• 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.
  • entries
    114
  • comments
    273
  • views
    596718

Steam Greenlight? ...and a few other things

Sign in to follow this  
Followers 0
Servant of the Lord

2126 views

Valve just announced a new way for developers to get onto Steam. They're calling it Steam Greenlight.

blahgy.png

Basically, developers early in development start posting stuff about their game, and if the community likes it enough, they upvote the game, and if the game gets enough community support, it brings increased awareness of the game to Valve who are more likely to release the game on Steam once it is finished.

Steam Greenlight will go live August 30th, which is 50-ish days away. I'm seriously thinking about putting AdventureFar on Steam Greenlight.
Hopefully, I'll actually-truly-for-real have the editor functioning enough by then to have good screenshots of my game to submit, as well as video of me walking around a town. We'll see if I can get it done in time.

textdivider2.png

On another note, I use MinGW, and I'm also loving alot of the new C++11 features. MinGW released a new version last month, bringing it up to GCC 4.7.

I also use QtCreator as my IDE of choice, and furthermore, I use the Qt API for native GUI widgets for the editor. Unfortunately, some of the Qt signal-and-slot macroes choke up C++11 with GCC 4.7, and makes the whole code refuse to compile.

If anyone else is running into the same problem, the solution can be found here.
Basically, you fix the broken Qt macro, which interferes with C++11 user-defined literals.
#define QLOCATION "\0" __FILE__ ":" QTOSTRING(__LINE__)

You can fix the define in QObjectDef.h (without recompiling Qt).
([size=2]Note: This fix has already been patched into Qt 4.8.1, but I'm still on Qt 4.7)

([size=2]Error messages included for increased Google-abillity for others encountering the same issue:)
inconsistent user-defined literal suffixes '__FILE__' and 'QTOSTRING' in string literal
error: unable to find string literal operator 'operator"" __FILE__'

textdivider2.png


I'm working to get the interface up and running for adding/deleting and manipulating floors and layers of area chunks. Here's a screenshot:

workingonlayermanagemen.png

Almost done. The logic has been there, behind the scenes, since before I even had a dev journal. It's getting everything connected to interfaces that take all my time. laugh.png

textdivider2.png

Other notes: Last night and the night before last, I knocked out the rough draft for the final section of the final Act of the game, including the ending scene. I still need to touch it up, and fill in the fine details and step-by-step events, but at least now I know how the game ends:

[spoiler]It fades to black and then the credits play.


[rollup='Anti-spoiler']Actually, I'm going to just crash to the desktop in the middle of the last boss' death animation, and 'accidentally' delete the save file, so nobody ever gets to see the ending scenes. tongue.png[/rollup][/spoiler]

Here's the current status of the plot (rough guesses):

Act 1 - 100% rough drafted, 25% fine details (the beginning third, and some later sections)
Act 2 - 90% rough drafted, 10% fine details
Act 3 - 30% super rough drafted, 10% fine details on a piece of scrap paper somewhere
Act 4 - 70% super rough drafted, 5% fine details (the ending)

I came up with some new side quest ideas for the final act as well, and some enemy ideas.

Maybe I'll knock some more out later tonight. I really need to marshal all of it together and at least get all the Acts 100% drafted.

5
Sign in to follow this  
Followers 0


9 Comments


I too am interested in Steam Greenlight... though I doubt i'll have enough complete by the time it launches to have anything interesting to show. It'll be interesting if the community turns out supportive or... something less than desirable...
0

Share this comment


Link to comment
Interesting news, I think I will give it a shoot too. I plan to start the closed alpha at the end of august, so it could be the right time. Though I don't think that my game will ever be finished to be released on steam when working only after job and family, but I hope that steam will support alpha/beta funded releases in the future and this seems to be a good start.

Thx for the news.
0

Share this comment


Link to comment
Awesome, I'm glad other GD.netters are submitting things at the same time.

Gnoblins already has at least one Greenlight thumbs-up - I've been following your journal for awhile and am really impressed, though I haven't tried the pre-alphas yet.
1

Share this comment


Link to comment
Thanks for the Qt/MinGW heads up. Not come across it yet (we use 4.7 and Qt at work) but if we do, I'll look super-smart now :)
0

Share this comment


Link to comment
Might want to hold off on that, actually! More problems have come up, despite compiling fine, and now AdventureFar is refusing to run.
I'm trying a full IDE + SDK + MinGW re-install, and will update the entry with the results later.
0

Share this comment


Link to comment
This is interesting indeed, might try it myself when I have enough to show for it.
0

Share this comment


Link to comment
@Aardvajk: Bah, well, the fix I mentioned works fine but, unrelated to that, GCC 4.7 is really buggy, as mentioned in [url="http://www.gamedev.net/topic/627706-sorting-vector-containers-in-c/page__p__4957988#entry4957988"]this post[/url]. They seem to have fixed it in GCC 4.7.2, which hasn't been officially released yet, and I'm having a heck of a time trying to get it installed properly, so I'm rolling back to 4.6.2 until MinGW 4.7.2 is released officially. [img]http://public.gamedev.net//public/style_emoticons/default/angry.png[/img]
0

Share this comment


Link to comment
Steam Greenlight looks like a good thing, thanks for the pointer!
0

Share this comment


Link to comment

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