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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.

hakuPL

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  1. [quote name='thatoneprogrammer' timestamp='1344905560' post='4969275'] So just to reiterate to make sure I get what you are suggesting: 1. Make a false web browser with a series of false web pages to add mystery to the game's story. 2. Make the monologue flow better. 3. Make a save system to keep track of the finished and unlocked levels as well as a high score list. 4. For the demos, get rid of the 100x100x2 map and add more maps. I'll get started on that soon. School is starting again soon. Between normal schoolwork in the morning and making video games with a team at a school that I go to in the afternoon, it should take quite a while to implement these changes for new demos. Thanks again for the great advice, hakuPL.[img]http://public.gamedev.net//public/style_emoticons/default/smile.png[/img] [/quote] 1. No, no, no... what I want you to do (well, it's only advice) is to make a few sites in real internet. As a example - are you familiar with ilovebees viral action? If not, go to [url="http://www.ilovebees.com/"]http://www.ilovebees.com/[/url] and [url="http://ilovebees.blogspot.com/"]http://ilovebees.blogspot.com/[/url] Read on internet about that action. Look how the people tried to solve the riddle. Of course, I'm not saying that you have to all of the sudden do something so complicated like they did. No. All am I saying is that - make some fake www sites, put them on the internet, send someone your game. When the game starts they will see text, try to solve the first puzzle and then BAM as a reward they will get a www address and, let's say, some random number. They will go on the net, discover some random site and somewhere there (on that site) will be place to send question to the admin of that site. If they will send that number - BAM, another puzzle of yours. And the action goes on and on. Of course, it require some serious thinking [img]http://public.gamedev.net//public/style_emoticons/default/smile.png[/img] But, I hope, you get what I'm saying. As always, it's only an idea. Nothing more. 2. Yup. That's what I meant. 3. If you want to go with your basic idea - yes. If not - look at first point and, instead of making simple high score, add it only for people who actually beat the game. BTW, make also some fake forum if that's possible 4. Yup. More riddles equals more fun. As far as I remember, ten years ago, there was ONE game similar to what I'm telling you. Unfortunatelly I can't remember the title But, I remember, that it was full of strange puzzles, fake www sites. They even included a program that send fake mails on your mail address to confuse you even more. There was even a hidden program that made your PC to froze (of course, only for few seconds, and nothing really happened, but that was sick and funny idea [img]http://public.gamedev.net//public/style_emoticons/default/smile.png[/img] ) Last words - google "eternal darkness all sanity effects". Read and think more about what I just said and, even if it's to complex for one person, try to make that game. That would be really cool. Whatever your decision will be - good luck with your game and, as always, I'm free to talk about your project [img]http://public.gamedev.net//public/style_emoticons/default/cool.png[/img]
  2. Let me start by saying that I tried your game on Windows XP and it was running smoothly. --------------------------- The basic premise of the game is something that we have seen many times (in many other games, on many different sites) HOWEVER if i can give you some usefull tips: - I loved the beginning (the message boxes). I know you made it that way because you are not a graphic designer but it fits your game. It's very simple (you could say primitive) but it made my imagination work. Before game started I thought more of the game as something action adventure + puzzle gameplay. I would consider leaving it this way and changing gameplay into something more interactive. I mean, think about that: game starts with that message boxes, than you are left with an www adress. When you go see that site you end with simple page about, let's say, doing honey. And somewhere on that site you put your puzzle. When gamer will solve it he will gain next address (or some key word to google) and game goes on.Try making it as more mysterious[img]http://public.gamedev.net//public/style_emoticons/default/ph34r.png[/img] I mean, think about more interactive way of your game. I'm not saying "make better graphics and all" but by putting some effort (creating fake www pages and stuff) you make it more interesting. Think about writing some simple story. Player will want to know the ending, will go from one riddle to another and by reaching end he will feel an accomplishment. Besides, it's a clever way of making your game better without messing with your first idea [img]http://public.gamedev.net//public/style_emoticons/default/wink.png[/img] - If you don't want it to be the way I wrote in the above indention; try to spread your text evenly. One message box has one sentence and another has 10 (which is somehow annoying and boring to read). - Some maps are to big - it's no fun to move all the way to the right corner just to go 2 blocks down and move all the way back. Either way make them smaller or consider making more maps. - I know that this is just a debug version but try making some achievements or goal for gamer to play your game. Make 3 more maps but "blocked" so until the player passes previous one he will have no access to them. Maybe think about making some medal/trophies for gamer so he will have purpose to play the game. - why not making some list of best (you know - best time, best player or sth like that). Players like to compete with each other. I have many ideas and I'd like to share it with you so tell me if you want more (or, if you want me to be more specific about some areas of game [graphics, gameplay, story]) and I will be more than happy to help you. Anyway, keep up with the good start and work and sorry for a bit messy post but right now it's 3:00AM here, in my country, so I'm a bit tired [img]http://public.gamedev.net//public/style_emoticons/default/smile.png[/img]