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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.

touch_the_sky

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  1. Just noticed I put the wrong greenlight link, it's: http://steamcommunity.com/sharedfiles/filedetails/?id=878982208
  2. Hi Everyone, Just wanted to make this quick post about a game I'm currently working on - Space Toads Mayhem In a nutshell, it's a very retro-flavoured, topdown shoot ‘em up. It’s a challenging, reflex-based game, rewarding a player who enjoys fast-paced action and can adapt to chaotic onslaught of enemies quickly.   The game is currently on Steam Greenlight, so if you're into retrogames of this kind, you can show us some love here: http://steamcommunity.com/sharedfiles/filedetails/?id=878982208   Cheers :) Luke
  3. Sure, I'm most interested to hear from people who dealt with ads for a Win / Mac PC arcade-style shmup - anyone?    That said, it'd be interesting to hear from developers of any kind of games who used paid advertising after the game has been released - was it worth it to you? To what extent etc? Did you primarily rely on the hype / press / exposure you've built prior to your game's release? Or were paid ads a vital contributor to your sales figures?   And let's not forget any guerilla marketing success / fail stories ;)
  4. Hi Everyone,   I've posted this on another forum already, but I'd like to get some opinions from you guys here as well   Just like I believe many indies with a game at a relatively early stage of development, I'm experiencing all the pleasures and ordeals of trying to get as much exposure as possible. Being present at events, social media (best traction thus far!), forums, indiedbs, reddits - you name it. As I'm working towards a first polished demo - press releases and contacting twitchers, youtubers, bloggers, websites and press crop up on the horizon. And let's not forget trying some IGF, Indiecade and the likes. There's loads of info and advice of various kind about all mentioned above all over the Internet.   There's one thing I'm quite curious about though, and I'd love to hear from more experienced colleagues here who got their games published on Steam / GOG. That is, did you use any paid advertising to boost sales of your game? Did it work and where did you advertise? Adwords / Bing Ads? Reddit ads? BuyAds? Other?   Also, any success stories with some experimental / guerilla marketing? Anyone ran through city centre naked shouting his / her game's title to increase sales?   :wink:  :D   Thanks,   Luke
  5. Hi Everyone,   I hope this is the right section to post this    I am currently working on a top-down 2d shooter in Unity3d. At present, I am focusing on Desktop / Laptop machines running either Windows or Mac Os Due to my Sprite, Player and Project settings, I was struggling to achieve consistent, satisfactory looks of the game on different setups as per this Answers post: http://answers.unity3d.com/questions/1207119/huge-issue-of-inconsistent-sprite-rendering-across.html I think I've got it all sorted now, I've tested the current build on a few different machines and it seems fine. However, I'd really appreciate if you could download it, and test it yourself. This build is a particular scene which is the arcade / survival mode of the game. It's a work in progress, so not all the gameplay elements are implemented here. In this build you can: - move (arrows or WSAD) - shoot and kill the space toads (space or left-click) - push the space toads around so they bump into each other and get hurt - you're invincible here at the moment Gameplay testing is not the objective here just yet, but what I am hoping to see is: - that the game launches full screen by default (alt+f4 or command+q to close) - that the game looks like on the screenshot below   If you could post a screenshot of how it looks on your machine and say what cpu / gpu + operating system you have, that would be awesome  Link to a Windows build: https://www.wetransfer.com/downloads/105ab5dd54746fabac193c8c09eab1b620160624163008/8f2798 Link to a Mac build: https://www.wetransfer.com/downloads/908ce20bf5b6ad3e67b28e0bdb08aacc20160624163322/a913af Thanks for all the help, Luke
  6. Thanks Thaumaturge,   That's what I'm going for - have some clarity, yet be "painterly" enough so it's reasonably easy to prepare suitable artwork to go with it (characters) etc
  7. Hi everyone,   Recently I've been to some pretty awesome, dramatic locations where I took some video footage   I've been toying with different ways of stylizing the footage to give it a unique, darker feel I particularly like.   Here's a very short clip (with added music), but you'll get the idea of what I'm after: https://www.youtube.com/watch?v=piPFb9-tEkQ   I think turning raw video clips into something like this allows to create some interesting video game locations. Because of how it turns out, I think it would be possible to embed different dynamic elements onto the footage (characters, buildings etc) in a very fitting, convincing way.   The first type of a game that comes to mind is a good old point-and-click adventure, where you interact with specific dynamic elements in each location then move onto another scene.   The other is actually a side scroller / platformer - as long as the original video was shot in a res high enough, it should be no problem to "zoom in" to a fraction of a scene and let the camera follow the running / jumping character in a usual way   What do you guys think?
  8. Hi Everyone,     Recently, I've finally completed my very first game - Space Toads.   It's a classic, top-down shooter with fast-paced action and relentless hordes of enemies. Your main goal is to survive as long as possible and get the highest score. I was told that one can experience "Galaga flashbacks" when playing the game   All you need to play is some sort of a normal PC / Mac and Google Chrome (may work fine in Safari or other webkit-based). To save your score / get ranked etc you need to sign in with Twitter - don't need to do this though.   Controls are simple: Arrows - Move, Space or Ctrl - Shoot, Esc - Pause / Unpause   You can play it here: http://space-toads.com/   Also, here's my IndieDB page if anyone's interested: http://www.indiedb.com/games/space-toads   Hope you enjoy it, and looking for feedback   Thanks,   L.
  9. Hi everyone,   I present to you Space Toads, my browser-based retro arcade shooter (born from the ashes of a different game I posted here some time ago;)   The game is under development, what is currently playable is the survival mode (which is supposed to be difficult), there will be a "campaign" with various levels, etc. but not until the survival mode is complete and awesome   SCREEN:   Please use the latest Google Chrome, I will look into other platforms in the future, but right now I am focusing on Chrome   Click here to play Space Toads   Hope you enjoy it, looking for ideas, suggestions and other constructive feedback   Thanks
  10. Hi Blueshogun,   Are you using the latest Google Chrome browser? The game launches in Safari as it's also webkit, but currently performance difference can be colossal between the two.   I tested it on a similar Macbook Pro as well as a really old iMac (can't remember the specs exactly but way lower than yours). On the old iMac it worked perfectly as long as Google Chrome was used - Safari performed really bad.   The lowest spec computer I used to run the game was and old, single core Pentium 4 PC which still hangs around in the office, with some shitty AGP graphics card (yep!;), and it was fine as long as Chrome was used.   I know there are other platforms and browsers out there, so I'll look into that in the future but currently I am focusing on the gameplay and the browser which happened to work best during my tests.   The other thing which could affect the performance would be if you had some Flash streaming in the other tab or another active tab with a js heavy site / app, as well as some heavy system process running.   And if the above is not the case, and you are indeed using new Chrome... than that gives me something to think about:)   Please let me know how you're getting on
  11. Just a quick update, a short gameplay vid: http://www.youtube.com/watch?v=-hlE5qhQYOg   More stuff in dev ATM and coming soon:)
  12. Hi everyone, I would like to present to you my very new html5 game I am currently working on. So, here's some info: STORY All I can say is in my game you are not a hero trying to save the princess / world / vegeterians, etc. My game gives you a unique opportunity to become a Space Murderer. A vile, nasty, evil bastard with a mission to commit genocide on good, innocent Space Retards  At this stage I don't want to get into a lot of detail about the story, since no matter what this game is all about: THE MECHANICS It is a classic, arcade-style, 2d top-down shooter at its core. I am aiming at a distinct AtariNESque experience with a bit of a modern twist. CONTROLS You move with arrow keys, you try to murder with either Space or Ctrl (both Ctrl and Space do exactly the same thing). So again, a classic '1-fire-button' setup. Simples. OBJECTIVE Three Words: Genocide and Survival. The good, innocent retards are not so helpless after all. The very looks of you make them go apeshit, trying to crash right into you. The action can get intense at times, as it's supposed to. SYSTEM REQUIREMENTS  An average PC / Mac, with an average NVIDIA / ATI graphics card and latest Google Chrome browser (no plugins needed) open in a full-size window, ideally 1600x1050 screen resolution. Playing Netflix at the same time, streaming Flash stuff, etc. in other active tab will affect the game huge time, so not recommended. SCREEN   The game can be found here:   Space Retards   Hope you enjoy it:)   Any constructive feedback welcome.
  13. Diablo 3 FTW!
  14. [color=#282828][font=helvetica, arial, verdana, tahoma, sans-serif][size=3][left][quote]If someone offers you 200k[/quote] Just an example, I did think that no one will think about this sort of money as an entry-level salary though;)[/left][/size][/font][/color] [color=#282828][font=helvetica, arial, verdana, tahoma, sans-serif][size=3][left][quote]Long-term unpaid internships "for experience" are becoming the norm[/quote] Tell me about it;) We may be looking for a few interns in the summer. I think it's a fair deal as long as there is an actual paid work opportunity for those who perform well.[/left][/size][/font][/color] [color=#282828][font=helvetica, arial, verdana, tahoma, sans-serif][size=3][left][quote][/left][/size][/font][/color] [color=#282828][font=helvetica, arial, verdana, tahoma, sans-serif][size=3][left]Buy a lottery ticket. You have 10 times higher chances of winning.[/left][/size][/font][/color] [color=#282828][font=helvetica, arial, verdana, tahoma, sans-serif][size=3][left]Or, run outside in a storm. You have 100 times higher chances of being struck by lightning.[/left][/size][/font][/color] [color=#282828][font=helvetica, arial, verdana, tahoma, sans-serif][size=3][left][/quote][/left][/size][/font][/color] [color=#282828][font=helvetica, arial, verdana, tahoma, sans-serif][size=3][left]Actually, I am genuinely happy that there are so many people who think that - it makes getting my money so much easier. Thanks to this common approach, there is less ambitious people trying to 'do it their way' in an already crowded, competitive market - good for me.[/left][/size][/font][/color] [color=#282828][font=helvetica, arial, verdana, tahoma, sans-serif][size=3][left][quote][/left][/size][/font][/color] [color=#282828][font=helvetica, arial, verdana, tahoma, sans-serif][size=3][left]Meanwhile, keep that corporate job. It won't be needed in 5 years anyway and company won't exist in 10, so save the salary and invest it, to keep your options open.[/left][/size][/font][/color] [color=#282828][font=helvetica, arial, verdana, tahoma, sans-serif][size=3][left]The last thing you want is to jump into business without any experience or training in it. [/left][/size][/font][/color] [color=#282828][font=helvetica, arial, verdana, tahoma, sans-serif][size=3][left][/quote][/left][/size][/font][/color] [color=#282828][font=helvetica, arial, verdana, tahoma, sans-serif][size=3][left]I agree you're gonna fail in business if you're clueless (no experience, etc.). Keeping a corporate job is a neat, cool option too. Just not the only one, and not the best one. There is no single best one - different stuff will work for different people, which is what I was trying to say [/left][/size][/font][/color][color=#282828][font=helvetica, arial, verdana, tahoma, sans-serif][size=3][left](not very well apparently)[/left][/size][/font][/color][color=#282828][font=helvetica, arial, verdana, tahoma, sans-serif][size=3][left].[/left][/size][/font][/color]
  15. If you're after money - the above. Or if you don't wanna secure, stable, very well paid**, yet... boring corporate job you could try being a businessman. Statistically, you're quite likely to fail miserably, and you won't see an awful lot of money you're after (if any), the ride will be anything but boring though;) ** A lot of people are tempted into joining 'the biggest guys around', money is great, all's awesome, but then after some years you may start to think about stuff.. Basically, this sort of corporate positions normally offer salaries which are considered high (and even very high when you upgrade your drone status within organisation). You'd get some cool benefits too, a gym membership and food in the cantine will probably comply with some ISO standard too. That's absolutely brilliant... as long as you can accept to live a CAPPED life. Yep, even if someone offers you 200k per year, it's still 200k, a FIXED amount. And in case you want more, you'll have a lovely neat specs of how to get higher up the ladder. This is the best part - right away you'll be able to determine how far will you go, you'll know what you'll afford in 5 years, in 15 years, at the end of your days.. A life beautifully directed just for you. You may even like it that way, or it could even be some sort of dream of yours. But what if? What if at some point you're gonna think 'I could have done way better than that!'? (financially and in general) As long as you're certain you won't think that, go for the enterprise. Otherwise, you may consider taking a shot at getting the sort of money that no anonymous corporate.worker will ever get (regardless of what sort of anonymous director he becomes). Just bear in mind, you'll need to be this one guy out of 50k who doesn't fail.