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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.

Kai Jensen

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  1. Im sure most people who are into Real Time Strategy games have heard of homeworld 2(has a 9.7 critic score . Ive been waiting for awile now for homeworld 3 and theres been a good amount of buzz about relic developing it but it hasnt come. So I would like to put together a team to develop it. The game would include Three-Dimensional Space Those 3D swarms looked pretty cool, but the game essentially took place on a flat plane. “Homeworld 3” needs to feature some real depth to its combat so that the game is more than just a polished, graphical update to the original game. Customizability The story of “Homeworld” was a pretty gripping experience enhanced by the hard choices you had to make as you progressed through the game. At some point, you had to choose between ion-based technology and missile technology to define your fleet’s armaments. This small detail gave the player a sense of ownership over the fleet as a whole. The game fell short of allowing you to fully customize your ships, so that’s one thing that “Homeworld 3” could stand to deliver. Reboot or Sequel Does it really matter if the game’s a true sequel to “Homeworld 2” or if it’s a complete reboot of the franchise—taking place in an all new setting with all new characters, races and a backstory. After all, the galaxy’s a pretty big place. A new “Homeworld” doesn’t need to be a storyline follow-up to such an old game. I’d ask rhetorically if anyone remembered the events of the second game, but I’d probably get a whole bunch of responses explaining the story’s entire plot, so I’ll refrain from doing just that. With a franchise as old and abandoned as Homeworld’s, there’s no better way to rekindle interest by making a whole new game. Online Persistence Single player-only games are soon to be a thing of the past. Discounting RPGs, of course, most games benefit from having a strong online component, be they shooters or strategy games. “Homeworld 3” should be no exception. It would only benefit from having a strong online component that pitches players not just against each other in mortal combat but in battles that affect the fate of the galaxy. Total Annihilation’s short-lived “Boneyards” system comes to mind. Though I think I’d settle for a system just like the battle.net in “Starcraft II.” -- With so few real-time strategy games on the market these days, I don’t think it would be an overstatement to say that the time is right for a game like “Homeworld 3” to surface. What would it have to compete with, besides Relic’s own Dawn of War II series and Starcraft II? Barring the fact that they’re all RTS titles, scarcely anything could compete with the game. For my team I need: 3 Designers 4 Artists 10 Programmers 1 for Physics – the programming of the game engine, including simulating physics, collision, object movement, etc. 1 for AI – producing computer agents using game AI techniques, such as scripting, planning, rule-based decisions, etc. 1 for Graphics – the managing of graphical content utilization and memory considerations; the production of graphics engine, integration of models, textures to work along the physics engine. 1 for Sound – integration of music, speech, effect sounds into the proper locations and times. 1 for Gameplay – implementation of various games rules and features 1 for Scripting – development and maintenance of high-level command system for various in-game tasks, such as AI, level editor triggers, etc. 1 for UI – production of user interface elements, like option menus, HUDs, help and feedback systems, etc 1 for Input processing – processing and compatibility correlation of various input devices, such as keyboard, mouse, gamepad, etc. 1 for Network communications – the managing of data inputs and outputs for local and internet gameplay. 1 for Game tools – the production of tools to accompany the development of the game, especially for designers and scripters. 4 Level designers 4 Sound Engeneers