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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.

kraz007

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  1. @PatrickB Obviously, you haven't seen what Flash does to my Macbook Pro. So I guess this is where Steve was coming from... if it does it to MBP, imagine what happens to iPad (iPhone).   As to the original poster, HTML5 is OK for simple interfaces but once you get to "real" game development, it could be cumbersome. Keep in mind that a ton of people are stuck at IE9 which has problematic support for HTML5 and (as we found out) WebSockets.    I wouldn't say we're pushing the envelop, but Riftforge is a pretty good example of a game that is well-suited to HTML5. It's turn-based and it doesn't have unit animations (only effect animations):  https://riftforge.com
  2. Some would argue that core competencies should never be outsourced. From this perspective, the actual running of the game (sys admin, updates, SVN, etc) is pretty much THE core competency you need, considering you can often license a social/browser game for your specific geography.   Others might have a different take. Make no mistake, no one LIKES the sys admin tasks, there's always some spill over into development, marketing, operations. And it's almost never good news either.
  3. Nice! It's the basics but covered in a way that makes sense to a beginner.
  4. Looks an excellent start to anyone who's in the survival/horror genre. Personally, I'm done with zombies!
  5. Yep, I got the article on my Flipboard, had a lot of fun with the complaints! You can't get enough irony in this business!
  6. MMORPGs are not the best genre to foster innovation. They are extremely stale and the "story" is derivative. Frankly, I doubt you read your quest description in WoW and neither do I. Minecraft seems to be a better platform for SOME innovation, let's call it spatial innovation. Again, there is little in terms of stories.
  7. Unity is all the hype now, so if you're looking for a quick entry, go Unity.
  8. Go with OS versions, or purchase software you can afford.
  9. We're using Mantis but our project is bigger, 3 people working full-time (well, almost full-time). I'm reporting most of the bugs, so I can say that I like mantis better than bugzilla.
  10. Has to check with our Javascript programmer about the sorting but I do remember we decided on three types of objects - 2 diagonals, one square.
  11. When I worked on "world design" for Riftforge, I started with actual resources - mostly taken from alchemy lists. After all, it's a fantasy RPG. There's a problem when resources are too literal, however, in that you cannot re-combine them to suit your game design. With this lesson in mind, I suggest you go for generic A-Z resources at first, till you figure our the relationships. Once you have that, you can come up with semi-realistic resource names and descriptions, e.g. tomidium is an exotic metal that is used in the production of explosive devices.
  12. Capitalizing New Idea and then pointing to a game you want to copy... looks like an oxymoron
  13. The 5-10% seems like the "rule" when it comes to most social games. Zynga games hover in the 5% area, according to one Zynga executive. Bigpoint's CEO was quoted as saying there's a big disparity between European and US audiences, in that only a few Europeans spent money but spent huge amounts, while US players were spending a lot less per capita but you can expect a bigger percentage of users to purchase premium (subs or items). Finally, you must also consider that the rest (90-95%) can be monetized through other means. There are programs like offerpal, changed name to Tapjoy (tapjoy.com) that will allow you to do that. One million US/EU users is a very solid base for a social game. One million Russians... not so much. Though game like Total Influence cater to that market effectively.
  14. Looks better than Minecraft, keep up the good work.