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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 ahbonk

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  1. Hey hardcore and mainstream gamers alike! You know that within the domain of those who can access entertainment, almost everyone watches movies but less than half the planet plays digital games. Why is that? Less focus on mainstream gaming mechanics, that's why! I have just opened a blog to discuss these issues, though I only have 2 posts up. Here's the link: minna.no.game Would appreciate comments from you guys, since you guys range from the incredibly hardcore (you know the exact splash damage caused by a shotgun) to the incredibly mainstream ("urm, at least i play bejewelled!"). Thanx!
  2. Yes I completely agree with botman2 and estok. Most RTS players have the brains to know what to do during a battle, but do not know how to do it in writing. Forcing them to write the AI (it's forcing coz you can't win if you don't write) throws the game balance off-balance! Quote:Original post by Sandman I had a similar idea a while back , where instead of actually programming your AI, you simply trained it. You'd still be tactically in control, and free to do the fine tuning, but if the AI is drilled well enough, you could perform complex manouvers with a few keypresses. I completely agree with Sandman's idea. This is like writing the AI but in the form of actions. By this, I don't mean that I agree to very abstract AI training like the one used in Virtua Fighter 4. Maybe you could have certain preset situations in Training mode, then you control the units. Once you're finished with the action, save them under a name. In the real battle, when you have a similar group of units, assign the saved action to this group. There are many risks involved, however. You must make sure that such saved actions are not available for download (to avoid having a situation where the player who downloads a better AI wins). And what if the person goes to a cybercafe instead of playing it at home, in which all the preset actions are in his/her home computer? The player can either create an online profile, or have an option where all preset actions are not allowed. The latter option might lead to a very BIG problem where this option will be used MOST of the time, rendering the training part useless. If the game balance and other factors are appropiately adjusted, you could make a good game out of this idea. All the best!
  3. Another idea is to make the game connect to an sms server. The player has to send an SMS to the SMS server, then get a short code that has to be entered in the Flash in order to play it. Think of it like a credit to play an arcade game. This is normally done in competitions in Malaysia, but it could also be a model to play a Flash RPG maybe? A monthly SMS has to be sent and credits will be reloaded to the player's account. There are two problems with this solution: one, you have to get a partnership with a telecommunication company and two, the telco will absorb most of the revenue (around 70:30 ratio). But it's a good model to use in Indonesia, as this model is used frequently in Malaysia. wan hazmer | game designer (if )interactive http://www.ifinteractive.com