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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.

Anastas

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  1.   All these flavors, and you chose salty.
  2. Don't worry, we won't rule the world.       Not that we wouldn't, it's just that history has shown it takes a little more than superior prowess in programming to attain world domination.
  3. Think of a world as a collection of stories, even if you only ever explore that world to tell one of them. A living world is one that has history to it, one that wasn't constructed for the purpose of telling a story, but one that stories are born into; everything that happens in a living world is built upon the consequences of what happened before. Now, this doesn't mean you have to create your world in a linear fashion, but you must keep everything in line so that all of your world's stories are believably set off by the stories that preceded them.   Visit your world constantly, and ponder the stories it holds that you don't even plan on telling (not that you can't; with enough time you could conceivably tell the whole story of a single world, though it might end up being your life's work). If you have a story that you don't originally plan on being a part of this world, examine it deeply and question whether or not it truly doesn't belong. Realize that all around you, in our own world, there are billions of stories going on at once and not all of them quite mesh with each other. Consider that then consider just what it takes for a story to be a part of your world, and you just might realize there's more going on in your world than you first thought; that will help make it more realized.   Unfortunately, there's just no way that this process won't take a lot of time; I've been exploring my own world for over 7 years now, and I'm barely even ready to begin telling its stories. Fortunately, it doesn't take very much time or resources; you just need to have this all going on in the back of your mind, keeping note of everything that happens for when you're finally to share your world with this one. My recommendation to you is that you don't fear telling what will seem like a single story at first. Once you build upon that, in time, what was once a story will become part of a larger world, and you'll have that magic in the long run, even if things don't look that way in the beginning.
  4.   They are?       I can think of a number of books and movies that are looked at as religious; the example that comes to mind which covers both mediums is The Chronicles of Narnia. I love both the books and the movies, but I wouldn't say they're merely expressing values; they're religious, it is an aspect of their being. Whether or not that's a good thing depends on your audience.       No, not at all.       Yes, always.
  5. So would an HD Crimson Shroud be the game that finally has true photorealistic graphics?
  6. Link's Awakening, because of the excellent overworld design and item balance, and because of the way the game gets you to interact with the island's inhabitants, giving the story depth through gameplay as opposed to pure narrative.
  7. A 2x2 room is easily filled as, once the empty square is allocated, the mere remainder of the room makes up a single tile. As you can see from this picture, an empty square can also fit into any 4x4 pattern and it is that top-leftmost 4x4 pattern (herein referred to as the TL pattern) that is key for filling any size room.   In this example, the empty square has a coordinate of (2,5) in an 8x8 room. Once the first 4x4 pattern was found, the TL pattern from the previous image was wrapped around it and the pink tile filled in what was left. Another way of looking at the process (I'm unsure as to which is more efficient for an algorithm) is the pink tile being placed on the corner of the 4x4 pattern (this corner is also the center of the room; in larger rooms this corner is at the center of a subsection of the room), followed by the TL pattern wrapping around the pink tile.     The following process illustrates how to fill a 32x32 room with an empty tile coordinate of (2,19):   Divide the room into fourths and find which fourth the empty square occupies...   Divide that fourth into fourths and find which of those fourths (a sixteenth of the whole room) the empty square occupies...   Repeat that process, finding the empty square's position in a fourth of that sixteenth (a sixty-fourth of the whole room)...   Finally, find the empty square in a fourth of the sixty-fourth (a two hundred fifty-sixth of the whole room).   The reasoning behind finding the empty square's position relative to fourths is that the room is filled via an inverse process. You might find it more streamlined to simply find the empty square in a two hundred fifty-sixth from the start, but the room is still filled by fourths:   You take the empty square and generate a 4x4 pattern around it. This can be done similar to the 8x8 example above. The remainder of the two hundred fifty-sixth that the empty square occupies becomes a tile, then you wrap a 2x2 pattern around that with empty spaces becoming a tile (or have a tile attach itself to the corner of the two hundred fifty-sixth [which corner is determined by being in the center of a sixty-fourth] with other tiles generating around that tile).   From there, you repeat whichever process you use to generate an 8x8 square, followed by a 16x16 square, until you fill the whole 32x32 room.   This process can be used to fill any sized room presented in your problem, but unfortunately I am not so mathematically minded as to translate this process into an algorithm.         (P.S. All of the images in this post were created using MS Paint, so you can take your Photoshop and shove it. )
  8. ...Awesome.
  9. Wait, are you tellin' me that you wrote Barnyard Blast? That's rad.   [/derail]   Saw this earlier on Operation Rainfall, still as poor as I was then.   Though, you might be able to answer, what are the chances of this game getting localized even if they don't reach their $30,000 goal?
  10.   Indeed, though I don't socialize here very often for fear of spreading myself thin.   Still, you've been so kind; on the off-hand chance I somehow make a game worth selling I should send you a free copy. Not much of a gesture as for all we know I'll burn out and never amount to designing any moreso than as a hobby, but it's the least I can offer.
  11. Just got a reply, no dice. But time has healed the wound and it was still a good deal even if it was a significant purchase for me.
  12.   I can verify it being the same price in the States.
  13.   That there sold me mate.   If you can get a refund - I will purchase you a separate copy.     Even if the refund doesn't work, I must thank you.
  14.  Are you arguing from the point of financial genius i.e. saving money on budgets etc in order to return the product and take a freebie and thus make a saving that you would put into your game?   OR   Are you arguing from the viewpoint of "OMG I can't believe I just bought this frigging thing and I could have got it for free!?"   OR   Are you arguing that my interest is best served by having one less other Gamedev member who might utilise this and be potential competition and steal all my potential players away?   OR   Insert a reason.     I should point out I am open to this....but I do want a reason and I might say no....if I think the reason is insufficiently creative enough...because let's face it...it is all about the freebie versus having paid for it     The reasoning is that I'm rather poor, and any money I can spare is needed, even if the best I can do is getting credit that can pretty much only go toward games.   I completely understand if you'd rather save it for someone else, but it doesn't hurt to ask.
  15. If I somehow managed to get credit back, would you still consider gifting me a copy?