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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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About this blog

My chronichles in game development.

Entries in this blog

GMaker0507
I've been fooling around with the Torque2D 30day trial.

At first, i was kinda appalled by the fact that it used its own scripting language, but now i'm starting to like it.

I also like its behavior support, that you can add behaviors easily to objects.

I might fool around with the 3d version later.
GMaker0507
Now that i have finished my other projects, i have started on a new unity game.

I'm gonna try and do some 3D Modelling in blender this time, to hopefully make it look a little better.

Not gonna say what its gonna be yet biggrin.gif

I'm trying to get my dodge-ball game sponsored, if it doesn't get any sponsor attention then i will just put it on some unity sites and link to it.
GMaker0507
Okay i have my dodgeball pictures uploaded. The Game still has some polishing to go through but for the most part your seeing what it is.

I'm no 3D modeler, so its no the best graphically.

Album w/ Images Attached.

Ill upload a video to youtube when i finish polishing it.
GMaker0507
Right now i'm working on a Unity Game.

At first i made a demo using the FPS walker in a simple room. Now of course the common idea is to make some sort of FPS or such, but i decided to think outside the primitive and make a dodge-ball game.

Images and Video in a later Post. ( Very Soon for the images )
GMaker0507
I have begun work on a small flash game called Sure Shot. Its nothing complex or innovating, just a game where you shoot targets.

My initial motivation was for the BlackBerry Promo at FlashGameLicense.com , in which if you submit an okay game to the black berry store, the first 150 people with decent submissions will get a free blackberry playbook. Unforuntately the process is a bit more tedious and annoying than originally expected, and than in other promo's at FGL. You have to get a notary and email/fax it to them, you have to sign up for like 2-3 things, you have to download and install like 3 programs/sdk's then you have to configure your development environment to work properly.

I'm also skimming on other errors/problems/obstacles in the process, so its seeming less and less worth it. Also, although it was waived for this promo i think, normally theirs like a 200$ administration fee for signing up for the store.

Ill post some screenshots later when i polish up some graphics.
GMaker0507

Death Be to the Moles

So, for my XNA Game Programming Class we were recently assigned to make a Whack-A-Mole game.

Because i had previously written some reusable code ( To handle drawing, game states, drawing text, game objects, etc ), the coding process went pretty easy ( Although the graphics programming was a pain, just because of how picky i can be ). But because i'm a coder before an artist, it was in fact creating the art in Photoshop that really took the majority of the time. Plus because i have a high standard when it comes to quality; i may have not met this standard, but it does cause me to look over every detail, and criticize it and try to edit it and see what looks good. Im not the type to just put something together quickly and then put it out for the world to see.

The game is mostly done except for adding in maybe special moles, extra game screens, etc.. The game is at a point in development where i could call it done and be done with it, or continue on it adding extra stuff.

Screenshots in the gallery attached. I might upload some gameplay footage to YouTube later.

I'm also working on an asteroids game, for the class. Although the graphics design is going slow. I have the basic graphics done, but i'm trying to add some polish to make it all blend fine.
GMaker0507

Random TBG

So,

I was a'browsin the forums and i came across a thread linking to this vid:


So i thought, i might give such a try. Try to make a call of duty text based game.

If it gets to a stable state, ill post a youtube vid, perhaps as a vid response to that guys vid.
GMaker0507

Lost in Limbo

I'm working on a Flash game for a friend called limbo. Unfortunately development has gone much long than expected, and the game ( code-wise ) has changed drastically. Hopefully i can finish it soon, as it kinda makes me feel bad that i'm taking so long with it.

The game is a simple platformer where you have to collect all the time slots and such by jumping around. Unfortunately when i think about it, it is missing sort of a unique fun factor, but implementing one might take a while. The game IMO is better than when he originally asked me to help him work on it, so thats good, but i still cant help but feel i could of done better.

Also the game is being done in Flash, using AS2 ( i prefer AS3, but i started off of his original code in AS2 ). Which is good, but sometimes flash acts really stupid and inconsistent, which can be annoying.
GMaker0507

First Entry

First Entry, yeah lets do it.

To start, its my goal to be a game developer, Its simple as that; and its partially fulfilled, as i have made (flash) games before, while they may have not been the next halo, they were full, completed games. But my eyes ultimately are looking higher, at more prominent platforms like Xbox 360, PS3, the Wii, etc... I want to be apart of the projects my son ( should i ever have children ) will play on his Next-Gen console,and force him to watch the credits so i can see my name biggrin.gif.
I've been making games for some while now, but not at the level i want to. I've been making flash games, which are good; but i only look at the experience made in flash as a stepping stone to a higher place. With limitations on what it can do, working with flash has helped me learn about myself as a developer, learn how i need to improve, and also it has given me a good first glance into game development. Flash game development has taught me alot, and now i want to go on. Onto bigger things.

I'm working on graphics for a XNA game. I haven't started the code yet, because thats gonna be the relatively easy part. Most of my past XNA mini projects have stopped because of a lack of graphics, thus why i want a solid graphical base down before i start this game. Of course i understand this is a solo project, but in the future i may have to work with teams, and thus may have to learn how to assemble a stable game only using placeholder graphics; but for now i'm gonna just focus on the graphics.

I want to work on 3D games, which is gonna require me learning some 3D Modelling ( I've already dabbed in it, and done the basic stuff like simple polygon modelling, but nothnig serious ). I'm not opposed to this. Some people like to ONLY code, or ONLY do one thing, but i feel the more i can do, the better, and the better my ability to work on a solo project. Of course the idea of working with a team sounds good atm, but i also dont want to always be constrained to just one idea, leaving my ideas aside in the dust. The more i can do, the better i can bring my own ideas to life, should i be the only person working at them.

Where i could go on, i'm gonna end this first entry, before i ramble my life away.
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