• 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.
Sign in to follow this  
Followers 0
  • entries
    9
  • comment
    1
  • views
    7585

End of Day 3 (Week of Awesome)

Sign in to follow this  
Followers 0
Oberon_Command

716 views

The game is ALMOST playable, for a certain definition of "playable." Not much in the way of screenshots today, however. In order: improved water splashes, pursuing a fleeing AI-controlled craft, and rocket exhaust.
20.png21.png22.png

Today was another day with not much new visually-speaking. Most of what I did get done was audio or AI related, though there were a few particle effects tweaked and I added some new controls and simulated behaviours. What was done today includes:

  • a basic AI which can cruise, aggro, or flee
  • sound files for every implemented mechanic as well as ambient noise, though a couple of these are placeholder or need a lot of tweaking
  • adding music, though this is disabled until I slap together some music that satisfies me
  • rocket exhaust
  • explosion and splash effect tweaks
  • a speed brake
  • a throttle control

    I meant to actually model the player's ship today, but didn't get around to it, having decided to focus on audio the previous night and on AI this afternoon when I had some ideas as to how to implement it. I also spent a LOT of time just tweaking what I added today, much more than I wanted to. I spent over an hour just working on a gunshot noise that would satisfy me. I don't have all that much experience (relative to my other skills) with doing sound foley or sound programming in general, so today was a bit of a learning experience for me. I'm still disappointed with all of my attempts at doing music, but after experimenting with the gameplay that may be less of an issue than I originally thought. The engine noise I put in is strangely soothing and I almost feel guilty for sullying it with music.


    I keep coming up with ideas for features to add. It's stressful in a way I can't quite describe in my current frame of mine to have to repress them. I'm constantly telling myself, "no, no, save it for after the contest." Or, "no, no, that effect is fine for now, go work on something else." And then that part of myself that wants things to be completely perfect sort of splutters incoherently for a few minutes before it lets me continue.

    I think tomorrow will be an artwork day more than anything. If nothing else, I'll start on the terrain and put in the altimeter and speedometer. Maybe some menu assets, too.

    I'm hoping to have at least one level playable by the end of Friday.

1
Sign in to follow this  
Followers 0


0 Comments


There are no comments to display.

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