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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. Thanks, gamers seem to be receiving the game well!  Have you tried it out yet?
  2. Don't want to wait for the iOS release, play the web version now: http://t.co/L804eWvU9C #Dogdays #indiedev #onlinegaming
  3. Apple developer account, check! Look out for dog days on iOS in the next few weeks!! #Dogdays #idrtg #indiegames
  4. Just a re-iteration of some above posts because it's so important. Avoid Public Global Static Objects. Don't use them because its easy. It is going to make life really hard when there is a flat hierarchal structure and anything can access/call anything else. Pass in your managers by reference, it will save you a lot of headache in the long run.     If your code is getting too interdependent or tightly coupled consider using an eventing system. This allows someone higher up on the dependency tree to wire up event handlers and the sub-systems will operate independently of one another. Also take a look at using a component based structure to lighten the hierarchy. 
  5.     Here is a pretty good list of android game engines.     If your goal is to make a game go through that list and find the one that is going to make life easiest. If your goal is learning to code then go through and find the one that has the best documentation/code/tutorials.   Time estimate table (1: Little to no work, 2: A couple of days, 3: A week, 4: Three weeks, 5: Two Months)   Here are a few systems you need to consider when evaluating an engine OR creating one from scratch. Look at each engine you want to use and give it a 1-5 time estimate from that table for getting these systems in:      A) Physics System. This is the bread and butter of all platformers. It needs to be fast, flexible, and easy to edit. You need to get this right because the whole feeling of your game depends on it!   B) Rendering and art pipeline. It needs to at LEAST handle frame by frame animations from a sprite sheet. You need to figure out what your import/export formats are and what tools the artist will use.   C) Level creation pipeline. You will need some level editor that can place objects down with certain sprites/values attached. It needs to export out and your engine needs to read it in.   D) GUI system. You will need a system to handle at LEAST the Screens, dialogs, and basic buttons in the game. You need to figure out what tool the artist will use to place them and how your engine is going to read it in.   E) Sound! You need some way of creating, importing, and playing sound.   F) Player Data. You need some way of saving a players progress.     Developing an engine from scratch for even a simple game can be very time consuming.
  6. The answers to these questions depend a lot on what you are aiming for. You are not going to want to use the base android sdk for game development. You are probably going to want to look at other tools/frameworks like Unity or LibGDX. They will get rid of a lot of boilerplate code and make prototyping/development faster.   1) Depends on what toolset you choose. You might choose an engine that abstracts out a lot of the underlying stuff like Unity. If that's the case you probably won't have to look at the native code. It would still be useful to learn for making the final builds or debugging if issues do come up.   2) Depends on what your timeline is. If you want to release a game in like 4-5 months you'd definitely want to go with a pre-made engine. If you absolutely must write your own engine be prepared to spend A LOT more time.   3) Depends on what toolset you choose. The best tools will have a WYSIWYG editor, the format the tool exports is irrelevant. If you write your own engine.....well then you are going to need to write your own editor.....the last thing you want is for your artist wasting time editing XML files.     I think the best thing for you to do is evaluate what you want to accomplish. Then research the best tools to use to get you there. Experiment with a bunch of tools until you find one that suits your needs. Give each tool a good week of experimenting like trying to create a simple asteroid clone in each.
  7. [color=#333333][font='Trebuchet MS']I am thrilled to announce Broken Knight Game's debut app, [/font][/color]Dog Days[color=#333333][font='Trebuchet MS'], is now available in the [/font][/color]Google Play[color=#333333][font='Trebuchet MS'] store! It was a long road to get to today's release and we learned many skills and lessons about developing mobile apps along the way. Most importantly, we are extremely excited to share our work with all of our friends, family, and fans (present and future). It is our goal to spread our love of games to everyone, so I hope that Dog Days is warmly received by every smartphone and tablet user that downloads our app.[/font][/color] [color=#333333][font='Trebuchet MS']For all the iOS users, a release for the iphone, ipad, and itouch is expected shortly. Apple has been having issues with approving new developers since they experienced downtime at the beginning of the month. Once they are able to get their services back up and running we will make an announcement. It shouldn't be long![/font][/color] [color=#333333][font='Trebuchet MS']Dog Days is another chapter in the age old battle of cats vs. dogs. In the near future Agent Apollo's world is plagued by the evil C.A.T Corporation. Everywhere Apollo turns there are C.A.T Corp soldiers armed and ready to neutralize anyone who does not conform to their sinister ways.[/font][/color] [media][/media] [color=#333333][font='Trebuchet MS']Our story begins just as Apollo and the rest of the K9 Force unit are taking shelter in their training facility. Apollo, equipped with the latest suit K9 Force's engineers have created, will go out to confront the evil C.A.T. Corp minions. On this adventure Apollo will journey around the world, to the deep depths of the ocean, and the far reaches of outer space to confront the CEO of C.A.T. Corp. Along the way enemies of every size and magnitude stand in his way, including the dreaded...Catzilla[/font][/color] [color=#333333][font='Trebuchet MS']Thank you to everyone who downloads this app. Broken Knight's primary mission is to make our games enjoyable, so I invite you to leave us feedback (positive or negative) We will take your comments and work to expand on the gameplay and features in order to deliver an app of the highest quality.[/font][/color] [color=#333333][font='Trebuchet MS']Warmly[/font][/color] @Broken_Knight Facebook
  8. [color=rgb(55,55,55)][font='Helvetica Neue']The dog days of summer are almost over, but for Broken Knight Games they are just beginning. BKG's debut title 'Dog Days' will be available on The App Store and Google Play by the end of the month![/font][/color] [color=rgb(55,55,55)][font='Helvetica Neue']Beta testing commenced early this morning with three brave individuals making the trip to BKG's headquarters. After hours of playing, fixing bugs, playing, pizza, and fixing more bugs, our programmers were bouncing off the walls making every little tweak and change to ensure the game lives up to its anticipation upon its release.[/font][/color] [color=rgb(55,55,55)][font='Helvetica Neue']"This is the best game I am currently playing at this moment" said one of the anonymous game testers, jokingly at the beginning of the test. By the end of the test and 3 re-builds of Dog Days later, the testers were anxious to see the final product. One commented, "I just want to see how the story ends, so please publish this app soon!"[/font][/color] [color=rgb(55,55,55)][font='Helvetica Neue']Check out our Facebook and Twitter for an announcement in the coming weeks![/font][/color]
  9. From the album Dog Days

    Apollo fights a city destroying mech created by C.A.T. Corp.

    © Broken Knight Games

  10. The only issue I had when I played was that it was more a tech demo than a game. That makes it really difficult to give good feedback! The concept sounds good, but it's all about execution and what follows. I do think using tris gives you some artistic differentiation from Minecraft/other voxels.   So I guess my comment, ultimately, is that you need to get more gameplay in to get meaningful feedback!   Good luck.
  11. From the album Dog Days

    Two of the larger enemies in the game. An attack helicopter and submarine.

    © Broken Knight LLC

  12. From the album Dog Days

    One of the later bosses in the game. The Cat Countess has a little bird that morphs into a giant Ice Eagle. You need to defeat her before advancing. Early concept art in the background.

    © Broken Knight LLC

  13. From the album Dog Days

    Special suits that the main character Apollo can buy and equip. The Ice, Iron, and Plasma suits are just a few showcased here. More early concepts in the background.

    © Broken Knight LLC

  14. From the album Dog Days

    Evil minions hired by C.A.T Corp in their effort to take over the world. Early concepts in the background.

    © Broken Knight LLC

  15. Listening to #DaftPunk and programming the armory for #Dogdays screen shots to come soon!