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After I got Ableton Live 10, I started playing around with the Wavetable instrument. I'm still learning the instrument, but I'm beginning to understand just how powerful this instrument is. I highly recommend it!
This is what I came up with. It's called "Right in the Face," because I wanted someth…
Short post on the Warmaster today. Under the link are sketch poses and progress of the default pose colored.
Full story »Original post blogged on Rank: Warmaster Dev Blog.
Hi all! This is your UI/UX Artist Paul here. This week we're going over the revised Targeting Reticles and Player Self Monitors design elements!
While in the fray of your outerspace battles, you want to know who's who and what they're doing (and what you're doing to them) upfront, instantly, …
I really enjoy when game soundtracks have connective threads in them. Even though this track uses a lot of percussion and orchestral samples, I still wanted to feature the horns. This time, I wanted to make this part epic, with a soaring horn melody over all of the rhythmic pulses happening unde…
Below are some samples of the debris you may witness as your adversary blows up in front of you. The models were created in zbrush and textured in 3D coat.
Full story »Original post blogged on Rank: Warmaster Dev Blog.
Hello again, this is Adam coming to you with another look at Rank:Warmaster's systems and mechanics! Today I'll be talking about the structure of our game's technology tree.
Researching new technologies, buildings and ship components begins with constructing a Research Facility in a player's base. …
I listen to a lot of prog rock and metal, and I always liked things that used uneven time signatures (meters that aren't in 4 or 3). For this track, I wanted to create a groove that was slightly off-putting if one tries to count it or feel a steady beat.
The meters are: 1 2 1 2 1 2 3 | 1 2 1 2 …
Well met and greetings! Today I'm going to dive into how to design a ship. This is a central part of Rank: Warmaster's gameplay, as a fleet of ships is the player's primary tool for exploration and discovery, as well as projecting power in the treacherous game of corporate politics.
The design p…
Ever since I played my bother's keytar, I've always wanted to write an awesome synth solo. I am very happy that I got the chance to write one for the Rank: Warmaster Soundtrack. The only problem was I'm not very good at soloing in C# Phrygian, so I transposed my keyboard so that I could play in …
Hello there, it's Adam again with another post about Rank:Warmaster's game systems! This time I'll be talking about bases, buildings and bots.
Base construction and management is a cornerstone of gameplay. You'll research technologies, extract and refine resources which become the ships and buildin…
Continuing on with the recurring horn melody from my first post, here is a battle track that uses the same horn theme. Instead of sounding peaceful and calm, I wanted something that sounded really aggressive and energetic. I changed the key, put a chromatic bass line underneath it, and made …
I am almost done the load/save code. This will be a HUGE milestone, because not only does it provide the foundation for the full multiplayer code, but it allows long term play of Rank: Warmaster. This is crucial since any testing so far was always a brand new game because it had to be. I am lev…
Hello again! Today I'd like to talk about Rank: Warmaster's defensive strategies and mechanics, as well as how the game models the damage you take from all those lovely weapons I discussed last time.
Before a ship take damage, there are a couple of tricks that can keep it out of harm's way. Ships …
While I was out at PAX Dev, for demo purposes, I updated the sheilds and how they look. Here is a live demostration of the shields being hit, with the monitor that shows the target's status zoomed in on the left for the pilot to see what area is most damaged, and therefore vulnerable. In …