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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. 2D GUI HUD Creator v1.01 is now available - more artwork has been added.. weapon silhouettes (modern), sci-fi panels, misc shapes and iPhone/iPad thumb controller artwork. See our [url="http://www.2dguihud.com/blog.php"]blog[/url] for more info + screenshots. [media]http://www.youtube.com/watch?v=Y3Snh03ovmM[/media]
  2. [img]http://www.2dguihud.com/marketing/jampacked.jpg[/img] [b]2D GUI HUD Creator is now available[/b] [color=#1B1B1B][font=Verdana,]2D GUI HUD Creator is an easy to use artwork tool that comes complete with a growing resource library of GUI and HUD artwork that you can use in the games you develop. Royalty FREE![/font][/color] [color=#1B1B1B][font=Verdana,]2D GUI HUD Creator has been designed to be an easy to use artwork tool for game developers that have little or no artist skills, but would like to be creative and efficient in the creation of GUIs and HUDs for their games currently in development.[/font][/color] [color=#1B1B1B][font=Verdana,]Included; is a growing Artwork Library of resources to help you rapidly create prototypes of game GUIs and HUDs saving you valuable time and money, allowing you to concentrate on other areas of game development, and without the initial cost.[/font][/color] [color=#1B1B1B][font=Verdana,]Cost: [/font][/color][b]$29.99[/b][color=#1B1B1B][font=Verdana,] currently on offer (full price $49.99)[/font][/color] [color=#1B1B1B][font=Verdana,]Free 2D GUI HUD Creator and Artwork Updates included. We are aiming to release artwork updates to this product on a weekly basis, no matter how large or small. We felt that giving you updates quicker each week would be better than waiting several months for them, and will continue to add updates for as long as there is demand for this product.[/font][/color] [url="http://www.2dguihud.com"][b][font=inherit][color=#000066]Visit our website[/color][/font][/b][/url]
  3. We're pleased to announce that our Blood Splatter Photoshop brush tutorial is out in the first issue of the Indie Games Developer Magazine at [url="http://www.indiegamesdeveloper.com"]http://www.indiegamesdeveloper.com[/url] There is also some competitions inside. Last chance today to win a Unity pro licence worth $1500. More tutorials from us in the next magazine issue - did I forget to mention the magazine is FREE to read? Go grab your copy. Interviews/game showcases from Unity, Time Ducks, Miner Wars, Shadow Gun and more!
  4. You'd probably need to look at using [url="http://www.smartfoxserver.com"]SmartFox server[/url]. It's quite easy to implement. This should save you some time.
  5. looking good. why not create the engine tools so that you can create more than one game afterwards? It will take you a bit longer but then your next game will take less time, and keeping the core base for the engine the same.
  6. You may be well into developing your game by now, but worth creating everything with modules, making it easier to bug fix and expand on. Start with the core, and build everything connected into it, for example: shop, inventory, player creation, environment, save game, score system.
  7. Character creation, stick to only a handful of races, too many and the player is spoilt for choice. Plus it will make it difficult to manage and blanace everything out. You may need to tweak how races evolve in a game otherwise you may have one race having a major advantage over the other, and your users will notice this. Keeping things balanced at the start will help the game progress for much longer. Then based on the number of users per race it will determine the outcome based on their actions. I'd suggest maybe prevent users from selecting a race that has far too many people, so if one race is 5-10 players ahead of any other race, block it out and only allow the other races to be selected.
  8. You could always create something in your header file to handle the location of your site directory structure and keep everything consistent, so if you change hosting providers you can change the variables below instead of hard coding everything: [code] <?php //header file $hosted_domain = "http://www.your_domain_name.com"; $images_directory = "images"; ?> // included file <?php <img src='$hosted_domain/$images_directory/my_image.png'> ?> [/code]
  9. Is your game going to be turn based rpg? Or are you looking for a semi-real time networking solution?
  10. You're covering both bases in your course which is good. C++ and C# are a requirement of the jobs out there today and using engines like Torque/Unity for Indie game developers to the more commercial engines like Unreal/Cry3. Everything does seem to be heading c# way though.