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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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This ever happened to you?

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gdunbar

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So I'm testing out Temple of the Abyssal Winds, the build I've got in review in the app store. Just to be sure it works properly before I release v3.0 on the unsuspecting public. I'm playing an archer; I like to try out as many different character types when I play, just to see how viable they are. As I get along in the game, I go shopping, and see a bow that I like:

gallery_98001_495_93922.jpg

Look, as well as the normal missile, it should hit the enemy with a Fireburst, too. Sounds nice!

So, I'm running around, shooting baddies with the bow, and no Fireburst. Grumble. This code has been around for awhile, I probably just accidentally broke it at some point. Flipped a boolean the wrong way, accidentally dropped a function call, something simple, I'm sure. This should be a quick debugging session, and a one-line fix, right?

So, I start debugging... there is no code. There is no evidence there was ever code. In my mind, I'm sure that this was a working feature at some point... but reality disagrees.

Anyways, it was pretty easy to put this together (the same thing already worked for melee weapons, after all). But it was pretty surprising to me that I could imagine the existence of this code, and it just wasn't there.

I think it just hasn't come up before because in the earlier chapters of TotAW, you don't really have the opportunity to get a missile weapon with a spell attack. In a proper development team with a real testing organization, this would have been noticed long ago. But that's not the indie world.

Geoff

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