• Announcements

    • khawk

      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.


  • Content count

  • Joined

  • Last visited

Community Reputation

122 Neutral

About glenrm

  • Rank
  1. Great responses and resources. Trygames certainly sells some large downloads. What if you want to sell the game from you own site, but use somebody else to handle the payment and downloading? Is this practical for large games? Thanks.
  2. I was wondering if anybody has used any of the online distrbution or sales networks. Specifically if you want to sell you game from your own website digitally. Also does this work (in an economic sense) for large games (400+ MB)? Thanks.
  3. Don't clone it, put a new twist on an old idea. Add something original to the mix. Better yet start you game around a core original idea and add gameplay elements from other games on top of that core idea. For instance: It is somewhat like a combination of Donkey Kong and Tetris but with diamonds and elephants instead of blocks and monkeys.
  4. Something that often gets left out is a strong web site that allows for checking of server status, forums, and of the most important piece getting playes credit card information. Other than that the may trick would seem to making sure your code is scalable. Don't get hung up in the .NET vs. C++ or OpenGL vs. Direct X, these are all side issues when it comes to creating your MMORPG. Either choice could be made to work.
  5. Go for it! If you have the talent in your group and $$$ in your group to try this idea why not? Prepare for a possible let down or failure in your first product (i.e. doesn't sell as well as you thought). You will learn a lot in trying to get this product/company off the ground. Just because others have failed doesn't mean you will and even if this product or company fails you will learn a lot from the process keep that in mind.
  6. A number of great ideas floating around here. I have to think that a whole new direct to consumer publishing model is about to become workable. There is Half-Life 2's steam powered direct to consumer, Stardock, and the Garage Games site. So clearly both large and small developers want access directly to the consumer. I tend to worry mostly about getting my next game into the hand of my customers without going through a traditional indie publisher. Perhaps you should look at some more dynamic and new publishing models to help with your idea. Also you could partner with an indie developer, perhaps buying a portion of the indie developer or teaming with them to create a new dynamic publishing site.
  7. Make sure your name is not too bland. I often think my companies name "Dynamic Adventures Inc." is just to bland, maybe "Blended Frogs" or some other hip/cool/awesome/ name would have been better. Also learn to code...
  8. An interesting topic, I wonder if this would work with large games say 300 MB+ or is the bandwidth cost too great...
  9. In essence a developer could decide how much risk they wish to take or work they wish to do and the rewards would be increased the more risk/work the developer takes on.
  10. You can do it in MFC (I have done this for my Zenfar I) the advantage is that you can use CString and the other built in MFC classes. The disadvantage is that most Direct X examples don't do this. Do whatever is quickest and most comfortable for you. Good luck!
  11. Of course you could think of Donkey Kong as a rip off of King Kong...