• 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

132 Neutral

About DrPetter

  • Rank
  1. DrewGreen: Don't worry. It seems to be a common reaction, and something I sort of expected. It's probably impossible to do well on your first attempt, you have like 1 second to find the right key and press it :) My game is definitely one you have to try and retry many times if you are to get any kind of fair impression from it (which you obviously did).
  2. Hmm... car physics eh? Might have been, I tend to do that :P EDIT: Ah, the profile page has been fixed - you mean Island Racers? I remember commenting on that one, yeah. I'm fairly surprised I did so well considering how harsh my game apparently is... with comments like this: "- first attempt - read readme, run game, impressed by graphics, watch as my character falls to his death before I've put my fingers on the keys, say "what?"." you don't tend to hold much hope ;) I should definitely have added a restart button, don't know why I didn't take the extra 15 seconds to implement one. I just panicked like crazy when there were 10 minutes left or so. Next time (if there is one) I'll probably try to take a more chilled approach. Congratz to prize winners! (and everyone else who finished)
  3. scgrn: Yay, now it works! Indeed it plays smoothly, and it's surprisingly hard too! I can't understand why the cheese beams keep insisting on just barely missing the monkeys, it always causes me to steer right in front of one and end up being hit. Not the most innovative entry, but it sure is well executed. I must say theme adherence is a bit iffy too... anyways, my record is 730 pts - I shehe! ;)
  4. matt_j: Yours was cool, took me a while to get what I was supposed to do (just fired at the falling debris at first), but when I did it was like "Woah, it's Lemmings! sort of..." :) Not very challenging, true. And not much variety, but it's a cool concept and digging through large objects bit by bit is always fun. Repair drones would probably have been sweet, swarming around the hole trying to fill it in while you blast them with more laser vengeance ;) Maybe a more continuous beam would have been nice too, so you could "melt" into the wall through short bursts. d000hg's game was also nice, although it lacked some challenge to make it last. The idea of having to quickly choose which buildings to sacrifice is interesting. Endurion's entry made me spend way WAY too much time coasting through space gathering money to buy that stupid radar device... and now he's doubled the price of it!! ;) The game had some relaxing exploration quality to it though and could have been a nice waste of time if it had some soft music and more stuff to buy... and maybe some challenges along the way, although dying after spending half an hour gathering crap would probably make you chew your arms off in frustration :) Well, those were some of my random impressions... brought to you courtesy of me having nothing better to do and doing everything in my power to avoid going to bed. It's embarrasingly late over here, better sleep now so I can get up in time for tomorrow's 5 pm lecture, bleh :P
  5. That's an awfully big obsession with color use for a compo that was supposed to not be about graphics... imho ;) Anyways, you actually got scgrn's entry to run? Now I _really_ want to play it :) Also, did you ever fall through an upward-facing "platform" in my game? That's not supposed to be possible, but otherwise you can pass through all parts of a star if you enter from the side for instance. It's a bit quirky but that's what you get for pushing us so hard! :P
  6. If it's that close then maybe you should call in a few additional judges, both to make it easier and to ensure it's a fair decision.
  7. I do seem to have those dll's, and I did put the exe with the .dat files. The error though isn't something I've seen before. It's something about the program's configuration being wrong and that "reinstalling it might help", or something to that effect (it's in swedish).
  8. Thevenin: I couldn't run your fixed version of scgrn's exe... I tried and tried and tried to compile it myself but my environment (vctoolkit2003) is so messed up at the moment that it really takes some magic and divine guidance to build a new project... none of which were available at this time. ToohrVyk: Indeed there seemed to be situations where one command didn't work at first but was "unlocked" by doing something else. I don't remember "looking at pipes" though, so that can't be it. The levers were a bit wonky but I got past them after some trial and error (and swearing). In the last room I am almost certain that I wrote the right sentence at first but it didn't "take" until I had prayed once more and gotten an insulting reply from the game... oh well, it was all good fun as I said earlier ;)
  9. scgrn: Thanks, and I'm afraid your "fixed" version crashes just as hard as the original one. I downloaded it and unzipped it into a new folder just in case any of the old data was messing things up, but no luck...
  10. I did it! I beat the interpreter! Ahem... got the generic artifact at least ;) Good clean fun even though it caused some aggression.
  11. BeanDog: Yeah, your game wasn't very challenging... but it sure was soothing and fun herding those stars around while listening to various kinds of music. I'm not sure what my neighbors thought about the loud schlurping noises that occured from time to time when I happened to shove an unusually large amount of stars into the hole though... I was playing this a few hours after midnight :)
  12. Thevenin: A good strategy is to press up before you land to ensure that you don't put too much spin on the stars. You also have to land in the right places to avoid accumulating rotation in the same direction. I don't find the regular screen size much of a hindrance - if you can do it by "cheating" you should be able to do it legitimately too. EDIT: Has anyone completed ToohrVyk's game yet? I think I need a walkthrough for that one, it's driving me crazy ;) [Edited by - DrPetter on February 11, 2006 9:08:03 PM]
  13. Thevenin: You dirty dirty cheater!! ;) Good job on the bug hunt, and I didn't even think about that screen size issue... guess I should start making my windows non-resizable :P Can you beat my highscore of 24539 pts (without cheating)? EDIT: scgrn - your game still crashes on my box
  14. HAHAHA! I just realized a bug caused a rather hilarious typo on level 7 of my game... let's see if you can spot it :D OMG, that's priceless... only in a 3H compo, I say :P
  15. Crap, I just realized mine isn't very challenging after all... should have tweaked it a bit differently. Oh well, at least it's innovative or something :) EDIT: I took the liberty of tweaking it and put up a new version: new zip (I mailed it too) I don't know how tight you are about the deadline, but if it's ok I would like to enter this as the final version...