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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.

XXChester

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  1. Where do we sign up for the beta testing? I've been eagerly following your project (and progress) for years. Glad to see you are finally stabilizing the game.
  2. Why couldn't you just use new File("").getAbsolutePath();? Does this not return you the same thing assuming all your code is running in a single jar?
  3. I too thought an interactive tutorial was going to be a lot of work and I was very wrong. Once I had the game\prototype setup, I was able to bang out the 9 tutorial scenario's in a few hours leveraging the code I had for my prototype.   Glad you participated and plan to continue on with your development. Best of luck!
  4. My recommendation is to use a milestones list and check them off as you go, do NOT erase them. This little trick has helped me with all of my games. When you feel like you haven't done anything, you can look at this list and see how much you have actually achieved thus far. It is very easy to get caught up and feel like you have nothing. I would recommend reading a journal I made years ago with regards to this very topic.   Don't give up, be proud of what you make.
  5. No worries I didn't take anything personally, I am worried about the newer members and first time participants.     I did read the comments, and I do agree with some of your points. If all of the judges are not grading all of the entries, there needs to be further defined guidelines (I didn't realize all the judges didn't grade all entries until after my comment, sorry). You are absolutely entitled to your opinion but I think at some point it can taken as an attack, which is grounds for removal of forum posts and I would imagine blogs as well. Your concept of a "difficulty" category would be impossible to score, I think you are trying to convey the correct vision but I believe it is unrealistic to guage. You have to remember, as it being a competition, people can already chose to do things as difficult as they would like, we for example took on 4 extremely difficult concepts, and failed at getting them "right" in time for submission. But if someone else's "difficulties" or "abstract ideas" were implemented and worked really well, they most likely would've come out higher up regardless. Most successful indie titles are due to this very concept - we do not follow the mainstream formula nor are we forced to suck the corporate teet to do this.  
  6. My problem with this post is entitlement. You are saying because you chose 3D your game should automatically be scored higher. This is EXACTLY what is wrong with the AAA industry, every game has amazing graphics, but plays like complete shit because everyone wants pretty visuals now.  I honestly would rate a game with stick art but amazing gameplay higher than any game with amazing visuals but shitty gameplay (not that I am calling your gameplay shitty). I do agree that your art was decent; I had yellow boxes show up everywhere when I played your game, if not, I probably would've thought it was very nice. I also had no idea what I was supposed to do in your game. Both of these would affect your score - I am not being harsh here. I also agree that this competition is still in it's infancy, so of course there are improvements to be made. My biggest gripe about your comments though is that you think your game is better because you chose 3D and everyone else chose 2D or 2.5D. The competition isn't about who makes the prettiest game, if you are looking for that there are plenty of competitions specifically for this, the objective is to create a game that is fun and has visuals and sounds that contribute TO the game and not detract FROM the game. Am I happy with my entry? Not at all. Could it have been better? Absolutely. Do I agree with the judges score completely? Absolutely not; I mean how can you being a ghost and doing ghostly things only gain you a 50% for the theme? Clearly I didn't convey the theme well enough. I would hate for this post to have any of the following outcomes; The competition doesn't happen next year. Someone doesn't participate because of your comments about 3 minutes of work. How do you know someone didn't spend days working on that? Who are you to judge? If you want to judge, be a judge next year. I think this conversation should've been handled like an adult and in private chats with the administrators of the competition to improve next year and I would go as far as recommend this post be removed for at the minimum, point 2 above.
  7. Thank you for the review, the problems you mentioned were known issues that just couldn't be fixed in time (except for the tutorial bug).  I appreciate all of the feed back.
  8.   Do you have a windowed version? Would love to try it!   Sorry I got tied up the rest of the week. Here is a windowed version, please note the only other change is I forced visual studio to take the #if DEBUG directives into account so the DEBUG code was all removed. Functionally, there is no difference.   http://www.megafileupload.com/50mr/Army_of_the_Undead.zip
  9.   Do you have a windowed version? Would love to try it!   I'll throw one up once I get home.
  10. There isn't unfortunately. I am really regretting submitting the game full-screen now.
  11. Thanks for the review Eck, you identified issues that were all in our backlog so I am glad you didn't run into anything we hadn't expected to come up.   Next year.
  12.   I retried today and it seems a reboot fixed the problem. I have updated my review.   Thanks for the review DKoding, I will look into the freezing issue and the others are known problems.
  13. That is weird, I am running Windows 7 64 bit and 2 monitors at home. Well I can see this competition is going to be a disappointment if no one can play the f*cking game except those of us who created it.
  14.     I have 3 monitors. They all use 1920x1200 resolution. Do you think it would help to disconnect a couple of monitors? Any ideas welcome.   I have 2 monitors and it worked fine but it might be worth a shot.
  15.   Damn I was looking forward to finally having a review of my game. I haven't heard of this problem from anyone else that has played it (or in your case attempted to play it). I will have to do some research to find out what could possibly be the cause.   What resolution do you use? Do you have multiple monitors?