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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 greenghoul

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  1. @mk - I've done drag and drop and a bit of coding, but not enough to say I'm familiar with it. The only thing I'm worried about with using game maker is the size of the level I'll be using for the over-world (It'll be pretty big either way if I go with the 2d side-scroller I mentioned, or the zelda style game) and possible issues with aliasing and connecting the dungeons/stores/whatnot. I don't know, I'll give gamemaker a try though, just because it's pretty easy for the most part, if anything I can create check-points of sorts to connect different maps. I still need to figure out how to connect different rooms in that manner, the majority of the games I made were crap tbh, it was for a class using gamemaker. The farthest I went was a jailbreak game lol. But I'll give it a look. @goran - I thought blender was generally used for 3d games? Oh, one other thing I found was a website with a bunch of resources and tutorials for making NES games, it was from a university course somewhere. Maybe I'll give that a quick look too.
  2. Hi everyone, So for the past year or so I've been creating ideas for two different games, and now I think I finally have both the motivation and the time to at least get started. I won't go into details for story and such, but I want to make something sort of like the old zelda games in terms of gameplay, but with things like hp, magic/skills and mana points, experience, etc. Another possibility I was thinking of was the same game, but a 2d side scrolling world, but it's connected and you can go back through the world at any time (I think this would be harder, i don't know.) Also, regardless of which route I go, I want to keep it either 8 or 16 bit, just to take me back to my early days of gaming [img]http://public.gamedev.net//public/style_emoticons/default/smile.png[/img] I don't know how I would go about doing this. One option I thought of was just to use gamemaker, I'm familiar enough with it to make simple games, so it wouldn't be too challenging to go further. But I feel like there are too many limitations with that engine. However, I feel that I'm nowhere near adept enough in the languages I'm somewhat familiar with (java and C) to even begin a game with an engine based on either of them. So what I'm asking is if there's a simple game engine that will allow me to create something as described with minimal coding, or maybe an easy-to-use scripting language that I could work with? Two that I found on the internet and had in mind are rpgtoolkit and ohrrpgce, but I don't know much about either. Thanks in advance for any help!