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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. New version out.   Eased up on the insane difficulty, added unique kill effects for each baddie.    Enjoy.   https://itunes.apple.com/us/app/diver-down/id898589788?ls=1&mt=8
  2. Swim around underwater, collect coins and shells, don't get eaten.   https://itunes.apple.com/us/app/diver-down/id898589788?ls=1&mt=8   http://snovillc.com/DiverDownPreview.mp4
  3. Suffering through a bad spell of Flappy Fatigue, I wrote Plucked.   It is now available on the iOS App Store and Google Play.   Enjoy.      iOS App Store:   https://itunes.apple.com/us/app/plucked/id849718346?ls=1&mt=8   Google Play:   https://play.google.com/store/apps/details?id=com.snovillc.plucked Trailer:   http://youtu.be/f1HsX-p8P_w  
  4. FYI, Goofy Cubes is now a free download, with an option to purchase the full version if you like the first ten levels.   https://itunes.apple.com/us/app/id707347940?mt=8   https://play.google.com/store/apps/details?id=com.snovillc.goofycubes
  5. FYI, the latest version has several easier intro levels, new launch mechanism, more bonuses, graphics enhancements…also, it's free to try on Andoid.   That feature is coming soon on iOS.   
  6. I posted this in your other thread, too.      Corona SDK has a way to handle the various iOS and Android resolutions with one set of assets and code.     http://www.coronalabs.com/blog/2010/11/20/content-scaling-made-easy/
  7. Corona SDK has a solution.      http://www.coronalabs.com/blog/2010/11/20/content-scaling-made-easy/
  8. Goofy Cubes 3.2 is out.   http://tinyurl.com/kz58rgq (iTunes) http://tinyurl.com/mprzgwc (Google Play) http://www.youtube.com/watch?v=S71R5DPAsfc (Trailer)
  9. Great feedback!   Thanks for taking the time.      "Too hard" is the biggest complaint.   That will be top priority in the next release.   I like your idea for the plotted trajectory on the first few levels.   
  10. Here are five promo codes for version  2.6 on iTunes, which is about to be replaced by 2.7.   I would appreciate honest feedback on gameplay, graphics, sounds, etc.      iOS App Store Link:  http://tinyurl.com/kz58rgq   Promo codes:     EE3WY3PTR4RE KTFML4KEPYM9 P7W9KW9FKRHJ F4R3YHNNKKXT YAKMLNNRJH76
  11. Yet another "throw ice cubes into drinks, get buzzed, only try not to break any" clone...   Trailer
  12. Start here and buy Scott Meyers' books.   http://www.stroustrup.com/new_learning.pdf
  13. Start writing code.   Decide on a small project and get going.   Use a good IDE with and step through your code early and often so you can see how things are working.   I'd also read this piece from the creator, as well as Meyers' books, for starters.   http://www.stroustrup.com/new_learning.pdf
  14. Obviously, bugs have varying levels of severity.    You don't want show stoppers or other inconsistencies that lower the quality of the game, but if you wait to release a perfect product, you could be waiting a while.      I always put new releases on Google Play first, since it's about 90 minutes to turn around an update, as opposed to a week on iOS.   
  15. Unless you're 100% sure Android will be your only platform, I'd go for a cross-platform API, like Corona, Marmalade, Unity, etc.   Especially if you're writing games.