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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 Chewybunny

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  1. Hey everyone!   I would like to share my new game, UpLow I just released to the Android market.  You can get it here:  https://play.google.com/store/apps/details?id=com.The3DSphereStudios.UpLow&feature=more_from_developer#?t=W251bGwsMSwxLDEwMiwiY29tLlRoZTNEU3BoZXJlU3R1ZGlvcy5VcExvdyJd This is the full version, ad-free!     Or if you'd like to try out the limited Demo, you can get it here: https://play.google.com/store/apps/details?id=com.The3DSphereStudios.UpLowFree&feature=more_from_developer#?t=W251bGwsMSwxLDEwMiwiY29tLlRoZTNEU3BoZXJlU3R1ZGlvcy5VcExvd0ZyZWUiXQ..   I want to thank the GameDev Community, and the many people who I found to help me with this project through GameDev! You guys rock!   Feedback is always appreciated!    Thanks for playing!   -Chewybunny-
  2. Yes yes!
  3. The game industry is fun...but hardly relaxing. Creativity wise? Most likely you won't really have much of your own creativity, you'd be most likely making what people already tell you to make. However, when you go up in rank and job station, more and more creative control will fall on you. It is hardly ever relaxing though. Prepare for 18 hour work days, tight deadlines, frustration, (lot's of it), things breaking apart, not working, etc. Big misconception is that the game industry is a lot like playing a video game. When I went to college for my game art and design bachelor's most people went in with an attitude that if you like to play games and can either program or draw you should go make video games. By the end of the first year, a good third of the students in my department dropped out.
  4. One of the things most absent in MMORPGs is the aging of your character. It seems that at one point the character reaches their apex of power, and stays there, ever-destroying more and more things for hopes of getting a slightly better loot item, or status upgrade. Characters last forever in these games, but what if they did not? What if a character a player makes, lives, grows old, and dies, in let's say a space of about a year and a half (real time). But is this the end of all the player's achievements? Not at all, by introducing a permanent mortality to a character, an introduction of carrying on the legacy should also be introduced. Imagine then if you can lead your character through numerous adventures, attain a lot of wealth, and loot, then as age starts setting in you can either "marry" an NPC or another player and produce an offspring, that, when grows up would have a portion of the skills the "parent" character had...The player can then "Retire" their previous character, and "possess" the child character. This new starting character would have some of the stats from the parent because we presume it was taught by the parent. It would also posssess all the loot and earnings the parental figure had. It is like starting fresh but with major benefits! This time, a player can take this character into a different direction, maybe instead of a warrior like adventure, the character decides to make a rogue. This has a great benefit to those people that tend to really enjoy the roleplaying aspect of the MMORPG. It will grant a sense of worth and value to your characters and or avatars. Instead of controlling a series of random characters, a player can create their own dynasty, with a lineage of great warriors, wizards and more!
  5. Please hold on, stop, and ask yourself the following questions: Do I have the thousands if not millions of dollars to dedicate to a risky project? Do I have the time and energy to dedicate to this? Do I have the skills to lead a team of at least 10-40 people? Can MY Idea compete with the current MMORPG market? Do I have the patience for such an endeavor? If to any of those questions your answer is no, drop the idea. Drop it for at least a decade. Learn to program. Work at a game company. Learn the tricks of the trade, the shortcuts, the mechanics. Work yourself up to lead, director, and then one day you can get the experience, the prestige, the knowledge to get the funds to get the project YOU want started. Until then. You and a lot of people on these forums really need to re-evaluate where they are at.
  6. IP, licensing, and website is already done. I am looking strictly for the programming costs
  7. I need some advice as part of a research I am doing. I need to know in what language or what type of programmer should I be hiring if I wanted them to build a similar engine for a website. It should be very similar to this kind of a structure and design: http://www.nascar.com/trackpass/about/raceview/ (Please click on Launch Demo then "Choose Your View") It should be able to receive data (Realtime) translate it into simulated race cars and show it on the screen. The viewer should also be able to move around in a camera in real time as the race unfolds. I would like to know the following things: How much would an engine like this cost, how long should something like this take to build. (excluding all the artwork) Also what are the polygon limitations. In what programming language would it have to be done in.
  8. good news its going to be turned into an article in January, stay tuned, for I elaborate on things a lot more.
  9. You could always allow your game to be access free of charge but allow it to have product placement. I for one see no reason why product placement (if properly put in, and in context to the game) should be an issue if the game is free. Yeah, people might complain the obsurd ad, but the trade of is that they aren't paying for the game to begin with. If it is a medeival fantasy game it might be problematic but if your creative enough you can impliment any product the right way.
  10. Quote:Original post by nsmadsen GREAT POST!! I, for one, am really sick and tired of being insulted, cussed out or completely ignored when I try to share my experiences with start ups in the Help Wanted forum. Most are really good about taking it as advice, but a few completely lash out and feel attacked. It's really a shame because we're not attacking them, we're trying to teach them. There seem to be very common issues or problems that plague most start ups and until some folks start realizing this and addressing the problems properly, they'll be doomed to repeat them over and over. I guess my years of experience and number of credits don't mean much to them? Any hoo- personal rant over. Great post! Nathan Oh absolutely. And I think I saw some of those people that are insulting and cussing you. *cough cough* MMORPG Developers *cough cough* This was actually at first a rant I came up with when I was looking at my old company's website and seeing the one demo vedeo of the game we did. And realizing that it would have been so sweet if it would have come out, to this day I am sure it would have been a hit in the casual games catagory. Alas...we were doomed from the start...due to the stuff i mentioned above. I hope this is turned into an article though, I submitted it to the GameDev article submission thing, so we will see...
  11. Quote:Original post by PCN Over 700 people have read this, Chewybunny, because it is very resourceful since you have been in situations that we have not or are currently in. For those who have no sure direction for their indie game business, reading this may just spark hope in some. I for one am glad you posted this and I will not forget what I learned. And thank you for taking your time from difficult experiences to help those to not make the same mistakes. For that, kudos. :] Your very welcome. Everytime I look at Help Wanted! section of the forums I have to frown very hard, because I can see those mistakes just rearing their ugly heads. I dare anyone to go there and see how many MMOs are in the works by a group of 4-5 guys.
  12. I am thrilled to see 700 people view this thread. I hope it is has changed some people's perspectives. I have submitted this s an article to gamedev.net stay tuned!
  13. Just out of curiosity where are you setting up?
  14. I'de like to turn it into an article for sure, but I do not know how to do this on this site.
  15. Thank you all very much for the commentary. I wanted to post this because I believe very much in the indie development part of the industry. Big IPs make big cash, we know, but people are getting very burned out on it, while small companies that make indie games are attaining more attention than the bigger ones; Braid is an example. So since I believe so strongly in this aspect of the industry, I wanted to give insight into it, beacause frankly, all too often do I see people in "wanted" forums asking for help on MMORPGs...or even just RPGs...And I'm sorry, to say, you have not just a mountain to climb as someone else put it, but Mt. Everest, with nothing on you but a tshirt and sandals. I want to see everyone here succeed, but success takes time, and patience, and big ideas often need big funding.