开发游戏,求组队
不清楚为什么国人一说做什么事情动辄就要破釜沉舟,脱产全职的全身心投入进去,最后弄得自己压力很大很被动,大多数最后会因为物质方面的原因被迫放弃。外国的游戏制作团队都是凭借兴趣走到了一起,甚至兼职在做游戏,也同样做出了很多好游戏,当游戏上线了,走上了正轨,开始A轮融资以后才专职做了游戏开发者。我感觉这种模式,无论于游戏开发者来说,还是于追求利益的投资人来说都是成熟稳重的一种方式。
所以我的想法也是如此,寻求制作游戏的爱好者,不需要全职,不需要坐班,利用业余时间来制作游戏,当然了肯定也没有工资发的,但如果游戏好玩,保不齐以后也能走上商业之路说不定呢?
本人善于建模方面,从建模到贴图,手里有点技术,曾经在影视后期公司工作过,所以手上的活还是拿得出手的。
现在寻求编码方面的游戏制作爱好者,不求别的,只求思想足够成熟稳重,有什么事情我们可以商量着来,探讨着做。本着把游戏做的好玩的目的来做游戏。
具体要做一个什么样的游戏呢?可以参考桌游《小白世界》,围绕这个制作一款独立的3D小游戏。
不是什么大制作,只求小游戏做精,做的好玩。希望有兴趣的朋友一起交流。
夏之扉 圣骑士 20170805日志
废话不多说 正式版前第一个试玩版释出
新书推荐:Level Design: Processes and Experiences
Level Design: Processes and Experiences
Christopher W. Totten
December 28, 2016
Features
- Learn about the processes of experienced developers and level designers in their own words
- Presents how game professionals of different types think about level design: expert-level players, critics, designers, and tool developers
- Discover best-practices for procedurally generating levels, creating levels for persuasive play, and designing collaboratively
- Offers analysis methods for better understanding game worlds and how they function in response to gameplay
- Find your own preferred method of level design by learning the processes of multiple industry veterans
Summary
In this book, veteran game developers, academics, journalists, and others provide their processes and experiences with level design. Each provides a unique perspective representing multiple steps of the process for interacting with and creating game levels – experiencing levels, designing levels, constructing levels, and testing levels. These diverse perspectives offer readers a window into the thought processes that result in memorable open game worlds, chilling horror environments, computer-generated levels, evocative soundscapes, and many other types of gamespaces. This collection invites readers into the minds of professional designers as they work and provides evergreen topics on level design and game criticism to inspire both new and veteran designers.
Key Features
- Learn about the processes of experienced developers and level designers in their own words
- Discover best-practices for creating levels for persuasive play and designing collaboratively
- Offers analysis methods for better understanding game worlds and how they function in response to gameplay
- Find your own preferred method of level design by learning the processes of multiple industry veterans