• Announcements

    • khawk

      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.

Shay Yizhak

Members
  • Content count

    20
  • Joined

  • Last visited

Community Reputation

200 Neutral

About Shay Yizhak

  • Rank
    Member
  1. Hi guys!   I'm usually a good enough of a writer, but when writing for games, I have to write in English, which is not my first language, so it turns out harder than expected.   At the moment we're working on a game which have 7 characters, each with his own back-story, which will be revealed to the player in 16 parts. Each part giving a bit more information about the character. Those parts are supposed to be short texts, read by the character himself. I'd appreciate it if you guys can have a look at the first part for the first character's story line, and give your comments / ideas / questions about it.   Just some background before you start reading: the game is a dark fantasy game, with very dark atmosphere. The character we're talking about here is a big burly warrior (almost like a barbarian).   Dirt. I always loved dirt.   Not the way you're thinking about.   I love its purity. Its innocence. Dirt never hurt anyone. Dirt can be trusted.   Dirt sticks to your hands after a long day of working in the sun. Every time. Giving a warm, fun feeling to your hands. And yet - with just a bit of water - it washes off.   Dirt can be trusted.   Dirt in not human...   I miss my old life. I miss being a farmer. Sometimes I wake up late at night, cold and sweaty, and my hand itches. It itches to hold a plough once again. Just once more. When that happens, I have to clench my fist, usually over my ax's handle. The ax is so cold, it removes all though of dirt from my mind. The ax doesn't like dirt. Dirt hurts the ax. The ax only wants one thing: the ax wants blood.   I usually wake up when that happens, shake the dreams away. There's job to be done, and I left that old life behind me. I used to be a farmer, but no more. Even if my body hasn't accepted it yet - it's a fact.   I wake up, but I don't touch the ax anymore. The ax is the last thing I pick up before I start my day. Once I pick up that ax -  there's only one thing to do - I need to fulfill its demands.   And the ax only wants one thing.     Thanks a lot!
  2. Cool!   All of those ideas are great premises for boss fights. I took the ideas you gave me, and put some thought into it - and I think I got a few more bosses! Thanks a lot, guys.   But I need more, so if anyone has more ideas - feel free. And be as imaginative as you want to be. For the moment - there are no limits.   Thanks, -Shay
  3. Hi there,   I'm working on a 2.5D platformer, where you play as a fighter trying to bring down huge monsters. Basically, each level is a single boss fight that lasts through the entire level. If you've ever heard of "Shadow of the colossus" - you know what I'm talking about.   BUT   Unlike "Shadow of the colossus" the main attraction of the game is the fact that each boss will be different. In "Shadow of the colossus" the goals were pretty much the same - climb the boss, find his weak spot - and stab it until he drops. I'm trying to create a game where each boss is different and unique, and the process of fighting him is different.   And I need help with boss ideas.   I have 2 examples of bosses I thought of, but I hope you guys can give me some better ideas: 1. Boss 1 will be a huge tall creature. The entire level will be the player's effort to actually climb the boss and reach his head (his weak-spot). All the while, the boss will try to shake him off, while destroying some of the platforms the players is using to jump. 2. Boss 2 will be a huge create - but a round one, and his head will be in the center. While the player tried to climb the boss and reach the center, the boss will rotate from time to time (90, 180, 270 or even 360 degrees). When he does - the player will need to survive the rotation, and climb a completely different path to the top (which may change again any time).   So, think outside the box,and if you have any ideas - I'm waiting eagerly to hear them.   Thanks, -Shay
  4. I liked the story, but I have a few notes:   * Sounds like an RPG (this wasn't mentioned in the text). * The Archer's story feels lacking, compared to the others. I'd rethink it. * The final epic battle ends with all 4 classes - why? It'd be nice for you, as a developer to see all classes fighting together, but the player, who has chosen 1 class to play with - doesn't know anything about the other 3 characters. He hasn't seen their story, hasn't played them, and has no connection to them. Unless I misunderstood the gameplay... * After that final epic battle - the player goes to the king and rescues him, thus saving the kingdom. Sounds kinda anti-climactic. Why doesn't get to kill the villain? Also - if all magical items cause their users to go crazy - wouldn't people know that, and know to avoid magic items? * Why did the king attack the ship? There should be a reason for it. And don't say "cause he's evil". Evil doers have reason. Logical reasons. A drug dealer will kill a cop to avoid going to prison. That's a perfectly good reason. So - why attack a simple fishing boat? * Like shifty said - it's an idea. The premise of a game. Now - what are you going to do with it? How will you make it unique, special, interesting or fun?   Basically - it's a good start, but you still have a long way to go. Keep it up!
  5. I'd like to offer 2 other engines:   Panda3d (by disney) and Irrlicht. Both are FREE 3d engines, and both do a fine job. They will not compete with Unity or CryEngine, but they do a fine enough job.   Of the two - Irrlicht is the better option. It has better documentation, and even an ebook and a lot of samples.   Both work in c++ and are very easy to install. Irrlicht also has the option to work with C#, though the books and examples are still in c++.
  6. Personally, I think your game has to be AMAZING for me to pay 5$ for half an hour of content. Even for an indie (which are usually shorter games) - that's way too short, and way too pricey. For 45 minutes of content I'd be willing to pay 1$, especially for a game with little to no replay value.   Any game shorter than 6 hours should mention that as a warning up front. Each and every review of "Dear Esther" mentions it (the game is about 2 hours long). Once your game gets reviewed - it'll be mentioned, and it'll be factored into its general score, probably bringing it down, and thus - bringing down sales.   The fact that it takes too long to create viable content - well, that's not my problem, as a consumer. I EXPECT you to invest time and money in it. You want my hard-earned money? Give me something that's worth it.   As for plot - you can create a great story in an hour or two. The standard for movies (which is a medium for telling stories) - is 1:45 hours (though today it seems longer).
  7. I'd also recommend WIX. It's the easiest way I know to create website in literally minutes, and the free version only means you'll have a slightly longer URL.   Wordpress, Blogger, Tumblr and Posterous are all good options if all you want is a blog.   Use the free version of the platform you choose, until you reach the point you decide to get serious. Then you'll upgrade.
  8.   Yes. I also started programming with BASIC at the age of 6. Before going to the university, I also studied CS at school, and self-taught - by reading books - various programming languages (C, C++, Pascal and so on) . I would have gotten my degree even without the previous experience, but it did help a lot. Especially in the basic courses.
  9.   Just to be clear: data structures have EVERYTHING to do with game development. It's is needed (and used) everywhere in your design and code.   Also, I disagree with the advice. It seems kinda silly to learn java, just to be able to make the transition to C#. Start with C# - it's easier and more popular. And the amount of resources available for it are amazing.
  10. I'd recommend you buy a book from Amazon. Even a kindle version would do. They usually teach you eveything you need to know to get started.   You never heard this from me, but if you don't want to pay for a book, find a good one on amazon, and then download it through bittorrent or emule.
  11. If you're starting fresh - why start with c? I'd recommend you jump straight to c++ or c#. And no - you don't need to know c to learn c++.
  12. What I meant are the type of magazines/new sites that review games - including indie games. Isn't there a list somewhere?
  13. Anyone has a good list of gaming magazines? Both online and print?
  14. I'd go with winforms. It's a bit old, but so easy to control... Just start up the visual studio, start a winform project, and mostly just drag and drop controls. You'll have an application running in no-time.   If you have any questions about winforms - feel free to ask. I'm sure there'll be a lot of people here willing to help.
  15. Unity

    I read your post, and tried to figure out why the hell can't you find good programmers. There's a lot of them out there, and it shouldn't be a problem to find a good one, with experince, willing to lead your development team. And then I read your job offer...   I'm not from the US, so I have no idea how much is considered high salary for developers, but your offer 1000-4000$ - sounds very low for that kind of job. It's not surprising that you can't find what you're looking for - you're not willing to pay for the right type of guy. You said that your applicants "all wanted to make as little decisions as possible and be told what they needed to do." Seems reasonable considering what you're paying. In my opinion - double the pay. You'll find better programmers / developers willing to take on the challange.