• Announcements

    • khawk

      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.


  • Content count

  • Joined

  • Last visited

Community Reputation

818 Good

About Liuqahs15

  • Rank
  1.   ^ Dunno why my comment's getting so many downvotes. This is yet another of the endless posts on gamedev every single day asking the same question that has been asked here. It's not even a good question.   "But I wanna know what the guys on gamedev think!" Well here, I looked it up on gamedev for you.    http://www.gamedev.net/index.php?s=91066940eef8fce03e6859dbf8065824&app=googlecse#gsc.tab=0&gsc.q='where to start mobile games'   Seriously, to everyone reading this, the next time you want to know where to start with anything, be it programming, cooking or mud wrestling, just look it up. 
  2. Looks really cool and detailed! Very impressive. But the art style is dated. If you fix that, it could be a hit.
  3. Excellent read. Lots of helpful links and information, and a fun story about an indie haha.   After reading about the amount of time you put into marketing, e-mails, etc, it hit me that maybe I should figure out a way to track the increase in hits to my website that correspond to the time I put into marketing. That way I can find a point of diminishing returns and not have to kill myself spending extra hours on unneeded work.
  4. Hey thanks for writing this up. It was a great read.   You should make a new trailer that emphasizes the fact that it's for fans of lunar lander. That seems like a huge missed opportunity.
  5. Hidden In Plain Sight, the XBLA/Ouya game uses free art, and it's pretty successful.
  6. Here's a great tutorial you should check out any time you want info on getting started in mobile games:   http://bit.ly/1c4NfgB
  7. I expected a very different thread given the title.
  8.   I've sincerely never experienced anything but friendliness on stack overflow, yet I often see comments like this. Maybe I'm doing it wrong.
  9.   Just curious. What do you mean it's not safe?
  10.   I have to admit (to be honest, not to criticize you or get into a flame war), that sort of thing has always bothered me. I mean, if you were like Lebron James, a guy who played basketball, and football when basketball season was over, and ran track, and would spend all day riding his bike to different parks to find good players to compete against, it would never occur to you "I need to find a hobby that involves more... technology." And yet so many people come to the conclusion that they not only can use too much technology, but they should avoid this fate at all costs.   I play basketball as a hobby. A team sport like that is great for a programmers, who are typically not into being in large groups and communicating nonstop. You can't even play basketball if you don't have the confidence to walk up to a group of 4-8 total strangers and ask to play with them. You definitely can't play if you're not going to defend yourself when someone says you're bad at it. It happens to everyone all the time. It's a good social-anxiety-killer.
  11. Shouldn't be that hard. With graphics libraries, the terms are the same but the implementation is different. So if he uses a term that's alien to you, just google "[term] Allegro 5" and see what comes up. It will be tedious, though. Good luck.
  12.   Why'd you roll your own?