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Yannick88

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  1. Quote:Original post by Edtharan That is a good list (you might add to or remove from it as you develop the game). The next step is to work out what rules and content (not the details of the content, just the rough description of it for now) are needed to construct these challenges. Then you need to describe the rules that the players use to address these challenges (the challenge can share rules with the rules the player uses - and challenges can share rules as well). Often many challenges and actions the player can take are addressed by only a few rules (look at chess as an example of this). Note sure what you mean here. Could you give me some examples? I love to learn this kind of stuff :D Hehe on a side note: As a good programmer I already started the game before designing was done (well it was for me, just a little less detailed are you are describing it). So far I have the multiplayer base working as well as placing buildings. The app engine is running fine, but hey that is just with 2 players. No clue how it will hold up with more players. @theOcelot, Nice idea but not sure how it will fit into the current design. I wanted to keep things simple with the one resource nectar. If I also add wax to the game I need different ways of gathering it. From that link you posted, my nectar resource behaves as was. It is auto generated. But I will keep this in mind for future changes. Thanks!
  2. hehe, yeah I have a tendency to get a little disorganized. Mostly because the idea lives in my head and I find it hard to put my thought into words. As for what you posted, your have quite a complete list there. Let my correct and fill it to completion. First, workers are not created automatically. They need to be hatched. Nectar however is generated by the Refineries. For each Refinery you have you will gain x amount of nectar per turn (the more workers at the Refinery, the more nectar per turn). Destroy all the opponents Refineries and he will have no more nectar incomes. This will make strategic placement more important. Secondly, eggs are created by the queen automatically. The more workers you spend on her, the faster she creates eggs. (sorta the same as nectar only for creating units rather then buildings) Lastly, you can only build next to your another building. This means you will build from out of the nest, preventing the possibility to build next to your opponent. Build Refinery (economic): Spend resources to build the Refinery Build Weaponry (economic): Spend resources to build the Weaponry Build Hatchery(economic): Spend resources to build the Hatchery Place Refinery (strategic): Place the Refinery on the map Place Weaponry (strategic): Place the Weaponry on the map Place Hatchery(strategic): Place the Hatchery on the map Build Workers (economic): Spend resources to hatch an egg to create a worker Assign worker to Refinery (economic): Increases nectar gather speed Increase Worker Cap (economic): Build Hatcheries Create Warrior (economic): Spend resources and convert a worker at a Weaponry Create Commander (economic): Spend resources and convert a worker at a Weaponry Limited Actions (economic): Assign action to unit or building Kill enemy units (conflict/strategic): Assign best unit to attack/defend Select skills for a unit (conflict/strategic): Trigger a boost/attack for a unit Win game (strategic): Kill (well more of let her surrender, seeing as each player has only one) the enemy Queen or kill all units Also, think I missed this, squads can be build up out of more units, but each unit can still preform a separate skill other then attack collectively. So say you want a unit to cast a spell, he will do that instead of attack. This will make the total attack power of the unit less for that turn but allows for tactical commands. Last thing, I'm thinking of *not* using the fog of war. Because this is gonna be played in the browser, network calls can be quite easily monitored. This might give players that have a special plugin more in the advantage then those that don't have such a plugin (I know firebug does this quite well. hehehe). Showing everything right from the start makes such a plugin quite useless, it might however impact the gameplay, removing a strategic surprise element. I could encrypt my data send but I would not know any safe way of doing so... (maybe a small topic in the network forum could fix that though) Any feedback? keep the fog of war or toss it overboard?
  3. I'm not really an expert on network programming or anything so excuse me if I am taking nonsense. But elFarto had a point... To me what you want to do is spread load among different servers, this is cool and is scalable, but if all separate servers talk to the same sever again it just creates overhead. Say all the nice OICP servers need to use the save chat server, what point does it have to load the balance? The chat server will need to process all there request anyways, mind as well do it directly and save the overhead. Anyways, that's just my common logic... please correct me if I am wrong.
  4. don't you just mean webserver + application in java? tomcat + apache can do that, basically it starts a java thread for each request and you can output stuff from your classes. Never used it before but I think is about the same as a python, ruby or php webserver/application Do keep in mind that you will need a hosting package for tomcat when you want to put it online (or your own webserver) Or you could always use the Java environment of the Google App engine :p EDIT: just though you can always put a socket open for 127.0.0.1 at port 80, this will make your application run at locally at http://localhost/ from the webbrowser. But that means your probably gonna be making your own webserver too. So hosting it will be quite troublesome.
  5. hehe nice, looks promising. Google Chrome has one of the fastest javascript engines (which I assume you use to tell the canvas what to do) which outperforms most browsers to date. They even made a website to show their awesomeness :p chromeexperiments.com If it wasn't for all the plugins I *need* that Firefox has, I would be using Chrome EDIT: 2048 tiles @ 1280x810 around 19 FPS using Firefox (on Intel Q6600 4GB memory) 60-70 FPS using Chrome
  6. @Ashaman73 well all depends how you poor the theme in there. If you make the bees more look like humans attached which cybernetics to imitate missing parts (think mechanical wings and stingers) the theme switches quite dramatic to when your making it all cute and cuddly anime styled. Like I said before, I first want to make something that works then polish it up. I might even consider looking for someone to do the art (even though I'm quite capable of doing so myself) But until then it will mostly remain small shapes to indicate what should be there. I been thinking a little about the theme and visuals, but so far no real decisions. It all depends on if they systems will work and I find enough motivation to finish it :p. I don't want to hype or ask favors to people for a game that isn't going to be finished (another reason why I'm doing this alone) @Edtharan I've got a good sense of what the gameplay elements will be. Most of them will revolve around strategic placement of units, using skills and buildings units and killing the other opponents queen. All the other elements are a result of those, nectar gathering so you can create units, killing units to get to the queen, etc, etc.
  7. well I want the speed of AW sort of there. Because it is turn based, the other player(s) have to wait till you make your turn. I want to keep the speed there to minimize wait. I don't want to make it real time because of my server limitations. A weak excuse I know but that is the choice I made, I do not have the funds for a large game server so I'm trying to make the best of what I got available. Hey maybe in the end it can be done real time, we just have to see. As for pace, it has to be seen when I have a working prototype. I'm trying to make gameplay elements as dynamic as possible for small tweeks to adjust pace and durations of matches.
  8. Well as I said I want to start simple and make it more complex once I have everything sorted out and a working game. So more varied combat units are planned just not in my scope yet. As for combat, I was thinking of doing something similar to AW. Each unit has HP, squad groups have an average HP. Attacking is done once units are next to each other like AW. Also planning on doing something with the attack animations etc like AW. When a squad is damaged it is divided equally over the units. This will allow for unit specific talents to be still active in a squad, some unit will just not get as much damage. I had 3 skills so far on paper, divided over the 3 units: Worker: Repair -> +hp Attacker: Furry -> +att (self) for 5 turns Commanders: Squad Boost -> +att all 1 turn Once preformed the unit is disabled (for that turn, like AW again :P). Basically adding a commander gives the squad the unique skill it has. But a general strength boost might not be a bad idea.
  9. Hey guys, been having this idea for a game for a while and I was hoping to get some feedback. Mainly because... well I'm planning on doing this on my own (I know, stupid but hey I can always try) as far as alpha goes. I don't really have a team members to discuss ideas. Maybe when I have something that will actually look like it will finish I will call in some extra help, but so far I'm doing this on my own. Anyways, my idea is to create a multiplayer online tactical rts. Think Advancewars, turn based with unit and resources at it's core. I want it to start simple and not to complex but extendability in mind for more complexion once done. The game will be on the client side Flash (and hopefully in the end a website that goes along with it) and on the server side the Google App Engine. I know not the best choice, but the turn based gameplay allows for more grouped packages of data. Besides, the App Engine is free (till x amount of calls) and scalable, which makes it a cool platform to try this out with. It can always be rewritten to another server if really needed. Basic concept The theme will bees/wasps, using a hexagonal grid for tiles set in a more fantasy oriented setting. You control a colony of bees trying to collect lifesseed. These lifesseed do not really have a large meaning so far other then indicating score. I'm still thinking what I could do with it other then making it into a resource. Each player will collect nectar which can be spend to create units or "buildings". Nectar is gathered from the world itself but needs to refined before it's usable. Visual style The graphics are yet to be fleshed out, as I said earlier: I'm trying to make an alpha version (with crappy graphics) first that has all the gameplay elements. However that doesn't mean I hadn't thought about it. Graphics will purely 2D, having bright colors like what you see in games like Mario. It will take place in this world populated by humanoid bees mostly covered with large plants and lot's of nectar pools. Game concept The game will be mostly multiplayer (apart from a tutorial maybe) with matches from 2 to 4 players, each trying to win the others lifepoints. You win when the queen is killed form all the opposing players or when they surrender. There are normal deathmatch matches and a king-of-the-hill scenario in which the player needs to cap a Life Stone. The king-of-the-hill matches are used for the high-ranking battles. Game will be played on different maps, I already created a basic editor that can created hexagonal based maps. Maybe some can be even created by players. Nectar will be the resource to create buildings and workers. Workers however need an egg too, these are created by the Queen. Each turn she creates a couple of eggs. Adding slaves to the Queen will allow her to create more eggs. At least until the egg-cap is reached The following buildings can be created: Nectar Farm, used for processing the raw nectar. It needs a couple of workers but after that it gives an amount of nectar each turn. The more workers the more nectar each turn Hatchery, the eggs that the are created by the queen are gathered here. Each Hatchery raises the egg-cap. Weaponry, workers can be trained to attackers or commanders. Each time you want to change a worker into an attacker it will cost nectar. With each turn the player can spend an amount of action points so he can move, build or an other action. These points will be more, the more buildings you have (same as in advance wars). Each unit has a range he can move and movement costs action points. This will limit the player to stack up large amounts of nectar from the start and the rush into the opponent. Units can be grouped to a maximum of 5 units per squad. Each unit has at least one skill he can use, some benefit the single unit, or the whole squad. Also squads allow for less space on the map. Target Audience Not so sure yet, my idea was around 16 years and older. But depends on the visual style mainly. The gameplay should be quite competitive, which is also something for older age group. Tech Like I said, the Google App Engine as server, using the Python CGI environment. I'm most comfortable and have more experience with Python then Java so yeah, Python it is. Client side will be mostly Flash. This means all calls will be HTTP. I am aware of the fact that both are not the best option to make a multiplayer game with but I have most experience with the web. I'm still not 100% sure if the latency will be to high but I will see in the end. The game is not that high pace, so that would make latency a little less obvious and irritating. Furthermore, building a game server using sockets requires very custom hosting which is pricey, something I want to limit. There, that is about the idea I have. Any feedback is welcome as long as I can do something with it :p. Greets, Yannick