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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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Project update

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Josip Mati?

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Hello

So, classes started again, and my duties as a student returned. Luckily, my schedule is pretty neat (monday and friday full, wednesday normal, thursday labs here and there, and tuesday empty), so I can pretty much arrange everything to perform at my maximum capacity. Classes I'm attending to are Math 2, Physics 1, Network Programming, Development of Software Applications and Engineering Economics.

So, with that in mind, I've been working last few weeks improving the game from my speedrun and I got it to the pretty satisfying state, requiring only few bugfixes here and there to call it mechanically "complete".

screenshot9.jpg

There are three current issues in the game:

  1. While ramming into moving solid tiles (walls, switches), ball is capable of becoming stuck into them. In certain situations, player can move the ball into a non-moving solid tile, becoming pernamently stuck. Players also can get stuck when standing into the place of the appearing wall (I have 2 options here - push ball out of the way or kill player. probably both depending if there's free space around or not).
  2. Text scripts aren't implemented properly.
  3. Background.

For background, I used plasma fractal algorithm to generate it. While it isn't visible from screenshot and requires


or demo to show it, constantly exchanging background can irritate eyes.

What I aimed for is effect similar to this, but the best I can is shown on video. I don't have any idea how to animate even grayscale to make something decent, nor could I find anything while doing research - all my search showed me the algorithm I already implemented.

My next step is to rewrite standalone level editor, which is horrible in the current state. Unlike the game itself, level editor is based on the Windows Form and uses elements like PictureBox, Buttons and others. While the editor... kinda... looks decent:

110en89.jpg

code behind is unmaintainable and full of bugs.
For example, when I save a fresh level, then load it again, this happens:

2zr1i07.jpg

The thing is, I don't have any idea why... that... happens.. kill me, I just realized while writing this - when creating an array of tiles (enum), array elements are by default first initialized to 0, which is enum value of gray ball.

So, I've decided to rewrite level editor to use XNA and behaves like a game, trading one set of problems for another. XNA doesn't have controls like windows forms have, so I'll have to write similar things myself. I also hope it will end up visually more appealing, and one day I might even integrate it into game itself as game is close to the end of its lifespan. If I ever get to that point.

Back to the game itself, I'm currently looking to upgrade sprites and music - either by doing them myself, or to find someone willing to do it instead of me, as I suck in both. Maybe even change the background.
Also, Softpedia put both on my games on their page, only notifying me after that. While I was initially suprised, I'm glad they did that.

Plan for the game is this:

  1. Finish it completely for Windows using XNA and polish it as much as possible.
  2. Convert it to Monogame and release Linux and Mac friendly version
  3. Given enough interest, either manually rewrite it into Java for Android and iOS or pay access to Xamarin to be able to simply port it with Monogame.

Thanks for reading!

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