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dgreen02

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About dgreen02

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    CEO, Radioactive-Software

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  1. Hey guys, This is the first update of Just Death since the Steam Early Access release a few days ago ( http://store.steampowered.com/app/336210 )! I appreciate all the positive support I've received from the community so far! I'm excited about what the future holds for the game. I plan on making weekly updates such as this one, with new content/features/fixes being pushed out to you guys each week - for another year, or until the game is "done". Future updates will be more gameplay centric, I'm still trying to catch my breath from the game's Early Access release. In this first update I'll talk about the new vehicle just added to the game, the "HiRoller" Luxury SUV. I've added a new weapon into the game - a .308 HK G3. In addition I've added drugs into the game, they are in the Headquarters purchase menu. There are 5 drug types I've created for this first pass. Also I'll talk about the fixes and additions made to the game :-) I appreciate the detailed feedback left on the Steam Community forum, and the clever finding of bugs I would have never thought of by some members of the community. Ok let's go ... New Vehicle - "HiRoller Luxury SUV" This is the first of about 12 more vehicles I have to integrate into the project, so expect them to be sprinkled throughout the upcoming updates. I'll also be adding more uniqueness and tweaking handling features of all the vehicles on each update, I don't necessarily log all of these types of things. New Weapon - "HK G3 .308" This weapon is one of about 40 more weapons I have already created that just need to be integrated, I can't integrate the weapons myself, I need my animator to make a few unique animations for each new weapon so in future updates there may just be batches of 4-5 weapons released at once. When the game progresses further and we start to nail down the balancing issues, I'll try to add equal "spread" of weapons, not just 4 new shotguns at once, for instance. Buying/Selling Drugs - First Integration I've taken the first steps of integrating drugs into the game, you can browse all 5 kinds of drugs in the HQ purchase screen. There are basically two types of drugs, gameplay-wise... Pain killers, which heal your character (previously there was no way to regain health)....and Cocaine, Weed, Heroin, and Ecstasy, which you (and/or your gang) can sell to civilians for a profit. There will be a finite amount of money available to the civilian population in an area, and some areas will recharge faster. So this will put importance on controlling territory in the game world. I will also integrate a per-server/per-game instance of a supply/demand marketplace simulation, so you can't just sell the same drugs over and over. Please keep in mind this is the first build with drugs in the game, so only the painkillers are working at this first iteration. Noteworthy Fixes/Improvements Since Last Week's Build - Remove smoothing transition from character's orientation -> goal aiming orientation, should remove "warping" effects when aiming. - Fix Melee killing people in spawn Online. - Don't open "store" while chatting Online, cancel all interactions while chatting Online. - Only show stationary jumping animation for now, until final jump code is in. Remove jump code -> Bunny hopping ?!? - Spawn in random HQs online, not always same spawn location. - Show vehicle's top speed, weight, and more information on purchase screen, still need to hand-customize the values shown to player. - Make it so you can't exit vehicle if you'd be outside of world. - Make it so you can't exit your vehicle if you'd collide with a building [ perform raycast on vehicle exit request ]. - Pill bottle sound when you use painkillers. - Fix bug with >= not being in weapon purchase code Online (now you can buy a weapon if you have exact cash). - Fix some issues with the 'use' animations of the HK G3, Tec9, AUG, and AK47 - should look a lot better online & offline now. - Fixed bug with shooting/use animations don't 'loop' constantly online. - Painkillers should work Online. - Damage is reduced and randomized Online, if you're inside a vehicle, to simulate the limited protection a vehicle offers from bullets. Highlighted Screenshots from Community I'm really happy to see some cool screenshots uploaded by the community, I'll share a few of my favorites here! http://images.akamai.steamusercontent.com/ugc/498016551062658808/E284BC2163D4A40BCCA58AA04D5A6CE1C66BF5D1/?interpolation=lanczos-none&output-format=jpeg&output-quality=95&fit=inside%7C117:88&composite-to=*,*%7C117:88&background-color=black http://images.akamai.steamusercontent.com/ugc/496891188127490003/00901D4B727392F3EE6EFDBF8340919E503A9A05/?interpolation=lanczos-none&output-format=jpeg&output-quality=95&fit=inside%7C156:88&composite-to=*,*%7C156:88&background-color=black http://images.akamai.steamusercontent.com/ugc/321250265689695688/0A812481CFA1056E5BFEA373B0D3EF2C151638F3/?interpolation=lanczos-none&output-format=jpeg&output-quality=95&fit=inside%7C156:88&composite-to=*,*%7C156:88&background-color=black Thanks a lot guys, I appreciate your continued support while I finish this Early Access product. Patience is definitely a virtue of anyone who will want to purchase this game, so please keep that in mind. Otherwise, if you've already picked up the project, and you appreciate my work or enjoy the product so far, please leave a nice review below, e-mail me, or post on the Steam community forum. - Dan
  2. Yes. It is one of 50 things that bothers me about this trailer lol. :-p It was done to solve the problem of particles spawning in front of your face, which was way more noticeable than the stationary nature of the particle system IMO. When you're doing a totally gpu based particle system like this in a game where the camera can potentially move huge distances or very short distances, I decided it looked better in "most" situations to have the entire weather particle system shifted by the camera's origin - otherwise there were issues with gpu collision on interiors [ how the snow/rain collides w buildings and does't rain in the banks/spawns ]. Not sure how to describe it, but you could move quickly to a location and get a "dump" of particles. The way my weather gpu particle system works is by rendering the position/velocity of each particle into "ping-ponged" velocity/position textures...This allows me to do over 1,000,000 particles, though the video shows 65,000 particles [ user can slide or select through dev console ]. I'd like to write a post about my particle/weather system in the future - the quality of the rendering will also improve in the future. - Dan
  3. Good stuff! Sorry to hear about the spill...
  4. Thanks man, I think this will be lost on the end-user though, I appreciate your comments as a guy who knows what it takes to make "the pixels-dance" lol. - Dan
  5. Hey guys, I've uploaded the trailer for my latest project, Just Death (http://www.JustDeath.com), and the Steam page is also LIVE for you to check out. If you don't know, Just Death is is an "Open-World Sandbox Crime Game" set in procedurally generated cities. There's a bunch of info on the website so check it out :-) Here is the link to the Steam page: http://store.steampowered.com/app/336210 Ok, a picture is worth a thousand words - and you know I love posting screenshots - so that means this trailer is worth, like 1,797,000 words. Word. I should be set to release the project, in Early Access form, in the next 2-3 days. I'm still working on adding more features to the "online open city mode" for the very first players (whose feedback I'm very much looking forward to). In addition to the 3 offline gameplay modes (Vigilante, Bank Heist, Gang War), to support the "Online Open City" mode - I've got game servers setup in NYC, San Jose, Sydney, and Amsterdam. If you're a game developer who appreciates the sh*t load of work I've put into this, writing the engine/game and all that jazz, all by my lonesome, I'd appreciate it if you'd pick up the "Dev Support Edition" from the homepage (http://www.JustDeath.com) for a few bucks more than the regular Steam key. I'm expecting it to be in Early Access for about a year or so. I've spent ~two years on it so far, and maybe 6 years on this engine (utilized through other games obviously). I'd be glad to answer any questions anyone has. As always, thanks for your support - and none of this would be possible without GameDev.net, so I sincerely thank you guys. - Dan dgreen@radioactive-software.com
  6. Finished the website for my latest game, check it out! http://www.JustDeath.com
  7. Hey first off great article, second I just wanted to mention a few things: 1) Previously I've disregarded the .mp3 format after learning there was a fee associated with using the algorithm for any commercial purposes ? ( http://mp3licensing.com/help/developers.html ). I've not looked into this for years, but I read most of those patents are expiring soon? 2) While it is true an uncompressed .wav file will eat up more storage space, most projects are compressed before being distributed so it's mostly a non-issue with storage prices these days? In addition to the computational gain by non having to deal w the decompression process in a game (which might be necessary if using 1000s of sounds, but you suggested this is mostly for music). I usually stream the music into memory which is an option w/XAudio2. I only mention these things because I thought a while ago how cool it would be to have .mp3 playback, letting the user drop their music/.mp3s into a folder in the game's directory...then I was informed about the fees by a publisher at the time. Anyways this is a great article, I just wanted to point out the following, keep up the good work! - Dan
  8. Thanks buddy! I appreciate it! I'll have some videos and more stuff very soon. - Dan
  9. Hey guys, I've created a new website for my latest game, Just Death... you can view it here: www.JustDeath.com there is a lot of new information about the game on that website, please let me know your thoughts! The game should be for sale on Steam Early Access soon, I'm wrapping up the final elements of the latest build. Here is a preview image of the front page of the new website: I'll also mirror almost all of the website's content here for your viewing convince :-) Front Page Artwork Gameplay Modes Vigilante Mode You awaken, the city smells like scum. Somebody has to clean it up. In Vigilante mode you play as a "lone anti-hero" out to kill all the gangsters & bad guys in the city, while avoiding the police presence. You start out in your modest vigilante headquarters where you can purchase an initial weapon. There are ways to make money around the city to upgrade your hardware. While you have the option to rob anyone in the city - you get more points & credit for killing bad guys/gangsters and taking their money and weapons in this gameplay mode. Objectives: Eliminate all gangsters from the city. Time Limit: Open-ended. Multiplayer Unit Sharing: No. Bank Heist Mode Your crew of four professional bank robbers have their eyes on the Gang City Bank, the largest pile of cash in the city. Hit the bank, grab all the money possible and reach the waiting getaway van with the loot. Oh by the way, Gang City Police and SWAT units might have something to say about it. There is a balance between gaining cash, sending one of your crew to get the vehicle, and shooting it out of the bank. The number of surviving bank robbers, and the total cash netted are two factors that determine your ending score in this gameplay mode. Objectives: Steal as much money as possible from the bank, and escape. Time Limit: 2 to 5 minutes. Multiplayer Unit Sharing: Yes. Gang War Mode This city ain't big enough for all of us. Fight for control over the city against other gangs. You start with a small gang inside your gang headquarters. You have to expand your gang's territory to increase your extortion income. Additionally robbing armored cars headed to/from the bank, robbing civilians, and killing enemy gangsters are good ways to generate income and grow your gang's arsenal of weapons. You'll need to keep out a watch for the city's police and SWAT forces. Each gang's score is determined by their territory, influence, weapons, vehicles, and cash on hand. Objectives: Conquer the other gangs in the city. Time Limit: Open-ended. Multiplayer Unit Sharing: Yes. Online Multiplayer & Offline Practice All of the gameplay modes in Just Death are playable Online and Offline. In Offline Practice mode, the artificial intelligence takes the place of all human players, and is played locally on the user's computer. In Online Multiplayer mode, the player joins a game server and can play with others from around the world in real-time. There are also two separate global scoreboards, one for Offline play and one for Online play. Procedural Cities The core feature of Just Death is the Procedurally Generated Cities. With a feature like this, I can provide the players with almost unlimited gameplay environments, by simply changing the "seed number" used to randomly generate the world, or by changing the simplistic input splines which form the "backbone" or basis for the city generation. See the image below for a visualization of the input and output my technology can produce. Example input & output of my procedural city generation algorithm. Procedural City Input & Output One issue that has plagued procedurally generated environments for the longest time is that they always look "boring". My solution was to simulate every layer of a city individually with as much detail as possible, to hopefully alleviate the repetition. The static environment details I procedurally generate include: buildings, skyscrapers, roads, sidewalks, intersections, crosswalks, elevated train tracks, alleyways, plazas, parks, fences, traffic lights, street lights, trees, fire hydrants, phone booths, newspaper dispensers, trash bins, dumpsters, garbage bags, paper debris, sewers, vents, utility access panels, and more! Results of the Procedural City Algorithm Weapons & Vehicles What kind of weapons & items are in the game? There are over 50 weapons in Just Death. The game includes everything from pistols, sub-machine guns, tactical and assault rifles to swords & knives, all the way to mini-guns and C4 explosives. Soon I will post an exact list of the weapons I've had created for the game. What types of vehicles are in the game? There are a total of 18 unique vehicles in Just Death. The game includes civilian vehicles ranging from sports and muscle cars, and SUVs to panel trucks and transport vans. There are also emergency-response and official vehicles such as Ambulances/Armored Cars & Police/SWAT vehicles in the game. Soon I will post an exact list of the vehicles I've had created for the game. Is there a fucking nail-gun in the game? Yeah bruh. Ouch. Are there unique elements to each weapon and vehicle? There are over 100 unique parameters to each vehicle. Every detail from the particulars of the engine and transmission, to the physics and aerodynamics values have been simulated, and are being continuously tweaked and refined. When it comes to the weapons there are about 50 unique parameters to each weapon - elements such as realistic caliber, rates-of-fire, magazine capacity, and reloading time are simulated. Also the physics and aesthetic values of the weapons are faithfully represented in game. Frequently Asked Questions What is Just Death? Just Death is an "Open-World Sandbox Crime Game" set in procedurally generated cities. At its core gameplay mode - Just Death is my take on the Vigilante genre. You must rid the streets of "thugs and scum" using your antihero, playing in the first or third person. Due to the procedural cities in the game, I can provide ample replayability with ease. All gameplay modes have been designed to be played both offline and online. The game is being offered on the Steam platform, as an Early Access product. I want to take into account the player's feedback while I finish development of the game. . What is Early Access? Get instant access and start playing; get involved with this game as it develops. Note: This Early Access game is not complete and may or may not change further. If you are not excited to play this game in its current state, then you should wait to see if the game progresses further in development. Where do I Buy Just Death? You can purchase Just Death directly from me. You can also purchase the game on Steam. Why Early Access? "I want to develop the game with the players! I know this sounds cliche but I really feel that building a "base" of a product, and finalizing it around the input from passionate members of the community is something I've always wanted to do. Instead of developing this product in a vacuum, or based solely on the feedback of a few testers, and execs at a publisher - bringing the game to passionate users in the target audience and tailoring the product to their feedback should save me time, and prevent unnecessary or unliked features from receiving my attention, while important features ( to the community ) will receive a majority of my development focus." Approximately how long will this game be in Early Access? "I'm anticipating the product being in the Early Access phase for 6-12 months. The actual answer is "as long as it takes" for the product to be fun, and to achieve the goals I've set for it, and those may change based on community feedback." What is the current state of the Early Access version? "The industry nomenclature for the state of the product would be "Pre-Alpha", or "Alpha", depending on how many new features the community would like me to add to the product. The game has 3 major gameplay modes, and all are playable in Online and Offline modes. The game server technology is a constant work in progress, as is the game client. Some features are rough around the edges, and there may be crash bugs in the product. Also some visual elements of the product are in a somewhat early stage, and can be improved in the future, based on user feedback." Will the game be priced differently during and after Early Access? "I anticipate the price of the product increasing gradually, as the quality and amount of features/content increases." How are you planning on involving the Community in your development process? "I love interacting with players/users and seeing what they think of my work, in a POSITIVE way. I've developed this game and engine by myself, from scratch. For a multiplayer "Open World Crime" type game, this is a huge undertaking. I have no illusions about the complexity and challenges of creating such a game. I've spent many years working on this and very much look forward to having constructive conversations with a mature gaming community as the product progresses in quality and content. Thanks a lot! Virtual Reality Does the game support Virtual Reality? Yes. Just Death was actually designed over the last few years from the ground up with virtual reality in mind. I've found some elements to be extremely immersive, for instance if you switch to first-person mode, and use the positional-head-tracking of a VR headset to put your eyes behind the weapon sights, you actually have to close one eye to aim. Obviously the interiors of the vehicles are also very nice with a VR headset. Based on feedback from early adopters, and players I will decide how much further to pursue integration of virtual reality. What VR Headsets have you tried it with? I've only had a chance to integrate the Oculus DK1 and Oculus DK2 into my game engine. I will try as many HMDs as practical. Is the VR mode in the game hard to setup? You'll need to edit some configuration files, and run a specific version of the firmware on an Oculus DK1 or DK2. I am not officially claiming full VR support because at this time ( January 2016 ), there are only developer versions of VR Headsets on the market. These Dev Kits inherently come with a slew of issues and hurdles to get things working on each user's unique computer configuration. World Editor Statistics These stats are pulled from Steam, using the Steam Web API. Bullets fired, and every stat are updated nearly once a minute from Steam. Gallery User Guides - Dan
  10. Thanks buddy! It started out as the 2nd one, since the primary gameplay mode in the game is a "Vigilante" mode where you need to cleanup the streets from "thugs and bad guys", but in the last year I added bank heists, and gang warfare modes...so now it's more of the 1st I suppose :-) - Dan
  11.     Thanks a lot guys!
  12.   Thanks man!  It's just me, but I had funding from a publisher for the last year.  I also work with a team of great artists from around the world on a contract basis.  E-mail me dgreen@radioactive-software.com and I'll give you a Steam Key to check out the WIP builds.   I have a much better build coming soon, and once that's LIVE I'll make a call to anyone who wants to check it out & give feedback, before the Early Access launch.  Building a game of this scale and not having anything but my ~20 test computers, and no publisher makes QA kinda difficult lol.      Yea if anyone has experience w google maps API and can say, if it's that easy I think it's a great idea :-D    - Dan   Unfortunately, I think Google's got some language in the API against commercial use :-(     Ah... I figured... well, one could just trace the outline of a googlemaps screengrab, or a regular map/image of a city.
  13.   Yea if anyone has experience w google maps API and can say, if it's that easy I think it's a great idea :-D    - Dan
  14.   Thanks guys!  I'll be posting a lot more now that I can talk about the project ( was being funded by a publisher for the last year ), now I'm 100% back on my own and can do whatever I want.   Great question about the randomization/generation of the "backbone splines", currently I'm using a static input set of splines to test a few different scenarios, and to obviously make it easier to debug the algorithms that flesh out the city.  I've thought many times about randomly generating these splines, and will integrate that once I've refined the rest of the code.  A simple square grid has been done in my testing, but maybe pulling in real-world city road lines would be another option ? I use .svg as the input file format for the roads, so maybe there is a system to import real world road data in that format :-o Thanks for the comments guys!    - Dan