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      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.

Freedom Jenko

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  1.   I understand and thats why I get stuck between realism and gameplay. I want the game to be realistic but not too realistic to drive people away. The game wouldn't just revolve around a beat cop's normal day. I hopefully want to bring scenario's like bank robbery chase, security van hijack and many some other things into it aswell. They do sound like hard but fun tasks to deal with. The problem with shootout is if I want to base it around my local police which we have 3 units with 3 people per unit. So that means theres only 9 people that can carry guns where I live. That could need a transition where you can choose between "classes" and say be a traffic cop and then change into a firearms officer if you go to the station or a certain area.    Calling backup in the sense of traffic police would mean that you are incharge of this chase and have control. You would be first in line following this vehicle. In the sense of say a firearms officer, it wouldn't be normal as one call of a firearm and all 3 units are sent to the scene to lockdown the area. I'll be looking into the movies, I've seen most of them but it doesn't hurt to watch it and take notes.
  2. You could use the PNC to run the name through. If the name has no warrants and everything checks out depending on the offence you could let him go, give him a fine, or give a street caution. Its all up to what the player would deem fit at the time.
  3. Not sure if this was the right forum area since its my first time on here!   So recently I've been thinking about this idea and I've had a few goes at making it and I get stuck. I can't find a way to add these ideas and get around them.    My idea is partly inspired by the old PS1 games where you chase a car as the police. Although it has a fairly simple concept I thought about making it on a bigger scale rather than going around corners and follow a path. Mostly inspired by GTA 4's LCPDFR mod and brought up because of the new GTA 5 police AI system and how they will behave now. I'm a big fan of police cars so when this idea came to mind I thought, lets go!   The idea is the player would be in a city where its freeroam and you can drive around. The cars would be fitted with things like Automatic Number Plate Recognition (ANPR) system to scan every car that passes. Each car would be linked into the Police National Computer (PNC) where if it has any illegality it would make a noise and you could follow and try to stop. Other units such as Firearms, Dog, Tactical and Air could be played but mostly the game would revolve around roads/highways and in a fictional city.   The game is quite a challenge and I want to have a go but my ideas fall at the first hurdle and I try to overcome it. I feel that my ideas are too weak and I just need someone to have a look at my ideas and tell me what's good, what I could do better and what I should add?