• 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.

falkone

Members
  • Content count

    2346
  • Joined

  • Last visited

Community Reputation

444 Neutral

About falkone

  • Rank
    Contributor
  1. To a point, I agree. However, I think that the one-man-army is a common fantasy that people love to play out. I think there have been a good number of more realistic games out there, particularly the rainbow six and ghost recon series. There are also plenty of games where the player does have to use his brains to solve various problems, albeit often very abstract ones (I'm looking at you, resident evil). Even action-centric games like Gears of War move towards that when you get into the higher difficulties, as the enemies seem to be nearly as powerful as you are. Even in the games requiring stealth and tactics (such as Splinter Cell), the player is still, in a sense, an army of one. That is, they are still the hero.. the only person who is capable of saving the world from X. That, I think, is something we will never move away from. Really, I think it will only get better as technology allows for the expansion of gameplay mechanics and AI. However, I think there will always be a market for army-of-one games.. because it's rather fun to go around and kill everything.
  2. For me, it was my parents' C64. Spiderbot and Wolfenstein were my favorites. My first 'real' video game system was then the Sega Genesis when I was 8 years old.
  3. At the expense of looking like a fark thread.. / Looks like 2/5 1337 and 3/5 lolanimals // oh crap.. i'm doing slashies.
  4. I would look at splines. NeHe has an excellent OpenGL tutorial on bezier patches. B-Splines, specifically, may be what you're looking for.
  5. I'd imagine that unique content would be essential to keeping the player interested. As far as quests, I would advise against randomly generated ones. If a player repeatedly runs errands, or destroys a settlement of X bad guys, or other bland sets of quests, I would put the combat aspect first and the questing/mining/gathering aspect second. I do agree that giving the player as many options as possible is the best approach for such an open-ended game. It would be especially good if the player actually had some goal set to work towards (as motivation). They wouldn't have to move towards that goal, but it would be encouraging if they could see their own progress in perspective. On the specifics of 'secondary' things such as mining.. you'll want to make them as fun as possible. You can mix it with combat by having a mine guarded by an enemy, waiting for you to take control of it (or other mechanisms). If the secondary things aren't fun, people won't do them. Games like WoW have a great advantage in that they can make the 'journey' rather bland, yet people will work at it in order to have more power. Working on gaining power isn't that fun, having it is. Single player games like this will not get by relying on the player's contentment once they have the increased power. Both getting and having increased power must be fun. I think the most important things are that the player has something that they can work toward and that the journey there will be fun and entertaining. Even in an open-ended world, if there is nothing to work towards.. the player will quickly begin to ask why it is he is playing the game. I think Diablo and Diablo 2 are excellent models, as seemingly bland combat mechanics (click, click, click, etc.) and randomly generated maps (done very well, though) are made interesting by increasing advancement, items, and abilities. For single player Diablo(1/2), you don't really have to 'grind'.
  6. I must say that I have had a whole lot of fun playing the shooter portions of Rayman: Raving Rabbids for the Wii. I was even more obsessive with games like Crypt Killer, Virtua Cop, and Area 51 back on the Sega Saturn (to the point where I could get 100% accuracy on Virtua Cop levels). However, I've found that the same sorts of games are rather bland when using a mouse on the computer. I think that more interactivity and control given to the user is better, as it prevents the user's actions from being reduced to simple point-and-click.
  7. I would tie the horizontal and vertical movements to a sine function. That way, you'll get smooth, tweakable movements. e.g. gunOffsetX = sin(time_value) You merely increase the time value as the player walks, and you'll be able to have the gun move horizontally. Combined with a vertical offset (and limiting the input), you can simulate the U pretty well.
  8. I believe that a valid resource will be returned even if there are 0 rows. That is, mysql_query should only return false when an error (e.g. syntax, permission) occurs.
  9. If we were also posting full code and assets, then I might be concerned. However, like code snippets and screenshots, I don't think there is any concern in releasing design ideas. Not to mention that the discussion of general game ideas is something that should be shared.
  10. OpenGL

    Use something like this. glViewport(0,0,640,480); glMatrixMode(GL_PROJECTION); glLoadIdentity(); gluOrtho2D(0,1000,0,1000); If you want it to take only the upper-left quarter of the screen you can use glViewport(0,0,320,240); if you want to draw points, just iterate through the array and use GL_POINTS glBegin(GL_POINTS); glVertex3f(point.x, point.y); // x and y : 0-1000 glEnd();
  11. IMHO, I don't know why a BGR formatted bitmap would be any faster than RGB. OpenGL uses RGB, so it winds up having to be converted to RGB anyway. The extensions that allow OpenGL are, afaik, there to support Window's BGR format and some other legacy applications. I'm no expert, though.
  12. Neither requires the end-user to have any special runtimes. Both require only that you purchase the development license.. no royalties or end-user fees are required. As for MMORPG creation, Realm Crafter would be significantly easier to use. It uses a language similar to that of Blitz Basic and is intended for MMORPGs. It is much easier to use for a non-programmer. Using Torque for an MMORPG will be significantly more difficult, as you will have to be proficient in both C++ and network programming. Torque is not made for MMORPGs. It is possible to add that functionality, but quite a project on its own. Technical aspects aside, I feel the need to insist that making an MMORPG is a massive undertaking, even for an experienced team. Be wary that even a more 'friendly' engine such as Realm Crafter will still require a great amount of work and learning.
  13. Quote:Original post by Funkymunky Welcome to the big leagues, you actually need to know the stuff. I've had some teachers (though not in college) that would require you to utilize the skills presented in class together in new ways not yet covered. It typically required a certain "Aha!"-ability to figure out how it all fit together. The only people that did well on those tests were those that were inherently good at math (regardless of whether or not they studied), while the other kids who studied every day and got As in all their other classes bombed the tests. The kids who studied could crunch the things we had covered just fine, but these problems required a bit of an intuitive step.
  14. Quote:Original post by Programmer One Notepad++ is probably as light as you're going to get. It is tabbed, does syntax highlighting for a lot of languages and is real simple to use. Very fast too. I second that.
  15. Quote:Original post by ukdeveloper 1) The graphics card... Also, I'm possibly going to get involved in some OpenGL/DirectX coding, so is this going to be a problem? It's 256Mb shared, but with 2GB total RAM I seriously doubt it's an issue. 2) The screen. 1) The graphics card should be plenty for gl/dx development, as long as your target system doesn't require high video specs. It should also be plenty for most non-graphics-intensive games. The benchmarks should give you a good indication of what can and cannot be played comfortably with it. As for the 256MB, I think the power of your video card will limit you before its amount of memory will. Keep in mind that shared video memory is notoriously slow compared to dedicated memory. I have a rather inferior integrated intel video on my laptop (with shared memory), can I can play Halo with medium graphics settings. 2) I have a laptop with a 15" and two laptops with a 12". The 12" is what I use most often, simply because of its weight and battery capacity. The 15", however, is a dream to work with when I don't need to go anywhere. The 12" is fine for me (even for development and gaming), but I know people who can't stand to use it for even basic tasks.