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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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  1. I like DarkBasic; everything I've seen of it. It is meant for fast development. It's not perfect and you do have limitations. I've only started to delve into using it myself, for fun, in between my serious projects. I can't comment any more than that at this time. Give it a shot. It's a lot quicker than trying to learn C++, that's for sure and for your type of game I don't think you'd be unhappy with the results. Get the bundle with all the add-on packs. It's way worth it.
  2. I've seen more dirt and dust get in a machine that was upright than upside down. It honestly doesn't matter because it's going to collect dust and dirt anyway. If you want to avoid dust and dirt from getting in vents that's a whole different topic really. You can remedy this by using filters or making your own that go over the vent areas (or install them inside). I personally wouldn't bother. As long as you maintain your machine like you are supposed to by cleaning it out with compressed air or a vacuum you are fine.
  3. Yeah, there is nothing wrong with this. I'm a tech and I've had many times when I had to turn a running computer upside down and dissect the bottom of it to diagnose certain hardware problems, or many other creative ways to solve problems that only presented themselves when laptops were operational. There's also mounts you can purchase if you'd like to use your computer like this on a normal basis. I'd like to eventually mount one of my laptops on the ceiling of my RV over the bed. It would make a cozy way to surf the net without having to sit up or have a computer on your lap. ;)
  4.   Yeah, I've always been a fan of CIV but indeed it has been a love/hate relationship with me too. I'm right there with you, and I've been playing it for a long time now.
  5. Don't give up. Stay on track. Don't develop a pattern of unfinished projects. When you finally finish one you'll be so happy for yourself for sticking through it. I've been working on a game off and on for 4 years now. I devoted myself to complete it. When I started I definitely bit off more than I could chew... but that didn't stop me. I was determined. I don't work on it every single day, and I'm an Indie working completely alone... but the more challenges I face the more adamant I become. I now have a working game after many years. It's so rewarding. Maybe when I'm finally done I'll share with the community here. My point is... attitude and intention is everything. Don't let a few little obstacles get in your way. Overcome them. You can do it. You know you want to.. otherwise you wouldn't be here and part of this community if you didn't.   We believe in you. Stick to your guns. If you have to take a huge step back and hit some books.. then do it. Do whatever it takes.
  6. Very cool. What is this from?
  7. I'll add that one thing that greatly helps visualization is to keep a separate code journal. For me this is a spiral bound notebook that I use each day I code, to lay out what I'm working on, what I completed, ideas I have for an upcoming problem, ideas I have for a problem I just defeated, diagrams and anything else that comes to my mind --- but not code. Code does not go into the journal unless it's pseudo-code. The journal is for freehand notes, thoughts and helps keep you centered and focused on a level outside of your code-brain. If i lose focus on something I can easily consult my journal to regain focus, and I don't have to commit so much to memory. It allows me to juggle what really needs to be kept in memory and what can be "off-loaded" for later consultation. The short time I spend on keeping notes like this is well worth the time I would lose if I didn't do it.   Commenting notes in the code is different than keeping a project journal and the two practices should compliment each other if possible. 
  8. A few weeks is not going to do anything for you. Be prepared for spending years. Take it slow and be very patient.
  9. Haha @ a book with Bill Cosby. I always thought Parsec was cool but really hard to play. I never got far in that game before getting killed but it was fun. I don't have a TI99 anymore but I'd like to get one for old time's sake. Maybe soon? 
  10. Not surprising that many college grads who hold phD's aren't very useful. I've personally ran into this in the web development world. More valuable are those who are self driven and that took control of their own learning and development, as opposed to those who sat in classrooms and were indoctrinated. I've met many web developers who spent years in school, racked up tons of debt, and can't work their way out of a cardboard box. So I'm going a little off topic but when a guy says to me that he learned on his own he usually stands out in a positive way among the others who didn't.   When it all comes down to it, "To improve wide or better narrow knowledge" It depends on how a person thinks and how their creative mind works. If you think inside the box you probably should stick to narrow knowledge.
  11. I agree completely. I like that you are a solo designer and work with other freelancers, too. I always favor the underdog. Keep up the gaming work!
  12. To add to 0and0's comment... follow your inspiration. If you are inspired by story then use that to get your creative flow going and pattern your game design accordingly, or do it the other way around. The real question is what inspires you the most. Stick with that.
  13. Starnick: Ouch!
  14. Happy Friday the 13th to the Gamedev community. It's Friday the 13th in 2013... what are you doing today or tonight?    I hope you all don't think its a bad day or feel its a curse. Today is what you make out of it. What are you doing?    I'm personally working all day/night on my game dev project. No other plans... maybe a movie later on. How about you?   Anyone feeling superstitious? It might be a good night for a horror movie.
  15. Definitely games from my old TI99/4A days (which were games from other platforms too). Anyone remember Parsec?    Early arcade games are a huge influence and early NES titles (zelda, doubledragon, wizardry, castlevania, pool of radiance, and other early NES classics). I can't say I've been influenced much by modern/current games, although there are some definite modern-day titles that are favorites -- like the original Fable & Halo.   I still like to pull out my old copy of wizardry on 5inch floppy and play it on an old 386 once in a while.