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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. Hey guys, I am currently working on a Breakout clone. The working title is HackOut (which I will probably change as soon as I found a better one). It is basically Breakout with the backstory of being a hacker, trying to break a well protected firewall by sending destructive bits(ball) to partially destroy or deactivate the firewall. In the later levels, as it gets more difficult the Hacked System will defend itself. It is going to be a fast paced Breakout with alot of action going on. I want to challenge the player and introduce new features without frustrating the player. So far I have coded some different Blocktypes like the "Multiball" in various versions and some speed changes and handle changes. I am planning to add some switches, combos, boms, chain reactions, virus and indestructible blocks and some ball modes to keep the game refreshing and exciting, even if you played it several times. I did add some randomness to the ball, but most of the game is fully physics based and controllable. Anyways, enough with the talking, have some pictures.     [sharedmedia=gallery:images:4136] [sharedmedia=gallery:images:4137] [sharedmedia=gallery:images:4138]     Will be adding a video of the Prototype soon. If you have some ideas how to add to the game, I would love some additional impulses. ^^ Greetings, Minsu     EDIT: Video finally uploaded http://www.youtube.com/watch?v=pjL9emQ83w8&feature=youtu.be  
  2. From the album Breakout

    Took one of the concepts to mock up a quick Style Prototype which I combined with the Game Mechanics. Video will follow soon.
  3. From the album Breakout

    Started concepting some visuals. Not happy with those ideas, but better ones will come, I hope.^^
  4. From the album Breakout

    After several days of coding I had the prototype running fluently and without bugs.
  5. Looks really nice, looking forward to seeing your progress, liked your page. ^^