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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. Just made a video trailer, check it out : https://youtu.be/86K0xceb144
  2. Get your guns ready for the ultimate fight against waves of monsters!   Get Spin Shot on Google Play Store : https://play.google.com/store/apps/details?id=com.gameplaypassion.spinshot   [attachment=27409:AppIconV2_256.png]   Video trailer : https://www.youtube.com/watch?v=86K0xceb144   Spin Shot is an action-packed shooting game where you fight hordes of monsters. This game does not play like your usual shooting game, you will need good reflexes to beat it. Your character is constantly spinning around, touch the screen to shoot, choose the right moment to inflict maximum damage.   Survive as long as possible. Every monster you take down adds points to your score, get the highest score possible!   Features : - Intuitive one-touch controls! - Simple concept that anyone can grasp! - Absolute destruction at your fingertips! - Endless play, it all depends on your reflexes! - Varied and randomly generated waves of monsters! - Designed to be played in short sessions! - Variety of foes each with its own patterns! - Kill zombies, bigger zombies, spiders, golden scarab beetles and ... more spiders! - Explode rockets in mid-air! BOOOM!   Click here to read my blog entry on the development of Spin Shot ;)   [attachment=27410:spinshot_storescreenshot_1_1280x720.png][attachment=27411:spinshot_storescreenshot_2_1280x720.png][attachment=27412:spinshot_storescreenshot_3_1280x720.png][attachment=27413:spinshot_storescreenshot_4_1280x720.png][attachment=27414:spinshot_storescreenshot_5_1280x720.png][attachment=27415:spinshot_storescreenshot_6_1280x720.png][attachment=27416:spinshot_storescreenshot_7_1280x720.png]
  3.   I agree with Thaumaturge, spikes implementation depends on how you model your car and physics. In order to help you, it would be nice to tell us exactly what language / engine you're using, is it 2D ? (Box2D, Farseer) 3D ? (Havok, Bullet Physics, Newton).   Spikes are better off without a physical presence, in the case of Box2D, they would be implemented as sensors. When colliding with the tires, you can make the car less responsive to input, you can modify the friction of the tires to make them stick more to the ground. I guess there's some tweaking to do here to get the right effect.   We're discussing gameplay mechanics but it seems to me that OP is more concerned by graphics and animation of the tires. We can go as far as implementing it using soft bodies but that would be overkill, I would say fake it : make 2 models or 2 textures for the tires, then change the model (or texture) once a tire hits the spike strip. You can also create a smoke particle system and maybe throw in some sound effects to make it more realistic.
  4.   Yes, that's exactly what I have been thinking about for the past 3 months while working with construct 2. It seems that these tools can help you progress really fast but not too far, so for small games they are good enough, but as your project gets larger these tools show some limitations.   I find it difficult to transition from programming to using these tools, there's always a voice inside your head that tells you you're not doing it right. However it seems that most of Game Maker like programs are made for non-programmers who still want to make games. I think it's not fair to not be able to make games if you lack programming skills, lots of great game designers don't know how to code to some extent. These tools provide an opportunity to test your ideas and play them in few minutes or hours of work, I think it's amazing.     Construct 2 and Stencyl are cheaper, and for my specific needs, they proved to be more useful than Game Maker.
  5. Hello GD community,   I have written 5 articles on game design that are, in my opinion, very useful to every game designer out there. But it is just my opinion, and I need your feedback, please be brutally honest with me.   A friend of mine told me that I don't promote my work so much, truth is I don't promote it at all (impostor syndrome ?), that's why I don't get feedback and I lack motivation to keep on writing.   Here are the links to my 5 latest articles on game design : Top Things Not To Do Early in Game Development How Dare You Make Art!? Never Bring A Speed Display to a HammerFight Stop Making Games for Pussies Dodge Bullets Now You will help me a lot by answering some of these questions : What do you think of the content of my articles ? (feel free to discuss it here or in the comment section on my blog) Is my writing clear enough, long enough ? Too short ? How much do you like my blog ? What would you suggest about the website in general ? Would you like me to write more about game design ? What makes you want to stay or leave when you visit my website or read my articles ?
  6.   Being browser-based doesn't necessarily mean that the game is turn-based, it can also be played real-time using websockets (example : Browser Quest by mozilla).    I agree with Shake92 about answering the question of victory/defeat conditions. I think something like the concept of the world map in Total War series could do the trick : you have cities (or one city in our case) that is safe from harm and where you can build and train troops, but there is a battlefield where troops can fight. When one army defeats the other on the battlefield, it can move to the city and siege it.   A victory on the battlefield doesn't necessarily mean winning the game. One player must successfully siege the other player's city in order to win. So instead of 2 modes of play, I suggest having 3 :  City Building Battle Front City Siege : this mode will eventually lead to winning/losing the game. I think one of the biggest pleasures in RTS games is protecting your weakest points (city, supply convoys like DtCarrot suggested, ... etc) and trying to hit your opponent's. If cities are completely isolated from battle, players' weakest points will not be exposed (at least not completely). But that's just me, I like combat more than management in RTS games, so for me this point is very important.
  7. I agree with the guys above on learning C++ and making your game with it. C++ has evolved a lot these last years and there has been some nice updates to the language.   C++ is the language most pros are using, but these are very skilled people, so it would be a better idea if you took some time to master it first before thinking of making a game with it.   Personally, I learned C++ and made some simple games with it, then I switched to Java, then finally to javascript because it were easier for me and I wanted to make games that are directly playable in the browser without requiring a plugin. Now with the advances of HTML5, you can do a lot of cool stuff like drawing 2D shapes or sprites in canvas, saving data locally (in case you wish to save player progress, score, ...), playing sounds, ... etc and you can also do 3D if you wish.   I appreciate working with javascript because all it takes to see the changes you made to your code is hitting F5 to refresh the web page. I like to focus more on game design so working with a scripted language saves me a lot of precious time.   I think the most important thing for a beginner is to go through a basic, but complete, development cycle, one that includes a basic initial idea of a game, a simple game design, modeling the features of the game (here your job is to "translate" the game design to technical details, algorithms, UML diagrams, software architecture, ...etc), programming and testing. So I agree with bassy that the language in itself is not very important.
  8. Hello friends, I have gathered some advices I wish someone told me a long time ago. I wrote an article about 7 mistakes that helped me become a better game designer and programmer. I wish to share them with you, tell me what you think, here's a link to the article : http://www.gameplaypassion.com/blog/7-mistakes-that-will-make-you-a-better-game-designer/ Here is a brief summary of the 7 mistakes I talk about in my article : Excessively and Negatively Criticizing Other (published) Games   Designing a Huge Game That Has Everything in It   Focusing on the Plot From the Beginning   Overestimating Your (or your team’s) Technical Skills   Crossing Genres for Your First Game Ever   Comparing Yourself With the Big Guys In the Market   Recruiting People That Have No Interest In Making Games
  9. [quote name='Ashaman73' timestamp='1352968051' post='5001142'] 1. GDDs are really overrated ! They are a good way for unexperienced designers to get their mind right, or to write down the basic game play for larger productions, but most of the final game will be developed during ..well.. development time. [/quote] I think any team needs some sort of "document" to keep track of their game design. The document will be enriched during the iterative process of making the game. By "document" I don't mean a big fat word document made prior to developing the game. The document can be empty in the beginning and filled along the way. Then again, I'm a beginner in game design so I learn a lot by writing down stuff. [quote name='Ashaman73' timestamp='1352968051' post='5001142'] 4. Cheats: they are necessary, but they are really dangereous. Using cheats is a way to avoid certain game play, the danger is, that you start testing the end-game only and negclet the start of a game. But the start of the game is the most critical part for new players. [/quote] I agree with you on this one, there could be a bug in the beginning of the game that you'll never see during your tests. And new players are very important because they judge a game by the first minutes of play. So testing the final product as-is is also a good idea.
  10. I think bad game design has a lot to do with lack of fun :[list] [*]Make the game as repetitive as possible, variety is bad ! Avoid it at all costs [*]Make it as difficult as possible so that only an elite of players can beat it, noobs don't deserve to win [*]Give as much achievements as possible, give an achievement for opening the options menu ! [*]Let players guess how to play, it's much more fun that way ! [*]As an alternative for 2), strip the game from any challenge so everyone could win, targeting a very large audience (including new-borns) will sure make you filthy rich ! [/list] This is an exerpt of my blog post [url="http://www.gameplaypassion.com/blog/do-these-5-mistakes-at-the-risk-of-boring-your-audience/"]Do these 5 Mistakes at the Risk of Boring Your Audience[/url]
  11. I want to share with you some thoughts about 4 game design "weapons" that I use every day. I see these tools as a way to :[list] [*]Make games in an efficient way [*]Organize and keep track of my ideas [*]Get (visual) results as soon as possible [*]Easily test a game [/list] Here is the link to my blog post : [url="http://www.gameplaypassion.com/blog/4-powerful-game-development-tools/"]http://www.gameplaypassion.com/blog/4-powerful-game-development-tools/[/url] What do you think about my ideas ? What (other) tools do you use and how do you use them ?
  12. I think the reward/punishment system must be balanced so that there's no clear winner or loser until the end of the game. A reward must always have a little punishment in it, for example : in a multiplayer FPS, when you reward a player with a big gun, the gun will make him move slower, making him an easier target for other players.