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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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Alex Dolzenko

POiSE[arcade, android, iOS]

4 posts in this topic

Hello folks!

Just want to announce my game, which is coming soon on yours mobile devices. I would be happy to hear your suggestions and criticisms.

 

POiSE is an amazing arcade game that tells about the adventures of a funny alien named Spike. Spike's ship was wrecked among the asteroid belt. He’ll have to struggle out of scope of the asteroid belt by the use of a special rescue capsule to reach the ship that come to the rescue. Each level is one of the asteroids, where Spike needs to balance a certain amount of time, waiting opportunity for jumping to the next level. At the moment, the asteroid belt has 30 celestial bodies of various shapes and sizes.

The game is developed on HTML5 game engine ScirraConstruct 2 that is multi-platform and allows you to play on any platforms that support HTML5, which is currently booming. At the moment, there is a portability of the game on the following platforms: iOS; Android; BlackBerry 10; WindowsPhone 8; WindowsXP, 7, 8; Linux; MacOS; WebBrowser (Kongregate, ArmorGames, Newgrounds and other web sites) and Firefox OS and Google Chrome Store.

 

Couple of screenshots -

[spoiler]l8l4CFqQeaI.jpg

qQaVjwP3chw.jpgUbS0g.1.jpg[/spoiler]

And some video.

This trailer shows you the result of months of hard work, of course, not all is realized in this video, and the games graphic is not the best quality, but we're going to work hard and improove all this bits in the future.

http://www.youtube.com/watch?v=I-7TiTQbmKE&feature=player_embedded

If you do like it, please follow our public on facebook and you might get the game for free!
PS sorry about my English grammar, I`m originaly from Russia.

Edited by Elbrain
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Hello everyone! Last news about our progress.

Together with the start of development of mobile versions of the game (iOS, Android) using game engine Corona SDK, we also began process of optimisation for mobile platforms! In early tests with C2 we noticed that weaker devices have a drop of fps, which was due to use of particles. We took a decision to stop using particles
completely and switched to sprite animation, which will increase performance and will make the game more attractive.
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We got an idea: what do you think about an option for two players to be able to play on one computer (Windows, Linux, Mac, Web versions of the game)? First player: WASD;
Second player: Arrows.
Should we implement such an idea?
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My Friends, latest news.
Completed new graphic content – visual effects of capsule being covered in frost or cracked from damage. We still need to add animations to these effects, but once that’s done the game will shine in whole new colours.
97608f648668.jpg
a7296edcb9ce.jpg
3dbe1a069d48.jpg
05b04b6526.png
423e1e2bc7.gif

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Hi Folks!

Unexpected effect! Before, during the game, some of the asteroids were changing direction of their rotation and catching the player off guard, but we had only 5 such levels throughout the game. However, because it’s fun and because it adds some spice to gameplay we decided to increase the number of levels with such ‘surprises’.
We continue testing new forms of asteroids and trying to maintain the difficulty balance and excitement of completion! Anyone has a chance to participate in their creation: for example you can sketch a shape of an asteroid and send it here to us:  https://www.facebook.com/poisegame

Edited by Elbrain
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