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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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About NuclearPixels

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  1. Hey guys,   I wanted to share with you the project I we currently working on. This is hobby project, meaning that most of the work is done during nights/weekends. It is our first project. It is a very early release, so the game might have some stability issues and still not 100% what we see it be in future.   [attachment=35890:0hkevfr.png]   Technologies: LibGDX, Java Download link: https://goo.gl/npnGp6   Basically, the game is 2D, with platform view, tower of defense (dunno if we can call it like that, hope so :P). The main idea, is that the waves of enemies might be coming from both sides of the screen, but player can only see one of the sides. The player controls the horseman, who moves across the map and can mobilize units to take them to the place which they should defend. At the moment, the most basic set of features have been implemented to make the game playable, there are still many tweaks and effects are to be implemented.   Controls: - Knight is moved with left/right arrows - Units can be recruited from the recruitment bar below - Units can be mobilized by the knight by clicking on the left button, above knight's silhouette - Units can be sent to tower by selecting the unit and clicking the button above its silhouette   The feedback we are looking for currently (opinions on any of the points is more then welcome!): - Controls. They seem a bit retarded to me, maybe you have some suggestions to make it better? Maybe I should highlight the units which can be mobilized when the knight is selected and is passing nearby? I plan to make it a mobile game, that is why I do not do fully hotkey-based controls. - The view. Should I stick to pure 2D platform style view? Or maybe make it slightly isometric with an area of 50-150px, so the units do not stack that much on top of each other and it is easier to identify the quantity of enemies? - The idea itself. It is not new idea, for example Kingdom: New Lands has similar view and some concepts, but we believe that our game will be more dynamic, more battle based, rather then focusing on the economy.   NOTE: - The knight is not attackable because we do not have sprites for that - The tower when the enemy is close "shuts" the gate, so enemy cannot pass, but also ally troops cannot pass. - Troops have some automatic behaviors which we still have not fully tuned   Feel free to add any criticism and feedback (if you spot a bug feel free to blame us :D)!
  2. I would say it too much trouble to solve the problem in that way. It might sound harsh, but I would advice you to drop the solution you have been implementing and use Java NIO which was developed exactly for the purpose of non-blocking IO. Java NIO might look weird at the beginning, but once you get you will realize much powerful it is and how much trouble you avoided (in comparison to the custom-made solution). This tutorial has source code at the bottom of the page and detailed explanation how you can make it work.   Additionally, you need to remember that running a server on a single thread (you have not mentioned this, but I throw it as a warning) will always block multiple users to perform concurrent operations.
  3. I am enjoying the New Retro Wave in general (Lazerhawk, Perturbator, Miami Nights 1984, ..). Maybe the next game we are going to develop will be 80th themed.. The music is quite inspiring :)
  4. Recently started working on 2D platformer tower of defense (our first project) using LibGDX. I would expect a release of playable version in 2-3 weeks, but much things is still to be polished. The assets are still freebies. The screen is outdated(and kind of a mock), but the re-work of recruiting system is undergoing, so I will post a new version soon :).