I'm contemplating ways to keep the walls out of the way and maybe I will try ray tracing. If it hits a wall, move forward a bit--something to that effect. You know, the really crappy thing about doing things this way is that I feel like everything I want to do I have to re-invent the wheel. But that's also the great thing in a way...I feel like my brain is expanding every day! On that note, I think I will start a new feature soon where I take the API functions I have used so far and expound on them based on what I have had to figure out. We'll see....
Daily progress of an indie game developer as he learns development from the ground up.
Tuesday, May 31, 2011
Chase cam - quick and dirty...very dirty
I'm contemplating ways to keep the walls out of the way and maybe I will try ray tracing. If it hits a wall, move forward a bit--something to that effect. You know, the really crappy thing about doing things this way is that I feel like everything I want to do I have to re-invent the wheel. But that's also the great thing in a way...I feel like my brain is expanding every day! On that note, I think I will start a new feature soon where I take the API functions I have used so far and expound on them based on what I have had to figure out. We'll see....
Vectors!
Effective advertising
- Virtual currency
- Direct in-game purchases
- Pay to play(subscription)
- Charge for the game
- Charge for expansions
- Advertising
- Donations
- Sell to a publisher or game portal
- Some variation of the above
Local and global coordinate systems
Monday, May 30, 2011
3DConnexion SpaceNavigator profile for Blender 2.5
Friday, May 27, 2011
Added some walls
Challenges with the diversity of the Android Market
Thursday, May 26, 2011
New link - Game Prototype
Vid 8 - Publishing a playable game to a website in ShiVa3D
Vid 7 - Materials in ShiVa3D
Vid 6 - Adding more control to an object in ShiVa3D
I changed my video software...
Enabling and Disabling an Object's Physics Controller in ShiVa3D
Wednesday, May 25, 2011
In-game Achievements Analyzed
Tuesday, May 24, 2011
Setting AI Variables and Basic Event Handling
External XML in Shiva3D
Also, check out http://www.stonetrip.com/developer/doc/ for api and manual information and http://www.stonetrip.com/developer/wiki/index.php?title=Main_Page for the wiki which has a ton of useful information. The forums are at http://www.stonetrip.com/developer/forum/ so stop in and say hi or ask a question - I'm wdtracy.
Saturday, May 21, 2011
Vid 2 - Basic Objects, Physics and Collisions in Shiva3D
Vid 1 - Starting Game Development in Shiva3D
Friday, May 20, 2011
Great News!
A final note--if you find my content useful, please click on an ad or two. Trust me, I know they are annoying, but I am starting to incur some small expenses on the project and hopefully ad money will help mitigate those expenses.
Thanks!
Thursday, May 19, 2011
Shiva3D PolyTrail Editor Overview
Wednesday, May 18, 2011
Game Prototype Coming Soon!
Shiva3D 3D Game Engine AIModel Editor Basics
Attribute Editor in Shiva3D
Tuesday, May 17, 2011
Quantity! Great advice for indie game developers getting started
It’s not particularly positive advice when you first hear it, but it’s the kind that’s helped me through. If you spend 10 pounds on your game – sorry – if you spend ten bucks on your game, whatever, it’s likely to fail. I’m just saying there are so many people chucking so many ideas out onto the Internet that you’re likely to get lost or somebody else would have gotten there beforehand or the public just won’t be interested.
There are a million people chucking a million ideas a day at the Internet and for most of them just by the laws of probability are doomed to fail. If you spend a million pounds on a game, it’s still likely to fail. And this is what big companies don’t get about the web. It’s that the odds of a million pound project succeeding aren’t much greater than the odds of a 10 pound, $10, project succeeding simply because of that same weight of numbers.
You don’t know what’s going to capture the public’s imagination. I used to think that people had a magical corporate influence detector, and that anything that big companies put out on the web was going to fail simply because people could detect that it was corporate. It’s not the case. It’s just the fact that corporate games are outnumbered so so greatly by the millions of people putting ideas out there. The odds are that the million pound games are going to fail just as much as the 10 pound ones.
My advice is don’t worry about it. Chuck out as many ideas as you can. The only way to improve your odds is not to spend a year of your time working on that one perfect project. Put out a quick version of it. If it’s successful, spend the time and the budget on that. If it isn’t successful, chuck out the next idea instead.
The big bit of advice I always have is put as many ideas out as fast as possible. Be in as many places and as many times as you can, and then, maybe, one of them will be in the right place at the right time
Someday I will have the resources to really do a great, in-depth game, but for now I am shooting for quantity so that I can learn as much as possible and get my skills up.
Demo of using the 3Dconnexion SpaceNavigator in Blender 2.5 and Shiva
Monday, May 16, 2011
Shiva Data Explorer module overview
SpaceNavigator in Blender and Shiva
Sunday, May 15, 2011
Shiva UI overview
Friday, May 13, 2011
Introducing Corona SDK
I originally wanted to try out Corona, but because of some of the other things I was working on at the time I didn’t take the time. Since then I have done some more research and have decided to give Corona a go. I think it will be an especially good fit with Shiva3D because they both use Lua as a basis for their programming language. I have heard good things, so we will see how it goes. It will be very nice to have solid, affordable options for both 2D and 3D development. The one thing that I am not so excited about 2D development is the fact that I am a horrible artist. I feel like I can get by better in 3D because it is more like building with Legos. Of course both methods require considerable artistic ability to do well so at some point I will probably have to team up with an artist, but I will keep this project simple enough to not have to worry about that at the moment.
First video!
Just posted my introductory video for this project. Expect more soon. I plan to do a video on getting a game started in Shiva3D. My YouTube channel is http://www.youtube.com/user/MrSubspacegames. You can also get the video on Vimeo where I have a channel at http://vimeo.com/channels/197842.
Game features
- Physical level that will house all of the game play objects and also provide boundaries that will interact with the physics.
- Ball - The object we are trying to get to the target. Possibly have different skins.
- Target - goal for the ball. Most likely be standard design to make it easy to identify.
- Movable items - items that will be inside the level - placed during level design - that the player will have to move in order ricochet the ball to the target.
- Columns or other simple physical shapes
- Trampoline - adds force to the ball
- Cannon - if you get the ball in the loader, will enable you to aim and fire the ball.
- Teleporter - probably not movable, but will teleport the ball from one gate to another.
- Puzzles - Walls of flame, doors or other obstacles that must be dealt with through a series of actions
- Hidden items - some form of hidden items or achievements somewhere within the level.
I wanted to see some ideas of the more visually appealing items, so I threw this together for the teleporter in the Shiva3D particle editor real quick:
The video conversion made it a bit laggy at the beginning, but I think it turned out nice. With the proper lighting I think it will look pretty cool.
Tuesday, May 10, 2011
Lets get it started!
BallThrow in Shiva3D |
So how does one come up with an idea for a game? Most likely if you are interested in making games you already have ideas and they can come from anywhere--other games you have played, a movie, talking with a friend, etc. What I want to talk about is how to come up with the right idea. By right I don't mean the one that will be hugely successful, although I'm sure we would all like to know that, I am talking about the right project for getting your feet wet and getting a finished project under your belt. I have been reading and listening to a ton of interviews with successful indie game developers and they all say about the same thing--finish your projects! For my first game I wanted to do something very simple so I would have a better chance getting the thing finished. The original idea was simply to have several targets that you would have to get a ball through to score points. You would get 10 balls on each level and in order to move to the next level you would have to get a ball through a certain target. What I really like about starting with a very simple idea is that it gives you a little breathing room to add features as development progresses. The game begins to have a life of its own. BallThrow, for instance, has changed to become a game in which you have an infinite number of balls, but there is only one target and you move to the next level once the ball hits the target. In order to get to the target you will need to position objects in the level so that the ball bounces off the objects and eventually reaches the goal. The basic programming of the game will not change much, but as I thought more about what would be fun for me to play, the game naturally changed. There were definitely moments in which I came up with ideas that would have made the game more difficult to make. I really liked some of the ideas and was set on implementing them, but the more I thought about it the more I realized that I would be making it that much more difficult to finish the project.
Keep it simple, keep it small. Once you have a few successes, let your ambition run wild. Make that epic MMORPG you have been dreaming about =)