• 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
  • comments
  • views

So...what else is new...

Sign in to follow this  
Followers 0


So, a lot of things have changed(to the better) since I made my last entry. I have been making some good progress on the game. But what's the real good news, is that I have engaged in a collaboration with another programmer who I met on #gamedev, and he is responsible for primarily funding the game and porting it to Android and iOS. I should note, he has already published his own successful indie game on Android, with pretty good sale numbers. For this project, he has hired a quite good and experience 3d artist who has already started churning out some nice content. The name of the project has also changed: We finally decided that "Windchasers" isn't really appropriate for a futuristic racing game featuring sci-fi vehicles, so after some thought we opted for "Hyperdrive". Yes, a few of you might remember it's also the name of a similar game by Midway. However, the copyright has expired and we're good to go :)

So now, with most of the core programming in place(I really have only the "fun" bits to do next, like adding more weapons, game modes, powerups, enemies, etc etc) it's just a question of how we want to proceed. The usual approach in this kind of games is having one of more linear "campaigns", where the players faces a series of challenges, unlocking vehicles and tracks as he goes along. While we will have that, my mind is set on a more extensive Career mode, which will incorporate some very light RPG elements. In each "round", you enter an event out of several available. Succeeding in races will earn you money and XP points, as well as enabling you to ascend the pilot ranks, which in turn you can spend in buying new vehicles, upgrades, weapons or improving your pilot's stats.

The plan is also to have 3 "boss" enemies with unique vehicles, which you have to deal with in the end. There are quite a few ideas floating around...for example I am thinking of having some amount of environment destructiblity and multiple routes/shortcuts in the tracks. I have already implemented some basic environmental "hazards", like the rotating blades you will see in the videos. Or having some out-of-the-ordinary events, like a pissed off opponent challenging you to a duel after the main racing ends. But we'll see how it goes. We don't wanna release a poorly-made and completely bland indie game, but we don't want the development to go on for ever. At some point, you draw the line and ship the game. Of course, implementing multiplayer is still a quite important goal, and my partner has already written a message broker API that we can use for various facilities.

With that said, I have recorded some new videos of how the game is right now....Note those are just test levels, with very few of the models being made by the artist for the moment(the rest are from my collection of stock models I've purchased through the years). Specifically, the artist made the track section model you see in the second video.

So here they are:

Enjoy...and as always leaving comments with impressions and suggestions is greatly appreciated! :)

Sign in to follow this  
Followers 0

1 Comment

I'd like to know : Have you considered making the ships not stick to the ground, but levitate on some kind of a field, so that when it goes over hills fast, it jumps?


If so, what made you decide on this version? Ease of implementation? Better 'feel'? Some kind of track-related issues?


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