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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.

eppopparelle

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  1. Does the same apply to post-apocalyptic games in general?
  2.   Play in the fascinating Abood World to help Abood find his coins and gems! Run, jump, explore and gather as much as you can! Abood World is a classic platform game that brings the feeling of classic games with HD Graphics. Game features: - 20 levels with increasing challenge. - 2 Different themes. - Many kinds of enemies to fight. - Classic game controls. If you are a fan of mario and similar platform games this is definitely for you, so download it and start playing right away!   Link: https://play.google.com/store/apps/details?id=com.taslyah.aboodworld  
  3. Even in regular MMOs you tend to get sucked into fights that you didn't intend to start. Think of aggressive camps along the way or enemy players in PVP servers. You can always find the "safe" routes which are usually paved, that would at least save you from the wrath of aggressive camps.   Also, most of the turn-based games implement a very lengthy fighting style with little "motion" into them. I personally liked the way Paper Mario: Thousand Years Door Fighting style. There's a lot more action you can do in its fights than regular games that I've seen in my lifespan.   Another thing I'd like to mention is that making the fights more rewarding for the time spent would make a lot of sense. A fight that lasts for, lets say a few minutes, should definitely be more rewarding than doing a 30 seconds of mashing buttons against your macros.   One last thing to add, there should be the option to escape fights with a certain way for making it fail. If you escape a fight it would be nice if you get tossed a short distance that would allow you to move away from the fight.
  4. How about you set focus to your textbox?     rollOverButton.onRollOver = function(){     rollOv1._visible = true;     stage.focus= rollOv1; }
  5. As a matter of fact, I would like to see if anybody has an idea on how to do this thing in real time. It doesn't have to be really precise; any kind of trick that makes sense to the players would do.
  6. Hello everyone, So I was thinking about a concept of an isometric survival game focusing on the lack of food and equipment. One point I was stuck at is that if the player has very limited resources then they should be able to get the best out of them, and there comes the concept of precision into play. If, let's say, you have 3 bullets and 2 monsters are attacking you, then you should be able to aim and try to get a head-shot on them. The issue is that I have no idea how I would simulate/fake/create an illusion of the third dimension in such a setting. I would like to hear your suggestions or alternatives to improve on my point of the game.
  7. I've been lurking in the forums looking for a thread similar to yours. Upvoted for the valuable information.