• Announcements

    • khawk

      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.
Sign in to follow this  
Followers 0
  • entries
  • comments
  • views

Syzygy for Win32, pre-pre-alpha release

Sign in to follow this  
Followers 0


I'm releasing a prototype version of a puzzle game, Syzygy, that I intend eventually to port to iOS and possibly Android. The prototype is written to the Win32 API and should run on basically any Windows system without installing anything.

Syzygy can be downloaded here. Just unzip these three files into a directory and run the executable. I have the Syzygy prototype parametrized such that a single XML file defines its gameplay. I'm looking for play testers who are interested in abstract puzzle games to play the game and provide feedback regarding good values for the definable parameters. If I get multiple helpful submissions I'll give $60 via paypal to whoever has the best revised XML file. Here's a brief explanation of the XML file.

The game is a Scrabble-like word game re-imagined as a one-player action puzzle game. Here's a screenshot (click on the image for a full-sized version):
Basically the game works as follows:

  • The bar on the left is the game timer. When it is empty the game is over.
  • Letter tiles randomly appear and the player must position the tiles in a legal crossword-style crossword grid by dragging them with the mouse pointer.
  • When the player has positioned tiles such that they form two or more legal connected words, the player can double-click on one of the tiles to "lock them in" and the two or more words are then scored as follows (This is a modified version the scoring used in the game Literaxx, which is the public domain Scrabble variant):

    • Yellow tiles are 1 point, green tiles are 2, blue tiles are 3, and red tiles are 5
    • A tile on the a board cell of matching color receives triple its point value.
    • The 2x and 3x board cells are double and triple word scores.
    • There are two levels of parameter controlled bonuses for long words (see the PDF linked to above)
    • The remaining time in the game timer is increased proportionally to the point value earned by a successful lock in and the player's score is increased by the score value of a successful lock-in times a level multiplier.
    • Locked in tiles can be played off of but cannot be moved.
    • Each tile has a bar timer widget on its right. When this timer expire, the tile disappears negatively effecting the global timer if the tile that expires is not locked in.
    • There are three kinds of special tiles

      • Random tiles: Random tiles look like gray transparent letter tiles (the weird looking 'M' tile above is one). They cycle through the alphabet until they are dragged the first time at which point they behave like normal letter tiles with no point value.
      • Bomb tiles: (pictured above) When the user drags a bomb tile onto a group of connected locked-in or non-locked-in letter tiles, the target tiles will be destroyed without effecting the user's score or game timer.
      • Juice tiles: (appear as lightening bolt icons, not shown above) When user drags a juice tile onto a group of connected locked-in or non-locked-in letter tiles, the tiles' local timer widgets receive additional time.
      • The game levels up after a certain number of tiles are locked in. The game timer is re-filled at level transitions.

        Oh, and graphics, sound, interface and the Windows version itself are all temporary so I'm not really looking for feedback about this sort of stuff -- just gameplay, feature ideas, and any reproducible crashes, I guess.


Sign in to follow this  
Followers 0


There are no comments to display.

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now