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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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Saturday Dev Update

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toddbluhm

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As Saturday comes, here is a recap of what happened at Demergo and what got done.

On the art side of things, the main character Fixbot was rendered, and one of the enemies was rendered as well. A lot more concepting of environments occurred as well as some rendering of the environments.
On the design side of things, design finalization was taking place on level 7, level 6 got an alpha build in the level editor and level 8 design was started. A lot of fine-tuning and playtesting of player movement also occurred today.

On the programming side of things, multiplayer/co-op is now working using Apple's game center for matchmaking. We have bullets, player positions and rotation, as well as some level info being transmitted across the network with minimal latency issues, but the really major test will be when we have 10-15 enemies, plus bullets, plus multiple players all on the screen at once. Magnetic surfaces were finished, bounce surfaces are almost done, and conveyor belt surfaces were started. Bullets colliding with level surfaces was also completed. On the level editor side, creating object movement paths was started and will hopefully be finished by the end of the day.

For QA, this was a big day, because this was the first Saturday of major QA testing. Our production pipeline is setup so that a QA build is built on Friday night so that when Saturday morning comes, we can sit down and test out and polish the game, before moving on and adding new features throughout the rest of the week. Saturdays are QA and polish days. We did a lot of QA testing on player movement and bullets and we also did some QA on the different types of surfaces. A lot of polishing was done on those features as well.

Well thats it for our first Saturday update. As we continue to progress in production we might start including screenshots and early gameplay video in these Saturday updates.

Devbot Todd shutting down...

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