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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 agamemnus

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  1. 1) Most games like this are just text... 2) You don't need to download this. This is a web-game, not stand-alone. 3) [img]http://fieldsofnoise.org/junk/goatsforever.png[/img]
  2. I would like to present the beta version of my online game, [url="http://www.capitalopoly.com"]Capitalopoly[/url]. In this game, you are an entrepreneur, building factories, then producing, researching, marketing, and selling products. You can specialize in specific parts of the production chain by cooperating and trading with your friends. Link: www.capitalopoly.com = General outline of the game = * There is a large 200x200 world on which any player may purchase, and then build on, tiles. (each tile is progressively more expensive) On a tile, there are a variety of buildings to choose from. (Currently, only the raw materials, factory, and store buildings function.) * Every two real-time minutes, costs are incurred, production occurs, and revenue is generated from the sale of products. * You can create production links between buildings to ferry your goods from the raw material stage to the finished product stage at factory and finally to cash at a toy store. * You can trade with another player by offering them goods in exchange for their cash. = Status of the game = At present, I am the only person working on the game. I programmed 100% of the game and made 80% of the art. I'm improving it daily, and I have many ideas for the future. I would like to hire an artist for the game, and potentially more developers, (and maintain the web-host, as well as feed myself) but that requires money! I have included a paypal button in the game, for which you will receive in-game credits for future use. If you like the premise of this game, please support me by buying game credits. = Future plans = My future development plans include: * A completed manual, in-game tutorial, and youtube video. * Per-tick profit/loss breakdown via graph and chart. * Simulated residents who will buy your products, as opposed to the current situation of dumping them in a toy store. * Your products will have attributes, and you will be able to research better attributes at a research facility -- the better your attributes, the more that people will pay for your products and the more competitive you will be against other players for simulated residents' dollars. * Road (undetermined purpose), power line (extra production), and water line construction. (extra production). * Multiple worlds, and your own private worlds. * Actual building images instead of text boxes and popular brand themes. (not just toys) * Animated tiles. * User settings: set a player and corporation motto. * Purchasable specialists who will enhance your company's efficiency. * Achievements/badges, player rankings, player "news" events. * Facebook: full Facebook integration. (at present, you can access the site via [url="http://apps.facebook.com/capitalopoly/"]http://apps.facebook.com/capitalopoly/[/url], but it won't link to your facebook account) = Starting Out = As both the quick-start guide and manual is incomplete, I am going to briefly describe some items that aren't fully covered there. * Compatibility: this game uses the most advanced Javascript features available today, and because IE9 and (I believe) Opera do not have some critical features, it will not work with Opera or IE9 or earlier. It may work with IE10, however -- I am actively working on this. I have only tested this game in the Chrome and Firefox browsers. * Performance: this game requires a high-speed connection to load quickly. this game's physical performance is best on Chrome, but the graphics are best viewed in Firefox --the map is not pixellated, as it should be, in Chrome. * This game is a mix of static web-games and actual full-screen games that you run on your PC. Thus, it makes full use of the mouse button. In the "Build" interface, right-click closes all windows/screens, while double-click opens up map windows. Zooming is accomplished with the middle button (scroll wheel) and movement on the map is done by dragging inside the map. * Firstly, each building has a maintenance cost value. For production buildings, maintenance only occurs when at least one item is produced, but for toy stores the maintenance is $300 per minute, even if they are not selling anything. This can very quickly add up. * Some buildings cannot be built on certain tiles. For instance, factories can only be built on relatively flat land, oil rigs can only be built on land, and oil platforms can only be built on water. * Each factory or raw materials building can only produce certain products. Here is the list: [quote] <name = "surface mine" product set = "coal" > <name = "surface mine" product set = "copper ore" > <name = "crop farm" product set = "cotton" > <name = "oil derrick" product set = "crude oil" > <name = "oil platform" product set = "crude oil" > <name = "surface mine" product set = "gems" > <name = "underground mine" product set = "gold" > <name = "surface mine" product set = "iron ore" > <name = "underground mine" product set = "other ore" > <name = "underground mine" product set = "silver" > <name = "logging camp" product set = "wood" > <name = "textile plant" product set = "yarn" > <name = "textile plant" product set = "fabrics" > <name = "sawmill" product set = "paper mulch" > <name = "sawmill" product set = "wooden boards" > <name = "chemical plant" product set = "plastics" > <name = "chemical plant" product set = "rubber" > <name = "metalworks" product set = "other metals" > <name = "metalworks" product set = "copper" > <name = "metalworks" product set = "steel" > <name = "electronics plant" product set = "electric engines" > <name = "electronics plant" product set = "electronic components" > <name = "toy factory" product set = "basic portable video game system" > <name = "toy factory" product set = "battery-powered robot" > <name = "toy factory" product set = "collectible car (1930s)" > <name = "toy factory" product set = "doll" > <name = "toy factory" product set = "doll (with real jewelry)" > <name = "toy factory" product set = "electronic pet" > <name = "toy factory" product set = "flying disc" > <name = "toy factory" product set = "magician's set" > <name = "toy factory" product set = "metal car" > <name = "toy factory" product set = "model train" > <name = "toy factory" product set = "modern wind-up car" > <name = "toy factory" product set = "playing cards" > <name = "toy factory" product set = "r/c car" > <name = "toy factory" product set = "teddy bear" > <name = "toy factory" product set = "toy soldiers" > <name = "toy factory" product set = "toy weapons" > <name = "toy factory" product set = "trading cards (sports)" > <name = "toy factory" product set = "tricycle" > <name = "toy factory" product set = "walkie-talkies" > <name = "toy factory" product set = "wooden train" > [/quote] * You only make money by sending finished products to a toy store via a link, as described in the quick-start guide. The price you will receive for a product can be seen if you hover over that product in the building window. I am still tweaking the amount you receive for finished products, but here is the current per-unit price list: [quote] <name = "basic portable video game system" price = 180 > <name = "battery-powered robot" price = 110 > <name = "collectible car (1930s)" price = 110 > <name = "doll" price = 110 > <name = "doll (with real jewelry)" price = 155 > <name = "electronic pet" price = 265 > <name = "flying disc" price = 90 > <name = "magician's set" price = 110 > <name = "metal car" price = 80 > <name = "model train" price = 140 > <name = "modern wind-up car" price = 110 > <name = "playing cards" price = 100 > <name = "r/c car" price = 150 > <name = "teddy bear" price = 100 > <name = "toy soldiers" price = 90 > <name = "toy weapons" price = 90 > <name = "trading cards (sports)" price = 100 > <name = "tricycle" price = 110 > <name = "walkie-talkies" price = 135 > <name = "wooden train" price = 80 > [/quote] The in-game chat system is not yet implemented, but you can log in to the forum (as your playername, not your username) and with your username password to offer and request trade deals. Thanks! Screenshots: [img]http://www.capitalopoly.com/screenshots/capitalopoly%20screenshot%201%2027%202012%201%2038pm.jpg[/img] [img]http://www.capitalopoly.com/screenshots/capitalopoly%20screenshot%201%2027%202012%201%2042pm.jpg[/img] [img]http://www.capitalopoly.com/screenshots/capitalopoly%20screenshot%201%2027%202012%201%2047pm.jpg[/img]