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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 Fromfame

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  1. Hey guys,   What tips do you have for maintaining 60fps for developing games that are graphically really heavy?   Here are the things i've tweaked: - Lighting. - Shadows. - Camera Draw Distance. - LOD.   There are 4 image effects which shape the look of the game that can't be sacrificed - but kept to a minimum: SSAO x2 Color correction Contrast Enhance The game i'm developing holds in at 20 frames per second when exported to laptops with these specs:   OS: Windows 7 or 8  Processor: Dual Core CPU @ 2.4 GHz  Memory: 3 GB RAM  Graphics: Nvidia GeForce GTX 280 / ATI Radeon HD 5830  Storage: 2 GB available space  Sound Card: DirectX 9.0c compatible   Here's a quick look at the graphics: https://goo.gl/HGNi4f https://goo.gl/8bKxaD https://goo.gl/E72BWE   Unity based answers are preferred - however, i'm certain this is general knowledge that applies to any engine.
  2.   It does depend where, here are the rights to use content from Soundcloud:   http://creativecommons.org/licenses/by-nd/3.0/   and from Deviantart:   http://about.deviantart.com/policy/copyright/   The terms & conditions weren't violated for the game.   These are examples of the same rights used to allow users to alter content and generate Fan Arts, Remixes & famous lets players like Pewdiepie to monetize other video games. What this game did is very much like what Equals3, Pewdiepie & other famous Youtube celebrities did. The only difference? They actually made a profit from altering content.   I wouldn't even use the .mp3 format unless I get a license from them regardless of it being shown to millions or a few kids.
  3. Thanks for the info bschmidt!
  4.   I took and still would take full responsibility of my actions. Regardless of ignorance or not.       The reason i mentioned that in particular to him is because i felt frob was accusing me of dishonesty.   The thread went from asking if there was some kind of global license for distributing games to 'This kid is trying to use other people's content and get away with it'
  5.   I'll re-qoute,     The popular content was altered without permission by others (fan art/remixes) on sites like DeviantArt & Soundcloud. I've used the remixed content they've created with their permission but they haven't asked permission to alter the original content.   Keeping my light hearted behaviour in mind, i haven't assumed i'd need to get so in depth. I was proven wrong. I made a mistake in being vague.   I understand what you're saying, no need reinforce, thanks for the advice.
  6.   The Soundtrack was licensed to the game, Graphical Assets were bought from developers who hoped other devs would use them in their game, additional commissions were paid for, Additional music was added with permission, and from those musicians 2 tracks were remixed/altered versions of famous songs that had a good few thousand plays that SoundCloud seemed to not have had an issue with.   Additional artwork were fan art (or traces) of famous animes that were also used with permission. I don't understand why they may remix original content with no issues, but when i used (already altered) content by themselves with permission i may   The original question was if there was some kind of global license for all game developers that i might've not known about, the question is already answered.
  7.   Not at all, I've a habit of speaking light heartedly most of the time. Appreciate the feedback, learnt something of good value today.     Apologies if i may have conveyed my words the wrong way, It merely confused me earlier when the composer vaguely asked for me to license my game for a reason i couldn't understand.   Thanks for the feedback frob.
  8.       Apologies for being vague guys, this is something i wasn't taught about or knew a lot about, i'd appreciate if you could be patient with me.   The last game was 'Only If' that i gave away for free on Steam, it is decently popular and used a few contents from (ex: famous animes & popular pop songs without permission) I had no financial gain from it & after many millions of views, there was no harm done. (it was unethical but http://bit.ly/1uWoVoN)   @Tom Sloper, Thats exactly what i thought, at max i'd license my game just to keep the title/product from being manipulated, i can't seem to understand any further just yet. My emails aren't fully professional yet and i worry i seemed 'needy for the track'. So from him asking about the licensing of the game like that i assume he may attempt to ask about making profit out of monetization. Im not entirely sure Phil Fish handled it correctly.   Initially, I was curious if there were fundamental requirements i didn't know about when distributing my game, and the email worried me. Thanks for the responses by far guys.
  9. Hey guys,   Long story short, Im an independent developer and i haven't had this issue with my last game. A composer who has much experience in the films industry and none in the games industry insists that i license the current game I'm developing.   Any thoughts? Thanks!
  10. Hey guys,   The last game i made was Only If, a first person mystery game. It was intended to only be on Gamejolt & Steam although it was still uploaded to multiple other sites without my permission, it didn't bother me since the game was free.   But my worry is that the new game I'm developing now is going to have a price tag. I want to ask, are there any experienced developers out there that have dealt with the issue?   Share your stories please, i'd like to understand whats going to hit & how you guys dealt with it.
  11. Having "OBJECTIVE: FIND THE KEY" in games is the equivalent of today's broken school module.   They both kill curiosity, both present a set of priorities you must follow otherwise you will never become the successful person (hero) you want to be. The problem here is that there are endless variables that don't come to consideration,   Personally i think a revamp could have a great impact on how games are made these days.   What if the player doesn't want to become the hero? What if they want to upgrade their character and not care for the story?   There are so many variables to consider and its obviously impossible to fit so many into a single game, its crazy actually, but i've learnt something of good worth after releasing my first game. To my surprise there were people that were completely immersed and said it presented many choices when in reality it had none.   So, how did this work? At the time i was clueless, but eventually i understood it was due to keeping the player curious about what to do when most games fill the screen telling you exactly what to do.   Why should we consider this? Because according to the reactions, the sense of achievement is greater when the player discovers rather than is told. (even if it was an illusion) It makes us think rather than blindly follow a path.   My game has its flaws and is not a perfect example of what we're getting at but games like The Stanley Parable, Dear Esther, Gone Home, The Long Dark and many more have conveyed this very well.   Having the player use their curiosity to discover an objective is a much more satisfying experience than the spoon feeding we're used to, specially if there are multiple objectives to find. Minecraft is a wonderful example. I'd like us to familiarise ourselves with this idea, how could we convey things better without telling the player exactly what to do through text or sound? Because in reality we aren't told what to do, we shape our lives and make every choice, so how do we mature it? How could we choose what we want to prioritise in games?   Speak your mind!
  12. From the child that brought you disappointment at school, comes a game that defies the logic of "What you see is what you get"     Examples such as the environment changing when not looking, falling to your death would actually save you, giving empathy to inanimate objects, and a few more concepts that were played about.   A story about your typical Millennial person who was luckily invited to his love interest's party. He then wakes up on the next day to an altered reality to solve puzzles and riddles with the help of a shouting madman.   Screen Shots:                 ---   Teaser Trailer:   http://www.youtube.com/watch?v=fvu7ko7ljXM   ---   Download The Game:   You can Download here: http://gamejolt.com/games/puzzle/only-if/19230/   There are a few things left to fix up & add, but most of the game is already released to the public on Game Jolt. The complete & final version will be on Steam sometime in July. <- the big boom.   The final version will include english subtitles, trophies & more gameplay. This game is completely for free.   ---   Development details: The game's was developed by a single person & has been in development for 8 months now and counting. This is my first considerably big game & was developed on the Unity4 Engine. There were several Assets that i bought from the Asset Store that made my work flow much faster & efficient. The Graphics & First Person Controller were assets that were being sold on the store. Also i couldn't code for the life of me but Hutong's Playmaker, a visual coding tool for designers that helps ill-logical kids like me do what we think we can't do, code a game! http://www.hutonggames.com/ (coders tend to use it as well as it helps do actions quickly.)   Majorly, I Coded, Animated, Wrote the game. I also voiced the main character while my best friend did the "antagonist".   If you've got any questions, please ask ahead!   I hope this game is of interest to you!
  13. Hey, we've posted the beta version of our short indie story/puzzle game a few weeks ago and are now trying to finish it up. It went a little viral for a bit and we're very grateful for the reception that we got, it motivated us to adding more! This is considerably the second game we've ever made and we tried our best in what ever we could do to bring out the most from it. "After passing out at a party, you wake up to an altered reality. Solve puzzles with the help of a shouting madman in the beta release of this absorbing, surreal first-person adventure." - Gamejolt [color=rgb(23,23,23)][font=Arial]"Responding to psychotic commands always induces some level of anxiety, and Only If doesn't shy away from what's at stake within its walls."[/font][/color] [color=rgb(23,23,23)][font=Arial]- Adam paris, indiestatik[/font][/color] Download the beta here: http://gamejolt.com/games/puzzle/only-if/19230/ I'd appreciate any feedback, Thanks!
  14. Its called Hub Sweet Hub. Collect all the orbs, stick to the flower path, avoid enemies and run back to your hub. Here's the demo: http://gamejolt.com/games/adventure/hub-sweet-hub-alpha/18536/   Teaser trailer: http://www.youtube.com/watch?v=QrYLYoYXUI0   this is considerably my first actual project, i'd appreciate any feedback!   Thanks!  
  15. Im glad to be both the hard worker & idea guy haha