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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 altras

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  1. I think a ordinary shell gun can do the trick :) Look here for refference - http://www.youtube.com/watch?v=EnwXu0ZpySY the big gun they're targeting in this episode is some kind of shell gun. Yours look the same - ordinary guns. If you want them to loook special you should have just one of them (not 22).  
  2. From my experience - find a new team. It's just waste of time to try to motivate people to start working. It's absolutely mandatory if you want to build something to waste time only for that what matters. Let's say if you have 100 points of energy and you waste 50 of them for motivating others, you'll launch in 5 years.   I've worked with teams that I had to motivate, i.e I was the locomotive they were the wagon. It's feasible but we moved so slow with our work it was insane.... Now I'm working with teams that I don't waste time to motivate and everything is perfect :)
  3. Love the bouncing man :D Will try it someday :)
  4. What do you think of this: http://www.youtube.com/watch?v=r1MBDA5xfZo ? :D
  5. You should focus a little on the Lore in general. I see there will be no story or whatsoever but the theme is essential for more engaging play.
  6. We're currently working on the visual aspect of the game. What do you think about the http://codepen.io/altras/full/Hwixy(animated logo) and the 
  7.     WarCluster logo We wanted to create something really massive, that can be super simple, but still have an impact on how players are having fun. With a lot of brainstorming (and little dreaming) we’ve come up with War Cluster  We thought that it would be cool that the universe of the game can be based on a Social Network (the players can be the “content”) and thus War Cluster quickly become the first social game on Twitter, a very ambitious project still in development by Denitsa,Kiril, David, Paveland Vitaliy Persistant world Imagine a colossal battles of over 35million daily players (similar magnitude like of a facebook social game from zynga) in one persistant server. Total carnage! > Real time battles Our backend is written on Go and our frontend is using everything HTML5 can offer. That’s why we focus that the real time experience can be really Real-Time. The spectator mode will be spectacular watching all of these space armies clashing and becoming debris. Pure annihilation! Wooo-hooo. Social connections We will abuse a lot the Twitter API so that we make sure everything is kept as social at it can be. We don’t mean *spam* or anything dirty like that – we mean that in order to be a leader of a space empire you have to communicate a lot  Space strategy and diplomacy A minimalistic approach towards the strategy genre. Everything is very easy to learn yet hard to master. The additional meta game in the form of robust diplomacy in the Twitter universe will add a layer of “planning before acting”. Arcade gameplay We’re having real fun and it’s very addicting developing this game  We hope that feeling stays in the game. We’re having a lot of “arcade” hackathons and we hope we can translate that in the gameplay too Browser based Yeah, every magic that runs the game will happen in your browser – no downloading, no installing etc. Just login and play  The power of the web technologies yeaaaaaaaaaaah \m/ >_< \m/   You can follow the projects update at http://twitter.com/warcluster.com
  8. http://www.alanemrich.com/ This one is too a great site for learning. P.S. and this one too http://whatgamesare.com/ You can try to google it
  9. A quick recap from my experiece with flash xD But actionscript3.0 != C# and the learning curve for both technologies is different. Start with [b]pong[/b] - basic collision and keyboard navigation Next is [b]tetris[/b] - more complex collision and mechanics. You can make it color matching if you love difficulties [b]Pacman[/b] - basic AI and path finding after you learned collision Platformer like [b]mario[/b] - basic level design, camera movement and timed events (boss fights etc.) [b][url="http://www.youtube.com/watch?v=J-rAY1VSVNY"]Tank wars[/url] [/b]<- something like this. Basic geometry and terrain morphing End with thing like [b]geometry wars[/b] - basic effects After all this is [b]up to you[/b] what to start You can make it like a marathon (sprint development). 7 days = 1 game. Complete the course for less than 30 days "Completeness" is a term that defines that you know how to build and deploy the game. It's obvious that your first games will never be completed and the worst case is abandoning the project. For that reason start small and build your skills up. Good luck
  10. You want to attract investors just with plain design about core mechanics and nothing more ? That's probably a dead-end. There are two types of approach when delivering your idea to a publisher. Check this out: http://whatgamesare.com/2011/03/visual-vs-action-oriented-design-game-design.html But basically if you can make a sample visual gameplay with just the core mechanics maybe you'll be able to attract some investors. Distributed workload is a good idea but when we speak about balancing issues, not just designing from scratch up. If you want to experiment with a different approach about designing things is good but keep it to yourself don't tell the publisher/investor that you have only core mechanics such as "A is for kick, B for punch. i dunno how much damage as points is afflicted" P.S. Probably i didn't understand correctly
  11. There will be a free MMOG released with perma-death by paradox games. You can check for more info here: http://www.paradoxplaza.com/press/2011/2/salem-free-to-play-mmorpg-game-officially-announced
  12. http://www.escapistmagazine.com/videos/view/extra-credits/2443-So-You-Want-to-be-a-Game-Designer :D
  13. Okay, i'll research & try to integrate this in our company. I'll give a feedback after 7-14 days... Do you have more advices ?
  14. @Wai Have you tried the method you're talking about ? Do you know somekind of that IDE you're talking about ? Do you consider that programmers don't have only one class for Something.x ? Do you consider abstraction, design patterns, interfaces ? Where the *blink* you gonna comment your design things for "Something" when you got like 5 folders for "Something",each of them have additional files with Something.x,Something.y & something.z ? Do you know that not all game designers are programmers(at least they're scripters... for most of them). They don't know version control systems(not that it's difficult to use one). If you work on a project involving 100 people, do you think you can manage to comment everything on daily basis? Like classes for importing level design, audio, mechanics, logics etc. Do you consider that game designers are not software architects ? They don't know UML and don't have the ability to design all classes involved in the project, just to create them and add a comment. If it's only with small indie team i think this is quite usefull if there's the technology for commenting. But on large scale, i think, it's absolutely not appropriate to use this method. Sorry if i didn't get your idea. This method is only good for QA's. When they expect some code cohesion, they can reference the comments for faster work. But they can do that too with opened GDD.doc alongside...
  15. So you gonna make weekly podcasts ? This one in particular was somewhat interesting, although i don't play Halo or CoD. Maybe next time you can talk more about something more consistent. Picking apart sandbox things is not a real deal. Try to analyse the philosophy behind modern games, in the busy days.