• Announcements

    • khawk

      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.


  • Content count

  • Joined

  • Last visited

Community Reputation

208 Neutral

About Virion

  • Rank
  1. I started to get into game programming in the early 2000's at the age of 15, you know, during those days everyone wanted to make their own MMO, so did I. I messed around with C/C++, OGRE3D, Irrlicht3D, etc. and soon I realized MMO was too massive to be made. However, I didn't give up, I tried to make smaller games, some gets done and some are total failure. I learned a lot from all those mini game projects. 8 years later... I'm now making games for a living. :)
  2. [quote]Linux is a bit of a paradox. The OS is supposedly free, yet the tech support companies (the same people who make the free software also own) charge huge amounts of money to get the over complicated programming to work correctly. Also I would like a Linux fan to tell me, why are companies allowed to sell Linux for more money than Windows ?[/quote] Many people failed to realize the definition of Free OS in linux is "Freedom" and not "Free of Charge". You CAN sell linux for a price, but you have to provide the source code to your customer as well so that he/she has the freedom to do whatever he/she likes with it without any limitation. That makes you truly "own" the software. When you're buying a Microsoft's product, you DON'T own it, you are just buying the "rights" to use the software.
  3. [url="http://itunes.apple.com/my/app/waa-cha!-hd/id507719442?mt=8"][img]http://blog.bigbunkerstudio.com/wp-content/uploads/2012/03/waacha_banner_small.jpg[/img][/url] Hi guys. I am Virion, the programmer from Big Bunker Studio, a 2-person indie game development team. Today I am here to introduce to you our team's first published project - Waa Cha! Story trailer: [media]http://www.youtube.com/watch?v=9EskuJZysPM[/media] Gameplay trailer: [media]http://www.youtube.com/watch?v=zhbtpC3E5xU[/media] Waa Cha! is a mini casual game based on Chinese kung fu theme with adorable art style. The gameplay is pretty simple, player has to swipe a finger on the screen, either to the left or right to hit away in-coming objects to stay alive as well as obtaining score. However, there are some items that should not be hit away but to be consumed, such as first aid kit which revives HP, or the magic scroll which enables super combo power. Although the gameplay mechanism is pretty simple, but it will test your instinct as to which item to kick or not to be kicked, especially when the items are flying toward your character at an increasingly faster speed. Also note that in the current version we have 100 different items to be discovered and to be filled into the item database! Waa Cha! currently has 3 different game modes: 1. Survival Mode - No time limit. Stay alive for as long as you can. 2. Arcade Mode - No HP value. Get as much score as you can in 2 minutes. 3. Insane Mode - Inverse control. All items are explosives-only. We have planned for the 4th game mode which is multiplayer mode. We will be adding this extra mode in the coming updates. Screenshots: [img]http://a2.mzstatic.com/us/r1000/068/Purple/v4/38/2a/95/382a9519-b53d-0c51-b7e6-fba1a9ee1b8e/mzl.tzvamlsh.480x480-75.jpg[/img] [img]http://a3.mzstatic.com/us/r1000/120/Purple/v4/e8/53/48/e85348e6-1177-49d8-c99d-c308d4a5a3de/mzl.gewkakam.480x480-75.jpg[/img] [img]http://a3.mzstatic.com/us/r1000/104/Purple/v4/24/5e/c2/245ec2e0-fca0-1809-7292-4743fd2d69c4/mzl.kqschgdb.480x480-75.jpg[/img] [img]http://a3.mzstatic.com/us/r1000/109/Purple/v4/cc/5a/2e/cc5a2ea8-dd0d-67df-53d7-bc13247a9261/mzl.lvgbtuhj.480x480-75.jpg[/img] [img]http://a1.mzstatic.com/us/r1000/108/Purple/v4/4d/5a/2a/4d5a2a17-96eb-8d39-d3a8-b7b0e3373b00/mzl.uayjfkmi.480x480-75.jpg[/img] Currently the game only runs on iPad, but we are planning to make it universal in future updates. For more information, please visit our blog: [url="http://blog.bigbunkerstudio.com"]http://blog.bigbunkerstudio.com[/url] Thank you for your time. Have a pleasant day! [img]http://public.gamedev.net//public/style_emoticons/default/smile.png[/img]
  4. Trailer is now available!! [url="http://www.rockethub.com/projects/4449-waa-cha"][b][size="6"]>>>WATCH TRAILER<<<[/size][/b][/url]
  5. [font="Verdana, Helvetica, sans-serif"]Sorry for the long idle. We are busy doing in-game UI and a TRAILER! Coming soon.[/font] [font="Verdana, Helvetica, sans-serif"]Meanwhile, please like our [/font][url="https://www.facebook.com/bigbunkerstudio"]facebook page[/url][font="Verdana, Helvetica, sans-serif"] or [/font][url="https://twitter.com/#!/BigBunkerStudio"]follow us on twitter[/url][font="Verdana, Helvetica, sans-serif"] to get the latest development news![/font]
  6. Beautiful graphics. [img]http://public.gamedev.net/public/style_emoticons/default/smile.gif[/img]
  7. All the 3 character sheets! You can also find it on our blog: [url="http://blog.bigbunkerstudio.com/"]http://blog.bigbunkerstudio.com/[/url] [img]http://blog.bigbunkerstudio.com/wp-content/uploads/2011/11/Boney.Sketches_lo.jpg[/img] [img]http://blog.bigbunkerstudio.com/wp-content/uploads/2011/11/Betty.Sketches_lo.jpg[/img] [img]http://blog.bigbunkerstudio.com/wp-content/uploads/2011/11/Sushimoto.Sketches_lo.jpg[/img]
  8. new GIF!! [img]http://public.gamedev.net/public/style_emoticons/default/smile.gif[/img] [img]http://i229.photobucket.com/albums/ee199/leezhieng/center_kick.gif[/img]
  9. [font=Verdana, Helvetica, sans-serif]a little preview of the background image for multiplayer mode![/font] [font=Verdana, Helvetica, sans-serif] [/font] [font=Verdana, Helvetica, sans-serif][img]http://img443.imageshack.us/img443/5188/bgmultiplayerq.png[/img] [/font]
  10. Our development blog has been launched! Check it out! [img]http://public.gamedev.net/public/style_emoticons/default/cool.gif[/img] http://blog.bigbunkerstudio.com
  11. [quote name='touch_the_sky' timestamp='1320084440' post='4878951'] Not my favourite style (sweet, colourful cartoony), but it's definitely well polished - excellent artist. [/quote] Thanks. We will definitely try other styles in our future games. [img]http://public.gamedev.net/public/style_emoticons/default/smile.gif[/img]
  12. Another new character! [img]http://img819.imageshack.us/img819/4955/boneyboonroughsketch.jpg[/img] He was a kung fu student in Shaolin when a small kid, but he returned home and became fat after several years. Too much junk foods and TV. By the way I will set up a development blog very soon.
  13. [font="Verdana, Helvetica, sans-serif"]Quick update again![/font] [font="Verdana, Helvetica, sans-serif"]New background for "insane mode"! The fire in the background is animated. Will post a GIF pretty soon. [/font][img]http://public.gamedev.net/public/style_emoticons/default/cool.gif[/img] [font="Verdana, Helvetica, sans-serif"] [/font] [font="Verdana, Helvetica, sans-serif"][img]http://i229.photobucket.com/albums/ee199/leezhieng/bg_insane_preview.jpg[/img] [/font]
  14. [color="#1C2837"][size="2"][quote]EDIT: Also, to the multiplayer, I can imagine a game of semi-volleyball, with different items acting as balls. The player will have the ability to kick them left and right, and they will appear accordingly on the other player's screen. Maybe they can speed up after time.[/size][/color] [color="#1C2837"] [/color] [color="#1C2837"][size="2"]Players have to both reflect projectiles back and decide when and where to add new items into the fray[/quote][/size][/color] [size="2"][color="#1c2837"]That's a good idea! Or a special item (let's say, a scroll) which player takes it (shouldn't kick it) and it will spawn a number of random objects to the other player.[/color][/size][img]http://public.gamedev.net/public/style_emoticons/default/laugh.gif[/img] I'll look into that idea. Thanks! [img]http://public.gamedev.net/public/style_emoticons/default/smile.gif[/img]
  15. [font=Verdana, Helvetica, sans-serif]Quick update! Second character design! (rough sketch)[/font] [font=Verdana, Helvetica, sans-serif] [/font] [font=Verdana, Helvetica, sans-serif][img]http://img210.imageshack.us/img210/7474/sushimaster.jpg[/img] [/font] [font=Verdana, Helvetica, sans-serif] [/font] [font=Verdana, Helvetica, sans-serif]Sushi Master [/font][img]http://public.gamedev.net/public/style_emoticons/default/smile.gif[/img]