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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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Shy Start

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RoTTer

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Hey all!

I created this Dev Journal a little too late: Big Boss TV is about 75% ready, and should be released on the next 30 days.

I started the development in April I think, but mostly as a side project. Only in the last 30 days I was able to focus 100% on the project.

For more info on what is BBTV, take a look on its Indie page:
https://www.gamedev.net/page/indie/project.html/_/simulation/big-boss-tv-r11

Well, to make this entry a real Dev Journal entry, today I focused on crafting a document that defines the semi-final set of images needed for the game to send to the artist. When this set of images is ready the game will be around 90% complete, and I will then send the final document with the remaining images.

On the programming side these are the 5 main activities that need to be done before release:
1) AI of the enemies
2) Balancing of the game (adjusting the price and scores of movie tapes, adjust the ad tapes parameters, a little tweak on news tapes, and a big overhaul on the audience formula, and some tweak on the antennas)
3) Define and create the other cities and countries
4) Craft the tutorial
5) Create help panels for each of the rooms

I'll try to keep this up to date on the next 30 days - and beyond, eventually.

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Initially I had planned that: every match would be on a randomly generated building. But then I came up with the City concept and leaned towards pre-designed buildings. Now thinking about it again, I might add a city with "free play" with a randomly generated building, no goals and no time limit. That might be a nice addition, what do you think?

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Personally, I like having random maps, especially when coming back to a game after a while. It makes it seem new again. As for the pre-designed buildings, that is probably a better idea for the story line, but I would definitely agree with randomly generated for the free play mode!

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