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Kiel368

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  1. Hi, I am an 18-year-old high school student. These are the last months of my school now and I need some advice from you guys regarding my future as a gamedev. I need to choose a university (or work/set up company?), generally I ask myself a question: what to do next?   I've been thinking about it a lot, because I really need to apply soon and it struck me that... my game development skills are my worst curse. :-( I have been learning programming since I was 7 and, as you can imagine, I managed to learn quite a lot through this time. In short, I can program in c++, c# and full web development (JS, css, html, jquery, all that stuff), software engineering, agile stuff, etc. I've been working on projects for real money and I also sell stuff (XML Localization) on Unity asset store. Countless courses on Udacity and so on. Now I work in my own indie team with a few other guys from around the world in Unity and UE4.   I read through programming curricula of a few unis in my country (Poland) and it turns out that there is little I could learn from them. Seriously. So I'm wondering, if instead I could pick a very different degree just because I'm interested in some other stuff too and then work in gamedev anyway. So, I'm really asking whether I could get a programming job after my own studio failed coutless times and I'd need money.   It's not that simple though. As you can probably imagine, as a child I didn't complete many serious projects. Now I'm a bit older, but serious projects take serious time. I can demonstrate my skills, but I don't have a nice portfolio built up. Sure I can dig up some pretty impressive work from the past like an octree-based voxel procedural world (minecraft with blocks as small as you wish) made in Unity. I have what i sell on Asset Store, etc but these are not complete projects with thousands of downloads.   So what would you recommend? Doing the programming degree, that probably won't teach me much, or doing something else while building my portfolio? Or maybe I should get an internship somewhere? (if  you happen to offer one, I'd happily agree to join). Look, guys, this post is not so that I can boast about how awesome my skills are. I just spent all these years on hard work and would really like to hear your opinions so that I don't have to go back in time and start all over again at uni, because that would really hurt.   Thanks, Jarek    
  2.   Ok, let's say now I have a bunch of ideas that take tens of hours rather than hundreds. FGL seems great. But they seem to mostly care about flash/html5 games, whereas my tool of choice is Unity. I'd like my game to be distributed as standalone and mobile, but not web version (really, who wants to download Unity Web Player...? or am I wrong). FGL doesn't do standalone, right?     I think that will be our first project as I have an unexperienced guy in the team and Alphadoku seems to be the easiest project. So, do you think FGL is a good place for such a game? How YOU would publish it?
  3. Hi! I cannot live without game development even though I know how difficult it is to make a successful game. Well, the easiest path to go is to focus on some 2D mobile game to get the highest chance of success (or am I wrong?).   However, with Unity 5 released now, I see how many new fantastic features are there in the world of 3D. I want to use them so much! Just sit, do some level designing, place and adjust some lighting, maybe even write a bit of a storyline and not just code some super fancy logic for a puzzle or circles vs triangles kind of mobile game!   I have a team of about 3 people. I wanna ask you guys, if it is by any means possible to create a game competitive to some market that is 3D and involves even a bit of a story, items, and just classic game design job like level design and not only spending days in code to create some fancy new puzzle that doesn't exist yet.   Also, if I currently have no "graphics guy" what are my options to make the game look good enough that sb plays it?   Just help me start out! I have a lot of programming experience, some people, but no game put on the market yet. I'm just a bit scared of devoting hundreds of hours to a game that no one will play. I know there is no recipe, but you are far more experienced than me in terms of game publishing so please give me some sort of advice to start.   Thanks! Kiel368
  4. Thanks, so I see the best I can do is sell unarmed drones, but with the same capabilities (using virtual battlegield as a race track for example) and organize sone events.. seems pretty cool. Maybe I'd be even possible for people to play remotely on my own flying area. Like you sign up on a website, check your connection and provide some kind of piloting skills proof (might be a test flight in my old, slow indestructable foamy), choose your opponent or even it is chosen randomly for you and at the specified time you fly & fight. Addressing the crashing issue: at every point in time, pilot can turn off simulated damage and battle related stuff. But of course from the battle's perspective it is as he has bailed out. Looses the battle. Connection loss can also be resolved: the plane isn't blind. It can fly for itself untill connection is regained, or even return to the last place, where it'd good sinal strength. In the most extreme cases, it may shut down everything, switch on external Gps (with its own long-lasting power source) and deploy a kind of parachute or maybe attempt to land. Thanks for the feedback. It's getting more and more possible to implement.
  5. Well, I guess you're right, although FAA is a US organisation and there are still a lot of countries where there even is no law regarding these issues or it is not forbidden to do such things. I wouldn't say Asg is deadly. When I was playing it I took several 300FPS hits and it wasn't even all that painful. We're talking about 6mm plastic bb... and a laser diode bought for 1$ at tme? It has like 50 m range! Someone in the survey told that what we're building isn't called a drone, but a multicopter. For clarification: this is gonna be a normal fighter airplane like e.g. the mustang. And the lag issue: there will be no relay through any official server! Modem-modem 3g connection's ping is about 160-200 ms, which gives 80-100 ms one way. Lte connection cuts that in half. And if you have a broadband connection for your cobtroller device, again cut in half. According to various feedback sources, we will need to change our plans to get funding and start the company for good. What would you say for everything the same (oculus and stuff), but without hit sensors and weapons for now? Like virtual Google Map battlefield would still be in use as a racetrack, checkpoints, whatever, time&scoreboard for completing tasks? but no shooting? (And after that is sold come back to combat?)
  6. Well, we are considering laser weapons as well that are much much cheaper and the sensor surface for detecting hits actually exists and we wouldn't have to build it from scratch, but laser has two major problems: the projectiles fly in a straight line and at the speed of light, so any target leading, which is actually a vital part of every dogfight is out. :-( But, ok. Give me some more feedback so that I can improve the idea.   BTW: Can't I just put in my license agreement that I do not take responsibility for any damage caused by malfuction and improper flying? (like in a wrong place, or dogfighting over a street full of people) I cannot really control what all my customers are doing. Isn't it the same as if I was selling knives? Used improperly or just by accident they can be dangerous too!   Is airsoft actually considered a weapon?
  7. Thanks for the responses you have already given. One thing came several times: the legal aspect. Thanks for pointing that out, I'm gonna consult it with some experts. Still waiting for some more feedback!
  8. Hi, What if you couuld have the most realistic physics and graphics in your video game? Why would we create virtual environments? They are already there, outside the building! For the first time, me and my team are going to use what nature's created to create a tank/aviation video game! Meet the SharpFury Battle Hungered.   Here's a little description of what we're gonna do:   Imagine you had a model/rc aircraft. If you wanted to fly it, you'd most probably experience some common problems including very limited control range, unrealistic controls, limited functionality and fixed first-person-view (if any). And, after all, how long could you just fly around doing circles around where you're standing? We are going to change all that! Meet our upcoming Battle Hungered drones line featuring control over the Internet (yes, it's proven to be working), connection to your phone, computer, TV or anything else (the magic of Unity 3D ), user interface like in some famous video games e.g. War Thunder or World of Warplanes and immersive flying experience using Oculus Rift virtual reality googles! Be like a real pilot, with real controls and real sensors including GPS, airspeed and altitude all packed into a nice carbon fiber airframe. Don't worry if you're just a beginner, our virtual flight instructor will surely help you and prevent the plane from crashing. But the best comes next: what if you could stick an ASG (Air Soft Gun) rifle to your plane? And what if you had a super-advanced sensor surface covering your plane and the software was smart enough to detect hits on your plane's different modules and simulate damage? What if you could battle with your friends even over thousands of kilometers in reality? That is the heart of Sharp Fury Battle Hungered. Take a Google Map of your surroundings and turn it into a virtual battlefield! Use special editor to create spawn points, bombing targets, drop zones, cap zones and more! Then invite your friends and let the battle begin! So, you guys - gamedevs, are the first group of people I'd like to ask for some feedback as you probably understand me best. Write your comments and PLEASE take a very short survey here (very important to me, will take you like 30 seconds, I know, it's not suited for gamedevs): https://www.surveymonkey.com/s/WCKS99Y Looking forward to hearing your feedback. Thanks guys! Kiel366
  9. Hi Servant! Firstly, I'd like to thank you for your contribution to the project. I mean your long post with game titles, found here: (john798 is my second account) http://www.gamedev.net/topic/653765-a-name-for-the-game-struggling-to-find-an-appropriate-title-for-a-sandbox-game/   Of course, you're perfectly right about sandbox game ideas, which all seem the same. However, a description is still just a piece of text. I like the idea that new, unique things come to your mind, when you're doing, so I'm just doing. Did you know that at first Minecraft was called Cave Game and was an exact copy of Infiminer? Everything unique to this game came later and I think that's what gonna happen with Surviverse too.   About the idea of a castaway: When I reach the stage of creating Survival Mode, I'd like the plot to be similar to this:   Somewhere in the universe a high-tech civilization lives. You are a scientist and explorer on a huge spaceship, which gets crashed somewhere beyond the known cosmos. You land on the unknown mysterious planet. First, you need to survive. Then, because of your curiosity (you are a scientist), you start exploring the world. Soon, you discover minerals needed to build your known machines, but you also discover some sort of weird energy, which you think can be used and be even more powerful than any technology you know... As you acquire more knowledge about it however, weird things start to happen. You are in danger...   So yeah, you see that this is gonna be one of the main ideas.   But before further posting, please at least visit my website to get a full picture of things or just play this game to see what it is like.
  10. I had no idea about your project and used none of your code. The name comes from my gamedev post: http://www.gamedev.net/topic/653765-a-name-for-the-game-struggling-to-find-an-appropriate-title-for-a-sandbox-game/ and the idea was consulted with gamedev users on: http://www.gamedev.net/topic/627790-alternative-minecraft/ So it's basically a coincidence. I have no intention in copying other projects if you suggest it. Sorry.
  11. If you're still following this topic: I finally wrote and published the early-dev version of the game. It's name is Surviverse. Link to official website: http://surviverse.com
  12. Hi! I'm glad that I've finally published my first unity project - Surviverse. The official website address is: http://surviverse.com Surviverse is an open-world sandbox game. I have a lot of ideas and below I placed a short description of my work (the final goal): At the beginning of the game player has nothing. He starts as a castaway in some unknown, mysterious world. As the name suggests, he must do everything to survive, which includes keeping his energy high enough (hunger + fatigue + physical damage to his body) and not getting killed by some creatures. To do this, he must collect some resources and build a shelter. Later, he can dive into researching magic or technology. Both branches provide awesome items and abilities and finally let the player go to space or jump into different dimensions to explore new, dangerous worlds... The game is based on voxel terrain similar to other games, but with a significant difference: terrain is far more detailed than usual 1m. It is possible due to advanced techniques used and Unity optimizations. You can build at very high resolutions like 6cm and still keep your performance high. Soon, I'll implement terrain generation on GPU, which shall accelerate the game so much that terrain generator will be able to use high resolutions for things like heightmap, etc.. For now however, the project is in its early-dev stage and has only a few basic features (world, inventory & crafting, building) implemented. The only mode player can play now is creative. An infinite world is generated and then player can craft world modifying items like: Stone Bricks Hollowed Cylinder (material + shape + some other relevant data) and use them to build what he wants. Get more information about the project at: http://surviverse.com I have a development blog up and running and all new stuff concerning Surviverse will be published there: http://surviverse.com/development-blog The game is available for download here: http://surviverse.com/download, but I'd recommend to read help articles before playing. I plan to update Surviverse regularly. New posts/updates should appear at least every week. I you want to support the project and get quicker updates, let me know you're interested by following my twitter: https://twitter.com/Kiel366 and Google+ site: Surviverse on Google+ I attach two of my screenshots (see full gallery at: http://surviverse.com/gallery).   So now, go to my website (http://surviverse.com), download the game, read some help as the controls might be quite confusing and play the game!   Write here or on the website what do you think about the project and build something awesome and upload it in this thread as I want to see what you can build. Hope to see you on my website and in the game soon!
  13. From the album Surviverse 0.1

    This picture partially shows the power of octree voxel terrain. But for now, only trees are generated using voxels smaller than 1m due to performance lacks (those will be fixed later). See the projet's website for more info about the game: [url="http://surviverse.com"]surviverse.com[/url]. Download available!

    © Jaros?aw W?troba (kiel366/8) 2014

  14. From the album Surviverse 0.1

    First, in order to build, you need to select some volume. Start by holding your roght-mouse and dragging around a little black cube, which is the starting point for your selection. See the projet's website for more info about the game: [url="http://surviverse.com"]surviverse.com[/url]. Download available!

    © Jaros?aw W?troba (kiel366/8) 2014