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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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  1. Hey thanks for that suggestion! Crafty certainly looks nice.   Also, if anyone else might be interested in this topic, I have found this: http://ntt.cc/2011/01/31/66-open-source-javascript-game-engine-for-serious-developers.html Seems like there are a lot of these engines/frameworks and that's awesome.   You are right though. Speed of canvas shouldn't be an issue for a simple game like this that isn't even real-time.   I'm still not sure of how exactly I should achieve my goal but I'll play around with canvas and see where I end up.
  2. I have this idea for a simple game, a photo-hunt/hidden-object type game.     So my first question would be how to actually achieve this. My initial thought is to separate the objects into individual files with a transparent background so that I can overlay them on the main scene. Does this seem correct? If so, how do I actually do the overlaying and subsequent removing of objects, I'm guessing I will need an engine, which leads me to...   My idea is to make it web-based, specifically looking at HTML5 so it's cross-platform. I first thought of doing it with canvas but then I stumbled upon this: https://developers.facebook.com/blog/post/2012/04/17/making-a-speedy-html5-game/, where they say how canvas was actually quite slow and unusable so they ended up with their own rendering engine. Are there any ready to use engines that could fit my needs?   Basically, I'm not to sure of the direction I need to take to make this. I would appreciate any and all tutorials or documentation or whatever kind of learning material :)
  3. Yeah, would work as long as it doesn't take itself too seriously...perhaps better if it was in 2D. Imagine a realistic 3D game called "Plants vs Zombies"...would you play that?
  4. Why not keep the replay data only in memory and don't save that with the rest of the game? Or is that what you are trying to avoid? If so, and you fear that that moving the entire history every time a save/load is made could get very slow, how about only keeping the last 10/20/30 seconds of action in the replay and provide means to save individual replays? Is your game an action/rpg or is it an rts like starcraft? How important is it that you have the entire replay all the time?