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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.

J b O n E

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  1. yes anist - there's tons of scaling going on - but i was under the impression that the matrix stack would keep that all in order. vcGamer - thx for the tip. unfortunately it's an xbox title i'm working on, so i am stuck with dx8.1 so no hlsl for me hehe - but i'll look into getting the lighting handled in vertex shaders. there's already a few used - what's a few more right :) thx again for the input - now i guess my question is if anyone has any 'lighting with vertex shaders for dummies' links lol pEAcE JbOnE
  2. i'm hopin someone else has done/come across this problem and can help me come to a speedy solution. i'm not a novice and know what _should_ be working to put light in my scenes, however, it's not. the program i am working with uses a matrix stack for transformation, that's the only thing i can think of that could be making my lights useless. i have turned off all lighting/vertex/pixel shaders so the only light should be coming from the one point light i have placed in scene. but for going on 36 hours now the entire screen has been lit like i was using a sun and not casting any shadows. so i've either got off - or blinding - nothing in between. is there a trick to getting lights in the proper position in matrix stack that is just not documented ? tia for any insight/help... pEAcE JbOnE