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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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Kristofer Maclean

Avalanche - IndieGoGo Campaign

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Avalanche is finally on IndieGoGo we ask that you share, support or even look at our campaign
 
What Is Avalanche?
 
Avalanche is a game I've been working on whole heartidly for the last few months, we are now asking the community of Gamedev.net to help us reach our fundraising goal.
 
What is Avalanche about?
 
535887_430338423707098_1973155423_n.png
 
Avalanche is a Realistic Survival Simulator.
 
To survive in Avalanche not only do you need to eat, drink and keep warm by your fire and shelter; you're faced with storms, torrential downpor of rain and snow, plus the fear of the next avalanche, which could come at any moment. Chopping trees and throwing them in the fire will keep you warm, but in some scenariors it will come down to:
 
"Do I make a fire or something to protect myself"
 
"Do I kill this deer or wait for wolves to leave me scraps?"
 
Starting with a knife made from a rabbits ribcage and vines you have the neccicery tools to expand, making axes, bows and arrows, shovels, traps & shelters. All the tools you need to survive in this ever changing survival simulator.
 
Check out our Indie Go Go Campaign
 
[url]http://igg.me/at/Avalanche/x/2418894[/url]
 
Facebook:
 
[url]http://www.facebook.com/XenarchGaming[/url]
 
 
HOW YOU CAN HELP
 
#1 - Donate to the campaign
#2 - Spread The Word!
#3 - Play Avalanche!
 
Thank you so very much (:
Edited by Theonlykazm
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I have to say, this is an interesting project. I love the idea of i, and the initial art looks really good, but I have some concerns.

Firstly, there's not really any details on what the status of this project is. Is it just a concept, has there been any progress? Further, there isn't much in the way of scope. Some of the description mentions PVP/PVE and servers and the like, so is it Online multiplayer then?

 

While I'd love to see this project succeed, I have some strong reservations as to whether it's possible. This could just be that your campaign description doesn't have the details, or it could be that the campaign is exactly as ambitious and under-targeted as it appears (which is not something you want people to think when looking at a funding drive).

 

My suggestion is to step back, look at your project and your campaign. If you want people to throw money at you, they'll need to be confident that you can deliver something. Right now what I'm seeing there is some cool concepts and some neat 3d game art but that stuff is a dime a dozen these days.

 

  • Lay out some real details and fully establish the scope of the project for potential donors to see.
  • Establish a reasonable time-line for your project. You don't need a release date, but a ballpark would go a long way as well as some solid milestone dates.
  • Evaluate what your budget actually is and state it. The Sad fact is, $5k isn't going to get you much in the way of artists/programmers time; You'll likely get mediocre talent or very little time.

 

In short, I LOVE the concept of this, but your funding campaign does nothing to make me believe that you can actually manage to produce it. Don't mean to sound harsh as I o want your project to succeed, you just need provide more concrete information to inspire confidence.

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On top of what Jutaris said (I agree with every word), I think you should be careful using words like "pre-order" on your funding campaign.

 

There was a story of a kickstarter that bankrupted a guy, partially because he promised something along the lines of "you pre-order the product" - and someone took that quite seriously and rightfully sued him. Just saying, be careful, and take Jutaris' advice into consideration.

 

Otherwise, the general idea sounds good, but the devil is always, always in the details. :)

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