• Announcements

    • khawk

      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.

Luke Holden

Members
  • Content count

    9
  • Joined

  • Last visited

Community Reputation

104 Neutral

About Luke Holden

  • Rank
    Newbie
  1. thanks for the response. I'm researching Photon right now and also considering ulink. I heard that Unities built in networking is not very good. Or at least needs a ton of networking skills to do correctly. I've been a 3d Artist for 5 years so I know that graphics and performance are two different things. Although I like to look at the graphics of engines so I know that people are able to do detailed work and the program is not technically limiting their capabilities.
  2. I have a multiplayer fps game I want to make, and wondering if I should stick with Unity 3D, or move to a different engine. The game I have in mind is very similar to battlefield. The main concern I have is I want to be able to support at least 64 player matches. There will be alot of people using vehicles and planes so the maps will be large. I want the maps to be wide open with no fog. I've read that the Torque engine could handle 100 or even over 125 players. Although the graphics of the games made with Torque dont look that appealing. And wondering if that would spell trouble for my game. I have no networking experience so I will be learning that along the way. Although I want the easiest platform to work with and the most suitable engine for my game.
  3. I have 5 years experience in 3d animation. So I ill be able to handle the modeling the best. some of my work [url="http://www.lukes3d.com/"]http://www.lukes3d.com/[/url] http://www.youtube.com/user/MrSkywalker113/videos
  4. It might be a good idea for non engineers to be able to place sandbags, mines or trenches. But building construction I think should be all engineers work. In the middle of development I plan to start a kickstarter fund that will hopefully bring in more people. Also battlefield had single player that included working with npc's and nav meshing which I dont plan to do. At least for the first game. It will all be online.
  5. [indent=1][b]I've been developing a game idea for the past month. It could be my first real game that I will build and pursue fundraising. I'm just looking for opinions for now. The games a multiplayer fps similar to battlefield. With some RTS elements. The setting is in a steampunk world. The teams start off at a point on the map. With little or no base. The engineers can build structures such as barraks, vehicle factories, and facilities. The objective is to destroy the other teams means of production. So if there are no engineers left and there are no more spawn points they loose. Resources are required to build structures. I've thought of a couple ways to do this. 1. warhouse structures. They generate resources overtime. So if theres a building being built and its nearby a warhouse, it uses up its resources. 2. Resource areas on the map that need to be gatherd. Just like a regular RTS game. Mining buildings can be built over the areas so they can be extracted. If someone tries to build a structure that is not near a resource building, they need to bring the resources there with supply trucks. The supply truck can drop off resources and any buildings being built around it will be able to use the resources. I was thinking of an option for the player to set a route for the supply truck so they dont need to drive it. Creating a supply line that shows up on the map for friendly players. And other trucks can join the route. Any player can get resources from resource buildings with supply trucks, if theres enough. I'm thinking this is a good way to segment out the resources so it doesnt just go to one big poll and everyone fights over it. The maps will be fairly big. And vehicle driven. Theres going to be big airships roaming around so the map needs to be large enough. I would like there to be no fog so the map looks wide open. It may take a while to get from one end to the other, although the team who suceeds in getting a base up with a spawn point at the other side will be better off. The airships could also act as spawnpoints. I'm hoping the game will be able to run with at least 70 players or more on pc. The game will be free to play. And people can purchase in game points in order to buy unit upgrades. If the first game is succesfull enough, I can make a 2nd one with whole new vehicles people earn with points. [/b][/indent]
  6. Thanks for all of the replies! Its really helping me. I'm taking the first few steps in programming with c++. [quote name='coderx75' timestamp='1325607409' post='4899283'] Many of these have to operate in separate threads, drastically increasing the complexity of the application. And then you want to synchronize this data over a network of thousands of people? *face melts* [/quote] I did not plan to have thousands of players on one network or server. Since people will be able to build empires themselves, they are going to take up alot more space. I was thinking of a server population similar to minecraft with up to 100 players. It wont be a typical mmorpg where players join together in big groups and go places with their characters. Also these game engines being developed is giving me hope [url="http://www.inovaestudios.com/technology.htm"]http://www.inovaestudios.com/technology.htm[/url] [url="http://www.outerra.com/"]http://www.outerra.com/[/url]
  7. Alright, thanks for the help. If anyone else has suggestions or info I would love to hear it.
  8. [quote name='Narf the Mouse' timestamp='1325375606' post='4898558'] "I've never built so much as a shed, but I've decided to build the largest mansion I can think of. Where do I start?" you ask. "Build a shed", I say. Start with something much smaller. Like Checkers. [/quote] I wont be able to build this for some time. I'm looking for advice on game engines I would be able to use for this game. I will start on much smaller games. This project I described can be a driving force to get me to learn more.
  9. Greetings. I have a game idea in mind, and looking for someone to recommend a game engine or steer me in the right direction. I am very new to game design and programming. Although I have over 5 years skill in 3d animation and modeling. Here's a breif explanation of the game. Players can build an empire, and own cities. Like in cities XL. But on a much larger map. They will manage their city like any other city building game. The map size will be huge. About the side of California. Players start off flying around in a jet, looking for a suitable place to start a town. Like a pioneer. DIfferent parts of the landscape have different resourses. Once the player finds a place, they land and begin constructing a town. The player can walk around like a FPS game, and also enter and exit vehicles. Players can build more than one town or city. They can build a country with borders and military. Military units can be purchased and organized into armys. They can be controlled to move long distances with a strategic view of the map. The units can be infantry, jet fighters, tanks, and even large starships that fly in low orbit. The game can be played online with other players in a mmo world. Empires can form alliences, negotiate treatys, or wage war. I would like the world to have no loading screens. I believe that would require a level of detail system that can handle it. I have a demo reel of my work here [url="http://www.youtube.com/watch?v=1LprxRWo2EE"]http://www.youtube.com/watch?v=1LprxRWo2EE[/url] thanks Roger0