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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 RealityFails

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  1.   Looking for feednack.   This is why I love gamedev!   Well whats in my head and not on paper (thats a bad practice I have) there will be more than 1000 coins coins and without fail i mean hitting a wall or having the monster catch you.   As for the monster its at the same pace as the player, turning slows the player down. You'll note in my powerup section I listed a power up that would in fact make the player faster and a powerup that would slow down the creature.   The concept is to survive and collect coins and advance to the next level.  
  2. I really enjoyed reading the first posts which were written almost 10 years ago and I can say 100% I've edited my story many times to come up with better ideas and I ask myself 100's questions so I'm not left with plot holes. Thank you guys!
  3. MiraMaze(tm) Is a concept I've sat with for almost 6 months now. I'm a huge fan of the mobile scene its drew me away from consoles and seeing the most popular gimmick which is endless running. Now I wanna build on that concept so I added a maze where players would have to navigate and collect 1000 coins without fail. All the coins are single file so its not hunting. On top of that you will have a monster chasing you.   To all my fellow designers this is for a mobile game so don't dwell on its simplicity.
  4. To the first post, you make really good points and I couldn't put it any better. At the end of the day all it is and ever will be is a video game. CoD as well as others don't pride themeselves on realism.   I however for my survival horror video game, have made this a challenge for players dealing with monsters and and enemy human AI, if she is shot one time anywhere besides the arm, its game over as for the arm, it must be tended to or a slow bleed out will cause random death.     I think it has a lot to do with what you play. I see it this way, you play CoD and want realism thats like jumping in a pool and expecting not to get wet.
  5. I like the name, but I honestly see nothing worthy passed $10 and that $1000 donation is crazy I'm offering much more for $50. keep us updated!
  6. I would constantly brainstorm, don't go for anything cool or flashy you know? If you're maing a racing game have the speed/MPH etc (sorry not a car person). If its a city buldier say like sims have the tools on the screen I would say the bottom going left to right. You could do it like Tony Hawk's park editor have each item in its own class.   ie Windows: you have cracked windows, windows with bullet holes, or a dusty window.     For my game, which is a 3rd person survival horror game.   I'm keeping it real so I might add like 1 or 2 things but for the most part it will be like resident evil 3 and earlier ones where there is no type of hud.
  7. Hi GD!   I am currently working on a demo: (not promoting or looking)   I have the current team   Designer Level Designer Animator Prop Artist Programmer   Do you think or believe or would suggest there is a role i need to add?   (sound design comes later)
  8. I read a lot of good posts in this section.   As someone who has industry experience, I'll offer what I can.    Doesn't matter, if you write the best code, draw the best monster, or can animate and rigg with your eyes closed. You're jumping into a vast world. If you truly want that job start at the bottom of list as a QA tester. I did it for about a year, wasn't my thing I made really cool gaming contacts at Activision and Infinity Ward. And I've gotten the same line. dozens of times "grab yourself a programmer and artist" if QA doesn't interest you, I highly suggest you find indie work and work on a bunch of indie games, not at once. You may get the next angry birds, and publishers love that.   rule to the wise   Its not what you know, its who you know
  9. I'm working a small demo right now, and its set in the arctic. Now we have it so the player moves slowly as if shes being pushed back a big fan, which is what I want. My question is how do I add the effects I want falling snow, and strong winds
  10. its not that. the gaming industry needs to wake up.   Unless you enjoy playing CoD every year.   I'll have demo soon for game dev
  11. Im not shelving my story or starting anything over.   First off I asked about 5 women about the rape scene. They're all for it as long as she comes out on top and is standing a hero.   Video Games are plagued with follow ups, remakes prequels you're all afraid of something new for the industry. thats what I think. the story was there for staple support so when my team asks whats next I can tell them.   You make a rape scene which wont even show anything. In fact im making as west starts to touch her she blacks out and wakes up and see's John.   again this is a video game......   You should watch this video and tell me again I'm crossing the line:   http://www.youtube.com/watch?v=OhslvePOPbE   Game Design documents and stories change all the time, I was showing what I have so far :)     Dead Space 3 just got slammed by reviewers for not being Survival horror.   I will personally save the genre
  12. I'll try to find a way around it. I'll probably go to just frisking her, better?
  13. I uploaded the story. Not saying I disagree with any of your views as they are all very helpful. But you seem to think I don't have a reason for why that is in the game.   So i uploaded the story in the first post....
  14. yeah i started working on the engine with a programmer and and a level designer as well as an artist.
  15. Ill be working on that. I'll ask myself ecer question I can and answer it. Again thank you.