• 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
    50
  • comments
    92
  • views
    65410

7 games in 7 days, day 2 finished

Sign in to follow this  
Followers 0
ManTis

1288 views

Second day of my challenge finished. I have done a simple 'run to the right, press button to jump over obstacles' game. I didn't have that much time today, so I'm finishing my day at 2:40 am. Not that great, need more sleep.

Today there was a lot of drawing (animating the main character - squirrel, drawing tiles and objects). It wasn't that hard, nor did I try really really hard, but it ate about half of my work time. I don't think it's that awful, for the time spent and my utter lack of drawing skills. I quite like the ground tile, and the Squirrel animation ain't that bad.

First code was the parallax effect/level display. It was done by dividing objects into 3 speed groups, with front one moving fastest, and the furthest away one moving the slowest. Quite standard stuff. Then I took my tiled animation of the squirrel, and wrote quick-and-dirty sprite animation system. I have noticed that the scaling produces some ugly results, and causes some animation frames to 'bleed' into another one. But honestly, it's good enough for now. After that was done, I've plugged in Rigid Bodies everywhere, and was good to go. Couple collisions added, one particle effect for fancy death, and the game was done.

It's here if you want to give it a go. Control/Space Bar jumps the squirrel. There aren't any other controls. Try to survive as long as possible and eat acorns as you do, for more points.

State of the list is as follows:

- [s]Shoot'em'up[/s] - done
- [s]Platformer[/s] - done
- Puzzle game
- Racing game
- Dungeon Crawler
- Adventure game
- Strategy game

Next up, Puzzle game. It'll most likely just be Tetris. But hey, a game is a game is a game is a game. And I bet I'll learn something new.




And here is a list of the entries in the series:

Last Day summary and Challenge Post Mortem
Ludum Dare preparation
Day 6 summary
Day 5 summary
Day 4 summary
Day 3 summary
Day 2 summary
Day 1 summary
Series kick off

4
Sign in to follow this  
Followers 0


1 Comment


I have been thinking to make a really quick platformer to demonstrate some 2d animation software I'm working on. It's all in my head since the animation software isn't[i]quite [/i]ready yet, but the first idea I came up with was to use a squirrel as well! Haha!

This is really cool what you're doing.
[edit] 3320 pts
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