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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 ghostbear_ac

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    Dayton, OH
  1.  --- "What can I do to make this game better?" ---    Menu Flow Party Selection - If I've already picked 3 party members shouldn't I have the option to go to the confirmation page?     NPC conversations - Why not just give me a list of questions, rather than having me click the word -> click “ask me”.   Fix the movement - I shouldn't be going 100 mph if I'm holding down left (in town only) If I click new game, I can't go back to the main menu without closing the game or completing the new game setup.  --Combat--  I played this game for a few hours trying to beat it, but the unlock code doesn't seem to be working.   Since this is a turn based combat system, I should be able to mouse over the spot where I want to move and have it show me the path my player will take and how many Action points it will require (At least I'd like this feature :D)   Towns – Possibly use signs to show where stuff is (“Magic Healer – heals people”) something along those lines.     --- "Is it too hard/easy? Is it too boring or repetitive?" -- I thought the game was pretty hard at first, but once I grinded for a little bit, and started putting my weaker characters in the back (esp. after I got the Bow), I was able to win a fight without losing someone.  Although I did start dying a bunch once I was in the swamp place.    The game does have a pretty steep starting curve, it might be a little better to give the player a few more items or spells to start off with. You don't want people annoyed within the first few minutes. If they start dying after 2 hours of game play, they're more likely to continue playing.     ---"Is it worth porting to iOS?"--- I've been messing with Monogame(c#) recently and I know it's capable of porting games to the iOS, Android, Linux Xbox360 and windows, so you might want to look into that.    You'd have to redo the menu system/control inorder to port it. So, if you don't mind doing that, go for it.       ---Conclusion---   With all of that being said, I would be more than happy to pay ~$5(pc) - $1 mobile for this game . You put a lot of work into it and it shows  and I'd be more than happy to Beta test it for you, just shoot me a message. Best of luck with the project,    Blaine(ghostbear_ac)
  2. All in a days work.
  3. This maybe a dumb question, but when you tried running it in eclipse did you click run as -> Java Applet?  If so what errors did it give you?
  4. I'd like to preface this with: I have very little networking experience, but I think I have a possible solution.  When the user connects to the game, add their address info to a list or map. // This will allow you to send info to one person or iterate through them all.  When a user sends info to the server and it determines what to do, send the response to everyone on the list or map Let me know if that helps at all. 
  5. Slowly, going to get back into this site :D
  6. The interface is extremely confusing. I'm looking at it and I really can't figure out what is going on.
  7. Works fine for me, I went straight to the game's exe file (I didn't need XNA 3.1). Runs pretty smooth on my old machine. Jumping over the fence was a bit annoying, but Collision seems smooth. Also, The water looks amazing and first person view is fun.
  8. I like how the first video looks. I could really see that working into a 3rd person shooter with click based targeting system. I don't know if you're trying to show off your models or just random little samples. That's just my two cents.
  9. I'll have to check it out when I'm not at work (Sends email reminder), but I'd really like to see screenshots or a video of your game. I don't want to speak for everyone, but Videos and screenshots really bump up interest. Also, I like Mendes' setup more because it makes my dated hardware feel less lonely.
  10. I don't think your current game idea is going to well. I don't really get what is going on. Each screenshot is more confusing than the last and there doesn't seem to be a consistent flow to the game. With that being said, You seem to have a workable game. Good job, keep working on it. My Advice: Get Rid of the wallpaper backgrounds...please (even if it was terrible looking grass it would make my eyes feel a little better) Post videos of your game. My Questions: Are you going for a side scrolling mmo like maplestory? Are you working on this alone? What are your goals?
  11. How many players can your server currently handle? It seems you're working on this project pretty actively. Don't worry about graphics, only crazy people would expect "crysis" graphics from a beta game, let alone a hobby project. I wish you the best of luck.
  12. $100 entry fee... :O
  13. How long did it take to complete? The game looks pretty decent overall and I say congrats on the first released :)
  14. That looks really good, I really like your sites layout as well. For some reason it just seems to flow really well(imo). Good luck finding a studio.
  15. Spirit looks a lot like Eve from Wall-e. Other than that I'd like to try it, but I don't have an iPhone :(.