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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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alan2here

Musings that may be of interest, stuff I like.

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I love exploration in games. For me this means everything from combinations of ideas as in table top games or epic RTS experiences and challenges.

[img]https://lh4.googleusercontent.com/_qTxgf8uqjbQ/TXRAFuwlr4I/AAAAAAAALxU/ufkUrz6Mo_8/IMG_0878.jpg[/img]


To huge, abstract, organic maze like expanses of space, often unfortunately thease are not intended but instead as the result of bugs.

[img]http://with-logic.co.uk/ss/wow/alan/exploration/WoWScrnShot_042608_204743.jpg[/img]


To combinations or speeds and track positions at differnt times, as in cirtain racing games. I find particularly the case when the acceleration is low but the top speed is high.

[img]http://images3.wikia.nocookie.net/__cb20110713122323/yaberolan/sv/images/3/39/Trackmania_united_in_italia_il_nuovo_entusiasmante_capitolo_della_serie_1.jpg[/img]


And for me, the enemy of genuine quick thinking, adaption, solving, suspense that almost hurts physically, pondering, storyline you want to experance again and again, real breathtaking graphics, real fear like in Amnesia the Darkest Descent, real learning and self realization, and that you can in the right circumstances learn and train your mind in an hour as you wouldn't otherwise in whole a month.

Is grind, filler, repetition, lack of imagination, replacing the superman avatar with a batman one and releasing it as another game. And as yahtzee puts it, "Mash X to not die.".

Is where there is a stealth game and so a world of intricacy and possibility for staying in the ever changing regions between enities lines and areas of sight, this being before any other mechanics are included, that is spoiled so completly by you having a gun or garrote and being able to run away when seen anyway. Even the parkour game features fighting with policeman, something I've never done in real life parkour and I don't see david beckham getting a machine gun in any football games to enhance the excitement. The reason for all this, in this age of Minecraft, Notch with his numerous of millions of £ and so many other good examples is that gamers like myself apparently don't want it.


I like many others love the game Portal, as well as Portal 2 and Prey. In the developer commentary of portal it is revealed that one room is larger on the inside than the outside, the door being a portal and the inside of the room abstractly existing elsewhere.

[img]http://toldbydesign.com/wp-content/uploads/2012/05/told-by-design-inception-penrose-staircase.jpg[/img]

Apart from highly free composition of space using modular design, beyond a portal almost as easily being "a new instance of" than just "a teliport to", the film inception also shows an example of where it could be used to stunning effect, with an impossible figure made possible, the enevatable seem in such a figure could using portals be at least somewhat hidden under an arch for example. What's more the mathematics for portals in games seem not just easy using matrices, but similar to how other graphical elements are calculated, also using matrices.


I'm a big fan of the concept of generated content and have some programmatic ideas about how to really make it work, which will probably be saved for another thread.
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