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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.

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Found 90 results

  1. Hello, Colleagues! We have been working on our newest Fantasy style Gesture based MOBA game for a long time and it's releasing on Steam on July 26. Meanwhile you can already try it out by downloading our launcher from the website. Any feedback is welcome here. Thank you. If you don't want to play, I would love to share with you our teaser :
  2. Intelligence reported that close to the Namibian settlement "Gibeon" in a dried-up riverbed "Hardap" was seen a caravan of insurgents suspected of Clan Desert Claw. According to our data is assigned to them participation in a series of abductions of famous scientists in the branch of virology and microbiology from around the world. Unfortunately the exact location of militant bases in this region, we could not figure out what is in this region blocks all signals of our satellites. You have to moving blind. DesertClawRisingSetup.exe
  3. Feel the roar of the engine and adrenaline pumping while sitting in the cockpit of your car! In Need For Drive you get to choose from 8 different vehicles. In the great city and its surroundings, flog the machine under high boost and feel the rush of speed! Features: - Realistic physics and advanced graphics effects - A huge city and surroundings - Different types of cars with unique cockpits - High quality sound effects and much more! NeedForDriveSetup.exe
  4. We just started 3D modeling the #ColoredWoman from the book introduction to Game | Book Charly Men's BIZARRE. Simultaneously, we create the main-character in 3D, and we are also in the process of furnishing the first game location, Clearwaters appartment, in 3D as well. The colored woman is going to dance in our next video that is planned to be published after summer. She is a vision of main-character of the game, Charly Clearwater, who will therefore start to write his novel Exzess. We recreate this book scene as a sequence in the game. Common girl! Dance for me!
  5. Simulator driving with two modes of play - a race and free game in the open world! Features: - 2 game modes - race and free game - 3 modes of transport - Buggy, ATV, Jeep - The open world - Realistic control - Modern graphics DesertTournamentSetup.exe
  6. Hi, I'm looking for a 3D artist to join me in creating a new tower defense game with a twist. Very much a hobby project but one which I want to have a professional end product feeling, with something that we can eventually monetize. I have a lot of the base game design in my head but as a developer I'm doing the typical developer thing of thinking technically - so someone who would be enthusiastic about the idea and have input on the design too would be great. I usually start these things with people and they get bored so I'm left on my own with half a project - so really looking for someone who shares my enthusiasm (that doesn't mean sitting in front of a screen 24/7 either though - this is meant to be fun). A little about me - I am a development team leader in the real world and the last hobby project I worked on with one other developer was a puzzle game that got featured in popular IT magazine's, and ended up with over a million downloads. If you're going to get in touch please provide a few samples Hope to be working with someone on this soon!
  7. My name is Leonid, game development is a hobby of mine. CyberSphere is my third game. It's a top-down shooter in futuristic setting. I'm constantly improving my game. In the near future - the introduction of new game mode. I will be grateful for any feedback.Thank you! Trailer: https://www.youtube.com/watch?v=MK-saeyX1tI Google Play: https://play.google.com/store/apps/details?id=com.lb4business.cybersphere App Store: https://itunes.apple.com/app/cybersphere/id1246655623 Key features: Nice 3D graphics; LAN multiplayer (PVE and PVP); 28 weapons; 12 character types - futuristic tanks, walking robots, cyborgs and soldiers, each with unique special ability; 12 types of AI-controlled support drone models; Easiness of control. Gamepad supported; A variety of enemies. Robots, aliens, cyborgs, and dangerous bosses.
  8. CyberSphere is a twin stick 3d shooter in sci-fi setting with multiplayer support, lots of unique characters, weapons, and enemies. Trailer: https://www.youtube.com/watch?v=MK-saeyX1tI Google Play: https://play.google.com/store/apps/details?id=com.lb4business.cybersphere App Store: https://itunes.apple.com/app/cybersphere/id1246655623 Key features: Nice 3D graphics; LAN multiplayer (PVE and PVP); 28 weapons; 12 character types - futuristic tanks, walking robots, cyborgs and soldiers, each with unique special ability; 12 types of AI-controlled support drone models; Easiness of control. Gamepad supported; A variety of enemies. Robots, aliens, cyborgs, and dangerous bosses.
  9. Hi everyone, I am new to DX12, I download sample project from MSDN and it can run and draw triangles successfully. But when I create new project and copy code from MSDN sample (Hello Triangles Project). I do not know why it could not render anything to screen except clearing the screen with blue color. Could you have a look at my code to see what problem is... I got stuck here for 2 days. TestD3D12.7z
  10. Good time of the day, members of the forum! I do not think that many have tried themselves in the development under Hololens, but nevertheless decided to write. In any case, all work with Hololens is reduced to UWP and DirectX 11. So I wrote a small prototype for easy initialization of primitives, etc. In the scene, and began testing on the piece of iron ... And I was very upset by the performance tests. A short excursion, for those who are not in the subject: - the construction of an image under Hololens, naturally a stereo image for this reason I use DrawInstanced with pre-prepared shaders. Shaders are very simple, conversion to world coordinates and projection of the species, color is set straight in the shader. Plus to switch the render in 2D Texture Arrays I use the geometry shader, that's basically all. For the test, I generated a grid of 10k - 30k and output them about 10 times ... for 10k grid and 10 calls - 30fps, for the last about 18 - 20fps. Sadness, I thought, and I decided that my hands are not growing in size and my brain does not want to work anymore ... I decided to look for flaws in my shit ... I measured the time for drawing 10 calls - about 800 ticks, it's kind of not that bad. Slightly optimized the sorting by materials, namely, switching between shaders minimized but in the loop there were updates of constant values for the shader namely transform for each object. Fps grew by 2-3 but the time to render the frame did not measure ... Although Unity seems to hold the bar 1.2 - 1.3 mm triangles at 10-15 fps ... I myself did not check the word for people. So, maybe someone can decide what can be crooked and what can be patched up ... P.S. The buffer of depth is 16 bit, and I use similar indices. Thank you in advance.
  11. hi everyone I havean exisiting animation (generated by the LoadHierarchyFromFile() function), this animation works great, i have cloned the corresponding mesh, so i have a new cloned mesh, now i want to add the same animation to the cloned mesh, how can i do that?
  12. Hey guys and gals! It`s been an very busy week, and it will continue to be so for the next months. Alot of thing`s has been taken care of regarding animations, music, models and so forth and its very exciting to get things in order, so production can go smoothly and efficiently. Also, from now on the updates will come monthly (unless there is something extremely important to get out). So here is some screens for you to enjoy and dream about for about a month until the next update. Concept art of the cook, he has a pretty cool narrative story and it`s going to be cool to get your feedback on that in the full version of the game, he will not show up in the vertical slice. Textured fiddel character in some variations. He is looking great, this is actually one of my favorite part for you to experience ingame. Game ready version of the whale, he is a lean mean killing machine. Old Grumpy. He has been hunted before but always managed to escape, he has years of experience. (Unity render) So this is it from the art side, can`t show you everything so will be little drops here and there. When we have a trailer ready it will show only in game gameplay. It`s going to be super cool, I can promise you that! See you again in august! http://www.indiedb.com/games/the-whaler-working-title https://twitter.com/trym_studios
  13. Hero Toon Tower Defense It is a tower game, but it is not the typical tower defense, where buildings are built along a path. In this game you have to build a village first, then you have to add your system of defenses like walls, towers of arrows and towers of fire. And like any strategy game, you have to build barracks to recruit troops. These units serve to defend the town from the attacks of enemy hordes. The game has a level that develops inside the underworld in dungeons, where the mission is to rescue the princesses of the evil elves. The game was developed in Unity 5.4 and use purchased characters in unity asstes store. You can download the game from google store: https://play.google.com/store/apps/details?id=com.MuiscaGames.HeroToonTower
  14. Are you ready to become the best truck driver?If the answer is yes then this game is for you!Various loads of cargo need to be delivered safely. Be careful or things might get broken.Your driving skills and accuracy will be tested in practice.Get in your truck and go! TruckDriverSteepRoadSetup.exe
  15. OffRoad4x4: Max SpeedIf you passionately adore speed and cars, and most of all dream about tearing around in a large and powerful jeep, this game was made for you. First locate the finish line on the map to complete the level. Map or no map, you have to navigate the terrain like a pro. But you aren’t limited to performing tasks in the game as you are free to explore the area just enjoying the machine and the beautiful scenery. OffRoad4x4MaxSpeedSetup.exe
  16. Hello this is my game war game idea. based on WW2 This war game idea is a basic shooter game. where there's two teams of 20. Americans vs germans. You can spawn in on either team at their main outpost. The battles will last 1 hour and starts at 0600(dawn) if the battle is not completed then the battle goes into sudden death meaning the next base capture wins that battle. Then you go back to the loading screen where you can customize your player, start a new battle, join a squad and invite your friends(teamwork is heavily influenced throughout the game). You start as pvt and you rank up with xp. Xp is based of of how many kills, captures,teamwork. If you die you have to choose one of the two options (your player is dead for that battle he can not respawn) you can stay and spectate the battle or you can leave. If you choose to spectate you will earn a spectate bonus and if you choose to leave you get the xp that you earned. LOADING SCREEN PLAYER CUSTOMIZER- face(eyes,hair,color) uniform type soldier chooser- AMERICANS [rifleman] m1 garand, two f1 frags, spade [anti tank] m1 bazooka, m1 carbine,one f1 frag [machine gunner] m1919, m1911 [submachine gunner] thompson,m911,one f1 frag GERMANS [rifleman] k98,two m24,spade [anti tank] panzerschreck, mp40 [machine gunner] mg42, luger [submachine gunner] mp40,two m24,luger SQUADS- You can create a squad or join one. In the squad you can invite your friends and play together. In the squad you have a voice chat between the squad members. Where you can chat while in a battle. MAPS The maps will be rectangular and there will be a main outpost on each side. then there are two smaller outpost on the way to the middle outpost. The object is to get through all the outpost and kill every other player on the enemy team. im looking for developers who will get in a chat and talk to me about this game. thank you for reading have a great day/night.
  17. Hi everyone, First of all, I want to render an HDR sky. What I'm doing now is transforming this HDRI image into a cubemap, using an external tool, since the common way to display a sky is to do it with a cubemap. Is it the right way ? Or maybe it is common to render a sky dome instead in that case ? Second, assuming that the HDRI is transformed into a cubemap texture (whether cross, or threw 6 different files), the tools I use allow me to create whether DDS or KTX images in order to preserve all the HDR information. I wanted to use DDS since it seems to be wider supported (is this correct ?). Unfortunately, both Devil and FreeImage fail to load these DDS generated images. I'm planning to try SOIL, but for some reasons I start to believe this will end with the same failure and it would be very frustrating to have 'lost' all this time for nothing. For information Devil reports that the header of the file is wrong and FreeImage simply returns a null pointer without more explanations... I understand that having my own format might help. But this will imply more works on my side: I'll have to transform the HDRI to a cubemap myself, I'll have to create a new image format myself (which most certainly will look more or less like DDS or KTX), plus I'll have to maintain it and to ensure it will work the same on all the expected supported platforms. Also, my own format won't be optimized for the GC. Transforming an HDRI into a cubemap might not be that hard, but if I go this way, then I'll have to do the same work for supporting other kind of images too (ie radiance and irradiance). These will require a lot of code, more chance of having errors, and probably a non negligible cost in the accuracy of the result. So what do you suggest will be best for a single man with only loose-time availabilities ? Thanks in advance. EDIT: I haven't tested KTX yet...
  18. Hi everyone,we are a small indie studio and would love to present you Idle Space.We hope you like it Idle Space is an action-packed genre mix of idle game and classic arcade shooter. Optimized for mobile platforms you take control of the weapons systems while the autopilot steers the ship. Blast through thousands of enemies with self-targeting missiles, machine guns and powerful tech weapons. Upgrade and customize your ship with plenty of wings, cockpits and jets during the endless journey through a diverse galaxy. Become even stronger with the use of dark matter and mighty upgrades. Features: Tap the screen to launch homing missiles against your targets Collect powerful items to boost your damage and rush through the universe Fight against special bosses and cash in their bounty Unlock different techs like ion storms, bombs and absorbing shields Customize your ship with dozens of wings, cockpits and jets Configure and optimize your playstyle by combining ship part bonuses Start over again and buy powerful upgrades with dark matter Don’t care about steering. The autopilot takes control Optimized controls for mobile devices Over 35 different enemy units and environments Colourful and amazing 3D graphics No internet connection required to play Google Play: https://play.google.com/store/apps/details?id=com.coldfiregames.spaceclicker&hl=eniOS: https://itunes.apple.com/us/app/idle-space-endless-clicker/id1172273263?mt=8Facebook: https://www.facebook.com/ColdFireGamesWe appreciate your feedback and impressions!
  19. MTB Freeride, shortened from Mountain Bike Freeride, is a challenging downhill cycling game that targets PC. You'll need great skill and quick reflexes to race and perform outrageous tricks in varied downhill environments and over natural and manmade barriers. MTBFreeride2Setup3.exe
  20. Oh, Afghanistan. A territory of many glorious conflicts, the graveyard of many an empire. It’s a tough place to survive to put it lightly. After the establishment of the puppet state, this place has become the largest testing ground. Experience a lot, if not everything here. And what now? This place is engulfed in a dust storm, and with it an airborne virus. When inhaled, after death you will not be simply buried in the ground. You will gain a new life in the ranks of the dead. Can you survive? What to do next? Is there any hope? AfghanistanSetup2.exe
  21. You are the only one student who had survived after the apocalypse. Now you have to defend against your classmates and teachers that turned into the real monsters. Try to survive as long as possible. Good luck! DeadCollegeSetup.exe
  22. Looking for a team to work on game development. About Me: I currently work in Web Development, primarily PHP, JS, and SQL, with some front-end work. Previously was into Game Dev but no paid jobs, just projects such as Renegade Medieval, and some community assets in Dota2. Developer Dabbled in Unity (low to medium experience with C#, it's similar to Java which I've used more of) Basic coding in GameMaker, similar to JavaScript, but didn't get much further than HeartBeast tutorials Some level design in Unreal Engine (also managed to get a character rigged and in, but that was years ago) Artist 3D modelling, primarily characters, high poly sculpting to low poly retopology, unwrapping, and baking 2D pixel art, and textures (not much in terms of 2D concept art though) You can see some of the stuff I do here. Requirements: Looking for a team with an established concept and development already underway. I'd like to see some examples and game engine progress before dedicating time to assets / characters. Communicative team Ideally a team working on just the one project Flexible working hours, I won't be able to give a great deal of time And that's it really. If you could include information in the comments below, or PMs that would be great.
  23. Hi, I am trying to implement correct user experience for rotation tool in my game engine. I want it visually behave like the same tool in Maya or Unity. When I rotate an object, rotation tool should also rotate, BUT its axis should always be on the near camera plane and never go to another side of the tool like described in 2 first attached screenshots from Unity. You can see here that X axis (red) go to the up part of the tool instead of the back. The same for Y and Z axis. Currently I implement something similar, but my code has huge limitation - it gave me correct quaternion for rotation, BUT to have correct axis alignment I must rewrite my existing tool rotation, so I cannot accumulate rotation and I cannot implement correct visual experience for tool. (See next 2 screenshots). As you can see there is no difference between visual tool representation despite I rotate an object itself. Here is code I am using currently: /// <summary> /// Calculate Quaternion which will define rotation from one point to another face to face /// </summary> /// <param name="objectPosition">objectPosition is your object's position</param> /// <param name="targetPosition">objectToFacePosition is the position of the object to face</param> /// <param name="upVector">upVector is the nominal "up" vector (typically Vector3.Y)</param> /// <remarks>Note: this does not work when objectPosition is straight below or straight above objectToFacePosition</remarks> /// <returns></returns> public static QuaternionF RotateToFace(ref Vector3F objectPosition, ref Vector3F targetPosition, ref Vector3F upVector) { Vector3F D = (objectPosition - targetPosition); Vector3F right = Vector3F.Normalize(Vector3F.Cross(upVector, D)); Vector3F backward = Vector3F.Normalize(Vector3F.Cross(right, upVector)); Vector3F up = Vector3F.Cross(backward, right); Matrix4x4F rotationMatrix = new Matrix4x4F(right.X, right.Y, right.Z, 0, up.X, up.Y, up.Z, 0, backward.X, backward.Y, backward.Z, 0, 0, 0, 0, 1); QuaternionF orientation; QuaternionF.RotationMatrix(ref rotationMatrix, out orientation); return orientation; } And I am using some hack to correctly rotate all axis and keep them 90 degrees to each other: private void TransformRotationTool(Entity current, Camera camera) { var m = current.Transform.GetRotationMatrix(); if (current.Name == "RightAxisManipulator") { var rot = QuaternionF.RotateToFace(current.GetRelativePosition(camera), Vector3F.Zero, m.Right); rot.Z = rot.Y = 0; rot.Normalize(); current.Transform.SetRotation(rot); } if (current.Name == "UpAxisManipulator") { var rot = QuaternionF.RotateToFace(current.GetRelativePosition(camera), Vector3F.Zero, m.Up); rot.X = rot.Z = 0; rot.Normalize(); current.Transform.SetRotation(rot); } if (current.Name == "ForwardAxisManipulator") { var rot = QuaternionF.RotateToFace(current.GetRelativePosition(camera), Vector3F.Zero, m.Forward); rot.X = rot.Y = 0; rot.Normalize(); current.Transform.SetRotation(rot); } if (current.Name == "CurrentViewManipulator" || current.Name == "CurrentViewCircle") { var billboardMatrix = Matrix4x4F.BillboardLH( current.GetRelativePosition(camera), Vector3F.Zero, camera.Up, camera.Forward); var rot = MathHelper.GetRotationFromMatrix(billboardMatrix); current.Transform.SetRotation(rot); } } As you can see I am zeroing 2 of 3 axis and renormalize quaternion to keep axis perpendicular to each other. And when I try to accumulate rotation, I am receiving completely incorrect result. On the last image you see what happening with my tool when I try to apply rotation to face with some basic rotation. This issue is driving me crazy. Could anyone help me to implement correct behaviour?
  24. We just started modeling the main-character of the game, Charly Clearwater, in the 3D Editor. After we have finished modeling the body with torso, arms and legs, we'll start modeling the head. The picture below shows our current progress but many steps will follow until the body will have reached his ideal form, size and characteristics. Once the 3D modeling is completed, we'll start with texturing the 3D character. Go for it!
  25. hi everyone how can i combine a 3D animation with a shader effect?