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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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Beta release! Training for Aliens: UFO

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BensBucketGames

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New in this update: animated victims, fancier beam graphics, updated GUI, menus and a beta download link!

First, a screenshot:

9706431185_0d675d0a0c.jpg

The beta download is hosted by IndieDB:

26008.png


If you find any bugs or issues, let me know:

  • what happened
  • how to replicate it, and
  • some specifications for your PC and monitor (just in case that matters).


    Use comments here on my developer journal or on IndieDB. I'll make changes based on tester feedback, as well as a few more improvements, and then upload a fresh build on the weekends.

    I still need to put in more variety in victim movement animations, some sounds, and polish the main menu and closing screens. I also have plans for a number of levels, each with slightly different gameplay.

    It's exciting how quickly I can create the game using Unity. I'm hoping to release it by the end of this month!

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It's got an interesting concept. After a few tries, it's still difficult to capture people as the timing has to be almost perfect. Is it possible to get two people at the same time?

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Thanks for the feedback, Squared'D!

 

Getting the timing right is the point of the game, but I don't want it to be painful. A few ideas:

  • Faster or slower beam speed.
  • If no capture made, either have the beam move faster up, or reset for instant re-use.
  • The victim doesn't need to be fully within the beam.

What do you think?

 

There will be easier levels, where the victim's movement makes them easier to capture. I might get one of the other levels done in time for this weekend's update, but I'll definitely get the multiple captures done.

 

Ben.

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A faster beam would be good. Maybe you could add some sort of power up that makes the beam faster or stay down longer. It was a little hard for me because the beam needed to hit just right. May allow some more error.
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Having the beam holding at ground level is a great idea. I've just added it in now, so it'll be in this weekend's version.

 

Powerups is on my todo list for later, and now I can add 'hold longer at ground level' too. I was thinking of having an icon float above the victim's heads, but haven't thought much about what it will look like.

 

Thanks again for the feedback!

 

Ben

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