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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 dimension314

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  1. Released a new version 0.2.371 and 3 new multiplayer videos yesterday. Thanks to everyone thats tried it. Still looking for more people to try it out and get some more feedback. [media]http://youtu.be/jzA-DqK5jGM[/media] [media]http://youtu.be/LAJdkfGbTX4[/media] [media]http://youtu.be/76M6GY7NWNY[/media]
  2. I definitely agree with you, right now its very similar to Minecraft. We've tried to concentrate on the voxel engine aspect of it, performance etc. for now and have intentionally avoided adding any gameplay yet. As we just recently released a version for people to use, I was expecting a lot of issues and bugs to fix, however have been pleasantly surprised. So far close to 100 people have tried it and nothing beyond a couple very minor bugs has been reported. I think Minecraft is a great game though, the main thing I find missing in it though is you run out of a purpose to do anything. When I used to play the original Warcraft back in the day my favourite strategy was having peons chop a line through trees so I could sneak attack the other bases with catapults. Maybe not the most effective strategy, but I always found myself doing it. Being able to chop trees made the maps a tiny bit transformable. I think the possibilities for a RTS game with a 100% transformable world are pretty interesting.
  3. [color=#000000][font=Candara,]Wanted to post a link to the project I'm working on, which is a voxel engine built in C# and OpenGL.[/font][/color] [color=#000000][font=Candara,]Please have a look at [url="http://www.voxelgame.com"]http://www.voxelgame.com[/url][/font][/color] [color=#000000][font=Candara,]There you can see screenshots / videos and download a copy of the alpha and give it a try. Currently the engine supports the creation of randomly generated worlds, building blocks, breaking blocks, sounds, multiplayer and more. Once in the game, press F1 for a list of commands. You can even try connecting to my server at hornet.voxelgame.com[/font][/color] [color=#000000][font=Candara,]Down the road we have several gameplay ideas we plan to build on top of the engine. Where we plan to be a bit different then most voxel games is that this wont be for infinite exploring and digging, but more in the direction of pvp and co-op tower defense type of games in a fully changeable voxel world. But for now looking for feedback on performance, issues, bugs and just general comments on the engine so far. Also any technical questions I'm happy to answer here or on our forums. Thanks.[/font][/color] [color=#000000][font=Candara,][attachment=9957:aerial-view.jpg][/font][/color] [color=#000000][font=Candara,][attachment=9959:lighting-from-dark-cave.jpg][/font][/color] [color=#000000][font=Candara,][attachment=9958:small-house.jpg][/font][/color]