• 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

Postmortem Week 2 (Tower Demo)

Sign in to follow this  
Followers 0


Hello again,
This week I created a tower destruction game. The premise of the game is very simple, you have three people/ogres. Each one can carry one explosive to the spot clicked by the user (only along the x coordinate plane). The squad would rush over and place the explosive and return behind the cover before detonating the explosive. If all three explosives are used and the user didn't destroy the tower the player loses the game. I wanted to have the towers shoot the player with arrows as the player approached the tower. It would be based of a certain time limit requiring the user to complete the task as quickly as possible, as soon as the player clicked on a squad that is. A short fairly simple game that would be fun playing after it was finished.
This weeks game was built in HTML5. I didn't use any preexisting javascript libraries either. Though I did much better in my challenge this week, I did not finish the game and failed the challenge. Time Management was my biggest issue. I procrastinated on working on it on Monday when I had some time to work on it. Then later that week I had other projects, that came up, that had to take time away from working on this game as much. So my biggest flaw was not working on it when I had the chance and "slacking" in the beginning of the week hindering the progress of the game. To go along with the Time management, I didn't manage the time in my life to allow me more time to work on it only having about 5-6 hours the whole week working on the game, including planning which was not enough to finish it.

Some things I did improve upon this week is:

  • Manage the size of the project. I tried to control the size of the project so that it could be more manageable throughout the week.
  • Work more on gameplay and less on backend structure. Though the code was not as pretty it is much more functional and parts of it is functionable.
  • Less time on art..., I made simple placeholder art with no animations. I plugged them in and went with it. Short and simple.

    Though I didn't complete the game this week I got better at managing some of my resources. The progress, I believe, is good to see and I need to keep improving. To do so, next week I plan to better manage my time for next weeks challenge. I am going to allot so much time for each project with time designation from start to finish. I plan to manage my time better so that I can handle unexpected projects as the they arise and adjust my schedule accordingly. That way I can hopefully give the game of the week more time and a better representation of what I can do.

    Attached is a copy of the game as of 11_23_13, nothing much and fairly simple.
    PS. the game is nearly finished and I have to time to finish it up. Though I still didn't complete my challenge in time and it will not count, in my book.

Sign in to follow this  
Followers 0


Time management is a real killer, and its reach is not limited to game development.


Share this comment

Link to comment

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