#indegamedev
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archdawn · 5 years ago
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The Forsaken-Lost trailer
The First Trailer for "The Forsaken-Lost" has been officially released! Here is a link to the YouTube video! Thank you for all your support, you guys are awesome, have a safe new year! https://youtu.be/vfejeOZtYXY
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kurai-sensei · 6 years ago
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Hi All ( ^ _^)/ I realised something, I am terrible at remembering things. As you can see, I forgot (completely) to continue my postings last week. To be fair, it's been a while so its gonna take some getting use to ^_^ Anyways, today is Games Dev Blog day, I am gonna let you know on few small details: 1. Finally finished making a Game Design Document! 2. Finally began to picture what I want from the game. 3. The character design is coming in really well! So that's good 👍🏻 4. Programming is coming along really well, the next step is Narratives and spell checking, To be honest, I really am not looking forward to that, but what must be done, should get done! Lastly, I don't like HackNPlan, its complicated and hard to get use to! Anyways, as far as my planning goes, we are on track but the tricky part is going to start next week, so wish us luck 🤞🏻 #Evolution #gamedesign #gamedev #gamedevblog #devlog #games #hacknplan #schedule #indiegames #indie #indegamedev #KuraiSensei (at London, United Kingdom) https://www.instagram.com/p/By0597zgZpx/?igshid=1aasec607yjo
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rooktko · 2 years ago
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Coming soon to a platform near you!
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pedanticstudios-blog · 8 years ago
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The value of rapid prototyping
The highly subjective musings of a game designer / programmer.
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Prototype of a cancelled game. While the idea was intriguing at the time, I quickly realized it was just too similar to other games after prototyping it. 
As a game developer you've more than likely at some point come across an idea that just seems perfect. Some mechanic or gameplay that seems so cool that you cannot fathom that no one has done it before. Often, a quick google search will reveal that it has in fact been done before, and that your idea is just one in the sea of many, but every once in a while you'll find that, hey, I might just be the first to think of this. As creators, this discovery is often followed by a body pumped full of adrenaline, and a brain rapidly filling up with eureka moments. In a fit of insane inspiration you start jotting down idea after idea, until your notebook looks like a lunatic asylum's wall. In this divine state of madness, everything goes! The ideas are getting more and more out there, and at the very end you stare down at your Dali-esque magnus opus, and suddenly it hits you: this is totally crazy; none of this even remotely works together. And why is the main character the ghost of a goose?
Sounds familiar? No? Then you have nothing to worry about.
But on the off chance that seems like something you'd do, I have a proposition that might help; prototype it.
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Rapidly prototyping might save you a great deal of time. Not every idea will work as you imagine it.This was supposed to be a simple math game. Does it look simple to you?!
Not the crazy-ass ghost of a goose character, of course, but that very idea that sent you into the whirl of insane inspiration; that adrenaline-inducing mechanic. Simplify it down to its very core, and try it out. Doesn't matter if it's a game prototype or not. You just need to somehow prove that is what you believed it to be. 
If it works; great! You can carry on with your lunatic schemes, and maybe something works out in the end. (Maybe the ghost of the goose is really a metaphor for lost innocence? Just throwing it out there.)
If it doesn't; also great! You've potentially saved yourself weeks of work that could have led nowhere.  
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This idea I gave up because of the complicated controls. But I might revisit it in the future if I feel like crossing that barrier.
I've found that rapid prototyping helps immensely to filter through "great" ideas, as long as they're simple. The more complex the thought, the harder it will be to prototype it. If your idea has several elements that are vital for the whole, then a spread sheet and some critical eyes might be the better way to go. The wanted outcome will be the same; to spare yourself that feeling of failure when you've spent weeks, or even months, on a project that goes nowhere, or better yet; confirmation that your idea isn't a madman's insane ramblings.
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A hybrid between a dungeon crawler and mine sweeper! How bonkers is that?! Yeah, after prototyping it, it sort of dawned on me. It’s not a ghost of a goose, but not far from it.
Upon closing I'll just mention that even if you at first post-prototype glance find an idea to be garbage, coming back to it later might inspire you to change it into something that isn't. Maybe the ghost of the goose is just an npc now? Maybe it's no longer is a goose? Could it be a swan? Who knows!
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This one I’d like to revisit at some point. The reason I abandoned it was partly the visuals, partly the slow gameplay. Both easily redeemable with some work. 
That is all. Go forth and create.
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Bonus: an early look at one of the current games I’m working on. After prototyping it, I came to the realization that it had become too complex, and that I would need to simplify it.
FIN
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motekentertainment · 5 years ago
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StockMoves Dance sample from "Various dances" Data is on www.motekentertainment.com/shop #3danimation #animation #motioncapture #bidudlevad_ii #animationreference #animationart #indegamedev #indiegamedevelopers #gamedev #gamedevelopment #assetstore #maya3d #blender3d #c4d #reillusion #virtualreality #dance #3drigging #unity3d #UE4 https://www.instagram.com/p/CFAPjvsi4BG/?igshid=1hyfir5a4rtrc
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quackmike · 9 years ago
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Here’s some really early footage of my game...which is tentatively titled: “Interrobang Comes to Dinner”!
In it, you can see some core mechanics that I’ve been posting about. Namely:
loading a level
having the player (Interrobang) come into the scene
enemies present on the screen
enemies attacking the player when he gets too close
enemies animated with Spine (I gotta figure out my timing on it!)
being hit by an enemy and being knocked back, taking damage, and blinking
a big boss!
player death
a game over screen
a title screen
and loading the level again
Every one of those bullet points I’ve posted about previously. It’s really nice to be able to show off all the hard work and learning I’ve been doing to make this a reality. Keep learning, kids!
Next up is adding sound effects! Gotta keep on that vertical slice!
More to come!
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zerocartin · 7 years ago
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New changes coming to #hookbots #gamedevelopment #indiegame #indegamedev #uiart #gamedesign #gameart https://www.instagram.com/p/Bn4W-z1HJ-1/?utm_source=ig_tumblr_share&igshid=18i447ufo9okj
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sylvesterhansen · 7 years ago
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I have been working on some notes left behind after the machine uprising in "the chain broke"
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thgamedev-blog · 10 years ago
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I made a semi-competent portfolio page, check it out if interested. It has links to my social media and related stuff
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superstickgame · 11 years ago
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Level Design - Our Experience
Level design is to me one of the most challenging aspect of game development; many could say this is one of the components of game development where there isn't really a right and wrong way to approach it.
What I've learned by going through the process is that there are certain fundamentals to adhere to. For example here's a list I adhere to when designing a level.
1- Observation. If I feel like I can't really come up with ideas sitting in front of my computer; I mainly go out and observe an environment; for our game I mainly go to the factories close to my house and see how they work; I take a closer look at the architecture, weather at that point in time, and surroundings.
2- Asking a lot of questions. If you think you can't come up with any other fun levels or they currently do not make much sense, ask yourself questions and put yourself in the shoes of your hero, even on the shoes of your enemies. Ask questions such as:
What am I doing here?
What would happen if I could jump higher?
Can I fly?
Can I slide?
Is the environment underground or outdoors?
Etc... etc...
3- Grab a pencil and piece of paper. Can't count how many times I began in the level editor; designing levels before I even knew what I was going to create. This task can save you A LOT of time.
4- Play test your levels. I always come up with great ideas while playing my levels, I tried to experiment as much as I can with my level and always come up with something new; the new can be an environment change, or even a new mechanic made by a mistake I made.
Level Design is a complex process, but the key is to keep your levels simple, when I say simple I don't mean boring whatsoever but get your levels working before creating a level like the ones in Halo or GTA.
Cheers
Dilmer
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