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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.

OhTeeDubb

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  1. We've finally finished designing 500 cards (and some) so now we're moving on to printing them out to test play their effects to make sure they're not too OP or anything. We also still need to figure out the design layout, but that'll come later. Progress is coming along nicely though. Soon we'll need an artist to bang out some original artwork for the cards so if anyone would be interested in that let me know!
  2. I don't believe this topic should be in the "Your Announcements" section, but the moderator insisted that it did because how it's formatted. I asked him what I should change so it could go into the game design section so I could get proper feedback from you guys and he said he's "not going to teach me how to do that." Anyway. We have want to have 500 cards available to the players on release day. We have only 35 left to design before we move on to playtesting them. If you guys have any input, whether it be about the game design or card design or anything, it'd be greatly appreciated. We all grew up playing card games and I thought it'd be awesome to create a game that's like everything we loved playing while still being different.
  3. I have 104 cards left to create for an online card game I'm working on. Then it's off to testing, testing, testing!
  4. - TRI-LINE FORCE - NAME TENTATIVE   GOAL {Tri-Line Force} is a free-to-play virtual "CCG.". With the endless creature abilities and the limited amount of moves a player can make in a turn, {Tri-Line Force} will require patience and strategic skill. In order to win a duel, a player must get three of their own cards to line up either vertically, horizontally, or diagonally. Another form of victory is to make your opponent run out of cards otherwise known as "milling the deck" or "deck out."   CARD TYPES CREATURE - Each creature has a stat on each side to determine the respective sides strength. POWER - There are 4 types of power cards; Standard - A regular power card. Equipment - A power card that attaches to a creature when activated. Counter- A power card that can be activated on your opponents turn. Persistent - A power card that stays on the field when activated. LEGENDARY - Legendary cards typically have very powerful abilities and can be either a creature or a power. {Card images are mockups. Card effects are not}   PHASES DRAW PHASE - Player draws one card for their turn. ACTION PHASE - Player can summon 1 creature and/or activate 1 power per turn. (creature abilities are limitless.) PASS PHASE - Player turn ends and passes to their opponent.   BATTLEGROUND   RULES The game is played on a 3x3 board. Decks consist of no more and no less than 40 cards. At the start of the duel each player draws 5 cards. A player can have no more than 5 cards in their hand at pass phase. When a creature is placed adjacent to an opponents creature with a smaller number on the same side, the opponents creature is destroyed. When a creature is placed adjacent to an opponents creature with a larger number on the same side, nothing happens to either creature. Only one creature can be played per turn NO EXCEPTIONS. I.E You cannot summon a creature and then activate a power or ability that allows you to summon another creature. Counter Cards can be activated on your opponents turn as long as it does not violate the cards played per turn limit.   QUESTIONS? ask away.   WANT TO HELP? We would LOVE it if you guys would join in and create a card of your own. Just tell me the type of card you want to make (Creature or Power). and the ability you want it to have.
  5. 320h at 11usd is a very doable price! that's the price range that is appealing to me haha. Also, I just wanted to know the round about cost of just having it coded. I would just use placeholder graphics until I could pay an artist to do that portion.
  6. I wanted to call my card game TriForce. I looked it up and Nintendo has the logo trademarked, but I'm not sure if they have the name copyrighted. Is it possible to cause confusion when the cards (images and everything else they entail) have nothing to do with the Zelda series?
  7. In America it isn't very difficult to acquire a business license (at least not in massachusetts), it's just a couple of bucks. It's not very likely that you'll get someone to do quality work for you just simply on terms of stake in the royalties in the game, right?
  8. Damn it.. I was hoping that weren't the case
  9. I'm working on a card game and with the way that it plays I wanted to give it a certain name. When I told my brother this and he reminded me that what I wanted to name it is a very prominent object in another game. Would be it copyright infringement if I were to create a card game with the same name as something in another game even though it has no relation to the series at all? Also TCG would be part of the name.
  10. Back in the day I ran a small team for an rpg maker project, but we didn't finish the game so I hardly think that counts. As far as real life actual management I was a supervisor for 2 years at a retail store.. not sure if there's any relation, but I'm confident that I'll be able to set goals and see the project through.
  11. I somehow found a way to power through and input all necessary information on each of the 106 alpha cards! now I need to scrounge up the $140usd it's gonna cost to have them printed. Until then I'm fine tuning the rules and writing them down for everyone (the people I'm playtesting with) to see so they don't think I'm making up rules on the fly or cheating. I've also written 3 pages of story. Yay progress!
  12. As I stated earlier I'm working on a card game (which is going to be a mini game in an rpg I'm working on) that consists of 106 cards. I knocked out the spell cards first because they were the easiest which brought me down to 87 cards which are the monsters. Then I discovered a way to randomize 87 non-repetitive stats. Now all I need to do is apply this to the cards and print for test-play! woo hoo! I'm stoked!
  13. my younger brother finally finished drawing the images for my card game prototype. now I have to go in and manually input the stats, flavor text, and effects if all 106 cards. you could shoot me now. I'm totally cool with that.
  14. 1. "just to post" meaning stuff like what's on your mind? So this thread is against the rules? 2. I actually waited 27ish hours! 3. I don't have a pc or laptop. I post all my posts from my phone.. but good to know!
  15. I guess no one likes to share the current happenings of their lives? lol.. I got my girlfriend into walking dead so now I have someone to stress with on sundays