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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 LittleBigPhil

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  1. I've been noticing a problem with multiplayer games that have a large cast of characters/items. Instead of learning how to play the game, a large amount of time must be spent learning how all the characters differ from each other. Since the point of having a large cast of characters is to support different play styles and add variety to the game, newer players shouldn't have access to the entire roster.   League of Legends somewhat fixes this by forcing players to stick to the free roster or champions they have grinded for. Unfortunately its viewed more as a cash grab than a method of keeping the game understandable. Also, it stops players from learning how the other characters play by not letting the player use them, even though they still have to play against them.   Basically I was wondering what your ideas for solving this problem are (if you think it is a problem). My idea is to add a challenge/achievement behind unlocking characters that would test your knowledge of the game. And matchmaking would tend to only put players against people with a similar cast without change to the algorithm.   Alternatively there could be tiers of characters which would be unlocked dependent on your matchmaking tier, so the player would only ever play against characters they have access to.
  2. Similar to step 1 you could check all the other balls and see if they could hit the ball you want to go in a pocket. Then just see if you can make the second ball hit into the first ball with the striker.
  3. Didn't look through all your code but if you need a simple A* tutorial then i reccomend this one. [url="http://www.policyalmanac.org/games/aStarTutorial.htm"]http://www.policyalmanac.org/games/aStarTutorial.htm[/url] Being in the 8th grade shouldn't stop you from learning it. Its fairly simple if you can visualize it. All you need to do is reread the parts that give you trouble and you should have no problem.