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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 AlexSilR

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  1. Congrats, I won my first computer when I was 17 and you already are developing games hehhehehehehe Show them!
  2. Thanks Black-Rook! Well, I completely forgot the Quake! hahahaha Now that you say certainly will be a influence (consciously).
  3. Mirrored from my blog (en, pt-br). Today I started making the projectile. In fact as I couldn't think of anything much different just following the same style. Testing the projectile with the gun I saw that the tip of the gun was not cool with that kind of projectile actually what was strange was that the rayCast modify the angle of the emptyGameObject which is the origin point of the projectile. When the gun was aiming at something near the projectile did not follow parallel with the "clamps" of the gun. In the end I ended up modifying the gun. After I modified the gun I started working on modifying the script that manages the speed and mass, as there was no need to change a lot was quite easy. In the end I ended up doing an animation. I did an animation of the gun shooting into Blender. The animation was very simple and the process of importation and use of animation in Unity was very simple too. [media][/media] Tomorrow I will continue doing the gun and I intend to add some feedback of selected projectile. [size=2]PS: Sorry for the bad english.
  4. Mirrored from my blog (en, pt-br). Today I kept doing the gun. I don't have much to say, so I'll show the prints in order of modification: Tomorrow I may change something in modeling and will start modifying the script. [size=2]PS: Sorry for the bad english.
  5. Mirrored from my blog (en, pt-br). Today coming back from a break of three days I started to make a new weapon. I thought of a gun Sci-Fi very simple in model and texture, so far I'm liking the result. Today missed very little to finish the model, actually what ended messing it was that the middle button of my mouse stopped working (orbit in Blender). Tomorrow I'll look for some old mouse that I should have here, and I believe I end up the modeling then I do a simple animation that will have and begin to change the script. [size=2]PS: Sorry for the bad english.
  6. Particularly I like more the Outland. When you start post the art would be cool if you tell us how is the process of working with an artist, how is the workflow of the transmit the idea for the artist until the final concept. I'm following the project! Isso ae, vamos mostrar a qualidade dos jogos feitos por brasileiros!
  7. Mirrored from my blog (en, pt-br). Today I did the stand. The stand consists of four columns, floor and three walls. In the columns I used self-illumin with the texture of the floor with a slight modification to have lighting in the creases. In the walls and floors I used a transparent shader with the color specify of each stand. [media][/media] After doing the stand I did a organization in the project eliminating all unnecessary assets (those used in the prototype and testing). [size=2]PS: Sorry for the bad english.
  8. Mirrored from my blog (en, pt-br). Today I kept doing the cube. After losing almost 2.5 days doing this cube I could reach a satisfactory result and learned a a bit of photoshop. So worth it. Yesterday I had already finished the texture and just did not like the lighting, I was using the shader self-illumin and by far ended up being bad to see. (Yesterday cube) I started doing some tests using point light. I really liked the result, but ended consuming a lot of processing. Each cube ended up with 18 point lights (one for each point where has light in the texture), I did a test with 4 cubes (72 point light) and when the camera focused on the 4 the result was: 4 FPS Without GPU (i7 2670QM). 16 FPS With GPU (GeForce GT 540M). Although I liked I had to find another solution. PS: As the radius of the points lights was intersecting they was annulling eachother, I believe it is some algorithm of Unity for performance. To solve this I had to set the render mode to important. I ended up going back to self-illumin and doing several tests with texture and light map. After a while I got a result that I liked. As I did the middle light of the cube specifically to inform if the cube is with gravity, without gravity or with gravity inverted, I modified the script that manages gravity to change the material based on the status of the cube. In the video below you can see how the middle light changes relative of the gravity of the cube. [media][/media] [size=2]PS: Sorry for the bad english.
  9. Mirrored from my blog (en, pt-br). Today I finished watching the tutorial Creating a Sci-Fi Panel. It was time consuming and difficult to follow, because I did not know to use photoshop. I ended up not liking the result in Unity and decided to start again (and make a slightly different model). First model following the tutorial. The second model was better than the first, but still not good. The idea was to use the lights of the edges to indicate the color of the cube and the middle one to indicate if the cube is with, gravity, without gravity or gravity inverted. But inside the Unity was bad to see the lights from afar. Tomorrow I will change the color of the lights in the texture, to see if it improves, if not help, I will change the color of texture of the cube itself. [size=2]PS: Sorry for the bad english.