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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 Impervious

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  1. I think this would be better suited for the "Visual Arts" forum [mod edit: Moved ;)]   In any case I think it looks pretty good overall though two things stand out as being a bit unattractive.  The brush to the sides of the road all look the same and it makes it look very unnatural.  Additionally that brush seems to be placed on top of the stone.  A dirt or grass texture underneath the brush seems like it would greatly improve the look of this particular area.
  2. So you did mention the situation in which players may be frustrated from losing what they just invested time and in-game money into.  I think a good way to handle this would be to not have it so that they can lose money, but instead so that if they do a poor job then their reward is very low. The reward for having better equipment but doing poorly could be less than a good run with the cheaper equipment.
  3.       I really don't see why you wouldn't just go with html (or something equally as simplistic) in this case unless you specifically want it to be an app for whatever reason or you are looking for some simple coding experience.   Easy implementation.  If you just make it as a basic website it will be easy to create the visuals (html and css are very simple if you aren't already very familiar). You will have "mobile reach" as anyone on a phone can go to your website where it is hosted (you can even have styling specific to phones) You can easily continue to progress the story.  That may be a big one that you didn't think of, as instead of having to push updates out for people to download if you ever want to progress the story, any user will automatically have the extended story when they go to your site. It's very accessible.  Any platform which simply has internet access will be able to go through your interactive story.  You don't need to worry about going through an app store or having the right platform. Those are just the few that immediately came to mind.   For what it is worth, you're not creating a game.  That's not a good or bad thing, but worth mentioning to understand what your final product will be and how to get there.   As for your implementation... the three main things seem to be a story flow, art work associated with that story and finally implementation, which should just consist of presenting the text and image with a few options.  After you get one iteration of the story done, all of the rest will be very easy to knock out as you will just be using the same method to progress the story.  Good luck!
  4. You make it sound like the main point of the game would be to play it multiplayer with other people, otherwise it seems like it would be very bland.  In fact I'm not sure if you even would have a single player.   Why would I want to donate funds to other players if they suffered a natural disaster?  What would be an incentive to attack other players?  Do you get their resources?  If so, then how do stop strong players from just crushing weaker players and taking their resources?  Or I guess even before that, where are these new/weak players going to get resources from initially to start growing?   How do you even start the multiplayer?  Is it like an RTS where you start over each time you play on a new map?   There is so much missing that it's hard to even ask good questions since I don't know what you even have in mind.
  5. Unity

      Because it makes me feel useless when I code. It makes programming seem pointless. It makes me feel as if I've wasted the last 3 years of my life learning to program.   Okay, this has to be a troll...   The sheer absence of logic and over-the-top arrogance is just too much to believe.
  6. Ahh yes thanks a lot guys, this is what I was looking for.  I'm not sure why I had so much trouble finding them over all these sites that offer templates (which I couldn't find a place to simply upload files for... maybe I just missed it).  I would have never thought to check github or dropbox for that matter though.   Edit: Uhh... did they change how rep works on this site?  I can't seem to find a way to increase it for any of you guys. -_-
  7. I'd like to start by saying I tried looking around on my own as well as searching this site to find some good information on the topic.  I couldn't find what I was looking for, and most of the results were extremely old posts (2000-2004).   Anyway, what I'd like to know is if there are any good sites where I could simply write an html file and then upload it to a free web hosting site.  Everything I have come across has templates instead. I'd like to teach someone how to make a basic website (just HTML... room to include php or a database would be great but not necessary) however I'm unfamiliar with getting hosting.  I've made a handful of basic websites, but I was always given the hosting and I'm a bit lost looking for some now.  All I'd really need it to do is allow me to upload files to display online.   I'd also be open to simple local hosting.  I've only done it with Ruby on Rails, though I would not want to use something that overwhelming for a new user, nor would I want to bother them with the setup... so if there is anything much simpler than that it would be something I would consider.   Sorry for all the text.  If anyone could even give small tips or point me towards more information I would appreciate it.
  8. There are already single player games that exist like this. A game like Half Life doesn't have leveling up, nor does Magicka. You are given what you need at the start or along the way. Of course there are still things to find, for example in Magicka you can find new spells. I imagine most people wouldn't be too fond of going through a game and never finding or using anything new. I feel that if you end up including something like unlocking/learning new abilities, getting new weapons, etc... then your game really plays the same way as many RPGs with levels. Often the player levels up, only to be faced with more difficult opponents, keeping them at the same level of difficulty. As a generic example, if the player was once at 100 health, doing 10 damage per second, and fighting enemies with 20 health, but then levels up so that he has 200 health, doing 20 damage per second and fighting enemies with 40 health... it's essentially the same. The one difference is that players can grind ahead of the curve, but this has been prevented in games before by simply not allowing the player to gain experience on weaker enemies. On top of that, some games don't even include stat bonuses when you level (I believe Mass Effect doesn't, but I could be wrong) and instead you can unlock/improve abilities from leveling, while stats come from weapons that you find. If you were to take out the leveling in Mass Effect and simply allow the player to place their ability points at checkpoints, it would play very similarly. So basically the point I am getting at is that I don't feel that getting rid of the leveling has much relevance other than the player may not feel as if they are accomplishing as much without getting direct feedback from the game. It seems better to approach the problem thinking about what exactly you want to get rid of. If you don't want players to grind, then perhaps don't allow them to continue gaining experience on weaker enemies, and reward them for killing tougher ones. You can also aim to make the game more skill based so that the player is compelled to try harder rather than grind out to get stronger. I believe (though I haven't played it) Demon Souls implements both of these concepts. Sorry for the rant... hopefully it was clear.
  9. I appreciate both responses, though they seem a bit conflicting. Many of the sprites will be the same. Similar to Terraria, there will only be a few different types of blocks, which will be repeated several times. It sounds like I can always go back and find more efficient methods of displaying many sprites later on, if it comes down to them causing too much of a problem, so perhaps I can just see what happens when I place all of them, and change it if needed. Once again thank you for your responses, though I am still open to more opinions... especially if someone feels there is a much more efficient way to solve this problem.
  10. Hey Everyone, I have a question which I believe should be relatively simple for someone with experience. I am planning to make a 2D platformer (like Mario or Super Meat Boy) in Java. Why Java? Well, I'm familiar with graphics in Java and feel comfortable with the language in general. While I know languages like C and C++, I have not done graphics programming in them. Anyway, for the sake of brevity and hopefully clarity I am leaving out some other possibilities. My platformer world will be made of blocks similar to Terraria, and I was first wondering if it is reasonable to use sprites to represent each block, or if I may come into problems with that method. In other words, each block represented on the screen would be a block sprite. Would that become very taxing if I end up having something like 200 sprites on the screen? I don't have a good concept of how taxing representing sprites repeatedly can be. Also I want the levels to be relatively large... in other words they won't entirely fit on the screen. Would it be best to keep track of the entire level all the time (or at least reasonable if not the best), or would it be highly advisable that I only worry about sprites in range of the screen? Alternatives to handling this situation are also appreciated. As a quick recap I'd like to know, is representing many sprites on a screen very taxing and a bad way to design a level, and is keeping track of the entire level (even if it is off screen) a bad method? Also, are there any better alternatives? Thanks in advance!
  11. I don't think having 4 stats is too many, but 4 different counters being incremented and decremented repeatedly for every single unit every single turn seems a bit ridiculous. Then again if this is all being done on a computer then keeping track of those kinds of things is no different than keeping track of something like health bars for units in an RTS which can fluctuate constantly, but don't need to be physically counted repeatedly by the player. So I guess the first question to ask is will this all be programmed, or are you making actual cards? The reason I ask is because I believe people make card games here, though it isn't too common from what I have seen. If you are using physical cards, 4 different stats to keep track of is too many. If they are simply stats that wouldn't constantly fluctuate (think Magic: The Gathering if you have played that, where the power and toughness get reset each turn, so counters aren't repeatedly required and changing) then 4 stats may not be too bad. It really comes down to what their purpose is (which you seemed to cover a bit, but I already mentioned the problems I feel it has) as well as how they would function. If it is programmed, then I'd imagine it wouldn't be bad at all. As long as there is a good visual representation for each of the stats, and the purpose of each is clearly explained then I can't see it being any more complex than keeping track of spell caster units in wc3 or something to that affect.
  12. Well... I believe trolling simply comes down to human nature. So that would mean so long as you have multiplayer and a means to effectively communicate in a game, there will be trolling. I really don't think I have to explain that much further... some troll people because they don't get a good impression of others, or maybe they troll someone because as a person they feel the need to convince themselves that they are above someone else in some aspect. I could go on, but that's my general idea. In terms of minimizing it, I believe co-op as opposed to competitive multiplayer can help, but even in your case you were playing L4D2 which is co-op (though you may have been playing the competitive mode and talking to the other team), but obviously co-op doesn't fit with all games, and even for those it does, a multiplayer mode in addition often helps. L4D2 is a good example once again. Many people enjoy the co-op, but the multiplayer keeps many coming back. I think giving bonuses to people who are behind like in Mario Kart (better items are given to players in a worse position) can help minimize trolling, but I wouldn't say it is good game design for games that look to be competitive. I suppose the same could be said for many Mario games. Mario Party for example has a ridiculous amount of luck, so while people could still troll in that game if it were to be online, it would likely be minimized as one person wouldn't always be dominating with all the luck involved. Simply having servers rather than match making may also help. Often admins of servers won't tolerate people being jerks and will kick or ban them simply because that is not the atmosphere they want. Votebans can also work, especially if each person has to personally voteban someone. If a voteban is started by a few people, but then everyone votes whether or not to ban them, they may choose to just ban the person because they don't care, which would obviously encourage trolling on the other end as I believe you suggested. One last thing that comes to mind on the top of my head would be a reputation system. People could be voted up for good behavior and down for bad, but once again this can be abused by trolls. It would be difficult to monitor whether or not people are down voting people who weren't misbehaving or not. Another similar option is simply having a report feature where with enough reports it can be investigated (which has obvious downsides) and the person can be warned or temporarily banned. So once again, when a multiplayer game allows players to easily communicate, I feel there will always be trolling unless each player were to have a completely unbiased moderater watching them play or something ridiculous like that.
  13. I don't quite understand. I didn't play entirely through FFX (I never owned it) but I do remember some people fighting of Sin with big machinery, but I don't see how the people and the Machinery would be stronger than the heroes. I guess the point I am getting at is, the heroes you play as are incredibly powerful, and are stronger than the military. Some of them can bring in summons which are very powerful, and the other heroes themselves are even more powerful. So I guess my question to you is actually why do you think that (in a fantasy game) average military guys would be more powerful than the heroes? If you do respond to that, don't think too heavily in the FF universe. My main point is, the heroes being much stronger in a video game just makes sense.
  14. I'll be honest I'm really not too sure, but I figured I would at least mention this in case it helps... try running VS as an administrator (right click it and select run as administrator). Hopefully it helps, but it's really just a shot in the dark so... don't get too hopeful. :-/
  15. I will have to agree with Hodgman simply based off what I have heard in the past. You want to show that you can do what they are hiring you to do well. Focusing on something like graphics should not be essential, though I can only imagine it would help give a better impression.