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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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  1.   Yeah I've just realised that I've actually got the shading reversed on the canoe yard's legs. :(     Thanks! I love my water, too! :D Tent shading addressed in next quote. :)   As for the cliff,s that's just down to bad mapping. The area was just to demonstrate the cliff as a tile.     The tent flap is definitely too grainy. It started out as following shading techniques, but seems to have gone a little haywire. As for the roof, I know it needed shading but I wasn't sure how - but you nailed it. Shaded on the left and less as it flattens out - thanks!   Some new material;   [u]Oak Tree[/u]   [u]Cart Yard[/u]   For the cart yard I was going to chip away some of the cart yard at the base so that the ground tile would show through - makes it look more natural in a grass environment then... but wouldn't work too well on a paved or dirt tile.
  2. The Ancients     The Ancients is a Historical Sandbox Simulation MMORPG that engages tactical turn-based combat. The initial game will begin in Italy, 200BCE. The player creates his character and selects from a number of available locations to begin in - that being, for example, the city of Rome, which is a pre-established city, built by the game's mechanics - or a small village, the wilderness, mountains, forest, desert islands and so forth.       Thereafter the player must survive in his begotten environment. The character has needs, as do all the NPCs about him; Hunger, Thirst, Rest, Hygiene, Bladder, Sanity, Temperature. If found in the wilderness, the player must trap, hunt, fish and craft to survive. From there the player can claim the area to be a settlement, which attracts NPCs. Working alone, with friends or with strangers, the player can live as lonesome or as leaderful as he likes.     As a settlement owner, or a "Government", the player is able to form his own laws and policies. Allowing murder, banishing on trespassing, imprisonment for assault or capital punishment for theft - these are all within his grasp. Policies are such as placing taxes, mandates, bans, allowances, leniances, funding and so forth. As a settlement grows, a number of them may form coalitions, federations or even nations. Likewise, they may engage in war over land, resources and the settlements themselves.   Excuse the piping. This was experimental. Also the avatar, this is just the engine I just for tile testing purposes.   Furthermore, in a city environment, businesses such as importing skins and furs, exporting refines ores and ingots, retailing fine clothes or serving exquisite meals as a restaurant, forming guilds and engaging in completing generated tasks and gaining fame, warring in guild wars in the streets... these things are the norm.   The player is able to craft anything and everything. He can craft himself from a hunting knife to an cast iron gladius, from a wheelbarrow to a three-mast ship. The player builds his own housing, from prefabricated leather huts to tile-by-tile wooden and stone structures, allowing for seamless transition between inside and out.   If a player grows weary of his area, he need only travel to the edge of the known area to move to the next. By use of map, he can then travel to a new area - either on land or sea - and indeed can interact favourably or not with other travellers. Attack a merchant-bearing player and engage in ship-to-ship combat on a turn based scale. Fire arrows, Grapple or bombard your enemy.   Religion was an important factor in the ancient world, reflected in the Ancients. The player can worship, prey, sacrifice and ritualise to their deities of choice. Normal things of happening in the world may in fact be omens - Ravens on your doorway, coincidental happenings, comets in the sky, the green flash at twlight. All of these may reflect things about to happen, either good or bad, great or small. Furthermore, accumulated favour can reward the player with Acts of God. Hammers will not be thrown from the sky, a chest of treasure will not appear. All Acts of God are, in some way or form, explainable, regardless of the chances.
  3. Hey Vus! Fancy seeing you here! :o
  4. Maya Autodesk and zBrush are probably my preference for 3D modelling. Autodesk is great for animation, particles and fluids and zBrush is great for texturing. Of course with enough experience, it doesn't really matter. But if you're relatively new to either, that's what they're best for. I personally prefer Autodesk.   [u]zBrush[/u]   [u]Maya Autodesk[/u]
  5. Hey guys, looking for some feedback on some art I'm doing for an upcoming game.           Coastal Conversion Here you can see the player has started converting natural coastline on the river.     Large Leather Tent This I know needs some more work put into it, but I'm not sure how to go about texturing leather.       Drying Racks After hunting/trapping an animal, this player has skinned the animal and strung the skin to dry.     Canoe Yard To build large movable objects, for example, carts, canoes, coracles, wheelbarrows, ships, etc. the player must build "Yards".     Mining The player can dig down into the ground to form a mining shaft. These can be further supported for longevity and stability. However, if a miner strikes an pressuring aquifier, body of water, etc. the mine can subsequently flood.