• 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.


  • Content count

  • Joined

  • Last visited

Community Reputation

519 Good

About KingOfTheNoobs

  • Rank

Personal Information

  • Location
  1. Finally a game that really makes you think! Like how I'm currently thinking "What the actual fuck." 
  2. You could create a visual aid perhaps. A tree diagram showing all of the possible options. 
  3. If you made a really, really thorough GDD a dev team might be able to make your game I suppose. It would need to include everything they could possibly want to know though, and that just isn't possible. Plus actually convincing a team to pick up and make your games in itself is a nearly impossible task. After all they all probably have 5 or more game ideas of their own that they'd rather make.
  4. If there's one thing I've learned from game development it's never get too attached to a story, mechanic, or idea in general. For your game to reach its full potential you will have to iterate and improve and odds are the end product will barely resemble what you started with. However I assure you that it is all for the better. You mentioned that you are just beginning to get into game development and are learning programming. That's a good start. Learning the technical skills required is a step many people try to get around and it never goes well. As a matter of fact I tried picking up the technical skills and knowledge of how to design a game while simultaneously designing a game and ended up accomplishing neither. That experience taught me several valuable lessons though. For one never get ahead of yourself. Take things one step at a time. Anyways good luck with your game and your budding career in game development! I look forward to seeing you around in the forums.
  5. In my opinion people are too quick to decide they want to make an MMO. They don't fully understand the limitations those games have to deal with. Really think about the game you want to make and take into consideration both your available resources and those limitations then decide whether the game really needs to be an MMO or maybe would be better off as a  co-op title.
  6. Perhaps you'd have to recall the fleets to some super huge shipyard so that they can all get upgraded, but in doing so leaves your domain vulnerable to attack for a period of time. 
  7. This topics a little older now, so I doubt there's going to be a whole lot more conversation but all of your ideas are good. Perhaps there could also be two races, one which gets buffed at night and nerfed during day and the other vice versa to give a day/night cycle an impact on gameplay. Another cool idea would be a race of elemental giants (similar to what you said about elementals). They would all be colossal enemies, but few in numbers. They're element would be determined by the terrain (tundra = ice giant, mountains = rock giant, etc). I'd imagine them being similar in appearance  and behavior to Trolls in Fable. 
  8. I think many of your issues could be solved by just having an open beta. Make the thing available to everybody for a period of time so you don't have to worry about logins or who to extend invites to. Plus the more people who use it, the more bugs you're going to find and therefor fix. Just advertise the open beta for your software anywhere on the internet you think people would be interested in it.
  9. That is SO much like a cartoon that appeared in yesterday's Daily Trojan that I felt a shift in the time-space continuum for a moment.   It's things like this that make you my favorite person on this site.
  10. Let's be nice. If it matters, the reason this is in Game Design is because I moved it here from the Lounge. I figured since it's about a game concept, it ought to be where people routinely discuss game concepts.   Sorry, I'm just really on edge. I was up late thursday studying for 2 tests and a quiz then I just spent three hours finishing a lit essay with 5 minutes left before the cut off for turning it in, but stupid turnitin.com wouldn't let me submit it anyway. 
  11. It would help if your spelling was on point. Especially since the incorrect spelling found it's way into your program there. Now while I'm certain I wouldn't have a clue what you're trying to convey either way, it would make me take this a little more seriously. When I see a topic in the game design forum, if the very first word in the title has been so horribly botched as yours is I usually wouldn't even bother to take a look. However you did say you had a new concept, which I always find a hoot as people post all the time thinking they have a radical new idea they just birthed from their loins and it is the highlight of my day to go comment on said post how unoriginal it really is citing all the times I've seen it before and/or what a terrible idea it would prove to be upon implementation into a game. Let's just say I was given no shortage of ranting material with yours.
  12. Well if you're going for a moba map then as long as it has two spawn bases and and a three lane setup you should be good.
  13. I don't think this is practical for everyone.   Those for whom that level of analysis are not practical are probably not qualified to be game designers.   Can we all take a moment to appreciate the untamed savagery that is Tom Sloper?
  14. There's always the big picture vs the immediate situation. Let's say you're on a quest to save the kingdom and along the way there's a situation that could very well result in death or severe injury but would help a great deal of people. You have to choose if it's worth risking the whole kingdom over one small section of it. I may not be doing a very good job of explaining it but I hope you get the point.
  15. You could have a race very in touch with nature, similar to elves, but tall and eerily lanky in addition to being green. You could make it so that instead of food this race could survive on a process similar to photosynthesis, which is why the skin would be green cause chlorophyll and stuff, and they need to be in very sunny warm areas near nature things like rivers and forests. You could have it so that this race is always competing with the others for prime land so they're main struggle isn't resources as much as fending off invaders. I don't really know I'm just spit-balling.