• 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
    38
  • comments
    134
  • views
    45876

Archer Alec - Demo

Sign in to follow this  
Followers 0
HabitueGames

1151 views

This week I've fixed a lot of things and changed a couple of core components about Archer Alec that I think will be for the better.

Changes:
- Bow power up purchase from Shop
- Trap counter/ Max traps (There is now a max number of traps you can have on a given level)
- Wave Timers
- Slight Level Select Rework
- Online Highscore
- Increased doors Health points
- Monster cave, so monsters dont spawn out of thin air.

Now the one big change I made was Archer Alec works a bit differently.
There will still be biomes but there will be only one level for each biome.

Each level will have a preset # of waves that need to be completed to unlock the next biome and next level.
After those initial waves are gone the player can continue to play to try to get a highscore.
Or move on to a new area.

This way Archer Alec has more of a survival/arcadish feel to the game.

The shop works a little differently too now, every purchase increases the cost of the item by 33%.
The reasoning behind this is as the waves continue the 'difficulty' becomes harder and makes more monsters in the wave so the player also gets more gold because gold is dropped by the monsters.

shop.png


And I need your guys help on this one, I'm not sure what to do. I could try to get on Kickstarter, Or I could work on the game more get all the biomes done. I just don't know if people would be willing to spend 2-3$ On a game like this(the finished game of course).
So I guess my options are...
1. Get on Kickstarter

2. Get more of the game finished.


I will be doing #2 regardless its just Kickstarter would be a way for me to see if people actually wanted to play this/pay for it. Im just unsure about Kickstarter as I am a one man team, pretty much other than Philip (he makes all the music) ,and this would be a way for me to break into the gaming industry. Im just super nervous about it :/

Oh and here is a link to the download make sure to extract the files!


Download


Thanks for reading everyone, feed back is always appreciated.

2
Sign in to follow this  
Followers 0


7 Comments


If you do go on Kickstarter, don't make the mistake of asking for $350,000 because others are asking for it, and then act all surprised when you "only" get $34,000 which doesn't meet the goal and you end up with $0.

 

Instead, figure out what you want to achieve with the game (for example, new art, new music, new development machine), then figure out how much you need to achieve that (for example, $3500), then multiply it to %150 because of unexpected costs ($5250), then do a Kickstarter for 2/3rd of it ($4000) to make it likelier that you'll achieve your goal and receive anything at all.

 

I also think explaining in the Kickstarter what the money is going towards (and not just "game development" ambiguously) it might help.

 

Gonna try the latest AA version later tonight!

0

Share this comment


Link to comment
If you do go on Kickstarter, don't make the mistake of asking for $350,000 because others are asking for it, and then act all surprised when you "only" get $34,000 which doesn't meet the goal and you end up with $0.

 

Instead, figure out what you want to achieve with the game (for example, new art, new music, new development machine), then figure out how much you need to achieve that (for example, $3500), then multiply it to %150 because of unexpected costs ($5250), then do a Kickstarter for 2/3rd of it ($4000) to make it likelier that you'll achieve your goal and receive anything at all.

 

I also think explaining in the Kickstarter what the money is going towards (and not just "game development" ambiguously) it might help.

 

Gonna try the latest AA version later tonight!

Yeah I would never ask for 350k , I'm thinking on how much I need to pay for music and development tools, and just minor living expenses  Because in a way this is not only Kickstarting Archer Alec, but Kickstarting the rest of (hopefully) my career as a game designer.  Im thinking something around 5000, It would be enough to live on/ allow me to finish Archer Alec pay for the Music/webhosting and give me time to start working on the next project.

0

Share this comment


Link to comment
I will back your project. smile.png

Thanks, I still need to complete something before I get on it though, I finished the options menu, Now you can adjust the sound/fullscreen/windowmode Then im going to work on a nice tutorial for the game

0

Share this comment


Link to comment
If you do go on Kickstarter, don't make the mistake of asking for $350,000

Just want to add here, that kickstarter is not about project funding, but about project start funding. It should not cover most costs, only enough to get it going. If your game is really attractive, you will get overfunding for free.

0

Share this comment


Link to comment
If you do go on Kickstarter, don't make the mistake of asking for $350,000

Just want to add here, that kickstarter is not about project funding, but about project start funding. It should not cover most costs, only enough to get it going. If your game is really attractive, you will get overfunding for free.

Yeah I'm not planning on asking for a whole lot just enough to, pay for the music/living expenses to allow me to work on the game full time. I'm thinking around 5,000 Usd 

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