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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.

Truman

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  1. Hey everyone! We just Kickstarted a new monster catching strategy RPG called [url="http://www.kickstarter.com/projects/888104893/deozoa-legends-of-eden"]Deozoa: Legends of Eden[/url]. Deozoa is a monster catching video game combining the rich storytelling of an RPG with the combat system of a turn based strategy. As you explore through the world you will discover and capture over 100 monsters called Deozoa. Unlike other monster games, your 11 playable human characters battle side by side with their Deozoa to fight their way to victory. [img]http://deozoa.com/images/mainimage_largeb.jpg[/img] A few key features:[list] [*][b]One time game purchase for all monsters, characters, and story:[/b] No in-app purchases, no monthly fees. Just buy the game and have it forever. The game will be developed for iOS (iPad, iPhone, and iPod Touch) and Android (phone and tablet), with an eventual release to PC, Mac, Linux, and Ouya. [*][b]Capture and befriend over 100 monsters:[/b] Each teammate can be assigned one Deozoa to fight with them on the battlefield. [*][b]Evolve your Deozoa:[/b] Like animals that grow from baby to adult, all of our Deozoa will grow into a new form as they mature. There are typically two to three monsters per family. [*][b]Recruit 10 characters to your team:[/b] As you progress through the story, you will encounter 10 available warriors looking for an adventure. Determine the best combination of abilities to give yourself an edge on the battlefield. [*][b]Level up and upgrade human classes:[/b] There are 10 classes of human warriors to battle, each with their own unique stats and strengths. As enemies get tougher and the heroes get stronger, every class can develop into an advanced form for stat boosts. [*][b]Use the elements to your advantage:[/b] There are 12 elements that all Deozoa and attacks fall into. Every element will have strengths and weaknesses against other elements, making each battle unique and challenging. [*][b]Fight in a free-form battling system:[/b] Position 6 teammates with an open movement system unrestrained by a grid. The size of a unit can block enemies’ movement to redirect their attacks, protect weaker units, and form a front line. [*][b]Rich RPG storyline:[/b] Unlike casual games, you will explore through a fun RPG story with an expected eight hours of gameplay in a single play through. [/list] For more information, please check out our [url="http://www.kickstarter.com/projects/888104893/deozoa-legends-of-eden"]Kickstarter[/url] project and like us on [url="https://www.facebook.com/IgnisStudios"]Facebook[/url].
  2. After some reading, it looks like for the most part, you are not allowed to do dynamic linking on iOS, so it looks like ZeroMQ is out. Any other suggestions for cross-platform scalable game servers? I would prefer to not reinvent the wheel with this.
  3. For some reason I was making the assumption that the flops coming from my game calculations would represent a significant server load, but when you put it into the context of running the Ruby stuff plus the reality that communication is going to be the real server load, it makes a lot more sense to try to limit the communication traffic. And if HTTP is a lot more verbose than setting up a socket, then it seems like a better idea to learn about some socket programming. I am thinking about writing the client side program in Lua using [url="http://getmoai.com/"]Moai[/url]. Does anyone have any recommendations for the server side program? I am comfortable with C++, Python, and Lua. From some initial research, it looks like [url="http://www.zeromq.org/"]ZeroMQ[/url] comes highly recommended. My main concern with it is its LGPL license. It seems to be safe to dynamically link to it, and I know how to do this on Unix based systems, but I'm not so familiar with packaging and distribution procedure on Windows and mobile devices (this is probably not the best place to ask this, I know). Does anyone else have any other recommendations for writing a scalable server side program?
  4. But is this whole memory scanning (like CheatEngine) a real issue on mobile devices? It seems like these are a bit more locked down and more difficult to mess with, but maybe I am just being naive. Assuming that the internal variables of the client side C++ program can not be modified while the program is running, and only the HTTP posts are being faked, could I do some sort of verification thing like this. Say Player A attacks one of Player B's units. Client A (presumably) calculates the damage correctly, but Player A fakes the HTTP post to say that he did more damage. Then Client A on it's next interaction with the server, double checks that the posted damage corresponds with its own internally calculated value. If the values differ, penalize Player A for cheating. I guess this all assumes that Player A cannot modify the program state while it is running. Is this a fair assumption (at least for iOS and Android)? What are the holes in my argument? I could see how the server side C++ program would create a more professional and cheat proof user experience, but it seems like it would magnify the server load by orders of magnitude.
  5. Our game is going to have a turn based strategy battle system. Naturally, it would be really awesome to be able to battle your friends. So I am planning to write a Ruby on Rails server side program to coordinate connecting a player with a friend or random stranger for a single battle. My goal is to keep the server load to a minimum, which means a few design decisions that make sense at the moment, but server stuff is a little new for me, so please feel free to tear holes in these decisions and/or enlighten me on issues I may have missed. First off, it seems like a good idea to throttle down the frequency that the client side program checks the server for new information, say at most once per second. Second, it seems like doing all battle calculations client side and then sending the results through the server to the other client would cut down the server load, and also simplify it so that I am not reproducing core C++ game logic in ruby on the server. This would probably work as follows, client A performs an attack that effects units 1 and 2 in the battle field, upload the attack name and the effects to the server. Client B checks the server and pulls the info, then simulates the attack, but in reality just applies the effects that client A uploaded. Rinse and repeat. I like the simplicity of this process, but it seems fairly ripe for cheating. How easy would it be for the person controlling client A to fake the data sent to the server so that they actually do more damage than the game calculated (which would seem to get the two games out of sync and venture into undefined territory)? Is this really worth worrying about? The target will initially be iOS and Android, does this make it more difficult to cheat? Are there any unknowns that I should be more worried about, like packet loss? I have a contingency plan to deal with people disconnecting, but there might be other things I haven't thought about. I'm looking forward to hearing any thoughts.
  6. From the album Deozoa - Legends of Eden

    [color=#4C4542]Serkets generate their greatest power, electricity, through their fur. As they make their abrupt and swift movements, each hair rubs against the others and generates a charge of static. All of these charges are collected in the Serkets’ bodies, and released at will out of the end of their small tails. Adults have a large area over their body to collect the charge. Upon maturing, Serkets learn to pinpoint their electrical strikes and use the electricity to slightly shock localized muscles which allows for rapid movement.[/color] Help shape the game on [url="https://www.facebook.com/IgnisStudios"]Facebook[/url] and [url="https://plus.google.com/u/0/b/114456140089171854869/114456140089171854869/posts"]Google+[/url].

    © Ignis Studios

  7. From the album Deozoa - Legends of Eden

    [color=#4C4542]From a rural community a distance from Bodil, Malena is an energetic, 18 year old young woman who recently completed her studies as a mage. Verbalizing anything and everything that comes to mind, Malena is forward, honest, and sometimes a touch too opinionated.[/color] [color=#4C4542]Always looking forward to the next social event or celebration, she travels to Bodil to meet up with her brother, Thras, who works in the town, and plans to celebrate her accomplishment of becoming a mage. However, “city life” is a mystery to Malena, and her plans appear more difficult than she anticipated.[/color] Help shape the game on [url="https://www.facebook.com/IgnisStudios"]Facebook[/url] and [url="https://plus.google.com/u/0/b/114456140089171854869/114456140089171854869/posts"]Google+[/url].

    © Ignis Studios

  8. From the album Deozoa - Legends of Eden

    [color=#4C4542]Jerrith is a mercenary fighter who grew up in the outskirts of Vorne for all 22 years of his life. He is a thoughtful, loyal man who has been a childhood friend of the main character. Jerrith sought to be able to protect himself and others, and soon apprenticed under a small mercenary group’s leader, Master Sonos.[/color] [color=#4C4542]Sonos taught him how to survive on the road or in wilderness, wield a broadsword in combat, and gain the companionship of a Deozoa to assist in a battle.[/color] [color=#4C4542]Jerrith completely dedicates himself to his profession, and is sometimes emotionally oblivious because of it.[/color] Help shape the game on [url="https://www.facebook.com/IgnisStudios"]Facebook[/url] and [url="https://plus.google.com/u/0/b/114456140089171854869/114456140089171854869/posts"]Google+[/url].

    © Ignis Studios

  9. From the album Deozoa - Legends of Eden

    [color=#4C4542]Mustachios are small primates covered in dark brown fur and distinguished by their notable facial hair. It is unknown whether they secretly groom their facial hair to retain the shape of a mustache or the hair just naturally forms that shape. Baby Mustachios are always born with facial hair, even when other hair is lacking, and are physically weak. They can use their long tail for balance and simple grasping tasks.[/color] Help shape the game on [url="https://www.facebook.com/IgnisStudios"]Facebook[/url] and [url="https://plus.google.com/u/0/b/114456140089171854869/114456140089171854869/posts"]Google+[/url].

    © Ignis Studios

  10. From the album Deozoa - Legends of Eden

    [color=#4C4542]Teratons are stocky, four-legged reptiles with pointed rocks protruding from their back and small, claw-like rocks on their feet. Teratons are colored various shades of brown and tan that help it blend into a jagged background. They use their nearly unbreakable beaks to crush and eat rocks. Baby Teratons only have three rocks on their back, but as they get older, the rocks both increase in size and number. Teraton also have very strong tails, but a baby’s tail has not yet been fully developed.[/color] Help shape the game on [url="https://www.facebook.com/IgnisStudios"]Facebook[/url] and [url="https://plus.google.com/u/0/b/114456140089171854869/114456140089171854869/posts"]Google+[/url].

    © Ignis Studios

  11. From the album Deozoa - Legends of Eden

    [color=#4C4542]Serkets generate their greatest power, electricity, through their fur. As they make their abrupt and swift movements, each hair rubs against the others and generates a charge of static. All of these charges are collected in the Serkets’ bodies, and released at will out of the end of their small tails. Although baby Serkets have small bodies and less space to collect charges and lack full control over their electric shocks, they are able to easily gather a higher voltage because of their downy fur.[/color] Help shape the game on [url="https://www.facebook.com/IgnisStudios"]Facebook[/url] and [url="https://plus.google.com/u/0/b/114456140089171854869/114456140089171854869/posts"]Google+[/url].

    © Ignis Studios