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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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Yas monthly development update: September-October

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CodeImp

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[font=verdana,geneva,sans-serif]The monthly report with our current progress. Not a lot this month, but we do have 2 pieces of art and some research on camera and controls.[/font]

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Progress last month

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[font=verdana, geneva, sans-serif]I am sorry to inform you that September has been a slow month with little progress. Some of our team members have been on vacation and another is struggling with illness. Fortunately, the vacations are over and we hope to pick up the pace in the next month. Keep in mind that this is still a hobby project, so even when everyone in the team is available, most of us still only work on this project in the evenings and weekends.

We do have a little concept artwork on the player character from Duc and an alien environment concept from Antoine! There is more concept artwork, but these are the only ones that are final and accepted as the direction in which we wish to go. Without further ado, here they are.

[sharedmedia=gallery:images:2872] [sharedmedia=gallery:images:2873]

I (Pascal) have been researching game controls and camera behavior in other games and in open discussions on the topic to figure out what we would like. Obviously some people don't like a rotating camera, because it confuses their orientation or makes them feel nauseous. I personally like a rotating camera, because it better shows the graphical details in the game and gives a good view of the environment from all angles. But we don't intentionally want to limit our target audience to only those who like rollercoasters, so we were quick to decided that our camera will have a fixed angle. We may want to slightly alter the angle and the viewing height to get a better view of things though, but not at any cost.[/font]




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Planning for next month

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[font=verdana, geneva, sans-serif]Next month we will still be working on our first playable level. There are Alien concept sketches in the works and also more environments. The new controls and camera will be implemented and the game engine should get support for point lights.[/font]


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