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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.

BlackLodgeGames

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  1. RT @STG3D: I'm raising money for charity by cutting all my hair off on November 18th. Please share & donate if you're able! https://t.co/6…
  2.   Thanks for looking at my devlog and for the comment! It's actually not that hard with Unity 4.x and above, as I am utilizing the mecanim animation system that was introduced in Unity 4.0.  What you do is take multiple animation clips, trim, align and loop them so that things like feet, arms, and posture are as close as possible, and then you can blend together the various animation data, creating new animations from the blending of the old animations.   For instance, the dancing above is 5 separate dance animations blended together to create 100 variations of dance intensities.  Then, when I generate a crowd of dancers at runtime, it's easy to randomly assign them all unique dance intensities so that the scene is varied and doesn't feature different NPCs all doing the exact same dance at the same time.   Here's a great tutorial on the subject: [media]https://www.youtube.com/watch?v=Xx21y9eJq1U[/media]
  3. Dance Now NPC, for Tomorrow You Will Die Well, a long day & night of animation is done. In the end, all NPCs have 100 different blend intensities of dancing (among more practical game animations.) Dance today dear NPC, for soon players will be blowing your brains out for no good reason :( [media][/media] Drone Designs & Item Crafting on "Item Test Level" This is the Item testing level, where I create new items, integrate them into the game, and test out to make sure they work and craft correctly. Yesterday, I created some drones that can repair your ship's hull if gets damaged, among many drone variations. Recapping the #screenshotsaturday and the #soundtracksunday I did last weekend on the Daath Galaxy Facebook page, and the Black Lodge Games Twitter. Here's the song "Beast" from Daath Galaxy: https://soundcloud.com/madchenkraft/daath-galaxy-ost-beast Here's the outside of the scene of I've been working on all week:
  4. It's been awhile since I've made an announcement here on GameDev.net, and that's because I've been too busy working overtime literally 7 days a week programming and extending Daath Galaxy. During that time, I've successfully implemented the following features into Daath Galaxy: Lock picking (both for containers like chests, as well as for doors) Visual waypoints for quests and destinations Visual feedback on where to look when you're being attacked from behind or the sides Item system is done, 500 items are live in game, and crafting system is also done All elements in periodic table have been implemented as crafting items, as well as many other crafting recipes Quest system and journal is live Saving/Loading system fully implemented (with reinitializing problems for some scene specific events) Terrain workflow and graphics majorly upgraded Hundreds of little tiny things too numerous and specific for a general list like this Here's a screenshot with elements in view, as well as a waypoint showing the location of the exit. This is all in the Unity editor itself, as I didn't feel like recompiling the game for one screenshot: I've been working my butt off 7 days a week, every week for months, working over time hours, eating ramen and just barely scraping by (thanks to the generosity and patience of my landlord.) I'm approaching the 2 year anniversary since I started working on Daath Galaxy full time. 2 years of (self-induced) suffering for what I love. 2 years of being completely broke because I made a decision, a commitment to my desired profession regardless of what it costs me, be it health, sleep, sanity, relationships, and/or money. In fact, I've lost more of those things due to this game than anything else in my life, which is saying a lot (I've had an eventful, crazy first half to my life.) Taking on a project of this scope is not realistic for most people, but given my dedication and skill-set, the game is moving at a breakneck pace (actually much faster than my revised August 2014 roadmap.) I can't do it alone though, so I'm going to need your help. For now, you can really help me out by just taking a few moments to vote for Daath Galaxy on Steam Greenlight please! I have a list of about 50 things left to do before I can ship out a playable tech demo of the first galaxy. My goal is to run a Kickstarter or Indiegogo campaign using the live playable tech demo as a free download. That will also be my first actual marketing campaign, and I intend to switch over to full time promotion during that time period, to try and secure funding to keep development rolling smoothly through the rest of 2015. So here are some comparison shots of progress on previously featured screenshots: The intro title sequence has undergone many revisions (it's my testing scene for new animation effects) and currently looks something like this: Anyway, I just wanted to push an update out to this site because it's been awhile. I want to let everyone know that development is going better than expected, is constantly progressing, and that I will be back in the near future with more substantial updates showcasing some of these specific implementations within the game. Please subscribe/follow on Facebook, Twitter, Steam, or where ever else I have a presence where you'll be able to follow along. Thanks for reading.
  5. RT @SkyWilliamsTho: THIS GIRL @kkbannister IS BEATING EVERYONE AT SMASH 4 WII U WITH SHIEK LMFAO SHES 10. AND SHE LOVES 5SOS #vote5sos http…
  6. 23 pre-alpha Daath Galaxy gameplay screenshots. This is from an unfinished cave on Ardius Prime in the Maffai Galaxy The HUD is now partially functional, experience and leveling is implemented, and character stats now influence your health, attack, dodge, speed and other appropriate gameplay characteristics. DaathGalaxyX64_DX11 2014-11-08 13-35-02-29 DaathGalaxyX64_DX11 2014-11-08 13-35-08-56 DaathGalaxyX64_DX11 2014-11-08 13-35-10-06 DaathGalaxyX64_DX11 2014-11-08 13-35-15-71 DaathGalaxyX64_DX11 2014-11-08 13-35-36-63 DaathGalaxyX64_DX11 2014-11-08 13-35-40-78 DaathGalaxyX64_DX11 2014-11-08 13-36-13-80 DaathGalaxyX64_DX11 2014-11-08 13-36-33-66 DaathGalaxyX64_DX11 2014-11-08 13-37-15-82 DaathGalaxyX64_DX11 2014-11-08 13-37-22-84 DaathGalaxyX64_DX11 2014-11-08 13-37-37-15 DaathGalaxyX64_DX11 2014-11-08 13-39-02-40 DaathGalaxyX64_DX11 2014-11-08 13-39-13-10 DaathGalaxyX64_DX11 2014-11-08 13-39-13-33 DaathGalaxyX64_DX11 2014-11-08 13-39-13-72 DaathGalaxyX64_DX11 2014-11-08 13-39-14-30 DaathGalaxyX64_DX11 2014-11-08 13-39-27-44 DaathGalaxyX64_DX11 2014-11-08 13-39-42-25 DaathGalaxyX64_DX11 2014-11-08 13-39-58-87 DaathGalaxyX64_DX11 2014-11-08 13-40-08-86 DaathGalaxyX64_DX11 2014-11-08 13-40-22-79 DaathGalaxyX64_DX11 2014-11-08 13-40-28-27 DaathGalaxyX64_DX11 2014-11-08 13-40-30-14
  7. Working on my game today was awesome because it meant going to the bar and drinking beer with the legendary voice of Serious Sam, the multi-talented John Dick. It was a fruitful & enjoyable experience, with the end result being that he is on board to lend his talented voice to my game. The conversation itself helped me in a lot of ways, and I can say for certain that Daath Galaxy is already a better game based off of his observations and advice than it was the day before. John is not the only voice actor I've been trying to connect with, but he is the first established veteran to get on board the team. I personally couldn't be happier! [size=2]Photo Courtesy of John J Dick Over the course of a pitcher of Mac & Jack, we introduced ourselves and got down to business. Early into the conversation John asked me for my elevator pitch for the game... you know, to sum up and sell the concept of the game in a sentence or two. It had been 3 months since I had wrote and memorized an elevator pitch for a gaming conference I attended, but being put on the spot I couldn't think of it. Desperate to not look like an idiot, I struggled to quickly come up with an answer... which didn't work out so well. Luckily, John is an industry veteran and as our conversation progressed, I found myself benefiting from his advice immediately, not just regarding my elevator pitch, but in a lot of critical gamedev areas including pacing, story telling, and game distribution. After we had a couple of drinks, I showed John the game in it's current state at the time, which was quite barebones considering it was about 2 weeks into a complete rewrite of the game in Unity then (August 20, 2014 was the exact date.) In the end, I think what sold John most on Daath Galaxy was my conviction, passion, and dedication to finishing and releasing this game. From my end, I feel extremely fortunate to have found John, and even more fortunate to have him in my game! Getting a great voice actor like John Dick to work on my game is an honor. Luckily, John isn't the only amazing voice artist I've been lucky enough to have involved in the project. So far, the following voice actors or their agents have agreed to tentatively lend their voice to my game: John Dick[www.imdb.com] (Best known as the voice of Serious Sam, among his many roles) Tamara Ryan[www.tamararyanvo.com] (In a ton of video games & more) David Liebe Hart[www.imdb.com] (Best known for his work on Tim & Eric Awesome Show! Great Job!) Redd Horrocks[www.imdb.com] (fantastic voice, already completed a few conversations worth of in-game dialog which can be heard in this pre-alpha gameplay video) Colin Marcus Jackson (another fantastic voice, he recorded his work on the game in 2013) So I've also been talking to Jacob Rolfe, best known as Jacob from Trailer Park Boys, about providing a voice for my game. He is super nice, and was very interested, but unfortunately I would have to make my game under the umbrella of the Screen Actor's Guild/ACTRA, which could add thousands of dollars of cost and a lot of red tape to this project. I do support SAG/ACTRA, and would love to utilize their services and members like Jacob Rolfe in a later game, but for now it's been fun playing the role of casting director. (P.S. Jacob Wolfe does some amazing artwork which you should check out here: http://www.thefloatingworld.net ) Finding good voice over artists can be extremely difficult, so I feel extremely lucky to have the current voice crew. I'm about to launch another IndieGoGo to help me pay these talented voice artist for their time and effort, and hope to get the bulk of the voice work done this winter. Stay tuned for more Daath Galaxy news as it happens, and keep your eyes peeled for news regarding a playable tech demo version of Daath Galaxy coming at some point soonish......
  8. FPS meets sci-fi open ended RPG. Here's a first look at the FPS combat side of things featuring the new Pulse Gun I've been working on for my game Daath Galaxy?: In addition, you can now take a look at 2 out of the 6 playable galaxies in Daath Galaxy. These maps are zoomable and scrollable. Check them out here: http://daathgalaxy.com/historical-database/locations/maffei-galaxy-map/ http://daathgalaxy.com/historical-database/locations/sculptor-galaxy-map/