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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 jigwolf

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  1. GDNet should use it's popularity and start a crowdsourcing service like kickstarter but exclusively for video games. It's a no brainer really, developers come here to make games which sometimes takes money (or even just the promise of money) to do. Those developers will also know very quickly whether or not their project are worth while because of donations they receive. There are no up-front commitments by either the project starters or donators so there will be plenty of activity. GDNet will profit like kickstarter which charges 5% of the funds raised and I'm sure a similar percentage would be acceptable at GDNet.
  2. It's not perfect as it's not completely cross-browser, but the solution I found for this was with socket.io and node.js. Instead of opening a new http connection for each bit of data, socket.io provides the webapp with an "always-open" connection where the server can send/receive much smoother. This will support many more players on your map. http://socket.io http://nodejs.org
  3. On GitHub now so anyone can have a look in at the code: [url="https://github.com/krazyjakee/Mystalia-Engine"]https://github.com/krazyjakee/Mystalia-Engine[/url]
  4. just to let you all know, registrations are working and you can go ahead and create your character to test the engine so far. http://www.mystalia.org
  5. I'd like to point out we now have a website/test site and wiki. We are also using node.js and socket.io for networking which is a massive advantage. I'm going to thin out this thread starter as nobody seems to care. They'll care when this project takes over the world. muahahaha! [url="http://wiki.mystalia.org/index.php/Main_Page"]http://wiki.mystalia.org/index.php/Main_Page[/url] [url="http://wiki.mystalia.org/index.php/Main_Page"]http://mystalia.org[/url]
  6. Hi all this is my tile based, 2d mmorpg project: http://mystalia.org It uses browser-based websockets to communicate so players can collaborate in real time. cool eh? I'm also looking for coders, please get in touch if you know javascript/node.js.
  7. [quote name='thefollower' timestamp='1293709089' post='4752244'] Ive got most of the engine done so i do know JS but there are some areas which is way advanced. Half of it is more about how i logically do it... like which way would be most efficient etc. I'm aiming to release my enginge for January for my users to enjoy [/quote] Let me know if you still need help with this as I think we are working on similar projects. [url="http://www.youtube.com/watch?v=LPdp6Ddn9-U"]http://www.youtube.com/watch?v=LPdp6Ddn9-U[/url]