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  1. MidnightPacific

    Struggling to fill 3D city themed game

    Really useful looking resources there I'll be sure to take a read. Thanks for sharing!
  2. MidnightPacific

    Struggling to fill 3D city themed game

    Thanks for your comment Anri! I think the approach of creating a modular kit is something I am going to explore. This looks really great thanks. I'm trying to avoid buying a kit so my game looks more unique and it would mean there would be conflicting art styles in the game. But it definitely gives me some inspiration. Yeah Kryzon I'm going to try this, thanks. I wouldn't even think of trying to do it in Blender itself I would have imported all the parts and tried to generate them in UE4. I imagine I would just create a bunch of different doors, windows, misc decorations and combine it with lots of parameters like ground space of the building, height and so on and try to fit parts onto the generated mesh, right?
  3. MidnightPacific

    Struggling to fill 3D city themed game

    Not all, I reuse some buildings but try to not overuse so the level doesn't look too replicated. I've also avoided using textures and only using base material colours so I don't need to create textures. The game has a bit of a minimal detail style. I definitely like the idea of building a building kit as you suggested. I've never really produced 3D models before so just trying to learn what options there might be. I've seen some people generate buildings or cities procedural but unsure how difficult or complex this may be. Thanks for your suggestion!
  4. MidnightPacific

    Struggling to fill 3D city themed game

    Hey guys. Looking for some advice in regards to asset production/generation. I've been developing a game in my spare time - www.kanshicity.com - which is themed around finding characters in a Tokyo inspired city (not really pure cyberpunk, just inspired by the city as it is today). I've been developing it myself and I'm primarily a programmer. I've been using Blender to create fairly simple buildings which when placed together with lighting and some blurring suggest more detail than there is which is a nice effect. My problem is that it just takes so long to fill a level out which really eats at my motivation. Say a level needs 100 buildings, depending on the complexity I spend 1-2 hours per buildings so that's 100 levels but I can only work on my game 1-2 hours a night. I'm looking for suggestions I could look at for producing my content more quickly? I'm not in the position to hire someone. I'm thinking perhaps some kind of procedural generator might help but I've never tried that before. Thanks
  5. MidnightPacific

    Kanshi City

    Kanshi City is an indie game about helping people escape a controlling government in a city inspired by Tokyo. You must find people wanted by the government and help them escape before they are caught while avoiding security patrols. The game is in early development and is expected to be released in 2018/2019. Kanshi City is being developed by Midnight Pacific, an independent game developer from Glasgow, Scotland. It is currently being developed by a small team of two in some evenings and weekends using Unreal Engine 4 and Blender. We took the game to Resonate 2017, a games convention in Glasgow and had a great response from kids, teenagers and adults who enjoyed the concept of the game. We had around 350 people play the game and give us feedback!
  6. You certainly could serialise your mesh, but that would be inefficient. No need to send the mesh across the network if the other players already have it on their machine. You just want to know what other players have, you don't want what they have, if that makes sense. You would be better off redesigning how you access your assets. Rather than your Weapon having it's mesh as a member of it's class, just have some kind of ID. Make another class e.g. AssetManager have a list of all your meshes with unique IDs and in your Weapon class you just make a call to the AssetManager to check the ID of the mesh you want to use. So your Weapon class should just have simple data for damage etc, and IDs for it's base mesh and any attachments. You serialise that object, send it across the network and another client can de-serialise, see it has mesh ID 5 and it checks its AssetManager to see what mesh that is.
  7. Hey your ID solution would probably be fine. *something* has to be sent between players so it has the potential to be mixed up anyway. What you should look into though is serialisation. To give you a quick summary this would basically take your Weapon object which has all its references to different attachments and essentially save it down into an encoded piece of memory or a file, so it could be a chunk of 1s and 0s. You then send that across to the other player, their client de-serialises it and hey presto they can re-create your original Weapon object!
  8. MidnightPacific

    SDL2 for Visual Studio 2015

    Eincress that tutorial would work in every version of Visual Studio since at least 2008. It doesn't matter when it was written. The steps are sound.
  9. MidnightPacific

    SDL2 for Visual Studio 2015

    I've used SDL the exact same way with Visual Studio 2008, 10, 12, 15 and 17. There is no differences in including and using libraries in any of these versions.
  10. MidnightPacific

    Adventures in Texting - Sign up thread

    I'll join this :)
  11. I am a student studying Computer Games Technology, which aims to teach C++ with comp sci topics and apply them to developing game engines. I am entering my fourth and final year and have to pick a topic for my honours project, which is a year long project that requires a project to implement and a dissertation report to accompany it. I would like to see if I can gain advice from others on the ideas I have came up with:  Vehicle Physics Engine - modelling features of land vehicles such as acceleration, torque, braking, suspension, weight etc and allowing it to be configured depending on the type of vehicle   Networking - creating a networked game and artificially connecting a large number of clients to study how the traffic should be managed. (I like MMORPGs and am interested to see how thousands of players are managed) Cross-platform framework - Creating a framework and game to go along with it to allow me to create cross-platform games without the need for popular middleware. I would create this using C++ and OpenGL. Big Data - I know this is a buzz area in computing just now, I wonder if anyone knows if it is used in the games industry at all?I had a suggestion from a lecturer to undertake a study on a popular game engine to see what benefits are gained from using it, what features it might be lacking and building on top of it. This interests me as I can get access to the source code for UE4 and as I am comfortable with C++, it would be a challenge to try to add a plugin and submit a pull request to Epic's repo. Creating a game and reporting on the design, market research, development and publishing of it? So in a year create a simple game and get it on a store at the end and talking about how the whole thing was done? I have already published a game on Android and Windows 8 where I created the game for a Microsoft sponsored Windows 8 game jam and won a few awards and got an interview posted on sites like MSDN. I look forward to hearing people's thoughts and suggestions. Thanks in advance for any comments.
  12. MidnightPacific

    Kanshi City

    Album for Kanshi City
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