• 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
  • comments
  • views

Current Activity: Tutorial

Sign in to follow this  
Followers 0


Well, a couple hours after the last post's hiccup I was able to fix the bugs and started the Tutorial activity effectively.

I still didnt have a clear idea on how the Tutorial would work, so the task consisted in planning/drawing the solution, and then coding it. Initially I had planned something more hardcoded, but ended up taking a more customizable route. In general lines this is how it was planned:

  • There will be 2 tutorial cities, the first explains the basics of the screen, movement, etc. The second explains a bit more of the game concept (buy tapes, get ad contracts, etc). This was how I had planned the tutorial originally, so nothing new here.
  • Graphically the tutorial will be consisted of 2 panels, one always visible that shows the list of steps of that tutorial, so the player knows where he is, and how long will it take to finish. The other contains the details of the step, so it only opens when the step begins, or when the player clicks on the first panel.
  • Internally the tutorial is a list of steps, which contains some data such as the step instructions ("Now you have to go to your office so you can do something...") and the trigger to complete it (Trigger = enter the Office room).
  • All the steps are loaded dynamically, allowing easier customization.

    I finished the mechanics for the tutorial, tomorrow I will focus on the graphics programming (both panels described), and then I will think a bit better about the tutorial "story" and populate the steps accordingly.

    Oh, as a side note, I also bough a SFX/Music pack today and added the songs to the game. I was using some free songs but that had 2 problems: I had to credit a lot of people (due to each song being done by different people), and some songs I didnt like very well. Now Im with much better songs and only 1 person to credit (which is optional, since I bought it, but I plan to credit him). I kept 1 song of the original free selection which was a very good match which the News Room, so I will probably only keep this single free song.

    For firstcomers: I'm making an Android game that is a TV manager (or "tycoon") game, inspired on the classic Mad TV. I plan to release it in about 25 days.

    Here is a link for more info on it (video and screenshot): https://www.gamedev.net/page/indie/project.html/_/simulation/big-boss-tv-r11

Sign in to follow this  
Followers 0


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