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About Talroth

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  1. Have you read Dune? (I think Dune and the "House" books in the series are possibly some of the best empire/political intrigue novels in Sci-Fi still.) Crusader Kings might also be a good reference game to look into to get some ideas. In my opinion some of the best games of this style have their game play and lore heavily intertwined. - What are foundations that society is built on? What technologies do they have, and what impacts does that have on society? If everyone and their dog has FTL as common as cars, then you're going to have a game and society that is different from one where only a handful of individuals control FTL along the lines of the Spacing Guild and Highliners. Start thinking about the problem from a storyline viewpoint: Who is doing what and why? - Does any of that translate into something that you find appealing as a player?
  2. If you are going to work on a fighting game, especially one with an aim towards a turn based system, then I feel that you would be very well served to spend some time watching basic martial arts content on YouTube. Some of the Western sword fighting styles may be very helpful in providing some inspiration, especially training content with Historical European Martial Arts (HEMA) focus. Look for stuff about Tempo and movement, and trainers who break moves down into individual steps and talk about your options and decisions as you're in any given position or point within the move.   I have often thought about a PVP fighting game where you start with a few Action Point moves queued up, and then the fight slowly plays out with the user making a decision 2-3 'actions' in the future.  So the player would open with "High guard", followed by "Half step", and then combat would actually begin. Opponent would have entered their A and B move, and the players decide their C move based on what they see when the other player's A move is actually shown.  I figured the combat could play out in a near bullet time like fashion, which could readily cover issue of lag in an online battle system.
  3. I am more than happy to accept an all in one system for a laptop, given that I have one and frequently use it more often than the full desktop due to the mobility, but I really can't say I support the all-in-one concept for something that sits on a desk anyway when a standard tower setup achieves much of the same, and more thanks to the flexibility. 
  4. Well, there are reasons why my main workstation is a [i]workstation[/i] tower, and not my MacBook... 
  5. The bonus of paying top dollar for premium parts is that they just don't die very often. And Apple always replaces them when they do - if you are dropping $5k, shell out the extra for the 3 year warranty.     That kind of misses the point of the disadvantage of an all-in-one lack of modularity. I've only ever had two monitors die on me so far after decades of computer use. The old 14" CRT I had with my first computer popped and wouldn't turn on anymore after a decade or so of use, and then a Dell LCD screen (Which took a tumble when someone tripped and knocked into it.) In both cases it was easy enough to swap things out with other hardware on hand or otherwise ignore the loss and continue using the rest of the computer without any real negative impact. Having Apple be happy to fix a dead backlight or cracked screen (Something I've seen in several iMacs over the years) is all well and good, but it still means [i]the entire computer goes out the door and can't be used[/i].  I would still prefer if Apple was offering a hardware lineup that meant that I could pull an old monitor out of the closet, or just continue on with one less screen for a few days, while they fixed the problem. Why shell out top dollar for a system that is inflexible and hard to work around individual issues when you could shell out top dollar for parts in a modular system that have the same low odds of failure? 
  6. If you are going "All out" and spending several grand on a PC, then upgrading tends to be less cost effective on them than if you aim for a more middle of the road system as your baseline. You don't pay as high of an early adopter premium on the highest end parts, and the highest end drop into mid range pricing quickly enough.    Biggest thing that I don't like about Apple's desk top trends is that they're too inflexible on swapping bits out to get by. The iMac line is of course the worst of them. - Backlight in the monitor goes? Well, the whole thing goes out for service rather than plugging in an older monitor to get by for a few days. Graphics card dies or becomes out of date? Well, off goes the whole rig for service. Need more storage space for your project? Time to scatter stuff over your desk or run it off some manner of NAS.   Call me crazy, but I like being able to stuff a half dozen or more cheap spinning drives in a computer for the local primary storage.   Then PC also has the option to shave cost on features you don't need. Apple computers are great to use, when you aren't getting a spinning beachball at least, but their fanboy's justification on the price is kind of laughable at times. "Oh, but if you add ALL the parts of the apple, then the price is totally not that much different..." would be a valid argument, except I don't [i]want[/i] bluetooth and wifi and other random bits shoehorned into my workstation. The mouse and keyboard are getting wired in with USB, and the network is over an ethernet cable. With building a PC for myself I get to [i]choose[/i] not to bother paying for such things, because I have no intention of using them whether on the PC or Mac.
  7. As far as "Social Responsibility" goes - Failure to ensure your system is patched and up to date on security fixes is about the same level as actively launching bot-nets and the like targeting those un-patched systems in my view. Sure, you're not [i]deliberately[/i] engaging in it, but you're deliberately [i]not[/i] taking efforts to restrict the pool of target systems used by said bot-nets...    Being the host to an unknown exploit is one thing, but allowing your system to remain connected to the internet without patching against known ones? Well, you're kind of actively making yourself part of the overall problem in that case.   Kind of related to the "Free Will!" argument of anti-vaxers, and their willful disregard of how herd-immunity functions. Want to take you and your family, and like minded families, and isolated yourself from the rest of society while not vaccinating? Go for it. Just keep away from the rest of us and our loved ones who, for whatever reasons, aren't fully protected.
  8.   So, it is better for a government to go with an open source option, where foreign operatives have easy access to not only review the systems in use, but even have access to attempting to slip malicious code right into source?  The line of "But we can read and review stuff, so you can't just slip malicious code into an open source project!" is kind of blown out of the water by the existence of something like Shellshock, which only took how long for anyone to notice such a bug existed? - From a code review standpoint there isn't much of a difference between something that was overlooked in design, and something that was designed and coded in such a way as to allow future exploitation.    Getting an agent into a position in somewhere like Microsoft isn't impossible, but is still more difficult than getting a bunch of people 'being supportive and writing good code' for an opensource project. 
  9. It appears to be a general worm style attack that will target any system, but has been seeded against larger institutions/businesses as part of its initial targets.   As far as I've seen from reports it will happily go after any system it can get connected with. 
  10. How good is the audio quality? Investing some time and money into making sure you have good, clean, easy to listen to audio is a BIG aid in drawing views.  - Do you enjoy listening to someone drone on and on about something, taking ages to get to their point and including loads of irrelevant info all while you get to listen to a rattling fan and annoying line noise?    If you want to draw views, then time to edit and re-record as needed is worth it.
  11. Check out the Careers drop down at the top of the site, and look at the Hobby Projects section. - Read through the stickies and skim through the projects and go from there.    For general ideas, feedback, and suggestions on the actual work you attempt, you can look into the various sections of the forums for suitable locations. Design and Beginners may interest you and be useful if you haven't already dived in on there, but recruiting people to work direction on projects should be kept to the classified/careers section on these forums it seems.   Good luck, have fun.
  12. External capture is just an external device that takes a display cable as an input, and records what is passed to it. They can be a splitter/relay setup such that you take the cable that normally goes to the monitor and plug it into the capture input, then another cable from the capture device to the monitor. Others expect you to be able to have two outputs on the computer, and just configure them to mirror each other.  Either way you just start recording on the external capture device, and play the game normally while your screen is then captured and recorded without any further input or resource usage of the main system.   If you have access to that kind of hardware, then I would strongly encourage trying that route over the round about screenshot-time-lapse idea, (Unless your code is already looking like it would be easy to rework for it and you want the debugging step through. Just remember that anything to do with delta-time needs a weird overhaul. Speaking from experience [i]not[/i] enabling the revamped delta time handling does result in some hilarious animations.)
  13. How well is your project running on the system when you aren't trying to record? Do you have access to an external capture card on another system?    Also, do you specifically want 'live' interaction game play? Or would you be happy with a render of a pre-defined scripted interaction?    I can't offer any super solid suggestions that are specific to Unity as I only have a rather narrow bit of experience with it, but I can say that I've gotten nice results out of cheating a game play render in other projects, but it required a decent chunk of work to setup. (It also ate a mountain of drive space...) We used modified versions of the game to allow command capture and modification, and then a play-back version that read from the detailed script. Basically it generated full res screenshots and dumped them in a folder with incremental file names, which were then imported into Adobe Premier, effectively creating a time lapse video. We could configure all the settings for where units were, what stats they were, AI states, etc, then either capture the user input or write it completely from scratch, then play it back in with various settings like live rendering, slow-mo, or screenshot mode.   This fake-playback-method of rendering was chosen early on in the projects, and was mostly aimed at being able to display clearly defined and targeted 'dramatic' events per specification, rather than trying to record random gameplay and then edit material down into something interesting. We wanted to be able to say "Well, all these things can happen in the game, so we'll start with this 'scene', then show off 'this effect', then this, then that other cool thing..." etc, and start the clip editing process with exactly what we were aiming at, rather than going in with "Well, there is an hour or two of recorded game footage, lets sift through and find the dozen clips or so that are usable..." (Audio syncing was kind of interesting, given that audio and visual frames were generated in different passes and merged after the fact.) - Being able to push steady frame rates with higher resolution rendering early on in the projects while performance kinks were still being ironed out was a handy bonus. Pre-programmed frame-by-frame script stepping also ended up being useful for some debugging purposes as well, so all in all it was an interesting tool.   It is however, probably not the best option for a lot of projects if they're already well underway. External capture card and live gameplay is a far saner option if the program isn't already in a state that is easy to reconfigure for such a purpose. - Maybe check out gaming LAN centres in your area if you need more hardware access? Libraries are also a potential for the capture hardware. May be a long shot, but the equipment and resources on hand at many libraries can be surprising. 
  14. Yes, it is an easy task, but with any number of gotchas to watch out for. However those are mostly easy enough to avoid by simply posting your build plan up here or on a hardware forum to get some sober second thoughts on things.    Another good point to keep an eye out for is whether or not the processor ships with a heatsink or not. Whether or not it ships with one is kind of a moot point if you're buying an aftermarket cooler to use anyway, but I expect it would really rather suck to get your order, unbox everything and lay it out on the table to get started and then realize that you don't have any kind of cooler for the main CPU. However this point is usually fairly well labeled on the store page before you buy, so as long as you are aware that not all processors come with one then it is an easy thing to avoid. Just triple check the parts you're ordering before you submit.
  15. Yeah, for self built stuff you typically just keep changing parts as you need new specs or features, or something finally fails. I've seemed to always end up doing major upgrades after big socket/motherboard revisions so I've always started 'from scratch' with each major upgrade with new board/processor/ram, but some people will get one motherboard and have it go through two or three processors in its life as the newer ones come out for that socket, or the price on the upper end drops down to something more sensible.    But things like your graphics card will always be easy upgrades for the most part. The biggest question there is "Do you want to play with SLI/Crossfire?" Buying one card now and adding a second of the same model when it drops in price always seemed like a great idea, but for some reason I never actually managed to do it. (Mainly because I've had the card fail and need complete replacing, or just left the upgrade off to the point where it made more sense to get a vastly newer and more powerful card. I might just be very bad at this 'planning' thing I guess.) However that might end up being a little less viable these days anyway, as it seems a market trend to get away from the concept now.   Sadly I don't have any experience with the Alienware Aurora or HP Omen systems, so I can't comment too much on them.   Some of the biggest issues I've had when dealing with off the shelf hardware has been oddball things, like power supplies not actually being speced out to have any more cables than they need (An extra SATA power cable adds up in price over 25,000 units made after all), or cases simply being awkward to work with non-standard brackets/mounting points, so it pays to carefully check reviews and such for people complaining about issues when making after market upgrades.    Building a system yourself isn't a hard or overly time consuming task if you keep a setup simple. Going all out with custom water loops and the like really eat up the time, but if you're using all air, or All-in-One units in a modern case, then computers go together fairly quickly in part of an afternoon. Loads of good guides that walk you through the whole thing to be had online.  Don't let any of us bully you into building a system yourself of course, but also don't shy away from it by thinking it is some monster time sink or overly difficult.