• 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.

BronzeBeard

Members
  • Content count

    107
  • Joined

  • Last visited

Community Reputation

160 Neutral

About BronzeBeard

  • Rank
    Member
  1. Hey guys, I've been working on this game for a while. It's an automobile manufacturing business simulator... or simply a realistic car tycoon game.   You get to manage a car company between 1900-2020. During this time you'll design, build, sell, and market your vehicles against 300 AI competitors. We're nearing our open beta in march so I'm out generating some buzz!   http://www.youtube.com/watch?v=MB69KwFKigs     Gamesite: http://www.gearcity.info/ Forums: http://www.ventdev.com/   Like us on Facebook: http://www.facebook.com/profile.php?id=183139871741918 and follow us on Twitter: https://twitter.com/ventdev
  2. Guilt trips work for me. Make yourself feel guilty anytime you're NOT working on your project... Specially if you do something "fun" like playing a game or watching a movie. Eventually to remove the guilt you'll start working harder!
  3. It's the future of the big-box MBA-ran publishers. Ubi-soft started this kind of persistent Internet connection single player games with Silent Hunter 5... Until there is major backlash and the masses voting with their wallets you'll see more and more big-box titles becoming "online only" with "purchasable additional content". Is it the future of the market as a whole? Doubtful! There is always a niche market for everything, including a niche for drm free (or drm minimal) games. It's just like consoles will never truly kill PC gaming. Sure EA might jump out of the PC market, but that doesn't mean someone else isn't willing to fill the niche no matter how small it is.
  4. I make about a fourth of my income from stocks. Typically you want to play with very safe, very large marketshare companies, Small Caps (high risk, high reward), and of course dividend stocks. Safe stocks are pretty much market leaders that deals in food, oil, health services, or any vital commodities. (DE, JNJ, XOM) Safe stocks could be extended into large cap companies who are pretty much fail safe or have a huge marketshare. (GOOG, IBM, APPL, MSFT, WDC) Risk stocks are typically small caps, we're talking about companies worth less than $200 million who's shares are worth less than $10 a pop (sometimes even less). You play them for boom or bust (and tax write offs)... Facebooks is not a safe stock. It is not a market leader (remember it's an ad company), it's not an time tested company, and it is not a necessary market. (Even if it was a necessary market, social media sites come and go...) That makes FB a risk stock... but is it a risk stock that's worth it? 1st Red Flag: $20B company listed at $100B. 2nd Red Flag: Heavy Competition: (Both big and small aim to take over social media space) 3rd Red Flag: Limited Core Business Growth. My personal belief is that their ad market is capped out. They're not going to be able to squeeze much more out of ad revenues without branching out to other businesses. Typically when you look at risky stocks you want to see HUGE growth potential in their core market. The more a company extends out from their core business the less effective they tend to become. (Personal belief, take a look at HP) I'm passing on FB, unless it falls down into the teens... I could pull the trigger on a long $18 facebook *Note: I own some shares of some of the companies mentioned*
  5. [quote name='Michael Tanczos' timestamp='1337829693' post='4942772'] [quote name='BronzeBeard' timestamp='1337828718' post='4942766'] At a quick glance almost everyone in this thread has a higher reputation than Tom Sloper. Which is a bit wrong if you ask me. I don't want to have to look up graphs and charts for every member to figure out if they have sage advice or not. [/quote] And for what reason do you consider their points not earned? Tom will certainly accumulate points faster than most people anyway. I'd doubt his sage advice doesn't cause his reputation to skyrocket quickly. Remember, this system is brand new.. [/quote] Most of the arguments I would make have already been brought up in this thread so I won't bog you down with rehashing them. I understand the system is brand new, but if we're going to keep it there needs to be a quick way to see where all these superfluous points come from without having to go through a person's profile. You've probably already have a ticket for this or something similar, but I think you should break it down rather than just displaying a total reputation. Because personally I don't care if the person "participates" or authors blogs, I only care about the "Scholar" category as you have it. [img]http://public.gamedev.net//public/style_emoticons/default/biggrin.png[/img] Don't take my feedback personally [img]http://public.gamedev.net//public/style_emoticons/default/biggrin.png[/img]
  6. I refuse to buy D3, the lack of offline mode is a COMPLETE turn off for me. I'm waiting for Torchlight 2 which will have the game play D3 should have.
  7. Personally I think the new system is a bit... horrible.... At a quick glance almost everyone in this thread has a higher reputation than Tom Sloper. Which is a bit wrong if you ask me. I don't want to have to look up graphs and charts for every member to figure out if they have sage advice or not. If you want "points" for "participation" and crap; add another column in your table for "XP". Make a little forum RPG out of it. How you have it now you can't tell who is respected member of the community and who is just an average know nothing Joe. Just my two bytes...
  8. [quote name='glhf' timestamp='1335024866' post='4933541'] [quote name='jbadams' timestamp='1334995331' post='4933461'] Do remember that there's a difference between having a business plan and carefully considering monetization options (which is a Good Thing) and hoping to "get rich quick" (which is a fool's errand). You've only been told one of these things is bad, and it's been clearly explained why. Don't confuse the issue looking for a disagreement when people are just trying to give clear and helpful advice; especially given everyone has taken the time to explain their reasoning. [/quote] I disagree that you shouldnt design the game to make a lot of money. When you make a game you should make it with money as your first priority. And one of the biggest factors that make you money is the amount of players you have... so if you want a lot of player you need to make a great game. So money is the best goal when you make a game. But if you make your first goal making a great game.. then you might completely skip the part of the best way ofmaking money of your game.. And so you do it as a last effort before shipping out the game... making small money of it when you could of made sooo much more. [/quote] The first, most important, and practically the only "priority" in making a game is [b]fun[/b]. All other points are moot unless the game is fun.
  9. This will be my last reply to this topic to prevent derailing it anymore, but I'd like to make one quick point. [quote name='SimonForsman' timestamp='1333735422' post='4928847'] Professional software is expensive due to the small market for it (it still costs insane amounts to develop), There are always cheaper alternatives out there that one can use. If the price for one piece of software is "outrageous" then it should be fairly easy to make an equivalent product and take over the market by selling it for alot less. When it comes to things like sample libraries the prices are high because the customer isn't buying a copy of the samples, he is buying the right to sell derivate works. (Licensing a music track for use in a commercial game is far more expensive than buying a mp3 on iTunes aswell) (also, a few hundred or thousand dollars for a sample library isn't expensive, they cost alot to record and and the target market is fairly small) [/quote] I have no statistics to prove it but tiered pricing is probably a much more effective means of 1) Reducing piracy 2) Generating Revenue 3) Creating vendor lock than current models. Sure there are cheaper alternatives, but you can't tell me that blender is a better program than 3dsm. (If it was, blender would of never failed as a commercial product in the first place) Because max/maya are so common in the work place, it's hard to find modeling jobs that don't require one of those two programs (both combined had about a 70-80% marketshare a few years ago). A typical person can not afford max/maya. Back in the early 00's a student copy of max would run you $1500. Piracy rates of max were around 60% ... Sure it has gotten better, it's about $150 a year now, but If it wasn't for most kids learning max via pirated copies would Autodesk enjoy its near monopoly of high quality modeling packages that they do now? Anyhoo lets slip into the OP's shoes... Here is his dilemma, his people are trained in X software, X software is unfordable to any but well financed companies/individuals. The alternative is much lower quality which will effect the finish product (as well slow down production). His product no matter what software he uses could not justify cost of software X. So he pirates it. It results in a theoretical lost sale if he could afford it. And that's a damn shame imo. OP is vendor locked to something he can't afford. The vendor loses money because their product is not suitable for him. Everyone loses for no reason. In my humble opinion, Autodesk should of never gotten rid of gmax, instead they should of indie licensed it, thus allowing commercial use for X amount of revenue just like so many others do. This creates brand loyalty and vendor lock without making criminals out of people. Rather than losing a sale: autodesk would of made ~some~ money and the OP would have the same tools minus features he did not need with a revenue cap. I believe there are a number of programs would benefit from dumbed down versions or subscriptions services rather than large flat drive people to piracy pricing model that we have now. All in all I understand niche markets drive up prices, but I also understand they need to hook and retain users as well. A double edge sword that cuts both ways.
  10. My advice is to make sure you hire everyone as an independent contractor. In your contract make sure you state that using illegal software is prohibited, and that they are responsible for any legal issues caused by any work they do for you. This won't prevent you from being sued, but it will give you a strong case for when you sue your contractor for damages. (I learned that from watching "The People's Court" [img]http://public.gamedev.net//public/style_emoticons/default/smile.png[/img] ) [quote name='bschmidt1962' timestamp='1333468754' post='4927901'] They had contracted a composer to create music for a game. A company that makes "Sample Libraries" (collections of recorded instruments used in music production) contacted them--or rather their lawyer did. Apparently they recognized that their sounds were used in the music. They looked up the composer and discovered that he didn't have license to use their samples--he was using a pirated version. (these libraries often cost hundreds to thousands of dollars). So the sample library company sued the game publisher for making and distributing unauthorized copies of their sound recordings. And the publisher had to settle (i.e. pay them $$). [/quote] Ouch, companies like that are just as bad as patient trolls imo. Not saying they don't have a right to go after pirates, but charging outrageous amounts for things kinda breeds it.
  11. I used to live right by Full Sail while going to UCF. I'm going to advise you not to go to Full Sail unless you have a rich uncle who plans to pay for everything. Why do I say that? The video game program will cost you around $100,000 in tuition. Then you have to factor in the cost of living (which in Orlando is sky high). You'll be paying $800/mth for literally a hotel room. In other words you're paying ~$140,000 for a video game degree..... If your a Florida resident UCF (right down the road from Full Sail) would cost you only ~$23,000 for CS degree. A CS degree would be a bit more usable, prestigious, and economical than a video game degree, specially when you factor in how harmful debt is. If you really want to go the "video game" degree route, I suggest checking out community colleges and online trade schools. They're a hell of a lot cheaper, and teach you the same exact stuff. Anyhoo, just my two cents.
  12. Gear City is an Automobile Manufacturing Business Simulator, aka "Management Sim" or "Tycoon" game. In Gear City you design, build, market, and sell automobiles in a historically accurate and realistic economic simulator. The most important goal in the game is to stay in business. Which is harder than it sounds. We've been working on this game for about the last year and change. It's now in a playable state and thus we can show it off! Please remember this is an alpha build. There is a bunch of artwork needing to be implemented, and the GUI will go through a redesign. With that in mind, please check out the [url="http://www.gearcity.info/"]site[/url], join the [url="http://www.ventdev.com/"]forums[/url], give us feedback, and enjoy the video! [media]http://www.youtube.com/watch?v=MxEPCGjCGGQ[/media]
  13. Great game, I enjoyed it much. Defiantly a must play if you love mahjong. I'd only make 2 suggestions: rotate the camera along the X-axis when you right click, and include the music with the install (don't make it seperate "add-on") if anything make a music-less build and a music build.
  14. your missing anjuta...
  15. [quote name='jtagge75' timestamp='1299354465' post='4782177'] [quote name='BronzeBeard' timestamp='1299347111' post='4782129'] Bah, What do you want for nothing? Rubber Biscuit? Wanting it to just work, mac: $1500. Getting it work in a usable environment only to get spyware from a porn site, windows: $300 Pulling your head out of your ass and learning to install home-brew drivers, Linux: Priceless. Money can buy you ease, but freedom is worth more than pennies. Yes I will agree linux has driver issues but... A) it's free it's free C) it's open, for you to fix it. D) it's free You learn to either work around your problems, fix it your-self, deal with it, or fork out $300 for latest windows. That being said Ubuntu sucks, get a real man's linux like Arch or Slackware [/quote] I paid $140 for the OEM version of Win7 Pro when I built this computer. And magically it just worked. I don't spend all day looking at porn or downloading torrents so malware hasn't been an issue. I payed $700 for a Mac mini and it worked even easier then Win7. I can see if you live at home, have a crappy part time job, and lots of free time that endless screwing around with Linux might seem 'fun'. I have a fulltime job and a social life, paying money for something that works makes a lot more sense. And as was stated, "free" in the corporate world generally ends up costing a lot more then just buying something that works. [/quote] To clarify, I'm stating, [b]"You get what you pay for[/b]." IF you want working drives you follow the order which I presented. (Mac, as it only works on mac hardware, Windows (99% of drivers works for) or Linux which is free.) You have zero support from me bitching about something that is free. Did he lose time figuring out linux doesn't support his driver? Yes, but it was his time to lose. He did not pay ubuntu one dime or time for the product or service.