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Acissathar

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  1. [quote name='Orymus3' timestamp='1342369585' post='4959292'] I found out I've been saving by bulk job if the planning and estimate are realistic. I think its a win-win because, while the artist earns less an hour, they get a longer chunk of work they can rely on and from my basic understanding of a freelancer's job, that can give them a bit of a break from job hunting. (Correct me if I'm wrong). [/quote] This is how I plan on paying for things, in bulk at milestones so that way if something falls through on either end both of us will at least have [i]something [/i]instead of nothing (say the project ends or the artist has life issues that interrupt his work).
  2. [quote name='Koobazaur' timestamp='1341780593' post='4957017'] On a similar but backward manner, I've recently been finding games "hard to get into" i.e. I hate the first hour of any game where you dont know WTF is going on, what the story is about, or how to even operate the game (keybinds etc.) It actually requires effort and focus to "get into" the game proper, and many tutorials feel like a chore. That being said, once past that point, when I get used to the game mechanics and controls, and the story grabs me, playing is finally fun and engaging! [/quote] This is how I felt about Assassin's Creed: Revelations. I love the Assassin's Creed story and games a huge amount but for some reason the tons of tutorials (While very nice refreshers which were helpful) just made it hard for me to ever put it back in. I'm still at the crafting tutorial :/ Someone else brought up Minecraft and I recently picked the game up. Part of the problem with keeping a game from wearing me out is that I need to stop myself from over playing it and burning myself out. I also have a tendency to play on the hardest difficulty so my first few days playing Minecraft on Hard while trying to play it as Creative Mode did not end well. I had to step back and focus on other tasks because I could tell I was starting to want to never touch the game again which I knew was the wrong thing because it really is fun to play with others. Different ways of playing also helps to prevent this, you can use Minecraft Survival vs. Creative for this but I prefer to use the mobile game I bought; Civilization Revolution. One of the things that kept me playing after I won is that I still have I think it's ~20 different civilizations I can choose to play as, but not only that I can win through Military Domination, Economic Superiority, Culture Superiority, and finally Technological Advancement. Variety to me is what prevents a game from causing burnout.
  3. Side quests to the main story if they are well done are generally what keep me playing the game and wanting more. However for some games its simple things like crafting where if I want a cool weapon (Not just the strongest but something that stands out, like the Wabbajak from Skyrim) I can go out of my way to get it on it's own little "epic" quest; not just buy 4 resources and smelt.
  4. [quote name='Tom Sloper' timestamp='1341425868' post='4955683'] Make sure you adjust all those numbers. A day for a weapon could be a huge overestimation if you're talking about a 2D game for iPHones - a week for a character could likewise be off, a month for a tile-set, etc. I would estimate higher for GUI. Factor in reworks as well. [/quote] I thought I had thrown in 2D Mobile in my original posting but I had left it out, that's why such a number was surprising to me because I was under the assumption that this was all for 2D. That's what I get for assuming though! [quote name='doeme' timestamp='1341475085' post='4955883'] Also it might be worth to think about just buying models and/or graphics for some of your assets to reduce the costs. After all a lot of fantasy-weapons tend to look the same or at least very similar. The same goes for some GUI-elements such as health-bars. For enemies and especially bosses (and tilesets) you will still want to custom-model it, as this will make your game look more unique compared to other games of the genre. Buying models and images will likely prevent you from applying a very unique art-style but the reduce in cost might well be worth it. [/quote] This is an option too, but the only problem I can see with this is if the "winning" artist's style does not match these generic pieces. The biggest thing I wish to avoid is a Frankenstein'd game with mismatching pieces. Granted it's easy to minimize the damage (Don't choose Sci-Fi pieces if the game is Fantasy) but it's something I hope to not even have to mess with.
  5. [quote name='Tom Sloper' timestamp='1341373334' post='4955511'] Make a [url="http://sloperama.com/advice/m70.htm"]decision grid[/url] to determine which vendor you'll go with. [/quote] Thank you for the insight, I do like the decision grid idea and I'll implement that before I choose someone.. [quote name='Hodgman' timestamp='1341382799' post='4955538']Depends on the quality you're looking for... Making up some random task time-frames, we could say: .. 1 day per weapon * 50 weapons + 1 week per character * 27 characters + 1 month per tile-set * 5 sets + 1 week of GUI work = 290 days = 2320 hours of work. @ $20/h that's about $46k over a bit more than a year. You could easily double or halve that number though, depending on the quality you need. [/quote] That is definitely more than expecting but at least I have some numbers to work with, and I do understand that greater quality will demand a greater price but this "middle of the road" estimate is very helpful. [quote name='Orymus3' timestamp='1341407010' post='4955607'] Note that I'm making the gross assumption that this would be your first published game and I'm trying to give you alternatives to cut on the expanses knowing you're probably on a tight budget. If this is not the case, please disregard. [/quote] The sprites and such will be designed with a mobile platform in mind so they wouldn't be too largeThis is indeed going to be the first published game however the budget is not so much a problem (at least currently), as this is simply a side project during my off time until I complete my contract at the end of 2013 so I'm not afraid to spend X amount of money over that time. Again thank you everyone for your insight.
  6. That's what I plan to do when I get to the stage the assets are needed, but right now I'm just trying to get a feel for what a good price would be. I don't want to head in blindly and try to negotiate without having the slightest idea; I'd hate to end up insulting or losing potential artists because the price I think might work initially is grossly undervalued.
  7. Hello Everyone, I am creating an RPG Loot Fest and the biggest piece I need to complete will be the art assets. I am trying to find a rough estimate for the assets needed to complete the project. I am looking at keeping it with one artists / studio in order to keep the whole set similar in style and following a general cartoon fantasy feel. Currently I'm looking at these for the assets: ~50 Weapons, split between swords, staves, axes, etc. ~20 Different Enemies ~7 Unique Boss Characters 4 or 5 different "Platform" tile-sets (Different themes, one is dark ruins, one is grassy, etc.) GUI elements for health, mana, actionbars, etc. All of this is assuming a direct payment model, not splitting shares or any other strings attached methods. Thank you for your time.
  8. [quote name='alnite' timestamp='1314559186' post='4854797'] I can point out things that I [i]don't like[/i] on some current TD games: [list=1][*]Towers that don't have obvious benefits.[*]Interest.[*]Imbalanced units between waves.[/list][/quote] 1. Definately agree with you. I recently played a TD that had a tower which would root a creep and then give you double profit upon that creeps death. The problem was that the tower was extremely slow, targetted only one unit, and was an expensive tower to build. The tower had no use unless you had a vast quantity, but due to their cost it was bordering the impossible. 2. I have never seen this method before, but I do not think it is a good idea. It adds another level of complexity that is not needed with the potential to give the player game breaking amounts of resource. (Pool huge amount mean you get bigger interest which fuels the next interes) Either that or it is such a small benefit that it's just a waste. 3. I'm on the fence with this one. While I don't believe a model similar to Wave 1 took you 10 seconds to defeat and Wave 2 took 5 minutes, I do believe that the waves should not scale in difficulty through a linear model. I feel that this would lead to predictable game play, and make each decision set in stone instead of "adapt and overcome." [quote name='Krohm' timestamp='1314602323' post='4854967'] A lot of hours and solid, extensive mechanics. If it is multiplayer, a special x4 pack might be nice. Some flash TD are really polished. But they miss the 'extensive' part. I have been trough "Kingdom Rush" recently and I'd say it's fairly balanced but with (4+4*2) leveled towers they can only take it so far, as a comparison, Burbenog had 8*(8+1) if memory serves and the degree of synergistic interaction was incredible to say the least. [/quote] By a x4 pack, you mean something like a discount for X copies, where X is the number of players available in multiplayer? I also like the synergistic options. (Mainly because synergy is my favorite word!) The more options, the more you can play the game and still have a new experience each time. [quote name='freddyscoming4you' timestamp='1314647609' post='4855193'] 1. Tower's should "look" like their purpose. 2. Include nifty side upgrades (like tacks and such from bloon defense) and powers like changing the direction of paths or being able to block off a path for a certain time. 3. If a tower doesn't fit exactly what I want to do let me create my own custom towers in between levels or something and give me a way to purchase which components I'd want and even tinker with existing towers with upgrade/customization points. 4. Give me a way to redeem damage. 5. Towers should take damage. 6. Customize how towers engage enemies. 7. Also, having levels evolve dynamically would be cool. 8. Also, invest heavily in effects. 9. Different play modes would be awesome. [/quote] 1. Yes, completely agree! 2. You mean the one time use things, like the road spike / pinapple bombs? 3. Custom towers would be fun, maybe possible in a "sandbox" mode where you choose what a tower does and it's price changes based on the effects 4. Same as #1. I think it sucks when you get far and then one bad wave ends the game with no option of recovery. If anything, defeating X number of waves without taking any damage will restore Y health. 5. I think this would be better as a playmode, a "hardcore" one maybe. I don't want to overload the player with so many things they have to keep track off, because then it loses it's fun appeal and just becomes a micromanaging simulation. 6. I've seen that as well, where the tower targets first in line, last in line, lowest HP, most HP, etc. This is another feature for micromanaging, but I believe this can be implemented with a default option so those that WANT to do it can, and those that don't, won't. 7. That's something we can think of. It would certainly change up the player's strategy mid game. 8. YES! Effects are definately what the budget is accomidating. 9. Additional play modes I would say are a necessity if the game is going commercial. [quote name='ChurchSkiz' timestamp='1314648403' post='4855198'] I'd pay a few bucks for the chance to play multiplayer. Maybe some sort of TD variant like Tetris where the better you do the more enemies the other person gets. Or some sort of reverse-TD game where your opponent plays the towers and you get to send the guys (like control the upgrades, monsters per wave, and what type of monsters). [/quote] Similar to how Tetris Attack on the SNES did it? I know some games have tried the version where one player controls the horde and the other is the defender. I think that would be fun as well, with each round switching it up. Another thing I am getting from this thread is to definately check out Defense Grid because it seems to have many pluses for a commercial TD.
  9. [quote name='sunandshadow' timestamp='1314517442' post='4854668'] Hmm, those both have up-sides. [/quote] I like the point about the download version regarding saved progress, I did not even think of that! [quote name='sunandshadow' timestamp='1314517442' post='4854668'] Here's one thing I wish PvZ had that it doesn't though - an updater. [/quote] An updater is definately something we would include. I understand how much of a pain it is to not even learn of an update and then when you finally DO find out about it, it requires you to give up all that you already had. How do you feel about something like a news feed at the bottom of the main menu (similar to Mass Effect / Dragon Age) that gives information about any available/upcoming updates or other games?
  10. [quote name='sunandshadow'] The most recent, and maybe the only, PC TD game I've bought is Plants vs. Zombies. And I probably paid $15 or $20 for it. What does it have? Free trial for the first part of the game, great graphics and humor, good sound.[/quote] Regarding the free trial, would it be preferred to be a browser version or a small download that would simply unlock to the full version with a purchase? [quote name='kloffy' timestamp='1314515626' post='4854664'] Well, polish goes a little further than just the menus. I would like to see a consistent art style, nice graphics/sound and good user interface/controls. So if I were in a position to put together a development team, I would look for good artists. Obviously if you're doing this as a hobby, that is much easier said than done. The other points are pretty much what I meant, yes. When it comes to maps, I would like to have some pre-created ones that require unique strategies. It might be cool to have an option to dynamically generate maps, but I would not put too much emphasis on that from the start. [/quote] Consistent art style is one of the biggest things I look for, I really dislike it when things look 'Frankensteined' together So regarding maps, a handful of unique maps packaged with the game at launch, and then the option of dynamically generated ones as an update down the road? I've written down these so far as big additions: -Free trial -Polished game play, menus, GUI -Consistant art style -Pleasing graphics + sounds (music tracks and sound effects) -Unique maps and strategies -Tower variety with as little similarity as possible I appreciate all the responses!
  11. [quote name='kloffy' timestamp='1314514159' post='4854659'] I disagree with jbadams. It is true that there are many free flash versions, but I would be interested in another "native" tower defense game along the lines of Defense Grid. Tower defense has been done a lot, so there is a lot of work to draw inspiration from. However, many flash games have good ideas but are lacking polish. The presentation would probably be the most important factor in my decision to purchase, as well as gameplay/balance (challenging difficulty, quality before quantity, a couple of towers with unique strengths/weaknesses and upgrade options are better than many that feel the same). [/quote] Kloffy are you saying you'd like it if the game had things such as: -Polished Menus, not just "click start, game starts" -Varying difficulties the player can choose -Towers with few similarites to others What about map selection, would you prefer a selection of pre-created maps to play on, or a dynamic map where you create your own obstacles for the creeps to pass through?
  12. [quote name='jbadams' timestamp='1314513096' post='4854655'] It would need to have something that the [i]many[/i] freely available tower defence titles already out there don't provide; off the top of my head I can't actually think of anything that hasn't been done already. Sorry, that's probably not very helpful, but if you're looking at the possibility of selling a Tower Defence game perhaps you could consider changing to some other project where you wouldn't be competing with literally hundreds of freely available Flash-based games? [/quote] Well we're not dead set on making a commercial TD game, however we do want to make a TD game. (If anything the game will be for us and some friends to enjoy, I personally love TD games with survival modes.) I'm using this more of a basis on how to build a TD that would be enjoyable. My thinking is that if it's something you'd be willing to pay for, then it's likely a feature that the game should have that would get you to play it in the first place.
  13. Hello everyone. Let's say there was a tower defense game out for PC's that has a price tag of $2 to $5. What features must be included in the game for you, as the customer, to consider purchasing the game?
  14. [quote name='D.Chhetri' timestamp='1308541646' post='4825302'] If your scoring 75-88( assuming out of 100 ) then maybe the calculators isn't the problem, but rather you aren't getting the concept fully? Or did he just take points off out of algebraic mistake? [/quote] It's possible that his WalMart calculator is limiting the results he can get as well. I know I love my TI-8x dearly because even when all the "cheat" programs are disabled, it can still function properly and get me the results I need when I have to work out the formulas. When i tried to bring my math homework home and use the ghetto calculator my mom used for bills, it just couldn't get the job done because of it's lack of functionality. On the otherhand, I know a lot of people that have come to rely too much on their TIs and its programs so that when the programs are disabled or they must do the formulas with pen and paper, they can't do it.