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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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Well, during my lunch Tuesday I realized that I had spent a bit of time rewriting content...and ended up switching two of the character's stories around. It wouldn't have been such a big deal, but one of said characters was Daniel, so almost all of the dialogue was off. I think I have everything corrected, but I'm going to put the new release off until Friday.

For one, as I obviously didn't test the last two releases very well before getting them out, I want to take the time to play through multiple times once I have the new content all in place. I'm also working on finishing up the UI changes. Tonight I focused on the inventory bar; there is a new option:

There are 3 modes that the inventory bar supports: static (the same as it has been), sliding (when the mouse enters the inventory bar it slides out and when it leaves, it slides in), and locking (when you click on the inventory bar without clicking a scrolling button or an inventory slot it will pop in/out):

The scrolling isn't quite in yet; the buttons work but the backend still needs to be done. Beyond that, the only other thing I'd like to do for it is see if I left myself some way to change a control's theme so that when the inventory is set to static it doesn't have the background or 'Inventory' text. Then I need to add scrolling to the load/save screen and all of the UI elements will be up to date.

There is one issue (that I know of) in the save system: if your save isn't a supported version and you try to save a game with the same name it tells you that one already exists. I just need to add a check to see if the existing file is old and if so, overwrite it (or maybe it would be preferential to rename it.)

One other thing I'm really focusing on at the moment is how I want to handle the chapters. I originally stated that I wanted to treat them as downloadable content, but I'm not sure how to handle that as I do plan on charging for the chapters. I'm not really worried about pirating or anything, but I really don't want people to be able to just download a copy and start distributing it. There is also the issue of the auto updater now, though I think I know how to handle that (it'd require an installer, but just for the 'update'.) I don't know; I'm still mulling over it.

Anyway, I will be putting the new release up this Friday evening barring me breaking everything (which we all know is a very good possibility.) This will more than likely be the last release for a while (until I get some art from an artist) as I want to move on to chapter 1 content and it's very hard to keep two sets of files up to date. This is something I'm definitely looking in to resolving in a better way.

It is time for bed.

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