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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.

PedroFurtado

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  1. Alguém podia me explicar por que que assistir novela ou futebol é melhor do que assistir BBB? Valeu.
  2. I think the things you pointed out are important to make the whole game experience more compelling, but I don't think they are the reason the game didn't succeed in my eyes. I believe the problem is lack of content. I mean, the only objective you really have is getting a high score or maybe defeating the big ghost, while there should've been more stages and in-between objectives, so they could spend more time with the the game. Maybe that content could be, like you said, more achievements, and maybe that would work just fine, especially with some pleasing feedback as soon as you achieve it. There is also zero incentive to get premium power ups(power ups that you need to complete advertising tasks in order to get), and that was the only way the game could succeed commercially. I think I did learn a lot with Dream Catcher, especially on programming. But I don't think I'll really be sure of improvement in the "game design" section until I have actually made a successful game commercially too.
  3. First off, thanks. No, like, THANKS A LOT! Seriously, your post is really helpful, you go in to specific parts and you make excellent points and suggestions! I agree with almost everything you pointed out, but it has to be pointed out for me to realize, you understand? This was the most helpful feedback I've ever gotten in my life O_o seriously. But anyways, I've updated the game once, and I've given up on it, actually, which probably wouldn't not happen if you had posted this sooner xD The game was really unsuccessful thanks to very low organic growth in the Android Market (nobody searches for "Dream Catcher" looking for this type of game) and zero advertising. So I decided it was a lost cause... But your feedback has inspired to improve it! However I'm now caught up on a new game, which I'm developing with my cousin (having two people makes the process much better), but I'm keeping the code reusable so some stuff could be plugged directly in to Dream Catcher and further improvement could be made thanks to your feedback! I may decided to completely change the theme though, to make it more "mainstream" and have more organic growth. Anyways, I would love if you would be able to look at some future games of mine in the future and give me more feedback, really! Thanks again!
  4. Alguém me recomenda uma cute?
  5. Já sofri demais por você. Agora quem não quer sou eu! Vou pra balada pois você não é mais nada.
  6. Oh, that's fine, darling. You can stay a child for as long as you wish. But as the time grows longer while you linger in innocence, the price to pay will be higher.
  7. Actually, it's something I wished to have for myself. A fun way to burn those words to memory. Especially verb conjugation, which sometimes I realize I can't conjugate really basic verb forms. My market of choice will be the Android Market, since I find that to be well receptive of RPG games. I wanna make a game that you can learn while playing, but that you can also play without having learning as the objective, you know? So the main focus will be to make the battle system pretty fun! I haven't really decided on the story as of now, but I've started creating the battle system. I have decided, with my artist, that the game will be set on the present days, with a school theme, most likely.
  8. So I've decided to put it up on Android Market! [url="https://market.android.com/details?id=my.packag&feature=search_result&hl=en"]Game page on the Market![/url] [url="http://www.youtube.com/watch?feature=player_embedded&v=XvT3eZ6k51I"]Gameplay on youtube![/url] If you can't play the game, why not take a look at the youtube video? And last, but not least, the QR Code for the game: [url="https://market.android.com/details?id=my.packag&feature=search_result&hl=en"][img]http://1.bp.blogspot.com/-Q-vEwGuUikQ/Tu9-R6Yg6uI/AAAAAAAAADo/yp2YlWRWd-o/s300/Dream%2BCatch%2BQRCode.png[/img][/url] Cheers!
  9. The game would probably go towards vocabulary or basic grammar, because it would be about learning a foreign language. I just finished another project, so I might make a prototype of this to try it out, I have some doubts about a vocabulary turn based rpg... A game about battling a comma splice xD talk about niche market.
  10. I just posted the game in this thread: [url="http://www.gamedev.net/topic/616957-check-out-dream-catcher/page__pid__4894361#entry4894361"]thread with Dream Catcher[/url] But we should use this topic for the pixel art since I'm still curious about this part specifically.
  11. So it's a dodging game, you have to keep dodging enemies for as long as you can. As you play you'll be able to get power ups and also be able to kill opponents. [img]http://www.freeimagehosting.net/newuploads/7fec2.png[/img] Here is an slightly old screen of the game. You can't buy anything that needs coins right now. UPDATE EDIT Anyways, many people don't have Java 1.7 yet, so I put up a link for Java 1.6 too, since most people are likely to have that! [url="http://dl.dropbox.com/u/25774476/ghost16.jar"]Fixed link for Java 1.6, download this one!![/url] [url="http://dl.dropbox.com/u/25774476/ghost1.jar"]Download link for Java 1.7, if you have it![/url] ------------- I'll probably release this on the Android Market soon. But do you guys think it's a good game? I know it probably feels like there isn't a lot of content. Do you guys think it's a good idea to put some more effort in to this game, like creating some different missions, with slightly different objectives? Do you think the idea itself is too simple and flawed? That I should just move on and go make something better and more innovative? Have you any other type of feedback? [url="http://www.gamedev.net/topic/615160-some-pixelart-feedback/"]Topic for pixelart discussion of this game[/url] Credits to the song : [url="http://artists.mp3s.com/artists/304/osnoff.html"]link to credits[/url]
  12. Exactly what Hodgman said, right? I think there are more "high level" jobs available(but the competition should be harder too), specially on small companies that tend to reuse already made engines. And yes, you'll need to work on stuff you don't like...
  13. This conversation is fascinating. So I'm an indie game developer who's trying to do just that, working in the indie and mobile market. I try to do some collaboration with artists, but I would love to be able to create a game "all by myself". I love [b]programming[/b] the most, but I also like writing and I wish I could do better digital art. I have made games that became a "failure" because of my crude art. I am now trying to go for pixel art... But someday I'm going to have to get in to the industry, so am I wrong in focusing in trying to do everything? Should I specialize and try to do more collaborations?
  14. Indeed I was confused, I thought that was the actual game... [img]http://public.gamedev.net/public/style_emoticons/default/rolleyes.gif[/img] Silly me. Great idea and concept, then!