe try ShadowPlay. Best is.relative...
  3. I love XNA or in my case monoGame. Your environment looks great by the way... You use what I'd have to say an advanced indexing into your array of matrix transforms that I don't quite understand. I'm not sure how the mesh part knows its position into your custom array. Or I may be way off. Still, nothing is popping out at me. I think if I were debugging this with currently the one object, I'd send a hard coded transform to the shader world uniform to start narrowing down the issue and ruling out what it is not.
  4. Right...so compare your linker options between debug and release configuration pages. I try to keep to making setting changes on the All Configurations mode to avoid this failure unless appropriate. Same goes for elsewhere amongst the property pages. When set to all configurations, fields that are different between configurations will be shown in bold text.
  5. I would have the games music play in the background, or choose some score that leaned toward the game concept while coding gameplay. Anything else would be a distraction. Low level engine coding is dealers choice based on your individuality but preferably something without a vocal track.
  6. Spend some time on getting debug font rendering implemented so you can have realtime visual feedback to the screen that displays the instanced object's world position and/or it's calculated world transform matrix. With a currently static (non dynamic) object, you should observe no value changes. To me, it appears something is affecting the world up position for that object because the vertex shader looks fine. I'd keep looking at how instanceTransform is calculated, or post that up for us to look at.
  7. From the album 3D Art

  8. Are you still working with the two 3D artists you reported last week? On the programming side, how far along are you with testing game mechanic ideas with placeholder art and is it showing promise of fun? Do you know what character style you're after or is that up in the air? From what I can gather from your post history and lack of visual artists, I lastly ask, from the musician, are there any samples that are driving the project in any positive direction? I'm trying to get a feel for how well your current team is working together. My profile gallery shows samples of personal character art, but being a hobby project, I'd need to see a strong showing from your other departments to be interested.
  9. OpenGL

    Your background and player vertices are on the same z plane. Either set their z at an appropriate offset, introduce a world matrix to your shader or turn off zbuffer and stick to a painters algorithm.
  10. #if checks symbol's value #ifdef or #ifndef checks symbol's existence.
  11. Try escaping the single quotation mark. \' Edit: oh...this is the angelCode forum..my bad.
  12. Huh...the image on plane plugin is interesting. Thanks for that.
  13. Neat. For some reason I thought of the intro to half life 2 from bus depot description. Has starting potential. Something that may warrant further development, especially on the main game play side. Character customization is always cool.. See you around.
  14. Clearly there was some care put into this because of how clean the code is...but AutoPlayer.h was not included in the archive. You need to slow down and double check yourself that you're releasing a complete presentation or people may decide not to take you seriously.  With that said, AutoPlayer.h was basically unnecessary with a minor modification. You show an interesting usage of string construction toward the end of Board::print. That line didn't compile in VisualStudio2013 without conversion to c_str but still I thought that was 'kinda neat. All and all, pretty solid out of the gate.  Something else, when the game is over, reset to a play again state. When the console just exits like you do, I'm not inclined to play again. There are those that would argue that the console is not the place for games and well...I'll agree...but if you're going to abuse something, lol...take it to the extreme. [ Here ] is a personal example of using the console for what it wasn't meant for. <giggle> Nice Work.
  15. Judging from lines 42 through 45, I'm guessing this thread is about draw order and not something that would require the green character to get up from that chair. You'll need more logic than a single horizontal line check. Research bounding box.