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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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Found 14 results

  1. A short article this week simply showing off some gameplay of the two game modes in Building Block Heroes - Breaker Mode and Connect Mode. The two distinct game modes reflect my inability to decide which one is better in the end. So, in the same way that Gran Turismo allows for both Arcade and Simulation game modes, I've left the choice in the hands of the player. Breaker Mode Breaker Mode is the mode that works a bit like Puzzle Fighter. Blocks are broken using flashing Breaker Blocks. Until then you can create chunks as large as you want, so you can feel free to drop blocks however you wish. Connect Mode Connect Mode is more like other colour-matching games. Simply match four or more blocks of the same colour to destroy them. This requires a bit more thought in order to build platforms, as you may risk accidentally destroying your work if you're not careful. Let me know what you think! All feedback is appreciated.
  2. PersuaderGames present Why we made the game Hello dear reader! Thank you for taking a look at this post. This game project started about a year ago. Fascinated by old-school adventure game and the lack of games available for mobile devices (Telltale... it could have been all so good...), we decided to do the impossible. Reviving a dead genre for a device mostly known for quick, shallow gaming: Smartphones. Long story short, after long preparations, mostly focused on the right feeling and getting the hang of the technology (none of us was a developer at the beginning), we finally finished the demo for our showcase project. Enjoy!! Introduction Paris, present time. After a tough night roaming the streets, our hero (somehow employed by the Paris Police Department), get a call. A suicide in the city center, fancy area. Business as usual. But is it really? Dive into the city of lights, find the clues and solve the case in this open end adventure game. Detective Trapu is a non-linear adventure game where you take the role of the detective. Will you be able to crack the case and solve the crime? Demo This is a demo. The game is in alpha at the moment, most of the content and scripting are present. We would be glad if you could give us some feedback! Write us anytime at persuadergames@gmail.com, just to say hi! DEMO Download for Android: https://goo.gl/bDjLCh Please check the Credits at the end of the demo. A lot of very talented and dedicated people helped to make this game possible.
  3. Hello, I'm Albert, a freelance composer for videogames. I have attended some videogame exhibitions on Spain (country where I reside) and I plan to attend Gamescom this August. Attending exhibitions it's something I believe is important, I'm planning to know which are all the exhibitions that I should attend in europe. My goal (important) is to actually meet the developers there, and have some conversation where I can offer my music services. I'm looking for exhibitions where I can meet videogame studios with experience. If the studios they normally attend it are mainly indie studios, no problem. If it's an exhibition focused on gamejams or universitary projects, please don't share it here. Since I've said I'm a freelance composer for videogames, I want to end this post sharing my reel (https://vimeo.com/219898725) and some projects I've worked on: - Missing Translation (http://store.steampowered.com/app/395520/Missing_Translation/) - Dive Hard (https://play.google.com/store/apps/details?id=com.impressive.DiveHard) Have a nice day, Albert.
  4. Hi there, so we are working on a new game that will feature a sci-fi pirate setting with plenty of humour in the game. After some thoughts on some one-liners that will feature in the game after certain encounters depending on if you win or lose or if a draw, Some are lifted from films and tweeked a bit and some are pirate sayings that are (hopefully) updated a bit more sci-fi? NO QUARTER GIVEN! A PIRATES LIFE FOR ME! WHO NEEDS HONOR WHEN YOU HAVE A SHIP FULL OF LOOT? OFTEN IMITATED NEVER EQUALED STRIKE ME DOWN AND I'LL BECOME MORE POWERFUL THAN YOU CAN POSSIBLY IMAGINE. THE PIRATE CODE IS MORE WHAT YOU'D CALL 'GUIDELINES' THAN ACTUAL RULES YOU CARGO BAY CUBICLE COSMIC CRUSTACEAN SON OF A FREEZE DRIED BISCUIT EATER! IN SPACE, NO ONE CAN HEAR YOU CRY SMOKING... YOUR SHIP I MEAN. DONT FIGHT FAIR, FIGHT PIRATE! AHOY MATEY! SAVVY? NO SAVVY? DEAD MEN TELL NO TALES EAT BURNING LASER BEAMS YOU SCALLYWAG SCURVEY PANDORIAN DOG! THE ONLY LAW HERE IS GRAVITY STOP BLOWING HOLES IN ME SHIP! YOU WONT LIKE ME WHEN IM ANGRY AND BOY AM I ANGRY! THIS IS ALL YOU'VE GOT? I'LL GET YOU BACK. BUT I'LL GIVE YOU A HEAD START WHILE I FIX MY SHIP NO HONOR AMONGST THIEVES! THIS IS SUPPLY AND DEMAND. I DEMAND YOUR GOLD AND YOU SUPPLY IT! WHY ARE WE ALWAYS OUT OF RUM? DONT MAKE IT SO EASY NEXT TIME FOR ME? YOUR SHIP LOOKS SO PRETTY WHEN ITS IN FLAMES THAT LOOKS LIKE ITS GOING TO BE EXPENSIVE TO FIX OOOOOW.... THAT LOOKED PAINFUL FROM HERE! EVER CONSIDERED A DIFFERENT CAREER? YOU MAKE A RUBBISH PIRATE! YOU MAKE A POOR PIRATE BUT A GOOD TARGET SHIELDS. A CAPTAINS BEST FRIEND COME FIND ME WHEN YOU'VE LEARNT HOW TO FIGHT REVENGE IS BEST SERVED IN THE COLD VACUM OF SPACE NEXT TIME YOU'RE GOING TO PAY SHOOT FIRST, THEN SHOOT SOME MORE IM GOING TO OPEN UP A CAN OF WHOOP-ASS SO BIG YOU'LL THINK IT WAS A BLACK HOLE DID YOU SEE THAT? BECAUSE IM NOT DOING IT AGAIN! WALK LIKE A PIRATE, TALK LIKE A PIRATE, SHOOT LIKE A PARROT YOU LOOK MORE LIKE A PEACOCK THAN A PIRATE THIS ISNT THE LAST YOU'LL HEAR OF ME! IVE SEEN GARBAGE HULKS BETTER LOOKING THAN YOUR SHIP HELLO ME PRETTIES DONT RESPECT ME, FEAR ME STOP RUNNING AWAY, YOU'RE HARDER TO HIT WHEN YOU KEEP MOVING HAHAHA! YOU THINK YOU CAN BEAT ME? ONLY WENCHES CRY... AND YOU BE CRYING NOTHING LOOKS QUITE AS GOOD AS OTHER PEOPLES LOOT PREPARE TO BE BORDED! SO YOU WANT A REMATCH? YOU MIGHT BE MORE STUPID THAN YOU LOOK TIME FOR A GOOD KEELHAULING YO HO HO AND A BOTTLE OF REPLICATED RUM WANT TO PARLEY NOW? TAKE WHAT YOU CAN AND GIVE NOTHING BACK IM COMING FOR YOU, OR SOMEONE THAT LOOKS A LOT LIKE YOU WITH A SIMILAR NAME. YOU CALL YOURSELF A CAPTAIN? YOU COULDNT CAPTAIN A GIRLS NETBALL TEAM WE CAME, WE SAW, WE KICKED YOUR @$$! ITS GOOD TO BE THIS BAD BEING EVIL JUST COMES NATURALLY DRINK UP ME HEARTIES... WE'VE ALL THE PLUNDER! YOU COULDNT HIT A SPACE STATION WITH SHOOTING LIKE THAT TAKE FROM THE RICH AND KEEP FOR ME YOUR EGO IS AS BIG AS A GALAXY, PITY YOU CANT BACK IT UP? YOUR HEAP OF JUNK JUST GOT A FREE MAKEOVER... YOU CAN THANK ME LATER Nothing personal.Its just... good business. THE BIGGER YOU ARE, THE EASIER YOU ARE TO HIT! YOU ARE LIKE YOUR SHIP, A RELIC THAT SHOULD BE RETIRED YOU HAVE A PARTICULAR SET OF SKILLS... SADLY NONE ARE MUCH HELP RIGHT NOW ALL THAT GLITTERS... IS MINE! HAVE THAT BROADSIDE UP YOUR REAR! AVAST YE BILGE SUCKING BLAGGARD NO QUARTER GIVEN! DEPLOY THE FRIGGING LASER! LETS NOT RESORT TO NAME CALLING YOU GUTTER SNAKE YOU SIR, HAVE THE BACKBONE OF A JELLYFISH! NEVER SEEN SUCH A SORRY CREW. YOU COULDNT BEAT A HALF DEAD SPACE SLUG! YOU CANT TAKE THE SKY FROM ME YOU JUST MADE YOUR FIRST AND LAST MISTAKE! BLOW THE MAN DOWN THEY SAY, BUT ID RATHER BLOW YOU UP A POX ON YOU AND ALL YOUR KIND YOU'RE NOTHING BUT LUNAR SHARK BAIT OUTGUNNED, OUTFOUGHT AND OUTTHOUGHT NEVER TRUST A PIRATE IM A BLACK HEARTED SCOUNDREL CALL THAT A SHIP? THIS FLAG SAYS I WILL FIGHT UNTIL ONLY MY BONES REMAIN I THINK OF YOU AS A FLYING LOOTBOX THAT GOLD LOOKED HEAVY. I DID YOU A FAVOUR BUY TAKING IT YOU LOOK LIKE A PIRATE BUT YOU FIGHT LIKE A LITTLE GIRL? I HAVE MORE SKILL IN MY LITTLE FINGER THAN YOUR WHOLE CREW YOU SHOOT LIKE A MAN WITH 2 EYEPATCHES ON WHO ARE YOU...? NOPE NEVER HEARD OF YOU DO YOU WIPE YOUR BUM WITH THAT HOOK? fortune eludes those who are ill-equipped If I don't kill a man every now and then, they forget who I am! THIS HAPPENS WHEN YOU FLY TOO CLOSE TO THE SUN. YOU GET BURNED! If you had a sister and a dog... I would choose the dog. CURSE YOUR SUDDEN BUT INEVITABLE BETRAYAL YOU CANT WIN THEM ALL FIGHT ME AGAIN WHEN YOU CAN GROW A BEARD MY GRANNY'S MORE SCARY THAN YOU LOT GUTTER STRUMPET GUTLESS KNAVE! NO CRYING OVER STOLEN GOLD! FIRE IN THE HOLE... AND THERES A FEW OF THEM IN YOUR SHIP! And yes, we know that some of these are bad... but thats supposed to be in the humour side of things, so its so bad its good (maybe?) Ben@Weedo Game
  5. Hello everyone,For those of you who are into puzzles, pixel arts and family stories, here is a game we started with my little brother:https://www.kickstarter.com/projects/755210943/kingscape-an-indie-game-with-odd-charactersKingscape sets up a lonely character, the king's son, who invents off the wall adventures with numerous imaginary foes including but not limited to: cartoonish mad ducks, perverted zombies, bloodthirsty sales reps, explosive pigs. Your job is to defeat them all.We're looking for positive criticism, feedback, toughts and support from people who enjoy the game pitch. Feel free to tell us what it evokes for you!Cheers,Hugo Loi
  6. MechBox 2 challenges players to uncover the secrets of a mysterious post-apocalyptic puzzle box. Explore each protective layer in a series of ever-changing puzzle and logic challenges to find the secrets within. The high-tech box is damaged and time is running out.. the fate of the world is quite literally in your hands. Background The Mechanical Box is one of the last fragments of the technology used by the Ancients and still existing in the post-apocalyptic world of the alternative Earth. A high-tech device created with only one purpose: to store and protect an unknown Object inside. To date, the Box is in poor condition: it’s partially damaged and overgrown with moss and other vegetation. There is a warning written on one side which is still readable: "SUBNUCLEAR CELLS MUST NOT BE REPLACED". How to play ★ If you have no idea how to start playing, then why don’t you try some time killer. ★ Every protection layer of the Mechanical Box is supplied with the BGB - Big Green Button design for moving to the next level below. You just need to press it ★ If you try to solve a puzzle and eventually find yourself in a dead end, don’t give up! The MechBox has a built-in hint system. But remember, MechBox isn’t a game for casual players but rather an armored metalware bristling with security systems. And a hint is just a hint, not a ready-made solution. More: https://ogurecapps.itch.io/mechbox-2-hardest-puzzle-ever Any feedback is welcome! I hope you guys enjoy trying it out. If you need promo codes (for iOS), just let me know.
  7. I'm working on a map generation tool for Unity. The tool takes 2D input (map of regions, map of heights, etc) and constructs a 3D terrain object with individual meshes for each region. The idea is to make development of 4X/Grand Strategy/turn-based games much easier in Unity. I started this project after searching the internet and realizing a tool like this didn't already exist. It already basically works (takes about .9 seconds to generate a 3D world from a 500x500 image), but I want to know what other features people would like me to add. I've already got: regions w/ built in references to neighboring regions texturing using single material height-map support for "islands" and non-contiguous regions an input image checker and input error correction I'd be happy to share more information. Just comment or message me. I don't think it's ready for release, but I'm not sure what to add. Sorry my example terrains are so low effort, I'm not much of an artist.
  8. So I'm designing a FPMMORP Survival Sandbox with a wide range of gameplay elements from the basics such as combat and crafting all the way to citybuilding and politics. The core game mechanic revolves around the relationship between the player's Hinj, a spirit-like entity that exists in a parallel dimension with the power to affect the "real" one, and the Commoners and Heros. (Most of these terms are still placeholders, but give me your opinion on them/ideas for new ones) Basically, each player is playing the game as a Hinj which has the ability to influence Commoners and possess Heros. As a Hinj the player floats around with absolute freedom and the gameplay resembles that of a sort of RTS. In the beginning players have no bonds to any Hero's and therefore the first step is to create one by influencing a pair of Commoners to "descend" (my more polite word for breeding, as in to create descendants), or by finding an already pregnant woman. The player then uses an ability with a 24 hour real time cooldown called "Bond" that imparts a piece of the Hinj's essence onto the child which will allow it to possess them once they are born as they will now become a Hero. Children born without this bond are Commoners (the numbers that follow are preliminary and based on extremely rounded percentages based on the lifespan of an average human being, they will likely be tweaked for balance and playability and explained through lore. The average lifespan of a Commoner or Hero will be 2 real months or roughly 672 days in game) Commoner pregnancies last 12 real hours or 6 days in game which is why finding an already pregnant woman can be beneficial, however the drawback to that is base stats are determined by the parents, so choosing who descends together allows for more custom stats. Hero's, because of the bond are born in 2 hours or 1 day in game. During the pregnancy the player has time to alter the childs facial features with small variations to what they have inherited from the parents, and hair color. Once born, the Hero transitions from an infant to a young adult at a greatly increased speed of a Commoner which takes 7 real days or 84 days in game (this timeframe will likely change to something closer to 1 real day, but I use it here to express that it will be a somewhat lengthy wait to encourage survival and give a heft to the death of a Hero or Commoner, as well as to encourage the player to continuously be Bonding with new Hero's and furthering the descension of their lineage) once this period is over the bond has fully matured and the Hero can be possessed which switches the gameplay into a FPRPG like ElderScrolls. Mature Hero's can now descend with Commoners and pass on a fragment of their bond. Unless actively bonded with by the Hinj (which will incur only a 1/3 cooldown penalty) these children will be Tainted, halfbreeds between Commoners and Hero's that Hinj's will have more control over than basic Commoners. Possession is never permanent, and the player has complete freedom to switch between playing as a Hero or controlling and influencing Hero's, Tainted, and Commoners as a Hinj. The goal of the game is to build armies from tame creatures, magically created golems, hired Commoners and of course Tainted and Hero's, and war for control of territory and destroy enemy cities. There's honestly so much more to the game than that, I've only just touched the surface, but this is the core mechanic that is the primary focus of the game, managing bloodlines and slowly evolving their stats over generations (each character has stats that are the average of their parents and will cap at a number that is likely 1.5 that number) So the point is never to grow too attached with any one Hero since they can and will die at some point, but to pass on their genetics to future generations for further development. Players will be able to descend their bloodlines together with the bloodlines of other players, but only one Hinj may bond with any Hero. Tainted born this way have enhanced controls for both Players, and this effect stacks each time a new player descends with his bloodline (it could, in theory, get to a point where every player on a server has enhanced control over a bloodline of tainted... unless it was changed so that bonds from previous generations degrade so that it could never be more than a certain amount of players who have such control) Descending blood relations together is possible for freedom of roleplay, but if its too close (brother sister; mother, son) it incurs penalties detrimental to the bloodline and should be avoided. 5th cousins (or whatever further research says is biologically and ethically agreeable in humans) would descend normally. Thanks for reading, please give me your thoughts and feedback on what could be expanded upon or improved, I'm eager to know if this is a game anyone but me would be interested in playing. Cheers
  9. Hello, everyone! Just as we promised last week, we're here and back for more! We have big news for you today! Today we'll be launching the "Project SpaceVille" Insider Programmer soon. This will be be a community effort, so we'd like everyone to join us in making "Project SpaceVille" the best game possible! Why are we doing this? Well, we need to see if you enjoy playing our game. We want to hear your opinions and ideas! How do I apply? All you have to do is send a message to our Facebook or send us an email at faximegames@gmail.com, with the access key “SPACEVILLE-AP” and we'll do the rest! When to apply? Now! (laughs) Whenever you feel like as long as the Insider Programme is still running. But we advise that you do it as soon as possible, as there is a limit number of testers. When does it start? Our alpha will be release soon during this summer. What will I have access to? We will give you a platform in our website where you can post feedback, ideas, share opinions with other testers! And of course You will have access to the alpha build of the game! We have something special for the alpha testers after the game is released as well! Click the "Follow" button to keep you notified when a new blog entry is posted! Until next time, The FAXIME Team Check out our Facebook page at: https://www.facebook.com/FaximeGames/
  10. Hi everyone. I'm putting up a few asset packs of music and I'd like to know what you *wish* was included in asset packs, or what types of asset packs are missing from the world. Here's my first one from music throughout the years, 33 mintues of fantasy music and ambiance loops. What stuff do you wish you saw more of in asset packs? Any advice for me regarding mine? Thanks! I've also put two dynamic music FMOD tracks up there. http://u3d.as/R64
  11. I was unsure where to put this, so I chose business and law as the closest step. I have an assignment to do in order to graduate from Baker Online with a Bachelor's Degree in Video Game Development. My assignment is the following: "Start looking for (2) professionals for you to conduct informational interviews with and a (1) professional who will conduct a mock interview with you . All three professionals should be in your field, no friends or family. Their contact information is due Week Three. The first interview will be due week 4. The second is due week 6. Your mock interview is due week 7. I recommend you get these done ASAP." The file attached contains information that one will need to fill out before I turn it in for week 3. I appreciate any and all help people will give me. If you are interested, contact me at mariobud@gmail.com with the subject head of what you want to cover (informational or mock interview), and I'll let you know if there is space available. Thank you! Interview Information Assignment.docx
  12. Hello, My name is Hristo Kolev, a student at “Manchester Midi School”, Manchester, UK and I will be graduating this August with a degree in “Music production and audio engineering”. As part of my final research paper I am exploring the development of game audio through the years and the role of the composer as part of the development team. The research is mainly focused on the connection between audio and technological developments and the skills a musician has to have in order to work in the industry. I will be extremely grateful if you agree to answer few question on the topic. Name: Date: 1. How long have you been composing for video games? 2. What is the most effective platform of promotion for you as a composer? 3. What are the essential skills a game composer needs and how did you gain these skills? 4. What are the biggest challenges you have faced in becoming game audio professional? 5. How composing and sound design have changed over the years and how did you managed to adapt to those changes? 6. Do you think that in technological aspect game audio is reaching its limit for innovations? 7. With so many requirements today, such as composing, sound design, knowledge and understanding of scripts, programing and coding, Wwise and FMOD, how do you manage to learn everything and keep track of all new innovations and which of these you think are most essential for a young composer or audio engineer? Please feel free to add any addition information you find useful. Any advice will be highly appreciated! Kind regards, Hristo Kolev
  13. VPN

    I was having trouble with this site and my VPN service before but its fixed now. Before it wouldn't load more than one message unless I had an ad blocker on. The only way to have ad blocker off and have it load more than the topmost message from the sub forums was if I turned my VPN off. This doesn't happen anymore and my VPN is working fine with the site now so whatever you did to fix it thank you.
  14. Not a big thing, but thought i'd ask about it. could we get an inline code formatting or highlighting? just for example, you might say: You need to change the variable [inlinecode]theVariable[/inlinecode] to 42