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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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About nobunagaota

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  1. Hi, I'd like to announce the release of my first iOS game, "Michelangelo: The Game". It's a puzzle game made with HTML5, CSS3 and JavaScript that I deployed to iOS using PhoneGap. Developing the game was an interesting experience for me using new technologies (normally I'm a dyed-in-the-wool C++ or C# guy). Because I used PhoneGap, it should theoretically be easy for me to deploy the game for Android, which I plan on doing in the near future. You can learn more about the game at this page: [url="http://gamedevwithoutacause.com/?page_id=296"]http://gamedevwithou...om/?page_id=296[/url] I also have a log of all the tweets I made while developing "Michelangelo: The Game" here: [url="http://gamedevwithoutacause.com/?p=113"]http://gamedevwithoutacause.com/?p=113[/url] And, last but not least, you can buy the game on iTunes from this link: [url="http://itunes.apple.com/us/app/michelangelo-the-game/id500556693"]http://itunes.apple....ame/id500556693[/url] -Rob
  2. Sprite-based rogue-like in XNA, eh? Seems like we have similar interests, my friend. I was recently playing with CA-based cave generation as well. My approach was to connect isolated sections to my largest "cavern" with A*. In order to do so, I had to know where all my "caverns" were, so a variation of that may help you. My approach was to use a flood-fill to fill contiguous floor areas with a number that I could then use to identify the various rooms within my cave. I'm not sure how the performance will work for you since I used much smaller caves (60x30 or so). I detail what I did on my blog here: [url="http://gamedevwithoutacause.com/?p=460"]http://gamedevwithoutacause.com/?p=460[/url]
  3. I've posted up some more articles dealing with sales and performance optimization for my game Legend of the Rune Lords, available on Xbox Live Indie Games. Legend of the Rune Lords, July Sales Figures Quick and Dirty Torque X 2D Optimization Tips: Content Clean-up Quick and Dirty Torque X 2D Optimization Tips: T2DTileLayer Quick and Dirty Torque X 2D Optimization Tips: T2DAnimatedSprite I especially hope the optimization articles prove helpful to people making their own games using Torque X.
  4. All told, it took about 5 months to finish the game. Roughly 2 months for developing the basics of the game. 1 month for removing Old Spice references and fixing Xbox 360 platform support. 2 months for playtest and peer review.
  5. I recently released my first indie game, Legend of the Rune Lords, on Xbox Live Indie Games. Since then, I've written a series of articles concerning the development of Legend of the Rune Lords that I hope will be helpful to the game-dev community. You can check the articles out here: Legend of the Rune Lords, Powered by Torque X: Was it worth it? Legend of the Rune Lords, Initial Sales Postmortem for Legend of the Rune Lords Of course, you can download and check out the game itself by going here and see the trailer here. Finally, as a bonus, I posted the soundtrack for the game up on YouTube for all to enjoy.