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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. [quote name='Stroppy Katamari' timestamp='1337955764' post='4943246'] I won't mince words: twin-stick shooter is a terrible fit for touchscreen. It's one of the genres requiring the most rapid, most accurate control [/quote] That's been a growing suspicion on my part - my best bet so far has been to add some form of auto-aim/aim-asist into the game to help make the game playable, much like Minigore did. Movement wise - I've spent quite a while working on making the controls feel as good as possible, but I'm still going to work at it. Making interchangable ship parts isn't too bad of idea :-) tho I don't want to go overboard though on customizability and scare people away. Aside from power-ups and maybe different engines, what else would make sense to add to it without it becoming too much?
  2. So I have a working prototype for a twin stick shooter for Android (Don't mind the graphics! Good ones are coming! I promise!) [center][img]http://i47.tinypic.com/35cna09.jpg[/img][/center] As I was making this prototype, I did a bit of research on the twin-stick genre and found a lot of overlap between games. Most of them work on some sort of kill this xx times til you get a power-up drop that lasts for xx seconds, then revert back to normal. While I like the idea, I'd like to throw in a little bit more RPG-like progression between rounds so I can include some persistant power-ups. As I keep throwing basic things into my prototype, I find that, at the moment, a 360 explosion of shots works fairly well, and lock-on missiles aren't too shabby either. Also, indestructibility works well but can become overpowered as the enemies increase! So, here's a question for you guys - what would you like to see in a twin stick shooter? While I am mainly focused on power-up sort of ideas, if you have grievences with other games of the genre, please let me know! Every suggestion is greatly appreciated! While I have a bit developed, I went out of my way to make this code fairly reusable and therefore not too hard to rewrite the control scheme/physics/so on.
  3. All of the responses above some up the concept pretty nicely - Give players a reason to do something and they will do it. If there's some bonus to doing something (eg, safisfaction for getting a kill) on the individual players part, they will most likely attempt to do it. Picture the guy who runs out blindly early on in a CS:S round with a P90, spraying and praying. They know the consequence (dying), but they have plenty of fun just getting their semi-gauranteed kill. The satisfaction makes it worth it. If you can gaurantee there will be something in it for the player encourages them try it (aka spreading out / multi-base in RTS), most players will take the risk so long as the consequences aren't too high. Compare PVP mechanics of RuneScape vs. WoW - WoW there is no cost, only really benefit and a respawn time. RuneScape, you lose everything for a tiny gain. The result? People in runescape camp/turtle on the edge of the wild (I haven't played the game in a long long time, maybe its gone/renamed) in order to protect themselves from loss with little gain. In WoW, theres always a hope you might crit and win, and respawning is sometimes faster then waiting for health regen, so people keep fighting just for the sake of advancing on. In short: Keep it simple - give the user some satisfaction from playing aggressively. In a shooter, reduce respawn times for the players who were moving when they died - and make them aware of it! Insult campers automatically by annoucing them outloud. Do something to encourage the player to do something, and they will do it. (Horrible grammer, I know)
  4. Mind telling us what Android Version your running?
  5. I really like the idea behind this game! I could definitely see it being a ton of fun if done well! My best idea I could give you is to throw in a bit of comical pain into the game, and incorporate a lot of innovation into it - enable the player to interact with the environment and spring some other events up on unsuspecting fellow campers. For example, divert floods into your "enemies" tents, then steal their food while they're running out in havoc... Or perhaps light their food on fire, and sneak in while thats going. Maybe dumb some of the other campers food out and watch all the animals become attracted to the area. Try to abuse the wealthier campers resources for your own gain. There's a lot of different places you could go with this if its a "Camper Gone Wild" sort of game. Perhaps keep it a havoc-recking game where you barely need to mind resources, or the exact opposite and use stealing as a last-resort sort of deal. Maybe even have your own family involved and a misery index for how frusturated they are becoming?