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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 gmcbay

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  1. Your system requirements are ridiculously low to the point where you are backing yourself into a corner for no good reason. The way older 486 era games like id's Commander Keen achived good 2D performance is by relying on clever hardware tricks (eg. banging on the scrolling registers directly) that will outright fail if you attempt to do them on modern videocards without being in some sort of DOSBOXish emulation environment. Also you're making your job 1000 times harder for no real gain. Why do you need to support Windows 95? Nobody supports Windows 95 anymore. Hardly anyone supports Windows pre-Windows 2000s, because the amount of people who use such systems is so ridiculously small and of the small amount of people there are using them, the cross-section between that set and those who will download your game anyway is absolutely zero. ...and 'alot of AI'? On a 486? Are you sure your post isn't a troll? If it isn't, seriously reconsider your system requirements.
  2. Well, just because the publisher isn't selling a version of the game now doesn't mean they never will, just look at all the retro collection discs for the various modern consoles... They can always make the case that you're harming their ability for future sales, even if they aren't currently selling it. Anyway, I hate the fact that some publishers try to sue on basic gameplay similarity grounds, like all of those Hasbro/Asteroids lawsuits from a few years back. But if you directly rip off the graphics & sounds from another game, you're just asking to be sued, and I wouldn't have a problem with the publisher suing someone in that case. That is clearly closer to theft than homage/inspiration. Don't do it.
  3. I suggest looking at Brian Hook's SAL library: http://www.bookofhook.com/sal I am using it in my released shareware game and it works really well. It can output to either DSound or waveOut, and it works under MacOS X and Linux too. It uses a BSD-style license so you can use it in anything without having to open source your own code. Also... it is free.
  4. This topic comes up here once every month or so. Go ahead and make a bootable game if you really want to, but there are a ton of reasons why it is a bad idea: Hardly anyone is going to bother rebooting to play your game. Modern OSes multitask for a reason. Why fight it? I know there's no way in hell I'd ever reboot to play a game. Also, you'd have to include drivers for all possible hardware on your boot CD. And then when the manufacturer updates the drivers, or (worse) comes out with new hardware that didn't exist when your game shipped, you're fucked because your bootCD game is always going to be using the older, buggy drivers.. or in the case of entirely new hardware, your game might just not run at all because no matching driver is found on your bootCD OS. Last, but not least: game patches. If you discover a bug in your game after it has shipped (and chances are very high you will), there is no reasonable way to patch the bootCD. All in all this is a horrible idea.