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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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Retro Shooter game for iOS/Android, PC/Mac & Linux

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Hello again devs!

I want to write today about as we create the basis for DOT Space Hero. The prototype.

I started learning Unity 3D a two years ago, I decided on this engine because I had read very good reviews, the community behind it is huge and isn't too difficult to learn. I had experience programming in Cobol and as you can imagine any resemblance to C # or Javascript is coincidental, so the first 2 months were especially hard to myself, there were days that I went to bed having spent hours and hours and I felt like I wasn't advancing in the learning. It was horrible, but after two months I achieved create a few simple prototypes that served to make me a small portfolio and find an artist looking for wanting to create a game and who would be willing to joining on this adventure.

Really I was very lucky, I was looking in some forums and I found to Carlos (Ozma) a guy who was in the same situation as me and has a great portfolio with small projects himself. He really set the bar very high, I never thought that someone with such good aptitudes would like to join me.

We only knew that we wanted to make a simple and short game which don't take us over three months ... At the end as often happens in these cases the project was getting better and better until we had to stop us because it was getting endless. We took finally more than 1 year.

I was creating a consistent prototype during the first week and Ozma designing the main character and the game environment. The first prototype was a jump'run where the protagonist was running on a spherical planet, the obstacles appeared randomly and DOT only had to dodge jumping, here you have a picture of that little embryo.


The idea didn't really convinced us at all and I had very fresh in my mind a stage from Donkey Kong Country for the Wii. It was the rocket barrel's stage, a special stage where you control just by pressing a button a barrel like a jetpack, I loved the concept, it was very funny and simple. A few days later we had a consistent prototype, we also changed the spherical planet to a horizontal scroll , but then came this fantastic game called Jetpack Joyride, wow, that game is awesome and it has taken great heights our initial idea.

We had to give a return of nuts to give it that distinctive touch, then I noticed that shooters that I had played on phones were very uncomfortable to control. Why not make DOT a shooter? The control would be totally comfortable for the player and the only thing I feared was creating behavior's enemies considering that control limitations, but what the hell, is that a problem? I was looking forward to it! So we closed the prototype and started working hard to give life to our baby.


Thanks for reading, and sorry for my English skills smile.png
Hello everyone!

I'm going to writing a development journal of our first game DOT Space Hero, it has been developed by a team of two and was released for iOS a few day ago, we are currently working to make a Lite version and then it will come to Android, PC & Mac. Our idea was to make a different shooter game for mobile considering the limitations of a touch device, so we added features of the genre runner for easy operation without removing the fun, challenge and difficulty from shooters. And above all, without IAPS!

We have taken a year to develop it, without funding, from our home, at distance and putting a lot of passion and commitment, so I'd like to share with you our experience in this long road that we still have.

The game is made with Unity3D, programmed with C# and we used some plugins that helped us like 2DToolkit, HOTween and NGUI. In addition, the game has 30 handmade illustrations, four different worlds with a great variety of enemies and 5 bosses. If someone want to try it, we have some Promocodes to give you.


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