• 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.

The Adversary

  • Content count

  • Joined

  • Last visited

Community Reputation

108 Neutral

About The Adversary

  • Rank
  1. RogierSoft, my company, has released another free game. Two player, split screen, car racing. There's an easter egg where if you look closely you can see the spaceship you were using in Time Reaper docked somewhere in the level. Check out Schizo Driver! https://theadversary.itch.io/schizo-driver
  2. This is a video showing Time Reaper in action. https://www.youtube.com/watch?v=10wxLu7gFJo
  3. Here are some screenshots.
  4. These are basically finished games I never released. Especially Time Reaper is great on a big TV with a good sound system. Enjoy! https://theadversary.itch.io/time-reaper https://theadversary.itch.io/the-dawn-of-man
  5. I created some music for the different states of gameplay. Action, Thought, Victory and Entropy. [url="http://www.youtube.com/watch?v=fjYCZJXHhzk&feature=plcp"]http://www.youtube.com/watch?v=fjYCZJXHhzk&feature=plcp[/url]
  6. I uploaded some new videos to my channel. A spaceship flying through a level and car racing with better lighting. Next up is an animation system. [url="http://www.youtube.com/watch?v=Yn0WHtsscck&feature=plcp"]http://www.youtube.com/watch?v=Yn0WHtsscck&feature=plcp[/url] [url="http://www.youtube.com/watch?v=AncXnMX-0A8&feature=context-chv"]http://www.youtube.com/watch?v=AncXnMX-0A8&feature=context-chv[/url] Rogier
  7. Thanks for the compliment. Ultimately I would like to create something like Elite, but with the ability to exit your spaceship. So you can walk around in your own spaceship, in spacestations and on planets. And drive around on planet surfaces with vehicles, explore cities and underground structures etc. It´s not going to be seamless like Frontier was, and it´s 2d of course, but it would offer those gameplay possibilities. Doing something like that in 3d in a seamless environment with the current-gen expectations of graphic quality is not impossible, but beyond the capabilities of current-gen game engines I think. None of the projects that appeared on the net that promised this ever delivered, and I'm not holding my breath for Elite 4, but it would be cool if I was proven wrong on this. In any case, doing this in 2d in a non seamless environment is well within possibility, and I'm first going to create smaller scale games until the engine is capable of handling it. I have some code for generating random solar systems based on physical data, and an economy simulator in an early stage of development, but these are more or less laid on ice at the moment.
  8. Maybe I need to explain more about what kind of game I'm trying to create, because the demos mainly show car racing sections. There are going to be car racing sections as well as space shooter sections, but the main game will play something along the lines of Exile, a game I'm very fond of since I played it as a kid on the Amiga 500. What was nice about it was that it managed to create the illusion of a believable world, believable not because of fancy 3d graphics, but because of the way everything was connected to each other. It felt real. My engine supports solids, liquids and gasses made up out of pointmasses which interact with each other realistically including transfer of heat. Hopefully the possibilities that this offers will make the game feel realistically interactive. For example you can heat up a liquid such that it vapourizes increasing the pressure on a valve that can the be launched to hit a block that is connected to a switch that opens a door. When designing the levels I can supply scale factors for the SI system of units such that these make sense in relation to the level I'm designing so that all the derived quantities can also be expressed in real units that make sense. Which I think is very cool. It also means that different scales of gameplay can be made consistent. The spaceship demo shows larger quantities for the same units than the racing demo, because the scale is different. If you look closely you can see the spaceship 'parked' in the racing sections, it's big in relation to the car. And so a game can be made where the transitions between scales are not seamless but still consistent and believable, and a world can be created that feels huge. The frame of reference of the physics simulation can move and rotate; Fictitious forces are then applied and gravity can be neatly expressed as an acceleration of the frame of reference. This allows for the level itself to be a huge moving structure like the inside of a spaceship or a large elevator. Or part of a planet. Currently I'm finishing the lighting and then I'm going to create a space shooter demo with actual enemies! After that I'm going to add an animation system that needs to blend in nicely with the physics system such that for example when a character jumps, there is a reciprocal force added to the platform beneath it. I've also started experimenting with OpenCL because the physics needs to run on the GPU; It runs on the CPU now because I want it to be complete before I start optimizing. The framework was designed with hardware acceleration in mind from the very beginning, though. When I have enough building blocks I'm going to create the Big Game, something that will have space shooter, racing and side scrolling Exile-like sections in there. And it will tell a grand tale of oppression, love, betrayal and shit blowing up! And it will be done, when it's done. There are no deadlines. I'm just doing this for fun in my spare time. Rogier
  9. For the past two years I've been working on a game engine. It's a pure 2d game engine with an emphasis on realism, or what passes for it in a 2d environment. It's fully platform independent, only the low level hardware access requires a different implementation per platform. I've put some movie clips on youtube, check out my channel if you are interested and let me know what you think. [url="http://www.youtube.com/channel/UC16NNkpAkWA490E5YHGoU0g?gl=SN&hl=fr"]http://www.youtube.com/channel/UC16NNkpAkWA490E5YHGoU0g?gl=SN&hl=fr[/url] Thanks in advance, Rogier