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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 Chavoux

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  1. Unity

    [quote name='jbadams' timestamp='1350722828' post='4992082'] You should consider the amount of work you'll have to do if you start from a more basic engine rather than a more complete solution. An MMORPG is not normally a suitable project if you're just doing it as a hobby that you aren't willing to commit any money to -- do you have any prior development experience? [/quote] I have development experience, but (almost) no game development experience. I am not totally unwilling to extend a basic engine, but don't want to reinvent the wheel (and will not do as good a job as experienced game developers in any case). So I will want as complete a solution as I can get (for free at this stage). I assumed that I would need to do quite a bit of coding to implement the game rules in any case, since I don't think anything like what we plan, exists at this stage. But I would like to be able to get to the game logic and story ASAP without working too much on the graphics at this stage (we will probably want to upgrade the graphics etc. later on, but by then will hopefully have a bigger development team - e.g. if we make it open-source).
  2. Unity

    Thanks for all the feedback so far! One of the things we want in the game is the possibility for huge battles (maximum of 1000 players in each army if all players join the battle at the same time). I know this is smaller than WoW for example, but would be sufficient for us. I would prefer either an open engine (like cube2/ioquake3) or one where you don' t pay any money until you go commercial. This will be (at least in the beginning) a hobbyist project done in our spare time, so the bigger and better commercial engines is not really an option unless it has the free start option (and we can pay the more expensive license _if_ the game take off and we want to improve it). Would GameBryo be able to handle 2000 players concurrently (assuming the server hardware is up to it)? One of the reasons for not wanting a game with too high graphics requirements is that we would prefer the ability to support more players (even those on outdated hardware or laptops) rather than having the latest and greatest graphic effects.
  3. Hi We are looking for a free and user-friendly game engine for writing a MMORPG with a first person (FPS) view (like Mass Effect). Looking at all the engines and libraries available, it is very difficult to make a choice at this early stage, but I do not want to start with one engine only to find out that it will not work half-way through the project. And at this stage we are not interested in writing our own engine from scratch. So here are the requirements: 1. Free (at least until (if!) we start making money from the game). 2. FPS-like (similar to Mass Effect), but does not need the latest and greatest graphics (we would actually like something lighter that can run on lower-end PC's). 3. The language in which it is written and used is not all that important (Preferences: Object Pascal/Delphi, C#, C++, Python, but C, Java or some scripting language might still be OK). 4. Preferably support for Linux (for the server) and cross-platform (for the clients) (at least Windows & Linux). 5. Fast networking is a must-have. 6. The ability to import Blender models will be nice. 7. Source code availability would also help. 8. An IDE (and possibly WYSIWYG ability) would be nice. I am new to game programming (although not to programming as such) and the variety of available engines & libraries are almost overwhelming. A general question: Is it better to use a single game engine for everything or rather use a combination of tools (e.g. Blender for the "human models", something else for the sound, another tool for the maps, another tool for the game-play & game rules, another tool for the networking and authentication parts)? Some options we are currently considering (I know there' s a lot I have not even looked at yet - so please let me know): 1. glScene (Lazarus/Delphi): does not seem to be a full game engine, but rather only toolkit. Might have some important pieces missing. Not sure how easy/possible it is to import 3D models from Blender or created in other engines (e.g. ioquake3 models). 2. Asphyre Sphinx (Lazarus/Delphi): No Visual Components? (No WYSIWYG). Not full game engine, toolkit only? 3. Cube2 (Sauerbraten). (C++, OpenGL). Looks nice. Can edit maps etc. from game itself! Importing of 3D models? Easily extensible to write MMORPG game rules and logic? 4. ioquake3 (only C?) More abilities then Cube2? No GUI/IDE? Extensible to MMORPG-type game? 5. Allegro (C++/Pascal/...?) Library only? Import of 3D models? 6. MonoGame (C# / XNA). No GUI (in MonoDevelop)? Import of 3D models? Not full game engine, toolkit only? 7. CrystalSpace (C++). Actually used to write MMORPG. Not first person. No GUI for developing maps/3D models? Import of 3D models? Finicky to install on Linux (Debian) with all dependencies. 8. Unity (?C++?). Easy to use & import Blender models. Windows only (but could be used to write windows clients?). Source code? How easy to extend to MMORPG without source code? 9. Panda3D (Python). High level language. No GUI? Import of 3D models/maps? Full game engine or only toolkit/library? 10... any other suggestions? If you have had experience in using any of these engines or know a better option, please give your opinion on them. Thanks Chavoux