• 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
  • entry
  • comments
  • views

Week of Awesome II post mortem

Sign in to follow this  
Followers 0
Erik Rufelt


Download link: http://www.rufelt.se/Timmys_Toys.zip

Finished my Week of Awesome II entry yesterday (or actually this morning), called Timmy's Toys.
Main game-play is a tower-defense, where the player prevents the living toys from reaching the finish-line. The story was supposed to be helping Timmy to keep the toys from going down the stairs, but didn't manage to implement the story in time.
The twist is that every new tower is constructed from parts of the destroyed toys. So the idea was that with a certain probability a part of the toy survives when a toy dies, and the parts can be connected at certain points to form defense-towers. For example if a toy gun is added on a tower it can fire, and if a wheel from a toy-car is added first and then the gun on top of that, it can also turn to aim.

Unfortunately I had a lot of work during the week and ran out of time, but did some toy-parts in Blender on Tuesday, and spent the last day getting as much as possible working.
In the end I only managed to get one toy working in time, so had to skip the toy cars and there are no wheels, but at least some towers can be constructed.
Also there are no win/lose conditions .. I was deciding between an explosion effect and a "game-over and reset" screen if enough toys got past the towers for the last 15 minutes of coding, and went with the explosion. smile.png

Not sure it was the right decision as I afterward noticed that I had a limit of 1024 particles in my particle-renderer (had commented out the loop that did 1024 at a time for performance reasons in another project where there are never very many particles). But for the first 50 toys that die or so there's some sort of explosion at least.


Sign in to follow this  
Followers 0


Good job!

I'll try and help Timmy tonight... or tomorrow!

I'll be sure to comment on my experience, though, obviously, being a judge, you can also expect a more detailed breakdown from me within the next 2 weeks.




Share this comment

Link to comment

Well done! Hopefully you are already catching up on your sleep. Look forward to playing and I hope you had a good time during the event. :)


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