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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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  1. Title: Invasion of the Super Tumbleweed of Doom!         (And his sidekick, Player 2)   Scenario: This is a 2D two player game where player 1 controls a moving tumbleweed constantly moving through the American countryside, growing bigger the more sticks and stones it runs into. . Player 2 is a magical glove controlled by the mouse that can float anywhere on the screen.  Player 1 must use the magical tumbleweed to cause as much havoc as possible, at first by bumping into small animals like snakes and cats, then as time progresses, turning into a fireball and burning buildings or growing giant and crushing tanks. Player 1 might even get the ability to fly.   Enough destruction will cause the humans to begin attempting to attack the tumbleweed and reduce it in size until it disappears. it'll start with farmers and their shotguns, until the U.S army and their top secret battalion of robot cats give way to the awesome bureaucratic powers of the League of Zombie Lawyers and their nuclear paper launchers.    Player 2's magic glove on the other hand,  is completely invincible and is tasked with assisting the tumbleweed of doom on its quest for destruction. it has the ability to generate reflective forcefields by drawing on the screen, turn itself into several different elements to combine with the tumbleweed (Ex. Fire glove + tumbleweed = Fireball of death) at the cost of some of the Tumbleweed's health.     The game ends when Player 1 has been completely neutralized. Their score is a mix of the time the duo survived and how much destruction they've caused.