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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.

Kord

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  1. The Game's version was updated to v.1.0.1   - Improved use of buttons during gameplay, - Fixed inApp use of device back button, - Fixed bug with receiving achievements
  2. Hi! We’d like to ask you for opinions about a game we’ve recently uploaded on Google Play Store. It’s completely F2P and it consists of hardcore switching colours. Why hardcore? Just check it out!   DOWNLOAD LINK:https://play.google.com/store/apps/details?id=com.DevClaw.Waves   We’d be grateful for sharing your score, too. It would help us balance the difficulty.    
  3. Before we start a process of prototyping the location in 3D, usually using tools from a chosen engine, it's good to illustrate our idea with graphs. Of course, it's possible to draw only a simple scheme on paper (what I personally practice) but that way we might miss mistakes we would find by making graphs. Why? Because graphs give us a specific pattern with which we have a detailed overview on our project. It is because we include all the events which have to happen during the gameplay. It allows us to check if everything works fine like moving through locations and playing certain events. The image above shows a simple graph made in a program called yED. It is a sample level with an arrangement of locations and events for a simple platform game with collecting items and fighting monsters. At this moment, I have to be honest and describe what this graph shows us step by step. The game starts in a green circle, which is a START point. Yellow rectangles symbolize rooms or separate locations, arrows - how we can move between them. As you can see, in "Library" player has to decide which way he wants to go: through "Demonic Tower" or "Library2?. If he chooses the first location, he can visit "Library2", but not the other way. Next to "Demonic Tower2? we can see two additional fields: orange trapeze, which shows the moment when enemy spawns, and a violet circle - an item to pick up. There is also one other element worth your attention, located at the end of this episode of the game. It is a conditional statement, based on a simple mechanics "if player does A, then do B". In this case, in location "Bridge2? the game will check if the player got a book from the "Demonic Tower" location. If they did, an additional enemy spawns and a text is displayed on the screen. If not, nothing happens. Constructing this kind of graph is useful because we define how many and what type of blocks we use. In a moment I'll tell you about methods of creating such a concept. But first, I want to show the same graph as above but modified and expanded for a First Person Perspective game. As you might notice, it is very similar to the previous one but contains extra elements. Because of huge possibilities in edition of graphs, it was simple to insert them. What is new? I added a script for closing a door ("C_door", marked in blue) when the player moves to a specific location. Also, you can see a "Key" in the white rhombus which informs the player that they need an adequate item to go on. Finally, we spawn the main boss ("Bridge Boss") at the end who the player has to defeat to end this level. While fighting, a new "Undead_monster" spawns every twenty seconds. As you can see, such a graph gives us a good overview to estimate things like: time needed to end an episode, amount of resources needed to create these levels or what the player can or can't do. Making a graph at the beginning of a project has the advantage of not leaving any unanswered questions, especially if it's detailed. We can put in some very complicated conditions or extra events. Furthermore, if we want or need to, we can add things like a "play something now" event at a specific time. With one glance we know the entire structure of our location that allows us to modify our project easily or slap ourselves for some reckless ideas. I hope I was able to show you, dear reader, what prototyping with graphs is and you would try using those techniques on your own. But if you mastered this weapon, share your thoughts, please. Or maybe you use other methods? Originally posted on Patrick Polewiak's blog