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      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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emcconnell

Continuing a Game that is a clone

6 posts in this topic

I created a game called "Fantapong" that is pong with a class tree and stats for your paddle. I originally made this as a simple way to test HTML5/javascript. My co-workers love it. They think I should make it cross platform (ios, win32, android, osx, linux) and release it. I think the concept is simply a small advancement on pong and not worth it. I thought of ways to add value to the game such as cpu levels, missions like landing trick shots, and a quest system where you fight "monster" paddles.

 

Here it is (it requires 2 players):

http://www.ericmcconnell.com/Fantapong/Fantapong.html

 

Do you guys think copies of Pong are worth pursuing? Is the game design beaten to death at this point?

 

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I created a game called "Fantapong" that is pong with a class tree and stats for your paddle. I originally made this as a simple way to test HTML5/javascript. My co-workers love it. They think I should make it cross platform (ios, win32, android, osx, linux) and release it. I think the concept is simply a small advancement on pong and not worth it. I thought of ways to add value to the game such as cpu levels, missions like landing trick shots, and a quest system where you fight "monster" paddles.

 

Here it is (it requires 2 players):

http://www.ericmcconnell.com/Fantapong/Fantapong.html

 

Do you guys think copies of Pong are worth pursuing? Is the game design beaten to death at this point?

I haven't seen a pong like game in a long time. With so many releases in the industry its hard to be unique with a project. Take pong and put a twist on it. Just don't rip pong off and add a price tag to it.

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a quest system against monster-paddles would be very good, since right now you need two players to play.
(which coincidentially would ve made play-testing a bit easier for me, cant realy say anything about the classes right now except that the concept seems to be simple, which is good, and working)

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just played for a good 10 mins on my own haha. i think you have really gave a plain game a very interesting and youthful twist, i just wanted to get all the upgrades and try every level, all i say is update the graphics and keep the same concept maybe add more levels and something you can spend your points on or something... Brilliant keep it up i hope too see it on the droid or apple marketplace (y)

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