| Plan Game Idea |
| Select the Target Market |
| Choose the Revenue/Business Model |
| Define the Game on Paper |
| Define Mini Games on Paper |
| Define Scatters Leading to each Mini Game on Paper |
| Create a Game Design Document |
| Define Wining Lines on Spinning Reels |
| Define Credit/Coins System |
| Define Awards for Wining Lines |
| Define Boosters for Awards |
| Define Levels |
| Define Limits for Bets for each Level |
| Define Awards for Winning in Mini Games |
| Define the System for Buying/Earning Credits/Coins |
| Define Collectibles |
| Define a Trading System for Converting Collectibles to Credits |
| Define Backgrounds and Images for Spinning Reels |
| Specify Features, Scenes and Details |
| Define Special Effects for Winning |
| Define Sounds for Background, Reeling, and Winning |
| Game Setup in Game Engine |
| Create a Level Scene |
| Set the Level's Camera and Light |
| Set Background and Its Texture for the Game |
| Create a Scene for each Mini Game |
| Set the Camera and Light for each Mini Game |
| Set Background and Its Texture for each Mini Game |
Monday, April 28, 2014
X STEPS FOR DEVELOPING A SLOT GAME
Monday, December 16, 2013
5 Ways to be a Successful Indie Developer
1: Don't do it alone
2: Focus on your strengths
3: Begin by working on lots of smaller games rather than a huge and lengthy project
4: Focus on what the big publishers are missing
5: Improve with each game
Source: http://indiegames.com/2012/06/5_ways_to_be_a_successful_indi.html
2: Focus on your strengths
3: Begin by working on lots of smaller games rather than a huge and lengthy project
4: Focus on what the big publishers are missing
5: Improve with each game
Source: http://indiegames.com/2012/06/5_ways_to_be_a_successful_indi.html
Friday, November 29, 2013
40 STEPS FOR DEVELOPING A SHOOTER GAME
| STEP 1 - Plan Game Idea |
| STEP 2 - Select the Target Market |
| STEP 3 - Choose the Revenue/Business Model |
| STEP 4 - Define the Game on Paper |
| STEP 5 - Define Characters and Backgrounds |
| STEP 6 - Specify Features, Scenes and Details |
| STEP 7 - Create a Game Design Document |
| STEP 8 - Game Setup in Game Engine |
| STEP 9 - Create a Level Scene |
| STEP 10 - Set the Level's Camera and Light |
| STEP 11 - Set Background and Its Texture and Scrolling (if applicable) |
| STEP 12 - Set Player Object and Its Movement |
| STEP 13 - Develop Player Gun and Shooting |
| STEP 14 - Develop Enemy Object |
| STEP 15 - Develop Collision between Enemy and Player Bullet |
| STEP 16 - Develop Explosion Particle Effect and Sound for Collisions |
| STEP 17 - Develop Enemy Gun and Shooting |
| STEP 18 - Develop Player Collision with Enemy Bullet |
| STEP 19 - Develop Enemy Movement |
| STEP 20 - Power Up Object and Collision |
| STEP 21 - Power Up Sound and Multiple Guns/Bullets |
| STEP 22 - Power Up Functionality |
| STEP 23 - Setup Remaining Lives and Its Counter |
| STEP 24 - Setup Invincibility Delay |
| STEP 25 - Develop Player Collision with Enemy Object |
| STEP 26 - Total Score Setup |
| STEP 27 - Individual Points Setup |
| STEP 28 - Setup Game Over Condition |
| STEP 29 - Game Menu Setup |
| STEP 30 - Enemy Spawning Setup |
| STEP 31 - Setup Enemy Firing Frequency |
| STEP 32 - Setup Enemy Dropped Power Ups |
| STEP 33 - Develop Gift Object One; e.g. Coin |
| STEP 34 - Develop Gift Shooter/Distributer |
| STEP 35 - Gift Spawning Setup |
| STEP 36 - Setup Gift Frequency |
| STEP 37 - Develop Gift Collection |
| STEP 38 - Develop Gift Collection Impacts on Assets and Lives |
| STEP 39 - Develop Win Condition |
| STEP 40 - Bug Fix |
Sunday, October 6, 2013
21 STEPS FOR EMPLOYING OPENGL ES IN ANDROID
STEP 1
In the
Activity declare a GLSurfaceView variable; for example:
private
GLSurfaceView glSurfaceView;
STEP 2
In the onCreate
event of the Activity set the GLSurfaceView variable, set OpenGL its version,
and then set its renderer:
glSurfaceView = new
GLSurfaceView(this);
glSurfaceView.setEGLContextClientVersion(2);
glSurfaceView.setRenderer(new CubeRenderer(this));
glSurfaceView.setEGLContextClientVersion(2);
glSurfaceView.setRenderer(new CubeRenderer(this));
STEP 3
In the
Renderer, declare a Context variable:
private final
Context context;
STEP 4
In the
constructor of the renderer, set the context:
this.context =
context;
STEP 5
Create a ByteBuffer
object, and put the data provided for all the vertices in it:
private final FloatBuffer
vertexData;
vertexData = ByteBuffer.allocateDirect(data.length * BYTES_PER_FLOAT)
.order(ByteOrder.nativeOrder()).asFloatBuffer();
vertexData.put(data);
STEP 6
In the onSurfaceCreated
event of the Renderer, set:
glClearColor(0.0f,
0.0f, 0.0f, 0.0f);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
STEP 7
Read the
source of shaders:
String
vertexShaderSource = TextResourceReader
.readTextFileFromResource(context, R.raw.simple_vertex_shader);
String
fragmentShaderSource = TextResourceReader
.readTextFileFromResource(context, R.raw.simple_fragment_shader);
STEP 8
Compile the
shader sources:
int vertexShader =
ShaderHelper.compileVertexShader(vertexShaderSource);
int fragmentShader =
ShaderHelper.compileFragmentShader(fragmentShaderSource);
STEP 9
Link the compiled
code to create a Program:
private int program;
program =
ShaderHelper.linkProgram(vertexShader, fragmentShader);
STEP 10
Ask OpenGL
to use the program:
glUseProgram(program);
STEP 11
Get the
Uniform, Attribute, and Color positions from OpenGL:
uMatrixLocation = glGetUniformLocation(program, U_MATRIX);
aPositionLocation = glGetAttribLocation(program, A_POSITION);
aColorLocation = glGetAttribLocation(program, A_COLOR);
STEP 12
Set the
Model matrix as unit, and then, if it is
required rotate it:
setIdentityM(modelMatrix,
0);
rotateM(modelMatrix,
0, -45f, 1f, 0f, 0f);
STEP 13
Set the
Projection matrix:
MatrixHelper.perspectiveM(projectionMatrix,
45, (float) width / (float)
height, 1f, 10f);
STEP 14
Set the View
matrix:
setLookAtM(viewMatrix,
0, 0f, 1.2f, 2.2f, 0f, 0f, 0f, 0f, 1f, 0f);
STEP 15
Set the View
Projection matrix:
multiplyMM(viewProjectionMatrix,
0, projectionMatrix, 0, viewMatrix, 0);
STEP 16
Set the
Model View Projection matrix:
multiplyMM(modelViewProjectionMatrix,
0, viewProjectionMatrix, 0, modelMatrix, 0);
STEP 17
Set the
Uniform Matrix for Location using the Model View Projection matrix:
glUniformMatrix4fv(uMatrixLocation, 1,
false, modelViewProjectionMatrix, 0);
STEP 18
Bind data to
the Position location, and enable it:
vertexData.position(0);
glVertexAttribPointer(aPositionLocation, POSITION_COMPONENT_COUNT,GL_FLOAT, false, STRIDE,
vertexData);
vertexData);
glEnableVertexAttribArray(aPositionLocation);
STEP 19
Bind data to
the Color location, and enable it:
vertexData.position(POSITION_COMPONENT_COUNT);
glVertexAttribPointer(aColorLocation, COLOR_COMPONENT_COUNT, GL_FLOAT, false, STRIDE,
vertexData);
vertexData);
glEnableVertexAttribArray(aColorLocation);
STEP 20
In the onDrawFrame
event of the Renderer, clear the rendering surface:
glClear(GL_COLOR_BUFFER_BIT);
STEP 21
In the onDrawFrame
event of the Renderer, draw all the arrays:
glDrawArrays(GL_TRIANGLES, 0,
18);
Monday, March 8, 2010
...
ASP.NET is a web application framework developed and marketed by Microsoft to allow programmers to build dynamic web sites, web applications and web services. It was first released in January 2002 with version 1.0 of the .NET Framework, and is the successor to Microsoft's Active Server Pages (ASP) technology.
in progress ...
The Open Group Architecture Framework (TOGAF) is a framework for enterprise architecture which provides a comprehensive approach to the design, planning, implementation, and governance of an enterprise information architecture.
Saturday, March 6, 2010
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