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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 TokyoDan

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  1. I've been coding since the Apple II days. I made games in Basic and assembly language, C, and various compiled Basics. I used to do the really low-level stuff. And I'm so glad that Unity is here. It takes a lot of drudgery out of game development. But some people enjoy the low level stuff and enjoy making engines. There are three reasons that I know of for that roll your own mentality... The good reason is it gives them more fine control. The bad reason is it makes them feel superior and smart. (I'd rather not reinvent the wheel.) The third reason is not bad and it is simply that some people can't get their heads around Unity. (I couldn't get mine around Objective-C and Cocoa Touch).
  2. There are some assets in Unity that can do that.
  3. http://www.oxidegames.com/nitrous/ https://springrts.com
  4. An Interesting base building game with a twist might be Offworld Trading Company in which you build an economic base for extracting raw materials, exporting and selling them, etc. The object of the game is to buy all the stock of your competitors. That's how you win.   http://offworldgame.com   And older example is the classic 'M.U.L.E.' (there is also an iOS version)   http://en.wikipedia.org/wiki/M.U.L.E. https://www.youtube.com/watch?v=G1W52wQUkKc http://mulereturns.com
  5. Nope. I've been using Unity for a year and a half now and created a 2D board game with 3D objects and I barely graduated from high school. I lost interest in math after the 4th grade of elementary school. Too bad there weren't video games in those days. I would have been inspired to study math in spite of the boring teachers.
  6. I'm using this service. They have every kind of game backend service anyone could want. API and SDKs for any platform, great tutorials. And most of all...dynamite personalized service: http://appwarp.shephertz.com/social-leaderboard-user-engagement/ http://api.shephertz.com/app42-docs/leaderboard-service/
  7. As for the gameplay,  here is an explanation for the old Flash version of the game. It's mostly the same except for how to rotate the pieces.   http://www.theoctagontheory.com/documentation/quickstart.php   The only thing I will change is how to rotate the pieces: click on one to select it then while holding down the left mouse button move your mouse right/left over the area of the bottom pieces to rotate it (this piece rotation mechanic will be improved soon). Then click the position on the board where you want to place the selected piece.    This may also give an idea of what the game is. http://aigamedev.com/open/interview/the-octagon-theory/   I'd love your feedback   Regards
  8. I wrote in the previous post that I was working on the AI. Well it's done, but not tested in depth yet. Also I'd say TOT is 80% finished. But the last 20% will probably take a few more months. Please give it a try here. [color=rgb(0,0,0)][font=Helvetica]TOT now has offline single player against one of the two selectable AIs, Online multiplayer with up to 4 players. Multiple rooms. Join or create a 2, 3, or 4-player room. [/font][/color] [color=rgb(0,0,0)][font=Helvetica]Still a lot of play testing, debugging, and tuning to do. And more features to ads: e.g. social, timer, achievements. And a big graphics re-skinning.[/font][/color] I'm shooting for an iTunes App Store release on November 15, 2013.
  9. [color=rgb(51,51,51)][font='lucida grande']I am currently working on the AI. I just finished porting it from Lua to C# and just integrated it into my TOTu Unity project. It is mostly running but some debugging is necessary. I hope to have it completely debugged today.[/font][/color] [color=rgb(51,51,51)][font='lucida grande']I expect to release the TOTu mid-November 2013. Improvements over the old TOT are online-multiplayer with 2 to 4 players, or 1 player against the AI when no online players can be found.[/font][/color] [color=rgb(51,51,51)][font='lucida grande']In the meantime here is a list of all interviews and reviews of the original (developed with Corona) TOT.[/font][/color] [color=rgb(51,51,51)][font='lucida grande']An old podcast interview I did:[/font][/color] [color=rgb(51,51,51)][font='lucida grande']http://www.mefeedia.com/watch/48827244 Reviews: http://www.edge-online.com/review/octagon-theory-review/ http://www.hookshotinc.com/the-octagon-theory-review/ http://reviewme.oz-apps.com/2011/12/octogenarians-also-love-this-octagon.html http://aigamedev.com/open/interview/the-octagon-theory/[/font][/color]
  10. [color=rgb(64,64,64)][font=Roboto]A Masters student at University of Porto's Artificial Intelligence and Computer Science Laboratory (LIACC) used The Octagon Theory (my game) AI as a basis for his Masters thesis:[/font][/color]
  11. Thanks jbadams.
  12. TOT is originally for iOS, a two-player turn-based strategy game that is played on an octagon-shaped board. It's completely different from Othello (Reversi), Checkers, and Chess. Play against the AI or another human in hot-seat style. The new version, TOTu (u for Unity) will be for 2 to 4 players and will have online synchronous multiplayer. [url=http://www.gamedev.net/page/indie/project.html/_/strategy/totu-r6]Click here to view the project[/url]
  13. Hello everybody. This is a great service by gamedev.net so i guess I'll take advantage of it. I am a very old game developer (if you can call a guy who only released one game a game developer). I am a semi-retired American guy living in Tokyo Japan. Been here for more than 40 years. Born and raised in Johnstown, PA, an old mill town about 60 miles east of Pittsburg. Left when I was 20 years old for the USAF and that's how I wound up in Japan. Anyway my game is called The Octagon Theory (TOT). It is a two-player turn-based board game like Chess, Checkers, Othello. A person can play against the AI or against another human hot-seat style. There was never any online multiplayer. TOT was first developed for the Apple II using Applesoft Basic and 6502 assembler. And I sold a few copies on floppy disks at a small computer game shop here in tokyo. That was back in 1984. Then about three years ago I added some features and updated the game for iOS and sold some on the iTunes App Store. I used Ansca Corona to do it. I always had an interest in Unity which I considered a far superior dev platform to Corona and had always thought about doing my game in Unity because it targets more platforms and there is a lot more that can be done with Unity than can be done with Corona. Online multiplayer for one. But due to the cost of Unity I also thought it was a very complicated tool only for triple-A developers. Because of that and because it is for 3D I was scared of Unity for the longest time. But recently it has been coming way down in price so I finally seriously started studying Unity in January 2013. I followed a few tutorials and thought porting my game to Unity and C# would be a very good way to really learn Unity. Well here it is eight months later since i started with Unity and it keeps blowing my mind at how powerful and really easy it is to do things with Unity. And I feel very comfortable with it. But by no means have I mastered it. It is just so deep. And as for my game, well it's about 75% finished. It's got synchronous turn-based online multiplayer for 2 to 4 players. But only one room right now so only one game can be in session at a time. I hope to add rooms over the next few days. After I get this done I'll have a web version for everyone to try. Also before I formally release it I want to add AI. The previous versions had AI but no multiplayer. To add the AI all I have to do is change the code from Lua to C#. I've included a screen shot of it running on OSX. I plan to change the graphical design a lot over the next few weeks. And although this will give you an idea of what kind of game it is it will not look like this when it is released. Well, that's about it for today. If you've read this, thanks for your time. Regards, Dan
  14. Come on all you gamers out there. Give Chris your support. This is the guy who made a game so great that I bought a Windows PC just to be able to play it (I was a Mac user then and am again now). That game was the greatest RTS of all time - Total Annihilation. And then he went on to make many other successful games...I have both Supreme Commander and Supreme Commander 2. Anyway I just pledged 20 bucks to kickstart his new game. Go to his Kickstarter page and watch his video...he's in trouble. He's laid off a lot of his staff. His company will go under if his Kickstarter campaign isn't funded. He's only got about $400,000 out of the $1,100,000 goal with only 15 days to go. Give this great game designer your support.