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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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Brief History of Development

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Navyman

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Brief Development History:

  • Aug. 2011 - The story behind Portas Aurora: Arrival is begun
  • Oct. 2011 - The current Engine 1.0 is written
  • Nov. 2011 - I built a space trader-like game that had players moving around doing the normal space trading actions, but it was fair to okay at best.
  • Dec. 2011 - An Avatar section was added to the space trader-like game.
  • Feb. 2012 - I started to build the combat section of the game. It was fun up to and sometimes including when the Ai would cheat and use map objects to kill my ships.
  • Apr. 2012 - I realized that these 3 elements could be merged together with a little work and using the story I had been writing as the cement. The story really requires all of the sections to be deep. In Civ players are teased with the option of peaceful victory it really only makes up about 10% of gameplay options. For the story to be believable the game would need close to a 50% split in its combat vs other.
  • May 2012 - Finished a rough Design Document and began generating a prototype with all 3 elements rolled into a highly immerse game.
  • Jul. 2012 - Working prototype.
  • Aug. 2012 - Launched Kickstarter Project.

    A few people had asked about what lead up to the create game state and after thinking about it, it made sense to include a small section about the game's evolution. If there is additional information you would like please comment or message me.
    Thank you.

    EDIT: Fixed a date issue and added the most recent material.

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