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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 plooby

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  1. Say you wanted to quit your job and just live on the proceeds of game sales such as in the Android store and the iPad store. As a game developer you could potentially live anywhere in Europe so the best place would be somewhere: 1) Where the price of living is very low. 2) Where you have access to high speed broadband 3) Where cost of replacing laptops etc is low. 4) Where it has good dental care. Where do you think the best place to live is? BTW Since I live in the UK I am entitled to live anywhere in Europe. Possibly other places I could live with a 6 months working visa. What do you think?
  2. I've seen some good games done like that. There was one with the character was a crash test dummy and bits of his limbs could fall off! But maybe have a look at the early 2D streetfighter games. They just seem to have different poses drawn out fully. But it still was a good game!
  3. If you like making 3D models then try downloading Blender or a similar tool. (I used to like anim8or) to build up your portfolio. If you want to be a level designer, find games that let you design levels (I know Tomb Raider Revelations for PC had this as a bonus CD) and do that. Whatever you do you should build up a portfolio of examples and practice practice practice. Then try applying to game companies.
  4. Hmm... maybe you could try making it in Silverlight? This is a Microsoft web plugin like flash but you can program it in C#. It is good for graphics and you could also put it on your website as a bonus!
  5. Doesn't sound like you need to program this. If you're doing this in 3D, you could make all the models in Blender and then just use keyframe animations. It sounds like more of an animation than a program. Or does it have to be done in OpenGL?
  6. awesomeanimator.com Flash Animation Software
  7. Yeah, a timeline structure would be good. Something like this: [code]var attack_timeline:Array = [ {duration:123, type:"wave",aliens:24} , {duration:43.2,type:"sweep",aliens:19} , {duration:12,type:"wave",aliens:12} ];[/code] You could either store the duration of an attack before the next one or the time the attack would take place, or the distance travelled by the user where the attack would take place or a hotspot which would trigger an attack. If you want to be especially jammy you could read this info in from an XML file. Think about all the data that your game needs then think about how you would store it in arrays and structures and so forth. You could set up all these structures before you have even programmed anything! In terms of programming the wave. You just assign the attack-type to the alien. Then the alien will follow a set time-line like you said depending on it's attack type. e.g. [code]alien[25].attackmode = "wave"[/code]
  8. Well, if you know C# XNA Game engine is good (Microsoft). It is free. You can make 3D games for XBox and Windows. I wouldn't exactly say it's the easiest in the world but I'm sure you could mess around with some of the demos and see if you could modify them?
  9. Hi, I have made some Flash AS3 compiler software here: [url="http://awesomeanimator.com"]awesomeanimator.com[/url] . So you can try it for free. I'm not sure how intuitive it is to use so if anyone wants to try and write some AS3 with it, that would be interesting to see. For example. Opening the script window. Choosing "set main timeline class" and call it "main". And then typing into the constructor: [code] graphics.lineStyle(10,0xFF0000,1) graphics.drawCircle(200,200,100)[/code] When you preview this in the flash player or browser it will draw a circle. Anyway, try it out! If you manage to make any type of game or even something simple I would be interested to know. (Or if you find a bug!!!)
  10. actually that looks quite good. Thanks for the advice. Talking of the exchange rate, if I sell software for 20 dollars = 10 pounds on my site because of the strong pound does this mean it is cheaper for Americans or British?
  11. That looks interesting but I would be more looking for something that has a set price per GB and which you can change to as little or as much as you like so it is more predictable. It looks like things either have a maximum bandwidth and then charge at a higher rate after that or they have "unlimited" bandwidith but which they'll probably cut you off if you use too much.
  12. I have some software (4MB) and am trying to find the cheapest way to host it. Currently I am with Yahoo web hosts which gives you bandwidth of about 20GB per pound for the first 200GB and then about 2GB per pound above that. This seems funny to me as it would be cheaper for me to sign up to two sites with 200GB each and link them together! I am panicking a bit becuase I am running out of bandwidth! Are there any better options you know of or have used?