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      Download the Game Design and Indie Game Marketing Freebook   07/19/17

      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.
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starbasecitadel
For various reasons (mostly relating to being unhappy with the main UI -- the basic feel of piloting starships and firing weapons was not satisfying) I stopped working on Starbase Citadel months ago, the project is on-hold.

The last few months, I've been working on a new project which is to create a High Speed Gaming Network, fueled by personally facing severe lag when playing League of Legends.

The goal is to create a commercial service that will substantially reduce lag and disconnects for League of Legends players, and ultimately other games and possibly apply to general internet usage as well.

The application is only for Windows Desktop. It reduces packet loss by sending redundant UDP packets-- very similar to how Halo sends 2 redundant packets for each "real" data packet. In addition, just by placing the proxy/tunnel servers on high quality hosts, it allows the user to upgrade the routes to more premium providers. Further route optimization techniques are planned in Phase 2.

At this point I believe I have the UDP side working, at least it passes my internal tests. However, League of Legends requires the TCP IP Address to be the same as the one UDP traffic uses, so I need to tunnel TCP as well. I'm making steady progress on the TCP aspect, but it is more complex than the UDP tunnel as it requires low level packet injection that simulates TCP handshaking.
starbasecitadel
I continue to plan to occasionally post in Game Design, as the feedback I've gotten has been fantastic!

However, as this post is more of a status update than any particular question, I've created a journal. Picking up from this task list, https://www.gamedev.net/topic/637588-starbase-citadel-minimum-viable-product/, I made some progress the last few months.

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Alpha I Version[/background]

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Human Frigate[/background]

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  • [s][color=#008000] Torpedoes: collision detection / damage [complete][/color][/s]
  • Ability: Shield Flare [complete]
  • AI

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    Regelos Destroyer[/background]

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    • [s][color=#008000]Ability: Repeat Laser Blast [complete][/color][/s]
    • AI

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      Bases: Art + AI for each of the following [/background]

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      • Human Starbase
      • Regelos Starbase
      • Human Citadel
      • Regelos Citadel

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        Energy[/background]

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        • [s][color=#008000] Add energy indicator to main screen [complete][/color][/s]
        • [s][color=#008000] Subtract more energy for faster movement as well as laser use [complete][/color][/s]
        • [s][color=#008000] Disallow lasers or fast movement when out of energy, shields max at half [complete][/color][/s]

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          General Gameplay[/background]

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          • Friendly versus Enemy (no friendly fire), display team color
          • Stats: Display these small icons around each ship on tactical map: Hull, Shield, Energy
          • Display remaining game objects on strategic window
          • Add borders to game world / fix size

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            Planets[/background]

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            • capturing enemy planets mechanism
            • [s][color=#008000]seeding planets: assign ownership of planets at game start [complete][/color][/s]
            • [s][color=#008000]display team ownership of each planet on tactical and strategy map [complete][/color][/s]
            • defense grid
            • repair/fuel stations

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              Player Slot Management[/background]

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              • [s][color=#008000]20 players per team [complete][/color][/s]
              • victory conditions (server reset)
              • [s][color=#008000]players entering / leaving game conversions with AI [complete][/color][/s]
              • [s][color=#008000]quit button [added disconnect/menu instead][/color][/s]


                The goal for the Alpha I version is a minimal, but fully playable game suitable for a small group of early testers.
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