• 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
  • comments
  • views

The Trouble With Inspiration

Sign in to follow this  
Followers 0
Spencer Bowers


... is that I need it. Everyone at some point tries to tackle a project that's too big and ends up failing. We've all been there, right? So we think to ourselves, "From now on I need to stick with smaller projects I know I can complete." And maybe you actually do finish one or two like that. But for me at least, that's not enough. I have big dreams that inspire me. Little projects don't inspire me. If I don't feel inspired I have no desire to put in the work. So yes, the trouble with inspiration is that I need it; I don't get anywhere without it.

So now I'm thinking I need medium-sized projects that build towards larger goals. The larger goals are my inspiration. The medium-sized projects are definite, tangible steps in the direction of the larger goals. The ultimate goal for me is a living, breathing world (like Dwarf Fortress) in a full 3D, destructible environment (like Minecraft.)

So here are my medium-sized project plans to get me there (and the pieces I will gain from them that are steps toward the ultimate goal).

  1. A 3rd-person multiplayer-only deathmatch. (model animation, physics, networking)
  2. A 3rd-person single-player RPG. (scripting, enhanced 3d engine, streamed content loading, AI)
  3. Open world single-player RPG. (procedural world-building, crafting, magic)

By this point I'll be a lot closer to the final goal and I'll be able to define the next set of goals. The other part I've been struggling with is choosing a set of APIs to develop on. I started with DirectX too many years ago to think about. My BS senior project used XNA. For a long time I've been wanting to get away from being tied to Microsoft though. I feel that eventually they'll change things too much and I'll want to abandon Windows (and I think Windows 8 may be my breaking point.) But XNA is exactly what I've been looking for! I love C# and the Visual Studio IDE. I don't like how Unity is all about setting things up in their editor and just scripting the logic.

The solution I've found is MonoGame, an open-source implementation of XNA built on Mono and OpenGL. Granted it's still pretty early in development, but I think this will be a key to my regaining productivity. I'll post back here as I progress.

Sign in to follow this  
Followers 0

1 Comment

Everything needs fuel or some source of energy. However, there are times that you are not going to get it or worse you get tons of negative feedback about what you are doing, and then you either decide that you can do "X" without a good head-rub or quit.
If you have a passion and energy behind what you are doing you are not going to be able to stop. You may have times that you question if you are crazy or not, but you will not be able to stop.
Case in point, (not self promoting) running a Kickstarter project and have been asking for feedback. In the course of 15 days have gotten tons of feedback, with only a handful of positive comments. Has this stopped me? No, if people are welling to tell me their thoughts than I want to see if I can fix or upgrade my game in a way that more people can see my vision. I have upgraded my page at least 50 times and I am on my 13th version of the video in 15 days. Both are still not there as I got reviewed earlier today and ripped some more, but I have not stopped. I am driven to move forward.
Therefore, in short you need to find a project or story or whatever that you do not need outside motivation to continue. The material or idea needs to be from you and your energy will show through it.

Sorry for the wall of text, but hope it helps.

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