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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 Agrosis

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  1. I've finally finished Siege! I would've added so much more, but I got fed up with Java2D so I decided to finish it right now without adding multiplayer. Here is the title screen:     The objective of the game is to keep at least 2 control points in your possession at all times. If you lose more than that, you automatically die. You also have 3 lives, so if you die 3 times, game over. Waves of monsters come, and in between waves you can do anything you want(restock on Sentrys or AGCs or recapture a point).   There is a shop in the north of the map. The 2 people sell stuff, and the robot is an upgrade station. To buy something, hover your mouse over it and press space. If it was successful you'll hear a beep, otherwise you'll here a explosion(I don't know why).   The control point order is this:   2      1     3 4      5   If you are on a bad computer, this game won't run at all. I would've originally fixed it, but I don't want to migrate all this stuff over to another library. If I get enough feedback and likes for the game however, I will add multiplayer and convert to libGDX! Vote on that please!   Anyway, I hope I've done a good job on this one:   [url=https://www.box.com/s/dneu6ss4uc9iqi2iwund]https://www.box.com/s/dneu6ss4uc9iqi2iwund[/url]   If you want this game to be continued, just let me know and if enough people say yes, I'll add multiplayer and more monsters and more features etc.   Feedback, criticism hate all accepted!   Some more images:      
  2. Fixed a bug in the 4th level that lets you cheat the level D: have fun!  :D
  3.   A few months ago I wrote a really small game called Dead Run, a game about escaping zombie wrath and stuff. So now, for a week I've been working on a game called Dead Run 2. Its supposed to be a puzzle game, and I haven't added everything I want to put in it so far. I'm just really into 2D games right now and haven't been paying attention to my 3D ones.   All the graphics in this game are the second attempt I've given at pixel art, and some of the designs are from those I've seen of other games with pixel art, so don't judge the art too harshly.   There are currently only 4 levels to play so far, and I've added some checkpoints in. I wouldn't really want to post an incomplete game right now, but I want to get some opinions on the game so far, in terms of puzzle and challenge. I'm not really good at creating puzzles either, but I'm trying my best.   So, here's the download and tell me what you think! Suggestions, additions, modifications, take-outs, please post them all:    https://www.box.com/s/fw025yuhy67sj6net9e7   Controls: UP, DOWN, LEFT, RIGHT = move around ESCAPE = reset level SPACE = punch   Website: http://jantox.com Twitter: https://twitter.com/AgroTemp
  4. If I have a group of entities all in the same area, how would I go about fixing the "crowding" problem so they don't overlap eachother when they are moving etc?
  5. This is the only section I found that suited what I wanted to post BASE INVASION ================== [img]http://i.imgur.com/mPqFT.png[/img] Hello, this is the second game I have worked on in my tiny gaming career and I thought it would be cool to try out a real time strategy game. It turns out I liked working on it a lot, and I wish I could go back and implement things that I could've in the beginning. This taught me a lot about planning for games now. I made this game so I could learn a bit more about map generation, multitasking, and game AI. Anyway, here is the download: https://www.box.com/s/zjfzjfy1voigxod1fptz All sprites and graphics were made by me(very badly), so I'm trying to get better at gfx. Please give me any criticism that would help in future games. I'm still trying to find out good techniques, so this game might be too easy and pointless I guess. How To Play: Click on a unit to select it. Right click on friendly units lets you take you somewhere or act with another entity. To spawn units, click on a building and press s. Warriors stationed around barracks heal slowly. Objective of the game: Destroy all enemy capitals.