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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 Elfblood

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  1. Thx for reply.   Sorry I got confused with Copyright and Trademark, english is not my mothertongue.   In fact I did read alot, and I know google...but its seems this is a much more complicated field I thought. I have read walls of Text but at the End I still had no clue. Isnt there a "Law for Dummys" out there ^^ ?   How to be sure to not get sued later on. I cant just type the Name in google, and if there are no results then everything is fine I think..
  2. Hi,   Iam at the point of Gamedevelopement where I must decide how to name it. Working Title just doesnt do it anymore. Sounds easy...but everything that fits the Game is already taken.   My favorite Name is already taken from another very small Indiegame. (this one is Freeware and Opensource, if it matters)   I have lots of alternatives, but every single one has been used, from CCC- to AAA Game Titles. ^^ The Game will not be Freeware if this matters..   So...here are my Questions.   1. How do I know if a Title is Copyrighted, or is every Gametitle automagical "reserved" ? I have no clue about this stuff...   2. Can I reuse the Name of an very old Game and add something to it, to show its inspired from this Game ? Example. Could I make a "Dungeonmaster Tactics", inspired from the 90er Title Dungeonmaster ?   3. There are some good sources I could read about this topic ?     Thx for answers ;)
  3. So there are 6 Sheets in this Powerpoint. 1: Title 2: Fancy Van Gogh Picture 3: 6 Words (Attributes a Image can have) 4: Picture from some Zelda (3D) Game 5: 7 more words, more random themed and repeating some of the first 6 6: another Picture of a 3D Game So, im not realy impressed by this pdf I have to say.
  4. Maybe you should first start trying some "real" Space Strategie Games ^^ Master of Orion I-II, Star Trek - Birth of the Federation, Pherry Rhodan - Operation Eastside, Haegemonia, Homeworld, Star Wolves, Cataclysm...there are so many... This would help alot to redefine your idea i think. Ah, and of course...take a look at the Mother of all Sandbox - Open Space Games...Play Elite. Its a little bit old and ugly looking...but its worth a look. (and it fits on a 720K Floppy) ^^
  5. Nice Thread... First. The following Games come in mind if i think about scaryness. Alien vs. Predator 1. (Playing as an Alien to get an sight on sneaking and killing silent, playing as an marine and get this feeling in your neck when your motion tracker starts to beep faster and faster...they coming...oh my god, so many of them.. ;)) S.T.A.L.K.E.R. (Special Enemies scare the fuck out of my pants ^^ the first time u have to kill a vampire, or this thing wich can throw stuff at you with his telekinetics, or if you are very alone in the wild and get the warning that an eruption is approaching and you have to find shelter very fast) Doom 3. (coz the environment was sometimes very cool. Suddenly a gascan was floating midair in front of you for no reason, or bloody screens and bloodstains on the ground, light flickers) Painkiller. (the sanctuary level was of nice scary design, with this iron-masked freaks running around) Gameplayside...what dos u scare in a game? things u cant explain... what if the door you just came through and have to go back leads now into a total different room, or the repeating corridor trick... sometimes things should move around, sound that u cant locate from where it comes... your radar starts to get useless, automap shows only noise... leveldesign... its a good idea to design the levels for coop that you need to separate from your teammate. one has to trigger a switch, while the other has to run through a door and you definetively need the feeling that a single enemy can kill you right at your next step. or you hear that a lot of enemies are coming, but u cant say from where...starting to nervous turn around yourselve in that damn labyrinth... mh...just some ideas i had so far ;)
  6. EDIT: Oh Sorry, forgot this is an english forum ;) I have a static log filehandle (textwriter) in my project, and this works well, except that sometimes the runtime skipps a call to the logger with the comment: SingleStep: Nonusercode "System.IO.TextWriter.WriteLine" is skipped. (Free translation from german) There is no code optimization on, and I have no idea why this happens. Thx ;) edit2: happens in release and in debug mode [Edited by - Elfblood on May 20, 2009 3:43:23 PM]