https://www.kickstarter.com/projects/bitbonton/americana-dawn-historical-rpg
dirt enthusiast
trying on a metaphor

tannertan36
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Andulka
he wasn't even looking at me and he found me
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Product Placement
almost home
NASA
Not today Justin
occasionally subtle
TVSTRANGERTHINGS
Three Goblin Art
styofa doing anything
One Nice Bug Per Day
Monterey Bay Aquarium

Janaina Medeiros

JVL
2025 on Tumblr: Trends That Defined the Year
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@everymon
https://www.kickstarter.com/projects/bitbonton/americana-dawn-historical-rpg
Grail To The Thief Is An Adventure Game Designed For The Visually Impaired
Signal boost, because this Kickstarter is not yet funded, and this is a VERY important path the industry needs to start exploring right now.
Indeed, this needs to happen.
I'll be resuming my blog here. Take a look if you're interested in seeing a game being built up by Android Views.
Hi, I'm a game dev student and I'm going to create a 3D Puzzle Platformer for my thesis. Can you give me some tips on Level Design? I've played lots of those kinds before, but now I feel like I know nothing about them. Thank you in advance.
Let me preface this by saying that level design is a really deep subject, and that there are plenty of people who spend their entire careers working on the concept of level design. There is no way I’m going to be able to cover everything you’re going to need to know, so I’ll just try to hit some valuable core techniques and principles in my experience and hope that it helps. If you aren’t sure about something or have more questions, feel free to ask further.
#1. Provide opportunities to use the mechanics
Games are about teaching the player how the mechanics work, and then letting the player use the mechanics to have fun. You want to give the player an opportunity to use the new mechanics you give them in a way that makes sense. You always want to start by giving them the most obvious way to use a new item, skill, power, or whatever. Make it as simple as possible, and do it at least three times to help hammer home how it works. You want to make it feel familiar to them so that they will be able to recognize when they can use it, and when they cannot. Repetition makes things familiar, but too much repetition makes them boring.
When plotting out the critical path to your level, you want to mark where they have to use a game mechanic to progress. If they aren’t using the mechanics enough, you’ll want to add more opportunities to use them.
#2. Give players things to do. Keep it varied.
Avoid making players use the same mechanic multiple times in a row unless you’ve just introduced it. Try to keep a good mix of things to do by revisiting old mechanics as well as using new ones to keep things fresh. Start by constructing a critical path, and then mark points along the path where the level design might branch out and offer additional ways to get through. Not every level needs these options, but you should have them available to give players some choice and a sense of agency. Choosing which mechanic to use to overcome an obstacle is an excellent way to do this.
Make sure the players don’t go for too long without doing something, but don’t make them have to do things constantly either. That can cause player fatigue. Vary it between segments with a high number of things to do, a low number of things to do, and just rest times where the only thing to do is walk around at their leisure, preferably with something interesting to just look at.
#3. Always draw players forward through the level
Incentivize the players to progress by showing them new things, preferably in the direction you want them to go. Bright lights, shiny objects, interesting colors, notable contrast in environment to where they are, treasure just out of reach, and even obstacles are your tools for this. When they enter a new area, they should never feel confused as to where to go. There should always be at least one clear option for where to go next. If there is more than one path, they should be easily visually differentiated.
Remember, bright colors and lights will attract people. Dark colors and dim lighting will repel people. Moving objects will attract attention over static ones. Flashing lights are very hard to miss. Audio cues are another excellent avenue to notify a player that something is going on. Use these to your advantage to draw people through your level.
#4. Not every reward needs to be obtained immediately
Dangle rewards for the player in front of her in highly visible ways, but don’t always let her immediately obtain them. Sometimes they should be rewarded for making it this far, but other times you want to tell them “you should remember this place and come back later”. It’s an excellent way to showcase different use cases for a particular game mechanic that you’re in the process of introducing. Remember that a reward should only be given if she has done something to earn it - used the mechanic, solved the puzzle, traversed the level, etc. Getting a reward after completing a challenge is one of the things that makes players happiest.
#5. Create opportunities to showcase mechanical synergy
After teaching the player how to use a mechanic at a basic level, build on it by making her use that mechanic in conjunction with other mechanics. It encourages her to explore how the different game mechanics interact with each other, which adds depth to the gameplay. You can utilize options like timing, location, scale, or other such things to add new variations that the player may not have explored.
#6. The player should be able to see a clear goal at (almost) all times
Even if a player is in the middle of something, there should be a clearly visible place that he wants to go next and a way to go in that direction. Getting lost is super frustrating. Not knowing where to go is super frustrating. You (usually) want to keep frustration to a minimum. Give the player something to head towards so that, once she is done exploring the current area, she knows where to go next.
#7. Theme is important
When you create a level, you should have a theme. It could be an ice palace, a dark dungeon, a seedy waterfront bar, a high tech office building, a military base, or any of a number of other things. Your visuals should match the theme, because the theme will help fill in the little gaps and details you may have forgotten or overlooked. A robot factory can have enemies that move mechanically, but an amazonian jungle would not. An ancient ruin might have climbable ropes and statues, but they’d probably seem out of place in a shopping mall. Try to pick a theme that works with your mechanics. It is easiest to get immersed into a game when both gameplay and theme work together coherently.
#8. Playtest, iterate, playtest some more
Get people to playtest your levels. Give them the absolute minimum of what they should know to play the game, and then step back and take notes. Bite your tongue and do not offer help or suggestions. If they get stuck and ask for help, give them the minimum necessary to pass where they are stuck. Observe and note what is working and what is not.
Where are the players getting stuck? What are the frustration points? What are they enjoying? Write it all down, let it rest for a little bit (a few hours to a day, to get a little distance), and then start analyzing and thinking about possible solutions. Try your new changes out and repeat the process. If possible, get testers who have never tried your game before. Pay close attention to what they try, and note what things seem intuitive to them. Is there any way you can take advantage of that intuition? Do you need to do something to discourage it earlier?
These are the main concepts I try to look to when I am creating a level. They have each served me very well over the years, and I hope that you can see why they are important guidelines. Good level design isn’t easy to do, which is why you see people making their entire careers out of it. I hope that this helps. Best of luck with your thesis!
Your adventure starts here!
Great news! Together with Torasko (torasko.com) I've started on a Pokémon Text Adventure! We've already got the entire Introduction pieced together :D
Indie games - I command you to play them!
Independent video games (commonly referred to as indie games) are video games created by individuals or small teams without video game publisher financial support. Indie games often focus on innovation and rely on digital distribution. About a year ago a friend of mine introduced me to indie games. Up until then I hadn’t heard about them and the moment I did I was like ‘but we already have big company games’. Big company games with the biggest engines and latest graphics! Latest and biggest doesn’t mean best though: Solid and (for me the most important aspect) addicting gameplayA great story, stories that actually make you tear upPrices even hobos could laugh atMore personal interaction between buyer and developerMore thought put into graphics that complement the atmosphere well Before I knew it I was addicted to indie games. I had to get each single one of them and my student’s wallet could even manage with that. I’m not going to make this a long story trying to convince you of the magic of indie games. Just freakin’ try them out! There are a few indie bundles out there. Indie bundles mostly make you decide the price, and reward you for paying more than the average price. There’s also the systems where if someone pays the minimum price it goes up a bit but if someone pays more the minimum price goes down. Indie bundles almost always donate to charity, give a bit away for server costs and the rest goes to the developers. Indie games vary in prices, I’ve averagely seen them between 2 and 15 bucks. Compare that to your average price of 60/ 50/ 40/ 30/ 20 euros. When you buy them in a bundle though you could actually pay 0.01 cent for something that is worth tens of euros. Averagely people pay 3 to 5 euros for a bunch of games that are together worth over 70! (first three are the best) humblebundle.com indieroyale.com indiegala.com groupees.com bitg.gamingallthetime.com gamersgate.com/indiefort-bundle gamemusicbundle.com Also a handy thing to do is to follow @BundleTracker on Twitter as they check up on all the bundles and do regular giveaways! Here are some of the best indie games out there that I’ve played (so they are a bit more expensive, sorry): Lone Survivor (I swear I hate scary games, movies whatever but this game is just to good not to play… It has a demo, go download it NOW!)TerrariaThe Binding of Isaac (It has a demo, go play! Cheapest of this list 0.o)Super Meat BoyBastion (I repeat: It has a demo…)World of GooMinecraft (It has a demo)I’m sure I forgot so many but it’s hard to look them up in a list of a 112 games Save the best for last (a game that won’t even cost you money while it’s so good, it’s a crime). This game’s music is insanely good, I could listen to it all day. It’s like Persona 3 good. I love manga and anime and these drawings are wonderful. The story… heartache, laughter, I’m not sure what I haven’t felt while playing this dating simulation: Katawa Shoujo. Katawa Shoujo is a bishoujo-style visual novel set in the fictional Yamaku High School for disabled children, located somewhere in modern Japan. Hisao Nakai, a normal boy living a normal life, has his life turned upside down when a congenital heart defect forces him to move to a new school after a long hospitalization. Despite his difficulties, Hisao is able to find friends—and perhaps love, if he plays his cards right. There are five main paths corresponding to the 5 main female characters, each path following the storyline pertaining to that character. http://katawa-shoujo.com/ The ending of this post couldn’t be any better :)
We are live! The fundraising campaign is in
The fundraising campaign has started as of 9 this evening. Here is the link and more information will be available tomorrow. Until then, Happy funding!
I think it's wonderful that attention is paid to these children in form of a game. A game challenging enough for them to actually enjoy themselves. I have nothing but praise for this project and I encourage you all to spread the word by rebloging!
Last baby steps
Save the best for last! Time for the real awesome stuff: methods (aaahh..)! The last post of baby steps :o
Baby steps #2
Back again! Promised to explain operators and here's the post about them. Once again if I go to fast just tell me ;)
Baby steps
So I've started C# programming! I'm going to share with you what I think are the fundamentals of programming. I'm going to explain statements, identifiers and variables in this post (and operators, data types, methods in the other two posts).
Why do this? So that you can find out whether this stuff bores you or interests you. At the end of the three posts you should be able to write the most simple program ever but hey, it's a program!
I've already been through this stuff in Java so I might go to fast, don't be afraid to ask if you still don't understand!
Hey!
I believe in your dream. Keep on trucking and never give up. I'm learning myself :D
~maximumcrash.tumblr.com
Thanks maximumcrash!
Welcome to the world of CÓDING!
My name is Everymon (well not my real name of course)! I chose that name because I absolutely love game monsters. Pokémon, Digimon etc. I want to come up with my own monster species (and in my head I already have come up with tons :P) and create a game involving this species.
It's no secret that I adore the Pokémon games. I love the concept of Capture, Train and Battle. It's my dream to create a game like Pokémon and this blog will record my journey towards this goal. Capture (Basic Programming Skills), Train (Create Programs), Battle (Release Games)!
This world is inhabited by many indie game developers. Seeing another indie game always brings up my passion to create games. You're always told it's never to late to begin, start small and simple and that it's important to really finish your projects. I've definitely started! Small and simple... damn that's hard with all these ideas and visions in my head but I'll try my best. Finishing projects, ouch, not my best quality. I'm sure I'm not the only one like this, not the only one with big dreams and there are also people like me that have a hard time finishing what they've started. There's something I've not seen though (which I might not have searched hard enough for) and that's someone's journey from beginning to end. Someone's journey from learning to code, writing programs and finally creating the game they wanted.
So that's the main reason for this blog. I also have other reasons that I would like to share. I want you to share feedback, to share your experience etcetera. I want you to ask things you haven't asked before because you thought the questions were to simple or to ask about resources, motivation, tips, anything! I want to be inspired by other blogs! Right now I'm following a fair few blogs that revolve about game development. Tell me about a good blog you've found! Share resources, share links to tutorial sites (like the newboston.org for example).
So that's the wall of text/ to long didn't read post for today ;) I promise the next will be about actual coding :D Till then!