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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 neo72

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  1. Hi   @Chikako Hatanaka   Thank you for the advice.   In regards to getting better deals from the artists then I don't think it is possible on TurboSquid as I don't think it is possible to contact them.
  2. Hi   I had almost giving hope on that anyone would care/dare to answer my questions !   @kburkhart84   Thank you for explaining - reading through your post I drew the following conclusions:   1. object size doesn't matter as    2. texture size minimum 1024x1024     btw, I have read though part of EULA from TurboSquid and as far as I understand it a customer is allowed to modify models as long as the modified version of the model is not re-distributed as an new model - this would allow me to get a model customized if it did quite fit my needs as it were.
  3. Hi   I was thinking of purchasing some 3D models from turbosquid    Since I can't be sure that the models are the same size, so I easily could imagine that if I had  a large model and a medium and I tried to scale the medium model to be roughly the same size as the large one, then the texture of the medium one (now a large model) would become blurry and the rest of the models would also look a odd as its geometry were scaled up to match the large model.   I must admit that I don't very much experience with 3D modelling, so I'm not sure that there would be any problem like the ones I have described in the above, I just thought that it would be a good idea to ask here before spending money on 3D models.   Does anyone have any advice about what I should be aware of If did go ahead and bought some 3D models
  4. Hi   Thank you all for sharing your insights on this subject, I think I actually learned a little here - which means that your posts wasn't written in vain !
  5. Hi   Thank you for replying   So You're basically saying that I shouldn't worry about the number of triangles of each model and just go and purchase the ones I like - or am I wrong ?   What information is actually exchanged then ? - ie. it only players' position, current health, weapon damage etc ?   I'm sorry for asking, but I simply don't have much knowledge on this subject...
  6. Hi   Is there a rule of thumb as to how many triangles a models should be made up from if it is intended to be used in an online game ?   The reason why I'm asking is that I often look at game models for sale on turbosquid and wonder which of them are usable for a MMO.   I'm also asking because if I order some custom models I would like to be able to tell the artist the maximum allowed triangles per model.    I would like to have up-to 64 players per game.   I'm sorry for not being able to provide more detail than this.  
  7.   Disclaimer: I don't know WTF I'm talking about !   Hi   Thank you for your reply.   As I read and understand your algorithm it would continue to add middle segments until it had nearly closed the gap and just slap on an "end" segment - if this is true then some of the bridges would look rather strange and really long - some of them might even end up defying every book that been written about load-bearing capacity in bridge spans due to their huge distance between their pylons !
  8. Disclaimer: I don't know WTF I'm talking about !   Hi   First of all: Thank you all for taking your time to reply   @Poigahn   It is hard to give a comment on your reply as I'm not sure which of the images you're refering to, but my best guestimate is that you're refering to the yellow brick-like structure.   @Aardvajk   You also seem to have set your sight on the yellow brick-like structure.   @BCullis   Thank you for the link - I'll admit I get a little dissapointed when I discovered it was about Flash, so I did a search, but in vain as I couldn't find any site which could privide me with an explanation I was able to comprehend (I don't blame you, but instead my mom and dad !)   Anyway, since you all seem to somewhat agree on how the yellow brick-like structure was made (and I have to agree too), I would then like to point your attention the the truss bridge found in two of the images.   This is not made with the same technique as you have described in the above.   My guess is that this bridge is made from a set of predefined rules:   (psudo code)   While laying tracks   If encounter a depression (ravine or river)   Then start with a steel truss bridge with three bridge segments (ie. a start, middle, and end segment) to close the gap - did it work ?   if yes then continue to lay track   else   Then start with a steel truss bridge with three bridge segments (ie. a start, 2 x middle, and end segment) to close the gap - did it work ?   if yes then continue to lay track   else   Then start with a steel truss bridge with three bridge segments (ie. a start, 3 x middle, and end segment) to close the gap - did it work ?   if yes then continue to lay track   else   Then start with a steel truss bridge with three bridge segments (ie. a start, 4 x middle, and end segment) to close the gap - did it work ?   if yes then continue to lay track   else   Then start with a steel truss bridge with three bridge segments (ie. a start, 5 x middle, and end segment) to close the gap - did it work ?   if yes then continue to lay track   else   add an "elastic" bridge segment and when there is enough left add another steel truss   (psudo code END)   There are most likely a few more parameters, but the one I just described in my psudo code is the most obvious, based on what I can see in the images.   Does anyone of you have anything to add (I could be the case that I have gotten it all wrong, which certainly wouldn't be the first time !)
  9. Hi   I have played a game (Sid Meier's Railroads) and a few days ago I installed it again to relieve some fun memories.   While I was playing I noticed that when my railroad crossed rivers or a ravines then the game would create a bridge and it is this part which have me puzzle:   The bridges were never too short no matter how wide the gap were the bridges just got longer to neatly (I dare say) fit the gap.   If anyone wants to bother having a look then there is a tons of screenshots on google.   Now to my question:   How was this made ?   My own guess is (and I'm not a programmer, which is why I'm asking you !) that the developers made the bridges in three segments:    1. a start segment   2. a middle segment which is expandable   3. an end segment   Here is another thing I don't understand:   How the the program knows:   1. how many middle segments to add   2.how pick the most suitable type of bridge for a particular gap   http://www.gbase.de/uploads/ci/shots/Sid-Meiers-Railroads!_b_55738.jpg   http://storeimages.impulsedriven.com/product_gfx/04xx.jpg   http://tjstatic.com/multimedia/2011/07/sid-meiers-railroads-pantalla-1.jpg   I hope someone would like to enlighten me.