• Announcements

    • khawk

      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.

Gedalya

Members
  • Content count

    9
  • Joined

  • Last visited

Community Reputation

126 Neutral

About Gedalya

  • Rank
    Newbie
  1. The Earth is the iris of G-d.
  2. I have attempted to rejoin chat using three different devices but apparently it continues to prompt me with an error message. Amazing. . .
  3. Well, I would like to work on a project and collaborate with others, but mostly learn through the process and enjoy sharing a creative experience with others.
  4. Learn from game design: "if you cant describe a game in one sentence, its too complex" the same applies to a story. You need to know your genre for both, and if you want to write a story, you need to first read a whole hell of a lot of it.
  5. Sunandshadow, I dont know  you would automatically assign something to a person you havent seen any material from, thats asking for trouble. Lol writing is alot more than putting words on paper. . .
  6. If you need any help with something like this, please. . . Come to me, and  dont attempt the forums. Lol obviously, nobody else could offer concrete advice.  By the way, dont post your story ANYWHERE. No not bc of idea theives, but bc of reasons pertaining to the literary market. Your material would be considered previously published, and if you sent it to a publisher on the premise that it hadnt been published before, and they handle stories that are original stories only, should they discover otherwise and accept your story, it could turn out bad. . . 
  7. I did read it, I'm trying to help clarify the issue, bc ^^^ nobody else has even tried to help, they just lobbied with you that it was weird. I write short stories, send them off, get paid. So, I can offer you help. . . The problem is your characterization, and the usage of the wrong terms to describe things. lol I'm really not trying to bash, but the ignorance of story design is seriously offensive to me, lol But, in terms of a short story. . . I would need more information, nothing as far as specifics of things, just generalities. How long is the story? is the story based on problem/resolution, linear?, mystery/revelation? I just don't understand why you would try a viewpoint like this? lol   Is this for a short story market? P.s, lol sorry about being a douche in respect of the game part. . . I must've misread that bit.
  8.   I'm not going to bash on you. . . but, why would a character stop in their life and say this? it sounds to me like you need to work out your charaterization better. A character, wouldn't say this , "as the click of the phone reciever stretched into silence" that's too verbose, lol it WOULD work as, "You took the phone call, although you knew the risks as well anyone. 'It'll be alright' you said, but I knew you were lying." and that's more of a dialogue exchange, in which the other character, who the dialogue is directed to doesn't respond. LOLOLOL
  9. Also, why would you even write a narrator that converses to the main character in second person? why are they seperated from the audience? It's not even plausible to execute, if the narrator isn't involved in the game. It's like Omniescient, the narrator is playing god. Except in your version, it goes as follows:   "Main character, You are jumping up and down" <<<< what role does the narrator provide???? that's too distracting for a gamer to even both with, they are trying to play a game with an anonymous voice speaking to the main character, who I'm not sure is the player. .. if they are not the player, the entire premise won't work. I mean, would you play a game where a random voice describes the actions of another character to that character, while your character is trying to get through a level? it makes no sense at all.   You shouldn't tell ANYTHING, you should show it< that's why it's a visual medium lol.
  10. First and for most, nearly every person who has responded to this post as only made the situation worse, lol.   First Person: "I" Second Person: "You" Third Person: "They"   That's viewpoint 101, lol   Secondly, The narrator. . . ? as in? the person who is describing the actions of the character? is the character the player? I'm confused, you should have used actually terminology to distinquish who is who, and what they do within the context of the story. If the player's character resolves the problem of the game's story, they are the hero. The main character, is the person involved intimately, as the one most described. Frodo was the ringbearer, but WAS NOT THE MAIN CHARACTER. The MAIN CHARACTER was the ring itself. Look, in Star Wars. . . Darth Vader was the main character, and Luke was the hero. It was about the evolution of Darth Vader as a character, while Luke resolved the conflict of the main character, which was the main character changing from good guy to bad guy. That was the whole story. In this case, I'm going to quote game design: "if your story can't be described in one sentence, it's too complex."   See? someone has done their homework, lol. It's about definition and you didn't describe enough, to even remotely offer anyone a way of helping. A true narrative technique in't VIEWPOINT, it is when you arrange the way scenes are involved. i,.e. , Beginning with a flashback, is one example. This whole post, should just be destroyed lol   ^^^ epistolary: when a letter describes a story. omniescient, this is knowing what is happening at any given time in the plot, sigma characters, describing more than one character and their emotions, while their emotions are not described when these characters are together. subjective is when the main character is the only character whose emotions are described. stream-of-consciousness, when the main character's thoughts describe the story as they happen in scene, i,.e a soliloqouy And, I've never even heard of narrative tense, and I write literature for a living, lol   I think what you are trying to say, is episodic. When the story is told in methods using episodes, lol I'm just going to write an article or something on the whole nature of writing a story, because this stuff is pretty basic lol If you guys don't know this stuff, how on earth do you plan on writing an actualy story?????
  11. Well, why not Bloxims? it's basically a synthesis of Block and Voxel. . . plus, it rolls off the tongue like Blossoms, which to me (the above JPEG reminds) seems natural and warm, due to the atmosphere and design.
  12. A wise man once said nothing. . .
  13. I've known a couple of associates strung out over Java. However, I myself when offered the choice between C, C++, and C#, chose C++. . . and so that's where my loyalties lie. To me as an independant learner, it was the easiest among those three to understand.