• Announcements

    • khawk

      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.

darkcreeder

Members
  • Content count

    22
  • Joined

  • Last visited

Community Reputation

123 Neutral

About darkcreeder

  • Rank
    Member
  1. I downloaded this model (http://www.models-resource.com/psx_ps2_ps3/inuyashafeudalcombat/model/2858/) and opened it in Blender. It worked, sort of. For some reason, it only opens up the body without textures. Can somebody tell me what I'm doing wrong?   Thanks.
  2.   You could use Mixamo: http://www.mixamo.com   Or you could use Iclone: http://www.reallusion.com/iclone/   Each has costs and such, but requires less knowledge of 3d modeling and such just to get started with models.      Both look interesting. Do you recommend one over the other?     Is what I'm referring to called rigging?
  3.   Yes, the doll did look rather disturbing, didn't it? The background music gave the video an eerie feeling.
  4. A friend shared this with me, so I figured I'd share it with the GD community. I think it's pretty cool.   http://www.chonday.com/Videos/the-writer-automaton    
  5. Wow, your art is really good. That treehouse one is my favorite. The background is beautiful.
  6.   Pretty much that. I'm trying to get my friend to study the art aspects of game design, that way I won't need to learn everything.   Do you know of any tutorials that focus on getting a character model ready to put in a game? I want to put a character in a level and play around with it to see what I learn. I found some models on http://tf3dm.com/ but I'm not sure what to do with them, or if they're even low-poly enough to use.
  7.   Skyrim + feudal Japan = awesomeness :) But yeah, knowing the words means nothing if you don't know how to use them.     So, basically, an MMO-esque system or super smart AI?     I agree. At this point in time, technology and AI are not advanced enough to simulate a (believable) virtual reality. Perhaps I should not have phrased like I did. The Oculus is obviously not 'true' VR, and is far from it. This discussion is purely hypothetical.     Were you referring to me, or was this a general statement? I'm studying Japanese on the side, but it's not a priority at the moment.
  8.   Somewhat.  If you use the free Creative Cloud service, its stupidly simple.  Otherwise its a bit of a two step process.     Is there a specific tablet you would suggest?       I'm not in a rush to learn everything at once. Doing that would probably bring poor results. Right now I'm trying to focus on C#, but I'll most likely watch some Blender tutorials on the side.
  9. Of course. Something like this would and could not replace living in say, Italy or Spain, but it could be a good and interesting substitute, as opposed to buying a book. While you may be able to take the OR off (unless you glue it to your head  ), the illusion of being immersed, even for an hour, would be more effective than sitting in a classroom or reading a book. That's my opinion at least. Everybody learns differently, but as much as I like reading, I would much rather use something like this to learn a foreign language.   I plan to eventually move to Japan, but before then I'd like to have a good understanding of the language. Reading walls of text just doesn't do it for me.
  10. I suppose that's true. As I said, I don't own the Oculus, but I assume if something like this was made specifically for it, it would feel more immersive, like you're actually there. I'm going by the reviews and videos I've seen, but I guess it could just be hype. Also, most games set in foreign countries aren't trying to teach you the culture or language; they're focused on the story (if it's that type of game). Sure, you might learn a bit, but certainly not enough to call yourself an expert. Like watching an anime with English subtitles and saying you know Japanese.
  11. I was doing some research on the Oculus Rift the other day when this thought occurred to me. It's often said that complete immersion is the best way to learn a foreign language. But if you're like me, you probably can't afford to go to that country, let alone stay there long enough to pick up the language. I don't personally own the OR, but could it, in theory, be used to simulate another country and teach the language and culture of said country?
  12. My bad; I hadn't realized there was a mobile version. It's only $10? I was thinking about getting a tablet, so this is certainly something to look into. Is it easy to import/export back and forth between a tablet and computer?
  13.   The thought of building an engine from scratch makes me cringe, but I do want to try it. Maybe in a couple of years when I have more experience.     Ah, thanks for that  I'll be sure to check them out.     Don't you have to own one of their products to be eligible? I looked it up, and it seems I missed out on the deal for everybody  Does using a tablet really make that big of a difference (with everything)? I've been looking at a Wacom tablet on Amazon, but I need to save up the money for it.
  14.     Aye, sorry I didn't mean to imply that. I'm just very disappointed in how these things are marketed.   Internet is pretty abundant on impatient beginners that think they can just start making their dream game straight up but it does look like you got the right spirit, willing to take the time and money if necessary first to learn about game development.       It's true, I bet there's a lot of relevant info packed tightly together. But still it doesn't really begin covering the whole scope of workflow that people use to make different kinds of games. From subtext I read it is for pretty professional 3D games that usually have a budget and team. I'm just worried this information while useful to know in general won't give you the best overview on game development even for the buck.       That's the right attitude. As long as you check the free resources first you're of course encouraged to invest in something that isn't covered by them.       True, but let's keep in mind this includes pretty specific workflows inside expensive professional software. But not knowing the course I can't say whether it provides you with the basic set of knowledge over creation pipeline or whether it relies and making those "wow" models and textures inside them to try to lure in some specific people in that field.       You're in a pretty ideal situation   I want to push you into learning by doing something now while you still consider if you really want to buy some course. I think the course could benefit you greatly if you first grasp the overall concepts of game development and the tools and still see the course takes you to the direction you want to go.   But I also understand if you want to invest a small amount of money like that into it so you get that "kickstart" feeling and keep yourself motivated.     It's no problem. The amount of beginners thinking they'll make an AAA quality game on their first try isn't even funny.   Somebody actually ended up giving me $50 for the holidays, so I pretty much got it for free   Honestly, I don't think developing a quality game is as difficult as people make it out to be. Yes, it's hard and takes work, not to mention skill, but with the access we have (for example, the Unity Asset Store), the development process is a good deal easier. But as I said, you still need skill (and money). For somebody like me, who will probably have to work as a one-man team, something like the Asset Store will be extremely useful.
  15. It's made to be used with Unity. Everything can be used as long as you purchase the premium version, and you can add your own assets/edit the stock assets. They're also working on 'multiplayer' for it.