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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 TyberthiaGaming

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    Herenthout, Belgium
  1. Bought 3Ds Max 2013 Essenstials for Kindle. May it prove useful in mastering the art of 3D modelling and 3Ds Max
  2. First, I believe I must thank both for their response. I really ought to stop mixing up terms like game idea and setting. At least Stormynature guessed correctly the setting would be applied to a simple, very simple sim game, the type that a beginner can make. I carefully read and re-read your comments and took notes from it. Most of them were spot on. I really ought to be careful not to forget that I still need to write out everything in this silly head of mine. I only have one personal note of criticism when it comes to these comments: [quote name='Stormynature' timestamp='1343038047' post='4962192'] On the off chance you were effectively asking how your writing was, as English is not your first language. Then my answer is I have no complaints and you write well enough to be understood. [/quote] I am rather proud person, one who actually takes pride in his English skills even though he is not a native speaker. I personally would prefer to receive comments without any regard for whether I am or am not a native speaker. I would prefer to have the whole truth, rather than a watered down version just because I am not a native speaker. I do understand you do this to be considerate for which I thank you, but for future reference you should not spare my feelings. Corrections and criticisms are always business, so I take no personal offense to them when given.
  3. Thank you for your support. However, I am finding it so difficult to find good books aimed towards beginners that teaches you the theory behind 3D modelling and low polygon modelling which seems to be which I should be aiming at. I do know there are a lot of tutorials out there, but most are videos and for some reason I just can't focus on videos when it comes to learn skills. If you know any gook books aimed towards beginners to learn 3D Modelling (preferably using 3DS Max) I would be most gracious. TyberthiaGaming
  4. Greetings, TyberthiaGaming here. Yesterday, or maybe it was today...waking up middle of the night makes it hard to say, I got a luminous idea for a story for a simple game. So I wrote it down on a piece of paper and returned to my dream world where I set out to collect the seven rings of gold to rescue the princess from the evil round bubble of doom. Good times, indeed. Now morning has come, the sun has risen. I read my little note and had a hard time figuring out what I meant with "[b]Master Landlord[/b]". Many inner debates and cups of coffee later, I once again realized the luminous idea was. It was nothing but a mere game setting, rather than a complete game idea filled with inventive solutions for game mechanics and the likes. Nonetheless, bravely I opened my word processor and type. out the story in my mind. Being a simple game that in the end will require little back story, I nonetheless came up with this and I now share it with your for your entertainment and enjoyment: [quote] For most a sad event, but for you a chance; the death of a distant, unknown relative. As her sole relative and thus heir, you inherit a small, yet auspicious apartment building. Seizing this opportunity, you quit your boring old job of turning hamburger patties at the local fast food restaurant and decide to become a landlord. However, you will soon realize that being a landlord is more than just cashing in cheques from the residents. How long will you last with the neurotic residents snooping through your trash, partying students destroying your precious room and natural disasters aiming to bring down your gold mine? Will you master the art of being a landlord or will this end with you and a mental asylum? [/quote] Now what I wonder is: Is well written? Do others at least get the image I am trying to create? Is this a game idea really as "easy" to implement as I think it can be? Other hints, ideas and critiques are also welcome. PS: This is but practice material, to master writing skills. By no means it is intended to be developed into a real game in the near future.
  5. Wrote a little game setting for a simple game that can go either 2D or 3D.
  6. Thank you, I decided to write a journal here, sharing all the things I am doing as I embark on this journey. Who knows what advice I can gather by doing so? Learning on your own is all fine and dandy, but in the end guidance is still invaluable and thus I will probably frequent the forums here throwing a tidbit of my (deplorable) work every so often on the heap. I once more wish to thank everyone for their advice, encouragement and, of course, their kind words.
  7. From the album Insula

    A snapshot of my 3DS viewports showing the wireframes of the Insula polygon model.
  8. From the album Insula

    A top view of the my Insula, hower it shows nothing but the roof.
  9. From the album Insula

    This is a perspective view of the my Insula. Notice the two windows, the roof and the gaping rectangle hole on the ground floor. That hole will be further modelled to suit shops and taverns.
  10. From the album Insula

    This is a side view of my Insula, note the little extrusion at the roof and at the 'opening' that will be a shop/tavern area.
  11. Hello, First, I ought to introduce myself: I am known on this forum as TyberthiaGaming. Well, known is a bit far stretched, but still. What is so special about me? Nothing, nothing at all. I am but a mere novice who does nothing but dream of mastering certain skills to enable him to delve into the wonderful world of game development. However, I hope a sheer abundance of enthusiasm and love for games makes up for the lack of skills for now. What is my current plan? Allow me to elaborate. As I stated a few times I have at the moment no skills whatsoever that would contribute in any way to game development, save perhaps my writing skill. However, what one does not know or cannot do yet, he can learn; or at least so I hope. So at the moment I will not even think about creating a game of my own. That would only lead to misery and many tears to shed over something that would never be accomplished. Instead I will focus on mastering one or two skills at a time. However, first I had to decide which role appealed to my interests. After a lot of reading and days of pondering, I decided to aim for game level design or game design. What skills do you need for this? I truly had no idea, but after reading a few texts and thinking about it logically, I came to the conclusion that an important aspect would be 3D modelling. Thus so the first skill to learn was decided: 3D modelling. I decided to use 3DS Max as my modelling tool, downloaded the student version, bought a book called "3DS Max Modelling for Games" and just jumped head first into this unknown world. A daunting world at that, but the challenge creates a certain degree of fun, I suppose. Still, uncertainty fills my mind, because everything is new and in the end I have no idea whether I am tackling this learning thing correctly. So, I decided to write a journal using the tools GameDev.net offer and share it with the more experienced developers that frequent this forum in hopes of critiques, advice and the occasional lollygagging. With this post I wish to share my exercise I made from the book I am following: the cardboard box. Truly, it was a challenge and sometimes annoying. Even now I must admit I do not understand texturing a model 100% yet, because it didn't go as smoothly as I had hoped. However, in the end I managed to deliver a good result and I am proud of this accomplishment nonetheless. Thus I share it with you, so you might gawk at my miniscule accomplishment, feeling a mixture of pity, pride and a parental form of enjoyment. The images can be found at the GameDev gallery. Besides all that I also want to share another piece of work I call Insula. It is a 100% TyberthiaGaming personal developed 3D Model of what is to be a Romanesque type of apartment, known as an...wait for it... Insula. Of course, it is by no means finished. I am sharing it so perhaps some people might take a peek, give some pointers on how to approach the things I am trying to do and just tell me what I am doing wrong! This model contains no texturing whatsoever and only a the rudimentary form has been finished. I think I have rambled enough, save to thank you for taking your time to read my journal for which I am most gracious. TyberthiaGaming
  12. From the album Personal 3D Modelling Exercise Results

    Created following the book "3DS Max Modelling for Games". Textures were provided.
  13. From the album Personal 3D Modelling Exercise Results

    Created following the book "3DS Max Modelling for Games". Textures were provided.
  14. From the album Personal 3D Modelling Exercise Results

    Created following the book "3DS Max Modelling for Games". Textures were provided.
  15. From the album Personal 3D Modelling Exercise Results

    Created following the book "3DS Max Modelling for Games". Textures were provided.