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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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Grand Strategy: Space War - Video Log # 1!

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Orymus3

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The week that was!

Finally managed to release our first Video Log for the project.

[size=7]Video Log # 1

Our intent with the video is to acquire feedback from players to see whether we're catering to their needs.

A blend of pixel-art and concept art with Super Metroid-like music in a modern browser interface?
What kind of 4X game is THAT?!

We've been hard at work to make our own recipe of old and new trying to redefine the genre we love.
Most modern installments of the 4X genre have stagnated in the "more ship customization" and "more tech trees" habits, making the genre less accessible, and less enjoyable.

4X games, before anything else, are games that should be fun to play, and should occur in the environment, not in interfaces. Ship customization can be fun, but its a time-consuming process that hides you Galaxy. Tech trees can be satisfying, but then again, they're pointless if you lose track of the worlds you want to conquer.

Grand Strategy: Space War does away with this. All of our menus are draggable (for a customizable UI) and allow you to always keep track of what happens in the Galaxy (because that's where the fun trully happens).

Like/Dislike?
Let us know!

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I was going to comment on your video in another thread, but it was 30 minutes long. Generally people like to skim. So if you were to limit your videos to 2-4 minutes in the future, it might get your more feedback.
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agreed - 30 minutes is a huge time investment for even a die-hard fan of anything

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thanks for pointing it out. I wanted to show the vision but maybe i went too micro. Should have broken it down into smaller bits. Will definitely do that next time!
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I was going to watch, or at least browse through the video but is says "This video is private" :|

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Fixed! (Thanks for pointing it out).

 

I'm in the process of making a 2nd version of that Vlog which is MUCH shorter though, so you may want to wait for that.

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