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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.

dustin321

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  1. The game is completely free, so it doesn't hurt to at least download it! I would really like to have some feedback for this game. 
  2. Hello everyone. Please check out my game Robot Overload on Google Play and let me know what you think! My goal was to create a twin stick shooter game where the game itself is the primary focus (some games have way too many ads!)   Download here: https://play.google.com/store/apps/details?id=com.cybergon.robotoverload&hl=en   Trailer: https://www.youtube.com/watch?v=VMfUHBDQjFE     [sharedmedia=gallery:images:5625] [sharedmedia=gallery:images:5623] [sharedmedia=gallery:images:5624]
  3. Alright, thanks. Sorry for the late response. 
  4. Sorry if this is the wrong forum, but I didn't see a more appropriate one. I have been working on an Android game for a while and now need to hire an artist to create several assets for my game. I'm not trying to hire anyone with this post, but I do have a couple of questions.   1. What is the typical process of finding and hiring an artist? I posted a detailed description of what I needed on a site and said it would be paid and never even got one response. I was planning to pay through Paypal.    2. Is there some sort of contract that I should set up? I had planned to just make a one time payment for the assets. I do not want there to be any confusion where the artist thinks that they "own" part of the game and should get commission. They can own the assets, but not the game. Would just telling them the details be enough?    3. Finally, what should I expect to pay? I have no idea of what the price should be for these assets. I need one background image, a character image in four directions, and several accessories in each of these directions. I understand that there is not any set price for art, but is there any range which I should expect the price to fall into?   Thanks in advance for anyone who can help. This is my first time hiring an artist for a project. 
  5. Yeah, I was worried about mobile package update causing issues. I'm excited about putting my game out on the market, but i guess I'l have to go a bit longer to finish all the levels. 
  6. Suppose I was working on a mobile game with 10 missions, where each mission consisted of several levels. Would it be bad to release the game with only five of the missions completed, then add in the rest later through updates? The missions that are released would be completely polished, of course. I think it could be good because it would keep players coming back to play the new missions as they are released. Also, this game will be free, so they won't be paying for something that is incomplete. 
  7. Thanks for the feedback! The camera is something that I will probably experiment with. Also, I forgot to mention that the characters in the end production will not be stickmen. I have something much better in mind. 
  8. Hello. I've been working on a fairly large Android game for a little while now, and I've finally come to the point where I can show an early gameplay video. I also created the game engine that the game is running on. I would say that it works pretty smoothly. Anyways, there are still MANY things to be done before this game is complete, so what is shown in the video is not meant to reflect the final product in any way. The final game will feature much more content than what is shown. I just wanted to know what you all thought of it so far. Also, I'm a programmer, so the art was the best I could do (with the exception of the crates). I think it has a cool style, though. Also note that it was recorded from my tv screen. I do not own any of the sounds or music and all proper credits will be given in the final game. Thanks!   Any comments, good or bad, would be appreciated.   http://www.youtube.com/watch?v=AUrDzEOPOy0&list=HL1377891299&feature=mh_lolz
  9. Thanks for the replies. I hadn't thought of those; I will try them out and see what works best. Bluestacks looks promising.
  10. Hello, I would like to record some gameplay from my current Android game. I have read several forum discussions on the topic, but none of the solutions have worked for me so far. I would like to record in good quality with a good frame rate (around 30 fps). The end goal is to eventually have a means of creating a video to demo my app in the Google Play store, so I want it to be good quality. What would be the best way to do this and achieve the quality that many of the top apps' videos have? Also, I apologize for this not being directly related to game development, but I couldn't think of a better place to ask.
  11. My game will definitely be different, and the "voxel style" part really isn't completely necessary. My game has greatly evolved from my original plan and I think I could move into a top down style game now, rather than destructible 3d world. I think this would also take care of the problem of players believing that it is a "minecraft clone" just because it has cubes in it.
  12. [quote name='Daaark' timestamp='1350157258' post='4989870'] voxel is not a genre. [/quote] By voxel games, I mean the cube-based games you see all over the place now. I'm not saying that building such a game is not worth it anymore, I was just wondering if players are getting tired of them