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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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Alpha_ProgDes

PUTT Updates and Finals Thread

95 posts in this topic

Do we need to provide source code or/and GDD?

Edited by Phz
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Do the power ups have to be asymetrical? It's not really a power up, but I'd like to do it so if there's a volley of X or more, it speeds everything up.

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Damn, making art when one isn't artist sure is hard... I'm in process of creating HUD for past few days and it's slow...

Definitely my issue too.  My suggestion:  Combine free clip-art with some basic photoshop effects.

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I'm making a html5 rendered tennis game called "HighwayPong".
  • The cars are driving on two sides of a road, bouncing a bomb between them, 
  • There will be other cars (and trains perhaps) that might come and ruin your "bounce" so that it comes back at you. 
  • The bomb has a timer, when it hits 0 all adjacent cars will blow up!
  • If your car blow up you loose 5 points. If you miss a ball/bomb you will loose one point
  • Trains (if implemented) would run in the middle, blocking the path so that you have to be very quick to respond to the more rapid bouncing. 
  • Powerups will be located on trucks and so and will stuck on the bomb if it hits them. The ball will then change color and give the player a boost of some form. 

A problem is that the player who gets the meeting traffic will have shorter time to respond :/

 

EDIT: you can try it here: 

You can see screenshots here: 

 

 

Mippy,

 

Your game has a nice concept but I noticed the following:

 

1. I do not like how the cars do not go to the end of the screen.

2. The red circles seem to get in the way.

3. The bomb delay is too short in my opinion.

4. The bomb moves very slowly.

5. You can not control the direction of the bomb using the paddles.

6. Try pressing space quickly, the cars and bombs seem to duplicate.

7. I never saw any powerups while playing (should introduce them faster).

8. The paddles could also move a bit faster.

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Your game has a nice concept but I noticed the following:

 

1. I do not like how the cars do not go to the end of the screen.

2. The red circles seem to get in the way.

3. The bomb delay is too short in my opinion.

4. The bomb moves very slowly.

5. You can not control the direction of the bomb using the paddles.

6. Try pressing space quickly, the cars and bombs seem to duplicate.

7. I never saw any powerups while playing (should introduce them faster).

8. The paddles could also move a bit faster.

 

 

Thx for the detailed feedback :) I agree with all of them and I'll work to implement them!

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Yeah, I wasted time searching for art and in the end I gave up and started making my own. At least that motivated me to learn using Inkscape a little better, which I had postponed until who knows when.

Making a font or sounds or music is impossible for me and finding something suitable in these areas is costing even more time than actual programming.

My game is running smoothly already, but it needs adding of the remaining parts for some half done things.

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I wasted a lot of time on a freelance job because I really needed the money, but I got started today and got a good bit done. I have my general idea planned out and a lot of ideas for features and powerups and stuff. I'll refine it into a clearer design after I get to the point where I can test and try out some of my ideas to see how much I like them, hopefully I have time. I'm not the fastest or most motivated programmer, anyone have tips on that?

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I feel its a bit late to start testing out ideas. I would try getting the classic gameplay of pong running ASAP to have something to show and keep you motivated, then add on the mandatory extra features for the contest while banning any thought of other things (aka the creeping featuritis).

I started working on my game much earlier, it feels like 70% completed and there is the saying the second half starts at 90%. wink.png

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