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      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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7 games in 7 days, day 3 finished

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ManTis

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Day three finished! Today I have, as planned, did Puzzle game. A classic one indeed - Tetris. My goal for today was to recall how transitions between Scenes in unity worked - and I have done as much, dividing the game into Splash Screen, Main Menu and Game View - and custom GUI, which I have also achieved. After that it was simple implementation of the gameplay, which although simple, gave me some problems, due to switching between implementations in the middle. There may be some bugs due to that, but I'm not going to bother to look for them, my goals were achieved.

I didn't want to waste time on creating fancy level, so I took the same graphic that the blocks use, constructed wall out of it, and had it cycle through Hue in HSV mode, the effect is quite funky.

I haven't implemented High Score, which in the middle of the game creation I thought that I could implement, because my 8 hours were up. Still, I will do it for some other game.

The game is here, controls are arrows for the game, and escape to quit from any scene to menu.

Also, if you'll look at the screenshot, you'll notice how freaking awful my luck is. How many times in a row can you NOT get I-block? GAH!

State of the list is as follows:

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

Next up, racing! Woo!


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

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Interestingly enough, most tetris clones that have had tons of work done to them - I don't like! They never feel quite right to me. This one is almost perfect in feel! The only thing I miss is a split second after fast-dropping a block to the bottom to move it left or right before it sets. Well done :)
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