What I did today

Today I Worked on my Dungeon Game and Release the first Alpha.It would be nice of anyone would Download it and give Feedback because it was hard work :slight_smile:

I decided to implement shadow mapping into my voxel renderer. There’s some artifacts, but I don’t feel like working those out.

http://i.imgur.com/uGv3C2U.png

There’s 4 1024x1024 shadow map textures, so the whole scene takes 5 passes to draw (yikes). I’m sure it can be made faster, but this scene took about 10~11 milliseconds to draw on a GTX 770, so I think it’s plenty fast.

I made a very simple logo. It’s a chef’s hat, since Fabulous Fellini was originally my ā€œchefā€ name lol. Let me know if you like it.

Started working on implementing a nodegraph system, which means I’m getting closer to AI!!! :smiley:

The black rectangles you can see there are only visible during editing and they represent solid tiles - they also obstructed access to the ā€˜t5’ node.

My new hobby: Putting absolutely everything into JFreeChart.

Scrapped the third level for my little rhythm game again because I felt that copying another game (Rhythm Heaven in particular, even though it’s my main inspiration) doesn’t really seem right.

Still deciding if a slightly faster tempo or learning how to use X instead of Z for a key is suitable for the third level… What do you think?

I reckon you could spice things up by having two keys instead of just one :slight_smile:

Installed Netbeans and converted my project from Eclipse to Netbeans. I must say I find it a big difference, Eclipse somehow got so much more slow and cluttered over time.

Doing my company’s taxes today. The joys of paper work. finally moved everything over to a eclipse project from the jME SDK. Working on getting our models to walk around a bit better than they are right now, and fix a few issues we have with blender model import. In particular it is too easy to have hard to find ā€œmistakesā€ in the model that break things after import but are bloody hard to find in blender.

Personally i recommend - make commercial game on big engine like Unreal or Unity
Because Commercially faster and wiser
will be making game on big engine with many presets and tutorials (blueprints)
You simple don’t have Time and Money to spend them on pure Java and SDK.

edit:

Making models and art without full understanding of game needs – increase time consuming on project in many times

First you need make Technical document:
with game core mechanics, number Lvls, number of Art etc…
Calculate time on all that and All expenses

After that separate work on MileStones (and try finish them in time :wink: )

Then Make prototype
– test in game mechanics on technical Art with technical animation and all FX and technical sounds
– test User friendly (usability)

And after that - start making all Lvls and final Art, FX, sounds.

Also for commercial successes (on Technical document writing phase)
need research market on similar games, and calculate theoretical business income
(make monetization plan, Promo With Adwords etc)

And after all that - Publish game and hope that all goes as planned or better ^^

Happy April fools day.
[sup]see, there’s an e this time…[/sup]

Are you sure? Writing a mountain of documents doesn’t make software smarter or better. You can’t come up with an original idea by analysing the market to death. And you can’t build a complex piece of software from heavyweight initial designs.

Most of us won’t be able to pull a killer game out of a magicians hat, so doing some market research to find a niche thats not totally crowded is actually a good idea to get some income from an average game.

You’ll need to create more of them anyway - and build up a brand name, if you want to make a living out of it (something like minecraft is a very very very rare thing to happen)

Also planning (at least sketching) a full game, it’s scope and production timeline ahead of time saves you from getting lost in detail before having anything worth of a game. You’ll run out of money very fast without other income.

You need to know the assets, you may need and if you are capable of producing them. If you are not, you need to find and hire an artist or change your game’s style to something procedural or geometric - depending on the resources at your disposal.

Without planning and discipline you’ll end up wasting effort in a pipe dream. Been there, done that, failed and ended up doing devops for an insurance company…

(Thats scary, I know ;))

Playing around with SSAO again today :slight_smile:

Greetings Programmers!

Space Traveller is game that I actually created in 2014 and it was supposed to be my first game published on Google Play,
but that did not happen.
Anyway, a friend of mine told me to publish it so he could play it.
After messing around with the old bad written code Grin for a couple of hours, I finally published it!
And I decided to share it with you.
The game is not a big deal, but I hope you like anyway!

Google Play - https://play.google.com/store/apps/details?id=com.spacetraveller.android
If you like it share it, if you don’t, share it anyway Wink

You can make game for fun with budget 5-10k spent for living and be happy if you earn more then you spent,
But you can’t make game for 100k without Tech Doc,
You just throw them out the window and hope that some of them will returns by wind ^^

I think many (most) successful or genre-creating games were built based on intuition and a general belief in a fresh concept. Sure you need to understand the market to know if your idea is good or not, but understanding the market isn’t by itself going to give you a good idea.

I don’t know where you get the 10k figure from. I have a mortgage, healthcare and pension to pay, which pushes me way over that figure without even putting money aside for food :slight_smile: The only game budget I can work with is 0. I finish my projects because I believe in what I am building and I’m having fun, not because I have a 100 page master plan.

And that Ok, if you do that in free time,
but when you leave your work and have 1 year to make game until you money runs out,
making game without master plan - wrong way.

Budget can’t be 0 - NEVER - its illusion
You spend at least time on game

  • for that same time you can go on work and earn some money,
    or make freelance,
    or even spend time with friends
    Time - are not free (0$ cost) ^^

10k => mortgage, healthcare etc…

fully fresh concept games - sold very-very slow and low

  • without gigantic promo marketing to them - scary true

Sure you need to understand the market to know
Making one more F2P Dota clone not good idea =)
(or clash of clans, or flappy bird or …)

This is all very true, if you are doing something as a hobby or just taking chances, but delt0r quit his day job and needs to make a living out of games.

Now think how many genres exist currently and how many are left to be created. Then compare the chances of developing a genre creating game with the odds to win in the lottery.

Either you have a ground-breaking concept for a killer game already or you have to be very disciplined to work yourself up into brand recognition and building a safe budget forthe next bigger game.

And even if you are very creative and have a groundbreaking concept, you still have severe time and budget constraints, if you are not doing this as a hobby…

All I’m saying is there are more er… agile ways of building a program. Always have a running, shippable program. Add incrementally. Review progress weekly. Keep track of desired new features and bugs in a bug tracking system and add them to your weekly task lists.

We are talking about weeks of documentation effort after which you do not have even one line of usable code. Rather spend that time doing rapid prototyping and trying out new ideas.

Your chances of success are very low even if you have a killer idea or a well polished and well positioned game. Do you really think you can analyse the market better than big or even medium sized game studios who have departments of people to do this stuff and a ton of data to work with? You have to fight their number-crunching with originality and wit.

Yes I am exclusively a hobbyist, but in my day job we use the same agile approach even on huge projects. Documentation can be toxic, and I say that as a professional technical writer.