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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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Salty update.

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Josip Mati?



Greeting from the sunny (and disgustingly windy) beach in Croatia. It's good to get away from the regular style of life; for some reasons my productivity arises while on vacation. Only problem is the lack of the normal connection to the internet, but I've managed to snatch dad's mobile internet USB stick so I can get here on occasions, so, this journal entry will be short.

Currently, I'm trying to establish the rhythm:

  • Breakfast @ approx 9:15
  • Beach
  • Math study
  • Lunch
  • Gamedev
  • Beach
  • Physics study
  • Dinner
  • Gaming
  • Sleep at 23:00-24:00

    For now, I'm more or less abiding to it. I hope I'll manage to prepare myself before next semester.

    Coding update

    All the major features are finished!
    I'm ironing out the bugs and finishing Options screen - only setting controls ingame is now required to implement.

    Aside from that, after looking through the code, I started refactoring it. Smart decision when Update method holds 50% of relevant game logic. Only problem is organizing the code; despite refactoring, the most important class still feels clunky. But readable.

    Artistic update

    Nothing special on this front. Sadly, the workspace here isn't suitable for practicing art... I miss my 32' TV screen and Razer Copperhead.
    I'm trying some combinations for improving the HUD and message boxes.


    After some talking with jbadams, I said "it's enough" content-wise and decided I'll try and sell the game once polishing is finished - at least to see and learn about marketing/distribution/PR/etc. Otherwise, I'll never stop adding new, possibly questionable, content which can be added later anyway to keep the game fresh and thus never release the game. While I don't have much time to research about that field - at least until my Math and Physics exams finish, hopefully with passing grade - I put my game on IndieDB, where I'll also update status as soon as new material to update with appears.
    Thanks for reading!

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