• Announcements

    • khawk

      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.


  • Content count

  • Joined

  • Last visited

Community Reputation

180 Neutral

About Art_Sempai

  • Rank

Personal Information

  1. An interisting video.   Title: "Uncertainty in Games" Greg Costikyan, Playdom We try to avoid uncertainty in our everyday lives, but uncertainty is a critical element in games. If there's no uncertainty about path or outcome, the game won't hold our interest. Uncertainty can, however, come from many sources -- random factors, hidden information, difficulty of perception, and strategic complexity among them. In this talk, I will analyze a number of very different games to uncover where they produce uncertainty and why this engages players; discuss many different types of uncertainty; and suggest ways that designers can add depth to their games not only by tuning existing sources of uncertainty, but by adding additional ones.   http://www.youtube.com/watch?v=qXk96RK8qpo
  2. I've pondered developing a new text system for a long time, it could work.Text is niche, the market is a reader type not COD gamer. A Fifty Shades of Gray interactive novel cash in would rake in the cash from that niche group atm. The coding would be easy, but the work on the story would be hard. If it's poorly written it's not gonna sell.
  3. Sharing a post of indie game dev tips. Opinion:What NOT to do when starting as an indie game developer.
  4. Sharing these links. Glitch art assets news. Glitch art.  
  5. Quote:Original post by Wavinator Quote:Original post by Sandman ULYSSEE-EEE-EEE-EEE-EEES! Sorry. Had to be done [grin] Hahahaha! Jeeeeze, there's some memories. And why exactly did the gods transform his crew into floating corpses????? Never did figure that out, and by the time I got into it it was cancelled except for the Spanish language version on another channel. [Geek]Ulysses 31 was technically a French show.[/Geek] http://www.pvv.ntnu.no/~torgerk/ulysses31/ The Gods punished the crew by making them sleep like the opening says. Ulysses was fixing the power core and the kids were unconscious when it happened. There was a PNP RPG that had a similar idea with Vikings. The aliens would take best warriors and give them enhancements.
  6. This was what I came up with for a SHMUP competition. The theme was options, didn't finished it, couldn't find a programmer. It went on the back burner with a lot of other ideas. I've been looking at the art for it, wondering if I should start it up again. ----- The story concept: The powerful spirits that take the form of masks are call Demon Masks. They have incredible abilities on they're own, if they are worn they can grant people special abilities. The Demon Masks were sealed in their home dimension to keep them from causing mischief and to keep powers from being misused. Now the seal has been broken...a hero wears a Demon Mask to stop the others before the chaos they cause grows out of control. The Game concept: It's a nonlinear boss rush shooter. After the first scenario introduction fight you can choose the main battles in any order. The last battle is unlocked after all boss zones are completed. Each boss zone has a different set of rules and obstacles to over come. First scenario: Defeat Demon Mask Inferno. Boss zones: Water Battle Arcade Battle Hive Level Time maze Dark Shrine Frost stage Green house Haunted Mansion Last Battle: Void zone Game Screen Mock Ups:
  7. I think it might be Kurt Busiek's Astro City. http://en.wikipedia.org/wiki/Astro_City#Civilians Steeljack (Carl "Carlie" Donewicz) (viewpoint) - A former supervillain with steel skin and superstrength, originally dubbed the Steeljacketed Man, and resident in Kiefer Square who attempts to reform after serving his time. He was active as a villain from about 1970 to 1978, with interruptions due to incarceration. Was a member ofthe villain group the Terrifying Three. He was in jail when his mother died in 1973. Served 20 years in Biro Island from 1978-1998. Later tapped by former associates as a private investigator to solvethe mystery of the Black Mask Killer's string of murders in the supervillain community. Consciously modeled after Robert Mitchum.
  8. I wonder how long we'll be stuck in this rut. I remember when the Abyss came out. All those trapped under water flicks popped up a few weeks later.
  9. I'd love to develop a table top online system. Most of the folks I know who play don't have time to get together. Some live in different states. It's a more intense feeling to me having to make that roll stay alive. Stats actually mean something. A tool to build online group campaigns would be great. Add a virtual GM mode for single player. [Edited by - Art_Sempai on December 29, 2009 10:57:50 PM]
  10. Quote:Original post by Talroth Quote:Original post by Art_Sempai Looking back at old black and white monster movies from the 1950s I see creativity. What creativity did you see in 1950's monsters? You show me something there, and I can likely show you something even older that looks similar. Of course, everything came from something. Hmm...I should also add in sci-fi movies and the comics at the time not just the monster movies. Off the top of my head the Robot Monster was pretty bad, but his look is iconic. With modern makeover he would be intimidating. A large ape body with a Big Daddy head. I'm just saying compared to designs now there was more creativity/diversity going on state side. Studios trying to one up each other with weird creations in their productions. Maybe due to the lack of known science, atomic radiation mutated everything.
  11. "Freedom is the right of all sentient beings." ~Optimus Prime I think our world with sentient androids would end up like Chobits or Futurama.
  12. Looking the the new game Nanovor is actually what started me thinking about this... The Kawii look of Pokemon characters and design of the Nanovors. As Seinfeld might say, what's up with character designs in the America? It seems everywhere I look there's a power armored Warhammer or Halo guy. All aliens have that StarCraft or Brood thing going on. In the past it's the troll with a club, in the future a big gun. Every world is a dirty place filled with dirty scruffy looking NPCs. Why is it all robots have to be industrial...and dirty in American concepts. Michael Bay's re-envisioned Transformers are realistic looking as far as parts go, but have no character to me. The types I see a lot are the Terminator, Johnny 5 and Battletech variations. There seems to be more variety in foreign designs nowadays IMO. Japan is constantly popping out odd and amazing things. Of course Japan has it's cliches too, Shonen school boys and fan service. But in general I see a lot more variety of concepts. What happen to our creativity? Looking back at old black and white monster movies from the 1950s I see creativity. Still bad movies but the ideas were there. Something different tried with each strange creature. Is it just me or does anyone else feel current designs are to generic.
  13. You could try a 2.5D option, like the classic Wolfenstein 3D. You would have a 3D looking world, but with pixel art. I've been thinking about using something like that recently.
  14. Yep I'm not keen on having a lot of people in the same place. It wouldn't be to scary if an army of players is running around. A small group like Scooby Doo is more interesting. Also I prefer a weird place over an evil-scientist for this game. A villain you think about beating. An evil infested place you think about surviving. Hmm...been lost in the place and not meeting someone every minute would be differnt. IMO Quote:Original post by Talroth Want to limit the number of people in an area? Well, you have doors don't you? Doors often have locks. Haunted house could easily have doors that lock on their own and don't budge. Also if it is a really strange house, then who says a door always has to lead to the same spot? You could have "Special Doors" that you just have to think of where you want to go, another special door, as you hold the door knob and open it. You can also have things like, hallways existing for only a limited number of people. There are 50 or 60 people in a hallway at a time, but there are only maybe ten people to any one group of people in the same hallway. You could include an ability to 'shift' in and out of the different realities, to switch between open groups in a given room, basically loading the different instances to find your friends.