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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 4

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[color=#000000][font=Georgia,]Well, Saturday has come and gone... like 3 days ago, but things have been so busy around the office that finding time to even sit down and write up a simple status update can be hard to fit into the schedule.[/font][/color]

[color=#000000][font=Georgia,]Saturday was very busy. The artists were hard at work, working on more environmental tiling, environmental hazards and animations, enemies and enemy animations, and much, much more. Hopefully Omni will have a blog post coming soon showing off all of the cool art that he and the rest of the amazing art team have been working so hard on.[/font][/color]

[color=#000000][font=Georgia,]The programmers were equally busy. We ran into an interesting issue with our level file... it was too big. At one point our level file reached around 1.5mil lines for just one level... yeah, there was a bug involved in that too. We decided to cut the level file into multiple smaller files, and doing that would also help with the early memory spike we were having when first loading the level. I am sure a blog post will come from that incident sometime. Joel has been very busy fine tuning and tweaking the amazing player movement code. One of the greatest challenges of this game has simply been player movement. Joel has spent a majority of his programming time on just player movement. It is essentially a custom physics engine just for our game. Dan has been busy implementing environmental hazards and getting all the animations with those things working. Ian has come over to help me out with the editor as I have been struggling to keep up with the increasing tools demand (and school demand too).[/font][/color]

[color=#000000][font=Georgia,]Zak over on the design side has been busy finishing up the final levels of the game and also using the editor to start making the levels he has already designed. He has also been working closely with Joel to fine tune the player movement code.[/font][/color]

[color=#000000][font=Georgia,]That's it for Tuesday's Saturday Dev update.[/font][/color]

[color=#000000][font=Georgia,]Devbot Todd shutting down...[/font][/color]

[color=#000000][font=Georgia,]Reposted from Fixbot Blog[/font][/color]

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