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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.

N01

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  1. A few more screenshots, showing how later locations from the game look:      
  2. From the album Nowhere 01

  3. From the album Nowhere 01

  4. From the album Nowhere 01

  5. Hello, gamedev community! I'd like to present you with the project i've been working for quite a while. It's called Nowhere 01 and it is a third person survival horror game, set in a surreal world which gradually shifts into darkness and nightmare.     The game is majorly inspired by early Silent Hill titles(and a lot of other things, you don't wanna me to get started on). However, it doesn't suffer from many classical survival horror problems. It has free third-person camera, no auto-aim or clumsy controls. But it compensates it with the fact that there's no cross-hair and you need to compensate for recoil. Enemies are not easy to defeat, you'll need to search through darkest corners of Nowhere to find ammo and supplies, to find hints about what happened lately and what is awaiting you, to find your way out.   The game currently is in development by a single person. I am responsible for both programming and art. Nowhere 01 uses custom engine, written in C++ with use of OpenGL and PhysX. The game will be available for Windows and very likely to be ported for Linux.   [sharedmedia=gallery:albums:762]     For more information and screenshots, you can visit indiedb page or game's official web-site. You can also follow me on twitter, facebook or google+ to get updates about the project and like or share it to show your support!   Any  feedback and questions are welcome!
  6. From the album Nowhere 01

    for more, visit [url="http://Nowhere-01.com"]game's official site[/url] or a page on [url="http://www.indiedb.com/games/nowhere-01"]IndieDB[/url]
  7. From the album Nowhere 01

    for more, visit [url="http://Nowhere-01.com"]game's official site[/url] or a page on [url="http://www.indiedb.com/games/nowhere-01"]IndieDB[/url]
  8. From the album Nowhere 01

    for more, visit [url="http://Nowhere-01.com"]game's official site[/url] or a page on [url="http://www.indiedb.com/games/nowhere-01"]IndieDB[/url]
  9. From the album Nowhere 01

    for more, visit [url="http://Nowhere-01.com"]game's official site[/url] or a page on [url="http://www.indiedb.com/games/nowhere-01"]IndieDB[/url]
  10. From the album Nowhere 01

    for more, visit [url="http://Nowhere-01.com"]game's official site[/url] or a page on [url="http://www.indiedb.com/games/nowhere-01"]IndieDB[/url]
  11. From the album Nowhere 01

    for more, visit [url="http://Nowhere-01.com"]game's official site[/url] or a page on [url="http://www.indiedb.com/games/nowhere-01"]IndieDB[/url]
  12. From the album Nowhere 01

    for more, visit [url="http://Nowhere-01.com"]game's official site[/url] or a page on [url="http://www.indiedb.com/games/nowhere-01"]IndieDB[/url]
  13. in case someone's wondering, here's source of basic, quick and dirty reproduction case: http://pastie.org/private/exnuwpr2qrez9tigslt3bq you can watch simulation with PVD, and notice, that unless you comment line 114:  "mCharacterFilterData.word0 = 1", character controller will fall through the "floor". i'd like someone to point out possible mistake.
  14. Hey, another problem with PhysX. What i'm trying to do is prevent Character Controller interacting with certain type of objects. So i thought, i can use filter data, it works for normal shapes. In order to provide filterData for PxController, i pass it while calling to PxController::move(...) with PxControllerFilters. So for a quick test i do it like this: PxFilterData characterFilterData; characterFilterData.word0 = 1; PxControllerFilters characterControllerFilters; characterControllerFilters.mFilterData = &characterFilterData; mPlayerController->move(PxVec3(Player.moveOffset.x, Player.moveOffset.y, Player.moveOffset.z), 0.1f, deltaTime, characterControllerFilters, NULL); and that's enough to cause mPlayerController to stop interacting with the world(it just falls through stuff). the weird thing is the line that causes such behavior is "characterFilterData.word0 = 1;". so i found out that it happens if i set any of characterFilterData member variables to value other than zero. can someone explain why? and BTW, it happens even if i use simulation shader like this one: PxFilterFlags PhysicsMainFilterShader(PxFilterObjectAttributes attributes0, PxFilterData filterData0,                                       PxFilterObjectAttributes attributes1, PxFilterData filterData1,                                       PxPairFlags& pairFlags, const void* constantBlock, PxU32 constantBlockSize) {     pairFlags = PxPairFlag::eCONTACT_DEFAULT;     return PxFilterFlag::eDEFAULT; }
  15. yes, i've stated in that post(where i posted a clip from PVD), that PVD clip is before re-scaling scene to 1u=1m scale. here's PVD clip with scene rescaled: rghost.net/private/48675822/15cb958a221323afef1c3231e4bd4451