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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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About theallmightybob

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  1. thanks for the feed back i'm a bit new to the whole thing. i'll take whats said to heart and see if i can refine things a bit more and get back with something a bit more solid. i'm starting to think this might make a beter co-op game. again thanks for the honest feedback!
  2. ok here is my first Idea, give me any feed back you have, i have really no idea what kind of time frame this type of project would need. Game title: pending Overview: I inend to bring a team together to program a game in the style of an competitive arcade FPS. What will set this game apart form the average FPS will be weapons and abilities based on the users music. Intent: To sell this game in the digital market place. Engine: Undecided, feed back on some good engines would be nice. Art style: Yet to be fully decided, I could use some feed back on the kind of style you would expect, after reading what the game will do. The Music: I intend to relase the game with a sample of pre loaded music from all diffrent generas. The music will be played through a built in player that will have custom playlist options for diffrent loadouts, as well as hot keys for on the fly music change for game play reasons (start and stop your own music/change tracks to suit abilities and tactics). I see possbile Itunes or other intergration in the future if the project makes it to market. Level design/game modes: The game will have many standard game modes, as well as mutators to suit the theme of the game. things like each team must use the same song provided by the server. I am currently in the process of designing mechanics that will also make the levels more effected by your music. things like assult maps with barriers that require the assulting team to bombard them with diffrent types of music in combination. Weapon mechanics: The weapons will all be unique in the fact that they all react diffrently to diffrent genres of music. there will of corse be overlap for each weapon to make sure they are all not useless. I intend to acomplish this by having each weapon pic up on diffrent aspects of each genre. things like bass and treble levels/balance ect (esentialy each weapon will be a 3d visualizer). for each weapon diffrent aspects of the sound will effect diffrent outputs like range and damage (play testing will be required for balance and to assigne max caps on all stats and weapon effects) All weapons will be avaliable in the loadout at the start of each map, as well as a list of saved loadouts. examples of weapons and effect: these can be changed at any time based on future research and playtesting when the game is in the right state and are just here to give you an idea of what I intend. acoustic laser: uses tempo bass and treble. this weapon favours songs with a high tempo and a good balance of base and treble. high tempo ensures a continus beam. base effects the high end of the damage output, while treble provides a range bonus.the wepon effect will look like a stright beam that swells and contracts based on the bass while stretching and contracting based on the treble (gaining range) blast cannon: uses bass and tempo mainly, weapon will be programed to favour songs with a slower heavy base beat for max damage and accuracy. as the tempo gets faster accuracy is reduced. abilitys machanics: abilitis will be devided based on loadout with a few that can be spread between all loadouts example abilities and effect: these can be changed at any time based on future research and playtesting when the game is in the right state and are just here to give you an idea of what I intend. Sprint boost: GOOD-gain a speed bonus based on the tempo of your music BAD- lose speed if your music slows down, take loss in overall health. power jump: GOOD-gain a jump hight and control bonus when your music is pumping out alot of bass. BAD-reduces overall jump when music does not have enough bass. sonic shield: GOOD- projects a forward shield (45ish degrees), any damage you take through the shield is reduced by an ammount deturmined by the overall balance of the things tracked for the song you are currently listening too. BAD- reduces over all speed. (could be something else base on play testing of corse) most abilities will be unlocked from the start, with other more situational abilities (will be found by play testing) being avaliable after unlocking related achivments.