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About WhiteKnight

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  1.   IAP stands for In App Purchases, its the intent to buy chain. This is key to making money with games :)
  2. If I were you I would focus on learning how to implement really common things: IAP, Facebook app intent ( not the web version ), Sounds via their native library, using other libraries like a physics or 3D one
  3. WhiteKnight

    Becoming An Indie Game Developer

    Alright, so first off welcome to the indie developer community!   Now points I feel i should bring up.   It sounds like you are trying to bite off more than you can chew. I would start with the 2d game stuff as 3d Vector math is more challenging and seeing as it's ( i assume any way ) your first game with unity you're much better off starting with 2d just to get a better feeling for how the engine does stuff and to make the transition easier when you do finally move to 3D.   Next is the point about failed projects and other such sad things about game development. Don't feel bad about a failed project. Treat it as if it were ( because it is ) a learning experience. You have now learned that a good all around artist is hard to come by, art is expensive, and that you were WAY out of scope.   Scope brings me nicely into my next point. Scope is probably the most important thing about successful game design and development. Scope is not overdoing yourself of biting off more than you can chew. Start small. Ask your self, what do i want the game to be about ? cool got that? start there, don't add anything else until you have core mechanics down and a basis to start from. Once that is all mocked up and working ( without art - this will be my next point ) move onto your next small addition that you think will be a major part of the game, and slowly add to it, but don't reach beyond your bounds. KISS - keep it simple stupid is a great idea here.   Art. About art, it can be hard to find an artist that fits your needs. My advice would be forget the art, don't worry about how pretty it is, just get it working nicely. Once you have a really prototype, or a couple of prototypes ( I recommend at least 2, so that you can choose between the best option - this may not be what you though the original idea was going to be, but the other prototype was better so use that ). Once you have that prototype and you've got the core mechanics etc, get some friends and internet testing going, take notes and do another iteration. Once you've done that you can then proceed to find an artist. Once at this stage make sure you have a good plan for what needs to be done in the prototype, and let the artist know what you need, so they can tell you whether or not they are able to do so. art is expensive so get modular stuff made ( stuff that can be reused a lot ) and reuse other stuff that you've already purchased where you can.   I know this isn't the "learning before i start " stuff you wanted, but I feel you would benefit more from making smaller games before trying to learn to make something huge. Here is a small set of recommendations for the learn before if you really want it:     -A* for pathing     -use university websites for compsci related third year papers. Like, computer graphics, user interface, computational science, AI etc as most of them release there lecture info and have lots of readings for free online.     -Lighting, learn about the Phong model eg. Ambient, specular, diffuse.     -Animation: learn about Forward kinematics, and inverse kinematics for 3d ( and some 2d ) and the principals of stretch and distortion.     -Shaders can be hard so I recommend trying to learn about GLSL      -Math: I'm unsure of your current background, so... Pythag, matrices manipulation.     -Graphics: learn about the graphics pipeline and how batch calls are made, so you can learn to use drawing in an efficient way.       Best of luck with it all. Hope to see your next game  :D
  4. WhiteKnight

    C++ puzzle game

    Music is cool, where did you get it? I also enjoy the concept should consider moving it to kongregate/miniclip ( either flash or use an engine) I think it would really be appreciated there and you might even get some ad revenue
  5. In regards to the engine, it doesn't really matter, both can achieve what you want, they have about the both capabilities for a beginner ( i mean this in the sense that i assume you won't be making any AAA games any time soon so there wouldn't be any need for the optimization benefits from unreal or the cost of initial overhead) however the initial learning curve is different, unity's use of C# really takes the cake for ease of use. I would recommend starting with this language first because it will give you a good understanding of the basics and how things are done, without worrying about memory management. Then if you so choose to move on to a bigger or better title, you can re-evaluate your situation. This is just my 5c take it with a grain of salt.
  6. WhiteKnight

    Juego: A multiplayer no finished yet game

    I recommend getting it up on GitHub that way you can streamline the collaboration and more people more easily can take a look 
  7. WhiteKnight

    Marching blocks/liquid real time system

    Wow this is perfect, they even use it in an obscure voxel based physics system. Thanks very much, i will post on here with a basic working model in a month or so when i get the math down and code it up
  8. So, I've been thinking about writing an engine and work on the issue of real time, realistic liquid. The project will be in a marching blocks base/ voxels and likely follow some form of physics interaction with other voxels. I'm just wondering if any one has tried making a system like this, or has any of the links to the fundamental mathematics behind real time liquid, and if at all possible real time voxel liquid. I have read over some of the MIT publishing and other university studies, but haven't found anything plausible as of yet.
  9. WhiteKnight

    Can I write a browser game only using Java?

    As Khatharr said, HTML5's canvas system, and JS are the way to got for front end, however if you are looking to make it multiplayer you could use your Java knowledge there for the server. I am a lead dev on WarIn.Space, and this is the system that we used for this. Bare bones, only basic libraries. if you would like any help with it let me know.
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