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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 m.boop127

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  1. i was thinking another possible expansion of this idea would be a spore like species creator, so you could not only watch humans develop, but other less human species. also i was thinking of doing the same with animals, tell me if this would be a good idea, or if i should stick with a more direct simulator
  2. Thank you so much!, i know it won't look good, and in the end, i may very well be playing this game with cardboard rather than on screen graphics, but i will try! i guess i do have an entire summer to learn!
  3. well, my idea would be based around a toolbar near the top of the screen that the player uses, the toolbar has different abilities that are progressively unlocked in future game play. Another idea i have to make the game more interesting would be points the player could use to advance a specific tribe, warm or cool the climate, etc. This would give more of a challenge and a purpose to the game. For me, the absolute game-changer for this idea would be the ability for a player to zoom down to the developing tribes and watch the AI work and develop, which would require insane programming and artistic ability, but it is a dream after all. And thanks for the programming help!
  4. alright, so i'm going to develop the text based game, for my own purposes, but i am running into an issue. I created a map with several location where tribes could start (i will decide there location with a random number gen), however i want intra tribe relations to be partially based on location, if two tribes are on opposite sides of the map, they likely won't have relations, the problem is i cant find a way to program in an equation that decides whether or not other tribes are near by, how would you do this using numbered locations? thanks!
  5. Thanks for the input [img]http://public.gamedev.net//public/style_emoticons/default/smile.png[/img]. I guess ill just give up, at least until i find someone with more experience and similar desires. I will see my dream someday...
  6. It would be similar to those games, but the player would have more of an immersed or realistic experience, being able to zoom in and watch progression, as well as battles. Not to mention the species would always be human, but the AI culture and goal would be based around the environment, which the player controls. It may not be popular, but as i see it, if this is my dream game, there have got to be others who feel the same. I am also considering adding things such as natural disasters, and more direct player involvement. This would attract players who like feeling like gods... which includes most of humanity.
  7. 6677, Not really, though. The player would control the temperature of the environment and other similar factors, which would in turn affect the type of cultures that evolve, for example, cold environment means the AI hunts rather than farms, hunting makes them develop better weapons, which then makes them more warlike in the future.
  8. Hey, me and my friends have never designed games and have minimal programming experience, largely based in java. However, we have had an idea for a very AI based game, and as we have been toying with the idea of creating said game for several years now, i felt like it was time to start working. The game would basically be like the civilization games, only real time, and far less player controlled. The player would have choices about the climate of the planet, species dominance, fertility, etc. However, instead of directly creating a successful civilization, the player would simply create an environment in which several AI nations would develop. I could explain more in depth, but that is not the purpose of this post. As i said before, my friends and I have very minimal knowledge of game developing, that said, we have already created some base equations that would decide the spread and growth of your species. I programmed these in a java, creating a kind of text based version of this game, but i haven't gotten past the creation of nations using random intrigal equations, and the said civilizations forming aggressive or passive personalities. I was hoping that one of the more experienced game developers on this forum could walk me through/ help me in creating a more complex and at least slightly visual version of my game, which i could then hand off (hopefully) to a larger company or more experienced developer to complete. [b][RECRUITMENT WORDING DELETED BY MOD - Recruiting is not permitted in the discussion forums. Use the Classifieds.][/b] Thanks!