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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.

CodeImp

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  1. No sorry, but it is just as easy to connect two computers over LAN or Internet ;)
  2. Thanks for the feedback. "Hotseat" as in "taking turns"? I haven't really given that a thought yet (didn't really think anyone would do that nowadays, especially when cooperative multiplayer is available) but I will think about it and suggest it to the designers to see if we can come up with something that fits our game. We will have cooperative multiplayer up to 4 players with in-game joining and we do our level design especially with this option in mind.
  3. As promised, here is a video which gives an impression of our game! We are still in an early phase of our project (pre-alpha) which means we have a very long way to go, but a video like this is always good to show other people what we have and to align new team members in the right direction. Unfortunately GameDev.net only allows uploads up to 2 MB, so a one minute video isn't going to fit unless you want to look at only 2 pixels so I have put it on YouTube. Don't forget to change the quality to HD (720p) [media][/media] The maps in the video are missing a lot of detail (some walls are even solid color) have a lot of texture misalignments and placeholder materials. But this video is just to give an impression of our work so far. Also there is no in-game sound or music yet. Music excerpt borrowed from Total Recall and solely intended to give an impression. We are looking for a skilled 3D environment artist to help us out. If you're interested, please read http://rampagem.com/ for more information!
  4. Stability issues with Jitter Physics, tried many things but could always push bodies through walls/floors. Now going to give Bullet Physics a try...
  5. [font=verdana, geneva, sans-serif]Previously we called this the 'Monthly development update', but I skipped last month because there isn't always as much news more interesting than just another model or concept. So let's just call it 'development update' from now on and I'll write when there is stuff to write about.[/font] [font=verdana, geneva, sans-serif]Now we do have big news! We have named this project Rampage M. "Rampage" for the destructive rage of the enemy and the "M" for Mercury. The website is now www.rampagem.com.[/font] [font=verdana, geneva, sans-serif]We are still in the early phases of our project, were we need a lot of concept art to see what things will look like and a lot of testing needs to be done to see how things will work out. This is a very steep hill to climb for everyone in the project, because there is not much completed material to work with (but we are recruiting a 3D envrionment artist for that) and the progress is slow. This is a hobby project in which team members only have their spare time to work on the project. As much as I want more progress, I cannot (and will not) beat anyone to get things done faster. We'll just have to deal with a long development time.[/font] [font=verdana, geneva, sans-serif]However, there is some new art for you to check out though! Here is a concept of our first level and a concept for a fence. In the screenshot below you can see the fence and in combination with some other test material in a complete setting.[/font] [sharedmedia=gallery:images:3064] [sharedmedia=gallery:images:3065] [sharedmedia=gallery:images:3066] [font=verdana, geneva, sans-serif]Yes, we have now have spot lights and point lights. And next month is all about physics. I am working on the implementation of Jitter Physics and after a few days it is already looking promising. Next week I hope to upload a movie which shows a little bit of gameplay and atmosphere, so keep your eye on my gallery ;)[/font] [font=verdana, geneva, sans-serif]Rex Claussen joined our project as a level designer who will pick up our first level where Yoeri left off last month. And Tom Clercx has joined us as animator, so we'll be getting nice character animation as well! Oh and did I already mention that we are looking for a 3D environment artist? Well we are ;) So please check out our website if you're interested![/font]
  6. From the album Rampage M Development

  7. From the album Rampage M Development

  8. From the album Rampage M Development

  9. Begun my work on Jitter Physics implementation. All looks very straight forward, but still it is going to take a while before my code compiles again...
  10. Yes, I know we skipped posting an update last month... which makes next month's update even better ;)
  11. Renaming our game from its working title to our chosen title... that is a lot of changes to make everywhere and making sure it all still works :S
  12. That's it. No more auto-updates from Skype. They keep resetting all my preferences.
  13. From the album Rampage M Development